[RELWIP]Thieves Guild HQ Overhaul

Post » Mon Aug 13, 2012 7:47 pm

Thieves Guild HQ Overhaul
Current version: 1.5
Author: TheMadTemplar

http://skyrim.nexusmods.com/mods/22331


Description:
The Thieves Guild in Skyrim was once one of the greatest criminal organizations in all of Tamriel, and according the timeline one of the oldest. This mod aims to reflect that ancient glory by expanding the Cistern to over triple its original size, providing a ton of new features and rooms.

New features
Unenchanted sets of Thieves Guild, Guild Master and Nightingale armor have been added, while upgraded versions with new models/textures have been added for the Nightingale and Guild Master sets.

Upgraded Vault, with 6 mannequins, 7 shield plaques, 14 weapon weapon plaques and 9 chests.

Training area has been expanded, with the an improved archery range and melee training on the second floor. Lockpick training has been moved into a tunnel.

First floor of the training room has been converted into an armory.

Next to the armory is a forge, with designated storage for smithing materials.

Alchemy garden, complete with an alchemy workspace and some new ingredients shelves. There is also a new exit out into the lake.

Storage Room: Miscellaneous items and objects are found here. This is presumably the room that guild members drop off items they could not sell, or are merely holding onto for a time. Lots of rugs. The carpet industry must not be doing that well in Skyrim these days, with everyone worrying about dragons burning them up.

Cellar/pantry: Large number of food and mead barrels to supply the guild for an extended period of time. None of the barrels in this room are safe to store, as they are all set to deliberately respawn in order to provide a continuous supply of food and mead. (Nice if using a hunger mod).

Kitchen:
The cooking area has been moved to its own room, with plenty of space for adventurous souls to try cooking for the guild. (Don't trust Sapphie in the kitchen.)

Museum/display room:
I envisioned a large vaulted room where the guild would display some of the largest heists it has made, and kept. Some were found there when the chamber was partially unearthed in the recent months before the Dovahkiin joined the guild, while others were placed there by guild members, like Cynric stealing a Dwemer Centurion statue from Calcelmo. (Tonilia was mad, not really something she could fence).

Master suite:
Recently unearthed due to minor cave in, Delvin hired some help to clear away the rubble and brought in a scholar. The original chambers of the Guild Master from when the Guild was at the peak of its glory.

Private Study:
A perfect place for the GM to study, research and plan new heists. Alchemy and enchanting tables are also provided.


The Cistern:
The main room has largely been left untouched. At first things look the same, but dividers and rugs have been added to give it a more cozy feel. There are some new paintings, the pool has been deepened and fish added. The Shrine has also been moved to sit near the GM desk rather than between two sleeping areas. I am toying with the idea of removing the sleeping quarters entirely from the Cistern and into a large new room, probably right next to the kitchen. I have not done only because I don't know what I would do with all that empty space.

?I say this is still a WIP because in many ways it still is. While much is completed, I am not content at just expanding the Cistern. I will continue working on this alongside my other mod in progress, as there is much to be done.

Things potentially to come in the future:
  • Overhaul the Ragged Flagon
  • New members
  • Upon becoming Guild Master certain members can become followers
  • New armor
  • New larceny targets
  • City options for Vex and Delvin
  • Overhaul the Nightingale Sanctuary and add a tunnel between there and the Cistern
  • Beggars become informants again, providing similar radiant quests as from Delvin and Vex (i.e. tell you about rich lout in town just asking to be robbed)
  • Introduce a ranking system, complete with more services becoming available as you advance
  • Spouses can move into the Cistern and become a member of the Guild
  • AIPackages need to be updated to include some new features.
  • More activity in the lesser holds. Delvin and Vex jobs, radiant thief encounters, fences.
One of the biggest things I want to work on has to do with upgrading things. Because of how save games work, I chose to make everything available right away, rather than having to progress through the story to earn certain things. This is because if you have already progressed through the story then stuff won't appear like it is supposed. There is a way, using scripts, to make sure it all works. I just don't know how to do it and am not messing around with it at this time.
A lot of the ideas above are dependent on my learning how to do scripting and events.

BUGS:
The biggest bug has to do with dirty refs that are saved in the game save files. Pretty much it means that anything that this mod deletes or changes will be saved in your character, which is unfortunate. I did my best to fix this, but there are some items that persist regardless. I've tried 3 different saves. Various embers from braziers will be scattered around, just open the console, target the embers and type disable. Any baskets outside of the storage room, pantry or kitchen do not belong either, and food scattered around the floor is obviously not supposed to be there. The other problem items are the ruin pot near the old alchemy table (armory entrance, opposite of the crypt entrance), and the junk cluttering the entrance to the alchemy lab. Last is Nocturnal's statue. Sometimes (1 out of the 3 saves) there will be a second statue floating in its original location.

All of this I am trying to find a way to fix, but none of it is my fault. People have assured me that this is Bethesda's fault, but since we don't see a lot of mods that completely overhaul areas we don't hear about it very often.

CREDITS:

A big thank you to the people who assisted me with questions I asked on these forums. Also a big thank you to the modders who spent a great deal of time making some of the models I used here, and to those who permitted me to use their mods in mine.

Oaristys and Tony67
for their amazing models and textures. I honestly cannot think of a better place for some of this stuff than the hideout of thieves. Some treasures are just too good to sell.
Modders Resource Pack http://skyrim.nexusmods.com/mods/16525
Tony67 also made the scroll shelves that I utilized.

mgbeach and trixterpriest
Dova Hideout Rugs and Banners



bw117
from the TES forums was a huge help with some issues I was having.

adaadami
He made a beautiful retexture of the Nightingale set, which I used for the upgraded armor set that you can find in the secret chamber. (Speaking of which, I will be changing it in the future so you are required to either buy or find the armor.) He was also a great source for ideas and encouragement.

Daejones:
He created a fantastic new model for the Guild Master armor. I have yet to implement it due some issues I had the first time around getting it into the game. Look for it in 1.6.

Artisanix
He made the awesome paintings you see in various places.

Blary
He created the book stacks, open book, notes, inkwell with quill and desk lecterns.

Daemonjax
He created some fantastic scripts that were supposed to help out with the lighting issues. Due to some errors on my own end, I actually broke all the lights in the Cistern and had to replace them by hand, but they kind of worked for me. I'll be working on this in the future, but for the time being the lights have been replaced with non-shadow lights, which kind of ruins some of the atmosphere.

Thank you also to everyone who answered my questions on the forums, you helped me get some vital stuff working.



EDIT: I don't know what the hell happened to the damn formatting. Everything was fine, I made a single edit to correct some spelling and the entire post gets messed up. Very frustrating.
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