Documentation
Readme
View as plain text
JURGHOLM 1.3.1
Jurgholm is a content mod, adding a late game multi-cell dungeon with a questline. The aim of the mod is to add gameplay hours without conflicting with any other mods while being loyal to the base game.
Characteristics:
Designed for players starting a new game and/or expanding the game by installing other content mods. Installing the mod does not force or guide the player towards the questline or other content of the mod, as it is meant to be a natural part of the game. It's even possible to access most of the content without any clue of the quest, though it might be hard without knowing the details.
Parts of the mod are darker than average, since Skyrim offers very little use for light spells and abilities.
The mod is meant for late game (level 50+ is recommended and level 25 is REQUIRED to start the quest). It is also more challenging than base Skyrim and includes elements that might "break the rules" of the usual level design, save often!
Some features:
- A fully voiced new questline
- About a dozen new detailed cells
- New spells
- New items
- Scripted battles
DEPENDENCIES AND INSTALLATION:
The mod requires the following master files:
- Skyrim.esm
- Update.esm (Version 1.9.32.0.8)
Any DLC or other mods are not required.
Install by placing the two files (Jurgholm.esp and Jurgholm.bsa) into the folder: Skyrim\Data
NOTE THAT ANY MODS MAY LEAVE TRACES OF THEMSELVES IN YOUR GAME SAVES, EVEN IF THE MOD ITSELF IS DELETED. CREATE A NEW, CLEAN SAVE BEFORE INSTALLING MODS TO BE ABLE TO BACKTRACK IN CASE OF PROBLEMS.
The mod has been cleaned properly and editing of original content has been avoided as much as possible. Vanilla items, spells, characters, dialogue and scripts remain untouched. Jurgholm is designed to be as compatible with other mods as possible.
Notable vanilla edits affect the following exterior cells (Tamriel worldspace):
- Eastmarch Wilderness cells (32,-7), (33,-7), (34,-7), (34,-6), (33,-6), (33,-8)
- POIReach18 (-44, 4) [The start point of the questline can be found here. Northwest of Markarth, southwest of Ragnvald]
- The Reach Wilderness cells (-43, 4), (-45, 4), (-45, 3), (-44, 2), (-44, 3)
- MilitaryCampPaleImperial02 (-1, 25)
- MilitaryCampPaleImperial03 (-2, 25)
- MilitaryCampPaleImperial04 (-1, 24)
The interior "WinterholdCollegeArcanaeum" has one added idle marker.
KNOWN ISSUES
Setting a low draw distance will clip the geometry out of the scene making some cells visually unappealing.
VERSION HISTORY
1.3.1
09.12.2013
- Adjusted navmeshes and markers to prevent NPC corpses from falling through the floor
- Adjusted items that Havok caused to fall through the floor when interacted with
- Fixed an issue with conjured creatures appearing at incorrect locations
- Changed some enemies' magic damage immunity to resistance instead
1.3
28.10.2013
- Fixed an issue with Grunts permanently decreasing player's armor rating
1.2.9
15.10.2013
- Made a minor NPC spawn change
- Regenerated SEQ- and BSA-files
1.2.8
29.09.2013
- Fixed an auto load door displaying the cell enter prompt in a wrong room
- Fixed a roombound related visual error in the cell "jurgholmtraps"
1.2.7
24.09.2013
- Split the largest cell twice
- Fixed minor issues caused by previous cell splits and removed unnecessary objects
- Fixed trap script errors
- Adjusted optimization objects
1.2.4
23.09.2013
- Split the largest cell further
- Fixed a critical issue with NPC spells which would permanently decrease player's armor rating
- Fixed a minor portal issue
1.2.2
19.09.2013
- Split the largest cell in three smaller cells to get rid of load screen hang and crashes on cell enter when using graphics mods
- Replaced weapon rack activators with statics in the largest cell to reduce load on cell enter
- Modified quests and scripts to allow a lot more followers
- Fixed an error where the quest could not be finished if dialogue was walked away from at a specific moment
- Added a feature to prevent missing a quest objective making the quest unable to be finished
- Removed non-existing objects
- Non-existing dated script properties cleaned
- Fixed several script errors/warnings, uncluding followers, traps, critters, dialogue and custom scripts
- Added missing "Northmarkers"
- Tested the mod with different graphics and follower mods
1.0.1
12.09.2013
- Fixed an issue where some triggers would leave the combat music playing, interfering with other music
- Fixed a roombound related visual error in the cell "jurgholmrelics"
- Regenerated and replaced the SEQ-file, which was outdated in the release version
1.0
09.09.2013
- Release
ABOUT THE AUTHOR
I started working on this mod in March 2012. The idea was to make a simple small dungeon to see a bit how the Creation Kit works. I was planning on using a month to make the mod at most. Things got out of hand pretty fast, as the first cell's initial design got way too big. The mod got larger and larger and finally took somewhere around 700 hours and over a year to make. I was planning on going without a voice actor or a quest giver since the beginning, but eventually thought the mod had enough content to make it worth the trouble.
This is my first time modding any TES game or using TES Construction Set or the Creation Kit.
Mod by Teemu Turkia (Sierain)
Voice acting by Nathan Cox (Natenator77)