Skyrim

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Popter

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Grafinnheim, by Popter

Release 1.0

Description:
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Primarily, Grafinnheim is a player home. I wanted something that could be found, organically, pretty early on in the game (no quest or map markers are used) - so a player exploring around on the way to Riverwood (across the river to the SW specifically) might notice a corpse in the distance and find a note to point them in the right direction. When you initially enter, you'll find a small room that someone has been living in, and steps down to another area consisting of a large hall with a more ominous atmosphere and a door on the upper platform that you probably can't get to. You'll find someone has left some books down there explaining what this place is. To progress further and beat the dungeon you'll need to have unlocked some abilities - mainly for reasons of balance, and to give a sense of progress. When you do, you'll be able to access a large main living area with lots of crafting and storage, along with a merchant and a follower (archer type, flagged essential).

There are also two spells to be found. The first is in the first area, and acts as a hearth type spell, teleporting you and any nearby followers to and from the first room. The use of this is unrestricted, so using it during scripted events might break something and I'd advise against it. The second I'll leave as a surprise (unless you want to read the walkthrough below), but will be useful if you want to bring a follower down to the catacombs.


Possible Conflicts:
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The mod is pretty self contained, so it shouldn't cause trouble with anything as far as I'm aware.


Walkthrough
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**Spoilers from here on**
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Location of the description of the location - there's a path up the mountain across the river to the south below Riverwood. You should notice a corpse to right. Search him to find a note with a little backstory and a description of where the entrance is.

Location of the entrance: look behind the fallen tree on the bank across from the south part of Riverwood.

Entering the catacombs: You need to get across to the ledge on the opposite of the hall. The easiest way to use whirlwind sprint.

The second spell location: Pull the handle in the alcove on the far right once you've sprinted across. This will open a secret passage to another room, where you should see the spell tome for "summoning bolt". It teleports whatever it hits to right beside you - so you'll be able to use this to bring a follower up to the ledge once you got across.

The catacombs: There are a bunch of draugr, but the guy you've got to find is the Cursed Undying. If you get lost trying to find him, try making your way all the way to the left, and then up, and he should be around there. He is unkillable - but all you want from him is his weapon, the Grafinnheim Axe - so you'll need some kind of disarm effect to get it. He's set up so any level of disarm spell will work (although customized ones may not, depending on how they are implemented). Skyrim can be a bit quirky with disarmed weapons sometimes vanishing. I've tried to counteract this by detecting if it has gone missing and having another one appear at his feet when his health drops to zero before he gets back up.
Once you have the axe, place it in the axe mount in the room that was straight ahead as you come down the steps from the main hall. This will unlock the way back up to the upper level. There's a pull chain right in front of the barred door that will unlock everything.