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Posted
2 hours ago, sikamikanico78 said:

latest update fixed everything for me... my savegames were not loading with previus verison for some reasson but not they do thanks!

 

and just about i said that murphys law struck..

 

i have a crash on chance cell

 

 

crash-2026-02-22-13-12-02.log 79.2 kB · 0 downloads

 

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

Posted (edited)
19 hours ago, AndrewLRG said:

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. :) 

 

This is good to know. I actually figured most of this out myself during my testing except the "Left Shitft restores stamina". But even with a full stamina bar, no wrong inputs, normal and hard struggle difficulty were not possible without cheating. Cheating = Opening inventory with SkySouls installed which unpauses menus so my stamina regenerates while I'm in inventory but the struggle bar does not deplete.

 

17 hours ago, AndrewLRG said:

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.


Ok, so keywords and names. I already guessed that but now I'm confused why it didn't work. I had different raw meats, different cooked meats, Nord Mead, Red Wine and a Sweet Roll lying in front of the mimic at the same time. I dropped one after the other. None of the items triggered the mimic when I dropped them. Only when I dropped the panties, the mimic grabbed panties as well as both bottles of alcohol but none of the other items. Since it grabbed panties and alcohol, shouldn't the alcohol by itself have worked already? It was a type 3 mimic.
SInce my game is not in english, some items are not named "Wine" or "(animal) meat" but still have the correct keyword. I checked in xedit. Still, Red Wine and Nord Mead did not trigger a reaction from the mimic.
With meats it could be a bit more difficult. Do you check for keywords "VendorItemFoodMeat" or "VendorItemFoodCooked"? My cooked meat items have those keywords. I have not found a mimic that wants meat though so I can't tell you if the meats work in my game or not.

Edit:
Also, I am using Complete Alchemy and Cooking Overhaul so that mod may add some keywords or change vanilla item keywords, I'm not 100% sure.

Edited by Þursona
Posted
49 minutes ago, AndrewLRG said:

 

Uploaded new version 0.2.2. This crash should be fixed now. I was deleting stored data about traps in visited dungeons incorrectly.

 

Thank you for reporting! :)

damn you are fast!! everything works fine now! ill let you know if i run to any problems! thanks!

Posted
12 hours ago, Savior123 said:

Is this compatible with 

O-SHIT 
Dang Its Mimics 
Watch your Step 
???

 

It depends on how these mods add Mimics. If a mod replaces a large boss chest with a Mimic, than it would be incompatible and you will need to disabled Mimics from spawning in Dynamic Traps MCM. Mods that add new Deathworms or other traps from TNTR should be compatible. 

 

Dang It's Mimic is highly likely incompatible;

Watch your Step doesn't add Mimics, so it's perfectly safe to use with Dynamic Traps;

O-SHIT - don't know. If it replaces chests in dungeons with Mimics, than it will be incompatible.

 

2 hours ago, Þursona said:

 

This is good to know. I actually figured most of this out myself during my testing except the "Left Shitft restores stamina". But even with a full stamina bar, no wrong inputs, normal and hard struggle difficulty were not possible without cheating. Cheating = Opening inventory with SkySouls installed which unpauses menus so my stamina regenerates while I'm in inventory but the struggle bar does not deplete.

 

Well, I didn't test hard mode at all. :) Mimics are pretty rare - there's probably just one per entire dungeon. They're suppose to be difficult to escape from.

 

2 hours ago, Þursona said:

Ok, so keywords and names. I already guessed that but now I'm confused why it didn't work. I had different raw meats, different cooked meats, Nord Mead, Red Wine and a Sweet Roll lying in front of the mimic at the same time. I dropped one after the other. None of the items triggered the mimic when I dropped them. Only when I dropped the panties, the mimic grabbed panties as well as both bottles of alcohol but none of the other items. Since it grabbed panties and alcohol, shouldn't the alcohol by itself have worked already? It was a type 3 mimic.
SInce my game is not in english, some items are not named "Wine" or "(animal) meat" but still have the correct keyword. I checked in xedit. Still, Red Wine and Nord Mead did not trigger a reaction from the mimic.
With meats it could be a bit more difficult. Do you check for keywords "VendorItemFoodMeat" or "VendorItemFoodCooked"? My cooked meat items have those keywords. I have not found a mimic that wants meat though so I can't tell you if the meats work in my game or not.

