Skyrim

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NikitaDarkstar

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NikitaDarkstar

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22 comments

  1. Baldborn
    Baldborn
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    Cool. Is thischange after becoming leader or from start?
    1. NikitaDarkstar
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      It takes place as soon as you install it, but I do recommend that you finish the quest to become the guild leader BEFORE installing this as it may not work quite right if you install it before. I do plan on setting it up so that the changes take place after the proper quests have been finished, but right now I honestly don't know how to do that so for now it's like this.
    2. tybieriuswolf
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      i suggest that you add a quest type script to a new npc that involves the changes to the place. you write the script so that the changes dont take effect till after you complete the last quest, then the trigger will have you go back to the added npc to change the HQ
    3. leiamoon
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      Recommended. I started a new game and forgot to turn this inactive and I can't do properly my quests (for example just Brynjolf walked to the Vault and everyone just stand there-I used console commands. Then the Trinity Restored didn't start. I figured out that I have to turn this mod out. )
  2. Ayshza
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    I tried testing this mod with the base quest line and so far i found one bug or inconsistency with the game: if you have this mod installed before finishing the quest line you may get an odd version of the Brynjolf stuck bug: it basically bugs your quest progression.

    Here's a short description of the problem: after you finish the quest "Taking care of business" the next quest "Loud and clear" may not start, or if it does, Brynjolf will just sit in The Flagon an he will not move, repeating a follow me around kind of comment, thus you can not meet Mercer and advance the quest. The hidden Cistern door will be open but no matter what you do Byrjnolf will not move to meet Mercer Fray. If you go first and try to talk with Mercer, he will just tell you to wait for Bryjnolf.

    What you need to do here is uninstall the mod and reload to a place before turning the "Taking care of business" quest in.

    cheers and i hope this helps anybody encountering this bug, also great mod, thank you and endorsed.
  3. RayaRay
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    Some odd time later after the release of this mod but eh. It drove me up the wall that none of the overhaul mods I looked at got rid of the stupid rotten wood. Myself not being a modder there was nothing I could really do about other then go learn how to do so. xD Rant over. Long story short. I love this mod. No more rotten wood and no more sore butt.
  4. tailsx5000
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    Hi, I love this mod but when I downloaded Thieves Guild Room by ExactMouser http://www.nexusmods.com/skyrim/mods/31977/? , one of the fire bowl things were blocking the door enterance to the room. I really like this mod. Could you please remove one of the fire bowls or move them?
    1. NikitaDarkstar
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      I'm sorry for that conflict, but as the only computer I owned that was capable of running skyrim died I am not able to fix that. However you could make yourself a compatibility patch in the creation kit, simply load both mods (and their dependencies), find the offending items and move or remove them. Save the patch as a new addon and put it after the other two mods in your load order.

      Again, sorry, but that is the only assistance I can offer right now since I am unable to run skyrim or the creation kit.
    2. Fatumetfatis
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      could you just disable with commands? I have done that with trees in whiterun that block the stand from a mod that adds a merchant stand outside your Breezhome.
  5. Skyrimodz69
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    does the vault replenish after a certain period of time?
  6. josez207
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    Looks nice man, I always wanted to have the ability to restore it after looking like a dump; however, I may hold off on it until it can be used in junction with Mercer, only for the fact I play with multiple characters.
    1. NikitaDarkstar
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      To be perfectly honest, I don't blame you there since I do the same thing. But I do plan on fixing that as soon as I figure out how to do it, it's pretty much furthest up on the priority list for this mod as far as added functions go. So mind if I suggest tracking this mod, that way you'll know right away when I managed to figure out how to do it.
    2. Cliven
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      @ Nikita

      Think it has to do with markers saying "at script call A (default condition), add object B (old-looking object) and then, at script call C (such as upgraded guild status), **remove** object B, and instead add object D (new looking object).

      Look at player house interior cells to see all the X markers tied to specific objects that are added, or SUBTRACTED, when the player upgrades their home.

      Also, the TG itself has various upgrades, thinking abt it, but the players houses have objects removed upon upgrade, as well.
    3. NikitaDarkstar
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      Hmm thanks Cliven. Sounds like I may have to essentially rebuild a good portion of the mod if that is indeed how it works, but if it is it'd most certainly be worth it. Either way I will look into it, and while it may take a while (since it'll be rather big changes it seems like) to get an update out I WILL update it.

