Problems with traps (runes, darts, flamethrowers)

Post » Thu Jun 21, 2012 5:08 pm

I'm working on a mod using the Creation Kit and have some issues with the traps. Everything else works fine, but darts and flamethrowers simply don't activate. I've tried levers and pressure plates and even copying a whole trap from another dungeon. All the other traps I've connected to the same activators have worked. I've heard that leaving the dungeon and coming back would make them work but no luck. Another cause might be that I already have at least a hundred objects to activate. Adding spears, battering rams, blades, or anything else works just fine though. It's just the dart-type traps that do nothing.

The rune traps are another thing. They work fine, but if I get killed by them and the game loads the last save, the traps have become inactive.

Thanks for your help in advance!
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jessica breen
 
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Post » Thu Jun 21, 2012 7:43 am

Have you tried warping to the warehouse for traps and just running around to see if any of them work? Just to test them, I mean.

Flamethrowers (specifically Dwemer ones) work fine for me. When I tested one to make sure I did everything correctly, I placed it in the air attached to a pressure plate. Perhaps you have the darts/flamethrowers badly placed? Like, it works but it doesn't have enough space to activate?

I've got no idea what would cause rune traps to become inactive.
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April
 
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Post » Thu Jun 21, 2012 7:54 am

Thanks for the response!

I've tried vanilla dungeons with these kind of traps and they work perfectly. I tried the warehouse and it actually seems that there is something weird about the flamethrower. Everything else works great, though. Here's a screen:
users.kymp.net /sierain/ flamethrower.jpg
(Sorry about the annoying link, the forum won't let me post them.)

As you can see, it doesn't really have much, if any range. It didn't seem to deal any damage either. I haven't tested the warehouse before, so I'm not sure how this specific trap is supposed to work. The dart trap next to it works fine. However, I tried copying that and a different dart trap to my dungeon and either one of those did nothing at all. Everything definitely has enough space and I've tried a lot of different spots. This also has nothing to do with the "light feet"-perk.

I've already replaced the dart/flame/rune traps with mechanical ones that seem to work just fine. It would be nice to know what's causing this though. I suspect the ridiculously high number of existing traps in the cell, there are over 400 of them, but they all work. Maybe that's what's messing with the runes as well. Or maybe the CK is just buggy.

It would be nice to hear if anyone has had similar problems with a high amount of traps or just any kind of activators I guess. I'll try to make them again when I'll start a new cell.
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Suzie Dalziel
 
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Post » Thu Jun 21, 2012 2:10 pm

^ link - http://users.kymp.net/sierain/flamethrower.jpg

I could never get the rune trap to work either. They just fire as soon as I coc into the cell (nowhere near them).
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kirsty joanne hines
 
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Post » Thu Jun 21, 2012 7:10 pm

I've heard of that happening as well. Mine worked normally, but after stepping on one, dying and reloading, none of them worked anymore. They didn't fire or anything, just went inactive. I don't know if it affects the auto-firing, but there are different types of runes you can place, such as "RuneFireProjectile", "TrapFireRune" and "TrapRuneFireProjectile".
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Gisela Amaya
 
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