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Remodor

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18 comments

  1. Thangler7
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    The issue with beartraps is that they neverdespawn once breaking, causing more lag than any system can take. Any plans on adding a despawn timer of like 30secs or somthing?
  2. zytev
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    Does anybody have the issue that bear traps wont play the snap animation when enemies run over them..they still do damage and they do trigger just no animation or sound..but if i shoot them or throw items on it they snap normally have looked at possible problems in xedit cant figure it out so im wondering if somebody else ran into the same problem ?
    1. Arthropleura
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      Have had this problem for a while myself. Currently using Game Configuration Menu which lets you adjust the trap breaking chance, have also used the unbreakable bear trap mod and had the issue there as well.
  3. wonszlol
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    Bear Trap kills don't seem to award XP for kills with this mod enabled. Tried changing the load order, but only turning this mod off fixed the issue.
  4. Skyrimodder888
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    Hi, great mod, exactly what I was looking for. I did want to ask though, where did you learn to use FO4Edit? I have it open and I can't, for the life of me, understand how you added a slow effect or how you changed the break chance. Would you be able to point me to where I can learn to do some of that? Thanks for your time.
  5. voidsorter
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    Hi, is the mod compatible with the "Unbreakable Bear Trap" by ArekkusuStorm? I like the idea of the mod, I just don't want to hassle too much with restocking traps. Thank you
  6. kalleb49
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    Could you make a bear trap actually hold the enemy in place? Or make them do sit animation with a crippled leg?
  7. Old Nick
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    Any chance you could make a replacement ESP for VIS instead of a patch?
    Seems a shame to use an additional ESP slot for such a small mod
  8. Clapatter
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    So did you end up reducing the weight at all? At 8 pounds its hard to justify using them when Frag Mines are relatively common, weigh a mere 0.5 pound, and are affected by explosive perks.
    1. Remodor
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      In some earlier stages i actually had them at 4 weight. I think about putting them back to 4 again or similar (may 5 is a solid solution), but they do need a bit of a weight otherwise u could just carry tons of it and spam it. The difference is that you can reuse the bear traps and can use it in emergency as they wont harm you in comparison to the Frag Mines. E.g. Frag Mines need to be placed with caution. At least on survival .

      I am happy to see any suggestions for a proper, more balanced weight for the main file.
    2. Clapatter
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      Well, they may be reusable, but they are far less effective. With only a 20% chance to cripple one leg, and a max potential damage of 40 with bleeding. On top of this, it require much more planning and forethought to place one since they aren't proximity activated. If it does cripple a leg, most enemies won't be rendered non-threats, any ranged enemy will still maintain their full damage output

      I really think it should have a chance to cripple both legs, and it should have a higher chance to guarantee a cripple. Doing 70% damage to a leg is pointless for most enemies. The chance to miss on top of the need to have an enemy step right on it seems like it would be extremely frustrating in practice. It seems like the 'miss' should be when it fails to cripple a leg, doing the 70% leg damage. the chance to cripple one leg should be 65% and the 20% crit should be both legs. If you're concerned about this being overpowered, maybe it should apply a set amount of limb damage, instead of a percentage, that way a bear trap isn't just as effective against a Ghoul as it is a Deathclaw.

      The weight really should be between 1 and 2 pounds, otherwise it would never be justifiable, especially in survival mode. The damage output and the guarantee of a cripple simply aren't there. Once any player is reasonably equipped, it quickly becomes a choice between 1 bear trap with a probable utility of 3 uses, or 16 frag mines.

      The weapon needs to be viable enough as a tactical tool and it can't be so heavy that its opportunity cost in weight is so drastic. Realistically I only see the player carrying one or 2 of them, and if need be, replenishing them in the field from chem stations.

      Do you think there's any way to get it to scale in damage and effectiveness with the melee perk; Big Leagues? That way they can at least attempt to keep pace with mines in their niche role.

