Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This mod makes explosive traps use explosives, survival, or science skills instead of repair, which is already super useful.

Requirements
Permissions and credits
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Overview:
All traps simply disarm themselves immediately if you pass the check.
Traps can no longer be rearmed because doing so is an incredibly rare use case and I didn't want to bother with the scripting.
There is no longer a successful trap disarming message. You have eyes and ears, after all.
Each trap's skill requirement has been balanced based on how difficult I believe it would be to handle each trap.
The xp reward for disarming each trap has been changed to simply equal the amount of skill required to disarm them.

Features:
  • Trapped toilet (who even came across these lol) skill check changed to Science 35.
  • Pressure plates require Survival 30.
  • Bear traps require Survival 40. They can also no longer be rearmed. This is relatively high for the most common non-mine trap in the game, but you can shoot them to disarm them or drop an item on them if you don't have the skill.
  • Tripwires require Survival 35.
  • Single shotgun traps require Survival 25.
  • Pitching machine traps require Survival 15 cause they're stupid and they don't matter.
  • Buried mines require Explosives 50.
  • Trapped mailboxes have been changed to Science 25 due to their antenna. They can also no longer be rearmed.
  • Grenade bouquets require Explosives 45.
  • Trapped terminals require Science 50. They can no longer be rearmed.
  • Baby carriages require Science 40.
  • The Lonesome Road laser tripwires didn't have a skill check in the first place, so I left them alone, other than reducing their XP reward to 25. 
  • TTW combat shotgun traps require Survival 45. They no longer grant MFC, cause that was always weird, and they fire four times if triggered.
Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.

Installation:
Regular installation. If you find that some of these traits are not applying as detailed, move the esp lower in your load order.

Patches:
I don't know of any mods that need patches. Feel free to mention any you know of, and if I like them, I may patch for them. 

Compatibility:
Included in EDGE V7+

Under The Hood:
All checks simply use values I set manually in the scripts instead of referencing other script variables, cause I didn't wanna bother with that junk. As such, changes to the base game locations where XP values are stored for trap disarming will not do anything with this mod installed.

Questions:
Why did you touch the traps that already used Explosives?
To have a cohesive set of modifications to traps that are tuned the way I want across the system, and to skip the disarming message.

Permissions:
Do whatever.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.