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.
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.
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!
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.
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.
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.
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.
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.
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.
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)
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.
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.
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!
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.
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.
460 comments
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)
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.
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!
Standalone Ferries Addon for New Vominheim by Mharlek1
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.
I don't think this is a big issue if a user is skilled with the search engine though.
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. 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.
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)
Ah, i see. "To activate the quest, head to Solstheim near the north of Damphall Mine".
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!
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.