Mister X Posted July 2, 2023 Author Posted July 2, 2023 2 hours ago, ThisIsZambezi said: Okay, my point is that a mimic can always trigger randomly while wearing it or while sleeping. Of course, I can put it on and immediately take it off to make sure that the mimic does not trigger while wearing it, but what is the point of these two triggers then? Checking the item after putting it on would solve this problem. Or maybe there is some difficulty in it that does not allow to implement it? The thing is, it's difficult to track and distinct individual items when they are in the inventory. Oh, I can tell whether the item is an armor or if it's a leather or a Daedric armor, yes. But, as example, I cannot tell if the equipped one is that Leather Armor you just found or the one you took from a dead bandit ten hours ago. It's only one of your 3 Leather Armors you currently do carry around. It gets even trickier when it comes to user made enchantments. So setting a flag for every distinct item in the player inventory to decide if it's a Mimic or not is just impossible, as it just gets saved and provided as stacks of item groups. I'm only able to exclude all armors of the same type (meaning all Leather Armor or all Leather Boots or all Daedric helmets, ...) or none. And this flag for a group gets set once an item was worn and unequipped without triggering and gets unset as soon as one item of that group leaves the inventory again. So, if I get you correctly, that's what you would get: when equipping any Leather Armor for the first time you get a dice roll which decides the fate. Then, either ALL Leather Armors or NONE can be a mimic until a Leather Armor leaves the inventory and the dice is rolled again.
ThisIsZambezi Posted July 2, 2023 Posted July 2, 2023 9 hours ago, Mister X said: The thing is, it's difficult to track and distinct individual items when they are in the inventory. Oh, I can tell whether the item is an armor or if it's a leather or a Daedric armor, yes. But, as example, I cannot tell if the equipped one is that Leather Armor you just found or the one you took from a dead bandit ten hours ago. It's only one of your 3 Leather Armors you currently do carry around. It gets even trickier when it comes to user made enchantments. So setting a flag for every distinct item in the player inventory to decide if it's a Mimic or not is just impossible, as it just gets saved and provided as stacks of item groups. I'm only able to exclude all armors of the same type (meaning all Leather Armor or all Leather Boots or all Daedric helmets, ...) or none. And this flag for a group gets set once an item was worn and unequipped without triggering and gets unset as soon as one item of that group leaves the inventory again. So, if I get you correctly, that's what you would get: when equipping any Leather Armor for the first time you get a dice roll which decides the fate. Then, either ALL Leather Armors or NONE can be a mimic until a Leather Armor leaves the inventory and the dice is rolled again. Yep, you got it right. I think if the mod will work in this way (or it already is?), then there will be nothing to worry about. After all, in the original game, you can't select certain pieces of clothing from a stack. So there won't be any problem with all the same pieces being mimics (or none of them).
Kamikatana Posted July 4, 2023 Posted July 4, 2023 Hi.. Just wanted to give you an update, and have some more info for you. My problem returned when adding new mods on a new game. Opening up the Mimics version 4.01 MCM completely messed up my entire MCM menus (see images in my past posts). In order to understand what was happening, I uninstalled 4.01 and re-installed version 3. Here is the interesting part. When i uninstalled 4.01 and re-installed 3, on restart, the game indicated on the load that it was "initializing first time use of Mimics". I'm wondering if perhaps version 4, on a new game, actually doesn't start correctly, and that is what is messing up the MCMs. Just a thought. Anyway,, for now, sticking with version 3 as it does work perfectly. Also note that I do use MenuMaid. Not sure if that means anything in this problem. 2
iHaveSoBigDick Posted July 6, 2023 Posted July 6, 2023 i add this mod to my mod list ,and start a new save,wait a moments then install sexLab, when sexlab install finish ,the game ctd..................loot have been done.
iHaveSoBigDick Posted July 6, 2023 Posted July 6, 2023 conflict with Loot and Degradation SE 1.32, is it?
iHaveSoBigDick Posted July 6, 2023 Posted July 6, 2023 i remove beyond the skyrim,and install sexlab not ctd,but mcm will be break,also 4.01,
Mister X Posted July 7, 2023 Author Posted July 7, 2023 For all guys who have problems with the MCM, I only can repeat: I really need your Papyrus logs! On my side I never came across this problem. I simply wasn't able to reproduce it, even with hundreds of mods installed. So for me to be able and try to fix it, I really need to know what's going on at your end. Else I won't be able to do anything!
