I want to find a mod, that lets me disable random thief attacks on civilians in cities and settlements! Does this mod has it? Does any?...i tried Thieves Guild Requirements one, but it doesn't happen to have slider controlling the frequency of random thieve appearances!
Problem. For some reason, the training room won't change from the vanilla version. I've put the mod lowest on my mod order, left Riften and uninstalled/reinstalled. The appearance of the guild also hasn't changed, but a new Fence NPC appeared and the rats did as well so the mod is working, in part. I'm on the Hard Answers part of the questline.
Great mod, but why did you remove the face sculpter's seat ? Now she just stands there awkwardly instead of sitting down reading her book like she normally did :-(
This seems like a really nice way to make the Thieves Guild look a little nicer, though I was wondering if it's possible to use this mod without it conflicting with the mod "Thieves Guild for Good Guys" (this one https://www.nexusmods.com/skyrim/mods/84702 )? I haven't tried it yet but I don't want to end up having a big conflict in mods trying to use this one.
Hey friend, i gottta say i love the mod. I recently noticed it got taken down off of Bethesda'.net and that made me so sad because i heckin love this mod. Can you please bring it back to Bethesda.net?
this is because they are just retextured naked NPC's with a wooden texture and walking disabled. Sometimes when you leave and come back they float in the air cause somehow walking got enabled.
what happened to the revamped and updated version of this mod: "Thieves Guild Reborn". I know it had some bugs so Senterpat took it down, it's been down for quite a while now. Did he abandon the project or does it just take time (I'm fine with waiting, not trying to rush you man)
I've managed with some trouble to finally get this working for Skyrim SE! I'd like to make it available for PC players and you do have open permissions but I thought you might want to hang on to it. I'm uploading it (and a USSEP patch for it) onto Bethesda.net for XB1 and if I don't hear from you in a week or so I'll upload it here for PC.
I changed a couple of things and fixed up a few bugs. Ra'skaar's stripe color data seems to cause the new CK to crash and I couldn't even use the same plugin (very much a pain to get around - it even caused problems in SSE Edit), had to rewrite it but managed to keep all the FormIDs the same so if anyone tries to use it as a masterfile or make patches for it using the PC Oldrim version then they will still work. Stands-In-Shadows had the wrong crime faction assigned and a key to the Argonian Assembly in his inventory not to mention a corpse clean-up script for Windhelm... Both Stands-In-Shadows and Ra'skaar's merchant chests were updated so they no longer require Tonilia's Merchant Faction and they will now behave properly if the player offends or is not yet part of the Thieves Guild. A few crates were getting replaced as you progressed through the questline but the weathered crates they replaced weren't getting turned off. There were 26 added lights in the Flagon (many literally stacked on top of each other) and it was causing lighting issues and I may have gone overboard in cutting them down to only 12 added lights but it still looks much improved without any flickering like before (I might be able to trim that down be reusing some vanilla lights that were removed). Restored the main fall-through light to vanilla as it was very very dark without all the extra lights. Should be particularly helpful for the XB1 (might be able to get away with more lights on PC). Increased the output of many of the lights that had been previously stacked to offset the removal. The rat NPCs didn't have the proper faction assigned (this may be an issue with rewriting the plugin and not exist in the Oldrim version). Moved the back door to outside Riften next to the stables to cut down on load screens for those traveling from other cities (XB1 request).
XB1 Version https://bethesda.net/en/mods/skyrim/mod-detail/4034333 SSE PC Port https://www.nexusmods.com/skyrimspecialedition/mods/21127/
A fantastic mod I couldn't believe hadn't been converted yet!
Were you ever able to port this to PC? I tried running the oldrim version thru CK but when I installed all the rats turned hostile and game CTD’d. I’m not experienced in editing or creating mods so I’m not sure how to fix it for myself.
I wish you'd have made this (your fixed version) available for us LE peasants as well.
I've tried downloading the SE-version and reproducing the changes you've made in the original esp; but unfortunately, I can't actually open the SE esp in Tes5Edit.
Just starting this mod, but first thing I noticed when entering Riften, is that Brynoff just says hmmm? had to disable the mod, for him to talk to me. Have re-enabled it now to see how it goes.
233 comments
Creeped me out too when I first started playing.
( old skyrim bug ) clicking on them once should fix it !!
I changed a couple of things and fixed up a few bugs. Ra'skaar's stripe color data seems to cause the new CK to crash and I couldn't even use the same plugin (very much a pain to get around - it even caused problems in SSE Edit), had to rewrite it but managed to keep all the FormIDs the same so if anyone tries to use it as a masterfile or make patches for it using the PC Oldrim version then they will still work.
Stands-In-Shadows had the wrong crime faction assigned and a key to the Argonian Assembly in his inventory not to mention a corpse clean-up script for Windhelm...
Both Stands-In-Shadows and Ra'skaar's merchant chests were updated so they no longer require Tonilia's Merchant Faction and they will now behave properly if the player offends or is not yet part of the Thieves Guild.
A few crates were getting replaced as you progressed through the questline but the weathered crates they replaced weren't getting turned off.
There were 26 added lights in the Flagon (many literally stacked on top of each other) and it was causing lighting issues and I may have gone overboard in cutting them down to only 12 added lights but it still looks much improved without any flickering like before (I might be able to trim that down be reusing some vanilla lights that were removed). Restored the main fall-through light to vanilla as it was very very dark without all the extra lights. Should be particularly helpful for the XB1 (might be able to get away with more lights on PC). Increased the output of many of the lights that had been previously stacked to offset the removal.
The rat NPCs didn't have the proper faction assigned (this may be an issue with rewriting the plugin and not exist in the Oldrim version).
Moved the back door to outside Riften next to the stables to cut down on load screens for those traveling from other cities (XB1 request).
XB1 Version https://bethesda.net/en/mods/skyrim/mod-detail/4034333
SSE PC Port https://www.nexusmods.com/skyrimspecialedition/mods/21127/
A fantastic mod I couldn't believe hadn't been converted yet!
I've tried downloading the SE-version and reproducing the changes you've made in the original esp; but unfortunately, I can't actually open the SE esp in Tes5Edit.