The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Jurgholm
   
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21.510 MB
9 Sep, 2013 @ 11:33am
25 Apr, 2015 @ 9:58am
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Jurgholm

Description
JURGHOLM 1.3.2

Special Edition: Bethesda mods link.[bethesda.net]
Special Edition: Nexus mods link.[www.nexusmods.com]

ABOUT THE MOD

Jurgholm is a content mod, adding a late game multi-cell dungeon with a questline. The aim of the mod is to add gameplay hours without conflicting with any other mods while being loyal to the base game.

Characteristics:

Designed for players starting a new game and/or expanding the game by installing other content mods. Installing the mod does not force or guide the player towards the questline or other content of the mod, as it is meant to be a natural part of the game. It's even possible to access most of the content without any clue of the quest, though it might be hard without knowing the details.

Parts of the mod are darker than average, since Skyrim offers very little use for light spells and abilities.

The mod is meant for late game (level 50+ is recommended and level 25 is REQUIRED to start the quest). It is also more challenging than base Skyrim and includes elements that might "break the rules" of the usual level design, save often!

Some features:
- A fully voiced new questline
- About a dozen new detailed cells
- New spells
- New items
- Scripted battles

Where to start the quest (for boring players):
Northwest of Markarth, southwest of Ragnvald, by the mountains.

DEPENDENCIES AND INSTALLATION:

The mod requires the following master files:
- Skyrim.esm
- Update.esm (Version 1.9.32.0.8)

Any DLC or other mods are not required.

NOTE THAT ANY MODS MAY LEAVE TRACES OF THEMSELVES IN YOUR GAME SAVES, EVEN IF THE MOD ITSELF IS DELETED. CREATE A NEW, CLEAN SAVE BEFORE INSTALLING MODS TO BE ABLE TO BACKTRACK IN CASE OF PROBLEMS.

The mod has been cleaned properly and editing of original content has been avoided as much as possible. Vanilla items, spells, characters, dialogue and scripts remain untouched. Jurgholm is designed to be as compatible with other mods as possible.

KNOWN ISSUES

If a cell is causing a load screen hang, try disabling HD model or texture mods.

Setting a low draw distance will clip the geometry out of the scene making some cells visually unappealing.


ABOUT THE AUTHOR

I started working on this mod in March 2012. The idea was to make a simple small dungeon to see a bit how the Creation Kit works. I was planning on using a month to make the mod at most. Things got out of hand pretty fast, as the first cell's initial design got way too big. The mod got larger and larger and finally took somewhere around 700 hours and over a year to make. I was planning on going without a voice actor or a quest giver since the beginning, but eventually thought the mod had enough content to make it worth the trouble.

This is my first time modding any TES game or using TES Construction Set or the Creation Kit.

Mod by Sierain
Voice acting by Natenator77

Skyrim Nexus link.[skyrim.nexusmods.com]
118 Comments
chrsdaria 2 Aug, 2024 @ 1:40am 
"If a cell is causing a load screen hang, try disabling HD model or texture mods." - see phrases like this do not endear you to the run of the mill user. I didn't understand one word of that sentence. I'm just here to play the game dude. I'm not a geek programmer.
TheFir3Crack3r 24 Apr, 2023 @ 11:46am 
Holy shit, I didn't expect a real challenge for my lvl 170 Spellsword on Legendary.
This mod is awesome and yes indeed, it's a dungeon you should not rush into just because you meet the required level with a weak character, low tier and non upgraded/enchanted weapons and armor, like ancient nord crap weapons lol.
And don't bother to bring minor health potions, it won't be enough,
buy or craft stronger potions and be prepared for a fight.
TheFir3Crack3r 20 Apr, 2023 @ 12:59pm 
https://www.youtube.com/watch?v=rsZc5C7CRTE&list=PLknCEtzW-JsspXXvAE4nmkHdbOVJmOaZk&index=3

Meeting the level requirement doesn't necessarily mean you're supposed to enter a dungeon with your basic healing spell, low tier, non upgraded weapons and armor and get you ass kicked by the equivalent of a puny bandit. :
Sierain  [author] 27 Nov, 2019 @ 7:45am 
I'm not aware of any conflicting mods, but here's a map to the start location: https://i.imgur.com/ZamU9r6.jpg
Bethus 26 Nov, 2019 @ 5:49pm 
I could not start the mod. It must be some conflict.
I've been to several cities and always restarting the game.
I couldn't figure out where it starts.
Sorry.
Banana 3 Jan, 2019 @ 12:13pm 
ok thanks. I was hoping for another way without the console commands. Great mod btw. I love how you made each room with puzzles that make you think how to disable traps. And the loot... oh my god, the loot. I'm working on my alchemy tree and all those ingredients... I'd scour each and every corner for any goodies I could find. It was alchemy paradise in there.
Well, let's see what's in that abandoned tunnel :D
Sierain  [author] 2 Jan, 2019 @ 5:15am 
Sorry, not possible if I remember correctly. I don't think there's any harm in disabling the door with console commands, though.
Banana 1 Jan, 2019 @ 6:30pm 
Is it possible to reopen the gate at the keyroom? I wanted to try the abandonned tunnel route
Sierain  [author] 30 Aug, 2018 @ 8:18am 
Just hit the wall with a weapon a few times. (Can't remember if spells or arrows work, it has been a while...)
berndhofschroeer 29 Aug, 2018 @ 5:13am 
Hi, I have started the Quest, but the entrance to the frozen cave is blocked. How do I get inside?
Btw. so far, the mod is great!