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23 comments

  1. Fman3
    Fman3
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    Am I understanding right that the only way to detect these new traps is by probing every normally non-trapped container and door? Otherwise they just randomly appear and trigger when you try to open their door or container?
    1. abot
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      Containers you set as potentially locked/trapped in the MCM control panel could be locked/trapped on activate, so yes to detect/disarm the trap you need probing.
      The magic alternative is still vanilla mechanic of using telekinesis to avoid being hit by the trap.
    2. Fman3
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      Ok, thank you. You reply really fast. I have been trying to think if there was any way to make them detectable. Best I have thought was that whenever an object is activated the first time, the normal activation process itself is interrupted and it simply checks whether to add trap/lock and if yes, they are added. That would give skills and spells time to work IF these new traps were mecahanically similar to original traps. I really don't know. Traps are gonna be extra annoying for pure warriors now, right? 
    3. Fman3
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      Actually there could simply be a check on activation if detect traps spell is active or not and if not then do a security skill check like in trap detection mod to see if you detected the trap. If trap is succesfully detected either method, there is "Trapped" message and trap won't active unless the object is activated again without disarming it first. This solution would be doable, right? (I'm not telling that you should implement it, but I am interested to know if it would be possible and if you think this is a good idea.)
    4. abot
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      Some options to display a (trapped) hint have been added in updated version 1.10
    5. Fman3
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      Great! Thank you!
  2. whitewaltz
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    I love this mod but the only thing that really ruins it for me is that I use detect trap/lock, and it will spawn the trap onto the container as I interact with it effectively making it a useless skill. Is there any way to do it on cell load of the interior? So i can detect it first? 
    Another issue is that in a new game in Addamasartus I kill the first npc who has a key for two gates later in the cave, but the first door got randomly locked by the script so essentially its kind of counter-intuitive at times. Love the implementation of it though, let me know if you can help me try and rewrite these out, im not particularly fussed if its just a custom edit on my own but any help would be really appreciated.

    Another way to resolve my second issue would be giving the ability to change door and container lock chance individually?
    1. abot
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       love this mod but the only thing that really ruins it for me is that I use detect trap/lock, and it will spawn the trap onto the container as I interact with it effectively making it a useless skill.
      > Is there any way to do it on cell load of the interior? So i can detect it first? 
      Not really, this mod is not thought to be used with detect traps methods, but to give player more reasons to use probes/telekinesis vanilla mechanics.
      Also to be efficient (so no full cell scan, processing  basically happens only on activation)
    2. whitewaltz
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      Ahh understood, thank you.

