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Posted

Dynamic Traps SE (WIP)


New in 0.2: Death Worms and Mimics from Traps NTR(Need Trappy Reality).

 

Spawn traps in dungeons at random locations. Some traps can appear at chokepoints (doorways, narrow corridors), while others - on random walkable surfaces. Optional integration with Deviously Cursed Loot, Skyrim Chain Beasts, Devious Curses NG - activating a trap can trigger events from these mods. Mod in incomplete, I would like to test its core mechanics before adding new stuff.

 

Available Traps:

 

1) Fire, Frost and Shock Rune -  spawns on the ground, behaves like vanilla runes. Can be disarmed by firing a spell from safe distance. Can appear in narrow corridors and basically anywhere as long as the area has NavMesh. 

2) Tripwire - spawns in doorways, in front of doors and narrow corridors. Can be disarmed by firing a spell or manually activating it (Warning: will still trigger a Basic Event).

3) Death Worm - Requires "Traps NTR(Need Trappy Reality)" and "Dynamic traps - TNTR addon.esp" to be installed. A giant worm hides in the ground. Can spawn in narrow corridors, similar to tripwires. Triggers when walking over it.

4) Mimic Chest - Requires "Traps NTR(Need Trappy Reality)" and "Dynamic traps - TNTR addon.esp" to be installed. A mimic that replaces large boss chests. Grabs Player when activated or when mad.

 

more to come

 

Trigger Events

 

Trigger Events - events that fire when a trap is activated. NPCs and Followers can trigger only Basic Events - damaging explosions and poking spikes. Available Events for the Player depend on installed mods and settings.

 

Basic Events - explosions and spears poking through the ground, similar to what vanilla traps do.

Deviously Cursed Loot Events - requires Deviously Cursed Loot to be installed - will start an event as if the Player opened a cursed chest. Deviously Cursed Loot will choose what happens based on it settings.

Chain Beasts - requires Skyrim Chain Beasts to be installed - will spawn a number of random Chain Beasts, pretty self-explanatory.

Devious Curses - requires Devious Curses NG to be installed - will trigger a random Event.

 

Special trap description

Death Worms

Death Worms can be spotted by a large pile of dirt on the ground. They will attack anyone that steps on it. Two possible outcomes:

1) Death Worm will emerge from the ground and push away its target while dealing damage. Works on Player and NPCs;

2) Death Worm grabs its victim and starts a QTE Struggle Event;

Death Worm can be tricked into emerging by strafing left and right in front of the dirt pile. When it appears, damage the Worm with a spell to force it into hiding for a few minutes.

 

Mimics

Mimics replace large boss chests and will grab Player when they try to open it. To open a chest safely you need to appease the Mimic by giving it a treat. There are 3 types of Mimics that prefer different offerings: Meat dishes, Alcohol and Sweet Rolls. Drop a treat in front of the Mimic and if it's the right type of item, Mimic will gobble it up. If satisfied, Mimic won't attack when you click on it and will let you access the chest it's replacing. Although Mimics prefer different treats there is a certain item adored by all Mimics. Panties. Offering this specific item will satisfy any Mimic and will grant you rewards.

 

QTE Struggle Event

Being grabbed by Mimics and Death Worms will start a QTE Event.

Fill the Struggle Bar by sequentially pressing the keys shown above the Bar. For example, A-D-A-D-A-D.

Fill amount depends on your current Stamina Percentage. Struggling with full Stamina Bar is much more effective.

Press and hold Left Shift to replenish Stamina, but deplete Struggle Bar.

Pressing correct keys consecutively will grant you a small bonus to fill amount. Hitting the wrong key will reset this bonus.

Struggle Bar passively depletes over time with increasing speed.

Mimics will also damage your Magicka. Once Magicka is fully depleted, Mimic will cast a shock spell that will deplete some amount of your Stamina.

 

Issues

 

Some traps might will spawn at weird locations - inaccessible areas, under furniture or being partially submerged underground making them hard to notice. This happens because we are not spawning traps at pre-determined placed - I'm not placing traps manually in every cell. Dynamic Traps analyses dungeons and their NavMeshes, looks for specific items and structures, and tries to calculate suitable locations for traps. Unfortunately, technical limitations make it complicated to check for all possible circumstances. I will continue to look for ways to improve calculation methods, but there will always be some level of imperfection.

 

Compatibility

 

1) To prevent breaking other mods, Dynamic Traps won't spawn or trigger traps if the Player is considered to be enslaved by ZaZAnimationPack.

2) Mimic are incompatible will O.M.N.O.M.S. Both mods are basically doing the same thing. If you would like to use O.M.N.O.M.S. than set the Mimic spawn chance in Dynamic Traps MCM to 0.

 

Future plans

 

1) Bug fixes, obviously;

2) More trap variations - vanilla frost and shock Runes, explosive gas trap;

3) Optional integration of Traps NTR, specifically Skeleton trap, Snare rope and Worms;

 

SKSE Source Code (for mod makers):


  • Submitter
  • Submitted
    12/14/25
  • Category
  • Requirements
    PapyrusUtil, Address Library for SKSE Plugins
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted

Please tell me you plan on have PC legs get removed once a certain trap activate. I remember some other mod doing LE days where you step on the bear trap and your PC would lose part of her/his leg. 

Posted
5 minutes ago, AimControls said:

Please tell me you plan on have PC legs get removed once a certain trap activate. I remember some other mod doing LE days where you step on the bear trap and your PC would lose part of her/his leg. 

