****************************************** *----------------------------------------* *| Ęsir Armor |* *| by Omesean |* *| VERSION 1.6.0 |* *| README |* *| (please) |* *----------------------------------------* ****************************************** INSTALLATION: MANUAL: Drop the .bsa and .esp files along with the SEQ folder into your Skyrim\Data folder and activate the .esp through your favorite mod manager. WARNING: when updating from a previous version of Ęsir Armor, never forget to make a clean save! NMM: Download from the Nexus and let the Mod Manager work its magic. Activate AesirArmor.esp and off you go! ACQUIREMENT: The armor is located on Skyrim's northwestern shore (in the hold known as Haafingar). A map marker is added from the start. Delve through the dungeon to at last find the pieces of equipment that together shall form Ęsir Armor. WARNING: the dungeon's leveled actors start at level 25. Entering the Halls of the Ęsir is not recommended to anyone below that level. INCOMPATIBILITIES: Ęsir Armor uses nearly all available bipedal model slots. As such, it will most likely clash with other mods that use other bipedal numbers than the most common ones. Please report such incompatibilities to me. PERMISSIONS: All rights reserved. You may not distribute either an unmodified or modified version of Ęsir Armor. You may not distribute files included in Ęsir Armor. Please contact me for permissions before attempting any of the aforementioned prohibitions or anything not covered by this section. Especially in terms of translations. CREDITS: - Aesir, a poet and fellow whisky enthusiast. If you have been bashing your head against your keyboard from frustration of being unable to solve the riddles, thank him! - Nivea, for creating her awesome cloaks. A wonderful addition to this mod. - Northborn, for our wonderful exchange of Creation Kit expertise. Some things would never have been possible without his help. - lthot, for his help with some tricky texture stuff (though trivial matters to him), and the wonderful enhancement his texture overhaul provides to Ęsir Armor. Go check it out! - Reaper9111, for the creation of the textures for the boot addons. CHANGELOG: 1.6.0 - Added a failsafe script to the first door in level 1. - Changed the first encounter to be more intuitive and at the same time difficult. - Revamped the water level to replace it with a maze. Removed the disappearing wall bug in the narrow corridor prior to that in the process. - Changed the large mess hall fight into an all-out brawl. The ghosts will now start smashing each other, much like they would in Valhalla. Hide or join, it's up to you. - Changed the "Where does true power lie?" riddle into something a little more challenging. Three statues, a sword and a riddle. Enjoy. - Fixed the faulty letters in one of the notes in the final puzzle area. - Fixed several room bounds in level two to prevent the slightly visible disappearing walls. - The ghosts in the prison branch of level two are now disabled untill triggered. This prevents players from killing them and screwing up the event. - At the end of the final encounter, the ghosts start at their throne rather than around the mound. - When a ghost falls into the water, a script will automatically kill it. - Replaced the portculli in the draugr branch of level 2 with rotating doors to make it slightly trickier. - Windir's War Axes are a bit more interesting now. - Replaced the barred door at the very end with a rotating door. - Created an MCM menu to allow for: - Implementation of SkyRe values. - Combining/separating the armour away from the shrine. - Debug: remove all Ęsir items - Debug: unequip all Ęsir items. - SLight change to the combiner script and alleged formlists to remove the dummy pauldrons after combining, and adding them once more when separating. - Fixed the female glove addons (daggers and claws) to properly move along with the animations. - Fixed and changed several lights to stop them from flickering or casting odd shadows. - All Einherjar now come equipped with a preview version of Einherjar Armor 2.0 - Added a new boss in level one. - Cleaned the .esp using TesVEdit. Yes, this removes the 2 ITM's and navmesh "issue". 1.5.2 - Changed the very first ambush to prevent the door from refusing to open. - Changed a lot of bipedal slots to be more friendly towards other mods. Frostfall compatibility ready. 1.5.1 - Fixed the back straps of the small female pauldrons. - Fixed the buggy male dragon pauldrons. - Fixed the crash occuring when equipping the thief satchel. - Followers can now activate the blood seal. - Fixed the purple sabre cat and wolf related items. 1.5.0 - Fixed the bugged skull pauldron. - Fixed the clipping around the boots. - Fixed the health regeneration bug.automated. - Dramatically changed all combiner scripts to remove stuck hoods/helmets and faulty armor rating. - Fixed the brown bear fur. 1.4.0 - Fixed the teared up helmets. - Fixed the male ancient nord helmet. - Changed the hood and helmet scripts to be more automated. - Changed the lower fur scripts to be more automated. - Replaced the mannequin with a crate. 1.3.0 - Fixed the bug where killing the high elf prisoner in level 2 will never cause the other elves to appear, and thus never opening the gates. - Fixed some playable pauldrons that should remain invisible. - Went over the mannequin script again. It now double checks the appropriate items being added. - Dropped the water level in the submerged section to make it slightly easier. - Fixed SRPauldron03 - F and SRPauldron06 - F 1.2.0 - Added a quick way out and in. 1.1.0 - Fixed the brown bear hoods. - Fixed the mannequin bug. - Fixed the land tearing issue outside the dungeon's entrance. - Fixed the invisible small pauldrons. - Fixed the cloaks. 1.0.2 - Fixed the weighting on the right small female pauldrons. 1.0.1 - Fixed the map marker. 1.0 - Release version. Enjoy! - Omesean