Don't know if anyone is still using this mod, but if you have had trouble finding the key for the flagon trap door it is located on the bar in the ragged flagon, though it is flagged as not player owned. So... Time to pop open the creation kit and fix that. Also found one area the occlusion boxes are gitched, and noticed that the master bedroom area is not nav meshed. its been a while since i have messed with the kit, but i will try to get this fixed this week end and uploaded as version 1.0. Then I will turn my attention to the dawn star sanctuary. Goal will be to make the brotherhood worth saving.
DreamerDon, I cannot express to you how much the Thieves Guild owes to you for this masterpiece. Your Mod made the guild worthy of being saved. I hope you will continue to add to and improve this mod bringing it greater glory still Or perhaps take your hand to other guilds with similar disrepairs..
For those who might have issues with this Mod loading up in TESV Edit, make sure to get General Stores and install it before running TesV. It does appear that There are a few ITMs in it mostly dealing with the quest lines.
Great continuation of Mad's work. The door fixes worked beautifully and I don't get the jittery frame like before with his mod. Yay! Unfortunately I can't open/unlock the master room or the treasure room. There is a prompt asking for the key ...and I have the key from on top of the bar inside the Ragged Flagon, but that didn't work. :/ Any ideas?
**Mod conflict** If you have Dawn of Riften installed, the exit from the Cistern (ladder) leads into a kiln just outside the market circle over by the Balmund the Blacksmith's house. You can get out ...with some jumping and/or fast travel ...but the entrance is blocked so you can't get back into the Thieves Guild that way.
The key for GM quarters is on the GMasters desk. Small skeleton key in center. (I didnt find i until i read your post and found the key on the Flagon counter. Then i recognised it and remembered where i saw a similiar key.... Hope this wasnt a spoiler for anyone. Personally I dont look in the posts until I get frustrated... Lol.
Hello, your mod seems to have two issues going on here. First it doesn't want to play nice with TES5Edit, it won't load properly so it can't be checked (and thus not cleaned). Second it seems to conflict with this mod: http://skyrim.nexusmods.com/mods/35241/?Guild Outposts - Directors Cut, causing immeditae CTD's.
I'm not sure whether you have or not, if so please ignore this comment. Disable the use of the flagon shortcut during the quest where you cannot access the flagon. I forgot what it was about but it involves mercer
love the mod glad to see those dam ladders got fixed ^^ only issue i see are the two windows to the void up in the training area, you fixed the one going to the alchemy. anyway keep up good work
The room bound markers take some getting used to, finished it up, loaded it in game and it worked, FPS for me increased significantly. I'd say i was running three to four time the FPS I was before.... (don't ask.) but problem was there were part where the void would show up. Some were overlapped and when you got into the overlapped area Skyrim didn't know what to think i suppose. Anyway, gonna try to get it fixed and upload the update hopefully in a day or two.
Ok, i'm currently working on the mod. I'm trying to add room markers and occlusion planes to help with loading. I think one of the big problems with the cistern is the the fact that currently it has to load the whole thing up at once. This causes huge FPS drop, a massive load time, and if you are running with any kind of graphical mods, (my rig ain't the greatest) it can cause a crash to desktop; happened to me last night. So... I'm hoping with the room markers, portals, and planes ect... it should help the issues. I will load once i get finished. Though this has been an endeavor, this mod wasn't exactly made for the boxes of the room markers.
25 comments
For those who might have issues with this Mod loading up in TESV Edit, make sure to get General Stores and install it before running TesV. It does appear that There are a few ITMs in it mostly dealing with the quest lines.
This mod should have a thousand endorsements... go figure.
**Mod conflict**
If you have Dawn of Riften installed, the exit from the Cistern (ladder) leads into a kiln just outside the market circle over by the Balmund the Blacksmith's house. You can get out ...with some jumping and/or fast travel ...but the entrance is blocked so you can't get back into the Thieves Guild that way.
I am having issues with GS, did you include GS in Honeyside? If so when you purchase the child's room it never shows up.
Thanks in advance. Otherwise great mod.
Disable the use of the flagon shortcut during the quest where you cannot access the flagon. I forgot what it was about but it involves mercer