It isint difficult in theory, but it application (actually coding and doing other stuff) it may be a bit much for me to handle.ħ. In wall related objects such as blade-swingers or spike-stabbers, they can only cover a certian width of an area,Ħ. Trip wire spell, the spell will let you choose where you want to put it and it will cover 30 feet across.įor a pressure pad (circular) the 'Spread' will determine the diameter of the circle. But, let's say your in an open chamber, that is 32 feet wide, and you cast a 30 ft. Assume the hallway is 4 feet wide, any spell with a 'Spread' above 4 feet covers the entire witdh of the hallway, no more, no less. Lets say you're in an Ayleid Ruin, you can place an "X" trip-wire trap in a hallway, and it will spread the whole hallway depending on the width of it. The new 'Spread' aspect of spell effect creates how wide the trap will be/can be. Also, there will be 3 Chameleon effects, 1 that makes the victim of the trap go into chameleon, one that brings the victim out of chameleon, and another that makes the trap in chameleon(1% to 100%) 100% is commpletley invisible. The stronger the enemy, the easier that they will notice. I will be adding in different values to the NPC's setting maximum detectability before they notice. The new "detect" attribute ot the effect detarmines if the A.I. swing-things, arrow traps, axe-traps, stab-traps and swinging blade traps.ī. The poison effects are only with the physical traps, a.k.a. Add in the "Trap Man", he will give you the "Make Trap" spell Menu, which should look something like this Any moving object can set them off, even invisible or chameleon-ed things.ĥ. No-Trip- spells that make you able to walk through your own traps without setting them off. This trap will sent you an alert if it has been set off, and you can cast a spell to see(Depending on how far away the trap is) what it has hit, and its status.Ĥe. Also, if you want some deer, leave a decent powered trap in the wild, and leave. Use these at choke points like in a hallway or something of the like for good damage. However, your enemy can trip them too and gain some health back. Also, you can set up traps behind yourself that heal you, and if you are running low on health, just go and trip them. You could set pressure pads after a set of 3 trip wires and have an incoming enemy hit all 4, taking a decent amount of damage, depending on the strangth of the spell and trap. with "X" spell(Or poison) attached to them. You can set a spell of any type of trap, i.e Trip-Wires, Pressure pads, Swing-things, Wall-Darts, etc.
#OBLIVION NEXUS HOW TO#
Traps- These may not seem terribly useful at first glance, but if you know how to use good strategy, these may be quite helpful. Capture a "Summon Scamp" from a door, and then you can use it as a pressure pad trap.Ĥd.
![oblivion nexus oblivion nexus](https://i.ytimg.com/vi/_L3np5_gUdI/maxresdefault.jpg)
Trap Captures- These will caputre the trap and put them into a 1-time use scroll with an open-ended option to put "X" enchantment in whatever form of trap you decide to use. These spells have a low chance of failing, but if they do, the trap is activated.Ĥc. After progressing to a certian point in "X" skill, you can dispel certian level traps without even having to use the spells. "X" spell will dispel "X" level trap from said door or chest.
![oblivion nexus oblivion nexus](https://staticdelivery.nexusmods.com/images/101/767450-1225566313.jpg)
Trap Dispels- These will dispell all traps on an object, and will work similarly to the "Unlock _ Lock" spells. The object's description would read as such Ĭhest/door/etc., lock level(If applicable), Spell type and effects.Īfter progressing to "X" level in "X" skill, you will be able to detect the trap levels on an object without use of these spells.Ĥb.
![oblivion nexus oblivion nexus](https://pics.awwmemes.com/local-guards-features-local-guards-features-at-oblivion-nexus-50542278.png)
![oblivion nexus oblivion nexus](https://static0.gamerantimages.com/wordpress/wp-content/uploads/2021/03/The-10-Best-Oblivion-Mods-Ranked.jpg)
Trap Detection- These spells help you see what level and type of trap is applied to "X" object. Make a slew of new spells, all having to do with traps.Ĥa. Make the system that decides based on what loot, and what rooms are behind the door, "X" spell of "X" magnitude is cast, or "X" level weapon is fired.Ĥ. Make the trigger system that allows a spell to be cast whenever "X" door or chest is activated.Ģ.
#OBLIVION NEXUS MOD#
I'm obviously planning to make a mod like this.ġ. I was wondering if anyone has made a mod that adds traps to doors and chests.