Skyrim Special Edition

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venjhammet

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venjhammet

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  1. venjhammet
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    These are the total number of dungeons for you to explore in Vominheim and Grimshore Cove. More than in comparison to my Hammet Dungeon Packs. So enjoy discovering and exploring them all. Please do take note that New Vominheim has "No standard normal difficulty dungeons" and there are also no radiant quest enabled dungeons. But v2.09 addresses the very high stats of most bosses and are now reduced to a minimum level but may still be a challenge.

    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)
  2. venjhammet
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    Attention all adventurers:

    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.
    Thank you for your understanding and happy adventuring.

    1. Can I update mid-playthrough?
    -yes you can anytime

    2. 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

    3. 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

    4. 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

    5. This mod is very hard and OP.
    -yep it is and I'm very sorry about that. 

    6. Does this have voice lines?
    -Nope, tedious work for a one-man project. Maybe in the future

    7. Will you make a patch for this xxxx mod?
    -sorry I can't. Too busy

    8. Can I add some xxxx mods to your Island as a patch?
    nope, you cannot. You need to ask my permission first

    9. Will this be on Console?
    -it will be soon

    10. Can I port this to Console?
    -No, you cannot

    11. 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.

    12. 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

    13. 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

    14. 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 patience. If you are not and always in a hurry. Then sorry this mod is not meant for you.

    15. Your Quests are boring and have no sense
    Apologies, I'm not a professional game designer. you're expectation is too high. But please remember this is a free mod. Despite any imperfections, it's offered as a gift to the community.

    16. 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 alters the game assets.

    17. 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. Hope this helps you all. Thank you for your continued support and have a great day ahead.
  3. Xtudo
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    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!



    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!

  4. venjhammet
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    Feeling cold from swimming the island then grab the mod patch below for traversing the cold waters of Vominheim with small ferry boats.

    Standalone Ferries Addon for New Vominheim
     by Mharlek1
  5. venjhammet
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    Hello everyone.

    Please note that the Land of Vominheim and New Vominheim are one and the same, and version 2.40 marks the latest update. The mod page for New Vominheim will be put to hidden in a few days. This page holds sentimental value as it marks the beginning of my journey in creating a land mod. All future updates will be posted here. Also, all patches to this mod will still be compatible. Thank you for your understanding and continued support.
  6. VendeClarion
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    The problem with reverting to this mod page, is that the mods which point to The New Vomminheim in the requirements tab, will be, first, pointing to the hidden tab now(You can just point people from the hidden tab to this page though, using the description), and the second is that because that tab won't be available, it will be harder to search for patches and stuff created for it.

    I don't think this is a big issue if a user is skilled with the search engine though.
    1. venjhammet
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      Don't worry, I won't immediately hide the New Vominheim mod page. I'll leave it up for a couple of months to allow others to make the necessary updates and keep track of it.
    2. VendeClarion
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      Yep, I just checked out and it's not actually such big of an issue, there's maybe a dozen of mods that require it. Probably I'm just boiling the water right now, lol.
  7. ElRuti
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    Oh God... I'll have to translate this mod into Spanish... anyway I'll get to it, at least I hope for encouragement from the author :)
  8. nichio77
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    Hi there,

    Began Vominheim today, mainly because 2 of my radiant quests fell there...
    I encountered 2 strange issues so far.
    1. Went north from Damphall in order to find the cultists. I only encountered 1, killed him but no note was on him... Please mind the following, a dragon was roaming the area (I also killed that one) and I am using AI overhaul for non-unique NPC's. I scouted the rest of the area, no other cultists were found, dead or alive. In the end, I picked the note using additemmenu and the quest fired...
    2. I went to Stillrock mine and right before the last chamber, a poison trap triggered. From that point on, my game went to almost unplayable and a 'VM Overstressed' warning turned on permanently (usually I see such warnings momentarily and they go away). FPS was normal, but any interaction was either taking a minute to appear or even worse... At this point I exited the dungeon, made a save and took a look in Resaver. Some 6.000!!!! active scipts, almost all from poison trap trigger. I cleaned them all, made a new save and game returned to normality.
    Please take a look at the script, I won't be revisiting this dungeon until you respond.
    Other dungeons I visited, like Restfel were ok.

    Thx & kudos of course for this wonderful mod!
    1. venjhammet
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      Hi there, thank you for your appreciation of my mod. 

