The loose file version of the Forgotten Dungeons mod has overlaps and possible conflict with the following mods detected by MO2; -Dungeon of Chaos by Loverslab -Book Jackets for Oblivion High Res BAIN - Cleaned and Bash Tag by Dispensation -Artifacts Redone by Dispensation -Martigens Monster Mod Performance Hit Fix (Meshes) by kukekokaki -FOMO Main - East Docks District Main Resource Set 1 by Sifonseal -The Well Diver by viltuska -Dwemer Ruins File part 2 of 3 by DavidBrasher -The Mysterious Zorhaus meshes by WeLiVeR -The Mysterious Zorhaus texturesby WeLiVeR -Unofficial Oblivion Patch by QuarnandKivan
Would the BSA version be recommended for compatibility? Any input would be appreciated.
Late response, and I'm not really speaking from experience, but I would assumed BSA is better. I figured files packed into a bsa don't actually leave the bsa, and therefore don't copy over loose files. But if my quick skim online is anything to go by, loose files also always override BSA files as a result. I'm not really sure how load order or bash sort all that out.
Seems that there is something missing in the walkthrough for the maze. Every time I follow the inatruction, I end up in the room with the grey slimes. Only when I decided to choose a souther portal I finally found the way. Anyway, the mod looks interesting so far, even though I expected a backstory, like a dark secret.
Except that they aren't, the bricks are in the hallway LEADING to the room "upon entering" is already to far.
Edit. One of the most time wasting and frustrating dungeons I have ever played in any mod or game.It's like someone took an old school dungeon and decided to remove all of the fun parts and replace them with nonsense to waste the players time and trial and error instead of proper hints and searching .And the reward for all of it are a bunch of stupid op cheat items that I have no interest in using.The author couldn't even bother to make it TES themed.
The Q/A says read the note first and if you do so, the note tells you exactly where to look if you scroll the the bottom of it. It reads: "Turn back from whence you came just before the threshold......" I understand the confusion with the "upon entering" bit but it was just talking about looking for the note in first place which then directs you to hug the left wall just before the threshold of the room which will get you to the brick switch. I can see the confusion though, a fair criticism that I will make more clear in the Q/A section.
Can you elaborate on the trial and error thing?
And no, it's not TES themed it's just a design that I made as I was going, with a very loose overarching story. The whole dungeon is supposed to be random and reminiscent of the way classic DnD dungeons are just a collection of rooms stitched together with varying encounters. Some of the enemies and levels are also inspired by the old Baldur's Gate Games.
Once you answer the riddle correctly, the Riddle Master ghost disappears which will unblock the chaos symbol on his chair. Cast a fireball at the chaos symbol and the gate will open.
A mod that I made which is most similar to this one is Voyage: Deserts of Oblivion which is a new world exploration mod with crafting, dungeon delving, boss battling and more. There are many optional places to explore at your own leisure in that mod but there is a central objective which you need to finish the mod and escape the desert. You can read more on the mod page.
I can't wait to try this dungeon!! I am using Better Cities so I might have to use the console code: 'AATheForgottenDungeonQuest 10' .....that you recommended on a previous post.
How would I go about editing the ESP using CS, with the above code, so the quest starts immediately on a new game?
I'm not sure how to script it so that the quest will appear after exiting the sewers like the DLC's do but if you want to then you can write a script and attach it to a trigger inside the starting prison cell that activates the first quest stage when triggered. I personally wouldn't go about it this way but it is totally possible. The mod should be compatible with UL but not compatible with Better Cities or Open Cities.
First of all, really good mod, you have definitely managed to capture the atmosphere and settings. This stays true throughout the whole dungeon. I do have some suggestions and pointers though.
Spoiler:
Show
1. The initial start up of the quest. I would rather see a note or book that explains the dungeons whereabout or something other that triggers the quest. Both OCR and BC are staples in the majority of game setups. Being forced to use console command is not the most practical imo. But hey, it's your mod and you decide how things should run
2. The Ransacked Halls. Cool touch with the lingering spirits! Somehing that would add even more, is some sort of audio effect over their generic taunts and dialogues. Something that makes them apart from the every day bandit.
