Skyrim Special Edition

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kryptopyr and Wiseman303

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kryptopyr

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205 comments

  1. kryptopyr
    kryptopyr
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    To find out what I'm currently working on click here.
  2. DrMonops
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    Please note that any mods which edit the MineOreScript will conflict with the Mining Makes Noise file. If you find you have such a mod in your load order, please check Patch Hub mineorescript.pex to see if there's a patch available.

    If you're having issues with traps not causing any damage, please note this mod isn't responsible. If you have Armor Rating Rescaled SKSE Remake, that's likely the culprit.
  3. SpergFerguson
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    Even in dangerous edition most traps do wet noodle damage, bear traps even at lvl 1 do like 5% of the hp in dmg, the battering ram at lvl 1 did like 10% of hp, fire is still dangerous, the spike traps did moderate but nothing you can outheal even at lvl 1 and so on, reverting back to Lethal Traps mod made them deadly again.
  4. cuddm
    cuddm
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    Any chance for an up-to-date compatibility patch for Nether's Follower Framework? Your mod and NFF conflict on the TrapBear script
    1. DrMonops
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      Umgak's Improved Traps - Nether's Follower Framework Bear Trap Fix is still up-to-date. Neither mod has made any changes to the TrapBear script since that patch was published.
  5. iKn0x
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    Hello, I got a problem which seems to be from traps, I got dangerous edition version with loose scripts so no other mod can overwrite them and I'm getting 1 unattached instance after finishing Geirmund's Hall.

    Here are the pictures from Resaver.
    1. DrMonops
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      Improved Traps' script edits are almost exclusively restricted to adding detection events when the traps are triggered, and wouldn't themselves cause unattached instances.

      It may be that the trap reference self-deleted or was removed by some other process while the script was still running, but as it's just a single instance, I would suggest just removing it and moving on.
  6. Tazor2021
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    Is this compatible with MorrowLoot Ultimate (MLU)? That mod alters the levelling, no idea if it touches on trap levels.
    1. DrMonops
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      They're compatible. From what I recall of MLU, there's no overlap between the two at all.
  7. namechooser
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    i just walked into this dungeon, and 2 huge 500 pound logs suspended by chains dropped on me, i walked away with nearly only a scratch, maybe 100 hitpoints of damage out of 900.
    i laughed it off.

    i should of taken 1200-1500 damage minimum and been knocked back 20 feet.

    i'm hoping this mod will put the fearsomeness and lethality back into traps. i downloaded your toughest version. 

    [edit]

    i just tested this. walked into the same trap as i described above - but with your mod installed.
    i purposely tried to take the trap to-the-face ! it only caused 125 damage. was so disappointed.
    Also increases the damage done by traps and allows damage to continue to scale at higher levels. 
    i'm playing at level 81. 125 damage was very underwhelming. it was not "dangerous edition"

    but in the spirit of fairness.. i'll leave this mod installed and give more traps a chance to totally destroy me. 
    maybe you didn't modify the log swing trap, maybe you modified other ones, and i will be very impressed and very dead if i walk into them..

    we will see.. 

    [update]

    tested this out more. 

    1) some of the traps did "dangerous" amount of damage, from what i noticed - darts spears, they were vastly upgraded than vanilla traps
    2) some of the traps did barely more than vanilla, which i was disappointed in - the swinging mammoth head, the spiked gate that closes in

    i don't think you upgraded every trap properly. 
    i'd like to see some of those traps that have near vanilla damage be upgraded 2x or 3x,
    i'd like to see some Random damage too, not just you take x amount of damage every time, that is not dangerous.. 
    once you know the exact amount of damage it does, its not really a threat any more.. 
    1. Seantheplayer101
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      I believe the reason the traps you described aren't doing as much damage as others is because they are physics based. Making edits in order for them to do more damage would almost certainly have unintended consequences.
  8. yessmeplaying
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    anyone else having problems with curing the poisin with
    cacos cure poison potion?
    1. DrMonops
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      Weird. I'll see if I can reproduce this.
  9. psyphie
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    can anyone explain the process of performing the indiana jones style swap? placing an object exactly where i want is one of the most difficult things to do in skyrim.
    1. theCeige
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      You may have already figured it out, but try it like this:
      1. Set the placeholder item on the ground
      2. Look at it and press and HOLD E (or whatever your Activate key is)
      3. Drag it onto the pedestal
      4. Remove the desired item

      I can't test this in-game atm as I'm setting up for a new playthrough with different mods, but I'm pretty sure that method will work for you.
    2. CountHazard
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      Oh, hm. That's not what i would have expected. i thought there would some kind of prompt when you looked at an object that would let you choose something to swap it out with. Not sure why i thought it would be more complicated than simply moving an object onto a pedestal and knocking the object of desire off.
  10. Inspar195
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    Kryptopyr, your mods are fantastic and this one is no exception.

    I do seem to have 1 issue though: Cure Poison potions don't stop the intense damage from poisoned darts. I don't know if that is an overlook in this mod or some other conflict. The only other mod I have affecting traps is subliminal traps, but that's purely a texture mod.

    Thoughts?
    1. yessmeplaying
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      weirdly, same problem
  11. ZachJamesGames
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    Has anyone encountered a bug where traps do 0 damage to the player or any other npc? This is the only mod in my game that affects traps, so I am making an assumption that Improved Traps is the culprit.

