SquallPT Posted April 11, 2013 Posted April 11, 2013 Weird that i never had this issue before. How do i remove the master ? the only one that i have is furogeneratortrap.esp.
Nepro Posted April 11, 2013 Posted April 11, 2013 You can remove a master with TES4Gecko. Choose option 'Edit Master List'. There you can remove a master.
fejeena Posted April 11, 2013 Posted April 11, 2013 or you can use Tessnip Or you can copy the furogeneratortrap.esp and rename it (e.g. furogeneratortrap 6.9.esp). Put the furogeneratortrap 6.9.esp below the furogeneratortrap.esp and open the furogeneratortrap 6.9.esp with Tes4Edit and remove the master.
lolzrandom Posted April 11, 2013 Posted April 11, 2013 so does this add a new spell or change the trap spell because i dont have it in my invertory while i installed it so its pretty confusing to me
magnusx Posted April 18, 2013 Posted April 18, 2013 so awesome! many hours of entertaining rescuing my followers XD and leveling in the way XD
KRODWELL101 Posted April 18, 2013 Posted April 18, 2013 doesn't work, furotrapped victim just stands there with no animation or effect
Ark of Truth Posted April 18, 2013 Posted April 18, 2013 doesn't work, furotrapped victim just stands there with no animation or effect Does work, you have installed it wrong or your load order is incorrect. If you want help fixing it read this. Then post here asking for support making sure you include everything requested.
feanor69 Posted April 20, 2013 Author Posted April 20, 2013 Sorry everyone. I really messed up that last update. Here's the fix: Update April 20, 2013 (v6.91)* Fixed bug where FuroTrapGenerator.esp required itself as MasterDownload the new version or just replace the esp file with this one:http://www.loverslab.com/index.php?app=core&module=attach§ion=attach&attach_id=22389
feanor69 Posted April 20, 2013 Author Posted April 20, 2013 Work goes well on the new FuroTrap version 7.0. It is already working better than version 6.91, but I still have more to add! I have a question for you all: I'm thinking of removing a number of the Trap Settings and just designing the trap to scale up in power as the Player level increases. Do any of you use the FuroTrap Settings much? Or do you just stick with the defaults?
fejeena Posted April 20, 2013 Posted April 20, 2013 Thanks for the update. And yes I use (and want) the Settings spell. But I change things only once, so you can add a INI to change things. No need to have a spell in game.
feanor69 Posted April 20, 2013 Author Posted April 20, 2013 Thanks for the update. And yes I use (and want) the Settings spell. But I change things only once, so you can add a INI to change things. No need to have a spell in game. Well, the spell saves the settings also, so you only need to configure it once. But I guess the advantage with the INI file is that the settings work across multiple characters.
Chase Roxand Posted April 20, 2013 Posted April 20, 2013 I use the settings. But then again, I'll just mod the ESP if I need to.
fejeena Posted April 20, 2013 Posted April 20, 2013 Yes I know the Settings are saved. I want to say I only use the spell once and then never again. I do not care if I can make changes in the game with a spell, or use a INI before I start the game, But spell or INI is better as change the scripts in the esp.
feanor69 Posted April 20, 2013 Author Posted April 20, 2013 Yes I know the Settings are saved. I want to say I only use the spell once and then never again. I do not care if I can make changes in the game with a spell, or use a INI before I start the game, But spell or INI is better as change the scripts in the esp. I added an INI file to v7.0, with instructions. Users can either change the ini file or override the ini file in the Settings Spell.
leddis3 Posted April 20, 2013 Posted April 20, 2013 I think as long as there's an INI then there's no real issue with streamlining the mod itself. Looking forward to the next version!
Corpus Vile Posted April 21, 2013 Posted April 21, 2013 Hi all, I'm mostly lurking but since 7.0 is in the works, it may be a good time to point out one thing... I'll be (as) brief (as I can). I agree that an ini would be preferable to having to edit the esp in CS, and a settings spell that overrides the ini settings would be even handier (think of it, you might want to add a setting in the ini that allows the user to enable/disable the spell? I think Nudeshy had something similar since one of the latest versions...), but, concerning the spell itself, there's one very minor problem. It's a conjuration spell, and it actually levels conjuration up as you use it. It kind of holds pedantic people such as, well, me, from using it more than once. I know, it's meaningless, it's just that it makes little sense... If you changed it to be a lesser power (keep in mind that I'm only talking about the settings spell; it makes perfect sense for the other ones to be "real" spells) it could solve this lesser inconsistency. But, again, it's a very minor thing. Well, that's all I had to say; you're doing a great job, I love how customisable and solid this mod is, simple as it may be (which is a good thing, I may add...).