3. Also in the Ransacked Halls, add more notes and books that gives hint on how to progress the area. I really liked the clues you had spread around throughout the dungeon but I only discovered how to progress the area by looking at my local map and saw big white areas.. I'm all for non liner hand holding route but more notes! ^^ Like something cryptic "It's inside the walls, I can hear voices - on a note found on a corpse". Somthing like this.
4. The Dining Hall. loved how you planned out the enemies. the illusion of one being safe and how wrong I was!
5. The Celler. Again, awesome design! Love the whole concept of an overgrown celler with moist corpses and insects. But maybe look over the collision? I don't know if it was intentional, but the two open areas, with the overgrown mushrooms and hanging corpses and the falllen tree. Also, again with the clues. Something that indicates that one should toss a fireball at the chaos symbol. Maybe a book that explains an experiment gone wrong.
I understand you have not used any assets from Shivering Isles? That DLC have some great insect sounds and other assets that would fit excellent here. I didn't expect the wasps having the sound of an imp for example.
6. The Library. Overall a great area. I'm a big Amnesia fan and when I get an enemy in other games I can't kill - AWESOME. But the Grimwarders are everywhere! I would love to see some reduction in their numbers ^^ Adds both to the scare factor and the feeling of being watched. I noticed a missing mesh in the upper library behind iron bars.
7. The Barracks. Can't add much here, cool place that made you feel you were somewhere else than in Tamriel. I got Gates of Aesgaard vibes here, NICE! Two things though. The area with the Fire Elementals, there is a hole in the ground, far corner, east side of the room, between two rocks that you get stuck in. Can't get out without TCL or reloading. Secondly, the treasure room with the lava pool. You can't go under the bars even when it's open thus making the treasure inaccessable.
8. The Labyrinth. I loved it. The corpse and the gate puzzle was excellent! Maybe add more clutter?
9. The Frozen Chambers. Again, nothing to add here. I really liked how you had to collect parts for the furnace. Great addition with the frozen water, adds to the immersion. The room just before the giants. They can't enter because they are too big or the room is too small, ended with me cheesing them
10. Passage of Trials. Great area! Definitely made you test your mind, reflexes and quick thinking. I see a pattern here. In the majority of the areas you have gone with a much lesser amound of enemies close by. I perfer this, over what I faced in the library, that area was too crowded for my taste.
11. Path of Choice. This goes hand in hand with the previous area. Keen eye and a sharp memory is what is needed here. I approve!
12. The Arena. Cool fight, freakin' terrifying beast, the nightmare troll!
13. The Riddles. In all my gaming years, content I like the most is to the more puzzle and dialogue orriented ones. I really loved the riddle system! Excellent man!
14. The Dungeon Master. The climax was at its max! Yet another cool fight with different boss phases!
Alrighty! That's that! You have done something excellent here mate. I appreciate the time and effort you hav put down in this piece of art. I'm surprised this havent gotten more endorsements. I could definitely see myself play this again. I'm really looking forward to your upcoming project "Shroud over Stalrous Manor". How's the progress going?
Not a problem! I hope you get some use from all my ramble haha I will absolutely check out the rest of your work! Can we get a small climse of what you've been cooking regarding shroud over stalrous manor? or is it hush hush? ^^
Oh sorry about that I forgot to comment on Stalrous Manor.
Spoiler:
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Production should be in full swing come summer time. Currently trying to graduate university. As for right now I am coming up with new ideas for further development of the later chapters in the mod. So far I have 4/9 chapters completed but everything is of course subject to change. I don't want to rush myself because I find that the detail of the level design is much greater when I can capture my interest, work for long periods of time so the project can retain the quality of my other ones and perhaps reach new heights.
I’m currently rebuilding my mod setup for my next playthrough and looking for cool dungeon delver mods, I must have this!
Question, I tried looking up if this would cause any compatibility issues with Open Cities Reborn or any of the ULs - couldn’t find any mentions of it on either mod pages. Got any pointers or other good tip?
