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Posted

New version 2.5.0 is up!

 

With this one there come two new features: exporting MCM settings to files aswell as triggers after sleeping (only when not interrupted during sleep)

Of course all can be set up individually in the MCM.

 

I also tackled the long problem of the countless error messages that some people come by. The solution was so easy, I just overlooked it ^^

As I now use my own, slightly altered version to iterate the device lists, I can make sure it aborts when something went wrong in a LeveledItem.

 

Please let me know if that fixes the problem on your end, at least I didn't get the error spam anymore during testing.

 

@forsythia_vahl and @BreadDain I couldn't reproduce your problem no matter what I've tried. I only ever get empty names when it's a technical item of another mod, normal armor pieces always worked like a charm during testing. Maybe something went wrong during your installation?

I only can suggest you try to uninstall the mod, make a clean save, play some time ingame to get rid of some remaining update calls and then install the new version.

Posted (edited)
13 hours ago, Mister X said:

New version 2.5.0 is up!

 

With this one there come two new features: exporting MCM settings to files aswell as triggers after sleeping (only when not interrupted during sleep)

Of course all can be set up individually in the MCM.

 

I also tackled the long problem of the countless error messages that some people come by. The solution was so easy, I just overlooked it ^^

As I now use my own, slightly altered version to iterate the device lists, I can make sure it aborts when something went wrong in a LeveledItem.

 

Please let me know if that fixes the problem on your end, at least I didn't get the error spam anymore during testing.

 

@forsythia_vahl and @BreadDain I couldn't reproduce your problem no matter what I've tried. I only ever get empty names when it's a technical item of another mod, normal armor pieces always worked like a charm during testing. Maybe something went wrong during your installation?

I only can suggest you try to uninstall the mod, make a clean save, play some time ingame to get rid of some remaining update calls and then install the new version.

Ok thx, I'll put Fallrim tools to good use instead. Will try new version and report findings.

UPD Mod seems to work very smooth, delay is still there but at least response from trigger is consistent. There is still a danger if you send trigger 5-10 times at once, but it can resolve this request spam after a while.

UPD 2 Small incompatibility report with any mod that forcefully equips items, they can appear as mimics and break stuff. Probably would be a good idea to make a check if item was equipped by player manually, if it is possible.

Edited by BreadDain
Posted
13 hours ago, BreadDain said:

delay is still there but at least response from trigger is consistent. There is still a danger if you send trigger 5-10 times at once, but it can resolve this request spam after a while.

 

Yepp, it won't be possible to have no perceptual delay, as those scripts have to gather and process quite a bit data. Still, the mod is designed in a way that only one armor at a time will be processed, so 5-10 triggers at once won't add that much engine stress. The later ones will line up and wait until the active trigger is finished, that will add some delay though, but I loose less triggers that way. If one waits too long though, it just will give up and abort to free capacities.

 

But it's good to hear that it now is more stable on your end :D 

Posted
On 8/24/2021 at 10:31 PM, BreadDain said:

UPD 2 Small incompatibility report with any mod that forcefully equips items, they can appear as mimics and break stuff. Probably would be a good idea to make a check if item was equipped by player manually, if it is possible.

 

I already have checks included to avoid this for certain items (like other DD stuff), aswell as keyword checks. So, DD items, ZAP or Toys items aswell as all items Sexlab may not strip and items with flags that normally show a quest item all are already excluded.

Can you tell me which mod that was and what items it tried to equip? Maybe they have a special keyword. Or you just use the console or AddItemMenu to get those items and put them in the NoTriggerChest. That one you find in the MCM menu.

 

Sadly, there is no good way of that I know to check whether the item was equipped manually or by mod, anything sends the same Event my mod just listens for.

Posted (edited)
2 hours ago, Mister X said:

Can you tell me which mod that was and what items it tried to equip? Maybe they have a special keyword. Or you just use the console or AddItemMenu to get those items and put them in the NoTriggerChest. That one you find in the MCM menu.

