- This new version is boss checked, TESV cleaned, and largely tested on the 1.9 game version. - A new dungeon : The settlement of Adal Matar now include a Mine,like all stronghold should have. this Mine is a clearable place in 2 cells, including a new enemy type : the Giant Ice trolls. It is also a fully functionable mine. - A lot of Fixes about visual glitches, some text errors, and few other minor things. - Difficulty enhanced : the thalmor high guards can now lvl higher. - Reduced a bit the generosity of the loot on some soldiers.
---------THANKS TO ALL FOR THE ENDORSEMENTS---------
...intentional ? it s a ck export navmesh bug reported by boss you 're talkin about... this mod is clean as possible. Bethesda is aware of this harmless bug, and they are "working on it..."
thank you for the update I have high respect for people who support their mod for better quality. it's sad that there are many good mods out there got left out by the authors just because it didn't have many attention from people.
AdalMatar.esp CRC: BA0C35C4 Note: V1.1+: This file contains 3 deleted NavMesh records that TES5Edit cannot repair automatically, and which are reported by the mod author to be harmless artifacts from Creation Kit export. Warning: Contains 17 ITM records. Clean with TES5Edit.
Why don't You Just Run it through TES5Edit and Stop making a Fuss....Some People are Never Happy..I have just Learnt how to Clean Files,but the Instructions were Difficult,in the End I Used Common Sense and can Now Clean in 6 Easy Steps....I didn't Really Notice any Problems with Visual Glitches etc..The Graphics were Superb,as they are on ALL Games with a GTX 980Ti..I have NO Idea on How to Make MODS and having a "Serious Lung Condition" I don't have the Time to Learn,so Appreciate All the Work by MOD Makers,who make the Game More Enjoyable....
...have another skilled european modder in our international team! we are working on Atmora (sorry my French is too bad to talk to you ;-) ) and so our new continent is 90% finished and gets a last polishing now! would you like to have a look? ("Expedition to Atmora" (home place of all free man))
Wish i could have played as others. I found some thalmor in the eastmarch camp stole the secret agent notes from them found the advance camp and just climbed up the mountain. I don`t think it was suppose to be that way. Did i miss something ?
Перекопал весь сайт и не нашел ни одной нормальной орочей крепости, куда можно было бы привести жену и детей (хотя бы 2-х). Ваш мод поддерживает усыновление, или тоже нет?
Aww man I wish I could CK better because this needs a patch with Dragonborn Gallery due to Adal Mata and a shrine Dragonborn Gallery adds overlapping. You can sort of get it to work if you use Mator Smash i didnt get any crashes due to nav meshes being overlapped or anything. But there is a shrine in the middle of the Stronghold dedicated to boethia that wouldn't be there. If anyone who can CK feels like making a patch that moves Dragonborn Gallery's shrine to somewhere else close by, that would be awesome. Until then I will wait until I play a playthrough where DBG isnt "essential" to play this series of mods.
Also if you have this whole quest series installed its very easy to accidently end up in a massive 1v A whole army by accident because you just wanted to get a radiant quest done or one of those random quests like find this guy's helmet or my crew lost the shipment whilst drinking in a cave. Those quests can sometimes tell you to go to the locations added by this mod series before you even start the mod series so to speak. But yeah anyway would've been cool but its too in your face which means you can't leave it in your game unless you are definatly 100% gonna use it in that playthrough which makes it not so great for making a balanced all round load order.
game keeps crashing every time i approach the lost ruins/Adal Matar area. i'd like to enjoy this mod (and especially kill Thalmor), but i can't when i can't even experience the content.
i've ran LOOT and xEdit, they say it's clean, but it still CTDs the moment i get too close to the area. should it be somewhere in my load order that it isn't right now?
