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Posted
9 hours ago, AndrewLRG said:

 

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.

Welp. I was already sold but here I am, sold yet again. Didn't even know that was possible.

I guess I'll be playing my next playthrough with TNTR then😁

  • 4 weeks later...
Posted
8 hours ago, myhouseatl said:

I haven't seen an update for a while.  Did this get abandoned already? 

 

No. Just some technical issues. I'm planning to use some assets from a different mod and waiting for permission from the mod author to edit some things. Mod author I'm chasing was on holiday, hence the long wait.

  • 3 weeks later...
Posted
On 2/2/2026 at 5:29 PM, AndrewLRG said:

 

No. Just some technical issues. I'm planning to use some assets from a different mod and waiting for permission from the mod author to edit some things. Mod author I'm chasing was on holiday, hence the long wait.

must be baka! xD

Posted

I somehow missed the mod's upload in december and only found it just now. Going to give it a try immediately.

A few questions / ideas:
-Do rune traps only spawn on the floor? I remember a mod back in the LE days, that would place rune traps (hand placed) also on the ceiling in some dungeons. That would be nice to see in this mod if it isn't already implemented. Makes you also look what's above you not just down on the floor.

-Alarm/Noise Traps. FMEA already has these but I always found them lacking. Fail at lockpicking a door/chest and a loud noise may be triggered that alarms enemies of your presence. In my experience enemies never really seem to notice the noise more than a dozen meters away where I would already be detected unless playing a stealth character.

-Trapped interactable objects. Like a trapped lever, button or pullchain. Obviously some randomly placed button on a wall seems mighty suspicious so I'm not sure how possible  implementation would be without objects looking too out of place.

-Optional flavour text?

More, wilder ideas (Not sure if these are possible or interesting at all):
-Arousal trap (Example: rune trap but on activation spawns a purple mist that raises arousal if character is hit by it) 
-Tentacle traps (may already be covered by mods like Deviously Cursed Loot)
-SOS integration (equip/unequip schlong)
-Bodymorph changes (Config: slider name, amount min -> max, SLIF)
 

Posted (edited)
1 hour ago, sikamikanico78 said:

hmmm i get crash with this mod  i installed v2 and then merged the tntr on it

 

Could you upload log file? It's in Documents/My Games/Skyrim.INI/SKSE/Dynamic Traps.log

 

Also, could you install Trainwreck - A Crash Logger and upload the file it generates after the crash? It could help to determine the cause.

Edited by AndrewLRG
Posted
15 minutes ago, AndrewLRG said:

 

It seems my .dll plugin can't find a script or quest from this mod. Did you enable "Dynamic traps.esp" and "Dynamic traps - TNTR addon.esp"? 

hmmm i merged the 2nd over the first one

Posted (edited)

You need to install "DynamicTraps 0.2" and "DynamicTraps 0.2 - TNTR 0.1". Previous version no longer needed. And don't forget to enable .esp plugins in the mod manager.

 

When you said "merge", did you mean like merging two .esp files into one? This would break the mod.

Edited by AndrewLRG
Posted
1 hour ago, AndrewLRG said:

You need to install "DynamicTraps 0.2" and "DynamicTraps 0.2 - TNTR 0.1". Previous version no longer needed. And don't forget to enable .esp plugins in the mod manager.

 

When you said "merge", did you mean like merging two .esp files into one? This would break the mod.

hey thanks did that and it works perfectly!  the only "glitch" i noticed after some testing is that my character keeps moaning for ever after the mimic event ends 

 

guess now i can remove the "oh no its a mimic" mod or how it was called

Posted (edited)

Can confirm that characters don't stop moaning after mimic events.
Also, would it be possible in future releases to use tntr struggle QTE instead? Would make settings things up a bit more simple. The qte struggle options right now are either way too easy (easy difficulty) or straight up impossible (normal and hard). The struggle bar depletes faster than I'm able to fill it on hard difficulty and on normal difficulty my stamina regen can't keep up and the struggle progress slows down a lot at about 70% filled to the point where it's impossible to escape.

