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[WIP] Traps, Pitfalls and Dangerous Things


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Posted

Just remembered an old idea I once had. There are already events happening when mixing incredients at the alchemy table but how about the enchantment table? That would be a prefect spot to accidentally create and put on some devious devices if the enchanting fails.

 

EDIT: I somehow always seem to mix this mod with the FMEA. The events of the alchemy table are from that mod. Sorry about this.

  • 3 weeks later...
Posted

Everything is still working fine. I like the soul gem trap idea proposed above. I do have a probably stupid question though. Would taking the lightfoot perk make it so they won't trigger? I use a custom animation for the forward roll that allows my sneaky character to move faster, but I have to take the lightfoot perk in the perk tree to get to it. I can deal without it, but I was just wondering.

Posted

 

Does this support estrus chaurus+ mod too? The original estrus mod is really old and bad to use but the chaurus+ mod fixes some things with it.

 

It doesn't. The reason behind that is originally I was going to make use of the Estrus Stripping animation (which if you've never seen it is awesome). However, on further investigation it seemed that it didn't support using the player in that animation.

 

I shall take a look at redoing it for Estrus Chaurus mod as I have heard a few people saying that the original estrus has some issues, although it has always seemed stable to me., plus you also get impregnation too!

 

No expert myself, but afaik estrus itself isn't actually problematic, but it will spam your log with non-critical errors. In a heavy and maybe not that stable game, appearently that can be the difference between getting or not getting problems simply by causing more (unessecary) stress to the engine.

However, for estrus chaurus you don't need to enable the zzEstrus.esp which throws the errors, it's enough to have it installed. So you can run Estrus chaurus totally stable without any problems.

Posted

Everything is still working fine. I like the soul gem trap idea proposed above. I do have a probably stupid question though. Would taking the lightfoot perk make it so they won't trigger? I use a custom animation for the forward roll that allows my sneaky character to move faster, but I have to take the lightfoot perk in the perk tree to get to it. I can deal without it, but I was just wondering.

 

I'm fairly sure that these traps ignore the lightfoot perk :)

Posted

Hey one small suggestion for a feature?  I would like to have the percentage of the types of traps you can get be configurable.  That is, I would like for example to be able to make the DD progression bear trap placement to be more likely than other types of traps.

Posted

I like the mod a lot thank.

 

I put the percentage to 100% traps. Still mobs are appearing. Is this a bug? Can I change the behaviour?

 

There are two things that can spawn mobs. One is the hidden trapper npc, and the other is the special event which happens periodically around you. I believe your case is the latter. It has a configurable timer in the mcm menu.

Posted

Finally had the chance to check out this mod, some thoughts and wishes...

- Sometimes I get "trap layer" messages while out in the open.

- Sometimes I get "Trap layer finished, exiting quest", followed by "Trap layer active" a bit later without changing cells. Is this intended? At one time this resulted in quite a lot of traps, some directly next to each other. In a narrow tunnel as well. It was impossible to avoid them all in that case.

- I disabled the timed events entirely and had the trap focus on 100% traps, but this still spawns ghost bandits, werewolfs and trolls. I would like to use this mod as a replacement for the old "devious traps", so I'd love some more customability in the MCM for the traps. Like a on/off switch for each of the different outcomes.

- Maybe just my bad luck, but I didn´t encounter the blinding or gagging gas trap at all.

- The devious bear trap ignored your description and placed a heavy yoke on me, on two occasions. I didn't wear any other devious devices at the time. I didn't encounter a correctly working version of that trap.

Posted

This is amazing! :D

 

Simply a must have.

 

Might I make a suggestion? An MCM to select which types of traps can trigger, ratio/traps and trap rates? I'm not fond of devious devices (especially not randomly procced) - but I'm much in love with the Estrus/spirit/horde traps and procs. This has amazing potential

Posted

Finally had the chance to check out this mod, some thoughts and wishes...

- Sometimes I get "trap layer" messages while out in the open.

- Sometimes I get "Trap layer finished, exiting quest", followed by "Trap layer active" a bit later without changing cells. Is this intended? At one time this resulted in quite a lot of traps, some directly next to each other. In a narrow tunnel as well. It was impossible to avoid them all in that case.

- I disabled the timed events entirely and had the trap focus on 100% traps, but this still spawns ghost bandits, werewolfs and trolls. I would like to use this mod as a replacement for the old "devious traps", so I'd love some more customability in the MCM for the traps. Like a on/off switch for each of the different outcomes.

- Maybe just my bad luck, but I didn´t encounter the blinding or gagging gas trap at all.

