Skyrim

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Destructor36

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destructor36

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About this mod

Adds new covert entrances and exits to Skyrim's major cities
Doors use features of the vanilla landscape to maintain compatibility
Some side entrances to cities are now locked and require keys
Keys can be found in cities and on certain guards to encourage thievery

Permissions and credits
Changelogs
SPIES: Skyrim Points of Ingress and Egress

My mods:
SU'MMER gameplay mechanics expansion: Classic / Special Edition
SPIES secret city entrances: Classic / Special Edition
TESMS Elder Scrolls soundtrack additions: Classic / Special Edition
Dawn of Hope Redux soundtrack addition: Classic / Special Edition

This mod adds new stealthy ways to enter and exit Skyrim's major cities.

Unlike most available secret entrance mods, SPIES' new entrances make exclusive use of vanilla architecture and landscaping, so you won't find unrealistic trapdoors through city walls, obvious ladders over them, or sewer systems, features that I found immersion-breaking and present in most existing secret entrance mods.

Many of the new doors are locked and require keys, which can be found in their respective cities or pickpocketed/looted off of certain guards. Certain existing side entrances have now been locked; you can no longer sneak into Solitude through its obvious unguarded archway entrance without a key, for example.

Cities Covered
  • Whiterun: 3 new entrances/exits - no keys required. Brings Whiterun to a total of 4 entrances/exits.
  • Markarth: 1 new entrance/exit - key required. Brings Markarth to a total of 2 entrances/exits.
  • Riften: 1 new entrance/exit - key required. Brings Riften to a total of 6 entrances/exits.
  • Solitude: Archway entrance/exit is now locked by a pair of gates - key required. Solitude remains with 2 entrances/exits.
  • Windhelm: No changes - no realistic points of entrance aside from the existing dock gate.

Compatibility
  • No landscape or architecture has been touched. The navmesh of single cells of certain cities/city outskirts has been touched to allow NPCs to use certain entrances/exits, but the actual geometry of the mesh is unchanged (that Bethesda built navmeshed paths up to most of these entrances/exits may suggest that they were supposed to be functional in the vanilla game - this mod merely 'activates' them, so to speak).
  • Consequences of allowing other city mods to overwrite SPIES' cell edits should be limited to preventing NPCs from following the player through certain entrances/exits; many are already a tight squeeze, so chalk it up to determination and realism if you want.
  • I generally don't use city overhauls and won't be making patches in the near future - users are welcome to upload any patches they make if they prove necessary.
  • Keys are added to guards through their armor leveled lists - mods that overwrite certain leveled guard armor items may prevent keys from appearing on guards. Keys are also hidden in the landscape of their respective cities, so patches aren't strictly necessary.
  • Cutting Room Floor adds the same entrance/exit to Riften, but the way this mod is implemented means its door will cover the one added by CRF - you will see that door poke through this one as it's opened, but this is just a graphical bug and no patch is needed.

Permission
  • I’ll frequently go long periods of time without the time and/or motivation to update my mods, and like any mod author, there’s no guarantee that I won’t drop off the face of the internet someday. However, the last thing I want to do is leave a mod orphaned to restrictive permissions or the expectation of my blessing for its use. Permissions for this mod are open: you can upload this mod to any site or publish altered versions of the complete mod under your name, no credit required.

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