Morrowind
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Created by

AdituV and VitruvianGuar

Uploaded by

VitruvianGuar

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About this mod

Makes locks and traps detection a random chance based on the player's Security skill. Requires lates version of MWSE.

Requirements
Permissions and credits
Changelogs
Locks and Traps Detection

Locks and Traps Detection is a pure-lua mod allowing the player to have a chance to successfully detect traps and locks based on their security skill and relevant attributes, with a formula similar to the vanilla game.

This is a fork of Skill-Based Trap Detection mod by AdituV. Most credits go to the author of the original mod. Without her clearly written code I wouldn't be able to implement this.


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" and "Locks hidden" options under "Game Mechanics"
  • MWSE 2.1


Installation

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

Details

Detection mechanics works simularly to Skill-Based Trap Detection, however, there are a few new features added:


  • Lock detection. It's generally easier than spottiong a trap but you don't always get to know lock level with certanity. Trying to pick a lock allows you to correct your estimate.
  • Extra information for the traps. Being really good in trap detection allows you to figure out the first effect of the trap.
  • Clearer interface. You don't get "Untrapped" or "???" messages on every container and door. Black and white lists are not necessary anymore. Instead you simply get the "Trapped" message when you managed to find a trap and no message when there is no trap or you failed to spot one. "Untrapped" is showed only for the objects that had traps on them but were disarmed or triggered. Similarly with the locks. 
  • Key Only mechanics. Just as in later TES games you may now create locks which can't be openned by any means other than keys. Feel free to use them in your quest mods. To make an unpickable lock simply make the lock level of you chest or door 0 in CS.
  • Full compatibility with Visually Trapped Objects by Anumaril. With the usage of his code, extra option is added to the MCM menu, to display enchantment of the trap on any trap detection.
My other gameplay mods

Buying Game - trade system and mercantile skill overhaul.
Silver Tongue - improves gameplay and UI for Speechcraft.
Sneaky Strike - makes daggers more usefull for sneak attacks than longswords
Alchemical Knowledge - improves alchemy UI and gameplay
Nimble Armor - makes armor affect your chance to evade attacks
Class Starting Spells - gives personalized spells for all classes
Class Skill Limit - restricts your development outside chosen class
Borrowed Time - fixes death from fortify health effect, making spells and potions with it much more usefull