Skyrim talk:Thieves Guild (faction)

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Archive 1: Nov 2011 - Jan 2012
Archive 2: Nov 2011 - May 2012

Problem with items not appearing after doing the requisite amount of side jobs.[edit]

Hi, as the subject title says I've been doing the various side jobs (ie. Numbers Jobs, Burglary Jobs, etc.) and managed to get up to the Jeweled Flagon upon completing 55 jobs. I kept doing them, keeping track manually of how many I'd completed, working my way up to 75 for the Jeweled Pitcher. However even after reaching that number it didn't show up. My question is: Is anybody else having this problem? And would the safe unlock if I just kept doing jobs regardless of the pitcher not showing up? I'm on the 360 otherwise I could just easily use the console to put it there, but alas I can't. Any help would be much appreciated.-- 00:04, 12 April 2012 (UTC)

having the same problem, also on a 360. any known fix w/out a console command? cant do those on x-box. — Unsigned comment by (talk) at 14:43 on 26 May 2012
Same problem here, also on Xbox. I'm currently working my way up to 125 to see if this 'safe' appears and the pitcher along with it. (UPDATE) I completed the 125 jobs to get the safe but still no pitcher. This may be a glitch/bug that should be put on the page. — Unsigned comment by (talk) at 15:30 on 11 June 2012
Same problem, also on Xbox. By my count, I've done 87 jobs, and all of my items have shown up properly except the jeweled pitcher. Sounds like a bug to me, possibly specific to Xbox.username12345 09:10, 12 June 2012 (UTC)
Same problem exists on the PS3. Seems to be an overall bug. 08:09, 30 June 2012 (UTC)

() Alright, playing on the PC here and ran into the same problem as you guys, so I blasted through another bunch of the quests using the console and can confirm that the safe does appear, but the Jewelled Flagon still hasn't appeared. I'm assuming it's supposed to appear on the bottom of the left shelf since nothing is there. Burrich 18:44, 14 June 2012 (UTC)

Pretty sure this isn't the cause but might as well throw it out there anyway. The items are fixed to the shelf and are takable. Is it possible that a member of the thief's guild could of picked it up due to their behaviour? --SamGhadiali 16:20, 18 June 2012 (UTC)
With the exception of the safe, the freeform job rewards cannot be interacted with and therefore cannot be stolen by the player or any other guild member. What seems to be happening here is a script failure where the pitch isn't scripted correctly to spawn the Jeweled Flagon. Someone on this site with access to the CK could likely confirm this. Garland the Elder 14:47, 4 August 2012 (UTC)
I just ran through this, and I got the pitcher at 55 jobs, and the flagon at 75 jobs, which was the reverse of how they were listed here. — Unsigned comment by HiFiSi (talkcontribs) at 22:34 on 13 September 2012
PS3 play through twice same thing happens. At 55 get flagon, 75 nothing and 125 get the safe. Safe unlocks even if pitcher doesn't. — Unsigned comment by ‎ (talk) at 14:25 on 22 March 2014
I think we have enough "me too" inputs here. According to the article's Bugs section, this was fixed on PC with the USKP, which implies that there is a code error that still prevents the rewards from appearing at the correct time on PS & Xbox. The only further worthwhile contribution to this discussion would be a way to fix it on PS & Xbox. --Xyzzy Talk 03:38, 23 March 2014 (GMT)

Fences won't give me gold for items I sell[edit]

Right now, my character is the Guild Master for the Thieves Guild, has the Crown of Barenziah, and most of the treasures. But whenever I sell an item (such as jewels and stolen trinkets) I don't receive the gold that I was supposed to get. Now I have to add up the respective gold I was supposed to earn and add it in via console commands. Can someone please explain to me why this happens and/or how to fix it? — Unsigned comment by (talk) at 16:39 on 21 April 2012

Sounds like the 'gold stocking bug'. All merchants have a limit to their gold count due to a limited value. If the gold they carry gets too high (not sure how much, around 35k I think) they will no longer give gold for items you sell, though the game will still believe they can afford them. The only real way to avoid it is to prevent anyone getting their gold that high. (The players value is obviously much greater, this is only for NPCs.) 19:02, 29 June 2013 (GMT)

"Safe" After 125 Jobs[edit]

Could somebody clarify what exactly that is? The word "safe" is EXTREMELY vague and ambiguous in this context. For example, do you mean "safe" as in a locking box where money is stored, or "safe" as in that it's a safe container that never respawns?

