Skyrim

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DavidTheFalcon

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DavidTheFalcon

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About this mod

Enables travelling to eastern High Rock and Hammerfell. Doesn't add new worldspaces, instead it pushes the gameworld border of Skyrim worldspace to the limit (on the western side).

Requirements
Permissions and credits
Introduction
Once upon a time, I started toying with the region generation feature of the Skyrim Creation Kit because I was always facinated by passing through the gameplay world borders of games and Skyrim offered a decent amount of space behind its borders and I felt the urge to fill it with stuff. The results weren't anything special but I liked them enough so I started toying with other features of CK and Papyrus as well. This is the result... :-D

You can consider this just another EWIP (eternally work in progress :-D ) Skyrim new lands/story mods. It certainly isn't a serious full-pledged project but I don't think it's all that bad.

Requirements
- Skyrim and all official DLC.
- SKSE (Skyrim Script Extender)
- Fuz Ro D-oh - Silent Voice by shadeMe (http://www.nexusmods.com/skyrim/mods/14884/?) if you want to see the dialogues as they are NOT voiced.
- Set borders disabled in your Skyrim.ini file by changing "bBorderRegionsEnabled" to 0 or use a mod that disables the borders.

Getting there...
- I recommend waiting for a strange letter that will be delivered to you by the courier. Northern Pass and newly added Bthardamz, Upper Level are the main gates to enter the new lands but you can find another way since they are part of the Skyrim worldspace.

Features
- New stuff on the western end of the SKyrim worldspace including settlements: Jehanna, Cloud Spring, Farrun, Dunlain, Raven Spring, Elinhir and Belkarth. (Although only Jehanna is populated by NPCs, other settlements are incapacitated for various reasons as you will find out.)
- I studied my subject quite a bit and tried to keep it lore-friendly. However, fitting into the world of TED5: Skyrim and what Bethesda has given us was my biggest priority and of course I made a great deal of the stuff up.
- A few quests. I tried to make non-linear intertwined quests because I hate how Skyrim quests are mostly linear. All the major questlines offer you little choice and are always the same apart from a few radiant locations and bosses. I wanted to go more in style of Fallout: New Vegas which I felt offered a lot more chances for the player to actually have an impact on their surroundings. You will not be able to finish all quests included in this mod as finishing some requires you to fail others. That being said, I will not pretend the quest are too innovative or sofisticated. They are usally pretty straightforward and simple - it was really meant more about the player choosing their allies in a game of intrigues.
- Traveling to the Oblivion plane of Coldharbour. (I admit it probably should be looking a bit more Coldharbourish but this is wjat I've got right now.)
- Some new enemies, items, powers ands Shouts; the usual stuff mods like this usually bring... :-D

Compatibility and known issues
- Since I mostly work on the unused landscape, it shouldn't really conflict with anything unless it also works withe the same landscape areas.
- I slightly edited the exterior of Bthardamz to incorporate entrance to its Upper Level so you might experience issues if you have other mods that edit the same area.
- I have manually cleaned the mod in TES5EDIT and it should be reasonably safe (although there probabbly will be an error here and there). The biggest problem is that most of my work is located in the vanilla Skyrim worldspace so it is somewhat hard to not get lost in the massive amount of data. EDIT: I have already identified a few faulty records which will be fixed in the next release.
- All new lands are navmeshed but it is FAR from perfect. Shouldn't bother you too much, though, unless you bring your followers. If you do bring them be ready to accept they may behave oddly from time to time... :-D
- I expect there will be a few errors in dialogues conditions (dialogues still appearing even though it obviously no long should and so on).
- Feel free to report any bugs and issues. I will probably not provide continuous bug fixes but I will fix any bugs in a future update (if any).
- Some areas between settlements may feel empty.
- To solve the issue right above, I strongly recommend you to also download JoopvanDie's "Haafstad and the Border of High Rock" and "Folkstead and the Border of Hammerfell". The mods are normally obviously incompatible with ITW but JoopvanDie was kind enough to allow me to upload a compatibility patch which makes them work together. (You might want to download his third mod "Nyhus and the Border of Cyrodiil" as well which is totally compatible with ITW by itself.)

Future plans
- Nothing specific really. There is a lot of space for more stuff to do and I might do some if I feel like it. However, as stated before, this is not a real "project" so I give no guarantees.
- That being said, I will do my best to provide some Voice Acting to the mod - it would increase the immersion and atmosphere quite a bit.
- If anyone likes this mod and wishes to contribute feel free to contact me (whether you want to do some voice acting, populate more settlements, write more quests, add enemies or whatever).

Credits
- "For modders - Landscape Textures" by Blakflag (http://www.nexusmods.com/skyrim/mods/18905/)
- "Modders Resource - More Landscape Textures" by hyperactivechild (http://www.nexusmods.com/skyrim/mods/21282/)
- "New Plants 1_3" by Tamira (with Yughues aka Nobiax and Birdy) (http://www.nexusmods.com/skyrim/mods/22018/)
- "Vicn Creature Pack" by Vicn (http://www.nexusmods.com/skyrim/mods/65134/); Coldharbour Armour resources come from here.
- "Dragon Priests Armor" by Backsteppo (http://www.nexusmods.com/skyrim/mods/6537/)