Oblivion
0 of 0

File information

Last updated

Original upload

Created by

Scot and WalkerInShadows

Uploaded by

laulajatar

Virus scan

Safe to use

Documentation

Readme

View as plain text

Better Dungeons v13


von Scot und WalkerInShadows

DIE ÜBERSETZUNG ENTHÄLT NUR DIE ESP.
BENÖTIGT DIE DATEIEN DER ORIGINALMOD.
https://www.nexusmods.com/oblivion/mods/40392


Inhalt der Readme


Beschreibung
Benötigt
Installation
Kompatibilität
Bekannte Probleme
Tipps und Spoiler
Credits
Legal
Changelog



Beschreibung
Bist du gelangweilt von all diesen trostlosen, identischen Höhlen? Dann ist das die Mod für dich! Better Dungeons macht fast alle Höhlen einzigartig und interessant.

Neue Features:

- In Höhlen in die Licht fällt wachsen nun Pflanzen.
- Einige Bereiche sind zu eng, um sie einfach so passieren zu können. Du musst dich hindurchquetschen.
- Es gibt Seile zum Erklimmen, einige davon führen zu versteckten Schätzen.
- Einige Höhlen haben einzigartige Schätze, einige davon können gefunden werden, indem kleine Rätsel gelöst werden.
- Höhlen, in denen Fackeln an der Wand hängen, sind von Banditen, Nekromanten, Beschwörern oder anderen feindlichen NPCs bewohnt. Folgst du den Fackeln, wirst du ihr Versteck finden.
- Die einzigen Lichter in den Höhlen sind die vom Tageslicht, also bringe lieber ein paar Fackeln mit.
- Es gibt 5 Lagerplätze, um deine Beute zu stapeln und viele weitere Dinge.

Einige questrelevante Höhlen werden von dieser Mod nicht verändert - um nichts kaputt zu machen - und einige andere ebenfalls nicht, da sie keine neuen Inhalte benötigt haben. Diese Höhlen sind:
Amelion-Grab, Dunkelgrund-Höhle, Dunbarrow Cave, Waldwiesennebel-Höhle, Haynote-Höhle, Höhlen beim Arrius-See, Nonwyll-Höhle, Schlangenpfad, Seitliche Höhle, Underpall Höhle, Vahtacen Höhle und Quellhöhle.



Benötigt
Oblivion mit Patch 1.2.


Installation
Dieser Download hier enthält nur die ESP - es ist zwingend notwendig, das Original von hier https://www.nexusmods.com/oblivion/mods/40392 herunterzuladen und zu installieren.

Es gibt zwei Versionen; die BSA Version und die Version mit den losen Dateien. Die Nicht-BSA-Version ist für Leute, die Konflikte innerhalb ihrer BSAs vermeiden wollen. Es kann offensichtlich bei Oblivion zu Abstürzen kommen, wenn mehr als eine BSA genau die gleiche Datei beinhalten. Die Better Dungeons BSAs haben solche Konflikte mit MMM und Better Cities, wenn ihr also eines von beidem benutzt, nehmt lieber den Non-BSA Download.

Abgesehn davon ist der Installationsvorgang für beide Versionen identisch:
Installiert die Englische Originalversion der Mod, indem ihr den Inhalt in den Data-Ordner eures Oblivion-Verzeichnisses kopiert, dann überschreibt die Better Dungeons.esp mit der aus diesem Download hier. Zum Schluss müsst ihr noch die Better Dungeons.esp im Launcher oder Mod Manager eurer Wahl aktivieren und gegebenenfalls per Hand oder mit BOSS an die richtige Stelle sortieren.


Zur Deinstallation müsst ihr die installierten Dateien wieder entfernen, am besten, während ihr euch weder in einer Höhle noch in der Umgebung einer Höhle befindet. Bedenkt, dass sich die Non-BSA-Version nur dann wieder unkompliziert entfernen lässt, wenn ihr zur Installation ein Tool wie Wrye Bash nutzt.



