The Land of Vominheim is now at version 2.92, the complete version of the mod. Minor updates may be made in the future to address any bugs or issues that are reported. To view the previous changelog, simply click the DOCS tab. The quest guide is also available there. Thank you for your continued support!
Explore the Dungeons and Realms of Vominheim:
Vominheim, along with the distant land of Grimshore Cove and the Five (5) Realms, offers numerous dungeons and locations to discover. It’s a vast land filled with many secrets, just waiting to be uncovered. Please note that you will need to be at least level40 to explore most of the content.
Additionally, these dungeons can be selected in the radiant quest system, so be prepared for a variety of challenges.
Below is a breakdown of the dungeons by difficulty:
Semi-Hard Difficulty Dungeons and Shrines
Aldmere
Blightrock
Coldmist Crypt
Coldspire Den
Dughar's Mine
Egurr
Enthril
Fallvern Mine
Froskyre
Frostfang Cave
Galum Zel Camp
Gladefall Grove
Ienar's Tomb
Jokulskr Crypt
Khel Daral
Klathzilef
Muldaren
Restfell Cave
Sabrerock Camp
Spinrock Cave
Stillrock Mine
Stormtooth
Willowgrim
Wolfbound Camp
Wraith Bog Tower
Very Hard Difficulty Dungeons and Shrines
Aldarim Morass (Realm)
Angvarth
Angur Skal
Banefrost Watch
Bleakcoven
Brimclaw
Eldgrim Cairn
Eldrod's Mine
Fort Helderim
Fort Valdgard
Frostdread Cavern
Frozen Tears
Grimhollow Mine
Temple of Ingimund
Malvak's Burrow
Misty Hollow
Nzund Til
Narvegr
Nchuznak
Nil Faldihr
North Wind Bane
Norvakhor Crypt
Rhunzdak
Shadow Veil Crypt
Vanheimr
Varenhall
Vorskull Grotto
Whitemaw
Nylhalenor
Valrenstahl
Voruncrag Pass
Weeping Rock
Extremely Hard Difficulty Dungeons, Realms, and Shrines
Btharzilef
Frostvault Hallow
Frozen Tide Refuge
Mournstone
Vorthil Dovul Bal (Realm)
Tundra Dovul Bal (Realm)
Westfrost Dovul Bal (Realm)
Fallvern Dovul Bal (Realm)
Final Note: Enjoy your adventures in Vominheim! here is an incredible amount to explore, so make sure to take your time and uncover the many secrets this vast land has to offer.
If you find yourself stuck in an area or struggling to trigger a quest, fear not! I've added a guide on the DOCS tab to assist you. Please refer to this note for helpful tips and solutions. Additionally, I've taken the liberty to compile a list of frequently asked questions along with their answers based on my experiences with the mod. Please take a moment to review these before reaching out with inquiries. I will not respond to questions already answered here. Thank you for your understanding and happy adventuring.
1. Can I update mid-playthrough? -yes you can anytime, provided there are no active quests from this mod
2. A Quest is not working? -please do take note that before I publish this mod, I do a thorough run test. It's most likely to fail due to the myriad of other mods you are using that alters the game
3. I'm using this xxx mod, works well with the vanilla game but not yours? -sorry but some mods do alter the vanilla asset of the game and can sometimes affect my mod, I don't know why despite me using only vanilla assets.
4. This dungeon is incomplete, and not working? -there are no incomplete dungeons, you must have missed something. Please refer to the DOCS Tab for guidance
5. My head is missing when using this armor -I only use vanilla assets, it's probably some other texture mods you are using that alter the vanilla assets
6. Is this compatible with this xxxx mod? -yes, it will only be incompatible if for some reason the docks I placed on Skyrim and Solstheim conflicted with some other mods
7. This mod is very hard and OP. -yes it is and I'm very sorry about that.
8. Does this have voice lines? -Nope, tedious work for a one-man project. Maybe in the future
9. Will you make a patch for this xxxx mod? -sorry I can't. Too busy
10. Can I add some xxxx mods to your Island as a patch? nope, you cannot. You need to ask my permission first
11. Will this be on Console? -it will be soon
12. Can I port this to Console? -No, you cannot
13. Too many esp and esm. Why not merge all of your mods into One Giant pack? -Apologies, it's already quite tedious working with this mod's size alone. The slow loading and saving exacerbate the issue, and combining them would only make it a nightmare. I hope this clarifies the situation.
