GG's Thieves Guild Headquarters doesn't modify Ragged Flagon interior, so it is compatible with all mods which add/modify some stuff only in the thieves guild tavern. Potential compatibility problems may occur if other mod changes the Ragged Flagon Cistern (RiftenThievesGuildHeadquarters cell). Please, check that before you ask for a compatibility patch.
Hi im using Skyrim is Luminous and Azurite Weathers and Seasons mod so i did download Vanilla Lights. But still in my game the room is very very Dark could you please make a patch ?
A while ago I asked you if you would be interested in implementing EVGAT to add some of that mod's feature into GG's mod. I ended up making a quick little add-on myself. It doesn't add lots of markers, but you can check them out below.
Spoiler:
Show
Climbing in the main hall for quick access to upper platforms.
Climbing on top archery platforms to retrieve arrows.
Lowered water level of barrel and disabled the "ladder doors", but added short, useable ladder to get out.
Are you interested in hosting the file here, or should I make it its own mod page, since it's not exactly a "patch" but an add-on? I can take care of that if you prefer that I manage it.
Oh, both mods were made using the same resource packs, so - most probably - these aren't real conflicts, the files are the same. Since GGUNIT's mod is newer and maybe he used some updated assets, I suggest you to load it later.
Navmesh conflict between GG's TGHQ and Ryn's Farms at 41, -23. Navmesh 00104FC3. Pretty much for GG's Cistern access. I just copied Farm's navmesh over in a CR and fiddled with it a bit as Ryn's makes a copious amount of changes in that cell.
I'd let Ryn win this one. The door marker isn't necessarily needed there. The player will use the entrance anyways, the followers will catch up from the other side. At least you'll be sure that no random NPC would walk into the Thieves Guild by accident.
That's the reason - doors (among many others) are persistent references and their position is hard-baked into your save right after you press the "New game" button. If you install any mod/patch later, it won't be able to modify such persistent ref. If you want more details about it I suggest reading Janquel's article - it's long, but it brings a good amount of knowledge which will help you understand many issues you encounter in your future modding endeavours.
I'm not sure if I should ask here or on the main mod page? But I have problem with my TG members in cistern not sleeping in their beds. They have the "sleep" package but are standing next to their owned bed (i checked the ownership in console and they are the owners), not lying in the bed and sleeping.
I don't see any obvious conflicts, I checked in xEdit and the bed markers are modified by base Skyrim and GG's TG only. Any other ideas what to check? Thank you in advance :)
TBH, I have no idea. Neither GG's mod nor any of the patches modify their packages or bed ownership. I thought it might be a wrong entry point for bed, but I just checked it and both are correct. I don't know what else could cause such issues.
I was having this issue myself. I can't say the exact cause due to mod setups and all, but I did find a fix on my side with a small patch. Perhaps this will work for you too?
I took all the TG sleep packages and made one change in common: the Near Reference radius. I changed it from 75 to 200, and after going back in-game to use resetai on them (or disable-enable), they finally found their bed and slept in it.
For quick reference, here are all the Cistern TG members' sleep packages if you want to try making a personal patch like this.
Happy to hear it worked out for you! @Czasior Not sure if if it's worth letting GG know about this, in case other people may encounter the same issue. My guess is that it has to do with some mods affecting AI or navigating maybe, so it's kinda hard to track down. However, changing those values seem to be a good "failsafe", maybe.
I have a similar issue. I am using distinct opulent thieves guild along with GG HQ. Mercer and Brynjolf just keep standing in the center of the cistern ever since they welcomed me. I tried resetai, recycleactor, disable-enable : nothing worked. Also Mercer just wants to stick to Brynjolf it seems, because when i tried moveto player on Brynjolf, Mercer came walking by to Brynjolf. Brynjolf never walks. Mercer's desk is gone and replaced with the archery dude's training area. I read there are supposed to be offices for both Mercer and Brynjolf, where are they supposed to be? I cannot find them anywhere. Maybe their ai is linked to it but since the offices are missing they just stand around like whatever. I'd really like to know how to fix this, so I'd appreciate any help at all. thanks!
EDIT: I think it may need patch for the mod AI overhaul. Or atleast it needs patch for the sandbox packages like the one graciously provided above for the sleep packages. I'm going to try the same fixes for sandboxes by increasing the reference distance and see if it works. EDIT2: Didn't work. EDIT 3: Nevermind it was caused by Kaidan Extended Edition.
