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[RELz] The Fall of Granite Hill

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Granite Hill - Three Farms and an Inn, just North of the Falkreath. A Market is Held here Weekly. -- Survey of the Holdings of Jarl Gjalund

Granite Hill is mentioned in a few places in lore and existed prior to the 4th Era. However nothing remained of it in Skyrim by 4E 201 except the dragon mound where Vuljotnaak was buried in ancient times. All well and good, but with no explanation for what may have happened to the place it felt like a good enough opportunity to tell my own version of events here. With this mod, the 3 farms and the inn are back, but instead of the weekly market, the town has a blacksmith. Of course, that would not be much of a fate, would it? Granite Hill's fate is sealed from the moment Alduin burned down Helgen. Surely the beast and his newly resurrected allies didn't stop there...


* A fully working town prior to Alduin's return. 3 farms, an inn, and a blacksmith. Plus town guard patrols from Falkreath Hold.
* Upon Vuljotnaak's resurrection by Alduin, the village will be in flames. This will last as long as the dragon is alive.
* Following the dragon's death, the fires will go out but the town now lies in ruins, swallowed by the World Eater.

Download Locations

AFK Mods
Skyrim SE Nexus
Bethesda.net - PC
Bethesda.net - XB1

Installation Requirements

Skyrim Special Edition 1.5.97 or greater.
Unofficial Skyrim Special Edition Patch 4.2.4 or greater.

DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.

Installation - Wrye Bash BAIN
Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Nexus Mod Manager / Vortex

Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure it has the mod activated.

Installation - Manual

Drop the Fall of Granite Hill.esp, Fall of Granite Hill.bsa and Fall of Granite Hill - Textures.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.


Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

To remove the mod: Delete the Fall of Granite Hill.esp, Fall of Granite Hill.bsa and Fall of Granite Hill - Textures.bsa from your Data folder. Then reload your game as usual.

Load Order

LOOT should be used for optimal placement.


Will not be compatible with any other mods editing the area around the Granite Hill dragon mound.

Known Issues

Events in the town rely on the status of the dragon mound at its center. These mounds are not always well behaved and it's possible that the town may never trigger the actively burning phase. Also keep in mind that if you install this at a point beyond which Vuljotnaak is already dead, all you'll see are the ruins.

It may be possible to encounter leftover predators in the area that spawned before they were replaced with tame animals. Nothing can be done except to kill them.


Hana - Destroyed versions of the smithy and Farmhouse04 meshes.


This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

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10 hours ago, Arthmoor said:

However nothing remained of it in Skyrim by 4E 201 except the dragon mound where Vuljotnaak was buried in ancient times.

You know, early on I wanted to have a map marker for the dragon mounds in my Skyrim Map Markers mod.

I even had one map marker for a dragon mound named as Sahloknir in the MQ106 quest, so with this mod I might have something for a 2.0 version should I get the names for the other dead dragons in their respective dragon mounds.

Anyway, you never stop surprise me.  Thanks for sharing. :horkercookie:

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Version 1.0.1

The blacksmith's feet were clipping through the ground when using the armor workbench.
His ore and ingot stacks on the ground were also not flagged as owned.
Kiarde (and others) could get themselves stuck on a navmesh island on the hill somehow. That island has now been given jump links so the NPCs can get down.
Her voice type also did not work with generic dialogue for some reason. So she's been given the FemaleCommoner voice now.
Some of the NAVCUT boxes were not set to the right collision type which was causing NPCs to try and walk through fences.
The crop farmers should now offer to buy any crops you've picked for them.

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  • 3 weeks later...

Version 1.0.2

Added a start marker in the inn for AS-LAL support.
Fixed an intermittent problem with the innkeeper and server not always offering their service menus.
Nebirta Sibotis was incorrectly set to use a male voice.

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  • 3 weeks later...
  • 1 month later...

Version 1.0.4

Added exterior road lighting to the village.
Reconfigured the guards to inherit equipment from the Falkreath Hold guard template.
Added a failsafe check for Vuljotnaak being dead. It appears as though sometimes the scene processing simply doesn't do this reliably. The town should now properly enter its final state after his death.

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  • 2 months later...

Version 1.0.5

A missing property in the failsafe added in the previous version had not been defined, which would cause the fires to be left burning forever.
When the NPCs die, they will now be killed in the wreckage of their homes outside.

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  • 6 months later...

Thank you for adding this! It seemed you were on the fence about this town because of the dragon mound for some time. Glad to see you found a compromise.

Finally the place Siddgeir is complaining about not getting his taxes is on the map!

Just a thought after I type this..

It might be interesting if you could hold that scene from playing until after Granite Hill falls. It would certainly be a great fit for why the taxes are late...

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  • 7 months later...

Version 1.0.6

Ahrol The Ugly's investment dialogue is not checking the proper gold amount. This is a fix being applied which is detailed in USSEP Bug #29335.
USSEP 4.2.3 or greater is now a requirement for this mod.

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  • 3 months later...

Version 1.0.7

The guards in the town were incorrectly named. The initial "Granite Hill Guard" NPCs are supposed to be Imperials, not Stormcloaks.
The guards also now have their own barracks across from the inn. They were crowding things up too much.

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I have a plot twist and question.  On several different occasions, and with different dragons, I have managed to kill a dragon immediately after Alduin resurrects them.  Just a bit of Right Place, Right Time and no real planning.  What will happen to your village should the dragon be killed as it emerges?  I assume still burned, but ...

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