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Found 23 results

  1. If possible, modify the force that the baseball pitching machine throws objects? Or add dplicate into new machine. I'd like to be able to use it to trigger the firing target toggle switch easier, currently it doesn't throw very far at all. The player can throw a grenade much much further yet the pitching machine will barely throw a baseball. So to be useful you need to lift the machine 3-4 stories higher for very minimal gains in distance. It will throw accurately to the same spot at least. Also if possible the vanilla enemy spotlight SpotLightDetect01 [ACTI:0009F983] is destructible and drops a Lights\SpotLightDetect01\SpotLightDetectBreak01.nif on death that has gravity physics. This would be great to trigger the basketball hoop switch when shot by enemies. The vanilla turret spotlight & the DLC wall spotlight don't leave a destructible object on death so they can't be used in such manner. I tried adding the destruction to the wall spotlight, and while it works it has no physics it just replaces the whole wall spotlight on death. It won't drop the destroyed object which would trigger the hoop switch. And I am guessing that is because it's a settlement placed object that is a turret and not a activator IDK. The pitching machine changes would allow for a pulse controlled form of wireless transmission that can be isolated. This doesn't exist there is a mod that gives wireless transmission but it can't be isolated. The vanilla pitching machine has very limited use because of it's range other than to toss a grenade. The Spotlight would add another way to trigger traps other than the laser tripwire & and pressure plates.
  2. After playing around with the Afterlife mod recently released, I have been struck with a pretty cool idea. How about...giving the player the opportunity to make their own ethereal prison/space where the souls would go after you chose to send them? For example, through a custom soul trap spell, the NPC will find themselves in the ethereal prison instead of the Soul Cairn after they kick the bucket. The ethereal prison could be located somewhere inside the Soul Cairn, and you could perhaps add a mechanic which would give buffs to the player according to how many souls their personal soul prison would contain. This would be awesome for necromancers. Moreover, you could also add features such as customizing the prison. Magical paraphernalia such as ethereal crystals and plants as well as arcane torture devices in order to achieve various effects, for example. Also, referring to the buffs I mentioned earlier, the power each soul would give to the player could be based on its type. For example, a human/elven soul would give much more power than a chicken soul. Perhaps you could also include the ability to imprison a daedra in this prison (if you also added the ability to influence their characteristics by imbuing them with specific chaotic creatia then that would be awesome), which could boost its power even more. Also, you could have the people trapped inside it to work the facilities too, e.g. have a daedra torture a soul in order to extract more energy for the prison, which would mean greater intensity of the buff the ethereal prison would give to the player. In addition, the mod could also benefit from random events, such as getting notified that an astral projecting mage has reached your prison and is attempting to hijack it in order to steal the souls, daedra have come to lay waste to your base or even the Ideal Masters themselves growing envious of you hoarding souls in spite of them and coming to claim what they believe is theirs. Or even some liberation attempt either by the Vigilants or perhaps Meridia. Or Molag Bal coming to steal your souls and attempting to enslave yours as well. Or Mehrunes. Or Azura getting tired of your s*** and deciding to have a legion of Winged Twilights kick your ass all the way to Moonshadow. But hey, this ethereal prison doesn't have to actually be a prison. It can just be a space where you gather souls of people that you like. Yeah, I know this sounds pretty psycho but e.g. let's say that a friend or the spouse of the player dies. When they die, they will be able to be found in this place instead of being carried off to Aetherius in order to be emptied out of their memories in order to get ready for reincarnation...speaking of which, perhaps by utilizing extremely powerful magic (which might or might now include sacrificing a human to a daedric prince or striking some short of bargain with one) the player could actually resurrect some NPCs from the soul prison/vault. Also, remember when I talked about customizing the prison? If the prison is not meant to be a torture room, perhaps the player could be given the choice to fill it with furniture or otherwise edit it however they liked (afterlife lounge with your loved deceased ones on the one side, ethereal purgatory of doom with criminal scum on the other). Last but not least, it would also be super cool if the player could summon these souls with spells. Not all of them at once, but rather summon either a random soul from their ethereal prison, or a specific one. Or, who knows, maybe also include a power that could be used only once a day which would summon all the souls in the prison and have them all wreak havoc. But this would make the game go blazing nuts on weaker computers, so perhaps not. But the power of the souls could be utilized through spells through some other way than summoning. I thought of using some "ghostly", but not really ghostly spells. For example, a spell called Wrath of the Dead which would unleash a storm of black flames whose damage and/or quantity would depend on the number of souls in prison. Or a spell called Grip of the Fallen, which would cause some short of otherworldly mass paralysis whose duration would depend, again, on the number of souls collected. More or less, think of this as a personal soul collection gallery where you could store souls of NPCs and do various stuff with them which could also benefit you magically if utilized through magic.