Better yet, just specify how frequently (if ever) this "safe" respawns. I.e. is it 2 days, 30 days, never, etc? That's really critical information for anyone trying to decide if doing the 125 jobs necessary to acquire it is really worth the time and effort. Right now the article is not helpful at all in this regard. 02:12, 6 June 2012 (UTC)

It's referring to a locking box where money is stored. I don't know the answer to whether or not it respawns, so hopefully someone else can clear that up for you. When we have that info, it will be added to the article. ABCface 02:22, 6 June 2012 (UTC)
It looks like all six safes in skyrim do not respawn. But I am not 100% sure if the location overrides this, the cistern respawns after 10 days. The Silencer has spokenTalk 02:25, 6 June 2012 (UTC)
(edit conflict) Looking at CSlist, it appears that the safe in question does not respawn, however I am not completely sure so I will wait for someone with a better understanding of CSlist or the CK can verify this before adding that info to the page. ABCface 02:27, 6 June 2012 (UTC)
I know this question was asked a while ago but I have the answer at least for the Xbox version, the Safe in the Thieves Guild does respawn Gold after staying out of the Cistern for 1 week game time. Since I am only on my first play through on the PC I cannot say if it respawns or not. --- Eglyntine -- "Fairness Is An Illusion We Do Not Provide Here..." - NLM - -- 08:19, 21 September 2012 (GMT)

Ragged Flagon Merchants[edit]

I was looking at which special city quest has to be done to get the corresponding merchant out of interest whilst I was doing Vex and Delvin's quest. My first special job was in Whiterun and this unlocked the Fletcher (Syndius) which the article state that you have to do Windhelms special mission. My second special job was for Solitude which unlocked the apothecary as stated in the article. But then my third special job in Windhelm unlocked Arnskar Ember-Master which in the article states that Markarth is supposed to be completed to unlock this merchant.

Is it not possible that the merchants are unlocked in the order stated on the page (Fletcher, Apothecary, Blacksmith and Armorer) as oppose to by city?--SamGhadiali 16:16, 18 June 2012 (UTC)

Possible fix for items falling off of shelf[edit]

I realized that the command 'recycleactor' works for these items as well, but I am not sure if they will disappear like if they are moved in-game.-Sean- 09:10, 30 June 2012 (UTC)

I second that. Lately I was very frustrated at how 3-4 items behind Mercer's desk keep falling off (the Model Ship and EETC Map for example). I manually place these back, but they fall to the floor again whenever I re-enter the Cistern. However, when the 'recycleactor' command is used, the items will remain on the shelves each time I return there. Now I'm just glad that everything is very neatly arranged. Many thanks! --Psylocke 19:51, 3 July 2012 (UTC)

Quicksave/Load For Delvin and Vex's Jobs[edit]

I'm not sure if this still works as of 1.6 on PC unless I'm somehow doing it wrong. "If you quicksave immediately after the dialogue ends, and before the quest is displayed on screen, you can quickload until you get a quest in the city you want." I was spamming the save button and saved before it told me which city the quest would take place in. However, when I reload, the quest remains the same. I don't get a different quest. 10:23, 23 July 2012 (UTC)

I have Xbox, and the same happens to me. Same city appears, dven though I follow the instructions. I think it should be removed. 21:51, 22 August 2012 (UTC)
Hi guys. It works as described for me. After accepting, press E or mouse click as fast as possible in order to close dialog and be able to quicksave. Spam quicksave fast after the "dialog screen" disappears to get a save fast. If you stay in the conversation too long the quest locatio will pop up and you won't be able to do the trick. — Unsigned comment by (talk) at 19:22 on 24 February 2013
Also, sometimes you will get the same quest even using this trick giving it the appearance that it does not work. I once had to reload four or five times to get a different location.Vainamoinen -Talk -Stuff 20:55, 21 February 2016 (UTC)

Etienne Rarnis[edit]

After freeing Etienne Rarnis in the quest "Diplomatic Immunity," he joins the other Thieves Guild recruits in the Ragged Flagon Cistern. Seeing as how Garthar and Ravyn Imyan are listed in the "Upgrading the Thieves Guild" table, he might be worth adding to this table as well. None of these men provide services but rather serve as visual confirmation of the guild's growing influence. I suspect this may be the reason Etienne was left out of the table in the first place, as he is not acquired through a thieves guild quest but rather a main quest. Perhaps he does not belong on the table, but I thought the idea was worth bringing up. Garland the Elder 10:13, 1 August 2012 (UTC)

