In my previous game run this mod worked perfectly, but now, since I started a new game with several new mods, none of the "TG door never closes" work. One of the new mods is preventing the door from staying open - and it makes me nervous (don't know which mod, as I installed several) Probably The Cause? ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I found out, that CC The Cause requires SSE 1.6x and I run 1.5.97 so I deleted it and started a new game. Now this mod (NO ESP) works again. After a cell reset the crypt door stays opened. It is important for those, who use AI Overlaul, because the TG members leave the Cistern and wonder around Riften, but when the door closed, they got stuck under the crypt lid.
I like the idea of this mod, though if someone could make one that allows fast travel in and out of the Ragged Flagon (similar to what is possible for Fallout 4's Railroad HQ after joining the faction), I'd probably use that instead.
However, I have to join the chorus of "doesn't work for me" - maybe it would work if I had the mod installed from the start, but if that's necessary, it should be clearly documented in the description. I don't think I have any mods that would interfere (MO2 shows it isn't overriding anything from another mod) - I've got some mesh and texture improvement mods that might affect the door but are unlikely to change the script, and I'm using the "Thieves Guild For Good Guys" mod, but I don't think that does anything to the door.
@Alerios: wouldn't the noise from repeatedly opening and closing the entrance attract even more attention?
I've tested both new games and old but can't seem to reproduce a situation where it doesn't work. I've uploaded another version that works a little differently that should function for those having trouble.
It still closed when I entered and exited (not just the Thieves Guild, it happens for other buildings like the Temple of Mara or the Hall of the Dead), but I tried with a new game and bare minimum mods (DLC, USSEP, and this), and it worked, so apparently it's a mod conflict, I just need to track down which one.
Edit: after some further testing, I'm really confused - with a well-established character, adding the mod seemed to have no effect (the crypt door still closed when exiting a building into Riften, whether that was the cistern or some other building), but when I tested with a fresh character started with no mods (aside from the DLC that is difficult to disable in Special Edition), console-teleported to a building in Riften after getting binds off, saved, then added this mod, with or without my other mods, it worked fine as far as I could tell from limited testing.
There is already a mod that does this. It is an SKSE plugin that takes no ESP slot and allows you to Fast Travel from indoors anywhere in Skyrim or additional lands.
Installed the mod and it didn't work for me. Uninstalled it and now can't get back into the guild from the outside at that entrance anymore. The button is completely disabled. Edit: And now the button works again. guess it needs a few cell loads to reset.
After installing mod door did not close automatically. But after some time it actually stopped closing. I guess you have to be some time outside of Riften for mod to start working aftermid-game installation.
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I found out, that CC The Cause requires SSE 1.6x and I run 1.5.97 so I deleted it and started a new game. Now this mod (NO ESP) works again. After a cell reset the crypt door stays opened. It is important for those, who use AI Overlaul, because the TG members leave the Cistern and wonder around Riften, but when the door closed, they got stuck under the crypt lid.
The mod does not requires a new game, in game just wait for a cell reset.
However, I have to join the chorus of "doesn't work for me" - maybe it would work if I had the mod installed from the start, but if that's necessary, it should be clearly documented in the description. I don't think I have any mods that would interfere (MO2 shows it isn't overriding anything from another mod) - I've got some mesh and texture improvement mods that might affect the door but are unlikely to change the script, and I'm using the "Thieves Guild For Good Guys" mod, but I don't think that does anything to the door.
@Alerios: wouldn't the noise from repeatedly opening and closing the entrance attract even more attention?
Edit: after some further testing, I'm really confused - with a well-established character, adding the mod seemed to have no effect (the crypt door still closed when exiting a building into Riften, whether that was the cistern or some other building), but when I tested with a fresh character started with no mods (aside from the DLC that is difficult to disable in Special Edition), console-teleported to a building in Riften after getting binds off, saved, then added this mod, with or without my other mods, it worked fine as far as I could tell from limited testing.
https://www.nexusmods.com/skyrimspecialedition/mods/26536
Edit: And now the button works again. guess it needs a few cell loads to reset.
Ah well...