Oblivion

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chris_1979

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chris_1979

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15 comments

  1. Salzber
    Salzber
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    • 3 kudos
    "no traps will ever trigger"

    Nice that is exactly what I want.
  2. anonimousone
    anonimousone
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    • 3 kudos
    Does anyone know if this mod is compatible with fcom?
  3. gabba
    gabba
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    • 5 kudos
    Edit: never mind.
  4. chris_1979
    chris_1979
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    thanx, but with armamentarium and other mods which adds alot of named swords into the list i feel an iron (black, brown, whatever colour) longsword has to look the same over the board. So classic swords are cool, but not as "replacers tho". there is room enough for more swords anyway, why replace.
  5. olafreinhardweyer
    olafreinhardweyer
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    Wow, thanks <img class="> After that message pop up i always got poisoned, guess, my characters just where to low on luck.

    I also made a tweak (to a tweak) to OOO too. Perhaps you find it useful:

    Fine Weapons for OOO ClassicSwordReplacerCompatabilityFix
    http://tesnexus.com/downloads/file.php?id=26736

    Thanks again for elaborate help <img class=">
  6. chris_1979
    chris_1979
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    So it's really still there. And it all works like it should. No problem to use lock bash omega. I'll look into the matter about what traps do after you bash open the lock and open up an unlocked chest. If this is broken i'll fix it. but like i said, i think it'll all work just fine
  7. chris_1979
    chris_1979
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    Another code example:

    if button == 1 && trapped == 1

    If player.GetActorValue Luck /4 + GetRandomPercent + player.GetActorValue Security >= GetLockLevel / 3 +100 + LapTrapDifficulty
    PlaySound UILockTumblerLock
    If player.GetActorValue Luck /4 + GetRandomPercent + player.GetActorValue Security >= GetLockLevel / 3 +100 + LapTrapDifficulty
    set random to GetRandomPercent
    if player.GetLevel <= 15
    if random <= 25
    MessageBox "Trap disarmed and extracted. I gained a shocking poison."
    player.additem LAPPoisonShockingAOOO 1
    endif

    See there are about 12 poisons which you can from traps in OOO.
  8. chris_1979
    chris_1979
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    Code example of the chests:

    if trapped == 1
    set whoops to 1
    If detected == 1
    MessageBox "I suspect that there is a trap here. Should I attempt to disarm it?", "No, don't open it", "Yes, open it"
    Set message to 1
    endif
    If detected == 0
    If player.GetActorValue Luck /4 + GetRandomPercent + player.GetActorValue Security >= GetLockLevel / 2 +100 + LapTrapDifficulty
    MessageBox "I suspect that there is a trap here. Should I attempt to disarm it?", "No, don't open it", "Yes, open it"
    Set message to 1
    Set detected to 1
    else
    set whoops to 1
    Activate Player
    If OOOHC != 1
    Set SoundOpen to 1
    Endif
    endif

    This means if you detect a trap you are being asked if you want to disarm it and if your very lucky you'll get the poison. just lucky you'll disarm the trap, or if your in bad luck you'll be hurt.

    So the traps still work.
  9. olafreinhardweyer
    olafreinhardweyer
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    Strange, i never looted any poison from traps in OOO. I believe a high security skill would be necessary. How does looting of poison show up in OOO ingame? A dialogue window? Just a bottle in the loot?
  10. chris_1979
    chris_1979
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    I believe all the options you mention are in OOO standard. you can harvest the poisons and yes there are traps. But you can still harvest poisons with this disabler. I didn't disable the poison system. Also i didn't disable the trap system. I just disabled the bashing part. So even with lock bash omega they should still function. altho i don't know what happens to the trap if the lock has been bashed. I would imagine that it would still spring the trap once you open the chest itself after the lock has cracked.