Fire burns, electricity shocks, cacti poke, and more! A lightweight, compatibility-friendly, scripted implementation that doubles as a framework for modders wishing to add their own environmental hazards.
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Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
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Author notes
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File credits
Inthegrave for their wise counsel Mojavesuave for the barbed wire idea which pushed me to make this
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Changelogs
Version 1.7
HOTFIX - Replaced blank INI file with an empty meshes folder to prevent Missing Data error in MO2.
Disabled glass hazards in the main file's Keywords INI (by default) due to recurring issues.
Added a blank Meta.INI file to the Minimalist Preset to circumvent MO2's installer not recognizing the Keywords folder.
Version 1.6
Added an auxvar to track the last hazard the player touched, and a check in the ln scriptrunner which should hopefully fix players being stuck with the effects if they loaded a save while they were active.
Version 1.5
Merged the Keywords INI fixes for Linux into the main files.
Version 1.4.1
Entering water will now remove fire damage.
Version 1.4
Redid fire & shock Actor effects: replaced base effects with simpler ones that drain your health and use only flame & shock shaders instead of the ugly smoking ones.
Shock hazards can now be bypassed with electrical resistance above 90. Fire already did this since it was carried over from vanilla.
Version 1.3.1
Fixed typo in the INI
Version 1.3
Added configurable armor class check for all static hazards
Made effect apply to the player only since it was causing issues in some cases. All NPCs version separated into alternative plugin.
Added Keywords preset for minimalists
Version 1.2.1
Removed a dirty edit :(
Version 1.2
Added new keyword for broken glass hazards and three placeholders for modders
Reformatted the keyword config a bit
Made some minor script optimizations
Version 1.1
Fixed the event handler for continuous damage effects by switching it to OnTriggerLeave and using CallAfter on a new UDF
Renamed plugin since I forgot to change it from its test name
Flagged as ESM because why not
Touch bad stuff, take damage. Simple as. Covers all hazards in the game with event handlers, meaning zero worldspace edits since triggers aren't needed. Add or remove hazards using the Keywords config file.
Mods that make worldspace edits are automatically compatible. Mods that add new hazards as base objects will need them added to the Keywords config (you should be able to include a new INI using my keywords with your patch). Mods that add hazards with custom meshes will need trigger collisions added to those meshes in NifSkope (it's very easy to do and there's a tutorial in the Articles section).
Hazard Categories: Continuous:
Fire (included in the Minimalist Preset)
Shock (included in the Minimalist Preset)
Radioactive (unused)
Toxic (unused)
Instantaneous:
Barbed Wire
Broken Glass (unused by default)
Spines
Nettles
Thorns
Misc (unused)
Continuous hazards will deal damage over time via actor effects, for as long as you are touching said hazards, and will otherwise dispel after a few seconds. These effects take resistances into account.
Instantaneous hazards can be protected against by wearing armor above a certain class threshold, configurable in the INI (medium by default).
There are dispatch events for every hazard interaction in case other modders want to hook into them.
Support: I can help you most effectively on my Discord. "But I hate when modders want me to join their Discord!" - Yeah, tough luck. I hate trying to give support on a site where the comment and notification systems barely even function. It's almost like having a centralized communications channel is useful.
Permissions: As always, I grant everyone permission to do whatever they want with my files in terms of merges, patches, translations, fixes, modpacks, etc.