Mister X Posted February 16, 2025 Author Posted February 16, 2025 4.3.0 is now released, as there were no bug reports for beta 1
lavatube Posted February 17, 2025 Posted February 17, 2025 On 7/4/2023 at 5:14 AM, Kamikatana said: 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.  My MCM broke when I entered the menu for this too. I tried to enter the MCM and it went blank. After that the MCM was blank for everything even if I saved and reloaded.Â
pickonemore Posted February 21, 2025 Posted February 21, 2025 ok...im sorry if this has been explained before but the mod is not activating with all settings at 100%. Im using the modpack Nefaram and the start bypasses the "unbound" quest, so just incase i set the quest to "900" the ending as well ass 1000 just incase, i have tried the older version available 4.12 and nothing happens. i have been reading the posts but im unsure if im doing something wrong, and help would be nice, went back to the latest version BTW 4.30. Â
Silence5 Posted February 27, 2025 Posted February 27, 2025 Any chance you would be willing to add a check box that excludes bikini armor from being mimics? I'm trying to figure out a way to force my character to choose bikini armor and normal armor turning into mimics seems like a good reason. Thanks so much 1
Mister X Posted February 28, 2025 Author Posted February 28, 2025 On 2/21/2025 at 9:34 PM, pickonemore said: ok...im sorry if this has been explained before but the mod is not activating with all settings at 100%. Im using the modpack Nefaram and the start bypasses the "unbound" quest, so just incase i set the quest to "900" the ending as well ass 1000 just incase, i have tried the older version available 4.12 and nothing happens. i have been reading the posts but im unsure if im doing something wrong, and help would be nice, went back to the latest version BTW 4.30.   There I can't really help, as I don't know the circumstances. If you could try again some time and provide a Papyrus log, that might be helpful.  8 hours ago, Silence5 said: Any chance you would be willing to add a check box that excludes bikini armor from being mimics? I'm trying to figure out a way to force my character to choose bikini armor and normal armor turning into mimics seems like a good reason. Thanks so much  You can try KID to spread the keyword PreventMimicTrigger to all items of your choice.
orfanclub6 Posted February 28, 2025 Posted February 28, 2025 (edited) dmcMimicClothes.0.log So everytime I equipPapyrus.0.log /unequip something "Could not create a needed future" gets slapped on the console menu. I'm guessing it means something or is it just fancy error message? Included papyrus log anyway. edit edit: running version 4.3.0 Edit: Also Also, I completed unbound through using completequest mq101 (unbound base id), counldn't get quest stages to advance, I'm using Realm of Lorkhan. Edited March 3, 2025 by orfanclub6
Silence5 Posted March 1, 2025 Posted March 1, 2025 19 hours ago, Mister X said:  There I can't really help, as I don't know the circumstances. If you could try again some time and provide a Papyrus log, that might be helpful.   You can try KID to spread the keyword PreventMimicTrigger to all items of your choice. I'll give that a try. Thank you.Â
Mister X Posted March 9, 2025 Author Posted March 9, 2025 BAD NEWS Â My SSD broke and my modlist's gone, including the stuff to create this mod. So no updates for some time, while I re-create my setup and search for all the script sources that are required to compile this.
Seeker999 Posted March 9, 2025 Posted March 9, 2025 Ouch! Sorry to hear that. Good luck and I hope it's less time-consuming and less expensive than you think it will be. 1
DerpedPerd Posted March 11, 2025 Posted March 11, 2025 (edited) On 3/1/2025 at 2:19 AM, orfanclub6 said: dmcMimicClothes.0.log So everytime I equipPapyrus.0.log /unequip something "Could not create a needed future" gets slapped on the console menu. I'm guessing it means something or is it just fancy error message? Included papyrus log anyway. edit edit: running version 4.3.0 Edit: Also Also, I completed unbound through using completequest mq101 (unbound base id), counldn't get quest stages to advance, I'm using Realm of Lorkhan. i too am having this "Could not create a needed future" junk spam. it's my 1st time using this mod, i have the necessary mods for it to work, downloaded the latest mod ver. my game has already long passed the unbound segment dmcMimicClothes.0.log Edited March 11, 2025 by DerpedPerd
Jim55 Posted March 29, 2025 Posted March 29, 2025 I also have this future thing, nothing works, and I think it interferes with looting. Â I can't open some chests, randomly. It says open but the UI doesn't come up. I thought maybe they're empty or something but sending my companion produced loot. I realized too late that this mod puts errors in console, so I didn't look into it. Â But there are no transformations, no matter the settings, so it's disabled until updates. I also run DD Chests that also fiddles with loot, but it seems to work fine.
