One last comment to clarify some things, I won't port this mod to Skyrim Special Edition and I won't allow someone to port it either. Bethesda promised us that old mods were compatible with the new Special Edition and I'm not going to fix the compatibility with SE that Bethesda should done in the first place. Please stop sending me PM asking me to port this mod to SE because it's not going to happen, ever. I won't reply to your messages, I have moved on from Skyrim.
As you have noticed I haven't been online the last couple of months. With real life stuff going on and the release of Fallout 4 being near, I have decided to stop support for my mods on the 10 of November. I will try to answer your questions in the last couple of days, but after this date I won't answer anymore. I hope you can respect my decision.
I'm assuming you installed it on sse/sae? that's your problem; you need to open the esp with the creation kit and save it, it takes about 3 seconds (or longer depending on how quick/slow your PC is). it changes absolutely nothing about the mod but it should fix this problem. what that does is ports it in a rudimentary way, proof that what OP said about bethesda *not* making mods backwards/forwards compatible is utter tosh and they're throwing a wobbly over it for no reason.
if you want an explination of what that does it's like if you try to open a .docx with a PDF viewer like adobe, it won't work, but if you open the .dox with microsoft word and save as a .pdf file it'll open up happily even though nothing's changed on a surface level it's change underneath so it can be read by different executable programs because it's essentially in that program's language now.
does this mod allow you to enter snow veil sanctum without doing the thieves guild quests? cuz it's getting frustrating, being unable to master the thu'um without being a thief...
Love the overall concept, but really? "This one guard here is shady. You don't know me very well, but let me lead the guards. Yes, all the guards. I'm a natural leader, just trust me."
As much as I enjoy the idea, imprisoning the thieves guild is like keeping a fire in a cell with a wooden floor. The guild has jobs specifically for such jailbreaks, so it is redundant to imprison them since they do this all the time anyway. Also, don't forget that the player character will always have, at least, a single lockpick when they go to jail even if they have no guild experience.
Hope someone reads this - Do we have to start a complete new game for DTTG to work? I cannot harm Brynolf at all, he does not take any damage; no matter what i do to him.
Is there a way to do this without the outfit requirement? I'll suck it up if I have to, but I'd rather wear what I want... - As a local hero rather than uniformed law-enforcement...
334 comments
nothing about the mod but it should fix this problem. what that does is ports it in a rudimentary way, proof that what OP said about bethesda *not* making mods backwards/forwards compatible is utter tosh and they're throwing a wobbly over it for no reason.
if you want an explination of what that does it's like if you try to open a .docx with a PDF viewer like adobe, it won't work, but if you open the .dox with microsoft word and save as a .pdf file it'll open up happily even though nothing's changed on a surface level it's change underneath so it can be read by different executable programs because it's essentially in that program's language now.
"This one guard here is shady. You don't know me very well, but let me lead the guards. Yes, all the guards. I'm a natural leader, just trust me."
Also, don't forget that the player character will always have, at least, a single lockpick when they go to jail even if they have no guild experience.
Help appreciated!
I'll suck it up if I have to, but I'd rather wear what I want...
- As a local hero rather than uniformed law-enforcement...