[RELz] Adense Epic Dungeon

Post » Wed Sep 01, 2010 6:59 pm

First off, great mod, I am really enjoying it. :)

However, could someone ask this David Brasher who is doing the updates now if they could possibly stop renaming the plugin with every new version? It's really annoying for BOSS, and apparently it brings a risk of bad things happening with the mod's data because it's name has changed, or something like that, and IMHO eliminating that possiblility can only be a good thing.

Thanks.
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JERMAINE VIDAURRI
 
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Post » Wed Sep 01, 2010 5:05 pm

Ummm - and clean the mods - he seems to release them all dirty.
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Tikarma Vodicka-McPherson
 
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Post » Thu Sep 02, 2010 12:38 am

All I can say is... OMG!!! What a fantastic mod. Thank you both (Adense AND David Brasher) for an incredible experience. Really well done, guys.
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Quick Draw
 
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Post » Wed Sep 01, 2010 6:14 pm

All I can say is... OMG!!! What a fantastic mod. Thank you both (Adense AND David Brasher) for an incredible experience. Really well done, guys.

thx!! ;)
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Umpyre Records
 
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Post » Wed Sep 01, 2010 4:05 pm

This is very, very promising mod! Thanks for making it and sharing.

Does this mod contain puzzles/puzzlework like almost every single "cave/Fort-mod" seems to have? I hope not because I am so simple that I can?t solve them and my patience is very short, thus spoiling the feeling of gaming totally.

Thanks for the answer!
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Kelli Wolfe
 
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Post » Wed Sep 01, 2010 11:26 am

I can remember one riddle. Does that qualify as a puzzle? In any case, I recommend you give this one a try. It is certainly one of the more unusual dungeons I've had the pleasure of crawling. Unlike most, there are multiple routes one can follow. A bit disconcerting for someone such as myself, who feels compelled to explore every single inch of a mods environment. This made for a lot of backtracking in my case, but could result in added replay for others. As a REALLY BIG fan of dungeon mods, this is one of my favorites.
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Lil'.KiiDD
 
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Post » Wed Sep 01, 2010 10:31 pm

This is very, very promising mod! Thanks for making it and sharing.

Does this mod contain puzzles/puzzlework like almost every single "cave/Fort-mod" seems to have? I hope not because I am so simple that I can?t solve them and my patience is very short, thus spoiling the feeling of gaming totally.

Thanks for the answer!

Nah, there are no real puzzles really.. ;) It's mostly exploration!! ;)
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Ria dell
 
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Post » Thu Sep 02, 2010 1:52 am

Thank You!!!! I am so pleased to hear that. I will install this Asap and though I am level 5 I have to go and see how far I can go. I love challenges and good fight (I play OOO) and I have a feeling that this will be in the Top 5 in my mod list.

Hail Grand Duke Adense ! :)
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Hannah Whitlock
 
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Post » Wed Sep 01, 2010 11:05 pm

I suspect you will get your backside handed to you Zlither. My level 10 mage/stealth mix character had to retreat in confusion, and that was with Viconia in support.

Anyway, the main reason I am posting is to praise the dungeon design (the little I saw of it before being forced to retreat).

My younger self was an avid potholer (or spelunker if you are in the US). I spent a large proportion of my 20's in holes in the ground in the UK and elsewhere. Adense Epic Dungeon is virtually the first dungeon I have ever been in that felt like it could be a real underground environment. Admittedly the High Level Route between Lancaster Hole and Top Sink in Easegill Caverns has less ruined Ayleid architecture and fewer undead, but the sense of hopping frm boulder to boulder, some of them moving under you, chaotic chambers with ill defined boundaries, and dangerous partially concealed holes in the floor are very familiar. It's all a world away from the nicely regular (and unrealistic) vanilla caves.

The only other place I've found in game where the underground felt realistic is the unmarked top entrance to one of the caves in the Kvatch Rebuilt mod. It's the third cave you have to visit, near Cheydinhal (can't remember the name). The cave has an entrance which is simply a hole in the ground with a little stream going down it, you can could climb down the hole alongside the waterfall into a chamber with daylight coming in from above. There's loads of Yorkshire pothole entrances exactly like that.

Back to Adense Epic Dungeon. Another great feature was finding the not obvious routes on (again just like in certain cave systems in real life). As I said, my character didn't get far. She met a non hostile PC, found a couple of notes, and had an epic battle which she barely survived by using most of her stock of potions and poisons. Viconia was not a great deal of help as she could not cope very well with the chaotic terrain. My character decided to retreat to the surface. It was possible but it took me over an hour to get out, finding the exact heap of rubble to climb, and the appropriate ledge to slither along (again similar to real life underground situations).

The Dungeon looks like it's going to be epic in every sense, great work, I'm looking forward to returning after levelling up a few times.
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Jeffrey Lawson
 
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Post » Thu Sep 02, 2010 12:02 am

I suspect you will get your backside handed to you Zlither. My level 10 mage/stealth mix character had to retreat in confusion, and that was with Viconia in support.

Anyway, the main reason I am posting is to praise the dungeon design (the little I saw of it before being forced to retreat).

My younger self was an avid potholer (or spelunker if you are in the US). I spent a large proportion of my 20's in holes in the ground in the UK and elsewhere. Adense Epic Dungeon is virtually the first dungeon I have ever been in that felt like it could be a real underground environment. Admittedly the High Level Route between Lancaster Hole and Top Sink in Easegill Caverns has less ruined Ayleid architecture and fewer undead, but the sense of hopping frm boulder to boulder, some of them moving under you, chaotic chambers with ill defined boundaries, and dangerous partially concealed holes in the floor are very familiar. It's all a world away from the nicely regular (and unrealistic) vanilla caves.

