If you find yourself stuck in an area or struggling to trigger a quest. Please read the Mod Description page for guides. 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. 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.
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. -nope, it's pretty much just a standard difficulty mod
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. 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
15. 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.
16. 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.
17. 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.
18. 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.
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. I thought I never finish this mod due to my very busy schedule, took me almost a year. So here you go, guys. I hope you'll enjoy this new land mod. It will be expanded in the future. I'll be adding at least one (1) new dungeon per month with a fresh story whenever I can.
Hello my friends! What better than a wonderful unique reward after finishing a difficult dungeon full of dangers. Replaces the adventure reward with a lovely unique one. Adventure awaits!
How to start the Quest: (Applicable only for those who have already started playing this mod since the early version. New players will have a Miscellaneous Quest Marker to guide him/her on the next move)
1. The Keeper of Knowledge To start, upon arrival at the Valefrost dock proceed into the village gate to trigger the miscellaneous quest and grab Aldan's note to start the quest.
2. Ancient House Secret *prerequisite quest: "The Keeper of Knowledge" To uncover the secrets, you must first complete the main quest, "The Keeper of Knowledge". Once this quest is finished, head to Grimrock Cave to continue your journey. If you have already completed The Keeper of Knowledge, you can freely explore the cave. However, if you have not started the quest and attempt to visit Grimrock Cave, the secrets will remain hidden, as the questline must be initiated to access its mysteries.
3. Treasures of the Dead Captain *prerequisite quest: "Ancient House Secret" Visit Froststone Mine in Solstheim after completing the Ancient House Secret quest. Completing this quest will gain you access to a fast travel marker between Valefrost and Solstheim. If you attempt to visit Froststone Mine before completing the quest, you’ll find the tunnel blocked by a large boulder. Don’t be alarmed this is intentional, as the mine becomes accessible only after the questline progresses.
4. Embers Of the Fallen *prerequisite quest: "Treasures of the Dead Captain" Visit Verdant Rock Barrow located west of the main island or northwest of Fort Anglar. Take note this quest will be only available after the "Treasures of the Dead Captain" is completed.
5. Secrets of Shivercrag Keep *prerequisite quest: "Embers Of the Fallen" Visit Murkbarrow Cave and find Ignor. Take note this quest will be only available after the "Embers Of the Fallen" is completed. It also unlocks the entrance to Silent Rift Cairn.
6. The Fool's Gauntlet (unlocks Valefrost Jail and Blacksmith house) visit Fool's Mark Barrow to encounter Darnir and read his note
7. Crown of the Stormbinder” (journey to Arkngzel) visit Talos statue along the western shore near the blacksmith house near the jail and you'll find a knapsack nearby
8. Where He Left It (unlocks player's home) visit Skaldrest Refuge east of the mainland near Valefrost Village and find the owner's journal
9. Warsong Battlement - (non-quest trigger) Visit Pilgrim's Pawn and buy the book "The Hunt for the Warsong Battlement". You can also find this book at any random dungeons in Valefrost.
10. Cleansing Fort Anglar - visit Fort Anglar right at the entrance.
11. Steel Upon the Tides - read the book "Ballad of the Dreadful Rose" found in the tavern, jails, player's home, and random dungeons.
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.
Am I the only person who gets CTD when I read one of the black book? I'm not sure if it's just me or the mod but I found one below who has same issue just like me
As noted on my mod page, this mod uses only vanilla assets. If you’re encountering issues, I kindly recommend reviewing your load order and checking for other mods that may be conflicting. Some mods modify vanilla game elements, which can unintentionally affect how mine behaves.
Regarding the Black Books, they function correctly throughout Valefrost—indoors or outdoors, including in forts and dungeons. The same effects (such as the rumbling sound and screen shake) appear just as they do when accessed outside Solstheim. I’ve thoroughly tested these mechanics to ensure they work as intended.
I always take great care to verify every quest and feature before releasing or updating the mod. While I may not always be able to pinpoint specific conflicts with other mods, I appreciate your understanding and support. Thank you for playing!
I played with pleasure this latest effort of Venjhammet. The quests are well-done, QMarkers logical, everything was smooth while playing. I liked much the area "Apocripha's like", was fun to explore it.
However...
You land on this island, where everything is depressingly bluish and gray, and you find just corpses and enemies. Everyone is hostile. So, KATM, kill anything that moves. Quests are driven by rather improbable books and leaflets find here and then.
As he declared, "sorry no voice line, it's tedious work", and probably it is. But (just my opinion) to find a small hidden enclave of survivors to the general madness, and speaking (no real voice needed) with a few guys about what happened, would have been both much more immersive in starting quests, and less... lonely and self-encased.
Among the people apparently rebuilding the harbour just one is immortal, a cat named Ka'mirr. I made him a follower with ATM, but he's not strong, little health and struggling just with paws, in spite of the armour and weapons I gave him. Anyway a nice guy.
One quest (not mentioned in the description) starts entering the shiplight to the right of the harbour (sea view).
Looks Interesting , venjhammet Have you seen the animated elevators that Vicn has introduced in its latest GlenMoril Version (Surtsbrunnr) ? generate a fantastic immersion in the best style of Dark Souls
26 comments
If you find yourself stuck in an area or struggling to trigger a quest. Please read the Mod Description page for guides. 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. 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.
