The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

43 ratings
Mines of Moria Revised and Expanded v1.5
File Size
43.886 MB
Jan 30, 2015 @ 1:42pm
May 26 @ 2:00pm
4 Change Notes ( view )

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Mines of Moria Revised and Expanded v1.5

Mines of Moria Revised & Expanded Vanilla Version
Release: V1.5
Original Mines of Moria Mod: Tomolyons
Revised & Expanded: Firehawk7171
Twenty-First Hall Models & Textures: Firehawk7171


This is the Revised & Expanded Edition of Tomolyons Mines of Moria Mod. It now includes many new area's to explore in addition to the original 4 for a total of 40 area's. Some folks may not like that this mod is NOT true to LotR canon. Some may love it. This is my interpretation of the Mines of Moria.

Note: I'm not sure v1.4 was packaged correctly. V1.5 definitely is and adds a few things. See the changelog.

Cleaned with TES5Edit.


All DLC's Required
- Hearthfire
- Dawnguard
- Dragonborn


Extract the contents of the data folder into your Skyrim directory folder. It should look something like this:


Activate Moria_VA.esp


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Known Issues & Troubleshooting:

1. Flickering Lights (Only notice this issue in The Mine Shaft).
Troubleshoot: Currently I have no fix for this and appears to only be one light.

2. Running through the Twenty-First Hall from Balin's Tomb to the Khazad-Dum entrance may cause CTD.
Troubleshoot: This is because you're running through sets of triggers designed to spawn in groups of Falmer. When you enter all those triggers too quickly, the game (or your machine) can't keep up with the load process). Suggestion: Don't sprint, walk/run at half speed or just enough to keep ahead of the Falmer. Also, try turning off your ENB effect during this stage of the map Shift + Enter > Untick Effect from the menu. Reactivate once you clear or leave the level.

3. Some of the CaveGPillars are scaled for The Great Southern Abyss. You may find yourself having to work around them.

Recommended Mods:

Climates of Tamriel By jjc71
ELFX By Anamorfus
Wearable Lanterns By Chesko

Special Thanks:

- Huge thank you goes out to Tomolyons for giving me permission to pick up on this mod where he left off.
- Special thanks to Dogtown1 for allowing me to include is Balrog asset from his MonsterModv13 file.
- Thank you to Bethesda for making Skyrim, and making it so awesome.


- Skyrim
- Skyrim CK
- Autodesk 3DS Max 2014
- Adobe Photoshop CS6
- Nifskope
- TES5Edit


- Lighting levels depends on your ENB and settings. I designed this mod to be dark, but playable. You should carry a lantern, torch, magelight or candlelight spell with you. This mod is designed for ENB use, but works just as well without.
- You will not encounter any Falmer if you take the Fellowship path through Moria until you enter Balin's Tomb. However, stick to the right in the Twenty-First Hall. Update: You will no longer activate the Falmer spawn triggers unless you Twist the Arrow first.
- I have fixed the lighting issues with this mod that brightens the lighting in other dungeons/area's. This should no longer be an issue.

Please report bugs in the Comments section.

I'd also love to see your screenshots or video's!

Thank you for downloading!

My other mods:
HTTYD2 Astrid Armor
HTTYD2 Hiccups Armor
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synergy_71  [author] May 14 @ 4:27pm 
Make sure you have SKSE and all DLC
>Tac23<Syphon May 14 @ 11:49am 
you rock going to dl this today and see if it works for me now! am excited
synergy_71  [author] May 11 @ 12:16pm 
Version 1.4 is now released
synergy_71  [author] May 10 @ 5:43pm 
@ >Tac23<Syphon I gott'a give it a final run through, make sure everything jives. But so far, I'm liking what I see and I'm loving how everything is working. The update is MASSIVE, almost or if not DLC size, you can literally spend hours upon hours exploring Moria.
>Tac23<Syphon May 10 @ 2:03pm 
when you think its going to be out?
synergy_71  [author] May 10 @ 9:34am 
@ Bethus, if you like that you're gonn'a love the new update I'm fixing to release. Just play testing the final version now.
Bethus May 8 @ 8:54pm 
Fantastic !!! I like very much. :steamhappy:
>Tac23<Syphon Nov 9, 2017 @ 11:40am 
Awesome cant wait!
synergy_71  [author] Nov 8, 2017 @ 8:48pm 
I've been working on a new version, 1.4, but waiting on a response from the MonsterMod author. Once I get his permission to distribute an asset of his in my mod I'll post the new version.
>Tac23<Syphon Nov 5, 2017 @ 9:05am 
was really hoping to try this however seems something wont let it work for me as I have to actually delete from the data folder to get my game running again will try at a later date on a clean game