I agree that maybe Etienne shouldn't be added to the table, but he probably deserves a mention in the Notes section. --XyzzyTalk 17:23, 1 August 2012 (UTC)

Trophies for small jobs do not show up[edit]

I have encountered a bug where small jobs do not generate trophies (candlestick, drinking horn, etc). I got all larceny targets (I do see the trophies for these) and also completed the "special" quests for each hold. So I should have done at least 20 quests (and I probably did at least twice this probably). I have no idea where I would look to see my current number of completed small jobs. I am guessing there is a hidden quest that unlocks the trophy items items. What should I do? White Cat 09:56, 19 August 2012 (UTC)

I was able to make them show up with the console command "prid e8eff" followed by enable, but I do not know which ones I "earned". I will still like to know what (quest) "stage" enables these or at least a way to know my stats for these small jobs (I really do not want to manually count them in the quest log). White Cat 10:10, 19 August 2012 (UTC)
Codes to console-force the objects to appear have been added to the bugs section, so this information is not lost if/when the forum cleans up old topics.
This source states "getglobalvalue TGRMasterTotal" to get the total number of completions which revealed to me I had 44 jobs complete. "sqs TGREnableHandler" fails to work though so I do not know what stages to set.
White Cat 10:27, 19 August 2012 (UTC)

Jobs and No One Escapes Cidhna Mines[edit]

Maybe is worth a warning that following the quests that takes you to "No One Escapes Cidhna Mines" will make any current guild jobs in Markarth fail. It may be obvious by the conditions but you can be easily taken by the wave. LukeH 13:07, 20 August 2012 (UTC)

Trainers do not offer Training dialogue option[edit]

All of the trainers in the Thieves Guild area still say their "If you want XXX training, come see me" line, but when talking to them there is no dialogue option for training. This appears to be affecting all of the Thieves Guild trainers, but other trainers outside of the faction work normally. It happened about the time I joined the Nightingales. Is this a known issue?

FYI... Before someone brings it up, I've tried with no mods loaded and it does the same thing. — Unsigned comment by (talk) at 06:53 on 14 September 2012‎

what console? I'm on 360 with DG, HF, and all patches, Thieves Guild trainers work fine. Only time trainers stop offering training is if you're above their training limit. Lord Eydvar Talk | Contribs 07:26, 14 September 2012 (GMT)

As If I Hadn't Done Any Jobs[edit]

Ran into a strange glitch today; when I went to hand in a pair of jobs for Vex and Delvin I handed in the quest as normal, but when I went to ask for a new job they both acted as if I'd never done any jobs before. There doesn't seem to have been any other side-effect, except that I was also able to tell Delvin I'd completed the Solitude special job, though I didn't receive any extra reward or anything as I'd already handed it.

Only thing I can think of that may have caused it is that since doing the special job in Solitude I've made the first attempt on the Emperor's life there, incurring a huge bounty that I've yet to pay off, but it didn't interfere with any of the active thieve's guild jobs at the time.

Anyone else encountered this and have any ideas what could have caused it? Is it worth mentioning that Delvin and Vex's job dialogue may reset on the page? -- Haravikk (talk) 22:07, 23 November 2012 (GMT)

I'm starting to think that this may be tied to the bug that prevents some of the side-quest trophies from appearing, as I've only got up to the golden ship model, however I've definitely done more than 35 jobs (I always take two at a time and don't turn any down). I still have one special job to do, but I'm wondering if I'll still be able to unlock the safe after 125 jobs, or if I'll just be wasting my time? The dialogue for Delvin and Vex resetting is now happening nearly every time I return to the guild, which means I have to skip all their intro dialogue for each type of job. However, repeatedly turning in the Windhelm special job is giving me gold for it each time so it's not all bad… -- Haravikk (talk) 12:19, 25 November 2012 (GMT)
Same thing here. However (for me) this does not only apply to Delvin and Vex but some other NPCs as well (most notably housecarls, Serana, Valerica and other Dawnguard NPCs (Dawnguard members keep yapping about the vampires being dead and stuff, which results in having to activate NPCs like Gunmar twice before we engage in conversation)). I don't think this is tied to the throphy bug as I never experienced anything like that so far on any character. What I believe is that it might be related to the Dawnguard DLC, as I began having this problem after I installed it.--Poekje (talk) 10:15, 15 February 2013 (GMT)