There's a newish mod called Riftweald is MINE? by tarlazo. Their mod creates a safe duplicate of Riftweald Manor that you teleport too when using the front doors after becoming Guildmaster. However, GG adds a secret ladder to Riftweald in the Cistern, which would lead to the vanilla hostile manor. Do you think you can patch these two mods together?
Hi Czasior! I saw that you added another Riftweald Manor mod into the patches, but not this one. Will this one ever be considered, or should I just use the other mod instead?
It will be, but I can't tell you when. I am focused on Markarth right now, when I finish it I will go back to my other stuff and try to prepare some updates. If any new interesting projects won't emerge in the meantime, there's a chance I'll be able to finally take a look at this one (and Brynjolf - Birtright).
Another question, but is EVG Animated Traversal on your radar for a patch? It seems like the added verticality of the HQ could make use of the ladder and climbing features from EVG AT, such as the bath barrel.
I use Opulent Thieves Guild. The Patch for Opulent doesn't truly work. I had many floating objects such as jewels and chest where GG and OP meshed. I have tried a new play-through but I encountered the same. I have no other mods that affect the cistern itself. The statue of Nocturnal is layered with GG's rugs. GG has a fine mod. Next time I won't use OTG, Thank you for the patches anyway.
Do you see those screenshots above? Many of them were taken with OTG patch. I assure you it works, you should check your load order or if the patch plugin is active.
I had the same problem and it turned out that the Opulent Thieves Guild update by Erstam would load after this patch. Fixing the load order fixed the problem for me
I still have the floating golden plates at the entrance and the mechanical spider in the vault is missing its table (or whatever it was supposed to be on), but other than these I don`t see any other problems
145 comments
GG's Thieves Guild Headquarters doesn't modify Ragged Flagon interior, so it is compatible with all mods which add/modify some stuff only in the thieves guild tavern. Potential compatibility problems may occur if other mod changes the Ragged Flagon Cistern (RiftenThievesGuildHeadquarters cell). Please, check that before you ask for a compatibility patch.
Skyrim is Luminous and Azurite Weathers and Seasons mod so i did download Vanilla Lights.
But still in my game the room is very very Dark could you please make a patch ?
A while ago I asked you if you would be interested in implementing EVGAT to add some of that mod's feature into GG's mod. I ended up making a quick little add-on myself. It doesn't add lots of markers, but you can check them out below.
Climbing on top archery platforms to retrieve arrows.
Lowered water level of barrel and disabled the "ladder doors", but added short, useable ladder to get out.
Are you interested in hosting the file here, or should I make it its own mod page, since it's not exactly a "patch" but an add-on? I can take care of that if you prefer that I manage it.
Any hints?
I'm not sure if I should ask here or on the main mod page? But I have problem with my TG members in cistern not sleeping in their beds. They have the "sleep" package but are standing next to their owned bed (i checked the ownership in console and they are the owners), not lying in the bed and sleeping.
I don't see any obvious conflicts, I checked in xEdit and the bed markers are modified by base Skyrim and GG's TG only. Any other ideas what to check? Thank you in advance :)
I took all the TG sleep packages and made one change in common: the Near Reference radius. I changed it from 75 to 200, and after going back in-game to use resetai on them (or disable-enable), they finally found their bed and slept in it.
For quick reference, here are all the Cistern TG members' sleep packages if you want to try making a personal patch like this.
Thank you!
@Czasior Not sure if if it's worth letting GG know about this, in case other people may encounter the same issue. My guess is that it has to do with some mods affecting AI or navigating maybe, so it's kinda hard to track down. However, changing those values seem to be a good "failsafe", maybe.
EDIT: I think it may need patch for the mod AI overhaul. Or atleast it needs patch for the sandbox packages like the one graciously provided above for the sleep packages. I'm going to try the same fixes for sandboxes by increasing the reference distance and see if it works. EDIT2: Didn't work. EDIT 3: Nevermind it was caused by Kaidan Extended Edition.
Cheers and happy new year in advance!
Another question, but is EVG Animated Traversal on your radar for a patch? It seems like the added verticality of the HQ could make use of the ladder and climbing features from EVG AT, such as the bath barrel.
I just wanted to ask - are there any plans for a patch with Brynjolf and the Riften Guild - Birthright somewhen in the future?
Thank you for any kind of answer and have a great day!
I still have the floating golden plates at the entrance and the mechanical spider in the vault is missing its table (or whatever it was supposed to be on), but other than these I don`t see any other problems