Try putting this into the console:
journal "_bal_sw003" 50
I went ahead and did this the day after I made that post, actually, and it works as you described; Culonir even showed up in Thumbscrew's dungeon, so everything was fine, and I was able to progress.
I DID encounter a bug with the very next mission, however. Instead of grabbing only one cursed ruby I decided to be bold and grabbed all of 'em, using an invisibility scroll to dodge the Dremora Lords and escape. Problem was, Mingarn wouldn't acknowledge me with all three rubies in my inventory: removing two and talking to him with only one made him suddenly more receptive to taking the thing off my hands.
Probably not so much a bug as it was an oversight, I'm guessing, but it happens to the best of us.
Those are good ideas. The entire questline is overly linear and easy to break as it is, I know. It was really only meant to be an ancillary part of the mod, there mainly to contribute to the atmosphere of intrigue. If you break it, you shouldn't feel like you're missing out on a lot; it's not terribly deep or anything, and I tried to write cool dialogue even for the quest-breaking events. That said, I'd like to go back through it and flesh it out more, but real life conspires to keep me otherwise occupied.
Variety and choice is always a good thing; my Khajiit thief isn't so much a pugilist as he is a conniver, so I decided it'd fit for him to just save himself the trouble and tell Culonir to skip town, seeing as that was my only alternative. Problem was, I didn't realize this would bring the quests to a premature end.
Anyway, now that I've finished the mod I think I'll offer some general observations:
I liked the atmosphere of the South Wall, and I think it goes without saying that this is a sublime improvement over the vanilla version. Pitch perfect, nothing else really needs to be said in that department.
The underground aspects were obviously built with Vampire: The Masquerade - Bloodlines in mind, a game I adore. From the music to the general distrustful atmosphere of the Thieves Guild, very reminiscent of the conflict between the Camarilla and Sabbat, this was a well-made homage to that game. The actual, physical inclusion of vampires only sweetened the deal...
... which was both a good thing and a bad thing. Good because they seemed appropriate for the underground setting, bad because they, for whatever reason, became the focus of the last quest. The mod advertises itself as being an exploration of the conflict between the Thieves Guild and the Camonna Tong, and yet our climix is us killing a bunch of vampires? It doesn't fit. At most that quest should have been a "taking care of business" sideshow, rather than the penultimate quest. What little I actually saw of the conflict with the Tong (from the dialogue to what little interaction we had with them) was good, but it wasn't enough. A climix that drives the theme you were going for home would be far more appropriate, in my opinion.
I know that the vanilla Thieves Guild sort of takes care of the Camonna Tong by itself, but we all know that those quests are severely lacking in personality and emotion, and this was a substitute I had high hopes for, but ultimately fell short.
My recommendation: build up from this and release a new version some time down the line with an expanded quest line which gradually ratchets up the pressure from the Tong. You've proven yourself to be a clever writer so far, so I have no doubt you'd be able to do this. Just in case you're starved for ideas, though...
- Infiltrating the Council Club to overhear a conversation; the quest unfolds differently depending on your race.
- Actually, physically getting that cursed ruby to the Tong boss and watching as a Dremora pops up and guts him. Make it a scripted death, perhaps?
- Some actual thievery missions, cause I'm a svcker for those. Stealing weapons from a Tong hideout, maybe, or swapping in false orders at a dead drop which would lead a group of unwitting Toughs right into a trap.
- Good ol' assassinations.
- The Guild should experience a moment of weakness where all seems lost; maybe the South Wall gets raided, people you knew get killed, there's a reshuffling of priorities.
- More stuff to do in the actual South Wall. Liette's boyfriend quest was an exercise in tedium for me, although the writing was good.
That's about all I can think of, so far. My overall verdict on this mod is that it's excellent, but it feels unfinished. Still, you did a great job, and you should feel proud of it.