Got undesired trigger from FillHerUp Baka edition mod, where leaking mesh is equipped to actor, it doesn't have any tags. Example:

Spoiler

1446215732_.png.e5329e1a8741509eb665b1996c667f15.png


BaboDialogue mod equips certain items which for somewhat reason are classified as jewelery, I am almost sure they can also cause Mimics to trigger.
 

Spoiler

320160989_.png.0b0cc91201f8df8652af4f56bf76d2fe.png

There is actually a good template for most of these items, Clothing with 0 weight and BaboRestraints Keyword. Or maybe a patch could work.

Edited by BreadDain
Posted

Hmm, tbh it looks more like Babo forgot to set some flags, eg the IsPlayable flag or the SexLabNoStrip keyword, eg for his equipped cum items those would fit ...

But I can add a new check for the BaboRestraints keyword as well as weightless items

Posted

Well, I can probably redirect this issue to him then, but it is more about "following standarts".

Posted

New hotfix 2.5.1

Nothing's added, just changed the armor validation a bit to have more compatibility with Baka's stuff

 

New BETA 3.0.0-b1

I've worked on the follower support, and it basically seems to work.

Followers have their own events, they won't trigger for the PC ones, though they share the chance settings. You can set the search interval and radius and it will show the found follower in the MCM > Debug section. Follower support can't be disabled, as it's a beta and therefor used for testing purposes - you have been warned. This will be changed for release, of course ;) 

 

Known issue: followers seem to reload and thus reequip their whole stuff whenever a new armor is given or taken to/from them. That will trigger multiple events and a random one will win.

  • 4 weeks later...
Posted
On 8/25/2021 at 4:27 AM, Mister X said:

New version 2.5.0 is up!

 

With this one there come two new features: exporting MCM settings to files aswell as triggers after sleeping (only when not interrupted during sleep)

Of course all can be set up individually in the MCM.

 

I also tackled the long problem of the countless error messages that some people come by. The solution was so easy, I just overlooked it ^^

As I now use my own, slightly altered version to iterate the device lists, I can make sure it aborts when something went wrong in a LeveledItem.

 

Please let me know if that fixes the problem on your end, at least I didn't get the error spam anymore during testing.

 

@forsythia_vahl and @BreadDain I couldn't reproduce your problem no matter what I've tried. I only ever get empty names when it's a technical item of another mod, normal armor pieces always worked like a charm during testing. Maybe something went wrong during your installation?

I only can suggest you try to uninstall the mod, make a clean save, play some time ingame to get rid of some remaining update calls and then install the new version.

Thanks for your help!

I re-installed the whole game and mods, and it works well now.

 

I can't reproduce the problem either.

Maybe the 'bug' never exists at all.

Posted (edited)

New beta 3.0-b2

  • ADDED Estrus Chaurus support (soft requirement)
  • ADDED check whether SKSE is installed, mod deactivates if not found!
  • CHANGED debugging setup, now it automatically debugs when Papyrus logging is active
  • CHANGED DCUR and EC chances are now tied together
  • FIXED incomplete import of MCM settings
  • FIXED (hopefully) followers now trigger only for the correct body region
  • FIXED follower CD now gets properly removed upon dismissing or death
  • FIXED some small stuff and optimizations

As suggested I implemented EC support and tied it to the chances of DCUR.

Also the follower support got updated, it now should be more robust and respect the affected body regions better.

Additionally, some small tweaks and bugs got fixed, as well as a change in the debugging system.

 

Now, as soon as the following .ini setting is true, the mod sends debugging messages:

[Papyrus]
bEnableLogging=1

Of course, if Papyrus logging is DISabled in the .ini files, no debugging will be done. Should make it easier for everyone ;) 

 

As far as I know, no new game is required for that, still update on your own risk. Would be nice to know if somebody gets problems with simply updating.

