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dhert

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djhert

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About this mod

Removes the message boxes when Disarming/Rearming all traps. ESPless!

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Permissions and credits
Changelogs
Disarm The Trap

"Disarm the Trap" is a set of scripts that removes the dialog box when interacting with Traps, and also some small tweaks for how Traps work! Save an ESP slot!

Features
  • ESPLess!
  • All disarm dialog boxes have been removed, and the action is just performed. Messages are now shown in the corner.
  • Traps that can be re-armed can be interacted with again to do so. 
    • NOTE: Rigged Terminals and Mailboxes still show the dialog box when re-arming due to having multiple choices.
  • B42 Loot animations are used when pulling an item from a trap to disarm it. (Shotgun, Grenade, Microfusion Cells, etc)
  • Optional "Critical Fail" when you do not have the skill to disarm a trap, causing the trap to be triggered. Configurable in the INI. Default: 10%
  • The Laser Tripwire from the Lonesome Road DLC has been updated to have parity with other Laser Emitters. In vanilla, the Skill Check on these is performed on the actual dialog box that pops up and requires that the player has 90 Repair. It now requires 85 Repair or 67 Science.


Alternate Skill Checks
On install, you have the option to have some traps use a different skill from vanilla. NOTE: The level requirement has not changed, but the skill requirement has.
  • Bear Traps use Survival
  • Pressure Plates use Survival
  • Rigged Terminals use Science
  • Shotgun Traps use Guns
  • Toilet Traps (TTW) use Science

"Trap Tweaks" Version
NEW v1.2: There is now a version available on install that has parity with Sweet6Shooter's Trap Tweaks mod!
  • "Disarm" and "Rearm" messages are no longer shown
  • XP Rewards match the skill level requirement.
  • Bear Traps require Survival >= 40.
  • Pressure Plates require Survival >= 30
  • Tripwires require Survival >= 35
  • Shotgun Traps require Survival >= 25
  • Pitching Machines require Survival >= 15
  • Combat Shotgun Traps require Survival >= 45
  • Rigged Terminals require Science >= 50
  • Mailboxes require Science >= 25
  • Baby Carriages require Science >= 40
  • Toilet Traps (TTW) require Science >= 35
  • Grenade Bouquets require Explosives >= 45
  • Buried Mines require Explosives >= 50
  • ALL Laser Tripwires have had no changes to their skill requirements, but XP rewarded is now 25.

Compatibility
Should be compatible with everything, even TTW!
Note: A similar set of features is already included in EDGE TTW by Sweet6Shooter. If you are using that mod you will not need this, however, they do not conflict and mine WILL override as it is a script.

Available Configuration
Included Configuration is at: "Config\DisarmTheTrap.ini"

Spoiler:  
Show

iChanceTriggerNoSkill- Default: 10
  • Chance to trigger the trap if skill requirement is not met
  • Set to 0 to disable


Credits and Thanks
jazzisparis - For JIP LN NVSE Plugin
carxt - For JohnnyGuitar NVSE
Demorome - For ShowOff XNVSE Plugin
RadRoachHD - For the initial idea to make this a script
Sweet6Shooter - For the skill checks used in Traps Tweaks - Traps Use Other Skills

My Other Mods
Bottle The Water
Bury The Dead
Companion Vitality
JLM Grab Tweak
Simple Headshots
Shuddup and SayThis - A Message Overhaul
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