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kryptopyr

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  1. kryptopyr
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    The SSE version is available here.

    To find out what I'm currently working on click here.
  2. rodr1ss
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    hello, I would like to try this mod, could you tell me if is there a way for the Light Foot skill not to affect this mod, I really like the idea but it has no effect if I want to continue climbing that skill tree.
    thank you
    1. DrMonops
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      The Light Foot perk functions independently from the changes this mod makes; it prevents the player from triggering pressure plates, whereas this mod makes traps make noise and/or do increased damage. So they do different things.
    2. rodr1ss
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      That's exactly why I ask, what's the use of traps making more noise and creating a detection event if with that perk I can simply pass them over, I didn't say that I didn't know what they do. maybe I expressed myself badly when asking the question.
      that perk it is in the middle of the line to climb sneak perk tree. not marking that perk prevents me from reaching the last one. thanks for your answer anyway
    3. DrMonops
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      I'm sorry for any confusion on my part, but im having trouble seeing the issue. If you have the Light Foot perk, a pressure plate trap won't trigger in the first place, and consequently won't create the detection event.
    4. rodr1ss
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      You are correct, that is how they works, I'll still wait to see if the author of the mod comments if he has also modified the perk so that "even having acquired that perk of light foot" the player can still activate the traps. Thank you for your answers, which are very accurate from your point of view.
    5. rodr1ss
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      This mod can be used together with this other one
      Light Foot Only While Sneaking
      https://www.nexusmods.com/skyrim/mods/36512

      among the posts there is one person that explains the order to put them, you have to download a third mod to make it work.
      I prefer to just walk over the traps and shoot an arrow to create a detection event
      I really don't feel like having to install 3 mods just to get one to work now,  but thanks anyway

  3. Skybroom
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    It overrides a bunch of USLEEP scripts! Is that okay?
    1. DrMonops
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      Yes, it should forward any relevant changes from USLEEP.
  4. Santimods96
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    Sorry to bother you in OLDrym in january 2023, but i have a question
    See, i have, in this load order
    (... all mods...)
    1- Wiseman Trap Fixes
    2- Follower Trap Safety
    3- Traps Make Noice - More Dangerous Traps
    4- Traps Make Noice - More Dangerous Traps PATCH to Follower Trap Safety

    So, time to Wyre Bash:
    "The following mods should be desactive prior to build the patch": 
    Traps Are Dangerous.esp

    Mergeable, but tagged "No merge":
    WM trap fixes.esp

    So.... the question is, what i need to do to avoid a posible future Crash On Desktop

    Opcion 1: Only put OK? 
    Opcion 2: Add a tag in some esp?
    Opcion 3: Skip merge
    Opcion 4: Cry and call kryptopyr to help this dude 

     
    1. DrMonops
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      Unfortunately I have no insight into those Wrye Bash warnings/notes; in the case of Traps Are Dangerous.esp, I'd err on the side of caution and follow the instruction. Regarding WM trap fixes.esp, I don't see any issue with incorporating it into your bashed patch if you're able to.

      I would suggest loading Traps Make Noise - More Dangerous Traps before Wiseman Trap Fixes though.
    2. Santimods96
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      @DrMonops 

      I understand that Traps Make Noise - More Dangerous Traps is needed to be after of Wiseman... i understand that from this text

      "I strongly recommend using Wiseman303s Trap Fixes. It makes some much needed improvements to traps and provides fully compatible options for Traps Make Noise and Traps Are Dangerous. After installing the appropriate options from Trap Fixes, download the updated script provided here under "Miscellaneous Files" and allow it to overwrite the MagicTrap script."

    3. DrMonops
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      That's correct as far as the scripts and other assets go; looking at the .esps though, Wiseman's should definitely load after.

      I'm not sure what mod manager you're using, but if you're using MO2 you'd want Wiseman's before this mod in the left pane, but after it in the right (the .esps).
  5. deleted150923488
    deleted150923488
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    What is the point of having traps in your game if they don't hurt or kill the player? Thank you for this!
  6. JobVanDam
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    Even with a brand new game "Mining Makes Noise (for SkyRe)" breaks mining for me. The animation starts but doesn't give anything.
    I've tried many times with different ore veins, once I removed the script and started a new game everything worked correctly again.
    Just a heads up.

    For those that are mid game I used Save game script cleaner and deleted every single reference that had the original script attached to it. I barely just started and there was 500+.
    1. Worldsong
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      Not sure if this will help anyone having the same problem of not getting anything when doing the mining activation - but I did find a workaround that might work. I had a another mod that had a couple new ore types in a separate world and I wasn't getting anything when I activated the ore veins. Then I found that equipping a pick axe and attacking the ore veins worked! I'm guessing it must have something to do with the activation script? So if anyone has a similar problem with activating any kind of ore vein, try attacking them with a pick axe and see if that works.
  7. Jena84Plissken
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    Endorse this mod god work
  8. ColossusX13
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    Can I use the update to Wiseman's trap fixes without your mod? Is it more so a compatibility patch or a standalone update?
  9. midgard9
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    Hi there, I'd like to merge Wiseman's mod (with your fixes) and yours. Since there are scripts in both mods, would you even recommend that?
  10. rsen24
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    Edit:

    Nvm, I was wrong. I had a problem because I wasn't sure whether magic trap fix was actually newer on Traps Make Noise miscellaneous download or Wiseman's Trap Fixes mod, but I looked up both scripts in the information panel and wiseman's magic trap script was older by 4 years. This post can be deleted.
  11. Amicoletto
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    Hello, would it be safe to change "Traps Make Noise" to "Traps Make Noise (and are Dangerous)" mid-playthrough? I could rename "Traps make noise.esp" to "traps are dangerous.esp"...
    1. kryptopyr
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      Yes, that should work fine. All the script changes are the same between the two versions; the only difference is to some of the plugin records, which should be okay to update mid-playthrough. I'd probably rename the esp like you suggested (though I'm not sure it really matters in this case), and make sure to update when you've saved in a cell without any traps. Finally, always keep a backup of your save prior to updating, just in case you run into issues and need to revert.