The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Dwemer Traps, Bombs and Exploding Arrows
   
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Category: Gameplay, Quests, Weapons
File Size
Posted
Updated
9.193 MB
30 Jul, 2012 @ 6:16am
23 Oct, 2012 @ 10:35am
2 Change Notes ( view )

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Dwemer Traps, Bombs and Exploding Arrows

Description
Enemies Essplode! by LittleBaron (aka LacunaePhage on Steam)

Your sneaky thief with Ancient Knowledge can now craft Dwemer Traps, Bombs and Exploding Arrows to cause mischief with. Blow your enemies to pieces from the comfort of your current hiding spot.

Additionally, hunt down the six dormant teleporters in Blackreach and bring them back to life! Assemble them wherever you like for a quick escape or a convenient way to move from one luxury home to the other.

What it Does

Adds Craft-able Dwemer Traps, Bombs and Exploding Arrows for your sneaky thief to cause mischief with. It also adds a kind of treasure hunt in Blackreach for dormant teleporters and their related resonance crystals, which can be turned into a total of 6 fully portable teleporters that you can set up anywhere you like.

You character needs to have gained 'Ancient Knowledge' from the quest 'Unfathomable Depths' in order to make any of the Dwemer items.

Tonilia, the Thieves Guild merchant in the Ragged Flagon will get her hands on a few of these items every couple of days, if you're not the crafting sort, or just want to start blowing things up right away.

About Traps/Exploding Arrows

Exploding Arrow and Trap types: Fire, Frost, Lightning and Poison. Depending on alchemical or enchanting skill and the ingredients you have on hand, they range in strength (Normal, Superior and Deadly).

Fire Traps and Arrows require at least one perk point spent in Alchemy before they can be created. Each additional 2 points spent on the base Alchemy skill allows the creation of a stronger level of trap/arrow.

Poison Traps and arrows require at least one perk point spent in Alchemy before they can be created.
The Poisoner perk allows superior poison Traps/Arrows and the Concentrated Poison perk allows deadly versions.

Electric Traps and Arrows, and Frost Traps and Arrows, require at least one perk point spent in enchanting before they can be created. Each additional 2 points spent on the base Enchanting skill allows the creation of a stronger level of trap/arrow.

Once dropped, a trap waits a few seconds to settle and then 'sets' itself. A set trap can be picked back up and put back into inventory, or it can be 'grabbed' and moved to a new location. The PC will not cause a trap to go off, BUT ANY OTHER NPC, INCLUDING FOLLOWERS, WILL! Also, trap and or arrow explosion damage can and will damage the PC/Followers if they are too close when it goes off.

Placing a trap (and injuring someone with one) is considered a crime in Skyrim, so don't be seen!

Poison bombs and Lightning traps can be 'kicked' when placed (by bumping into them), and will roll in the direction kicked.

When a bomb or trap goes off, all the original Dwemer pieces used to craft it come apart in the explosion! Search around and you may be able to recover some of them to make your next toy.

About Portable Teleporters

The Dormant (or maybe not-always-so-dormant?) Dwemer teleporters are scattered throughout Blackreach. They can be combined at a forge with different colored resonance crystals to make one of the 6 possible portable teleporters. Once created, you have to continue to hunt down more resonance crystals so that you can place them inside your teleporter. A teleporter can only take you to other teleporters that are not dormant, and for whom it has the correct resonance crystal installed.

Resonance crystals will pop up randomly in Dwemer loot.

CONFLICTS:

No vanilla items, objects, scripts or NPC's were modified in any way.
Several Dwemer leveled lists (clutter loot lists, and the Dwemer Boss loot list) were modified.

The mod also makes some very minor changes to a few interior and exterior cells, basically just the placement of the dormant Dwemer teleports. Nonetheless, mods that also change these same cells MIGHT cause problems.

KNOWN ISSUES:

Low level traps and arrows are less effective against high level NPC's, and may even do no damage at all. This isn't really an 'issue', rather it's just a resistance to traps that is imbedded in vanilla SKYRIM.

Collision Geometries aren't perfect... some things sink into the ground a bit. Cut me some slack!

PROBLEMS/COMPLAINTS:

I have tested the mod as thoroughly as possible. I have ensured that all required files are in the .bsa and have tested the mod with an otherwise empty Data folder and found it does work as intended. I cleaned the mod using TesSnip to make sure there was nothing in it that shouldn’t be.

Skyrim is an unbelievably buggy POS. I love it, but it is. Therefore, problems you may have in many cases are going to be related to vanilla bugs or mod conflicts that I can do little about. Sometimes, it's just not going to work for you. Before you post a complaint, please be sure that:

1. You followed the installation procedures outline above, including having started with a clean save, and have
verified that everything is where it should be and activated correctly.

2. If the items don't show up at the smithing forge, under the DWARVEN tab, do you meet the prerequisites oputlined
in the description above?

3. In your complaint please state something like “I read steps 1-3 before posting and I am sure it's none of those
things”. Otherwise my only response will be to point you to this list.

PERMISSIONS:
Do not redistribute in whole or in part without my permission. If you are unable to contact me for permission, my default answer is no.

Enjoy blowing stuff up!

102312 :
1. Verified that blue resonance crystals and blue teleporters were indeed available. They always were.
2. Added color names to the teleporters for clarity
3. Added a new redundancy to prevent buttons from respawning when they shouldn't. If it was going to happen to you, you will now see a message about an 'active teleporter in the area'. This is a sign that the redundancy fired and set things the way they should be.
4. Fixed the fact that picking up an Advanced or Deadly trap put a Standard version in your inventory.
5. You can now smith 3 Dwemer cups with one Dwarven Ingot.
6. The message box that pops up when you activate a teleporter to take it now reads "Teleporter" instead of "Trap"
7. The mod was re-saved post cleaning, so the Wry-Bash false 'corrupt file' error should be gone.

In order for the teleporter fixes to take effect, I am afraid you will need to disable the mod, load and then save your game, and then re-install. I apologize for the inconvenience of having to hunt them down all over again.
44 Comments
ouijarecover 8 Jun, 2024 @ 6:42am 
Error :steamthumbsdown:
PapiwA 29 Sep, 2015 @ 9:54am 
Downguard required?
Xddc 9 Aug, 2015 @ 2:34pm 
where's "ancient knowledge"? And can I just spawn it in or use / ADVQUEST 10 [Quest ID]? ADVQUEST is able to pick up on DLC data, or at least bits of it, left in the vanilla game.
Arctic 28 Jun, 2015 @ 4:23pm 
need dawnguard
zzarcon 22 Mar, 2015 @ 11:58am 
@wolfloverjosh Throwing weapons redux has something like that.
syn 14 Dec, 2014 @ 9:01am 
I found them just do help NAME 4 and uhm do you know a mod for exploding posions? Like I would pickpocket an NPC and give it to them and it would blow up. Im trying to find one
LacunaePhage  [author] 14 Dec, 2014 @ 8:16am 
Yes, I imagine there are console commands, but I haven't worked on SKYRIM or modding for it in, like, a year... so... nuts.
syn 12 Dec, 2014 @ 8:04pm 
Ya are there any console commands
G20 3 Nov, 2014 @ 8:42am 
Brilliant!!!
Yes, its me again
I've added this to a little collection again.
I thought you might like to know :)
with respect.
http://sp.zhabite.com/sharedfiles/filedetails/?id=329889868
hoping it brings you some more recognition! you might like to lend your thumb too ;)
Dr. Egg Plant 27 Sep, 2014 @ 12:43pm 
Are there any commands to get the exploding arrows? I don't have time to travel across the entire map for like 2 arrows. If there is a command i need one