Skyrim

File information

Last updated

Original upload

Created by

RarebyteFiend

Uploaded by

rarebytefiend

Virus scan

Safe to use

About this mod

On the jagged cliffs of northern High Rock stands Questhaven, a sprawling complex used as an isolated retreat for retired adventurers. Invited to attend as a guest speaker, the Dragonborn must navigate crumbling mountain roads, rain-soaked forests, and dimly lit hallways to unravel the mysteries of this twisted manor - and those of its aging, battl

Requirements
Permissions and credits
Changelogs
On the jagged cliffs of northern High Rock stands Questhaven, a sprawling complex used as an isolated retreat for retired adventurers. Invited to attend as a guest speaker, the Dragonborn must navigate crumbling mountain roads, rain-soaked forests, and dimly lit hallways to unravel the mysteries of this twisted manor - and those of its aging, battle-scarred residents.

To: The Dragonborn

I hope this letter finds you in good health. I've been following your exploits from afar, and have been astonished at all you've accomplished in your long, distinguished career.
But first, introductions. I am Cillian Vienet, one of the chief caretakers at Questhaven - a High Rock retreat for retired explorers, their bodies and minds weary after years of professional adventuring. Few of our patients have achieved your level of fame, and a visit from one of the premier heroes of our time would go far in helping them find some valuable peace of mind.
We're prepared to offer you a complimentary, week-long stay as a special guest in our historic manor, a sprawling complex of vintage Breton architecture. I imagine you'll find our lush forests and sweeping beaches a pleasant vacation from the chilly snowstorms back east.
As you may know, the western roads have been closed thanks to this civil war nonsense. Fortunately, there is a back route. The ruins at Deep Folk Crossing are connected to some out-of-order cargo tunnels. These in turn lead to Greygrove Valley - all you need to do from there is find the river and follow it to the edge of our estate.
Be aware - the narrow mountain roads aren't built for large parties. If you don't want to get seperated from anyone you care about, then I recommend making the journey on your own.
The rest of the staff and I eagerly anticipate your arrival. You've made quite a name for yourself in Skyrim, and I'm confident that your glory days are far from over.
- Caretaker Vienet


About

Questhaven is a large mod, which features a brand new worldspace, new interiors, custom spells and weapons, and a variety of new enemy types and bosses. It's also packed full of lore-friendly worldbuilding, experiments with mood and atmosphere, and unconventional approaches to open-ended level design. It's an ambitious piece and a labor of love, intended as a sort of "farewell letter" to Skyrim and all of its expansions, official and fanmade.

FAQ

What do I need to play this?
- Skyrim and the Dawnguard and Dragonborn DLCs - no other mods are required.

How do I start the mod?
- Dead High Rock Couriers will appear on the roads outside most of the major cities, which carry Questhaven invitations and pamphlets. These provide some backstory and point the player to a new entrance in Deep Folk Crossing, on the far western border of the game map.

What level should I be?
- As the premise suggests, this mod is meant for experienced Dragonborns, at least level 40. Some portions which may be fun challenges for high level players will be frustrating instant-kills for lower levels. I have yet to test the game at an extremely high level, and am curious to hear which playstyles find it too easy or too hard.

Where are the new spells and weapons?
- Most of the custom items are found on enemies. As many encounters are randomized (including bosses), they won't be in the same place every time.

Aren't these new spells a little underpowered?
- Not really. My goal with these spells was to make them a little more tactical than those in the base game - for example, Glacial Harpoon will knock enemies down, but only at a very specific range, making it potentially much deadlier than the traditional Ice Spear. Just remember - they're not intended to be "better" than the pre-existing spells, just a little more interesting to play around with.

There are a bunch of locked gates in the early stages - how do I get them open?
- You don't, they're just there to imply that the road is connected to a larger network of East Empire cargo tunnels. I hope it's not too misleading - ideally they would read " inaccessible" but I don't think the Skyrim CK has a way to set that up.

I can't figure out where to go in Greygrove Valley! How do I get to Questhaven?
- I confess that this section is a little rough, so apologies to anyone who was confused by it. The first section of Greygrove has a cave-like passage, which you can find by looking for wind blowing from it. Once you get to the Dwemer pipeline with the Khajiit Mages, you're meant to try and cross the rope-bridge, which will break as soon as it gets hit by anything. From there, let the rapids carry you downstream and you'll be right on track. While I like the collapsing bridge, it's certainly a bit confusing, and I promise not to use anything like it in future mods.

How do I get back to Skyrim?
- At the west end of the map is a long beach. In the ocean north of here is a ship graveyard, which contains a small boat whose chain can be activated to return to the main game's map. There is a note on one of the bosses which describes this, but it's the kind of thing people are likely to miss.

Why doesn't the mod have a questline associated with it?
- Questhaven was conceived as an open-ended experience, different for each player. There is a reason for this - while making earlier mods, I discovered that my CK has a strange bug preventing me from creating scripts. Rather than letting this be a shortcoming, I decided to make a mod which fully embraced the lack of scripted events. In particular, the backstory is told entirely through randomized found text - the idea being that each player will encounter these notes in a different order, and solve very different mysteries in the process.

Are there any known incompatibilities?

- I'll be adding to this section as known problems arise. In general, any mod which augments Deep Folk Crossing (the mod's entry point) is likely to cause trouble, and since the new areas use custom imagespaces, ENB overhauls may result in some graphic problems. Anyone who finds specific incompatibilities, please let me know!

Can I bring companions?

- No. The mod was conceived as a solo experience, and re-making it for companions is not something I intend to do. Attempting to bring a companion will almost certainly result in them getting lost and acting buggy.

Why make a big Skyrim mod now that the Fallout 4 CK is out?
- This project was started while waiting for the FO4 CK to be released. I intended to hone my design skills and write a sort of "farewell to Skyrim", and while there are still some rough edges, I'm proud of the mod and happy to have it wrapped up. But I'm most excited to move on to FO4 modding, particularly as the Fallout aesthetic makes it easier to incorporate humor - I must confess that Questhaven turned out a little darker than I had initially intended.

Will you continue to update Questhaven?
- I will certainly work to fix any major problems as they arise, but in general, I'm excited to have finally reached a "finished" state, and don't want to get caught up adding more and more new content.

Is this your first mod?
- Nope. I've released two others under a different name, and have worked on some prototypes which never got entirely off the ground. A number of the boss characters here were rescued from a large new lands mod, which ultimately proved too ambitious to complete - live and learn.

Why the Retirement Home theme?
- Since Skyrim is a last-gen game at this point, it seemed like a perversely comical idea to place the Dragonborn in the equivalent of a senior home. In early drafts, Questhaven was going to be more of a town-type setting with some peaceful NPCs, but it quickly became clear that the levels were more suited to combat and suspense.

There are some pacifist weapons and spells here, is this meant to be played non-lethally?
- You're certainly encouraged to try! But since Skyrim's engine isn't exactly built with pacifism in mind, the mod is arguably more fun if you go with the combat route. I'd like to build pacifist mods in the future (I've already started planning one for FO4), but the way these games are set up unfortunately means nonlethal weapons are more of a fun roleplay toy than a legitimate way of playing the game.