For the traps make them spawn Alyeid creatures for you to fight.
I think a few mods have them you can borrow if you get permission
Oh and since they are difficult to find they should mostly always have loot in them. The great loot of coarse should be rare
Spawn creatures? :blink: Like I should have a troll pop out of a chest the size of a football? :lmao:
I'll probably pass on that, but the traps are still a great idea. I had a quick look at the trap scripts in OOO and they're a little painfully complex. They're not in v1.1, but I'll do my best for version 2. The annotations on the trap scripts make it look like they were originally sourced from someone/somewhere else before OOO, does anyone know where? Links are *really* helpful...
I'm not going to start chasing down mods that *might* be ok and trying to get permission, I want stuff that's released as a resource or the readme states it can be used as a resource.
I've tweaked loot drops slightly to make everything a little
less rare.
v1.1 Changelog:
Icons made by Washington and added with assistance from Corepc. Thankyou both of you!
Every crate now definitely drops a clutter item.
The chances of finding a stash have been increased by a small amount.
I've added chance of
small bonus (i.e. non-clutter) loot drops into some of the chests.
1.1 is available at http://www.tesnexus.com/downloads/file.php?id=22795 and at http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5362.
Coming in v2 (at a hazy, ill-defined, later stage)
66% more variety in clutter (or more if I can find more good resources).
Roughly 100% more chests in the ruins.
Trapped chests.
Maybe more!
I'll try and get some updated screenshots and stuff done this evening.
Vac