Oblivion

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Created by

David Brasher

Uploaded by

David Brasher

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About this mod

This mod adds a 23-cell dungeon using the Old School Dungeons tileset. There are more puzzles, mazes, and traps than combat, but even the combat can be pretty intense.

Permissions and credits
Mod: An Old School Dungeon 1_0
Game: TES IV: Oblivion
Author: David Brasher
Tileset Author: Phitt http://www.tesnexus.com/downloads/file.php?id=23633
Other mods or DCL required: None
Release Date: 6/12/11
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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. Copy Status and Credits
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1. INFORMATION ON THE MOD
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This mod adds a 23-cell dungeon using the Old School Dungeons tileset. There are more
puzzles, mazes, and traps than combat, but even the combat can be pretty intense.

The dungeon entrance is north of Kvatch, east of Shattered Mine, south-west of Mongrel's
Tooth Cave, and north-west of Fort Linchal.

The dungeon is made using the Old School Dungeons tileset and the activators, doors,
keys, clutter, and scripting associated with it. In addition to all that, there are a couple of
retextured creatures I made, a retextured suit of armor for thieves, and a retextured claymore with
scripting and new effects. All of this results in the dungeon having a very different look and feel
than ordinary Oblivion dungeons.

The dungeon is path-gridded in all of its cells, although there are a few cells where
companions will not be able to keep up and will have to catch up with you when you enter the next cell.
They will not be in serious danger of dying during those times.

Some of the monsters and traps in this mod hit pretty hard, so it is best suited to
characters of level 15 or higher. It is good to be well-equipped with good weapons, armor, spells,
and supplies like torches, soul gems, arrows, potions, and repair hammers. It is very important to
have sources of light.

This dungeon is not just about hacking and slashing. Some of the mazes are very tough.
Some of them are rather huge. There are puzzles you have to solve to get past obstacles. Some enemies
are indestructible and need to be evaded or driven off. Some enemies only have one weakness which
you will have to find and exploit. There are notes with clues spread throughout the dungeon. You
will need to pay close attention to what they say.

The creatures and treasure containers in this mod respawn. The loose treasure does not
respawn, and the traps and locks do not all reset. But this mod still has a fair bit of replay value
if a character wants to come back and play the dungeon again after it respawns.

There are multiple routes through the dungeon for added replay value. you will have a
different experience each time you play depending on which path you take. If one route is too tough
for your character, you may be able to backtrack and take a different route more suited to your
character's skills.

The local area maps in this mod are tricky. Portions of some of them have been blanked out
or hacked with false and misleading data. This is so that you have to look at your surroundings rather
than just always using the map as a crutch. What is the point of a tricky maze if you have a map
showing you the way through it?

The focus of this dungeon is mazes, puzzles, and traps, but don't let your guard down, there
is plenty of combat, and some of it is quite tough. Most of the enemies are not leveled. you could
encounter a wimpy opponent you defeat with one blow or an enemy your character has very little hope of
defeating and that you have to flee from. Because there are less enemies than the average dungeon, you
may get startled or may get injured in an ambush because you were not alert and ready.

The most intense combat is the three boss battles at the end. Two of the bosses have a very
high number of health points and low-level characters will not be able to kill them. The other boss is
not so tough, but is hard to see and hard to fight.

The final room has a ridiculous amount of treasure in it. There are a few problems though.
You have to either kill the three bosses, or else sneak past them. If they are still alive, you may
have trouble finding, sorting, grabbing, and stealing the loot. You may have to just flee for your life
without taking much treasure. Another problem is the very hard locks. You will need lots of skill,
lots of lockpicks, or some powerful spells. Another problem is the inaccessibility of the treasure room.
There is too much treasure to carry out, and you will have to make careful choices about what to take.

A couple of the treasures are unique to this mod. One of them is a suit of black retextured
leather armor for a stealth character to wear. It has a cuirass, greaves, helmet, gauntlets, and boots.
The items may be worn by both males and females and include retextured icons.

The other unique treasure is a retextured enchanted claymore with new script effects. It is
as powerful and durable as a daedric claymore. It counts your kills and gives you a message with the
count after each kill. The sword traps souls and summons an Empty Petty Soul Gem each time you make a
kill. So you will end up with lots of little charged soul gems and will be able to recharge your other
enchanted weapons. The claymore itself has a ton of charges, and is easy to recharge since it summons
and fills soul gems.

The dungeon is so large, that you can expect it to take about three hours to play it if
everything goes quickly and smoothly and you don't get stuck.

The puzzles and mazes can be rather tough, so a spoiler document with information on every
cell, and images with maps and instructions are included in the download.

Two dungeons in one download: This mod is structured as an .esm containing the tileset and
an .esp containing my dungeon. The dungeon from the original Old School Dungeons mod is included in the
.esm and is playable, but can only be reached by using this console code:

COC AADDDungeon

With it being structured this way, mod conflicts with the original mod and those mods which
expand upon it are prevented. Another reason to make it this way is for ease of modding. The original
mod is a modders resource, and this mod is too. Anyone can take the .esm from this download and master
their .esp to it and easily make a new dungeon using this tileset without having to worry about mod
merging or mastering one .esp to another .esp which is a virtual .esm (with all the unspeakable fun that
involves.)

So this is a modders resource and was structured so modders could easily use it. Just grab
the .esm and go build a dungeon. (I want to play it when you get done.)
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2. Installation
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You must install and activate both the .esp and .esm to make this mod work. This mod is not
dependant on the original Old Schools Dungeon mod and you do not need to have it installed or active,
but you can if you want to.

Extract (decompress) the .esp .esm, meshes, and textures to your Oblivion directory. The
default is: C:\Program Files\Bethesda Softworks\Oblivion\Data\
Mark the boxes next to the "Old School Dungeons.esm" master and the "An Old School Dungeon.esp" plugin.

Alternately, extract someplace else. Then move the .esp, .esm, meshes, and textures to
Oblivion\Data. If asked if it is okay to merge folders, say yes. Mark the box next to the plugin and
the master.
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3. Version History
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V 1.0 6/12/11Initial release.
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4. Conflicts, Known Issues, and Troubleshooting
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This mod will not work if you do not install the meshes and textures where they go and if
you do not install both the .esp and .esm.

Puzzle mods are intensely frustrating and should not be played by everyone. If you get stuck,
read the spoiler document and look at the images included in it. If you know how to use the CS, you can
open the mod in the CS and figure out how to solve a puzzle or get through a maze. If it is still too
tough, then remove this mod from your computer and do not play it. Mods are supposed to be fun, and if
it isn't fun for you, then don't feel bad about quitting.

This mod does not conflict with UL-The Heath or UL - Brena River Ravine.

This mod has been designed so that its .esm will not conflict with the original Old School
Dungeons mod or the mods that expand and finish that dungeon.

So far there has not been enough play-testing done on this mod. I suspect that the spoiler
document will need to be added to and improved when more feedback has been received on which places
gamers are likely to get stuck and be unable to go on.

If you locate a bug, contact David Brasher on TES Nexus so that the situation can be
examined and can hopefully be fixed.
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5. Copy Status and Credits
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Credits: Phitt for the Old School Dungeons tileset
http://www.tesnexus.com/downloads/file.php?id=23633
Bethesda for making Oblivion in an open format anyone can mod.

Copy Status: This is a modders resource which is based on another modders resource. It is public
domain if you include the authors' names in your credits and provide me with courtesy
notification stating that you have used things from my mod in your upload.
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