This page was last updated on 06 January 2018, 6:45PM
Changelogs
Version 1.6.2
Throttled the CTD for good, this time.
Replaced the disablehavokonload scripts with a custom one. You won't notice any difference, but it takes a great strain away for the game.
General flickering light fixes.
Small roombound fix.
Navmesh fix in level one. Several parts were flagged as being under water, when clearly they were not.
Version 1.6.1
Hopefully fixed the CTD people were experiencing.
Tremendously stupid mistake corrected in the blood seal script. High elves can now use their followers to open the gate as intended.
Fixed the disappearing water in the messhall.
Fixed the clipping with small bear hood (male) and several helmets.
Fixed the double beheading bug.
Fixed the door in prison area failure to open when finishing the event.
Fixed backpack enchantments.
Version 1.6.0
Added a failsafe script to the first door in level 1.
Changed the first encounter to be more intuitive and at the same time difficult.
Revamped the water level to replace it with a maze. Removed the disappearing wall bug in the narrow corridor prior to that in the process.
Changed the large mess hall fight into an all-out brawl. The ghosts will now start smashing each other, much like they would in Valhalla. Hide or join, it's up to you.
Changed the "Where does true power lie?" riddle into something a little more challenging. Three statues, a sword and a riddle. Enjoy.
Fixed the faulty letters in one of the notes in the final puzzle area.
Fixed several room bounds in level two to prevent the slightly visible disappearing walls.
The ghosts in the prison branch of level two are now disabled untill triggered. This prevents players from killing them and screwing up the event.
At the end of the final encounter, the ghosts start at their throne rather than around the mound.
When a ghost falls into the water, a script will automatically kill it.
Replaced the portculli in the draugr branch of level 2 with rotating doors to make it slightly trickier.
Windir's War Axes are a bit more interesting now.
Replaced the barred door at the very end with a rotating door.
Created an MCM menu to allow for:
- Implementation of SkyRe values.
- Combining/separating the armour away from the shrine.
- Debug: remove all Æsir items
- Debug: unequip all Æsir items.
Slight change to the combiner script and alleged formlists to remove the dummy pauldrons after combining, and adding them once more when separating.
Fixed the female glove addons (daggers and claws) to properly move along with the animations.
Fixed and changed several lights to stop them from flickering or casting odd shadows.
All Einherjar now come equipped with a preview version of Einherjar Armor 2.0.
Cleaned the .esp using TesVEdit. Yes, this removes the 2 ITM's and navmesh "issue".
Version 1.5.2
Changed a lot of bipedal slots to be more friendly towards other mods. Frostfall compatibility ready.
Changed the very first ambush to prevent the door from refusing to open.
Version 1.5.1
Fixed the purple sabre cat and wolf related items.
Followers can now activate the blood seal.
Fixed the crash occuring when equipping the thief satchel.
Fixed the buggy male dragon pauldrons.
Fixed the back straps of the small female pauldrons.
Version 1.5.0
Fixed the brown bear fur.
Dramatically changed all combiner scripts to remove stuck hoods/helmets and faulty armor rating.
Fixed the health regeneration bug.
Fixed the clipping around the boots.
Fixed the bugged skull pauldron.
Version 1.4.0
Replaced the mannequin with a crate.
Changed the lower fur scripts to be more automated.
Changed the hood and helmet scripts to be more automated.
Fixed the male ancient nord helmet.
Fixed the teared up helmets.
Version 1.3.0
Fixed SRPauldron03 - F and SRPauldron06 - F
Dropped the water level in the submerged section to make it slightly easier.
Went over the mannequin script again. It now double checks the appropriate items being added.
Fixed some playable pauldrons that should remain invisible.
Fixed the bug where killing the high elf prisoner in level 2 will never cause the other elves to appear, and thus never opening the gates.
Version 1.2.0
Added a quick way out (or in).
Version 1.1.0
Fixed mannequin issue.
Fixed brown hoods.
Fixed cloaks.
Fixed small pauldrons.
Small change to lower fur scripts.
Version 1.0.2
Fixed the weighting on the right small female pauldrons.