  3. I just released this mod the other day and I'm working on the first update. I'd really like to make the Cannons above deck fire actual Cannonballs. I don't even care if they hit anything, just firing in a straight line would be cool. Maybe I'll add a puff of smoke and a spark FX. I already made them into activators that play the artillery sound. I've tried many times to reverse-engineer the traps in the CK cells called WarehouseTraps and WarehouseGunTraps. I've also studied the vanilla USS Constitution. I can't make any sense of how they work together. Looks like there's a button, an activator, a dummy weapon and a projectile. If I select one of them they are all selected, so I guess they're grouped together somehow. If I can just get my head around how it works I can take it from there... Kudos and mod page credits for anyone who can help me figure this out. Thank you :smile:
  4. Watching an Enderal play and really like the bottle of oil the player can trow and make enemis fall over. Is there, or would someone please make, a spell or potion that does the same thing for SE? Also, what about webs or something that traps enemies?
  5. How do you properly set a trap such as a hand made trip wire linked to a shotgun? I use the pack ins when picking the trap, then i link a trigger (such as the hand made trip wire) to it. It all works, but unfortunately the gun does not sit in the trap. when i enter the game it is on the ground. I'm not sure if it's because its a "dummy" gun or if I'm doing something wrong. So any advice? Also, if anyone has an idea of how to set up spotlights that will detect the player, I'd appreciate the advice THANKS :)
  6. Something that just seems missing from the Coastlines. Once I installed A Touch Of Green, which really improved the immersion of being on the Northeast Coast, the lack of Lobster and Crab Pots/Traps stood out. So I went on a mission to find and count as many Lobster Traps as I could. In 59 levels I've counted a total of 6. Crab and Lobster fishing in New England has always been a huge industry and since Lobster only got bigger, with whatever those Mutated Lobster-Mirelurk things are..... It only makes sense to have loads of them, at least at the docks and on boats. So Please. someone Make a mod that adds stacks of Crab pots, or just s*** tons of Lobster traps all over the place. Preferably that can be added to inventory and used in Settlements. <Fingers crossed>
  7. I've been hoping either for a mod that removes having to reset traps every single time (which really makes them pointless, considering that they do so little damage anyway) OR adds extra traps that don't do damage, but also don't need to be reset. Mainly, this is because I want to be able to have a flamethrower on the roof of one of my buildings that goes off every ten seconds, because it looks cool as hell.
