1.1

Here's what I changed around for World Eater Beater 1.1
- Added more invisible platforms in stage 4, it's easier to navigate but you just know someone stupid is going to complain because they can't pass over a giant spine spike
- Reduced meteor and enemy count in Stage 2, should help reduce lag.
- Cleared up Stage 2's stomach acid, easier to see in it.
- Stage 2 and Stage 3 have better platforming and easy of access, can still be hard sometimes but it's a lot easier, player can at least zoom around quicker. Unfortunately as a tradeoff Alduin will no longer destroy 3 of the four land bridges in stage 3, but hey.
>Resized hurty bits, makes them easier to see

Fixes
- Should fix the music-related issues post-game. If they're still around then broski, you have waaaaay bigger problems then
- Issues with Shor's Blessing screwing with people's shout times fixed as well.


1.1.5 (by Amras Anárion)

- Conversion for Skyrim Special Edition
- Less invisible platforms in stage 4. Some prevented climbing high on the flanks, and it was quite frustrating.

Fixes
- Renaming cell IDs to avoid savegame corruption

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Known issues:
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- No game music after the stage 2 or the end of final battle.
Two solutions to repair or avoid this bug.
• Save BEFORE Sovngarde, beat modded Alduin, then disable the mod and do the vanilla fight. (Or conversely: after saving before Sovngarde, do the vanilla fight, finish it, save it, then activate the mod, do the modded combat, disable the mod and finally resume the post-Alduin vanilla save.)
• After Sovngarde, save, disable the mod, save again, then clean up the savegame scripts with ReSaver (included on Fallrim Tools : http://www.nexusmods.com/skyrimspecialedition/mods/5031/?).

- Automatic death between stage 2 and stage 3.
• Use temporaly the God Mode the time of the transition (open console and tap the cheat code "tgm" to enable the God Mode. Tap again to disable.) I did not find other solutions to avoid this death.

