Procedurally Generated Random Dungeons by Daemonjax
Skyrim » Modders Resources and Tutorials
Added: 19/03/2012 - 07:27PM
Updated: 25/03/2012 - 02:36AM

27 Endorsements

0.20 Latest version

169 Unique D/Ls

339 Total D/Ls

20,910 Total Views

Uploaded by Daemonjax


Last updated at 2:36, 25 Mar 2012 Uploaded at 19:27, 19 Mar 2012

This is a work in progress, so don't get too excited yet. Currently, it's just the beginning of a POC (proof of concept) that this can actually work.

If you don't know what a procedurally generated dungeon is:

I believe that it is possible to work around any engine limitations found. This will be updated regularly.

I'm making it available in its current form for these reasons:

1) To gauge public interest
2) To seek additional team members

Mods are fueled by comments/endorsements. So, please at least leave a comment.


0.2x: SAW the way from room A to room B (static rooms)
0.30: Have working navmeshes

0.20: Solved issue where player warps back to the starting point after moving a certain distance.
0.19: Implemented random self avoiding walk (SAW) algorithm. (
0.12: Corridor will randomly turn left or right upon entering the cell.