[RELz] Shadowmarks

Post » Sat Aug 30, 2014 12:46 pm

Shadowmarks


A simple immersion mod to add Thieves Guild shadowmarks to the vanilla player homes.

Shadowmarks are a tool for the Thieves Guild to identify the worth of a target home. Some are protected, some are worthless, others have loot, and still others might even be dangerous. If you've ever wondered why the five potential player homes in the major cities didn't have these markings, wonder no more. Now, instead of being the only homes in a city missing them, they will be marked according to their worth.

If the player does not yet own the property, it will be marked empty.
If the player owns the property, it will be marked as containing valuable loot.
If the player is a member of the Thieves Guild AND the city has been brought under the influence of the Guild, then it will be marked accordingly as being owned by a guild member.

The marks should properly update themselves throughout the game as the player acquires the houses and joins the guild.

Download Locations

http://afkmods.iguanadons.net/index.php?/files/file/1309-shadowmarks/
http://steamcommunity.com/sharedfiles/filedetails/?id=307722761
http://www.nexusmods.com/skyrim/mods/57665
http://tesalliance.org/forums/index.php?/files/file/1792-shadowmarks/
http://www.darkcreations.org/forums/files/file/928-shadowmarks/
http://www.theassimilationlab.com/forums/files/file/990-shadowmarks/

Installation Requirements

Official Skyrim patch 1.9.32.0.8 or greater.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Steam Workshop

Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
Make sure it's active in the Data Files menu.

Installation - Nexus Mod Manager

Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.

Installation - Manual

Drop the .esp and .bsa files into your Data folder.
Activate the mod using whatever management tool suits you.

Uninstalling

Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

To remove the mod: Delete the .esp and .bsa from your Data folder. Then reload your game as usual.

Load Order

LOOT (http://loot.github.io/) should be used for optimal placement.

Compatibility

Compatible with Open Cities Skyrim.

Should be compatible with mods that alter the player homes so long as those alterations don't block where the marks appear.

User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Sat Aug 30, 2014 2:30 pm

So effectively this means Thieves Guild will now rob my houses if I'm no member?

Will I be able to track down the thief?

User avatar
josie treuberg
 
Posts: 3572
Joined: Wed Feb 07, 2007 7:56 am

Post » Sat Aug 30, 2014 11:14 pm

Heh, no, nothing quite that fancy. Just the marks :P

User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Sun Aug 31, 2014 4:39 am

I didn't know they existed in the first place...well, got to learn something new every day. It might be an awesome idea for a Mod that gets your houses frequently robbed?

User avatar
Richard Dixon
 
Posts: 3461
Joined: Thu Jun 07, 2007 1:29 pm


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