Traps visibility
Seorr
Member Posts: 7
Hello everyone. I hope this is the right category... Already planning my IWD and BGII playthrough while waiting for 2.6 and I'd like to know if traps can be made permanently visible or be simpler to spot? I hate searching for them, they slow down the game. I really enjoyed Dragon Age: Origins style - your rogue would quickly and automatically notice every one.
I could use the tweak that removes them, but I'd rather not completely get rid of such an important part of the game. Also, I realise there are "traps" that work as plot triggers or monster spawns. Obviously I don't want to see these. :P So, options (order matters):
1. Always visible
2. All party members can spot them, regardless of class
3. A rogue sees them even without specifically looking for traps
Also, would be cool if they were noticed quickly rather than after many seconds. But I guess that's some hardcoded random/per round thing... Oh, and what about spotting range? If I remember correctly, it's less normal view range. Can that be changed?
I could use the tweak that removes them, but I'd rather not completely get rid of such an important part of the game. Also, I realise there are "traps" that work as plot triggers or monster spawns. Obviously I don't want to see these. :P So, options (order matters):
1. Always visible
2. All party members can spot them, regardless of class
3. A rogue sees them even without specifically looking for traps
Also, would be cool if they were noticed quickly rather than after many seconds. But I guess that's some hardcoded random/per round thing... Oh, and what about spotting range? If I remember correctly, it's less normal view range. Can that be changed?
0
Comments
I would have added Arkanis Gath too to the list :P
"Just spawn a spy over the trap and force a modified Detect Traps with reduced radius to reveal it. Some traps however have pretty wild distance between their object's location (where OT text pops up) and their actual polygon, though, so there might be a few hiccups along the way".
I asked about such a component because after the nth playthrough it starts to get boring when you have to wait 10-20 seconds to actually disarm a trap and then do it again and again
My backlog is pretty long at the moment, anyway, so no telling when I'll get to TnT. You can create an issue on Github, and maybe I'll take a look at it. But no promises.