sikamikanico78 Posted September 16 Posted September 16 (edited) 1 hour ago, AndrewLRG said: Did you install this patch on top of the main mod (DynamicTraps 0.3.0 Full version)? You should have "Dynamic traps.esp" and "Dynamic traps - TNTR addon.esp " enabled in your mod manager. you mean i should merge... maybe i replaced ...let me retry and ill get back to you edit: you were right! now it just works!! xD thanks! Edited September 16 by sikamikanico78
DonQuiWho Posted September 16 Posted September 16 (edited) 3 hours ago, AndrewLRG said: Hi! Hard requirements: 1) 3 DLCs (Dawnguard, HeartFires, Dragonborn) 2) PapyrusUtil 3) Address Library for SKSE Plugins 4) DynamicTraps 0.3.0 Full version - This mod Optional: 1) Traps NTR(Need Trappy Reality) - Adds Deathworms, Skeleton traps and Mimics. Also requires "DynamicTraps 0.3.0 - TNTR 0.3.0 Full version". 2) Deviously Cursed Loot SE 9.0 - Allows some traps to trigger events from Cursed Loot as if you opened a cursed container. 3) Estrus Chaurus - Allows Deathworms and Mimics to "impregnate" Player. 4) Fill Her Up Baka Edition - Allow Deathworms and Mimic to "inflate" Player. 5) SexLab Parasites - Kyne's Blessing SE - Allow Deatworm and Mimic to equip Player with Face and Hip Hugger. 6) Devious Devices NG 0.4.3 - Allow some traps to equip Devious Devices when triggered. 7) Devious Curses NG - allow some traps to trigger events from Devious Curses. 8 ) - Skyrim Chain Beasts - allow some traps to spawn Chain Beasts when triggered. I'll need to add this list to the main Description page. Thanks for the, as ever, prompt response I have all those. I probably just got confused with the upstream version compatibility discussions Looking again, do I need the 'fix' mentioned above installed on top of the 0.3.0 on the main File Page? DQW Edited September 16 by DonQuiWho
AndrewLRG Posted September 16 Author Posted September 16 16 minutes ago, DonQuiWho said: Looking again, do I need the 'fix' mentioned above installed on top of the 0.3.0 on the main File Page? DQW Yes, this fix is required on top of 0.3.0. Alternatively, I have just uploaded new version of the mod (0.3.1) that includes this fix.
DonQuiWho Posted September 16 Posted September 16 6 minutes ago, AndrewLRG said: Yes, this fix is required on top of 0.3.0. Alternatively, I have just uploaded new version of the mod (0.3.1) that includes this fix. Thanks. I'll go for the latest model! 😉 DQW
sikamikanico78 Posted September 16 Posted September 16 you guys are getting the skeleton trap to spawn?
Siudhne Posted September 17 Posted September 17 19 hours ago, AndrewLRG said: I call them "full versions" to contrast against patches. I see. I'd probably call it an "addon", but fair enough. Thanks for clearing that up!
MIF Posted September 17 Posted September 17 17 hours ago, sikamikanico78 said: you guys are getting the skeleton trap to spawn? Yes, but don't work.
AndrewLRG Posted September 17 Author Posted September 17 1 hour ago, MIF said: Yes, but don't work. You stepped on a trap, but nothing happened? Or your character got stuck in place?
SeranaTHICC Posted September 17 Posted September 17 (edited) Skeleton traps seem to spawn, but don't work neither on my end. No reactions when stepping on them. There's always the prompt to activate DTBaboSkeletonTrap but that does nothing. Is there a chance the skelly traps spawn in deactivated?. Edited September 17 by SeranaTHICC
AndrewLRG Posted September 17 Author Posted September 17 8 hours ago, MIF said: Yes, but don't work. 6 hours ago, SeranaTHICC said: Skeleton traps seem to spawn, but don't work neither on my end. No reactions when stepping on them. There's always the prompt to activate DTBaboSkeletonTrap but that does nothing. Is there a chance the skelly traps spawn in deactivated?. 2 hours ago, TrickyK said: I'm having the same issue as the poster above. This should fix the problem with Skeleton Traps. Please install in on top of the latest mod version (0.3.1) and let it overwrite what it wants. DynamicTraps 0.3.1 Fix 1 .7z The issue was caused by incorrect handling of Papyrus script states on my part. I was trying to switch them via SKSE plugin not realizing that it wasn't working. This patch should fix both new and already spawned skeleton traps. 1
purplepancake Posted September 18 Posted September 18 On 9/16/2026 at 7:51 AM, AndrewLRG said: Could you try this patch: DynamicTraps 0.3.0 Fix 1.7z 6.63 MB · 1 download looks like this fixed the issue! ty!
