Better Dungeons


by Scot and WalkerInShadows


Table of Contents



Description

Are you tired of all those bland, dreary, cookie-cutter caves? This is the mod for you! Better Dungeons makes almost all the caves unique and interesting.

New Features:

This mod does not touch certain caves that are quest-related - to avoid breaking things - as well as others that didn't really need new features. These caves are: Amelion Tomb, Darkfathom Cave, Dunbarrow Cave, Glademist Cave, Haynote Cave (avoids conflicts with CDEP Fanaceya), Lake Arrius Caverns, Nonwyll Cavern, Serpent's Trail, Sideways Cave, Underpall Cave (avoids conflicts with CDEP Underpall), Vahtacen Cave, and Wellspring Cave.


Requirements

Oblivion with the 1.2 patch.


Installation

There are two versions of Better Dungeons - a BSA version and a non-BSA version. The non-BSA version is for people who wish to avoid conflicts with other BSAs - it's a known issue with Oblivion that if two or more BSAs have the same file path, it can lead to crashing. Better Dungeons' BSA is known to conflict with MMM and Better Cities' BSAs, so if you're using those, you're better off getting the non-BSA version. This version can also be made into an OMOD for easier install/uninstall. In either case, the installation procedure is the same - drop the esp and BSA or files into the Data folder. Use BOSS to place Better Dungeons.esp, or move it by hand using OBMM/Wrye Bash.

Compatibility

Better Dungeons is compatible with FCOM and most other mods, as long as they don't make major changes to the caves. It has been tested in a load order with ~170 other mods, including several quest mods. Mods that add new monsters, like WAC or OOO/MMM, work well with this, as do new sound mods. We highly recommend using a texture replacer mod to truly enjoy the added features.


Known Issues

None at this time.


Hints and Spoilers

Better Dungeons contains a number of small puzzles and hidden treasures, not all of which are immediately obvious. This section covers all of them. Spoilers are blanked out - just highlight the text to read it.

Where's the key to the vault in Black Rock Caverns?

This is a tough one, but if you suspect it's in the cave, you'd be correct. More specifically, it's in the weeds right behind the vault itself.

Where's the key to the second tower in Capstone Cave, and what does the pullrope at the top do?

The key is in the top level of the tower in Capstone Great Cavern It may be a little hard to see, because it blends in. The pull rope activates a small secret door in an altar in the Great Cavern (it's on the east side) that reveals a great treasure.

Where's the key to Crayfish Vents?

It's on the body of a dead fisherman in Crayfish Capillaries, in the large room in the southwest (as you're looking at the map, not the compass).

Where's the key to the vault in Newt Cave Chapels of Light?

It's on the undead monk - you'll have to kill him to get it.

Where's the real key to Red Ruby Hollows?

There's a journal in Red Ruby Cave that mentions where the key is located. If you're still having problems finding it, it's in Toadstool Hollow Doubleback, on the body of a dead female bandit.


Credits


You may make a translation of Better Dungeons, but it must be the esp only - due to conditions put forth in some of the modders' resources, they cannot be distributed anywhere besides Oblivion Nexus. You can upload a translated esp wherever you wish, however.

All resources used in this mod are the property of their respective creators; see the individual entries for reuse.


Changelog

Version 11


Version 10


Version 9


Version 8


Version 7

Version 6


Version 5.5


Version 5


Version 4


Version 3


Version 2


Version 1.5


Version 1.0


Version 0.5