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Traps, Pitfalls and Dangerous Things v0.96f SE


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Posted

Traps, Pitfalls and Dangerous Things v0.96f SE

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This is [WIP] Traps, Pitfalls and Dangerous Things v0.96f converted to work in Skyrim Special Edition and Anniversary Edition. A trivial update, the .BSA was simply unpacked so it should work with any version.

 

I take no credit for this mod, the original was made by "Guest". I couldn't find any permissions stating one way or another and I posted asking about it with no response. If they ask for me to take it down then I will.

 

 

Description:

tldr - It procedurally places pressure plates, spider webs, egg sacs, etc. in dungeons which trigger traps like having to wear devious devices for ~2 min before the devices automatically unlock. See MCM pictures for all trap outcomes.

 

Installation:

Nothing unique, install the 7z with Vortex / your mod manager


  • Submitter
  • Submitted
    07/31/2024
  • Category
  • Requires
    Fuz Ro D'oh, Sexlab
  • Regular Edition Compatible
    Yes

 

Posted

I am really confused.

the MCM mentions the only place thats finished is the beginning of bleakfall barrow.

and everything else is just randomly spawning two feet away from the pc, right?

Need help placing them in good spots or are you gonna stick with the random system?

Posted
36 minutes ago, MellowDrama said:

I am really confused.

the MCM mentions the only place thats finished is the beginning of bleakfall barrow.

and everything else is just randomly spawning two feet away from the pc, right?

Need help placing them in good spots or are you gonna stick with the random system?

 

The random spawning is done by an invisible creature that spawns near you and then paths through the dungeon laying traps. IIRC it works pretty well and adds some replayability since the traps end up in different places

  • 3 weeks later...
Posted

How would you go about adding custom traps to this? I know BakaFactory's TNTR has issues where you can't just swap in the mimic chests with BaseObjectSwapper because some of the scripts break (I think BOS fails to put down the trap detection radius zones which causes the traps to not function properly). Normally, there's O.S.H.I.T. over on Nexus, where the author of that mod manually places all of the chests and death worms and whatnot, but that solution isn't readily scalable without a lot of work, and as it stands, you rarely ever run into any of those manually placed traps because they're so sparse. If this invisible "ghost" actor could be scripted to properly place all the elements necessary to make the mimic chests work, that could be a huge improvement for TNTR.

  • 3 months later...

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