What are some good mods that make dungeonscaves diverse and

Post » Tue May 08, 2012 6:27 pm

I have found a few that seem pretty good (Oblivifall Cave Sounds, new textures and another one that changes the lighting of caves and the names) but I want some more. What are your suggestions?
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lauren cleaves
 
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Post » Tue May 08, 2012 5:57 am

there's one that makes non vampire, non undead, non monster, non kahjiit, evil npc's have a (i think) 60% chance to have a tourch and use it. makes it seem like all the bandits and necromancers of cyrodiil havent developed a since of night vision from being cave dwelling crazies.

there is also a mod that does the same thing for outside but it works on both good and evil npc
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noa zarfati
 
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Post » Tue May 08, 2012 10:57 am

There's nothing that can be done for how generic most dungeons are. That's what happens when you use ONE designer. :shakehead:

That being said, efforts have been made:

http://www.tesnexus.com/downloads/file.php?id=14036
http://www.tesnexus.com/downloads/file.php?id=13939

That's all I know of this series. I'll be monitoring this thread for other mods, since I still love dungeon delving.

And if you want to meet more varied enemies, I recommend downloading some big creature mods like MMM, OOO, Creature Diversity, and then installing Dynamic Leveled Lists.
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*Chloe*
 
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Post » Tue May 08, 2012 8:22 pm

There's nothing that can be done for how generic most dungeons are. That's what happens when you use ONE designer. :shakehead:

That being said, efforts have been made:

http://www.tesnexus.com/downloads/file.php?id=14036
http://www.tesnexus.com/downloads/file.php?id=13939

That's all I know of this series. I'll be monitoring this thread for other mods, since I still love dungeon delving.

And if you want to meet more varied enemies, I recommend downloading some big creature mods like MMM, OOO, Creature Diversity, and then installing Dynamic Leveled Lists.

Thanks, yeah I've got MMM and Creature Diversity so I guess that's keeping it a bit more interesting. I'll give Dynamic Leveled Lists a look because that sounds like something I'm looking for.
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Killah Bee
 
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Post » Tue May 08, 2012 8:06 am

OWC-ND overhauls most dungeons/caves in the game. Much more diverse than with FCOM/MMM from my experience so far.
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Ernesto Salinas
 
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Post » Tue May 08, 2012 6:55 pm

OWC-ND overhauls most dungeons/caves in the game. Much more diverse than with FCOM/MMM from my experience so far.

Ah, Warcry.

Is there no way to use this with OOO? I have just heard so many good things about it.
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Lexy Corpsey
 
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Post » Tue May 08, 2012 10:20 am

Ah, Warcry.

Is there no way to use this with OOO? I have just heard so many good things about it.

Something to ask in DLL thread but figure I mention it here based on what you wrote. I don't know if it is possible as I do not know leveled lists but:

If you just install OOO.esm and if it has leveled lists and creatures, would DLL not pull from that without changing oblivion since you do not use 000.esp? Same could be said for other mods, just load the esm.

That is, if the esm is where the leveled lists and creatures are.
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Kelvin
 
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Post » Tue May 08, 2012 11:54 am

Ah, Warcry.

Is there no way to use this with OOO? I have just heard so many good things about it.

Not really compatible with OOO in a lot of ways, I don't see why you can't use DLL to get OOO levelled lists, but I don't see the purpose. And OWC-ND has it's own balancing and gameplay tweaks.

You can however use it with WAC, which is what I do with the WAC compatibility patches. Adds sooo much creature diversity it's not even funny, so many different kinds of encounters, also completely unscaled (which I like).

Heres something I put together for a friend of mine, the WAC compatibility patch link is there and the correct load order for Bashing to give OWC-ND preference: http://www.gamesas.com/index.php?/topic/1232576-complete-modded-oblivion-installation-guide/
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krystal sowten
 
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Post » Tue May 08, 2012 2:55 pm

I'm a new fan of http://tesnexus.com/downloads/file.php?id=37904. One of the reasons dungeons can be boring is slogging through a long one and it has the same two creatures everywhere. DLL switches that up in various ways - mainly to allow variety and surprises. And I read something about the mod evolving to do the same with loot. OOO kind-of sort-of does that by taking many dungeons and making them part of different quests with OOO-specific NPCs.