Edit:
Also, I am using Complete Alchemy and Cooking Overhaul so that mod may add some keywords or change vanilla item keywords, I'm not 100% sure.

 

Ah, since your game is not in English, Mimic can't evaluate food items by their name. I was initially planning to use keywords, but not all items in vanilla game are tagged properly. Complete Alchemy and Cooking Overhaul does an amazing job distributing new and old keywords, I'll have a look how we can use them. I also want to add the ability to check item names in other languages, not just in English. I've done something similar in a different mod.

 

Mimic has rather convoluted logic when dealing with items. Mimic will wait until something it wants is placed in front of it. After that it will evaluate all items within range and take  all items it recognises as meat, alcohol, sweet rolls or panties, even if Mimic does not like them. Mimic will not touch things it can't determine - it's done intentionally to make sure it does not take some valuable quest item. In your case, Mimic probably recognized Wine by its keyword, but couldn't evaluate meat and sweet rolls if they were not written in English. When you placed panty-armour, Mimic saw that something it likes (all Mimics like panties) is within range and took all items it recognized - panties and Wine bottle.

Posted

I can't seem to get the Devious Curses events to fire. The logs show the event firing and triggering Devious Curses, but the DC logs show no event calls. Is anyone else running into this?

Regardless, thanks for this wicked mod! Really enjoy the dynamic it adds to dungeon delving.

Dynamic Traps.log

Posted
19 hours ago, AndrewLRG said:

 

It depends on how these mods add Mimics. If a mod replaces a large boss chest with a Mimic, than it would be incompatible and you will need to disabled Mimics from spawning in Dynamic Traps MCM. Mods that add new Deathworms or other traps from TNTR should be compatible. 

 

Dang It's Mimic is highly likely incompatible;

Watch your Step doesn't add Mimics, so it's perfectly safe to use with Dynamic Traps;

O-SHIT - don't know. If it replaces chests in dungeons with Mimics, than it will be incompatible.


I am testing this mod on an in progress savefile along with O-SHIT and OMNOMS. So far, I have not encountered any issues. One time I had a crash but I'm almost certain that was exclusively caused by OMNOMS spawning a mimic.
My OMNOMS config is at default except debug notifications. Default spawn chances for OMNOMS mimics are 0.28 (28% if I'm not mistaken). I feel like all these mimic adding mods can interfere with one another but leaving spawn chances low has been working for me so far.


(Not bashing on the following mods, they are great)
That being said, I will probably remove OMNOMS in favour of this mod in my next playthrough. While OMNOMS has some interesting outcomes for being trapped by a mimic, I find Dynamic Traps way to handle them more interesting plus this mod does a lot of other cool stuff too.
I might even drop O-SHIT since I was never able to trigger it's death worms. They're all shy and stay underground, screaming. And while O-SHIT also adds rolling stones and whip traps I feel they're more of a gimmick than an actual trap.

Posted

I love this idea. Anything that adds more random, immersive elements, I'm in. Gonna try soon. Demonic Creatures adds these roving bands of Skaven (Skeever-like intelligent humanoids, furry bandits basically) . If you encounter them in the wild, they won't bother you (usually), but if you meet them in a dungeon, they'll attack you. A cool mechanic could be, you trip an invisible trap and a random group of scavengers or "adventurers" appears/is teleported into the dungeon near you.

 

They don't forcibly need to be hostile, but then, maybe they are. Would be fun to have (but probably not trivial to implement). Surely the Dragonborn isn't the only dude/tte in Skyrim scavenging/grave-robbing/dungeon-delving. We should bump into fellow grave-robbers once in a while :)

Posted

Bug Report: Persistent Armor and Accessory Overlays

Subject: MCM Toggles failing to disable "NakedBodyArmor" and Devious Devices accessories.

