Trap disarming spell only half-working
WiseyX
Member Posts: 3
I know I'm not the first one to mention this touchy subject, but I'm trying to make a spell that disarms traps without remaking the traps themselves. Searching here gives dozens of pages of results, all pretty much negative.
I have been somewhat successful (see the files attached) - triggers (area traps) are disabled by an uncontrollable summon that homes in on the nearest (and near) trap. This works, for example in the area AR1804.
However, I cannot make the spell work with traps that are in containers, such as the one in the area AR3336. From what I understand, the creature script (bcs) simply cannot detect those containers. Surely there must be some way for "See(Object)" or another some other function to work here.
I could've sworn there was a mod like that already, one that used summons (was it maybe by subtledoctor and that's why I can't find it)?
On a similar note, summons seem to be unable to disarm traps through the thievery button (not familiars, just summons), although they can pickpocket. Is there some specific way to summon that would enable manual trap disarming?
--- Edited:
I failed. By which I mean, I succeeded in a way that shames my ancestors (and my cow).
From what I figured, nearby containers are undetectable from scripts unless you know the name of the container. So the trick was to weidu all the names of trapped containers (just names, no duplicates) and then compile a bcs which searches for all named containers (in Range of say, 1 [feet?]), then tries to disarm them.
So far it works. Using this method together with Find Traps and Knock (spells) lets other classes deal with all the traps.
But this solution is bad, because it requires the spell/mod to be installed after all mods that might change the name of trapped containers into something new (or add a trapped container with a novel name). So the question still stands: can you
If anyone is interested, I can cut out, clean up and post the mod.
I have been somewhat successful (see the files attached) - triggers (area traps) are disabled by an uncontrollable summon that homes in on the nearest (and near) trap. This works, for example in the area AR1804.
However, I cannot make the spell work with traps that are in containers, such as the one in the area AR3336. From what I understand, the creature script (bcs) simply cannot detect those containers. Surely there must be some way for "See(Object)" or another some other function to work here.
I could've sworn there was a mod like that already, one that used summons (was it maybe by subtledoctor and that's why I can't find it)?
On a similar note, summons seem to be unable to disarm traps through the thievery button (not familiars, just summons), although they can pickpocket. Is there some specific way to summon that would enable manual trap disarming?
--- Edited:
I failed. By which I mean, I succeeded in a way that shames my ancestors (and my cow).
From what I figured, nearby containers are undetectable from scripts unless you know the name of the container. So the trick was to weidu all the names of trapped containers (just names, no duplicates) and then compile a bcs which searches for all named containers (in Range of say, 1 [feet?]), then tries to disarm them.
So far it works. Using this method together with Find Traps and Knock (spells) lets other classes deal with all the traps.
But this solution is bad, because it requires the spell/mod to be installed after all mods that might change the name of trapped containers into something new (or add a trapped container with a novel name). So the question still stands: can you
See(Object)a trap in a script, or get a reference to it in any other way, without knowing the name of the trap beforehand?
If anyone is interested, I can cut out, clean up and post the mod.
Post edited by WiseyX on
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