Skyrim Special Edition

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kuroishitam

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kuroishitam

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136 comments

  1. UndoneCorruption
    UndoneCorruption
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    Would it be possible to use the full animation set for mimics from TNTR instead of instantly skipping to being eaten by the mimic?
    1. ToxicTortugo
      ToxicTortugo
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      • 1 kudos
      I second this.
    2. UndoneCorruption
      UndoneCorruption
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      If you don't want to change the anims, could you at least advice on how to do it ourselves please? I just prefer the regular 3 stage animation set because its more realistic (and more SFW)
    3. kuroishitam
      kuroishitam
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      I didn't make the animation or how the trap works, ask factoryclosed who made TNTR
    4. UndoneCorruption
      UndoneCorruption
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      @kuroishitam Factoryclosed DID make animations and did make a chest that uses the full animation set when interacted with. Correct me if I am mistaken, but would it not be as simple as replacing all the current chests with the full animation set one?
    5. Lindblum7
      Lindblum7
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      What he means is the animation for the original mod looks like this : 


      Your mod is removing the first few stages of the animation , for some reasons. Can you add them back ?
    6. kuroishitam
      kuroishitam
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      i didn't intentionally remove any animation, all i did was copy paste the marker and place them. My point is i'm sorry i can't help you with that..
    7. UndoneCorruption
      UndoneCorruption
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      I think you may have copy pasted the wrong one then, as there's different variants (with certain ones skipping animations, which explains why yours do too). Was just requesting a version with the mimic chests that use the full, intended animation set :)
  2. sewagerat
    sewagerat
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    Thank you ! Finally that version 1.2.1 work for me with my old save, I really enjoy it much appreciate it.

    By the way, could someone give me more location to play with please ?
    Spoiler:  
    Show

    Broken fang cave
    Silver moon camp
    Swindler's Den
    1. kuroishitam
      kuroishitam
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      • 164 kudos
      Great enjoy the mod! :)
    2. sewagerat
      sewagerat
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      update for my case, version 1.2.1 only work for interior cell, when I approach an open area like Silvermoon  camp my game crash to desktop instantly and if I use version 1.3/A CTD when load my game just for your info, Thank you again for the mod.
  3. Themainman0097
    Themainman0097
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    • 4 kudos
    Why would I update if you changed the TNTR plugin to not be espfe?
    1. kuroishitam
      kuroishitam
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      • 164 kudos
      there is a fix to sound looping problem. The espfe version is still available, the non espfe TNTR plugin is for those who want for whatever reason
  4. maumanga
    maumanga
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    Do these traps kill you right off the bat, or, just cause some damage? I see the worm there eating the character alive, so, how would she survive it?
    1. kuroishitam
      kuroishitam
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      • 164 kudos
      it will cause you some damage, so yes it can kill you
    2. Arronic49
      Arronic49
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      i got one tapped by a boulder so yea some can kill you right away
  5. RikRL
    RikRL
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    Can someone give me one location where I can find a deathworm? 

    Thank u :)
    1. David375
      David375
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      Just looking through a few of thee cell edits in xEdit, I can see that there are death worms placed at the following locations:

      1) One in Arkngthamz "DLCArkngthamz01", haven't tested for the trigger location
      2) Two in Clearspring Cave "ClearspringTarn01", the triggers are in the water on either side of the land bridge headed toward the troll
      3) One in Lost Echo Cave "LostEchoCave01", the trigger is in the center of the stone floor.
      4) Two in Brood Cavern "BroodCavern01", haven't tested for the trigger location

      Edit: Apparently you actually have to stand in the trap area for a while to trigger the worm, I wasn't waiting long enough so it didn't seem to start the sequence properly.
    2. maumanga
      maumanga
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      Excuse me for the silly question, but, does the "DEATH" worm actually kill you right away? Or is it just another regular trap causing you some damage?
    3. RikRL
      RikRL
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      It does damage iirc.
  6. ToxicTortugo
    ToxicTortugo
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    Would it be possible to make all traps modular through the FOMOD?
  7. Thrynn
    Thrynn
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    Heya, I am sorry, but I am really struggling a bit with this mod... I am not sure what I did wrong!
    The slappy hands that reliably scare the life out of me definitely show up lots and lots, so I know I installed this mod properly and I get the rumblings of a worm approaching (at least I think that's what that is...), but I have yet to encounter a single mimic or worm...

    In these comments there were a few places pointed out to me to check out and so far there was nothing there (or slappy hands right in front of a normal chest).
    1. kuroishitam
      kuroishitam
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      i don't want to spoil it for you, because you will eventually find those..mimics are scattered across the dungeon mostly outside, the worms are not in every dungeon, just a few of them..
  8. Meladiator
    Meladiator
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    Love this line of mods. Anyone want to make more content for it? Maybe alternate endings to each of the spicy traps? Maybe the worm drops you off in some deep dark dungeon? Maybe the mimic takes some of your gear and/or gets up and turns into the mimic from any of the creature mods (I forget which one has it, but its either mihail's mods, Beasts of Tamriel, or Immersive creatures). Maybe you can catch the mimic before it catches you? (I was thinking maybe make the chest a 1 hit point creature that changes into a mimic upon death). Either way. Great mod, great addition to it. Endorsements and kudos given where needed.
  9. hoangdai94
    hoangdai94
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    @kuroishitam Damn, I love this type of mod very much, but still can't use it because of the FNIS requirement.... :((
    1. theticus
      theticus
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      Works just fine with Nemesis
    2. hoangdai94
      hoangdai94
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      I don't use Nemesis either...
    3. SpergFerguson
      SpergFerguson
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      what are you doing modding then?
    4. xtro334
      xtro334
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      You should really use either FNIS or Nemesis, or you will miss out on a lot of good mods that adds animations.
    5. hoangdai94
      hoangdai94
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      @
      xtro334 I know that, but with my heavy mod list(thousands of mods), it'll be a nightmare to maintain the compatibility between them...
    6. lucabarbierisosa
      lucabarbierisosa
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      Not at all, nemesis does the job to maintain the compatibility. It just handles the animations you add with mods. Trust me, you won’t get a problem installing it. 
    7. hoangdai94
      hoangdai94
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      Ok guys, I decided to install Nemesis and this is one of the best decisions I ever made in my life. LOL.
    8. anton6732
      anton6732
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      I don't use Nemesis either... 

      Tell us then, if nimbus is heavy on your head or not :D
    9. maggiemaymoo
      maggiemaymoo
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      you can run this using both Nemesis and FNIS.

      Check FNIS in MO.
      Run FNIS
      Uncheck FNIS
      Run nemesis
      Done
      Works great
    10. italnerd
      italnerd
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      Alternatively, you can just use Pandora by monitor144hz

      Handles people/creature and has very few incompatibilities at this point. Up to you though.
  10. David375
    David375
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    Is there any way to use Base Object Swapper to swap in mimic traps for more chests? I tried taking a stab at it, and while I get the chests to swap for mimics properly, they end up placing the original mimics from TNTR and not the one from this mod - I.E. mimics placed by BOS start Baka's original struggle anim and don't progress from there, while locking up your controls, effectively soft-locking the game, instead of the ones that include the struggle/escape scripts. Is there some specific way I need to format the _SWAP file to get swapped-in mimics to include the attached scripts from this mod?
    1. kuroishitam
      kuroishitam
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      • 164 kudos
      it is not possible AFAIK, you need to place 2 more marker to make the mimic work
    2. David375
      David375
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      Bummer. Too bad BOS can't swap in multiple items for one, so you could place the markers at the same time as doing the chest-mimic swap.