219 ratings
Niflheim - House of the Dark Mists
File Size:
25.332 MB
May 28, 2012 @ 12:53am
Aug 22, 2012 @ 8:32pm
5 change notes ( view )

Subscribe to download Niflheim - House of the Dark Mists

8/22/2012 - NOTICE - ALL reported bugs fixed! UPDATED FOR DAWNGUARD COMPATIBILITY!

After the battle of Moesring, the Falmer took up refuge with the Dwemer. However, the Falmer sought to find something that they could use to get vengence for the Nords killing their beloved Snow Prince...

Information -

On Nexus - http://skyrim.nexusmods.com/downloads/file.php?id=17965

After receiving a message from Calcelmo about an ancient Dwemer ruin he's recently located the key to, you head off to get the key then to explore Niflheim, the House of Dark Mists.

Insipred from the Nordic realm of the dead, ruled over by Hel. Further explores the stories of the Dwemer, Falmer, and the Psijic Monks. After you defeat the dungeon, you can use it as a permanent home, with upgrades.

In Nordic Mythology, Niflheim means "'dark mist home." I have a huge fascination with the Dwemer, and the overall feel of the Dwemer areas in game. So, I decided to make a place through which we can further explore what happened to the Dwarves, the Falmer, and a few other things.

Quest Requirements -

NOTE - I built this to fit into the game as though Bethesda created it themselves, therefore to play this quest you must have completed certain tasks in game. Those are:

1. level 25 character
2. Finished "Nimhe, the Poisoned One" quest for Calcelmo (Available at any level)

If you have attained level 25 and have killed Nimhe for Calcelmo then you'll receive a letter from Calcelmo that starts the quest.

Quest Rewards -

- Ring of Regrowth (regenerates Mana, HP, and Stamina at a HUGE rate)

- GhostRing (Turns the player into a Ghost and makes friends with the Falmer ghosts)

- SpellBook: Conjure Ghost Dragon

- Hidden Armor set with special attributes

- New Player Home Areas:
- Forge / Armory
- Tanning rack
- Smelter
- Blacksmith Forge
- Workbench
- Sharpening Wheel
- Enchanting Workbench
- 2 chests for materials
- 10 Weapon Display Cases
- 10 empty mannequins
- 10 outfitted mannequins
- 16 weapon racks
- Dragon Priest Mask Alter
- Combat Training Room with 2 mannequins you can cast spells at or attack that will level your skills
- Archery Range (mini game you can use to level marksmanship or any damage based spell)

- Garden / Library
- variety of plants
- variety of bugs
- chest to store potions with all potion recipes
- apothecary sachel for ingredients
- Alchemy Workbench
- ghost dragon room
- shrine room for the 9 divines
- 4 weapon display cases
- 18 empty book shelves
- chest of all normal books
- chest of all spell books
- chest of all skill books
- atronach forge with all 13 doomstones
- chest with all atronach forge recipes
- operating instructions book at atronach forge
- chest for materials for atronach forge
- bedroom

Developer Notes -

I've created new mechanisms while developing Niflheim. Feel free to explore every nook, all the little spaces, because I've hidden stuff all over the place for mine and your playing pleasure. I have two completely voiced (high quality audio) NPCs. I did a lot of research for the appropriate lines to make this as lore friendly as I could manage. If you want to play something that seems like it could fit into the Elder Scrolls, have a look at this. I've spent about 3 months total working to make this the best experience I can manage at this point. Enjoy and please rate this!

Credits -

SPliCeR - huge assistance with research about everything related to dwemer

theycallmeQ @ http://steamcommunity.com/id/bluefreakq/ - for throwing interesting ideas at me, and for helping me retexture some armor for the mod.

ThirteenOranges @ http://steamcommunity.com/id/ThirteenOranges - for driving me to research things I didn't know about regarding the scripting objects. He didn't either... ;)

jim.jimlawrence85 - for letting me blabber to him about my coding issues and understanding them, playtesting, and for trying to give me new ideas for resolving the coding issues.

evoLucian - voice of Karkeli (Elijah Lucian <elijahlucian@gmail.com>)

play testers - Player Two, dudeitzchronic, Reaper

special thanks to Vault Boy for memory testing!

Thanks everyone!


Unfortunately not all modders are coders. So, when they make mods, they don't know how to consider memory or instancing conflicts against other modders while making their mod. That causes all the issues mod players experience.