iHaveSoBigDick Posted July 7, 2023 Posted July 7, 2023 6 hours ago, Mister X said: For all guys who have problems with the MCM, I only can repeat: I really need your Papyrus logs! On my side I never came across this problem. I simply wasn't able to reproduce it, even with hundreds of mods installed. So for me to be able and try to fix it, I really need to know what's going on at your end. Else I won't be able to do anything! its work,mcm work!!!! i just remove SD Cages 3.90.0 1
ExEvolution Posted October 13, 2023 Posted October 13, 2023 I am removing this from my game, it is a cool idea, but the frequency of script calls seems to be causing lots of stack dumps in my game. I'll attach my logs in case you find them useful. Quote [10/10/2023 - 12:08:38AM] ###############Stack Dump Summary Start################ [10/10/2023 - 12:08:38AM] Event: CondiExp_ArousedScript.OnEffectFinish, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: CondiExp_Followers.OnUpdate, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: Condiexp_NoclothesScript.OnEffectFinish, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: DTMPlayerAlias.OnObjectUnequipped, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: SKI_ConfigBase.OnInit, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: SLIF_Scanner.OnUpdate, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: SLSF_Clock.OnUpdate, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: _frost_compatibility.OnPlayerLoadGame, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: dmcCellTrackerScript.OnCellDetach, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: dmcMaintenance.OnInit, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: dmcinternalevents.OnUpdate, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: nade_playeralias_scr.OnPlayerLoadGame, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: slnightssubthread.OnUpdate, Frequency: 1 [10/10/2023 - 12:08:38AM] Event: dmcTrackCellChange.OnEffectStart, Frequency: 2 [10/10/2023 - 12:08:38AM] Event: dmcPlayerReference.OnPlayerLoadGame, Frequency: 13 [10/10/2023 - 12:08:38AM] Event: dmcinternalevents.OnPlayerLoadGame, Frequency: 13 [10/10/2023 - 12:08:38AM] Event: dmcPlayerReference.OnLocationChange, Frequency: 83 [10/10/2023 - 12:08:38AM] Event: dmcinternalevents.OnLocationChange, Frequency: 83 [10/10/2023 - 12:08:38AM] Event: dmcconfig.OnConfigManagerReady, Frequency: 440 [10/10/2023 - 12:08:38AM] Event: dmcinternalevents.OnItemRemoved, Frequency: 696 [10/10/2023 - 12:08:38AM] ###############Stack Dump Summary End################## dmcMimicClothes.0.log Papyrus.0.log
Mister X Posted October 16, 2023 Author Posted October 16, 2023 On 10/13/2023 at 8:29 PM, ExEvolution said: I am removing this from my game, it is a cool idea, but the frequency of script calls seems to be causing lots of stack dumps in my game. I'll attach my logs in case you find them useful. dmcMimicClothes.0.log 650 B · 1 download Papyrus.0.log 5.37 MB · 0 downloads I have no idea what you did there. This mod is event driven, it only calls its scripts for events that may trigger a mimic. From this log it looks like there was something like a "Unequipall" call or something, so you received many events in a short time frame. Normally, when you run around in the world and don't switch all your clothes at once, you only get a few calls. When during gameplay does this happen? Randomly? At game start? On a new game?
ExEvolution Posted October 17, 2023 Posted October 17, 2023 20 hours ago, Mister X said: I have no idea what you did there. This mod is event driven, it only calls its scripts for events that may trigger a mimic. From this log it looks like there was something like a "Unequipall" call or something, so you received many events in a short time frame. Normally, when you run around in the world and don't switch all your clothes at once, you only get a few calls. When during gameplay does this happen? Randomly? At game start? On a new game? You know, I do want to get to the bottom of this, and I'm starting to understand a little more about modding as a whole. I suspect that I'm running into issues by allowing mods to apply to NPCs as well as the player. I've installed stuff like SL Nights so NPCs will trigger animations in random places. Seems like it gets overloaded pretty fast when you could have 4 or more npcs in a scene when one is triggered for the player too. Then there is stuff like Gossip, which I was trying out, but its running into errors with an index out of bounds on an array when equipment is changing too so probably further compounding the issue. I'll need to report that one in his side too, because I like the mod a lot. I'll try reducing the number of NPC related features to see if it raises my stability.
dagersand Posted April 25, 2024 Posted April 25, 2024 I had this mod not registering (started from a new game in alt realm start and a ton of other mods, from a modlist). To not screw up my save, I created a temp.esp mod with xedit, swapped DeviousMimicClothes.esp with it so that all other plugin numbers would remain the same, loaded and saved, then swapped back to DeviousMimicClothes.esp, and then that triggered the mimic clothes and mcm finally initializing in-game. Hopefully this helps someone.
