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wiseman303

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wiseman303

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89 comments

  1. Worldsong
    Worldsong
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    The mod Traps Make Noise mentioned by rsen24 below is #31799 for those of you that prefer to search by mod #s..
  2. SmexyTempest
    SmexyTempest
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    Doesn't seem to work. After installing all soul gems are found laying next to their pedestals already nocked out. As the things edited by this mod don't really matter to me, I'm not going to bother with this.
  3. 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.

    tl'dr

    The install instruction at Traps Make Noise should be followed to the letter.
  4. TorNyan
    TorNyan
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    Has anyone tried this mod with Skyrim Special Edition?
    1. ShadelessHeart
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      It seems it's part of Improved Traps now:
      https://www.nexusmods.com/skyrimspecialedition/mods/17592
  5. Mookeylama
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    hoping i can get some help here. in Sunderstone Gorge there's a soul gem fire trap that once triggered, will not stop, even after taking the gem. i gave to disable the fire spout of use recycleactor on the spout. i can reproduce this. i have the latest versions of this and Wiseman's Trap Fixes compat version. any ideas? here's a section of the log...

    [ (000E6089)].trapsoulgemcontroller.SetMotionType() - "<native>" Line ?
    [ (000E6089)].trapsoulgemcontroller.onBeginState() - "trapSoulGemController.psc" Line 37
    [ (000E6089)].trapsoulgemcontroller.GotoState() - "Form.psc" Line ?
    [ (0008B986)].MagicTrap.testRefIsSoulGem() - "MagicTrap.psc" Line 278
    [ (0008B986)].MagicTrap.CellAttachSetUp() - "MagicTrap.psc" Line 413
    [ (000E6089)].trapsoulgemcontroller.OnCellAttach() - "trapSoulGemController.psc" Line 108
    [10/30/2017 - 06:24:13AM] Error: (000E6089): has no 3d, and so cannot have its motion type changed.
    stack:
    [ (000E6089)].trapsoulgemcontroller.SetMotionType() - "<native>" Line ?
    [ (0008B986)].MagicTrap.testRefIsSoulGem() - "MagicTrap.psc" Line 280
    [ (0008B986)].MagicTrap.CellAttachSetUp() - "MagicTrap.psc" Line 413
    [ (000E6089)].trapsoulgemcontroller.OnCellAttach() - "trapSoulGemController.psc" Line 108
    [10/30/2017 - 06:24:13AM] Error: (000E6089): has no 3d, and so cannot have its motion type changed.
    stack:
    [ (000E6089)].trapsoulgemcontroller.SetMotionType() - "<native>" Line ?
    [ (000E6089)].trapsoulgemcontroller.onBeginState() - "trapSoulGemController.psc" Line 37
    [ (000E6089)].trapsoulgemcontroller.GotoState() - "Form.psc" Line ?
    [ (0008B986)].MagicTrap.testRefIsSoulGem() - "MagicTrap.psc" Line 278
    [ (0008B986)].MagicTrap.CellAttachSetUp() - "MagicTrap.psc" Line 413
    [ (0008B986)].MagicTrap.OnCellAttach() - "MagicTrap.psc" Line 223
    [10/30/2017 - 06:24:14AM] Error: Cannot call GetName() on a None object, aborting function call
  6. deleted42194125
    deleted42194125
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    Hello! How i should use this mod with Bashed Patch? Should i install it after bashed, or it incompatible with bashed, or what?
    1. TorNyan
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      Install this mod then make a bashed patch. According to S.T.E.P. (http://wiki.step-project.com/Bashed_Patch#Recommendations), the plugin for this mod should be enabled after creating a bashed patch, even though Wrye Bash might disable it. Use LOOT to sort your load order.
  7. idigweeds
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    LOL. Item swapping for Indy didn't turn out so well for him!
  8. idigweeds
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    Rather than having a half dozen small mods to get full featured traps, why don't you and the other authors get together and combine them?
  9. Beefcakemegaman
    Beefcakemegaman
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    Is it possible for this mod to somehow get overwritten by something and perhaps not work correctly, this is the only trap related mod in my list and for some reason traps do absolutely nothing, they cause no damage to me whatsoever.
  10. Sharlikran
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    I updated this mod to 2.0a prior to starting a new game. Now I am getting a large quantity of errors in the papyrus log which repeat with every game load
    The problem turns out to be that Wrye Bash wanted to merge the plugin into the bashed patch. In the process it converted the bool value on 0008ADCC <TrapMagicCasterBase01> to 1 which is an int.

    Suggest that users not allow the plugin to be merged into the bashed patch.

    Sorry for the late response as I have not been very active with all the xEdit and Wrye Bash variations these days. I don't know what the difference is between 306 and 307.x but I cannot reproduce this issue with version 307.0.5 of my experimental version for Skyrim. Also I didn't test this with 306. Although I trust IsharaMeradin's report is accurate I would like to clarify one minor detail.
     
    The property in question is part of VMAD which is a very complex record. It is basically a bunch of in line data. Normally there is information that precedes the integer to specify whether or not it is an 8-Bit integer or a 32-Bit integer.  That does not exist in VMAD since it's all one long stream of data like a long run on sentence with no commas or punctuation. 
     
    The property mentioned is already an integer and the value is 5.  Normally a BOOL is 0 or 1.  The value of the BOOL is stored later on in the property as shown in TES5Edit.  Some versions of Wrye Bash don't handle version 5 of VMAD.  I thought 306 did.  In the event it doesn't once 307 is released it should properly support version 5 and you could test to see if this mod is then mergable again if you choose.