A small scale vanilla-esque new lands mod adding some new islands with new locations and dungeons in the Sea of Ghosts. As well as some unique items from The Elder Scrolls Blades.
Requirements
This mod does not have any known dependencies other than the base game.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
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Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
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Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
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File credits
ThatShipGuy: for the boat assets and hammock. Kelretu: for the custom furniture, barrels, and the symbols on the dragon claw. Beyond Skyrim Roscrea for the whale bones. Tesak1243 for the windows from the Morrowind Nord Houses Pack dsLedg for having a Black Book set up in Midwood Isle that I could reference in order to not conflict with other mods. Klime for the grid map icons Ulm for inspiring the original name: Hyorker Isles (which evolved into Hjorkvild Isles) TateTaylorOH for the boat travel script base and the book cover for Caches of Skorjan Iron-Beard Keysmash2b for the word "pook" in the MaleEvenToned voice type. ThingyPerson for the set up of the Survival mode integration and script.
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Added automatic integration for the Camping creation.
Added a misc objective to point you to Winter-Shroud Sanctum once you pick up the dragon claw.
Added map markers so you can directly travel to and from the isles without having to use the boat (only appears once the main quest is complete. If you've already finished the quest and are updating mid save then you'll need to manually enable them with "prid xx00c7cc" then "enable").
Version 1.3.7
Fixed a bug where you could regenerate health in the Hjorkvild Isles worldspace if you were using Survival Mode.
Version 1.3.6
Lucan Valerius (Out of his gratitude) will now send you a copy of the book that points you to the jetty (via courier) once you're level 15 and The Golden Claw has been completed.
Version 1.3.5
The sailboat will no longer disappear if you use it while over-encumbered.
Tweaked the effects of the unique rings.
Integrated the Survival mode compatibility into the main mod (Without needing it as a dependency) using ThingyPerson's documentation. Make sure to replace HYORFishing&SurvivalPatch.esp with HYORFishingIntegrationPatch.esp if you're using it.
Added two new load screens
Version 1.3.4
Fixed some minor navmesh issues with help from DarthVitrial.
Durnehviir will now work correctly when summoned in the isles.
The body next to the Old Wooden Jetty should no longer despawn.
Nerfed the Omen of Gluttony (it was too OP). It's now at the value Bethesda originally had it before it was cut.
Version 1.3.3
Made pathfinding easier for NPCs walking up the crumbled section of the fort's wall (the one with the planks, left of the main gate).
Added an alchemy lab to the fort.
All the ghosts will now drop ectoplasm upon death.
Version 1.3.2
Small hotfix for the barrier added in the last update: Fixed an issue where it was possible for the boss to get stuck on the other side of the barrier if the player lured them far enough away.
Also fixed the world map LOD issues from the last update
Version 1.3.1
Winter-Shroud Sanctum and Ghoruun Hall are now better optimised.
Fixed a few minor issues in Winter-Shroud Sanctum.
Removed the last barrel at Fjolgen causing errors for people using DyndoLOD.
Added magic barriers to the exits of the boss room for Saervild's Trench to lock you in during the boss battle.
Restored the skeleton archer at Fjolgen.
The undead around the fort's exterior will no longer respawn, to be consistent with the interior's enemies not respawning.
Version 1.3
Finally added the Plague Breath shout which I planned for the initial release. I managed to get the quality I wanted via splicing. No AI was used.
Added a new dungeon: Saervild's Trench. (I needed a third nord ruin for the last word wall). It's underwater so RIP survival mode players. Though I left a Scroll of Flame Cloak in the EEC warehouse near the main door which should make the dungeon easier to reach.
Forwarded some USSEP changes.
Winter-Shroud Sanctum will now reset after 30 in game days.
Fixed a landscape issue on the main island near Hjaalskar's Point.
Version 1.2.3
------------ Do not update from older versions mid playthrough ----------
Fixed a major issue with the content aware script not remembering installed content if you reload a save
Arvak and Karstaag can now be summoned in the Hjorkvild Isles.
Removed a barrel that was causing issues for people re-generating LOD with DyndoLOD
Version 1.2.2
Updated the book pointer quest to now have an optional objective for the player to search the dead mercenary if the Siege at Icemoth quest hasn't been started yet.