DarkPhoenix304 Posted May 16, 2024 Posted May 16, 2024 I have an issue where no events will trigger no matter the settings and the issue persist even on a new game with alternate starts. There is also a huge stack dump for this mod in the papyrus log. Papyrus.log
Mister X Posted May 17, 2024 Author Posted May 17, 2024 On 4/25/2024 at 12:38 PM, dagersand said: I had this mod not registering (started from a new game in alt realm start and a ton of other mods, from a modlist). To not screw up my save, I created a temp.esp mod with xedit, swapped DeviousMimicClothes.esp with it so that all other plugin numbers would remain the same, loaded and saved, then swapped back to DeviousMimicClothes.esp, and then that triggered the mimic clothes and mcm finally initializing in-game. Hopefully this helps someone. On 5/16/2024 at 6:23 AM, DarkPhoenix304 said: I have an issue where no events will trigger no matter the settings and the issue persist even on a new game with alternate starts. There is also a huge stack dump for this mod in the papyrus log. Papyrus.log 456.37 kB · 1 download Potentially those two things could be related. Normally the mod is set to start with all events disabled, to give other mods the possibility to set things up. The log however states that it got hundreds of trigger events to process simultanously which could happen when a whole bunch of other mods equip stuff like HDT objects or something at first game start. I can try to rework the init process and forcibly keep all events disabled for the first install startup. Advantage: no potential events for Papyrus to process. Disadvantage: users will have to save and reload once for events to trigger after the first installation.
LinksSword Posted May 19, 2024 Posted May 19, 2024 nothing works, updated DD to 5.2 using SE version 1.5.97 and the debug shows this
Mister X Posted May 19, 2024 Author Posted May 19, 2024 7 hours ago, LinksSword said: nothing works, updated DD to 5.2 using SE version 1.5.97 and the debug shows this 6 hours ago, LinksSword said: switching to 4.10 made it work for some reason. As you have debugging active, a log file should have been created. Could you please provide that so I can find out what's wrong?
Triarie Posted May 22, 2024 Posted May 22, 2024 (edited) Hello and first, thanks for your work! Got same problem as LinksSword, attaching both papyrus and mimic logs. Created new character to test more, so this one on fresh char after Alternate Start in house and reload game. First had no events, but addon started to work after getting tied by NPC with Devious Interests 0.925a "Bondage Offer" event . So it can be it or just any bondage?.. Was testing a little more, getting restrains on new char, and yes, offer enables mimic triggering back, just equiping random restraints not helps. Saw "mimics can trigger during a self-bondage attempt if the player has no restraints in her inventory to wear" in Interests description, maybe some how connected? P.S. Damn I have tons of errors, and I hoped to find what mod gives all npc collars and remove it... upd: And, ofcourse, it was not it, some another mod, but looks like it activates mimics after any force equip. upd2: going back to 4.1.0 make script to show that its works. dmcMimicClothes.0.log Papyrus.0.log loadorder.txt Edited May 24, 2024 by Triarie
Mister X Posted May 29, 2024 Author Posted May 29, 2024 OK, maybe I screwed up some startup logic. I've uploaded a new version where I undid the potential culprits. Can you please provide feedback about whether it runs now?
nopse0 Posted June 12, 2024 Posted June 12, 2024 (edited) I also have a lot of "dumped stacks" in my Papyrus logs, I see mainly "dmc" stuff, and mainly the function "OnConfigManagerReady()" Dumping stack 281033: [06/12/2024 - 09:23:49AM] Frame count: 0 (Page count: 0) [06/12/2024 - 09:23:49AM] State: Waiting on other stack for call (Freeze state: Freezing) [06/12/2024 - 09:23:49AM] Type: Normal [06/12/2024 - 09:23:49AM] Return register: None [06/12/2024 - 09:23:49AM] Has stack callback: No [06/12/2024 - 09:23:49AM] Stack trace: [06/12/2024 - 09:23:49AM] [dmcMimicClothesQuest (5F0036C8)].dmcconfig.OnConfigManagerReady() - (requested call) [06/12/2024 - 09:23:49AM] [param 0]: "SKICP_configManagerReady" [06/12/2024 - 09:23:49AM] [param 1]: "" [06/12/2024 - 09:23:49AM] [param 2]: 0.000000 [06/12/2024 - 09:23:49AM] [param 3]: [SKI_ConfigManager <SKI_ConfigManagerInstance (1E000802)>] Please fix this , dumping randomly stacks is a no-go, causing malfunctions (events not triggering), or even save file corruption, if you are unlucky. Edit: Oh, I know now what the problem is, "Skyrim Souls RE". DMC doesn't seem to work well with "Souls", either needs a patch, or I have to remove "Souls" or "MimicClothes". Edited June 12, 2024 by nopse0
wssb2024 Posted August 12, 2024 Posted August 12, 2024 (edited) I'm testing this interesting mod in a new archive But it doesn't seem to work in Helgen Keep (already turned up to 100% in mcm) Is it because there is like a newbie protection or something? Or is it a conflict with some mod?(DCL?) Edited August 12, 2024 by wssb2024
Mister X Posted August 15, 2024 Author Posted August 15, 2024 On 8/12/2024 at 12:03 PM, wssb2024 said: I'm testing this interesting mod in a new archive But it doesn't seem to work in Helgen Keep (already turned up to 100% in mcm) Is it because there is like a newbie protection or something? Or is it a conflict with some mod?(DCL?) Helgen Keep? So as in part of the vanilla start? Then yes, the mod's blocked during vanilla start, for it not to break sth. Once you exit Helgen Keep and the start quest is finished it should run normally.
