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- Land of Vominheim - SE
Land of Vominheim - SE
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Version2.92
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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.
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
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.
This is an error that I can't figure out whether it's from your mod or my other mods. I'd appreciate it if you could check it.
In the bsa file, in the Textures\Terrain\Vorendir directory, there is a copy of your mesh folder called vominheim, which consists of files with a .btr extension. This file is a waste file. You should delete it.
I enjoy playing all your mods. Have a nice day.
Edit: I deleted the mod and reinstalled it. I quickly came to the same map. and.. I completed The Realm Of Izumgar quest without any problems. It proved that my problem was not related to the mod. Please take this into consideration. This CTD error is related to my other mods.
*nálam 1.5.97 van, de ez a cucc meg sem nyikkan... a betöltő, alapból kikapcsolja.
I got quest marker pointing to empty space and the npc that supposed to have the key not there. Only one girl in the tower. Its okay, i'll use cc to unlock? Oh, and in Klathzilef, is the gate supposed to lower after i defeat the centurion masters? I see no other mechanism to open it. GREAT MOD BTW! GLAD I FOUND THIS!
First off, thank you for taking the time to create this mod.
I downloaded this as part of the Wabbajack mod pack "Lost Legacy" by the Great Padinski back in 2022. I've played skyrim on and off and after a 10 month break, I'm getting back into it.
I'm unable to start the quest by finding the note contains vital information that will start the quest "The Land of Fire and Ice"
I've scanned through the mods documentation, comments and videos but cannot find an answer to my problem. I'm reaching out as a last resort.
Being level 105 in the game, I honestly cannot remember if I had encountered any "Disciples of Vuldur" outside of damphall mine. I don't have the "Disciples note" on my person or in storage that would trigger the quest. When I go to Damphall Mine location and walk around, no Disciples spawn.
It's possible that there is some compatibility issue with another mod but so far all other mods are fine. I tried to find the note's ID using the skyrim creation kit so I could use the "player.additem" console command to see if reading the note will trigger the quest but I can't seem to find it.
Would you be willing to provide the ID to the proper Quest triggering note so I can test if I'm able to start this wonderful Mod? Other than adding that note manually, I don't see any other way to start.
Thank you.
As for the note's ID, I can't recall the exact name, but I usually start it with QVOM or QDisciple, although I'm not entirely sure since it's been a while. I'd need to check the Creation Kit, which I can't do right now. However, I should be able to post the exact ID here in a few days.
As for the note's ID, I've triple checked the CK and searched for anything starting with QVOM, QDisciple, VOM, Disciple, Vuldur, ect... all I can find are: 13 books, none of which look like the correct one. The only one remotely close was the Vominheim_AssasinNote which I added to my inventory using the player.additem command, but that wasn't it.
When you have a chance I'd appreciate it if you could provide the correct note's ID and maybe the Quest ID as well ( I can try to start the quest using the console command if the note does not work).
No hurry, I've waited 3 years, a while longer won't hurt... Thank you again!!
The Change log from v2.4 says one of the things you added was a new quest for Aldarim Morass. So I should still be able to get to Vominheim on this version by defeating the disciples, no? But like I said, they never spawn.
Since I haven't started any questlines from this MOD, I should be able to update to the latest version 2.92?
I also just downloaded the newest version and opened the ESM in CK,..... There they are,... all the new books!!
OK, so I guess that leaves me with only 2 questions: One, in ver 2.4.1, is there no way to travel to Vominheim since there are no Discioples?
Two, since I have no quests for your MOD active, do you think its safe to update or will I need to update and start a new game?
Thanks for taking the time to discuss this with me! I'm sure you're super busy.
Book: 15624C08 'Disciple's Order'
Spindle Fang is sometimes Spidle Fang
of course that's not a big deal ;)
Hope this helps, and thank you.