sikamikanico78 Posted September 18 Posted September 18 15 hours ago, AndrewLRG said: This should fix the problem with Skeleton Traps. Please install in on top of the latest mod version (0.3.1) and let it overwrite what it wants. DynamicTraps 0.3.1 Fix 1 .7z 6.67 MB · 1 download The issue was caused by incorrect handling of Papyrus script states on my part. I was trying to switch them via SKSE plugin not realizing that it wasn't working. This patch should fix both new and already spawned skeleton traps. for me it seems it still dosent work... i tried 5 dungeons and i only get deathworms from the ground and mimic chesets... i get 0 skelleton traps or deathworms from the wall... even thought i set them to 100 and the rest to 1 chance
purplepancake Posted September 18 Posted September 18 (edited) i cant seem to get devious curses to activate when stepping on a rune or tripwire. the rune/tripwire will go off with the effect but nothing will happen Edited September 18 by purplepancake
SeranaTHICC Posted September 18 Posted September 18 17 hours ago, AndrewLRG said: This should fix the problem with Skeleton Traps. Please install in on top of the latest mod version (0.3.1) and let it overwrite what it wants. DynamicTraps 0.3.1 Fix 1 .7z 6.67 MB · 1 download The issue was caused by incorrect handling of Papyrus script states on my part. I was trying to switch them via SKSE plugin not realizing that it wasn't working. This patch should fix both new and already spawned skeleton traps. The fix seems to work, the Skelly traps restrain properly, QTE shows up and if failed the undressing part works too. The DTBakaSkeletonTrap prompt is still visible though, which makes avoiding the trap easier than intended i reckon. Thx a bunch for the fast fix!
DuskWanderer Posted September 18 Posted September 18 Would it be possible to include Shouts as a way to deal with Runes/Worms on top of spells? Just so us melee caveman types aren't left without options.
sky6 Posted September 21 Posted September 21 I'm getting the skeleton to work after installing the fix! But I'm getting a crash after skeleton succeeds. If I get free no problem. Any ideas? I'm going to try a different Character.... we'll see how that goes.
lktforever Posted September 27 Posted September 27 May I suggest to integrate Flash QTE mod here? It was made exactly for mod like this and make struggling much more interesting https://www.nexusmods.com/skyrimspecialedition/mods/121909 As I remember it used in Practical defeat mod 1
Serazl Posted October 1 Posted October 1 My game crashes every time my equipment gets stolen and I enter a new dungeon. (Entering places like taverns/cities that aren't susceptible to mimics doesn't cause the game to crash. I also tried using the "debug" button to recover my items, but that also crashes the game. So I assume the issue has something to do with the game being unable to recover the items. Just to mention it beforehand, I already tried starting a new game. I also agree with the suggestion of adding "Flash QTE" — I think it would be a great idea. Thank you so much for giving us such a high-quality mod! 1
AndrewLRG Posted October 2 Author Posted October 2 On 10/1/2026 at 5:58 PM, Serazl said: My game crashes every time my equipment gets stolen and I enter a new dungeon. (Entering places like taverns/cities that aren't susceptible to mimics doesn't cause the game to crash. I also tried using the "debug" button to recover my items, but that also crashes the game. So I assume the issue has something to do with the game being unable to recover the items. Hi! Could you upload the 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? I fixed one issue with item recovery during testing, but apparently there is something else. Stolen armor is stored in two hidden chests and the mod seems to have problems replacing items from one chest to another.
Serazl Posted October 4 Posted October 4 On 10/2/2026 at 2:20 PM, AndrewLRG said: Hi! Could you upload the 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? I fixed one issue with item recovery during testing, but apparently there is something else. Stolen armor is stored in two hidden chests and the mod seems to have problems replacing items from one chest to another. "Here’s what you asked for: *+Brief summary of what I did: I started the game and loaded the save where I had previously set the item steal chance to 0, then set it back to 100%. I also set the chance of getting the items back to 100%. I entered a dungeon, let a worm steal my armor, and left (+I also tried entering the same dungeon again right away just to see if the game would crash, but nothing happened). Then I simply entered another dungeon, and that’s when the crash happened." 2026-10-03-23-44-42.log Dynamic Traps.log
AndrewLRG Posted October 4 Author Posted October 4 13 hours ago, Serazl said: "Here’s what you asked for: *+Brief summary of what I did: I started the game and loaded the save where I had previously set the item steal chance to 0, then set it back to 100%. I also set the chance of getting the items back to 100%. I entered a dungeon, let a worm steal my armor, and left (+I also tried entering the same dungeon again right away just to see if the game would crash, but nothing happened). Then I simply entered another dungeon, and that’s when the crash happened." Could you try this patch: DynamicTraps 0.3.1 Fix 2.7z Please install it on top of the latest mod version and let it overwrite what it wants. The problem indeed lies within containers that store stolen items. Since they are hidden in an inaccessible and unloadable cell maybe they are not being initialized properly. I don't have this crash, so it's difficult to test.
