The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

45 ratings
Curse of The Grim Plunderer v1.1
   
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225.218 KB
Feb 12, 2012 @ 4:28pm
Mar 5, 2012 @ 4:08pm
15 Change Notes ( view )

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Curse of The Grim Plunderer v1.1

Description
Rumor has it that a shipment of Skooma belonging to notorious drug cartels of Riften discretely left port out of Solitude, only to get caught in a treacherous storm that would leave it shipwrecked, it's crew vanishing with the storm. Now it seems the ghostly apparitions of the crew have returned, cursed to forever create Skooma. Dive into the depths of The Grim Plunderer, and fill your pockets with all the loot and various types of skooma you can find!

The Grim Plunderer can be located to the west of the Wreck of the Icerunner/Solitude.

This mod IS Radiant Story ENABLED! This means when you talk to the various barkeeps, you have a chance of being directed to this location!

Please report bugs in comments!

KNOWN bugs:
-Lighting in the ship is strange. This is Bethesda's fault with their shoddy work on boats. This will not/cannot be fixed
-The Incubating Staff doesn't work properly on guards. This will not/cannot be fixed
-(Not really a bug) Enemies sense you really awkwardly through walls, once again Bethesda's fault with boats.

Adds:
-The Grim Plunderer Shipwreck east of The Icerunner
-New weapons
-Notes
-NEW types of Skooma

Version 1.1
-Fixed bug where the dungeon would not appear as "cleared" on the map when finished
-Fixed an AI bug
-Radiant Story quests should be working, but it's all a game of chance getting the location as a quest.

Version 1.0
-Added various notes
-Navmeshing finished
-Added various enemies
-Final polish
-This mod is Radiant Story ENABLED! :D


Special thanks to:
http://steamcommunity.com/id/werewhiskey/
http://steamcommunity.com/id/Wheeze/
darksummit
26 Comments
Strider  [author] Nov 1, 2015 @ 10:19am 
I'm glad people are still finding this every so often. I'm no longer really creating levels for Skyrim, so any changes you suggest for this mod probably won't happen anytime soon. Thank you for your kind reviews and interest though! :sans:
*Logan* Nov 1, 2015 @ 1:51am 
Good dungeon, the boat had a nice look to it and some unique lighting effects. The Orc put up a decent fight. I had fun here, rated up.
bonklestheclown Apr 5, 2015 @ 1:00pm 
Can you move the boat? Probably not but it looks good.
Balthias Nov 16, 2014 @ 6:02pm 
Pretty good.The new skooma is a nice change. Does it respawn in the barrels by chance or is it a one time deal?
Trentman17 Nov 2, 2014 @ 7:55am 
good for halloween next year!
God's Drunkest Driver Feb 25, 2013 @ 2:25am 
get a lot of skooma? Perfect for my drug-addict paladin character.
Procyon Dei Nov 23, 2012 @ 5:40pm 
Never mind. picture showed me actual location. Silly me!
Procyon Dei Nov 23, 2012 @ 5:39pm 
Cool mod, but... Wouldn't it make more sense if it was placed on the Sea of Ghosts instead of the Riften Lake... I mean really why would anyone need a large ship to travel in a lake. But the whole theme is still badass though, just the location. Good job! :)
naptimenurse Aug 2, 2012 @ 8:49am 
@Strider, that's probably why it is so underused ;) but yeah, the pic still looks cool.
Strider  [author] Aug 2, 2012 @ 12:27am 
The reason it was removed was it wouldn't function without attacking other things in the ship, despite setting factions, making custom NPCs, etc. It was something weird with it. I also couldn't get it to level scale, and people play testing said it wasn't as scary as it was made out to be, so I removed it. I can't be arsed to take that picture down, because it's still neat.