This is a mod that features a collection of traps that include: - [Spell-casting trap that cast spells in various manners and can be set to fire aimed spell on the fly - Teleportation traps that transport players and NPC's in any pre-determined locations - Guardian traps that summon pre-determined NPC'
Permissions and credits
Credits and distribution permission
Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
1. The Elder Scrolls V: Skyrim - The game itself
2. Skyrim Mark And Recall Teleport Spell: - A mod whose video impressed me and where I got V1.1's basic idea from. I am not sure if Nopheros generalized the mod to apply to NPC's as well, but the portal animations of his mod is awesome. I might ask for permission to use it in the future. - URL: http://skyrim.nexusmods.com/downloads/file.php?id=10955
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version V1.3
Spell-casting traps and guardian traps are now fully usable for making evil encounters. Sorry, I haven't made those encounters yet. I simply made the tools available for other modders this time.
Version 1.1
Slightly renamed some of the existing traps
Added teleportation traps
Remove knockdown effect on Courtney's chest in Hall of Countenance (where all the spells are found)
Added lever in debug cell ("eu3fantestvortexroom") that resets teleportation network
****REGARDING DAWNGUARD****: The Dawnguard DLC introduces a bug that prevents custom dialogues from working for save games that do not have the said mod activated (i.e. it does not affect games that already use the mod). The fix would be to save instantly with the mod activated and reload. This procedure only needs to be followed once. For more information, this is a thread from the official forums.
Also available in Skyrim Special Edition: http://www.nexusmods.com/skyrimspecialedition/mods/6619/
Update (June 17, 2012): Version 1.3 released and I didn't realize the host took the mod website down, so I had to put it back up.
Regarding latest update: There is no player-related feature released in Version 1.3. It's strictly a release for other modders who wanted to make dungeons or encounters with it.
How to get: 1. Go to Arcanaeum of the Winterhold College 2. Read the book that has mage light casted on it. This will port you to a different room 3. You will be ported to a merchant who sells everything you need
Overview: This is a mod (Download) that features a collection of utility devices that are designed to add more flavour to the dungeon-crawling experience. Features include:
Spell-casting traps: Devices that fire spells upon trigger. They can each be told to store an "aimed" spell, which they can use to devastating efficiency.
Teleportation nodes: Inter-connected devices that can transport the player and NPC's to anywhere in Skyrim - Be it the High Heavens or Maven Blackbriar's bed.
Summoning Node: Devices that can store and summon pre-determined NPC's to guard a location.
Additional Features: A few custom spells are also included into the mix.
Important note: Forced resets of cell buffer will delete all devices (permanent or not) and may cause issues with characters summoned to the affected cells. As a result, "pcb" and related console commands should be used with discretion.