The beta already runs fairly well, I also could consider it to be a RC. But don't come at me, when it destroys your 200h playthrough, it's still beta :P 

Edited by Mister X
  • 2 weeks later...
Posted

Nice changes! Thanks!

 

Please consider soft dependency for future for SL Parasites / Kyne's Blessing. It uses face hugger, etc... as pseudo devices. Will give the update a try.

Posted

V3.0 arrived!

 

Main big feature: official follower support! To keep things simple, for both me and the Papyrus engine, it only supports one follower at a time. But even if you use a follofer framework to have multiple companions, you can choose who of them should be affected by the curse!

 

Another change is the soft support of Estrus Chaurus, now tied to DCUR with its chances: when no normal Mimic could trigger, you may set the chances for either a DCUR or EC event to happen, if you have any of those mods installed.

 

The next thing is a change to help you and me when there are problems: now whenever Papyrus logging is active, my mod automatically changes into debug mode. No manual setting of GlobalVariables anymore.

 

The rest mainly is small bug fixes and optimization tweaks.

Posted
8 minutes ago, ck2modfan said:

Nice changes! Thanks!

 

Please consider soft dependency for future for SL Parasites / Kyne's Blessing. It uses face hugger, etc... as pseudo devices. Will give the update a try.

 

I can have a look at it, but I'm not sure if it offers a hook for third-party mods.

  • 10 months later...
  • 2 weeks later...
Posted

In MCM hint says that some features requier chance modifiers to be set to zero to deactivate them. But minimum value for those modifiers are 0.1%. Is this still counts?

Posted
8 hours ago, Kanjo said:

In MCM hint says that some features requier chance modifiers to be set to zero to deactivate them. But minimum value for those modifiers are 0.1%. Is this still counts?

 

Which one do you mean? ?

Normally, when there's a toggle, that toggle deactivates the feature (like the toggles for the base events). When there's no toggle, it works by chance and should be able to be set to zero 

Posted (edited)
5 hours ago, Mister X said:

 

Which one do you mean? ?

Normally, when there's a toggle, that toggle deactivates the feature (like the toggles for the base events). When there's no toggle, it works by chance and should be able to be set to zero 

Well, one by one

On Base Settings in Event Chances "Modifier for worn armor" - 0.1% is minimum
In Miscellaneous's Event Restrictions i set "Is worn armor safe" to be true. Equip armor - wait for messege of scripts finished - unquip it - wait - equip again - wait - looks fine. Run around for a while in Orc's camp - boom - mimic.

In Miscellaneous's Deviously Cursed Loot
DCUR weight - this is why im here. In hint it asks to set to zero to disable, but 0.1% is minimum, so i just disable all options here, but after previous mimic i cant be sure.

Also in Miscellaneous
Event restriction missing localization for $DMC_B_TrackTempering - have no idea what it is and how should i translate it, english.txt in interface folder missing that part.
Same for $DMC_H_ExtOptions - $DMC_S_ExtChance - i dont understand what it is and what it does.

Edited by Kanjo
Posted
38 minutes ago, Kanjo said:

On Base Settings in Event Chances "Modifier for worn armor" - 0.1% is minimum
In Miscellaneous's Event Restrictions i set "Is worn armor safe" to be true. Equip armor - wait for messege of scripts finished - unquip it - wait - equip again - wait - looks fine. Run around for a while in Orc's camp - boom - mimic.

 

Are you sure, that it's the (torso?) armor which triggered the mimic? The modifier indedd IS ignored when you tick "worn armor safe". Still, another piece can trigger a mimic when it's not tracked as worn. Maybe it got triggered by the gloves or boots? Do you have a log?

 

38 minutes ago, Kanjo said:

In Miscellaneous's Deviously Cursed Loot
DCUR weight - this is why im here. In hint it asks to set to zero to disable, but 0.1% is minimum, so i just disable all options here, but after previous mimic i cant be sure.