      Sorry if that's a lot to read, just my rambling, unfocused thoughts on the issue.
    3. docmadhouse
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      I'm going to have to agree with Clapatter. I've been tracking this so far but I haven't found a use for traps yet because they don't seem worth the trouble. Games always have to straddle the line between immersion and fun, but it is your mod so do as you will.
    4. Remodor
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      First of all thank you both for your reply, much appreciated!
      I will upload 1.1 right after writing this post, coming with a huge boost to the strength of the bear traps and the caltrops, check the main page for the changes.
      For me immersion is quite important, so i will always try to find a balance between this and usability.
      Now going to comment your reply step by step:
      With 1.1 i increased significantly the damage and the chance to cripple. Also finally applied the stagger to the bear traps. The weight is reduced to 4, in case you still think is to much. If you are on a loot-hunt and you don't have any space left, just drop them, there are so easy to reproduce, that you should barely have a problem with it.
      They are not meant to work against ranged enemies, and will never overtake a frag mine if well placed. But this isn't there purpose. There niche is when you find yourself fighting at a doorway or in close corridors and placing a mine is way to dangerous but you still need stopping power against melee or charging enemies. This is where the traps begin to shine, especially if you play at survival and you are already one hour or similar on the hunt you are going to love them.
      The bear traps wont be able to cripple both legs (as this wouldn't make any sense), at least not in the basic version of this mod.
      If you wish i can easily make an op-version for you . You will decide how you like them.

      Sadly to my knowledge it is not possible to harm a limb by a fix value, the value will always be a percentage as every limb has 100 hp.

      A creature filter is hopefully coming soon, depends on my time.

      Scaling the damage would also be very nice, i need to have a look at it. Right now, they are scaled through having a sharpened version which needs a lvl 2 perk (i know its not the best ).

      Please keep up with commenting if you have any ideas and testing the 1.1 would also be very nice as i wont make an 1.2 for a while as i first need to test 1.1 in the field.
    5. Clapatter
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      Looking back at this, I actually think the best way to balance the bear trap against mines is to increase their weight. Half a pound for that amount of explosive energy is ridiculous, so if you raised the weight of mine (and maybe even grenades, then the beartrap would look a lot more favourable. Maybe 1.5-2 pounds for a mine, a pound for a grenade? (An M67 frag grenade weighs a bit under a pound IRL)

      As for the idea of a beartrap crippling both legs, it is feasible that someone might manage to step inside the trap and not activate it, and then step on the trigger with the other foot. But what I meant was to reflect the possibility of the victim not being able to pry themselves out of the trap. Bear traps are intended to clamp on the leg and hold, so it makes rather good sense that not every human could pry it open to limp away.

      Anyways, I appreciate your efforts on this, thanks for entertaining more of my ramblings.
  9. thunderlord2200
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    i dont know why but can u make it so all craps (when triggered) cause bleed damage, and in most cases would u not become crippled after getting ur foot in one? (at most the bear trap one) is there anyway you can add this?
    (so all traps (Even the spikes) causes bleed damage, and all cause cripple (at most atlest have the bare trap.)

    just wish the damage was more so on the throwing spike trap i find it rare if it is triggered that it causes any damage or stager something it should happen all the time. (would u not stagger or worse if u got a huge spike in ur foot? )
    1. Remodor
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      Basic bear traps will also apply some bleed damage, for more details check the version 1.1. Thanks for suggestion!
      Crippling chance has been highly increased.
      As mentioned above, i think i will add an op version, where you can decide the values. Stay tuned!
      Caltrops now have highly increased damage and also apply a slow.
      The stagger for the bear traps is finally and as the caltrops have an increased amount they should stagger more often. Feel free to try out version 1.1 and let me know what you think!

  10. Ascending696
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    I would suggest hooked or barbed caltrops not "spikey" you could change the damage to bleed and would be lore friendly too

    actually completely disregard everything I've said, call things whatever you want if anyone's got a problem with it they can very easily fix it themselves and its by no means your problem.
    1. Remodor
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      hooked sounds good to me
      If i change it, ill call it hooked caltrops, thx for that!