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12 comments

  1. Kefke_Wren
    Kefke_Wren
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    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.
    1. abot
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      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
  2. SunLeper
    SunLeper
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    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.
    1. abot
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      In response to post #64399671.


      Spoiler:  
      Show


      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.


      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
  3. Luj1
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    Thank you for the thorough explanation good sir, I appreciate it.
  4. abot
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    > 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
  5. Luj1
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    Hello Abot



    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?
  6. mym
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    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?)
    1. abot
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      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
    2. mym
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      Great! Thx for the details and the update
  7. Todd9
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    Noice, this should help fuel my desire to play a thief/plunderer character.
  8. svengineer99
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    Thanks abot! I've added to my load order, looking forward to finding more traps in my next playthrough...