  8. hello. I've been trying to make some arrow traps. I've been using TrapDartPortSingle01 I've tried nearly everything to get them to work within the Tamriel worldspace. I've tried copy and pasting them from the Warehouse, setting up a trap linker, switching from activate and enable parents - and nothing.. Nothing seems to work. I can make mace traps and oil traps work just fine. I just want to stand on a pressure plate and let arrows fly into the player
  9. what I missed most was that skyrim exploring the caves and dungeons had no significant challenges and the fire breath of dragons did not burn anything and the breath of ice does not freeze anything so I thought some modder could do the dragons when they use the fire breath also launch an open flame wall as the Forgemaster dlc Dawnguard, the same with the breath of ice with an ice wall http://i1215.photobucket.com/albums/cc509/orionhacker/800px-SR-quest-Lost_to_the_Ages_06.jpg Another thing I would like to see in skyrim is snakes in caves and black reach, as they could be traps tentacles of apocrypha, and poison the player adding a harmful effect called snake poison would damage the health and decrease the speed of the player http://i1215.photobucket.com/albums/cc509/orionhacker/The_Gardener_of_Men.png(sorry but could not get a decent print of the traps running) the effect would be cured with a normal potion to cure poisoning and would give 100 points of damage in 1 minute and 25% decrease in speed and would be in strategic places inside dungeons and caves as normal traps of the game! is good so hopefully some modder can help me and sorry my bad english!
  10. While watching a trailer for "The Forest", the ability to hang bodies upside down (by their feet) stood out to me as something that could be used to great effect in Skyrim- is there anyone capable and willing to create such a thing? I'd especially like it to use in my larger world mod. :thumbsup: Setting it up as a trap would be taking it a level further that could lead to some awesome scenes.
  11. Well gentlemen, ladies, what levels of runes do we have? Aoe And more aoe The difference? Types of damage But what if you could make a rune your own? Set up a hallway with multiple spells that wreak havoc at unsuspecting opponents? Well bioshock 2 already had this idea, but we could go farther with it! Much like bioshock's cyclone trap, runes would work the same but with a base rune that grows in power and diversity depending on what you cast on it. This brings into the game a number of runes that will allow you to customize your own traps that suit your situation: 1) Basis Rune: This acts as the staple to rune creation, casting any spell on it will change it accordingly; however, direction plays a major role! - placing a rune on the ground and casting flames at it will make the rune that deals three times as much damage as flames (almost as if you casted flames at them for three seconds) - Doing the same as last time but placing it on the ceiling or walls will cast flames from the rune as if you were there casting it (for a total of three seconds!) - Fire bolt will do even more damage than flames but when cast on the ceiling or wall it will cast a fire bolt in the opposite direction (Fireball will do the same, much stronger if placed on the ground.) - Basis rune also marks the target for 3 seconds with detect life on that single target allowing you to know which trap has been set off! -all matters of magic schools will be similar to the examples with fire magic. IMPORTANT: Basis rune also can be a chain reaction spell, casting basis rune over and over on different places will cause the first rune to trigger the rest instantly So in a sense you could very well have a pressure plate type rune that casts a fire ball! IMPORTANT 2: Basis runes with no spells attached can be triggered by you! 2)Conjure runes: Casting a summon spell such as flame or frost or any of your choosing will spawn that very creature at that location causing the summoned unit to target the victim your sprung it. However! These summons are bound by the magic you drew on the surface therefore they will appear hostile but last for only a quarter of their time or half your conjuration level if it's a permanent summon 3) Alchemical runes: (but really just basis rune!) These require a little more time prep! - placing a potion or even poison and casting basis rune on it will consume the potion/poison into the rune causing those to pass over it to take it's effects in an aoe. - This is useful for spreading potion effects on your allies that you don't have the spells for! - Casting this on the walls or ceiling will shoot a dart loaded with it's poison/potion effect! Runes will also have a new way of being used, there is no limit to how many runes, however each additional rune currently out deducts 5 maximum magicka from your base pool, and this stacks multiple. (i.e. having five runes will deduct 75 magicka from your base pool) However you will not need to worry about runes sapping your magicka as leaving the cell or casting rune consumption will remove previous placed runes SO GO OUT THERE AND START RUNE'EN THE PLACE
  12. So, I had the idea of somebody modifying the soul trap spell to do damage, or making a different soul trap spell that does damage. Plzzz
  13. Hi guys, I'm trying to get a trap to reset when an actor exits the cell. Basically, it is the same process as a pressurePlate - except it is not a pressure plate and the attached scripts are quite different. In this instance, a trigger activates a trapLinker (Vanilla scripts) which in turns activates TrapFallingRocks rocks and Dust, also Vanilla scripts. (works all fine on first triggerEnter event). 5 scripts are working together here. I'm going to add a 6th one which will call the reset function. I have 2 questions: 1. do children objects get reset when their parent activator resets (in this case the trigger box)? 2. will I need to reset each script individually through inter-script communication? (in which case I'll need to rewrite altered versions of Vanilla scripts [new scriptname of course] - I hate to do that). or... 3rd question out of 2: is there an easy way to do this that I have overlooked? A thousand thanks in advance :).