The only other place I've found in game where the underground felt realistic is the unmarked top entrance to one of the caves in the Kvatch Rebuilt mod. It's the third cave you have to visit, near Cheydinhal (can't remember the name). The cave has an entrance which is simply a hole in the ground with a little stream going down it, you can could climb down the hole alongside the waterfall into a chamber with daylight coming in from above. There's loads of Yorkshire pothole entrances exactly like that.

Back to Adense Epic Dungeon. Another great feature was finding the not obvious routes on (again just like in certain cave systems in real life). As I said, my character didn't get far. She met a non hostile PC, found a couple of notes, and had an epic battle which she barely survived by using most of her stock of potions and poisons. Viconia was not a great deal of help as she could not cope very well with the chaotic terrain. My character decided to retreat to the surface. It was possible but it took me over an hour to get out, finding the exact heap of rubble to climb, and the appropriate ledge to slither along (again similar to real life underground situations).

The Dungeon looks like it's going to be epic in every sense, great work, I'm looking forward to returning after levelling up a few times.

thx! ;)
and another "thank you" too, because I googled for pics of those "Yorshire pot-hols"! Great source of inspiration for further cave mods :P
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Cameron Garrod
 
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Post » Wed Sep 01, 2010 1:37 pm

I'll just give this thread a little bump , so that it does not die compeltely... :P :angel:
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Bethany Watkin
 
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Post » Wed Sep 01, 2010 6:24 pm

Didn't know this mod .... downloading now....
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Jennifer Munroe
 
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Post » Wed Sep 01, 2010 11:18 pm

This mod sounds awesome, Is the loot balanced? or will I get uber gear pretty soon after going in?
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Nitol Ahmed
 
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Post » Wed Sep 01, 2010 9:31 pm

This mod sounds awesome, Is the loot balanced? or will I get uber gear pretty soon after going in?

Nah, there is no uber gear! ;) It's just awesome :P
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Vincent Joe
 
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Post » Wed Sep 01, 2010 2:37 pm

Thats good, is it fully compatible with OOO?
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Holli Dillon
 
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Post » Wed Sep 01, 2010 12:30 pm

I just found this mod and im interested in trying it out but before I do im just curious, does it require Shivering Isles in order to run or will just Oblivion do?
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Janeth Valenzuela Castelo
 
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Post » Wed Sep 01, 2010 4:45 pm

Thats good, is it fully compatible with OOO?


Yes it is.
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!beef
 
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Post » Wed Sep 01, 2010 8:34 pm

Im always looking for big dungeon craws ala Daggerfall and this looks like it fits the bill perfectly, just on question; are all the textures from your videos vanilla or modified? and are they part of your mod or a separate download
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jessica sonny
 
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Post » Thu Sep 02, 2010 1:31 am

I just found this mod and im interested in trying it out but before I do im just curious, does it require Shivering Isles in order to run or will just Oblivion do?

Yup, it's required!

Im always looking for big dungeon craws ala Daggerfall and this looks like it fits the bill perfectly, just on question; are all the textures from your videos vanilla or modified? and are they part of your mod or a separate download

Yes they are vanilla, except for the slightly redish ayleid textures.. but that was just a test mod of my own, which is NOT part of this mod :)
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C.L.U.T.C.H
 
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Post » Thu Sep 02, 2010 12:50 am

Yay, 6000+ downloads on TesNexus x)
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Krystal Wilson
 
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Post » Wed Sep 01, 2010 8:05 pm

What!? Another big dungeon mod I missed somehow?!? Threads disappear so quickly on these forums! I try to check at least a few pages back, but sometimes that's not enough, I guess.

Anyway - awesome-looking dungeon mod, GDA! I love real caves, and this has a great blend of realistic and fantasy feel to it - not to mention the horror aspect. Did I see something Giger-esque in there? I'll have to be cautious... :unsure2:

Well, I'll be trying this soon, I think. I'll just have to level at bit first; having started a new game with a pure Mage-type char with TIE and Realistic Leveling, I'm doing all I can just to survive for the moment. Can't wait to try it, though! :goodjob:
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Mylizards Dot com
 
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Post » Wed Sep 01, 2010 9:10 pm

Looks great. Instant download
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Tanya Parra
 
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Post » Wed Sep 01, 2010 12:58 pm

What!? Another big dungeon mod I missed somehow?!? Threads disappear so quickly on these forums! I try to check at least a few pages back, but sometimes that's not enough, I guess.

Anyway - awesome-looking dungeon mod, GDA! I love real caves, and this has a great blend of realistic and fantasy feel to it - not to mention the horror aspect. Did I see something Giger-esque in there? I'll have to be cautious... :unsure2:

Well, I'll be trying this soon, I think. I'll just have to level at bit first; having started a new game with a pure Mage-type char with TIE and Realistic Leveling, I'm doing all I can just to survive for the moment. Can't wait to try it, though! :goodjob:

I think waiting to about lvl 20-30 will be best if you want to surive this mod. But I guess with a little skill, you can beat the dungeon in lower levels as well :)
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Jessie Rae Brouillette
 
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Post » Wed Sep 01, 2010 10:04 pm

Starting a new game. Can't wait to try this mod. Great work.
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lauren cleaves
 
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Post » Wed Sep 01, 2010 4:40 pm

Starting a new game. Can't wait to try this mod. Great work.

Be sure to bring a lot of potions ;)
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Sun of Sammy
 
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