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Posted
1 hour ago, Seeker999 said:

**snip**

 

I am going to block the hobble dresses, but I am wondering if the issue is with any DD that takes up more than one slot/region. The mimic region is safe but the extra region that's replaced gets destroyed no matter what the settings are.

 

The full body replacement is not the issue. Golden clamps (another earring) was the mimic. Not unequipped, restrictive gloves put on, existing gauntlets destroyed, not unequipped.

Posted

@Seeker999 I'm currently quite busy so it can take some time until I can have a look at it.

 

But it sounds like an issue based on the earrings. I use armor slots instead of keywords to decide which body part an item belongs to. Maybe the earrings don't occupy a slot I check, so the mod uses a random devius device instead.

Normally, it still just should destroy the original mimic, namely the earrings and not the one in the actual spot ? Are you sure the items in the region of the device are the ones that get destroyed?

 

And you have to activate logging for my mod: open the console, write set mrxdmc_DEBUG to 1 and until you load another savegame, the mod will write its log.

Posted
On 1/21/2021 at 3:54 AM, Mister X said:

@Seeker999 I'm currently quite busy so it can take some time until I can have a look at it.

 

But it sounds like an issue based on the earrings. I use armor slots instead of keywords to decide which body part an item belongs to. Maybe the earrings don't occupy a slot I check, so the mod uses a random devius device instead.

Normally, it still just should destroy the original mimic, namely the earrings and not the one in the actual spot ? Are you sure the items in the region of the device are the ones that get destroyed?

 

And you have to activate logging for my mod: open the console, write set mrxdmc_DEBUG to 1 and until you load another savegame, the mod will write its log.

Thanks, I'll activate the logging. I understand you're busy, so whenever you get a chance... no problem.

 

I understand what you mean about the earrings, but that doesn't explain the boots.

My settings are not to destroy anything.

Earrings (2x) and boots (2x) were mimics; they were not destroyed as per my settings. They equipped hobble dresses and restrictive gloves, definitely different body regions. My body armor and gauntlets were destroyed when they were replaced by the DDs.

 

Anyway, maybe the log will show something. Thanks again.

Posted

Finally! After mimics that didn't destroy anything I got one that did.

 

The mimics that worked as I wanted (that is, nothing destroyed) were: mimic earrings equipped leg cuffs, mimic boots equipped leg cuffs, and mimic boots equipped dd boots. These instances won't show in the papyrus log cuz I left the game for awhile.

 

In the attached log there are 2 instances of a bad mimic, one where a mimic amulet equipped an ebonite catsuit and my body armor was destroyed in the process.

 

The other instance, I don't know what was going on. Got stuck in a loop, maybe? Anyway, I used task manager to close the game because I couldn't do anything. As you'll see, whatever was happening blew up my papyrus log.

 

 

Papyrus.0.log

  • 2 weeks later...
Posted

@Seeker999 Heyho,

I had the time to look into it. For the first issue: that seemed to be a bug with dirty conditions. I test if the trigger gets a mimic and if the mimic is usable. Then if no valid mimic is present but it was an external call, it should find a random worn piece as new mimic. The problem was: it always tried to find a new mimic if no valid one was given, even for internal calls (by my mod itself).

That could have been the issue with your earrings: my mod declared them as not usable and then tried to find a random worn piece as alternative.

 

For your last post with the enormous log: I honestly don't know what happened there at the end: it seemed like my mod wasn't able to present the list of usable devices to the DD framework. This then tried to iterate a list that wasn't there and got stuck in the process, I believe. Why there was no list in the first place, I can't tell.

I tried another way to hand over the list to the framwork, hopefully that one is more reliable. At least, I didn't get stuck in such loop when testing ;D 

Posted

Mister X,

 

Awesome mod.  I have been working with it in SkyrimVR and I love it. However, I am running into a problem with loading up a save that was upgraded to the new DD5 or DD5.1.  I have an older DD that works flawlessly but your mode forced my hand to upgrade.  The initial load and play works with the DD5/5.1 initializing but the save becomes nuked and will not load.  I was wondering if you were willing the share the pre-DD5 version of your mod (unsupported of course).  I saw that the DL page only has version 1.3 as the lowest version and from your readme page DD5 is required after version 1.  Is version .9 available to be played until DD5 gets squared away in VR?  Thanks for the time and consideration!