Yes, if you find any incompatibilities and you cannot start the quest then use this code in the console
Spoiler:
Show
setstage AATheForgottenDungeonQuest 10
and you'll be on your way!
Tips:
-Keep an eye out for treasure keys, you can use them to open treasure rooms but beware, there are more treasure rooms than there are keys so use them sparingly. -There are several points of no return within the dungeon so go in prepared. -Bring torches and repair hammers with you!
When you finish the mod could you comment your thoughts? I'd like to hear them.
I am maybe two hours into this mod and holy s#*! this is awesome! You should definitely slap a horror tag right on it! Can I come with a request or maybe suggestion? Change the quest trigger to something that happens everywhere? ala rumors about Shivering Isles? By doing this you will ensure this mod is 100% compatible with everyhing else and as most people play with either OCR or BC it would be to a great improvement. Ofc you could always just type the command in the console as you suggested but for me, even the smallest of console comand is a immersive breaker
Anyways, back to the dungeon! I will come back with a full in depth review of this great mod in due time.
119 comments
-Dungeon of Chaos by Loverslab
-Book Jackets for Oblivion High Res BAIN - Cleaned and Bash Tag by Dispensation
-Artifacts Redone by Dispensation
-Martigens Monster Mod Performance Hit Fix (Meshes) by kukekokaki
-FOMO Main - East Docks District Main Resource Set 1 by Sifonseal
-The Well Diver by viltuska
-Dwemer Ruins File part 2 of 3 by DavidBrasher
-The Mysterious Zorhaus meshes by WeLiVeR
-The Mysterious Zorhaus texturesby WeLiVeR
-Unofficial Oblivion Patch by QuarnandKivan
Would the BSA version be recommended for compatibility? Any input would be appreciated.
Anyway, the mod looks interesting so far, even though I expected a backstory, like a dark secret.
Edit. One of the most time wasting and frustrating dungeons I have ever played in any mod or game.It's like someone took an old school dungeon and decided to remove all of the fun parts and replace them with nonsense to waste the players time and trial and error instead of proper hints and searching .And the reward for all of it are a bunch of stupid op cheat items that I have no interest in using.The author couldn't even bother to make it TES themed.
Can you elaborate on the trial and error thing?
And no, it's not TES themed it's just a design that I made as I was going, with a very loose overarching story. The whole dungeon is supposed to be random and reminiscent of the way classic DnD dungeons are just a collection of rooms stitched together with varying encounters. Some of the enemies and levels are also inspired by the old Baldur's Gate Games.
Do you know any other mods like this? Are you maybe developing a new one?
A mod that I made which is most similar to this one is Voyage: Deserts of Oblivion which is a new world exploration mod with crafting, dungeon delving, boss battling and more. There are many optional places to explore at your own leisure in that mod but there is a central objective which you need to finish the mod and escape the desert. You can read more on the mod page.
Other dungeon delving mods I can think of:
Voyage: Deserts of Oblivion
The Well Diver
Adense Epic Dungeon Update
The Sundered Keep
I am using Better Cities so I might have to use the console code: 'AATheForgottenDungeonQuest 10'
.....that you recommended on a previous post.
How would I go about editing the ESP using CS, with the above code, so the quest starts immediately on a new game?
I will also try those other suggestions:
Voyage: Deserts of Oblivion
The Well Diver
Adense Epic Dungeon Update
The Sundered Keep
Are there any known compatibility issues such as with Unique Landscapes, HESU etc...
I will be using Better Cities, so I will have to try and remember to do the console code:
2. The Ransacked Halls. Cool touch with the lingering spirits! Somehing that would add even more, is some sort of audio effect over their generic taunts and dialogues. Something that makes them apart from the every day bandit.
3. Also in the Ransacked Halls, add more notes and books that gives hint on how to progress the area. I really liked the clues you had spread around throughout the dungeon but I only discovered how to progress the area by looking at my local map and saw big white areas.. I'm all for non liner hand holding route but more notes! ^^ Like something cryptic "It's inside the walls, I can hear voices - on a note found on a corpse". Somthing like this.
