The East Empire Company commissions the Dragonborn to slay a dragon that is interrupting trade routes throughout Skyrim. But is the dragon stirring up trouble with a particular reason and what sinister motive does it have for its actions?
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This mod does not have any known dependencies other than the base game.
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Author notes
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File credits
Daniel Coffey (Lurius Liore) David Bodtcher (Alberthor, Balmir, Hroldar, Sigur, Geitrich) Tim Morgan (Theodyn Bienne) Andrew Miller (Vulthurkrah) Adriana Beals (Daenlit, Elmera, Spriggan Matriarch) Ben Britton (Athir, Vulom, Holmar) Dan Marfleet (Shargam, Bolmar, Hulgard, Castus Arius, Ynglod Ironbender, Skonjar) Randy Westbrook (Dunyick, Vontus Laenius, Nalion) Cassandra Wladyslava (Ajira, Shomara, Svenja, Lalaine Laenius, Gildan, Thelma, Helga the Haggard) Matthew Dixon (Ja’Shavi-Dar, Speaks-Many-Tongues, Plants-Bitter-Seeds, Sits-With-Beetles, Mudcrab Merchant) Avery Smithhart (Yngfa, Leone Laenius, Rose) Blary (Ingredients Wall Art resource) Artisanix (Paintings and Frames resource) Jon Polenz (Project Lead, Story, Level Design, Quest Design, Alka)
Soundtrack by León van der Stadt
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Translations
Turkish
Spanish
Italian
German
Translations available on the Nexus
Language
Name
GermanAuthor: Original by Jonx0r - Modifikation und Deutsch by Dreifels
Generated TVDT occlusion for the Dimfrost and Wyrmstooth worldspaces. This should improve performance around the island.
Removed some occlusion planes around the island that are no longer necessary. Having too many can actually degrade performance.
Optimized performance at Wyrmstooth Docks and Fort Moonwatch a bit more.
Reduced the size of the battles in the refectory to reduce likelihood of crashes on low end systems or systems that are maxing out VRAM.
Removed a couple traps that were in obnoxious spots.
Repositioned the secondary lever for the pressure puzzle in the refectory so it's more visible.
Added a hint for solving the pressure puzzle in the refectory.
Built up the ruins outside the entrance to Wyrmstooth Barrow.
Fixed a minor issue with weather in sub regions not set to override main region weather.
Removed a merchant chest and faction assigned to Elmera that she was not using.
Made a few more changes to the book 'History of Wyrmstooth'.
Thickened the cloud around the island.
The Marauder Footman who steals the claw no longer flees to Herman's Holdout.
A second trap has been set up to kill the Marauder Footman if he somehow survives the first trap.
Made a minor change to the way the steampool dragon encounter starts so the second dragon triggers after the first.
Reduced the glow intensity of bog beacon and deep beacon.
Expanded Coldwave Crescent.
Day/Night soundtracks should no longer play over dungeon soundtracks.
Expanded Haetar's Cave.
Fixed an issue with some dungeons not having music.
Adjusted acoustic settings for several interiors to better match the type of location.
Expanded Krakevisa.
Added 3 dragon mounds corresponding to the 3 dragons you fight on the island.
Expanded Wyrmstooth Barrow Temple and Wyrmstooth Barrow Refectory.
Made the button that opens the elevator in Vulthurkrah's room in Dimfrost Luminatory easier to reach.
Expanded Frostwind Folly to make it a bit less linear.
Optimized performance in Belonir's Borg.
Removed a couple script files that weren't being used.
Recompiled all scripts. Included script source in the release.
Reduced duration of draugr swarm and made them slightly less likely to occur.
Renamed the starting quest 'Dragon Hunt' to 'Wyrmstooth'. Note: Internally it's still called WTDragonHunt.
Quests that should only be run once are now specifically set to only run once.
Wyrmstooth NPCs are now placed into their positions only once you meet quest start requirements. Lurius and Theodyn should no longer be seen idling in the Bannered Mare before the quest starts.
The quest 'Barrow of the Wyrm' no longer starts in the background when the mod is loaded. It is now manually started when the intro quest 'Wyrmstooth' finishes.
Similarily, WTRebuild now only starts when 'Barrow of the Wyrm' finishes. This should help alleviate some stuttering caused by a bunch of large quests starting all at once as soon as the mod loads.
Fixed a scripting bug that caused Stonehollow to rebuild too quickly.
Added an MCM that allows you to change Wyrmstooth quest start conditions. This feature will require SKSE and SkyUI. The mod will still function fine without them.
Wyrmstooth now starts by default at the end of 'Way of the Voice' rather than at the start of it.
The quest 'Barrow of the Wyrm' now shuts down properly and no longer stays running in the background after you complete it.
Quest items associated with 'Barrow of the Wyrm' are therefore now also droppable once this quest is finished.
Adjusted Vulthurkrah's leveling to scale a bit better with the player.
The steampool dragons should now be a bit tougher too.
Random encounters involving multiple NPCs now follow a leader.
Vulthurkrah may now appear in a random encounter in Skyrim with a burning merchant cart before you confront him at Ancient's Ascent.
Made a few cosmetic changes to Fort Valus to mostly to make the exterior better match the interior.
Moved hellos from WTDragonHunt to WTDialogueIdle.
Regenerated SEQ file.
Reversed the skin tone change on Jonsi and Signy to make Wyrmstooth a bit more compatible with mods that make children look human.
Fixed a roombound issue in Bloodfrost Burrow.
Excluded the mannequins in Fort Valus Muster from bard audiences.
You should now be able to trade with Ja'Shavi-Dar as soon as you arrive on the island.
You can now leave the mercenaries behind during Barrow of the Wyrm if you want to do the dungeon on your own.
You can now sleep in the dockmaster's house if you need to.
Elmera should stop tending to Ja'Shavi-Dar once you enter the barrow.
Wyrmstooth adds a new quest that takes the Dragonborn to the island of Wyrmstooth situated north of Solitude across the Sea of Ghosts. Battle across new landscapes and through new dungeons in this expansion-sized mod. The task may seem simple enough: slay a dragon that's stirring up trouble. But things never quite go that easily...
A New Land to Explore: Travel north across the Sea of Ghosts to the island of Wyrmstooth in pursuit of a dragon. Delve into one of the largest dungeons in Tamriel with a cadre of mercenaries at your disposal.
Your Home is Your Castle: Purchase an abandoned imperial fort from Lurius Liore, make it your own, hire new staff, and defend it from unwanted visitors.
New Weapons, Shields, Spells, and a new Shout: Treasures sequestered across the island reward those with a keen sense of exploration...and a keener ability to fend off danger lurking in the depths of the many dungeons found across the island.
An MCM is included that allows you to configure quest start requirements.
For the MCM you will need SKSE and SkyUI. Without it, Wyrmstooth will, by default, start when you reach level 10 and have finished 'Way of the Voice'.