Bear Traps - equip, poison,enchant (where to start?)

Post » Thu Jun 21, 2012 4:47 am

I have a sneaky tactician character. I looked for a trap mod, but they either required another mod to be installed, that changes the crafting system, were way to diversified or did not do what I needed.

I want to create an exp that changes the Bear Traps in the game. Any trap found, can be added to the players inventory and dropped to deploy later. There is one that adds a good selection, and they are even craftable, BUT I want to add poisons to the trap that my character crafts.

I assume you would have to make the trap a weapon. That it could be temp equipped, and therefore able to apply poisons and then dropped and activated once it's on the ground.

I can get around the CK somewhat, but I have no idea where to start with this. I also assume it would require some type of script, and I absolutely have no clue about that stuff. This might be way to advanced and require a seasoned modder to do it. I was hoping to just be able to click a box that lets the trap be equipable, but that doesn't seem to be the case.

Any direction will be appreciated. Even a suggested tutorial to review. I didn't really want to go through every one of those to find a "magic tab" or box to check.

Thanks in advance, to a very learned forum community. :thumbsup:
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Bigze Stacks
 
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Post » Thu Jun 21, 2012 3:41 am

Have you looked at the traps in the Interior-Cell, "WarehouseTraps"?

They should give you an idea of how to begin and (possibly) how to add a poison effect - to a new type of trap - if/when one is tripped.

As for making them an item to carry and deploy. You could do it with dummy objects and placeatme commands (so craft a dummy object, which adds the dummy to inventory, on drop-dummy disable the dummy object and place an actual trap - modded to include a poison effect possibly - at the PC's feet)
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Campbell
 
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Post » Thu Jun 21, 2012 6:20 am

Instead of changing the trap to a weapon to put poison on it, how about this:

Give the trap an inventory
The player is able to put any poison from their inventory into the trap inventory
When the trap is triggered, a script checks the inventory for a poison and applies the poisons effect to the actor that triggered the trap

i'm sorry i can't give any more details, i'm still a beginner in modding myself (maybe there's even a much simpler solution)
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Jessica White
 
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Post » Thu Jun 21, 2012 12:43 pm

Have you looked at the traps in the Interior-Cell, "WarehouseTraps"?

They should give you an idea of how to begin and (possibly) how to add a poison effect - to a new type of trap - if/when one is tripped.
I looked in the "Warehouse" but it just shows the Bear Traps as they are in the world. The info on them are the same as it is displayed in the Object Window.



As for making them an item to carry and deploy. You could do it with dummy objects and placeatme commands (so craft a dummy object, which adds the dummy to inventory, on drop-dummy disable the dummy object and place an actual trap - modded to include a poison effect possibly - at the PC's feet)
Thank you for the reply, my friend.

Not sure what the "dummy" process is. I have made stand alone weapons and gear, changed the textures and stats, but that was just using duplicate "in-game" stuff.

I just thought it may be something as simple as creating a "new" weapon, giving it the inventory display of the Bear Trap and copying the Bear Trap script from the Bear Trap01 file. It needs no 1P or 3P nif as it will never actually be equipped in the world. It will just be selected long enough to apply a poison from the potion list and then dropped. At that point it would just be activated as normal.

Applying a poison, like paralyze would hold them in place. Given the Alchemy Skill, you could make some interesting effects. Apply a weakness to magic poison and set a rune after the trap to increase the damage. Just a thought for example.

I don't really want to give it a standard effect. I want the option to apply any poison at will like a regular weapon.

I am afraid this may just be too far over my head. :sadvaultboy:


EDIT :
Give the trap an inventory
The player is able to put any poison from their inventory into the trap inventory
When the trap is triggered, a script checks the inventory for a poison and applies the poisons effect to the actor that triggered the trap
This is a possible option. Then it just needs a way to add it to the player inventory.

Maybe this will inspire someone to make a simple ( if that is the right word) mod.
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Ysabelle
 
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Post » Thu Jun 21, 2012 3:41 pm

It's not straight-forward, but it wouldn't be too hard to do either.

You would need something like ...

1. An Inventory Model of a closed Bear-Trap (a dummy) - I don't know what files you need for this, its a artiste thing .... (but you could use a copied iron bar instead!) ... Then just duplicate a Misc Object and assign it the fancy model.
2. When the (dummy) item is dropped by the player the Story Manager System could be used to detect the drop event
3. A modified copy of the proper Bear Trap (activator) could then be summoned to the players feet, and the dummy object disappeared from the world (disable, delete)
4. In the scripts on the modded-copy, you could add in applying potions/poisons (and do all manner of other stuff) when something steps on the trap
5. The summoning could be done by using a Create Alias in a Quest, which was always running
6. So that they don't hang around forever, you could put a timer on the deployed traps, making them disappear when it ran out (disable, delete)
7. Because they disappear, you would want to make the Inventory-Item stackable, so that players could craft a reasonable amount.
8. If you are making them (dummies) craftable, then you also have to sort out the Recipe side of things ...

... Anyway, if you can't do it, put a request over in the Mods Forum ... Maybe someone will sort it out (if it hasn't been done already) :wink:
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Nick Swan
 
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