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Found 4 results

  1. Version 1.0.1

    31 downloads

    A maze. Not some simple, paltry labyrinth. A real maze. A deadly maze. WARNING: This maze is not like any maze thus far in Skyrim. There are no clues, no sign posts, no guides. You can get irretrievably lost in this maze. If you are playing on survival mode, you may regret your choice. DO NOT Share the solution. The solution is mine to share, not yours. This mod is a Work In Progress. It is playable as it is, and works quite well. I am attempting to turn this into a quest, so bear with me. Find the journal in the Hall of Attainment in the room with the wine vat. Start your adventure from there. This mod was successfully tested on the Anniversary Edition version 1.6.1130. This mod has been verified clean with Xedit 4.0.4. If you wish to communicate with me about this mod, you may do so here, or you can find me on Discord at https://discord.gg/jW7m65uNW7 This mod has been uploaded to Bethesda net for Xbox (https://mods.bethesda.net/en/skyrim/mod-detail/4326105). This mod may be downloaded for use during gameplay only. Any other use is prohibited. This mod may NOT be shared, reuploaded or modified without my EXPRESS WRITTEN permission. This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates. Q: Why is Shalidor's Maze so hard. A: It was deliberately built to be difficult and challenging. Lore wise, this maze was created by Shalidor, a genius and a extremely powerful mage. It is a very safe bet that each door is more magical portal than actual door; and thus, the doors and rooms do not connect linearly. It is also pretty much guaranteed that the left/right hand solving techniques used in labyrinths won't work in this maze. Now, consider further. Shalidor made every room identical to confuse and disorient anyone brave enough to enter his domain. Your challenge, figure out how to make every room unique. And for Talos' sake, make a map.
  2. As mentioned elsewhere, I am reconstituting my Skyrim AE mod list after a long time away playing other games. My goal is to get a stable game world established using mods that I can use for playthroughs with companions and new characters I create. To make Skyrim feel more populated, I am adding mods that expand the city outskirts as well as place other small towns on the map (Arthmoor's town mods are the backbone of this effort.). With larger cities this results in having to add a lot of compatibility patches to get various mods to work together properly. Riften is a good example of what I mean. Placing a detour road around the city, restoring a gate, overhauling the docks, upgrading the farms, and including two different outskirts suburbs means a lot of compatibility patches to keep this from becoming a real mess during gameplay. I have done something similar with the other "big" cities when there are mods available that do similar things. Once a good load order is established (just about there now), would it be beneficial to use Zedit to merge the mods that form these metropolises? I have had good experience using Zedit in the past to reduce the number of armor and weapons mods into a single blob. I also combined village mods from the same author into a single blob. So far, whenever Wrye Bash advises me to flag certain mods as ESL or ESL-flagged plugins I do it. So I am not LOOT does most of the heavy lifting when it comes to sorting plugins, but I still have to do some finetuning by hand with Wrye Bash. I would like to minimize re-doing that every time I add another mod or two going forward. Your thoughts?
  3. Hi, It looks like a bug fix for Daedric bows back in 2016 was not also implemented for the Bound bow / Mystic Bound Bow. Just wondering if there are any plans to implement this fix for the Bound bow for consistency? Essentially, Daedric bows had an alignment issue with the grip by the players hand. This was fixed in USSEP v3.0.1 (2016-01-30), but it seems that this alignment issue was not fixed for the bound bow, which shared this issue (probably due to their model similarity). From AFK mods: v3.0.1 (2016-01-30) Mesh and Texture Fixes Daedric bows were not aligned properly to be gripped by the player's hand. (meshes\weapons\daedric\daedricbowskinned.nif) (Bug #19645) Any updates on this would be appreciated. Thanks!
  4. Has anyone gotten this when trying to launch Skyrim AE through Vortex / SKSE ? Does anyone have a fix ?, I have been searching for days.
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