Emmixert Posted April 6, 2025 Posted April 6, 2025 Hello, I'm running the 4.3.0 version, I have spent several hours already on this mod, and not a single time have I seen this mod trigger at all, what gives?
pickonemore Posted April 6, 2025 Posted April 6, 2025 1 hour ago, Emmixert said: Hello, I'm running the 4.3.0 version, I have spent several hours already on this mod, and not a single time have I seen this mod trigger at all, what gives? lol "WHAT GIVES"!!!!!!!!
McRutt Posted April 15, 2025 Posted April 15, 2025 I have a question: How can I modify this to solely involve mods like Predators biosuit, or mimic heels, bioarmour and the like? I have always wanted these armours to do what they're supposed to, and this seems like the mod that could make that happen, but how?
Mister X Posted April 18, 2025 Author Posted April 18, 2025 On 4/15/2025 at 10:30 AM, McRutt said: I have a question: How can I modify this to solely involve mods like Predators biosuit, or mimic heels, bioarmour and the like? I have always wanted these armours to do what they're supposed to, and this seems like the mod that could make that happen, but how? Â Honestly, you can't. This mod was designed to affect the widest range of equipment possible. As such, it has a hardcoded blacklist approach of certain conditions. But anything, that does not fit those exclusion conditions and gets equipped in a fitting slot is a possible mimic. The only thing you could do is to use KID to spread the exclusion keyword to all armor you don't want to be a mimic
McRutt Posted April 19, 2025 Posted April 19, 2025 (edited) 20 hours ago, Mister X said: The only thing you could do is to use KID to spread the exclusion keyword to all armor you don't want to be a mimic  That sounds like a solution, especially given it represents the level of modding I regularly do. Thank you kindly.  Do you have a notion of a better way to achieve what I want? I'm prepared to learn more about modding to nip this in the bud, it's always bothered me so. A possibly more intricate goal would be Dwemer ruins having the training harnesses, chastity belts etc as a potential trap.  Edit: Rereading what you said, I seek a little clarification: Do you mean there is an exclusion keyword for DD-attuned armors (Bondage stuff that comes with dd, essentially) that I could use on every DD armour *except* the bio/parasite/living armours I want to work? This would be opposed to another interpretation of what you said meaning that the exclusion would be applied to armours that *become* DD-aligned bondage gear. Edited April 19, 2025 by McRutt
Mister X Posted April 19, 2025 Author Posted April 19, 2025 4 hours ago, McRutt said:  That sounds like a solution, especially given it represents the level of modding I regularly do. Thank you kindly.  Do you have a notion of a better way to achieve what I want? I'm prepared to learn more about modding to nip this in the bud, it's always bothered me so. A possibly more intricate goal would be Dwemer ruins having the training harnesses, chastity belts etc as a potential trap.  Edit: Rereading what you said, I seek a little clarification: Do you mean there is an exclusion keyword for DD-attuned armors (Bondage stuff that comes with dd, essentially) that I could use on every DD armour *except* the bio/parasite/living armours I want to work? This would be opposed to another interpretation of what you said meaning that the exclusion would be applied to armours that *become* DD-aligned bondage gear.  If you want to learn more, look at the script sources, within the ArmorThreadScript.psc happens the filtering of the equipments.  Basically, what I do is, first of I treat every piece of equipment as a potential mimic. Then I check if it has certain keywords or other attributes that prohibit that piece of transforming. If it still may transform, then I check what equipment slots it occupies to define the type of DD item it may transform into (so boots only transform into leg devices, as example). And when that's settled I choose a random DD item of the possible pool.  For your case: my mod defines its own keyword to prohibit transformations. If an item has the keyword PreventMimicTrigger, then it will never transform. So you have to check if the stuff you want to transform has any keyword that prohibits transformation. If not, spread my keyword to everything else and only the stuff you chose can trigger. 1
orfanclub6 Posted April 20, 2025 Posted April 20, 2025 On 4/15/2025 at 4:30 AM, McRutt said: I have a question: How can I modify this to solely involve mods like Predators biosuit, or mimic heels, bioarmour and the like? I have always wanted these armours to do what they're supposed to, and this seems like the mod that could make that happen, but how? I think mcrutt meant a whitelist for the "mimics", (The things your armors transform into). ie: custom mimic pool / only pulls flesh-living-parasite devious-devices.
