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[WIP] Traps, Pitfalls and Dangerous Things


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Posted

Hourray for Jim ! Hip hip hurray ! more traps more pitfalls and more devious dangerous things

 

Sorry i got carried away so glad that you are back updating this fantastic mod :)

Posted

Very cool!  Thank you, good sir!

 

Hourray for Jim ! Hip hip hurray ! more traps more pitfalls and more devious dangerous things

 

Sorry i got carried away so glad that you are back updating this fantastic mod :)

 

Thanks :)

 

The new cursed armour system is coming along rather well. Been difficult to work around some of Skyrim's more eccentric behaviour such as things in containers doing weird things with scripts attached to them.

 

Anyway, I am open to thoughts about suitable curses for pieces of armor. They don't really need to be specific to types of armor (e.g. boots, bracers etc) but their complexity is limited as they won't be running through Skyrims SPELL or ENCHANTMENT system. Curses can have beneficial as well as detrimental effects :)

 

So far I am working on the following curses...

 

GREED

A random amount of gold is deposited into the players inventory at random intervals. However, once the player has a certain amount of gold in their inventory the curse will activate and all the gold will be lost. The armour then disintegrates.

 

EXHIBITIONIST (Rings or Amulets only)

When in a city the player clothes will be removed at random intervals.

 

REANIMATOR

Nearby corpses will be reanimated at random with only one thing on their mind...

 

TOWN WHORE

When in an Inn the player will be considered a whore and forced to service the clientele...

 

GHOSTLY DESIRE

Armour will randomly spawn a horny ghost specific to the type of armour worn e.g. faction armour will spawn faction ghosts, nordic armour will spawn Draugr etc

 

I am also strongly considering putting Devious Devices back in as a requirement as that will make my life much easier and of course it will allow me to make much more devious traps and pitfalls.

Posted

 

Very cool!  Thank you, good sir!

 

Hourray for Jim ! Hip hip hurray ! more traps more pitfalls and more devious dangerous things

 

Sorry i got carried away so glad that you are back updating this fantastic mod :)

 

Thanks :)

 

The new cursed armour system is coming along rather well. Been difficult to work around some of Skyrim's more eccentric behaviour such as things in containers doing weird things with scripts attached to them.

 

Anyway, I am open to thoughts about suitable curses for pieces of armor. They don't really need to be specific to types of armor (e.g. boots, bracers etc) but their complexity is limited as they won't be running through Skyrims SPELL or ENCHANTMENT system. Curses can have beneficial as well as detrimental effects :)

 

So far I am working on the following curses...

 

GREED

A random amount of gold is deposited into the players inventory at random intervals. However, once the player has a certain amount of gold in their inventory the curse will activate and all the gold will be lost. The armour then disintegrates.

 

EXHIBITIONIST (Rings or Amulets only)

When in a city the player clothes will be removed at random intervals.

 

REANIMATOR

Nearby corpses will be reanimated at random with only one thing on their mind...

 

TOWN WHORE

When in an Inn the player will be considered a whore and forced to service the clientele...

 

GHOSTLY DESIRE

Armour will randomly spawn a horny ghost specific to the type of armour worn e.g. faction armour will spawn faction ghosts, nordic armour will spawn Draugr etc

 

I am also strongly considering putting Devious Devices back in as a requirement as that will make my life much easier and of course it will allow me to make much more devious traps and pitfalls.

 

 

Yes go ahead for sexlab integration and devious devices and good curses for the armor looks like fun

Posted

 

Very cool!  Thank you, good sir!

 

Hourray for Jim ! Hip hip hurray ! more traps more pitfalls and more devious dangerous things

 

Sorry i got carried away so glad that you are back updating this fantastic mod :)

 

Thanks :)

 

The new cursed armour system is coming along rather well. Been difficult to work around some of Skyrim's more eccentric behaviour such as things in containers doing weird things with scripts attached to them.

