thanx, but with armamentarium and other mods which adds alot of named swords into the list i feel an iron (black, brown, whatever colour) longsword has to look the same over the board. So classic swords are cool, but not as "replacers tho". there is room enough for more swords anyway, why replace.
So it's really still there. And it all works like it should. No problem to use lock bash omega. I'll look into the matter about what traps do after you bash open the lock and open up an unlocked chest. If this is broken i'll fix it. but like i said, i think it'll all work just fine
if trapped == 1 set whoops to 1 If detected == 1 MessageBox "I suspect that there is a trap here. Should I attempt to disarm it?", "No, don't open it", "Yes, open it" Set message to 1 endif If detected == 0 If player.GetActorValue Luck /4 + GetRandomPercent + player.GetActorValue Security >= GetLockLevel / 2 +100 + LapTrapDifficulty MessageBox "I suspect that there is a trap here. Should I attempt to disarm it?", "No, don't open it", "Yes, open it" Set message to 1 Set detected to 1 else set whoops to 1 Activate Player If OOOHC != 1 Set SoundOpen to 1 Endif endif
This means if you detect a trap you are being asked if you want to disarm it and if your very lucky you'll get the poison. just lucky you'll disarm the trap, or if your in bad luck you'll be hurt.
Strange, i never looted any poison from traps in OOO. I believe a high security skill would be necessary. How does looting of poison show up in OOO ingame? A dialogue window? Just a bottle in the loot?
I believe all the options you mention are in OOO standard. you can harvest the poisons and yes there are traps. But you can still harvest poisons with this disabler. I didn't disable the poison system. Also i didn't disable the trap system. I just disabled the bashing part. So even with lock bash omega they should still function. altho i don't know what happens to the trap if the lock has been bashed. I would imagine that it would still spring the trap once you open the chest itself after the lock has cracked.
15 comments
Nice that is exactly what I want.
I also made a tweak (to a tweak) to OOO too. Perhaps you find it useful:
Fine Weapons for OOO ClassicSwordReplacerCompatabilityFix
http://tesnexus.com/downloads/file.php?id=26736
Thanks again for elaborate help
if button == 1 && trapped == 1
If player.GetActorValue Luck /4 + GetRandomPercent + player.GetActorValue Security >= GetLockLevel / 3 +100 + LapTrapDifficulty
PlaySound UILockTumblerLock
If player.GetActorValue Luck /4 + GetRandomPercent + player.GetActorValue Security >= GetLockLevel / 3 +100 + LapTrapDifficulty
set random to GetRandomPercent
if player.GetLevel <= 15
if random <= 25
MessageBox "Trap disarmed and extracted. I gained a shocking poison."
player.additem LAPPoisonShockingAOOO 1
endif
See there are about 12 poisons which you can from traps in OOO.
if trapped == 1
set whoops to 1
If detected == 1
MessageBox "I suspect that there is a trap here. Should I attempt to disarm it?", "No, don't open it", "Yes, open it"
Set message to 1
endif
If detected == 0
If player.GetActorValue Luck /4 + GetRandomPercent + player.GetActorValue Security >= GetLockLevel / 2 +100 + LapTrapDifficulty
MessageBox "I suspect that there is a trap here. Should I attempt to disarm it?", "No, don't open it", "Yes, open it"
Set message to 1
Set detected to 1
else
set whoops to 1
Activate Player
If OOOHC != 1
Set SoundOpen to 1
Endif
endif
This means if you detect a trap you are being asked if you want to disarm it and if your very lucky you'll get the poison. just lucky you'll disarm the trap, or if your in bad luck you'll be hurt.
So the traps still work.