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Posted (edited)

So I loot the main interior of Fort Greymore (not loot prison yet) and I found a total of 8 protective charm. I checked mcm again to make sure that I have only 1% chance to loot it. Are you sure it is 1% chance? All container in Fort Greymore is about 30~40 total I think.

 

Edit: If anyone else can confirm this just to make sure that I am not jackpot lucky

Edited by hungvipbcsok
Posted
On 7/21/2021 at 4:35 PM, hungvipbcsok said:

So I loot the main interior of Fort Greymore (not loot prison yet) and I found a total of 8 protective charm. I checked mcm again to make sure that I have only 1% chance to loot it. Are you sure it is 1% chance? All container in Fort Greymore is about 30~40 total I think.

 

Edit: If anyone else can confirm this just to make sure that I am not jackpot lucky

 

Hmm, it uses the settings for arousal, too, as its stated in the description of the chance setting. But if that has such impact, I can make that optional, too.

For now, look at the debug page, there you should find the ACTUAL chance to find a charm. The 1% only is the base value for the calculation.

 

BTW, were you able to find multiple charms in the same container with multiple loot attempts? I tried to block that off and I think I did it right, but would be nice to have another confirmation ;) 

 

 

On 7/21/2021 at 5:45 PM, AlphaGammaBeta said:

hmm...

have some trouble)))

2.3.2 and 2.4.0 LE version

skyrim.png.2fc273335033824295ba87ebff9ed093.png

 

Do you use a Russian translation? Those files weren't created by me, that was @stas2503

Else, did you forget to install the "\data\Interface" folder of the mod?

Posted (edited)

@Mister X I haven't done any translations of your mod yet. Now I am doing translations for Toys and SLAVE, and after that I will do translations for your mod as well.

 

Edit: Russian Translation for 2.4.0 

Devious-Mimic-Clothes-LE_2.4.0 Ru Patch.7z

As far as I understand, an amulet appeared in esp, and in two scripts there was still a text for translation.

Edited by stas2503
Posted
1 hour ago, stas2503 said:

an amulet appeared in esp, and in two scripts there was still a text for translation.

 

Thanks for the translation. That with the amulet is correct, what scripts are those? I thought I moved every important message.

Posted (edited)
22 minutes ago, Mister X said:

what scripts are those?

2 scripts... dmcLibs and dmcTriggerEvents. I put them in the translation... Perhaps they just did not delete old phrases.

Edited by stas2503
Posted (edited)
16 minutes ago, stas2503 said:

2 scripts... dmcLibs and dmcTriggerEvents. I put them in the translation... Perhaps they just did not delete old phrases.

 

Hey, I found one line that probably needs an export to the translation .json files, but everything else in those scripts now are log messages or other warnings, which are more important to me than the user and as such probably won't need a translation ;) 

 

Only one other string remains, that can't be moved, as it's the warning popup when no valid translation .json files are present. But I don't know how important the translation of this one message would be.

Edited by Mister X
Posted (edited)

Here, I found:

    Event OnKeyUp(Int KeyCode, Float HoldTime)
......
            Int r = Utility.RandomInt(1, 2)
            If (r == 1)
                Armor[] akUsedDevice = MainTrigger.TriggerMimic(mlibs.libs.PlayerRef, none, 100)

                If (akUsedDevice[0])
                    If (mcm.bUseMsgBox)
                        Debug.Messagebox("Out of nowhere you feel some strange movement over your body. Before you could react, you're locked into a strange, devious device!")
                    Else
                        Debug.Notification("The " + akUsedDevice[1].GetName() + " you've worn revealed as mimic!")
                    EndIf
                EndIf
            Else
                Armor akDevice = MainTrigger.TriggerGold(mlibs.libs.PlayerRef, mcm.iMaxGoldAmount)

                If (akDevice)
                    If (mcm.bUseMsgBox)
                        Debug.Messagebox("The gold you hold in your hands suddenly liquifies and forms a " + akDevice.GetName() + " that is locked tightly on your body!")
                    Else
                        Debug.Notification("The gold you've obtained was a mimic!")
                    EndIf
                EndIf
            EndIf
......
    EndEvent

 

	Event OnExternalFinished(String akSender, Bool bResult, Form akDevice, Form akMimic)
		If (akSender == "dmcUniqueIdentifier") 
			mlibs.log("External trigger finished")
			Debug.Messagebox("[Mimic Clothes]\n\nFinished external trigger, Result: " + bResult + "\nChosen Device: " + akDevice.GetName() + "\nChosen Mimic: " + akMimic.GetName())
		EndIf
	EndEvent

It uses direct texts, not links to a json file. Debug.MessageBox and Debug.Notification are always translated.

