Working like a charm in 1.6.659 (GOG version). I would suggest doing the following before using this though:
- run "Undelete and disable references" script in xEdit on it. Deleted records in a plugin don't hurt anything by themselves, but if another plugin references that deleted item, insta-CTD. - carry over the location info from USSEP (if you use it) - compact records and add esl flag in xEdit
NeilUK02, if you would like me to send you the edited esp I would be happy to, PM me.
No, it's not unfortunately. The ladder leads you into the old, closed Riften and so it's not of much use if you use Open Cities. I'm unfortunately going to disable it for now until someone comes up with a patch.
Correct, it's not compatible. I just tried it with Open Cities. In addition to putting the hatch into the "closed city" only, it also disables the usual sliding coffin entrance to the Thieves Guild in the Open City on an existing game save. You can still get down to the Thieves Guild via the Ratway.
Also, even in the closed city, the hatch seems to be locked and requires a key, which is mentioned in the mod description, but was a surprise.
Finally, the hatch in the closed city is using some of the textures normally reserved for the College of Winterhold, so if you've retextured that, the hatch will look very "unique". :)
I wish this could be updated/patched, feels like a small change but I am no modder myself so can't really tell. EDIT: Actually there is another and very similar mod that has OpenCities support: Thieves Guild Shortcut SSE Open Cites 1.2
Anyone who wants to feel free to update the mod for Open Cities, I never used that mod.
The Key is near the ladder, the idea of needing the key was to make sure it wasn't a cheat mod, basically you have to "earn" your way into the Thieves Guild in the normal way before you get access. Once you join the Guild you can get to the key
NeilUK02 thanks mate your mod is very useful. As a heads up to everyone this mod works with the following Riften/Thieves Guild mods without any problems. Riften - Guild City of the Thieves Skyrim SE. Opulent Thieves Guild Patch Collection Skyrim SE. Immersive Thieves Guild Hideout (Hardcore) Skyrim SE.
I'm not sure , I've never used that mod, as long as the mod you mentioned doesn't alter the area which mine alters I can't see why it wouldn't be.. You could always give it a whirl
I've been using this mod for ages with no issues (that I know of,) but after actually looking at it in SSEEdit you can see 19 undeleted records. (screenshot linked)
edit: I tried cleaning these using the Apply Filter for Cleaning, Remove Identical to Master Records, and Undelete and Disable Refrences in SSEEdit and no changes were made. IE: I guess it's not a problem? Idk :P
Tested it multiple times. Found the key just as your mod page said. A+ work. Looks good. Fits with the guild. Not out of place at all. Immersive. 10/10. Endorsed.
Thanks so much for the kind words and endorsement, when I get round to it I will find a better place for the key. I was supposed to be putting on a cabinet originally but a bug in the old Creation Kit meant it wouldn't sit right on the cabinet, It was either floating above it or it half disappeared into the cabinet. I really wanted it to be lore friendly and not become a cheat mod so your words are appreciated
Ok everyone, finally got it live , the SE edition of the Guilds Quicker Exit, not a cheat mod at all you still have to find the Guild the proper way but once you are there it means a quicker exit saving a loading screen every trip. A big help when doing all the side quests
23 comments
- run "Undelete and disable references" script in xEdit on it. Deleted records in a plugin don't hurt anything by themselves, but if another plugin references that deleted item, insta-CTD.
- carry over the location info from USSEP (if you use it)
- compact records and add esl flag in xEdit
NeilUK02, if you would like me to send you the edited esp I would be happy to, PM me.
Also, even in the closed city, the hatch seems to be locked and requires a key, which is mentioned in the mod description, but was a surprise.
Finally, the hatch in the closed city is using some of the textures normally reserved for the College of Winterhold, so if you've retextured that, the hatch will look very "unique". :)
EDIT: Actually there is another and very similar mod that has OpenCities support: Thieves Guild Shortcut SSE Open Cites 1.2
The Key is near the ladder, the idea of needing the key was to make sure it wasn't a cheat mod, basically you have to "earn" your way into the Thieves Guild in the normal way before you get access. Once you join the Guild you can get to the key
(Пришлось использовать переводчик Google, но рад, что вам понравилось)
Thank you
https://chrome.google.com/webstore/detail/translator-select-to-tran/eignaoffibhilfdkmddbpigikiglehcc/related?pli=1
Thanks, sorry for the late reply, don't come on here as much as I used to
I've been using this mod for ages with no issues (that I know of,) but after actually looking at it in SSEEdit you can see 19 undeleted records. (screenshot linked)
edit: I tried cleaning these using the Apply Filter for Cleaning, Remove Identical to Master Records, and Undelete and Disable Refrences in SSEEdit and no changes were made. IE: I guess it's not a problem? Idk :P
I really wanted it to be lore friendly and not become a cheat mod so your words are appreciated