Name: Adense Epic Dungeon
Version: 1_5_1
Date: 3/22/2010
Category: Dungeons and Locations
Requirements: Shivering Isles Patch 1.2.0.201
Authors: Created by GrandDukeAdense
              Edited by David Brasher

Description
=======
It is said that Malacath has a hidden sanctuary where he tests the bravery of warriors who think themselves worthy of serving him. That sanctuary is said to be a place of challenges worthy of any warrior. But now it seems that a vile force has come to the sanctuary. Some say it is an unknown evil never before seen, while others claim it is the doing of Vaermina. Nobody knows what the truth about that is, but one thing is agreed upon by all those who have ventured into the accursed place: thedeadisrisingthedeadisrisingthedeadisrisngthedeadisrising.

Details
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Adense Epic Dungeon features a huge dungeon filled with caverns, ruins, and hidden horrors. Originally it was an attempt to just make a good-looking dungeon. But as the mod progressed, it leaned more and more towards containing horrorish content. So that's what it is: a good-looking dungeon containing untold horrors and worthy enemies. The entrance to the dungeon lies north of the Imperial City's stables. An Imperial Legion barricade has been set up outside the portal and the captain warns you that everyone who has gone in there has never returned. Nobody knows what happened to them, but one thing the legionnaires know: strange noises come from the portal and the foul stench of death lies heavy in the air around it.

The dungeon contains several tilesets. Caves, Ayleid ruins, fort ruins, Shivering Isles ruins and also non-pre-made-tileset-areas, where I have put the caverns together using rocks and ruin pieces. It is a very time-consuming process, but in my opinion it is worth it, because it looks really great and unique.

The dungeon contains some creatures using altered and retextured models, as well as some creatures not usually found in Tamriel.

Another note on the dungeon design is the lack of lightning. There is light in some places, but in general it is very dark, so you will need many torches. I hope that it is not annoyingly dark, because my intention was to make the dungeon seem like a dark and evil place, but still being playable.

This dungeon is rather hard.  It is suggested that you be level 15 before attempting it.  There are many non-leveled monsters.  Be sure to bring lots of torches, potions, scrolls, arrows, repair hammers, or whatever your character uses in his or her adventuring.

In this dungeon you may find temporary companions, retextured or remeshed weapons and armor, and lots of treasure.  If you don't die first.

There are multiple paths through the dungeon.  There is no "right" way.  The walkthrough document will just focus on one route, but who will need to read that thing anyway?  There are some places which misleadingly look like a path, but end up being caved-in and unusable.

Install
=======
1. Remove old versions of Adense Epic Dungeon.
2. Extract the files to your Oblivion/Data directory
3. Click "Yes" if asked to overwrite
4. Start Oblivion Launcher, click 'Data Files', place a checkmark beside the AdenseEpicDungeon1_5.esp.  Version 1_5_1 has the same name as Version 1_5 to preserve quest progress and custom items that were found for people who update.   

Uninstall
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1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod (The AdenseEpicDungeon1_5.esp and the AED folder in the meshes directory and the AED folder in the textures directory)     

Upgrade Version 1_5_1
=======
All new updates will keep the name "AdenseEpicDungeon1_5.esp" to preserve quest progress and custom items you have found. 
Fixed bug where one particular legionnaire might arrest you, while deep in the dungeon, if you accidentally strike a legionnaire.

Upgrade Version 1_5
=======
Remove old versions before installing and playing this version.
Fixed bug which was ruining all the Varla Stones in Cyrodiil.
Fixed bug with legionnaires you rescue arresting you if you have a price on your head.

