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David Brasher

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David Brasher

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About this mod

This mod adds eight Dwemer ruins for you to explore and loot. The intention is to have them look and feel very much like the ones in Morrowind.

Permissions and credits
Mod: Dwemer Ruins 1_6
Game: TES IV: Oblivion
Requires: Shivering Isles
Author: David Brasher
Release Date: 8/28/11
1. Information on the Mod
2. Installation
3. Version History
4. Conflicts, Known Issues, and Troubleshooting
5. Copy Status and Credits
This mod adds eleven Dwemer ruins for you to explore and loot. The intention is to have them
look and feel very much like the ones in Morrowind.

The ruins use lots of custom meshes and textures. The floor-plan of each ruin is laid out a lot
like a corresponding ruin in Morrowind with the clutter, treasure, and creatures in the same places.
There are Centurion Spiders, Dwemer Spectres, Centurion Spheres, and Steam Centurions.

Seven of the Dwemer ruins are to the east of Cheydinhal in Morrowind or in the border area. They
are all on the area covered by the original map. Search for them by the letters that make up the word
"Morrowind" marked on the map. The mountains are very high and steep though, so you will have to go north
or south to find a mountain pass that will allow you to cross into Morrowind. Otherwise, you might fly
over them with something like a Midas Magic carpet or flying broomstick or something, or use console
command "TCL" to levitate to the top of the mountains. The locations are marked with map markers you will
see on your compass bar when you get close.

One of these ruins, Molag Fel, is more of a settlement than a dungeon. It has four entrances and
seven interior cells. Some of the NPCs there are friendly and some are not. Services are offered there
so that you can unload your loot and resupply without crossing the mountains back into Cyrodiil if you are
exploring ruins in Morrowind. If you defeat the wizard Vorksod and his henchman, you can take over his ruin
as a player-owned home. The enemies and containers there do not respawn. This can give you a centrally
located place to sleep and store your trophies while playing this mod.

Two of the ruins are south of Cheydinhal, south-southeast of Lake Poppad, and on opposite sides
of the Reed River.

One of the ruins is near the Panther River on the north bank.

One of the ruins is northwest of Cheydinhal, northeast of Harm's Folly.

If you are nostalgic for Morrowind, or never played the game and wonder what it is like, then
this might be a good mod for you.
2. Installation
This mod will not work if you do not install all three parts. Make sure you have downloaded
and installed Part 1 of 3, Part 2 of 3, and Part 3 of 3. They all install the same way no matter what
components they contain:

Extract (decompress) the .esp, meshes, textures, and sound files to your Oblivion directory,
the default is:
C:\Program Files\Bethesda Softworks\Oblivion\Data\
If asked if it is okay to merge folders, say yes.
Mark the box next to the "Dwemer Ruins" plugin in your mod manager.

Alternately, extract someplace else. Then move the .esp, meshes, textures, and sound files
to Oblivion\Data. Mark the box next to the plugin in your mod manager.
3. Version History
V 1.6 8/28/11Eleven ruins total.
V 1.5 7/15/11Eight ruins total.
V 1.4 5/4/11 Seven ruins total. Version 1.3 was packed wrong and included one old file in with the
new ones.
V 1.3 5/3/11 Seven ruins total.
V 1.2 4/27/11Five ruins total.
V 1.1 4/25/11Three ruins total. New exterior and interior architectural meshes and textures used.
New ingredients and loot items.
V 1.0 4/23/11Initial release. One ruin.
4. Conflicts, Known Issues, and Troubleshooting
This mod will not work if you do not install all three parts. Make sure you have downloaded
and installed Part 1 of 3, Part 2 of 3, and Part 3 of 3.

