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Welcome to The Guild Home of Giskard and his mods We host some of the best Quest mods for TES and Fallout here. And remember, we also host guides for them if you get stuck.

skyrimiconDark Lore Grimoire V2 has been released on Steam Workshop and here at TEG for TEG forum members. Version 2 is a massive update and increases the file size considerably, at this rate it will not be long before the mod is too big for Steam Workshop.

New to version 2.... omg where do I start.

Brand new spell making and spell book making system, allowing you to create books purely to sell or to use for creating minions as a member of the Order of the Black Worm.  Also allows you to upgrade Dark Lore default spells to level 2 or 3.

Brand New Necromancer Guild, known in mod as The Order of the Black Worm
Featuring the Apocolypse Altar which you create your minions on and a Shade of Reverence device for turning grand soul gems in to Black soul gems.

Tel Mithryn has been expanded, how you can become a mage within House Telvanni and not just a goffer.

Lots of new merchants and other misc features, far far far too many to list, but when you visit Tel Mithryn and you noticed the hello and good bye messages sound very close to those used on Morrowind, you will start to understand the depth here in V2.

Oh and Version 2 comes with 22 brand new Quests. 12 for the Order of the Black Worm and 10 for House Telvanni.

All topped off with tons and tons of rich juicy lore for you to immerse your self in.

skyrimiconThat is it folks, Dark Lore Grimoire V2 is finished and will be tidied up and tested prior to release. Audio will be converned, a new bsa packed up, and all 23 new quests tested.

The Order of the Black Worm and House Telvanni are back, and Skyrim gets 2 new magic guilds for mages to play with. Which is 2 guilds closer to solving Skyrims biggest problem which is a lack of guilds.

Expect to see a release once all testing and tidying is done and dusted.... which could be any time now.

skyrimiconFirst, the Dark Lore Grimoire: House Telvanni feature is nearly done. I have 9 quests out of 10 fully working and no real need for additional voice actors. So a release is not far off. Maybe less than a week away.

The next news item affects Solstheim and House Telvanni because I implimented a system of respawning that by passes the buggy Resurrect Command that caused NPCs to fly around like fairies and affected my House Redoran feature of my Solstheim mod and stops the Resurrection Spell from breaking my quests because ISDEAD is not being used and ISDead cannot count resurrected NPCS.

2 bugs, worked around in DLG v2.

I have used some of these work around before back in 2012 but bugs in Skyrim and the really lousely script performance at the time caused Skyrim to lose count if too many NPCs died at the same time. Using the system on smaller groups works much better. 

This means Solstheim's House Redoran missions are likely to be scrapped and remade using the new system, which will make them work as I originally intended. Due to the way Skyrim remembers everything before you saved your game, I will be making new quests to replace old ones. So the update should work fine.

skyrimiconI thought you might want a sneak peak at the new quests made so far in Dark Lore Grimoire V2 as I talk about an issue one forum user raised and how I handled it.

Below is a list of quests, all the completed ones are new to Dark Lore Grimoire V2, more at being made for House Telvanni, so this is not a full list of quests that are coming to DLG V2 in the next release. The biggest difference between the Order of the Blackworm and House Telvanni mages is House Telvanni have a much more interesting set of quest options than the Order had, which lets face it typically revolves around raising the dead most of the time.

One user pointed out (rightly) that you more or less join House Telvanni as part of the Dragon Born DLC whilst doing Neloths quests, knowing I would get questions about this, I altered the text on the quests slightly to be clearer about whats happening and will now explain it here for you.

Given that House Telvanni have a strick set of entry requirements that Neloth does not even ask about, it is very very very hard for a lore mod maker to consider a sword hand a member of House Telvanni when nobody even asked him if he could cast any spells at all.

So I consider the Neloth offer as that of being a servant in House Telvanni, his servant, not a mage of House Telvanni, eg one of the ruling class.

In Dark Lore Grimoire, Shurak (Neloths Mouth), tests to see if you have the mage skills House Telvanni wanted in Morrowind. He is making sure you know your mage craft before allowing you join him as a Telvanni Mage, not a servant but a mage. You are going be getting mage related quests, not sword play quests. Everything on offer here follows Morrowinds version of House Telvanni and in many ways improves upon it because its not all goffer quests.


Skyrim may be missing Mysticism, Intelligence and willpower, all things House Telvanni require, but I managed to run the tests against what is in Skyrim, even though Skyrim is stripped down. So your magic skills are going to either open doors or lock them shut for you. Your not getting to join House Telvanni with a sword in this mod, you will have to have some sort of magic skill in the schools they are interested in and at least 150 magicka reserve which is what replaces the intelligence and willpower checks.


There is no mistaking your self as a hired sword here, you know your a Telvanni mage because you will be treated like one.Your not simply joining House Telvanni, and I am not simply accepting another stripped down membership system as being okay, as I had to for the imperials, you are becoming a Telvanni mage here and your going to be facing Telvanni mage issues, such as assassinations, spells, daedra, the works.

This is a morrowind style Telvanni quest line I am making.

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