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[WIP] Traps, Pitfalls and Dangerous Things v0.96f


About This File

Traps, Pitfalls & Dangerous Things

 

 

 

Known Issues

 

If you are not encountering any traps at all please try cycling the setting for "Trap Clearable Areas" in the MCM and make sure the "Trap Layer" is active


If you are seeing lots of Debug Messages then you can now turn them off in the MCM

 

 

 

Massively Negative Skill Values


People using versions before V0.91 may encounter a bug where your skills end up and as a hugely negative number. This was because some of the spells applied a stat modifier which wasn't being cleared after the spell had ended. To return your skill value to normal use the following console command.
player.restoreactorvalue xxx 1000000 where xxx is the skill e.g. player.restoreactorvalue sneak 1000000

 

 

 

When Upgrading


Please use the options "Restart MCM" and "Restart Quest" debug options. This will shutdown the quests and refresh any altered scripts.

 

 

 

Clean Installation


To do a clean installation...
1. Remove this mod from your load list.

 

2. Start Skyrim and load up your current save and ignore the warning that this mod is no longer available.


3. Once loaded, save your game and exit out of Skyrim.
4. Re-enable this mod in your load list and start Skyrim and load your save game.
The mod will reinstall and all scripts and quests will be reset.

 


Overview

 

If you've ever thought that the dungeons and crypts of Skyrim are too predictable then this mod should help change that. It is designed to add random events and traps while you are venturing through these areas so that you'll never know exactly what will happen.

 

The mod currently has two main parts...

 

1. Auto Trap Layer
This spawns an invisible NPC who will "super speed sprint" around the current dungeon at random dropping traps and extra mobs as they go. You can configure the ratio of traps to mobs as well as the frequency of their creation. The traps triggers are visible so you can avoid them if you are paying attention. Have a look further down this page for a list of currently working traps.

 

2. Random Events
These work on a random timer that will then roll to see if an event takes place. Not all events are bad, some are good (if you're lucky!). You can configure the min and max amount of time before a new event will take place. Events are designed to happen infrequently, they are random and unavoidable.

 

Current Status

 

The trap laying system is in and working. It will detect suitable trappable areas and plant random traps where ever it can!

 

The new trap system allows the mod to build its own traps based on a selection of trap effects. Trap effects range from simple alarms all the way up to spawning ghostly guardians and equipping devious devices. Traps can have 1 or many effects and some may even be able to kill you outright! There is also a very very small possibility that a trap will not do anything.

 

Traps take many forms. Some are obvious such as Pressure plates and Runes. Others may not be so obvious such as general clutter. Traps can also take the form of Critter Traps. These use critter related items such as egg sacs to create critter ambushes.

 

In addition to traps, the trap laying system can also spawn in mobs of new enemies based on the current location type making every adventure different and unpredictable.

 

The MCM allows you to configure the density and ratio of mobs to traps as well as many other things.

 

Dependencies

 

1. All DLC for Skyrim
2. Fuz Ro D'oh
3. Latest Version of Sexlab

 

Soft Dependencies
1. Devious Devices - Integration and all dependencies

 

Current Traps Effects

 

Standard traps can have 1 or more of the effects listed below.

 

Alarm Trap
All traps trigger an alarm, but the strength is randomised - maybe you'll get lucky and it won't alert every single monster to your location!

 

Damage Trap
Instantly applies a random poison, lightning, fire or frost damage effect.

 

Spell Trap
Fires a random spell which may apply a disease, do damage or some other effect!

 

Guardian Trap
Spawns a ghostly guardian which attacks you on sight!

 

Paralyse Trap
Paralyses you for a short period of time

 

Naked Trap
Strips you of your main armour and locks your inventory for a short period of time

 

Devious Trap
Will equip a random magical devious device on you for a configurable length of time. The device will also apply a (realistic) magical debuff for the duration!

 

Thanks To...

 

All those involved with the SexLab Framework and Devious Devices mods
user9120975435 for helping with some of the ideas
Everyone who's downloaded and helped troubleshoot my other mods


What's New in Version v0.96f

Released

  • V0.96f
  • Changed script from onInit() to onLoad() to prevent script failure spam on game load.

 

  • V0.96e
  • Fixed minor issue in the cursed armour script that ignored the MCM timers for re-triggering the applied curse.