Although all the dungeons still essentially look the same... exactly the same. Personally, I would love a "better cities" type conversion of dungeons to make them less carbon copyish. So many possibilities.
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Samantha Pattison
 
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Post » Tue May 08, 2012 4:52 pm

http://www.tesnexus.com/downloads/file.php?id=23384
http://www.tesnexus.com/downloads/file.php?id=40392
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e.Double
 
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Post » Tue May 08, 2012 8:53 pm

Nice. The Better Dungeons pack looks like a very good effort. Reminds me of how cool most of the dungeons are in Nehrim.
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Catherine Harte
 
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Post » Tue May 08, 2012 2:06 pm

http://www.tesnexus.com/downloads/file.php?id=13939 and http://www.tesnexus.com/downloads/file.php?id=14036. These are fantasic mods; it's a real shame the CDEP team apparently gave up on the project.
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Sophie Payne
 
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Post » Tue May 08, 2012 3:51 pm

Thanks for this! I hadn't seen the Better Dungeons pack, but it looks good. From what I've seen of the same author's Better Daedric Shrines (no link) he does good work. I hope he sees both projects through before Skyrim takes over his attention. :)
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N3T4
 
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Post » Tue May 08, 2012 1:33 pm

Something completely on the side of what you're asking for, but still probably relevant: One of my main problems with the numerous dungeons in Oblivion, was that my character had no good roleplaying reason to enter most of them. That's why I added (semi-)random merchant quests in Enhanced Economy, where merchants will ask you to find various items. For each item you will be given the name of up to 3 dungeons where the item can be, and the item will be randonly places in any container in one of the three dungeons (thus different on each play-through).

I find that dungeons are much more interesting to search through when you have something you're actuallu looking for too.
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Laura Tempel
 
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Post » Tue May 08, 2012 11:50 am

Thanks for this! I hadn't seen the Better Dungeons pack, but it looks good. From what I've seen of the same author's Better Daedric Shrines (no link) he does good work. I hope he sees both projects through before Skyrim takes over his attention. :)

1. Dirty
2. I was bothering the author was careful about compatible with OOO, Armamentarium(Artifacts part of), Alyed Steps, KDQ, but he wants someone to make patches instead. Pity.
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Chris Ellis
 
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Post » Tue May 08, 2012 1:07 pm

1. Dirty
2. I was bothering the author was careful about compatible with OOO, Armamentarium(Artifacts part of), Alyed Steps, KDQ, but he wants someone to make patches instead. Pity.

Yeah, compatibility is the thing I'm mainly concerned about too. Have to see.
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Multi Multi
 
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Post » Tue May 08, 2012 11:40 am

1. Dirty
2. I was bothering the author was careful about compatible with OOO, Armamentarium(Artifacts part of), Alyed Steps, KDQ, but he wants someone to make patches instead. Pity.

Aw man, I was this close to downloading it. What a shame.
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Robert Devlin
 
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Post » Tue May 08, 2012 8:31 pm

No harm in trying it. I downloaded it and just finished cleaning, patching my game etc. The author pulls resources from a bunch of places though, so be sure to use WryeBash to install if you do give it a shot -- that way you can uninstall without consequences.
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Jennifer Rose
 
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Post » Tue May 08, 2012 9:12 am

Aw man, I was this close to downloading it. What a shame.

Ad.1 Just clean it. It should be safe.
Ad. 2 My advice is - try. Eventually, check the things in tes4edit out.
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Bird
 
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Post » Tue May 08, 2012 5:11 am

It being dirty is easy to fix. Just clean it with TES4Edit. Ideally the author should be doing that himself, but hey.

