Skyrim Special Edition

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Teabag86

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Teabag86

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About this mod

Add-on patch for Outlaws Refuges which makes loot/clutter dynamically unlock as the player progresses through the Thieves Guild questline. The refuges will appear poor in the beginning and gradually increase in wealth as the Thieves Guild rises in power.

Requirements
Permissions and credits
Changelogs


Description
I'm a big fan of Outlaws Refuges. The refuges really enhance the Thief role-play offering a place to hide, rest, fence stolen property, learn some skills and just hang out with other thieves.
The refuges however are fully kitted out from the start and are chock-a-block full of gear with crates literally stacked to the ceiling.
If you are part of the Thieves Guild you'll know that they are down on their luck so the over the top success of the refuges from the get-go feels out of place.

To fix this I've linked most of the goods (static clutter) to the TG xmarkers hiding them so the refuges will appear quite sparse in the beginning.
Completing jobs for the Guild will dynamically unlock more and more displays / clutter across all of the refuges.
You will see first hand the results of your criminal activity as the wealth of the refuges grow and evolve over time.

Detail
There are 5 or 6 stages of each refuge and they will appear to progressively gain wealth over time.
The refuges will be at full display about half way through the Thieves Guild quest line, so you don't have to wait until you are Guild Master to see the fruits of your labor.

The following stages will trigger an update in the refuges:-
  • TG Side Quests 5, 15, 25
  • TG Special Jobs 1, 2
  • TG City Reputation Quests - specific to Whiterun, Windhelm and Markarth.

No scripts are used and all objects are tied to vanilla xmarkers.
The toggled items are mostly static displays and is mainly for immersion as it has no real impact on game play.
The exception are the fences that will unlock after 5 Side Quests and the Shrine of the Nocturnal in Whiterun which will unlock after that cities Reputation Quest.

Cities
The following refuges have been updated with dynamic displays:-
Whiterun, Windhelm, Markarth, Falkreath, Morthal, Dawnstar and Winterhold

Solitude has been left untouched for several reasons. Although this is the busiest refuge there are few displays showing wealth that could be toggled.
The alternative would have been to hide the vendors but I didn't want this mod to be restrictive in that regard.
Being the capital and a long way from Riften it can be argued that this refuge would be successful independent of the Thieves Guild.
Raven Rock was not altered as it didn't make sense to have the Skyrim quests influence the Raven Rock refuge.

Technical
If you want to test any of the stages you can use the console command as follows:-

PRID 000E8EFF
Enable

Full list is below
Spoiler:  
Show
Reputation Quests
Whiterun TGWhiterunCacheEnabler   000FF21C
Windhelm TGWindhelmCacheEnabler000FF219
Solitude TGSolitudeCacheEnabler      000FF216
Markarth TGMarkarthCacheEnabler   000FF21F

Special Jobs (1-4)
TGStatusGuildStageOneRef            000B4080
TGStatusGuildStageTwoRef   000B4081
TGStatusGuildStageThreeRef 000B4082
TGStatusGuildStageFourRef   000B4083

Side Quests
5 jobs  000E8EFF
15 jobs000E8F00
25 jobs000E8F05
35 jobs000E8F03


Credits
Full credit to Sokkvabekk for Outlaws Refuges

If you are using Skyrim Sewers you may also like my Skyrim Sewers - Outlaws Refuges - Patch which adds a door linking the Solitude Refuge and the Solitude Sewers so the player doesn't need to go to the surface to switch between the two.