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About this mod

With this mod, you can destroy the Thieves Guild (Guildmaster) as a Good Alignment Character. You will also obtain the Nocturnal's Daedric Artifact and much more.

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Synopsis:

This mod is about Role-playing.
In the original game, it is not possible to destroy the Thieves Guild, moreover, you are forced to join this guild. Therefore, you have an absurdly limited choice in the original game, considering this guild.

This mod allows you to help the people of Skyrim by silencing this guild, as a Good Alignment Character. In Lore-friendly way.
You don't need to destroy all the members. You will eliminate the guildmaster, Mercer Frey, to silence the activities of this guild.

This mod makes that thieves can not force you to start their quest-line through Brynjolf. You will also be able to silence Maven Black-Briar, after completing certain quests.

This mod allows you to have the No Stone Unturned Quest, without the obligation to join the Thieves Guild. Crown of Barenziah now is a valuable unique artifact, worth leaving no stone unturned.

With this mod you will be able to obtain the Word of Power of the Disarm shout located in Snow Veil Sanctum. Other role-playing improvements.

Description:

Role-playing aspect and starting of the quest:
Spoiler:  
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All here probably know, who Mjoll the Lioness is. The "Riften's Protector", she wants to protect its people from the corruption that pervades the city. Due to this, she vocally opposes the Thieves Guild and how they are ignored by Riften's authority.

When you will first time meet her, she will have a dialogue about the Thieves Guild, where she will ask you about your opinion about this "guild".
This will be the starting point for this quest. If you'll agree with her, and will show, that you want to help people, she will provide you with information about the guildmaster. Information that she collected through hours of spying in the Ratway and bribing of lowlifes. She will give you the dossier, that she has made.

It's up to you, what to do next.

When you will read the dossier, given you by Mjoll the Lioness, quest will start.
There will be no map markers to blindly go to, you must find the guildmaster. You have the dossier with information. You have several ways to find him, actually. All you can understand from the dossier.
You need to be able to open at least Expert level locks for this quest.


About the guildmaster of the Thieves Guild:
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You probably know, who is the guildmaster of Thieves Guild. Probably, you also know, that he is not only a mere guildmaster, but is a Keeper of the Skeleton Key of the Daedric Prince Nocturnal and was part of the Nightingale Trinity. This will affect the reward of this quest.

In this mod, he is a vampire. Reasons are simple and logical: firstly, vampires are the end-game content, and secondly, it is indeed really fits the guildmaster of the most sneaky guild, who can never be seen under the daylight.
Battle with him is a high-level boss battle. Prepare yourself.
He is now a Level 50 Vampire Rogue, dual-wielder, uses invisibility, high-level weapons and perks, has improved speed and uses higher-tier healing potions.


Now, about the reward:
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The reward based on the Mercer Frey's Lore.
As a guildmaster, he has the Guild Master's ArmorGuild Master's GlovesGuild Master's BootsGuild Master's Hood and the Amulet of Articulation of the highest level.
As a member of the Nightingale Trinity, he has stored Nightingale ArmorNightingale GlovesNightingale BootsNightingale Hood
Nightingale Bow and Nightingale Blade. You also can find The Nightingales by Gallus Desidenius, an insider's account of the Nightingales book.
As a Keeper of the Key, he has the Skeleton Key.
Personal storage containers and a number of interesting unique items.
He wields the unique sword Chillrend of the highest level.


Additional improvements:
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Fixed Skeleton Key perk. In Vanilla, once perk was added, all the lockpicks were unbreakable, even when the Key was removed from the inventory. But this was not noticeable, because through Vanilla quest with the Key, you lose the Key and perk removed from you through a quest script. Now, only the Key is unbreakable. If you will remove it from inventory, or sell it, lockpicks will break as they should. Skeleton Key is a valuable artifact now.

This mod allows you to obtain the Word of Power of the Disarm shout, located in the high-level dungeon Snow Veil Sanctum. You need to be able to pick the Master-level lock to enter the Sanctum.

Mjoll the Lioness will be available as a follower after the quest. You will be able to take anything from her house.

When Brynjolf comes to you to start his speech, you can leave the dialog. In the original game, quest starts anyway. With this mod no quest will start, if you will leave the conversation.
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For those, who want to play as Lawful Evil or Chaotic Neutral: There is still a possibility to start the Thieves Guild questline, for those of you who want to infiltrate to destroy all the members of this guild. It will be possible to go until a certain point, after which the members will attack you (presumably unraveling the spy who eliminated their guildmaster). To be able to destroy all the members (who set essential by the default), you will need an additional SKSE plugin. With this plugin you can destroy all the members of this guild without infiltration as well. The Ragged Flagon - Cistern's squalid secret door locked on the Expert level lock now. If you will go there, guild members that will be inside will attack you.
You are still able to train Sneak and Lockpicking skills from Delvin and Vex, if you don't attack them.

