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Posted
On 11/18/2024 at 11:36 PM, artviewer1313 said:

I think there's a problem with my struggle animation. When it tries to initiate, my character just freezes. Has anyone else had this problem?

 

There is no real struggle animation, just a magic VFX to visualize the disappereance of your piece of equipment.

  • 4 weeks later...
Posted

My character often gets stuck when the mimic triggers. I have to press the wait key and close it to allow the mimic to finish. Do you know what's causing this and is there a way to fix it?

  • 4 weeks later...
Posted

previous comment mentioned completing helgen unlocks the "blocked" mcm menus, but, what about those that use Alternate start/alternate perspective? I did these options and up till speaking to balgruf the first time, menus still locked.

Posted
12 hours ago, Lillithcometh said:

previous comment mentioned completing helgen unlocks the "blocked" mcm menus, but, what about those that use Alternate start/alternate perspective? I did these options and up till speaking to balgruf the first time, menus still locked.

 

TL;DR: at least those two I have kept in mind and they don't block anything. What's told in the Debug MCM? "Mod blocked" or "On cooldown"?

 

LONG:

You have to be at certain stages within the intro quest for it to block the mod. Meaning, at least stage 4 and stage 1000 not done.

 

Last I checked, Alternate Start directly sets the intro quest to 1000, as to finish it, so there you're good to go.

Alternate Perspective keeps the intro quest at stage 0, and starts its Helgen intro with at least stage 4, so there my mod is only blocked while the intro is running.

Posted (edited)

NEW Beta for testing!

 

Changelog

  • Added option to additionally use keywords for device selection
  • Fixed infinite loop error when trying to validate something
  • No more immediate random events after CD for a bit less premonition

 

Main new feature for this version: device choice based on keywords! This is optional with a toggle in the MCM. If enabled a worn item can trigger a certain mimic for a specific region of the body, even though it doesn't occupy the required armors slots.

 

Meaning a worn item only needs to carry the "ClothingHands" keyword to trigger arm devices (like arm cuffs or armbinders), it doesn't necessarily need to occupy a slot in that region.

This still works the other way round, too. So if an item occupies a hand armor slot but doesn't have a fitting keyword, it still will trigger arm devices.

 

Please let me know how it goes!

DeviousMimicClothes-4.3.0.zip

Edited by Mister X
some more changelog
  • 3 weeks later...
Posted
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. 

Posted

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.  

Posted

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

Posted
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.

Posted (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 by orfanclub6
Posted
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. 

  • 2 weeks later...
Posted

BAD NEWS :(

 

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.

Posted (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 by DerpedPerd
  • 3 weeks later...
Posted

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.

Posted

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?

Posted
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"!!!!!!!!

  • 2 weeks later...
Posted

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?

Posted
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?

 

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

Posted (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 by McRutt
Posted
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.

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