Mister X Posted June 6, 2023 Author Posted June 6, 2023 At the people who had problems with the MCM (@Gh0sTG0, @RoxDox, @Kamikatana, @Caladian) : Did you test v4.01? Does it work for you? If yes, I'll just release it like that, as the only problem then seems to be the bsa archive
Caladian Posted June 6, 2023 Posted June 6, 2023 (edited) 2 hours ago, Mister X said: At the people who had problems with the MCM (@Gh0sTG0, @RoxDox, @Kamikatana, @Caladian) : Did you test v4.01? Does it work for you? If yes, I'll just release it like that, as the only problem then seems to be the bsa archive So, that specific collection (immersive and epic) didn't like listing your mod at all. Some mod in that vs their lighter pack (immersive and pure), causes it to not list. In terms of showing up in menu, as long as I don't use that collection, it works. I'm trying to get papyrus files to be created about none of the mod actually doing anything. I had it work like once, but stopped. Got sidetracked by playing the game. LOL. I did followed your thing about getting papyrus to export it but no dice. On the skyrim.ini I don't have that file, only skyrim_default that lists papyrus and no logs (not even the folder) was created. So I'm doing something wrong there. Edited June 6, 2023 by Caladian
Mister X Posted June 6, 2023 Author Posted June 6, 2023 4 minutes ago, Caladian said: On the skyrim.ini I don't have that file, only skyrim_default that lists papyrus and no logs (not even the folder) was created. So I'm doing something wrong there. Do you have a SkyrimCustom.ini file? Settings in there overwrite the ones from the normal files. Maybe look for that.
Caladian Posted June 6, 2023 Posted June 6, 2023 5 minutes ago, Mister X said: Do you have a SkyrimCustom.ini file? Settings in there overwrite the ones from the normal files. Maybe look for that. Found skyrim.ini in mydocs. I was looking at the wrong place. Was looking at install location. Uploading my papyrus file. All settings were maximum, I was out in the wilderness so even though I first spammed it in town, I also did it in the wilderness incase of safe space was working notasintended. Papyrus.0.log
Mister X Posted June 6, 2023 Author Posted June 6, 2023 13 minutes ago, Caladian said: Found skyrim.ini in mydocs. I was looking at the wrong place. Was looking at install location. Uploading my papyrus file. All settings were maximum, I was out in the wilderness so even though I first spammed it in town, I also did it in the wilderness incase of safe space was working notasintended. Papyrus.0.log 278.55 kB · 0 downloads Thank you! Just one thing: the folder where you found this log should include another folder "user", too. Within that there are the log files specifically for this mod. I best need that, too!
Caladian Posted June 6, 2023 Posted June 6, 2023 15 minutes ago, Mister X said: Thank you! Just one thing: the folder where you found this log should include another folder "user", too. Within that there are the log files specifically for this mod. I best need that, too! Sorry no dice on that folder being anywhere. Only Script folder is in the Log folder. I re-verified I setup the log correctly.
Mister X Posted June 6, 2023 Author Posted June 6, 2023 1 hour ago, Caladian said: Sorry no dice on that folder being anywhere. Only Script folder is in the Log folder. I re-verified I setup the log correctly. Weird, it should appear in [User]\Documents\My Games\Skyrim Special Edition\Logs\Script\User
Caladian Posted June 6, 2023 Posted June 6, 2023 34 minutes ago, Mister X said: Weird, it should appear in [User]\Documents\My Games\Skyrim Special Edition\Logs\Script\User https://gyazo.com/5a5b4369cf4e61fb7e8d4d88e7a4674e
Mister X Posted June 6, 2023 Author Posted June 6, 2023 Hmm, very strange. The mod itself checks if bEnableLogging is set true in Skyrims ini Papyrus section _bDebug = Utility.GetINIBool("bEnableLogging:Papyrus") So as long as that is set true, the mod should log. The thing is, even the normal Papyrus log doesn't contain any messages from my mod. Normally they should be posted in both files
Kamikatana Posted June 6, 2023 Posted June 6, 2023 For me, so far, the 4.01 patch / update has worked; however, as stated before, I have changed my load order. I wanted to get rid of MenuMaid, and have therefore reduced my load to have less than 128 MCM entries. If it comes up again, however, I will advise... Thanks for the 4.01 release. So far, so good.
