Skyrim Special Edition

About this mod

Deep under Skyrim many secrets of the Dwemer remains, amazing artifacts and ruins. In one of these ruins lies one of their greatest secrets, the Dwemer Worldgate.

This mod adds several new worlds with towns and dungeons for the player to explore.

Requirements
Permissions and credits
Translations
  • German
Changelogs
Note: This mod is still a work in progress, while there is a lot of content you can play and enjoy there is also incomplete content and the risk of encountering bugs.


Deep under Skyrim many secrets of the Dwemer remains, amazing artifacts and ruins. In one of these ruins lies one of their greatest secrets, forgotten by men and mer across Tamriel. Glowing still in shimmering blue, a complex construction and amalgamation of magic and technology, the Dwemer Worldgate.




Dwemer Worldgate introduces new lands accessed through magical portals built by the Dwemer, the portals are known as worldgates. The idea is inspired by the Stargate tv-series and the mod is something I have been working on for several years and used as a place for learning many new things about Skyrim modding. Development of the mod is almost entirely done by me, Incaendo. Big thanks to my friend Skurk who wrote the scripts for the worldgates and some helpful testing tools as well as for giving me advice and support.

The mod adds new large exterior worldspaces filled with new content such as dungeons, towns, quests, new factions, new races, new ingredients, artifacts and more.

The first worldgate can be found in a dwemer ruin located in the Reach, the map marker is currently revealed to you from the start.




Installation:

1. Make sure you have SKSE and "Fuz Ro D-oh - Silent Voice" or "Fuz Ro Bork Text to Speech" installed. This is necessary for dialogue since the mod is not voiced.

2. Make sure you have Fishing, Saints and Seducers and Rare Curios installed and activated (ccBGSSSE001-Fish.esm, ccBGSSSE025-AdvDSGS.esm and ccBGSSSE037-Curios.esl) as well as the free asset Ayleid dungeon tileset from The Cause that were included in the AE update (meshes, textures, scripts). Note however that you do not need an updated .exe-file. Downgraded setups with "Best of both worlds" will work.

3. Download Dwemer Worldgate v0.4.3.rar which includes essential files, the .esp file and basic LOD.

4. Install with your mod manager or manually. I recommend Mod Organizer 2.

5. Activate DwemerWorldgate.esp

6. Recommended: Download and install the file Dwemer Worldgate v0.4.3 HD Textures. This upgrades many textures to 2K and 4K as well as some textures from 512 to 1K. This is the look I intended for the mod and what I have in mind when I am designing areas for the mod.

7. Recommended: Run xLODGen and DyndoLOD to generate LOD which matches your textures and performance requirements. I recommend that you generate your own LOD. I personally use DyndoLOD 3.0 to generate LOD for my entire personal modlist.

8. Recommended: Install the mods in the "Recommended Mods" section below.


Compatibility:
This mod edits a very small part of the Tamriel worldspace in order to add the entrance to the first dungeon. Otherwise it has been designed to not interfere with the rest of the game. So far no incompatible mods have been found, if you find one, please share information in the comment or bugs sections.

Technical Information:
  • This mod can currently not be esm-flagged, doing so will break several quests. If a lot of people are interested in having this mod esm-flagged I may attempt to put the work in to make it possible at a later stage of development.

Recommended mods:
Nordic Runestones - Upscaled Textures by EinBlonderTraum.
This improves one of the resources used for this mod. Should be installed after (below in MO2) the Dwemer Worldgate HD-pack.




Help and Spoilers:

Below are some small helpful spoilers. These may be useful for those who are having troubles figuring out how the gate system works or for those who have forgotten some of the most common gate addresses. In the future I may also add help for other common problems or places where people get stuck. Everything has been divided into individual spoilers so you don't get accidentally learn something you don't want to.

Gate system and how addresses work:
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The worldgate takes you to a specific world based on the address you enter into the displays at each gate. This is changed by pressing the buttons next to the displays. Each address consists of 4 dwemer runes/letters and currently 7 different ones are used.
These are: B, G, D, F, H, E, I, in the order in which they change with each time you press the button. These are also referred to as 0-6.

B=0
G=1
D=2
F=3
H=4
E=5
I=6

So one address is B-B-B-B or 0-0-0-0. This takes you back to Skyrim and the worldgate in the first dwemer ruin you explore in the mod.


Common addresses:
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Skyrim: 0000/BBBB
World of the Lords (Lordslift): 5555/EEEE
Clifflands: 6024/IBDH
Duathand-Zel: 0045/BBHE
Land of the Dragon Kings: 2222/DDDD


Full address list:
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0000/BBBB: Skyrim
0001/BBBG: Dwemer cache
0045/BBHE: Duathand-Zel
0123/BGDG: Lonely Island
1100/GGBB: Spriggan Sanctuary
2036/DBFI: Desertia
2222/DDDD: Land of the Dragon Kings
3333/FFFF: Strange World
4400/HHBB: Forestia
5523/EEDF: Cave
5555/EEEE: World of the Lords
5665/EIIE: Temple of the Dark Ones
6024/IBDH: Clifflands 
6660/IIIB: Dungeons of Doom
6661/IIIG: Apocryphan Leak


If you just want to COC into some of the worlds these are the names of some cells:
Spoiler:  
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Gates:
Gate in Tamriel: DWGgateroom
World of the Lords: DWG5555worldgate
Clifflands: DWG6024worldgate
Duathand-Zel: DWG0045Center
Dungeons of Doom: DWG6660DungeonsOfDoomLvl01
Dwemer cache: DWG0001
Lonely Island: Worldgate0123
Spriggan Sanctuary: DWG1100
Desertia: DWG2036Worldgate
Land of the Dragon Kings: DWG2222Worldgate
Strange World: Worldgate3333
Forestia: DWGworldgate4400
Cave: DWG5523GateCave
Temple of the Dark Ones: DWGworldgate5665
Apocryphan Leak: DWG6661worldgate



Other:
Temple of the Gates: DWG2222TempleOfTheGates
Mosston: DWG5555Mosston
Fisherstown: DWG5555fisherstown
Cavern of the Ancients: DWG6024CavernOfTheAncients
Duathand-Zel Arcane Artisanry bench: DWG0045libraryArcaneArtisanryWorkshop
Duathand-Zel beach below the Warrior's Guild: DWG0045Beach
Sigmundshof: DWG1341Center
Hall of Mirtis: DWGHallOfMirtis


Ring of Wealth:
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The ring of wealth is an artifact ring that can be found on the npc Krosos in Duathand-Zel. It generates extra loot in many of the containers of the mod while worn. If I have understood how the game handles containers you need to be wearing the ring while entering a cell for the first time/for the first time after reset for this effect to work. Just switching to the ring when opening containers would therefore not work.


Known bugs and issues: 
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* Sometimes the display visuals by the gate don't work correctly, needs more testing.
* Do not ride on a horse through the worldgate, bad things can happen.
* Guards in Lordslift and 1 hunter in the Clifflands have generic Skyrim dialogue that breaks immersion.