  14. This is a weird one that I haven't seen elsewhere. You know those rare traps that cast destruction spells at you when you approach, well it's as if the spell is emanating out of thin air, no gem. I've ignored it till know, not a huge issue really, but I'm doing the Vaermina quest, and in order to progress, I need to remove the soul gem that generates the blue barrier. Problem is, it isn't there, but the barrier is of course. I do have mods installed, should I give a list, or is that even necessary? Is it possible to somehow get past this sequence without fixing the glitch, because I'd settle for that as well. Any help is appreciated, thank you.
  15. So i'm working on the next version of my mod, Geneva's house (sorry, haven't put it on nexus yet) and I want to make the fireplace in the kitchen more awesome. My plan is to have a button activeate a flamethrower to light the fire. I think I've figured out how to do that part. Where I am stuck is creating a frost-thrower so that the fire can be put out. I'm pretty sure the flamethrower object is capable of doing that, because I see refrences to frost spells in the script. I also am having problems setting a timer on the flame thrower, so that it doesn't stay constantly on. TL:DR: Need help with the following 1. setting Flame thrower timer 2. change flame to frost. Thanks!
  16. I'm trying to work out how to enable manual worldspace explosions but need some help, here is what I tried; placed a defaultActivateSelfTRIG box placed 5 floating havok boulders under 'Activator' (TrapFallingRockLg01_Rock), disabling the havok in the reference window so they don't move themselves and drop to the ground placed and XMarker behind them (in relation to the trigger box) attached a MagicPlaceExplosionScript to the XMarker through he ref window, setting the explosion as FakeForceBall1024 in the properties set the activate parent as the defaultActivateSelfTRIGThe point of this is to make a trap where the boulders are hurtled towards the player, but needless to say it isn't working right now. I could use some help maybe someone can point out what I missed out or did incorrectly?
  17. Can I get pointed in the right direction if this question has been answered before: I want to allow for a lever that controls a 'door', though the door (and several gears with it) are naturally statics. Is this possible, does it require scripting, etc? Basically I want a drawbridge/portcullis to be able to move, but i am using a wall piece that does not look like/act like a door in the CK. ALL CONSTRUCTIVE FEEDBACK IS APPRECIATED...as is some of the ridicule, this is my first mod after all.
  18. I would like this added as a decorative toy in decorations and as a (motion detector) switch in with the traps or misc power. Thanks for reading.
  19. I would love to see my two favorite anime girlyboi waifus in Skyrim SE. Felix from Re:Zero and Astolfo from Fate Apocrypha. Followers would be cool, but I mainly want outfits/armor and hairstyles. I am currently playing as a femboy Nord character, and I use CBBE Bodyslide to make to make the chest flat. If you make this mod I will certainly suck your dick, and upon request, call you gay if that kinda thing floats your boat.
  20. I love the Dimhollow Crypt tomb/locked chamber where we first free Serana. However, it's never used again despite its cool default pose marker and environment. Requesting a mod to re-activate Serana's Dimhollow Crypt tomb and add marker so we can command followers to enter the tomb cylinder and lock them down inside. This should mean we need to move the purple flame pillars to the correct positions to unlock/lift the tomb, and scramble/reverse to lock/send it back down. Bonus: - Quest dialogue mod, non-hostile option to escort Harkon to the tomb, and ironically seal him there forever (or until you feel like releasing him) - Quest dialogue mod, escort Serana's mother Valerica out of soul cairn and seal her in tomb (motivation can be believed variable, for her safety or for the world's safety) Thank you!