Quest conflict with Blood on the Ice[edit]

I'm almost positive that the quest Blood on the Ice can easily cause a quest that requires no killing to fail, due to the citizens automatically being murdered. Notable?--Catmaniac66 (talk) 16:38, 24 November 2012 (GMT)

Yeah I remember it was steal from Candlehearth Hall and one of the chicks who dies is from there. Not that it matters too much.--Catmaniac66 (talk) 03:02, 9 December 2012 (GMT)

Experiencing an odd "reset" bug...[edit]

Every time I go back to turn in a radiant quest/job from Delvin or Vex, they talk to me after I get the reward like it's the first time I'm talking to them about jobs, and it's keeping me from being able to do any special jobs beyond the Solitude job (which I've already done). Also, I recently heard Vex and Delvin talking about the Goldenglow job (which I finished a LONG time ago), and Brynjolf talks as though I've already done all four special jobs and am the guildmaster (which I haven't, and I'm not. There is only one extra merchant in the Ragged Flagon to prove it.). Any way to fix this? I'm playing on PC and am quite sure I don't have any mods active that would mess with the Thieves Guild in any way. — Unsigned comment by (talk) at 10:36 on 15 December 2012‎

I've never had problems getting special jobs, but I have experienced the issue with the radiant quest dialogue repeating like it's the first time. For me, the dialogue repeating is the only thing that happens, but it's still annoying. Do you use the Unofficial Skyrim Patch? Those are the only mods I use, and I'm not sure if that's what's causing it. Can someone who isn't using any mods confirm this? I'd like to be certain that it isn't caused by the USKP before we add it to the page. ThuumofReason (talk) 13:40, 12 September 2013 (GMT)
To the OP: you'd be surprised by some of the side effects of unofficial mods. I've run across some problems that I would have sworn were completely unrelated, but uninstalling mods fixed it. As far as the USKP, that is the only mod I currently run, and my dialogue options appear to be normal. --Xyzzy Talk 07:37, 20 January 2014 (GMT)
I had that problem too, but it always happens after a job from Delvin in Riften ... P.S. on xbox 17:38, 8 July 2014 (GMT)

What if we want to take down the Thieves Guild?[edit]

Just putting that out there. Hopefully Bethesda will take note that some of us want the option to destroy the Thieves Guild in the same way that we can destroy the Dark Brotherhood. — Unsigned comment by (talk) at 19:16 on 24 January 2013‎

If on PC, there may be mods for that. Bethesda can't cater to everyone's wishes, hence why the modding community exists. If you'd like to share your opinions on this, though, please head to the forums--this discussion page is for talk about improving the article. Vely►t►e 19:28, 24 January 2013 (GMT)

Speaking to Maul after joining guild[edit]

I have just spoke to Maul after becoming the guildmaster and now I have the quest of becoming a full member of the thieves guild quest showing up.

Thief Cache upgrade?[edit]

(PS3) A bit of background: I've done all of the Thieves Guild questline with the sole exception of 125 side jobs (up to 35 or so last I checked), but all of the city-specific quests have been done, so all of the thief caches have shown up. This has been the case for quite some time, and I've gotten used to finding a couple of flawless gems (thank you, Prowler's Profit!), a potion or two, and the occasional set of random arrows in each barrel. Very recently, however, I've started to find a lot more in the caches. Specifically, they always contain: a modest number of Daedric arrows (this is at level 81), usually around 10; a selection of flawless and non-flawless gems, usually 1-2 each of nearly every type; a small number of lockpicks; and finally a randomly enchanted Daedric dagger (always Daedric, always enchanted). The regularity of the Daedric arrows and dagger was what tipped me off that something had changed about the caches, since before this change I was lucky to find any sort of weapon at all, and the arrows were not always Daedric. The only thing I can think of that would have impacted anything concerning the Thieves Guild recently is that I added Dragonborn and delivered a certain letter to a certain someone (I can be more specific, but it would be a small spoiler). Can anyone confirm that suspicion or figure out why else the contents of the caches have changed? Thanks in advance. 06:44, 18 February 2013 (GMT)

ETA: The "other wiki" states that this happens naturally at higher levels (at least 57+), but I was at level 69 for ages and I wasn't finding this specific loot until much more recently. 23:21, 18 February 2013 (GMT)

Special Jobs bug?[edit]

