All of my currently maintained mods will be uploaded to the new Skyrim Special Edition nexus shortly after it launches, assuming it's possible. I don't know about consoles yet, unaware of what extra limitations they have. I will add the links on the main pages when done
As of version 1.2, this is no longer compatible with mods that edit the treasure room since I have overhauled it. My version is not as extravagant as others available because I wanted to focus on smaller items that I thought might realistically be stolen/bought. If you are attached to another mod for the treasure room, use version 1.1 of this mod.
If you have flickering lights or random smoke, you probably have a mod like ELFX installed. I am working on a compatibility version!
To those who would like to preview this in their own game: Open the console from the main menu with ~ Type: "coc RiftenRaggedFlagon" then hit enter. Type in order, hitting enter between each one: "setstage TGTQ01 200" "setstage TGTQ02 200" "setstage TGTQ03 200" "setstage TGTQ04 200" It may take a moment to load. I also suggest leaving and reentering the cell. You should have a fully upgraded Ragged Flagon and Thieves Guild!
To-Do List: Treasure Room More Lights Attached to Light Sources ELFX Version Alt Version With Replacement for Dwemer Globe Light Alt Version With Treasure Room Edits to Remove Uniques
love all the decorations all around the flagon + cistern but im quite conflicted between thieves guild redone and this because on one hand... more stations + haul making it look practical but on the other hand... fancy stuff from this mod that makes all of the hard work justified...
tried to use both and there were overlapping clutter everywhere (but ignoring said conflicts make it look so glorious) could som1 in the community do a patch to have both? id really love to have both the fancy aesthetics from this mod and those atmospheric loot in the background from the other mod... id use jaxonz positioner but will take too much time :(
plz n ty :) till then... i can settle for this or the other based on google coin flip
oof, one problem with this is that the vault is upgraded ONLY due to reputation quests, so it isn't cleaned out when it's opened after Mercer took 'everything' and that looks.... you know, wrong. May just need to downgrade, I guess, and manually update the vault.
I'm not sure if anyone is still actively roaming this comment section, however I am having an issue with this mod I can't seem to figure out. Half of the items in the screenshots load, however half do not. The liquor behind the bar, the big orb thing in the central chamber, the vault decorations and many of the refurbished items throughout the place don't seem to appear, also clipping issues for a few rooms. I have no other mods added that touch the Thieves Guild and have adjusted my load order about thirty times now. I've tried disabling mods I suspect could have something to so with interfering, but no luck. If anyone has any advice that doesn't sound like bullshit (i.e., "reinstall fifty things and edit fifty things and that MAY help", type comments...you know the type), that would be highly appreciated.
This mod looks fantastic and even running around with half of it working is pretty much better than any other Thieves Guild mod I've run across.Thanks for all the hard work!
Having a similar issue. Most of the Ragged Flagon changes are working near the bar (like the sign, the extra bottles and bar supplies), but almost nothing in the cistern has changed. Also put this at the bottom of the load order and disabled other textures, but it didn't help
Out of curiosity, is this compatible with Elianora's Thief Home in Riften Canal? Cause that house mod does modify one thing inside the Ragged Flagon by adding a hatch to the ceiling in one of the areas so you can slip in and out of the home from the Flagon and vice versa.
144 comments
As of version 1.2, this is no longer compatible with mods that edit the treasure room since I have overhauled it. My version is not as extravagant as others available because I wanted to focus on smaller items that I thought might realistically be stolen/bought. If you are attached to another mod for the treasure room, use version 1.1 of this mod.
If you have flickering lights or random smoke, you probably have a mod like ELFX installed. I am working on a compatibility version!
To those who would like to preview this in their own game:
Open the console from the main menu with ~
Type: "coc RiftenRaggedFlagon" then hit enter.
Type in order, hitting enter between each one: "setstage TGTQ01 200" "setstage TGTQ02 200" "setstage TGTQ03 200" "setstage TGTQ04 200"
It may take a moment to load. I also suggest leaving and reentering the cell. You should have a fully upgraded Ragged Flagon and Thieves Guild!
To-Do List:
Treasure RoomMore Lights Attached to Light Sources
ELFX Version
Alt Version With Replacement for Dwemer Globe Light
Alt Version With Treasure Room Edits to Remove Uniques
can we use your mod with mod like as Thieves Guild For Good Guys - Taking Care of Business Redux
https://www.nexusmods.com/skyrim/mods/84702?
or other mod with this name Thieves Guild For Good Guys ???
Can anyone please tell me if this mod is compatible with Thieves guild for the good guys, anyone running these 2 together with no issue ?
tried to use both and there were overlapping clutter everywhere (but ignoring said conflicts make it look so glorious) could som1 in the community do a patch to have both? id really love to have both the fancy aesthetics from this mod and those atmospheric loot in the background from the other mod... id use jaxonz positioner but will take too much time :(
plz n ty :) till then... i can settle for this or the other based on google coin flip
This mod looks fantastic and even running around with half of it working is pretty much better than any other Thieves Guild mod I've run across.Thanks for all the hard work!
Did you ever find a solution?
I mean that's somehow a basic mod, but I didn't see any mentioning of it here...