Church the Cat Posted April 2, 2019 Posted April 2, 2019 I recently switched to Skyrim SE after over 9,000 hours in Skyrim LE. I've been missing this mod since the switch. Any plans to create a Skyrim SE version? 3
BadBear69! Posted April 8, 2019 Posted April 8, 2019 Is there a way to get he trap layer to stop with the web based things. 90% of the traps it lays are either spider eggs, desiccated corpses, or those web columns, all of which I have to intentionally activate. All the other traps drop so so infrequently 2
Nymra Posted July 13, 2019 Posted July 13, 2019 Does this mod add something like "drink potion -> equip ballgag and blindfold?!" I have this in my mod and I think it happens since I ran into a devious trap.... And btw: Devious Traps at 0% still make Devious Traps happen -.-
Nymra Posted September 2, 2019 Posted September 2, 2019 Is this mod still beeing worked on? I still love it and use it (with Monoman Tweaks). But now I have the following bugs: 1. if paralyzed by Trap, all NPC stop hostilities (they dont attack the player) 2. I set Guardian Rape Trap to 0%. But if Guardians appear from the trap, they dont attack me and the console says they try to start a sexlab scene (which is not starting). This happens several times now and even with Guardian ATtack Trap at 100% it still appears all traps are guardian Rape instead, even when its 0%
Caco Demon Posted March 29, 2020 Posted March 29, 2020 +1 for an SSE port. Would love to have some more traps to throw into the mix. 3
glaxofi01 Posted December 20, 2020 Posted December 20, 2020 Regarding the implementation of devious traps, is it possible for this mod to cover more items from the devious devices list? so far, I only experienced the devious collar, cuffs, gag, and blindfolds. Aside from my given concern i also noticed that the slider is not accurate and still makes the mod spawn random things even if i put every slider to 0%
Baltasarr80 Posted January 19, 2021 Posted January 19, 2021 Push for a revisit for bugfixing and possible port to SSE NEED IT
gregaaz Posted March 5, 2021 Posted March 5, 2021 On 2/8/2021 at 11:16 PM, BadBear69! said: Any hope or chance for SSE support? The mod doesn't appear to have any assets that need explicit conversion except for the BSA itself. I am going to test out just straight up loading it into my game and see what happens. I'll report back.
gregaaz Posted March 5, 2021 Posted March 5, 2021 OK, I rolled a throwaway character and did the first dungeon I stumbled over (Yngol's Barrow). Trap layer spawned properly and deployed a variety of traps, which appeared to all function properly. No errors observed except for the trap layer getting lost and a naked trap not providing any kind of message when it fired (which I believe is also an issue on LE). Trap layer successfully recovered each time it got lost. I think we can firmly put this one in the "works in SSE" column. No conversion required except unpacking the BSAs. Probably also safe to compact the Form IDs and add an ESL flag. 1
BadBear69! Posted March 6, 2021 Posted March 6, 2021 11 hours ago, gregaaz said: OK, I rolled a throwaway character and did the first dungeon I stumbled over (Yngol's Barrow). Trap layer spawned properly and deployed a variety of traps, which appeared to all function properly. No errors observed except for the trap layer getting lost and a naked trap not providing any kind of message when it fired (which I believe is also an issue on LE). Trap layer successfully recovered each time it got lost. I think we can firmly put this one in the "works in SSE" column. No conversion required except unpacking the BSAs. Probably also safe to compact the Form IDs and add an ESL flag. Anything special I need to note, as I don't get anything when I install it, not even an MCM menu? EDIT: In fact, after mucking about with load orders, this mod with the ESP enabled wont even let the game launch. Any thoughts on why yours works and mine might not?
gregaaz Posted March 6, 2021 Posted March 6, 2021 8 hours ago, BadBear69! said: Anything special I need to note, as I don't get anything when I install it, not even an MCM menu? EDIT: In fact, after mucking about with load orders, this mod with the ESP enabled wont even let the game launch. Any thoughts on why yours works and mine might not? Hi @BadBear69!, sorry to hear it isn't working for you. First let's get the most likely culprit out of the way: did you unpack the BSA file? If not, it won't work on SSE because Bethesda changed the format of the BSA archives. It only contains a few scripts so you don't really need to worry about repacking it afterwards; you can also delete the BSL file if you want to keep your folder clean. If you did already unpack the BSA file, normally I'd associate a crash before the main menu with a missing master file. Traps and Pitfalls requires all the original masters (Skyrim, Update, Dragonborn, Hearthfire, and Dawnguard) plus Sexlab.esm. So I'd recommend first making sure all of these are active and up to date. The mod doesn't contain any override records, so there shouldn't be any conflicts with its masters or with anything else. Is your script extender, engine fixes, .NET Script Framework, and your copy of traps and pitfalls itself all up to date?