Also added a quest marker to the hidden cache near the jetty.
Hopefully fixed the mod compatibility issue where the skeletons won't spawn with arrows
Version 1.2.1
Updated the description of the Omen of Gluttony to be more accurate
Fixed a floating dead bush
Fixed an issue with a barrel sometimes appearing invisible in the Mearl Pearl
Added a Worm Cult banner inside the fort. The order may have fallen but SIlas is still a fan.
Version 1.2
Added a book that starts a misc quest to point the player to the jetty. This was done because of the isolated spot it's in. It can be found in Dragonsreach as well as random book leveled lists.
Made it so Cascadia and Crimson Kiss can no longer be disenchanted
Version 1.1.6
Fixed the ground model for the Steel Soldier shield not appearing properly if you were playing as a female character
Version 1.1.5
Made the skeletons use their own melee weapon leveled lists to solve some incompatibilities with mods adding weapons to the vanilla bandit weapon leveled lists.
Hopefully fixed an incompatibility with Draugr Upgrades and Improvements
Made it so the content aware script will integrate items from CC content that you installed mid playthrough into this mod. Instead of only being able to do it once at the beginning of a playthrough
Version 1.1.4
Cleaned ITMs in xEdit. Credit to destero for pointing them out
Version 1.1.3
Edited the content aware script to add Rimewind Grotto and Frostcaller Cave to the cold interiors formlist if you have Survival mode installed
Fixed flickering mist in the Fort Icemoth Dungeons
Fixed a small navmesh issue in Fjolgen
Version 1.1.2
Fixed Cascadia not having the proper resist magic enchantment
Fixed some more floating clams and drift wood
Fixed a minor pathing issue in one of the houses in Fjolgen
Version 1.1.1
Changed it so you can use the boat to travel to different isles with the help of Tate Taylor's script
Fixed a mod conflict with mods adding crossbows to bandit lvl lists causing the skeletons to break
Version 1.0.2
Fixed Silas not having a proper voice type assigned
Fixed the Band of the Wraith not having the correct magicka regen effect
Journey in the footsteps of a group of mercenaries hired by someone named Marus Antonius, in search of a powerful ring known as the Band of the Wraith. Said ring is in the possession of a necromancer named Silas Marceau, who came out here for his "research" after discovering the fort had been abandoned for around 20 years. Includes new items and skeleton variant from the hit mobile game: The Elder Scrolls: Blades. As well as new dungeons to explore, a Black Book, and a new properly voiced shout (using good quality vanilla splicing)
To travel to the isles, you'll need to reach the Old Wooden Jetty at the most north western beach in Skyrim. (If you have Skyrim Cut Content Restoration installed it's just north of Iron-Tree Mill). Otherwise travel to Northwatch Keep and travel west until you reach it. In order for the boat to be usable, you have to read the waterlogged journal in the dead mercenary's inventory. Which will also start the quest Siege at Icemoth.
Brief lore overview: Fort Icemoth was a small imperial naval fort. Abandoned around 20 years ago. It provided a safe spot for the East Empire Company to trade whale products with the local nords in Fjolgen. As well as just being a naval base for imperial ships in the Sea of Ghosts protecting trade from corsairs.
For Extra challenge enable the Arcane Archer pack and the zombies creations
Notes: - These islands are sort of based on an extremely vague line from TES Blades mentioning some islands north of Skyrim near High Rock - If you get the apocrypha sky bug after returning from the black book, traveling back to Skyrim and returning to the isles again will fix it. - If you're struggling to find Crimson Kiss It's located:
Spoiler:
Show
In a chest beside the rear end of Eyndis' Folly (in a small rock opening in the sea floor)
- If you're wondering why I used a Raven Rock house, it's because they're actually EEC colonial houses. - Winter-Shroud Sanctum was originally going to be in Beyond Skyrim Cyrodiil. As well as its dragon claw which I was wanting to include in a museum in the Imperial City. Though that idea was scrapped. - Fully navmeshed and follower friendly
(Yes I copied the name from the Siege at Firemoth plugin for Morrowind lol)