Aas far as I remember, it only addes a scripted quest, so it should run fine with SE. Honestly, I have no idea why people are so keen on playing the Se version over LE, it creates so many problems with porting mods...
Would it be possible to add the same blank-face function to the rotating claw puzzles for which you need the dragon claw keys? That would be neat.
Embarrassing story time: The first time I played the game I got through the entire main quest (multiple dungeons/puzzles) without realizing the dragon claws had the key to the puzzle. THE WHOLE QUEST I was using trial and error and quick dodging. Even after reading Arvel the Swift's journal. I thought "what a different approach, rewarding methodical and thoughtful players!"
I felt really silly when I finally rotated and examined a dragon claw in my inventory.
I just had a crazy idea! As a punishment for getting the puzzle wrong instead of the vanilla traps you could make giant stone gollum the face of the dwarven clues that are up on the wall. Instead of being up on the wall they appear when you get the puzzle wrong. Then you have to fight the stone gollum and once you kill the first one the first clue is displayed instead of its mouth as a reward. The gollum should be fairly tough to fight like a mini-boss fight. Once the first stone gollum is killed the other two burst into the room from the ground or the ceiling like gargoyles from Dawnguard. Then they take turns fighting you. The stone gollums will only reveal their secrets once you kill them. That would be sick!!
Oh, goodness, I think Lady Azura has given you some sort visions of the future, since I was just making that. Not a golem, but ghosts of these animals, since they are avatars of the nordic pantheon.
Nnnnnnope. WIll not be downloading this. These puzzles are more nuisance than challenge, the solution to their being too easy for your tastes is not simply to increase the nuisance factor.
I've to agree. On a technical level this mod is quite impressive, so kudos to the author. But this mod doesn't really make the so called puzzles any more well designed (quite the opposite).
If there were riddles or something of the sort to indicate the answer, then it could be considered a puzzle (there's at least one tomb in the vanilla game that does this), otherwise, it's just a matter of wasting time exausting every possible combination.
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Seriously wish the immersion wouldn't treat me as if I'm playing connect the shapes to the block in a elementary school.
Thanks!
Would it be possible to add the same blank-face function to the rotating claw puzzles for which you need the dragon claw keys? That would be neat.
Embarrassing story time: The first time I played the game I got through the entire main quest (multiple dungeons/puzzles) without realizing the dragon claws had the key to the puzzle. THE WHOLE QUEST I was using trial and error and quick dodging. Even after reading Arvel the Swift's journal. I thought "what a different approach, rewarding methodical and thoughtful players!"
I felt really silly when I finally rotated and examined a dragon claw in my inventory.
Any idea if it would be compatible with Missing Totem Puzzle Pillars? (http://www.nexusmods.com/skyrim/mods/27411/?)
Thanks!
Just my .02.
If there were riddles or something of the sort to indicate the answer, then it could be considered a puzzle (there's at least one tomb in the vanilla game that does this), otherwise, it's just a matter of wasting time exausting every possible combination.
This mod is brilliant, as is the description. Don't listen to these protozoa.