Skyrim Mods

Frostwater Village

Collaborative modding project alongside 4 other designers. Built over 6 weeks. Adds a new village to the game alongside a multi-quest storyline.

You can see just the quest I worked on to the right.

Key Contributions

  • Owned the level design, set-dressing, and puzzle scripting for the Warmair Mines level. (excluding the lava area & mine exterior).

  • Created an overall mod content treatment to pitch the story and gameplay flow, this was combined with other pitches to create the first plans for the project.

  • Built with Skyrim Creation Kit, using GitHub & Dropbox as version control.

Warmair Mines

In order to build the village, the citizens of Frostwater need stone and precious ores. A nearby mine contains all they need but it’s been occupied by Skooma dealers with personal connections to the town. The Dragonborn must visit the mines and find a way win over the Skooma dealers so the town can use it resources.

Before

Puzzle Breakdown

For this puzzle I did the following

- Overall puzzle / level design

- Scripted the level and gameplay logic in Papyrus

In order to escape the ruins and re-enter the mines, the player must solve open the door by solving the puzzle.

The puzzle centers around finding the correct combination of 4 levers to pull. Pulling a 5th separate lever is the sort of 'answer check'.

Any incorrect combination of levers flips them back to the start.

In order the find the combination, the player reads a note that hints at ingesting the mine specific skooma.

Once they do, special markings on the levers reveal themselves, noting which levers to pull.

After

Implementation

This entailed creating a new skooma object that applied a magical effect to the player when consumed.

The magical effect runs a custom papyrus script that applies the onscreen effects and if in the correct location / quest stage reveals the glowing lever markings.

I wanted a relatively simple puzzle whose solution wasn’t found in normal Skyrim gameplay. Not another 3 pillar symbol puzzle for example. I think this accomplishes that goal.

Level Iteration 1

The first iteration of the mine was a simple blockout with a few key goals:

  • Create a believable space for the dealers to operate out of.

  • Contain a ‘one way valve’ for the players to return to.

  • Contain a hole / pit for the players to jump into in order to rescue some lost skooma.

Level Iteration 2

The 2nd iteration was focused on world building / set dressing. Building up details to make the space feel more lived in. I pushed the set dressing even further for the final version.

I made sure to create an interesting blockout for the set dressing to build on by:

  • Having multiple changes in elevation.

  • Breaking up the cube-like blockout and adding a more organic feel by adding large rocks, pillars and other objs.

Level Iteration 3

The 3rd iteration was focused on adding a dwemer themed puzzle to the area. As development progressed, we ended up needing to add a puzzle to this level.

I wanted a puzzle that worked with the Skooma dealer theme and used the Dwemer aspect of the area the player returns from.

After a bit of brainstorming we settled on a puzzle that the player could only be solved by taking the mine-specific brand of skooma.

About the mod

A group of refugees contact the Dragonborn for help. They need help building up their village. They’re Increasingly targeted by the nearby city of Windhelm & it’s Stormcloak army. The Dragonborn will help build up the village, learn about it’s people, and defend it from Stormcloak extremists.

Nexus Mods page