Upgrade Version 1_4
=======
Remove old versions before installing and playing this version.
Virtually all killboxes except those in Void areas now removed.  Fall down holes if you want to.  Narrow dubious paths made to get out of some holes and up some inclines.
Stairs in first room made more usable, but still tricky.
Gridpathing adjustments made.
Object placement changes.
Retextured Void Essence added as loot.
Bugs with getting stuck in doorways and rocks addressed.
Malfunctioning vestigial trap removed.
Conflict with nudity mods addressed so that one of the NPCs in this mod does not appear as a nudist.
A bit more clutter and detail added to each cell.  Every interior cell was examined and at least two things added or improved.  Watch for more loot, and traps guarding it.
Several areas of large cells now made accessible and playable.
The orc's part was enlarged.
Dialog and AI of the legionnaires improved.
More dialog to explain the storyline of the dungeon.
Assorted retextured and/or re-meshed swords may be found being wielded by certain enemies on a random basis.
Assorted retextured and/or re-meshed armor available on a random basis at the end of the dungeon. 
One all-new cell which is an Ayleid ruin using every type of Ayleid trap was added.  Total number of cells is now 32.
A few more monsters added to some existing areas.
Walk-through document updated.

Upgrade Version 1_3
=======
Remove old versions before installing and playing this version.
This version includes the  following changes: 
Two large areas of the Temple Plaza are now accessible and playable.  You can go down the stairs to try to save the legionnaires, recruit some of them as companions, get some treasure, and explore a new area, but the proposition is rather questionable.  You might just die if you go down there.
Certain objects have been renamed.
A rare bug which puts an NPC on the wrong side of a magical barrier so that the quest can not continue has been addressed.
Amount of loot that two types of actors carry has been adjusted.  
Various object-placement adjustments have been made.
Walk-through document updated.

Upgrade Version 1_2
=======
Remove old versions before installing and playing this version.
This version includes the  following changes: 
One all-new cell which follows the original style was added.  Total number of cells is now 31.
Fixed bugs and performed tweaks.
Removed all the kill-boxes from the first room except one down a deep hole.  If you fall down the other holes, you will have to figure out how to get back out.
Repositioned some floating objects.  Plugged some holes into space.  Filled holes which were places actors could get stuck in.  
Made it so all monsters can carry loot or ingredients. 
Made it so the dungeon can be replayed by the same character after completing it the first time.  This involved making monsters respawn, making treasure respawn, including a great treasure horde in the final reward room, making a door usable after the quest is over, and disabling NPC's after they have played their parts in the story.  The dungeon will not be as challenging the second time through, but there is scenery, battle, and treasure.
Upon request by multiple gamers, more monsters have been added.  If you want a real challenge, take a weak character below level 15 into the dungeon.
Mod is now friendlier to companions including the one you can recruit to help you complete the mod.  There is now a bypass to get you past the platform-hopping ordeal which companions can't survive.  It entails taking the portal immediately to the right, and fighting a fierce battle.  
You can now tell the companion from this mod, that he is dismissed and no longer needs to follow you.  Point your cursor at him and activate him to bring up a menu box.
He will now not follow you out of the dungeon, because he has a certain characteristic which would make that unnatural.
Walk-through document updated.

Upgrade Version 1_1
=======
Remove old versions before installing and playing this version.  
This version fixes the notorious crash in the Arcathor, Fort Crypt (Caused by aedOronSkeleton) who has been totally replaced with a new actor because he would not reform.
It has not yet been verified that the problem with CTDs related to jail is fixed, but some suspicious code in script AEDTabletOddScript has been deactivated.
There is now a companion you can find and recruit who will help you get through the dungeon.
Grid-pathing has been added for improved enemy and companion AI (although the terrain is so so rough that companions will naturally have difficulty.)  There are places your companion simply cannot follow due to the jumping and careful path-picking.  Efforts have been made in the gridpathing to stop the companions from following you and falling to their deaths at these unsafe spots, but it it not fool-proof.  You may want to bring an essential companion that can't die, or leave your companion outside.  If you wish to gather your party before venturing forth, go in and out of a load door between cells.
Missing and mis-firing quest diary entries and dialog have been corrected.
A couple of killbox locations were changed to make them safer and more fun.  On one of them, you no longer die, you just have to figure out how to climb out of the pit (which contains a treasure chest.)  On the notorious killbox on a level surface down a side hallway, there is now a visual clue to make you pause and think about whether or not you should go that way.
A few missing or improperly placed object-problems have been addressed.
Thirteen lost levels, never before included in a complete and playable mod are now available.  This brings the total number of levels up to 30.  It might take more than one evening to beat the mod.
There is now a scene where you get to see Vaermina fighting Malacath.
There is now a tough boss you can encounter and fight as one possible way to get what you need to complete the quest.
Walk-through document added. 

