Missing Thieves' Guild License?

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Kaelon
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Missing Thieves' Guild License?

#1 Post by Kaelon » Mon Aug 25, 2008 8:20 pm

Hey there, Everyone,

In the classic QFG2, imported thieves would also come in with their Spielburg Thieves' License, but in QFG2VGA, my imported character didn't have his Thieves' Guild License. Is this normal behavior? I enjoy collecting momentos from previous games and carrying them through into the present.

Erpy
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Re: Missing Thieves' Guild License?

#2 Post by Erpy » Mon Aug 25, 2008 8:22 pm

I think you only maintain your license if your actual class is a thief.

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Re: Missing Thieves' Guild License?

#3 Post by Brainiac » Mon Aug 25, 2008 8:26 pm

Erpy wrote:I think you only maintain your license if your actual class is a thief.
What about other Thief gear (lockpick and kit)? That'd be significant, especially in the case of exports from QfG1VGA, where you can get all that stuff without Pick Locks.
Last edited by Brainiac on Thu Aug 28, 2008 7:17 pm, edited 1 time in total.

Erpy
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Re: Missing Thieves' Guild License?

#4 Post by Erpy » Mon Aug 25, 2008 8:27 pm

As long as you have thief skills, you should always have either a lock pick or a thief tool kit.

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Re: Missing Thieves' Guild License?

#5 Post by Kaelon » Mon Aug 25, 2008 8:29 pm

Erpy wrote:I think you only maintain your license if your actual class is a thief.

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Ah, in the Original QFG2, you retained your license regardless what class you were. I have a Fighter Multiclass with all skills (Thief and Magic), but didn't get to keep my Thieves' Guild License. Any chance that could be fixed?

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Re: Missing Thieves' Guild License?

#6 Post by Brainiac » Mon Aug 25, 2008 8:32 pm

Erpy wrote:As long as you have thief skills, you should always have either a lock pick or a thief tool kit.
Hmmm. I'll have to test with my future Paladin imports, I think. One only has Stealth; the other has both Thief Skills.

Jack Sawyer
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Re: Missing Thieves' Guild License?

#7 Post by Jack Sawyer » Mon Aug 25, 2008 8:35 pm

My mad powergamed ubercharacter had his lockpick AND his thieve's toolkit.

Later on when I get time, I'll play around with the game at the end and see what may or may not transfer over.

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Re: Missing Thieves' Guild License?

#8 Post by Caine » Mon Aug 25, 2008 8:46 pm

Hi guys,

Been lurking on these boards for many years now (started even before the announcement of QFG2).

First of all, I wish to convey many thanks to the members of AGDInteractive for all the effort you have been spending on this game the last years. I must say, it has really been worth the wait.

Now on topic.

If I import my fighter, he loses his thief license. However, if I first override the import to thief and subsequently press cancel, then importing (as fighter) will have him retain his thief license.

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Re: Missing Thieves' Guild License?

#9 Post by Brainiac » Mon Aug 25, 2008 11:06 pm

My Fighter with thief gear but no Pick Locks maintained his lockpick and toolkit (useless though they be).

Doing as Caine said, he kept the license as well.

Kaelon
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Re: Missing Thieves' Guild License?

#10 Post by Kaelon » Tue Aug 26, 2008 2:04 pm

Awesome. Thanks for the work-around, gang.

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Re: Missing Thieves' Guild License?

#11 Post by Beverheim » Wed Aug 27, 2008 9:15 am

But do you actually NEED the Thieves' guild license for anything in the game, or in later games?

Erpy
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Re: Missing Thieves' Guild License?

#12 Post by Erpy » Wed Aug 27, 2008 9:25 am

No. It only has a use in QFG1, as far as I know.

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Re: Missing Thieves' Guild License?

#13 Post by Quest For Glory Fan » Wed Aug 27, 2008 9:54 am

I wonder if you can import that license all the way to QFGV what the one armed man would say if he saw it. I know there's no guild in 3 and in 4 you get your own initiation thing to do so I wonder if they even thought to make the license import at all.

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Re: Missing Thieves' Guild License?

#14 Post by Erpy » Wed Aug 27, 2008 9:58 am

You can't. You lose all your stuff when you get zapped to Mordavia and Rakeesh isn't the type to bring your thief license over.

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Re: Missing Thieves' Guild License?

#15 Post by Quest For Glory Fan » Wed Aug 27, 2008 10:13 am

ah yes, I have never been as depressed as that time Gimly told me I lost all my items.

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Re: Missing Thieves' Guild License?

#16 Post by Brainiac » Wed Aug 27, 2008 3:50 pm

Erpy wrote:No. It only has a use in QFG1, as far as I know.
Did someone forget to be a Thief in QfG4? Granted, that's a new license, but still, it has a use there.
Quest For Glory Fan wrote:I wonder if you can import that license all the way to QFGV what the one armed man would say if he saw it. I know there's no guild in 3 and in 4 you get your own initiation thing to do so I wonder if they even thought to make the license import at all.
Nope; there's no license in QfG5, import or otherwise. You do get to import the Blackbird copy from Mordavia though. Considering Erasmus's general distaste for thieves (remember the gargoyle question from QfG1?), it kind of makes sense his teleport spell "accidentally" left that behind. And Rakeesh bringing the magic grapnels is certainly better than the license, frankly. In the end though, it doesn't matter, since the Silmarian Thieves' Guild is in transition anyway - they're not gonna be uptight about it until the new Chief is appointed, I imagine.

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Re: Missing Thieves' Guild License?

#17 Post by bilal » Wed Aug 27, 2008 10:09 pm

I didn't want to create a separate topic for this piddling question, but for the life of me I can't figure out how you're supposed to show Dinarzad the thieves' sign.Using the hand icon just earns me a warning about the guard nearby.

Sorry if this is a dumb question. It's just not working.

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Re: Missing Thieves' Guild License?

#18 Post by adeyke » Wed Aug 27, 2008 10:22 pm

Use the mouth on yourself.

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Re: Missing Thieves' Guild License?

#19 Post by bilal » Thu Aug 28, 2008 3:29 am

Thanks!

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