 

Anyway, I am open to thoughts about suitable curses for pieces of armor. They don't really need to be specific to types of armor (e.g. boots, bracers etc) but their complexity is limited as they won't be running through Skyrims SPELL or ENCHANTMENT system. Curses can have beneficial as well as detrimental effects :)

 

So far I am working on the following curses...

 

GREED

A random amount of gold is deposited into the players inventory at random intervals. However, once the player has a certain amount of gold in their inventory the curse will activate and all the gold will be lost. The armour then disintegrates.

 

EXHIBITIONIST (Rings or Amulets only)

When in a city the player clothes will be removed at random intervals.

 

REANIMATOR

Nearby corpses will be reanimated at random with only one thing on their mind...

 

TOWN WHORE

When in an Inn the player will be considered a whore and forced to service the clientele...

 

GHOSTLY DESIRE

Armour will randomly spawn a horny ghost specific to the type of armour worn e.g. faction armour will spawn faction ghosts, nordic armour will spawn Draugr etc

 

I am also strongly considering putting Devious Devices back in as a requirement as that will make my life much easier and of course it will allow me to make much more devious traps and pitfalls.

 

 

personally i'm all for devious devices. When you said cursed items were going to be added the first thing i thought of was devious followers beta (http://www.loverslab.com/topic/82710-devious-followers-beta-12th-oct-2017/) it has a nifty pair of gauntlets that caught me by surprise. Thought they were super good and equipped them only to have my hands bound.

 

other idea

 

Quickening boots of burden: Boots that increase movement speed by a decent amount but lower carry weight so its easier to be encumbered.

 

What about an armor piece that gives you a bounty across the holds, maybe more powerful curse gives higher bounty.

  • 4 weeks later...
Posted

hmmm -  a few thoughts

 

TOWN WHORE could easily be expanded to have additional curses for Jarl's , Bards College, College of Winterhold, Thieves Guild, Dark Brotherhood,

and Companions are some that could work also (you are considered a whore for that faction when in their specific place).

 

ANIMAL CALLER - on some type armor (headgear or boots maybe?)
when it is worn it signals nearby animals that a mate is "in heat"

 

possible addition to the exhibitionist cursed item - it could cause an instant spike in arousal to boot (so that other mods that trigger on high arousal get more chances)

 

the bounty idea (posted by MrBig) could work as a bunch of different curses (10 holds gives a lots of possibilities for combinations)

 

do not know if this is possible (or easy to do) but a cursed item that causes PC to beg to be sexed when initiating dialogue with NPCs (regular dialogue would not be there

initially, and NPC would have a chance to do what was asked or to refuse and after choice made {and scene if the NPC uses the PC} the regular dialogue would be

available again). example in spoiler.



it would go something like this (PC is wearing the cursed item and does not know it)

PC approaches Belethor to sell some stuff

PC initiates dialogue with Belethor

PC only has choices :

     A - Please Fuck me!!   

     B - Would you please stuff my mouth??   

     C - I'm so horny i need sex NOW!!!!!!

Belethor responds :

     A - Sure (trigger sex animation .. possibly using tags)   

     B - Not right now, but i do have something for you (Belethor then a equips random item on PC, including cursed items and/or possibly devious devices)

     C - No thanks you are not what i want right now.

if response A from Belethor sex animations plays first, and PC has to initiate dialogue all over again

if response B from Belethor he equips item and ends dialogue causing PC to have to initiate dialogue all over again

if response C from Belethor regular dialogue options now show up 

 

Posted
On 11/3/2017 at 6:33 PM, MrBig said:

 

personally i'm all for devious devices. When you said cursed items were going to be added the first thing i thought of was devious followers beta (http://www.loverslab.com/topic/82710-devious-followers-beta-12th-oct-2017/) it has a nifty pair of gauntlets that caught me by surprise. Thought they were super good and equipped them only to have my hands bound.

 

That was the first thing I thought of as well, especially since reintegrating DD should allow for ordinary looking items that then become DD items.

