Disarming traps is dangerous
While disarming the trap by locking it, breaking your lock point may trigger the trap. .esl version available.
Screenshots 1 screenshots
About this mod Machine translation
While disarming the trap by locking it, breaking your lock point may trigger the trap. .esl version available.
Disarming traps is dangerous:
describe:
While disarming the trap by locking it, breaking your lock point may trigger the trap.
The likelihood of triggering depends on the lock level and lock privileges.
Some examples:
- No privileges, master lock: 100% chance of triggering.
- Master perk, master lock, 50% chance to trigger.
- Master perk, novice locked, 10% chance to trigger.
Small demonstration video
Requirements and (un)installation:
You need Skyrim Special Edition V1.5.39 or higher.
You need to install Skyrim Script Extender SE build V2.0.7 or higher (SKSE64).
Choose esp or esl version.
Install as usual. Install using your favorite mod manager or manually in the data folder.
You can uninstall simply by deleting the mod file.
Compatibility and load order:
This mod will not edit any vanilla records or scripts and should be compatible with everything.
notes:
Since traps can also be disarmed by activating them purposefully (such as shooting them from a distance), I recommend that you also install improved traps. With it, the traps make noise when triggered, so there's still an incentive to try to disarm them.
integral:
Bethesda Softworks makes TES: Skyrim and the Creation Suite.
All members of the xEdit team.
Illustration by Adam Adamowicz.
Xepherxv's thoughts.
Permissions:
This mod is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).
You can consider this mod as a resource. Feel free to copy, modify and upload this mod anytime for non-profit making purposes.
My other modifications:
Ward function expansion
Economic reforms and improvements in voice technology
Alchemy, potions and food adjustments
Enchanting adjustments and price bug fixes
selective transformation
Release the cry cost is a soul
werewolf nighteyes
Vampire attacks resume beyond city walls
Experience multiplier
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Disarming Traps Is Dangerous:
Description:
While disarming a trap by lockpicking it, breaking your lockpick may trigger the trap.
The chance of trigger depends on the lock level and your lockpicking perks.
For examples:
- No perk, master lock: 100% chance to trigger.
- Master perk, master lock, 50% chance to trigger.
- Master perk, novice lock, 10% chance to trigger.
Little demo video
Requirements & (Un)Installation:
You need Skyrim Special Edition V1.5.39 or above.
You need the Skyrim Script Extender SE build V2.0.7 or above installed (SKSE64).
Choose either the esp or the esl version.
Installation as usual. Install with your favorite mod manager or manually in the data folder.
You can uninstall simply by removing the mod files.
Compatibility & Load Order:
This mod does not edit any vanilla record or script and should be compatible with everything.
Notes:
Because traps can also be disarmed by purposefully activating them (like shooting them from a distance), I recommend you also installImproved Traps. With it, traps make noise when triggered so there is still an incentive to try to disarm them.
Credits:
Bethesda Softworks for making TES:Skyrim and the Creation Kit.
All members of the xEdit team.
Adam Adamowicz for the illustration.
Xepherxv for the idea.
Permissions:
This mod is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License (CC BY-NC 4.0).
You can consider this mod as a resource. Feel free to copy, modify and upload this mod anywhere, as long as it is for non-lucrative purpose.
My Other Mods:
Wards Functionalities Extended
Economy Overhaul and Speechcraft Improvements
Alchemy, Potions and Food Adjustments
Enchanting Adjustments and Price Bug Fix
Selective Transmute
Unlocking Shouts Costs One Soul
Werewolf Night Eye
Vampire Attacks Restored Outside of Walled Cities
Experience Multipliers
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.