I'm encountering a pretty serious issue with this mod. It seems to be adding locks and traps more than a bit over-zealously. First noticed in a dwemer ruin that rather a lot of containers and doors had locks and/or traps on them. Not a big deal in itself, since it certainly makes exploring ruins more challenging. However, I realized that I've got a problem on my hands when I nearly died to a trap on a container I had literally just disarmed the trap on seconds before. In time it took between my disarming the trap, picking the lock, and then opening the container, it had added a second, incredibly deadly trap back onto the container. Really threw off my groove.
damn dwemer and their trapped traps... and relocking locks, LOL it may happen once in a while, it may be a mod limit/glitch or something changed between MWSE versions, but if you use a mod like this you can role play damn dwemer tricking you ;-) Basically, I don't feel like delving in this old code at the moment as it's not really a game breaking bug [EDIT] Also, hint: check your probe often, it may happen it remains equipped with 0 uses left
Lvl 11 mage and I've died my last trap death! Accidentally quicksaved at zero health and had to use player->resurrect. Is it safe to uninstall? It says errors were encountered in the save file after clicking yes to all. Used Wrye Mash repair all and hoping for the best.
Psylandef wrote: Lvl 11 mage and I've died my last trap death! Accidentally quicksaved at zero health and had to use player->resurrect. Is it safe to uninstall? It says errors were encountered in the save file after clicking yes to all. Used Wrye Mash repair all and hoping for the best.
> Would this mod work with Locked Bandit Caves & Tombs by Solescape... Maybe I should load your mod after it? This mod should be compatible with most other mods, as it only traps/locks things dynamically/at run time/on the fly by MWSE script while most mods statically place traps and locks editing cells from the Construction Set - if a certain type of door/container is already trapped (and usually locked) by some other mod, no scripted trap is added - if a certain type of door/container is already locked but not trapped, a new scripted trap may be added - if a certain type of door/container is not locked or trapped, a new scripted lock/trap may be added load order may be relevant only with mods adding/changing special scripts to lootable containers, e.g. If you are using qqqbbb's MW Containers Animated ( http://www.nexusmods.com/morrowind/mods/42238/ ) , load abotMoreTraps.esp after MW Containers Animated.esp because a script must be overriden for both mods to work as intended
Would this mod work with Locked Bandit Caves & Tombs by Solescape (http://mw.modhistory.com/download-87-11439) ?
That mod locks all of the tombs and grottos, locks and/or traps all of the bandit caves and sixth house caves, and traps most of the rogue Telvanni settlements.
Hi abot, This mod looks interesting, how does it work? Are container randomly trapped? Is it based on their content value? (More value means higher chance to be trapped and with a more difficult trap?)
no content value check, most content is generated on the fly from leveled lists when player opens the container, lock/trap level depends on container name (urn/gold/silver/tomb/rare/chest...), and player level (and a random factor)
there is a no-locked/trapped tomb urns option, and a hard setting where if you get e.g trap-paralyzed/fatigued also critters may be spawned, I did not test it much so far but it should be fun if it works [EDIT]uhm, not sure, did not really track this, it could be a more recent version is on my site [EDIT2]Uhm, no, I must update both, I'm using a more recent version [EDIT3]Ok updated
12 comments
it may happen once in a while, it may be a mod limit/glitch or something changed between MWSE versions, but if you use a mod like this you can role play damn dwemer tricking you ;-)
Basically, I don't feel like delving in this old code at the moment as it's not really a game breaking bug
[EDIT] Also, hint: check your probe often, it may happen it remains equipped with 0 uses left
You'd better reload a different save if possible IMO. Playing with some unique quicksave is really looking for trouble.
Try
https://www.nexusmods.com/morrowind/mods/45608
or
https://www.nexusmods.com/morrowind/mods/42340
This mod should be compatible with most other mods, as it only traps/locks things dynamically/at run time/on the fly by MWSE script while most mods statically place traps and locks editing cells from the Construction Set
- if a certain type of door/container is already trapped (and usually locked) by some other mod, no scripted trap is added
- if a certain type of door/container is already locked but not trapped, a new scripted trap may be added
- if a certain type of door/container is not locked or trapped, a new scripted lock/trap may be added
load order may be relevant only with mods adding/changing special scripts to lootable containers, e.g. If you are using qqqbbb's MW Containers Animated ( http://www.nexusmods.com/morrowind/mods/42238/ )
, load abotMoreTraps.esp after MW Containers Animated.esp because a script must be overriden for both mods to work as intended
I have a question
Would this mod work with Locked Bandit Caves & Tombs by Solescape (http://mw.modhistory.com/download-87-11439) ?
That mod locks all of the tombs and grottos, locks and/or traps all of the bandit caves and sixth house caves, and traps most of the rogue Telvanni settlements.
Maybe I should load your mod after it?
This mod looks interesting, how does it work?
Are container randomly trapped? Is it based on their content value? (More value means higher chance to be trapped and with a more difficult trap?)
there is a no-locked/trapped tomb urns option, and a hard setting where if you get e.g trap-paralyzed/fatigued also critters may be spawned, I did not test it much so far but it should be fun if it works
[EDIT]uhm, not sure, did not really track this, it could be a more recent version is on my site
[EDIT2]Uhm, no, I must update both, I'm using a more recent version
[EDIT3]Ok updated