Load order for anyone interested (PS - some of the Workshop mods have been removed, especially Temple of the Akaviri and The Bigger They Are, as they were causing CTD issues)
Spoiler:
Show
00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 Hearthfire.esm 04 Dragonborn.esm 05 USLEEP.esm 06 ApachiiHair.esm 07 ApachiiHairFemale.esm 08 campfire.esm 09 moonpath.esm 10 RSkyrimChildren.esm 11 OSA.esm 12 HBP.esm 13 Bandolier Dawnguard (Workshop?) 14 Sabre Gear Backpack (Workshop?) 15 Knapsack Backpacks (Workshop?) 16 Geralt Witcher Armor (Workshop?) 17 Civil War Clean up.esp 18 MMI.esp 19 RaceMenuMorphsCBBE.esp 20 SkyforgeWeapons.esp 21 UniqueBarbas.esp 22 ELFX.esp 23 ELFX exteriors.esp 24 RDO.esp 25 Forts of Skyrim Rebuilt.esp 26 immersive roads.esp 27 3DNPCs.esp 28 Prometheus Sovngarde gold.esp 29 SovngardeNordHeroes.esp 30 YsgramorNordicArmor v1.1.esp 31 ELFX - no player homes.esp 32 ELFX - no Hjerim.esp 33 ELFX - no Severin Manor.esp 34 Ancient Winterhold.esp 35 Skyrim Immersive Creatures.esp 36 RavenRockExpanded.esp 37 WindhelmEntranceOverhaul.esp 38 SkyrimBridges.esp 39 LakeExpanded01.esp 40 Skyrim Immersive Creatures (DL...C?).esp 41 ELFX - weathers.esp 42 Better Vampires.esp 43 Hothtrooper Immersive Armor.esp 44 Race Scale Remover.esp 45 Temple of the Akaviri (Workshop) 46 TES Arena Fortress 01 (Workshop - name not visible) 47 TES Arena Fortress 02 (Workshop - name not visible) 48 TES Arena Fortress 03 (Workshop - name not visible) 49 EMCompViljaSkyrim.esp 50 NewAmberguard.esp 51 Run For Your Lives.esp 52 Cloaks.esp 53 Quest the Bigger They Are (Workshop) 54 TheFrontier.esp 55 TES Arena Fortress 04 (Workshop - name not visible) 56 TES Arena Fortress 05 (Workshop - name not visible) 57 Inigo.esp 58 AshesoftheRedMountain.esp 59 CalienteValArmorTweaks.esp 60 CivilWarExtended.esp 61 ELFX - no Breezehome.esp 62 ELFX - no Proudspire Manor.esp 63 ELFX - no Honeyside.esp 64 ELFX - no VlindrelHall.esp 65 EMViljainSolstheimaddon.esp 66 TheDomain.esp 67 ImmersiveWenches.esp 68 TacticalValtheim.esp 69 DragonmournInn.esp 70 TES Arena Fortress 06 (Workshop - name not visible) 71 The Great City of Dragon Bridge.esp 72 Quest No Mercy (Workshop) 73 moonpath_questdata.esp 74 ELFX - Moonpath.esp 75 RIC Dawnstar.esp 76 TES Arena Fortress 07 (Workshop - name not visible) 77 Immersive Horses.esp 78 TES Arena Fortress 08 (Workshop - name not visible) 79 TES Arena Fortress 09 (Workshop - name not visible) 80 Immersive Horses Hearthfire patch.esp 81 Skaal Armor Merchant.esp 82 Paper World Map Solstheim.esp 83 RDO Immersive Horses Patch.esp 84 AdalMatar.esp 85 SkyrimShadowStripingFix.esp 86 Quest Sea of Ghosts (Workshop) 87 as_WHRefugeecamp.esp 88 Common Clothes and Armor.esp 89 Frostfall.esp 90 Places Oakwood Hearthfire Edition (Workshop) 91 SofiaFollower.esp 92 PopulatedCities2.esp 93 radiantBlocker.esp 94 Recorder Follower Base.esp 95 Quest Sorcery (Workshop) 96 Drinking Fountains of Skyrim.esp 97 Quest and the Realms of the Daedra (Workshop) 98 Frost Giants in the Cold.esp 99 mihailicetitans.esp 100 Unique Villages Shors Stone (Workshop) 