Edit:
Also, is there a way to know what items a mimic likes? A list of some sorts? Is it keyword based?
I dropped a sweetroll, 2 different bottles of alcohol and 5 different pieces of meat (raw and cooked) in front of a mimic and nothing happened. When I dropped some modded armor panty, the mimic grabbed the panty and both bottles of alcohol.

Edited by Þursona
Posted
Spoiler

CRASH TIME: 2026-02-21 10:45:43
Skyrim SSE v1.6.1170
CrashLoggerSSE v1-20-1-0 Feb 11 2026 05:26:32

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFC472577BC DynamicTraps.dll+00477BC    mov r8, [rcx-0x08] |  DynamicTraps::SavedCellsData::MimicLargeData::~MimicLargeData(void) [??1MimicLargeData@SavedCellsData@DynamicTraps@@QEAA@XZ])
Exception Flags: 0x00000000 (Continuable)
Number of Parameters: 2
Exception Thread ID: 13020
Access Violation: Tried to read memory at 0xFFFFFFFFFFFFFFFF
ACCESS VIOLATION ANALYSIS:
    Instruction: mov r8, [rcx-0x08]
    Memory Operand: [base=rcx, index=none, scale=0, disp=-0x8]
    Base Register: rcx = 0x003F1885C4AEDF07
    Computed Address: 0x003F1885C4AEDEFF
    Fault Address:   0xFFFFFFFFFFFFFFFF (mismatch)

 

 

I am getting this error when entering Broken Tower Redoubt.  I haven't found a work around for it as of yet.

Posted
40 minutes ago, WaterRabbit said:
  Hide contents

CRASH TIME: 2026-02-21 10:45:43
Skyrim SSE v1.6.1170
CrashLoggerSSE v1-20-1-0 Feb 11 2026 05:26:32

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFC472577BC DynamicTraps.dll+00477BC    mov r8, [rcx-0x08] |  DynamicTraps::SavedCellsData::MimicLargeData::~MimicLargeData(void) [??1MimicLargeData@SavedCellsData@DynamicTraps@@QEAA@XZ])
Exception Flags: 0x00000000 (Continuable)
Number of Parameters: 2
Exception Thread ID: 13020
Access Violation: Tried to read memory at 0xFFFFFFFFFFFFFFFF
ACCESS VIOLATION ANALYSIS:
    Instruction: mov r8, [rcx-0x08]
    Memory Operand: [base=rcx, index=none, scale=0, disp=-0x8]
    Base Register: rcx = 0x003F1885C4AEDF07
    Computed Address: 0x003F1885C4AEDEFF
    Fault Address:   0xFFFFFFFFFFFFFFFF (mismatch)

 

 

I am getting this error when entering Broken Tower Redoubt.  I haven't found a work around for it as of yet.

 

Could you upload full version of this log and "Dynamic Traps.log" located in Documents/My Games/Skyrim.INI/SKSE.

Posted (edited)

Gave it a testrun today, very promising.

 

2 hours ago, Þursona said:

Can confirm that characters don't stop moaning after mimic events.
Also, would it be possible in future releases to use tntr struggle QTE instead? Would make settings things up a bit more simple. The qte struggle options right now are either way too easy (easy difficulty) or straight up impossible (normal and hard). The struggle bar depletes faster than I'm able to fill it on hard difficulty and on normal difficulty my stamina regen can't keep up and the struggle progress slows down a lot at about 70% filled to the point where it's impossible to escape.

Can confirm, either it's too easy on easy or impossible on normal+ right now and using the tntr struggle difficulty and system would be optimal (if feasible). Though I suppose one could use OMNOM for that instead.

 

Other things I've found:

-The trap settings have an option for "FMEA Weight", which seems to be doing nothing (I have FMEA installed)?

-An option for Devious Curses seems to be missing, I can only set Basic Event, Cursed Loot, Chain Beast and FMEA.

-Smoke trap spawn cannot be set to >0, but I guess that is intentional and for testing.

