Modifié par perylousdemon, 20 décembre 2013 - 06:42 .
Leliana not detecting traps
#1
Posté 20 décembre 2013 - 06:40
#2
Posté 20 décembre 2013 - 08:16
Does she have any points in the Deft Hands tree?
Modifié par Wily_One, 20 décembre 2013 - 08:20 .
#3
Posté 20 décembre 2013 - 10:32
#4
Posté 20 décembre 2013 - 04:16
detection, as far as I'm aware. She doesn't have any ranks in it
because I use the lock bash mod. Much easier than having to waste
points in that skill to open locks (which is why I prefer the way
they did it in DA2, where your ability to open locks or disable traps
is based solely on your cunning score). Of course, not sure how well
she'd be able to disable the traps if she could detect them, since I
don't have any points in that skill.In response to removing the mods...
That would be a viable option if I was using the mod manager, but I'm
only using it for one mod. Everything else I installed manually, so
removing them would be a real pain. I'll just suffer the XP loss, I
suppose. Still get XP for bashing locks open, so at least there's
that.Seriously, a preview option for this
forum would be wonderful, considering how awful the formatting is.
Having to edit my post three or four times to get the color right is
growing tiresome.
I GIVE UP! This is by far the worst forum, format-wise, that I've ever posted on.
Modifié par perylousdemon, 20 décembre 2013 - 04:27 .
#5
Posté 20 décembre 2013 - 05:13
IV: TRAPS
This information comes from sys_traps_h.nss, placeable_h.nss, and GetDisableDeviceLevel() in core_h.nss.
Trap disarming is just like lockpicking; the game calculates a disarm score using the exact same formula it uses to calculate your lockpicking score. It then compares this to the trap's disarm difficulty. If your disarm score >= the disarm difficulty, the trap is succesfully disarmed; otherwise it is not. There's one exception: you can always succesfully disarm your own traps.
As with lockpicking, if you succesfully disarm a trap you'll gain XP equal to the trap's disarm difficulty (down to a minimum of 5).
Trap detection works like this: the game periodically checks for hidden enemy traps within a spherical volume with radius 10m + 1m per lockpicking rank (at Device Mastery this is a 14m radius). Note that the trap-making skill apparently does NOT increase your detection radius, despite what the tooltip says. For each hidden enemy trap within that volume, the game checks the player's disarm score (see paragraph above for how to calculate it) against the trap's detection difficulty. If this score >= the trap's detection difficulty, the player detects it; otherwise the player does not.
Minor note: for detection purposes only, the player gets a +10 bonus to his disarm score if he is under the effect EFFECT_TYPE_TRAP_DETECTION_BONUS. I have no idea what, if anything, grants this effect. It doesn't seem like the trap-making skills or lockpicking talents grant this effect, nor do any other spells or talents. Maybe it's just unused.
Notice that a trap's detection difficulty and disarm difficulty are different variables. This explains why you can sometimes detect a trap but fail to disarm it.
How difficult are traps to disarm or detect? Again, traps.xls gives us a hint. It has a sheet called trap_difficulty that contains a table identical to the one copied above for locks. So I would tentatively say that a disarm/lockpicking score of 60 will enable you to detect and disarm every trap that can be detected and disarmed. Again, player feedback would be appreciated.
As for the locpick calc:
The lockpicking score is simple to compute:
L = (cunning - 10) + 10 * [lockpicking rank]
Modifié par Mike Smith, 20 décembre 2013 - 05:18 .
#6
Posté 20 décembre 2013 - 09:04
#7
Posté 20 décembre 2013 - 11:24
Aside from that, nothing.perylousdemon wrote...
What's the point of the trap-making skill, then, aside from making utterly useless traps?
Modifié par caradoc2000, 20 décembre 2013 - 11:29 .
#8
Posté 21 décembre 2013 - 07:07
Modifié par perylousdemon, 21 décembre 2013 - 07:07 .
#9
Posté 21 décembre 2013 - 07:25
All rogues have some understanding of opening locks and spotting traps, but particularly dexterous hands and a steady grip give the character a bonus when picking locks or disarming traps. The character's cunning score also contributes to these skills.
Nothing to do with traps eh?
#10
Posté 21 décembre 2013 - 02:38
dainbramage wrote...
Deft hands description:
All rogues have some understanding of opening locks and spotting traps, but particularly dexterous hands and a steady grip give the character a bonus when picking locks or disarming traps. The character's cunning score also contributes to these skills.
Nothing to do with traps eh?
Hm. I guess I (along with many others) was just misled by the image associated with the skill, especially since there's a separate skill with the image of a trap. Who has time to read, after all?
Modifié par perylousdemon, 21 décembre 2013 - 02:38 .
#11
Posté 22 décembre 2013 - 01:29
#12
Posté 22 décembre 2013 - 03:07
caradoc2000 wrote...
Replace Leliana with Admiral Ackbar:
But he only detects them after it's already been sprung.
#13
Posté 22 décembre 2013 - 06:02
dainbramage wrote...
caradoc2000 wrote...
Replace Leliana with Admiral Ackbar:
But he only detects them after it's already been sprung.
Better than Leliana was doing, lol. Something good did come out of this. I discovered an exploit with a combination of the lock bash mod and the "helpful companions" tweak from the rules fixpack, and now get double XP on every locked item because she opens the lock as I'm bashing it...





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