101 Shor's Stone with a Stone.esp 102 vMYC - meet your characters.esp 103 SnooSnoo.esp 104 Apocalypse Magic of Skyrim (Workshop) 105 fine goods from Morrowind.esp 106 Minerva.esp 107 RDO USLEEP patch.esp 108 Adrianne BijinNPCs.esp 109 Carlotta BijinNPCs.esp 110 Gerdur BijinNPCs.esp 111 Hulda BijinNPCs.esp 112 Idgrod BijinNPCs.esp 113 Ingun BijinNPCs.esp 114 Irileth BijinNPCs.esp 115 Karliah BijinNPCs.esp 116 Maven BijinNPCs.esp 117 Rikke BijinNPCs.esp 118 Sapphire BijinNPCs.esp 119 Tonilia BijinNPCs.esp 120 Vex BijinNPCs.esp 121 Shiamar.esp 122 ApachiiHelmetWigs.esp 123 warchiefarmor.esp 124 better females - eyebrows.esp 125 Bijin Wives.esp 126 Chesko_WearableLantern.esp 127 DeadlyDragons.esp 128 Dr_Bandolier.esp 129 grimsever2h.esp 130 Hothtrooper Immersive Armor_Ecksstra (not sure what else is there).esp 131 Purewaters_Leg_5-0_DrinkEastSleep.esp 132 Purewaters.esp 133 RSChildren.esp 134 RSChildren Patch - USLEEP.esp 135 Skyrim Ladies - Astrid.esp 136 SKUI (Workshop) - claims to be "outdated" when I open the map, but it's at the latest version 137 SRG Enhanced Trees Activator.esp 138 Improved Bards - All-in-One.esp 139 [MPX] NPC Gender Race Heights.esp 140 RS Children_PatchHeightAdjusted.esp 141 GrayMane Reborn.esp 142 Consistent Vignar GrayMane.esp 143 FNIS.esp 144 TakeNotes.esp 145 Beards.esp 146 Mirabelle.esp 147 Gold to Septim.esp 148 Serana (from Seranaholic).esp 149 Valerica (from Seranaholic).esp 150 Hearthfire Display Case Fix.esp 151 Havok BrePhysic Dawnguard.esp 152 Havok BrePhysic.esp 153 Havok BrePhysic Dragonborn.esp 154 Toccata as Elisif.esp 155 FNISSexyMove.esp 156 RaceMenu.esp 157 RaceMenuPlugin.esp 158 Guards Armor Replacer.esp 159 Heavy Legion.esp 160 Heavy LegionCraft.esp 161 Bijin Warmaidens.esp 162 Book Covers Skyrim.esp 163 RND.esp 164 RND_DrinkingFountains-patch.esp 165 RND_PureWaters-patch.esp 166 XPMSE.esp 167 Alternate Start.esp 168 Warburg's 3D Paper World map.esp 169 ELFXEnhancer.esp
Did you check with Skyrim monitor and see if you reached the 3.1 GB RAM limit in this place where you experienced the CTD? Are you using „crashfixes“, ENBoost and/or Sheeson‘s memory patch? Are you using SKSE?
Having weird issue with the mine, when I enter caverns the screen gets dark and blurry, cannot access menus or change view, and getting attacked by what I assume are trolls that I cannot see. I thought that it was a cutscene where maybe I was supposed to die, but I have DA installed, so not really an option. I had to try TGM to manage to kill invisible enemies, but can't seem to go anywhere from there. Not really sure what I am supposed to do, eventually just COC'd out because I was getting frustrated.
FYI I have ported all 4 "Episodes" to SSE and played them without any major issues. I never actually played these "quests" in Oldrim so I don't know if they are 100% WAI.
My finding on these mods are that no quests are added, just player homes and explorable areas where you are supposed to follow clues contained in books, journals and orders in order to lead you to the end bosses thus clearing the areas.