 

Ah yes, I've changed the inclusion of external events, to make adding potential new ones easier. I think I've overlooked that part. In the meantime: The general percentage sets the base chance for any external event to happen, the weight of each event package declares the chance for each of them to happen, if in general an external event should run.

 

38 minutes ago, Kanjo said:

Also in Miscellaneous
Event restriction missing localization for $DMC_B_TrackTempering - have no idea what it is and how should i translate it, english.txt in interface folder missing that part.
Same for $DMC_H_ExtOptions - $DMC_S_ExtChance - i dont understand what it is and what it does.

 

Yeah, I think I've missed those. In the meantime I've written a little script to extract each placeholder so I can't forget those anymore, I just didn't have the time to reassign each line in the new file.

Posted (edited)
5 hours ago, Mister X said:

 

Are you sure, that it's the (torso?) armor which triggered the mimic? The modifier indedd IS ignored when you tick "worn armor safe". Still, another piece can trigger a mimic when it's not tracked as worn. Maybe it got triggered by the gloves or boots? Do you have a log?

No im not. Im wearing some jevelry too (Hirsin's cursed ring and Amulet of Dibella, but i belive they should not trigger anything bc "Can enchanted armor be a mimic" is unchecked)

I dont have logs anymore, too many sessions past already. But i do remember when it triggers my body armor was thrown away and replaced by rubber suit - so it was my guess that this armor was mimic (Drop insted of destroying is checked).

Anyway now i found "No Trigger Chest" and switch to use it. I belive this is why po3's Papyrus Extender in soft requirements? It will save gear's smithing upgrades? Works for enchanting and renames too?

Also i've found that DCL's DAMN Surprise Box trigger script too. They can become mimics? If so than this may become a problem due to some mods using similar mechanic of wearing some invisible devices on player in non-armor slots to display effects - like Zaz temporary collars in Naked Defeat (not mantioning that they also strip armor itself). It seemed to me there was option to disable mimics on jewelry but im not sure where it was and cant find it. 

Edited by Kanjo
Posted
16 hours ago, Kanjo said:

But i do remember when it triggers my body armor was thrown away and replaced by rubber suit - so it was my guess that this armor was mimic (Drop insted of destroying is checked

 

That indeed sounds like the torso armor triggered the mimic. Interesting.

 

16 hours ago, Kanjo said:

I belive this is why po3's Papyrus Extender in soft requirements? It will save gear's smithing upgrades? Works for enchanting and renames too?

 

Yes, it's needed to detect smithing upgrades, though it's the other way round: when you enhance something, it's vulnerable again (the stuff you need could carry the mimic curse ^^)

 

16 hours ago, Kanjo said:

Also i've found that DCL's DAMN Surprise Box trigger script too. They can become mimics? If so than this may become a problem due to some mods using similar mechanic of wearing some invisible devices on player in non-armor slots to display effects

 

That's a common problem, I can't and won't tackle, since I've decided to do a blacklist approach, instead of a whitelist. So I explicitely have to exclude anything, that may not trigger mimics, instead of explicitely allowing stuff. Everything, that's not excluded my trigger. It already covers quite some stuff, since I use keywords (so, ZAZ should be fine, if its keyword isn't forgotten on one item), but I have to look if there's a keyword for that box.

 

BTW, those things are the main reason the No Trigger Chest exists: if you come across such stuff, which should not trigger (like that box) you can put it in that box. Or if you have a unique armor set (like a specific thieves guild outfit or sth). It's not meant for "normal" armor, even though one can use it that way.

 

Oh, and since I forgot to explain those:

$DMC_B_TrackTempering - The toggle to track tempering. When it's active you temper a piece of armor, it's vulnerable again
$DMC_H_ExtOptions - The header for the external options section

$DMC_S_ExtChance - The general chance for an external event to happen. Which one, is chosen by their individual weights.