 

  • V0.96d
  • - Cursed items can no longer be dropped to remove them. They are now deemed quest specific items.
  • - Added a cooking pot craftable potion to allow you to strip cursed armour from your character. It costs 2,500 gold as a tribute to the gods, 5 lavender to help cleanse you of the curse and 1 troll fat to help you slip out!
  • Fixed the Curse of Disease so that it applies vanilla diseases correctly.

 

  • V0.96c
  • - Added Curse of Poverty (a random amount of your gold will disappear!)
  • - Added Curse of Alarms (a detection event will occur alerting nearby enemies to your presence)
  • - Added Curse of Exhaustion (your character will suffer a loss of stamina for a period of time)
  • - Added Curse of Feeble Mind (your character will suffer a loss of magicka for a period of time)
  • - Added Curse of Death (your character's life force will be slowly drained)
  • - Added Curse of Diseases (a random vanilla disease will be added to your character - should be compatible with other disease mods)

 

  • V0.96b
  • - Cursed items now have a chance to be enchanted as well as tempered
  • - Cursed items now have a chance to crumble when the curse activates
  • - Added MCM options to control cursed items curse, tempering, enchantment and crumble chances
  • - Added MCM options to control MIN and MAX time between curse activations

 

  • V0.96
  • - Added the 1st set of cursed cuirass armour.
    - Added the Curse of Electrocution, Curse of Reanimation, Curse of Devious Devices

 

  • V0.95s
  • - Restores SexLab content such as the guardian rape traps! Sexlab is now required.
  • - Added a new trapping system that will distribute cursed items as well as general clutter and treasure around the dungeon placing it around and inside some containers.

 

  • V0.93
    - Minor update that adds the better paralysis effect by orgs1n

 

  • V0.92
  • - Updated soft Devious Device dependency scripts to fix incorrect data.
  • - Added framework for cursed items such as armour etc to be distributed dynamically into the dungeon

 

  • V0.91
  • - Quick update to fix the detrimental effects of the devious devices from not being reset when the spell ends.

 

  • V0.90
  • - Hotfix for Devious Traps possibly setting actor values too low.
  • - If you find your actor values (e.g. Sneak) at a value similar to -32,000 you will need to use the console command player.restoreactorvalue sneak 1000000 to restore it back to normal.

 

  • V0.89
  • - USE AT OWN RISK!!
  • - Added option to assign hotkey to manually override the Trap Layer's start conditions so that any interior space can be trapped. EXPERIMENTAL!!
  • - Trying to nail down a few issues where the trap layer would not shut down even when the quest was terminated.

 

  • V0.88
  • - Re-written the error handling when the trap layer gets stuck to give it a little bit more time to unstick itself. If it remains stuck I've altered the warping script to reduce the chance the trap layer warps into the middle of a door and gets stuck at 0 distance!
  • - Added another trap laying system that scans the dungeon for relevant items and then spawns similar trapped items around it so now trapped items will appear more naturally positioned rather than just sat in the middle of the floor.
  • - Removed the obviously trapped items (satchels, lockboxes etc) that appeared in the middle of the floor from the trap lists. Trap lists now contain mainly pressure plates etc which is a bit more realistic.

 

  • V0.86
  • - Re-written some of the error handling so it works better and should catch more problems.
  • - Re-wrote part of the Trap Layer script so it referenced the Trap Layer directly (self) rather than through the Reference Alias on the Quest which seems more reliable
  • - Added a small script directly to the trap layer to set their Alpha to zero. Should fix the chance that if you save the game while the trap layer is running and then reload they would become visible again.

 

  • V0.85
  • - Added Magical Leg Cuffs of Instability which will reduce your sneak skills
  • - Added Magical Blindfold of Feebleness which will reduce your archery skills as well as your overall damage ability
  • - Some spells can now apply more than one devious device
  • - Updated the spell script so it will only remove a device if it has applied that device. Should help prevent breaking other mods which apply quests when equipping devious items.

 

  • V0.82
  • - Fixed the auto starting of the Trap Layer
  • - Added Magical Arm Cuffs of Weakness which will reduce your 2 handed and blocking skills.