Description: I am experiencing an issue where certain body overlays and accessories remain active on the character even after being deselected in the MCM. The game seems to ignore the "unchecked" state of the toggles.

Specific Issues:

  • NakedBodyArmor Persistence: The "NakedBodyArmor" cannot be turned off. Even when disabled in the menu, the visual armor/overlay remains on the character model.

  • Devious Devices (DD) Accessories: DD accessories cannot be deactivated via the settings.

  • Mimic Interaction: When the character emerges from a Mimic, they are still wearing DD accessories, regardless of the MCM settings.

  • MCM Sync Issue: Although the checkboxes are visually "unfilled" in the menu, the game engine/scripts do not register the change, and the items remain equipped or rendered.

Expected Behavior: Unchecking the options in the MCM should immediately remove the "NakedBodyArmor" and all DD accessories from the character's model.

Posted

Hello and thank you for such a great mod! 

Placed traps are making great sense and do not feel out of the way in most cases, which is a win!

 

However couple of problems were spotted in v2.2, with TNTR addon:

1) No DCurses events are being triggered, despite even setting basic events to 0 and DCurses to 100. No other optional mods used (no Chain Beasts, no FMEA, no DCL). Attaching log.

2) Mimic chest always equips the same DD set. Maybe use random ones, make amount of devices depend on number of QTE fails? Also great idea would be to use DCurses here when it's present, it has device themes which wold look great.

Dynamic Traps.log

Posted (edited)
On 2/23/2026 at 8:33 AM, NaiyaB said:

I can't seem to get the Devious Curses events to fire. The logs show the event firing and triggering Devious Curses, but the DC logs show no event calls. Is anyone else running into this?

Regardless, thanks for this wicked mod! Really enjoy the dynamic it adds to dungeon delving.

 

8 hours ago, kurotatsu said:

1) No DCurses events are being triggered, despite even setting basic events to 0 and DCurses to 100. No other optional mods used (no Chain Beasts, no FMEA, no DCL). Attaching log.

 

Devious Curses should be fixed in new 0.2.3 version. I've accidently disabled them from triggering. :)

 

On 2/26/2026 at 12:57 PM, BeppoBlonski said:

Bug Report: Persistent Armor and Accessory Overlays

Subject: MCM Toggles failing to disable "NakedBodyArmor" and Devious Devices accessories.

Description: I am experiencing an issue where certain body overlays and accessories remain active on the character even after being deselected in the MCM. The game seems to ignore the "unchecked" state of the toggles.

Specific Issues:

  • NakedBodyArmor Persistence: The "NakedBodyArmor" cannot be turned off. Even when disabled in the menu, the visual armor/overlay remains on the character model.

  • Devious Devices (DD) Accessories: DD accessories cannot be deactivated via the settings.

  • Mimic Interaction: When the character emerges from a Mimic, they are still wearing DD accessories, regardless of the MCM settings.

  • MCM Sync Issue: Although the checkboxes are visually "unfilled" in the menu, the game engine/scripts do not register the change, and the items remain equipped or rendered.

Expected Behavior: Unchecking the options in the MCM should immediately remove the "NakedBodyArmor" and all DD accessories from the character's model.

 

Fake Body Armor is fixed in new 0.2.3 version. Please install "DynamicTraps 0.2.3 Full version" and "DynamicTraps 0.2.3 - TNTR 0.1.3 Full version".

I forgot to have Fake Body Armor removed in several circumstances. If you are stuck in one after the Mimic events, please disable the "Use Fake Naked Body" option in MCM and it will be unequipped.  Also, fixed the Devious Device Event after the Mimic - I've messed up the chances for DDs and Parasites, which allowed them both to trigger even when they should be disabled. 

Edited by AndrewLRG
Posted

Great mod ! 

 

One problem is that the mod does not seem to lock the player in place when the animation is triggered, the player is still enabled, that means other animations/events can interrupt the event sequence, causing misalignments.   

Posted
27 minutes ago, friendly_tentacles said:

Great mod ! 

 

One problem is that the mod does not seem to lock the player in place when the animation is triggered, the player is still enabled, that means other animations/events can interrupt the event sequence, causing misalignments.   

