Immersive Prison Sewer Exit by OC3
Oblivion » Immersion
Added: 01/06/2011 - 03:49AM
Updated: 08/02/2012 - 07:34PM

51 Endorsements

1.2 Latest version

833 Unique D/Ls

1,454 Total D/Ls

16,891 Total Views

Uploaded by oc3


Last updated at 19:34, 8 Feb 2012 Uploaded at 3:49, 1 Jun 2011

Physics Enabled Immersive Sewer Exit
...unless you computer is from the 80's.

You also DON'T have to restart the game from the beginning if you use the physics enabled version unless you want. You can access this part of the sewers through a trap door located OUTSIDE for convenience. So go to the link above!!! Thanks!


If Physics enabled objects scare you, then go ahead and download this version. :(

Immersive Prison Sewer Exit 1.2

v 1.2 Makes the water compatible with Liquid Water. Also improving the look of the water at the same time.

v 1.1 Adds a texture of the sewer interior viewed through the gate that I forgot to include.

Fixes water drops not reaching floor in one spot.

By OC3, May 27, 2011

What it does...

It makes the final bit of the sewers as you escape the prison a bit more immersive by reducing the light level and adding water to the sewers, as well as a few other things. But most importantly, it places the final sewer tunnel exit in the worldspace. As you walk towards the gate to exit the sewers, you can now actually see a view of the outside instead of a generic light at the end of the tunnel. When you click on the gate, you are transported into the tunnel on the opposite side of the gate, but you are now actually in the worldspace, so as you walk towards the end of the tunnel, you will see what is actually going on outside. It will be bright or dark, rainy or clear as you walk down the tunnel and open the final gate. When you open it there is no loading since you are already in that worldspace.

If you are playing the game from the beginning and wish to exit at something other than daytime, just wait before the final exit until it's the time you want. It seems that most people end up exiting during the day due to the average time it takes to get through. Just check the time before you exit.

I've also added a few touches to add a little more atmosphere like tree roots, dripping water, and various sounds in the area of the exit. Some of the terrain textures in the vicinity of the exit have been improve as well. Really Bethesda...Dry cracked Mud under water?

Finally, there are a couple of surprises to find. There is an enchanted Elvin dagger (outside) as well as some poor Goblins life savings (inside) which is very valuable but difficult find.

I am including a save game file you can use if you wish that is set at the beginning of the last part of the sewers.

As a special BONUS feature... I am including a resized (still the same res, but stones appear smaller) texture of Roadstone01. It's a texture used on roads that is supposed to look like cobblestone, however the size of the stone gave the visual impression that the player is about 3 feet tall. A cobblestone should be no larger than about 6 or 7 inches, and the originals were more like 18 inches at the largest. This causes the mind to interpret the scale of things relative to the stones in a disproportionate way. Anyway, If you want to check out the new texture, just drop the 'landscape' folder located inside the BONUS folder into your 'texture folder' and allow it to overwrite. Archive invalidation applies of course.

Compatability and requirments...

*****First of all if you are not using 'Detailed Terrain'...Do yourself a favor. It helps with the blending of terrain textures. It is NOT required though.*****

Shivering isles is needed.

MUST be loaded after Cava Obscura since that will overwrite my water level.

Should be compatible with anything unless it modifies the terrain near the sewer exit or the final sewer part itself.

I am including a 'New Roads and Bridges' compatible version as well since I use that myself.

There is also a UL Imperial Isle esp.

Is compatible with Liquid Water.

Has been reported to be compatible with FCOM.

Oh, did I say to use 'detailed Terrain'? Well, you should.


Extract the contents into the data folder, but use only one esp file, whichever is appropriate for you. Immersive Prison Sewer Exit.esp should be used unless you have new roads and bridges or unique landscape imperial Isle installed. Recommended using Wrye Bash or OBMM. Install after NRB or UL Imperial Isle if you use them.

If using 2.0, I would remove previous versions before installing to be sure.


Tomerk, for helping me make my mod compatible with his.
NikhilR, for letting me know of problems and helping test.

I didn't change any of the other sewer tunnel exits, but the files in this mod may be used to do that if you want to make such a mod. There is also a custom made dark sewer water that can be used. If you do, just please give credit. If you use any other resources from this mod you must get permission first.

My other Mods...

Better Clocks for Cyrodiil

Better Clocks for Better Cities

Better Rainbows

Imperial City Lighting Overhaul

Immersive Prison Sewer Exit

Physics Enabled Immersive Sewer Exit

Glowier Nirnroots

Scarier Orcs