Thievery in the Imperial City

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Author: JOG
Thread(s): GamingSource
Version: 1.2
Last Updated: July 14th, 2006
Requires: Oblivion patch v1.1.511 or higher
Download(s): Planet Elder Scrolls (1.0 + Patch to 1.2), 3DDownloads (1.0), OblivionFiles (1.0), TES Nexus (Patch to 1.2), Author's Site (Patch to 1.2), TES Nexus (1.2 Complete)

[edit] Part 1 of Tales of Twilight

[edit] Description

Not all merchants in the Imperial City are through and through honest. Derrien Venoit runs the Discount Merchandise in the market district; not only has he no qualms about buying stolen goods, the thieves in the Imperial City know that Derrien even gives tips about where to find worthwhile loot.

To start the mod, visit the new "Discount Merchandise" shop in the Imperial City's Market District and sell some stolen items to the owner. (Otherwise he wouldn't know that you're a thief and won't give you jobs...)

[edit] Features

  • A fence in the Imperial City.
  • 11 new quests for a thief.
  • 2 Miscellaneous quests.
  • Full Voice-Over (over 17 minutes).

[edit] Author's Notes

Sorry, no screenshots. The mod plays mainly in the Imperial City, and everything that would be suitable for a screenshot would be a spoiler.

Before installing read Thievery - Readme.txt...Please, really, do it!

But I strongly recommend you resist the urge, and don't open Thievery - Walkthrough.txt.

[edit] Not Bugs

"The Merchant has no dialogue options"
To start the mod, visit the new "Discount Merchandise" shop in the Imperial City's Market District and sell some stolen items to the owner. (Otherwise he wouldn't know that you're a thief and won't give you jobs...)

"The compass points to the doors instead of the quest items"
How exactly would you know where the item is hidden?

"Derrien's voice has an accent!"
Yes, so what? This is how they speak where Derrien comes from.

"The objects I fence in don't count to my Thieves Guild rank!"
Why should they? Derrien is no member of the TG (And it's more work to have it this way.)

"The Merchant has infinite money"
Yes, this mod is compatible with the Living Economy mod but not affected by it.

"This amulet can't be worn together with another amulet"
Yes, this mod is not affected by the "Unlimited Amulets & Rings" mod.

"My Modchecker tool reports a DIAL conflict!"
Ignore those tools.

"There are flying objects in xxx's house and yyy never sleeps!!!"
Yes, this is a quest-mod, no unofficial patch, so it doesn't fix Bethesda's bugs.

[edit] Version History

[edit] 1.2

  • Fixed several typos
  • When you used the stationary entrance to enter the hut, the exit will now always be reset to bring you back to the stationary entrance. (Before, you were brought back to the portable exit when you used it once and didn't pick it up before using the stationary one.)
  • When you drink the Dagoth Brandy with drain/fortify attribute effects active you are no longer in danger that these effects will become permanent.
  • It's no longer possible to kill a certain greenish guy before a certain spoilerish thing happens to him...
  • It's also no longer possible to stumble upon two such greenish guys.
  • Fixed a continuity-problem with Weyan's note not mentioning Esri's name but you using it in your journal.
  • Removed generic dialogue for Skingrad citizens from Esri
  • Esri is no longer a member of the mages guild
  • When the "Dissatisfied Customer" quest is the 10th quest, Derien no longer starts his last quest right after you bring him the tome. You need to wait one day now.
  • You can no longer ask Bravil citizens about Weyan's whereabouts when you meet them outside of Bravil.
  • All quest-reward spells for returning a certain blade are now unique spells to avoid conflicts with mods that modify or remove the racial and birthsign abilities
  • Rebalanced Vials again (less powerful now.)
  • Teleportation crystal is now a new model with disabled physics to avoid that the item gets lost due to the physics engine running amok.
  • Added a way for other mods to disable the teleportation crystal.
  • In the cheat room there is now a way to teleport to a lost teleportation crystal...
  • By popular demand, the compass-arrows are now disabled when you enter the cell. Less confusion for some users when the arrow originally pointed to the door, more problems for the same people when in the arrow originally pointed to the quest-target. Careful what you wish for...
  • Sarvendis' spells are ranged versions now and hit you even when you have another mod installed that reduces the touch-range so far that NPCs will never get close enough to hit you with a touch-range spell.
  • Changed date of JOG_X_Mods.esm to 12/12/12 to make sure it's loaded as the last one (Oblivion has a bug that prevents ESPs from having working loaddoors to cells from an ESM when that ESM isn't loaded as the first one right after oblivion.esm).

[edit] 1.1

  • Fixed some typos
  • Fixed compatibility issue (item-placement) with "Realistic Merchant Storage"
  • Barin Hlervo will now be able to enter his room even when you wait until he goes to bed and then follow him upstairs.
  • Barin Hlervo will also wake up in the morning, even when the player is around
  • Esri will no longer report your crimes to the guards.
  • A certain curse will now be applied/removed even when the spell misses you.
  • When you touch Lerien's display case the fist time and it's already opened you no longer get the message that tells you that it's locked...
  • When Weyan wants to yield, but isn't able to talk to you within 10 seconds he'll stop trying to talk to you and you gain back control over your char.
  • Vials are a bit less powerful now.
  • Moved the final note from the last quest to a more obvious place.
  • Added a more dialogue when Derrien refuses to give you new quests because you didn't bring him the objects he asked for.
  • Added another way to remove a certain curse (click on the tombstone in the secret cheat room...)

[edit] Thanks

  • Cajus Julius ( Voice-Acting )
  • Mr. Harryman ( Voice-Acting )
  • Hickmanj ( Testing )

[edit] Reviews

[edit] Review by Galahaut

I have not completely finished this mod yet, but I think I've seen and played enough of it to have a good idea of the quality. Anyway, so far, this is one of the most "integrated" quest mods I've played. What I mean by that is that the mod seems like it could have been a part of Oblivion. It does not stand out as obviously modded in. The new voice acting goes a long way to make the mod "fit in." The quests are interesting, but not crazy or weird enough to stick out as a mod. As said earlier, I have not finished the mod, but I am about halfway to 2/3 of the way finished with it, which gave me plenty of time to determine that the mod is (so far) bug free and high quality. I would recommend this mod to anyone looking for some new quests, especially those with characters focused around thievery. I will update this review once I finish the rest of the mod.

[edit] Review by FMan

I agree fully with Galahaut. This plug-in is of very high quality. Just maybe not the most exciting questline and Derrien's accent bothered me too in the beginning... Where exactly is he from? Doesn't sound like any Tamriel way of speech to me. ;) Anyway, this whole thing is done to a good degree and the fact alone that there IS a voiceover makes it that much better!

[edit] Review by Daniel Park

Wow, terrific mod. The voice acting was competent (the accent didn't actually bother me), the writing was quite good (not dogged by grammar and spelling mistakes, a common problem with questline mods). I enjoyed it tremendously. Looking forward to the sequel!

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