Creation Club mods exist in a sort of limbo on what's officially canon in Skyrim lore, but their inclusion in the Anniversary Edition - an official Bethesda release - gives them quite a bit more credibility. Items in the Creation Club store have been curated by Bethesda, and are all compatible with each other, meaning installing one won't cause another to become unusable. In a sense, Creation Club content is a step above the average mod, but doesn't quite attain DLC status. The Creation Club launched in 2017, offering a less-than-official means for Bethesda to add fan-created content to both Skyrim and Fallout 4. For the game's 10th anniversary, Skyrim Anniversary Edition will add a wide variety of content from Bethesda's Creation Club program. The open world RPG has had incredible staying power in an ever-evolving games industry since 2011, being released on nearly every platform possible.
Since I always claim Nilheim with a mod such as Skyrim Realistic Conquering or Lawbringer, I don't personally use or need the fix, but it shouldn't affect my mod.It's been 10 years since the release of The Elder Scrolls V: Skyrim, and with TES VI still years away, Bethesda has decided to release yet another version of Skyrim with even more features. That mod allows for Nilheim bandits to reappear. Nilheim BQ Fix should be compatible, as my mod and that one deal with completely different things. TLDR No worries! The changes of USSEP have been forwarded. Killing the bandits or finding the journal before talking to Telrav opens up new dialogue options with him.Added a journal that details the "operation", written by Telrav.
There was a small bug that would make this line be skipped, so I've added a couple of extra seconds so the line can play as it's supposed to.
What if my character is suspicious or wants to ask more questions. You can just accept to help him, no matter what. And if you've seen the bodies already, why would you follow Telrav at all or fall for his trap. If you want a challenge and something that makes a bit more sense, you are forced to go to Telrav and pretend to be stupid for the bandits to behave as bandits. Not even guards in cities help you, these bandits are more helpful than guards, say what! In fact, if someone is attacking you, they will even come to the rescue since they're marked as allies in vanilla. Super cheesy to get this bounty quest done that way. You can even steal their chests and the entire camp and they're just there, chilling. You can attack or kill the bandits and they won't go aggro on you (at least as a group), because they're set as "player allies" and it really takes me out of it. What else do you need?! Oh yes, maybe a bunch of dead adventurers? More often than not, my character even encounters the bodies they have tossed down the cliff and still, nothing can be done or said about it. an official decree from the Jarl telling you that bandits are camping at Nilheim. You know the bandits at Nilheim are bandits because, well, they are bandits and are dressed like bandits, and because it is possible you even have a bounty quest on them.
This means I go from the south, so I never really encounter Telrav lying on the floor. I usually go to Nilheim as part of a bounty hunting quest from Riften. Video describes everything written below, no need to read anything else.