I finally checked out The Filthy Spaniard's mod in the game. (I deleted all the zombies, btw, for my personal experience.
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I found quite a few problems and irregularities, though. I've already PM'ed TFS this info on Bethesda forums, but I post it here for others to keep look out for same issues, if they try the quicksand mod.
Here's my experiences:
*On the first run through, I went into the bog, and died quickly because I sank too fast. Of course, I was moving at the time. I think players sink too fast when moving and when stationary in the quicksand bog, basically.
*There was this one run through, where my fatique went to zero when I was halfway on the bog and halfway on solid ground. My character fell to the ground, but I never died. I drank some restore fatique potions that you get at game intro dungeon, but my fatigue stayed at zero, never going up. So I had to reload, and try again. I think the fatigue potions restore 20 point of fatigue each (maybe over a few seconds??, can't remember). But I drank like three or four of them at once, before exiting menumode, and the fatigue did not go up one sliver.
*Trees' trigger collisions don't always detect the arrows that hit them. I kept shooting at a close enough tree over six times, but never got to dry land loading screen. Also, I never had this happen nor extensively tried, but does the script keep a "check" for players trying to bypass the bog altogether by shooting at trees while they are still on dry ground, to get from point A to point B (cheating)?
*Sometimes I sink when not moving, and sometimes I don't sink when not moving (even in deep water). Sometimes I can jump out of the water, and land higher up, but still in the water (though it helps with keep trying to shoot the trees).
* Don't remember this happening, but if the player is simply turning around and not going forward/backward/left/right, I hope the script makes it so that the player does not sink faster simply by turning around. Need to turn around to look for close enough tree on solid ground, so can attempt to get out.
* Trees can use a capsule shaped trigger collision, using a bhkcapsuleshape under the trigger collision type. It fits the trunk better than other shapes. I didn't check out what collision shape was used for the trees, so maybe he already did this.
*The brown pill capsule, allows the players to see through it to the clear water depths, at certain range of water height, and before the player's head is below water. The capsule seems to be hanging around too low on the player's body, even when the player is such that they can see underwater.
So those are the issues I ran into in the first 4-5 in game trials.
Koniption