- The devious bear trap ignored your description and placed a heavy yoke on me, on two occasions. I didn't wear any other devious devices at the time. I didn't encounter a correctly working version of that trap.

 

Thanks for the feedback...

 

1. Sometimes you'll see some messages while out in the open. You can ignore them and I shall be turning them all off shortly anyway.

2. If the trap layer gets stuck then the quest will try to restart and place the trap layer in a different position. This is quite normal but can cause stacking of traps as you saw...I will be adding some limiters so you can choose how many times the trap layer will restart.

3. Some traps are ghost traps which spawn a ghostly defender to attack you. I will try and add some customisation so you can choose what traps appear.

4. Gagging and blinding gas traps are definitely there :)

5. Hmmm the bear traps shouldn't be adding a yoke as far as I know....I'll have to take a look.

 

This is amazing! :D

 

Simply a must have.

 

Might I make a suggestion? An MCM to select which types of traps can trigger, ratio/traps and trap rates? I'm not fond of devious devices (especially not randomly procced) - but I'm much in love with the Estrus/spirit/horde traps and procs. This has amazing potential

Glad you're enjoying it...I'll see what I can do :)

Posted

 

Finally had the chance to check out this mod, some thoughts and wishes...

- Sometimes I get "trap layer" messages while out in the open.

- Sometimes I get "Trap layer finished, exiting quest", followed by "Trap layer active" a bit later without changing cells. Is this intended? At one time this resulted in quite a lot of traps, some directly next to each other. In a narrow tunnel as well. It was impossible to avoid them all in that case.

- I disabled the timed events entirely and had the trap focus on 100% traps, but this still spawns ghost bandits, werewolfs and trolls. I would like to use this mod as a replacement for the old "devious traps", so I'd love some more customability in the MCM for the traps. Like a on/off switch for each of the different outcomes.

- Maybe just my bad luck, but I didn´t encounter the blinding or gagging gas trap at all.

- The devious bear trap ignored your description and placed a heavy yoke on me, on two occasions. I didn't wear any other devious devices at the time. I didn't encounter a correctly working version of that trap.

 

Thanks for the feedback...

 

1. Sometimes you'll see some messages while out in the open. You can ignore them and I shall be turning them all off shortly anyway.

2. If the trap layer gets stuck then the quest will try to restart and place the trap layer in a different position. This is quite normal but can cause stacking of traps as you saw...I will be adding some limiters so you can choose how many times the trap layer will restart.

3. Some traps are ghost traps which spawn a ghostly defender to attack you. I will try and add some customisation so you can choose what traps appear.

4. Gagging and blinding gas traps are definitely there :)

5. Hmmm the bear traps shouldn't be adding a yoke as far as I know....I'll have to take a look.

Thanks, looking forward to an update to test it again. :shy:

Posted

Is there a way to have the extra mobs be limited to instance level, example: no chaurus in bleakfalls barrows because the player is a low level?

  • 2 weeks later...
Posted

Starting to get back into trying Skyrim again after a long break, and this one looks like it's definitely going into my game. Looks promising!

 

 

Does this support estrus chaurus+ mod too? The original estrus mod is really old and bad to use but the chaurus+ mod fixes some things with it.

 

It doesn't. The reason behind that is originally I was going to make use of the Estrus Stripping animation (which if you've never seen it is awesome). However, on further investigation it seemed that it didn't support using the player in that animation.

 

I have no experience creating mods for Skyrim, but did quite a bit with Oblivion back in the day. I remember the various Furotrap editions would recreate the Estrus animations from the resource files, without need for the ESP (which, I believe, allowed for animations on the player character that the original wouldn't). Couldn't the same be done in Skyrim? Or is the issue the amount of work involved? (I remember playing around with it myself, and having no idea where to start...)

 

Posted

Starting to get back into trying Skyrim again after a long break, and this one looks like it's definitely going into my game. Looks promising!

 

 I have no experience creating mods for Skyrim, but did quite a bit with Oblivion back in the day. I remember the various Furotrap editions would recreate the Estrus animations from the resource files, without need for the ESP (which, I believe, allowed for animations on the player character that the original wouldn't). Couldn't the same be done in Skyrim? Or is the issue the amount of work involved? (I remember playing around with it myself, and having no idea where to start...)

 

I did have a look to see if I could trigger the animations myself rather than relying on the prebuilt framework...I couldn't get anything to work so I gave up.

 

I think you're idea is correct though, it should be possible to load the animations in and play them....I just couldn't work it out. I shall have another look at it though, perhaps I'll see something I missed.

