Fuck around and find out. Fire burns, electricity shocks, cacti poke, and more! A lightweight, compatibility-friendly, scripted implementation that doubles as a framework for modders.
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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
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Author notes
This author has not provided any additional notes regarding file permissions
File credits
Inthegrave for their wise counsel Mojavesuave for the barbed wire idea which pushed me to make this
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Changelogs
Version 1.6
Added an auxvar to track the last hazard the player touched, and a check in the ln scriptrunner which should hopefully fix players being stuck with the effects if they loaded a save while they were active.
Version 1.5
Merged the Keywords INI fixes for Linux into the main files.
Version 1.4.1
Entering water will now remove fire damage.
Version 1.4
Redid fire & shock Actor effects: replaced base effects with simpler ones that drain your health and use only flame & shock shaders instead of the ugly smoking ones.
Shock hazards can now be bypassed with electrical resistance above 90. Fire already did this since it was carried over from vanilla.
Version 1.3.1
Fixed typo in the INI
Version 1.3
Added configurable armor class check for all static hazards
Made effect apply to the player only since it was causing issues in some cases. All NPCs version separated into alternative plugin.
Added Keywords preset for minimalists
Version 1.2.1
Removed a dirty edit :(
Version 1.2
Added new keyword for broken glass hazards and three placeholders for modders
Reformatted the keyword config a bit
Made some minor script optimizations
Version 1.1
Fixed the event handler for continuous damage effects by switching it to OnTriggerLeave and using CallAfter on a new UDF
Renamed plugin since I forgot to change it from its test name
Flagged as ESM because why not
"I just want to start a flame in your heart."
Touch stuff, get hurt. Simple as. Optionally works on all actors. Covers all hazards in the game with event handlers, meaning zero worldspace edits since triggers aren't needed. Add or remove hazards using the Keywords config file.
Mods that make worldspace edits are automatically compatible. Mods that add new hazards as base objects will need them added to the Keywords config. Mods that add hazards with custom meshes will need trigger collisions added to those meshes in NifSkope (you can find examples of how to do that in this mod and in many cases it's fine to just copy and paste the branches).
Current hazard categories:
Fire
Shock
Barbed Wire
Broken Glass
Spines
Nettles
Thorns
Toxic (unused)
Radioactive (unused)
Misc (unused)
Fire and shock will deal continuous damage over time via actor effects. These effects take resistances into account. The other hazards can be protected against by wearing armor above a certain class threshold, configurable in the INI (medium by default).
There are dispatch events for every hazard interaction in case other modders want to hook into them for some reason.
Please let me know if there are any specific cases where the damage effects are causing issues.
Permissions: As always, I grant everyone permission to do whatever they want with my files in terms of merges, patches, modpacks, etc.