Posted
11 hours ago, JayDrizzle said:

Mister X,

 

Awesome mod.  I have been working with it in SkyrimVR and I love it. However, I am running into a problem with loading up a save that was upgraded to the new DD5 or DD5.1.  I have an older DD that works flawlessly but your mode forced my hand to upgrade.  The initial load and play works with the DD5/5.1 initializing but the save becomes nuked and will not load.  I was wondering if you were willing the share the pre-DD5 version of your mod (unsupported of course).  I saw that the DL page only has version 1.3 as the lowest version and from your readme page DD5 is required after version 1.  Is version .9 available to be played until DD5 gets squared away in VR?  Thanks for the time and consideration!

 

Well, I have attached the latest beta file, if you want to try it. But of course, as it's (a lot more) beta than the current version, expect some unintended behaviour to happen.

 

Honestly, maybe your bugs may even come from upgrading to DD 5. It's clearly stated that a save is required that never has seen any older DD version before, so upgrading from DD 4 to 5 is not possible.

I've shared my beta file though, as eventually, soon(TM) ^^, DCUR 9 will be released and then probably a new save games is needed again for all who had DCUR 8 installed.

 

SPOILER: I hope to get DMC 2 ready until then, as that probably will require a new save, too ^^

Devious-Mimic-Clothing_0.8.3-rc.7z

Posted

Thanks.  Is this the more recent version? I must have miss understood your versioning numbers.  I saw in the posts that your last announced update was v.8 but that was on Nov 16th.  I then saw from the download section (see spoiler) that the oldest version was updated on Dec 10th.  This was titled DMC-SE_1-3-0 and I thought it was past version 1 thus needing DD5.

 

As per the CTD issue, you are correct as it was from updating to DD5.  I bit the bullet and started a new game, sat through the initialization of over 350+ mods, installed some from the MCM and got the saves to load.  As an aside, I have found that I can scrub the old DD save with Fallrim Tools (Batch clean, removed unattached/undefined) and get the save to load with DD5.  I understand that it might not work for the long haul but I am still solidifying the playlist so... fingers crossed.

 

Spoiler

Untitled.png

Posted

mod not wprking at all , i have test old version and new and same , not working , i set in mcm all to 100 all and time to 1

but nothing happend when equiped or undress , dress

Posted
9 hours ago, chevalierx said:

mod not wprking at all , i have test old version and new and same , not working , i set in mcm all to 100 all and time to 1

but nothing happend when equiped or undress , dress

 

TBH, that's not helpful at all. First, nobody else said that no triggers are happening at all, so the chance is high it's a problem on your end and not of my mod.

Second, provide a Papyrus log while debugging was enabled in my mod (console: "set mrxdmc_debug to 1") and a list of mods that could interfer.

Third, what did you do, where have you been, what settings did you use? There are scenarions where no triggering will happen, eg when you have enabled safe places and you're in a player home or inn.

Fourth, what kind of equipment did you try it with? Triggers only happen for armor, clothing and jewelry, a sword or shield never will trigger.

 

Fifth, what do you mean with "old version and new"? What's the latest version you tried?

  • 2 weeks later...
Posted

Hey there, enjoying the mod but encountering a slight issue. The problem is that even setting previously unequipped items safe an animation that forces clothes off and then returns & re-equips them afterwards seems to trigger a mimic more often than not.  I tried setting the chance for an equipping mimic to be low, but I still find it consistently happening whenever I go in and and out of animation that requires stripping.

Posted
51 minutes ago, thelockedfox70 said:

Hey there, enjoying the mod but encountering a slight issue. The problem is that even setting previously unequipped items safe an animation that forces clothes off and then returns & re-equips them afterwards seems to trigger a mimic more often than not.  I tried setting the chance for an equipping mimic to be low, but I still find it consistently happening whenever I go in and and out of animation that requires stripping.

 

Yeah, I know of that issue, though I didn't find the cause yet.

Funny thing: I currently work on v2 of DMC, where I basically use the same method, but it seems to work as intended ^^ You can find it in the LE thread of the mod, as I build it for LE and port it later, when I think it's stable enough.

Posted
6 minutes ago, NightHysteria said:

 

Are there any plans to create living clothes or cursed devices that will roam the catacombs?

 

You mean something similar to Chain Beasts? I didn't think of it yet, but it's an interesting idea.

However, I first will have to learn more about the CK, for the function as of right now I only had to code and learn how to glue the scripts together in the CK ^^

Posted

Hi ! I love your mod ! I used it as a lightweight version of Cursed Loot, that made my game crash a few time + save bloat. 

 

I know you stated there was no support about cleaning saves and updates. It's sad because It's the best DD mod out here and I wish I could continue to play it.

I tried uninstalling/waiting/updating as well as cleaning the save with FallRim Tools (for wich I have NO experience).

 

I'm forced to quit using the mod, which to be honest make me want to stop playing... :( 

I really hope that someone, even if it's not you, will be able to help in a way.

