A level 40+ challenging, lore-friendly quest and dungeon with low ambient light. Puzzles, traps and mazes that stretch the original intentions of the designers, and a few deadly encounters. Probably around six to eight hours to complete. Contains a new item set, unique bows, new arrows, four recipes, and a great crafting item.
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This mod does not have any known dependencies other than the base game.
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isolated and removed occasional CTD after opening waterfall (hopefully!)
raised light arrow lifetime
stopped Wolfsbane from activating when leaving cell
changed material of pillars and ceiling in the Cave of Horrors to allow arrows to stick
Version v2.17
fixed falling map highlighters
improving help message installation message
fixed light arrows to give shadows
Version v2.15
rewrote numerals to be simpler and less script heavy
altered light arrows to allow for further distance
removed 'marker' elements of xbox models
replaced 'message box' starter message with help message
fixed light arrows to give shadows
Version v2.14
vastly improved light arrows now emit light from the fletching and use shadow lights
improved torches use shadow lights
boat now returns home correctly
added new shadow torch recipe
Version v2.13
improved the tabletop puzzle clues and overall experience
changed the amulet hints to use the help message system for clarity
Version v2.12
added more support for gamepad users - Dead Pool poles are now 50% wider
opening message turned to pop up for clarity
tweaked Wolfsbane and Archery Cup
explosive arrows no longer throw NPCs
Version v2.11
added more support for gamepad users, slower wolf release in Wolfsbane
more obvious deathdealer pressure plates
archery game level indicators
improvements to the Cave of Horrors - boat now has lantern light source, horrors are scarier
numerous small fixes
Version v2.10
added a workaround for anyone finding issues with code entry in the darkest dark. Type '098' followed by '090' for each code you've found but hasn't be accepted
compressed textures using BC7 and added mipmaps
Version v2.09
fixed the messages in The Bannered Mare in place
improved the ball puzzle
cleaned the telekinesis puzzle
general clean up
Version v2.08
removed skill restrictions on crafting explosive arrows
added a perk whilst holding the archery cup
Version v2.07
improved spider code display
fixed archery game #5 door bug
Version v2.06
Improved archery game scripts to work a little smoother and made the Shoot the Rabbit game a little easier
Version v2.05
Fixed clash with The Sidrat if wrong load order
Added some grooves on the pillar puzzle to make solution clearer
Version v2.04
brought numeral scripts up to date with The Sidrat ones
improved timing in the archery games to match game rather than real time
Version v2.03
allowed quest items to be removed from inventory at the end of the quest
added an additional copy of the quest start note in The Bannered Mare
Version v2.02
reduced archery game difficulty a little
cleaned up ball puzzle
gave life to the Khajiit!
Version v2.01
fixed scoreboard issue - dark oracle codes now work
made explosive arrows harder to find
Version v2.0
major overhaul and extension
new cell 'The Darkest Dark'
new remote island 'The Light' with five locations and plenty to explore
more puzzles, traps, challenges, and an archery competition with five different games
Version 1.07
made the Wolfsbane treasure room harder to find
improved ending messages and objectives
Version 1.06
fixed portcullis issue in Wolfsbane
improved tabletop hint to give a full solution
altered light arrows and bright light arrows to cast light for longer when stuck in wood
Version 1.05
added 'belts and braces' portcullis activators
Version 1.04
significant restructuring to move all English language into .esp
improved lighting in treasure room
SSEEdit to clean up .esp
fixed conflict issue with DB05MurderStatue
improved 'guide' experience
fixed overly generous spider treasure
Version 1.03
added a scoreboard, and a scoring system
added tempering of Elven Short Bow
added a bunny
added an extra bow and set of arrows for The Traveller's Map for the unprepared
improved the hint for The Dizzying Maze
various dungeon cleanup, lighting improvements
reduced mod size
Version 1.02
fixed errors in the Maze of Portals after v1.01
fixed errors in the Water Spike Trap after v1.01
Version 1.01
improved some lighting, particularly Davold Groanbeard puzzle
altered Giant Slaughterfish to have custom texture, improved bounding box, added more in the lake
added a Crazed Adventurer
balanced some of the Alvard Set enchantments, and improved the copy
positioned The Dark Key so it can be seen better, and added duplicate to Ernold's corpse
Quest activates after level 40 with the arrival of a courier's letter. The Dragonborn will find their way to an abandoned nordic ruin to discover not all is as it seems...
Unearth the final labyrinth and lost story of Alvard Deathdealer - the most devious designer of puzzles and traps in Skyrim's long history. A level 40+ lore-friendly quest and dungeon with low ambient light, designed to be challenging, but not impossible. A few encounters, but mostly puzzles, traps, mazes and a little dark spookiness.
Seems to take most people around six to eight hours to complete - but do expect a challenge, and take heed of the clues. Contains a new item set, unique bows, new arrows, many recipes, a whole pile of treasure and a great crafting item.
Newly updated, now contains another dungeon level and a mysterious remote island, "The Light".
Using mostly vanilla assets (not from DLC) with a handful of additonal meshes and textures, this mod is very unlikely to interfere with any others, and has only three items appearing on the world map, which will have neatly removed themselves on completion of the main quest. However, please place after any patches in load order.