The story of Hjermskiir

In ancient times, when Ysgramor set over to Tamriel, the big freeze conquered all of Atmora. Struggling, three Atmorans, all contributing part of their name to the island they saw in the distance from Atmora, decided to take refuge on the huge, icy rock. They gathered an entire city of Atmorans, and set off on longboats to the island today known as Hjermskiir.
When they arrive, they discover a unique Elven race, similar to that of the Chimer, possibly also blessed by Azura, but in a different way. These feral mer lived isolated on this island for eras until the Atmoran tribe, who named themselves 'The Hjern' arrived on the island.
The effects of the cold only partially affected Hjermskiir over time, and along with the climate changes of the island, the Atmorans changed. First it was Hjer, one of the three Atmoran leaders. He grew horns, unlike what any Atmoran had ever seen. Then Skiir did. Then everyone else did. Over time and time of adaption, these changes occured, forming what could be named a new race.
A direct descendant of Skiir, known as Yngvil, is now the chairman of a new order over the island, the Miphorchatzin. For a modest sum of money, his strong, advanced warriors protect each city and village from the tradgic adaptions of some of the Hjern males, known as the Hjern Kings. These Hjern Kings are huge, feral creatures, shaped like man, yet much larger. This uprising of the Miphorchatzin has helped lead a civilized, regular economy, and the island of Hjermskiir is born.


What is Hjermskiir?

Hjermskiir is an island, shortly off the coast of Atmora. Currently holding only two races, the Hjern and the Orphic Elf, the Dragonborn will have yet another island to spread his name on, and vanquish evil from. Currently the size of Solstheim, the island of Hjermskiir will be a fun and entertaining island for the player to explore.


What new content will be included in the island?

  • An entire new worldspace for the player to explore.
  • New creatures unique to the island, as well as island variants of previous creatures.
  • A huge city and various villages for the player to explore.
  • Many new voice acted NPCs.
  • A main quest and many side quests.
  • Custom public-domain music fitting to the island.
  • Many interiors and cells for the player to explore.

Credits (So far)

  • Jack "The Coffee Guy" Crawley (Creator of Hjermskiir)
  • Alex Cain (Orphic Elf voice acting)
  • Cassandra Wladyslava (Hjern voice acting
  • Noah Egges (Hjern voice acting)
  • Evan Smith (Hjern voice acting)

Various questions

Q. What is Hjermskiir?
A. Read the top of the page all the way down, and you will get the answer.

Q. Do I need DLC to use Hjermskiir?
A. No, Hjermskiir will remain completely independent of DLCs.

Q. How stable is the mod as of today? (27th of May, 2014)
A. Not stable at all. The quests aren't ready, and many glitches still persist and are being worked on.

Q. When will this mod be released?
A. I honestly have no idea. I expect an alpha release to be done around August time, but the full mod will not be done for a while, due to other things getting in the way.

Q. Can I contribute?
A. Yes! If you feel like you may be of use to the development of this mod, email me at: CoffeeAddictUK@gmail.com.


Why is this mod being made?

Well, I (The Coffee Guy) have just finished my secondary education, and now I have spare time, I decided to start really prioritizing a small side-project into a full-sized DLC mod. Hopefully this mod will be successful, and I further look forward to continually developing it. I am making this for my own entertainment, and (hopefully) the entertainment of others.

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Blog RSS Feed Report abuse Latest News: Weekly Chunk - 03rd June, 2014

1 comment by TheCoffeeGuy on Jun 3rd, 2014


Weekly Chunk

03rd June, 2014

Welcome to the second episode of the weekly chunk. To make updates easier, I have decided to make use of this news option on ModDB to create a weekly update for my mod project, Hjermskiir. This will make it easier for me to express both positives and negatives, along with updates, questions and difficulties.


Since the last episode, lots of things have been done to improve the island of Hjermskiir. The most notable feature is that the landmass has reached approximately the size of Solstheim, making the island on par with the DLC and perfectly sized for an expansion to the game. I have also been taking time to write the lore of the entire island, and I am soon to be recruiting people to help me write scripts for characters and write the books for the mod. This will alleviate a bit of stress for me, and will possibly help make the entire mod much better.
One notable lore addition is a new ancient settlement on the island ran by Orphic Elves called 'Azura's Prospect', which is a small cult which believe the randomly sprouted crystals which contain the same structure of soul gems are Azura's way of communicating with those who she blessed: the Hjern and the Orphimer. Since this is a part of the main quest, no more shall be released. This is but proof of the writing of the lore.
In the main city of the island, there is a gate with barriers, and a guard outpost with bowed guards guarding the city. The signature giant creatures of the island, the Hjern King, will have scripted attacks in which the guards will always win, just to make the island seem more hostile and the cities seem more fortified.
There is an entire new area added to the island in which mostly consists of woodlands. This will be the main source of lumber for the island's architecture.
Below is the trailer.


The Official Trailer - Mod DB

That's all for this week's weekly chunk. More information shall be released next week, as production moves further. Thanks for watching!

-The Coffee Guy

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Post comment Comments  (0 - 10 of 11)
Guest
Guest Sep 15 2014, 2:55am says:

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TheCoffeeGuy
TheCoffeeGuy Sep 21 2014, 2:33am replied:

This mod is still a work in progress, quest production and NPCs are still to be done.

