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Devious Traps WIP - 19.10.2014


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Posted

No idea then.

Both traps use the very same DDI functions, and the very same devices. I could understand if it would be otherwise - both are controlled by quests and bandit trap quest is by far more complicated.

 

You would have to turn on debug in MCM, trigger some of those traps and send me your papyrus log. Because for now i can only do wild guesses.

  • 4 weeks later...
Posted

I can't tell if it's me doing something wrong or what. The player character sets them off just fine but I can't get followers to trigger the traps properly. They walk past them, the trap explodes, but the follower is unaffected. I've tried at least five different followers (Aranea, Lydia, Serana, Jes-something from Whiterun, and Karliah). I've also tried both the DD traps and the bandit ones, with the same results.

Posted

Do you get messageboxes on your screen when they trigger them? Or nothing at all?

 

Been a while since i worked on this mod but how i it was done is - the traps check for if target is either player or in Current follower or current hireling factions.

 

So try console command on Lydia for example (while having her as follower)

GetInFaction 0005C84E

 

if it returns 1 and trap does not work then enable debugs (MCM) and send me papyrus log from it.

 

if it returns 0 - then you are using some nasty follower overhaul mod which is doing something it should not.

Posted

Honestly? No idea  :lol:

I'm busy working on something else atm.

 

if it isn't let me know - i might try to find the time to fix it.

Posted

They changed a couple of slots in the latest DD so maybe this mod needs these changes:

 

- yokes and armbinders 33 -> 46

- vaginal piercings 51 -> 50

- nipple piercings 56 -> 51

- plugs (vaginal) 54 -> 57.

 

I hope I got everything right.

Posted

Honestly? No idea  :lol:

I'm busy working on something else atm.

 

if it isn't let me know - i might try to find the time to fix it.

You should, as i like this mod. it offers more control over my gameplay, then Cursed Loot does and i like this fact ... even tho some traps are placed in "evil" spots and can't be avoided or spotted in advance.

 

Only thing that's missing imo: Make them work on NPCs. So when i shoot the trap to trigger it and an NPC is near, they make him black out. Then i could use those traps to my advantage.

Posted

So when i shoot the trap to trigger it and an NPC is near, they make him black out. Then i could use those traps to my advantage.

Was planning even more  ;)

So it would work on any female NPCs just the same as it is working on player / follower.

So if you would make female bandit for example walk into them it would trigger pretty much the same scene as bandits victim scene - but with ... reversed roles  :P

 

Ah well.. first i got stuck on how to add interactive SkyUI widget (something like in Sexlab Defeat for example) - couldn't crack this one and i wasn't able to find any kind of guide / tutorial / documentation or whatever else explaining how to do this (wanted to add a possibility to resist those traps).

Then RL owned me...

Then i got involved in something else...

 

 

 it offers more control over my gameplay, then Cursed Loot does and i like this fact

Yup. That's why i don't use cursed loot and likely never will. Each time i've tried it i was uninstalling it shortly after.

To me that mod is by far too intrusive to my gameplay.

Some may like that. I don't.

Doesn't change the fact that Kimy is doing an awesome job there - it's just that we obviously have a different views on things.

Posted

 

So when i shoot the trap to trigger it and an NPC is near, they make him black out. Then i could use those traps to my advantage.

Was planning even more  ;)

So it would work on any female NPCs just the same as it is working on player follower.

So if you would make female bandit for example walk into them it would trigger pretty much the same scene as bandits victim scene - but with ... reversed roles  :P

 

Ah well.. first i got stuck on how to add interactive SkyUI widget (something like in Sexlab Defeat for example) - couldn't crack this one and i wasn't able to find any kind of guide / tutorial / documentation or whatever else explaining how to do this (wanted to add a possibility to resist those traps).

Then RL owned me...

Then i got involved in something else...

 

 

 it offers more control over my gameplay, then Cursed Loot does and i like this fact

Yup. That's why i don't use cursed loot and likely never will. Each time i've tried it i was uninstalling it shortly after.

To me that mod is by far too intrusive to my gameplay.

Some may like that. I don't.

Doesn't change the fact that Kimy is doing an awesome job there - it's just that we obviously have a different views on things.