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.
-nope, it's pretty much just a standard difficulty mod
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. 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
15. 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.
16. 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.
17. 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.
18. 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.
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.
Replaces the adventure reward with a lovely unique one. Adventure awaits!
1. Hammet Dungeon Pack 1
2. Hammet Dungeon Pack 2
3. Land of Vominheim
4. Realm of Merentif (requires Land of Vominheim)
5. Isle of Valefrost
6. Standalone Dungeons:
-Helm of Btharznd
-Bane of Yngemar
-New Pinehelm Grotto
-Tomb of Vasik
-Grey Bane Hollow
-Heart of Aknznd
-Vault of Maraf
-Ruins of Mharzurk
-Temple of Agmer
=====================================================================
2. Hammet Dungeon Pack 2 already has the following dungeon included in this pack:
Anchazgar (Unlikely Spell)
Blood Iron Veil
Spire of Chaos
Hilleye Cabin
Narzak's Vault
Silent Vale
Silver Yol
Twin Sonaak
Nirnmire Grotto
So it's to you if you wish not to use the Hammet Dungeon Pack 2 instead use them individually. Hope this helps, thank you and have a nice day.
1. The Keeper of Knowledge
To start, upon arrival at the Valefrost dock proceed into the village gate to trigger the miscellaneous quest and grab Aldan's note to start the quest.
2. Ancient House Secret
*prerequisite quest: "The Keeper of Knowledge"
To uncover the secrets, you must first complete the main quest, "The Keeper of Knowledge". Once this quest is finished, head to Grimrock Cave to continue your journey. If you have already completed The Keeper of Knowledge, you can freely explore the cave. However, if you have not started the quest and attempt to visit Grimrock Cave, the secrets will remain hidden, as the questline must be initiated to access its mysteries.
3. Treasures of the Dead Captain
*prerequisite quest: "Ancient House Secret"
Visit Froststone Mine in Solstheim after completing the Ancient House Secret quest. Completing this quest will gain you access to a fast travel marker between Valefrost and Solstheim. If you attempt to visit Froststone Mine before completing the quest, you’ll find the tunnel blocked by a large boulder. Don’t be alarmed this is intentional, as the mine becomes accessible only after the questline progresses.
4. Embers Of the Fallen
*prerequisite quest: "Treasures of the Dead Captain"
Visit Verdant Rock Barrow located west of the main island or northwest of Fort Anglar. Take note this quest will be only available after the "Treasures of the Dead Captain" is completed.
5. Secrets of Shivercrag Keep
*prerequisite quest: "Embers Of the Fallen"
Visit Murkbarrow Cave and find Ignor. Take note this quest will be only available after the "Embers Of the Fallen" is completed. It also unlocks the entrance to Silent Rift Cairn.
6. The Fool's Gauntlet (unlocks Valefrost Jail and Blacksmith house)
visit Fool's Mark Barrow to encounter Darnir and read his note
7. Crown of the Stormbinder” (journey to Arkngzel)
visit Talos statue along the western shore near the blacksmith house near the jail and you'll find a knapsack nearby
8. Where He Left It (unlocks player's home)
visit Skaldrest Refuge east of the mainland near Valefrost Village and find the owner's journal
9. Warsong Battlement - (non-quest trigger) Visit Pilgrim's Pawn and buy the book "The Hunt for the Warsong Battlement".
You can also find this book at any random dungeons in Valefrost.
10. Cleansing Fort Anglar - visit Fort Anglar right at the entrance.
11. Steel Upon the Tides - read the book "Ballad of the Dreadful Rose" found in the tavern, jails, player's home, and random dungeons.
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.
Regarding the Black Books, they function correctly throughout Valefrost—indoors or outdoors, including in forts and dungeons. The same effects (such as the rumbling sound and screen shake) appear just as they do when accessed outside Solstheim. I’ve thoroughly tested these mechanics to ensure they work as intended.
I always take great care to verify every quest and feature before releasing or updating the mod. While I may not always be able to pinpoint specific conflicts with other mods, I appreciate your understanding and support. Thank you for playing!
thanks!
The quests are well-done, QMarkers logical, everything was smooth while playing.
I liked much the area "Apocripha's like", was fun to explore it.
However...
You land on this island, where everything is depressingly bluish and gray,
and you find just corpses and enemies. Everyone is hostile. So, KATM,
kill anything that moves. Quests are driven by rather improbable books and leaflets
find here and then.
As he declared, "sorry no voice line, it's tedious work", and probably it is.
But (just my opinion) to find a small hidden enclave of survivors to the general madness, and speaking (no real voice needed) with a few guys about what happened, would have been both much more immersive in starting quests, and less... lonely and self-encased.
Among the people apparently rebuilding the harbour just one is immortal, a
cat named Ka'mirr. I made him a follower with ATM, but he's not strong,
little health and struggling just with paws, in spite of the armour and
weapons I gave him.
Anyway a nice guy.
One quest (not mentioned in the description) starts entering the shiplight to the right of the harbour (sea view).
Had to change my tactics
No Second Book to return ?
Re-load = OK