772 comments

  1. EddieMoon
    EddieMoon
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    Official list of caves containing safehouses kindly provided by WalkerInShadows

    -Shadows Rest Cavern
    -Tidewater Cave
    -Serpent Hollow Cave
    -Shattered Scales Cave
    -Swampy Cave

    The entrances are in their original vanilla locations so you can find their location with a simple google search.
  2. EddieMoon
    EddieMoon
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    Does anyone know where the safehouses are?
    Only one I know of is in Swampy Cave.
  3. the1element
    the1element
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    Might be a bug but with SNUS and Better Dungeons, in Crayfish Cave, the dead fisherman that you need to loot for a certain key, is covered by a rock.

    Im using the Snus dungeons modded file by WalkerinShadows, and the latest BD.
  4. avery117
    avery117
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    Im missing some textures in some caves with that big yellow thingy, is it because i used vortex or something ive been looking for how to fix it awhile
  5. Uglulyx
    Uglulyx
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    Love the mod, makes the dungeons way more varied.

    But Bloodcrust Cavern is really hard on fps with all the bottle props (I'm assuming that's the source of low fps at least). 

    EDIT: So it seems that this dungeon is half Better Dungeons and half Snu's dungeons? The lower level is Snu's. I have no idea how that happened but the only way I could tell was with Refscope, there's no irregularities in the dungeon.

    So maybe something is just weird in my game.
  6. Tyler799
    Tyler799
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    I know this is an insane ask, but do you think this could be done in Oblivion Remastered? Remastered looks so much better, but the caves, forts and ruins are all still dull as dishwater.
    1. jjf41992
      jjf41992
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      +500
    2. scot
      scot
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      Not more insane than me actually thinking about it XD started testing some stuff on CK and managed to place objects that appear in the remastered although there are some bugs with infinite loading screens :(, if I did this it would be simpler than this version since for now the game is limited to vanilla objects. Wont promise anything but I´m thinking about it. Big hug and kudos for Walkerinshadows for keeping this version up to date big thanks :)
    3. dzzjj
      dzzjj
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      +1000
    4. Kolagon
      Kolagon
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      oh hey, I was gonna request this. Please do take your time, even if you must release each dungeon one piece at a time.
    5. Kolagon
      Kolagon
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      oh hey, I was gonna request this. Please do take your time, even if you must release each dungeon one piece at a time.
      Delete this, Nexus lagged and posted this three times.
    6. Kolagon
      Kolagon
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      oh hey, I was gonna request this. Please do take your time, even if you must release each dungeon one piece at a time.
      Delete this, Nexus lagged and posted this three times.
    7. Katzennachtisch
      Katzennachtisch
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      If this will be ported to the remaster, i'll  eat my left foot.
    8. vcmatias
      vcmatias
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      +1000 I love this mod. I hope you can manage to port It!
    9. iyumichan
      iyumichan
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      Try this tool for porting.
      https://www.nexusmods.com/oblivionremastered/mods/1132
      You may also need.Magic Loader if you add new cells.
    10. over1232
      over1232
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      I truly can't wait to see the day this becomes a reality
    11. thenewyorker1
      thenewyorker1
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      same engine, just different graphics as BGS is blatantly cheaper than your next-door drug den. what's the price chocolate cocaine? 46,70, or 28?
    12. LERN2SPLLE
      LERN2SPLLE
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      • 1 kudos
      +2000
  7. Darkangelmn
    Darkangelmn
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    So. From my crash log, the "Spotted Char"/"BDDeadFISH1" creature is causing a crash in Fyrelight Cave, I'm not sure whether it is because of the model it uses or just because the creature record cannot be read without crashing the game.

    Nevermind. It was user error, because I didn't get the separate files or I carelessly replaced the entire folder with an update, thinking it retained the old files. It's surprising how long it took for me to encounter this. Just gonna leave this for anyone else finding out about this.
  8. o0Endzeit0o
    o0Endzeit0o
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    By the nine! Finally you did it. Big thanks. +10000000
  9. kallekukhuve
    kallekukhuve
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    • 11 kudos
    Ok nice. So you will know you are in a quest related cave because it looks like shit.

    I don't understand that mind set. Nothing will break just because a quest sends you there.
    Villages and whole cities are remade, players are okay with them being quest related and changed.
    1. vargs97
      vargs97
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      You do it then, it'd be easier than moaning about it. 
    2. Bloose99
      Bloose99
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      actually, moaning is significantly easier than modding...
    3. FortCape
      FortCape
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      keep crying, dork
    4. scot
      scot
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      • 132 kudos
      I was a teenager when I made this mod and my modding skills are limited. There was once a quest related cave in early stages of the mod that was crashing when entering, since I didn´t know what was causing it I simply decided to not touch any cave that involves quests for fear that was the culprit.
  10. Malarkey48
    Malarkey48
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    Does this mod touch Hackdirt Caverns, thereby conflicting with Hackdirt The Deep Ones?. I did not see it as part of the exception list in BD's mod description, yet it also says that it doesn't touch quest-related caves, so I'm not sure.

    Confirmed compatibility with Hackdirt The Deep Ones.