Please note that if you are upgrading from a previous version of Thieves Guild Requirements, a new game is required. We apologize for the inconvenience.
Changes in 5.0 include: - Two new alternate sets of locations for the Unusual Gems. - New option to randomize all Unusual Gem locations, with each gem randomly being assigned to one of three available locations (the vanilla location and the two alternates). - New option to move only those Unusual Gems locked behind quest locations. - New option to toggle taking Unusual Gems as Stealing. Getting caught in the act will result a in bounty. - New option to add quest markers for the Unusual Gems (but markers will only be enabled after Vex assigns quest). - All of the above options are configurable via the MCM. - Unusual Gems will now stack in your inventory. - Fixed a dialogue issue with TG02 which could prevent TG03 from starting in certain circumstances. - Removed a small number of injected records which conflicted with another mod. - Removed FISSES support (we recommend using Thieves Guild Requirements SE - Settings Loader instead). - Added an Optional file to make the Unusual Gems droppable (ESPFE).
Thieves Guild Reformation - Taking Care of Business An updated version of clarota's Thieves Guild Alternate Routes - Taking Care of Business, which includes integration with Thieves Guild Requirements' MCM, has also been added to the Optional files. Some of the changes from the original include: - Carried forward appropriate USSEP changes. - Introductory dialogue for the various radiant quests should now disappear from Delvin & Vex dialogue menus once they've been discussed once. - If you have any radiant quests active, you will now be prevented from disabling the concurrent radiant quests MCM option. This is to prevent disabling the option and breaking the quest dialogue. - In order to enable the "city focus" dialogue, you no longer need to speak with Tonila, just with Delvin and Vex. - Other minor dialogue changes and fixes. - The original MCM has been disabled in favor of integration with TGR's (which will auto-detect TGR-TCB and enable the appropriate options). - ESL-flagged file (ESPFE).
Thieves Guild Requirements 5.3 addresses an issue where quest TG03 "Dampened Spirits" wasn't shutting down completely in some instances, resulting in Brynjolf hounding the player whenever they would get close to him. The fix, however, is not applied retroactively. If you've previously completed Dampened Spirits and are having issues with Brynjolf stalking you, entering the console command "completequest TG03" should resolve this issue.
dampened spirits quest won't disappear from my journal after completing it with this and the "reformation taking care o f business" mod edit nevermind i'm dumb
Hello! This is a must have for my thief characters and has been for a long time. I have a question/statement/request. Here's the thins, Thieves Guild for Good Guys has been updated to , Thieves Guild for Good Guys - Taking Care of Business Redux which your patch isn't made for. Do I still need a patch? Also, since you have made patches, I wanted to ask you what to do about a script conflict between Thieves Guild for Good Guys - Taking Care of Business Redux and Diverse Dogs SPID Fluffy Patch ? Four scripts:tif_01002308.pextif_0100230b.pextif_0100230c.pextif_0100230f.pexI have posted a comment about it at Diverse Dogs SPID Fluffy Patch, which was last updated in December as well as at TCBM Redux, but since that mod hasn't been updated since 2021, I understand this comment may never be seen by the author. Even though this conflict isn't really your problem, I was hoping since you are still active and updating, maybe other mod users will see this. here's hoping! Thanks for all you do!
Hi, I've been using this mod with the Reformation mod, and I can't seem to focus the jobs to one city. The dialogue option is there, but no matter what I do, they give me jobs for different cities. How do I fix this?
I'm having the issue that TG03 "Dampened Spirits" never starts, even though everything else up to this point worked flawlessly. I have a save game at 19/20 completed radiant quests, turn in the 20th one and Brynjolf starts approaching me with his forced greet, but after the conversation ends the quest doesn't start. Nothing in my load order is conflicting with the plugin or scripts.
sqv TG02 shows that it's at stage 200, yet still "running" for some reason, even though I've finished it a long time ago and have done the required radiant quests for TG03 since then.
Thank you. I just tried that, but sadly Dampened Spirits still refuses to start after the conversation ends. I noticed that the quest state of TG02 shows it as "stopped" instead of "running" after the conversation ends, but TG03 won't start regardless.
The thing is, I remember the seeing the regular "Completed: Loud and Clear" message after speaking to Brynjolf in the past, so I never gave it any further thought and just started doing the radiant quests. I remember he was mad about me burning more than 3 beehives though and said "I've smoothed things over with her for now, but you can forget your cut" . Did that bug out my questline?
Hopefully this may be helpful to anyone having the same issue in their game, which seems to be a vanilla bug and unrelated to Thieves Guild Requirements. I apologize for bringing it up here.
and Dampened Spirits - TG03 started as it should have
I am using wildlander, but no other mods touch this quest
E: I just double checked and "completequest" alone or combined after "completeallobjectives" will not progress the quest. you must setstage 205 and 210
It should be fine to compact and esl-flag if you're using an xEdit which can handle renumbering voice files, and you regenerate the SEQ file afterward. Make sure to have any patches for it loaded when you compact it.
