388 ratings
Beyond Skyrim: A Quest
Category: Dungeons, Quests, Weapons
File Size:
10.218 MB
May 4, 2012 @ 8:08pm
Nov 28, 2013 @ 7:01am
14 change notes ( view )
Version 1.8.1
Don't forget to rate thumbs-up if you enjoy it!
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!



- 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


Also available on Skyrim Nexus:


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: This mod is not compatible with the Unique Border Gates mod, since they both modify the same area. Other than that, there should not be any effect on other mods if the mods do not also expand the playable borders of the Skyrim map.

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.



This mod is the product of over 200 hours of work, and that's just counting when Creation Kit was open.

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



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.


Known Issues:

- A mountain near Samsi randomly turns invisible.

- If the player dies in the dungeon, the light from the fire will not reset, and will grow brighter when the fire is lit again. I've tried a variety of ways to fix this, but nothing seems to work. Suggestions for a fix are welcome. Right now this can be addressed by restarting the game.
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Phenomenology  [author] Sep 17 @ 8:10pm 
Thanks for the kind words, Tatsude! Sorry for the spelling error.
Tatsude K. Hitori Sep 16 @ 9:06pm 
I noticed that there is a spelling error with Dovahkiin being spelled Dohvakiin instead. Just thought I'd report this. Also, this is one of the greatest mods that I've ever played!
Phenomenology  [author] Aug 15 @ 6:12pm 
Ah, it's no problem, man. It would be irresponsible for me to leave questions unanswered. It only takes a few seconds. :)
The Space Butterfly Aug 15 @ 6:10pm 
Oh. Well, now I feel stupid. Sorry for having you waste precious time typing a response.
Phenomenology  [author] Aug 15 @ 6:09pm 
Hi Space Butterfly,

This mod was released before Dawnguard, so technically no.
The Space Butterfly Aug 15 @ 5:44pm 
Wait, wasn't lava already in Skyrim, in the Aetherium Forge?
PresidentDoge Aug 2 @ 2:39pm 
Ok, thanks for replying.
Phenomenology  [author] Aug 2 @ 1:45pm 
PresidentDoge - I can't say for sure. The only way they might conflict is if they take place in the same area.
PresidentDoge Aug 2 @ 1:03pm 
Will this conflict with Wyrmstooth? I've been playing a lot of questline mods and Wyrmstooth is the one I'm currently playing so I would like to have both.
BananasTheKing Apr 28 @ 4:01pm 
OK, thank you for the reply.