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Trapping system


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#21
B1gBadDaddy

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I may have already mentioned this but in case I didn't...

If you have SKSE version 1.7 or above, when a trap is broken it's name will change to "Animal Trap (broken)".

If you are using a bait that is known to trap a specific animal, your trap name will change to "Bear Trap" for example if you're trapping a bear. The name will change back to "Animal Trap" when you either cancel and remove the bait, or when the trap is complete. By known I mean you have used that bait before and it successfully trapped that specific animal.

Edited by B1gBadDaddy, 01 June 2014 - 09:39 AM.


#22
phellen

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In response to post #15138830. #15153882, #15185658, #15187808, #15187943 are all replies on the same post.

1. I was thinking it would be interesting if there was also some kind of a bonus for placing traps inside the entrance of animal dens. Two reasons for this... 1. since it's an animal den that means the player knows that an animal is likely living inside and that eventually that animal has to venture out to find food, crossing over the trap. 2. animal dens take some work to find, so the player would need to find the dens first to take advantage of this bonus.

2. That sounds good. Yeah I agree, covered traps should also have a higher chance of catching the wrong thing like a wondering hunter or a unlucky traveler by mistake.

3, 4,and 5... Thumbs Up, sounds good.

Another couple questions...

Q1 When an animal gets trapped, I know you've said that it will get added to the trap similar to how the bait gets added? Like a container. I was also wondering, will the player also see the animal carcass lying nearby or on top of the "successful" trap?

Q2 Will a player be able to place two or more traps in the same exact location at the same time? In other words stack them on top of each other...

Edited by phellen, 02 June 2014 - 02:17 PM.


#23
phellen

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In response to post #15187833.

how about....the more times the same trap gets used successfully, the more experience the player earns toward their trapping skill. It would be a cool way to progress faster.

Edited by phellen, 02 June 2014 - 02:36 PM.


#24
B1gBadDaddy

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In response to post #15138830. #15153882, #15185658, #15187808, #15187943, #15255733 are all replies on the same post.

1. Maybe I confused you with something, but animals will be placed actually on the trap :) the other mod that had a trapping mechanic, which has actually been removed now, used to add animal meat to the trap like you describe, but I wont be doing that :) bait will be added to the trap as though it was a container.

2. Yes actually the player would be able to do that, and I don't think I could stop them. Even making sure it can't be placed in water is a pain in the ass lol.

Edited by B1gBadDaddy, 02 June 2014 - 03:35 PM.


#25
testingone

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I have temptedly to follow this discussion, like this feels just possible for me is. Unfortunately, I don't understand all words or technical terms from the hunter language. 
I am no-one now who speaks English as native language.
 
 
Traps are an interesting expansion for this brilliant mod, but one may do not forgotten certainly for these which one plays: a hunter with Arrows and Bows! 
For me traps make a sense only when they on the one hand have only max. 70% chance to catch a little animal. One can catch rabbits, pheasant, foxes and so on with loop traps*. Bigger animals with arrow and bows, Mammuths with a companion or a trap (hole in the ground with spear).
 
Must I that I put more value on a good Quest system and following long-term motivation than on a trap system anyway hoard masses of furs and meat with which, can begin nothing absolutely, however, in which I admit ^^ 
 
But this is only my opinion :wink:
 
You know i play your Mod and can´t await an Update. But better Quality as masses of loose ends. 
In this: keep up the good Work!
 
 
*example of Traps:

Edited by testingone, 02 June 2014 - 04:40 PM.


#26
B1gBadDaddy

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In response to post #15138830. #15153882, #15185658, #15187808, #15187943, #15255733, #15257808 are all replies on the same post.

Ok actually I can stop the player from stacking traps on top of eachother. If the player attempts this, the trap they are moving is just added back to their inventory :P

#27
B1gBadDaddy

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In response to post #15259218.

Thanks for the suggestions mate :) Trapping is going to be epic, and will tie into many of my existing features and some Skyrim systems as well. It is going to be a major feature that the player can pursue and will hopefully be engaging and rewarding.

At the same time, other than perhaps an introduction or training quest, trapping will be an optional thing the same way my skinning systems are optional. Like the skinning system, you will get benefits and more content by using the trapping system, but won't be required to use it as a main part of gameplay if you don't want to :)

#28
B1gBadDaddy

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Mages will be able to summon a spectral animal trap using a spell, which requires the same ingredients it would to create one at a forge. The only difference is appearance and name.

This is so that magic characters don't have to use their smithing skill to make traps.

#29
B1gBadDaddy

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When bait has been added to the trap, it is placed on top of it like in the reals life. Once on top it cannot be manually taken away (like Pick Up Bread), but has to be removed by activating the trap.

Edited by B1gBadDaddy, 03 June 2014 - 01:35 PM.


#30
B1gBadDaddy

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Ok so the trap side of trapping is completed :D I'm pretty happy with how it's turned out. So far just using the bear trap model for now. But that will be the "Jack of all trades" trap that can catch a bit of everything. Speciality traps may not be released with 1.3.7 however the groundwork is laid for them.

To do:

Region system
Bait script

The region system needs tweaking as there are some areas that aren't recognised (namely the mountains to the south of Skyrim), so I need to add that area to my list. I also want to check Falskaar and Wyrmstooth so see how their weather is set up. I'm hoping it's identical to Skyrim, in that Pine Forest is the same in all areas for example.

I also need to lay the groundwork for detecting Animal Dens, both my own and Skyrim ones. These will give a boost of Base Chance + 20% success rate, and catch the animal either linked to that den, or one that fits in if it isn't found. These will still need the right bait though, you can't set down Honey to trap a Troll in its den.


Bait script needs to be started. It's not as bad as the trap script as it's simply checking what bait you've added and selecting an animal accordingly. The difficult part is allowing lots of customisation and actually creating the recipes themselves that the player can craft bait with. There's going to be literally dozens of things to craft, mixtures or two or more other objects. Each bait will trap something, so it's just a case of the player learning what's what. When the player learns that "Honey & Venison" attracts Bears, it's name will change. I haven't decided 100% how that will work yet, maybe something simple like "Honey & Venison (Bears)".

Of course single items will also work. Most vegetables will attract Deer, Elk, Goats, and Rabbits. Most animal meats will attract all predators, some obvious ones being Venison.

Hopefully I can get it finished pretty quickly but I need to do lots of testing. There are so many variables and complications to account for, probably why Camping Kit of the Northern Ranger scrapped its trapping system.




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