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AdituV

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AdituV

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About this mod

Makes trap detection a random chance based on the player's Security skill

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Skill-based Trap Detection
Version 0.9.3
By AdituV

Source code is both included in the mod and available at
<https://github.com/adituv/morrowind-trap-detect/>.

With thanks to Graphic Herbalism, the lua source of which I used as reference while developing this.

Skill-based Trap Detection is a pure-lua mod to allow the player to have a chance to successfully detect a trap based on their security skill and relevant attributes, with a formula similar to the vanilla game.

This beta version has all core functionality implemented, but is lacking features for magic-using characters.



License

All Lua code in this mod is licensed under the 3-Clause BSD License, a copy of which is found in the file "Skill-based Detect Trap - LICENSE.txt".


Requirements

  • Morrowind Code Patch - in particular, the "Traps hidden" option under "Game Mechanics"
  • MWSE 2.1, after 2019-08-27


Installation

Install as normal with a mod manager of your choice, or extract the files directly to Data Files.  The usual.


Changelog
  • 0.9.3 - Fixed broken error text when MCP's Hidden Traps feature is not enabled
  • 0.9.2 - Full rewrite
  • 0.9.2 - Added "forget on a timer" for exterior cells' lock data
  • 0.9.2 - Activation on an unlocked object now automatically detects traps
  • 0.9.2 - Bugfix: getEffectiveSecurityLevel now functions correctly
  • 0.9.1 - Added MCM settings for detection parameters.
  • 0.9.1 - Added whitelist and blacklist functionality.
  • 0.9.0 - Initial beta release


Details

On looking at an object that can be locked (currently defined as a door or a container that is not organic), your "effective skill level" is calculated, smoothed, and compared to a randomly generated number.  The result of this is cached until you change cells or until your Security skill increases - this includes temporary bonuses.

Your "effective skill level" is calculated with this formula:

    effective level = fatigueMod * (security + (agility / 5) + (luck / 10))

Where

    fatigueMod = fFatigueMult * normalizedFatigue + fFatigueBase

The effective level is smoothed along a sigmoid curve; the default parameters give the following equation:

    f(level) = 1 / (1 + e^(-0.05 * (level - 70))

You can modify these parameters in the MCM.  0.05 is the "steepness" term divided by 100; 70 is the "midpoint" term.

The random number generated is uniform between 0 and 1, and if that number is less than the smoothed effective level, the detection is considered a success.  Depending on whether the object in question is trapped or not, either "Untrapped" or "Trapped" will be added to the tooltip.  If detection fails, "???" will be added to the tooltip.

The graph below shows the chance of detecting a trap at different effective security levels and fatigue:



Planned Features
  • Features for magic users:
    • Spell to boost detection chance
    • Spell like Open but to remove a trap
    • Spell to add a visual effect to trapped things (maybe)
  • Similar functionality for locked state