  21. hi i was hoping that someone would/could make it so the soul trap spell could be sneakily used but still be considered as a crime to be used on people. as it is now when you use soul trap on a sleeping victim they fly out of bed at super speeds and attack, but we know from in game books like A Tragedy in Black that soul trap is painless and only considered hostile because people know what it is. so yeah soul trap that only gives a bounty when your witnessed casting it on someone. please someone thanks
  22. Whether using Soul Cloak or a Soul Trap enchanted bow (to one-shot enemies), Soul Trapping does not work. The enemies become highlighted as they typically do when affected by the spell. However, I receive no message of whether or not the soul has been successfully trapped. In any scenario, I am meeting all the regular requirements for trapping; I have empty soul gems of all kinds and I am killing them within the time window. I am using Acqusitive Soul Gems Multithreaded, so there may be an issue there, but I do not know how to find out. I tried reinstalling it, to no avail. I have been playing through the game for a fairly long while now, and up until somewhat recently, Soul Trapping had worked just fine. Reverting to an old save is not feasible as it would undo a lot of progress, so much so that I would not be able to bring myself to play. I use the most up to date version of Skyrim, SKSE, Vortex, TES5Edit, and LOOT. Neither Vortex nor LOOT have detected any issues. I have a lot of mods active, and my game is somewhat unstable (there are some very weird glitches, like items being thrown around the room when I try to leave a cell or it spastically switching between thinking that I am underwater and aboveground, when only aboveground). My load order is as follows: 0 0 Skyrim.esm 1 1 Update.esm 2 2 Dawnguard.esm 3 3 HearthFires.esm 4 4 Dragonborn.esm 5 5 Lanterns Of Skyrim - All In One - Main.esm 6 6 Unofficial Skyrim Legendary Edition Patch.esp 7 7 Skyrim Project Optimization - Full Version.esm 8 8 Campfire.esm 9 9 ETaC - RESOURCES.esm 10 a RSkyrimChildren.esm 11 b ClimatesOfTamriel.esm 12 c Cutting Room Floor.esp 13 d BetterQuestObjectives.esp 14 e Hothtrooper44_ArmorCompilation.esp 15 f Hothtrooper44_Armor_Ecksstra.esp 16 10 Guard Dialogue Overhaul.esp 17 11 Weapons & Armor Fixes_Remade.esp 18 12 Clothing & Clutter Fixes.esp 19 13 iActivate.esp 20 14 AcquisitiveSoulGemMultithreaded.esp 21 15 Andromeda - Unique Standing Stones of Skyrim.esp 22 16 CollegeOfWinterholdImmersive.esp 23 17 ETaC - Complete.esp 24 18 WetandCold.esp 25 19 AOS.esp 26 1a Complete Crafting Overhaul_Remade.esp 27 1b Book Covers Skyrim.esp 28 1c Superl3.esp 29 1d Skyrim Immersive Creatures.esp 30 1e RealShelter.esp 31 1f Helgen Reborn.esp 32 20 PerkusMaximus_Master.esp 33 21 SoS - The Wilds.esp 