The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

155 ratings
Skyrim Sewers 4
Category: Books, Dungeons, Weapons
File Size
36.516 MB
Jan 22, 2013 @ 1:00pm
May 12, 2014 @ 11:33am
3 Change Notes ( view )

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Skyrim Sewers 4

Skyrim Sewers 4.11 Adds extensive sewer systems to Solitude, Windhelm, Markarth and Whiterun. Also adds some ratworks to Fort Sungard and Greenwall.

Version 4.11 requires Skyrim 1.9 or higher

NOTE: There have been varying reports of instability around Whiterun area while using Skyrim Sewers 3 along with SkyTest (this one more than the others), Grayledge Manor, Build your own home and PL Loot Overhaul. Disabling one of these mods or using Skrim Sewers v. 2 might help you avoid these conflicts if you have them. Also make sure that your mods are made for the latest version of Skyrim (atm 1.8) to avoid conflicts in the NAVmesh department. Also playing on a outdated or pirated version of the game is not recommended with this mod. You might also try the ESM-replacer for Skyrim Sewers, which has helped people with certain memory-related issues.

The current version of this mod adds an accessible sewer system to the town of Solitude, Whiterun, Windhelm and Markarth (from v.4.0 on) and also small sewage tunnels to Fort Sungard and Greenwall. The Solitude system has three exits to the outskirts of the city and several others into dungeons and other buildings. Windhelm has also two main exits and connections to other dungeons. Whiterun has 3 main exits outside the town walls. Markarth Sewers, which is the smallest one has one exit into Left-Hand Mine. This mod also includes 4 custom weapons and some unique books.

- The pit exit to the Pit of Bzarhk does not always work (should work 90% time though). Just ~ + TCL up until you get back to the auto-load door or reload a save above the pit and leap again. Or type in "coc ssewersMRKpit" to the console.
- Sometimes the Skeevers start "jumping around" in narrow walkways. Nothing game breaking, just looks stupid.

I'm trying to apply my modding philosophy on this one as good as I can. That is to create content that fits Skyrim rather than contradicting it. In other words complementary stuff that tries to make the game experience better rather than different.

The Navmesh-bug should be fixed from 1.6 on, so the esm is no longer needed to fix that. The ESM-patch is still valid if Skyrim's memory limit for esps causes problems on your installation.

Apart from some potential minor bugs, this mod should not break your game or make your computer explode so I'd say it should very safe to use. There might some unknown conflicts though. Reporting them is greatly appreciated.

I would mostly recommend this mod to people who know what they get into when installing a mod.But since this does not include any scripts, there is no risk directed at your save game. Big thanks to Shadowmann for the russian translation + general assistance with this mod!



Q: OMG, my game crashes on loading a save / starting a new game
A: That means you probably have a heavy load order and Skyrim does not reserve enough memory for all the esps. You'll probably need to download the ESM and activate it (and disable the ESP)

Q: OMG, the manholes have no lids! I can't enter the sewers!
A: What you need to do is:

1) Download the MAIN file (the one that includes both the esp and the bsa)

2) Download the ESM version (which only includes only the esm)

3) In NMM (or whatever you are using) disable SkyrimSewers.esp and make sure that SkyrimSewers.esm is activated.

Q: Does this work with Open Cities?
A:There is a compatibility patch found here:

Q: The game freezes when I exit the sewers into the cities!
A: That's because the gaming console oriented settings have a max count for interior objects stored in the memory. Add these lines line to the Skyrim.ini under [General]:
uExterior Cell Buffer=36
Note: The SkyrimSewers.ini includes these ini-settings from version 4.0 onwards, so with the latest version there should be no need for separate edits.

Q: Will there be version 5.0?
A: Most unlikely. I've poured so many hours into this mod that it's really starting to take the fun out of it. When v. 4.0 is more or less bug free I'll look into making quest mods.

Q: Your mod is kinda lackluster. I bet I could make it much more better.
A: Feel free to do so. You can use my mod as a base just as long as you give proper credit (ie. don't be an a-hole is a great general rule in all life.)


Version changelog
Adds a sewer system to Solitude + a hidden dungeon

Adds a sewer system to Windhelm + a hidden dungeon + some minor bug fixes and aesthetics to the Solitude sewers.

Adds a sewer system to Whiterun + fixes and aesthetic improvements to the former sewers.
- 3.01 Does some small cosmetic fixes and adds a book that I forgot to include (The poem "Song of Ulvaak" is originally by Patton Oswalt).

