About this mod

FINAL VERSION

This is a remake of all the caves in oblivion.

Requirements
Permissions and credits
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Changelogs
Better Dungeons

by Scot and WalkerInShadows

Are you tired of all those bland, dreary, cookie-cutter caves? This is the mod for you! Better Dungeons makes almost all the caves unique and interesting.

New Features:

- Caves that allow light have some plants growing inside, so now you can also harvest ingredients from vegetation inside the cave.
- Some areas are too tight to pass, so you need to choose the option to squeeze through.
- Ropes to climb, some of which lead to hidden treasures.
- Some caves have unique treasures, some of which can be acquired by solving little "puzzles".
- Caves that have torches along the way means there are bandits, necromancers, conjurers or other inoffensive NPCs, by following the torches it will eventually lead to them.
- The only lights in the caves are the ones from daylight, so now torches make sense to use.
- There are 5 safehouses to store your loot, among other things.

This mod does not touch certain caves that are quest-related - to avoid breaking things - as well as others that didn't really need new features. These caves are: Amelion Tomb, Darkfathom Cave, Dunbarrow Cave, Glademist Cave, Haynote Cave (avoids conflicts with CDEP Fanaceya), Lake Arrius Caverns, Nonwyll Cavern, Serpent's Trail, Sideways Cave, Underpall Cave (avoids conflicts with CDEP Underpall), Vahtacen Cave, and Wellspring Cave.


Requirements
Oblivion with the 1.2 patch.

Installation
There are two versions of Better Dungeons - a BSA version and a non-BSA version. The non-BSA version is for people who wish to avoid conflicts with other BSAs - it's a known issue with Oblivion that if two or more BSAs have the same file path, it can lead to crashing. Better Dungeons' BSA is known to conflict with MMM and Better Cities' BSAs, so if you're using those, you're better off getting the non-BSA version. This version can also be made into an OMOD for easier install/uninstall. In either case, the installation procedure is the same - drop the esp and BSA or files into the Data folder. Use BOSS to place Better Dungeons.esp, or move it by hand using OBMM/Wrye Bash.

Compatibility
Better Dungeons is compatible with FCOM and most other mods, as long as they don't make major changes to the caves. It has been tested in a load order with ~170 other mods, including several quest mods. Mods that add new monsters, like WAC or OOO/MMM, work well with this, as do new sound mods. We highly recommend using a texture replacer mod to truly enjoy the added features.

Dispensation has made a small patch to rebalance the Club, Cursed Amulet and Honest Warrior Shield.

Known Issues
None at this time.


Hints and Spoilers
Better Dungeons contains a number of small puzzles and hidden treasures, not all of which are immediately obvious. This section covers all of them. 

Where's the key to the second tower in Capstone Cave, and what does the pullrope at the top do?


Spoiler:  
Show
The key is in the top level of the tower in Capstone Great Cavern It may be a little hard to see, because it blends in. The pull rope activates a small secret door in an altar in the Great Cavern (it's on the east side) that reveals a great treasure.



Where's the real key to Red Ruby Hollows?

Spoiler:  
Show
There's a journal in Red Ruby Cave that mentions where the key is located. If you're still having problems finding it, it's in Toadstool Hollow Doubleback, on the body of a dead female bandit.



Changelog

Better dungeons first version without updates

-I upload it again because the updates are causing crashes in sandstone cave, I´ll contact walker in shadows so we can fix this.
This versions work fine for those who keep oblivion simple without major overhauls that cause conflicts with this mod (WAC is not the case I use it and it works fine)