 

Until then, keep up the good work ! It's amazing to see new mods appearing !

 

Have a nice day !

Posted
12 hours ago, SpaceXplorer93 said:

Hi ! I love your mod ! I used it as a lightweight version of Cursed Loot, that made my game crash a few time + save bloat. 

 

I know you stated there was no support about cleaning saves and updates. It's sad because It's the best DD mod out here and I wish I could continue to play it.

I tried uninstalling/waiting/updating as well as cleaning the save with FallRim Tools (for wich I have NO experience).

 

I'm forced to quit using the mod, which to be honest make me want to stop playing... :( 

I really hope that someone, even if it's not you, will be able to help in a way.

 

Until then, keep up the good work ! It's amazing to see new mods appearing !

 

Have a nice day !

 

Hey, sorry to hear that. How about you continue to use v1.4 until DCUR v9 gets released, as this major DCUR update will need a new game, too? So if you used DCUR before or want to use it then, you just could update both?

 

Though as it seems like you don't want to use DCUR, the only way I could imagine an update of DMC from v1 to v2 could work:

  1. Open the console and type Help dmc, search for the QUST ID and keep it in mind
  2. Type StopQuest [Quest ID], wait a moment and prove it by typing GetQR [Quest ID], it should tell 0 (zero)
  3. Wait a few minutes of real time, then save
  4. Uninstall the old version and open the savefile with FallRim Tools
  5. Use Clean>>Remove unattached instances and Clean>>Remove undefined elements, save afterwards
  6. Start the cleaned safefile without the new version in Skyrim, wait a few realtime minutes
  7. Save again and install the new version

If it doesn't work, I can't help anymore.

Posted

Well, all I can say is a big thank you ! I'll have to try that but even if it doesn't work, that's really kind of you !

 

Yes I really like all the functions of DCUR but the price to pay regarding script load is too big.

Even with just DCUR installed and Frostfall, I end up waiting 30s for my game to save. I prefer a steady FPS with low script loadout in saves.

 

Thanks again !

 

Edit: I didn't worked, and rollbacking to older version doesn't work either. I guess that save is scewed up. Bad luck.

Posted

Thank you for this mod, it's great fun and hopefully another permanent addition to my own modlist.

 

Had a couple minor issues so far and was wondering if there was any knowledge out there that could help in resolving them:
1) Gold triggering mimics seems to stop working. The loss of control is triggered but no device is equipped or added to inventory.

2) Getting trigger events from other mods that equip hidden items (Devourment belly for example). AFAIK these don't have an item that can be easily/manually added to the NoTriggerChest.

 

Eagerly looking forward to any future improvements or expansions.

Posted
7 hours ago, Soulbite said:

Thank you for this mod, it's great fun and hopefully another permanent addition to my own modlist.

 

Had a couple minor issues so far and was wondering if there was any knowledge out there that could help in resolving them:
1) Gold triggering mimics seems to stop working. The loss of control is triggered but no device is equipped or added to inventory.

2) Getting trigger events from other mods that equip hidden items (Devourment belly for example). AFAIK these don't have an item that can be easily/manually added to the NoTriggerChest.

 

Eagerly looking forward to any future improvements or expansions.

 

For 1)

How many and what DD items did you already wear? If the trigger can't find a free slot, nothing will be equipped. As the gold items can lock on any body part, for this to happen you normally have to be fully bound.

If you were free, than it's another bug, I will have to look at.

 

For 2)

That's the main problem of this mod, I can't tackle: as I'm not willing to manually place cursed items in chests (for several reasons), you always will come across incompatibilities. I've already built in several checks for armor, with different mechanics. It works quite well already, as it seems, because there are hardly any complaints.

But of course I can't really catch each and every "helper item". I for myself already got a trigger by an estrus item, that gets equipped during the animations ^^

Where does this devourment belly come from? And maybe you can write that mod author, that a SexLabNoStrip keyword for this item could help to raise compatibility ^^

Posted
7 hours ago, Mister X said:

 

For 1)

How many and what DD items did you already wear? If the trigger can't find a free slot, nothing will be equipped. As the gold items can lock on any body part, for this to happen you normally have to be fully bound.

If you were free, than it's another bug, I will have to look at.

 

For 2)

That's the main problem of this mod, I can't tackle: as I'm not willing to manually place cursed items in chests (for several reasons), you always will come across incompatibilities. I've already built in several checks for armor, with different mechanics. It works quite well already, as it seems, because there are hardly any complaints.