There are several styles of construction used in this mod. The original part was what
happened when a stubborn person didn't know how to do what he was doing and didn't have all the things
he needed to do it with, but just did it anyway. Now I have found and made more resources, but a lot of
old stuff is in position and the parts by various authors look different and don't exactly match in

The first couple of ruins were made when I didn't have a proper tileset. So their
construction was more like the freehand placement of hundreds of objects exactly where they needed to go.
This is very labor-intensive and time-consuming, and yields a product that is somewhat rough and
imperfect. With the Oblivion graphics engine, if objects line up perfectly and overlap occupying the
exact same plane, then you get a flashing seam or surface. So many of my objects have to be slightly
out of alignment or of a slightly different scale to prevent this problem. But this creates another
problem of having things not line up perfectly or all be exactly the same size. With the resources I
had, that was the trade-off that had to be made.

Difficulty level: This mod does not use leveling. It will be very hard when you are
low-level and could be too easy when you are high-level. You can encounter the toughest monsters and
the most valuable loot at any time whether you are level 1 or level 45. It was sort of difficult
trying to translate Morrowind creature stats to Oblivion. So I am not sure if it is balanced correctly

Respawning: In Morrowind, the creatures and loot often did not respawn. In Oblivion, people
are accustomed to things respawning even if it is not logical at all. (The Dwemer have all vanished. How
can they repair their centurions and refill their treasure chests after you raid their city?) But for
the sake of what people are used to and for replay value, I have made things respawn.

Object placement and landform mod conflict with Shadowfang Keep in area of Nchumdarz ruin.

This mod is designed to place the ruins in between areas edited by existing Unique Landscapes
mods. If someone discovers a conflict with a really popular mod, let me know so that I can make a
compatibility fix or a patch.

Multiple part download: My Internet connection is not fast and stable enough to handle large
uploads. So the file comes in three parts. After my resource mix has stabilized and I have exactly what
I need in the form I want, then there will be no changes to the resources in Part 2 of 3 and Part 3 of 3.
All the changes will be in part 1 of 3 to which additional ruins can be added. When you download updates,
you will likely only need to download Part 1 of 3.

Future of the mod: This mod has gathered a lot of infrastructure into one place. Now that
this task has been taken care of, it would be much easier to create additional Dwemer ruins than it was
to create this first ones. If I have more time and enthusiasm, and if the public seems sufficiently
interested in this mod, then I might create more Dwemer ruins within an updated version of this .esp.

If you locate a bug, contact David Brasher on TES Nexus so that the situation can be
examined so that the bug can hopefully be fixed.
5. Copy Status and Credits
Phitt for Sheogorad - Forsaken Isles ALPHA (Models/Textures.)
mr_siika for Sheogorad - Forsaken Isles ALPHA (Additional Models.)
mr_siika and
centurion for Dwemer Technology Part II Dwemer Skyship (architecture, textures, doors,
clutter, lights, furniture, containers, other.)
Stroti for "Strotis static machine parts" with several textures from "Fantastic Potions and Bottles"
by Jannix (Pipes and pump machine.) http://www.tesnexus.com/downloads/file.php?id=35322
Jured and the Crimson Covenant Team for "Crimson Covenant - Resource Pack 1" (Raw Ebony and Raw Glass)
Da Mage for Dwemer Animunculi http://www.tesnexus.com/downloads/file.php?id=36671
(Centurion Spider and Sphere Centurion.)
InsanitySorrow Normal Maps for Dwemer Animunculi (Classic Centurion Spider and Sphere Centurion)
Grimdeath for Lore Creature Expansion (Spider Centurion texture / sounds.)
Cryo_ for Lore Creature Expansion (Spider Centurion model / rigging.)
eloth for Steam Centurion.
Hashmi1 for creature modders resource installation instructions.
SpeedyB for "A Dwarven Tileset" (textures) http://tesnexus.com/downloads/file.php?id=20241
Nealus for mod concept and for research on and procurement of modders resources.
Bethesda for Morrowind.
Bethesda for making Oblivion in an open format anyone can mod.

Copy Status:
The portion of the mod made by David Brasher is public domain with proper attribution and
courtesy notification. Feel free to modify that portion, share it, or use it in whole or in part in
another mod.

The modders resources that were used belong to the authors of them and may be used with
proper attribution, notification, and mod conflict prevention.

If you need clarification on what belongs to who and how it may be used, contact David
Brasher on TES Nexus.