TrickyK Posted September 2, 2024 Posted September 2, 2024 I'm having issues with the mod not functioning after a while. I hit level 10 before it stopped working, last save was around 25. It's difficult to figure out exactly where it stops working so that I can make a papyrus log. I've tried uninstalling and doing a clean save, then reinstalling, but that doesn't fix it. It could have something to do with Papyrus Tweaks NG. I have the scripts per second increase set to 1700. There were a few mods on nexus that broke when the scripts ran too fast and had to be patched to work. It might also have something to do with armor mods that have a lot of different pieces with armor values causing too many equip/unequip events to fire at once. Or the mod keeping track of worn/unworn pieces, and after a certain point causes issues due to the sheer number of pieces it has to keep track of.
Mister X Posted September 6, 2024 Author Posted September 6, 2024 On 9/2/2024 at 3:37 PM, TrickyK said: I'm having issues with the mod not functioning after a while. I hit level 10 before it stopped working, last save was around 25. It's difficult to figure out exactly where it stops working so that I can make a papyrus log. I've tried uninstalling and doing a clean save, then reinstalling, but that doesn't fix it. It could have something to do with Papyrus Tweaks NG. I have the scripts per second increase set to 1700. There were a few mods on nexus that broke when the scripts ran too fast and had to be patched to work. It might also have something to do with armor mods that have a lot of different pieces with armor values causing too many equip/unequip events to fire at once. Or the mod keeping track of worn/unworn pieces, and after a certain point causes issues due to the sheer number of pieces it has to keep track of. A piece of armor only is tracked as worn as long as it doesn't leave your inventory. So only stuff you carry around with you gets tracked. A lot of events in a very short time frame (like a unequipall call with many separate objects) can in fact cause some issues, though I've tried to make the mod as robust as possible towards this. Most helpful would be a Papyrus log, even if it doesn't work anymore I could try to find potential issues with it
arlaine Posted September 9, 2024 Posted September 9, 2024 (edited) also having huge stack dumps related to the "mimic clothing / dmcconfig / OnConfigManagerReady" stuff, attached a papyrus log to this post [09/09/2024 - 02:23:25PM] Event: dmcconfig.OnConfigManagerReady, Frequency: 1447 [09/09/2024 - 02:23:25PM] ###############Stack Dump Summary End################## [09/09/2024 - 02:23:25PM] Dumping stack 1857125: [09/09/2024 - 02:23:25PM] Frame count: 0 (Page count: 0) [09/09/2024 - 02:23:25PM] State: Waiting on other stack for call (Freeze state: Freezing) [09/09/2024 - 02:23:25PM] Type: Normal [09/09/2024 - 02:23:25PM] Return register: None [09/09/2024 - 02:23:25PM] Has stack callback: No [09/09/2024 - 02:23:25PM] Stack trace: [09/09/2024 - 02:23:25PM] [dmcMimicClothesQuest (390036C8)].dmcconfig.OnConfigManagerReady() - (requested call) [09/09/2024 - 02:23:25PM] [param 0]: "SKICP_configManagerReady" [09/09/2024 - 02:23:25PM] [param 1]: "" [09/09/2024 - 02:23:25PM] [param 2]: 0.000000 [09/09/2024 - 02:23:25PM] [param 3]: [SKI_QF_ConfigManagerInstance <SKI_ConfigManagerInstance (13000802)>] ReSaver also showed some interesting things in the save that i havent seen before It shows as thousands of suspended instances After using ReSaver to terminate all those threads and then load the new save back in, it briefly functions much quicker and there arent any script processing delays, but after about 30-60 seconds its back to a crawl again. Let me know if i can pull any other information for you that would help troubleshoot. (I'm trying to solve a separate issue at the moment where Devious Mimic Clothes doesnt even show up in the MCM) =Edit= Just tried making a new save (no changes to mods, load order, etc) and going through the usual process of: Load in > let mods load > wait til idle > save > quit to desktop > load save > let mods finish and the Devious Mimic Clothes MCM entry is back and working. going to see if i can make this eventually slow down to the same point Papyrus.0.log Edited September 9, 2024 by arlaine
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