4. The Dining Hall. loved how you planned out the enemies. the illusion of one being safe and how wrong I was!
5. The Celler. Again, awesome design! Love the whole concept of an overgrown celler with moist corpses and insects. But maybe look over the collision? I don't know if it was intentional, but the two open areas, with the overgrown mushrooms and hanging corpses and the falllen tree. Also, again with the clues. Something that indicates that one should toss a fireball at the chaos symbol. Maybe a book that explains an experiment gone wrong.
I understand you have not used any assets from Shivering Isles? That DLC have some great insect sounds and other assets that would fit excellent here. I didn't expect the wasps having the sound of an imp for example.
6. The Library. Overall a great area. I'm a big Amnesia fan and when I get an enemy in other games I can't kill - AWESOME. But the Grimwarders are everywhere! I would love to see some reduction in their numbers ^^ Adds both to the scare factor and the feeling of being watched. I noticed a missing mesh in the upper library behind iron bars.
7. The Barracks. Can't add much here, cool place that made you feel you were somewhere else than in Tamriel. I got Gates of Aesgaard vibes here, NICE! Two things though. The area with the Fire Elementals, there is a hole in the ground, far corner, east side of the room, between two rocks that you get stuck in. Can't get out without TCL or reloading. Secondly, the treasure room with the lava pool. You can't go under the bars even when it's open thus making the treasure inaccessable.
8. The Labyrinth. I loved it. The corpse and the gate puzzle was excellent! Maybe add more clutter?
9. The Frozen Chambers. Again, nothing to add here. I really liked how you had to collect parts for the furnace. Great addition with the frozen water, adds to the immersion. The room just before the giants. They can't enter because they are too big or the room is too small, ended with me cheesing them
10. Passage of Trials. Great area! Definitely made you test your mind, reflexes and quick thinking. I see a pattern here. In the majority of the areas you have gone with a much lesser amound of enemies close by. I perfer this, over what I faced in the library, that area was too crowded for my taste.
11. Path of Choice. This goes hand in hand with the previous area. Keen eye and a sharp memory is what is needed here. I approve!
12. The Arena. Cool fight, freakin' terrifying beast, the nightmare troll!
13. The Riddles. In all my gaming years, content I like the most is to the more puzzle and dialogue orriented ones. I really loved the riddle system! Excellent man!
14. The Dungeon Master. The climax was at its max! Yet another cool fight with different boss phases!
Alrighty! That's that! You have done something excellent here mate. I appreciate the time and effort you hav put down in this piece of art. I'm surprised this havent gotten more endorsements. I could definitely see myself play this again. I'm really looking forward to your upcoming project "Shroud over Stalrous Manor". How's the progress going?
Cheers!
Check out some of my other work for more content.
Archfiend (epic quest mod, good versus evil, large castle dungeons)
Secrets of Angalayond Cey (Epic quest, treasure hunter, dialogue based)
I will absolutely check out the rest of your work!
Can we get a small climse of what you've been cooking regarding shroud over stalrous manor? or is it hush hush? ^^
I agree, art should not be rushed, take your time.
Good luck with your studies and graduation!
Question, I tried looking up if this would cause any compatibility issues with Open Cities Reborn or any of the ULs - couldn’t find any mentions of it on either mod pages. Got any pointers or other good tip?
Tips:
-Keep an eye out for treasure keys, you can use them to open treasure rooms but beware, there are more treasure rooms than there are keys so use them sparingly.
-There are several points of no return within the dungeon so go in prepared.
-Bring torches and repair hammers with you!
When you finish the mod could you comment your thoughts? I'd like to hear them.
Can I come with a request or maybe suggestion? Change the quest trigger to something that happens everywhere? ala rumors about Shivering Isles? By doing this you will ensure this mod is 100% compatible with everyhing else and as most people play with either OCR or BC it would be to a great improvement. Ofc you could always just type the command in the console as you suggested but for me, even the smallest of console comand is a immersive breaker
Anyways, back to the dungeon! I will come back with a full in depth review of this great mod in due time.