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bongodoctor

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bongodoctor

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This mod opens up thirty vanilla quest-locked dungeons around Skyrim for those that have already completed the vanilla quests many times and/or just prefer a more freestyle exploration to the traditional quest/story driven approach. This is very likely to break quests and should only be installed on a fresh save if you want to try it...

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I have always found it a bit frustrating that there are some dungeons that you cannot enter unless you have started a specific quest. I realise that the game designers did this for a very good reason i.e. so that we couldn't inadvertently break quests by doing things in the wrong order, or killing someone who is required later on in order to complete the quest. However, if you have already done all of the main quests and side-quests several times then you may prefer a more freestyle exploration and/or a survival-permadeath approach without being forced into following intricate and time-consuming quests etc. I started out with a list of forty five locations listed in Dungeon Lock Outs and decided to 'open up' thirty of them and leave the other fifteen as they were in order to make the changes more realistic/immersive. So, dungeons that required a specific key in order to gain access now also have 'pickable' master locks, rubble or cave-ins that were blocking entrances or interior areas  have been 'cleared up' - while dungeons that require a special magical item or NPC to open have been left 'exactly as they were'.

So if you start with a new save and don't really care whether you are able to complete the vanilla quests or not then this mod shouldn't cause any problems whatsoever. I have tested all of the changes in Skyrim SE multiple times - I haven't changed, added or deleted any scripts or deleted any items or architecture, and in most cases all I had to do was change a door's lock status and/or disable/enable the xmarker which controlled the blockage. But be aware that  just because you can now enter and explore a dungeon, that doesn't mean you will be able to access all parts of it, complete any quest tasks therein or even escape from it - as there are several scenarios in which you might need a specific NPC's help to get out.

Obviously if you install it on an existing save and/or uninstall it during a play-through I cannot guarantee it won't cause problems and I don't recommend doing so. However, it is also possible that these changes won't break many quests and may well allow you to complete quest objectives whilst exploring - it just depends on the specific way the quest objectives have been set. But it would be interesting to know whether specific quests are broken by these changes and/or the ones that can be completed as normal - so feel free to post any findings in the comments section. 

I have now added a new FOMOD installer so you can choose whether to install just one ESPFE 'light' plugin which unlocks all 30 dungeons, or choose which dungeons to unlock individually. If you are using Skyrim SE then these individual ESPFE plugins will not count against your 254 plugin cap, Skyrim VR users are recommended to stick with the AIO version as the VR version of the Skyrim engine will not recognise the 'light' flags. I made the FOMOD using the FOMOD Creation Tool - it isn't that intuitive to use and although there is a Nexus guide here I needed to download kevkas' ABT AE - Arrows and Bolts Tweaks mod (which I knew had similar options/structure to this mod) and open in it the FOMOD Creation Tool to get my head around how it worked. Once I understood that you could set a conditional flag in one step and then you could use these to show or hide further steps it all fell into place...

The full details of the dungeons 'unlocked' are:

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  • Ashfallow Citadel - Secret passage opened
  • Avanchnzel - Removed rubble blocking cave entrance
  • Brinewater Grotto (via East Empire Company Docks) - Secret passage open, pickable master lock or key
  • Bthardamz - Vines removed, pickable master lock
  • Dimhollow Crypt - Interior rubble removed
  • Dustman's Cairn - Interior rubble removed
  • Fellglow Keep -  Pickable master lock or key, interior rubble removed
  • Forebears' Holdout - Exterior rubble removed
  • Forelhost - Pickable master lock or key
  • Giant's Grove (via Fallowstone Cave) - Interior rubble removed
  • Gyldenhul Barrow - Pickable master locks or key, interior Stalhrim removed
  • Highpoint Tower - Exterior rubble removed
  • Hillgrund's Tomb - Pickable master lock or key
  • Ilinalta's Deep - Interior rubble removed
  • Irkngthand - Ramp enabled, master lock or key
  • Knifepoint Mine -  Interior rubble removed
  • Korvanjund - Interior rubble removed
  • Mzulft - Pickable master lock or key
  • Nightingale Hall - Exterior rubble removed
  • Reachcliff Cave - Interior concealed door opened, exterior rubble removed from exit and pickable master lock
  • Ruunvald Excavation - Exterior rubble removed
  • Saarthal - Pickable master lock
  • Shrine of Mehrunes Dagon - Pickable master lock
  • Snow Veil Sanctum - Pickable master Lock
  • The Katariah - Docked near Solitude
  • Twilight Sepulcher - Pickable Master lock
  • Ustengrav - Interior Rubble removed
  • Vahlok's Tomb - Exterior rubble removed
  • Wolfskull Cave - Interior ice removed
  • Wreck of The Icerunner - Lighthouse beacon extinguished and ship wrecked on the opposite shore
  

Dungeons I did not 'unlock' (impressive self-control!):

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  • Aetherium Forge - Requires Aetherium Shards
  • Blackreach - Requires Attunement Sphere
  • Darkfall Cave - Requires Knight-Paladin Gelebor
  • Japhet's Folly - Requires East Empire Company Ships
  • Kagrumez - Requires Resonance Gems
  • Kilkreath Ruins - Requires Meridias Beacon
  • Kolbjorn Barrow - Requires Ralis Sedarys
  • Labyrinthian - Requires Torc of Labyrinthian
  • Nchardak - Requires Control Cube
  • Nightcaller Temple - Requires Erandur
  • Reachwater Rock - Requires Dragon Claws
  • Rebel's Cairn - Requires Red Eagle's Fury
  • Skuldafn - Requires Odahviing
  • Temple of Miraak - Requires Frea
  • Ysgramor's Tomb - Requires Wuuthrad
  


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