feanor69 Posted April 21, 2013 Author Posted April 21, 2013 Hi all, I'm mostly lurking but since 7.0 is in the works, it may be a good time to point out one thing... I'll be (as) brief (as I can). I agree that an ini would be preferable to having to edit the esp in CS, and a settings spell that overrides the ini settings would be even handier (think of it, you might want to add a setting in the ini that allows the user to enable/disable the spell? I think Nudeshy had something similar since one of the latest versions...), but, concerning the spell itself, there's one very minor problem. It's a conjuration spell, and it actually levels conjuration up as you use it. It kind of holds pedantic people such as, well, me, from using it more than once. I know, it's meaningless, it's just that it makes little sense... If you changed it to be a lesser power (keep in mind that I'm only talking about the settings spell; it makes perfect sense for the other ones to be "real" spells) it could solve this lesser inconsistency. But, again, it's a very minor thing. Well, that's all I had to say; you're doing a great job, I love how customisable and solid this mod is, simple as it may be (which is a good thing, I may add...). Good point! The settings spell really isn't a spell at all in the game fiction. A lesser power does make more sense.
rynak777 Posted April 22, 2013 Posted April 22, 2013 As was discussed a lot, there is a balancing problem with this hot mod. It's twofold imo: 1. Even though the idea of the mod may be "to breed an army". The problem with this is, that no matter how weak the scamps are, if there are many, they will just bombard the player or anyone arriving. Them having low hp doesn't help on that case. I even tried to edit the esp, to make the summon-chance only 15%, and add lower spell-effectiveness options, down to 1. It still didn't help. There just are too many. Of course, this also kills framerate. My opinion: The problem is the lack of a limit. Even if the player isn't nearby, the number of scamps just keeps exploding. If it is possible to check how many scamps there are in the current cell, and if the number is above a (configurable?) limit, traps stop spawning more scamps (in that cell) - if that were possible to do, i think that would solve the inflating number of scamps. 2. Unless one casts this oneself in a town or the like, there just aren't enough females. The ratio of scamps to females just gets off. Proposal: Perhaps with a chance of 20%, spawn a female instead of scamp. Again, limit problems. This too would nead a (configurable) limit check, just as with the scamps - else numbers would explode even faster.
feanor69 Posted April 24, 2013 Author Posted April 24, 2013 As was discussed a lot, there is a balancing problem with this hot mod. It's twofold imo: 1. Even though the idea of the mod may be "to breed an army". The problem with this is, that no matter how weak the scamps are, if there are many, they will just bombard the player or anyone arriving. Them having low hp doesn't help on that case. I even tried to edit the esp, to make the summon-chance only 15%, and add lower spell-effectiveness options, down to 1. It still didn't help. There just are too many. Of course, this also kills framerate. My opinion: The problem is the lack of a limit. Even if the player isn't nearby, the number of scamps just keeps exploding. If it is possible to check how many scamps there are in the current cell, and if the number is above a (configurable?) limit, traps stop spawning more scamps (in that cell) - if that were possible to do, i think that would solve the inflating number of scamps. 2. Unless one casts this oneself in a town or the like, there just aren't enough females. The ratio of scamps to females just gets off. Proposal: Perhaps with a chance of 20%, spawn a female instead of scamp. Again, limit problems. This too would nead a (configurable) limit check, just as with the scamps - else numbers would explode even faster. I've been considering this as well. 1. The new v7 trap design would only allow one to two spawns per capture, but I may need to add some kind of global maximum active spawns. 2. There is actually a plan to allow customizable, random spawns. One of the options is more female human/daedra hybrids.
Guest ThatOne Posted April 24, 2013 Posted April 24, 2013 Another possible solution is a timer. Giving the player (very important) and NPCs (less important) a time window between captures to clear out some of the scamps, or get away, should make most the issues go away. Timer can be set to a variable for maximum flexibility. The summon trap self spell can override that if desired. You could couple that up with a maximum number of summoned scamps for even more control. I suggest a global variable that increases every time a scamp is summoned, and add a script to the scamps so that when they die they (1) decrease the variable, and (2) are disabled and removed from the game, so as to avoid the massive amount of corpses that are invariably present after the spell is let loose in an even slightly populated area. The global variable is extremely easy to alter in game.
feanor69 Posted April 28, 2013 Author Posted April 28, 2013 Another possible solution is a timer. Giving the player (very important) and NPCs (less important) a time window between captures to clear out some of the scamps, or get away, should make most the issues go away. Timer can be set to a variable for maximum flexibility. The summon trap self spell can override that if desired. You could couple that up with a maximum number of summoned scamps for even more control. I suggest a global variable that increases every time a scamp is summoned, and add a script to the scamps so that when they die they (1) decrease the variable, and (2) are disabled and removed from the game, so as to avoid the massive amount of corpses that are invariably present after the spell is let loose in an even slightly populated area. The global variable is extremely easy to alter in game. Limiting the scamps to a maximum and removing the dead bodies is a very good idea. The timer may not be necessary because the it already takes multiple hits from the Scamp spell to be trapped again. I'll do some testing and find out.
kasimir Posted May 4, 2013 Posted May 4, 2013 Out of curiousity, do you plan to add more traps/animations in the future?
Cunning_Djinn Posted May 7, 2013 Posted May 7, 2013 Every time a character in the game gets to the pregnant stage the breasts seem to stretch and go a bit weird, whereas the belly is fine. does anybody know how I can fix this? It looks like this.
fejeena Posted May 7, 2013 Posted May 7, 2013 Install a BBB Skeleton. e.g. Universal Skeleton v181 "controllable version" by Growlf: http://oblivion.nexusmods.com/mods/37596
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