 

You mean you can move around during Mimic or Death Worm events?

Posted (edited)

Do you perhaps know why my player freezes and nothing happens when interacting with a mimic chest?

Edited by Durante
Posted
5 minutes ago, Durante said:

Do you perhaps know why my player freezes and nothing happens when interacting with a mimic chest?

 

Did you run Nemesis or Fnis after installing Traps NTR(Need Trappy Reality)? 

Posted
On 2/23/2026 at 4:39 AM, archerthegrey said:

can we get some support for gamepads qte dosent work period with one active even picking up my keybaord it did nothing

 

 

Hi! Unfortunately, I don't own a gamepad and won't be able to support it.

 

On 2/25/2026 at 2:33 AM, maihfc said:

A cool mechanic could be, you trip an invisible trap and a random group of scavengers or "adventurers" appears/is teleported into the dungeon near you.

 

We could spawn someone near the dungeon entrance and make them move towards triggered trap. And if Player already left that area, make them walk deeper into the dungeon. Kind of like following Players footsteps.

 

12 hours ago, kurotatsu said:

2) Mimic chest always equips the same DD set. Maybe use random ones, make amount of devices depend on number of QTE fails? Also great idea would be to use DCurses here when it's present, it has device themes which wold look great.

 

Right now only a few DDs can be equipped - Red Leather Harness, Golden belt with plugs and a Ball gag. I would like to add more variety like in Deviously Cursed Loot, but there's going to a problem with animations. I want Devious Devices to be equipped while Player is inside the chest, so that the Player gets thrown out already wearing a bunch of things. The issue is, some Devious Devices can overwrite characters animations right after being equipped. If we equip, say, an armbinder while the Player is still inside a Mimic, DD will change Players current animation and they will just pop out from inside Mimic, standing still. Looks very bad.

 

Maybe we could equip something like a dummy DD that looks like a Devious Device, but does not function like one. Then, once Player is ejected we switch dummy DDs with real ones. It's not ideal, and since we can't make dummies for every possible Device, there will be some inconsistences - when thrown out Player is wearing one harness, but after a few seconds it get replaced with a different one.

 

There is also an option to change dummy's 3D model with a Device we want to equip. That way dummy will always look like the actual DD. But in that case we need to know in advance what DD we are going to equip so that we can prepare the dummy. Unfortunately, Deviously Cursed Loot does not return an Armour it's going to equip. If we tell Cursed Loot to equip a random Blindfold, it will do just that - equip a Devious Blindfold. We won't have an opportunity to change out dummy's model. So, this whole thing needs some thoughts. 

Posted
9 hours ago, AndrewLRG said:

 

 

Devious Curses should be fixed in new 0.2.3 version. I've accidently disabled them from triggering. :)

 

 

Fake Body Armor is fixed in new 0.2.3 version. Please install "DynamicTraps 0.2.3 Full version" and "DynamicTraps 0.2.3 - TNTR 0.1.3 Full version".

I forgot to have Fake Body Armor removed in several circumstances. If you are stuck in one after the Mimic events, please disable the "Use Fake Naked Body" option in MCM and it will be unequipped.  Also, fixed the Devious Device Event after the Mimic - I've messed up the chances for DDs and Parasites, which allowed them both to trigger even when they should be disabled. 

 

Hi! Just wanted to let you know that the two issues have been fixed, thank you so much.

 

However, it seems that the 'steal/remove equipment and inventory' feature from the main mod isn't working anymore. Could you please take another look at that?

 

Also, would it be possible to integrate a freecam function for the Deathworm and Mimic?

 

This is a really great mod, please keep up the good work!

Posted

Oooh, love the idea about panties being a treat. Is it possible to allow the user to specify a list of armors (name, keywords whatever) that can be classified as underwear instead of just having a keyword search? Would have changed the script myself but realised it's done in SKSE and not Papyrus and no way am I deconstructing that. 

Posted
20 hours ago, AndrewLRG said:

 

You mean you can move around during Mimic or Death Worm events?

Normally not, but I can move around after other events get triggered during the mimic animation, I remember Fill her up animation can do that.

