File information

Last updated

Original upload

Created by

Juhaantero68 and JobVanDam

Uploaded by


Virus scan

Safe to use

Tags for this mod

About this mod

With Juhaantero68's permission, I edited his Forgotten Dungeons mod and I felt with the amount of changes I made someone else might appreciate my changes.

Permissions and credits
Special thanks to Juhaantero68.

Please, please, PLEASE head over to Juhaantero68's Forgotten Dungeons mod download it, endorse it,
then tell him how much you appreciate his work.
The work he's done is unparalleled, some people have made dungeon packs before but not at this level.

In the past, in my own game, the changes I made to this mod I made mid game and unfortunately what happens is all the items I edited will not appear in your game anymore if you already visited that dungeon.
Basically this mod is only really good for new playthroughs, this is your first time using the mod or you haven't visited many Forgotten Dungeons in your own game. Otherwise the items in the dungeons you have visited will not spawn at all.
It's really stupid but your save file saves all the little temporary items in dungeons when you visit the first time and even though I used a save file cleaner and got rid of the specific RefID it still didn't fix it. Yet when I started a new game all the items spawned correctly.

Forgotten DungeonsAll.esp

Quick Description
This mod is a patch for Forgotten DungeonsALL.esp with my changes.
I'm a functionality guy so the dungeons are EXACTLY the same as before but I made extensive changes to the existing items in the dungeons.

Detailed Description
  • Throughout the mod I have changed the names of records to give them proper capitalization.
  • Some of the custom treasure chests that were very similar to vanilla treasure chests were removed and vanilla treasure chests were put in their place.
    • The very large gold amounts in custom treasure chests has been completely removed.
  • All notes, dragon claws, treasure chests and keys provided by this mod have new textures applied to the them so they will appear different but have the exact same functionality as before.
  • Trying to stay spoiler free as possible but in one of the dungeons you get a unique sword. It has been changed to be unenchanted. using a custom sword mod and is temperable. Special thanks to standalone09's Custom Sunfang
  • I removed the Persistent flag on some RefIDs that had nothing referencing them
  • I would say roughly 98% of all "fixed" items in dungeons have been changed to instead pull from a levelled list.
    • What I mean by fixed item is if in a dungeon if their was supposed to be a Canis Root in a specific spot, I changed it so it will pull from vanilla alchemy lists instead. If a bottle of Ale was supposed to spawn I changed it to pull a drink from a vanilla drink list. If a specific book was supposed to spawn I changed it to pull from a book from a vanilla book list instead etc.
    • I added level modifiers as well which means if a Potion of Minor Healing is supposed to spawn it will randomly select another random low level potion.
    • I added leveled lists to EVERYTHING: potions, weapons, armors, jewelry & gems, ores & ingots, pelts, alchemy ingredients, food & drink, NPCs, books, dwemer scrap metal, soul gems and finally scrolls
    • I didn't randomize certain items that aren't in vanilla lists for instance: Frostbite Venom. Potion of Blood, Troll Skull, and many more. Also there are 2 mines amongst the dungeons and in those places I didn't randomize the ingots.
  • Finally the one thing I disliked about some of the dungeons was the sheer amount of food and sometimes potions in them. So what I did to remedy that was add toggle switches to all of the more lootable items in the game, stuff you would take cause its valuable.
  • They can be toggled on and off via a MCM Menu.