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Wounded Knee Gulch
- 0 Likes
- Skyrim
- 180 Monthly Downloads
- Supports:
- 4,598 Total Downloads
- Updated 12/19/2011
- Created 12/16/2011
- 1 Favorites
- Project Site
- Comments
- Release Type: Release
- License: Changes or usage must give credit
- Newest File: Wounded Knee Gulch
About Wounded Knee Gulch
BIBI VIDI VICI VENI!!
I, SLuckyD, by Rights of Wisdom & Skill, as proven in not-so-mortal combat with the savage GECK, and having blazed trails into NEW LANDS for our fledgling Empire... do hereby claim the meaningless title of Caesar pro-tempore of preCKModdery! I shall be a benevolent Imperator... starting immediately... by giving you the FIRST DUNGEON EVER MODDED IN SKYRIM! That's right - having conquered those foreign, frozen lands in the North, I bring to you its inhabitants... to do BATTLE for your amusement!! Let the GAMES BEGIN!!
NOTE: This is NOT an Arena/gladiator mod or addon, as some may be led to believe by the above dramatization.. YOU'LL BE DOING THE BATTLING. There is NO QUEST, NO NPCs to talk to, no scripting of any kind. Just enemies, in a plain dungeon, with a chest of loot and a warm bed at the end.
[FEATURES] - an ENTRANCE in Vanilla Sky worldSpace (between Broken Oar Grotto and Brinewater Grotto)
- living ARROW FODDER and/or SWORD QUENCHERS in the form of LEVELED DRAUGRs
- a worthy(?) PRIZE at the end... which should respawn along with all its protectants!
- UNIQUE worldSpace DUNGEON; bona fide, made using VanSky's 'BlackReach Cave' kitset
- NO in-game preview DRAMA for any of my other mods this time! (I promise)
- a 99% guarantee that you'll come out looking like a porcupine, if you come out at all!
v1.0 - Initial Release
| File Name | Release Type | Game Version | Downloads | Date |
|---|---|---|---|---|
| Wounded Knee Gulch | Release | 616 | 12/19/2011 |
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Comments
lol i used this mod than i took an arrow to the knee
I plan to update/fix this mod when the newCK comes out. The reason the monsters fall off into the water (and otherwise need 'coaxing') is because I can't do navMeshes with the old software (GECK). NavMeshes are what the game engine uses to 'direct' NPCs and monsters to the correct 'pathing' so they can pursue you, or climb back up. It really is quite challenging - if you don't knock them off... when the navMeshes are put in place, even if you DO knock them off they'll still come after you again (and you have no choice but to swim back to the entrance, or hug the walls). And of course NOTHING will be challenging if your character is all 'roided out and has the best outfitting!
The main reason I put water in there was so that anything which DOES fall (you OR the monsters) will not die from it.
I like the idea, but I would suggest not making the thing a water map because that's what it became. All of the draugr would immediately fall into the water and then start shooting me from underwater. I managed to beat the dungeon without any potions or anything, but that's more of because I'm super hard to kill with this armor/weapon set. Create some more dungeons and stuff, but leave out the water, and I'll download them ;)