The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Here There Be Monsters: Call of Cthulhu
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Feb 24, 2013 @ 8:52am
Aug 27 @ 5:49pm
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Here There Be Monsters: Call of Cthulhu

In 1 collection by Araanim
Here There Be Monsters Ultimate Experience
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"Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you..." 
--Friedrich Nietzsche

They call you the Monster Hunter. You have fought the terrors of the deep. You have faced monsters greater than any dragon. And you have have killed them all. You have slaughtered the Sea herself. 

But the final words of Tiamat still echo in your mind. "That is not dead which can eternal lie..." 

Strange things have begun to happen across Tamriel. Barbaric cults have began their ancient rites in the dark places of Skyrim. Monsters have grown huge and terrible in the ashes of Red Mountain. And there are whispers across Solstheim of an ancient city name R'lyeh... 

Something has awoken in its ancient House. Something the Sea has held for aeons. Something more terrible than any monster on this Nirn. For He is not of this world. 

Cthulhu has awoken.

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn... 

*Also available on Nexus*


This quest will plunge you into the depths of Lovecraftian horror only hinted at in Dragonborn. This is a sequel to my first mod, "Here There Be Monsters", and will require both mods. After you finish that quest, (and walk into one of the coastal taverns to trigger the quest,) you will receive a letter that will set in motion a new chain of events that will pit you against the Great Old Ones. This quest will assume you have completed both the main quest and Dragonborn, since it is a bit of a sequel to the Miraak story as well. (However, this is not technically required; I realize some people may have multiple characters that have not finished the main quest. Just realize that the dialogue/story assumes you have beaten Alduin and Miraak.) Consider this a sort of endgame quest; I cannot guarantee that all NPCs will survive, especially if you choose to join Cthulhu. The quest is not voiced yet, so be sure to turn your subtitles on. Other than that, enjoy! I've learned a lot trying to scrape this together, and it's definitely not polished, but I will continue to polish it. I hope it's worth the wait.

Bug Fixes

I realize I don't have a lot of fail-safes if you do things out of order, so here are the quest IDs in case you need to use some console trickery: 
COCHTBM3TheOldOne - If you choose to oppose the Cult. 
COCHTBM4TheCrawlingChaos - If you choose to join the Cult. 
Just use getstage [quest id] to get your current quest and setstage [quest id] XXX to set it to the next stage (usually in increments of ten, but occasionally in five. Just keep adding five until it completes what you need it to.) 

Alternatively, if you killed a monster before you were supposed to, just use the "resurrect" command in the console and kill him again. 

I'll keep working on contingencies to keep these problems from happening but this should help if you get stuck. Or you can always just reload and do it again.

Still to Come

Side quests in Pyandonea & Leng - I created a small continent and a new race; it seems a shame not to do anything with them.
Armor - I'm pretty happy with the custom cultist/maormer/deep one armor & weapons, but I might add a bit more. 
Monsters - There's always more to tweak with the monsters; to level them, edit textures, make them fight better, etc. 
R'lyeh - I'm still not satisfied with R'lyeh. I'd like the sunken version to feel more creepy and underwater, and the risen version to feel more swampy and ruined and slimy and gross. 
Horror - The whole thing needs a big shot of horror. It takes a lot of subtle manipulation to create a sense of horror, and that kind of detail is difficult in a mod. 


Here There Be Monsters available here:


Thanks to GendunDrup, Vicn, Dogtown1, and Lifestorock for some truly awesome monster models!
(Let me know if I forgot to mention you! I may have lost track of some of my sources...) 

A million thanks to Tom Isaksen of for modeling the Great Old One himself. Check out his incredible 3d work here:!prettyPhoto 

Note the awesome cover image art? The Cthulhu tribal design was created by Verreaux at DeviantArt. Check his stuff out at: 

I'd also like to give a shout-out to the H.P. Lovecraft Historical Society, my constant consultants in the ways of madness:[/size][/font]
Popular Discussions View All (4)
Jan 6 @ 9:29am
Quibbly MultchWobble
May 15, 2016 @ 11:28am
I'm having an issue with the call of cthulhu questline.
Dec 11, 2015 @ 9:52am
Need a little help here
< >
Echo2403 Dec 14 @ 9:49am 
supposed to find some kidnappers in the swamps around morthal but i have been wandering around and cant seem to find anything, can someone help me out?
AppleForZombie Dec 14 @ 7:56am 
AppleForZombie Dec 14 @ 7:42am 
Ok. Thanks. But i already started a new character so well.. I fucked up. Oh well. I guess i'll load the saves again. Thanks again!
Araanim  [author] Dec 14 @ 4:39am 
@AppleForZombie *sigh* that shouldn't happen. Try this:

open the console, type:
"stopquest htbm01"
"stopquest htbm02"
"stopquest cochtbm1callofcthulhu"
"stopquest cochtbm2shadowoverinnsmouth"
"stopquest cochtbm3theoldone"

That SHOULD stop all the quests that tag her as essentially. Hopefully that works.
AppleForZombie Dec 12 @ 10:05am 
So,well....Apparently The sea-Bitch (xD) is essential, (also she doesn't attack) so well, i can't continue the CTHULHU questline, because i have to kill her! Great. Do you have some tricks to fix that, or its a coding error? Oh well. I guess i'll do other stuff.
Dude fuck if i know Dec 3 @ 8:22am 
Ah, gotcha
Araanim  [author] Dec 2 @ 6:01pm 
Ah, that's because the voices don't actually initialize until the quest begins.
Dude fuck if i know Dec 1 @ 5:03pm 
I did the roles of an Innsmouth citizen, a R'lyeh prisoner, and i did 2 cultist voices. I ask because the Yellow King sailors and Obed marsh all have default voices, and the men of leng and Alhazred doesn't speak at all. i wasn't sure if that was how it was supposed to be. Of course, i'm still pretty early on in the campaign, so idk if that actually changes later or what.
Araanim  [author] Dec 1 @ 9:31am 
@Dude Yeah which part did you do? I think most of the voices are implemented?
Dude fuck if i know Nov 30 @ 4:40pm 
Hey! i know that a while ago you got volunteers to do voice acting for the mod [me included!] and i was just wondering, when will all that be implemented?