You currently won't set off a trap when lock picking. Just when you bash the lock. I'm thinking of adding the ability to get the poison from poisoned traps through lock picking though.
Maskars Oblivion Overhaul
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, Sep 20 2012 07:23 PM
3395 replies to this topic
#61
Posted 28 September 2012 - 08:07 PM
#62
Posted 29 September 2012 - 06:30 AM
I hope it won't crash my game when using lockpicking mods like real-time lockpicking or morrowind lockpicking. Better to disable that feature in ini as a default preset just in case.
#63
Posted 29 September 2012 - 09:34 AM
Although I haven't tested these mods (yet) there's no reason to assume it would cause any issues.
#64
Posted 29 September 2012 - 10:45 AM
it reminds me of morrowind
#65
Posted 29 September 2012 - 11:56 AM
Hi, me again... I've just got an idea that could potentially make dungeon crawling a lot more interesting, but I'm too lazy to learn the usage of CS (I know something, but...). It could require a lot of work, but anyway: I often play as a mage, and having alteration skill at 100 isn't something uncommon to me. That also means that having "unlock very hard lock" spell is also not uncommon. Which, in turn, makes all those locks pretty useless, IMO...
What I'm thinking is making locks of many containers/doors/etc. unique, so that unique keys are required to unlock them, and those keys would be hidden somewhere in the dungeon. For example, a key is hidden inside normally inocent looking basket, which is placed in some usual unsuspicious (or unusual suspicious!) spot. So, in order to open a chest/door, you'd have to acquire the key first. Or the key could be placed on some sort of pillar (Ayleid ruins), sou one would need either telekinesis spell, a bow and arrow(s), or an area of effect spell to reach them, by casting a spell near the key (or something in which the key is) to knock it off of the pillar (or, if using some mods, jumping/levitating to that position). Just an idea of course, I know that manual placing those things in many dungeans is a tough thing, but I wanted to say this anyway. Cheers!
What I'm thinking is making locks of many containers/doors/etc. unique, so that unique keys are required to unlock them, and those keys would be hidden somewhere in the dungeon. For example, a key is hidden inside normally inocent looking basket, which is placed in some usual unsuspicious (or unusual suspicious!) spot. So, in order to open a chest/door, you'd have to acquire the key first. Or the key could be placed on some sort of pillar (Ayleid ruins), sou one would need either telekinesis spell, a bow and arrow(s), or an area of effect spell to reach them, by casting a spell near the key (or something in which the key is) to knock it off of the pillar (or, if using some mods, jumping/levitating to that position). Just an idea of course, I know that manual placing those things in many dungeans is a tough thing, but I wanted to say this anyway. Cheers!
#66
Posted 29 September 2012 - 12:43 PM
The unlock spell can indeed make things a little too easy. Same for the skeleton key. As the spell only unlocks, you would assume it doesn't remove any possible traps. So, having a trap destroy some items inside the container should probably make things more balanced. Also, the skeleton key shouldn't make it possible to remove the trap either, unless you have sufficient security skill. I'll have to check those lock picking mods to keep things compatible though.
#67
Posted 30 September 2012 - 06:24 PM
One thing i found is that snow leopards make wolf sounds and drop wolf pelts. Shouldnt they be re-skinned mountain lions?
Im keeping an eye for new updates
Im keeping an eye for new updates
#68
Posted 30 September 2012 - 06:32 PM
Yep, you're right. I'll update that in the next update. Thanks.
#69
Posted 30 September 2012 - 07:13 PM
Will traps/wisps/mimics be on certain containers or it's random?
Will we be able to take explosives from explosive trap?
And why won't trap activate if you didn't notice it while lockpicking?
And, I suggest you to make OOO 'detect trap' spell detect the ones from your mod.
Edited by Nealus, 30 September 2012 - 07:22 PM.
#70
Posted 30 September 2012 - 07:19 PM
Traps are currently random. I'm still trying to figure out how to use the mimics best. Concerning lock picking not setting off traps, the idea is that if you can pick the lock you can remove the trap. If you bash the lock you damage the trap, so it goes off. I'll probably add an additional check to see if you're successful in removing the trap based on your security skill when lock picking. You could then also, if skilled enough, get the trap as additional loot.
I'll have to look into how to make traps compatible with the OOO detect trap spell. Easiest might be to just disable the bash lock ability in this mod.
For whoever interested, I added 2 screenshots in the images section of a few of the many new wisps coming in the next update.
Edited by Maskar, 30 September 2012 - 09:23 PM.



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