First, I apologize if there are any errors in this text; English is not my first language. I have a problem. I finished the second quest, entering Goldenglow. After that, I completed Delvin and Vex’s quests (five in total) to unlock the next quest. Brynjolf approached me and told me to talk to Maven, but the quest didn’t activate. When I talk to Maven, she doesn’t say anything about the next quest. I really don’t know what to do. This is the only mod I have installed that modifies anything about the Thieves Guild.
Hi, I don't seem to be able to get the quest markers for the Stones to show up even though I've talked to Vex about them. I'm using the randomized locations option. I think it's a conflict, but I'm not sure what it may be other than Destroy the Thieves Guild even though I'm not destroying the Thieves Guild in my current playthrough.
Does the "items stolen" counter include septims? Otherwise, this mod could be a bit of a headache, as there's no way to fence items other than septims until after joining the Thieves' Guild, so anything you steal you'd have to hang onto for potentially quite awhile.
Not by default, but there's mods (like this one) that correct that.
Even without those mods, it hasn't been a significant issue in my experience. The stolen goods can be stored in a container or dumped, or the requirement can be lowered in the MCM to something that feels more reasonable to the individual player. I'm sure not everyone would agree with that though, which is why it's great we have fixes like the one linked above.
359 comments
Please note that if you are upgrading from a previous version of Thieves Guild Requirements, a new game is required. We apologize for the inconvenience.
Changes in 5.0 include:
- Two new alternate sets of locations for the Unusual Gems.
- New option to randomize all Unusual Gem locations, with each gem randomly being assigned to one of three available locations (the vanilla location and the two alternates).
- New option to move only those Unusual Gems locked behind quest locations.
- New option to toggle taking Unusual Gems as Stealing. Getting caught in the act will result a in bounty.
- New option to add quest markers for the Unusual Gems (but markers will only be enabled after Vex assigns quest).
- All of the above options are configurable via the MCM.
- Unusual Gems will now stack in your inventory.
- Fixed a dialogue issue with TG02 which could prevent TG03 from starting in certain circumstances.
- Removed a small number of injected records which conflicted with another mod.
- Removed FISSES support (we recommend using Thieves Guild Requirements SE - Settings Loader instead).
- Added an Optional file to make the Unusual Gems droppable (ESPFE).
Thieves Guild Reformation - Taking Care of Business
An updated version of clarota's Thieves Guild Alternate Routes - Taking Care of Business, which includes integration with Thieves Guild Requirements' MCM, has also been added to the Optional files. Some of the changes from the original include:
- Carried forward appropriate USSEP changes.
- Introductory dialogue for the various radiant quests should now disappear from Delvin & Vex dialogue menus once they've been discussed once.
- If you have any radiant quests active, you will now be prevented from disabling the concurrent radiant quests MCM option. This is to prevent disabling the option and breaking the quest dialogue.
- In order to enable the "city focus" dialogue, you no longer need to speak with Tonila, just with Delvin and Vex.
- Other minor dialogue changes and fixes.
- The original MCM has been disabled in favor of integration with TGR's (which will auto-detect TGR-TCB and enable the appropriate options).
- ESL-flagged file (ESPFE).
TGR doesn't conflict with any of the other At Your Own Pace modules though.
edit nevermind i'm dumb
Thanks for all you do!
sqv TG02 shows that it's at stage 200, yet still "running" for some reason, even though I've finished it a long time ago and have done the required radiant quests for TG03 since then.
The thing is, I remember the seeing the regular "Completed: Loud and Clear" message after speaking to Brynjolf in the past, so I never gave it any further thought and just started doing the radiant quests. I remember he was mad about me burning more than 3 beehives though and said "I've smoothed things over with her for now, but you can forget your cut" . Did that bug out my questline?
startquest tg03
setstage tg03 10
completeallobjectives tg03
completequest tg03
startquest tg04
setstage tg04 10
Hopefully this may be helpful to anyone having the same issue in their game, which seems to be a vanilla bug and unrelated to Thieves Guild Requirements. I apologize for bringing it up here.
This was super helpful, I had issues where Brynjolf would tell me to talk to Maven, but the quest TG02 would not complete and TG03 would not start.
I advanced TG02 with
setstage TG02 205
setstage TG02 210
completeallobjectives TG02
completequest TG02
and Dampened Spirits - TG03 started as it should have
I am using wildlander, but no other mods touch this quest
E: I just double checked and "completequest" alone or combined after "completeallobjectives" will not progress the quest. you must setstage 205 and 210
I have a problem. I finished the second quest, entering Goldenglow. After that, I completed Delvin and Vex’s quests (five in total) to unlock the next quest. Brynjolf approached me and told me to talk to Maven, but the quest didn’t activate. When I talk to Maven, she doesn’t say anything about the next quest. I really don’t know what to do. This is the only mod I have installed that modifies anything about the Thieves Guild.
Even without those mods, it hasn't been a significant issue in my experience. The stolen goods can be stored in a container or dumped, or the requirement can be lowered in the MCM to something that feels more reasonable to the individual player. I'm sure not everyone would agree with that though, which is why it's great we have fixes like the one linked above.