Monoman1 Posted March 7, 2022 Posted March 7, 2022 Trap Sanity (Beta!) View File Vanilla Skyrim NPC trap logic:  Description Picture this. You've been here before I bet. You've taken several of your trusty followers along for a particularly tough dungeon. You carefully creep up on the bandits and either: A) One of your followers stumbles into a trap behind you sending all of them into bleedout and worse the bandits are now alert and coming for you OR B) You notice a trap in front of you but somehow the bandits have become aware of your presense and are slowly making their way towards you. Your followers too have become active and begin moving towards the bandits. They meet in the middle. There's horrible screeching sounds of furious, metal death as the trap springs repeatedly. Bodies are flung left and right. And then, complete silence. Everyone's dead. Hurrah...?  "Shut up Monoman and get to the point!" Yes yes...  Features - Mark trap triggers by getting uncomfortably close and press the mark key (default 'G' key). Marking traps makes your followers 'aware' of them so they won't set them off (like morons). By default, followers have 0% chance of setting off marked traps. And 20% chance of setting off marked traps in combat (mistakes happen). - Traps remain marked for 1 day. - Some voice lines for a female PC identifying traps. None for male. Feel free to send me some if you want. - You can set chances for the player to trigger marked traps but default is 100% chance for you. - If an Npc (follower or otherwise) sets off a trap (marked or unmarked) then they become 'aware' of that trap and have a much reduced chance to set it off again (like morons). - Npcs can 'witness' a trap go off and become 'aware' of it. Thus, they are less likely to set it off now (like morons). Hopefully, no more dungeon wipes from a single trap. - Includes my old 'Rock Trap Delameifier' which disable rocks from rock traps after they've fired which stops them blocking paths and killing Npcs from... running into static rocks... (like morons) - Marking traps also works for PAH & SBC slaves. (SBC still needs to be done) - Configurable via json \SKSE\Plugins\StorageUtilData\TrapSanity\Config.json. See the guide in the same folder. Please check your json with an online json checker before committing to game!  Compatibility Check carefully the script overwrites when installing. TS is not going to be very compatible with other mods that change the vanilla trap scripts. TS uses USLEEP (3.0.15) trap scripts wherever USLEEP changed vanilla scripts. Let me know about any traps that you can't mark. I've probably missed some.  Traps covered: Tripwires. Pressure plates. Bear traps. Skull sound traps.  Not covered: Swinging draugr blade traps. Not really applicable...  SE Compatibility I'm not sure. There's no meshes or textures. Only scripts/sounds so I guess it should work...?  Known Issues: Trip wires don't glow like most other traps. The very bottom of the pegs do but not the wire. Guess it's mesh issue... I've not added Serana compatibility yet or some mechanism to allow custom followers but it will probably come. I've done a good bit of testing but there may be more issues!  Submitter Monoman1 Submitted 03/07/2022 Category Other Requires PapyrusUtil Special Edition Compatible Not Applicable 6
modball Posted March 7, 2022 Posted March 7, 2022 Converted to SSE (recompiled scripts in CK just to be sure) converted to ESP-FE and it works great! Thank you! Â 1
SmedleyDButler Posted March 8, 2022 Posted March 8, 2022 A lot of custom followers tend to be given the light foot perk to avoid exactly this problem, but I like this a lot better since it actually solves the problem instead of applying a band-aid.
Monoman1 Posted March 8, 2022 Author Posted March 8, 2022 (edited) 27 minutes ago, SmedleyDButler said: A lot of custom followers tend to be given the light foot perk to avoid exactly this problem, but I like this a lot better since it actually solves the problem instead of applying a band-aid. Light foot is OP in my book. To go from dangerous (with trap damage mods) to utterly harmless is dumb. But also this applies to npcs. How many times have you seen enemies just rush into a trap where their buddy just got minced a few moments before right in front of them. Edited March 8, 2022 by Monoman1 4
Vidust Posted March 11, 2022 Posted March 11, 2022 How would this play with Traps Make Noise? Would be good to have both but I notice one of the scripts conflicts, the physics one.
Monoman1 Posted March 11, 2022 Author Posted March 11, 2022 1 hour ago, Vidust said: How would this play with Traps Make Noise? Would be good to have both but I notice one of the scripts conflicts, the physics one. Yes. Rock trap here also 'creates noise'.
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