      1. Regarding the issue of encountering only one cultist north of Damphall, I initially placed three cultists in that area, each intended to be defeated and "Killable Only" by the player. This is a safety measure to ensure they will stay alive until you confront them. A video demo showcasing the path to Vominheim has been posted for reference on the mod page. However, it seems you encountered the third cultist who does not carry the note, which was intended to be held by two others. 

      2. It's disheartening to hear that the poison trap caused disruptions in your gameplay experience. I meticulously use only vanilla assets from the game to minimize the risk of encountering bugs, which makes it particularly puzzling that this issue arose. Throughout my testing of the dungeon, I encountered no problems or inconsistencies.

      Regrettably, the prevalence of other mods that you might be using that modify vanilla assets introduces unforeseen challenges. Despite my limited expertise in troubleshooting such matters, I sincerely apologize for any inconvenience this has caused you. If there's anything further I can assist you with or if you have any suggestions for resolving this issue, please don't hesitate to let me know.
    2. nichio77
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      Hi there again,

      1. No actual issue there, I believe it has to do with the AI overhaul. Will probably meet them later . Additemmenu is a fantastic tool, isn't it?

      2. It's entirely possible that some other mod in my list (most likely one of my 6 followers - Katana) has something to do with this... Along with the bulk of poison trap scripts, there were about 50 scripts looped from Katana as well. Might be the root cause. Will test it again later and get back to you. Thankfully, I am quite familiar with Resaver and the importance of keeping active scripts as low as possible (my saves usually have around 10).

      In the meantime, keep up the good work! (I am also trying Hammets part 1 - amazing dungeons btw)
  9. Arthenin
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    This looks intriguing!  Thank you for sharing it with everyone! :)
    1. venjhammet
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      Thank you, it's been a pleasure working on this mod. While it may not be flawless, I poured my heart into its creation, aiming to infuse it with love and dedication. I sincerely hope you'll find enjoyment in exploring what I've crafted.
  10. addriel13
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    I really like your mod. You ‘re very good. I notice that some beds are not mark as owned. Can I use those places as home for my followers?
    1. venjhammet
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      Hi there, thank you for your appreciation with this mod. Creating a player home tailored for children or families is a concept that's still a bit elusive to me. Frankly, I haven't delved into the intricacies of crafting such spaces. My expertise lies predominantly in level design, and the player house I've introduced was primarily intended for solo occupancy.
  11. chosti
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    Hello all. You can find the Lux patch for the latest version of Land of Vominheim here: My Lux Patches. Thanks.
  12. Alexiy72
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    Hey! How to start? Courier will deliver me a message? 
    Ah, i see. "To activate the quest, head to Solstheim near the north of Damphall Mine".
  13. ftwranger
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    love these Apocrypha Style/soul carin/blackreach additions
  14. WallRockTree
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    Hi Venjhammet, thanks for another update! I would not have seen either the update or the move if it was not for our friend Xtudo hinting at it with the updates to his supporting mods. You are probably already planning this, but I might suggest that you consider doing some kind of pretend update to New Vominheim so users can see that we are back here on the original page. 

    I just finished switching back here. I am glad that the .ESM name is the same and patches will still work.

    Confession: I have had a Vominheim in my load order for years and never actually been there because I was "saving" it. This play through I going to do it, though! Pretty excited!

    Hope everything is good! Thanks again!
    1. venjhammet
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      Indeed, I've recently updated the description of New Vominheim and included a link directing users here. The file name remains unchanged, ensuring seamless compatibility with existing patches. The only adjustment is returning to this original mod page, a choice imbued with sentimentality, reflecting upon the journey and growth of this mod. Returning here is akin to revisiting the roots of this project, a reminder of how far it has come since its inception.

      Let me know if you get there. I'm confident you'll be astounded by the plethora of content I've integrated into this vast expanse. The amount of content I made for this land I doubt you'll never find on any other land mod. Although voice lines are currently absent, I'm contemplating their addition in the near future. Undertaking such a monumental task as a solo modder is no small feat, but I'm dedicated to enhancing the experience for all. Thank you so much for your continued support.
  15. rrownage1
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    any mods or patches used for the *new*vominheim will they work with this version ?
    1. venjhammet
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      Yes all previous patches will work with this current v2.40. It's still the same New Vominheim. I will hide this mod page soon. I intend to use this old mod page again for a certain number of reason which I regretted and have abandoned for more than a year.
    2. rrownage1
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      good to know love your mods !
    3. venjhammet
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      Thank you so much