"Thieves' honor"? Ha! The description speaks my own mind in words I couldn't, I wish this mod made killing Karliah and Brynjolf non-essential so that killing them would end the quest, then it would give you a new quest in your journal named "Thieves' Honor" and the step is to use the key on a Master Lock.
I don't know if this is helpful or not, but in the off chance it is, I'm gonna mention it. I was kinda bummed when it still took away the key after I finished the questline, so I decided I'd just spawn in the key, and I noticed there was a "Skeleton Key" perk. When I added that perk to myself, I got all the spells back, and everything acted like I never lost the key, and I'm really really happy about it.
On a side note: I've only every played around with scripting for oblivion and it was really annoying so I totally get that the CK's giving you trouble.
I believe there is a mod out to do that, however, the creator couldn't properly script the Skeleton Key Perk to be given when you got the key after the final quest. I myself know nothing about scripting, however, so I won't be doing that.
I found this so long after I finished the quests completely... Not in the mood to start a new character. Maybe you could add a quest to steal it back or something? It'd be kinda cool. Wasn't that what Mercer did anyway?
This is a great mod, especially when combined with the No Nightingale Power Cooldown. If only there was a mod that would allow you to complete/fail Darkness Returns and keep the Skeleton Key.
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It was this mod: http://skyrim.nexusmods.com/mods/24042
It still unfortunately does not give the perk so it doesn't do anything for this mod.
On a side note: I've only every played around with scripting for oblivion and it was really annoying so I totally get that the CK's giving you trouble.
Sorry for the late response d: