This page was last updated on 17 September 2017, 8:01AM
Changelogs
Version 1.2
Added MagicNoReanimation keyword to mod-added skeletons so they won't be accidentally raised and turned to dust, destroying their inventory
Completely decoupled the dwemer automaton faction from the mod-added island creatures faction so the quest reward won't mess with factions back in Skyrim
Minor changes to book/note texts to clarify a few issues
Shifted around mod-added objects in Calcelmo's museum in the hopes of alleviating collisions with custom meshes.
Version 1.1
Various cosmetic fixes, floating items, clipping flags etc in interior cells
fixed broken Pumping Station One navmesh (was not finalized)
NO REAL NEED TO UPGRADE IF YOU'VE ALREADY FINISHED THE QUEST
Fixed up one script to prevent (very) unlikely event of things messing up because of player choosing a different sequence in which to do things
Added extra objective completed stages to prevent confusion about what to do next during pump/geothermal sequence