Posted (edited)
12 hours ago, Mister X said:

Yes, it's needed to detect smithing upgrades, though it's the other way round: when you enhance something, it's vulnerable again (the stuff you need could carry the mimic curse ^^)

Hm, thats strange. I do have powerofthree's Papyrus Extender installed. But no armor tempers or enchant or renames are saved. For example Ring of Waterbreathing become normal Ametist Ring it was crafted from. And upgraded body armor from DCL loose it's temper but saved mod's enchant. Will test it again later and make papyrus log.

 

12 hours ago, Mister X said:

$DMC_B_TrackTempering - The toggle to track tempering. When it's active you temper a piece of armor, it's vulnerable again

Oh, will it work with degrades too? Like one in Loot and Degradation SE?

 

 

12 hours ago, Mister X said:

$DMC_S_ExtChance

"External events" means events from other mods? It's for compability?

Log: Load - craft Iron armor - temper it - enchant it and rename to Armor of Destruction - open No Trigger box and add armor here - got dublicate of it but its simple Iron Armor with no temper or enchant.

 

Papyrus.0.log

Edited by Kanjo
Posted
13 hours ago, Mister X said:

if you come across such stuff, which should not trigger (like that box) you can put it in that box

Will it be enough to place one item to make all the same items safe or i have to put here all boxes i found and then... um... destroy originals after i use duplicates?

Posted

The thing is, you here have a more basic engine problem with tempering. You see, every (named) armor that already HOLDS an enchantment is a specific base item in the engine. There's no simple way to differentiate WHICH specific armor of Fire Protection you're waring, but I can say THAT it is one.

 

The problem with tempering now is: its BASE item doesn't change and as long as you keep that armor in your inventory, I simply can't tell what enchantment that armor might hold. It still looks like a simple Iron Armor to Papyrus (the scripting engine). For tracking user enchantments to decide if an armor gets destroyed I had to use a hack: I first DROP the item out of your inventory. After that, I can check if that item that just dropped holds any enchantments and that then also can see user enchantments. Still, as long as it's in the inventory, I simply can't tell.

 

So you've simply came across the main problem with the engine, why I didn't want to tackle tempering at first. I thought I had an elegant solution after po3 offered the TrackTempering with the Papyrus Extender, but that seems to only give back the general base item, too. So an Iron Armor, when you used that to create an enchanted Armor by yourself :/ 

Posted

Hi, just wanted to say first that I really love this mod! It provides a seamless and interesting way for devices to happen. I particularly like the gold integration!

 

Just wanted to let you know I'm having an issue with the latest version. I do not have follower support checked in the MCM, but my character's follower got the trigger when reequipping his armor after an SL scene and was equipped with a yoke. The device doesn't have a male mesh, so he wound up glitched, and I honestly have no idea how to get a device off a follower.

 

Also, just as a request, is it possible to get a toggle for the debug messages that appear in the upper left corner?

 

Thanks for your work, and again, great mod.

Posted
9 hours ago, KajsaRikka said:

Just wanted to let you know I'm having an issue with the latest version. I do not have follower support checked in the MCM, but my character's follower got the trigger when reequipping his armor after an SL scene and was equipped with a yoke. The device doesn't have a male mesh, so he wound up glitched, and I honestly have no idea how to get a device off a follower.

 

Also, just as a request, is it possible to get a toggle for the debug messages that appear in the upper left corner?

 

1) Unchecked follower support and it still triggered? Strange ... Is that follower shown in the MCM (Debug page) as tracked follower?

2) Thanks for the report, I indeed forgot to check if a follower may wear stuff. Still, the check on triggering should have prevented any item for a male character. Do you have DD for Him installed?

 

3) As purely those debug messages won't help ME, just (maybe) you, it's tied to the Papyrus debug ini settings. The additional info in the description tell it:

In your Skyrim.ini

[Papyrus]
bEnableLogging = 1
bEnableTrace = 1
bLoadDebugInformation = 1

 

If those are one, then you'll get the debug info and a log file is created, too, to potentially help me.

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