+1 vote     reply to comment
Guest
Guest Jun 6 2014, 9:12pm says:

Good work! So far it looks really promising but there are some things I'd like to point out that I think could use some improvement.

First of all I really recommend re-doing the mountain ranges. From what I can make out of the screenshots, you only used static pieces to build them and you didn't use the landscape editor. I think it would be far better if you first used the landscape editor to make a mountain landscape wise, and then afterwards placed the statics.
This will make it look far more natural and it will give the whole island a much better atmosphere. This would also provide you more creativity when it comes to making mountain passages and possible lairs for strong creatures.

Second, I would advise using something else then the Blackreach mushrooms as rare flora for the island. To me it just doesn't seem very fitting. Maybe you could look at some of the flora modders resources on the nexus for some unique alternatives.

Third, i'd recommend using custom textures. Since creating entirely new 3d models for your mod is probably out of reach I would suggest re-texturing some of the buildings so they won't look too much like vanilla Skyrim. Thankfully It's really easy to re-texture buildings in the CK, and if you don't have any unique textures available you can easily export all the vanilla textures from the Skyrim Textures.bsa and use those so you can mix 'n match them.

Overall the mod looks really nice but I hope you will take my advice into consideration as I fear the finished product will look too much like vanilla Skyrim. Take for example Falskaar. It's the N.1 new lands mod yes, but one of it's main points of criticism was that it didn't add anything substantially new. All of it's buildings and flora were the same you'd encounter in Vanilla Skyrim. The thing is Skyrim is out since 2011 and from my experience most of the players have kinda had it with the same Skyrim landscape everywhere and desire something new, unique.

+3 votes     reply to comment
TheCoffeeGuy
TheCoffeeGuy Jun 11 2014, 1:10pm replied:

Thanks for the feedback!

The mountain ranges are my next task, and I have been working on them over this time. I am making a huge mountain for the storyline and I am restructuring the mountains already in the mod to make it more vanilla-like (realistic). I'm also redoing the landscape, and since the island is almost like a 'rock', my desire is to make the terrain a little more uneven.

The blackreach mushrooms are becoming a problem, but sadly they play a huge part in the lore. The island's climate is almost like being in Blackreach cave, meaning that those mushrooms have been able to grow, so that can't really change. I've been thinking about using a modders resource which has untextured mushroom meshes. I could texture my own mushrooms and place them in the game, as they can have LODs generated for them, too. I'd make them a little more rare than the Blackreach flora. The Blackreach flora will also be retextured especially for Hjermskiir, anyway.

Custom textures, definitely. I've retextured a lot already, including some creatures, a snowy mammoth, a snowy giant, and my next task in that area is to add snow to the Whiterun architecture I used.

I agree about Falskaar. He went through a lot to make it, and it's hard for some people to understand the dedication it takes to make a mod of that size, but I agree, it was very true to the original Skyrim style. My goal is to make Hjermskiir very unique and interesting without stepping out of the lore.

+1 vote     reply to comment
rilax
rilax Jun 16 2014, 10:25am replied:

You're welcome =).

Your plans for the mountains sound really good! I would suggest looking at some of the more complex mountain ranges in Vanilla Skyrim so you kinda get an idea of how Beth made them. As for the rest of the landscape, using the Height-map editor to make some hills here and there, and then softening the landscape up with the Landscape editor really helped for me in making the landscape less flat.

If the mushrooms play a huge part in the lore then it would indeed be better to keep them. Perhaps you could remove the bio-luminescence so that the mushrooms do indeed grow there because of the same Blackreach climate, but they don't glow as there is still a sun albeit not a very warm one.

Great that you've already retextured alot! The only thing I would still suggest is also retexturing some architecture. Oh and snow isn't added with a texture to buildings it is used with a snow shader I believe. When double-clicking the object in the object window in the CK I believe there should be an option for shaders somewhere.

Yeah true most people don't realize how much effort there goes into making a mod that big. Which is only natural as most people have never made a mod let alone a whole custom worldspace. But still it would have been nice if Falskaar had some custom models for cities etc.

I wish you good luck with your mod! I will definitely keep lurking on this mods page as it looks really promising. In the meantime I will be working on my own worldspace as well. Here is a screen of what's to come perhaps you like it :). Nexusmods.com

+1 vote     reply to comment
Arctic«
Arctic« Jun 4 2014, 8:27am says:

Will be there a dragons? or new dragon type perhaps?

+1 vote     reply to comment
TheCoffeeGuy
TheCoffeeGuy Jun 4 2014, 9:31am replied:

My original plan was to keep this island free from dragons, but there may be exceptions in the main storyline.

+1 vote     reply to comment
Guest
Guest May 27 2014, 8:58am says:

This comment is currently awaiting admin approval, join now to view.

TheCoffeeGuy
TheCoffeeGuy May 27 2014, 11:23am replied:

This is extra content for Skyrim. It is an entire new island with an overall unique feel to it.

+1 vote     reply to comment
ChickenPorDie
ChickenPorDie Apr 28 2014, 9:36pm says:

Nice job dude.

+2 votes     reply to comment
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