 

Ideas:

-Chance for death worm and mimic to increase arousal over time or during vore event?

-Chance for the death worm to dissolve your worn armor over time (and/or inventory items if you are nasty...)?

 

But all in all very impressive, traps get placed pretty well.

Edited by Siudhne
Posted
1 hour ago, AndrewLRG said:

 

Could you upload full version of this log and "Dynamic Traps.log" located in Documents/My Games/Skyrim.INI/SKSE.

 

I turned off the remember traps setting in the MCM and was able to enter the tower. The log is like a gig at this point, so kind of large to upload.

 

Also, I can confirm that the character doesn't stop moaning after the mimic chest event. I tried resetting the voice register in the Sexlab MCM and that didn't fix it either.

I also agree that the QTE is super difficult to win as it drains stamina super quickly. Character has 200 stamina.

Posted
2 hours ago, WaterRabbit said:
  Reveal hidden contents

CRASH TIME: 2026-02-21 10:45:43
Skyrim SSE v1.6.1170
CrashLoggerSSE v1-20-1-0 Feb 11 2026 05:26:32

Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFC472577BC DynamicTraps.dll+00477BC    mov r8, [rcx-0x08] |  DynamicTraps::SavedCellsData::MimicLargeData::~MimicLargeData(void) [??1MimicLargeData@SavedCellsData@DynamicTraps@@QEAA@XZ])
Exception Flags: 0x00000000 (Continuable)
Number of Parameters: 2
Exception Thread ID: 13020
Access Violation: Tried to read memory at 0xFFFFFFFFFFFFFFFF
ACCESS VIOLATION ANALYSIS:
    Instruction: mov r8, [rcx-0x08]
    Memory Operand: [base=rcx, index=none, scale=0, disp=-0x8]
    Base Register: rcx = 0x003F1885C4AEDF07
    Computed Address: 0x003F1885C4AEDEFF
    Fault Address:   0xFFFFFFFFFFFFFFFF (mismatch)

 

 

I am getting this error when entering Broken Tower Redoubt.  I haven't found a work around for it as of yet.

 

I found what could have causes crashes. I was saving some things to SKSE co-save file in incorrect format. This should fix it. Install it on top of Dynamic Traps 0.2 and let it overwrite what it wants. 

 

DynamicTraps 0.2 Fix 1.0.7z

 

47 minutes ago, WaterRabbit said:

 

I turned off the remember traps setting in the MCM and was able to enter the tower. The log is like a gig at this point, so kind of large to upload.

 

Also, I can confirm that the character doesn't stop moaning after the mimic chest event. I tried resetting the voice register in the Sexlab MCM and that didn't fix it either.

I also agree that the QTE is super difficult to win as it drains stamina super quickly. Character has 200 stamina.

 

1 hour ago, Siudhne said:

Gave it a testrun today, very promising.

 

Can confirm, either it's too easy on easy or impossible on normal+ right now and using the tntr struggle difficulty and system would be optimal (if feasible). Though I suppose one could use OMNOM for that instead.

 

About the QTE. I forgot to give a detailed description how it works.

 

You need to fill the struggle bar by pressing the keys shown on top of the bar sequentially (for example, A - D - A - D - A). Pushing the right keys will fill the struggle bar.

The amount filled depends on your current stamina percentage. Struggling with full stamina bar is more efficient.

Hold Left Shift to restore Stamina, but deplete Struggle Bar.

Pressing correct keys consecutively will grant a small bonus to the amount filled each time. Hitting the wrong key will reset this bonus.

Struggle Bar depletes over time with gradually increasing speed.

Mimics will also deplete your Mana. When it's fully depleted, your current stamina will also be reduced, and correct keys for QTE can switch.

 

I've tested it on normal difficulty with 200 Stamina. Seems to be doable, but I'm not against some balancing. :) 

 

1 hour ago, Siudhne said:

Other things I've found:

-The trap settings have an option for "FMEA Weight", which seems to be doing nothing (I have FMEA installed)?

-An option for Devious Curses seems to be missing, I can only set Basic Event, Cursed Loot, Chain Beast and FMEA.

