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Posted
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.

Posted
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.

 

That's exactly correct.

Posted
8 hours ago, McRutt said:

 

That's exactly correct.

 

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.

Posted
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)

Posted
9 hours ago, Mister X said:

 

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.

 

ps: 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) 

ps:-ps: this screenshot uninstalled my creation kit ;(
ps:ps:ps: blacklist aproach achieves the same outcome :)image.jpeg.94d508458cef60081f6ff16463f44b75.jpeg

Posted
3 hours ago, orfanclub6 said:

The other way around, not potential mimics, he wants to change the potential devices.

 

 

 

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....

Posted

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.

Posted
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.

  • 3 weeks later...
Posted
8 hours ago, pingbi146 said:

The mod doesn't respect the device settings, anyone know of a way to get it to?

 

What do you mean by this exactly and do you have a log for me?

  • 2 weeks later...
Posted (edited)
On 5/31/2025 at 3:37 AM, Mister X said:

 

I see... Try again with this one and logs enabled. When it happens again (I didn't change any logic), export your MCM settings and send this export and the log together.

DeviousMimicClothes-4.4.1_beta.zip 435.01 kB · 1 download

The problem that I'm seeing is that the log is simply lying?
It says it chose a corset, which is fine, but it equipped me with a hobble dress.
I have hobble dresses disabled.

dmcMimicClothes.0.log

Edited by pingbi146
Posted
On 6/2/2025 at 9:31 AM, pingbi146 said:

The problem that I'm seeing is that the log is simply lying?
It says it chose a corset, which is fine, but it equipped me with a hobble dress.
I have hobble dresses disabled.

dmcMimicClothes.0.log 100.16 kB · 0 downloads

 

Yes, hobbledresses carry the keyword for corsets, too, but that's not the issue in this case. For some reason it didn't remove the hobble dresses from the device pool (that's [LeveledItem < (1F05466C)>]), their list was added. Maybe try to tick and untick them again in the MCM and see if that helps.

 

Did you load a preset for the mod settings? I forgot to update the pool when doing that, my bad. If so, that might have been the cause.

Posted

Heyho! New BETA release!

 

For all those who want to give it a try:

  • CHANGED some startup code, please let me know if that fixes the broken MCM some of you had
  • CHANGED device choice will now always show if they are in the pool, not if they should be
  • FIXED item pool not getting updated, if loading MCM settings from file
  • REMOVED gold modifier, now the coin amount directly is used for chance calculation, because of that higher max values are now possible

Please let me know if it works for both, updating during playthrough and for new games.

When providing a bug report, please attach both, the general Papyrus log and the DMC log. Be as specific as you can get about what you did when the bug happened.

DeviousMimicClothes-4.4.0_beta.zip

  • 4 weeks later...
Posted

New release v4.4.0

 

As there was no feedback despite several downloads, I just can assume that nobody found any problems. So the version got officially released, with a bug fixed that got introduced in the beta.

Posted

Hey, can your mod be set up in a way where an item can genuinely be curse-free forever if it didn't trigger on first time equip or after x amount of hours? And can store-bought armors be made always safe? It'd be safe to assume a good chunk of their stock is handcrafted and therefore shouldn't be cursed. This could make buying armor an expensive yet safe alternative. 

Posted
1 hour ago, AlyssaAwoo said:

Hey, can your mod be set up in a way where an item can genuinely be curse-free forever if it didn't trigger on first time equip or after x amount of hours? And can store-bought armors be made always safe? It'd be safe to assume a good chunk of their stock is handcrafted and therefore shouldn't be cursed. This could make buying armor an expensive yet safe alternative. 

 

For one: there already is the option "Worn Items are safe". As the description states, the piece needs to get equipped AND unequipped at least once without triggering, but after this it won't trigger anymore as long as it stays in your inventory. If it leaves your inventory by any means however, the next time it can trigger again.

Small drawback for this option, if you have multiple pieces of the same type and you drop one of them, the rest are potential mimics again, even if they stay in your inventory. That's nothing I can change, as I can't track individual items within the inventory.

 

For two: I already considered adding this, I just don't have much time or intellectual capacities at the moment to really tackle this feature. Additionally, it probably will have the same drawback as worn amor. It's noted though ;) 

Posted (edited)

Hello, tried the new version, no events are being triggered.

Tested on running game, MCM appeared as it should, set to allow all triggers, these interesting lines appeared in the log:

[06/30/2025 - 09:58:32AM] [Main Trigger] Queueing event for Ancient Nord Helmet
[06/30/2025 - 09:58:32AM] [Main Trigger] Base chance = 10.000000
[06/30/2025 - 09:58:33AM] [Main Trigger] Used chance = 28.847799
[06/30/2025 - 09:58:33AM] [Main Trigger] Validity thread results - Actor=True; Armor=[None, None]
[06/30/2025 - 09:58:33AM] [Main Trigger] [Actor < (00000014)>] not valid or no device found. Devices=[None, None]

 

PC race is vanilla Nord, why it's marked as not valid - a mystery to me. 

Skyrim AE 1170, DD NG, UD 3.0.1, all the various plugins like Papyrus Tweaks are there.

 

Edited by kurotatsu
Posted
20 hours ago, kurotatsu said:

Hello, tried the new version, no events are being triggered.

Tested on running game, MCM appeared as it should, set to allow all triggers, these interesting lines appeared in the log:

[06/30/2025 - 09:58:32AM] [Main Trigger] Queueing event for Ancient Nord Helmet
[06/30/2025 - 09:58:32AM] [Main Trigger] Base chance = 10.000000
[06/30/2025 - 09:58:33AM] [Main Trigger] Used chance = 28.847799
[06/30/2025 - 09:58:33AM] [Main Trigger] Validity thread results - Actor=True; Armor=[None, None]
[06/30/2025 - 09:58:33AM] [Main Trigger] [Actor < (00000014)>] not valid or no device found. Devices=[None, None]

 

PC race is vanilla Nord, why it's marked as not valid - a mystery to me. 

Skyrim AE 1170, DD NG, UD 3.0.1, all the various plugins like Papyrus Tweaks are there.

 

 

The actor is valid, it just didn't find any valid device for some reason. I'd need the log of the armor thread for this

Posted

Heya, the mcm for this mod shows up blank and after exiting it sky ui itself seems to break down and not display any other mcm menus anymore. Issue persists after reloading the save but any save made before accessing dmc's mcm works just fine.

 

Spoiler

Zrzutekranu2025-07-02221303.thumb.png.7db5d269631517e3b674a8068eb22849.png

Couldn't find anything in the logs but here they are:

Papyrus.0.log

dmcMimicClothes.0.log

Posted
On 7/2/2025 at 10:33 PM, miszwysz said:

Heya, the mcm for this mod shows up blank and after exiting it sky ui itself seems to break down and not display any other mcm menus anymore. Issue persists after reloading the save but any save made before accessing dmc's mcm works just fine.

 

  Reveal hidden contents

Zrzutekranu2025-07-02221303.thumb.png.7db5d269631517e3b674a8068eb22849.png

Couldn't find anything in the logs but here they are:

Papyrus.0.log 537.23 kB · 0 downloads

dmcMimicClothes.0.log 633 B · 0 downloads

 

That's strange. For me it sounds like a loop got stuck infinitely, though no loop runs directly when opening my MCM.
The logs don't show any error either, though they are from two different days. The MimicClothes log is from July 1. and the Papyrus log from July 2.

Maybe look into one of the older Papyrus logs, if present, which one includes July 1. - 06:37 PM

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