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SBB64
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Traps!

This ESP is for all of the trapped containers and doors. I painstakingly went through every container in Morrowind to document the trap and lock level for each container. I call it painstake because unlike the doors, no one converted over generic containers and added a trap name to the form. Instead there may be 50 Wizard chests but only 41 of them have a trap. To find those, you have to look at the properties of each container in each cell, not the generic container they are all a copy of.

Therefore, I may have missed some. I didn't check locations I am sure don't have trapped chests. Places like in homes, towns, guilds, etc. Caves, shrines, and tomb definitely have them. So also attached is my spreadsheet of the Morrowind containers with their attributes. These do not all match up in Skywind. There are many chests in TES3 that are locked but not in Skywind and the reverse is also true.

Door were easy. The generic door is named with "trapxxx" at the end of the name with Fire, Shock, etc as the spell. So I updated those doors at the Door section of the CK. I didn't touch the ones already used in cells. By default, the script should transfer to each one. However, I'm not seeing it in game. I think it is due to the next issue.

Door and containers that are not locked seem to skip over my script. The script should take affect on the OnActivate event which should be all I need. However, unlocked containers and doors seem to skip that event for some reason. Or I've messed up my script some how. Anyone willing to review it, please post the corrections here.

SBB64
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Oh, I forgot my other change.

Oh, I forgot my other change. If the chest needed a key. You now need the key. I don't understand the point of creating a key and putting it somewhere in the game just to allow the player to bypass it and open the chest. What was the point? If this decision gets overrided, fine. I just thought now was a good time to reset the locks to require their key.

SquallyDaBeanz
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Smitehammer
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SBB64 wrote:

SBB64 wrote:

Oh, I forgot my other change. If the chest needed a key. You now need the key. I don't understand the point of creating a key and putting it somewhere in the game just to allow the player to bypass it and open the chest. What was the point? If this decision gets overrided, fine. I just thought now was a good time to reset the locks to require their key.

  We will need an allowance for the Skeleton Key at least to bypass key restrictions and be able to open any lock.  
iceflame542
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I think it would be better if

I think it would be better if not every chest with a key requires it, it kind of takes away from the immersion if you suddenly can't attempt to pick the lock. If the player is out of lockpicks, or doesn't have the skill to pick the lock, the key would be useful, but requiring a key as the only option is kind of limiting. I could see a quest-related item requiring a key, but I wouldn't make that apply for everything.

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Which is fine. Most of the

Which is fine. Most of the chests seem to have a key on the nearest person so it isn't a big deal. My primary key issue came with Divayth Fyr and his 6 chests across Tel Fyr. Each one has the key to the next one. Kind of like the Oblivion quest for the Circlet of Omnipotence. Chests in caves could be set back to their original lock level. Or maybe they should at least be set to Master or Expert. I really don't understand the point of making a key for a lock set to Novice level.

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Doesn't the skeleton key

Doesn't the skeleton key already bypass all locks? I haven't done the Skywind TG quests in so long I've forgotten.

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Updated. This is just some

Updated. This is just some changes to the script variables. It still seems to have the problem that an unlocked object still skips this script (therefore you can't have an unlocked door that is trapped).

AttachmentSize
File Revised scripts for traps.23.09 KB