Thanks for the mod. I have one thing to point out tho. The rad emitter continues to irradiate when powered off. The actual effect from the emitter stops but the radiation in the area never stops, even when powered off or scrapped. Not a huge problem, still better than repairing everytime, just something to bring to your attention.
I realise this mod is quite old now but I'm getting an issue and wondered if anybody knows how to fix it. The mod is working as expected, the cage doesn't need repairing however they always appear to be unfilled (door open, no noise) but when I switch the power off out comes the gunner. Any ideas?
Tested with several of the top "Cage" mods and works great. Edited it with FO4Edit to make them x3Vanilla cost (not including meats/veggies) instead of x5. Thanks
I know this is a long shot considering how old this mod is, but... Could you make a version where cages don't need repairs, but the prices are base? Or 2x... I find 5x to be way too steep. Thanks in advance!
Do you have an all in one or do i have to have all 3 plugins for the cages and traps? Trying to conserve plugin space since i have a lot. (Fixes. Standalone guns. Sim Settlements and addons)
EDIT: If not then i understand and still download the plugins.
After reading your question, I looked into ESL files. I should have guessed some people have more than 256 mods.
I followed instructions, compacted ID forms, converted to ESL and tested the file. You can find the ESL version of the combined mod in the miscellaneous download section.
Awesome, no more "Use once, go reset" the traps anymore. This is why I never used them (Well, I used a spike trap ONCE, and found out that it only worked ONCE, and that I had to reset it every single time, which made it completely USELESS)
Oops, I see this only affects 3 traps, not the spike traps etc.
I tested all the traps I had available in my game. The ones not included in this small mod, didn't require repairs in the first place. I just tested them again and the spike trap resets itself by default. It has a pressure plate which activates the trap when triggered. No repairs required by default.
One thing that worries me, is if magazines introduces traps otherwise locked or if DLCs introduces new traps only when completed. From the Creation Kit, I had a hard time differentiating random traps and workshop traps. As a matter of fact, I'm pretty sure enemy traps uses the same script I modified. I wouldn't be surprised to find a wild trap that fires non-stop. You should still be able to disarm them.
Good to know, the last time I tried a trap, it was one of those that lays flat on the ground then pops up with forward pointing sharp metal edges, never reset, maybe they actually fixed something, or the Unofficial patch fixed them.
23 comments
Edit: and sawblade traps?
Thanks for your mod !
EDIT: If not then i understand and still download the plugins.
When I get the chance, I'll do that.
[Edit]
Done, thank you for the suggestion.
I should have guessed some people have more than 256 mods.
I followed instructions, compacted ID forms, converted to ESL and tested the file.
You can find the ESL version of the combined mod in the miscellaneous download section.
This is why I never used them
(Well, I used a spike trap ONCE, and found out that it only worked ONCE, and that I had to reset it every single time, which made it completely USELESS)
Oops, I see this only affects 3 traps, not the spike traps etc.
I just tested them again and the spike trap resets itself by default. It has a pressure plate which activates the trap when triggered.
No repairs required by default.
One thing that worries me, is if magazines introduces traps otherwise locked or if DLCs introduces new traps only when completed.
From the Creation Kit, I had a hard time differentiating random traps and workshop traps.
As a matter of fact, I'm pretty sure enemy traps uses the same script I modified. I wouldn't be surprised to find a wild trap that fires non-stop.
You should still be able to disarm them.