The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Morsel - The Cursed Halls
   
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Category: Dungeons, Landscape
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1.536 MB
Oct 6, 2013 @ 3:21pm
Aug 2, 2014 @ 1:06pm
15 Change Notes ( view )

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Morsel - The Cursed Halls

Description
'Long ago, an ancient hall was built below the Throat of the World. Vast mines and caverns deep beneath the earth. For years the Ancient Nords lived deep under the Mountain. Seeking new riches and forging new dwellings their craft was surpassed by none. That was until they awoke forces that should never have been disturbed.

King Dralin I led his men in a valiant attack against the evil that besieged the halls. But his brave attempts were futile. The Crown of the Aransel and his mighty blade Kilivur were lost in his defeat. His forces retreating further into the dwellings, until they were finally overrun beyond the 11th Hall.

The Halls were closed off to keep the evil within and were renamed Morsel, or in common speech The Cursed Halls. For hundreds of years they remained sealed, and forgotten until recently when they once more have been reopened by a force not yet known...'

Enter the Halls of Morsel and recover the Crown and Sword of the King. Hunt for the fabled Gem known as the Eye of Mara. Discover the force that has entered the halls after centuries of being closed!

Venture through tight warrens or grand halls within the 8 massive interior spaces designed for this mod. Look upon the huge columned 11th Hall. Gaze upon the wonderous Hall of Fire and Water. Cross the Longspan to the West Gate or brave the Deeps and fight the ancient fear known as The Sentinal.


* Version 2
1) Includes 'The Deeps' -

* Future development:
1) None planned until after Xmas except minor fixes/improvements


This mod requires DAWNGUARD in order to play the full edition. Base game edition available as well from Nexus, but many of the newer features are not contained in that version.

The caverns are navmeshed and are follower friendly.

Inspired by my favorite Tolkien places I have designed them around Moria and Goblin Town. I wanted to feel as though I am in a vast dungeon built long ago, something which the dungeons ingame never really gave me. Jacksons vision of Moria is something that will remain with me forever. The way he made the characters feel small in the huge caverns was something I have tried to recreate.

Anyway, I hope you enjoy exploring the halls as much as I have in making them. Just a few requests:

1) Please, no complaining :) This is my second mod, and there may be issues wrong with it. If you find anything, then message me with a screenshot. The dungeons were highly complex to make and to make authentic. I have tested it myself but I can't get everything. I have navmeshed, but it may need refining. Again just let me know of issues and I will fix them.

2) If anyone would like to script a quest then run the idea by me first. If I like it then I will grant permission for you to create it and publish using the dungeons with you credited.

3) I have made the caverns with various expansion points. I plan to add to it as time allows to make it a lot bigger although it is already very big!

4) To enter the dungeon head to Ivarstead, the doorway is located next to the ruined house across the river.

5) Skyrim Nexus contains a Base Game edition. As Dawnguard is required to play this mod, I have supplied an untested replica specifically created for those without Dawnguard. However future updates will require Dawnguard in order to play upcoming expansions.

Cheers
Lionbush
75 Comments
Wesley King Jan 22, 2015 @ 6:13am 
Can this still be played without Dawnguard??
Wertologist Jan 4, 2015 @ 11:05am 
I killed a lot of named orcs that were larger than average. I couldn't tell if they were white since it was o dark.
Lionbush  [author] Jan 4, 2015 @ 6:05am 
Hi, the White Orc is larger than the others and white. He is also named. I can't remember here I put him though!
Wertologist Jan 3, 2015 @ 11:15am 
@kinetic1978 How will I know when I find the orc? It's dark and hard to see if they are white even when I have a torch. I have yet to find the tomb so apparently I haven't spent enough time in there.
Lionbush  [author] Jan 3, 2015 @ 3:21am 
Hi Wertologist, thanks for the comments any constructive feedback is appreciated. I Do plan on revisiting this mod, and have done some adjustments already to the East entrance to make it fit better. Your comments on the spider cave are fair enough and I think it is something I will address.

The White Orc is in there you'll know him if you see him! The leaders tomb is in the mod as well and there should be a book round the tomb with a little back story.

The comment about the treasure room around the sentinel is a fair comment and I think I willdo something for that.

Then I may add a new section to one of the expansion points.

Again, cheers for the ideas. And I'm glad you enjoy it. Still haven't explored it myself yet!
Wertologist Jan 3, 2015 @ 12:08am 
(Part 4)
Spider cave. I love fighting spiders. The spider nests in Skyrim are awesome, but as always they are too small. The cave with the spider, you should make it more like Shelob's cave. More rounded tunnel mazes, more web, more eggs, a lot of small spiders, and more cocooned bodies.

I'm not trying to bash you. Quite the opposite. This place is amazing as is. It would just be better with more details and tweaks. Keep it up. It's great.

@amgen9 Get into the habit of opening your mini-map while exploring. Explore the areas not filled in yet.
Wertologist Jan 3, 2015 @ 12:08am 
(Part 3)
Try to add more lore behind the cave/mine. It is just a beautiful place, but little going into the back story. I think I found one book, but it wasn't much to go on. Add a few handwritten books scattered around near dead bodies about their deaths. Was there a king/leader? Where is his body? Try adding a book he wrote about his demise.

White orc? I seem to recall something about a white orc being mentioned, but with many named orcs in a very dark area, it was hard to tell which was him/her. You should put generic "orc" over the useless orcs and the names on the important one(s).
Wertologist Jan 3, 2015 @ 12:08am 
(Part 2)
One thing you need to fix is somewhere(I honestly forgot where) there is a large well. I jumped in it thinking there may be something there or a secret passage(like the hole near the exit), but instead got stuck inside with no way out.

Add more. Some areas needed items and loot. A lot of the areas that had boss/mini-boss fights and points of interest had little to nothing of value except what armor you got off killing the enemy. Add named armor/weapons and place them at points of interest.

Add something more to The Sentinel. It was a really cool atmosphere to fight it in, but after killing it, I had nothing to show for it other than the randomized loot on it. Add a treasure room(as stated above) behind it or add some reward(not leveled loot) for killing it.
Wertologist Jan 3, 2015 @ 12:07am 
(Part 1)

I lost track of how long I explored this place. I'm not even sure I explored all of it yet. I was thought to expect some kind of treasure in the deep, but only got a boss fight. I love this place. It's just massive. It can be stressful when trying to explore it because it is so big, but that is the beauty of it. Great job on the place.

Just a few things I'd like to suggest:

Is there a treasure room? If not, there should be. Just a room with piles of static(non-movable) gold and gems. Add chests full of gold, gems, and treasures. Could place it in The Deep.
BuffaloError Sep 16, 2014 @ 1:13am 
the key should be on a table in the room with the dragon statue... i want to say its in front of the statue but it could be behind. I found the room on acident by falling through fire, then water... litterally fell off a bridge went through both then ended up on a floor above where id fallen. Wibbly-wobbly if you ask me :)