If this doesn't work for you, try having it at the top of your loaded mods. if that doesn't work, try having it as the only loading mod. Usually that will fix it. There's a limitation on how much memory TESV.exe will allow for .ESP files. So, at times, you'll have to select different mods to load when you want to try something new. I hope this helps. If you need further assistance, please tell me how many mods you have loaded, and what the load order is.

Bug Tracking
1.0.2 - removed the referenceObject for Karkeli in Markarth from the esm cell, instead creating a new cell, then moving Karkeli to a pre-existing xmarker place inside Understone Keep in Karkarth. Resolves ESM modified cell issue that causes mod conflicts between each other (at least on my end). Change the stage check in the Story Manager for "the Poisoned One" quest to 10, the stage that completes when you kill Nimhe, instead of stage 20, the supposed end of "THe Poisoned One" quest. [Chaz and Avon]

1.0.3 - fixed .BSA file issue. .BSA file now property unpacks upon download. If you subscribed before Thursday May 31st, 4:30pm EST IF YOU DON'T HEAR THE VOICE OVERS FROM RAGA DEL ANDUL AFTER LETTING IT UPDATE, you might need to delete and resubscribe for the unpacking to work. This video shows how - http://www.youtube.com/watch?v=ltFnZD0DOHA

1.1 - added in new bedroom area, revised atronach forge, other player house rooms, added in new npcs, new effects to the library, resolved all issues with the quest not starting for certain save types.

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ElementalTiger May 16 @ 4:39pm 
do u need any dlc?
Wangxta Yang Jan 7 @ 6:21am 
Milfheim hihi
hellcat5  [author] Dec 22, 2013 @ 9:13am 
@sarojz - I'm currently finishing up a project for 1618 studios. Our game is due out soon. I've got one more mod to finish up after that, then I'll finish the update to Niflheim. :) I should have it out sometime in january. Thanks for your patience.
sarojz Dec 22, 2013 @ 4:26am 
Any news on the upcoming update? I've finished playing through the mod...,I think and really enjoyed it however I can't seem to locate the very nice looking ruins shown in the first images above. I've followed all the hints in the initial letter from Calcemo and looked all over the cavern location but no joy. Also I would love to get in that large room where all the crab robots are to have a little fun but again I can't seem to find a way in. Can you help me out hear? I'd like to completely finish this great mod but these few items are hanging me up. Thanks in advance.
sarojz Oct 16, 2013 @ 10:46pm 
Thanks for the reply hellcat5. I neglected to mention that I'm having no issues with the mod except for that one quest marker I mentioned and yes even though BOSS erroneously has your mod marked as obsolete then incorrectly advises it to be replaced an unrelated one I can and have been able to play through just fine so far. Thanks for a great quality mod and your continued support, you get a big thumbs up from Me!!!
hellcat5  [author] Oct 16, 2013 @ 2:36pm 
@sarojz - I anticipate that you can run this mod without having boss complain about it. I didn't write BOSS, I have nothing to do with boss's files, or it's association with Niflheim. To note, I am working on releasing an update for Niflheim, probably in Late december or first quarter of 2014. Thanks for your interest in Niflheim!
sarojz Oct 16, 2013 @ 12:33pm 
Oh btw,

I use BOSS for managing my modss and loads orders, it's reporting your mod is "Obsolete" and should be replaced by another mod named (Forfeoranna Heim). This mod doesn't appear to have any association with yours at all. I find it very odd really, here's the link on Nexus for the other mod.


Hope you can get it worked out, cheers!
sarojz Oct 16, 2013 @ 12:27pm 
Located the key in Bleakreach put when I went to find and enter Niflheim itself the quest marker points to Bleakwind Basin the Giant Camp. So per Calcemo's letter I should be looking "east" of Markarth and "West" of both The Mor Khazgur Ord Strong hold and Solitude. Can't seem to locate the city as a result. Other's are apparently having a similar issue as I, you indicate the entrance is back in Black Reach. So I'm heading back to the beginning. I'll try to move the mod to the top of the load order like you suggested in hopes I will bypass some of the aforementioned issues.
hellcat5  [author] Oct 2, 2013 @ 1:42pm 
@sarojz - yes, I'm working on the update.
sarojz Oct 2, 2013 @ 2:28am 
I hope you are still planning to update this great mod as I look forward to some of the aforementioned and promised upgrades. I've installed in your mod and I've begun to play through the beginning. Will let you know if i run into any issues previously reported by other Steam players.