14. How can I gain entrance into the middle of the island? -Please read the Quest Guide on the DOCS Tab, if you cheat or fly into it. You'll be sorry and met with an empty place
15. Why are there quests so far away? -because this land is meant for exploration, if you are not up to the task then sorry this mod is not for you
16. Why is this door sealed, where is the key? This doesn't make sense. -usually, a door seal is unlockable after you finish the dungeon. Also, there are hidden switches, just be patient. If you are not and are always in a hurry. Then sorry this mod is not meant for you.
17. Your Quests are boring and have no sense Apologies, I'm not a professional game designer. your expectations are too high. But please remember this is a free mod. Despite any imperfections, it's offered as a gift to the community.
18. I'm having an issue with this object xxxx? -first of all, do take note that I only use vanilla assets. Therefore please don't blame my mod, blame the game itself or other mods you are using that alter the game assets.
19. My game is crashing using your mod, why? -please do check other mods you're using. Since I only use vanilla assets, any crashes are likely caused by conflicts with other mods.
20. Does this mod support radiant quests? – Yes, some of my dungeons can be randomly picked as radiant quests.
21. This mod sucks, blah blah blah.... Please be considerate; creating this mod took me an enormous amount of time and effort. If you don't have anything positive to contribute, I kindly ask that you move along. No one is forcing you to use my mod.
If I miss something I'll just update it here. I hope this helps you all. Thank you for your continued support and have a great day ahead.
Hello my friends! What better than a wonderful unique reward after finishing a difficult adventure full of dangers. This mod do that, it places the cherry on top of the cake. 53 unique weapons, 25 armor/clothing so far. Adventure awaits!
Hello everyone! I'm excited to announce that update v2.90 has been uploaded, bringing a host of improvements to enhance your adventure.
What’s New?
Improved Player Homes While creating player homes isn't my forte (I'm more inclined to dungeon building), I recognize how vital they are to making your journey in this vast land enjoyable. Here’s what’s new:
Magestead and Enthril: Both homes have been expanded to include armor and weapon racks, as well as shrines to make them more functional and immersive.
Karnthzel Keep: A brand-new, large Dwemer-style homestead located in Mer Varden. This towering structure is hard to miss—it's the tallest building in the village!
To claim Karnthzel Keep as your own, embark on the new questline, "Echoes of Nil Faldihr."
How to Start: Enter Karnthzel Keep and find Aldaric’s note on a table inside. Read it, and your adventure begins!
Additional Enhancements
Added patrolling guards in Whiteshore and Wakecrest for a more lively and secure environment.
Fixed AI packages for various NPCs, making their behaviors more seamless.
Rewrote and fixed issues in the questline, "The Shield That Got Away."
Looking Ahead: I hope these updates—especially the additions of weapon and armor racks—bring you joy and enhance your experience. I’m committed to continuing improvements for this mod if needed but it's now in its final version.
Thank you all for your ongoing support, and happy adventuring!
Modding is a creative passion project, driven by vision and dedication. Modders create content based on what excites them and what they believe will enhance the game. They share their work freely, out of goodwill and love for the craft. It’s important for players to remember that mods take countless hours to develop, and expecting them to cater to every personal preference is unrealistic. My mod alone took thousands of hours to create—it’s not perfect, but it is given wholeheartedly and for free.
Modders owe nothing to anyone. They are not service providers but passionate creators who choose to share their work with the community. Feedback is always welcome, but it should be constructive and respectful. At its core, modding is about offering something unique and personal, not about fulfilling specific demands.
Unfortunately, some individuals approach mods with a sense of entitlement, resorting to insults when things don’t align with their expectations. This kind of attitude undermines the spirit of the modding community—a space where creators pour time, energy, and passion into their work, often without any compensation. Such behavior not only disrespects the modders but also discourages creativity and generosity.
At the end of the day, modders are volunteers who contribute out of love for the game and the community. They deserve appreciation and respect, not hostility or unrealistic demands. If you have nothing nice to say, please move along—no one is forcing you to try my mod.
Hi Venj! After enjoying your dungeon packs I've recently delved into Vominheim and must tell you that I find it the most beautiful and immersive land mod I've ever played. I do have a question, though: most of the quests are triggered by, or have in them, books that add nuggets of lore about Vominheim's past, its denizens etc. I'm fairly early on the "main quest", just picking up on Rhomvir's journal, so my question is: Will there be a full disclosure on the events of the Second Era like Vuldur's reign, the rise of Valdgar, the allegiance of Jorgumskr, etc. thrown in the form of books/journals? Or is the lore meant to be filled with our headcannon aside from "Vuldur and his Disciples" and "A History of Vominheim"? I'm asking because I'm so enthralled by the little snippets of lore your wrote down that I'm really looking forward to a full blown Silmarillion-type conclusion even if I reallistically think it would have been impossibly time consuming for you, hahaha! Your writing is very compelling, I try to keep up with a journal mod, adding a bit of my own but my english is not quite there yet. Cheers
Hi there, thank you for your appreciation of my mod. Yes, once you own a player home, you'll find a shelf with lore books detailing the stories of the characters you'll encounter in Vominheim. Additionally, you may also come across lore books about the land in taverns, particularly in the rooms you rent.
