Jump to content

Search the Community

Showing results for tags 'dungeon'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • AFK Mods
    • Administration
    • General Discussion
  • Bethesda Games
    • The Elder Scrolls
    • Fallout
    • Starfield
    • Tools of the Trade
  • Other Games
    • Total War
    • No Man's Sky
  • Unofficial Patch Project
    • Unofficial Patch Project Bug Tracker
    • Unofficial Starfield Patch
    • Unofficial Fallout 4 Patch
    • Unofficial Skyrim Special Edition Patch
    • Unofficial Skyrim Patches
    • Unofficial Oblivion Patches
    • Unofficial Morrowind Patch

Categories

  • Unofficial Patch Project
    • Files For Fixes
    • Unofficial Patch Betas
    • Skyrim Special Edition
    • Skyrim
    • Fallout 4
    • Oblivion
    • Morrowind
  • Starfield
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 4
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Skyrim Special Edition
    • Audio
    • Armor & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Skyrim Classic/Legendary Edition
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
    • Weird Stuff
  • Fallout: New Vegas
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Fallout 3
    • Armor & Weapons
    • Cities, Towns & Settlements
    • Companions & NPCs
    • Gameplay Changes
    • Houses & Dwellings
    • Landscaping
    • Miscellaneous
    • Modders Resources
    • Models & Textures
    • Patches & Fixes
    • Quests & Adventures
    • Realism & Immersion
    • Tools & Utilities
  • Nehrim
  • Oblivion
    • Unique Landscapes Project
    • Armors & Weapons
    • Cities, Towns & Villages
    • Companions & NPCs
    • Dungeons
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
    • Modders Resources
    • Patches & Fixes
    • Quests & Adventures
    • Visual Enhancements
    • Tools & Utilities
  • Morrowind
    • Cities, Towns & Villages
    • Gameplay Changes
    • Houses and Dwellings
    • Landscaping
  • Civilization
    • Civilization 4 Maps
  • Total War Series
  • Miscellaneous Files

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 6 results

  1. Version 1.3

    2 downloads

    Embark on a new journey in search of the mysterious Vault 104. Finally with English translation. Created by Jeka215 Translated by TrickyTrack00 This mod was originally created and uploaded by Jeka215 back in 2011. Original author left full permissions, so I decided it's high time to give this nice quest mod another chance to be noticed by a foreign audience. WHAT TO EXPECT .................................................................................. 1) 3 new interconnected quests that tell the story of Vault 104 (around 1-1,5 hours to complete all objectives); 2) New vault for you to explore and uncover story behind another Vault-Tec experiment; 3) Custom Vault 104 Jumpsuit; 4) Optional system for preparing different dishes using more than 10 new recipes; 5) Option to get new "creature" companion (don't want to spoil it); 6) Intense combat sequences with dozens of feral ghouls; 7) BONUS: I didn't cut original Russian voice lines of Katie. HOW TO INSTALL .................................................................................. Original creator left full permissions for this mod, so you'll only need files from this page. 1) Place the .esm and other folders in the Data directory of the game 2) Activate Vault104 ESM file and run the game. . Also you can find translated ReadMe file and OPTIONAL PLUGINS in the main archive: 1) BobikHelp - This optional plugin adds the ability to give some of your equipment to Bobik's "storage" inventory; 2) Hardcore - This plugin will make the quest more difficult by replacing most of the ghouls in Vault 104 with a more dangerous type of ghoul; (Broken Steel DLC is required) 3) KatyRebuild - This option radically changes Katie's appearance: she changes her face and hairstyle (included) and clothes (from The Pitt DLC). (The Pitt DLC is required) 4) KatyReplace - In case you have already destroyed Megaton, this option will move Katie to Canterbury Commons. HOW TO START .................................................................................. You need to find new NPC named Katie in Moriarty's Saloon in Megaton. She will ask you to help in finding any information about Vault 104. Again, If you blew up Megaton, activate the optional plugin KatyReplace. The following 2nd and 3rd quests will activate automatically upon reaching a certain point in the story of this quest mod. BUGS AND CONFLICTS .................................................................................. No game breaking problems were encountered in my play-testing sessions. This mod has some "rough edges" in terms of editing some vanilla aspects. Unfortunately I don't have enough time to fix every small problem right now, but the quest itself is fully playable from start to finish. CREDITS .................................................................................. All rights and praises to original creator - Jeka215. I just wanted to translate and share his creation with bigger audience.
  2. Version 1.0.0