I've finished the thieves guild quests with original Skyrim, long ago. Haven't dona any further jobs. After I added Dawnguard and Dragonborn, I went back to the guild and accidentally talked to Devin Mallory. He had the dialogue options as if I was just finished special jobs. One for each city. When I choose these dialogues, he repeats the same again, and gives 500 gold reward for each city. Later I went back again to check this, and the options were there again. Checked this three or four times by now, and the dialogues are always coming back and there's always reward. Don't know if DB or GD caused this. 19:07, 11 April 2013 (GMT)

I believe this is caused by DB. I have experienced it as well. Jeancey (talk) 19:10, 11 April 2013 (GMT)

Quitting Special Job Quests[edit]

Under the "Special Job Quests" it says the following (relevant information is bolded)

  • Note: If you quicksave immediately after the dialogue ends, and before the quest is displayed on screen, you can quickload until you get a quest in the city you want. This is useful to choose quickly only useful cities once you have already done some reputation quests. You can also simply quit the quests, which you can do an infinite number of times with no consequences.

I may be wrong, but I'm pretty sure if you quit a job it takes the number of special job quests completed count down by 1, only really relevant if you're going for 125 jobs, but I figured it was worth asking if someone can confirm or deny. I'm playing on an Xbox 360 otherwise I would check the count myself.

The G00D Job (talk) 02:10, 14 April 2013 (GMT)

Easily Impressed Guildmates?[edit]

Immediately after joining the guild, all the guildmates want to fawn upon me and how great I am and what a fantastic impression I'm making. What I've done: brawl two people (the third always caves). Not that impressive. Also, I am able to ask some of them questions as if their initial greetings mention specific things (like history of banditry). Is this supposed to instead occur after taking Goldenglow? That would make more sense since that is supposed to be difficult. As it is, literally the first time I can ever talk to them its all about how much they admire this person they've never met. Don't even get proper introductions. That seems wrong and robs the guildmates of character. (PC, with and without mods including UESP.) 18:58, 29 June 2013 (GMT)

If you ask me, since the Guild has been down on their luck for quite awhile (as you might recall), seeing someone getting some jobs done may be impressive to them, especially for a newcomer. Regardless, this really isn't noteworthy for the article. *WoahBro►talk 19:02, 29 June 2013 (GMT)
I've found out how to talk to them. When Brynolf leads you to talk to Mercer, ignore them and talk to the other members. THey all have floated dialogue (several lines of it) as you repeatedly activate them. This is where Thrynn mentions his bandit history. Worth mentioning? 02:05, 1 July 2013 (GMT)
Still not noteworthy, unfortunately. *WoahBro►talk 02:08, 1 July 2013 (GMT)

What about Dragonborn shadowmarks?[edit]

There are some shadowmarks in Raven Rock and I would just like to clear something before I add them -- On this character, I still haven't done Dampened Spirits, although I have started it. There's a Guild shadowmark on Glover Mallory's house, and I'd just like to check before I add it.— Unsigned comment by Scum (talkcontribs) on 30 June 2013 at 12:35

Glover Mallory's House has a Guild shadowmark in front of it, meaning it is Guild property (Glover's). *WoahBro►talk 02:08, 1 July 2013 (GMT)
Sounds like it's confirmed. Go ahead and add it. --Xyzzy Talk 19:09, 13 July 2013 (GMT)

Special job bug - moved from article[edit]

If you don't complete a job that's in progress for Delvin and get a special quest from him. You will not be able to enter a dialogue option to start the special quest and get stuck. There is no known way fix to this.

I was going to reword this, but wasn't clear about the details. Did it occur when Delvin started talking about the special quest, or after you had accepted. Also, does "special quest" mean reputation quest? --Xyzzy Talk 05:39, 23 July 2013 (GMT)

I think what is being said is that the folling are the conditions for causing the glitch - You just did job for Vex and Delvin. Vex's job happened to be job number five for the city it involved. Delvin now wants to give you a special job but you still haven't turned in the job you were already doing for him. The special jobs are the quests Delvin gives to you after you have completed five side jobs in a single major city excluding Riften provided that the city has not already had a special job done for it. These special jobs are usually for your future fence in that city and each special job completed unlocks another vendor in the stalls of the Ragged Flagon. There are a total of four. Vainamoinen -Talk -Stuff 00:08, 16 September 2013 (GMT)
So, what happens when you talk to him. Does neither dialogue option, turning in the radiant quest or starting the reputation quest, appear? If I recall, you can continue to do radiant quests even after the special quest for that city has been completed, which means that you should be able to accept the reputation quest, then turn in the radiant quest. Does this not work? BTW, I changed the name of Vex's and Delvin's quests to "radiant Thieves Guild quests" for clarity, and to match how they are listed in the game data. --Xyzzy Talk 01:41, 16 September 2013 (GMT)

