[RELZ] Random Extra Traps

Post » Sat Feb 19, 2011 7:21 am

http://www.fallout3nexus.com/downloads/file.php?id=14325
It's finished. Or at least as finished as it's going to get for a few weeks (barring any issues).

I've gone through 90% of the wasteland locations (inside and outside, wastes and downtown) and added dozens or hundreds of extra traps (mostly frag mines, but also tripwires and baby carriage traps). But in the spirit of randomness and increasing replay value, only 30% of traps will appear in a given game. This does not affect existing traps, only the additional traps that have been hand placed in devious (and sometimes obvious) locations across the wastes. For example:

- Roughly 30 additional baby carriage traps were added. But untrapped baby carriages were also added across the wastes. And a small handful of the normally not dangerous baby carriages may now spawn with a frag mine nestled inside.

- About 80-90 tripwire traps were added, with grenade clusters. These were harder to place because the tripwire is of a particular length (my kingdom for a 150% length tripwire, or even a 2x longer version) and the wire that holds the grenade is over a meter long and very visible. So there were places where I wanted to put a grenade cluster, but couldn't because the hanging string would end up looking like an antennae sticking through a thin roof. I decided not to place additional shotgun or kinetic traps as they really don't scare me. If I had a grenade cluster model without the long wire, I could easily find another few dozen places. (I tried a bunch of different solutions, and decided to shelve it until New Vegas.)

- The vast majority of the new traps are frag mines. Over 260 new mines at current count (compared to 340 in the base game). These nasty little things tend to be placed in groups of 2-4 at a location, and they can be placed just about anywhere. So the total quantity rose quickly as I worked my way across the wastes. And I still have a few dozen locations that need attention (but won't get it for a few weeks). 95% of them are easily seen, as long as you are looking. They are out in the open, and not hidden inside clumps of grass. A few, however, are hidden from view (I can think of 3 where I was super sneaky and covered it with another Havoc object). That doesn't count the mines placed in plain sight pretending to be normal disarmed "loot" mines that you see on shelves and tables. Sometimes they get mixed in with normal inactive "loot" mines (maybe they turned themselves on in the decades that they've been laying there).

(Hopefully we'll see new "things that go boom" in New Vegas as well as new types of triggers. Or maybe I'll have figured out Blender and NIF by then.)

The general effect on performance is absolutely minimal. The objects, when they load for the first time, calculate a random number and then either stay in place or disable/markfordelete themselves. Worst case, you'll hit a cell where I added a dozen entities. But it should not be noticeable at all. Loading the new area from disk as you move across the wastes probably introduces more lag then such minimal scripting on a few dozen objects. At least, I hope not. Testing seems to indicate that all is well, however.

Its effect on your gameplay... may be a bit profound. Especially if you use "Deadlier Explosive Traps" along side it (or some other realism mod). With traps appearing in new locations, you can't trust your memory any longer. If you haven't visited an area yet in this play after installing the mod, there's a good chance that a nasty surprise might be waiting for you. You're going to have to treat every doorway, every narrow passage, and every suspicious looking setup as potentially deadly. Those mines on the shelf over there? Yeah, you might want to turn off the Pipboy light and see if any lights are glowing. That baby carriage? Give it a wide berth until you can check inside.

Running through Dupont Circle? Only if you're suicidal. The raiders now have extra toys and they won't be blown up by their own mines any more.

Not to mention all the additional toys that Reilly's Rangers left behind...

Save early, save often, and watch where you put your feet.
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jenny goodwin
 
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Post » Sat Feb 19, 2011 8:30 am

Link to the thread where I was musing about the concepts behind it and trying stuff out:
http://www.gamesas.com/index.php?/topic/1111940-random-traps/
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Angelina Mayo
 
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Post » Sat Feb 19, 2011 1:24 am

Awesome!!!

Instant Download!

I love traps! I'm glad you got this to work for you. While I'm at it I just might try your Deadlier Explosive Traps to go along with it. Maybe now people won't think it silly that I constantly sneak while wearing heavy armor.
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Ellie English
 
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Post » Fri Feb 18, 2011 7:58 pm

I killed myself 3x last night... and not all the times were even the fault of traps that I had added. :( But my character is level 13 or so, and is wearing the Regulator's leather duster so she doesn't have a lot of DR yet. It's just not possible to run away from the frag mine fast enough to survive with Deadlier Explosive Traps installed. :dead: With a bit more DR and health, it'll be survivable, but will still take a big chunk of health away. So it's a very evil pair of mods when combined.