 

tgm = god mod traps wont touch you even if you stand next to it the trap explodes but doesnt equip

Posted

God mode may give you immunity to paralysis - and if you are immune to paralysis my script doesn't even start doing their work.

No idea tbh.

Posted

God mode may give you immunity to paralysis - and if you are immune to paralysis my script doesn't even start doing their work.

No idea tbh.

 

that could be why some npc and enemies are immune maybe they have enchantments active that prevent paralise

 

i know that dragons you have to be upclose to use kill on them if you use kill command on them from a distance like 1 building away it wont kill them it could be like that to npc if you are having troubles with them they might have a game script built into them to prevent staggering and paralise which prevents them being trapped

 

Posted

All NPCs are immune atm and thats intended.

For trap magic effect to apply its victim has to be either player, follower or hireling. Expanding it was planned but never happened.

Posted

Was planning even more  ;)

So it would work on any female NPCs just the same as it is working on player / follower.

So if you would make female bandit for example walk into them it would trigger pretty much the same scene as bandits victim scene - but with ... reversed roles  :P

Yup. That's why i don't use cursed loot and likely never will. Each time i've tried it i was uninstalling it shortly after.

To me that mod is by far too intrusive to my gameplay.

Some may like that. I don't.

Doesn't change the fact that Kimy is doing an awesome job there - it's just that we obviously have a different views on things.

Be carefull with that plan - users will expect more then that, after you include those possibilities.

Just make the blackout work for NPCs when the player shoots the trap, so Defeat (or any other mod that offers similar functionality) can be used.

Those traps are there with the NPCs and it's very unlikely they sneaked into this place, took over it but did not setup any trap. They created them themself for protection (as some of the dialogue says), so they don't effect them - problem solved.

 

P.s.: The revenge quest bugs out from time to time, as the bandits that raped me (and my follower) will get killed by their people after they let the player go. Faction issue?

Not to mention that followers should get fed up with such situations over time and want some revenge for themself.

Should be able to record who triggered the trap. The player, the follower or anyone else. Could lead to more dialogue with different outcomes. :)

 

Yup. That's why i don't use cursed loot and likely never will. Each time i've tried it i was uninstalling it shortly after.

To me that mod is by far too intrusive to my gameplay.

Some may like that. I don't.

Doesn't change the fact that Kimy is doing an awesome job there - it's just that we obviously have a different views on things.

CL can be controlled to a degree, but micromanaging my arousal, so the Arousal modifier for CL works in the way i want it to work, is tedious. And setting everything up so it's less intrusive is trial and error for me and way to time consuming.

Right now i got CL working the way i want it to, so it fit's my style of gaming, but it was a chore and i don't dare to update anything CL is related to. But as you said: Kimy did a damn good job with this mod, so it all comes down to ones taste and style of gaming.

Posted

Do you get messageboxes on your screen when they trigger them? Or nothing at all?

 

Been a while since i worked on this mod but how i it was done is - the traps check for if target is either player or in Current follower or current hireling factions.

 

So try console command on Lydia for example (while having her as follower)

GetInFaction 0005C84E

 

if it returns 1 and trap does not work then enable debugs (MCM) and send me papyrus log from it.

 

if it returns 0 - then you are using some nasty follower overhaul mod which is doing something it should not.

 

No messagebox, the follower just walks through the explosion like an action movie character.

 

I'm using Amazing Follower Tweaks. The GetInFaction command returned 1.00.

 

Here's the Papyrus log. Hopefully I did it right. I turned on debugging, sent Lydia into a trap, then quit and put the log here. For some reason, even though I don't have HentaiCreatures installed, most of the log is taken up by what I assume are errors relating to it. I got rid of it ages ago after a single log file ballooned out to over 70GB.

Posted

well first thing is obvious - this log is huge for a 2 minutes of play.

take a look at this http://www.loverslab.com/files/file/1558-sexlab-troubleshooting/

Get yourself a savetool.exe

Remove HentaiCreaturesActor.psc from your save. And pretty much any other script coming from that mod if you no longer use it.

Even if your game seems fine - such spam in papyrus has to cause some papyrus lag.