Clearing stolen flag via a fence[edit]

For some reason, I've never tried removing the stolen flag from an item by selling it to a fence, then buying it back, until now, and it didn't work. Is this glitched, fixed by a patch or the USKP, or is there more to it than just selling it and buying it back? --Xyzzy Talk 02:39, 27 August 2013 (GMT)

I've also noticed some items never seem to lose the tag such as the bee in a jar I nicked from Goldenglow. My solution? Drop the item, click on it with the console up and while it is selected type setownership in the console. This will remove the stolen flag. Even works on horses. Vainamoinen -Talk -Stuff 23:53, 15 September 2013 (GMT)
Maybe it depends on the item being sold. When I originally asked this, I was trying to clear the tag on the Glass Bow of the Stag Prince, and it didn't work. However, I just did it successfully with a copy of The Song of Pelinal, v1. --Xyzzy Talk 07:29, 20 January 2014 (GMT)
Might be the item because I had the same issue with that glass bow and hoarfrost. Also the blade of woe i stole off astrid. -I smithed that though so that might be influencing the bug. Also, I noticed things in the base game are more likely to clear like the execution hoods, and astrid's clothes and the staff of arcane authority. — Unsigned comment by (talk) at 11:27 on 8 February 2014‎
My current theory is that there is a value limit to this; items that are worth more than some unknown amount of gold can't be cleared of the stolen tag in this fashion. When I get more motivation to do so, I will test it out, but someone else could (hopefully ;)) beat me to it. --Xyzzy Talk 13:38, 8 February 2014 (GMT)
That theory can't be right because the Bee in a Jar (which I just tried and being the reason for me reading here) is only worth 5 septims. The items listed here are all unique - so that would be the explanation. Makes sense also: for a fence it would be easy to "launder" items that are common and could be sold to every customer; with collector's items that's a different thing … -- CompleCCity (talk) 09:37, 8 April 2014 (GMT)

Is Maul a "former" member?[edit]

A recent edit to the article questions Maul's membership in the Thieves Guild. The only thing that I can find regarding this is his line "I used to run with them myself, but took a job with Maven after they started hittin' a rough patch." There is nothing that I can find that explicitly says "Maul is no longer a member of the Thieves Guild". Does this make him a "former" member, even though he is still part of the TG faction? Seems to me that he is still a member, just not actively engaged in larceny. --Xyzzy Talk 15:36, 5 September 2013 (GMT)

Failed Heist Job due to NPC death...[edit]

Discussion moved to Skyrim talk:The Heist Job#Failed Heist Job due to NPC death...

Clarification needed[edit]

Can some one clarify the last bug on the page for me? How many quests is "too many"? Is there a way to avoid this - like doing all five quests for the same city in a row or something? 23:47, 3 October 2013 (GMT)

Are you experiencing this bug? It's currently unverified, so the original poster is the only person who has documented it. You'd have to ask them. --Xyzzy Talk 03:18, 4 October 2013 (GMT)
Not yet. I was wondering because it's very vague and I have done many radient quests before getting five in one city. I got the special quest ffine, so maybe I panicked pre - emptively. I didn't know it wasn't verified, I was wondering why it was vague. 02:54, 17 October 2013 (GMT)
If you're concerned about it, I'd just make sure you keep a savegame from early in your Thieves Guild career in case this happens to you, and make sure you complete the Nightingale quests early. --Xyzzy Talk 03:37, 17 October 2013 (GMT)

City influence quest glitch[edit]

This has been marked as a question that needs to be answered.

