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Disarm the trap
About This Mod
Remove the message window when disarming/unguarding all traps, without ESP!
Defuse the trap.
"Disarm Trap" is a set of scripts that clear the dialog box when interacting with a trap, saving the ESP slot!
Features
No ESP!
All dialog boxes are cleared and actions are performed. Messages are now displayed in a corner.
Traps that can be re-armed can be re-launched to re-arm.
Note: Terminals and mailboxes now display a dialog box when rearming due to a variety of options.
B42 Lute animation is used to remove and disarm objects from traps (e.g. shotguns, grenades, microcells).
Optionally Critical Failure if no skill is available to disarm a trap; can be set in INI; see Critical Failure for more information. Default: 10
The Lone Road DLC laser tripwire has been updated to match other laser emitters. In the vanilla version, the proficiency check takes place in a pop-up dialog and requires the player to repair 90 times. Now it requires 85 repairs or 67 science.
Alternative skill tests
While setting up some traps, it is possible to use skills other than vanilla traps. Note: Level requirements have not changed, but skill requirements have changed.
Bear traps use the Survival skill.
Pressure plate uses Survival skill.
Terminal traps use the Science skill.
Shotgun traps use the Weapon skill.
Toilet traps (TTWs) use science.
"Tuning Traps".
NEW v1.2: Equivalent to Sweet6Shooter's Trap Tweaks mod is now available for download!
"Disarm" and "Reload" messages no longer appear.
XP rewards now meet skill level requirements.
Bear traps now require survival of 40 or more.
Pressure plate requires survival of ≥ 30.
Tripweirs require survival ≥ 35.
Shotgun traps require a survivability of ≥25.
Shooting vehicles require a survivability of ≥15.
Combat rifle traps require survivability >= 45.
Science >= 25 is required to install terminals.
Mailboxes require Science >= 25
Wheelchairs Science required >= 40
Toilet traps (TTW) Science required >= 35
Explosives needed for bouquets of grenades
Mine-laying requires >= 50 explosives.
Skill requirements have not changed for all laser trippers, but the XP reward is now 25.
Compatibility.
Should be compatible with everything, even with TTW!
Note: Similar functionality is available in EDGE TTW from Sweet6Shooter. If you use this mod, you don't need this feature, but since it's scriptable, it won't conflict, and mine will be overwritten.
Available configurations.
The included configurations can be found in the ConfigDisarmTheTrap.ini file.
Spoiler Screen
Credits and thanks.
jazzisparis - for JIP LN NVSE plugin
carxt - JohnnyGuitar for NVSE
Demorome - for ShowOff XNVSE plugin
RadRoachHD - for the idea of preparing this scenario
Sweet6Shooter - Trap Settings - Use Other Skills to test skills used in traps
Other Modes
Pour the water into bottles.
Bury the dead.
Companion Vitality.
JLM Capture Tweak
Simple head shots
Shuddup and SayThis - Reviewing Messages
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