But of course I can't really catch each and every "helper item". I for myself already got a trigger by an estrus item, that gets equipped during the animations ^^

Where does this devourment belly come from? And maybe you can write that mod author, that a SexLabNoStrip keyword for this item could help to raise compatibility ^^

 

In regards to point 1 It's happened when wearing none whatsoever, usually after a while playing.

It's a shame there's no easy workaround for problem 2, had it happen from at least 3 different mods so far. Annoyingly I can lookup the itemcodes for the triggering item just can't add them to player and shove them in the safety chest to get the itemcode added to the safetylist. The belly comes from Devourment Refactor and unfortunately was proccing all the time due to how often it changes/modifies, also had triggers off other mods as I said like EggFactory though that was far less problematic as it happened so rarely.

 

Thanks again for the response.

Posted

I've came here to ask if Papyrus log being filled with tens of thousands of this message is a problem on my end

[03/07/2021 - 12:55:15AM] Error: Cannot call GetNumForms() on a None object, aborting function call
stack:
	[zadxQuest (0A00CA01)].zadDeviceLists.GetRandomDevice() - "zadDeviceLists.psc" Line 114
	[dmcMainQuest (7A005901)].dmcarmorthreadscript.OnInternalThreadStart() - "dmcArmorThreadScript.psc" Line 144


, but I also got another, potentially pretty dumb question, but could IsPlayable function be used to avoid problems with most "helper" items?

Posted

Not sure if intrinsic or just due to the "Use random device as fallback" but sometimes when items trigger and equip a different slot item the item that was owrn in that slot just disappears (for example shoes triggering a mimic dress causing armour worn to disappear)

Posted
16 hours ago, MstrN said:

I've came here to ask if Papyrus log being filled with tens of thousands of this message is a problem on my end


[03/07/2021 - 12:55:15AM] Error: Cannot call GetNumForms() on a None object, aborting function call
stack:
	[zadxQuest (0A00CA01)].zadDeviceLists.GetRandomDevice() - "zadDeviceLists.psc" Line 114
	[dmcMainQuest (7A005901)].dmcarmorthreadscript.OnInternalThreadStart() - "dmcArmorThreadScript.psc" Line 144


, but I also got another, potentially pretty dumb question, but could IsPlayable function be used to avoid problems with most "helper" items?

 

Its not only a problem on your end only, for now I just have no idea how to fix it, but I'm already aware of this and had it on my own end, too, a few times. As I don't really know, HOW to force that behaviour, I'm not quite sure about the cause of this issue.

As for know, a temporal fix seems to be to use an older safe, where the triggers still did work properly and then it could work for longer, too.

I really don't know, why this happens, though, as technically at that specific point, only resources of the DDf are used.

 

As for your suggestion with IsPlayable(): I already saw this function, but as there is no deeper description I wasn't sure what's meant by that flag. Maybe those "technical helpers" need that flag, too, to be able to get equipped. If that's the case, that function is useless. I can try it, though.

 

 

 

3 hours ago, Soulbite said:

Not sure if intrinsic or just due to the "Use random device as fallback" but sometimes when items trigger and equip a different slot item the item that was owrn in that slot just disappears (for example shoes triggering a mimic dress causing armour worn to disappear)

 

It's mentioned for some items in the MCM description, if you hover over them: some item types are used for several regions. Eg the hobble dresses, as they affect both the torso and the legs, is used for both. Same goes for straitjackets, those are used for arms or torso.

 

What do you mean by "disappear"? The mimic itself, in your example the shoes, should be destroyed or dropped (depending on your settings). Everything else should just get unequipped but still remain in your inventory.

For your example: shoes trigger and become a hobble dress. As the hobble dress cover the armor aswell as the leg slots, both your body armor aswell as the shoes should be unequipped. The armor should remain in your inventory and just the shoes, that actually triggered, should be destroyed/dropped.

Posted
5 hours ago, Mister X said:

It's mentioned for some items in the MCM description, if you hover over them: some item types are used for several regions. Eg the hobble dresses, as they affect both the torso and the legs, is used for both. Same goes for straitjackets, those are used for arms or torso.

 

What do you mean by "disappear"? The mimic itself, in your example the shoes, should be destroyed or dropped (depending on your settings). Everything else should just get unequipped but still remain in your inventory.

For your example: shoes trigger and become a hobble dress. As the hobble dress cover the armor aswell as the leg slots, both your body armor aswell as the shoes should be unequipped. The armor should remain in your inventory and just the shoes, that actually triggered, should be destroyed/dropped.

 

What happened for me was the shoes were dropped as set and the worn chest armour disappeared into the ether, not my inventory unfortunately. Was during a new playthrough and the first trigger of Mimic

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