      In regards to separating the chance to lock container and door mechanics would that be possible or is it too intertwined?
    3. abot
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      I think that could be added easily enough, I will try and and add it to next update
  3. CoffeeBeard0
    CoffeeBeard0
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    Glad for the latest update, was a nasty business in tombs, opening something past traps and locks, semi looting it, wanting to check it again and its re-trapped and re-locked xD
  4. Edeldios
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    Is there any way to make exemptions just for the barrels at the excise office? I was forced to turn off all barrels because the first one you are forced to open is trapped a good portion of the time. Last time I went to get Fargoth's ring out of the barrel, and the trap went off summoning a clanfear. Not a fun introduction to the game...
    1. abot
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      Opps! I forgot that barrel is in the game intro, sorry, thanks for the report, it will be fixed in next version.
      [EDIT2] ok, it seems things are a little more complex, I will do something like this:
      1. targets containing "chargen" string will be skipped anyway
      2. there will be options for skipping persistent (on by default) and/or scripted (off by default) targets
      this should cover 99% of cases where you may want to avoid trapping (even modded) things for low level player.
  5. Wubwubmagic
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    I really liked the mod but the inclusion of killer traps which deal 300-500 damage was way too much. I found myself triggering them at level 2 while opening bandit crates. I tweaked the spell list to make the traps more interesting, and less overkill deadly. This was my updated trap list:
    'trap_fire00',
    'dread curse: endurance',
    'trap_frost00',
    'dread curse: intelligence',
    'trap_health00',
    'trap_poison00',
    'dread curse: agility',
    'trap_shock00',
    'dread curse: personality',
    'flay spirit',
    'weapon eater',
    "alad's caliginy",
    'exhausting touch',
    'knuckle luck',
    'armor eater',
    1. abot
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      Yeah, traps are probably the perfect example about leveled/not leveled difficulty pros and cons, a leveled approach would probably be easier but I went for the totally random trap danger approach for now because I like the mod to have a challenge thrill and tried to fine tune more what can be trapped than the trap danger level 
      I am not a big fan of MCM lists to choose from for things like traps as I think average user can't tell what a trap spell does from the spell id/name only, advanced users can easily change the trap list like you did already.
      Probably in future versions I will add a min player level field to the trap list and an MCM toggle option to make traps leveled/unleveled, so you could still easily change the trap ids in code as advanced user and/or toggle the leveled/not leveled behavior from MCM panel.
      Maybe also relate trap danger to current lock tier 1 - 3
      e.g.something like this
      local trapSpellsDict = {
      ['trap_fire00'], {minPlayerLvl = 5, minLockTier = 1},
      -- ...
      ['trap_fire_killer'], {minPlayerLvl = 10, minLockTier = 3},
      }
    2. Wubwubmagic
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      The thrill aspect actually a good point. I tweaked the spell list again to more heavily weight poison damage, reintroduced overkill poison damage so there's thrill but also counterplay. It also increases the value of stop poison potions.
      'trap_fire00',
      'trap_poison_killer',
      'trap_frost00',
      'dread curse: willpower',
      'trap_health00',
      'trap_poison00',
      'dread curse: agility',
      'trap_shock00',
      'dread curse: personality',
      'flay spirit',
      'weapon eater',
      'deadly poison',
      'potent poison',
      'knuckle luck',
      'armor eater',

      I also tweaked your lock level to be slightly lower in difficulty ( tier + 1 ) x 15 so that locks operate at 30 - 45 - 60 ranges, instead of 40 - 60 - 80. Game balance & world wise I figured 80 locks to be exceptionally complex locks that are rare in the open world and are better reserved for deliberate world placement. An example would be the 80 lock on the doors accessing the ministry of truth above Vivec.

      Relating trap danger to current lock tier 1 - 3 would be pretty clever and really expand on the possible range of trap effects. I'd probably create a list of 10 possible effects per tier of lock. With tier 1 traps mostly being nuisance/debilitating all the way up to tier 3 which are crippling or deadly in effect.
    3. abot
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      Ok version 1.02 should include most of your suggestions, cheers!
  6. Confessoru
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    I would love to see an option to lock the exterior doors during certain time of day for example, like nighttime, to simulate people locking their doors at night, and it excluding public places like taverns and guild halls etc. Similar to what you did with your door locks mod
    1. abot
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      Yeah, that is another thing that would benefit from MWSE-Lua capabilities, it is in the list but no ETA at the moment.
  7. MajorKirrahe89
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    Added to my current playthrough and already lovin' it! Default % values are a bit too high IMO, but after some tweaking and combined with MCP hidden traps it made me appreciate probes a whole lot more. Now they are a crucial tool when rummaging through ancestral tombs and caves. Thank you so much for making looting all those boxes and urns much, much more dangerous.
  8. ActuallyUlysses
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    Perfect.

    About previous versions - is it safe to remove mid-playthrough?
    1. abot
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      It should be safe (that's what I do), scripts are doing things only when you are activating something. Just ignore missing things warnings  on first reload. Like all mods using some global variables, those will remain (unused) in the saved game by default. They are harmless, but you can clean them with Mash repair all on the save if you want.
    2. ActuallyUlysses
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      Sure. I cleaned with Mash and everything works fine.

      Already died to trapped crate. Totally took me by surprise :D