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Destructor36

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destructor36

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About this mod

Pick up, craft, and deploy traps to slow, trip, manipulate, and blow up your enemies.

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Interactive, Craftable, Moveable Traps


Pick up, craft, and deploy traps to slow, trip, manipulate, and blow up your enemies.

  • Traps can be picked up in dungeons and other locations, deployed by dropping them from the inventory, and can be picked back up until they are triggered by an enemy, at which point they will break.
  • Traps can be purchased at merchants, found as loot on bandits, and crafted with new tiers on the Steel Smithing perk.
  • Tripwires will (drumroll...) trip actors who run or sprint through them. They will not trip if just walking through them.
  • Bear traps will damage actors who step in them and slow their movement for a short time (configurable), and can be poisoned by dropping potions into their jaws.
  • Hanging oil jars in dungeons can be grabbed before they break or crafted from clay at a forge, and infused with explosive oils or gasses with effects like Frenzy, Calm, Fear, Paralysis, and Poison gas. The base jars in dungeons will leak a pool of oil where you break them, which can be ignited.
  • Pressure plates can be turned into mines infused with offensive properties such as Frenzy, Paralysis, Poison gas, & elemental explosions. The elemental mines will also knock down actors who step on them, making them powerful tools for crowd control or in narrow corridors. They explode when you step off of the trigger, giving you a chance to look for a resistance potion or teleportation spell to get you out alive if you catch yourself mid-step.
  • Actors with the Light Foot perk will not trigger most traps.
  • Actors who walk into a trap will become hostile to whoever laid it if they are nearby and not allies.
  • All traps are deadlier, including ones that can not be picked up. They apply their full damage at any level rather than scaling to your level, making them potent in the early game. Sharp traps like bear traps, spikes, and swinging blades are more likely to cause diseases (15-20% for most, up from 0-5%).
  • Traps now cause noise, which enemies will investigate.
  • Crafting traps requires new tiers on the Steel Smithing perk. Tripwires and jars can be crafted with the first perk tier, and bear traps and mines with the second. Perk requirements can be deactivated to use with mods that edit the Steel Smithing perk.


Requirements

The mod suite
This mod was originally created as part of a large gameplay mechanics expansion mod that was designed to expand on under-used systems in Skyrim, bring back features from Morrowind and Oblivion, and implement features in a non-player-centric way to let NPCs use them. It's now standalone, but will play well with and have a similar design aesthetic as these mods that were also part of that suite:

Compatibility and Troubleshooting
  • If adding to an existing save, traps in areas you have recently been in (i.e. not respawned) will not be interactive until the cell respawns, except for pressure plates. Traps you encounter in new locations will be interactive, and those you craft at forges.
  • Survival Mode: Will overwrite a change made by Survival Mode that allow traps to cause new diseases. It is otherwise compatible with and can be used safely with Survival Mode. I probably won't make a patch for this since I play in VR where Survival Mode isn't available, but others are welcome to upload patches or separate versions.
  • No known unexpected incompatibilities. Other mods that edit bear traps, tripwires, oil jars, or pressure plates will be incompatible and likely make you unable to pick them up.
  • Flagged as ESL


My other mods