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Antonio Colasurdo

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JetSteele

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About this mod

Most thieves hunt down the lost shadow-arts of the Grey Fox their entire lives without any success... These arts are discovered to be located in Skyrim; however, to uncover these secrets you must become someone else. You must become... something else.

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S H A D O W M A R K E D
 A Thieves Guild Hoods & Nightingale Powers Overhaul
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This mod completely changes how the game handles the Nightingale armor set and weapons, as well as introduces a new hoods mechanic while at the same time making small alterations to certain aspects of the Thieves Guild.


Becoming the Hood

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The hood mechanics are specifically designed and ONLY function with the Thieves Guild armor sets (Regular, Improved, Leader, and Nightingale). The hoods of these armor sets hide your identity from the public so crimes committed while wearing one of these hoods is not counted as crimes that your character has committed, only if someone hasn't seen you put on the hood.

The hood itself is attached to the armor Cuirass of the armor set and no longer is a separate piece of armor, using the spell you can equip or unequip the hood of that specific Cuirass.

>> Lesser Power: Thief Hood Arts.



Legend of the Nightingales
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The true powers of a Nightingale are only unlocked once the Twilight Sepulcher has been restored by returning the Skeleton Key. At this point your true powers of a Nightingale will be granted to you.

>> Lesser Power: Nightingale Armor.
The Nightingale armor set is transformed into a power, when you call upon the armor of the Nightingales your current armor set will transform into the Nightingale set until you decide to revert back to your original armor set that you were wearing. There is no time limit for how long you can wear the Nightingale Armor, however it is controlled by the Thieves Guild armor set inside of your inventory.

You can only activate this power when you have a full set of Thieves Guild armor equipped, minus the hood. Also, to remain in the Nightingale armor set you must keep the Thieves Guild armor inside of your inventory when you are wearing the Nightingale armor set.

>> Spell: Nightingale Blade.
A sword that has the same effects as the regular Nightingale Blade as well as has the capabilities of banishing Daedra. You can only use this spell when you are wearing a Thieves Guild or a Nightingale armor set.

>> Spell: Nightingale Bow.
A bow that has the same effects as the regular Nightingale Bow as well as has the capabilities of banishing Daedra. You can only use this spell when you are wearing a Thieves Guild or a Nightingale armor set.



The Skeleton Key
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It is no longer an unbreakable lockpick, the Skeleton Key can now be used as an actual key that can open any lock that you want it to open. It still increases your Lockpicking skill when it is used.

The Skeleton Key is the only way to unlock the Sunken Trek, which is a small pathway linking Nightingale Hall to The Cistern. This path is only accessible to the Nightingales as it can only be opened from the Nightingale Hall section.



Thieves Guild Questlines
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The mod makes some small alterations to the Thieves Guild questlines while still retaining what Skyrim originally set up.

>> Join the Thieves Guild.
You must be a thief yourself for Brynjolf to approach you about his plan, if not he won't even bother with you.

>> Radiant Quests - Less Grind.
The radiant quests of the Thieves Guild have been cut down to reduce the grinding element present when trying to restore the Guild to it's former glory. Also, the upgrading of the Guild has now become linked with it's restoration and not with just the completion of radiant quests; finally, the radiant quests will first run through all the Major Holds that are needed to reclaim influence in Skyrim and later will be given at random.



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>> CONTAINS NO ITMs AND UDRs <<
DO NOT CLEAN THIS MOD WITH SSEEDIT. THIS MOD HAS
ALREADY BEEN CLEANED AND ANY CHANGES ARE INTENTIONAL
AND NECESSARY FOR THE MOD TO FUNCTION PROPERLY.
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