34 22 ethereal_elven_overhaul.esp 35 23 Wintermyst - Enchantments of Skyrim.esp 36 24 Awesome Artifacts.esp 37 25 PerkusMaximus_Thief.esp 38 26 PerMa Expansion 1 - Wintermyst.esp 39 27 Pre PaMa WAFR CCF CCOR Wintermyst Patch.esp 40 28 PerkusMaximus_Mage.esp 41 29 SoS - Civilization.esp 42 2a OBIS.esp 43 2b Weapons & Armor_TrueWeaponsLvlLists.esp 44 2c Immersive Weapons.esp 45 2d PerkusMaximus_CombatPlus.esp 46 2e PerkusMaximus_Warrior.esp WeaponsArmorFixes_ImmersiveWeapons_Patch.esp 47 2f Skyrim Immersive Creatures - DLC2.esp 48 30 SoS - The Dungeons.esp 49 31 AOS2_SoS Patch.esp 50 32 Traps Are Dangerous.esp 51 33 AOS2_TAD Patch.esp 52 34 Unique Unique.esp 53 35 rww3.0.esp 54 36 WAF_CCF_SIC Patch.esp 55 37 Pre PaMa SiC Patch.esp 56 38 Pre PaMa CCF Wintermyst Patch.esp 57 39 Unique Uniques.esp 58 3a AOS2_WAF Patch.esp 59 3b Awesome Artifacts - Unique Uniques Patch.esp 60 3c AOS2_Unique Uniques Patch.esp 61 3d AOS2_WetandCold Patch.esp 62 3e FCO - Follower Commentary Overhaul.esp 63 3f Point The Way.esp 64 40 TheChoiceIsYours.esp 65 41 Inconsequential NPCs.esp 66 42 Run For Your Lives.esp 67 43 UFO - Ultimate Follower Overhaul.esp 68 44 ETaC - Complete LoS Patch.esp 69 45 Immersive Patrols II.esp 70 46 Bring Out Your Dead - Legendary Edition.esp 71 47 DaedricArtifactsPlus.esp 72 48 Frostfall.esp 73 49 SkyUI.esp 74 4a The Paarthurnax Dilemma.esp 75 4b TimingIsEverything.esp 76 4c Mapseller.esp 77 4d HoldBorderBanners.esp 78 4e Shadowmarks.esp 79 4f Brevi_MoonlightTales.esp 80 50 Gildergreen Regrown.esp 81 51 Apocalypse - The Spell Package.esp 82 52 ArvakUndeadFix.esp 83 53 Auto Unequip Ammo.esp 84 54 Auto Unequip Helmet.esp 85 55 Awesome Artifacts - AOS Patch.esp 86 56 BarenziahQuestMarkers.esp 87 57 Better Vampires.esp 88 58 BetterQuestObjectives - BCS Patch.esp 89 59 BetterQuestObjectives-CRFPatch.esp 90 5a BetterQuestObjectives-DBForevertoMisc.esp 91 5b BetterQuestObjectives-PaarDilemmaPatch.esp 92 5c BetterQuestObjectives-UFOPatch.esp 93 5d Convenient Horses.esp 94 5e Convenient Horses - Unique Frost.esp CWIOrdinatorPatch.esp 95 5f dD - Realistic Ragdoll Force - Realistic.esp 96 60 dD-No Spinning Death Animation Merged.esp 97 61 DD_Dawnguard Additions.esp 98 62 DD_Dragonborn Additions.esp 99 63 Disease Descriptions.esp 100 64 Marriable Serana.esp 101 65 Dragon Claw Stands.esp 102 66 Dragon Soul Relinquishment.esp 103 67 DragonShoutVoice.esp 104 68 Dual Wield Parrying_SKSE.esp 105 69 ETaC - Complete RSC Patch.esp 106 6a fFastTravelSpeedMult_4.esp 107 6b HarvestOverhaul.esp 108 6c HarvestOverhaulCreatures.esp 109 6d Height Adjusted Races with True Giants - Smaller Giant Edition.esp 110 6e IcePenguinWorldMap.esp 111 6f iHUD.esp 112 70 Immersive detection of NPC.esp SoS - The Dungeons-PatchCoTHardcore.esp 113 71 Immersive Speechcraft.esp 114 72 imp_helm_legend.esp 115 73 