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File Comments posted by oldladyonthemoon
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You should put a link to the Steam page here and a link to here on the Steam page, just in case.
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Something of the kind yes except that the script would extend a quest containing a stage containing a simple
Trapdoor.enable ()
The quest wouldn't be enabled at start; you could add a default SetStage on death script to Alduin so that when he dies the quest starts and the trap door is enabled. That's how I would do it.
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That would make a very long tunnel from Skuldafn to Riverwood...
What you could do is put the trap door near that Dwemer ruins near Skuldafn and disable the it until the player has finished the main quest and "killed" Alduin? This would require a very easy script and a quest.
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How do you explain the trap door to Skuldafn?
I can repack your bsa if you want.
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Hi,
Just downloaded the file. How is it that the sound and seq directories are not in the archive?
Also, how do you access the cottage?
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4 minutes ago, fredlaus said:
This was the one you did in TESAll Tutorial sessions? - Or have I completely lost it here :-) I need some cookies :-)
Yes, Whitewater farm is the mod I made for the final exam of the CK basis course but I have enlarged it a lot in time. I'm afraid it can no longer be called my "debut mod".
Nah, the cookies are all for me!
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I'm not sure I understand what you mean by "debut mod" but all versions are available for download here. I can't remember if the first version has quests though.
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Sweet.
You're welcome!
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I don't see how I can give stars to this mod...
Looks great; well done!
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Thank you!
[Skyrim] [Skyrim SE] Lunar Forge Weapons
in Skyrim
Posted
What platform?
Once I've managed to sort out the problems I have with Steam right now, I'd be able to upload it to Bethesda.net.