I'll probably do a few things different for New Vegas. There's been a few ideas posted to the download page that I'm considering and will noodle on. That'll also give me time to figure out Blender enough to change / combine existing models.
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jeremey wisor
 
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Post » Fri Feb 18, 2011 5:46 pm

One little suggestion, I've started to leave some active bottlecap mines laying around in my own mod. the player sees them and thinks cool. if they don't look close enough at them the mine will go boom. :whistling:

instead of so many frag mines think about tossing in some bottlecap mines.

I like the idea and, am glad to hear it is a random mod. I'll definitely be checking this one out.

thanks.

cev
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Carolyne Bolt
 
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Post » Sat Feb 19, 2011 4:41 am

Sounds interesting, will check this out. More randomness is always welcome :thumbsup:
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Arrogant SId
 
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Post » Fri Feb 18, 2011 8:56 pm

Admiral Ackbar is not amused :lmao:
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Dewayne Quattlebaum
 
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Post » Fri Feb 18, 2011 9:06 pm

Yes, I need to mix in a few more bottlecap mines I think.

(very!) Slowly working on a 1.01 anyway, because Cliffside Caverns, Fairfax, Evergreen Mills (exterior) and Fort Bannister all needed a good bit more attention. Those are what I consider raider/talon strongholds, and I hadn't really met my goals in those locations. Especially the above-ground portion of those areas. Plus I keep stumbling across raiders/talons that are blowing themselves up on traps that should really belong to their faction. The first release had something like 600 frag mines (including the base 340), I think I'm now approaching 650 or 700 in my current copy. Three here, half a dozen there... it adds up quick.

Depending on how I do things in FO:NV, I may decide to change all existing traps to random variants as well. Right now, I left the vanilla traps alone and simply added additional instances. Or at least I may do that for the less frequently used traps like tripwires / baby carriages where there are less then 100 instances.
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 6:45 am

Love the idea. Downloading now.
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Kayla Bee
 
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Post » Sat Feb 19, 2011 2:25 am

Hmm...maybe change some of your "thoughtful additions" to plasma mines? They look different so they might not be recognized...in time.
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Rebecca Clare Smith
 
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Post » Sat Feb 19, 2011 2:22 am

This is a great idea and should go well with FWE!
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neen
 
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Post » Fri Feb 18, 2011 11:48 pm

I have been thinking about the other mine types... I tend to see plasma mines as a tool of the Enclave, so that limits where I might want to use them. I did go through and add a dozen or so activated bottlecap mines tonight, but I need to play through one or two of those areas to make sure that it works.

Just about did myself in at the Museum of Tech - I completely missed a tripwire, in an enclosed space, and the grenades fell between me and the exit. I could do nothing except hug the wall, and stare at them for the 2 seconds before they went off. It was very much "you have made a BIG mistake, reflect on that until BOOM" moment. I managed to live, barely... with multiple wounded limbs and about 10% health left.
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Joey Bel
 
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Post » Fri Feb 18, 2011 8:17 pm

Love the idea of more grenade trip wires. Nothing scares me like that little tinkling sound when I've missed one of those and they drop behind me. :bolt: Will definitely go DL right now. Thanks for sharing. :)
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Alycia Leann grace
 
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Post » Sat Feb 19, 2011 1:44 am

Thanks all. Glad you all are enjoying the terror. :flamed:

(I'm personally having fun with it, and I'm the one who put the darned things there... ran into a frag mine last night, placed by yours truly, during a fight with a behemoth and a bunch of super mutants. I was under heavy fire, but it was under control - until the SMs lit up the abandoned cars in front of me. I had to backpedal quickly, fell down a flight of exterior stairs, and landed on a mine.)

Small update this morning, version 1.01 release.

1.01 Aug 2010 - Additional mines or traps placed in Raider / Talon Company
strongholds like Cliffside Caverns, Evergreen Mills, Fort Bannister and
Fairfax Ruins. Fixed an issue by Springvale School (unowned mine).
Adjusted traps in Jury Street Metro Station / Tunnel. Added a first pass
of new bottlecap mine traps.

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Sarah Knight
 
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Post » Sat Feb 19, 2011 1:01 am

Excellent addition to my game. Too bad there seems to be some sort of problem at the Nexus at the moment, I'll have to try again later. It will definitely be part of my next play through though. I'm just waiting for a few other authors to complete the updates to their mods before I go through it again.

Well the Nexus worked that time, thanks for the mod.
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Dean Ashcroft
 
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Post » Sat Feb 19, 2011 4:03 am

Heh, installed this mod yesterday and got my backside kicked (or blown up if you will).
It's a great and simple mod, but it makes the Wastes unpredictable once more, even for veteran players.

Big Kudos! :celebration:
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Fluffer
 
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