Imperious - Races of Skyrim.esp 116 74 Inconsequential NPCs - CRF Compatibility Patch.esp 117 75 Increased Bounty & Guild Rewards.esp 118 76 LearnAlchemyFromRecipes.esp 119 77 LeftHandRings - Dawnguard.esp 120 78 LeftHandRings.esp 121 79 Natural Lighting and Atmospherics.esp 122 7a SoS - The Wilds-PatchCoT.esp 123 7b SoS - Civilization-PatchCoT.esp 124 7c PerMa_USLEEP master patch.esp 125 7d Lightweight Scrolls.esp 126 7e better_torches.esp 127 7f ClimatesOfTamriel-Dawnguard-Patch.esp 128 80 WetandCold - Ashes.esp 129 81 ClimatesOfTamriel-Dragonborn-Patch.esp 130 82 DSerArcheryGameplayOverhaul.esp 131 83 LessAnnoyingItems.esp 132 84 ENG_Firewood_Ore_&_Ingot_weight_reduction_v1.0.esp 133 85 Predator Vision.esp 134 86 EnhancedENBNightEye_withPredatorVisionPatch.esp 135 87 Equipping Overhaul.esp 136 88 Locational Damage.esp 137 89 Mapseller Dawnguard.esp 138 8a Mapseller Dragonborn.esp 139 8b Marriable Serana HF.esp 140 8c NARC-ConvenientHorsesConsistencyPatch.esp 141 8d NARC-SICConsistencyPatch.esp 142 8e NARC.esp 143 8f No More Ugly Effects.esp OBIS AddOn.esp 144 90 OBIS DG Faction Patch.esp 145 91 OBISDB.esp 146 92 PyP_CuttingRoomFloor.esp 147 93 PyP_InconsequentialNPCs.esp 148 94 PyP_Legendary.esp 149 95 RaceMenu.esp 150 96 RaceMenuMorphsCBBE.esp 151 97 RaceMenuPlugin.esp 152 98 Real Feeding V3.esp 153 99 Realistic crime report radius.esp 154 9a RealisticHumanoidMovementSpeed.esp 155 9b RealisticHuskySounds.esp 156 9c RSChildren.esp 157 9d RSChildren Patch - USLEEP.esp 158 9e Silent Skyrim - No Music.esp 159 9f SimplyKnock.esp 160 a0 SMIM-DragonbornTernFix.esp 161 a1 SMIM-DungeonsCliffsIceSkirts.esp 162 a2 SMIM-FarmhouseFlickeringFix.esp 163 a3 SPTConsistentOlderPeople.esp 164 a4 TKDodge.esp 165 a5 UFO - Dawnguard AddOn.esp 166 a6 UFO - Dragonborn AddOn.esp 167 a7 UFO - Heartfire AddOn.esp 168 a8 UnreadBooksGlow.esp 169 a9 vAutosaveManager.esp 170 aa Waterbreathing Breathless Emerge.esp 171 ab Weightless Ingredients.esp 172 ac Weightless Soulgems and Fragments.esp 173 ad VOBS.esp 174 ae PerkusMaximus_SimplyKnock.esp 175 af VioLens.esp 176 b0 Savage Wolves - Fox Fix.esp 177 b1 RuptureCraftSoulGems.esp 178 b2 Pre PaMa CCOR Patch.esp 179 b3 Pre PaMa WAFR Patch.esp 180 b4 Immersive Citizens - AI Overhaul.esp 181 b5 Relationship Dialogue Overhaul.esp 182 b6 RDO - UFO v1.2j.b15 Patch.esp 183 b7 RDO - Cutting Room Floor Patch.esp 184 b8 Alternate Start - Live Another Life.esp 185 b9 BetterQuestObjectives-AlternateStartPatch.esp 186 ba ELE_Legendary_Lite.esp RSPatch.esp 187 bb PatchusMaximus.esp
  23. I've been trying to set up the kagrenzel trap for a spot in my dungeon, but i don't quite know how it works. I tried looking at the original, but it seems that NOTHING is attached to the trap itself! anyone know how that trap works?
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