Skyrim

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clarota

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clarota

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189 comments

  1. hisstoryman
    hisstoryman
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    • 3 kudos
    Hopefully someone makes a SE version of this great mod!
    1. Oracus0
      Oracus0
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      • 259 kudos
      It's up here:

      http://www.nexusmods.com/skyrimspecialedition/mods/9800/?
    2. AaronOfMpls
      AaronOfMpls
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      • 47 kudos
      Thieves Guild Requirements SE has one too, as an optional file.
  2. moxica
    moxica
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    • 25 kudos
    Why? Why did this need to be modded into the game? You'd think an RPG would have multiple options in dialogue.
    I'm glad someone felt the same way and did something about it.
    Endorsed hard!!
    Excellent work!
    1. deleted150923488
      deleted150923488
      • account closed
      • 9 kudos
      There are so many things in Skyrim that this exact question can be asked about... So, damn many things. 
  3. Aemilia12
    Aemilia12
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    So what ist the difference if I choose the standalone version or the version that has Thieves Guild Requirements as a master? Is there any advantage in that?
  4. Chupacabra31
    Chupacabra31
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    Does this remove random thieves attacking people in cities after Guild Is Restored to full power/glory?!...That's the only reason i'm looking for mods such as these! There are all the mods out there to disable all sort of random attacks on innocents, including attacks on my house from Heartfire DLC, random dragon attacks in open towns, random vampire attacks in towns and cities from Dawnguard DLC, but nothing to stop random thieves from attacking so far! I tried "Destroy Thieves Guild Mod Final Version" before this and mod doesn't work for me for some reason, even though i have nothing in my load order, that potentially interferes with it! And i don't want to use "Disband Thieves Guild" either from the same author, because it wouldn't allow me to access Snow Veil Sanctum without cheating and access one of the shouts!...Does this mod does anything to prevent random thieves in cities??
  5. pvpgirl
    pvpgirl
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    • 6 kudos
    Play testing and 'Taking Care of Business' isn't advancing when I tell the marks 'I'll take care of it'. Is there anyway to force the mod to restart without disabling - save - clean - enabling? Or is there another mod known to be incompatible that could cause this issue?

    I've also got Following Mercer installed and an interior Ragged Flaggon overhaul.
    1. CyborgArmGun
      CyborgArmGun
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      Same thing happening here, not a one.
    2. herdustisverypretty
      herdustisverypretty
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      • 40 kudos
      Putting TCBM lower in my load order fixed this.
    3. TheBlueWolf1996
      TheBlueWolf1996
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      I have tcbm.esp almost at the very bottom of my load order and whenever I have told Vex or Delvin to focus on a single city, telling them "I'm on it" doesn't work. I have USLEEP installed, in case that's useful information.

      EDIT: Only Whiterun seems to be a bit messed up right now...

      EDIT II: Starting a new game allowed me to pick Whiterun, so most likely something got messed up along the way in the Open City.
    4. blackmoondlo1
      blackmoondlo1
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      Having the same issues. Solitude was the problem city. Restarted, same problem. Restarted a third time, Solitude works, now Whiterun isn't working.
      Also have USLEEP and tcbm is close to bottom (above bashed).
    5. daspankster1971
      daspankster1971
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      USLEEP is trash.
  6. Xtoverus
    Xtoverus
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    Only reason i downloaded this mod was because it said it would let me take all the side jobs at once and have them all be in the same city at a time so I didn't have to either going back and forth or save and reload until i got a job in a city i needed. I can take all the jobs at once, but they're all going to different cities.
    1. JazzKiwifruit
      JazzKiwifruit
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      I'm also only really interested in that feature, and I had the same issue - I started in the Thieves Guild using Alternate Start, did the first quest to become a member, but then the "Let's focus on a single city" dialogue branch wasn't appearing on Vex or Delvin. However, after quitting and restarting the game the new dialogue option appeared and seems to work as intended. Maybe it can't update the dialogue tree in real-time for some reason? (I'm not sure why that would be though...)
  7. rhino2724
    rhino2724
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    When I took fishing job, it points me to pickpocket the child in honorhall orphanage.
    Gr8 m0d.
  8. Euphemisery
    Euphemisery
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    Since it's looking unlikely that there will be any more updates to this mod, I recommend people check out Mordivier2's version of this: http://www.nexusmods.com/skyrim/mods/84702/?

    Thanks for the original mod, clarota
    1. Lollia
      Lollia
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      • 200 kudos
      As of my posting date, I recommend tracking Mordivier2's mod, since Mordivier2 has apparently abandoned ship. Sad, but true.
  9. BonezDWB
    BonezDWB
    • member
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    Mod works for me but if you reject thieves guild offer it breaks the main quest. When Delphine says go talk to Brynjolf if you reject he just repeats "hmm?" and doesn't say nothing else. I'm thinking this isn't really a bug and just how the game itself works but worth mentioning anyway.
    "
    1. blueraga
      blueraga
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      • 17 kudos
      It's not broken. There's another person you can speak to about the Ratway - Keerava at the Bee and Barb.
  10. JDTonts
    JDTonts
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    So I've got a small request, if it's not already fixed in another, compatible mod. The Right Eye of the Falmer, is oddly not sold to Delvin Mallory, along with the Left Eye of the Falmer, and the other little treasures and Knick Knacks you can pick up. I don't suppose the option to give it to him as well, could be added? Maybe have it displayed alongside it's counterpart? Though I'm not sure how difficult that would be, since it would possibly involve, moving one or two, other treasures. Or maybe giving them a custom, display case?
    1. Habblox
      Habblox
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      The "Immersive College of Winterhold" has a pedestal for the leftover Eye of the Falmer, which you can access after you become ArchMage.