I noticed that you mentioned that the skins used the CBBE meshes and such, does that mean that other mods are required for this one? If so, could you add a "Requirements" dropdown (like you see on some other mod pages) so that people know what else they need?
There is no "requirements" indicated as the mod is standalone. CBBE body meshes and textures are embedded. Mention about CBBE just means that all related female outfit have been built on a CBBE basis. So if you're using UNP and use these outfits on your PC, you will notice some textures issues.
Salut. As-tu bien fini les quêtes d'influences de la Guilde ? Normalement, les entrées apparaissent dans chaque ville quand la quête correspondante est terminée. A Blancherive : derrière la maison d'Ysolda A Vendeaume : Derrière la maison du clan Cruelmer A Markarth : au fond du marché, à droite en entrant en ville ; au bas des escaliers. Je te laisse le soin de découvrir les entrées extérieures ! Dis-moi si les entrées n'apparaissent pas. Sinon tu peux toujours accéder aux refuges grâce à la console.
Well, I loved the idea, I liked the interior of the WR refuge, but the mod does not work 100%. I've finished the main quest in Guild WR, but the entrances to the refuge do not appear. I know they are there because I used the code coc zpguildwr and everything is there (minus the body of a woman, only the head, hands and feet lol).
I use Localized Thieves Guild Jobs and in WR just texture mods. Idk if they are incompatible.
Thank you for the feedback. I though all the issues were fixed with armors pathes, it seems it's not !!! Concerning the entrances, all are using vanilla quest assets to appear. I don't know if Localized Thieves Guild Jobs edits these, I'm gonna have a look at this. Are you using other thieves guild related mods ? I have a little (in fact, no so little !!) hiatus in the mod development, but I will be back on work very soon.
No, just the LTGJ. The rest is texture, new location in Ragged Flagon, make existing NPCs in followers and creation of armor.
For the record, I use the Mod Organizer and does not appear any overwrite. I also gave a verified with TES5Edit, just to see if there was any conflict (the only thing I can do with it) and found nothing. Only in the "dialogue Topic", the reference to "FULL - Name" is like this: "I'd like trainong in Alchemy." I changed it. And the "Worldspace" part where I imagine that they are the doors, is also free.
Today I will do the quests of at least one more city and see if the same problem occurs there.
There is something I forgot to ask : does the TG headquarters upgrades appear once you complete the "Imitation Amnesty" quest ? If it does, it's probably because some mods edit the whiterun area (town and exteriors), even if it's not their primary purpose. Try moving TG refuges ESP at the bottom of your load order.
I did not understand. Not to appear? It is not the functionality of the quest? Do these upgrades. :S Well, in the end I could not make it work in any city. Even putting it at the end of the load order. I got to visit the three refuges, using the codes. Nice work, they were really cool. How do you get the keys? In each refuge has a part that requires a key. Perhaps if instead of the door "appear" after the final quest in the city, it was already there, but closed until then, could avoid the problem? I also had a problem to become leader of the guild. The final quest, where you have the ceremony, did not start. But as all the major requirements and quests of thieves were made, I used the code "tgleadership 10" to start it and completes the campaign. So I imagine that one of the mods I use ended up influencing it. I tested disable each one of them, but nothing solved. I imagine that something has been "stuck" in my save. Also, Delvin continues with the dialogues of three towns about having finished the main quest them. Still giving me gold for one of the cities. A time these dialogues appear in another time not.
Is there a way to TP to the locations without completing the required quests? I've been trying to get console commands to work, but to no avail. I don't have any characters that have started the thieve's guild questline, but I really want to test the places out.
You can use these console commands : Whiterun : coc zpguildwr Windhelm : coc zpguildwh Markarth : coc zpguildmk Once inside, it is possible to go outside using one of the exits. Be aware, NPCs could turn hostiles if you are not a thieve's guild member !!
Though I did find a few bugs, Caroline in the whiterun guild had an invisible body. She was a floating head, hands, and boots. Kaia and Jen in the Markarth guild had messed up hair textures. And Shashev Dres in the Windhelm guild had a missing texture on his armor.
Also, is there any chance of a version without the custom bodies, hair, and faces? If not, I could just try making the changes myself.
Been waiting for something like this. Always play the thief but Skyrim has no love... Anyway, the photos look great and are well thought out in terms of overall design but maybe a bit austere like an inn and very clean.They have been derelict so i take it should be a bit messy with cob webs and junk. But more than any of that the lighting has to be very atmospheric like ELE/ELFX. Thieves like places to hide at all times. low ceilings, shadows, walls, twists and turns... e.g. the rataway. Places decent folk wouldnt go.
