SKKmods Posted March 17, 2020 Share Posted March 17, 2020 There are 4 cryo mines on some steps in the switchboard. In some vanilla (no mods) games they are enabled and in others they are not. Looking at the cell in the CK there are the 4 placed cyo mine projectiles. But, they have no scripts, no enable parents, no linkedrefs, are not on a switchable layer and have no "Use Info" at all. If I am not hallucinating the "not enabled" state, any ideas how they may be enabled/disabled ? To be clear I am not asking how I would enable/disable mines .. I have all those tools (and more), rather how those specific mines may be switching. Just because it's bugging me. Link to comment Share on other sites More sharing options...
Zorkaz Posted March 17, 2020 Share Posted March 17, 2020 Mines are weird, you're not imagining things. 1.Mines (Projectiles) don't reset Sometimes in a specific savegame I step over a mine, it explodes and kills the character. The save reloads and the mine is gone.Maybe this even gets carried over to other save games, who knows. 2. NPCs move mines even when you're not in the load area They wander around. I remember placing lots of mines around my Diamond Red Rocket. After visiting other places they suddenly shifted positions (This happened lots of times)In this case I suspect that NPCs (Friend and foe) move (or "kick") the mines if they lie between travelling paths Link to comment Share on other sites More sharing options...
DieFeM Posted March 17, 2020 Share Posted March 17, 2020 I've noticed that if you save before steeping on to a mine and it explodes, then you load the save and the mine is gone, but if you restart the game and then load the saved game the mine is there, so I think the game stores the mine in memory to avoid people retrying to disarm mines. Link to comment Share on other sites More sharing options...
SKKmods Posted March 17, 2020 Author Share Posted March 17, 2020 I was wondering if the local synth actors could be wandering around and triggering them when the location loads. As a test enter the sewer pipe [ tai ] or [ kah ] to disable npc movement, [ tfc ] to zoom the flycam through the interior without triggering anything. Like Schroedingers cat, the quantum state of the mines are there or not there depending on an unknowable subatomic event. Link to comment Share on other sites More sharing options...
MissingMeshTV Posted March 18, 2020 Share Posted March 18, 2020 Mines are definitely wonky in this game. What DieFeM said is spot on. It's something that people continuously complain about in the comment section for FROST, blaming it on the mod. But it's a 100% vanilla "feature." People tend to notice it more in FROST because they die so much more frequently than in vanilla. I've been told it's a memory bug that dates back to Oblivion, along the lines of what DieFeM described. I've also been told it's intentional to "help" players avoid death loops from mines. I'm more inclined to believe the former. The only thing I know for sure is that's it's definitely a thing that happens with mines, and also with enemies on occasion. Link to comment Share on other sites More sharing options...
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