Fallout New Vegas

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Created by

DomFada

Uploaded by

domfada

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About this mod

Place bear traps. Tan a coyote pelt. Brew your own hooch... It\'s Trapper Time !

Permissions and credits
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UPDATED 8 december 2010 (see CHANGELOG for details)
- LARGE UPDATE : important bugfix and tweaks in preparation for version 1.0
WARNING !!! If you are upgrading from version 1.1, you MUST pick up all of your traps, save, then install version 1.2 and place your traps back again. Sorry about that, I messed up. Won't happen again. I hope.
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Current version BETA 1.2 - no known bugs, only need feedback before final version.
This mod is part of the New Vegas Redux pack
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INTRO
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By dawn, the Trapper rests. Been a hard day all 'round. Still, it wasn't without rewards - placing bear traps in that irradiated pool, a prime Gecko watering spot... Fine idea, damn fine idea. Nasty buggers sure are easier to kill when they hop around on a hobbled leg, aren't they ? As soon as he finishes to tan those coyote skins from yesterday, it'll be time to head into town. If only he didn't have to go through that thief Chet...

The Trapper leans back against the fire, reaching for a bottle of home-brewed vodka, and shrugs.

"There's more than one way to skin a Gecko."

DESCRIPTION
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Recover, build and set your own Bear Traps !
- Bear trap disarming and re-arming is now based on survival
- Pick up any bear trap you've disarmed, and set them up wherever you want
- Build your own ! Comes in two version, the regular one you know and an extra-deadly Sharp Bear Trap
- Custom texture for the Sharp Bear Trap (now with specularity)
- Traps can break when triggered by strong opponents

In absentia trapping !
- Set traps where your prey often appears, and leave the area. When you return later, just pick up the corpses !
- Traps only critters : when not in combat, humans are smart enough to avoid a big honking bear trap
- Trapping isn't for the impatient. Leave the traps a good 48 to 72 hours alone for optimal results
- Unattended dead animals may get eaten if you stay away for too long
- Not everything trapped dies right away. Some critters may still crawl a few dozen steps before collapsing. Look around !

Tan everything !
- Dramatically decreased the amount of Whitehorsenettle needed for Gecko tanning
- Slightly adjusted tanned hides prices to make trapping a moderately profitable venture
- Two recipes added, for tanning dog and coyote hides
- Custom textures for the tanned coyote and dog hides

Brew your own hooch !
- New recipe added : vodka from potatoes
- New recipe added : tequila from agave
- New recipe added : nevada whiskey from maize and cactus
- New recipe added : whiskey from maize and flour

INSTRUCTIONS
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- To pick up a bear trap, activate normally using "E". If you've got a high enough skill, a box will popup asking you if you want to pick up or rearm
- To place a bear trap, drop the boxed version to the ground (they're in misc), and activate normally. Same thing as above
- The required survival levels are :
* disarm : 30
* re-arm : 30
* pick up/set up : 40
* craft regular : 40
* craft sharp : 60
- crafting bear traps requires a workbench

PLANNED FOR NEXT
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Additions
- add "stumble & stun" effect to the Sharp Bear Trap
- add a "Deathclaw trap". Humongous size, 8 STR needed to place, deadly damage.

HELP NEEDED
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I need the help of someone skilled in NifSkope animation to create the Deathclaw trap. Actual modification is probably trivial, but I can't manage it myself : whenever I scale the bear trap model, the animation goes wrong. Full credits given.

CHANGELOG
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RELEASED AS BETA 1.0 on November 22nd
UPDATED 26 november 2010 : BETA 1.1
- added Nevada Whiskey and Tequila (ugly textures, I know)
- actor hit by bear trap now turns hostile
- trap has a chance of breaking up when triggered by strong actors
- tweaked trap recipes
- increased trap damage
- added scripting to trap creatures with player absent from the cell (thanks Dynastia !)
UPDATED 8 december 2010 : BETA 1.2
- fixed bug that protected half of critters present from the auto-trapping effect
- texture polish for tequila and trap boxes : normal mapping, specularity
- lowered Survival requirements for many mod-related tasks
- updated code to allow for better trap placement when the trap box is upside-down (not perfect yet)
- tweaked recipes
- auto-trapping now works with sharp bear traps
- auto-trapping no longer traps humans or muties
- adjusted optimal wait time before going back to your traps to 72 hours (from 48)