Incompatibility
=======
This probably conflicts with Unique Landscapes - Imperial Isle, but it should not be anything major.
There was a report of a conflict with the Player Hunters mod.

Known Issues or Bugs
=======
As of now, I think I have fixed all major bugs. But if you find any, please send me a Personal Message through TES Nexus.  

Because of the unique design of the dungeon, you may get stuck in a wall, fall through a crack, or get trapped in a shallow depression.  If jumping won't help you, and reloading will cause you to lose too much play-time, use console command TCL (Toggle CoLlision.)  In this case, it would not really be cheating.

There has been a report of slow-loading and lag when playing this mod.  This mod requires an average or above-average computer for optimum performance.  Although it could be characterized as being no more resource-intensive than many of the mods or vanilla Oblivion locations in existance.

History
=======
Version 1.5.1,  3/22/2010 - Arrested for crime against legionnaire while deep in dungeon fix. 
Version 1.5,  12/6/2009 - Varla stone bug fix. Ungrateful-legionnaires-arresting-you bug fix.
Version 1.4,  11/19/2009 - Legionnaire dialog and AI improved.  Malfunctioning vestigal trap removed.  More clutter and detail added to all cells, gridpathing and object placement adjustments, new retextured items added.  Various other modifications.
Version 1.3,  10/28/2009 - Two large areas of Temple Plaza now made accessible and playable, some objects renamed, some loot adjusted, magical barrier repositioned, various other modifications.
Version 1.2,  10/19/2009 - One new cell, companion-friendliness fix, replayability fix, all monsters can now carry loot or ingredients, removed some killboxes, various other modifications.
Version 1.1,  10/12/2009 - Arcathor, Fort Crypt CTD fix, quest and dialog fix, Jail CTD fix, grid-pathing, thirteen lost levels made playable, various other modifications.
Version 1.0,  03/15/2009 - Initial release.

Contact
=======
Send me a Personal Message to report issues. My username is David Brasher.

Credits
=======
Thanks to GrandDukeAdense for creating the mod.
Thanks to jwh and ZiggyX for offering their help to beta-test.
Thanks to davidbudreck for play-testing. 
Thanks to VagrantO for the Inferno Blade, also available at http://www.tesnexus.com/downloads/file.php?id=20390.
Thanks to Xaxxiron777 for the Daedric Tower Shield, also available at http://www.tesnexus.com/downloads/file.php?id=27161
Thanks to Wikinger9048 for the Vampire Cuirass, also available at http://www.tesnexus.com/downloads/file.php?id=22043
Thanks to shadowydoom3 for the Purple Daedric Armor, also available at http://www.tesnexus.com/downloads/file.php?id=16635
Thanks to Khugan for the Dark Crystal Armor and Shield, also available at http://www.tesnexus.com/downloads/file.php?id=15470
Thanks to David Brasher for editing.
Thanks to Bethesda for creating Oblivion.
Thanks to TESNexus.com for the a one-stop-shop resource for authors and players.
Thanks to LHammonds for the Readme Generator this file was based on.

Tools Used
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NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Photoshop - http://www.adobe.com/products/photoshop/
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
=======
You must contact GrandDukeAdense and obtain his permission before re-packaging any part of
this mod. If he does not respond within 2 weeks, feel free to do whatever you
like with this mod.