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Posts posted by JPTR1
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Thats what i'm here for, this game realy needs some realism in this point.
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+1
Without Light it should be Dark, specialy in Dungeons, also nice would be a dense fog (maybe as weather feature or in some special areas).
Ask for some help with a special Trap!
in Skyrim LE
Posted · Edited by paul5555
Hello Guys,
i am working now nearly 200 hrs on a (bit too) large Player/Quest-House Combination, most of the time of course sacrificed with learning by doing (first work with CK), but this Trap i am not get able to work makes me crazy, specialy after it took ages to figure out how the COAWeaponRacks are working correctly...) Maybe someone can help me out here, that i can make steps forward. (couldn't find any Tutorial matching this)
Situation:
2 simple Rooms, you have to pass the "Trap-Room" to get to the "Treasure-Room".
But i want the Traps in the Trap-Room first get activated if the Treasure is picked up from the "TrapNorPressurePedestal" so that they are active on the Way back.
Traproom: (Problem)
ONLY if the Treasure is taken, there should appear a "TrapTriggerBox" in the middle of the Trap-Room, which with Player-collussion starts "PortGatePoles" coming up at both Doors, so that you are locked up, and after 15sec delay the "TrapDweFlamePillar" or alternativly "TrapNorFlamethrower" should start.
-There is a Switch hidden in the Trap-Room to remove the Poles, the Switch is working but it should also be not usable before the Trap is not active.
-If the Trap is startet and the Switch is not gonna be used by the Player the Poles should automaticly remove after ~20sec. (if thats possible at all) So you even can survive if u don't find the Switch to open the Doors.
-The FireTrap have to end after leaving the Room/the TrapTriggerBox (or after ~15sec)
-The FireTrap and the upcoming Poles should be a 1 Time Event. Switches can still work.
Hope you understand my description that way, sorry for possible wrong english.
Thanks for any kind of help!
greetz Paul