Random Floorplan Conjurer Fort Ruins
⚪ Last updated 2011⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
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🔍 Analysis
- 🏆 #7 of 8 Dungeons - Vanilla mods in this game by downloads
📋 About This Mod
Mod: Random Floorplan Conjurer Fort Ruins 1_0 Game: TES IV: Oblivion Requires: Shivering Isles Author: David Brasher Release Date: 3/18/11 ********************************************************************* CONTENTS ****************************************************************** 1. Information on the Mod 2. Installation 3. Version History 4. Conflicts, Known Issues, and Troubleshooting 5. Copy Status and Credits ****************************************************************** 1. INFORMATION ON THE MOD ********************************************************************* This mod generates random floor-plans for five vanilla Oblivion conjurer fort ruins so that they are different each time a new character explores them. Seven vanilla Oblivion conjurer fort ruins were used in making the mod. The cells were cut up into smaller pieces, the doors were changed, hallways were changed as needed, all the enemies were changed, and other edits were made. The random doors that were used act like those you find in Oblivion plane caves and Oblivion plane towers. So what happens is that when you activate a door, the computer randomly chooses another cell from a list to connect the door to in that particular savegame. The door will connect to a different cell if you activate it with a different character. So with 25 small cells to choose from and 5 cells per dungeon, there are about 3000 possible floor plans for each dungeon. The game engine rotates through the cells in the list, so you will not see the same cell twice in the same dungeon, or even twice if you explore all five of the dungeons. If you explore all of them, you will see all 25 cells. One complaint I have had in vanilla Oblivion is that there are so few faces for the conjurers, that you may see the same face over and over in the same dungeon. You might even fight twins or triplets in a particular battle. So I have tripled the number of possible faces adding additional conjurers with custom form IDs to custom leveled lists, to avoid conflicting with other mods. Conjurers can now be of any vanilla Oblivion playable race, not just High Elves and Bretons, although those two races with the aptitude and inclination for conjuration still predominate. I have also thought the loot conjurers carried was boring and repetitive. So with the custom conjurers in this mod, there is a wide variety of mage loot that is carried. To randomize things more, the spawn points have been changed from being one 100% spawn point to four 25% spawn points. This results in a very high delta (extreme volatility and drastic variation.) You might find a cell without any enemies in it. You also might find a cell with 12 enemies in it and need to run away, because a vanilla Oblivion cell of this size would only have
📊 Mod Details
- Game
- Oblivion Mods
- Author
- David Brasher
- Version
- 1.0
- Downloads
- 340
- Endorsements
- 18
- Category
- Dungeons - Vanilla
- Created
- 3/19/2011
- Updated
- 3/19/2011
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