Serazl Posted October 4 Posted October 4 4 hours ago, AndrewLRG said: Could you try this patch: DynamicTraps 0.3.1 Fix 2.7z 6.65 MB · 1 download Please install it on top of the latest mod version and let it overwrite what it wants. The problem indeed lies within containers that store stolen items. Since they are hidden in an inaccessible and unloadable cell maybe they are not being initialized properly. I don't have this crash, so it's difficult to test. Okay, now my game didn't crash when entering a new dungeon. However, the mimics didn't have my ítems. When i saw that this new chest didn't have my ítems, i used the debug button and the game crashed. +I should mention that this time i saw the mimics were duplicated Dynamic Traps.log 2026-10-04-17-38-07.log
DuskWanderer Posted October 6 Posted October 6 (edited) On 10/1/2026 at 12:58 PM, Serazl said: My game crashes every time my equipment gets stolen and I enter a new dungeon. (Entering places like taverns/cities that aren't susceptible to mimics doesn't cause the game to crash. I also tried using the "debug" button to recover my items, but that also crashes the game. So I assume the issue has something to do with the game being unable to recover the items. Also having the same issue. Going to test Fix 2 and see if anything works on my end. Update: Didn't crash upon entering the cell with the fix installed. I approached the nearest mimic, pacified it with an item, and was able to retrieve my lost items without issue. Edited October 6 by DuskWanderer
DuskWanderer Posted October 7 Posted October 7 (edited) Now that the crash is fixed, I have some feedback on the traps as they currently are. Worms: They are still inconsistent to neutralize. Sometimes standing close to the dirt pile won't cause them to reveal themselves for a magic blast. Making it so you can attack the dirt pile instead of the worm itself would help a lot. It would be nice if they could do the swallow attack to female NPCs. Afaik if it's enabled for males they just die and you can't loot their stuff, which breaks things. NPCs wont walk over the worm trap on their own, which can cause issues if one happens to spawn in a doorway during a quest-dungeon. Worms will unequip your boots even if you win the struggle, which imo is fine. They will however also steal from some misc slots even if you win, which feels odd. It would be nice to have more consequences for losing to them, especially if you don't have SL Parasites (which is a notoriously unstable mod) Mimics: Sometimes they replace chests which aren't evenly placed on the floor, leaving the mimic tilted. This usually will break any grab animations. Idk if it's possible, but if a mimic isn't level to the ground it should become melee-attack only to solve this. Mimic spawns seem to be really frequent again regardless of how rare you make them. Think this was just dumb luck, they started feeling rare again after a while. They are also currently the only way to retrieve lost items right now, which unfortunately means they need to be enabled and decently common until an alternative method exists*. Mimics always seem to equip the exact same DD devices every time, where as most other mods (Cursed Loot, Practical Defeat, etc) will draw from a more randomized pool for variety. The list of terms for valid underwear are rather limited, especially if a mod like N.U.D.E adds more. I added a few english ones to my .json that I recommend including: Loin-Cloth, Undergarments, Thong, Lowers, Shorts, and Bra. I could just be unlucky, but for me the mimics always seem to play its captured animations in the same order, while I remember them being a random order in the original TNTR. It's hard for me to tell if they already do this, but I feel FHU inflation values should start more gradual, and increase in severity with each failed QTE. To emphasize the impact of it. More consequences for them would also be appreciated. Skeletons: I have not seen one yet. *In regards to adding an alternative, perhaps another randomly spawned object could be added to the roster. My idea would be a locked chest/urn, with a configurable spawn chance and lock difficulty (Adept/Expert/Master). If the player succeeds in unlocking it they get their lost stuff back. If they fail it disappears and triggers a punishment, similar to the existing Rune traps. My only concern is how well that would work alongside FEMA, if that ever gets its inclusion finished. Edited October 7 by DuskWanderer 2
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