    5 downloads

    The desire to get rich can lead to the most unpleasant consequences. Are you ready to be tested in Penumbra experiment? New quest with full English translation and many fixes from me. Created by Lonely Traveler Translated by TrickyTrack00 This mod was originally created and uploaded back in 2014 by Lonely Traveler. Don't expect references to The Penumbra series because this quest has little to no connections to this franchise. Penumbra games were more like an original inspirational idea for creator, so they have similarities only in "dark mood" and, well, "underground facility". Even though, this quest looked very promising and unique, it had dozens of bugs, one of which "softlocked" many users before even finishing first part of the quest. So now, after almost 9 years, I fixed many minor and big issues and translated this decent quest to English language. So, you know the deal, right? WHAT TO EXPECT .................................................................................. 1) New unmarked quest which consists of two "formal" parts: first - "key/notes" gameplay structure, second - maze type dungeon with big rewards and huge enemies; 2) Potential new player house in Canterbury Commons; 3) Around 1,5-2 hours to complete quest; 4) Custom ambient/horror soundtrack in the Penumbra facility; 5) In second part of this quest there are several optional "challenges" in the facility, so don't hesitate to explore and check all available doors and containers; 6) No PuceMoose's style of puzzles, trust me; 7) One new weapon type as a main reward for this challenge; HOW TO INSTALL .................................................................................. Original creator left full permissions to modify and re-upload his quest, so you'll only need files from this page. Also if you'll stuck in the first "key/notes" part or just really hate this kind of gameplay structure, in main archive you can find optional translated walkthrough. It contains step by step guide for the first part of the quest (before entering Penumbra facility). 1) Place the .esp and other folders in the Data directory of the game 2) Activate the dom ESP file and run the game. HOW TO START .................................................................................. You need to find first note near the Vault 101 door (interior location, not exterior!). You can find screenshot of this note in the "Images" section of this page. Also this mod is balanced for mid-game players, you will need at least 50 - Science and Lockpick skills. Minimum player character level for balanced experience in combat stages - 15. Don't bring companions in The Penumbra Facility after first part of the quest. BUGS AND CONFLICTS .................................................................................. WHY REMASTER?? I fixed all "game breaking" bugs and minor issues that I found in my 3 play-testing playthroughs (changes in values, weight adjustments, names, enemies placement, incorrect damage and HP configurations, put notes in more proper and accessible places and so on). So this quest is absolutely playable from start to finish, but you can expect some small bugs like floating notes and clutter sometimes. Also original creator forgot to put first note in separate Vault 101 entrance interior (which player will visit after "Trouble on the Homefront" quest, yes, in the game files there are 2 of them), so you could've only find it if this vanilla quest didn't already started. Now you can start this quest whenever you want. But the main point in this "Remaster" was to fix "softlock" bug which prevented many "original version" players from entering Tom's House location. So in my version I made a separate access hatch to finally get in this location without any problems. So, please, follow my translated walkthrough for more details. CREDITS .................................................................................. My deepest gratitude to Lonely Traveler for creating this quest mod. All rights and praises only to original modder. Original Mod Page
  3. TrickyTrack00