Issues:
Part 2 adds places that are very close to the border crossing created by Beyond Skyrim - Bruma, which makes the area a warzone between the Thalmor & Imperials from Bruma. I also needed to incorporate the CTD Fix (a single line edit easily done in xEdit).
Part 4 I experienced some issues with the water immediately outside the mine entrance, and interior lighting within the Dragonmourn Inn, but nothing major.
I have been experiencing a sound bug wherein if I alt-tab out of Skyrim upon going back into Skyrim I would hear the combat music. Further investigation has led to the conclusion that this series of mods (Part IV?) is the culprit:
The solution is simple, open console and type "removemusic MUSCombatBoss" without quotes, save. Reload this new save and continue as normal.
I will not upload due to MadFrenchie's readme statement "Please do not rehost this mod without my explicit permission." and it appears that he hasn't responded to anyone since Mar '13 so contacting him is a waste of time.
So, Port process:
1. Manually download and install with your Mod Manager 2. Load the .esp in CK and save (Converts to Form 44) 3. Update meshes with Nif Skope - not doing so will result in black faces for NPC's created by this mod. 4. Unpack any .bsa - Parts 1&2 do not have a .bsa 5. Repack archive with updated files for backup purposes
I don't know what the permissions are for this, but could you please please please upload your port? I know for a fact that a lot of people would be ecstatic, even if they had to go through a 3rd party site to get it
This is yet another reason why the DEFAULT permissions for Nexus need to be some of the creative commons non-commercial share alike with attribution. or at least share alike on nexus non commercial.
Then mod authors would not have to explicitly go out of their way to help their mods survive over time.
Note: this is in no way a criticism of mod authors - after all, life can get busy, priorities change, etc. But often they may not think "hey, those tens of thousands of people who loved my mod, might want it to live on after I move on to other projects, and I forgot that nexus default permissions are antiquated and unless I specifically remember and go out of my way to set up permissions without a list or guidelines to help me decide, those people are screwed...".
Played this through, and, while it is dated, it provided a few more hours of gameplay, and some interesting challenges in the Lost Ruins. My only real complaint is that the Adal Matar mine has an exit to Skyrim (at the Adal Matar Orc hold) which appears to be crocked. I get a "gone blind" effect and an inability to revert to quick save there when exiting, but not when using that entrance. Much worse is the fact that the Adal Matar Caverns has the same issue, making that segment of the dungeon inaccessible.
Still, I really hate the Thalmor, so I will play the rest of these mods, and I hope I won't run into any similar problems. ='[.]'=
Had similar issues on FAtT IV, South Dragon Bridge, but was provided a solution by another commenter, there. Using the utility mod, STATUS:
http://www.nexusmods.com/skyrim/mods/32657/?
I could go through the exit with the "black smoke" effect, then take a coupla steps forward, access STATUS in the MCM, and check the coordinates (X, Y, and Z) in "Cell." Using that information, I could look for the Xtel coordinates in TESVEdit, and change them to the new ones I had discovered.
The corrected Xtel coordinates for Mine to Adal Matar Stronghold (FormID 0203322D) were:
X- 188046.375000 Y- 9469.023438 Z- 9327.003906
The corrected Xtel coordinates for Mine to Cavern (FormID 0203051) were:
X- 1929.504395 Y- 712.504944 Z- 7580.298828
I hope this helps anyone else who runs into that issue. =^[.]^=
i open the esp with the creation kit and move the headXmarker of the door outside the range of the object. You should do that for all the bugged entrances, that will fix them.
472 comments
----------UPDATED ----------
----------Version 1.1 - 10/04/13----------
----------DETAILS :----------
- This new version is boss checked, TESV cleaned, and largely tested on the 1.9 game version.
- A new dungeon : The settlement of Adal Matar now include a Mine,like all stronghold should have.
this Mine is a clearable place in 2 cells, including a new enemy type : the Giant Ice trolls. It is also a fully functionable mine.
- A lot of Fixes about visual glitches, some text errors, and few other minor things.
- Difficulty enhanced : the thalmor high guards can now lvl higher.
- Reduced a bit the generosity of the loot on some soldiers.
