About this mod
Replaces the final dungeon of Bloodmoon with a trek through Hircine's realm of Oblivion
- Requirements
- Permissions and credits
Vanilla Bloodmoons final dungeon is a circular maze full of werewolves bashed together from the ice tileset and daedric ruins.
I replaced it entirely with three new dungeon cells built from TR and OAAB assets to be a werewolf infested hike through the wooded valleys of The Hunting Grounds. The enemy numbers are exactly the same, no changes were made to the quest structure, Karstag fight, or Hircines fight other than being in a different arena.
It is perpertual night there during the hunt, the massive tree canopies blotting out the red sky and shadowing the valley below. You may need to bring a light source depending on how dark your nights are. I've included some screenshots with the light dialled up for comparison.
Do not stray too far from the relative safety of solid ground, Oblivion is hungry and will drain your life quickly.
Compatibility
Solstheim Tomb of the Snow Prince should be compatable out of the box. I changed the werewolf abduction scripts exit location, but left the returning to Solstheim script untouched so it should deposit you back in the appropriate location.
A few scripts are edited to reflect location changes.
Time is set and locked to just after midnight, then 3am, then 5am as you advance through the areas. This might interfere with any mods that use the ingame clock to function.
A few journal entries are slightly edited to match the new location.
The OpenMW version has a slightly more detailed skybox, for reasons unknown vanilla did not like how I implemented it.
Credits
MelchiorDarkh for the skybox from The Popular Plague, and the Mallorn trees.
Dim for the tents resource.
Requirements
TR Data
OAAB Data