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ManiumX

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ManiumX

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  1. ManiumX
    ManiumX
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    If you encounter any problems and wish to report them here, please specify whether you are using the USSEP version or not. 

    Thank you.
  2. TheRavenoftheQueen
    TheRavenoftheQueen
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    Cannot use it becuse it requires ccbgssse031-advcyrus.esm that is not listed in mod requirements (and I have no idea what that is)
    1. ADParker
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      That's the Creation Club mod Dead Man's Dread.
  3. Cyanshade
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    In your requirements you should probably mention that this requires bunch of AE plugins. On that note, might there be a version for SE without the additional CC requirements?
    1. ManiumX
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      It says those are the requirements because those are the requirements for USSP. It will probably work fine without them since it doesn't use any CC assets, but there's not really anything I can do about the message you have.

    2. Nek0nomicon
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      The CC requirement is not a requirement for the USSEP patch, though. I have it and it doesn't require the AE content at all. I hate to explain basic modding concepts to you, because I'm sure you're aware, but you can't run this mod at all if you don't pay for AE because the mod requires the CC content. It's not about "messages", it's about the fact that the game will crash.

      One could attempt to clean the masters in xedit. If you really didn't use any assets from AE content then that should remove the requirement. Of course, I don't believe you can even open this mod in Xedit unless you had that content (which costs money) in the first place, getting it to work that way isn't possible for most.

      As of now, you can't run this mod without AE CC content. Your mod page does not reflect that.
    3. LenneDalben
      LenneDalben
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      Yea, it looks like it is an unused master. I created a dummy master using Wrye Bash, loaded up the dummy master and this plugin in SSEEdit, and then cleaned unused masters to remove it.
  4. Gelblich
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    Would this be compatible with the town add-ons to this area? I know there's one by Arthmoor and another one here on the nexus
  5. ThePablit
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    For some reason, MO2 reports that one of the Creation Club creations is a requirement for the mod. I believe its the pirate one.
    Is this a bug or an unmentioned requirements?

    EDIT: Using the USSEP version.
    EDIT 2: I checked in xEdit, and this is seems to be relic of some copying you did. You can just remove it by using the Clean Masters option in xEdit on the plugin. Though you will need at least the esp file of the Creation to load this mod's plugin in xEdit.
    1. ManiumX
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      Like I just told another user, it's because it uses USSEP as a parent and USSEP now requires certain creation club content. My mod doesn't use any creation club assets so it shouldn't matter, I'm not sure if you can get away with using the new USSEP without them though.


      https://www.nexusmods.com/skyrimspecialedition/images/231761
    2. Dwalin2012
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      But this mod has this file among requirements:

      ccbgssse031-advcyrus.esm

      While USSEP doesn't require it, even the latest version.
    3. ManiumX
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      Alright, sorry about that. I have some nav mesh that I need to correct anyway. I can clean that out, but it probably won't be up until Monday. (It's been a hell of a week)

      Thank you for the report.
    4. ZaranTalaz
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      Was the "ccbgssse031-advcyrus.esm" dependency ever fixed? I still got that with the main file.
      Could I just use the No USSEP version?
  6. Totbringer
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    Why are no imperial soldiers in the emperial takeover but only thalmor and soldiers of the dominion?
    1. ManiumX
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      Ah, but there is an Imperial Soldier stationed right by the entrance of the mine. The Thalmor are merely enthusiastically inspecting the goings on as part of the treaty, and they probably threw in some recommendations too. :)
    2. Totbringer
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      One imperial soldier is not a imperial garrion. Especially if there are even Slaves of the Thalmor working in the mine. Slavery is forbidden in the empire. Could you maybe add an Takeover of the Domion with them for the Second Great War mod please?
  7. SefaAlaz
    SefaAlaz
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    I'm glad you're back with lawbringer, my friend :) Do you plan to add new places with lawbringer in the future?
    1. ManiumX
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      Yeah, just messing around and trying to refamiliarize myself with the CK before the Starfield version comes out. I want to mod that game sooo bad. As I'm reading your comment I literally have the CK open and I'm taking another crack at Blind Cliff Cave. The last time I tried to do it I got really frustrated with it and quit because the cells are so difficult to work with. Maybe I'll get it this time around.

      I just noticed that someone put out a 44 location Lawbringer addon. Guardsman. You might check that out if you haven't already.