Fallout 4

Fallout 4

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Kidd Jun 7, 2017 @ 7:18am
Tripwires
Are the traps supposed to go off when you "Disarm" a tripwire? I walk up to one and press "E" to disarm it and the trap goes off just like if i stepped through it. Is this normal or did I screw up my game somehow?
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Showing 1-13 of 13 comments
sdack Jun 7, 2017 @ 7:26am 
Maybe your companion triggered it or it was one of them clapping monkeys, which sometimes can trigger traps, too. It may also have been a second trap, perhaps a tension trap, which you didn't notice.

If it doesn't happen all the time then you shouldn't worry. If it does happen often then check your mods.

When you train Sneak up to level 2 or higher will you also no longer trigger these.
Last edited by sdack; Jun 7, 2017 @ 7:26am
casualsailor Jun 7, 2017 @ 7:28am 
This video contains several trip wires being disabled. This is how its supposed to work.

https://youtu.be/jOTQqACSJls?list=PLWfn8XPMjoaPL1e4lZgOhKdu0ZJ33dh_Y&t=288
kdodds Jun 7, 2017 @ 7:33am 
Upgrade your UFO4P. It was a bug in the last update.
Kidd Jun 7, 2017 @ 7:42am 
I updated and went to the same spot as in that video but when I disarm the laser tripwires both of the gun traps fire. I do get the materials from them when I do though. Any other suggestions?
Kidd Jun 7, 2017 @ 8:28am 
Did some more testing. It appears that only certain tripwires activate the traps when disabled. At the Electrical Hobbyist's Club the two lasers in the back door connected to the guns both fire when disabled, as well as the center of the three lasers in the hall at the front door connected to the turret. While the trapped door in the bathroom, the scale in the main room, and all of the traps in tha cellar disarmed correctly.
Last edited by Kidd; Jun 7, 2017 @ 8:31am
Ilja Jun 7, 2017 @ 8:31am 
Originally posted by Kidd:
Did some more testing. It appears that only certain tripwires activate the traps when disabled. At the Electrical Hobbyist's Club the two lasers in the back door connected to the guns both fire when disabled, as well as the center of the three lasers in the hall at the front door connected to the turret. While the trapped door in the bathroom, the scale in the main room, and all of the traps in tha basement disarmed correctly.

I have to ask. Are you using Unofficial Fallout 4 Patch and did you update to 2.0.1a? As kdodds said: patch version 2.0.1 had an issue with tripwires, which was hotfixed in 2.0.1a.

Originally posted by kdodds:
Upgrade your UFO4P. It was a bug in the last update.
Kidd Jun 7, 2017 @ 8:58am 
Just confirmed that I had 2.0.1a and started a new save with no other mods active. Looks like it is working correctly now.

Loaded up my current save and the bug persisted with only the UFO4P enabled so it looks like I'm dropping that one. Thankfully I'm only a handful of hours into it.

I'll post again after testing a new save with the rest of the mods enabled. Thanks for the help.
Kidd Jun 7, 2017 @ 9:15am 
Got all the mods enabled and it is working properly on the new save. Kinda sucks that just updating UFO4P didn't fix it on my current saves though. Thanks again for the help.
Last edited by Kidd; Jun 7, 2017 @ 9:16am
Ilja Jun 7, 2017 @ 10:36am 
UFO4P can not retroactively update scripts that were already loaded to your save files. Update would have fixed tripwires you encounter, but not the ones already encountered. New game with updated file should prevent this.

That was a freak issue with the patch. We pondered the reason for it in Discord and UFO4P Nexus thread had conversation as well. I have to say that this was indeed an unforseen issue from fix that was seemingly unrelated to tripwires. Arthmoor couldn't even replicate it at first run.
Last edited by Ilja; Jun 7, 2017 @ 11:15am
Stardustfire Jun 7, 2017 @ 10:56am 
Because u talk here about UFO4P: downloaded it today (2.0.1a) and it works great so far, but is it known that this mod makes some wired things with localisations? after i set the mod active some of my Text from Items, loadscreens and even some mapmarkers are now english??? (playing in german)
Last edited by Stardustfire; Jun 7, 2017 @ 10:58am
sdack Jun 7, 2017 @ 10:58am 
Originally posted by Stardustfire:
Because u talk here about UFO4P: downloaded it today (2.0.1a) and it works great so far, but is it known that this mod makes some wired things with localisations? after i set the mod active some of my Text from Items, loadscreens and even some mapmarkers are now english???
This may be. It does fix some messages, but will likely only do so for the English language and thus you may now see some texts in English.
Ilja Jun 7, 2017 @ 11:17am 
They don't really have translators for other languages. I know that Skyrim versions did at some point, but now they are all English as well.

If someone wants to update those text files then team is likely to welcome them to do so. They are camping at AFK Mods forum.
Stardustfire Jun 7, 2017 @ 1:18pm 
im not so sure its Text they changed but maybe some bad alocation where the game shoud look for text, because its very inconsequent in most cases, one bos quest and the startquest from nuka world are in english as example when all other are still german, feral ghouls have now english name when all other still german, all empty beer bottles are now named english. best example for inconsitency is right combat leg armor, only this part of combat armor gone english now.
u can see at my examples that it looks nearly randomly spread where it happens, and i cant believe that they wrote the Item Name for "beer bottle" and "Gwinett Stout Bottle" as examples new.
Last edited by Stardustfire; Jun 7, 2017 @ 1:18pm
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Date Posted: Jun 7, 2017 @ 7:18am
Posts: 13