For the past few days I have done only jobs from Delvin Mallory, Ex: Bedlam jobs and number jobs etc. I however have not been able to do any city Influence quests and have done well, well over 5 for solitude, Windhelm, whiterun, and Markarth respectively. I have tallied out how many I have done for each city and it is well into the 20's for each city. Yet I have not received any note that he would give me any "special" Jobs so does anyone at all have any clue how to repair this bug?--Snowflakesandice (talk) 04:27, 18 December 2013 (GMT)

Same here. I'm having this problem on Xbox. VɅƝØȠƊØΓƑ ʂƥξαƙ 20:35, 27 May 2017 (UTC)

Flagon vs. Pitcher[edit]

I just looked in the Creation Kit, and this quest is about as straight-forward as it gets, with no evidence of any bugs associated with the flagon or the pitcher. I'm inclined to believe that the recent edit that swapped them was a straight-forward misunderstanding, unless there's evidence to the contrary. Robin Hood  (talk) 01:38, 18 February 2014 (GMT)

That was me who reverted the edit (did not see that browser logged me out). I checked the Official Game Guide and that is how it is in there too: flagon is "cooler" than pitcher. ~ Shuryard (talk) 01:58, 18 February 2014 (GMT)
Sorry, I was so rushing to confess my guilt in reverting the edit, I did not realize that OGG does not have authority over the CK. ~ Shuryard (talk) 02:58, 18 February 2014 (GMT)
Yeah, I'm pretty sure we've seen a few mistakes in the OGG before, so generally, if the in-game experience differs and there are no notable bugs, we might add a note that the OGG is wrong, but that's about it. If people are actually experiencing the wrong one showing up at the wrong time, though, that's a whole different ball game. Robin Hood  (talk) 06:53, 18 February 2014 (GMT)

Members of the thieves Guild?[edit]

I prefer using this website over the elder scrolls wikia, but this page for the Thieves Guild is missing an area that lists all the members of the clan, important or not. That then allows one to click on their names and be taken to their page. — Unsigned comment by MrAwesomeLuis (talkcontribs) at 00:41 on 28 February 2014

Try the members section. Silence is GoldenBreak the Silence 00:45, 28 February 2014 (GMT)

Niruin is missing on the list of Trainers...[edit]

... in the Thieves Guild. I will add him since, for some reason, he wasn't on there. Edit: Correction, he IS on the list, but I simply corrected that he is an Expert Trainer, not Master. NickTheForbiddenOne (talk) 02:34, 15 May 2014 (GMT)

Where are you getting that he is an expert, his page, the archery page, and the trainers page all have him at master, and I see no questioning of this data on any of those pages? Silence is GoldenBreak the Silence 02:58, 15 May 2014 (GMT)

Expanding bug description[edit]

"If too many miscellaneous quests for Vex or Delvin have been completed before you become a Nightingale, Delvin may only give out one guild improvement quest. Once this quest has been completed, no matter how many quests you do you will not get another improvement quest."

Can this be expanded on? What constitutes a miscellaneous quest? How many? What is a guild improvement quest? PatriarchKorte (talk) 07:35, 1 March 2015 (GMT)

These. —Legoless (talk) 16:09, 1 March 2015 (GMT)

Is there any way to set how many small jobs I've done?[edit]

Is there a command to set the number of jobs I've done? I know there is the "show TGRMasterTotal" to see how many I've done, is there another command to change that? — Unsigned comment by (talk) at 16:11 on 13 July 2015

I believe you can just do set TGRMasterTotal to 125, for example. And yes, you actually need to use the word "to". If you're just trying to speed your way through them, I'd suggest setting the variable to one short of each reward point, then doing the next job the normal way, just to make sure any other variables get updated that need to be. Robin Hood  (talk) 02:19, 14 July 2015 (UTC)

Lockpicking chests reset every time[edit]

I know I've seen this before, but I'm pretty sure it doesn't happy every time...or I'm just going crazy. Do the lockpicking chests in the TG reset after every attempt to pick them for everyone else as well, or am I just special? It's really freakin' annoying, since the chances of picking a Master-level lock without breaking your pick before it resets to a new position are close to nil.

I've looked in the CK, and I see no reason there that they should be doing this. Robin Hood  (talk) 02:34, 11 July 2016 (UTC)

Never mind. Just found the problem and solution with a Google search: [1]. Robin Hood  (talk) 02:39, 11 July 2016 (UTC)

Job Quests Don't Always Start[edit]

Whenever I talk to Delvin or Vex about starting a new job, there's only about a 2/3 chance that the quest will actually begin, and a 1/3 chance that we complete all the dialogue, they send me on my way, but the quest never starts (there is no "STARTED: THE [INSERT JOB] JOB" and the quest doesn't appear in my log). This is easy to fix (just ask them again and hope it works this time), but it's weird that it's only just started happening, and is happening so often. Shahrazad the Listener (talk) 22:54, 29 November 2017 (UTC)

No consequences for turning down special job quests?[edit]