If Dark Brotherhood and Thieves Guild are silenced, you can demand the silence from Maven Black-Briar, after she tells you about her influence through these guilds.
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Your name carries weight in Riften.
Of course. Nothing gets done without my approval in this city. I have the Jarl's ear, and the guards in my pocket. Anyone makes trouble for me and I pay a visit to the Thieves Guild. Make me angry and I contact the Dark Brotherhood. You'd do well to remember that the next time you make such a stupid observation.
You better shut your arrogant mouth. (Intimidation)
What? How dare you! I'll...
What? You know what happened to the Dark Brotherhood, right? (Intimidation)
What?..
Maybe you also know that Thieves Guild is silenced. (Intimidation)
I...
Tell me, do you know who silenced both of your beloved guilds? (Intimidation)
...
It was me. (Intimidation)
Wh... It was you... I... I understand.
Do you? Good. You better watch your tongue from now on.
My sincere apologies for my previous words. It will not happen again. I hope we can be friends from now on. Can I go now, please?
Yes, you can leave.
Thank you. Take this as a sign of my reverence and friendship.


No Stone Unturned Quest, without the obligation to join the Thieves Guild. Crown of Barenziah now is a valuable unique artifact, worth leaving no stone unturned.
In your travels about Skyrim, you came upon an Exquisite gem, encased inside an ornate jewel box. The gem seemed to have magical properties.
The gems that you will find will now be called the Exquisite Gem. You will not be obliged to contact the Thieves Guild members to evaluate the gems. In Mercer's house you will find four gems (from House of Clan Shatter-Shield, Windhelm Palace of the Kings Upstairs, Black-Briar Lodge and The Treasury House), that he has already obtained, and his journal, where he writes about what he knows about the stones. He located some of the gems, and knows the location of the Crown.
Gems have reduced weight, stackable, droppable. Fixed bug with stealing the gems, when it only says "Take", now taking the gems not considered stealing, as they do not belong to anybody, but Barenziah. You can sell them, but do not do this, because in this case you will not be able to re-craft the Crown of Barenziah. Crown of Barenziah now is a unique artifact, with appropriate and logical enchantment for the crown of the monarch. Provides protection to the wearer. Counts as circlet, valuable unique jewelry, invisible when worn. You will have the Barenziah’s Luck (increases the chance of finding gems) ability when restored Crown is in possession, as it is a Paragon of magical power, according to the lore.
No map markers for the stones and crown, you can read about the locations in the Mercer's journal:
Notes: Crown of Barenziah.
Spoiler:  
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In my travels about Skyrim, I came upon an Exquisite gem, encased inside an ornate jewel box. The gem seemed to have magical properties.
I made a research and found out that the gem is one of 24 stones that were pried from the crown of Queen Barenziah, one of the most famous figures of the Third Era, first Queen of Morrowind.
It seems that magical properties of the artifact can be recovered by setting all the Exquisite gems onto the empty Crown of Barenziah, which I should obtain as well.
In a matter of months I found four exquisite gems and a lot of information about remaining gems' locations, from my subordinates and sources.
I took gems from the House of Clan Shatter-Shield, Windhelm Palace of the Kings, The Treasury House in Markarth, and from the Black-Briar Lodge.
I didn't have time for finding more gems with all the happenings, just took gems I found out about within my reach. People mostly keep them as a curiosity and don't notice the disappearing of something that they think is a simple trinket.
I have it on good authority that the Crown is within Tolvald's Cave, a large cave in the Velothi Mountains, along the eastern border of Skyrim, located in Rift, northeast of Shor's Stone and south-southeast of Ansilvund, dropped by a Dunmer caravan leaving Morrowind long ago. I need to obtain it as soon as possible.
Locations of gems that I've heard of:
Proudspire Manor, in Solitude. One of my sources (beggar) told me that he have seen something like the gem, sneaking inside for a night.
Understone Keep's Dwemer Museum in Markarth, subordinate was on a job there, said that have seen something like the gem there.
Good source (bribed adventurer) told me about locations in which gems might be because of the stories or legends of treasures he heard might be in there:
Dead Crone Rock, Forsworn-inhabited Nordic tower, ancient Nordic ruin, located south-southwest of Markarth, just above Hag Rock Redoubt;
Ansilvund, an ancient Nordic ruin, situated northeast of Shor's Stone and northwest of Riften, lair of a necromancer;
Yngvild, an ancient Nordic ruin, found on an island east-northeast of Dawnstar in the far northern reaches of Skyrim, lair of a necromancer (damn those mages, what's up with them and Nordic ruins);
Rannveig's Fast, an ancient Nordic ruin in the mountain range in northern Whiterun Hold and just south of Morthal. Again, source said that it full of ghosts and, possibly, some warlock is inside the ruin.
Pinewatch. Another possible location, bandits' hideout located northeast of Falkreath and west of Helgen. Bribed bandit told about his boss finding some gem similar to described. Guild members visited this place, now 'Danger' shadowmark painted on the wall. Not a problem for me.
Knowing the love of mages for magical items (damn it), there are few places inhabited by warlocks, very dangerous forts and caves, in which gems can possibly be located. I know about Fellglow Keep, Sunderstone Gorge, Hob's Fall Cave and Fort Kastav, but I am not going in there until I am sure that gems are there, and this is worth it.
Other gem might be somewhere in College of Winterhold, I have Enthir there, might ask him to look around the place.
Other locations I don't know about for now.
Once I'll obtain all the gems and the empty Crown, I'll only need to set the stones onto the Crown, fairly easy task, it will require basic blacksmithing skills and a little bit of additional gold for bracing the gems.
But now I have too much on my hands to worry about, so it can wait.