Posted

 

I think you're idea is correct though, it should be possible to load the animations in and play them....I just couldn't work it out. I shall have another look at it though, perhaps I'll see something I missed.

 

 

I certainly can't blame you for that. As I recall, the Oblivion version of Estrus actually used a number of different animations all chained together, with added sound effects and such. Ultimately, I ended up tweaking other people's code to use it in my own game, since I could never figure out what was going on after pouring over the code.

 

No idea if the scripting is at all similar (I'd like to get into Skyrim modding eventually, but haven't had the time for it...), but I think this is the one for Oblivion that re-purposed Estrus animations (as I recall, they swapped between stages of the animation based on arousal):

http://www.loverslab.com/topic/8284-furotrap-improved-tentacles-v691-last-updated-apr-20/

Posted

I've been using this mod for a while but I just had to disable it entirely because it kept spawning stuff right when I was in the middle of sex. Extremely annoying. Can you please add a check so that doesn't happen?

  • 3 weeks later...
Posted

I like it.

 

It really adds to the feels that dungeons etc are dangeous places you shouldn't go to. By adding random encounters you don't know where the monsters will be any more, and nowhere is safe. It doesn't matter if you are backtracking to a part of the tomb you have already explored - it's a cursed tomb full of draughr, and they are EVERYWHERE.

 

One memorable sequence of running away out of some dwemer ruins being chased by a spirit wolf and a spirit werewolf and me and my follower being repeatedly raped as we fled right into all of these traps we had carefully stepped around on the way in. A lovely feeling of 'oh god it's all going wrong....run away...it's only making matters worse...sex...run away...shit...sex...run away...' etc!

 

Good work there.

Posted

I've been using this mod for a while but I just had to disable it entirely because it kept spawning stuff right when I was in the middle of sex. Extremely annoying. Can you please add a check so that doesn't happen?

 

That is probably the random event system. You can try turning the chance down to 0% for now and see if that helps. I will add some checks as best I can in the next update.

 

I like it.

 

It really adds to the feels that dungeons etc are dangeous places you shouldn't go to. By adding random encounters you don't know where the monsters will be any more, and nowhere is safe. It doesn't matter if you are backtracking to a part of the tomb you have already explored - it's a cursed tomb full of draughr, and they are EVERYWHERE.

 

One memorable sequence of running away out of some dwemer ruins being chased by a spirit wolf and a spirit werewolf and me and my follower being repeatedly raped as we fled right into all of these traps we had carefully stepped around on the way in. A lovely feeling of 'oh god it's all going wrong....run away...it's only making matters worse...sex...run away...shit...sex...run away...' etc!

 

Good work there.

 

Glad you're enjoying it. I have had a few scenarios like that too...I was adventuring into one of the early game mine (embershard? near riverwood). I'd managed to dodge a few traps and kill the 1st few bandits before lowering the bridge. It was then that I noticed that there were several dead bodies. Wondering what had happened I snuck foward before hearing tippy tappy sound of several giant spiders, and not just of the frostbite variety.

 

The trap layer had spawned in a group which had laid waste to the bandits but were now laying in wait for me, it really made that easy well know dungeon much more fun to run through. 

 

I will be adding more traps to this as soon as I can.

Posted

Glad you're enjoying it. I have had a few scenarios like that too...I was adventuring into one of the early game mine (embershard? near riverwood). I'd managed to dodge a few traps and kill the 1st few bandits before lowering the bridge. It was then that I noticed that there were several dead bodies. Wondering what had happened I snuck foward before hearing tippy tappy sound of several giant spiders, and not just of the frostbite variety.

Yeah.

 

Level scaling is a bit all over the place, but that may not be entirely your fault for my game.

I've got a lot of monster and encounter mods so my encounters tend to be a bit all over the place naturally.

 

Which is how I like it. Defeat doesn't work very well if you can't lose fights, after all.

 

Sometimes I will stumble into a bandit fort and discover a bunch of stormcloaks standing around a heap of corpses nonchalantly as if nothing has happened.

 

Or maybe I will there soon enough to join in the mass battle and save some stormcloaks.

 

Or maybe some bonus bandits will turn up and it will be an utter clusterfuck where I will get slaughtered by an army of robbers.

 

I think it feels much more like wandering around the wilderness is an adventure. It's dangerous, and full of monsters and outlaws who think nothing of killing me.

 

But I'm a legendary hero. I don't die easily. Infact, I don't die at all thanks to Defeat and Death Alternative.