    It's really weird, mammoth skulls, ball n' chains, big swinging spike doors, falling rocks - none of them damage me or any of the npcs. If it is a trap that moves like the swinging doors, my player is pushed by the door, but no damage.
    1. DrMonops
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      No, that's a new one to me. It almost sounds to me like a perk may be getting applied to all NPCs which reduces trap damage to 0. Are you using any mods distributing perks via SPID? Or maybe a misbehaving Synthesis patch? For Improved Traps to be responsible, it would need to be setting all the trap damage values to 0, which it doesn't.
    2. Santheos
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      I have the exact same problem. Neither NPCs nor me are getting any damage from traps. I use the Dangerous edition btw.I do use several "SPID related" mods but that would not explain why I (the player character) doesn´t get any damage.
    3. DrMonops
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      That's really weird. I'll do some testing as time permits and try to figure what's causing this for you.
    4. igotnousername
      igotnousername
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      Can confirm no damage to the player, bear trap and those physics based ones. It does a sound effect as if I've been hit but no damage. This is on dangerous edition.

      Although the oil trap is still super deadly. In fact maybe too deadly? I had 100 health and it kills me in a second. Is that normal?

      Edit: On some testing, it appears this mod is fine. I tested with it installed and uninstalled. I go to qasmoke, spawned a bear trap, and I got damage normally. Now I load my save file and I don't get damaged anymore.

      I start a new game from Alternate Perspective and Alternate Start, with this mod uninstalled and installed as well and I'm still immune to it. Works normally from qasmoke but not from a new game or just alternate starts?

      Edit 2: Tested again on another character started from Alternate Perspective and it works, but I had already advance to the main quest on that one. When I made a new game from the same load out, now it doesn't work.
    5. DrMonops
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      Thanks igotnousername, that's some really useful information! If you're able to, could you try replacing the Dangerous Edition with the normal one, and then try loading some of the saves where traps weren't causing damage and see if that makes a difference.
    6. demni
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      pretty sure i had this issue as well, using the normal and the dangerous edition. also have follower trap safety (and the patch). ball and chain and bear trap did not damage. i wouldn't guess this mod is suspect. if we are all using spid, what spid mods are we using that could be causing the issue? i have spid addons from WACCF, EEOS, Triumvirate, RoM, Ordinator, Odin, NFF, Footprints, Apocalypse. i'll look into it further to see what perks could be distributed to the player.
    7. DrMonops
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      Thanks demni; I'm leaning toward it not being a SPID-related issue; I believe all the traps in question apply their damage via scripts (multiple scripts though; we're not talking about one script here), which makes me think it could be papyrus related? But igotnousername's testing results are really weird and inconsistent, so I'm not sure what to think at this point.

      In previous (albeit limited) testing, I wasn't able to reproduce this issue at all, but I'm hoping to have some more time this week to do some additional testing.
    8. Goodfellow55
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      Did anyone fix this issue?
    9. DrMonops
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      I still haven't been able reproduce this. I'm happy to pursue it further, if anyone can provide some additional avenues for me to investigate.
    10. Goodfellow55
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      Your help is much appreciated. What I've tried so far is looking into xedit and also verifying my files to try to resolve it. I haven't found anything in xedit as of yet. I want to say it is a mod conflict of some sort, but I'm glad I'm not the only one with this issue(I know it's not just me). I'm going to keep looking into it as well. Cheers.
    11. Nyano98
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      This is happening to me too, this is the only trap mod I have installed, dangerous edition is what I have installed.
    12. Nyano98
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      So I found out what was causing it for me and its extremely random too. I was using Armor Rating Rescaled SKSE Remake and disabling it made traps do damage again. Not sure if you have a mod that does something similar to this but this was what was causing it for me.
    13. Goodfellow55
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      You're a gem! That was it for me too. 100% random though.
    14. DrMonops
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      Thanks for letting us know, Nyano98! Kudos for figuring it out!
    15. demni
      demni
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      @DrMonops:I have another possibility for this issue. Nether's Follower Framework overwrites the two trap scripts (TrapTriggerBase.pex and TrapBear.pex) from this mod if you install it after this mod. It has its own follower trap safety system. I haven't looked into the details, but could this be the problem? A lot of people use NFF.

      also, I don't use Armor Rating Rescaled SKSE Remake.

      edit: only one script is overwritten (TrapBear.pex) if the follower trap safety feature is chosen in the NFF install. for compatibility, just don't install the NFF follower trap safety feature.
    16. ftwranger
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      looks like poison and probably magic traps work well but mechanical ones don't do any damage
    17. kivi212105
      kivi212105
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      Is this fixed?
    18. GlazzyDeer
      GlazzyDeer
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      [deleted]
    19. PBBracken
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      Had the same bug. Armor Rating Rescaled Remake ended up being the culprit.
  12. ftwranger
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    does difficulty affect traps?

    I'm modding legendary difficulty to deal 6x damage instead of 3x

    traps are so useless in vanilla that I don't even know the answer to this after playing many hours of skyrim :D
    1. DrMonops
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      I don't definitively know the answer to that either, but all the documentation I've read indicates increasing difficulty also increases "Player Damage Taken", which would presumably apply to all sources including traps.
    2. ftwranger
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      thanks,I'm glad the slightly more dangerous version exist
    3. GlazzyDeer
      GlazzyDeer
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      It does, but armor rating also reduces the damage of traps, and resistances for their respective traps.