Thief Cache Barrels are enabled as treasure chests, from the beginning of the game, as Thieves Guild exists and does its quests without the Dragonborn. Note: according to the official Lore article, it takes at least ten days for the caches to respawn items if the Dragonborn leaves the town completely. If entered within that period, the timer will revert to zero. Named as just “Barrel” now, look for the "Thief Cache" Shadowmark. Tweaked the loot to not contain Daedric items. No Daedric daggers and Daedric arrows in the “cache” now, up to Ebony. In Solstheim “cache” you have a chance to find Nordic and Stalhrim material daggers or arrows now, up to Daedric as well, because it is a personal storage, not a public “cache”.

Summerset Shadows, the rival guild of thieves, with the leader of the Summerset Shadows in Skyrim Linwe, are located in Uttering Hills CaveLinwe is wearing a unique set of armour.

Using my other mod, you will be able to recover the bonemold formula for Glover Mallory (Paid in Full Quest), without joining the Thieves Guild, thus, will be able to produce Improved Bonemold Armor. Also will be able to tell Sapphire the truth, and receive the reward, a unique exquisite sapphire.


Q&A:
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Q: Changelog of the latest version?
A:
Spoiler:  
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Thief Cache Barrels are enabled as treasure chests, from the beginning of the game, as Thieves Guild exists and does its quests without the Dragonborn. Note: according to the official Lore article, it takes at least ten days for the caches to respawn items if the Dragonborn leaves the town completely. If entered within that period, the timer will revert to zero. Named as just “Barrel” now, look for the "Thief Cache" Shadowmark. Tweaked the loot to not contain Daedric items. No Daedric daggers and Daedric arrows in the “cache” now, up to Ebony. In Solstheim “cache” you have a chance to find Nordic and Stalhrim material daggers or arrows now, up to Daedric as well, because it is a personal storage, not a public “cache”.
Summerset Shadows, the rival guild of thieves, with the leader of the Summerset Shadows in Skyrim Linwe, are located in Uttering Hills CaveLinwe is wearing a unique set of armour.
You will have the Barenziah’s Luck (increases the chance of finding gems) ability when restored Crown is in possession, as it is a Paragon of magical power, according to the lore.

Q: I've already talked to a Mjoll, is there a way to start this quest?
A:
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Search for the dossier in the console: help dossier 0. Then, type this in the console: player.additem XXXXXX 1, where XXXXXX is the ID of the dossier - this will add the dossier in your inventory. Read it. This will start the quest.
You also can use the AddItemMenu - Ultimate Mod Explorer to find the dossier.

Q: What gems' locations Mercer does not know about, where can I find the remaining gems?
A:
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Do not use this mod if you do not plan to destroy the Thieves Guild. Thieves Guild questline will not be working, since you do not need it. I suggest to use the Mod Organizer for more control over your mods.

Requirements:
Dawnguard DLC.

Permissions:
This mod is Nexus exclusive. DO NOT download FILES from this mod on other sites. Giving the link on this mod is allowed.
Translations are allowed if linked to the original mod and contain only translated .esp file.
If you live in China/Japan/etc. and want to translate and upload the mod onto the Chinese/Japanese/etc. servers, you are permitted to do so, only if you contact me in Personal Messenger, giving the link onto the site and onto the mod page [, so I can put the link in the description], making the mod page with proper credits, links, and proper description from the original mod page.


My mods are mostly suitable for Good (and Neutral) Alignment (Lawful good, Neutral good, Chaotic good, Lawful neutral, True neutral, even for Chaotic neutral and Lawful evil) Characters (based on D&D). Honorable Hero, you are welcome here.

If you feel grateful for my mods, you can show your gratitude.

Cheers.