    Summer Effect English Version

    Version 1.0.0

    1 download

    Decide the fate of a mysterious girl and uncover the secret of a familiar organization. Finally with full English translation. This mod was originally created and uploaded by stalker992 back in 2010. 13 years later I contacted him and received full permission to translate and upload this decent quest. EffectSummerEPPatch.7z - Optional Patch by Mojodajojo. If you have constant CtDs - try it out! (you will still need main files and put patch UNDERNEATH main plugin in your load order!) WHAT TO EXPECT .................................................................................. 1) 1 new side quest (around 1-1,5 hours to complete all objectives); 2) Different endings and at least 2 options in every dialogue for "good" and "evil" playthrough; 3) New armor and weapon types; 4) Option to get new unique companion with good amount of dialogue lines (one of the available endings); 5) By using speech checks you can skip some parts of the quest (it's your choice after all); 6) BONUS: I didn't cut original Russian voice lines. HOW TO INSTALL (Again, I got all permissions to upload main files, so you won't need anything else) .................................................................................. 1) Download archive and put all files in Data folder (select "Replace" if it's necessary); 2) Activate EffectSummer.esp with any mod manager: Also you can find translated ReadMe file in the main archive. If you will stuck in "one particular part" of the quest, you can find hints in ReadMeENG. HOW TO START .................................................................................. You need to visit Canterbury Commons and use "Wait" option (new NPC will find you). After that the quest will start automatically. Don't bring any followers in the "Maze" sequence, otherwise you may encounter problems. BUGS AND CONFLICTS .................................................................................. Should be compatible with pretty much any other mod list. This mod is absolutely playable from start to finish and shouldn't conflict with most popular quest mods. CREDITS .................................................................................. My deepest gratitude to stalker992 for giving me permission to revive this nice quest for foreign players. All rights and praises only to original modder. Original Mod Page
  4. Version 1.4.1

    31 downloads

    Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are only compatible with TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the SSE Creation Kit and may not load properly in the original Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Mhulchazn - Morrowind Dwemer Home Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors Nexus Mods
  5. Version 1.3.1

    86 downloads

    Original | Special Edition Morrowind Dwemer Resources is a conversion of David Brasher's Dwemer Ruins modders resource for The Elder Scrolls IV: Oblivion. It brings The Elder Scrolls III: Morrowind-style Dwemer architecture and dungeon tilesets to Skyrim. What has and hasn't been ported Almost all of the original models from the TES4 modders resource have been ported. Those that couldn't be converted to work properly in the TES5 engine have been excluded, including the NPC dwarven constructs. All but one piece of clutter has been excluded in favor of redirecting modders to download InsanitySorrow's Dwemer Clutter resource, which contains higher quality models and textures. Additional modders resource recommendations For more classic Dwemer resources, the following mods are available: Insanity's Dwemer Clutter Insanity's Dwemer Weapons Lore Weapon Expansion* (includes TES3 dwarven dagger) Old Dwarven Katana and Daito* * = requires author's permission to use in mods TES5 - Original & Special Edition Compatibility This resource's assets are compatible with both the original TES5 and TES5 - Special Edition. The included plug-ins intended only for reference have been saved in the original Creation Kit, but will load just fine in the SSE Creation Kit. Mods that use this resource pack If you want your mod added to this list, you may post a comment or send a PM to Enter_77. Maids II: Deception Morrowind Dwemer Resources - Skyrim Textures Credits AlpineYJ LOD models David Brasher Dwemer Ruins (original model and texture source) Enter_77 Model conversion and resource compilation for TESV InsanitySorrow Insanity's Dwemer Clutter (high resolution textures used to replace David Brasher's where applicable) Permissions This mod's resources may be distributed & uploaded without explicit permission from the mod author(s) as long as the original author(s) are credited. They may not, however, be included in a mod intended to be monetized. Mirrors Assimilation Lab Nexus Mods TES Alliance
  6. DSoS