McRutt Posted April 20, 2025 Posted April 20, 2025 5 hours ago, orfanclub6 said: I think mcrutt meant a whitelist for the "mimics", (The things your armors transform into). ie: custom mimic pool / only pulls flesh-living-parasite devious-devices. Â That's exactly correct.
Mister X Posted April 21, 2025 Author Posted April 21, 2025 8 hours ago, McRutt said: Â That's exactly correct. Â Well then: sorry to disappoint, but this mod has a blacklist approach and that won't change. It's intended that way to be as broad as possible for potential mimics.
orfanclub6 Posted April 21, 2025 Posted April 21, 2025 On 3/11/2025 at 10:09 AM, DerpedPerd said: i too am having this "Could not create a needed future" junk spam. it's my 1st time using this mod, i have the necessary mods for it to work, downloaded the latest mod ver. my game has already long passed the unbound segment dmcMimicClothes.0.log 60.86 kB · 1 download  On 3/29/2025 at 6:05 PM, Jim55 said: I also have this future thing, nothing works, and I think it interferes with looting.  I can't open some chests, randomly. It says open but the UI doesn't come up. I thought maybe they're empty or something but sending my companion produced loot. I realized too late that this mod puts errors in console, so I didn't look into it.  But there are no transformations, no matter the settings, so it's disabled until updates. I also run DD Chests that also fiddles with loot, but it seems to work fine. On 4/6/2025 at 11:25 AM, Emmixert said: Hello, I'm running the 4.3.0 version, I have spent several hours already on this mod, and not a single time have I seen this mod trigger at all, what gives? 4.3.1 seems to have fixed it. A bit slow on the trigger but my install is dirty af and prolly has more ghost scripts than "living" ones. so may vary on your end ps: using Realms of lorkhan + I ran the "completequest mq101" command (if that helps)
orfanclub6 Posted April 21, 2025 Posted April 21, 2025 9 hours ago, Mister X said: Â Well then: sorry to disappoint, but this mod has a blacklist approach and that won't change. It's intended that way to be as broad as possible for potential mimics. The other way around, not potential mimics, he wants to change the potential devices. Â ps:Â unless I am mistaken and the device options are created from a script on game start. (because that'd mean he's got something funky going on with his devices)Â ps:-ps: this screenshot uninstalled my creation kit ;( ps:ps:ps: blacklist aproach achieves the same outcome 1
McRutt Posted April 21, 2025 Posted April 21, 2025 3 hours ago, orfanclub6 said: The other way around, not potential mimics, he wants to change the potential devices. Â Â Â Yes that is absolutely spot on and the screenshot nails it. Where do people even begin when it comes to learning how to mod add-ons to things like DD NG? I wouldn't mind putting my shoulder to the wheel but if there was an easier way....
kurotatsu Posted April 24, 2025 Posted April 24, 2025 v.4.3.1 not working correctly for me on 1.6.1170. If DMC activated in modlist, starting new game fails to show it's MCM, while everything else works just fine. Inspecting save with Resaver shows bunch of stacked dumps from DMC. Starting new game, doing all the initial steps like saving and loading and setting everything and then saving and exiting again, to enable DMC and go back produces MCM menu as it should. However, no events gets triggered and save made after it is corrupted. Naturally I checked that all prerequisites are met, and admittedly it's quite heavy modlist, including DD NG, UD NG, all the good stuff.
YuMumaSack Posted April 26, 2025 Posted April 26, 2025 On 4/24/2025 at 9:25 AM, kurotatsu said: v.4.3.1 not working correctly for me on 1.6.1170. If DMC activated in modlist, starting new game fails to show it's MCM, while everything else works just fine. Inspecting save with Resaver shows bunch of stacked dumps from DMC. Starting new game, doing all the initial steps like saving and loading and setting everything and then saving and exiting again, to enable DMC and go back produces MCM menu as it should. However, no events gets triggered and save made after it is corrupted. Naturally I checked that all prerequisites are met, and admittedly it's quite heavy modlist, including DD NG, UD NG, all the good stuff. Unfortunately, I have the same issue. Although, I haven't testing to see if the mod works with no MCM.
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