      On the upside, if that's how it works I can tie some of the smaller details into earlier stages, such as removing the leaks in the ceiling! :p
    4. josez207
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      Definitely tracking man.
    5. lgerday
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      Perhaps you can have your features as part of the purchasable upgrades for the guild? I have no modding experience so I have no clue how difficult it would be or if it would be worth doing from your standpoint.
    6. NikitaDarkstar
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      Igerday, I don't doubt that is theoretically possible, but as it stands that may be out of my league right now as it would require extensive scripting, which is well known for being able to cause serious game issues if done wrong, and I have exactly no scripting experience. So while I do like the thought I very much doubt it's something I'd do simply because of the chance of breaking something, or worse, bugging out a vanilla quest or actor (which is very possible since the thieves guild and Nightingale quests have some rather extensive lists of bugs and glitches as is). One option would be to add a brand new npc that would only be dealing with my changes, as that should in theory keep it from messing with any vanilla stuff. But then we're still back at the "I got no clue how to script" combined with, well, I feel that these should have been in the game to begin with, making you spend more money for cosmetic upgrades that should have been there to begin with just doesn't feel right to me.

    7. Cliven
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      This is my exact reaction to updating player homes. Having to sit dn and figure out the system is making it into an abortive effort, esp. w/Hearthfires's adding of adoptive kids to the mix in the homes changing the rooms around (which seems to crash a Breezehome mod I like). .

      Actually, it MOSTLY looks relatively simple, as it seems to mainly be X markers tied to quest stages, but getting quest stage effects to actually run in Skyrim gives me headaches.
    8. NikitaDarkstar
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      Ugh, I know that feeling. I wanted to clean up Lakeview manor a bit, just remove some ugly clutter, change some decorations out, nothing major. Took one look at that monstrosity in the CK and went "lol nope".
    9. pmzq
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      The stuff to be added/removed is usually tied to a marker (shown as a red X in the render window) as an Enable Parent (found as a tab in the Reference Edit window).

      To get an idea of how this works, go into the Creation Kit and select a cell that you know is changed. The vanilla Thief's Guild hideout, or a player house for example. Double click on something you know is added/removed, go to the Enable Parent tab and click on the "view selected reference" button. All those lines you see? Those point to all the objects that have that marker as an enable parent. By setting one of these up, you can enable/disable a whole lot of objects at once by enabling/disabling that marker. (Stuff you want to remove should have the "Set Enable State to Opposite of Parent box checked.)

      To get an idea of how to script such an event, find the name of one of the markers in the EditorID list in the Cell View window. Right click it and select Use Info. This will open a window that lists all the places that reference this object. Your selected marker should ether have a QUST or INFO at the top. Double click on it to view it. For a dialog, look for the Papyrus Fragment tab at the bottom of the window for an example of the syntax to use. For a Quest, look a the Quest Stages Papyrus Fragments on the right. It should look something like UniqueQuestRefrence.Enable() or UniqueQuestRefrence.Disable() The UniqueQuestRefrence part is pointing to the actual marker in the cell in the script, as chosen in the Script Properties (accessed by selecting the script and then clicking the Properties button, or just double clicking the script.) You should see the UniqueQuestRefrence property in the list that comes up, and selecting it should show you what the property is pointing to. You might have noticed that the marker has a name other than XMarker, which is necessary for the Creation Kit to be able to reference it directly from a script.

      I know this can be confusing with all of the redirects and pointers going every which way, but persevere and you'll figure it out. No, I did not type this out from memory, I had the Creation Kit open and was working through it. Hope this helps.
  7. SuprA13
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    I just want to say the moment I saw this a few days ago, I hit download. No questions asked, I've looked for this kind of TG improvement for a very long time and I was surprised no one did this until now(at least not in a way that would suit my needs). Thank you!
    I even have a quest mod that supposedly takes you to reclaim the treasures Mercer stole, so I'll activate it after I've completed it.
    1. NikitaDarkstar
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      I felt the same way, that's why I basically went "Right, so how difficult can this creation kit thing be, really?" (answer: The things you expect to be hard is easy... and the things you expect to be easy... well.. working on figuring them out! XD). Anyway, please let me know if you find any issues with this so I can correct them!