Thank you for the fast response I will surely binge-read all the books when I acquire a player home then! Coincidentally I was on the discord server a couple of minutes ago when you announced the final version of Valefrost, so after finishing this beauty I'll look forward to your other Island. Top work!
Hi! After play-testing for a few hours I've come across two bugs you might want to know about: 1) Many of the boat travel activators are not working. Notably, the one from Whiteshore to Wake Crest and the one from Southpoint Docks to Banefrost Isle; even after finding Rhonmir's 2nd journal and being directed to Banefrost. 2) Upon first arrival to Mer Varden, IF IT IS VIA BOAT, the dwemer guardians attack me on sight (and killed Anero, lol!).
Regarding no.1) I've looked into it with Tes5Edit and the "Door activator" records are not referenced anywhere; for e.g. Vominheim_BaneBoatDoorActivator1 "Southpoint Dock" [ACTI:0B2FACCC]
Thank you! I love that you kept "survival mods" in mind when building the world, because it seems there's plenty of alternatives like the landpass you mentioned (I rembeber using it last month when I played) and if there aren't, it's usually a way of saying "warning, this place might be dangerous" hehe. Cheers!
Hello everyone, I’ve recently updated and revised the mod description to provide a clearer and more detailed explanation, so you can make an informed decision on whether to download and use it. I hope the new description is helpful! Please take a moment to read through it to avoid confusion or repetitive questions, as I’ve already addressed most common queries.
However, if something is still unclear, feel free to leave a comment, and I’ll do my best to clarify or improve the description further. Thank you for your understanding!
Very interesting (and hard) mod. I think it is almost nearly done for my last character. Although, a doubt still lingers: I can't find this "Raven's Hollow" location. There is a location near Amethyst Hall which implies that it is Raven's Hollow: Dark Room. However, there is no door or cave entrance to that place. So, is this the place or, if not, where is it. A general direction will sufice (like "north of this"). Thank you!
East of Amethyst Hall, just a few feet away and its location is unmarked. The entrance is a trap door near some crates. You will sometimes find a few npc standing near it.
I see why I can't and won't find it. I download this mod when it was the version 2.40 and haven't updated it yet. That's why I can't find any crates east of this Amethyst Hall (which, for me, appears as Hall of Amethyst, though I can't say it is another place). Well, sorry to waste your time. Much obliged!
Hi there, I once ported one of my mod to Xbox (Bethesda) but I decided to pull it out due to some people who disrespectfully reviewed my work. So henceforth my mod Shall Remain Nexusmods Exclusive (PC only). Sorry but I will not give any permission.
292 comments
The Land of Vominheim is now at version 2.92, the complete version of the mod. Minor updates may be made in the future to address any bugs or issues that are reported. To view the previous changelog, simply click the DOCS tab. The quest guide is also available there. Thank you for your continued support!
Explore the Dungeons and Realms of Vominheim:
Vominheim, along with the distant land of Grimshore Cove and the Five (5) Realms, offers numerous dungeons and locations to discover. It’s a vast land filled with many secrets, just waiting to be uncovered. Please note that you will need to be at least level40 to explore most of the content.
Additionally, these dungeons can be selected in the radiant quest system, so be prepared for a variety of challenges.