4 hours ago, valcon767 said:

do not know if this is possible (or easy to do) but a cursed item that causes PC to beg to be sexed when initiating dialogue with NPCs (regular dialogue would not be there

initially, and NPC would have a chance to do what was asked or to refuse and after choice made {and scene if the NPC uses the PC} the regular dialogue would be

available again). example in spoiler.

 

  Reveal hidden contents

 

 


it would go something like this (PC is wearing the cursed item and does not know it)

PC approaches Belethor to sell some stuff

PC initiates dialogue with Belethor

PC only has choices :

     A - Please Fuck me!!   

     B - Would you please stuff my mouth??   

     C - I'm so horny i need sex NOW!!!!!!

Belethor responds :

     A - Sure (trigger sex animation .. possibly using tags)   

     B - Not right now, but i do have something for you (Belethor then a equips random item on PC, including cursed items and/or possibly devious devices)

     C - No thanks you are not what i want right now.

if response A from Belethor sex animations plays first, and PC has to initiate dialogue all over again

if response B from Belethor he equips item and ends dialogue causing PC to have to initiate dialogue all over again

if response C from Belethor regular dialogue options now show up 
 

 

 

 

 

SL Hormones has an option to trigger precisely that kind of dialogue chain, except it's based on arousal, so it's 100% feasible.

  • 1 month later...
  • 2 weeks later...
Posted

Is there any new models? I mean visually new traps.

Posted

I try to build a stable setup for a playthrough around DCUR and tested this mod some time ago and really liked the concept. It really made exploring caves fun again, when you dont see traps a mile away and if you play observant you can avoid beeing trapped. That is much smoother then checking repeatadly if your arousal is getting too high before opening a chest or looting a corpse and such.

 

Anyways, is a playthrough a viable option with WIP Traps and Pitfalls, in regard to scriptload, savegamebloat and such?

Posted
On 13/01/2018 at 5:50 PM, orgs1n said:

I like how this mod adds the element of surprise back to familiar dungeons.

 

Still, I found the paralysis trap effect somewhat lackluster, so I changed it to actually paralyze the target. Check it out. :smile:

Traps, Pitfalls & Dangerous Things - True Paralysis.7z

 

I'll have a look at that. What did you actually change?

On 25/01/2018 at 10:15 AM, hexenhaus said:

I try to build a stable setup for a playthrough around DCUR and tested this mod some time ago and really liked the concept. It really made exploring caves fun again, when you dont see traps a mile away and if you play observant you can avoid beeing trapped. That is much smoother then checking repeatadly if your arousal is getting too high before opening a chest or looting a corpse and such.

 

Anyways, is a playthrough a viable option with WIP Traps and Pitfalls, in regard to scriptload, savegamebloat and such?

It should be...I'm currently using it on my new play through. Script load is fairly small as it only checks your location when you actually change locations. If the location is a trappable area then the trap quest runs. The trap quest itself has some overhead as it is using an NPC to path through the dungeon and it is checking to make sure they are not getting stuck etc but overall it should be fairly low overhead.

 

There shouldn't be any bloat as the traps de-spawn when you leave the area and are not persistent. If you clear a dungeon out and then come back after the cell has be unloaded (e.g. after saving and reloading) then all the placed traps will have gone and the trap layer will run again to place new ones.

Posted
1 hour ago, JimmyJimJim said:

I'll have a look at that. What did you actually change?

The source code is inside my .7z file, but I changed:

 

Scriptname _TAPParalyseAndRelease extends activemagiceffect  

 

Event OnEffectStart(Actor akTarget, Actor akCaster)

    Game.DisablePlayerControls()

EndEvent

 

Event OnEffectFinish(Actor akTarget, Actor akCaster)

    Game.EnablePlayerControls()

endEvent

 

... into...