ThisIsZambezi Posted June 28, 2023 Posted June 28, 2023 Today I wanted to test the rubber doll event. I increased the chance of triggering an external event and the event itself to 100%, while lowering all other chances to 0.1%. After equipping the armor, the "mimic triggered something else" notification popped up, after which nothing happened. Then I tried to increase the chances of the rest of the events, however, this did not help, I just saw a notification after which nothing happened.
Mister X Posted June 28, 2023 Author Posted June 28, 2023 2 minutes ago, ThisIsZambezi said: Today I wanted to test the rubber doll event. I increased the chance of triggering an external event and the event itself to 100%, while lowering all other chances to 0.1%. After equipping the armor, the "mimic triggered something else" notification popped up, after which nothing happened. Then I tried to increase the chances of the rest of the events, however, this did not help, I just saw a notification after which nothing happened. That's interesting. So as the events do appear in the MCM, I assume you have DCL properly installed. BTW, those are event weights, not chances. An event with double the weight of another one also has twice the chance to trigger. Meaning if the sum of all events accumulated is 100, then each of the weights represents its chance Do you have a log file by chance, or can you enable logging and try again? I tested my implementation myself and for me it worked.
ThisIsZambezi Posted June 28, 2023 Posted June 28, 2023 41 minutes ago, Mister X said: That's interesting. So as the events do appear in the MCM, I assume you have DCL properly installed. BTW, those are event weights, not chances. An event with double the weight of another one also has twice the chance to trigger. Meaning if the sum of all events accumulated is 100, then each of the weights represents its chance Do you have a log file by chance, or can you enable logging and try again? I tested my implementation myself and for me it worked. Where can I find or enable this? I found a way to enable crash logging, but the point is that the game does not crash during this bug.
ThisIsZambezi Posted June 30, 2023 Posted June 30, 2023 (edited) By the way, this is a great mod. Thank you! However, it would be cool if you could adjust the chance of an item being a mimic. Otherwise it turns out that every piece of clothing is a mimic by default, just not all of them are triggered. You can make it so that this chance is assigned to a piece of clothing only when you put it on for the first time. Thus, an item either has a chance to be a mimic and follow the normal trigger chances, or not to be a mimic at all and have no trigger chances. Edited June 30, 2023 by ThisIsZambezi
Mister X Posted June 30, 2023 Author Posted June 30, 2023 1 hour ago, ThisIsZambezi said: By the way, this is a great mod. Thank you! However, it would be cool if you could adjust the chance of an item being a mimic. Otherwise it turns out that every piece of clothing is a mimic by default, just not all of them are triggered. You can make it so that this chance is assigned to a piece of clothing only when you put it on for the first time. Thus, an item either has a chance to be a mimic and follow the normal trigger chances, or not to be a mimic at all and have no trigger chances. That's the "Worn armor is safe" setting. Armor that you equipped AND unequipped without triggering is safe afterwards with that setting enabled. It just may not leave your inventory.
ThisIsZambezi Posted July 2, 2023 Posted July 2, 2023 On 6/30/2023 at 2:03 PM, Mister X said: That's the "Worn armor is safe" setting. Armor that you equipped AND unequipped without triggering is safe afterwards with that setting enabled. It just may not leave your inventory. Okay, my point is that a mimic can always trigger randomly while wearing it or while sleeping. Of course, I can put it on and immediately take it off to make sure that the mimic does not trigger while wearing it, but what is the point of these two triggers then? Checking the item after putting it on would solve this problem. Or maybe there is some difficulty in it that does not allow to implement it?
