Mod That Removes All Traps?
Ebonslayer
Member Posts: 10
Preparing to go into Durlag's Tower, but I remember how I got through it on my first playthrough (wait 6 seconds, take a few steps forward and/or disarm traps, wait 6 seconds, take a few steps forward and/or disarm traps, ad infinitum) and I'd rather take a bullet than do that again. I've tried the "no traps and locks" component from Tweaks Anthology, but when going through Firewine Ruins I still got hit by traps, so it obviously doesn't work. Is there anything else that could help remove them? Thanks in advance.
Edit: Decided to say "fuck it" and just use NearInfinity to remove all the traps from Durlag's Tower. So much easier, less tedious, and enjoyable (it felt good basically telling the traps to "fuck off" as it were) compared to base Durlag's.
Edit: Decided to say "fuck it" and just use NearInfinity to remove all the traps from Durlag's Tower. So much easier, less tedious, and enjoyable (it felt good basically telling the traps to "fuck off" as it were) compared to base Durlag's.
Post edited by Ebonslayer on
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Comments
Obviously you're free to play however you want, but, imo, removing the traps from Durlag's greatly reduces the experience. There's a few hallways where traps are often nothing more than time wasters, but for the most part, traps are used in concert with monster ambushes or specific puzzles in the tower. So I think you're shortchanging your experience here.
Ranger wouldn't help the tedium at all. It's still just waiting for the next 6 seconds every time I move, and occasionally retreating to my party when I find something that will murder me even without stepping on it.
And I highly doubt it will hurt my experience at all. A dozen fireball or lightning traps that I cannot see (and thus, make an attempt to avoid through positioning) layered around a battlefield I won't be able to disarm them in until after everything's dead? I call that "unnecessary and unavoidable punishment", which a sane person may call "shitty game design".
Eh, I've never heard anyone call Durlag's Tower "shitty game design". Quite the opposite. Again, I can kind of see where you're coming from with a dungeon like Firewine, but I think you're basically killing the experience of the dungeon with this plan.
Also, Durlag's Tower is the capstone of the game, essentially. Generally speaking, once you're done with it, it's really nothing but wrapping up the rest of that sidequest and then the final dungeon of the game (which does indeed include a tedious trap section). I mean, even if you have other BG content left, such as the isle of Balduran, it's going to be a cakewalk by comparison.
Once Durlag's is over, the main challenges of the game are over! I don't understand why you'd want to rush through that.
They are marked in Durlag's Tower as well - only with dead bodies instead of painted arrows. I actually find the former more intriguing from a game play standpoint. I mean, if you see a pile of dead bodies, odds are good something bad is going on there.
You're right. I think the bigger problem isnt that those traps are bad but that the narrow corridors and the lousy pathing AI makes that part a grind. That is, you often find party members not doing what you intend them to do and have to constantly correct.
I think it's notable that you never really see dungeons with long corridors quite as narrow as here or firewine, ice island ever again in BG2.
Oddly enough, you do, you just don't realize it. There are several places BG2 where the walkable path is barely as wide as in Firewine, but they aren't constrained by walls. The bridge over the underground river in the Underdark, for example.
However, there are very few areas with condensed pathing like that, so maybe the developers learned something. I also like that BG2 has more organic looking dungeons, instead of the ridiculously geometrically perfect dungeons in BG2.
To emphasize, my point was *long corridors*. Obviously everywhere from Firkraag's dungeon to the Planar Sphere, to even houses with doorways we get tiny, narrow corridors. But gone are the dungeons or levels that are almost entirely that.