Skyrim Special Edition

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AndrealphusVIII

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AndrealphusVIII

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About this mod

This mod removes or otherwise alters many backexits from Vanilla dungeons.

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Introduction

After watching YouTuber's NeverKnowsBest's "An Elder Scrolls Analysis" series, and in particular the third one Skyrim, the part where he criticizes the dungeons, I got inspired to make this mod.

In addition, after rewatching the Senile's Scribbles part involving dungeon design, I was finally convinced to do so.

As such, I changed many quick shortcuts at the each dungeon, by either removing them, or making them more difficult to use.

What this mod does.

This mod changes the back exits/shortcuts to entrance of many dungeons in one of the following ways:

  • It just removes the shortcut.
  • It removes the shortcut, but also adds some additional easter egg/content to fill up any gaps.
  • It adds a locked door at the start of the shortcut, which is a high level lock, but always has an associated key hidden somewhere in the dungeon.
  • It blocks the shortcut, so you can still look through, but can't actually go through it.
  • Other ways.
The following dungeons have been edited: (Followed by a number 1-5 to indicate how.)

Vanilla dungeons

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  • Ansilvund (1)
  • Avanchnzel (2)
  • Bleak Falls Barrow (3)
  • Bloodlet Throne (1)
  • Bthardmz (2)
  • Chillwind Depths (1)
  • Cragwallow Slope (1)
  • Cronvangr Hall (1)
  • Deadmen's Respite (3)
  • Dustmans Cairn (1)
  • Embershard Mine (3) (small navmesh edit outside)
  • Fellglow Keep (1)
  • Folgunthur (1)
  • Forsaken Cave (2)
  • Frostflow Abyss (1) (Added climable surfaces to get back.) (navmesh edit!)
  • Frostmere Crypt (2)
  • Gallows Rock (1)
  • Geirmunds Hall (3)
  • Gloomreach (1)
  • Haemars Shame (1)
  • Halldir's Cairn (5) (I removed wooden planks, so you'll take a lot of fall damage. Any spells, perks or skills for mitigating fall damage can help.)
  • Halted Stream Camp (3)
  • Harmugstahl (1) (navmesh edit!)
  • Hobs Fall Cave (4)
  • Ilinaltas Deep (3)
  • Ironbind Barrow (3)
  • Knifepoint Ridge (1)
  • Kolskeggr Mine (5) (I removed wooden planks, so you'll take a lot of fall damage. Any spells, perks or skills for mitigating fall damage can help.)
  • Korvanjund (1)
  • Lost Echo Cave (1)
  • Labyrinthian (5) (back exit leads back into dungeon.) (navmesh edit)
  • Lost Knife Hideout (5) (I removed wooden planks, so you'll take a lot of fall damage. Any spells, perks or skills for mitigating fall damage can help.)
  • Morvunskar (1)
  • Mzulft (1)
  • Orotheim (2)
  • Pinewatch (2)
  • Potemas Catacombs (3)
  • Ragnvald (1)
  • Rannveigs Fast (2)
  • Ravenscar Hollow (4)
  • Saarthal (1)
  • Serpent's Bluff Redoubt (4)
  • Shimmermist Cave (1)
  • Shroud Hearth Barrow (1)
  • Sightless Pit (2, 4)
  • Silverdrift Lair (1)
  • Snapleg Cave (4) (I also changed the route of the dungeon a bit.) (navmesh edit!)
  • Soljund's Sinkhole (2)(navmesh edit!)
  • Stillborn Cave (1)
  • Sunderstone Gorge (2)
  • Swindlers Den (2)
  • Tolvalds Cave (1)
  • The Midden (1)
  • Ustengrav (1)
  • Valthume (2)
  • Wolfskull Cave (2) (Added ladders to get back.) (navmesh edit!)
  • Yngol Barrow (1)
  • Yngvild (1)


Dawnguard DLC

  • Dimhollow Crypt (5) (back exit leads back into dungeon.) (navmesh edit)
  • Redwater Den (1)
  • Ruunvald (2)


Dragonborn DLC

  • Benkongerike (1)
  • Bloodskal Barrow (1)
  • Bristleback Cave (1)
  • Frossel (1)
  • Highpoint Tower (1)
  • Kolbjorn Barrow (1)




Bruma Dungeons
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  • Anga (4)
  • Boreal Cave (1)
  • Capstone Cave (5)
  • Frostfire Glade (5)
  • Northfringe Sanctum (2) (navmesh edit!) (Added a way to climb back up.)
  • Red Ruby Cave (2)
  • Rielle (2) (There's a patch for the Halls of Rielle*.)
  • Sedor (2) (navmesh edit!)
  • The Beast's Maw (1) (navmesh edit!)
  • Toadstool Hollow (4) (navmesh edit!) (Added a rope to climb back up.)
  • Underpall Cave (2) (added a key system to make sure you either lockpick your way to the end, OR get the keys by visiting the optional cells)
    * The patch for Halls of Rielle moves the door to central hub of Rielle from the boss room in Bruma's Rielle, to near the entrance of Bruma's Rielle, near the dead Synod researcher.


