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Posted

Hi! Thanks for the feedback!

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:

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.

 

Worms react to footsteps. Simply standing in front of the dirt pile won't make them jump out. You need to shuffle left/right near the dirt. I can add an option to temporary disable the worm by hitting the dirt pile, but it would make avoiding the trap too easy.

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:

Worms:

  • 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.

 

I was thinking about adding NPC support for Deatworms. Should be easy enough.

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:
  • 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.

 

My NPCs seem to be walking over traps just fine. I'll look into that.

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:
  • 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.

 

That's intentional. The idea is that the worm will steal lower body armour immediately after grabbing the player, regardless of the QTE outcome. But in order to prevent stutters armour is being unequipped after the QTE finishes. 

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:
  • 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

 

Estrus Chaurus and Fill Her Up (Baka Edition) also add consequences. I'm open to new suggestions. :)

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:
  • 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.

 

Haven't though about that. Yes, we can prevent Mimics from spawning on slopes. Alternatively, we can rotate the Mimic horizontally when it's playing an animation and tilt it back afterwards.

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:

Mimics:

  • 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*.

 

I'm planning to add a feature similar to Naked Dungeons and Devious Lore - a hidden stash (in form of a misc item) will appear inside a random container. Player will need to find and use it. Activating it will give Player some of the stolen items back. If Player leaves the dungeon without finding the hidden stash, a new one will appear in the next dungeon. But the chance of this item to spawn will be low. I still want Mimics to be the the main source of retrieving stolen goods.

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:

Mimics:

  • 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.

 

I will add more item variety in the future. I like the way Deviously Cursed Loot selects items. I don't want to just copy its entire script, but can't figure out how to do same thing differently.

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:

Mimics:

  • 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.

 

If I remember correctly Mimics from the original TNTR are also playing animations in a fixed order. It might have been a Mimic from a different mod.

 

On 10/7/2026 at 1:23 AM, DuskWanderer said:

Mimics:

  • 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.

 

It already does that. Inflation amount depends on the total time struggled and how many animations were played. I can add an additional multiplier to MCM to increase or decrease inflation value.

Posted (edited)

Thanks for the detailed reply! 
 

5 hours ago, AndrewLRG said:

Worms react to footsteps. Simply standing in front of the dirt pile won't make them jump out. You need to shuffle left/right near the dirt. I can add an option to temporary disable the worm by hitting the dirt pile, but it would make avoiding the trap too easy.

 


Eh, sorta? The biggest danger of the trap is seeing it first. From a player standpoint, there's not a lot of difference between seeing it -> wiggle a bit -> shoot spell and seeing it -> shoot spell. I do agree that deathworms should be a harsher trap though.
 

Quote

My NPCs seem to be walking over traps just fine. I'll look into that.


The instance I'm thinking of is when the deathworm spawned exactly in the middle of the larger Nordic dungeon doorway. I think I still have a save of it somewhere so I'll try and get a picture later.
 

Quote

Estrus Chaurus and Fill Her Up (Baka Edition) also add consequences. I'm open to new suggestions. :)


I have both and they do work well! I'll think on more punishments later, but ultimately I'd love the deathworm to have a strong risk of both immediate and long term consequences due to its danger level. Getting FEMA's events working should open up a few choices at least.
 

Quote

Haven't though about that. Yes, we can prevent Mimics from spawning on slopes. Alternatively, we can rotate the Mimic horizontally when it's playing an animation and tilt it back afterwards.


I'd highly advise the prevention idea over the other choice. Chests are usually right next to objects with solid player collision (walls, objects, etc) and moving the mimic has a high chance of clipping, which will cause the same issue as a tilted mimic. There's way too much variety in chest placement to have that idea work for everything. But hey, maybe that would work just fine. I can't fully say.
 

Quote

I'm planning to add a feature similar to Naked Dungeons and Devious Lore - a hidden stash (in form of a misc item) will appear inside a random container. Player will need to find and use it. Activating it will give Player some of the stolen items back. If Player leaves the dungeon without finding the hidden stash, a new one will appear in the next dungeon. But the chance of this item to spawn will be low. I still want Mimics to be the the main source of retrieving stolen goods.


Solid idea!
 

Quote

I will add more item variety in the future. I like the way Deviously Cursed Loot selects items. I don't want to just copy its entire script, but can't figure out how to do same thing differently.


IMO if it ain't broken, don't fix it. The only other idea would be to have multiple pre-made outfits, but that would be limiting and not account for any uncommon DD addons.
 

Quote

If I remember correctly Mimics from the original TNTR are also playing animations in a fixed order. It might have been a Mimic from a different mod.


It's definitely possible that Baka changed that at some point. I could've sworn it was random once.

Thanks again for the thorough response! Dynamic Traps has easily become my favorite take on incorporating TNTR into the wider game, and I'd love to see that continue. Like adding the snare rope trap once the existing ones are in a comfortable place. I can already envision it equipping escalating DD devices for each failed QTE, for example. The future for Dynamic Traps is plentiful, and I'm so happy to see it continue.

Edited by DuskWanderer
Posted
15 hours ago, AndrewLRG said:

 

I will add more item variety in the future. I like the way Deviously Cursed Loot selects items. I don't want to just copy its entire script, but can't figure out how to do same thing differently.

 

 

Hi

 

Enjoying this, and appreciate the effort that's gone into it. 

 

If you do add more DD variation in future, the best 'selection' mechanic that I have seen is the one you incorporated into the LRG Addon for Bane Masters current Defeat version, which was a huge improvement on the original selection options, and if you could use a modified version of that, it would be more than adequate.  I particularly like it because it gives the player control over everything that can be added, and ensures that you can see only the DDs which might 'fit/be appropriate to' the current game - rather than the mods that only make some items selectable, with the rest of what the author sees as 'basic' items ALWAYS being included in the random draw.   I hate those stupid purely decorative arm and leg cuffs with a passion, and as for those fluorescent gas masks, gloves and shoes which look straight out of a Chernobyl Containment Lab, words fail me.  Your Defeat addon selector is one of the few mods that let's me guarantee avoiding them!

 

Did have a crash which might have been from a mimics etc, but wasn't too sure if they were from TNTR or this.  It was strange in that it happened on entering a small sub cell off a main dungeon cell, before I even touched the chest in question.   Haven't got the main log, but I did keep a copy of the Crashlog report & I've attached it here just in case it's of any help/use

 

DQW 

crash-2026-10-07-23-29-30 - Copy.log

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