Posted
13 hours ago, mk2jammies said:

Oooh, love the idea about panties being a treat. Is it possible to allow the user to specify a list of armors (name, keywords whatever) that can be classified as underwear instead of just having a keyword search? Would have changed the script myself but realised it's done in SKSE and not Papyrus and no way am I deconstructing that. 

 

Yes, you can do that by adding your armour name (full name or just a few words) into English localisation file. First, you will need to convert your armour name into Unicode. You can do that by using free online converters. Goggle " 'Your language' convert to Unicode". For example, "English convert to Unicode". There may be multiple converters, but I'm personally using englishtools.org. There are different converters for different languages - germantools.org, frenchtools.org, etc. Type in your armour name (or phrase) into the left pane, click "Search" or "Convert" and it will be converted to Unicode in right. For example, "Steel Gauntlets" will look like: \u0053\u0074\u0065\u0065\u006c\u0020\u0067\u0061\u0075\u006e\u0074\u006c\u0065\u0074\u0073

 

Now you need to add this generated code into mods English localisation file. It's located in SKSE/Plugins/DynamicTraps/Localisation/English.json. In English.json file look for block:

Spoiler

"UnderwearList" : [
            "\u0050\u0061\u006e\u0074\u0069\u0065\u0073",
            "\u0055\u006e\u0064\u0065\u0072\u0077\u0065\u0061\u0072",
            "\u0050\u0061\u006e\u0074\u0079",
            "\u0055\u006e\u0064\u0069\u0065\u0073"
    ],

This list contains words that Mimic uses to identify underwear, written in Unicode. Add the Unicode you've generated at the end, or between lines, it does matter where:

Spoiler

"UnderwearList" : [
            "\u0050\u0061\u006e\u0074\u0069\u0065\u0073",
            "\u0055\u006e\u0064\u0065\u0072\u0077\u0065\u0061\u0072",
            "\u0050\u0061\u006e\u0074\u0079",

             "\u0053\u0074\u0065\u0065\u006c\u0020\u0067\u0061\u0075\u006e\u0074\u006c\u0065\u0074\u0073",
            "\u0055\u006e\u0064\u0069\u0065\u0073"
    ],

Make sure that the new code is in paired quotation marks - "". Also, make sure that each line except for the last ends with a comma. And that's it. Now when trying to identify  undies Mimic will additionally look for "Steel Gauntlets" in armour name.

Posted
8 hours ago, friendly_tentacles said:

Normally not, but I can move around after other events get triggered during the mimic animation, I remember Fill her up animation can do that.

 

I'm not sure why is that happening and I can't reproduce it. Player should be unable to move/crouch/fight until Mimic or Deathworm spits them out. Perhaps some other mod is freeing Player. I can add a periodic check to see if Player is still immobilised during the events and reapply it if not. But I don't know how effective it will be.

 

20 hours ago, BeppoBlonski said:

 

Hi! Just wanted to let you know that the two issues have been fixed, thank you so much.

 

However, it seems that the 'steal/remove equipment and inventory' feature from the main mod isn't working anymore. Could you please take another look at that?

 

Also, would it be possible to integrate a freecam function for the Deathworm and Mimic?

 

This is a really great mod, please keep up the good work!

 

Mimics and Death Worms added by this mod can't steal equipment. That's planned in the future. Currently, they can only unequip some items, but they will remain in Players inventory.

Freecam should be possible. Like during SexLab scenes.

Posted
9 hours ago, sikamikanico78 said:

hmmm crashed while trying to enter blackreach..

Dynamic Traps.log 145.06 kB · 1 download crash-2026-03-01-11-09-29.log 82.02 kB · 1 download

 

edit: it was actually mazrk or how it is called not blackreach

 

This patch should fix it. Please install it on top of current version - "DynamicTraps 0.2.3 Full version" - and allow to overwrite what it wants. I'm incorrectly handling deletion of tripwire remnants. As a temporary fix, tripwires won't leave a torn wire after triggering. 

 

DynamicTraps 0.2.3 Fix 1.7z

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