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Posted

So the mod has been working fine on SE 1.5.97 and DD 5.2, but there is a quality of life sort of issue... Dropping some armor to ground when it triggers a mimic is fine, but if it's ring and you are in the wilderness then chances are you'll never find it again. I don't like losing crafted gear for example. Maybe there could be option to simply unequip instead of drop or destroy? And a checkbox for "Allow dropping jewelry".

  • 2 weeks later...
Posted
On 2/20/2023 at 12:24 PM, Zaflis said:

So the mod has been working fine on SE 1.5.97 and DD 5.2, but there is a quality of life sort of issue... Dropping some armor to ground when it triggers a mimic is fine, but if it's ring and you are in the wilderness then chances are you'll never find it again. I don't like losing crafted gear for example. Maybe there could be option to simply unequip instead of drop or destroy? And a checkbox for "Allow dropping jewelry".

 

Well, the base idea or "lore" of this mod is, that you never had a piece of armor or jewelry in your inventory in the first place. It just looked like that and reveals its true nature as Devious Mimic when being handled in some way (equip, unequip, wear, ...) Keeping that in mind, the true way would be to always destroy the piece. I already relaxed it (as I'm aware that this would also destroy fun) so you can say the piece just was worn as disguise by the Devious Mimic and then gets thrown away on reveal.

 

I can have a look at it though and maybe add a toggle for jewelry, so these stay in inventory. Still, it won't be added for armor/clothing, as that's the thrill of this mod: you can never feel truly save when wearing some and may loose it at some point.

  • 1 month later...
Posted

I'm still a little confused about what the "Min/Max hours for random events" is in comparison to the "Cooldown" options...

Other than that, great work, thank you very much! ?

Posted
1 hour ago, Phelan42 said:

I'm still a little confused about what the "Min/Max hours for random events" is in comparison to the "Cooldown" options...

Other than that, great work, thank you very much! ?

 

Random events happen without you doing something and replace a piece of the currently worn armor. The min/max hours are the frame for the next random event to happen after the last one. So let's say you set those to 12/72h, then after a random event happened, the next one will be anytime between 12 and 72h later.

 

The cooldown is independent from that and counts for all events: set this to 6h and you're safe from mimics for 6h after any succesful mimic event happened. 
So let's say a random event happened with the example settings. For 6 ingame hours you can equip and unequip armors as you want, too, because of the cooldown. After those 6h any equip or unequip could trigger a new mimic. And after 12 to 72 hours, a new random event fires up, so you can get a mimic, too, without changing armor once.

Posted
33 minutes ago, Mister X said:

 

Random events happen without you doing something and replace a piece of the currently worn armor. The min/max hours are the frame for the next random event to happen after the last one. So let's say you set those to 12/72h, then after a random event happened, the next one will be anytime between 12 and 72h later.

 

The cooldown is independent from that and counts for all events: set this to 6h and you're safe from mimics for 6h after any succesful mimic event happened. 
So let's say a random event happened with the example settings. For 6 ingame hours you can equip and unequip armors as you want, too, because of the cooldown. After those 6h any equip or unequip could trigger a new mimic. And after 12 to 72 hours, a new random event fires up, so you can get a mimic, too, without changing armor once.

Ah, so if I get this correctly, the "Random events" timer counts solely for the "Randomly" under "Event Toggles" (but not equipping/unequipping, obtaining gold, or sleeping), and the countdown counts for everything, including the "Randomly" one? ?

Posted
45 minutes ago, Phelan42 said:

Ah, so if I get this correctly, the "Random events" timer counts solely for the "Randomly" under "Event Toggles" (but not equipping/unequipping, obtaining gold, or sleeping), and the countdown counts for everything, including the "Randomly" one? ?

 

Exactly :)

  • 3 weeks later...
Posted

Hey Mister X,

I hope this message finds you well. I'm a Chinese player and a big fan of your mod.

I was wondering if it's possible for you to grant me permission to translate your mod into Chinese and post it on the Chinese website 9DM, as many Chinese players are unable to access LoversLab due to the government's internet firewall.

I promise to credit you as the original author and link to your mod page.

Thank you for your consideration, and please let me know if you have any concerns or questions.

Cheers!  ))))

Posted
1 hour ago, Iceriny said:

Hey Mister X,

I hope this message finds you well. I'm a Chinese player and a big fan of your mod.

I was wondering if it's possible for you to grant me permission to translate your mod into Chinese and post it on the Chinese website 9DM, as many Chinese players are unable to access LoversLab due to the government's internet firewall.

I promise to credit you as the original author and link to your mod page.

Thank you for your consideration, and please let me know if you have any concerns or questions.

Cheers!  ))))

 

Hey, thanks for asking! Because of that, of course you may do so, as long as you do credit and link to my mod page ;) 

Posted
19 minutes ago, Mister X said:

 

Hey, thanks for asking! Because of that, of course you may do so, as long as you do credit and link to my mod page ;) 

Good!THX!

