saddad Posted October 20, 2011 Posted October 20, 2011 Based on Cotyounoyoume's container trap, there is a (high) chance of being attacked by tentacles when you are harvesting floras. Requirement: Estrus Credit: Cotyounoyoume zzContainerTrap.esp
GSBmodders Posted October 20, 2011 Posted October 20, 2011 pretty cool thank you. I have not looked into doing this myself but how difficult would it be to create random traps that spawn on the ground based on the players proximity to it?
Raid Posted October 20, 2011 Posted October 20, 2011 pretty cool thank you. I have not looked into doing this myself but how difficult would it be to create random traps that spawn on the ground based on the players proximity to it? LL member karagdan created something similar to what you're talking about. http://www.loverslab.com/showthread.php?tid=272&page=9 post 89 "It adds an invisible ghost creature to the 25% chance beast leveled list that only casts estrus spells with a 500 damage health on self effect. There's a version that casts random and random explosion and another that casts summon roper and summon roper explosion. Pick one." I can't use it without crashing when I move into a new cell. Maybe you'll have better luck.
Guest Posted October 30, 2011 Posted October 30, 2011 How do I decrease the chance for the ghost to appear when I pick herbs?
Flying Banana Posted October 30, 2011 Posted October 30, 2011 I added a variable to the original here: http://www.mediafire.com/?pxypzph2hafl83a. In-game, open the console and type 'set EstrusPlantChance to xx', where xx is the percentage chance you want it to happen. The default is 100 and is the chance the file had before. It can also be changed in the CS, but I wasn't sure what frequency you wanted and figured changing it on-the-fly would be better anywhoo. You're talking about a ghost too, but since you created the other thread, I assume it is only this file you mean?
Guest Posted October 31, 2011 Posted October 31, 2011 Well, I'm still talking about the estrus plant but in the post above mine, he says that a ghost is summoned to cast the spell on you. I was only referring to that. Thanks for making the plugin!
tukugawa Posted October 31, 2011 Posted October 31, 2011 Well' date=' I'm still talking about the estrus plant but in the post above mine, he says that a ghost is summoned to cast the spell on you. I was only referring to that. Thanks for making the plugin! [/quote'] i think that post is talking about another mod with a kinda similar behaviour.
kevanlol Posted January 8, 2012 Posted January 8, 2012 Is there any way to change the estrusrandomself to estrusroperself? Because it is kinda silly, what with wooden horses and what not coming out of the flowers.
Nepro Posted January 8, 2012 Posted January 8, 2012 What's the difference between the mod in the first post and these http://www.loverslab.com/showthread.php?tid=272&pid=27415#pid27415 ?
34532525 Posted January 16, 2012 Posted January 16, 2012 let me guess....and when i play with a male character? i imagine getin dick sucked by those tentacles.....now you know 1 of my secrets too:D
Firedoom Posted January 16, 2012 Posted January 16, 2012 let me guess....and when i play with a male character? i imagine getin dick sucked by those tentacles.....now you know 1 of my secrets too:D The creatures appear to be mainly interested in exploiting orifices and have no equipment capable of sucking dicks that I'm aware of.
kevanlol Posted January 26, 2012 Posted January 26, 2012 let me guess....and when i play with a male character? i imagine getin dick sucked by those tentacles.....now you know 1 of my secrets too:D The creatures appear to be mainly interested in exploiting orifices and have no equipment capable of sucking dicks that I'm aware of. Well, some of them might be good at stroking.
kevanlol Posted January 26, 2012 Posted January 26, 2012 Also, is there any estrus mod for other traps in the game? Like changing things that fall from the ceiling to you getting a slime event activated.
