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Mod Request for Hunters/Survivalists


TheAnonymousPlayer

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You could, but it has problems when the player moves out of script trigger range. In order to keep the system from totally bogging down, when you have something like a critter spawner, it triggers and say fish, or moths, become active only when the player is within a particular distance.

 

The same is true for other creatures which are defined as actors.

 

So, if you're not in the area, they trap cannot spring, if the trigger mechanism is done through havok physics which is the normal trap mechanism in Skyrim.

 

Besides, it is unsportmanlike and boring!

 

Here is another way of approaching the problem, by making a new kind of mini-game.

 

A global quest script could calculate the odds of trapping something, and a trigger script placed on the trap itself could activate or place the resulting creature in the trap upon player arrival, but this type of script is notoriously buggy, lag inducing, and difficult to debug.

 

If you made the trap a type of Lure and trigger, done by the player in stealth, where the deployed trap is limited in number to just one at a time for the player, and linked to an item in the players equipment slot or inventory, then the scripting becomes allot more stable.

 

Imagine the type of game play.

 

1] You enter an area to do some trapping, maybe for bear. You approach in stealth, and spot the target bear(s) before they see you.

 

2] You watch the bear, and decide its likely behavior, and decide upon placement of the trap.

 

3] You wait for the bear to move away from the target spot, perhaps led by a flung stone, or arrow, making distracting noise on the opposite side.

 

4] You approach with the Trap equiped as your "Weapon".

 

5] At the correct spot, you "Strike" with the weapon (or block) and it drops at our feet, a token trap static activator object which is script linked to your inventory item, which has now become a magic wand activator.

 

6] Using the Magic wand, you move away to a vantage point and wait in stealth for the beast to approach.

 

7] Using the first of two spells, you make "Skritch, Skritch" noises from the trap, releasing a specially prepared potion scent lure.. for a bear, perhaps honey based. ( who knows what would work for a chaurus!? )

 

8] When the beast is within what you judge to be capture distance, you use the wand's second spell to Trigger the Trap, and snap, it closes on the bears leg. Though at times it will miss, and the trigger spell is noisy.

 

9] The trap does not completely imobalize the bear, but is reduces its movement speed, temporarily, to a level so slow, you'll think it is actually stopped.

 

10] You may now approach to use Tame spells, shoot the beast full of arrows, poison arrow it to sleep for movement to a cage, or simply appoach with battle axe to hand. (Note: traps sometimes break, and the freed bear will not be happy)

 

 

 

I think that is possible within the game engine, and would be stable in scripting and lag time.

 

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Edited by VanKrill
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