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Wiseman303's Trap Fixes (by wiseman303)

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#1 Livnthedream

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Posted 20 June 2014 - 10:13 PM

Discussion thread:
Wiseman303's Trap Fixes by Wiseman303
Wiki Link
 

Indiana Jones style pedestal traps?! Yes please!
 
https://www.nexusmod...im/mods/55100/?


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#2 kryptopyr

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Posted 20 June 2014 - 10:38 PM

If this works as advertised, then it'll be a great improvement.  I especially like the idea of being able to grab soul gems with telekinesis.  I always felt that these traps were the most obvious use for telekinesis, and it's annoyed me to no end that telekinesis couldn't be used to disable them.


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#3 DoubleYou

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Posted 21 June 2014 - 06:38 AM

This looks good! Many of those bugs have annoyed me.

#4 Crimson13

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Posted 21 June 2014 - 06:55 PM

Agree with kryptopyr, I felt like Telekinesis should have been able to grab the soul gem traps. There isn't a while lot you can do with the spell anyway. Looks like an helpful mod.


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#5 EssArrBee

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Posted 02 April 2015 - 10:45 PM

Oh yeah, this is a no brainer. Another mod we let slip through the cracks.


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#6 DoubleYou

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Posted 03 April 2015 - 08:55 AM

I've been testing this for a while now, and I vote for its inclusion in Core. Before this, if the soul gem had fallen off the trap, there seemed to be no way to stop the onslaught of spells. Now I can shoot it with an arrow, and it's done.

#7 EssArrBee

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Posted 04 April 2015 - 02:26 PM

Should this go before or after Traps Make Noise?


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#8 Kelmych

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Posted 04 April 2015 - 02:44 PM

For me at least, LOOT puts the Trap Fixes after Traps make noise. Looking at the records that seems sensible.


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#9 EssArrBee

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Posted 04 April 2015 - 03:02 PM

I tested this right now and the only thing I couldn't get to work was the telekinesis. Everything else was working good.

 

I recommend this for STEP Core. The magic traps actually work now. It usually goes off once or twice and then falls over. Right now I was messing around with one and it wouldn't stop shooting magic at me until I shot it with an arrow.


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#10 oqhansoloqo

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Posted 04 April 2015 - 04:18 PM

btw - the topic title should be "Wiseman303's Trap Fixes (by wiseman303)" - can someone fix this because it makes it easier to do a search for it?


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#11 TechAngel85

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Posted 12 April 2015 - 02:10 PM

I had been going back and forth on this mod, debating with myself if the things it "fixes" are actually fixes to vanilla or additions. After quite a bit of thought, I've come to the conclusion that if these trap were built in real life, you'd probably be able to disable them in the ways this mod provides. With that said, we can accept this one since we all agree on it.



#12 TechAngel85

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Posted 12 April 2015 - 02:31 PM

Accepted for v2.2.9.1 for Core.

 

Placed in Gameplay so that it loads after Traps Make Noise.



#13 Sixxness

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Posted 23 May 2015 - 03:57 AM

How should I unpack this to make a new 7z? Fomods for such small changes are quite a hassle, and the description is quite unclear for Step.

 

do I extract the base/core and overwrite with "Traps Make Noise compatibility" folder?


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#14 TechAngel85

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Posted 23 May 2015 - 10:33 AM

Why would you want to unpack it? Just use the FOMOD and only check the Trap Makes Noise compatibly option. Nothing more to it.

#15 belting

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Posted 27 August 2015 - 05:37 PM

I got errors related to this mod. I didn't save it, but something about 'floracoinpurse'. It has totally messed up my game. Did you actually test this mod?? On the description page of the the author even mentions errors related to 'floracoinpurse'. This has totally destroyed my faith in S.T.E.P. And yes, I'm a noob and a casual gamer. If I were not I would not be relying on your input.


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