Great to hear that! Thank you so much for granting me permission to translate your mod into Chinese and post it on 9DM. I will definitely credit you as the original author and link to your mod page. If you have any other requirements or concerns, please do let me know.

Thanks again!

 

Oops, I almost forgot. Here is the link in Chinese 9DM: [link]. Unfortunately, I've noticed that there are a lot of "takers" on the Chinese internet, and not as much constructive communication. But if there is any constructive feedback or ideas, I'll definitely reach out to you. 

Be Happy!

Posted
27 minutes ago, Iceriny said:

Good!THX!

Great to hear that! Thank you so much for granting me permission to translate your mod into Chinese and post it on 9DM. I will definitely credit you as the original author and link to your mod page. If you have any other requirements or concerns, please do let me know.

Thanks again!

 

Oops, I almost forgot. Here is the link in Chinese 9DM: [link]. Unfortunately, I've noticed that there are a lot of "takers" on the Chinese internet, and not as much constructive communication. But if there is any constructive feedback or ideas, I'll definitely reach out to you. 

Be Happy!

 

Not so much requirements ^^ The only thing would be, that you take it down if I ask to do so, but that I take for granted ^^
For now, thanks for the link and if there's any constructive feedback, I'd be glad to hear about it ;) 

 

Especially, as v4 currently still is in beta and I already found a nasty bug in it... for now, there probably won't be any random events, as it seems like the tracking doesn't work, that's needed for them.

Posted

v4.0.0 now officially released!

As I wasn't able to find major mod-/game breaking bugs and none were reported, now v4.0 is officially released!

 

It's a partial rewrite of the code with several improvements to enhance for one the speed and responsiveness of the mod and two, its expandability. It's now easier for me to add new device types or external events, if I happen to come across fitting ones.

No polling whatsoever, everything works event based, with smart activation and deactivation of event catching.

New and more robust base logic for Random Triggers. Now it for one is more random than ever (now time period anymore) as well as being more robust to handle internally.

Optimized threading to improve performance for actual event triggers. That's the only time intensive script work is done, btw!

It still has the same high customizability as the previous version, so you can exactly tweak it like you want!

 

Only thing that got removed is the follower support, due to it being unreliable and unstable.

Posted (edited)

Hi.

Trying your mod on completely new game (but its heavily modded. but no other mod does this problem). Trying to open mcm of your mod to check settings ends with completely broken mcm (it stops showing mods completely), it becomes empty. Gonna disable it for now. ver 4.0 latest, dd5 latest, etc.

Spoiler

Opening DMC mcm:

image.png.8fa189400dac98452d4c943660dd5ea5.png

 

And after that in main mcm window:

image.png.c95dd34e418446bf2c3808777d8d9981.png

 

Edited by Gh0sTG0
Posted
18 hours ago, Gh0sTG0 said:

Hi.

Trying your mod on completely new game (but its heavily modded. but no other mod does this problem). Trying to open mcm of your mod to check settings ends with completely broken mcm (it stops showing mods completely), it becomes empty. Gonna disable it for now. ver 4.0 latest, dd5 latest, etc.

  Hide contents

Opening DMC mcm:

image.png.8fa189400dac98452d4c943660dd5ea5.png

 

And after that in main mcm window:

image.png.c95dd34e418446bf2c3808777d8d9981.png

 

 

Huh? That's REALLY strange... The only thing it does when opening the MCM is to check if you are tied up in Devious Devices. Nothing more.
Anything else is done earlier, at game load, so normally the most problems should occur there. Did other MCM menus work before? Do you have any mod installed to alter Papyrus Handling, eg Papyrus Tweaks?

Could you enable Papyrus logging and retry it? Or do you have a log by chance? It's told in the Additional Info in the description where to find it. Send that and the normal Papyrus log, please.

Posted
5 minutes ago, Mister X said:

 

Huh? That's REALLY strange... The only thing it does when opening the MCM is to check if you are tied up in Devious Devices. Nothing more.
Anything else is done earlier, at game load, so normally the most problems should occur there. Did other MCM menus work before? Do you have any mod installed to alter Papyrus Handling, eg Papyrus Tweaks?

Could you enable Papyrus logging and retry it? Or do you have a log by chance? It's told in the Additional Info in the description where to find it. Send that and the normal Papyrus log, please.

Sorry, I already deleted it. Going to minimize my build...

Posted

I seem to also have issues with the MCM. Only thing is mine just isn't showing up on a new save. I removed the mod and readded it to a save then it appeared. I then reloaded the save after a crash to find it didn't appear again...

Posted
16 hours ago, RoxDox said:

I seem to also have issues with the MCM. Only thing is mine just isn't showing up on a new save. I removed the mod and readded it to a save then it appeared. I then reloaded the save after a crash to find it didn't appear again...