BadBear69! Posted March 7, 2021 Posted March 7, 2021 18 hours ago, gregaaz said: Hi @BadBear69!, sorry to hear it isn't working for you. First let's get the most likely culprit out of the way: did you unpack the BSA file? If not, it won't work on SSE because Bethesda changed the format of the BSA archives. It only contains a few scripts so you don't really need to worry about repacking it afterwards; you can also delete the BSL file if you want to keep your folder clean. If you did already unpack the BSA file, normally I'd associate a crash before the main menu with a missing master file. Traps and Pitfalls requires all the original masters (Skyrim, Update, Dragonborn, Hearthfire, and Dawnguard) plus Sexlab.esm. So I'd recommend first making sure all of these are active and up to date. The mod doesn't contain any override records, so there shouldn't be any conflicts with its masters or with anything else. Is your script extender, engine fixes, .NET Script Framework, and your copy of traps and pitfalls itself all up to date? I did not know unpacking BSA files was a thing so I've done that and now hopefully I have the file structure correct, also I did not yet have the engine fixes or .NET framework so if they were written in the requirements for this mod I missed them somehow, and now those, skse and traps/pitfalls are fully up to date. As for all the prerequisits you mentioned I do have them, so thankfully some combination of adding .NET, engine fixes, and unpacking the BSA worked as I can now actually load into a game with the mod enabled. New issue, it does not make an MCM menu entry, and entering a dungeon does not give any form of indication that anything worked. Where next?
gregaaz Posted March 7, 2021 Posted March 7, 2021 Sounds like it might still not be working, if you aren't getting an MCM or the mod's copious debug messages. Glad at least it's loading, though. It sounds like the scripts might be in the wrong location maybe? The .pex files should be in /data/scripts
gregaaz Posted March 7, 2021 Posted March 7, 2021 Btw with regards to unpacking to the right folder, the latest version of MO2 will unpack BSA files on demand and maintains their folder structure. Very handy for importing LE mods
BadBear69! Posted March 10, 2021 Posted March 10, 2021 On 3/7/2021 at 7:29 AM, gregaaz said: Sounds like it might still not be working, if you aren't getting an MCM or the mod's copious debug messages. Glad at least it's loading, though. It sounds like the scripts might be in the wrong location maybe? The .pex files should be in /data/scripts On 3/7/2021 at 7:53 AM, gregaaz said: Btw with regards to unpacking to the right folder, the latest version of MO2 will unpack BSA files on demand and maintains their folder structure. Very handy for importing LE mods Ah I have to actually put them somewhere, makes sense (please understand I'm dumb and newbish at this), so upon doing that, it now fully works!! Sort of... I see its MCM menu, the layer spawns and places traps, and most of the traps work! But that's the problem, some of the traps do nothing, mainly the ones that look like elemental spell runes, they don't trigger when I step on them, and most traps that take the form of the metal pressure plate don't seem to do anything. The other thing is a bit of a nitpick but something that bothered me with the oldrim version as well, is there any way to reduce the number of spider based/critter spawning traps? There does not appear to be an mcm entry for those (excluding he guardian ones) and man does the layer love to put those 2 specific ones down more than any others. Any thoughts on these issues? Granted, I am totally happy with the mod now and can def play it as it is and you've been spectacular help, so thank you very much!
gregaaz Posted March 10, 2021 Posted March 10, 2021 14 hours ago, BadBear69! said: Ah I have to actually put them somewhere, makes sense (please understand I'm dumb and newbish at this), so upon doing that, it now fully works!! Sort of... I see its MCM menu, the layer spawns and places traps, and most of the traps work! But that's the problem, some of the traps do nothing, mainly the ones that look like elemental spell runes, they don't trigger when I step on them, and most traps that take the form of the metal pressure plate don't seem to do anything. The other thing is a bit of a nitpick but something that bothered me with the oldrim version as well, is there any way to reduce the number of spider based/critter spawning traps? There does not appear to be an mcm entry for those (excluding he guardian ones) and man does the layer love to put those 2 specific ones down more than any others. Any thoughts on these issues? Granted, I am totally happy with the mod now and can def play it as it is and you've been spectacular help, so thank you very much! Glad to hear you got it (mostly) working. As I recall the LE version had a few glitches also, but when I get a chance to do some testing I'll see if I can get the runs to trigger. I don't believe I ran into any during my test run in Yngol's barrow. I can't help you much with the spiders/critters, but perhaps others who know this mod better can chime in with suggestions. 2
Wow132666 Posted April 18, 2021 Posted April 18, 2021 I don't know if it is just me, but the trap layer seems really slow... Its been running for about 10 minutes now and it is still not done... does it do this for every dungeon?
Dovahbear91 Posted May 2, 2021 Posted May 2, 2021 Always liked the functionality of this mod, we gonna get a SSE version?
nebellious Posted July 5, 2021 Posted July 5, 2021 This looks great! I always wanted more trap diversity. Is DD a requirement? I would love to use this but I don't use DD for stability
chaimhewast Posted July 5, 2021 Posted July 5, 2021 1 hour ago, nebellious said: Is DD a requirement? I would love to use this but I don't use DD for stability It's a soft dependency, meaning that this mod doesn't require it but has features that will use it.
Woreg Posted May 19, 2023 Posted May 19, 2023 hello, this is a google translation, i love your mod. can you do it for skyrim se too?
834159672 Posted July 30, 2024 Posted July 30, 2024 This is a cool mod, could the unpacked version be uploaded so it's version independent? I have the unpacked BSA and it works fine in SE, but there are no permissions anywhere so idk if it would be alright to upload it. Thanks!
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