-Smoke trap spawn cannot be set to >0, but I guess that is intentional and for testing.

 

FMEA and Smoke traps are disabled. I'm still still thinking how to implement them. Devious Curses not showing up will be fixed in the next update along with Player moans after Mimic events.

 

Posted
5 hours ago, Þursona said:

Can confirm that characters don't stop moaning after mimic events.
Also, would it be possible in future releases to use tntr struggle QTE instead? Would make settings things up a bit more simple. The qte struggle options right now are either way too easy (easy difficulty) or straight up impossible (normal and hard). The struggle bar depletes faster than I'm able to fill it on hard difficulty and on normal difficulty my stamina regen can't keep up and the struggle progress slows down a lot at about 70% filled to the point where it's impossible to escape.

Edit:
Also, is there a way to know what items a mimic likes? A list of some sorts? Is it keyword based?
I dropped a sweetroll, 2 different bottles of alcohol and 5 different pieces of meat (raw and cooked) in front of a mimic and nothing happened. When I dropped some modded armor panty, the mimic grabbed the panty and both bottles of alcohol.

 

I've described how QTE works in post above.

 

There is no legit way on knowing what Mimic likes (except panties) in advance. Items are determined by keywords and names.

 

Meat Dishes - a food item that contains words "Meat", "Beef", "Bacon", "Bear", "Boar", "Chicken", "Fox", "Goat", "Ham", "Mammoth", "Venison", "Pork", "Rabbit" or "Pheasant" and does not have "VendorItemFoodRaw" keyword which often applies to raw meat. Mimic wants cooked dishes, not some chopped off goat leg.

 

Alcohol - a food item that contains "Ale",  "Wine",  "Mead",  "Brandy" or has the "VendorItemDrinkAlcohol" keyword.

 

Sweat rolls - must have "Sweat Roll" in its name.

 

Panties - an armour that has "Panties", "Underwear", "Undies" or "Panty" in its name. I don't know other synonyms. :)

 

Mimic will try to grab the things it likes, but it will also take other nearby items. For example, if Mimic likes sweet rolls, but you drop a sweet roll and a bottle of wine, Mimic will grab both items. But since it took an item it does not want (wine bottle) it will think that it was tricked. And will plot revenge.

Posted

One other issue I have come across is after the deathworm swallows the character, the character is stuck and unable to move.  I have had to use a recover control command to get control back.

 

I will try the fix and let you know. If you could fix the constant character moans after interacting with the mimic that would be good.  I "cheated" to win the mimic struggle by using a potion of Ultimate Stamina, but even though I won, the character was still moaning afterward and I couldn't get it to stop.

 

Otherwise, the mimic and deathworm animations are super cool.

Posted

This mod looks great! Traps are pretty boring and predictable in base game, and nothing really distributes modded traps in more than a couple places, so this is great! I have a few questions about it, especially since I play as a male PC with a bunch of female followers

 

 

Does TNTR work with followers triggering the traps placed by this mod? I know followers do work with mimics in the test room for TNTR if you disable the "Player only" flag in xEdit, but then you have to tell followers to open chests to get them grabbed by it, which is obviously not really how I want to do things in actual gameplay... would it be possible to use the same system that detects items you are feeding to mimics to detect followers standing in front of the mimics and get grabbed? I wasn't able to test if deathworms could trap followers if you disable the player only flag, but it would be cool if they could get grabbed too.

 

The other issue in regards to TNTR with followers is that the QTE still appeared for me when a follower was grabbed by a mimic. Considering the current PC QTE system, a stamina based random chance of breaking out in the first few mimic stages could work. After that you can either offer the mimic food or wait for them to get spat out. 

 

Regardless, I'll be giving this mod a try!

 

Posted

Have smoke traps option in MCM that does not work (slider not move). What it is and what dependance is missing?

Posted
1 hour ago, crococat said:

Have smoke traps option in MCM that does not work (slider not move). What it is and what dependance is missing?

See post above, it's not implemented yet.

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