Bear Traps and Poisons

Post » Sun Nov 18, 2012 11:52 pm

This is something I have [REQ] in other forums, but received little attention. Several monts ago I attempted to do this myself, but I lack the intelligence to get started...no surprise there...

My first thought was to apply a created poison to a Bear Trap, if I could make the Bear Traps into an equippable weapon, from the weapon inventory. There are mods that allow one to craft and even pick up BTs in the world. However these are stored in the misc inventory.

I came across this older post and thought that this may be an option. I am at a loss of what to do.

I'd like to add a container to bear traps, making it possible to "store" poisons in traps, and adding a script that applies that poison to whoever triggered the trap.

Is it possible to attach a container to bear traps?
Is that container accessible from the trap trigger script?

Any help or direction would be appreciated.

Thanks,
- Mr. 5

EDIT :

This mod started out very interesting and promising, but was eventually abandoned....

http://skyrim.nexusmods.com/mods/12709
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Darrell Fawcett
 
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Post » Mon Nov 19, 2012 7:40 am

You MAY be able to use a remote container (a chest or whatever that you hid away, out of sight), that works the same way merchant containers work?

Then there's the issue of how you activate the trap ... I suspect you would need a false trap (that looked like a trap, but wasn't). When dropped this would have an OnActivate Event that popped open the remote container. This false-trap could then be stored in a Player's inventory.

BUT: Applying a poison - different choices? - Might be a little tricky (possible, but means holding values in arrays, or variables of a persistent alias ... or some such ... nasty). Would be easier to have seperate trap-objects for each type of poison ... probably ...

You would need a second OnActivate Menu - I'm not sure how you would do this!!? - that had "Set Trap" which magicked away the false-trap and replaced it with a more normal trap (called Super Trap).

Super-Trap would need an OnActivate (at least, I assume the event is OnActivate, when someone stumbles onto the trap???) that applied a Poison Effect to the target (but would be a nornal trap, other than that).




So you can probably make it happen ... But it'll be a bit messy ...

(maybe some one else has done similar and can provide you with scripts??)
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Charlotte Buckley
 
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Post » Mon Nov 19, 2012 4:14 am

What about the idea of converting the BTs in the world to an actual weapon. The poison could be applied like any sword or bow. The trap could be wielded 1H and set as it was equipped and then apply the poison.
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Sarah Knight
 
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Post » Mon Nov 19, 2012 6:05 am

What about the idea of converting the BTs in the world to an actual weapon. The poison could be applied like any sword or bow. The trap could be wielded 1H and set as it was equipped and then apply the poison.
But would it still activate after the player dropped it and an NPC stepped on it?

Unless you mean something else ...?

Weapons don't go active until equiped by a character ... But traps are placed and left (normally in the CK), so I'm not too sure that would work? (It would be an easy way to apply the poison, though ... So worth a bit of investigation).

(However you try to do this, it won't be easy ... so things are worth trying just to see if they help)
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Kari Depp
 
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Post » Mon Nov 19, 2012 12:07 am

But would it still activate after the player dropped it and an NPC stepped on it?

Unless you mean something else ...?
No...that is what I meant. I mean I am just pulling straws on what "might" work. I really have no idea about how to tackle this.
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dean Cutler
 
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Post » Mon Nov 19, 2012 1:03 pm

Just bringing this back to the mantle, in hopes of some valued input.
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Toby Green
 
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Post » Mon Nov 19, 2012 9:17 am

Just bringing this back to the mantle, in hopes of some valued input.
You're probably not going to get much of any. It's just damn hard to do (if not non-doable).

You want a type of object that does not exist. It is a weapon that works without being held by the player (a trap, they do exist). But, unlike traps you want it placeable by the player (that's probably OK, ish). Then you want it to have an "inventory" (no traps/weapons do) and by selecting an item from its inventory you want to change the type of damage it does (you could say arrows do a similar thing ... but then each type of arrow is a different object, with different properties).

And so ...You'd need:
  • A dummy in-inventory object (with the icon of a trap)
  • Equipping that item would need to provide a menu choice of "poisons" to apply to the trap (not easy to see how that is achieved)
  • Selecting a "poison" would need to:
    • Reduce the stock of poisons held in the device inventory by 1 (and if different poisons are available, only one of the stock-items by 1) ...
    • Unequip the "dummy item"
    • Make a new trap appear ... drop it at the player's feet ("cloned" from an object in a holding cell)
  • The trap(s) would have a script that applied a magic-effect (OnActivate) - or similar - when the trap was stood on (possible) ... to apply the relevant poison
  • So you would need a trap for each of the allowed poisons (rather than one very clever trap), so the system would just pick the relevant object to "clone" given the poison chosen
It's possibly doable ... After a fashion ... But to do well (new models for traps, poison selection system, code to stop traps getting placed in non-viable places, persistance) it is going to be tough
  • Maybe some form of enchanted weapon/trap would be a better way to go ... not that there are enchanted traps, but maybe some way of tying a dummy object, a weapon, a trap and an enchantment could be found (though, that said, I can't think of one!)?
  • Maybe a placeable object surrounded (tightly) by a triggerbox (with scripts on the box) - That may have more legs than anything else? (Still not easy to see exactly how it would work, though)

If Ducey is bored, maybe it's something he fancies taking on?? ... It's very probably beyond my skillz/patience. It's certainly a "job" for someone with a lot of scripting skill, no little creativity and a lot of patience ... If it is doable at all
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Rebekah Rebekah Nicole
 
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