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Schmornoff

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Schmornoff

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12 comments

  1. MineBl0x
    MineBl0x
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    I'll give it a shot, it's nice to see that you tried to make the entrance not that conspicuous and used some creativity for the exit, other mods is just a teleport to the ragged falcon, regardless if it's what you need it's nice to make it a bit aesthetic
  2. sRavenfyre
    sRavenfyre
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    1. Schmornoff
      Schmornoff
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      Done
  3. LeeSama
    LeeSama
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    Simple but solve the double load screens problem.
    If possible in future put a lock for more immersion, so just the thieves have the key.
    ENDORSED !
    1. Schmornoff
      Schmornoff
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      k Ill add that real quick

      Edit: Done and I moved the Door a little to for better imersion
    2. LeeSama
      LeeSama
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      Yey thank's
  4. jbvertexx
    jbvertexx
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    Great idea! I hate the tedious walk in and out of the Ragged Flagon! Will try it out.
  5. VulcanTourist
    VulcanTourist
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    Why not just make the existing sewer exit also a useable entrance?
    1. Schmornoff
      Schmornoff
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      you mean the one right infront of the secret entrance?
    2. VulcanTourist
      VulcanTourist
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      I talking about the "Abandoned Sewer" exit found in the sleeping quarters room behind the Flagon, which requires a key that I never found to use as an entrance, but in taking a screenshot and cheating to get the key just now I realized that it has a RefID that begins with non-zeroes and so apparently is the product of a mod! TES5Edit shows that it's Atlas Legendary OCS, and neither the trap door nor the key have master references in skyrim.esm. I'm quite surprised, as it's "always" been there for me and I assumed that it was vanilla.

      In any case, I also discovered another mod that apparently sought to do the exact same thing:

      http://www.nexusmods.com/skyrim/mods/16638/?

      His stated goal was to be able to avoid extra loading screens, and I'd guess that was also your goal since your trap door is in exactly the same spot. The Abandoned Sewer trap door from Atlas Legendary OCS also solves that problem, but puts it in a more isolated locale - along the path next to the Riften wall on the exterior and in the sleeping quarters in the interior - and might be considered a bit more lore-friendly for it. I'm now annoyed that a mod that was supposed to be just about map markers is mucking about adding stuff into the worldspace, though!
  6. stebo104
    stebo104
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    Reason it's in the graveyard is noone would think to look there. The one you got is more in the open (not to mention if you get the right angle you can almost see your entrance where that one guard is standing, not a good idea for a thief's guild entrance.
    1. Schmornoff
      Schmornoff
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      I just didnt like it I didnt say it was a bad location I wanted the exit to fit the actual location where you go down and that happend to be there but you are right I can hide it some more