Below is a breakdown of the dungeons by difficulty:
Semi-Hard Difficulty Dungeons and Shrines
- Aldmere
- Blightrock
- Coldmist Crypt
- Coldspire Den
- Dughar's Mine
- Egurr
- Enthril
- Fallvern Mine
- Froskyre
- Frostfang Cave
- Galum Zel Camp
- Gladefall Grove
- Ienar's Tomb
- Jokulskr Crypt
- Khel Daral
- Klathzilef
- Muldaren
- Restfell Cave
- Sabrerock Camp
- Spinrock Cave
- Stillrock Mine
- Stormtooth
- Willowgrim
- Wolfbound Camp
- Wraith Bog Tower
Very Hard Difficulty Dungeons and Shrines
- Aldarim Morass (Realm)
- Angvarth
- Angur Skal
- Banefrost Watch
- Bleakcoven
- Brimclaw
- Eldgrim Cairn
- Eldrod's Mine
- Fort Helderim
- Fort Valdgard
- Frostdread Cavern
- Frozen Tears
- Grimhollow Mine
- Temple of Ingimund
- Malvak's Burrow
- Misty Hollow
- Nzund Til
- Narvegr
- Nchuznak
- Nil Faldihr
- North Wind Bane
- Norvakhor Crypt
- Rhunzdak
- Shadow Veil Crypt
- Vanheimr
- Varenhall
- Vorskull Grotto
- Whitemaw
- Nylhalenor
- Valrenstahl
- Voruncrag Pass
- Weeping Rock
Extremely Hard Difficulty Dungeons, Realms, and Shrines
- Btharzilef
- Frostvault Hallow
- Frozen Tide Refuge
- Mournstone
- Vorthil Dovul Bal (Realm)
- Tundra Dovul Bal (Realm)
- Westfrost Dovul Bal (Realm)
- Fallvern Dovul Bal (Realm)
Final Note:Enjoy your adventures in Vominheim! here is an incredible amount to explore, so make sure to take your time and uncover the many secrets this vast land has to offer.
If you find yourself stuck in an area or struggling to trigger a quest, fear not! I've added a guide on the DOCS tab to assist you. Please refer to this note for helpful tips and solutions. Additionally, I've taken the liberty to compile a list of frequently asked questions along with their answers based on my experiences with the mod. Please take a moment to review these before reaching out with inquiries. I will not respond to questions already answered here. Thank you for your understanding and happy adventuring.
1. Can I update mid-playthrough?
-yes you can anytime, provided there are no active quests from this mod
2. A Quest is not working?
-please do take note that before I publish this mod, I do a thorough run test. It's most likely to fail due to the myriad of other mods you are using that alters the game
3. I'm using this xxx mod, works well with the vanilla game but not yours?
-sorry but some mods do alter the vanilla asset of the game and can sometimes affect my mod, I don't know why despite me using only vanilla assets.
4. This dungeon is incomplete, and not working?
-there are no incomplete dungeons, you must have missed something. Please refer to the DOCS Tab for guidance
5. My head is missing when using this armor
-I only use vanilla assets, it's probably some other texture mods you are using that alter the vanilla assets
6. Is this compatible with this xxxx mod?
-yes, it will only be incompatible if for some reason the docks I placed on Skyrim and Solstheim conflicted with some other mods
7. This mod is very hard and OP.
-yes it is and I'm very sorry about that.
8. Does this have voice lines?
-Nope, tedious work for a one-man project. Maybe in the future
9. Will you make a patch for this xxxx mod?
-sorry I can't. Too busy
10. Can I add some xxxx mods to your Island as a patch?
nope, you cannot. You need to ask my permission first
11. Will this be on Console?
-it will be soon
12. Can I port this to Console?
-No, you cannot
13. Too many esp and esm. Why not merge all of your mods into One Giant pack?
-Apologies, it's already quite tedious working with this mod's size alone. The slow loading and saving exacerbate the issue, and combining them would only make it a nightmare. I hope this clarifies the situation.
14. How can I gain entrance into the middle of the island?
-Please read the Quest Guide on the DOCS Tab, if you cheat or fly into it. You'll be sorry and met with an empty place
15. Why are there quests so far away?
-because this land is meant for exploration, if you are not up to the task then sorry this mod is not for you
16. Why is this door sealed, where is the key? This doesn't make sense.
-usually, a door seal is unlockable after you finish the dungeon. Also, there are hidden switches, just be patient. If you are not and are always in a hurry. Then sorry this mod is not meant for you.
17. Your Quests are boring and have no sense
Apologies, I'm not a professional game designer. your expectations are too high. But please remember this is a free mod. Despite any imperfections, it's offered as a gift to the community.
18. I'm having an issue with this object xxxx?
-first of all, do take note that I only use vanilla assets. Therefore please don't blame my mod, blame the game itself or other mods you are using that alter the game assets.
19. My game is crashing using your mod, why?
-please do check other mods you're using. Since I only use vanilla assets, any crashes are likely caused by conflicts with other mods.
20. Does this mod support radiant quests?
– Yes, some of my dungeons can be randomly picked as radiant quests.
21. This mod sucks, blah blah blah....
Please be considerate; creating this mod took me an enormous amount of time and effort. If you don't have anything positive to contribute, I kindly ask that you move along. No one is forcing you to use my mod.
