The Elder Scrolls V: Skyrim

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Beyond Skyrim: A Quest
 
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Category: Dungeons, Quests, Weapons
File Size
Posted
Updated
3.547 MB
May 4, 2012 @ 8:08pm
Oct 1, 2014 @ 7:39pm
15 Change Notes ( view )

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Beyond Skyrim: A Quest

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Description
Version 2.0
Don't forget to rate thumbs-up if you enjoy it!
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Journey outside the borders of Skyrim to experience an entirely new quest, complete with original voiceovers, characters, a dungeon, a new item, and more.

Remember to please read the FAQ section for important information!

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Features:

- A brand new quest outside the borders of Skyrim

- Visit the destroyed village of Samsi

- Original voiceacting

- Acquire a custom-scripted weapon upon quest completion

- A new dungeon

- Lava, a first in Skyrim

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Also available on Skyrim Nexus:
http://skyrim.nexusmods.com/downloads/file.php?id=16745

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Frequently Asked Questions:

Q: How do I start the quest?
A: Once you have completed both the main quest and civil war quest, talk to the guard in front of Hjarr's Gate.

Q: Where is Hjarr's Gate?
A: It will show on the map East of Riften once you have the mod activated.

Q: Can I still play the quest if Ulfric/Tullius is dead?
A: Yep! Assuming one of them is still alive, the quest will adapt depending on which side won the civil war.

Q: Will this mod interfere with any other mod?
A: There will probably be a conflict with any mod that modifies the border gate used in this mod.

Q: How do I start the quest if I cannot complete the main quest/civil war quest?
A: There are now "other" ways to get through the gate. ;)

Q: Will this mod conflict with Dawnguard?
A: Although there may seem to be a conflict between Dawnguard and this mod when looking at the world map, this isn't the case. The mod's content and Dawnguard's content are in different locations.

Q: Can I reach Fort Dawnguard through Hjarr's Gate?
A: Nope. The Skyrim map may make it look that way, but you cannot.

Q: The NPC's aren't talking. What should I do?
A: If you installed the mod before Dawnguard, then the NPC's from the mod will not talk to you.
-- To fix this:
-- 1. Deactivate the mod (If you already completed the quest, this will make you lose the bow).
-- 2. Load a saved game (If you see a pop-up about missing content, you're on the right track).
-- 3. Save the game.
-- 4. Reactivate the mod.
-- 5. The mod should now work correctly for this save file.

Q: Does this mod have anything to do with [mod/author name here]?
A: Probably not. This mod was made by an independent team that did not take content from any other mod.

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Credits:

Majority of Design and writing by: Andy Mccolgin (FlandyAndy)
Majority of Implementation by: Alex Fisher
Voice Overs recorded by: Eric Gleiser
Voice Acting by: Eric Gleiser and Alex Fisher

This mod is affiliated with Hoosier Games, a student-run organization at Indiana University.
Visit the website at http://www.hoosiergames.org

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Changelog:

Version 2.0 Patch Notes:

- Improved the appearance of the outside areas.

- Improved the appearance of the lava.

- Added more ambient sound and music.

- Added HUD objective markers.

- Fixed various bugs.

Version 1.8.1 Patch Notes:

- Fixed minor spelling error in quest objectives.

Version 1.8 Patch Notes:

- Added .ESQ file to archive, so now dialogue works with Skyrim version 1.7 and later.

Version 1.7.1 Patch Notes:

- Reduced file size

Version 1.7 Patch Notes:

- Made compatible with Dawnguard (border is now expanded instead of disabled)

Version 1.6.1 Patch Notes:

-Lowered quest priority

-Fixed quest-related map marker discovery

Version 1.6 Patch Notes:

-Added two more ways to get through Hjarr's Gate.

-The locked doors can now also be opened by keys.

-Changed the Samsi fence to fit in more with the village's style.

Version 1.5 Patch Notes:

-Added a fence to Samsi to discourage new players from straying too far...for now. ;)

Version 1.4 Patch Notes:

-Locked dungeon until certain dialogue is done.

-New splash screen ;)

Version 1.3 Patch Notes:

-Fixed certain quest-specific NPC's disappearing. (I think)

Version 1.2 Patch Notes:

-Fixed being unable to talk to Ulfric about the quest.

Version 1.1 Patch Notes:

-Fixed the quest not starting when conditions are correct.
270 Comments
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Phenomenology  [author] Jun 9 @ 5:15pm 
I'm glad you liked it. :) I'm sorry you felt that way about the boss fight. The bow does do what it says it does, though it takes a bit of a delay. ;) I'm not sure if I'll be adding new voice lines for the villagers (since Eric's pretty busy and he recorded those lines) but it's always a possiblity!
[420]X2Kush Jun 6 @ 7:40pm 
Good mod, though not superior. Boss fight was weak and the bow at the end doesn't do what it says it will, though it was a cool idea. Would have liked more closure at the end with the surviving town members.
trowbridge26 Jun 1 @ 1:14pm 
ok
Phenomenology  [author] Jun 1 @ 7:09am 
Hey trowbridge 26! This mod was released before Dawnguard. :)
trowbridge26 May 29 @ 2:07pm 
i have not installed but there is magma in the dawngaurd dlc
Phenomenology  [author] Feb 7 @ 8:14pm 
Okay, I can't seem to find how the moutains block access to Castle Dawnguard. Could you perhaps show me a screenshot?
Phenomenology  [author] Feb 7 @ 8:02pm 
Hi Lepidus! I'll look into that.
Lepidus Feb 7 @ 7:53pm 
its a neat mod, but i can't reach castle Dawngaurd with it loaded. maybe it would work if you loaded after going to DG so you could fast travel to it, but you can't walk there any more, not even in god mode walking through the mountians.
Spirit Dec 10, 2014 @ 7:53pm 
Do you need voice actors for future projects?
Lt.Zog Oct 27, 2014 @ 1:29pm 
Yes I did, :)