 

  • V0.81
  • - Tidy up of the MCM code.
  • - Fixed all issues with options not being saved correctly - I hope :smile:
  • - Added a new option to restart the MCM

 

  • V0.80
  • - Soft dependency on Devious Devices Integration complete. There is now only 1 version of this mod!
  • - Re-wrote the Devious Devices part of the mod to use spells so I could control the application and auto removal of devices.
  • - Visual FX when a trap equips a device so you know something just happened!
  • - Detrimental effects when trap equips a device
  • ---- Gags will drain your Magicka
  • ---- Collars will drain your Stamina

 

  • V0.78 BASE
  • - Added location and interior checks to ensure the quest stops if you go outside or your location changes.
  • - Fixed trap layer starting when creating a new game

 

  • V0.77 BASE
  • - Added some extra checks to ensure the trap layer doesn't start up till activated in the MCM
  • - Added extra checks to ensure the trap layer terminates if the player goes outside.
  • - Added the 1st Devious Device trap which will temporarily equip a gag to the player. Configure in MCM for % chance and duration.

 

  • V0.75 BASE
  • - Removed dependency requirements. You now only need the DLCs and Fuz.
  • -Temporarily removed the Devious Device traps while I work on soft dependency - sorry :smile:
  • - Reworked the pathing for the trap layer so they will now path to doors and locked items.
  • - If the trap layer gets stuck then they will warp to the next waypoint rather than the quest restarting
  • - If something really bad happens e.g. the trap layer falls through the floor then the quest will try to warp them back. After 3 failures the quest will either stop or autorestart depending on MCM selection
  • - MCM option to suppress Debug Messages
  • - Removed Forts from trappable areas. It is now Clearable Areas only.

 

  • V0.71
  • - Removed scripts which shouldn't have been included
  • - Removed havok force from spawn explosion so rooms shouldn't get messed up now!
  • - Added some extra criteria checks for Forts

 

  • V0.70
  • - Fixed error spam from the trap layer due to a NONE value
  • - Added correct havok impluses to coin purses, web sac and dessicated corpses. These traps will now end up in a random position and won't be so obvious as being laid by the trap layer.

 

  • V0.65 ALPHA
  • ONLY USE IF YOU WANT TO HELP TEST
  • - New critter spawning object so you will find insects buzzing around.
  • - New event system for instant scripted events!
  • - Event - Skeever Horde - Spawns a hungry horde of skeevers who will seek you out in the current dungeon.
  • - Event - Raising the Dead - Reanimates random corpses in Draugr Tombs!

 

  • V0.62 BETA
  • - Introduces the 1st set of Themed Location Trap Lists
  • - Only use if you wish to test!

 

  • V0.61
  • - Adds MCM control for trap types
  • - Hopefully fixes detection of follower
  • - Fixed a few traps not using the new trap effect generator

 

  • V0.60a BETA
  • - Quick hot fix seeing as some dirty edits got included with the last update
  • - Also reduced the size of the spider egg sac seeing as it was huge a potentially door blocking.

 

  • V0.60 BETA - Some bit not test 100%
  • - Added spider critter traps. These use various spider related items as triggers. (e.g. Desiccated Skeever Corpse etc).
  • - Added treasure traps. These use various (small) treasure items such as satchels to entice the player to their doom!
  • - Added clutter traps. These use various (small) clutter items as trap triggers.
  • - Upgraded all traps to the new random trap generator system.
  • - Added MCM option for whether traps should effect followers.

 

  • V0.57
  • - Fixed MCM options so that they update without having to exit out of the menu.
  • - Added some debugging messages to help trouble shoot trappable areas.

 

  • V0.55
  • - added MCM option so you can choose which areas are trappable. (currently covers Forts & Clearable Areas)

 

  • V0.52
  • - added some error handling for when traps/mobs cannot be spawned.

 

  • V0.51
  • - Minor bug fix for missing but unused global

 

  • V0.50
  • - Added some more vanilla traps such as explosive gas and runes.
  • - Added a secondary trap laying system that will place traps specifically around locked containers (option in MCM)

 

  • V0.45
  • - The trap layer system now needs to be sctivated from the MCM before they will start laying traps. This should solve any issues with traps being laid at the start when using Live Another Life. You can also use this option to stop the trap laying system at any time.
  • - Made the trap layer physically smaller in the hope that they will get stuck on geometry less often.
  • - Trap layer is now invisible and silent.
  • - Traps no longer have trap names so they'll be harder to spot and you won't know what they are if you do spot them.

 

  • V0.40
  • - Stripping traps will now strip the player inline with SexLabs strip options.
  • - Removed reliance on global variables for some scripts
  • - MCM should now store values correctly across saved games
  • - MCM should apply default values correctly on new games (especially Live Another Life users)

 

  • V0.37
  • - fixed estrus traps again! :smile:

 

  • V0.36
  • - fixed issue with Estrus traps continuously retriggering themselves.

