Traps Don't Work...

Post » Sun Nov 18, 2012 3:24 pm

Lately I’ve been working on a dungeon with several traps. However most of the traps I want to use won’t work. So far I have fire-pot traps, spear traps, and a couple others. But when I try to create a dart trap, flamethrower trap or magic-caster trap they won’t work at all. I went into the WarehouseTraps cell and copied the needed references as one. I went back and checked all the links related to said trap and set them to what I see others of the same are set to. I have even gone through YouTube and found videos from Bethesda, and followed them closely. And still they won’t work.

Any ideas what might be going on here? Any help would be much appreciated.
- Thanks
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David John Hunter
 
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Post » Sun Nov 18, 2012 1:22 pm

I have had a similar experience with ambushes where I copied the Ambush from Warehouse Ambushes and the trap springs the characters come out or appear but are non aggressive unless the player talks to them or attacks them or you pass back and forth between cell to cell boundaries ??? Wonder if its connected ?
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Kay O'Hara
 
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Post » Sun Nov 18, 2012 9:00 am

I had the same problem ages ago: http://www.gamesas.com/topic/1375115-problems-with-traps-runes-darts-flamethrowers/page__fromsearch__1

I just gave up, there was nothing more to try. Some people have reported having these kind of problems in some cells, while others work perfectly.
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Brandi Norton
 
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Post » Sun Nov 18, 2012 7:48 am

Thanks guys. This just doesn't make sense. Some traps work fine while others don't. I would hate to release a mod with only certain traps. Not very exciting.
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Elizabeth Davis
 
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Post » Sun Nov 18, 2012 4:36 pm

Ok guys, I think I figured it out. Here is what I did, so you might want to test this out as well.
First off, for testing purposes only I place the port to my dungoen at the Solidute Docks. I removed my character from the dungeon and placed it near the port I set up. I then saved the game. After that I logged off and closed down the Creation Kit. Everything is closed at this point. I then removed the mod from the data folder and logged back into the game. After this I then saved the game (while my character is still at the docks)without the mod and logged back off. After that I then reinstalled the mod and ran my character through the dungeon. All my traps are now working.
I have seen this before in the past with other programs, I just didn't think to test it with the CK. Try it and see if it helps. I am curiuos.
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Barbequtie
 
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Post » Sun Nov 18, 2012 8:09 am

Then again, my runes worked at first but after a load they did not anymore. Darts and flamethrowers never worked. I'm always using a clean save. It'd be a bit of a pain to tell someone who downloads your mod to go through all that to make it work. Everything should be working fine with a clean save imo.

I'll try to add the traps in the next cell I'll be working on and report here.
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Alessandra Botham
 
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Post » Sun Nov 18, 2012 2:21 pm

I found doing the uncheck mod, save new game then checking mod and loading save helped... Somehow the Saved game is effecting the traps ???
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naana
 
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Post » Sun Nov 18, 2012 8:10 pm

I found doing the uncheck mod, save new game then checking mod and loading save helped... Somehow the Saved game is effecting the traps ???
Not just traps... other stuff as well. This morning I created a fountain with water falling out of it. When I checked it "in game" the base of the fountain was missing. I did a "save" as mentioned above and went back in. My fountain base was now where I placed it. So, yeah, this seems to be helping.
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BlackaneseB
 
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Post » Sun Nov 18, 2012 12:08 pm

This sounds http://www.gamesas.com/topic/1403919-dialogue-no-longer-works-thread-2-quest-bug-dialogue-scenes-etc/
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John N
 
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Post » Sun Nov 18, 2012 3:14 pm

This sounds http://www.gamesas.com/topic/1403919-dialogue-no-longer-works-thread-2-quest-bug-dialogue-scenes-etc/

Yeah, it's alarming to realize so many problems "should" now be fixed like that... Maybe it's just not a dialogue bug after all?

I had my trap problems in May, so it's probably a different thing, then? Unless the same issue existed back them in a smaller scale.
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Aaron Clark
 
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Post » Sun Nov 18, 2012 7:55 pm

I've had a couple like that as well. I'm starting to wonder if the problem wasn't one that's been bubbling under for a while, but which was largely masked by something else.
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Stefanny Cardona
 
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Post » Sun Nov 18, 2012 9:54 am

I'll second that alarm call, Doc!

That "fix" is identical to the Dialogue "Fix" ... and so you would assume the root cause is pretty similar too.

Quite what is wrong when two completely unrelated things are acting up the same way, lord only knows ... I'm just hoping they didn't have to break some thing serious to get DG to function correctly (because it begins to look for all the world like that has happened ... and that would be waaaaaaaaaaaaay past upsetting :()
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Isabell Hoffmann
 
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