Justinof Posted January 28, 2012 Posted January 28, 2012 What's the difference between the mod in the first post and these http://www.loverslab.com/showthread.php?tid=272&pid=27415#pid27415 ? This mod is an addon for the original Estrus, but it works even whit the modified version that you find in that link, you need only to rename "Void_Estrus_Traps.esp" in "zzEstrus.esp"
kevanlol Posted January 29, 2012 Posted January 29, 2012 I added a variable to the original here: http://www.mediafire.com/?pxypzph2hafl83a. In-game' date=' open the console and type 'set EstrusPlantChance to xx', where xx is the percentage chance you want it to happen. The default is 100 and is the chance the file had before. It can also be changed in the CS, but I wasn't sure what frequency you wanted and figured changing it on-the-fly would be better anywhoo. You're talking about a ghost too, but since you created the other thread, I assume it is only this file you mean? [/quote'] I am pretty the ambush mod is entirely different than the containertrap. It adds invisible npcs whos specific goal is to roam around and cast estrus on you if they find you before killing themselves, to simulate tentacle monsters in the world. My question, however, is regarding the .esp in the OP, and the patch following it. What about this one, from the estrus thread? I really liked the trap idea and wanted to expand it to not trigger in the middle of the Imperial City. Instead' date=' I implimented a few options in the form of an ini. http://www.mediafire.com/?zbl4r3lpb2wwskr You should be able to use the ini to alter it to your settings. .chestEnabled (0,1) Controls whether traps are enabled or not. .frequency (0.00-100.00) Controls the frequency of traps as a percent of 100 .ayleid (0,1) Controls whether only ayleid chests are trapped or if every container is trapped. .chestlevel (1 - 20) Controls the minimum level traps are encountered. .chestinc (0.00-100.00) Controls how more or less likely traps are encountered as you level. (frequency + (current level - base level) * chestinc) I plan to implement casters, but estrus will mean almost certain death if it's cast as combat continues during the animation and you are immobilized. I also plan to see if I can make roper come from fleshy sacks in oblivion while other animations come from ayleid chests. Any ideas you guys think would be cool? This adds the ini file to alter configurations. Is the .esp in the original intended to replace this .esp to add plant harvest support, or is it standalone and will not use the ini? 1
hfhkqidhs Posted July 6, 2012 Posted July 6, 2012 I added a variable to the original here: http://www.mediafire.com/?pxypzph2hafl83a. In-game' date=' open the console and type 'set EstrusPlantChance to xx', where xx is the percentage chance you want it to happen. The default is 100 and is the chance the file had before. It can also be changed in the CS, but I wasn't sure what frequency you wanted and figured changing it on-the-fly would be better anywhoo.[/quote'] The link is down. Would someone be kind enough to repost or provide a working link? EDIT: Target found. If anyone is interested: http://goo.gl/qdJC5
wren888 Posted September 14, 2012 Posted September 14, 2012 The Estrus Container Trap author had plans to expand his mod such that certain enemies, like necromancers, could cast the estrus spell. Does anyone know if the author made this addition? That would be a great, particularly with adjustable likelihoods of enemies using the spells (which are already part of the present ini).
Baalthersar Posted November 9, 2012 Posted November 9, 2012 Is this mod compatible with http://oblivion.nexusmods.com/mods/14259 "gather ye rosebuds" or are there conflicts?
ghostmist17 Posted November 9, 2012 Posted November 9, 2012 Is this mod compatible with http://oblivion.nexusmods.com/mods/14259 "gather ye rosebuds" or are there conflicts? I'm pretty sure that would be fatal - or a very very long estrus session.
Baalthersar Posted November 11, 2012 Posted November 11, 2012 Ok I tried it with Gather ye Rosebuds, and basically nothing happens you gather the herbs but it does not trigger the estrus trap. Is usefull if you don't want to spent to much time on Gathering. Edit: Don't stand near a plant when you cast otherwise it will be an almost endless process of estrus
Santr Posted December 14, 2012 Posted December 14, 2012 Where can I find the that container trap mod? Nothing relevant shows up on "estrus" or "trap" searches here or on nexus.
gregathit Posted December 14, 2012 Posted December 14, 2012 Where can I find the that container trap mod? Nothing relevant shows up on "estrus" or "trap" searches here or on nexus. Try the link in post 15 (inside the quote box) on page 2: http://www.loverslab.com/showthread.php?tid=2631&page=2
HGI Posted July 6, 2014 Posted July 6, 2014 I added a variable to the original here: http://www.mediafire.com/?pxypzph2hafl83a. In-game, open the console and type 'set EstrusPlantChance to xx', where xx is the percentage chance you want it to happen. The default is 100 and is the chance the file had before. It can also be changed in the CS, but I wasn't sure what frequency you wanted and figured changing it on-the-fly would be better anywhoo. The link is down. Would someone be kind enough to repost or provide a working link? EDIT: Target found. If anyone is interested: http://goo.gl/qdJC5 Anybody got that version? Can't find a working link anywhere. 1
snarfies Posted December 4, 2017 Posted December 4, 2017 On 7/6/2014 at 1:12 PM, HGI said: Anybody got that version? Can't find a working link anywhere. Guess its lost forever.
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