Never use your powers for evil Perigrin.
Starting to remember old practices I used when modding. Doing stuff like doing everything I wanted to do in one session because editing an existing plugin causes problems and makes the plugin "dirty" unless you go through the massive hassle of "cleaning" it. I can remember working on a mod, and when I had to go do something like sleeping or working, I'd just leave the program running so I didn't have to edit the incomplete plugin later. Just save, in case it crashes or something bad happens, and leave it running. Cleaning plugins was such a fucking hassle. Also copying existing interiors because building custom interiors was time consuming. After the interior I wanted was copied/pasted, I would remove all the furniture and make small alterations to make the interior a bit more unique. It was still a lazy way of doing things, but it always looked nicer because those existing interiors didn't have any misaligned parts.
Since this is about making mods, I will discuss something I was thinking about. Oblivion has the thieves guild quests, but none of those ever had the feel of a proper burglary. I remember a mod a long long time ago that added a "vault" to each of the cities. You had to find a way into the vault and pilfer the loot inside. Getting to the vaults was always about getting in through a cave, sneaking in through the back door, or finding some other loop hole to get in. You didn't "case the joint." Stuff like looking around, checking display cases, checking the locks. Robbing the red diamond jewelry in the market district was the closest I ever got, along with pilfering umbacano's collection and swiping the countess of bruma's array of akaviri artifacts. I wonder, how could I go about designing places designed to test and reward players who wish for that kind of rogue gameplay. Maybe some kind of museum? I gotta find that vault mod. And lost spires, that was a good mod too.