Recently uncovered scrolls provide new clues into the Legend of Taram Dane. Explore a new Nordic ruin full of magic, puzzles and undead to find an ancient enchanted weapon.
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This mod does not have any known dependencies other than the base game.
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Removed underscores from editor IDs, ran xEdit quick auto clean.
Version 0.9
Initial release.
Recently uncovered scrolls provide new clues into the Legend of Taram Dane. Explore a new Nordic ruin full of magic, puzzles and undead to find an ancient enchanted weapon imbued with the elements of Fire, Lightning and Frost. This weapon was lost to the ages and existed only in legend. Until now...
This is my first mod for Skyrim. I wanted to learn the Creation Kit and make something interesting in the process.
After visiting a city location, the courier will deliver a letter starting the quest. The dungeon is located in The Rift and will be marked on the map after reading the letter. It's possible to find the dungeon before getting the letter which will also start the quest. The dungeon takes about an hour-ish playthrough when killing all the mobs and looting everything.
The Enchanted Weapon is upgradeable with the Daedric Smithing and Arcane Blacksmith perks.
Only Skyrim Special Edition is supported at this time. I didn't have access to the Creation Kit for the standard edition. It is unknown if this conflicts with any other mods. I kept the exterior edits to a single cell to only add the entrance to the dungeon.
Let me know of any bugs or issues.
Known issues: Conflicts with the Laboratorium mod updating the same exterior cell.
Dynamic Immersive Seriously Dark Dungeons - SE with Do Fadeout on Dungeon Entry enabled will disable the player controls when faded out. It does not always properly reenable player controls when done. If the player appears to be "stuck", reenable player controls by typing at the console (~) "EnablePlayerControls". The player should again be able to move. Alternatively, disable "Do Fadeout on Dungeon Entry" before scanning the dungeon.