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SnusDungeons download link?


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Posted

Where i can download the Snusmumriken's mod. I couldn't find the link on oblivion.lima-city. Screenshots are fantastic! Also, will it conflict with all modified locations from BetterDungeons 2.0?
 

Posted

I'll ride the thread here to ask a question

 

Anybody know if some issues were fixed?

 

For example, from the main quests, Azura quest

I found this during a replay I did some days ago

You have to enter a cave (Gutted Mine) and kill some vampires by Azura's request in order to get some daedric artifacts

But a few of them are in the same cave she sends you, behind a rock that moves after pulling a lever in the ceiling

 

Problem is there was no lever

 

But I had a old version so I don't know if it was fixed

Posted

Seems Snusmumriken has goofed up on this one.

There's a reason 'Better Dungeons' is leaving quest-specific locations alone, to avoid any problems that could render quests 'impossible'.

 

It's not a genuine problem though - an issue like that is easily bypassed with a quick use of the TCL console command. In this specific case it might also work to use KILLALL or if all else fails setstage DAAzura 30. Sure, it's sad to complete quests with the help of console commands. But being stuck because of a mod is even more sad. That being said - one can also just deactivate a plugin, complete the problematic quest and reactivate that mod afterwards...

Posted

Now that's a bummer...

 

Last time I did the last option to pass it

 

I was just hoping there was a way fix that didn't require cheating or mod deactivating

 

Is there anyway to communicate with Snus and let him know of this?

 

I mean it could probably be fixed through some CS edition (Not exactly sure how to set things so that a manually placed lever actually opens that rock but it's probably not so difficult...)

But as Snus is releasing his mod as Beta versions it would probably be better if the fix comes from him so that future versions are OK too

Posted

Aww, dammit. Didn't even think of that. A typical case of being unable to see the forest because of all those stupid trees.

 

Yes, it's very easy to fix such a moving rock issue just by adding a lever or switch. But indeed it is the mod author's responsibility - otherwise you would have to do this edit again to any future version that will come out.

 

On here Snusmumriken is rather inactive. But he seems to be this member on the Nesux. On the Lima-City page there is also his email.

Posted

Wait what? How come i've never heard of this mod?

 

What makes it different from Better Dungeons might I ask? And where could i find some screenshots of this?

 

...Sorry for all the questions LOL.

Posted

At the bottom of this page there are links to screenshot collections. Disregard any silly malware warnings when entering the site.

 

This mod can be considered Snusmumriken's masterpiece. Clearly influenced by the elaborate interior design found in Nehrim, the mod is just starting where 'Better Dungeons' quickly screeched to a halt: Individualizing the dungeons in the game with intricately cluttered decorations, filling the pathetic emptiness that are vanilla Oblivion dungeons with flora, architecture, lighting, effects and more.

Posted

Oh by the way I managed to get him to know of the issue... posted a comment in one of his pics

Seems a really nice person

Hopefully next update comes fixed

 

Posted

At the bottom of this page there are links to screenshot collections. Disregard any silly malware warnings when entering the site.

 

This mod can be considered Snusmumriken's masterpiece. Clearly influenced by the elaborate interior design found in Nehrim, the mod is just starting where 'Better Dungeons' quickly screeched to a halt: Individualizing the dungeons in the game with intricately cluttered decorations, filling the pathetic emptiness that are vanilla Oblivion dungeons with flora, architecture, lighting, effects and more.

 

 

Oh, that's a neat little blog. It's crazy to think how many more of these hidden places are out there holding out sorts of cool things. Definitely bookmarked.

Posted

So true. All sorts of wonderful resource collections and interesting mods. Snusmumriken is one of my favourite modders in that regard.

 

He always comes up with so many things that enhance different aspects of the game, a large variety of elements: Dungeons and quests, a pose management system, armor and clothing, an extravagant player home, a new creatures pack, landscape and flora retexture compilations...

 

He and his friend LiLaMue should be way more appreciated for their numerous innovations.

 

As for similar blogs full of neat Oblivion stuff, this old thread is a good place to start. Though some sites linked in there are defunct by now.

Posted

So true. All sorts of wonderful resource collections and interesting mods. Snusmumriken is one of my favourite modders in that regard.

 

He always comes up with so many things that enhance different aspects of the game, a large variety of elements: Dungeons and quests, a pose management system, armor and clothing, an extravagant player home, a new creatures pack, landscape and flora retexture compilations...

 

He and his friend LiLaMue should be way more appreciated for their numerous innovations.

 

As for similar blogs full of neat Oblivion stuff, this old thread is a good place to start. Though some sites linked in there are defunct by now.

 

I saw Snus' mods some time ago, and defo want to try a few,esp dungeons and BTMoreEnemies.PT(or any one else),do you know of any conflicts with major overhauls like OOO/OWCND?OWCND expands some ayleid ruins(Vilverin for ex), and I hesitate to use it on that copy.Maskars Oblivion Overhaul makes dungeons darker,so possible conflict as well?

 

Posted

Neither 'Better Dungeons' nor Snusmumriken's dungeon mod change anything about Ayleid ruins, so I guess there is no conflict potential using either of them together with Maskar's or Oscuro's mods. But I 'm not so sure about 'Hentaimania 1' - that one applies a lot of changes to vanilla Ayleid ruins. Sometimes even adding new cells. Their entrance doors could be inaccessible due to OWCND's additions.

 

If Maskar's overhaul only changes dungeons' lighting I think it's also no big deal. I'm using 'Diverse Dungeons - Intense Colours' for this end. It goes well together with Snusmumriken's mod (if you like intensely coloured settings). Examples are Bloodcrust Cavern tinted in deep red and many 'jungle caves' in vivid green. And some ice caves get coloured in a pinkish hue... :).

It's important to place such a mod below other dungeon expansions/overhauls so it can actually apply its lighting effects.

Posted

Neither 'Better Dungeons' nor Snusmumriken's dungeon mod change anything about Ayleid ruins, so I guess there is no conflict potential using either of them together with Maskar's or Oscuro's mods. But I 'm not so sure about 'Hentaimania 1' - that one applies a lot of changes to vanilla Ayleid ruins. Sometimes even adding new cells. Their entrance doors could be inaccessible due to OWCND's additions.

 

If Maskar's overhaul only changes dungeons' lighting I think it's also no big deal. I'm using 'Diverse Dungeons - Intense Colours' for this end. It goes well together with Snusmumriken's mod (if you like intensely coloured settings). Examples are Bloodcrust Cavern tinted in deep red and many 'jungle caves' in vivid green. And some ice caves get coloured in a pinkish hue... :).

It's important to place such a mod below other dungeon expansions/overhauls so it can actually apply its lighting effects.

 

Hmm,below others....

copy/paste Maskar's advice:

"Wrye Bash wrongfully removes empty leveled lists when creating the Bashed Patch. These lists are required for MOO to function properly. Loading MOO after the Bashed Patch will stop this from being an issue."

I have MOO last in my load order below bashed patch,are you suggesting Snus' should be very last in this case?

Posted

Apologies for having been unclear on this.

 

What I mean is that a mod which affects the lighting should be below other dungeon overhauls. So the position for MOO in your load order is just right, 'Snu's Dungeons' must be above that one for Maskar's changes to take effect. Resulting in Snu-enhanced dungeons but more gloomy thanks to Maskar's darkness. Snusmumriken's lighting effects should still be visible, but the overall ambient lighting will be toned down.

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