 

Scriptname _TAPParalyseAndRelease extends activemagiceffect  

 

Event OnEffectStart(Actor akTarget, Actor akCaster)

    if akTarget != Game.GetPlayer() && Game.GetCameraState() != 2
        akTarget.PushActorAway(akTarget,0.0)
        akTarget.ModAV("Paralysis",1)
    elseif akTarget == Game.GetPlayer()
        akTarget.PushActorAway(akTarget,0.0)
        akTarget.ModAV("Paralysis",1)
    endIf
EndEvent

 

Event OnEffectFinish(Actor akTarget, Actor akCaster)

    akTarget.ModAV("Paralysis",-1)
endEvent

 

The effect is that, as the heedless PC runs over some trap, he or she gets paralysed mid-stride and, carried by the momentum, falls flat on his or her face. :smile: I find it more immersive (and way funnier) than simply freezing the screen.

 

In the .esp I also lowered the duration to 7. To me this feels the most realistic: the PC gets stunned by lightning, drops to the floor, and recovers from the shock in a few seconds.

Posted
On 26/01/2018 at 11:22 PM, orgs1n said:

The source code is inside my .7z file, but I changed:

 

Scriptname _TAPParalyseAndRelease extends activemagiceffect  

 

Event OnEffectStart(Actor akTarget, Actor akCaster)

    Game.DisablePlayerControls()

EndEvent

 

Event OnEffectFinish(Actor akTarget, Actor akCaster)

    Game.EnablePlayerControls()

endEvent

 

... into...

 

Scriptname _TAPParalyseAndRelease extends activemagiceffect  

 

Event OnEffectStart(Actor akTarget, Actor akCaster)

    if akTarget != Game.GetPlayer() && Game.GetCameraState() != 2
        akTarget.PushActorAway(akTarget,0.0)
        akTarget.ModAV("Paralysis",1)
    elseif akTarget == Game.GetPlayer()
        akTarget.PushActorAway(akTarget,0.0)
        akTarget.ModAV("Paralysis",1)
    endIf
EndEvent

 

Event OnEffectFinish(Actor akTarget, Actor akCaster)

    akTarget.ModAV("Paralysis",-1)
endEvent

 

The effect is that, as the heedless PC runs over some trap, he or she gets paralysed mid-stride and, carried by the momentum, falls flat on his or her face. :smile: I find it more immersive (and way funnier) than simply freezing the screen.

 

In the .esp I also lowered the duration to 7. To me this feels the most realistic: the PC gets stunned by lightning, drops to the floor, and recovers from the shock in a few seconds.

Ooooh....I like that. I'll add that to the main mod if that's ok?

On 27/01/2018 at 12:18 AM, tuxagent7 said:

How is your progress on new traps and return of sexlabs ?

I haven't had much time to work on any of my mods. I will try to add some sexlab stuff in shortly :smile:

  • 3 weeks later...
Posted

Can i somehow disable events ? tried few mcm combinations but events still there and way more than traps which is so annoying :frown:

 

and btw any updates soon ? :smile: "fake" potions traps were so cool, would like to see them back again same with yoke traps

Posted
12 hours ago, Jappa123 said:

Can i somehow disable events ? tried few mcm combinations but events still there and way more than traps which is so annoying :frown:

 

and btw any updates soon ? :smile: "fake" potions traps were so cool, would like to see them back again same with yoke traps

been a while since i did this, but in the MCM there is a slider to set the ratio of events to traps (i forget how it is phrased exactly),

if you set this to 99% traps you should get way waaaaaaayyyyy more trap than events, but will still get the occasional event.

 

Posted
On 20/02/2018 at 1:33 PM, Jappa123 said:

Can i somehow disable events ? tried few mcm combinations but events still there and way more than traps which is so annoying :frown:

 

and btw any updates soon ? :smile: "fake" potions traps were so cool, would like to see them back again same with yoke traps

When you say events are you talking about the actual events such as the Skeever horde or are you talking about the mob spawns which can happen either instantly or as part of an activated trap?

The fake potions are actually in the .esp but they are not yet distributed in the world. I'm working on getting these items added to various containers in the dungeon so you'll never be quite sure whether the healing potion you just found will actually heal you or do something else :smile:

 

***Minor Update***

 

Just added the paralysis code by orgs1n:smile:

Posted
41 minutes ago, JimmyJimJim said:

When you say events are you talking about the actual events such as the Skeever horde or are you talking about the mob spawns which can happen either instantly or as part of an activated trap?

