New version is up and all should be working again. You'll notice the file size is a lot larger. This is not because of the small script I had to add, but because for some reason I now seem to have to include facegen files for my custom npcs in this mod to not have the black face bug. They are not vanilla npcs and I didnt change anything on them, I'm not sure why it was necessary.
Ok, I implemented a script to move the npcs on game start up since they no longer can do it themselves for whatever reason. It is working in my game, but they seemed to have developed black face bug even though I didn't change any of their cosmetics (prob. from one of Beth.s patches). So new version will have to include a few more files than the old one to fix that. I want to test the mod the rest of the day I will have a fixed version uploaded probably sometime tonight.
I, if I remember right, I had the npcs all in their own cell and was relying on their packages to take them where they needed to go. I think Beth. broke this with an update shortly before I stopped playing Skyrim. This effectively made 3/4 of my mods stop working. I'm about to start playing Skyrim again and I'm going to want to use this mod. I will fix this in the next few days after I redownload the dev. kit and re familiarize myself with it.
Edit: Fixed some of the grammar in the above statement so it's easier to read.
Seems that this mod is not working as intended. The npcs were not in their locations. I looked at the mod through the Creation Kit and the actors were not listed in the proper cells. I tried adding them myself and they did show up, but missing a body. (Just a head floating around, but I think that might be my system whacking out.) When I talked to Raw-Rube Ruby, I had no money on me to pay my bounty in the Rift and Eastmarch, and somehow she added a 1000 bounty on me for Falkreath, which I have never visited. Really good idea for this mod, but not working and I unfortunately don't really know how to fix it.
Man, I'll definitely take this. There's a lot that I like about Skyrim, but the Thieves' guild questline isn't one of them. It felt fairly meager, uninspiring, and bland. I know that they don't want to rehash the same stories each time, and I know that 200 years have passed since Oblivion, but come on...we went from this noble organization of high contract rogues who have a jump on the law to a roomful of angry losers who sit in a bar all day and complain about how crummy things are.
No mystery like in Oblivion either. How cool it was to hear whispers throughout the game about the Gray Fox, and then to stumble into the guild and work your way toward discovering his identity and becoming him yourself. Compare that with Skyrim, where if you ask anyone about the guild they'll tell you "Sure; that's it right over there". That is, if the leader of the group hasn't already literally walked right up to you and said "Wanna join the Thieves' Guild?" The questline consists of little more than "hey, you know that one asshole who's clearly up to no good? Turns out he's an asshole and he's up to no good. Let's kill him so we can be slightly less mopey". And the rewards? Gee...a choice between reduced bounties and a disguise that allows me to commit rampant crime unhindered, or a once-a-day power that grants me a temporary stat boost? So hard to choose!
(Spoiler-free, non-rant version): Yes, I believe that this mod is an improvement on the Skyrim Thieves' Guild.
You're definitely original! I was just saying that it would be a great band name for a metal band. Oh, or something like a polka band! That would be hilarious!
17 comments
Edit: Fixed some of the grammar in the above statement so it's easier to read.
Really good idea for this mod, but not working and I unfortunately don't really know how to fix it.
Ive tried both manual and nmm installation...
Is there a way to fix this?
Man, I'll definitely take this. There's a lot that I like about Skyrim, but the Thieves' guild questline isn't one of them. It felt fairly meager, uninspiring, and bland. I know that they don't want to rehash the same stories each time, and I know that 200 years have passed since Oblivion, but come on...we went from this noble organization of high contract rogues who have a jump on the law to a roomful of angry losers who sit in a bar all day and complain about how crummy things are.
No mystery like in Oblivion either. How cool it was to hear whispers throughout the game about the Gray Fox, and then to stumble into the guild and work your way toward discovering his identity and becoming him yourself. Compare that with Skyrim, where if you ask anyone about the guild they'll tell you "Sure; that's it right over there". That is, if the leader of the group hasn't already literally walked right up to you and said "Wanna join the Thieves' Guild?" The questline consists of little more than "hey, you know that one asshole who's clearly up to no good? Turns out he's an asshole and he's up to no good. Let's kill him so we can be slightly less mopey". And the rewards? Gee...a choice between reduced bounties and a disguise that allows me to commit rampant crime unhindered, or a once-a-day power that grants me a temporary stat boost? So hard to choose!
(Spoiler-free, non-rant version): Yes, I believe that this mod is an improvement on the Skyrim Thieves' Guild.