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saixml

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saixml

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About this mod

This is the grid-based, non-linear-crawl dungeon like in early days of CRPG. You can freely explore, encounter, loot and go down more deep. Version1.5 updated at 17 Jul 2012

Requirements
Permissions and credits
Translations
  • Czech
Depths of Cavern - The classical style dungeon
Developed for Skyrim version 1.6.89.0

Important - There is possibility of "MOD conflict".
Please read detail bottom of this description.

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Version1.5 updated at 17 Jul 2012

-Change constitution of install files. Don't overwrite. Remove all old files.

-Change structure of dungeon to do the coming and going between areas smoothly.
Rebuild each levels Min25% - Max70%.
You can go round all areas without retracing the way(some small exceptions exist, sorry).

-Except for final level, remove all locked doors that preventing access the door to next level.
Now You are not forced to look for the keys/levers. And enable avoid unwilling fight if you want.

-Instead of above changes, adjust loot balance.
Powerful and High-value loot only from tough opponent's chest.
Low-risk loot is changed too poor.

-For reduce non-impressive encounter, Change placement of the creature groups and remove some groups.
This change decreased boring repetition work and prevent cooldown player's tension.
But difficulty of each encounter is still same as ver 1.0.

-Remarkable change on local map.
The nearby grid where you don't yet set foot in is not displayed.
You can browse local map without spoiling.
(leedavis, thanks for solution)

-Add some new secrets. And change some existing secrets and traps.

Small changes below:
-Expand door size for large-size followers(frost atronach).
-Reduce some creature's "One-Hit-Kill" attack power.
-Group of Werewolves are separated to other rooms.
-In some levels, Change placement of doors that connect to other levels.
-Enchanted Weapons/Armors that was intended to aid player is removed.
(Don't worry, those for loot still remain in chest)
-Reduce number of lootable potions.
-add some new modified creatures.
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Description

Summary:
This is the grid-based, non-linear-crawl dungeon like in early days of CRPG.
You can freely explore, encounter, loot and go down more deep.
This Mod not assign to you specific objective. you can act as you wish.
In dungeon there are many type of modified-creatures, more appear in deep levels.
You can lead followers everyplace in dungeon, but don`t forget "wait here" when encounter the traps.


Playtime:
If you want to leave footsteps all area, you will spend many times probably as same as Vanilla's longest dungeon.
For system stability, recommend once quit and restart Skyrim after save game when you feel reaching the half of dungeon.


Entrance Location:
Dungeon's entrance door is positioned inside Brood Cavern, located in southwest of Morthal.
Brood Cavern is very small, one-room cavern. You can quickly clear there easily.
You can find Dungeon's door going straight forward from cavern entrance.


Difficulty:
This is "Leveled" dungeon. Creature's level change by your character's level from min-level 15 to max-level 60.
But difficulty setting "Hard" than Vanilla dungeon.
In deep levels, your character will often exposed to destruction magic and elemental(fire, frost, shock) attack.
Your character need enough ability or equipment for magic resistance. if not exist, use loot from dungeon wisely.


Install & Uninstall:
You can easily install & uninstall using Mod manager like NMM(Nexus Mod Manager).
Except for dungeon keys, all loot of this dungeon is Vanilla set and independent from this Mod.
So after Mod files uninstall, loot still remain in your inventory.
Once your character and followers return in Vanilla location, you can uninstall this Mod anytime you want.


Console command:
For direct teleport to dungeon Cell, type below command in console.
coc saixml01b1


Known issues:
If your game already have "Cleard" state in Brood Cavern, this dungeon also get "Cleard" state as initial state.


About "MOD conflict":
There is possibility of MOD conflict. It cause lack of dungeon`s contents several or all.
MOD conflict is occur between add/modify cell(home, dungeon, field, etc...) type MOD.
Combination of MOD varies according to environment of each user.

If you have bug, please try to deactivate your install MOD one by one.
Normally, you need deactivate one or some of these, not all.
If you need detail, go comment page.


Licensing/Legal:
Every part of contents in esm/esp files and script files are Free for your Mod.
Copy/paste, edit and redistribute on your own risk.
Permission and credit not required.
If you have technical question about this Mod, contact me by Skyrim Nexus PM(Personal Messenger).