Buffed bosses

In a seperate optional file ("buffed bosses"), the following dungeons have had their bosses changed:
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  • Bleak Falls Barrow: changed boss to Dragon Priest.
  • Dimhollow Crypt: changed boss to Dragon Priest.
  • Forsaken Cave: changed boss to Dragon Priest. (Curalmil)
  • Frostmere Crypt: buffed the stats of the Pale Lady.
  • Ironbind Barrow: changed boss to Dragon Priest.
  • Shroud Hearth Barrow: changed boss to Dragon Priest.
  • Silverdrift Lair: changed boss to Dragon Priest.
  • Soljund's Sinkhole: changed boss to Dragon Priest.


Spawns on the way back

From v2.0 onwards, there's now the option for spawns on the way back. While this may not always be realistic, I decided to make it optional. To make it work, you'll need to install the optional file.

Once you reach the final room of the dungeon, a script will trigger and enable new enemies on the way. Those are pretty tough, so be prepared. Near the entrance (or now the exit of the dungeon) there will be a boss tier enemy. It's up to you whether you want to fight them, or just outside the dungeon.

The following dungeons (that are otherwise covered in this mod) DO NOT have spawns on the way back:

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  • Geirmund's Hall
  • Ironbind Barrow
  • Knifepoint Ridge
  • Kolbjorn Barrow
  • Kolskeggr Mine
  • Korvanjund
  • Midden
  • Ravenscar Hollow
  • Ruunvald
  • Soljund's Sinkhole
  • Wolfskull Cave (when not on the Potema quest)


Bruma Dungeons

These Bruma dungeons DO have spawns on the way back, if you have enabled them:

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  • Anga
  • Capstone Cave
  • Cutpurse Cave
  • Frostfire Glade
  • Northfringe Sanctum
  • Red Ruby Cave
  • Rielle
  • Sedor
  • Silver Tooth Cave
  • Toadstool Hollow
  • Underpall
  • Unmarked Cave


EVGAT patch

This patch requires EVGAT and changes the climbing doors into EVGAT climbable surfaces in the following cells:

  • Bloodskal Barrow
  • Frostflow Abyss
  • Soljund's Sinkhole
  • Wolfskull Cave

Notes:

  • The Sightless Pit's "climbing doors" have NOT been replaced, as there no EVGAT animations available for those yet.
  • Frostflow Abyss has some horizontal sliding when using the surfaces. The author of EVGAT knows this, but there's little we can do about that for now.

King-Priest patch

Fixes some conflicts with King-Priest. You will only need this patch, if you use the buffed bosses optional file. The main file will no longer conflict with King-Priest.

Locked Chests Have Keys patch

Fixes some conflicts with Locked Chests Have Keys.

Recommendations

In order to have an alternate means to get out of the dungeons, I'd recommend a mod that adds a Mark and Recall mod, like Translocate - Mark And Recall Spells.

If you use the Spawns on the Way back module, I'd recommend Longer Lasting (and increased number of) Dead Bodies and Corpses to ensure bodies won't disappear. Do keep in mind though, that this will make dungeons with necromancers or vampires brutally difficult, due to the amount of enemies being raised as undead minions. (or beneficial if you're playing a necromancer yourself. )

In case of any navmesh edits, I already forwarded the fixes from Navigator - Navmesh Fixes for those dungeons (thanks to tarlazo for allowing me), so you can let this mod override them. I'd still recommend using Navigator - Navmesh Fixes (but load before Inconvenient Dungeons), for the navmesh fixes to dungeons that I didn't cover.

Compatibility

I attempted to make this mod with compatibility in mind and opted for L_NAVCUT boxes instead of editing the navmesh directly.

I've made patches for:



FAQ

Q: What's the point of this?
A: "Fer uhmershun!" In all seriousness, I made this mod as a request. If it's not your cup of tea, that's okay. This mod isn't for everyone. Just move along silently.

Q: ESPFE?
A: Yes.

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.