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 Post subject: Thieves Guild Armor
PostPosted: Tue Aug 16, 2016 9:53 pm 
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Journeyman
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I've been tinkering the past couple of days on a mod that adds a set of Thieves Guild Armor similar to the kind you get in Skyrim.

I decided to make each piece Leather in appearance and weight, but with the armor and health of Chainmail.

For a helmet, I extracted the Black Hood mesh and texture from the Oblivion BSAs and created a custom Light Armor helmet with the weight of a Shrouded Hood (0.5w), and again the armor and health of Chainmail.

Should I have made the Hood heavier or lighter? Most of the other Hoods weigh 2.0, 3.0, 4.0, or are weightless.

For enchantments I went with:

Boots
-Fortify Acrobatics 10 points
-Fortify Sneak 10 points

Cuirass
-Feather 50 points
-Fortify Speechcraft 10 points

Gauntlets
-Fortify Marksman 10 points
-Fortify Security 10 points

Greaves
-Fortify Agility 10 points
-Fortify Speed 10 points

Hood
-Fortify Mercantile 10 points
-Fortify Personality 10 points

Are the enchantments fine as is, or should I change them? Maybe swap Marksman for Detect Life?
Then again I hate the pink cloud Detect Life causes. Especially when talking to people. I'd have to take the gloves off every time I need to talk or barter.

Do you think I made the enchantments too strong? I could make them leveled with 10 points being the maximum at level 20+, but by then a 10 point boost won't mean much as your skills would likely be maxed by then anyway.

If I decide to make a second "Guild Master" set at Glass quality, should I keep the same enchantments or increase them?

So far all I've done is add these items to a chest I placed in the Garden of Dareloth next to where you meet with Armand Christophe. What I'd like to do is get things set so that Armand gives them to you upon completion of "May the Best Thief Win", but I have no idea how to enable that.

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 Post subject: Re: Thieves Guild Armor
PostPosted: Tue Aug 16, 2016 10:19 pm 
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Detect Life would probably be better on the hood, which makes more sense to take off. The buffs themselves seem fine, if a little overpowered.

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 Post subject: Re: Thieves Guild Armor
PostPosted: Tue Aug 16, 2016 11:31 pm 
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Warder
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Chainmail, eh? You're gonna be repairing it after every fight.

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 Post subject: Re: Thieves Guild Armor
PostPosted: Wed Aug 17, 2016 12:36 am 
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Journeyman
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 Post subject: Re: Thieves Guild Armor
PostPosted: Wed Aug 17, 2016 1:44 am 
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Warder
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There's also mythril and elven qualities in the light armor category, or you could just increase the item health to something less...awful.

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