Oblivion

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Created by

David Brasher

Uploaded by

David Brasher

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About this mod

Adds 10 new locations to Blackwood north-east of Leyawiin with enemies, battle, and treasure.

Permissions and credits
Mod: Dungeons of Blackwood, Version 1_0
Game: TES IV: Oblivion
Requirements: Shivering Isles
Author: David Brasher
Release Date: 12/20/10
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CONTENTS
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1. Information on the Mod
2. Installation
3. Version History
4. Conflicts, Known Issues, and Troubleshooting
5. Credits and Copy Status
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1. INFORMATION ON THE MOD
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Adds ten new locations to Blackwood north-east of Leyawiin with enemies, battle,
and treasure. If you like dungeon-crawling, this mod is for you. All ten of the locations
are of different types with different sorts of enemies and challenges. Some of the new
locations are not dungeons, but all the locations have enemies and treasure.

To find the locations, go north-east of Leyawiin deep into Blackwood. The area you
are looking for is south of the Panther river and right up against the border of the
Blackmarsh province. For your convenience, this mod automatically removes borders. The new
locations are just barely to the east of Fort Teleman. Once you find one of the locations,
it will not be hard to find the others, which are nearby.

Some of the dungeons are sort of dark. It would be wise to bring adequate lighting
with you. Some of the doors and containers have tough locks. You might want to be ready
for that too.

This mod uses leveled and unleveled enemies which respawn. The treasure containers
also respawn. Because of the unleveled enemies, and especially because of a few unleveled
bosses, this mod is best suited for tough characters that are level 15 and above.

The locations in the mod:

A Haunted House
An Ayleid Ruin
A Vampire Cave
A Bandit Camp
A Cave full of Conjurers
A Shrine to Mehrunes Dagon
A Mine Full of Goblins
A Wizard Tower
A Boulderwork Cave Full of Mythic Enemies
A Necromancer Cave

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2. Installation
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Extract (decompress) the "Data" folder to your Oblivion directory, the default is:
C:\Program Files\Bethesda Softworks\Oblivion\
Say "yes" if it asks if you want to merge folders. In your mod manager, mark the box next
to the "Dungeons of Blackwood" plugin.
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3. Version History
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V 1.012/20/10 Initial Release.
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4. Conflicts, Known Issues, and Troubleshooting
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Requires Shivering Isles.

Likely to conflict with any mod which edits the same fairly large area in Blackwood
to the northeast of Leyawiin. This mod is compatible with Unique Landscapes - Panther River
because the edited area is to the south of it. As of now, no Unique Landscape mod is known
to be planned for the area this mod effects.

Because of the large size of the mod and the time constraints, things were borrowed
liberally from vanilla Oblivion. But they were cut up, rearranged, edited, and tweaked. I
don't think they are glaringly obvious anymore.

Most of the dungeons are just single-cell dungeons, which sounds kind of small, but
they tend to be rather large cells full of enemies.

I can imagine what the first complaint I receive will be, "ther is to mny dungeons
in 1 spot n it is crowded ther! yu shud spred them out mor cuz im feeling sad n crushed
abwt it!! :( :( :( "

If you don't like there to be lots of dungeons, you should not use this mod. The
dungeons are indeed close together, but you can usually only see the entrances to one or two
at a time from any vantage point. I built the mod this way on purpose. With all the mods in
existence, Cyrodiil is a crowded place. Mod conflicts abound. If I put all the dungeons in
one tight space in the wilderness by the border, there will be few conflicts. If I spread
them out all across Cyrodiil I will have tons of conflicts and will need numerous patches and
will still have unresolved conflicts.

If you encounter a boss that is too tough for the character you are playing to kill,
you should run away! (It is common sense really.) No use complaining about it or stressing
over it. Some enemies are tough and some are weak. You can't always be tougher than
everybody. That is life.

In Boulder Cave, which is made of hundreds of rocks rather than the vanilla Oblivion
cave tileset, there is the possibility that an enemy or you could get stuck in a depression in
the ground or fall through a floor or wall. If this happens to your character, use console
command "TCL" to get back to where you belong so you can continue the game. This bug is just a
hazard of that sort of construction and of Oblivion in general. It may be worth the risk in
order to have a unique-looking cave different from the others.

Due to the large size of some cells, and the high number of actors present, this mod
could cause lag on old or slow computers.

Mod was built, tested, and uploaded in four days as an endurance challenge. There
may still be small bugs to be found and fixed in later versions.

IF ANYONE DETECTS A MAJOR BUG WHICH MAKES THE MOD UNPLAYABLE, PLEASE SEND
DAVID BRASHER A PERSONAL MESSAGE ON TES NEXUS RIGHT AWAY. HOPEFULLY HE WILL BE ABLE
TO FIX IT AND RELEASE AN IMPROVED VERSION OF THIS MOD.
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5. Credits and Copy Status
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Credits:
Bethesda for making the game in an open format anyone can mod.

Copy Status:
Public domain. You may modify this, distribute it, and use it in whole or in
part in other mods so long as there is proper attribution and courtesy notification.
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