This mod now has the Chorrol sewers, Bruma sewers and both dungeons are now connected by The Lost Pass.
Deactivate Bruma Dungeon and The Lost Pass alpha to avoid conflicts. IGNORE the Macosx folder, its trash.
This will be part of Dungeons of Tamriel shortly.
-change list- Bruma sewers have been copied over to this mod, theres now about a mile of sewer all in one cell. New sewer entrances added: My home Bruma, The Fighters Guild, Novaroma, Nord Winds and the castle dungeon are all connected to the sewers.
Chorrol Sewers have been merged with two other cells to improve game flow because fewer loading screens is always good. The Main Reservoir has been simplified to improve frame rate and gameflow... I added another little surprise
Theres a store in The Lost Pass for your convenience.
Thank you for sharing this. I like having a lot of areas to explore around towns. Vanilla towns lack the details that mods like BC and your add. Keep up the good work and kudos for taking your time to share with the rest of us!
You downloaded version 1.0.7 and got two esp's? Im on a mac so when i compress the esp sometimes it creates two files. Chorrol_Dungeon.esp is the file you want anything else is garbage. Thats why I just compress the esp and dont include a readme... just someting else that will be usless to everyone because im using a mac. Sorry for the confusion.
I understand: the other .esp is inside a folder named "_macosx" which I take to mean Mac Operating System 10. Anyway, played most of it and posted above. Thanks again...
Hard on the framerates for my aging machine but *totally worth it* - one of the best dungeon I've played: nothing overpowered, nothing overly fancy or showy, dark as f**k and, for my 1st level pc, very scary! Recommended with ACTORS CARRY TORCHES for maximum impact.
I'm very fond of this mod, just remembered to endorse it. A trivial point - it doesn't work with Open Better Cities. (Of course I can simply toggle Chorrol on and off, or I could patch it myself, so feel free to ignore that.)
Thank you very much tegeusCromis, Im glad you like it Yes, its unfortunate that it doesnt work with OBC. Sadly I cant make a patch for it as I cant run it (old Mac problems). If you end up making your own patch maybe you would consider putting it on the nexus... Id be happy to place a link to it here :
Hi Sergio1992 They are vanilla enemies. Ummm, I really wouldnt know how to make a patch for OOO and sadly I cant even run it ATM. Doesnt it modify the level lists because 90% of the enemy spawns in Anvil and Chorrol Dungeon are using the level lists. Thats how Marts Monsters Mod worked for FO3 and It worked with everything that used the level lists. I only ever tried OOO for a short time so Im not sure if thats the case...
In the chance one day, you'll run it... These are the instructions for a OOO patch:
Load up the patch in the CS, go to each cell, select the spawns that you want to change and then use Edit - Search and Replace to transform them back into the OOO intended version.
Oh my god, yesss! I was wondering why Bethesda never developed this from the cave. I remember when I was a young kid playing Oblivion, how when I went to the end of the cave, when I used to play it on the Xbox 360, how I always wanted to explore that part of the cave, only to find out, to my dissapointment, that even if I were to get through it, there would be nothing there. But because of your mod, now I can! I'll download it once the new version is out, but thank you mucho for making this mod!
Ha, thats exactly how I felt when I was playing Oblivion on my 360 and when I got my PC it was the 1st mod I started working on Your welcome and have fun
Ooh, new update (yeah, I'm a little behind the times)! I was looking at it in TES4Edit (just to see what new cells you'd added) and I found you deleted the door in the Chorrol Dungeon. You should never delete persistent references - just mark them initially disabled.
You also forgot to clean the mod - I found 6 ITM and 60 UDR.
Oh, and dead NPCs should have Quest Item, otherwise they'll disappear when the cell respawns.
Oh, had a feeling I was screwing something up when I when I altered that part of the cell. Thank you, noted for future reference.
I didn't forget exactly... I'm unable to run TES4Edit at the moment, sadly.
Ya I noticed that too. I tried setting them to respawn but when they do they aren't dead lol So I think their all set to not respawn... I dont have any quests so giving them a quest item... ??
Hi, I'm not sure about disabling the reference in TES4Edit but ya you can undelete the door. Im in the process of getting a clean version to upload so hopefully it wont be an issue much longer.
62 comments
This mod now has the Chorrol sewers, Bruma sewers and both dungeons are now connected by The Lost Pass.
Deactivate Bruma Dungeon and The Lost Pass alpha to avoid conflicts. IGNORE the Macosx folder, its trash.
This will be part of Dungeons of Tamriel shortly.
-change list-
Bruma sewers have been copied over to this mod, theres now about a mile of sewer all in one cell. New sewer entrances added: My home Bruma, The Fighters Guild, Novaroma, Nord Winds and the castle dungeon are all connected to the sewers.
Chorrol Sewers have been merged with two other cells to improve game flow because fewer loading screens is always good. The Main Reservoir has been simplified to improve frame rate and gameflow... I added another little surprise
Theres a store in The Lost Pass for your convenience.
Good design of levels and lighting ...
Congratulations!!!
Best Regards
Maybe a patch could be made
Cheers and beers, plenty!
Which .esp do i use? Both?
Thanks for the reply!
SirV
Thank you!
I've got a question to ask. Which enemies am I going to meet inside the dungeon? Will I face "custom" enemies?
And if the enemies I'm going to face are the vanilla monsters, any chance you could make a OOO patch?
I share the same questions for Anvil dungeon
They are vanilla enemies. Ummm, I really wouldnt know how to make a patch for OOO and sadly I cant even run it ATM. Doesnt it modify the level lists because 90% of the enemy spawns in Anvil and Chorrol Dungeon are using the level lists. Thats how Marts Monsters Mod worked for FO3 and It worked with everything that used the level lists. I only ever tried OOO for a short time so Im not sure if thats the case...
If you don't run OOO, well, it doesn't matter....
In the chance one day, you'll run it... These are the instructions for a OOO patch:
Load up the patch in the CS, go to each cell, select the spawns that you want to change and then use Edit - Search and Replace to transform them back into the OOO intended version.
Your welcome and have fun
Also, this mod, the sewers gives me a real reason to use my torches! Will Endorse as soon as I can.
Ya, its definitely suited for torches though I do try to make visibility fair enough so you dont have to. Have you tried the Old Torches?
Thank you
You also forgot to clean the mod - I found 6 ITM and 60 UDR.
Oh, and dead NPCs should have Quest Item, otherwise they'll disappear when the cell respawns.
I didn't forget exactly... I'm unable to run TES4Edit at the moment, sadly.
Ya I noticed that too. I tried setting them to respawn but when they do they aren't dead lol So I think their all set to not respawn... I dont have any quests so giving them a quest item... ??
Can I just use "undelete and disable references" via tesedit for that door, or do I need to manually fix the mod?
I'm not sure about disabling the reference in TES4Edit but ya you can undelete the door. Im in the process of getting a clean version to upload so hopefully it wont be an issue much longer.