41 ratings
Dwarven Pride - An Elder Scrolls V: Skyrim Quest
File Size:
8.009 MB
Mar 31, 2013 @ 12:08pm
Apr 26, 2013 @ 7:11pm
6 change notes ( view )

Subscribe to download Dwarven Pride - An Elder Scrolls V: Skyrim Quest

This mod is being submitted to the Workshop for the Dragonborn mod contest hosted by the Creation Kit Steam group.


This quest mod has a fully voiced character. His voice will be expanded upon as I was rushed for the Easter weekend and more lines of dialogue will be added. You can find him and his house below the cliff at Tel Mithryn. The quest will have you journeying deep under the ruins of Nchardak to a Dwarven prison complex and laboratory. The magic effects of the weapon you find are not final. I'm still trying to figure out a script that will suit it.

Satar-Dan is a very angry Dark Elf living by the shores of Tel Mithryn with the ghosts of his dead ancestors. Who wouldn't be angry living next to a wizard with his bumbling apprentices? If you pester him enough, he might just give you something in an effort to persuade you to leave him be.

This mod might become or be incompatible with mods that change the landscape or add things to the base of Tel Mithryn and Nchardak. Specifically, cells (17,5), (19,5), (19,7), and (20,10) to (21,9). Errors such as floating grass, landscapes with incorrect textures, and missing or duplicated static meshes may occur.

-The NavMesh bug. If you do not have Skyrim version or above, the infamous NavMesh bug will rear its ugly head. There is no fix for this aside from a version update or tediously reloading the game every few cell transitions.
-Non-standard NPC skin texture colors are used in this mod. If you do not have Skyrim version or above, texture errors may occur. There is no fix for this aside from a version update. This is a problem with Skyrim, not the Creation Kit.
-Ambushes may not work correctly in that enemies will stand outside their hiding place.
-I have tried my best to alleviate lag and increase performance in the Tonal Oubliette area. If a lot of people are suffering because of it, I may go back to the drawing board for that location.

Some of the assets in this mod are not of my own creation. The beards were created by Anuiel over at the Skyrim Nexus and the drawing was created by Michael Kirkbride.
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Gol Zin Oct 27, 2013 @ 1:00pm 
great mod....deepens the Mystery of the dwemer.
blckruc47 Sep 14, 2013 @ 12:52pm 
Congrats to you.
IcyDeadPeople Apr 18, 2013 @ 8:50pm 
Congratulations on submitting one of the winning entries for the Dragonborn Mod Contest!


Please contact me via PM to receive your prize.
frogprincess_q4 Apr 13, 2013 @ 2:47pm 
Ah, no worries then.
I though that might have been the case. Thank you :)
Moog.𝕰𝖒𝖕𝖎𝖗𝖊  [author] Apr 13, 2013 @ 2:34pm 
That has to do with the main storyline of Dragonborn.
frogprincess_q4 Apr 13, 2013 @ 2:32pm 
There is a control switch right in the middle of the"outside" part of the dungeon. It says I don't have the right object to activate it. I have the Tuning Knife, but is there something else that is supposed to activate it and open those big doors right there in the middle of the Solstheim located cells?
Moog.𝕰𝖒𝖕𝖎𝖗𝖊  [author] Apr 13, 2013 @ 2:28pm 
Frogprincess, I'm pretty sure I attached everything that's supposed to be attached, LIP files and all. Although, I have heard there's trouble with LIP and WAV files so maybe I need to make FUZ files. I will experiment tomorrow.

I had thought about putting an exit, but I had no idea where I'd put it.

As for your spoiler, I'm not sure what you mean.
The Boss Apr 13, 2013 @ 1:49pm 
thanks moog.empire
frogprincess_q4 Apr 12, 2013 @ 5:46pm 
I downloaded this to test it for the Dragonborn competition for the Creation Kit Group, so I went through it analytically as much as anything else. I hope you will take what I say as constructive commentary only - I am impressed by the work you have done, these are only minor flaws that I found :)

This is a really nicely constructed mod, very visually appealing with some interesting puzzles. I would have liked a quick exit that could be unlocked at the end of each dungeon, as unrealistic as they may be I get impatient :P

There were a couple of places where my follower got hung up temporily (I assume these were minor navmesh problems), but nothing unbearable.

I see in your video of the mod your actor's mouth moves - it doesn't in my game (maybe a missing file?

Is the control switch supposed to be activated by the tuning knife?
Moog.𝕰𝖒𝖕𝖎𝖗𝖊  [author] Apr 11, 2013 @ 1:00pm 
Kratos, I guess the ruin could become whatever you want it to be but I'm pretty sure the chests are not safe to store stuff in.