Oblivion

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badIRONTREE

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badIRONTREE

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About this mod

This is my first Dungeon. :) It took me a lot of days to make it. It has a lot of Loot but many enemies too! All loot and enemies are same level as you are! Every 3 days the dungeon will be full again! I will make 10 Dungeons. So far I have done 3 of them in the row. The deeper you will go the more loot it will have and it will get harder. Dungeo

Permissions and credits
Mirrors
This is my first Dungeon. :) It took me a lot of days to make it.
It has a lot of Loot but many enemies too! All loot and enemies are same level as you are! Every 3 days the dungeon will be full again!
I will make 10 Dungeons. So far I have done 3 of them in the row. The deeper you will go the more loot it will have and it will get harder. Dungeon number 10 will be HELL! :)
The dungeon is next to your house (that you can buy) in the waterfront for easy access. The final location will change later!
If you find bugs or you have suggestions, please send them to [email protected]


v. 0.26 02/05/2006
- Removed some light from traps so you don’t see them coming (Dungeon 2)
- Added some reason for the light (Dungeon 2)
- Added more dungeon furniture (Dungeon 2)
- Added more Bosses... it was to easy for high lev caracters (Dungeon 2)
- Added better Boss chest loot. (Dungeon 2)
- Removed some "Glass bandits" with some with heavy armor (Dungeon 1)
- Both Doors will open now from 2 switches. (Dungeon 2)
- Big texture bug near the final boss fixed. (Dungeon 2)
- You can no longer fall under the graphics, when you jump in the pit. (Dungeon 1)

v. 0.25 01/05/2006
- First public release of dungeon 2. Dungeon 3 is in the mod but not active. Some last minute bug makes it to delay.
In some days dungeon 3 will be out... These are the last of the cave-mine type.
- Fishes removed... poison gas added... (Dungeon 1)
- A lot small changes. (Dungeon 2)

v. 0.24 26/04/2006
- Bandits move more freely and they are not always at the same place! (Dungeon 1)
- Removed some pathing... Now all the monsters will not attack you at the same time... (No more quake : P ) (Dungeon 2)
- Fixed the flying fishes (Dungeon 1)
- Fixed some wrong pathing (Dungeon 1)
- Replaced the wrong easy monsters with the correct hard one... (Dungeon 2)
- Missing door fixed (Dungeon 2)
- Huge Dino bone removed (Dungeon 2)

v. 0.23 23/04/2006
- Dungeon 3 is on the works but need a lot of beta testing…
- I removed some loot form dungeon number 1, all humans monster have a lot of loot in them
- Added some "fishes" in the "hole" so it will make sure that you will die... (Dungeon 1)
- Added more flora added (Dungeon 2)
- Added little more lights added (Dungeon 1)

v. 0.22 22/04/2006
- Dungeon 2 got two times bigger
- Added some lights, sounds and monsters. (Dungeon 2)
- Added basic paths for monsters. (Dungeon 2)

v. 0.21 15/04/2006
- Added some good things from ideas I found in other dungeons... (Dungeon 2)
- I made many small rooms instead of huge ones... you are going to get lost... (Dungeon 2)
- Less loot but more variety in monsters. (Dungeon 2)
- More clouds also here (dungeon 2)
- More paths added. (Dungeon 1)
- Some monsters added. (Dungeon 2)

v. 0.20 09/04/2006
- MANY more pathing added (dungeon 1)
- New sounds added. (dungeon1)
- The fall in the pit will kill you now... or not :) (Dungeon 1)
- New! Clouds added :) (Dungeon 2)
- The key for dungeon 2 is found next to the door, near the candle (until I found how to put them in monsters)
- Basic dungeon 2 is in (need a lot of work)

v. 0.1306/04/2006
- I added a door
- I added the missing pathing of the new 5 bosses, I putted in 0.12 ver. They were doing stupid things with out pathing. : P
- There is a bug in oblivion or in TES, which made a specific small part of the main big room, to not have a roof. LOL how I did not see that… I replaced that bugged thing with a new column.

v. 0.1206/04/2006
- I reduced the amount of FX fires in the entrance so 90% less “graphic lag”
- I moved away fires or light from traps so you don’t see them so easy
- I moved or replaced some traps with others so you don’t “see them coming”
- I fixed a trap that sometimes the rock stuck and did not fall on your head :)
- 5 more boss monsters added near the good loot to avoid sneaking so easy and run away…
- No more Flying containers and chests. All are on the ground now. : P
- Many small things I forgot to write down. : P

v. 0.1 03/04/2006
All work ok! The door that leads to dungeon number 2 is locked until I finish the number 2 dungeon. : P


If you find bugs or you have suggestions please Send to [email protected]


Place the file in "C:\Program Files\Bethesda Softworks\Oblivion\Data" folder