Mister X Posted July 2, 2023 Author Posted July 2, 2023 2 hours ago, ThisIsZambezi said: Okay, my point is that a mimic can always trigger randomly while wearing it or while sleeping. Of course, I can put it on and immediately take it off to make sure that the mimic does not trigger while wearing it, but what is the point of these two triggers then? Checking the item after putting it on would solve this problem. Or maybe there is some difficulty in it that does not allow to implement it? The thing is, it's difficult to track and distinct individual items when they are in the inventory. Oh, I can tell whether the item is an armor or if it's a leather or a Daedric armor, yes. But, as example, I cannot tell if the equipped one is that Leather Armor you just found or the one you took from a dead bandit ten hours ago. It's only one of your 3 Leather Armors you currently do carry around. It gets even trickier when it comes to user made enchantments. So setting a flag for every distinct item in the player inventory to decide if it's a Mimic or not is just impossible, as it just gets saved and provided as stacks of item groups. I'm only able to exclude all armors of the same type (meaning all Leather Armor or all Leather Boots or all Daedric helmets, ...) or none. And this flag for a group gets set once an item was worn and unequipped without triggering and gets unset as soon as one item of that group leaves the inventory again. So, if I get you correctly, that's what you would get: when equipping any Leather Armor for the first time you get a dice roll which decides the fate. Then, either ALL Leather Armors or NONE can be a mimic until a Leather Armor leaves the inventory and the dice is rolled again.
ThisIsZambezi Posted July 2, 2023 Posted July 2, 2023 9 hours ago, Mister X said: The thing is, it's difficult to track and distinct individual items when they are in the inventory. Oh, I can tell whether the item is an armor or if it's a leather or a Daedric armor, yes. But, as example, I cannot tell if the equipped one is that Leather Armor you just found or the one you took from a dead bandit ten hours ago. It's only one of your 3 Leather Armors you currently do carry around. It gets even trickier when it comes to user made enchantments. So setting a flag for every distinct item in the player inventory to decide if it's a Mimic or not is just impossible, as it just gets saved and provided as stacks of item groups. I'm only able to exclude all armors of the same type (meaning all Leather Armor or all Leather Boots or all Daedric helmets, ...) or none. And this flag for a group gets set once an item was worn and unequipped without triggering and gets unset as soon as one item of that group leaves the inventory again. So, if I get you correctly, that's what you would get: when equipping any Leather Armor for the first time you get a dice roll which decides the fate. Then, either ALL Leather Armors or NONE can be a mimic until a Leather Armor leaves the inventory and the dice is rolled again. Yep, you got it right. I think if the mod will work in this way (or it already is?), then there will be nothing to worry about. After all, in the original game, you can't select certain pieces of clothing from a stack. So there won't be any problem with all the same pieces being mimics (or none of them).
Kamikatana Posted July 4, 2023 Posted July 4, 2023 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. 2
iHaveSoBigDick Posted July 6, 2023 Posted July 6, 2023 i add this mod to my mod list ,and start a new save,wait a moments then install sexLab, when sexlab install finish ,the game ctd..................loot have been done.
iHaveSoBigDick Posted July 6, 2023 Posted July 6, 2023 conflict with Loot and Degradation SE 1.32, is it?
iHaveSoBigDick Posted July 6, 2023 Posted July 6, 2023 i remove beyond the skyrim,and install sexlab not ctd,but mcm will be break,also 4.01,
Mister X Posted July 7, 2023 Author Posted July 7, 2023 For all guys who have problems with the MCM, I only can repeat: I really need your Papyrus logs! On my side I never came across this problem. I simply wasn't able to reproduce it, even with hundreds of mods installed. So for me to be able and try to fix it, I really need to know what's going on at your end. Else I won't be able to do anything!
iHaveSoBigDick Posted July 7, 2023 Posted July 7, 2023 6 hours ago, Mister X said: For all guys who have problems with the MCM, I only can repeat: I really need your Papyrus logs! On my side I never came across this problem. I simply wasn't able to reproduce it, even with hundreds of mods installed. So for me to be able and try to fix it, I really need to know what's going on at your end. Else I won't be able to do anything! its work,mcm work!!!! i just remove SD Cages 3.90.0 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now