I really like being able to use traps in game. This mod is great for stealth "assassin" characters (bow or melee). My only note is traps take a bit longer to deploy than I'd prefer. If it were possible to make traps a usable item that could be set to favorites it would make them a lot easier to use.
If the mod author is still keeping up with this mod, perhaps adding a generic "weapon" characters can equip to deploy traps making them into a "projectile" (like arrows for a bow) would make deploying traps faster. If not I'll just use the mod as is.
Ya like everyone else is saying you need to be more descriptive... Would be nice to know if this is compatible with other mods that mess with trap damage. Also you really need a readme in the folder when you download the mod. How to craft them ect. Cus all I see is iron trap to craft. no steel, or any other metals to craft the traps.
It is in fact the mod authors responsibility to insure he provides as much information about his mod as possible and that people using his mod understand what it does and what it edits clearly. It is the duty of every mod author to insure that the modding experience is as simple, clear, and easy as possible, and a mod that requires me to install it to see what it does, and what it screws up, is a mod I am not going to install.
I see what Mr. Dave is saying...HOWever... That's almost like a restaurant selling moldy food, and a customer eats it, and gets violently sick, and the store doesn't get blamed because they say it's the customer's fault for getting himself sick. lol, not too certain bout that, but anyway. forget what i said. X)
There is no place for mod quality demands by the user here. Only Nexus can set publishing rules for the modders, and they accept them or not. The users can not force modders to work for them to their liking for free. Mods are gifts that users decide if they like and accept or not. There are even free tools (like forums, endorsements, reports, xEdit, etc.), to help the users to detect the quality and security of the mods. But all is voluntary here, and words like responsibility and duty are out of this world because the altruistic and complex modding nature. Users should help and thank modders rather than demand.
Is this mod compatible with trap mods that have scalable, increased trap damage? IE will these traps have the same damage as the mods or their own damage, or the same as vanilla?
Always a good idea to list mod damage vs Vanilla damage in the description.
It is the mod author's responsibility to provide information that informs the user what the mod does and what it edits, that is, if the author in question wants people to use and enjoy said mod. And that attitude of "the user's problem is not the author's problem, figure it out" is not very useful. If the author doesn't want to help people that's his/her buisiness but it won't lead to a positive response to his/her mod. For this reason, Mr. Dave, I won't ever bother to look at your mods. Your attitude, while not as harmful, is similar to a restaraunt owner refusing to put allergy warnings on the menu. Cause it's not the restaraunt owner's problem if you have an allergy, right?
then be useful for a change and figure things on your own. TESVEdit is there to figure out conflicts and you are a capable human being, learn how to do things yourself for a change.
I would like to know how to grab them without actiavating them...to nudge them into place like they do in the video. I use Jaxonz Positioner, so I'm not completely out of luck here, but would be nice to know how it was done.
EDIT I tried many times & could not move them. I tried changing them in the inventory to auto pick up & that didn't work. Set back to message box & now I can pick them up. So IDK if this action had anything to do with it, maybe I was aiming at the activator & not the trap itself,....or I was being a putz, ha ha. Works now!
So far, I used iron and steel traps, game level - Master. The damage is not too big, but the enemy is counfused for some seconds giving me time to attack. I usually place two traps, than shoot bandit with an arrow, bandit runs to me and bumps into first, than second trap. Some even died after second trap. The effect on wolves is really good. (sorry for my English, I tried to be as clear as possible...)
ok thx since I use several difficulty raising mod I'm pretty sure the npc will just walk over them (had that with the deployable traps mod it) I guess mage with elemental traps still are the only good solution
Archery + This mod + Jaxonz positioner = pure epic bliss. I've taken down hostiles ranging from sabercats, undeads, giants, to bandits with this. truly, this is such an underated mod. endorsed.
Well, sometimes when you throw valuables (like gear or gems), npcs will try to pick them up. If your sneaking is high enough, you could try that. Just don't throw them directly on the trap (try behind). Or the throw voice shout. If you're planning on using them for animals, you could be the bait, unless it's something that runs away like foxes or deer.
109 comments
If the mod author is still keeping up with this mod, perhaps adding a generic "weapon" characters can equip to deploy traps making them into a "projectile" (like arrows for a bow) would make deploying traps faster. If not I'll just use the mod as is.
That's almost like a restaurant selling moldy food, and a customer eats it, and gets violently sick, and the store doesn't get blamed because they say it's the customer's fault for getting himself sick. lol, not too certain bout that, but anyway. forget what i said. X)
Always a good idea to list mod damage vs Vanilla damage in the description.
For this reason, Mr. Dave, I won't ever bother to look at your mods.
Your attitude, while not as harmful, is similar to a restaraunt owner refusing to put allergy warnings on the menu.
Cause it's not the restaraunt owner's problem if you have an allergy, right?
EDIT
I tried many times & could not move them. I tried changing them in the inventory to auto pick up & that didn't work. Set back to message box & now I can pick them up. So IDK if this action had anything to do with it, maybe I was aiming at the activator & not the trap itself,....or I was being a putz, ha ha. Works now!
I guess mage with elemental traps still are the only good solution