Compatibility issues with other mods that also edit a whole mess of locations? Say it aint so! Sometimes you just have to live with it.
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stevie critchley
 
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Post » Tue May 08, 2012 8:45 am

Load order can always resolve compatibility issues. You just have to decide which is more important to you,
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Life long Observer
 
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Post » Tue May 08, 2012 3:12 pm

Nope, load order isn't always going to help either. The only way to know in a case like this is to do a detailed check of any dungeons that show up as conflicting with the listed quest mods. Interiors can do numerous edits in numerous mods and still come out just fine so there may not really be an issue here.
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Chloe :)
 
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Post » Tue May 08, 2012 11:40 am

Something completely on the side of what you're asking for, but still probably relevant: One of my main problems with the numerous dungeons in Oblivion, was that my character had no good roleplaying reason to enter most of them. That's why I added (semi-)random merchant quests in Enhanced Economy, where merchants will ask you to find various items. For each item you will be given the name of up to 3 dungeons where the item can be, and the item will be randonly places in any container in one of the three dungeons (thus different on each play-through).

I find that dungeons are much more interesting to search through when you have something you're actuallu looking for too.

I agree and support this completely. When I read about the merchant quests in EE, I was a bit skeptical. Turns out, playing them feels a hell of a lot like playing a real Radiant AI. I really enjoy them now, and I wish more could be added to the game for the very reason you mention - maybe even a second tier to the merchants. I mean, really, not every character is a thievin', killin' Nord or Bosmer. :) With your merchants mod, you can really play as a member of the local guard or even the Imperial Legion.

You could use the same scripting system to give the player quests associated with the churches - real pilgrimage quests, for example - or maybe have the Counts/Countesses give players random quests.

I've actually been playing with issue in my game, reading up on questing, and having NPC's appear in the game for the sake of quest, then disappear afterwards. Using a random level generator, an NPC appears in at the King and Queen tavern. She gives the player a simple quest to find her brother who has gone missing. I've been limiting it to one location, but why couldn't you have the body randomly appear in one of two or three locations?

There's not much to the quests right now: the NPC appears, the player gets the quest, goes to the location, finds the brother, returns with a quest item artifact (a ring, for example). Ring is returned and NPC disappears from the game. Not a lot of meat and potatoes, but if I can add eight or nine of these small quests, the game becomes a lot more dynamic.

MB
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Jack
 
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Post » Tue May 08, 2012 4:14 pm

I agree and support this completely. When I read about the merchant quests in EE, I was a bit skeptical. Turns out, playing them feels a hell of a lot like playing a real Radiant AI. I really enjoy them now, and I wish more could be added to the game for the very reason you mention - maybe even a second tier to the merchants. I mean, really, not every character is a thievin', killin' Nord or Bosmer. :) With your merchants mod, you can really play as a member of the local guard or even the Imperial Legion.

You could use the same scripting system to give the player quests associated with the churches - real pilgrimage quests, for example - or maybe have the Counts/Countesses give players random quests.

I've actually been playing with issue in my game, reading up on questing, and having NPC's appear in the game for the sake of quest, then disappear afterwards. Using a random level generator, an NPC appears in at the King and Queen tavern. She gives the player a simple quest to find her brother who has gone missing. I've been limiting it to one location, but why couldn't you have the body randomly appear in one of two or three locations?

There's not much to the quests right now: the NPC appears, the player gets the quest, goes to the location, finds the brother, returns with a quest item artifact (a ring, for example). Ring is returned and NPC disappears from the game. Not a lot of meat and potatoes, but if I can add eight or nine of these small quests, the game becomes a lot more dynamic.

MB

:thumbsup: You might suggest that http://www.gamesas.com/index.php?/topic/1197530-wipz-oblivion-encounters/page__hl__random+encounters
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Unstoppable Judge
 
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Post » Tue May 08, 2012 12:16 pm

FYI: Better Dungeons is now compatible with OOO and The Ayleid Steps, thanks to the efforts of WalkerinShadows and Scot. :)

Small niggling issues, but definitely worth a download.
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Christine
 
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