- added a passage to Blackreach in the Windhelm subterrane
- Visual and level design fixes
- minor adjustments to some of the enemies
- fixed some grammatical errors in the books
- note: Will likely require Skyrim 1.6.89! I'll upload a new version just in case when 1.6 becomes public

- cleaned up some navmeshes in Whiterun sewers
- adjusted some of the lightning to a bit more darker tone in some of the sewers for realism
- set the sewer entrances to "minimal use" to avoid AI using them
- gave the sewers proper "location" values

- added Markarth sewers
- added dealers/peddlers to each sewer system
- added radiant quest markers to sewers
- added tunnels to Fort Sungard and Greenwall
- you now need to have met Spetimus Signus before you can use the tunnel to Blackreach beneath Windhelm.
- added Dragonsreach Substructure to Whiterun
- added Old Canals to Windhelm
- added a new sword to Markarth sewers
- replaced the model for Honorblade of Whiterun to slightly better one
- added a few more enemies to the sewers
- general aesthetic improvements to all the sewers (lights and clutter)
- fixed some typos left in the new books
- rearranged some of the navmeshes around the sewer exits.
- cleaned the mod with TES5EDIT
- added SkyrimSewers.ini to avoid the maximum object count freeze when exiting into cities.

- general aesthetic fixes and improvements
- fixed Stormfang's orientation in the inventory menu
- fixed some typos in the books
- added hidden passage to Nchuand-Zel in Markarth sewers
- added a stairway to Old Haafingar's chasm
- made some chests locked that were unlocked in previous versions
- added some missing facegen-files to the BSA

- added tunnel connections to Solitude Lighthouse, Whitewatch Tower and Fort Kastav.
- added two books (Tamrielic History Illustrated & Brynjolf's notes on the sewers.)
- minor aesthetic fixes
- renamed Stormfang to Mournbringer (due to Dragonborn adding a weapon of the same name)
- resolved the minor conflict between Skyrim Sewers and Markarth Undercity Beta
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_-Kronos-_ Dec 2, 2017 @ 5:25pm 
Does it work holds city overhaul
viltuska  [author] Sep 18, 2017 @ 11:21am 
@Olet tervetullut :) Glad you liked the mod. It's quite dated already and I still have the Raven Rock sewers almost done but I haven't got the time and energy to finish them up.
suandin Sep 3, 2017 @ 8:02am 
@ Viltuska: I resubscribed and found the entrance by chance (I used the aura whisper shout in the derelict tunnels, which revealed the draugr guarding the entrance). I think I've searched every single square centimeter around Thorek's corpse, but I don't remember seeing a button at all (so I tcl'ed my way through the wall). Maybe it's me or it didn't load properly like I mentioned in my earlier comment.

Still, it was fun trying out and I would recommend the mod. Thank your for your hard work! Kiitos!
viltuska  [author] Sep 1, 2017 @ 12:16pm 
Spoilers ahead for those who want to find the Temple on their own (it's a bit overcomplicated I agree):
In the Solitude sewers go to the Cloaca Maxima. There you need to dive to a bandit hideout where you find a door to the collapsed sewers. Fight off a couple of Chauruses until you find a stairway leading downwards into a sunken tunnel. At the surface level of the water, on your left hand side, there's a button on the wall. That opens a door in the sunken tunnel ahead. Dive your way through. There's a couple of draugrs popping out of sacrophagi. Kill them and you'll find a a puzzle door where the Steel Claw fits. After that you'll find the Ruins of Old Haafingaar and the Temple of Shor.
suandin Aug 25, 2017 @ 8:50am 
I've tried the mod over the last few days and I really liked how you worked out the sewers. They look like they've always belonged to the vanilla game. However, I could not find the Ancient Temple in Solitude, no matter how hard I tried. I skimmed through the earlier comments and followed the clues with the Hall of the Dead and the Temple of Divines, but found nothing. Thoreks Note to Jon said something about two other guys and I think I remember killing them, but all corpses disappeared immediately from the game, so if they carried other clues, they were lost.
So I loaded an earlier save and ran through the Solitude again, but this time a lot of generic enemies were missing as well as Thoreks corpse, which makes me think that some contents might be missing. I'll check if resubscribing helps.
geigda Apr 6, 2017 @ 2:29pm 
Is this compatible with Undeath?
Raiu Dec 20, 2016 @ 9:25pm 
Great mod I found a sword called shard slayer:steamhappy:
viltuska  [author] Aug 9, 2016 @ 11:15am 
Jep, pitäisi toimia, ei siis koske muuta kuin isoihin kaupunkeihin + pariin linnoitukseen ja muutenkin muutokset "vanilla-mestoihin" koitettu pitää minimissä, eli lähinnä sisäänkäyntejä sijoiteltu eri puolille kaupunkeja.
Deathjester Jul 17, 2016 @ 11:27am 
Toimiiko tämä Castle Volkihar Reduxin kanssa? Se asentaa Solitudeen vampyyreille tarkoitetun viemärin.
Blast Lord Jul 13, 2016 @ 8:21am 
I am looking foward for beyond Skyrim also looking foward for you to continue working on sewers of skyrim with my idea still on the comment section you always got my support