 

Only line from my mod in that log is some MCM error (should be harmless)

Which mean my scripts did not even start to work. For some reason the magic effect of those traps simply does not get applied to your follower.

My first guess its because of that paralysis magic effect. Turned out it wasn't the best idea to use it - it seems awfully unreliable. Tho i never had any immunity issues myself.

Posted

well first thing is obvious - this log is huge for a 2 minutes of play.

take a look at this http://www.loverslab.com/files/file/1558-sexlab-troubleshooting/

Get yourself a savetool.exe

Remove HentaiCreaturesActor.psc from your save. And pretty much any other script coming from that mod if you no longer use it.

Even if your game seems fine - such spam in papyrus has to cause some papyrus lag.

 

I have Savetool.exe already. It's been months since I removed HentaiCreatures and the tool has been run many times in between then and now. I'm how to remove that PSC file though. I went through that list on the left, found three HentaiCreatures things and deleted them, hopefully it doesn't break everything.

 

AFT has a follower trap immunity option, i guess it is what renders yours immune to the traps.

 

I first thought it was the Lightfoot perk, but throwing Lydia at a trap proved me wrong. AFT was what I next thought the problem was, but turning it off didn't help.

Posted

No idea how that AFT protection works - never had that mod.

No perk that i know of protects you from rune traps of any kind. Trigger mechanism of my trap is pretty much vanilla - i only increased their trigger and blast range.

 

So its either that your follower does not meet the conditionals of magic effect (which should be met - player or hireling or follower and not a child and a female).

Or something makes her immune to that magic effect.

  • 1 month later...
Posted

I don't usually leave comments on this site but I have to say...

This mod is AMAZING for those of us who enjoy bondage in our skyrim experience.. I have never enjoyed / been more frustrated while exploring a new dungeon than I have with this mod. Its such a simple mod but it keeps me on my toes 

Especially when I realized some of the traps were on the ceiling!

 

I am also experiencing the AFT issue but that is fairly minor in my opinion.. 

I would LOVE to see Dwemer traps added. Especially to the old Dwemer ruins. I feel like that would be especially fitting considering how many vanilla traps are already in Dwemer ruins..

 

But anyways thanks for developing such an awesome mod and I look forward to updates (soon maybe?)!

Posted

not going to happen for now...

i'm neck deep in other stuff - enough of it to keep me struggle to meet deadlines...

 

Glad you liked it tho  ;)

  • 1 month later...
Posted

Just thought I'd keep this thread alive. I know you're at work on SSS there, and it's a much bigger deal than Devious Traps, but I'd much rather have a refined version of that than SSS, myself. Passing on my support and hopes you come back to this mod eventually.

Posted

Well, don't loose hope.

I do have an idea how this mod could work together with SSS. But first i would need to add support for DDs there.

  • 1 month later...
Posted

Nice but also please consider keeping it a separate mod from SSS as well it really bites when a mod becomes dependent on another mod. It hurts when good mods like theses become tough to integrate in to other mod sets. I tried to use your SSS once before and I kept getting CDT over and over till I cut my mod list and rebuilt it with out the SSS. one of the mods I use seems to not like your SSS mod I would submit a crash report to your SSS but I cant seem to find out where I do that. of course that was also when SSS first appeared on loverslab so you might have fixed what ever was causing that.

  • 3 weeks later...
Posted

Yup. That's why i don't use cursed loot and likely never will. Each time i've tried it i was uninstalling it shortly after.

 

 

To me that mod is by far too intrusive to my gameplay.

Some may like that. I don't.

Doesn't change the fact that Kimy is doing an awesome job there - it's just that we obviously have a different views on things.

 

 

Cursed loot can be as intrusive or as light on your game play as you want it. took me a few months to find the balance I wanted and how to do it, but I am happy to say I found it.

 

now I added these lovely traps and I get even better results however if you have a mind like mine you can play through all the effected dungeons once and fully memorize the placement. that being said this mod lacks what cursed loot can give me which is a method that gives a random chance at being punished for not paying attention to details.

 

if there is away to make the trap a bit more random I would say this is the prefect mod for me however I dont see that being an option sadly.

  • 1 month later...

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