---------THANKS TO ALL FOR THE ENDORSEMENTS---------
I have high respect for people who support their mod for better quality. it's sad that there are many good mods out there got left out by the authors just because it didn't have many attention from people.
AdalMatar.esp
CRC: BA0C35C4
Note: V1.1+: This file contains 3 deleted NavMesh records that TES5Edit cannot repair automatically, and which are reported by the mod author to be harmless artifacts from Creation Kit export.
Warning: Contains 17 ITM records. Clean with TES5Edit.
...have another skilled european modder in our international team!
we are working on Atmora (sorry my French is too bad to talk to you ;-) )
and so our new continent is 90% finished and gets a last polishing now!
would you like to have a look? ("Expedition to Atmora" (home place of all free man))
http://atmora-calling.freeforums.net
greetings my brother in the west ;-)
see you on utmost northern shores!
Thanks for your great mods fighting the Thalmor
and have fun here!
How did you remove the mountain, or, how did you come by this issue?
Thanks in advance.
Also if you have this whole quest series installed its very easy to accidently end up in a massive 1v A whole army by accident because you just wanted to get a radiant quest done or one of those random quests like find this guy's helmet or my crew lost the shipment whilst drinking in a cave. Those quests can sometimes tell you to go to the locations added by this mod series before you even start the mod series so to speak. But yeah anyway would've been cool but its too in your face which means you can't leave it in your game unless you are definatly 100% gonna use it in that playthrough which makes it not so great for making a balanced all round load order.
i've ran LOOT and xEdit, they say it's clean, but it still CTDs the moment i get too close to the area. should it be somewhere in my load order that it isn't right now?
Load order for anyone interested (PS - some of the Workshop mods have been removed, especially Temple of the Akaviri and The Bigger They Are, as they were causing CTD issues)
00 Skyrim.esm
01 Update.esm
02 Dawnguard.esm
03 Hearthfire.esm
04 Dragonborn.esm
05 USLEEP.esm
06 ApachiiHair.esm
07 ApachiiHairFemale.esm
08 campfire.esm
09 moonpath.esm
10 RSkyrimChildren.esm
11 OSA.esm
12 HBP.esm
13 Bandolier Dawnguard (Workshop?)
14 Sabre Gear Backpack (Workshop?)
15 Knapsack Backpacks (Workshop?)
16 Geralt Witcher Armor (Workshop?)
17 Civil War Clean up.esp
18 MMI.esp
19 RaceMenuMorphsCBBE.esp
20 SkyforgeWeapons.esp
21 UniqueBarbas.esp
22 ELFX.esp
23 ELFX exteriors.esp
24 RDO.esp
25 Forts of Skyrim Rebuilt.esp
26 immersive roads.esp
27 3DNPCs.esp
28 Prometheus Sovngarde gold.esp
29 SovngardeNordHeroes.esp
30 YsgramorNordicArmor v1.1.esp
31 ELFX - no player homes.esp
32 ELFX - no Hjerim.esp
33 ELFX - no Severin Manor.esp
34 Ancient Winterhold.esp
35 Skyrim Immersive Creatures.esp
36 RavenRockExpanded.esp
37 WindhelmEntranceOverhaul.esp
38 SkyrimBridges.esp
39 LakeExpanded01.esp
40 Skyrim Immersive Creatures (DL...C?).esp
41 ELFX - weathers.esp
42 Better Vampires.esp
43 Hothtrooper Immersive Armor.esp
44 Race Scale Remover.esp
45 Temple of the Akaviri (Workshop)
46 TES Arena Fortress 01 (Workshop - name not visible)
47 TES Arena Fortress 02 (Workshop - name not visible)
48 TES Arena Fortress 03 (Workshop - name not visible)
49 EMCompViljaSkyrim.esp
50 NewAmberguard.esp
51 Run For Your Lives.esp
52 Cloaks.esp
53 Quest the Bigger They Are (Workshop)
54 TheFrontier.esp