The fake potions are actually in the .esp but they are not yet distributed in the world. I'm working on getting these items added to various containers in the dungeon so you'll never be quite sure whether the healing potion you just found will actually heal you or do something else :smile:

 

***Minor Update***

 

Just added the paralysis code by orgs1n:smile:

Cool,

 

im talking about Skeever horde,rieklings,spiders etc 

Posted
24 minutes ago, Jappa123 said:

Cool,

 

im talking about Skeever horde,rieklings,spiders etc 

The Rieklings come from mob spawns so you should be able to turn them off by setting the mob dpawn percentage to zero. The spiders are a little more complex as they can come from a mob spawn or from a triggered trap.

Posted
On 3. november 2017 at 3:08 PM, JimmyJimJim said:

 

 

Thanks :classic_smile:

 

The new cursed armour system is coming along rather well. Been difficult to work around some of Skyrim's more eccentric behaviour such as things in containers doing weird things with scripts attached to them.

 

Anyway, I am open to thoughts about suitable curses for pieces of armor. They don't really need to be specific to types of armor (e.g. boots, bracers etc) but their complexity is limited as they won't be running through Skyrims SPELL or ENCHANTMENT system. Curses can have beneficial as well as detrimental effects :classic_smile:

 

So far I am working on the following curses...

 

GREED

A random amount of gold is deposited into the players inventory at random intervals. However, once the player has a certain amount of gold in their inventory the curse will activate and all the gold will be lost. The armour then disintegrates.

 

EXHIBITIONIST (Rings or Amulets only)

When in a city the player clothes will be removed at random intervals.

 

REANIMATOR

Nearby corpses will be reanimated at random with only one thing on their mind...

 

TOWN WHORE

When in an Inn the player will be considered a whore and forced to service the clientele...

 

GHOSTLY DESIRE

Armour will randomly spawn a horny ghost specific to the type of armour worn e.g. faction armour will spawn faction ghosts, nordic armour will spawn Draugr etc

 

I am also strongly considering putting Devious Devices back in as a requirement as that will make my life much easier and of course it will allow me to make much more devious traps and pitfalls.

 

Any chance for seeing these in the mod any time soon? They are great ideas.

Posted

***Update***

 

Added a new system that will distribute cursed items as well as general clutter and treasure around the dungeon. It will place items next to existing items and also inside containers. At the moment there are not many cursed items in the mod but now that I've got this part working it opens up the route for bringing all the curses from Devious Magic into this mod.

 

I have also built the framework for cursed armour items which will only reveal themselves once they are worn, at which point they will lock themselves onto your character whilst revealing their curse and renaming themselves e.g. Iron Armour will rename itself Iron Armour of [Some Curse Name] which looks pretty cool :smile:

 

So now all I need to do is think up some suitable curses. Suggestions welcome...

Posted
2 hours ago, JimmyJimJim said:

***Update***

 

Added a new system that will distribute cursed items as well as general clutter and treasure around the dungeon. It will place items next to existing items and also inside containers. At the moment there are not many cursed items in the mod but now that I've got this part working it opens up the route for bringing all the curses from Devious Magic into this mod.

 

I have also built the framework for cursed armour items which will only reveal themselves once they are worn, at which point they will lock themselves onto your character whilst revealing their curse and renaming themselves e.g. Iron Armour will rename itself Iron Armour of [Some Curse Name] which looks pretty cool :smile:

 

So now all I need to do is think up some suitable curses. Suggestions welcome...

There was a mod with cursed equip some day. But it feels like it calculated the curse everytime you equipped an item - even you had it before installing the mod. The main-curse was, that the equipment transformed in a devious device of the same type. An armor transformed in a harness, gauntlets into armbinders and so on. There were more curses, but I dont remember them.

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