When using Save Tool on one of my latest midgame saves I found quite a few of "Trap" scripts from this mod being running all the time leaving a bunch of "orphan script instances" behind. How's that?
This mod's changes to the various trap scripts are limited to adding detection events or changing hardcoded damage values, neither of which can contribute to orphan script instances. Unfortunately, a number of the vanilla trap scripts were prone to getting caught in loops and persisting in saves; some of these were fixed by USLEEP (and those changes are forwarded into our scripts), but several were only identified and addressed in the Unofficial SE patch, and were never addressed in LE (if you're interested, the full Unofficial Patch changelog is here; I used CTRL-F to search for instances of "trap").
We also recommend using this mod in conjunction with Wiseman's Trap Fixes (load it after this mod), which may potentially address at least some of those issues.
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
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.
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
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.
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.
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
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
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.
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."
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).
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+.
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.
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.
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To find out what I'm currently working on click here.
We also recommend using this mod in conjunction with Wiseman's Trap Fixes (load it after this mod), which may potentially address at least some of those issues.
thank you
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
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
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
I would suggest loading Traps Make Noise - More Dangerous Traps before Wiseman Trap Fixes though.
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."
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).
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+.
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.