[WIP] Trap expansion (name is WIP also)

Post » Thu Apr 07, 2011 5:11 pm

OK, So this is an in the works mod and I've been bugging people lately about how they did stuff so now here is the beginning of what I've been up to:

SilentThief 's Trap expansion - is an attempt to re-make how the morrowind engines handles traps. To me, it makes NO sense for a chest to tell you that it is trapped. This will make low levels much more dangerous. Detection of traps is still going to be possible using the security skill, though; and also with spell. I'm currently at the very early stages of this but I will let you all know more about this.

I plan to release a mod with ALL the traps altered ( in all three ESMs: Morrowind/Tribunal/Bloodmoon)

Silentthief
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Danial Zachery
 
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Post » Thu Apr 07, 2011 7:56 pm

OK, So this is an in the works mod and I've been bugging people lately about how they did stuff so now here is the beginning of what I've been up to:

SilentThief 's Trap expansion - is an attempt to re-make how the morrowind engines handles traps. To me, it makes NO sense for a chest to tell you that it is trapped. This will make low levels much more dangerous. Detection of traps is still going to be possible using the security skill, though; and also with spell. I'm currently at the very early stages of this but I will let you all know more about this.

I plan to release a mod with ALL the traps altered ( in all three ESMs: Morrowind/Tribunal/Bloodmoon)

Silentthief


Awesome. I've always felt that containers telling you that they were trapped was kind of silly - and that detection should be a function of your security skill. It's a shame that isn't something that can be fixed in MCP - but alas.
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Aaron Clark
 
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Post » Fri Apr 08, 2011 3:45 am

That actually sounds really cool SilentThief! Can't wait to see this in action.
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!beef
 
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Post » Fri Apr 08, 2011 5:39 am

Will the trap detection system function kind of like the system in Baldur's Gate and the like, or do you have a different system in mind? Either way, I really like this idea. Traps were never much of a threat in the game before, so this will add some much needed extra incentive to level up ones Security skill.
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jessica robson
 
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Post » Thu Apr 07, 2011 11:04 pm

i must say, this is quite a good idea.
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Rhiannon Jones
 
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Post » Fri Apr 08, 2011 6:23 am

A trap announcing itself is totally stupid. Naughty boy, bethesda...
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Melung Chan
 
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Post » Fri Apr 08, 2011 8:20 am

I don't view it as the game announcing that the object is trapped, but as the player's character noticing that it is trapped. There is, after all, nothing to visually identify that a chest is trapped and the player's character would have to see that the object is trapped to be able to disarm it. Still, it will be interesting to see how this turns out.
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gary lee
 
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Post » Thu Apr 07, 2011 5:58 pm

Will the trap detection system function kind of like the system in Baldur's Gate and the like, or do you have a different system in mind? Either way, I really like this idea. Traps were never much of a threat in the game before, so this will add some much needed extra incentive to level up ones Security skill.


Not familiar with Baldurs Gate. Its one I've never played. Anyhow, I am switching the spell effects for detect key (which is not that useful IMHO) to detect traps, and this covers the spell side, but the ability to detect traps using the security skill will be a function of the skill and a bonus/penalty for trap difficulty (I am thinking that trap difficulty will be a 1-100 range like lock. But since I cannot display this like how lock spell displays the amount, I'll have to do message box instead.

I am also considering the idea of having a "examination" bonus where if you look at the container for a while like you study it, then you might add to your chance to detect the trap with the security skill.

This mod would not be something you could even consider doing without the help of tes3cmd, an awesome utility by John Moonsugar, and I also had a bit of direction from ManaUser as well. So Thank you for putting up with my questions.

ST
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Alexander Lee
 
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Post » Thu Apr 07, 2011 6:01 pm

This sounds great. It always seemed silly to me that any fetcher fresh off the boat could detect traps. You can get the reference of the object you're looking at with MWSE.
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Rowena
 
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Post » Thu Apr 07, 2011 9:33 pm

Not familiar with Baldurs Gate. Its one I've never played. Anyhow, I am switching the spell effects for detect key (which is not that useful IMHO) to detect traps, and this covers the spell side, but the ability to detect traps using the security skill will be a function of the skill and a bonus/penalty for trap difficulty (I am thinking that trap difficulty will be a 1-100 range like lock. But since I cannot display this like how lock spell displays the amount, I'll have to do message box instead.

I am also considering the idea of having a "examination" bonus where if you look at the container for a while like you study it, then you might add to your chance to detect the trap with the security skill.

This mod would not be something you could even consider doing without the help of tes3cmd, an awesome utility by John Moonsugar, and I also had a bit of direction from ManaUser as well. So Thank you for putting up with my questions.

ST


In Baldur's Gate, and a lot of the Infinity Engine games, there's an ability called "Find Traps" which, when activated, can reveal hidden traps and allow the character in question to disarm them. Sometimes, you have to stand around in the general area of the trap before it is revealed though. Sounds similar enough to the concept you had in mind, so I definitely look forward to the completion of this mod.
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Ridhwan Hemsome
 
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Post » Fri Apr 08, 2011 1:58 am

http://lparchive.org/LetsPlay/BG1/Update%208/23-23.JPG an example. Imoen's succeeded with her Find Traps roll and so revealed the trap, if she'd failed then she'd just blunder over the area of trapped ground and set it off. But, as she detected it, she can http://lparchive.org/LetsPlay/BG1/Update%208/22-22.JPG.
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Javaun Thompson
 
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Post » Thu Apr 07, 2011 8:20 pm

I could probably squeeze into the MCP beta an option to disable the Trapped information in the tooltip. Then you could have an OnActivate script that checks against security skill and warns the player. I may be able to integrate a simple security check for the tooltip if you have a good, tested formula for it.
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Nicole Mark
 
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Post » Thu Apr 07, 2011 6:41 pm

Well, I don't have one yet. I had put this on hold lately... but perhaps I can get something done with this soon enough. It's cool that I caught your attention with this though and I'll see if I can't get something done with this before the weekend is over. If you want I'll PM you when I get this done.

And as for the MCP, it would be an awesome honor if I made any impact on something as big as this.

ST
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stephanie eastwood
 
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