55 TES Arena Fortress 04 (Workshop - name not visible)
56 TES Arena Fortress 05 (Workshop - name not visible)
57 Inigo.esp
58 AshesoftheRedMountain.esp
59 CalienteValArmorTweaks.esp
60 CivilWarExtended.esp
61 ELFX - no Breezehome.esp
62 ELFX - no Proudspire Manor.esp
63 ELFX - no Honeyside.esp
64 ELFX - no VlindrelHall.esp
65 EMViljainSolstheimaddon.esp
66 TheDomain.esp
67 ImmersiveWenches.esp
68 TacticalValtheim.esp
69 DragonmournInn.esp
70 TES Arena Fortress 06 (Workshop - name not visible)
71 The Great City of Dragon Bridge.esp
72 Quest No Mercy (Workshop)
73 moonpath_questdata.esp
74 ELFX - Moonpath.esp
75 RIC Dawnstar.esp
76 TES Arena Fortress 07 (Workshop - name not visible)
77 Immersive Horses.esp
78 TES Arena Fortress 08 (Workshop - name not visible)
79 TES Arena Fortress 09 (Workshop - name not visible)
80 Immersive Horses Hearthfire patch.esp
81 Skaal Armor Merchant.esp
82 Paper World Map Solstheim.esp
83 RDO Immersive Horses Patch.esp
84 AdalMatar.esp
85 SkyrimShadowStripingFix.esp
86 Quest Sea of Ghosts (Workshop)
87 as_WHRefugeecamp.esp
88 Common Clothes and Armor.esp
89 Frostfall.esp
90 Places Oakwood Hearthfire Edition (Workshop)
91 SofiaFollower.esp
92 PopulatedCities2.esp
93 radiantBlocker.esp
94 Recorder Follower Base.esp
95 Quest Sorcery (Workshop)
96 Drinking Fountains of Skyrim.esp
97 Quest and the Realms of the Daedra (Workshop)
98 Frost Giants in the Cold.esp
99 mihailicetitans.esp
100 Unique Villages Shors Stone (Workshop)
101 Shor's Stone with a Stone.esp
102 vMYC - meet your characters.esp
103 SnooSnoo.esp
104 Apocalypse Magic of Skyrim (Workshop)
105 fine goods from Morrowind.esp
106 Minerva.esp
107 RDO USLEEP patch.esp
108 Adrianne BijinNPCs.esp
109 Carlotta BijinNPCs.esp
110 Gerdur BijinNPCs.esp
111 Hulda BijinNPCs.esp
112 Idgrod BijinNPCs.esp
113 Ingun BijinNPCs.esp
114 Irileth BijinNPCs.esp
115 Karliah BijinNPCs.esp
116 Maven BijinNPCs.esp
117 Rikke BijinNPCs.esp
118 Sapphire BijinNPCs.esp
119 Tonilia BijinNPCs.esp
120 Vex BijinNPCs.esp
121 Shiamar.esp
122 ApachiiHelmetWigs.esp
123 warchiefarmor.esp
124 better females - eyebrows.esp
125 Bijin Wives.esp
126 Chesko_WearableLantern.esp
127 DeadlyDragons.esp
128 Dr_Bandolier.esp
129 grimsever2h.esp
130 Hothtrooper Immersive Armor_Ecksstra (not sure what else is there).esp
131 Purewaters_Leg_5-0_DrinkEastSleep.esp
132 Purewaters.esp
133 RSChildren.esp
134 RSChildren Patch - USLEEP.esp
135 Skyrim Ladies - Astrid.esp
136 SKUI (Workshop) - claims to be "outdated" when I open the map, but it's at the latest version
137 SRG Enhanced Trees Activator.esp
138 Improved Bards - All-in-One.esp
139 [MPX] NPC Gender Race Heights.esp
140 RS Children_PatchHeightAdjusted.esp
141 GrayMane Reborn.esp
142 Consistent Vignar GrayMane.esp
143 FNIS.esp
144 TakeNotes.esp
145 Beards.esp
146 Mirabelle.esp
147 Gold to Septim.esp
148 Serana (from Seranaholic).esp
149 Valerica (from Seranaholic).esp
150 Hearthfire Display Case Fix.esp
151 Havok BrePhysic Dawnguard.esp
152 Havok BrePhysic.esp
153 Havok BrePhysic Dragonborn.esp
154 Toccata as Elisif.esp
155 FNISSexyMove.esp
156 RaceMenu.esp
157 RaceMenuPlugin.esp
158 Guards Armor Replacer.esp
159 Heavy Legion.esp
160 Heavy LegionCraft.esp
161 Bijin Warmaidens.esp
162 Book Covers Skyrim.esp
163 RND.esp
164 RND_DrinkingFountains-patch.esp
165 RND_PureWaters-patch.esp
166 XPMSE.esp
167 Alternate Start.esp
168 Warburg's 3D Paper World map.esp
169 ELFXEnhancer.esp
Not really sure what I am supposed to do, eventually just COC'd out because I was getting frustrated.
