Oblivion

File information

Last updated

Original upload

Created by

David Brasher

Uploaded by

David Brasher

Virus scan

Safe to use

About this mod

Beneath the Shivering Isles runs the seemingly endless root system. (50 Cells.) There are several entrances in various parts of the Isles, but the tunnels all connect. Unpleasant creatures lurk down there guarding quite a bit of treasure.

Permissions and credits
Mod: The Shivering Isles Root System, Version 1.4
Game: TES IV: Oblivion
Requires: Shivering Isles
Author: David Brasher
Release Date: 4/1/11
************************************************************************
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 greatly expands the Shivering Isles root system. It is one giant root dungeon
with fifty (50) cells which spreads out underneath the entire main island. The distances and
directions underground match the distances and directions on the surface, so you travel as far
underground to get from one end of the island to the other as you would if you were walking
on the surface.

The southern cells of the dungeon which lie under Dementia have the enemies, lighting,
flora and such which are found in Dementia root dungeons. The northern dungeons have what
is found in Mania root dungeons. The ones in the middle are sort of a twilight zone where both
manic and demented things may be found.

There are seven new entrances on the surface which lead to this vast dungeon. The most
centrally located one is Thistlethorn Pit which is east of Knotbone Chamber, west of Puddlejump
Camp, north-east of Xaselm, and north-west of the the Hill of Suicides. All seven new entrances
have mapmarkers you will see on your compass bar as you get close. I will leave it to you to
find the other six entrances.

To preserve the distinctiveness of the vanilla Shivering Isles Expansion, this new dungeon
does not connect with any of the vanilla root dungeons.

Hidden in the root system are five rare and valuable amber spheres. If you collect them all,
you can draw power from them to raise one of your attributes by five points. This power can only
be used once, but does not destroy the spheres. You can then sell them for lots of gold, or put
them in your trophy room.

As an added bonus, this mod makes it so the Amber and Madness Materials Lists and keys
to the Gates of Madness are no longer quest items. They can be dropped and won't clutter up
your inventory anymore.

A couple of lost levels which were latent in the Shivering Isles expansion, but not finished
and playable, have been completed and added in.

A one-cell ruin is now on the road north of New Sheoth. I always looked at that place
and wished it had a door that went somewhere.

This dungeon is so huge that you may never explore it all, and it may be impossible to clear
because the enemies may respawn before you get the whole thing emptied. This will make it so
there are a lot more hours of gametime available in the Shivering Isles.
************************************************************************
2. Installation
************************************************************************
Extract (decompress) the .esp file meshes and textures and sounds to your oblivion
directory, the default is: C:\Program Files\Bethesda Softworks\Oblivion\Data\
Mark the box next to the "Shivering Isles Root System" plugin.

Alternately, extract someplace else. Then move the esp. to Oblivion\Data\, and the
Meshes and Textures and Sound folders there also. Merge the new folder with the old. Often
you can simply drop the "Data" file into the "Oblivion" folder Make sure the files go into
the proper directories they were in when you downloaded the mod.
************************************************************************
3. Version History
************************************************************************
V 1.4 4/1/11 More mod-cleaning.
V 1.3 8/17/10 Removed floating mushroom tree in sky, more clutter added. More clutter added Spoiler
Maps now available for Works and Microsoft Office as well as for text document readers.
V 1.2 3/12/10 Object placement fixes, more clutter added, more tunnels and rooms.
V 1.1 3/7/10 Object placement fixes, more clutter added, more tunnels and rooms.
V 1.0 3/2/10 Initial Release.
************************************************************************
4. Conflicts, Known Issues, and Troubleshooting
************************************************************************
This mod may throw off game balance by making it too easy to acquire amber and
madness ore, but you do have to fight to get it.

This mod is rather large. It takes a very long time to play-test the entire dungeon.
Amount of time spent play-testing has thus far not been adequate.

IF ANYONE DETECTS A MAJOR BUG WHICH MAKES THE MOD
UNPLAYABLE, PLEASE SEND ME A PERSONAL MESSAGE ON TES NEXUS
RIGHT AWAY. I WILL HOPEFULLY BE ABLE TO FIX IT AND RELEASE AN
IMPROVED VERSION OF THIS MOD.
************************************************************************
5. Copy Status and Credits
************************************************************************
Credits:
Bethesda for making the game in an open format anyone can mod.
Copy Status:
Feel free to modify this, share this, or use parts of it. Just be sure to include my name in
your credits and send me a personal message on TES Nexus as a courtesy.
************************************************************************
************************************************************************
************************************************************************
************************************************************************