SPIES - In and out of Skyrim Points
SPIES-进出天际点
Screenshots 5 screenshots
About this mod Machine translation
Added new hidden entrances and exits to Skyrim's major cities.
The door utilizes the characteristics of vanilla landscape to maintain compatibility.
Some city side entrances are now locked and require keys.
Keys can be found in cities and at certain guards to encourage people to steal.
This mod adds new stealth ways to enter and exit Skyrim's major cities.
Unlike most available secret entrance mods, SPIES' new entrance only uses vanilla architecture and landscaping, so you won't find impractical trapdoors in ramparts, obvious ladders, or sewer systems, features that I find immersive and destructive and present in most existing secret entrance mods.
Many of the new doors are locked and require keys, which can be found in their respective cities or pickpocketed/robbed by certain guards. Some of the existing side doors are now locked; for example, you can no longer sneak into Solitude through its apparent unguarded arch entrance without a key.
Cities covered
Whiterun: 3 new entrances/exits - no keys required. Take Whiterun to a total of 4 entrances/exits.
Markarth: 1 new entrance/exit - key required. Take Markarth to a total of 2 entrances/exits.
Basement: 1 new entrance/exit - key required. Take Riften to a total of 6 entrances/exits.
Solitude: Arch entrance/exit is now locked by a pair of doors - requires key. Silence remains with 2 entrances/exits.
Windhelm: No changes - no realistic entry points other than existing gates.
compatibility
No landscape or architecture was touched. The navigation meshes of individual cells in certain cities/city suburbs were touched to allow NPCs to use certain entrances/exits, but the actual geometry of the mesh was not changed (the navigation paths Bethesda established at most of these entrances/exits might indicate: they should work in the vanilla game - this mod just "activates" them, so to speak).
The consequences of allowing mods from other cities to override SPIES' cell editing should be limited to preventing NPCs from following the player through certain entrances/exits. A lot of this has been austerity, so come down to determination and reality if need be.
I don't usually do city overhauls and I don't plan on making patches in the near future - users are welcome to upload patches they make if necessary.
Keys are added to wards via their armor tier list - mods that override certain tiers of ward armor items may prevent keys from appearing on wards. Keys are also hidden within the scenery of their respective cities, so patches aren't necessarily necessary.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.