Livnthedream Posted June 21, 2014 Posted June 21, 2014 Discussion thread:Wiseman303's Trap Fixes by Wiseman303Wiki LinkIndiana Jones style pedestal traps?! Yes please! https://www.nexusmods.com/skyrim/mods/55100/?
kryptopyr Posted June 21, 2014 Posted June 21, 2014 If this works as advertised, then it'll be a great improvement. I especially like the idea of being able to grab soul gems with telekinesis. I always felt that these traps were the most obvious use for telekinesis, and it's annoyed me to no end that telekinesis couldn't be used to disable them.
DoubleYou Posted June 21, 2014 Posted June 21, 2014 This looks good! Many of those bugs have annoyed me.
Crimson13 Posted June 21, 2014 Posted June 21, 2014 Agree with kryptopyr, I felt like Telekinesis should have been able to grab the soul gem traps. There isn't a while lot you can do with the spell anyway. Looks like an helpful mod.
EssArrBee Posted April 3, 2015 Posted April 3, 2015 Oh yeah, this is a no brainer. Another mod we let slip through the cracks.
DoubleYou Posted April 3, 2015 Posted April 3, 2015 I've been testing this for a while now, and I vote for its inclusion in Core. Before this, if the soul gem had fallen off the trap, there seemed to be no way to stop the onslaught of spells. Now I can shoot it with an arrow, and it's done.
Kelmych Posted April 4, 2015 Posted April 4, 2015 For me at least, LOOT puts the Trap Fixes after Traps make noise. Looking at the records that seems sensible.
EssArrBee Posted April 4, 2015 Posted April 4, 2015 I tested this right now and the only thing I couldn't get to work was the telekinesis. Everything else was working good. I recommend this for STEP Core. The magic traps actually work now. It usually goes off once or twice and then falls over. Right now I was messing around with one and it wouldn't stop shooting magic at me until I shot it with an arrow.
oqhansoloqo Posted April 4, 2015 Posted April 4, 2015 btw - the topic title should be "Wiseman303's Trap Fixes (by wiseman303)" - can someone fix this because it makes it easier to do a search for it?
TechAngel85 Posted April 12, 2015 Posted April 12, 2015 I had been going back and forth on this mod, debating with myself if the things it "fixes" are actually fixes to vanilla or additions. After quite a bit of thought, I've come to the conclusion that if these trap were built in real life, you'd probably be able to disable them in the ways this mod provides. With that said, we can accept this one since we all agree on it.
TechAngel85 Posted April 12, 2015 Posted April 12, 2015 Accepted for v2.2.9.1 for Core. Placed in Gameplay so that it loads after Traps Make Noise.
Sixxness Posted May 23, 2015 Posted May 23, 2015 How should I unpack this to make a new 7z? Fomods for such small changes are quite a hassle, and the description is quite unclear for Step. do I extract the base/core and overwrite with "Traps Make Noise compatibility" folder?
TechAngel85 Posted May 23, 2015 Posted May 23, 2015 Why would you want to unpack it? Just use the FOMOD and only check the Trap Makes Noise compatibly option. Nothing more to it.
belting Posted August 27, 2015 Posted August 27, 2015 I got errors related to this mod. I didn't save it, but something about 'floracoinpurse'. It has totally messed up my game. Did you actually test this mod?? On the description page of the the author even mentions errors related to 'floracoinpurse'. This has totally destroyed my faith in S.T.E.P. And yes, I'm a noob and a casual gamer. If I were not I would not be relying on your input. 1
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