My finding on these mods are that no quests are added, just player homes and explorable areas where you are supposed to follow clues contained in books, journals and orders in order to lead you to the end bosses thus clearing the areas.
Issues:
Part 2 adds places that are very close to the border crossing created by Beyond Skyrim - Bruma, which makes the area a warzone between the Thalmor & Imperials from Bruma. I also needed to incorporate the CTD Fix (a single line edit easily done in xEdit).
Part 4 I experienced some issues with the water immediately outside the mine entrance, and interior lighting within the Dragonmourn Inn, but nothing major.
I have been experiencing a sound bug wherein if I alt-tab out of Skyrim upon going back into Skyrim I would hear the combat music. Further investigation has led to the conclusion that this series of mods (Part IV?) is the culprit:
https://forums.nexusmods.com/index.php?/topic/957744-music-wont-play-or-only-plays-dragon-combat-music/page-3
The solution is simple, open console and type "removemusic MUSCombatBoss" without quotes, save. Reload this new save and continue as normal.
I will not upload due to MadFrenchie's readme statement "Please do not rehost this mod without my explicit permission." and it appears that he hasn't responded to anyone since Mar '13 so contacting him is a waste of time.
So, Port process:
1. Manually download and install with your Mod Manager
2. Load the .esp in CK and save (Converts to Form 44)
3. Update meshes with Nif Skope - not doing so will result in black faces for NPC's created by this mod.
4. Unpack any .bsa - Parts 1&2 do not have a .bsa
5. Repack archive with updated files for backup purposes
A good guide to porting mods can be found here:
https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition
the section "Bald character (hair mesh not rendering in game)" covers updating the meshes
or at least share alike on nexus non commercial.
Then mod authors would not have to explicitly go out of their way to help their mods survive over time.
Note: this is in no way a criticism of mod authors - after all, life can get busy, priorities change, etc. But often they may not think "hey, those tens of thousands of people who loved my mod, might want it to live on after I move on to other projects, and I forgot that nexus default permissions are antiquated and unless I specifically remember and go out of my way to set up permissions without a list or guidelines to help me decide, those people are screwed...".
Still, I really hate the Thalmor, so I will play the rest of these mods, and I hope I won't run into any similar problems. ='[.]'=
http://www.nexusmods.com/skyrim/mods/32657/?
I could go through the exit with the "black smoke" effect, then take a coupla steps forward, access STATUS in the MCM, and check the coordinates (X, Y, and Z) in "Cell." Using that information, I could look for the Xtel coordinates in TESVEdit, and change them to the new ones I had discovered.
The corrected Xtel coordinates for Mine to Adal Matar Stronghold (FormID 0203322D) were:
X- 188046.375000
Y- 9469.023438
Z- 9327.003906
The corrected Xtel coordinates for Mine to Cavern (FormID 0203051) were:
X- 1929.504395
Y- 712.504944
Z- 7580.298828
I hope this helps anyone else who runs into that issue. =^[.]^=
You should do that for all the bugged entrances, that will fix them.