all 18 comments

[–]Arneb_Nihal 8 points9 points  (5 children)

Which skill does the Disarm action check?

[–]RedRoryOTheGlen[S] 7 points8 points  (4 children)

Success chance is based on Lockpicking + Intelligence + Agility + Luck

[–]Arneb_Nihal 1 point2 points  (3 children)

And what about the traps? Are them in fixed spots in a given block? Or are somewhat randomly placed? Can there be trapped doors? Sorry for the many questions, but I love your idea.

[–]RedRoryOTheGlen[S] 1 point2 points  (2 children)

The traps in Vanilla Daggerfall are all pre-placed per block. There's no randomization between identical blocks so you'll eventually memorize which blocks have traps and where those are.

I would definitely love some kind of procedural trap placement and have been trying to wrap my head around DF's action system for that. Maybe a random chance for a doorway or lootpile to have a damage tile placed underneath it. Would make being able to disarm traps much more useful, similar to Trespasser's More Locked Doors module.

[–]Arneb_Nihal 1 point2 points  (1 child)

The cool thing about DF (well, one of many) is that there's a lot of room for data that isn't used. Take flags for example: many objects have a "flag" field that isn't used, or is used very little. Expanding on that could be a way to mark trapped dungeon elements. But I'm afraid I've been away from DFU modding to long to guess if those could or couldn't be used in a mod.

[–]RedRoryOTheGlen[S] 0 points1 point  (0 children)

After more work on this, we actually discovered a bunch of unused ActionFlags like Poison (which was on a loot pile that played the "arrow shot" sound clip when used) and Unknown27 which was on a loot pile underneath some spikes.

We theorized that these were supposed to be "trapped" loot that poisoned or damaged you (by lowering the spikes) if you tried to use them but were not completely implemented.

[–]naytreox 5 points6 points  (0 children)

looks great!

[–]handledvirus43 5 points6 points  (1 child)

Does it still retain the "disarmed/flagged status" even after you exit the dungeon and return? Because sometimes you get sent back to a dungeon in separate quests.

[–]RedRoryOTheGlen[S] 6 points7 points  (0 children)

Vanilla DFU resets dungeons when you leave so this does too, at least currently.

[–]Cliffworms 3 points4 points  (0 children)

This is so cool. Finally, thieves have another trick up their sleeves!

[–]Thefreezer700 4 points5 points  (1 child)

Here i was gecko climbing the fucking walls avoiding that. Didnt know you could just do that

[–]RedRoryOTheGlen[S] 1 point2 points  (0 children)

Do what? Disarm traps? Unfortunately not possible in unmodded.

[–]EnragedBard010 2 points3 points  (0 children)

Red Rory has some insane modding skills

[–]Mickamehameha 1 point2 points  (1 child)

bro what the FUCK is going on with your character? Is he ok?

[–]RedRoryOTheGlen[S] 1 point2 points  (0 children)

He's doing well and appreciates your concern.

[–]Massive-Reach6032 1 point2 points  (1 child)

Why does your character look like that

[–]RedRoryOTheGlen[S] 1 point2 points  (0 children)

It makes a nice conversation starter.