The main page says there are no consequences to turning down "special job quests" from Vex or Devlin. However, I don't think that's true. I turned down a job from Devlin that would have sent me to Raven Rock (I'm trying to get to the reputation quests for the Guild, none of which are in Raven Rock). He complained that I can't just pick-and-choose, and then I saw a note on the corner of my screen that said "Garnet removed." Eh, I'm swimming in garnets, no big. I asked for a more work and he gave me a second job in Raven Rock. I again turned it down, and this time, I saw a note that said "Silver Necklace Removed." I looked, and sure enough, a silver necklace I had enchanted with fortify sneak and fortify pickpocketing was missing from my inventory. I tried pickpocketing it back from him, but he didn't have it. BTW, I'm still in the dark ages playing on a PS3, so no mods. Eiphrok (talk) 14:51, 25 April 2018 (UTC)

That is a bug with SR:the Fishing Job (and the Heist Job), but it occurs even if you do it successfully. As such there are no extra consequences for cancelling a job, except for the Burglary Job. I'll make a slight alteration for that. Silence is GoldenBreak the Silence 17:47, 25 April 2018 (UTC)

Containers Really Safe?[edit]

The section called Ragged Flagon says that all the containers in the Cistern are safe. I question this assertion because I have noted that the barrels respawn, and I suspect that all those empty guild chests will start to respawn when the questline is complete, though perhaps they only add items to what is already there. In any event, the lockpicking practice chests are clearly NOT safe storage. It seems likely to me that someone mistook the fact that many of the containers in the Cistern are end tables and cupboards, which are containers that don't respawn, with the area being one that doesn't respawn, even though it clearly does. I would be happy to update the page myself, but other than the cupboards, end tables, and practice chests, I don't know for certain which containers in the Cistern are or aren't safe for storage.Valeria (talk) 17:46, 22 March 2019 (UTC)

Container safety is very mixed in the Cistern. Going through the CK, here's what I'm seeing:
  • Cupboards are safe.
  • End tables are safe.
  • The safe, once obtained,
  • The Novice-locked practice chest is safe, but none of the other practice chests are. (Note: this is fixed by the unofficial patch so that none are safe.)
  • All other chests are safe.
  • Barrels are unsafe.
  • Not surprisingly, the tribute chest is unsafe.
That said, sometimes things don't work like they appear to at first glance in the CK, so if you see anything here that seems fishy, let me know and I can dig into it more deeply. Robin Hood  (talk) 08:09, 23 March 2019 (UTC)

Needs Consistent Wording[edit]

This page calls the "extra work" that Vex and Delvin will assign:

  • additional jobs
  • special jobs
  • side jobs
  • miscellaneous quests
  • radiant Thieves Guild quests
  • and in some cases, just "jobs"

I think it would be a good idea to pick one name for these assignemnts and stick to that one. Delvin calls the jobs "extra work" in the in-game dialogue, so if that is not the phrase that gets picked for use here, it should be mentioned in the initial paragraph for that section. Same for whatever Vex calls these jobs if she uses a different phrase.Valeria (talk) 18:03, 22 March 2019 (UTC)

Looking through the dialogue in the CK, mostly I'm seeing them referred to either as just "jobs" or as "extra jobs" by the TG members themselves, though as you say, in the dialogue menu, "extra work" is used. I'd probably go with "extra jobs", since it's distinct and can't be confused with any other type of job. "Special jobs" should not be changed to use that same wording, though, because extra jobs and special jobs are two distinct things: do so many extra jobs in a city and then you get a special job in that city. Then, when that's done, you get a new merchant (etc.) in the guild. I think the rest can probably be switched to use consistent wording, though. The way I see it, there should be the main quests, extra jobs, special jobs, and miscellaneous/optional quests. That last group would be the ones like Toying with the Dead or No Stone Unturned, which are neither repeatable nor part of the main quest. Robin Hood  (talk) 03:15, 23 March 2019 (UTC)
I'd be happy with that, none of the mentions on the page are quotes so they can all change. The main and distinct word used for these quests in particular is jobs, so we should go with that (no one else in the game asks you to do a "job" for them, excepting a quest stage in Scare my Enemy). The repeatable jobs are just jobs, but the special jobs are indeed referred to as such, and are distinct in being called that to differentiate them from the ordinary ones, so they should not be changed. They can be described as "extra jobs from Delvin/Vex" in prose but just jobs will do in the headers. Silence is GoldenBreak the Silence 22:33, 23 March 2019 (UTC)