 

Did you get a log for me? I tried restarting several times and it always showed up in my MCM.

Maybe try sending SetStage SKI_ConfigManagerInstance 1 in the console, to force SkyUI to update the MCM.

Posted
26 minutes ago, Mister X said:

 

Did you get a log for me? I tried restarting several times and it always showed up in my MCM.

Maybe try sending SetStage SKI_ConfigManagerInstance 1 in the console, to force SkyUI to update the MCM.

Ill give the above command ago.

 

When I crashed it was something entirely unrelated to Devious mimics. I just realised that once I had reloaded the game that it wasn't there though.

Posted

Is it possible to update DMC for a running game that was started with an older version, or does the "requires a new game" apply to updating as well? ?

Posted (edited)
49 minutes ago, Phelan42 said:

Is it possible to update DMC for a running game that was started with an older version, or does the "requires a new game" apply to updating as well? ?

 

It especially applies to games where an older version has been installed.

 

I assume you should be able to get it running mid-playthrough if that one's never seen any DMC installation before. Don't take that as granted though, I didn't test it

Edited by Mister X
Posted
On 5/20/2023 at 11:39 AM, Gh0sTG0 said:

Hi.

Trying your mod on completely new game (but its heavily modded. but no other mod does this problem). Trying to open mcm of your mod to check settings ends with completely broken mcm (it stops showing mods completely), it becomes empty. Gonna disable it for now. ver 4.0 latest, dd5 latest, etc.

  Reveal hidden contents

Opening DMC mcm:

image.png.8fa189400dac98452d4c943660dd5ea5.png

 

And after that in main mcm window:

image.png.c95dd34e418446bf2c3808777d8d9981.png

 

Same thing happened to me... Wished I had kept my log files.  Had to go back to 3.1.2.   V4 completely breaks my MCM once I open the MCM.   

Posted

I haven't tried v3.1.2 and I tried disabling all alternative papyrus extenders/tweaks, but v4's menu won't even load.  Aside from the requirements for this mod.  Using the mod pack from nexus called, "Immersive & Epic Realms of Nirn NSFW".  Unsure what the conflict file is aside from the papyrus thing but isn't that since it didn't show up still.  New game or old game.  Does not matter.  Any ideas?
https://next.nexusmods.com/skyrimspecialedition/collections/rvxts8

Posted
Spoiler
On 5/20/2023 at 5:39 PM, Gh0sTG0 said:

Hi.

Trying your mod on completely new game (but its heavily modded. but no other mod does this problem). Trying to open mcm of your mod to check settings ends with completely broken mcm (it stops showing mods completely), it becomes empty. Gonna disable it for now. ver 4.0 latest, dd5 latest, etc.

  Reveal hidden contents

Opening DMC mcm:

image.png.8fa189400dac98452d4c943660dd5ea5.png

 

And after that in main mcm window:

image.png.c95dd34e418446bf2c3808777d8d9981.png

 

On 5/26/2023 at 5:43 PM, RoxDox said:

I seem to also have issues with the MCM. Only thing is mine just isn't showing up on a new save. I removed the mod and readded it to a save then it appeared. I then reloaded the save after a crash to find it didn't appear again...

9 hours ago, Kamikatana said:

Same thing happened to me... Wished I had kept my log files.  Had to go back to 3.1.2.   V4 completely breaks my MCM once I open the MCM.   

6 hours ago, Caladian said:

I haven't tried v3.1.2 and I tried disabling all alternative papyrus extenders/tweaks, but v4's menu won't even load.  Aside from the requirements for this mod.  Using the mod pack from nexus called, "Immersive & Epic Realms of Nirn NSFW".  Unsure what the conflict file is aside from the papyrus thing but isn't that since it didn't show up still.  New game or old game.  Does not matter.  Any ideas?
https://next.nexusmods.com/skyrimspecialedition/collections/rvxts8

 

I really don't know where your MCM issues come from :( I'm absolutely unable to reproduce it. The only thing I can imagine is, that a MCM doesn't like a logo packed in an archive. If that's the case, try this. Not much changed, except for no bsa archive but all assets loose.

DeviousMimicClothes-4.0.1.zip

Posted

I've loaded the 4.01, and so far so good, but haven't finished loading up my new character.  Still a lot of setup.   Like the other person on the previous page, I've also trimmed my Loadlist a bit so not sure if this will have an impact.  Will advise if it happens again, and if it does, I'll check for logs, etc.

Posted
3 hours ago, stll01batt said:

downloaded 4.0

no mimics

have everything at 100%

no restrictions

no mimics

 

I can give you the same amount of information as you gave me: you did something wrong.

 

I need the Papyrus log aswell as this mod's log (info how to get those are in the description). Then tell me IN DETAIL what you've tried to trigger a mimic. Where have you been, what did you do, what did you expect, what was the actual outcome?

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