 

Sorry, I'm not a fan of such gore level. :)

Posted

Ohhh yes!  I've been trying to manipulate the original Traps and Triggers to include TNTR.  I can't wait until you include them!  Thanks for an excellent X-Mas Present!

Posted (edited)

Looking forward to the integration of TNTR, it's been rather underutilized so far. 

One hint, if I may. Create a Git for the mod, that way there is at least a chance you remember to push code changes. If you got the code only as a footnote on the mod page, it's a given it will soon be out of date. ^^

Edited by Talesien
Posted
14 hours ago, kurotatsu said:

Please consider adding support for Devious Curses, it's events can be called by modevents easily.

 

SendModEvent("DCurses_DoEvent"); Triggers a random event

 

38 minutes ago, Dendriah said:

please add this compatibilty for Devious curses 

 

Sure. Shouldn't be a problem. :) 

 

9 hours ago, Talesien said:

Looking forward to the integration of TNTR, it's been rather underutilized so far. 

One hint, if I may. Create a Git for the mod, that way there is at least a chance you remember to push code changes. If you got the code only as a footnote on the mod page, it's a given it will soon be out of date. ^^

 

Sure, I'll have a look how to make a project on GitHub. I've previously only downloaded stuff from there.

 

5 hours ago, jbezorg said:

The addons place some traps in the world but suffers from the predictability of the vanilla traps so, in my opinion, some of the traps in your mod not being visible is a bonus and not a bug 🙂

 

Perhaps it would be possible to make some traps transparent based on conditions like lighting or Players arousal level (being aroused would make Player less perceptive). Maybe SKSE can change objects opacity. Or we can swap textures with alpha channels on already spawned traps.

Posted

Is the dynamic placement calculated once per save game, or every time you enter the dungeon?

 

In other words...

 

Do the dynamically placed traps disappear when you leave the dungeon?

 

If you re-enter the dungeon, are new traps dynamically placed?

Posted (edited)
11 hours ago, Herowynne said:

Is the dynamic placement calculated once per save game, or every time you enter the dungeon?

 

In other words...

 

Do the dynamically placed traps disappear when you leave the dungeon?

 

If you re-enter the dungeon, are new traps dynamically placed?

 

Hi! Currently, traps spawn at different places every time you re-enter a cell. In the future, mod will memorize trap positions for several previously visited cells and place them where they were instead of randomising each time.

Edited by AndrewLRG
Posted (edited)
20 hours ago, AndrewLRG said:

Perhaps it would be possible to make some traps transparent based on conditions like lighting or Players arousal level (being aroused would make Player less perceptive). Maybe SKSE can change objects opacity. Or we can swap textures with alpha channels on already spawned traps.


Effect shaders may be able to do it. SetNodeTextureSet() might also be able to change the texture. If the trap is animated there may be a node w/in the NIF that can be named and targeted.

NetImmerse.SetNodeTextureSet(ObjectReference ref, String node, TextureSet tSet, Bool firstPerson)

 

 (If not, we can always count on a follower to trigger the traps :D)

 


Dissecting how this mod handles placement may be some help in trap placement. e.g. there's a restriction w/in the mod allowing flora & trees to only be placed in dirt or grass.
https://www.nexusmods.com/skyrimspecialedition/mods/123664 

Edited by jbezorg
Posted (edited)

Lmk if you want the code for the TNTR traps (SKSE code) to save you some time. I implemented the mimic already. 

 

Great job with the mod. Not as easy as it looks to dynamically place traps properly in dungeons! 

Edited by asdt123123
Posted
18 hours ago, AndrewLRG said:

Currently, traps spawn at different places every time you re-enter a cell.


I like that. I prefer the trap locations to be different each time I enter the dungeon, to keep it more interesting.

 

I asked earlier if the dynamically placed traps disappear when you exit the dungeon. We would not want more and more traps to accumulate in a dungeon because we exited and re-entered.

Posted
5 hours ago, Herowynne said:

I asked earlier if the dynamically placed traps disappear when you exit the dungeon. We would not want more and more traps to accumulate in a dungeon because we exited and re-entered.

 

Mod saves references for all the objects it places. Previously created traps are deleted (or moved to their editor location) before spawning new ones. At least that's how it should work. I'll check the save file for any remaining remnants. 

Posted

random placing is prefered ya and in reality if its not deleting or moving them you can code it to do so and also maybe add a MCM option to clear traps in case the script to remove said traps didnt actually remove them all correctly 

Posted
10 hours ago, AndrewLRG said:

 

So there already was a similar mod! :)

That mod used a tiny invisible NPC who entered dungeons just ahead of you and zipped down the path laying random traps in your way.

 

Posted
4 hours ago, rjn said:

That mod used a tiny invisible NPC who entered dungeons just ahead of you and zipped down the path laying random traps in your way.

 

 

:D

 

This reminds me of :

 

Here's what's really powering Fallout 3's metro train | PC Gamer

  • 3 weeks later...
Posted

I've only tested the mod a little bit but so far it has seemed great. Can't wait to start a real new playthrough once Devious Curses has been integrated. (Not meant to pressure you, just trying to show that there is excitement for the mod)

Posted
7 hours ago, skrimname said:

I've only tested the mod a little bit but so far it has seemed great. Can't wait to start a real new playthrough once Devious Curses has been integrated. (Not meant to pressure you, just trying to show that there is excitement for the mod)

 

I haven't forgotten about this mod, just preoccupied with something else. :) I'm currently testing the Death Worm trap from TNTR. It's mostly done, just needs a new strip mechanic for victims.

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