Kompatibilität
Better Dungeons ist mit FCOM und den meisten anderen Mods kompatibel, so lange sie keine größeren Änderungen an den Höhlen vornehmen. Es wurde in einer Installation mit ca 170 anderen Mods getestet, inkl. einiger Questmods.
Mods, die neue Kreaturen hinzufügen, wie WAC oder OOO/MMM, funktionieren gut mit dieser Mod, genau wie Mods, die neue Sounds einfügen. Wir würden empfehlen, einen Texturreplacer zu verwenden, um in den vollen Genuss der Änderungen zu kommen, z.B. Quarls, AmpolX, Improved Trees and Flora o.Ä.



Bekannte Probleme
Zur Zeit keine.



Tips und Spoiler
Sorry :P Wer die sucht, muss die Originale Readme lesen.



Credits
Badco - gore resource
Elveon, Malo, Mikal33 and Alienslof - spider creature resource
Lady Nerevar - Lady N's Paper Goods
Meo - Various resources
Momo - various resources
MrNico - CrystalStone resource
Mr_Siika - various resources
mr. Toru Miyazawa and Sjors Boomschors - clear stream fish resource
LauraCroft - ferns
Lazarus89 - Undead knight resource
Peecee - skydomes resource
Phaerus- turil church
Phitt - Mudwater hut
Phitt and Koldorn - loreless creature pack
SachielMF - rock resources
Stroti - various resources
WalkerInShadows - big thanks for cleaning the mod and fix conflicts
Zman - skeleton horse
Ztree - spider eggs



Legal
Eine Übersetzung zu machen ist erlaubt, aber sie darf nur die ESP beinhalten, da einige der Ressourcen nur auf TesNexus verwendet werden dürfen. Eine übersetze ESP darf überall hochgeladen werden.

Alle Ressourcen in dieser Mod gehören ihren ursprünglichen Autoren, die über die Verwendung entscheiden; dazu in der entsprechenden Ressource nachlesen.



Changelog

Version 13
* Fixed some wild edits that somehow showed up.
* Removed a couple rogue pathgrid nodes in Bloodmayne Cave.
* Adjusted a few rocks in Fyrelight Cave.


Version 12
* Fixed all the file paths.
* A few miscellaneous fixes.


Version 11
* Changed all the Argonian and Khajiit NPCs so they use the beast skeleton instead of the standard skeleton.
* Added No Low Level Processing for all the dead NPCs.
* Fixed the filepath for the Sunken One so it'll appear properly.
* Moved a rock in Fyrelight Cave 03 that was clipping with a vanilla chest and some flora.


Version 10
* Adjusted/grounded various objects and flora.
* Grounded/adjusted some of the crystal rocks in Arrowshaft Cavern.
* Fixed a number of clipping/floating/buried coffins in Barren Cave.
* Added a platform under a pallet in Charcoal Cave.
* Replaced the flaming corpse in Kingscrest Cavern with a non-flaming version.
* Fixed some pathgrid nodes in Shinbone Cave.
* Fixed several minor conflicts with OOO, and one with TAS.


Version 9
* Adjusted/grounded various objects and flora.
* Adjusted the crawlthrough in Bramblepoint Cave to avoid a conflict with KDQ.
* Moved a platform in Grayrock Cave so it sits under the floating pallet with a skeleton on it (the UOP doesn't touch this one, oddly).
* Adjusted the rotten plank in Capstone Cave 02 so both ends sit on the stone.
* Deleted objects outside Bloodrun Cave and Bramblepoint Cave.


Version 8
* Grounded a sack in Bloodmayne Cave.
* Removed pathgrid nodes going through the crawlthrough in Bramblepoint Cave.
* Deleted objects outside the play area in Greenmead Soggy Hollow.
* Grounded a chest in Newt Cave Chapels of Light.
* Silvertooth: Restored a section of passage in the first level that was misaligned (oops) and fixed pathgrid nodes near the beginning of the second level.
* Raised a chest that was slightly buried in the floor of a ruined house in Sinkhole Cave. There's an OOO fire near it under the floor; not much to be done about it.
* Moved some of the ground cover clipping with a coffin in Smoke Hole Cave; it's visible when you open it.


