Traps Tweaks - Traps Use Other Skills
🟠 Updated over a year ago⚠️ Install Order · 5 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 0.9% endorsement rate
- 🏆 #132 of 441 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
All traps simply disarm themselves immediately if you pass the check.
Traps can no longer be rearmed because doing so is an incredibly rare use case and I didn't want to bother with the scripting.
There is no longer a successful trap disarming message. You have eyes and ears, after all.
Each trap's skill requirement has been balanced based on how difficult I believe it would be to handle each trap.
The XP reward for each trap is configurable. The default amount is equal to how much skill is required to disarm them.
Bear traps now have their damage reduced properly by DT and DR.
Features:
-
[]Trapped toilet (who even came across these lol) skill check changed to Science 35.
[
]Pressure plates require Survival 30.[]Bear traps require Survival 40. They can also no longer be rearmed. This is relatively high for the most common non-mine trap in the game, but you can shoot them to disarm them or drop an item on them if you don't have the skill.
[]Tripwires require Survival 35.
[]Single shotgun traps require Survival 25.
[]Pitching machine traps require Survival 15 cause they're stupid and they don't matter.
[]Buried mines require Explosives 50.
[]Trapped mailboxes have been changed to Science 25 due to their antenna. They can also no longer be rearmed.
[]Grenade bouquets require Explosives 45.
[]Trapped terminals require Science 50. They can no longer be rearmed.
[]Baby carriages require Science 40.
[]The Lonesome Road laser tripwires didn't have a skill check in the first place, so I left them alone, other than reducing their XP reward to 25.
- TTW combat shotgun traps require Survival 45. They no longer grant MFC, cause that was always weird, and they fire four times if triggered.
JIP LN, xNVSE, Johnny, the usual stuff.
Installation:
Regular installation. If you find that some of these traits are not applying as detailed, move the esp lower in your load order.
Patches:
I don't know of any mods that need patches. Feel free to mention any you know of, and if I like them, I may patch for them.
Compatibility:
Included in EDGE V7+
Under The Hood:
All checks simply use values I set manually in the scripts instead of referencing other script variables, cause I didn't wanna bother with that junk. As such, changes to the base game locations where XP values are stored for trap disarming will not do anything with this mod installed.
Questions:[
Traps Tweaks - Traps Use Other Skills is a small gameplay mod for Fallout 4 that changes explosive traps to scale with explosives, survival, or science skills instead of repair. It has 2,636 endorsements and nearly 300,000 downloads, indicating strong community support. Last updated in January 2025.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Huge download count (298k) shows it's a go-to for trap tweaks.
- Simple concept: makes trap disarming actually use relevant skills.
- Recently updated (Jan 2025) so likely works with current game patches.
⚠️ Cons
- Only affects explosive traps—other trap types remain unchanged.
- May conflict with other trap overhaul mods that alter the same skills.
For Fallout 4 players who find it odd that repairing a trap is the only way to disarm it. If you're a stealth or explosives character, this mod makes your build more viable for trap handling. Skip if you want a comprehensive trap overhaul—this is a focused tweak.
💡 Beginner Tips
- Since it's a simple ESP/ESL, place it in your load order after other gameplay mods to ensure it takes effect.
- If you use a mod manager, enable it and check for conflicts with any trap-related mods you have.
- Test with a save near a known explosive trap to see the skill check prompt change.
📊 Mod Details
- Game
- New Vegas Mods
- Author
- S6S
- Version
- 3.0
- Downloads
- 298,211
- Endorsements
- 2,636
- Category
- Gameplay Effects and Changes
- Created
- 12/29/2022
- Updated
- 1/27/2025
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