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Cavern Pitfalls

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Last updated on March 27, 2012 and made on February 7, 2012. I have a sneaking suspicion that this mod had been edited with an early TES5Snip version (because it was made before the release of the Creation Kit) - which is known to cause strange problems in-game.

 

Both the lack of updating and the likely possibility of a snipped mod means that I won't be considering this for STEP.

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This seems really cool. The only one of these I remember from vanilla is the spiked mammoth trap in Halted Stream Mine. When I first read the title I wasn't sure if it was compatible with STEP/vanilla, but when you read the mod description it seems like it is. Hopefully the author did not break any quests by doing it this way - but it definitely seems realistic - allowing you to go through a hole in the ground that was already there in the vanilla game (at least one side of it was!)

 

One potential problem could be followers accidentally falling into them requiring you to go down after them if you want to keep them.

 

Is it stable and workable?

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Last updated on March 27, 2012 and made on February 7, 2012. I have a sneaking suspicion that this mod had been edited with an early TES5Snip (because it was made before the release of the Creation Kit) - which is known to cause strange problems in-game.

 

Both the lack of updating and the likely possibility of a snipped mod means that I won't be considering this for STEP.

 

Oh, I did not notice that. I thought it said 2013.

 

It has a lot of ITMs and UDRs as well.

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If you'd want me to, I could consider reviving this concept and making it workable.

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If you'd want me to' date=' I could consider reviving this concept and making it workable.[/quote']

Definitely interested... of course I'm sure you have a ton on your plate already with blood barrels and all the other mods you have a list to revive. ;)

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Decent concept, but this would not work for core STEP. Maybe a Pack in the future.

 

...if one falls into a pit, can one get out if they don't die? Tying some kind of mechanism and story to getting trapped in a pit would integrate better maybe.

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Falling into the pit makes you go into the dungeon below (like going through a door).

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You enter the dungeon at a different place than if you go in the front door (and maybe take some falling damage in the process). (Wherever the cave has a big skylight.) Also might allow you to exit via this alternative exit too.

 

The mod would need to make sure it didn't break any quests by allowing this, but it does seem "vanilla" in that the holes are already there (at least on the cave side where you see a big hole in the ceiling letting in all that light) - Beth let in light, etc but just didn't install a loading screen to allow people to use it too.

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I would be ok with the mod if falling into a pit resulted in you being trapped and unable to get out. Back in the gold ol' days random **** would happen to you in games and it sucked and there wasn't anything you could do about it except hit the reset button. A scripted death sequence would work just fine too.

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Now I understand. These are not intentional 'traps' (i.e., pitfalls). I would prefer a chance of being injured or killed (depending upon the circumstances, e.g., distance fallen), but if these 'pits' are truly made to match existing breaches to the caves, then I think this is a great idea (barring quest breakage).

 

I would also want to see the internal cave maps updated to indicate the breaches.

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