Version 7
* Grounded some vanilla flora and a rock in Arrowshaft Cavern (changes from Better Dungeons override the UOP, so some things like this are necessary).
* Reduced the size of the coffin in Fingerbowl Cave to avoid blocking the path, and added some pathgrid nodes to that room.
* Moved the door on the second level of Shadows Rest Cavern leading to the safehouse to avoid a conflict with KDQ.
* Removed the rope and rocks blocking the doors between the two levels of The Beast's Maw, since the safehouse is no longer there.
* Grounded another wolfskin and raised a couple shelter walls that got missed before in Timberscar Cave.


Version 6.0
* Resized the skydomes in Bloodmayne and Capstone Caves so they cover the holes properly.
* Adjusted a rock in Capstone Cave to unbury an OOO chest.
* Reduced the size of the shrine in Fingerbowl Cave 04 and restored the altar (an OOO chest sits on it).
* Moved a pallet and some crates in Fyrelight Cave 03 to avoid a conflict with OOO.
* Restored the deleted pallet in Grayrock Cave, and adjusted a cart that was partially buried.
* Grounded the floating journal in Red Ruby Cave.
* Deleted a rock outside of Shinbone Cave 02.
* Moved a rock shelter near the plank bridge in Silvertooth Cave to provide better access, moved few torches, and deleted a rock outside the cave.
* Deleted an Ayleid block outside of Timberscar Cave and grounded the floating wolfskins.
* Added/adjusted pathgrid nodes in numerous locations.


Version 5.5
* Moved a table and a couple crates in Bloodcrust Cavern to avoid conflicts with StarX VVR.
* Moved a rock in Bloodrun Cave that was clipping with a OOO chest; also raised a hanging corpse that was stuck in the ground.
* Raised the roof in the tunnel in Deep Bramblepoint Cave leading to the welkynd crystal deposit so you can actually enter it.
* Moved a rock in Charcoal Cave that was covering an OOO skeleton.
* Restored some deleted containers.
* Deleted objects outside several caves.


Version 5
* Replaced the huge rock in Bloodmayne Cave Labyrinth with another one (the old one had collision issues).
* Grounded some floating vegetation in Fallen Rock Cave.
* Fixed a couple of minor conflicts with OOO in Fatback Cave: In the last room of Deep Basins, moved the ledge with the staff to avoid clipping with a chest and adjusted the column to avoid clipping with a corpse.
* Fixed some wild edits in Memorial Cave and Fieldhouse Cave.
* Restored a chest in Fieldhouse Black Balconies that was outside the dungeon, restored several disabled containers to avoid conflicts with Enhanced Economy.
* Fixed numerous wild edits to cells created by the CS that added false water levels.


Version 4
* Reassigned the filepaths so the game doesn´t find two BSA with the same file path/
* Removed all the Textures/LandscapeLOD files.
* Moved the house in Fieldhouse Cave to prevent conflicts with other mods.


Version 3
* Removed more items outside the caves.
* Fixed more wild edits.
* Fixed a couple conflicts with the UOP.
* Barren Cave: Moved/deleted coffins that were clipping or outside the cave, and fixed a minor conflict with StarX VVR.
* Breakneck Cave: Adjusted some rocks in a passage where they were too low to let the player through.
* Newt Cave: Added a script to the chapel door so people don't think it's bugged.
* Outlaw Endre's Cave: Grounded a floating barrel and moved a chest clipping with a rock.
* Robber's Glen Cave: Moved a couple chests to make them more accessible.
* Sandstone Caverns: Moved the spawns in rocks and incorrect music type in the Sandstone Passage.
* Shadows Rest Cavern: Moved a vanilla chest clipping with new rocks.


Version 2
* Edited all the notes/books (spelling, capitalization, etc.).
* Deleted many statics outside the dungeons (flora, rocks, furniture, etc.).
* Moved some items around in Fieldhouse Cave to avoid conflict with the UOP.
* Moved a few torches/fires in various caverns so they weren't in the way.
* Deleted the interior of the chapel in Newt Cave Chapels of Light (there were unfixable collision issues with the interior mesh).
* Fixed a couple wild edits.
* Corrected nine conflicts with OOO, two with The Ayleid Steps, and one with Kragenir's Death Quest.
* Pyffied all the meshes with PyFFI 2.1.10.
* Cleaned the mod with TES4Edit.


Version 1.5
* Last third of the caves done.


Version 1.0
* Second third of the caves done.


Version 0.5
*Initial release; first third of the caves done.