thank you for this useful mod, it's a must have in my opinion, I always hated when followers break the immersion inside a cave. It's pretty stupid not to see such traps!
Surely it doesn't break Immersion... It surely adds to it. Immersion is all about really feeling like the world is real. People make mistakes, and it just makes it more immersive.
Followers setting off traps does break immersion imo. I concede, people do make mistakes. If "I" make the mistake and trigger it myself, then I'm fine with that. If I spot a trap, then my follower should never trigger it. In real life, if I'm ever in a cave or somewhere and see a tripwire or pressure plate and someone is with me, I'm going to tell them to watch their step or watch for that wire/plate. Chances are overwhelmingly good that they will NOT trigger that trap if I specifically tell them to watch for it. In Skyrim, I can spot traps all day and maneuver around them, but my hapless companion will trigger the trap pretty much every time. Now, I can "pretend" that I saw the trap and told my companion "watch your big feet and don't step on this thing that causes death" and they actually WON'T trigger it, just like in real life.
(In reply to DirectorLeonardChurch): Yeah... people make mistakes... but usually people don't dumbly step on the SAME trap over and over and over and over again absolutely oblivious to all the fire and spikes they're bringing down on themselves in the process. It would have been one thing if the game programmed in some kind of coding for followers to run the risk of triggering a trap once and then having them avoid it after that.... but the way the followers are coded by default pretty much just has them acting like traps don't exist even thought they're constantly triggering and getting damaged by the same ones repeatedly.
Gotta agree. If I either step on, or avoid a trap, either way I'm gonna warn my follower(s). Sure, a mod that changes their path-finding would be a bit more immersive, but they have a tendency to conflict with a lot of other mods (or just not work.) This mod is much simpler and gets the job done.
@DirectorLeonardChurch I would agree with you completely had the followers been given some semblance of intelligence, but as we all know, that clearly isn't the case. They literally charge headfirst into pressure plates and get domed by traps constantly and repeatedly. There is no immersion there. It's not immersive to consistently and intentionally commit suicide (in this context).
Just tried it, it did not work. I installed with NMM, opened my game, typed the console command to go to that special Warehouse with all the traps for testing. I got to that cell, it worked ok. I then used a spell to summon my follower (Sofia - The Funny Fully Voiced Follower, http://www.nexusmods.com/skyrim/mods/54527/? - her mod comes with a spell to summon her to your location). I couldn't get her to walk around in the place no matter what I did, which is weird because one of her signature traits is to always wander around everywhere all the time. She's designed to never stay put, but inside this cell she could only stand still. So I went up to a tripwire, summoned her so she appeared right on it, and she set it off. I then did the same with a couple different pressure plates, and she set them off too.
I have 2 guesses. I use USLEEP (Unofficial Skyrim Legendar Edition Patch) instead of all the USKP's now, maybe this mod isn't compatible with USLEEP? Otherwise it must be some sort of unique programming for Sofia that makes her incompatible.
USLEEP alters the same scripts, traptriggerbase and trapbear. I don't know what USLEEP's changes are, but you'll want to have Follower Trap Safety lower in your mod list.
Sofia set off the traps because the author of sofia probably already has some custom made trap settings created for that follower. In the description of this mod it talks about that
But in case you come back: I checked both scripts this mod alters and yes, they do carry the change made by USLEEP.
Maybe in the TrapTriggerBase script, the function call to check whether trap needs to be triggered or not should have been placed 3 rows further, after the check on "is it an actor or not". Indeed If the trap wasn't triggered by what the game considers as an actor, then imho there is no need to check if what-triggered-the-trap is a follower or is in the player faction. But this is just about optimizing performances, that script works as expected.
Iknow this is a late reply but It works fine with Several other mods ANd I run an extremely heavy script game. I would check your Load order and probably try it with say inigo or another follower and see. It could be a pathing/Conflict issue with Sofia
If I understand it right, non immersive. As if follwers have no weight unlike Player... Could be immersive once they avaid traps. This can be achieved by editing navmeshes. Tedious stuff, but immersive result as NPC will avaid traps with exception of being in a rush - a rare case when they ignore navmeshes and yet send Player to Sovngarde.
234 comments
Can be redundant saying this, but... IS A MUST HAVE!
I have 2 guesses. I use USLEEP (Unofficial Skyrim Legendar Edition Patch) instead of all the USKP's now, maybe this mod isn't compatible with USLEEP? Otherwise it must be some sort of unique programming for Sofia that makes her incompatible.
But in case you come back:
I checked both scripts this mod alters and yes, they do carry the change made by USLEEP.
Maybe in the TrapTriggerBase script, the function call to check whether trap needs to be triggered or not should have been placed 3 rows further, after the check on "is it an actor or not".
Indeed If the trap wasn't triggered by what the game considers as an actor, then imho there is no need to check if what-triggered-the-trap is a follower or is in the player faction.
But this is just about optimizing performances, that script works as expected.
Gladly endorsed this mod.
Thanks
https://www.youtube.com/watch?v=QFfT7D67v4A
Your videos for useful mods ("Move it, Dammit Lydia" for example) are hilarious.