 

  • V0.35
  • - Added Estrus stripping traps which will strip the player and lock their inventory for a short time
  • - Added Progressive Bondage Estrus traps which will strip the player and add a sequence of Devious Devices each time it is triggered plus locks your inventroy for a short time.
  • - Changed soft dependecy from EstrusChaurus to vanilla Estrus so I can access the extra animations

 

  • V0.3
  • - Added Estrus Traps as a soft dependency.
  • - Added rock pressure plate versions of all traps.

 

  • V0.26
  • - The trap layer will now start automatically
  • - Changed the way the trap layer works. Instead of starting at your current location it will start at a random location.
  • - If the trap layer gets stuck for more than 30 seconds then the quest will restart, placing the trap layer at a new random location.

 

  • v0.25
  • - Added new spirit creature traps which will spawn a spirit creature to attack the player. If they do not defeat the creature within a random time period then they will submit to the creatures will :smile:
  • - Expanded areas covered to include Mines, Bandit Camps & Falmer Hives
  • - Added Riekling mobs to Mines, Dwarven Ruins & general dungeons
  • - Added Falmer mobs to Falmer Hives
  • - Added Bandit mobs to Draugr Crypts, Mines, Bandit Camps and Dwarven Ruins

 

  • v0.24 TEST
  • - Expanded the areas covered to included Dwarven Ruins, Hagraven Nests & Animal Dens
  • - Expanded Mob Lists for more creature types

 

  • v0.23 TEST
  • - Added the ability for the trap layer to also spawn mobs of enemies.
  • - Enemies will be of the correct type for the area. e.g. Draugr, Skeletons, Spiders and Skeevers only for Draugr Crypts
  • - Currently supported areas include Draugr Crypts and Standard Dungeons
  • - Added MCM option to control traps : enemy mob ratio for the trap layer

 

  • v0.22 TEST
  • - Replace the trap laying skeever with a proper human which leads to more accurate trap placement. Meet Aela the Trapper :smile:
  • - Aela is nearly invisible. I've left them partially visible as this will help identify if they get stuck etc.
  • - Added some limitations to the trap layer quest so it will only work in suitable locations.
  • - Traps will be laid no closer than 500 units together (about 7m) to stop trap stacking if the trap layer gets stuck.
  • - If the trap layer becomes stuck for more than 20 minutes of real time the quest will stop.
  • - Quest will auto exit if the player leaves the current interior location.
  • - New Trap - Electo Shock. Does damage as well as triggering any vibrating devices you might have equipped.

 

  • v0.21a TEST
  • - quick hot fix for incorrect explosion type and gags were not getting equipped.

 

  • v0.21 TEST
  • - added some more devious traps. Orgasm Gas Trap, Gagging Gas Trap & Blinding Gas Trap
  • - Tweaked the trap laying skeever so that he is smaller to help pressure plates stick to the floor better.
  • - Skeever sometimes triggers the traps its self...need to fix that :smile:

 

  • v0.20 TEST
  • - added the 1st devious trap...THE DEVIOUS BEAR TRAP! This trap will add a pair of devious boots (as well as the usual bear trap damage). If you're already weaing boots then it will chomp its way higher and add some leg cuffs. Already wearing boots AND leg cuffs...well, you don't want to know which part of your body gets pierced by a bear trap!

 

  • v0.19 TEST
  • - updated the trap laying system so it hunts out doors in the current location. This should make any area compatible with the trap laying Skeever :smile:

 

  • v0.18 TEST
  • - this a test version for the upcoming auto trap layer system. Please only use if you want to help try it out.

 

  • v0.17
  • - Fixed the spider abmush event so spiders now appear (also includes the DLC spiders so you won't just get frostbites)
  • - Added Skeever ambush event
  • - Added Skeever Horde event
  • - Added debug option to start a Skeever Horde straight away.

 

  • v0.16
  • - Expanded events to include skeletons, spiders and chaurus for likely encounter areas

 

  • v0.15
  • - Fixed MCM issues. Selected options are now stored correctly
  • - Added debug option to restart the main quest
  • - Added debug option to trigger a scene immediately
  • - Added list of possible Draugr so type will be chosen at random
  • - Added a tresure list so treasure will be random (but mostly gold coins)

 

  • v0.1
  • - Initial release


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