Currently, I haven't much time for modding due to a very time-consuming IRL job. My first focus was about places design, with a very simple idea : making something that wasn't a clone of Riften's TG headquarters. That's why I use architecture of matching towns. The idea is, the thieves are occuping a vacant or abandonned place under the city, once they gained control over it. I you ever played ESO, you know what I mean. As soon as Solitude refuge will be finished (I have just delete half of my work once again, being unhappy with it, for sure Solitude is cursed !!!!) ), I will be working on a last update, just polishing things, adding clutters, etc ... This is my first building mod, so every (constructive) feedback is welcome.
Darn, the Workshop makes it so much easier to keep all my mods up to date, ah well, guess I'll just have to download this one manually. Thanks for your response and your cool mod
NMM is super easy though and keeps things nice and organized, though I personally use MO for Skyrim. Anyways, I love the idea! Always seemed silly to only have a hideout in Riften and I love the Outlaw Refuges in ESO.
49 comments
mais j'ai installer le mod après avoir fini les quêtes des voleurs et je ne trouve pas les refuges help !
stp
As-tu bien fini les quêtes d'influences de la Guilde ? Normalement, les entrées apparaissent dans chaque ville quand la quête correspondante est terminée.
A Blancherive : derrière la maison d'Ysolda
A Vendeaume : Derrière la maison du clan Cruelmer
A Markarth : au fond du marché, à droite en entrant en ville ; au bas des escaliers.
Je te laisse le soin de découvrir les entrées extérieures !
Dis-moi si les entrées n'apparaissent pas. Sinon tu peux toujours accéder aux refuges grâce à la console.
can i make the version for the SE?
https://scontent-frt3-1.xx.fbcdn.net/v/t35.0-12/15682315_10209952267477657_1032857083_o.png?oh=79b6109332cd713f91dd4129b670ae40&oe=585E91E6
I've finished the main quest in Guild WR, but the entrances to the refuge do not appear. I know they are there because I used the code coc zpguildwr and everything is there (minus the body of a woman, only the head, hands and feet lol).
I use Localized Thieves Guild Jobs and in WR just texture mods. Idk if they are incompatible.
Concerning the entrances, all are using vanilla quest assets to appear. I don't know if Localized Thieves Guild Jobs edits these, I'm gonna have a look at this. Are you using other thieves guild related mods ?
I have a little (in fact, no so little !!) hiatus in the mod development, but I will be back on work very soon.
For the record, I use the Mod Organizer and does not appear any overwrite. I also gave a verified with TES5Edit, just to see if there was any conflict (the only thing I can do with it) and found nothing. Only in the "dialogue Topic", the reference to "FULL - Name" is like this: "I'd like trainong in Alchemy." I changed it. And the "Worldspace" part where I imagine that they are the doors, is also free.
Today I will do the quests of at least one more city and see if the same problem occurs there.
Well, in the end I could not make it work in any city. Even putting it at the end of the load order. I got to visit the three refuges, using the codes. Nice work, they were really cool.
How do you get the keys? In each refuge has a part that requires a key.
Perhaps if instead of the door "appear" after the final quest in the city, it was already there, but closed until then, could avoid the problem?
I also had a problem to become leader of the guild. The final quest, where you have the ceremony, did not start. But as all the major requirements and quests of thieves were made, I used the code "tgleadership 10" to start it and completes the campaign. So I imagine that one of the mods I use ended up influencing it. I tested disable each one of them, but nothing solved. I imagine that something has been "stuck" in my save. Also, Delvin continues with the dialogues of three towns about having finished the main quest them. Still giving me gold for one of the cities. A time these dialogues appear in another time not.
Whiterun : coc zpguildwr
Windhelm : coc zpguildwh
Markarth : coc zpguildmk
Once inside, it is possible to go outside using one of the exits.
Be aware, NPCs could turn hostiles if you are not a thieve's guild member !!
Though I did find a few bugs,
Caroline in the whiterun guild had an invisible body. She was a floating head, hands, and boots.
Kaia and Jen in the Markarth guild had messed up hair textures.
And Shashev Dres in the Windhelm guild had a missing texture on his armor.
Also, is there any chance of a version without the custom bodies, hair, and faces? If not, I could just try making the changes myself.
Anyway, the photos look great and are well thought out in terms of overall design but maybe a bit austere like an inn and very clean.They have been derelict so i take it should be a bit messy with cob webs and junk. But more than any of that the lighting has to be very atmospheric like ELE/ELFX. Thieves like places to hide at all times. low ceilings, shadows, walls, twists and turns... e.g. the rataway. Places decent folk wouldnt go.
As soon as Solitude refuge will be finished (I have just delete half of my work once again, being unhappy with it, for sure Solitude is cursed !!!!) ), I will be working on a last update, just polishing things, adding clutters, etc ... This is my first building mod, so every (constructive) feedback is welcome.