If I miss something I'll just update it here. I hope this helps you all. Thank you for your continued support and have a great day ahead.
Hello everyone!
This is the upcoming update that I’m currently working hard on, the implementation of voice lines.
This mod do that, it places the cherry on top of the cake. 53 unique weapons, 25 armor/clothing so far. Adventure awaits!
And here there are addons for cats, signs, bathing rooms. Patches for modded grasses, SIC, Half-Giant Armor, Arvak, tree LODs, and more to come!
Hello everyone! I'm excited to announce that update v2.90 has been uploaded, bringing a host of improvements to enhance your adventure.
What’s New?
- Improved Player Homes
- How to Start: Enter Karnthzel Keep and find Aldaric’s note on a table inside. Read it, and your adventure begins!
- Additional Enhancements
- Added patrolling guards in Whiteshore and Wakecrest for a more lively and secure environment.
- Fixed AI packages for various NPCs, making their behaviors more seamless.
- Rewrote and fixed issues in the questline, "The Shield That Got Away."
Looking Ahead:While creating player homes isn't my forte (I'm more inclined to dungeon building), I recognize how vital they are to making your journey in this vast land enjoyable. Here’s what’s new:
- Magestead and Enthril: Both homes have been expanded to include armor and weapon racks, as well as shrines to make them more functional and immersive.
- Karnthzel Keep: A brand-new, large Dwemer-style homestead located in Mer Varden. This towering structure is hard to miss—it's the tallest building in the village!
To claim Karnthzel Keep as your own, embark on the new questline, "Echoes of Nil Faldihr."I hope these updates—especially the additions of weapon and armor racks—bring you joy and enhance your experience. I’m committed to continuing improvements for this mod if needed but it's now in its final version.
Thank you all for your ongoing support, and happy adventuring!
Modders owe nothing to anyone. They are not service providers but passionate creators who choose to share their work with the community. Feedback is always welcome, but it should be constructive and respectful. At its core, modding is about offering something unique and personal, not about fulfilling specific demands.
Unfortunately, some individuals approach mods with a sense of entitlement, resorting to insults when things don’t align with their expectations. This kind of attitude undermines the spirit of the modding community—a space where creators pour time, energy, and passion into their work, often without any compensation. Such behavior not only disrespects the modders but also discourages creativity and generosity.
At the end of the day, modders are volunteers who contribute out of love for the game and the community. They deserve appreciation and respect, not hostility or unrealistic demands. If you have nothing nice to say, please move along—no one is forcing you to try my mod.
Will there be a full disclosure on the events of the Second Era like Vuldur's reign, the rise of Valdgar, the allegiance of Jorgumskr, etc. thrown in the form of books/journals? Or is the lore meant to be filled with our headcannon aside from "Vuldur and his Disciples" and "A History of Vominheim"?
I'm asking because I'm so enthralled by the little snippets of lore your wrote down that I'm really looking forward to a full blown Silmarillion-type conclusion even if I reallistically think it would have been impossibly time consuming for you, hahaha! Your writing is very compelling, I try to keep up with a journal mod, adding a bit of my own but my english is not quite there yet.
Cheers
1) Many of the boat travel activators are not working. Notably, the one from Whiteshore to Wake Crest and the one from Southpoint Docks to Banefrost Isle; even after finding Rhonmir's 2nd journal and being directed to Banefrost.
2) Upon first arrival to Mer Varden, IF IT IS VIA BOAT, the dwemer guardians attack me on sight (and killed Anero, lol!).
Regarding no.1) I've looked into it with Tes5Edit and the "Door activator" records are not referenced anywhere; for e.g. Vominheim_BaneBoatDoorActivator1 "Southpoint Dock" [ACTI:0B2FACCC]
Southpoint to Banefrost has been disabled due to the new land passage I made.
I never bothered removing those activators in the CK, since I might use them for future updates.
Apparently the quest script isn't working properly. This is just my theory.
I’ve recently updated and revised the mod description to provide a clearer and more detailed explanation, so you can make an informed decision on whether to download and use it. I hope the new description is helpful! Please take a moment to read through it to avoid confusion or repetitive questions, as I’ve already addressed most common queries.
However, if something is still unclear, feel free to leave a comment, and I’ll do my best to clarify or improve the description further.
Thank you for your understanding!
Much obliged!
Sorry, problem solved.
Where is New Vominheim? Did you deleted it for a certain purpose or what?Found an answer for my question