Improved Shadowmarks Author: kryptopyr Version: 2.0 SSE Release: May 27, 2018 Description ----------------------------------------------------- This mod adds Thieves Guild shadowmarks to player-owned homes. Unowned homes will have the "Empty" mark, homes owned by non-guild members will have the "Danger" mark, and homes owned by Thieves Guild members will have a "Guild" mark. Shadowmarks will be updated automatically when the appropriate conditions are met. As of version 2.0, this mod also: - improves the positions of existing shadowmarks - adds shadowmarks to a number of locations that were missing them - added markers to change some of the shadowmarks depending on the stage of various quests (East Empire Company Office in Windhelm, Riften Warehouse, etc) - improves the appearance of the shadowmarks by reducing their shine and smoothing out their edges Options ----------------------------------------------------- There are two customizable options built into this mod. Changes to these options will not update while you are in the cell, you must allow the cell to reload before the changes will take effect. If you wish to use the "Loot" shadowmark for non-member player homes instead of the "Danger" mark, then open the console and enter: Set TGRShadowmark_UseLootMark to 1 If you want to require that the relevant Thieves Guild "City Influence" quest has been completed in order for the shadowmark to appear on player-owned homes, then open the console and enter: Set TGRShadowmark_RequireCityQuest to 1 Specifically, the quest requirements are: - Riften: complete Loud and Clear, stage 20 (after Mercer welcomes you into the Guild) - Whiterun: complete Imitation Amnesty - Solitude: complete The Dainty Sload - Windhelm: complete Summerset Shadows - Markarth: complete Silver Lining Credits ----------------------------------------------------- The included script was based off of a script originally published by Glitchfinder, in his Shadowmarks for Player Homes mod (http://www.nexusmods.com/skyrim/mods/64501/?). Change Log ----------------------------------------------------- Version: 2.0 Released: 4-07-2016 - Disabled 'safe' marks on tree stumps near Nightingale Hall. Even after Nightingale Hall has been restored, there is nothing in the game to suggest that this should be considered a safe spot for general guild members. The location is considered a secret, even from the other members, and not a hidy-hole for anyone who needs it. - Changed the location of several markers. For example: Some of the marks that were placed high up on the side of buildings, have been moved lower so they appear more discrete. Several marks that weren't visible until the player was right up next to the door have been moved to make them more visible to the casual obeserver (basically if the player was forced into a position where they would have, in real life, looked rather suspicious or been treaspassing before the shadowmark would be visible, it has been moved so that it is now visible from a more reasonable distance). - Added a handful of marks: - If there was a mark on one door to a building but no mark on the secondary entrance. - Added 'fence' mark to Niranye's stall in Windhelm - changed the 'empty' mark to a 'danger' mark on the Abandoned house in Markarth - changed the 'danger' mark on Aretino Residence to a 'loot' mark - added 'protected' marks to Blackbriar Lodge, Goldenglow Estate, and Honeybrew Meadery (after quest) - added a few marks to some of the buildings within the major cities that were missing marks for no apparent reason, as well as to certain buildings immediately outside the city walls. - added markers to change some of the shadowmarks depending on the stage of various quests (East Empire Company Office in Windhelm, Riften Warehouse, etc)