    Ruins of Malamath

    Version 2.0

    201 downloads

    Name: Ruins of Malamath Version: 2.0 Build Start Date: 11/18/2009 Beta Test Release Date: 11/20/2010 Final Version Release Date: 02/03/2011 Category: Dungeons Author: DSoS ================= Requirements: ================= Oblivion 1.2.416 MMM, OOO, etc is recommended (But not required), vanilla is fine, but you may not run into alot of enemies. ================= Description: ================= Malamath was long lost, but recently discovered. The adventurers that discovered the Ayleid ruins were never seen again. Many say its pure evil inside that cold stone door. Could the be right? Have you got what it takes to adventure inside? Try your luck, and watch your step!!! ================= Details: ================= Location is South of Timber Scar Hollow Level 15 or higher recommended. Beware of your step! ================= Installation ================= 1. Extract this archive to the Data folder. No overwriting should be needed! 2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s). 3. Save 4. PLEASE WAIT FOR x-Amount of days (3-days if vanilla) for the place to re-spawn and new enemies to be loaded. If you do NOT you WILL (most likely) CTD upon entry. ================= Un-Installation: ================= 1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s). 2. Delete the files/folders associated with the mod. (Usually under the folder name of "DSoS") ================= Upgrade: ================= If you have had the previous version installed, you MUST UNINSTALL IT. Delete the malamath.esp Delete the following folders: \meshes\Dsos\Malamath \sound\fx\Dsos\Malamath \textures\Dsos\malamath \textures\menus\icons\Dsos\Malamath I believe that is all of the folders that were included with the first version. Make sure to do a search for "*malamath" (without the quotes) (the star helps sometimes to find things especially with Windows 7) After all files are gone, just place the new plugin file and the bsa into the data folder. Go in and check it, wait for 3-14 days for respawn and find the location and start exploring. Save PLEASE WAIT FOR x-Amount of days (3-days if vanilla) for the place to re-spawn and new enemies to be loaded. If you do NOT you WILL (most likely) CTD upon entry. ================= Incompatibility: ================= None Known ================= Known Issues: ================= A few icons look odd... I can not figure them out, tried several times to fix them. Modifies Timberscar Hollow exterior cell a bit... this is intended for landscaping!! NOT A ISSUE!!! ================= History: ================= Sept 06, 2008 - Initial Upload to TESAlliance.org Beta Test Release Date: 11/20/2010 Final Version (hopefully) Release Date: 02/03/2011 ================= Contact: ================= DSoS at TESNExus and TesAlliance.org ================= Credits: ================= Thanks to Nottlong, Khettienna and Ysne58 for Beta testing this massive mod and dealing with my oddness of redoing a few things without warning. Thanks to Meo for Ayeid Clutter 2.0 (Thanks to Myrilath for the Ayleid clutter original idea.) Thanks to Ceano for a few basic textures for Ayleid clutter 2.0. DaMage for Garden Pots, Custom modifications of many items. Insanity Sorrow for creating the icons for the weapons and armor. Tarnsman for the Ayleid Coin Add-On Ayleid Tile-set Expanded by The Vyper Kevin MacLeod for his Fabulous Music and sounds used. (incompetech.com) css aka css0101 for his Ancient Elven Furniture Thanks to Bethesda for creating Oblivion. Thanks to InsanitySorrow for his ReadMe Generator this is based on. ***And the other people that I may have left out here.*** ================= Tools Used: ================= Insanity's ReadMe Generator Elderscrolls Construction Set TES4Edit Photoshop GIMP NifSkope TES4Gecko TES4Files ================= Licensing/Legal: ================= You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod. ======================================================================================================================== I updated Malamath for the following reasons: *Created a BSA for malamath. (Included with the 1.5.0b (this version your testing) *Light sources and lights don't match up at some areas. *Disabled some exterior items, until triggered by player in Dead Mans Caves. *All custom items *should* have icons new, weapons, armor, clutter (plates, bowls, etc.) I think that is all that I fixed that needed to be fixed. oh btw, I would suggest being atleast level 15+. I know that some areas will most likely cause lag, but it shouldn't lag for too long. I've had reports from the first release about little lag but wasn't a big issue. ------ Have at it and let me know what you find or don't find. Thank you
×
×
  • Create New...