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Solstheim 4E


ionis

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Solstheim 4E

 

 

This mod is a reinvention of the island of Solstheim. I am working to recreate the island with all up-to-date lore while filling in the blanks as carefully as possible.

 

The island is built from the ground-up, the exterior landscape is complete and entirely hand-crafted, my intention is to give each region and location more of a unique feel. The Hirstaang Forest, Isinfier Plains and Felsaad Coast are now visually distinct.

 

Screenshots:

http://www.darkcreations.org/forums/gallery/category/13-solstheim-4e/

 

Being set in the 4th era there are a number of differences from Bloodmoon:

 

- Fort Frostmoth and Raven Rock are overgrown ruins.

- There are a number of Dark Elf settlements, only 2 are mentioned in the lore (Sathil, Oleen Mar) so the rest are built with educated guesses to meet the needs of a new society.

- The nord settlements are given a bit more character, Thirsk is now a true meadhall-fortress and the village of Graring has popped up in the location of its namesake.

- The southern and south-eastern shore of the island is now known as the "Burned Coast" following the events of the Red Year.

- All of the 'cave dwellings' and miscellaneous-quest interiors have now become explorable dungeons, two examples: the 'Lair of the Udyrfrykte' is now a known cave called 'Trollkongen' and 'Gloomy Cave' is now a dungeon called 'Dysterhule'.

- The Bloodmoon main quest dungeons do not feature.

- Ancestral Tombs have made a return.

 

For more information, feel free to visit the mods blog:

http://solstheim4e.blogspot.co.uk/

 

Solstheim 4E is in association with the Beyond Skyrim project:

http://www.darkcreations.org/forums/forum/119-beyond-skyrim/

 

And the Issgard project:

http://forums.nexusmods.com/index.php?/topic/617901-issgard/

 

I could always use extra help, so if you like the look of my work and are interested in lending a hand don't hesitate to get in touch :). If you have any questions, feel free to ask!

 

Thanks for reading,

 

Ionis

Edited by ionis
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Thank you :). It will be in it's own worldspace - for now - I'm looking at methods to port it over to Morcroft's Tamriel heightmap. Although there is currently no easy way to do that, however as more functionality is added to the Gecko program it may become possible in the future.
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Since I have read somewhere that the Nords "magnanimously" granted the refugees from Morrowind Solstheim to use as their own after their homeland went to pot (and I say "magnanimously" because yeah, that's what I would want after being driv3n from a borderline-tropical mushroom haven, a stupid snowy little island ^^; ), I was wondering if you're planning a much higher Dunmer:Nord ratio than the rest of Skyrim. (Needless to say, I'm all for anything with more Dunmer fewer Nords in it.)
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Since I have read somewhere that the Nords "magnanimously" granted the refugees from Morrowind Solstheim to use as their own after their homeland went to pot (and I say "magnanimously" because yeah, that's what I would want after being driv3n from a borderline-tropical mushroom haven, a stupid snowy little island ^^; ), I was wondering if you're planning a much higher Dunmer:Nord ratio than the rest of Skyrim. (Needless to say, I'm all for anything with more Dunmer fewer Nords in it.)

 

Yes, most definitely! The Nord tribes consists of three clans and three villages. Whereas the Dunmer have a unified goverment and several settlements (albeit purely on the south/south-eastern coast), including a capital.

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