Better Trap Disarm
Removes the message box when disarming traps and processes them instantly if skill requirements are met. Displays skill requirements dynamically in activation prompts.
Supports trap rearming, skill-based critical failures, and custom skill assignments. Supports TTW out of the box.
Features
- Instant trap disarm when requirements are met (skips message box)
- Dynamic activation prompts showing skill requirements when hovering over traps (e.g., "Disarm [Repair] (45/60)")
- Trap rearming system for bear traps
- Single shotgun recovery from rigged shotgun traps
- Pressure plate removal on disarm
- B42 Loot animation integration for retrieving items from traps
- Skill-based critical fail system (0% chance at required skill, scales up to 90% based on skill gap)
- Custom skill and attribute assignments for all trap types
- Adjustable skill requirements and XP rewards per trap
- Difficulty scaling modifiers
Supported Traps
Baby Carriage, Bear Trap, Concealed Mine, Grenade Bouquet, Laser Tripwire Emitter, Mailbox, Pitching Machine, Pressure Plate, Rear Panel, Rigged Shotgun, Toilet Trap, Tripwire
Configuration
Main Settings
- Enable Better Trap Disarm - Toggle instant trap disarm functionality (Default: On)
- Trap Rearming - Enable trap rearming (Default: On)
- Rigged Shotgun Restoration - Recover a single shotgun when disarming rigged shotguns (Default: On)
- Remove Pressure Plates - Remove pressure plate traps when disarmed (Default: On)
- B42 Loot Animation - Use B42 Loot animation for retrieving items from traps (Default: On, requires B42 Loot mod)
- Critical Fail - Enable chance to trigger trap on failed skill check, calculated based on skill gap (Default: On)
- Override Activation Prompt - Display skill requirements in activation prompt when hovering over traps (Default: On)
Custom Traps
- Use Custom Settings - Enable custom trap skill checks and XP rewards (Default: Off)
- Skill Requirement Modifier - Amount to increase/decrease skill requirements per difficulty level away from Normal (Default: 0, Range: 0-20)
- Attribute Requirement Modifier - Amount to increase/decrease attribute requirements per difficulty level away from Normal (Default: 0, Range: 0-5)
- XP Reward Modifier - Amount to increase/decrease XP rewards per difficulty level away from Normal (Default: 0, Range: 0-20)
Trap Skills
Assign which skill or attribute is checked for each trap type. Options include all 13 skills (Barter, Big Guns, Energy Weapons, Explosives, Lockpick, Medicine, Melee
Weapons, Repair, Science, Guns, Sneak, Speech, Survival, Unarmed) and all 7 SPECIAL attributes.
Default assignments:
- Baby Carriage - Explosives
- Bear Trap (Disarm) - Repair
- Bear Trap (Rearm) - Repair
- Concealed Mine - Explosives
- Grenade Bouquet - Explosives
- Laser Tripwire - Repair (Primary), Science (Secondary)
- Mailbox - Explosives
- Pitching Machine - Repair
- Pressure Plate - Repair
- Rear Panel - Explosives
- Rigged Shotgun - Repair
- Toilet Trap - Repair
- Tripwire - Repair
Skill Requirements
Set the skill or attribute value required to disarm each trap type (Range: 0-100 for skills, capped at 10 for attributes). Values are modified by difficulty modifiers if
enabled.
Default requirements:
- Baby Carriage - 40
- Bear Trap (Disarm) - 30
- Bear Trap (Rearm) - 50
- Concealed Mine - 30
- Grenade Bouquet - 50
- Laser Tripwire - 80 (Primary), 67 (Secondary)
- Mailbox - 30
- Pitching Machine - 30
- Pressure Plate - 30
- Rear Panel - 50
- Rigged Shotgun - 30
- Toilet Trap - 30
- Tripwire - 40
XP Rewards
Set XP awarded for successfully disarming each trap type (Range: 0-100). Values are modified by XP difficulty modifier if enabled.
Default XP rewards:
- Baby Carriage - 15 XP
- Bear Trap - 10 XP
- Concealed Mine - 5 XP
- Grenade Bouquet - 5 XP
- Laser Tripwire Emitter - 50 XP
- Mailbox - 20 XP
- Pitching Machine - 10 XP
- Pressure Plate - 10 XP
- Rear Panel - 20 XP
- Rigged Shotgun - 10 XP
- Toilet Trap - 10 XP
- Tripwire - 15 XP
Difficulty Scaling Example
When difficulty modifiers are enabled, requirements and rewards scale based on game difficulty:
- Trap requires 50 skill, modifier is 5: 40 (Very Easy), 45 (Easy), 50 (Normal), 55 (Hard), 60 (Very Hard)
- Trap grants 50 XP, modifier is 5: 60 (Very Easy), 55 (Easy), 50 (Normal), 45 (Hard), 40 (Very Hard)
Critical Failure System
When enabled, failed disarm attempts have a chance to trigger the trap. The chance is calculated dynamically based on your skill gap:
- At or above required skill: 0% chance to trigger
- 1 point below required: 1% chance to trigger
- 10 points below required: 10% chance to trigger
- Maximum trigger chance capped at 90%
Example: A trap requires 60 Repair. If you have 59 Repair, there's a 1% chance to trigger. If you have 50 Repair, there's a 10% chance. If you have 0 Repair, there's a
60% chance (capped at 90% for very large gaps).
Credits
Some inspiriation was taken early on from Wombat's Quick Disarm and then later on I discovered my friend Djhert
had basically made the same mod! His is Disarm The Traps and is obviously excellent like all his stuff.
Instructions
Install requirements and use MO2 or place in Data/
Requirements
Better Trap Disarm
Main file.