 

I can still end up beaten senseless, gang raped and crippled for weeks afterwards tho.

 

 

...and your mod seems to do a very similar thing, but in dungeons. Infact, with the time based enounters in some ways it's better - even if I stand there scratching my ass trouble is still going to find me. It's not perfect, but it is a lot of fun.

Posted

Hey, I wanted to report one issue I am seeing.  For the trap that equips restraining devices temporarily, it tries to equip both yokes and arm shackles.  It puts the yoke on first, then I get a message about not being able to equip multiple armbinders, and the shackles go in my inventory.

 

I'll also note when you address this, arm shackles seem to have a different removal process than armbinders and yokes.  I am finding that lot of mods that remove devices through scripts, are unable to remove the arm shackles.

Posted

 

Glad you're enjoying it. I have had a few scenarios like that too...I was adventuring into one of the early game mine (embershard? near riverwood). I'd managed to dodge a few traps and kill the 1st few bandits before lowering the bridge. It was then that I noticed that there were several dead bodies. Wondering what had happened I snuck foward before hearing tippy tappy sound of several giant spiders, and not just of the frostbite variety.

Yeah.

 

Level scaling is a bit all over the place, but that may not be entirely your fault for my game.

I've got a lot of monster and encounter mods so my encounters tend to be a bit all over the place naturally.

 

Which is how I like it. Defeat doesn't work very well if you can't lose fights, after all.

 

Sometimes I will stumble into a bandit fort and discover a bunch of stormcloaks standing around a heap of corpses nonchalantly as if nothing has happened.

 

Or maybe I will there soon enough to join in the mass battle and save some stormcloaks.

 

Or maybe some bonus bandits will turn up and it will be an utter clusterfuck where I will get slaughtered by an army of robbers.

 

I think it feels much more like wandering around the wilderness is an adventure. It's dangerous, and full of monsters and outlaws who think nothing of killing me.

 

But I'm a legendary hero. I don't die easily. Infact, I don't die at all thanks to Defeat and Death Alternative.

 

I can still end up beaten senseless, gang raped and crippled for weeks afterwards tho.

 

 

...and your mod seems to do a very similar thing, but in dungeons. Infact, with the time based enounters in some ways it's better - even if I stand there scratching my ass trouble is still going to find me. It's not perfect, but it is a lot of fun.

 

 

It's amazing what a few mods can do for Skyrim :) I'm slowly adding more of these types of mods to make the place seem more alive.

 

Hey, I wanted to report one issue I am seeing.  For the trap that equips restraining devices temporarily, it tries to equip both yokes and arm shackles.  It puts the yoke on first, then I get a message about not being able to equip multiple armbinders, and the shackles go in my inventory.

 

I'll also note when you address this, arm shackles seem to have a different removal process than armbinders and yokes.  I am finding that lot of mods that remove devices through scripts, are unable to remove the arm shackles.

 

Hmmm...that is strange. It shouldn't be doing that. I actually use Devious Devices - Integration's own add and remove device scripts so they should work without any issues. Are you using the latest versions? I'll have to see if there is an error in my script, maybe the trap is firing more than once....

 

***QUICK UPDATE***

 

Haven't updated this mod for a while as I have been actively playing Skyrim...one of these days I'll actually finish it!

 

1. Added some more a Skyrim's vanilla traps so expect gas traps, runes etc. I have also added those soul gem traps but I'm not 100% sure they are working correctly. I have had them spawn but not on level ground and I think the soul gems fell out disabling the trap! Let me know if you encounter a working one!

 

2. Added a new trap laying system that will place traps at locked container positions. You can turn it off in the MCM but I am trying to develop a way to specifically target items that you would expect to be trapped...sort of what Deviously Cursed Loot does but without the random roll on every container.

 

I'll be adding some more Devious Traps shortly. Several of which will be based around immobilising the player (through devices) for a short period of time (a few seconds) while raising the alarm to nearby enemies.

 

I shall also be adding a player comment system so that your character will curse or comment when they set off a trap.

Posted

[Haven't tried the latest version yet]

How various are the rune (and soulgem, and possibly other) trap effects? Have you integrated this with devious magic yet? Or is that still on the "planned" list at least?

I feel it would be awesome if runic and soulgem traps could trigger a Sanguine's Tease and the like, most of the devious magic effects are very appealing.

Obvously the more everything can be managed by mcm the better, but basic functionality is more important, if it is too much of a hassle to create mcm options and sliders for everything.

 

Thanks for the update, and for continuously improving your mod(s)! =)

Have a nice day! :)

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