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Skyrim SE Creation Kit - Spike Pit Trap Does No Damage


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Yeah, yeah, I still make mods for Skyrim! :cool:

 

So, I'm making a mod for St. Patrick's Day, which has pots of gold throughout Skyrim, some protected by traps. Tried to add the wood spike pit trap (TrapWoodSpikeBed01) but it does no damage. Tested it in the WarehouseTraps location and it works. Made a duplicate of it inside WarehouseTraps, and it also does no damage.

 

Any suggestions as to how to enable it will be greatly appreciated! Am willing to consider creating a custom mod or share some of my original assets with anyone who has the answer.

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Those traps should just work when placed in CK.

 

I made a new version but just because I wanted to alter the damage and the levelling data in the script without touching vanilla traps. I just put it in and it worked (Killed my level 50 test character).

 

I've just checked my version and the vanilla version and I didn't need to alter any other script properties. They don't need to be linked to or from anything and don't need any activate parent either. I don't know how fussy they are to how they are positioned. Mine is buried some way into the floor (more than half of the height is below ground).

 

I know this isn't much help, but I can't see why it won't work. You say you've tested in the warehouse cell... coc, I assume. COC can do funny things, too. I like to do all testing by using the load doors into the cells. that allows everything to load correctly. COC is handy for testing if all the static objects look right but it's never any good for testing things like actors.

 

Btw, I would never duplicate things in any vanilla cell. I also rarely copy anything from a vanilla cell and when I do it's only a collection of statics and I have the filter on the render window set to only copy static items. If I want to look at a vanilla set-up I do it without my esp active, work out how it's been done then put everything into CK next time I open the esp. Some things are glitchy when copying and this especially applies to activators. I add all of the components manually, even within my own cells. I never duplicate a set of weapon racks or bookcases for example. You'll need to remove that duplication using SSEedit, but you probably know that.

 

I take it you haven't edited any script properties?

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Those traps should just work when placed in CK.

 

I made a new version but just because I wanted to alter the damage and the levelling data in the script without touching vanilla traps. I just put it in and it worked (Killed my level 50 test character).

 

I've just checked my version and the vanilla version and I didn't need to alter any other script properties. They don't need to be linked to or from anything and don't need any activate parent either. I don't know how fussy they are to how they are positioned. Mine is buried some way into the floor (more than half of the height is below ground).

 

I know this isn't much help, but I can't see why it won't work. You say you've tested in the warehouse cell... coc, I assume. COC can do funny things, too. I like to do all testing by using the load doors into the cells. that allows everything to load correctly. COC is handy for testing if all the static objects look right but it's never any good for testing things like actors.

 

Btw, I would never duplicate things in any vanilla cell. I also rarely copy anything from a vanilla cell and when I do it's only a collection of statics and I have the filter on the render window set to only copy static items. If I want to look at a vanilla set-up I do it without my esp active, work out how it's been done then put everything into CK next time I open the esp. Some things are glitchy when copying and this especially applies to activators. I add all of the components manually, even within my own cells. I never duplicate a set of weapon racks or bookcases for example. You'll need to remove that duplication using SSEedit, but you probably know that.

 

I take it you haven't edited any script properties?

 

 

So, thanks for offering to help! I think I figured it out. I was loading a save where my character was in the same cell as the trap. Loading a save where my character was in a different cell then traveling to the cell of the trap "fixed" it. My guess: Loading a save in the same cell somehow didn't enable the script used by the trap. I appreciate the help. Please let me know if there's anything I may do for you.

 

:cool:

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