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RogueUnicorn00

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RogueUnicorn00

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53 comments

  1. TanisQNP
    TanisQNP
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    I just finally got to the point where we go in the vault.  It full.  More full than vanilla.  Should be empty right?! 
    1. RogueUnicorn00
      RogueUnicorn00
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      only after the first special job from Delvin should the vault start to change :)
    2. StoneColdScout
      StoneColdScout
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      With a mod like At Your Own Pace, you're required to do the special jobs in order to progress to the next main quest. By the time you get to that point in the story you will have already completed all the special assignments which would result in a full vault. 
    3. TomahhErrazurihh
      TomahhErrazurihh
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      This. This is why I have to resort to enabing the mod after I complete the questline.

      *sigh* A patch for this would be very appreciated here.
    4. RogueUnicorn00
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      In vanilla you complete the story and then get the guild back to its former glory, At Your Own Pace changes the order of quests and doesn't account for the guild upgrade stages, this is not something I can patch :)
    5. ftwranger
      ftwranger
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      first world problems, insert facepalm.
      thanks for making my day dude:D
    6. Incantation666
      Incantation666
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      It kinda makes the scene hilarious though. "EVERYTHING'S GONE!"
    7. Sostratus
      Sostratus
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      In vanilla you complete the story and then get the guild back to its former glory

      This is not correct. In vanilla, you can do the quests in any order. There's nothing stopping you from doing a bunch of radiant quest and the special job quests even before doing Goldenglow Estate. So this isn't a conflict with another mod, it's a conflict with the vanilla game if not played in the specific order you assumed it would be played in.

      I don't think a patch is simple though. What does Mercer do with everything he steals? Is it recovered? If so, when?

      Here's how I would handle it, assuming I could figure out how to do it: Instead of stage 0-4, the vault has stages 0-5. One stage represents whatever was in the vault before Mercer robbed it and before any loot from the special jobs was added. When it's opened in the Pursuit, it's always at stage 0. The player doesn't get to see inside before then anyway. If any special jobs are done between then and completing Blindsighted, the vault advances. When Mercer is killed in Blindsighted, the vault advances one stage for the original contents plus additional stages for every special job completed before The Pursuit.

      And maybe you only see it advance one at a time. If it would advance multiple stages, it waits for you to leave and load the area again or on a time delay. Or maybe that's just confusing and it's better to let it advance all at once.
    8. RogueUnicorn00
      RogueUnicorn00
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      well seems I was wrong, as for the stages they are vanilla and linked to Delvin's Special jobs and I do not have the skill to change them :)
  2. Palmazone
    Palmazone
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     I run v3 of this mod and JKs Ragged Flagon with patch. I completed 3 Special Jobs and Mercer is waiting for me at Snoweil Sanctum. 
    At the Ragged Flagon strange things happening - every time I return after a time, I find  a lot of Weapons, Armor, Elixirs and even Dolls (Elven and Chef) respawning in front of the door to the Ratway. They are all red but lootable. What might cause this? any idea?
  3. LittlePooh
    LittlePooh
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    I really like this mod, but is it compatible with gg's thieves headquarters?
    1. MonkutPaik
      MonkutPaik
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      +1?
    2. LittlePooh
      LittlePooh
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      I'll test relatively soon, but im assuming GG's probably does need one.
    3. RogueUnicorn00
      RogueUnicorn00
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      GG's Thieves Guild will not be patched as it moves the entire vault (No compatibility with the HQ) Sorry :)
    4. LittlePooh
      LittlePooh
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      Aw man
  4. ArchGuardianAngel
    ArchGuardianAngel
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    You might want to put in JK's Thieves guild uncompatible because that overhaul does the exact same with the vault like this one
    1. RogueUnicorn00
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      JK's Thieves Guild is only non-compatible with the HQ, not the Ragged Flagon, so it is compatible in Ver. 4.0.0
    2. ArchGuardianAngel
      ArchGuardianAngel
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      I use JK's ragged flagon :) and now Jk's thieves guild
  5. BveryOfA
    BveryOfA
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    I'm the porting author for JKRojmal on PS, I bundled his interior mods so I'll have to convert your BOS ini to a patch for it, what is the file name for the PS version in case I need to make a decoy file?  If the objects moved are only in JK's I technically wouldn't need to use yours as a master but I wanted to run it by you ahead of time anyway.   :) Take care, be safe.
    1. RogueUnicorn00
      RogueUnicorn00
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      Console uses the same file as PC
  6. CommisarCommanderDante
    CommisarCommanderDante
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    Is this compatible with Opulent Thieves Guild?

    Edit: I should really read the mod description before posting things like this
  7. deleted6419983
    deleted6419983
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    Hi how is this compatibille with AE content is there anything i shoud look for or be aware of ?
    1. RogueUnicorn00
      RogueUnicorn00
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      the mod works on any version of Skyrim and I don't believe AE content touches the Thieves Guild :)
  8. Is there a key for all the locked chests?
    1. RogueUnicorn00
      RogueUnicorn00
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      no, and forcing them open will gain you nothing :)
  9. SecretData001
    SecretData001
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    (stage 2)

    NOPENOPENOPENOPENOPENOPENOPENOPE I won't touch that thing again

    1. RogueUnicorn00
      RogueUnicorn00
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      go on, it's so shiny, just a little touch won't hurt :)
    2. SecretData001
      SecretData001
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      I've already returned it and done her quest in this playthrough. I won't hurt my ears by touching it again. I won't!

      Brynjolf! Who in Oblivion brought it here!!??
      Brynjolf, confused with my PTSD: What's wrong, lad??
      Me: It's yours now. I won't take it back. I won't!!
  10. TanisQNP
    TanisQNP
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    Thank you for the Xbox port!!!
    1. TanisQNP
      TanisQNP
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      Will you port patches too please?

      Does relighting Skyrim need a patch?  
    2. RogueUnicorn00
      RogueUnicorn00
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      Porting patches for the console versions is not possible as the plugins are not the same :)

      No, I don't believe relighting Skyrim needs a patch :)
    3. TanisQNP
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      Which ones are not the same?  Your mod?  Or others?  SMIM for example should work just fine as the esp names are the same for most SMIM options on Bnet.  We have lots of SMIM , ELFX and JKs patches on Bnet.  All good!  

      good news on RS!!
    4. RogueUnicorn00
      RogueUnicorn00
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      the PC version of this mod is .esl, The console version is .esp :)
    5. TanisQNP
      TanisQNP
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      Ah I see.  I don’t think it needed to be esp on console.  Lots of esl’s have been uploaded.  They don’t benefit us like on Pc but they work just fine as is. :) 
    6. RogueUnicorn00
      RogueUnicorn00
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      to upload to Bethesda I have to load the plugin in the creation kit as an active plugin and the creation kit does not let me load esl or esm as active, this is why the console version of my mods are all esp flagged esl :)
    7. MeisterB
      MeisterB
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      To upload an esm/esl you just double click it to have the x and load it and then upload it. It does not have to be set as active. 
    8. RogueUnicorn00
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      MeisterB, Thank you I really did not know that :)