I think someone at Bethesda hated the Thieves' Guild because they make you do at least twenty repeatable quests for Delvin and Vex, but put the Ragged Flagon behind two loading screens. They even made a super-sweet graveyard batcave entrance, but made it dump you into the Cistern instead of the Flagon. Either way, it's always at least one interior zone removed from the outside. No more!
Admittedly the simple way to fix this would be to add another door to the Ragged Flagon and have it drop you outside. There are no doubt many existing mods that do that. This mod takes it in a different direction; instead, the main door to the Ragged Flagon now leads right outside to Riften.
Now, it doesn't quite do just that. When entering the Ratway from the Riften catwalk level, it leads to a hallway added to the Ragged Flagon cell. You could walk right in, but those dastardly lowlifes Drahff and Hewnon have barred the door. The only way around is to take a side door which takes you through the original Ratway zone, which is unchanged. Check the included map for details. Once you have made your way through the Ratway, you can unbar the door from the other side and come and go as you please.
Q: Will this conflict with other mods?
A: Possibly, but unlikely. This mod only modifies a few vanilla reference records, mostly doors to get them to point to the right cells. This mod is mostly additions to the Ragged Flagon cell, which should be compatible with most everything. The only major conflicts will be with navmeshes. One major conflict point is the bedroom added to the Ragged Flagon by the Unofficial Skyrim SE Patch; I have a patch that fixes the navmeshes, but the only real issue it will cause are the NPCs being unable to pathfind to their beds added by the USSEP. Any other conflicts should be similarly benign. Lighting overhauls should be okay since they don't really touch navmeshes.
Q: Why is the area added by this mod so dark?
A: I expect this might happen for those with lighting overhauls that make interiors darker. While testing this mod I started getting flickering, so I reduced the number of lights I added. I personally use ELFX and I think it looks pretty alright.
Q: Sometimes when I enter the Ratway zone my follower goes through the wrong door. What gives?
A: I encountered this in testing but was unable to consistently replicate it. Frankly I think it's a problem endemic to having two cells connected by multiple doors, like the stores in Whiterun. I did what I can to keep it from happening; if anyone knows a surefire fix, let me know.
Q: Those doors don't line up on the map!
A: I bet you're real fun at parties. You'll have to use your imagination; I didn't want to add a bunch of extraneous hallways, especially when I expect the player to only have to go into the Ratway basically once.
Install with NMM or drop the .esp(s) into your Data folder.
If you use the patch for the USSEP, make sure it's loaded after the main file; it's not named as a master but it will be overwritten by the main file's navmesh.
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