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Thieves Guild Mod Needed


keithbk

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I love playing as a thief. I enjoy working my way up the ranks and becoming Guild Master. Then the fun is over.

 

I would like a Mod that gives the player the opportunity, once he becomes Guild Master, to do the following:

 

Allow the Guild Master to set thieving goals and make the current do-nothing guild members (Sapphire, Rune, etc) actually LEAVE the Thieves Guild and steal, loot, etc. The money they rake in, a portion goes into the Guild Master's chest.

 

The higher the risk, the better the payoff, but the guild members MAY end up getting arrested and jailed in a major city (more likely on higher risk orders), requiring you, as guild master, to go and break them out.

 

After all, what is the point of becoming Guild Master if you cannot tell the Guild Members what to do?

Edited by keithbk
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  • 2 weeks later...

Cannot remember, but didn't Oblivion give you some control over Thieves Guild members after you completed the main Thieves Guild questline?

 

Oh, and does anyone else find it annoying that there is no fence established in Whiterun after you finish the special mission for Delvin/Ulfrid Battle-born?

 

Furthermore, I also find it annoying that for all your supposed "expansion" of the thieves guild, you do not get any new guild areas throughout the cities of Skyrim once you "establish" in an area. Much like the ratway in Riften, I'd like some new "base" of operation in each of the cities which actually gives you a bit of immersion in the area.

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Here's an idea that would make the thieves guild more "immersive"...

 

Once you secure Solitude, for example, and you have Gulum-Ei, perhaps you establish a base that connects within the Winking Skeever and the above-ground well in Solitude. You can have Gulum-Ei hire lookouts (Eagle Eye and Octieve San would be good choices). Then you could have occasional clashes between the soldiers (Imperials esp.) as they search for the guild, as well as occassion to bust out your guys from Castle Dour.

Edited by keithbk
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