Edited by stas2503
Posted
33 minutes ago, stas2503 said:

Here, I found:

    Event OnKeyUp(Int KeyCode, Float HoldTime)
......
            Int r = Utility.RandomInt(1, 2)
            If (r == 1)
                Armor[] akUsedDevice = MainTrigger.TriggerMimic(mlibs.libs.PlayerRef, none, 100)

                If (akUsedDevice[0])
                    If (mcm.bUseMsgBox)
                        Debug.Messagebox("Out of nowhere you feel some strange movement over your body. Before you could react, you're locked into a strange, devious device!")
                    Else
                        Debug.Notification("The " + akUsedDevice[1].GetName() + " you've worn revealed as mimic!")
                    EndIf
                EndIf
            Else
                Armor akDevice = MainTrigger.TriggerGold(mlibs.libs.PlayerRef, mcm.iMaxGoldAmount)

                If (akDevice)
                    If (mcm.bUseMsgBox)
                        Debug.Messagebox("The gold you hold in your hands suddenly liquifies and forms a " + akDevice.GetName() + " that is locked tightly on your body!")
                    Else
                        Debug.Notification("The gold you've obtained was a mimic!")
                    EndIf
                EndIf
            EndIf
......
    EndEvent

 

	Event OnExternalFinished(String akSender, Bool bResult, Form akDevice, Form akMimic)
		If (akSender == "dmcUniqueIdentifier") 
			mlibs.log("External trigger finished")
			Debug.Messagebox("[Mimic Clothes]\n\nFinished external trigger, Result: " + bResult + "\nChosen Device: " + akDevice.GetName() + "\nChosen Mimic: " + akMimic.GetName())
		EndIf
	EndEvent

It uses direct texts, not links to a json file. Debug.MessageBox and Debug.Notification are always translated.

 

As I said, those are sent solely during a debugging event, triggered by the hotkey, so nothing that's important for normal gameplay ;) 

  • 2 weeks later...
Posted (edited)
On 7/26/2021 at 1:03 PM, Mister X said:

Do you use a Russian translation? Those files weren't created by me, that was @stas2503

Else, did you forget to install the "\data\Interface" folder of the mod?

hmm... i play ru-localized-skyrim, but don't use ru language for this mod...

i download mods, move it in "mod organizer" folder, install, check, fnis, bodyslide, clear save falrim-tools, run game ^,...,^

 

try ru patch...
 

On 7/26/2021 at 2:11 PM, stas2503 said:

Edit: Russian Translation for 2.4.0 

 

it... works... ty

Edited by AlphaGammaBeta
  • 3 weeks later...
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.

Posted
On 8/25/2021 at 3:27 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.

DCL has the option to always sleep naked. Is that have any problem with the sleep feature u just add?

Posted (edited)
14 hours ago, hungvipbcsok said:

DCL has the option to always sleep naked. Is that have any problem with the sleep feature u just add?

 

I don't think so. DCL undresses the actor before sleeping begins, my mod triggers when sleep ends uninterrupted. But sleep naked could trigger and Undress mimic, when the clothes get unequipped. 

It could collide with other mod events that play when sleep ends though. For DD items, DCURs Jack The Belter or Uncontrollable Lust came to my mind.

 

I already look for another way to handle sleeping, I just don't have the time currently to test my ideas.

Edited by Mister X
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.

Posted (edited)

First time posting for this topic.  Loving the Devious Mimic Clothing LE mod so far.  Was wodering though if in a future version it would be possible to integrate the Estras Chaurus mod as a triggered event that would have a chance of occuring if none of the other dd items equipped on your character when the mimic effect occurs.  the Deviously Cursed Loot mod made by Kimy has Estrus Chaurus integration.  She might know how the integration process with that mod could work.  Anyway, love you work.  Take care :D !

Edited by SkyTem
Posted
11 hours ago, SkyTem said:

First time posting for this topic.  Loving the Devious Mimic Clothing LE mod so far.  Was wodering though if in a future version it would be possible to integrate the Estras Chaurus mod as a triggered event that would have a chance of occuring if none of the other dd items equipped on your character when the mimic effect occurs.  the Deviously Cursed Loot mod made by Kimy has Estrus Chaurus integration.  She might know how the integration process with that mod could work.  Anyway, love you work.  Take care :D !

 

Glad to hear :D

 

Concerning Estrus, I glimpsed at the code of EC+ and it should be easily feasible. Still probably won't come out as own version, but in v3 together with official follower support.

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

 

Glad to hear :D

 

Concerning Estrus, I glimpsed at the code of EC+ and it should be easily feasible. Still probably won't come out as own version, but in v3 together with official follower support.

Thank you for your quick reply.  That is good to hear.  I'm wondering whether you guys like the items from devious devices or the Toys LE mod by Virginmarie.  Personally I like the toys better just because they are unequipped when you enter combat and reequip afterwards.  Would be nice if there was a second version of Devious Mimic Clothing LE that used toys instead of dds.  Just spitballing ideas.  Don't know the difficultly of making that or preferences.  Take care and see you later :)

Edited by SkyTem
Posted
31 minutes ago, SkyTem said:

Would be nice if there was a second version of Devious Mimic Clothing LE that used toys instead of dds

 

I already thought about making a Toys version of this mod and it may happen eventually.

The thing is, my current mod setup is built around DD, that's why this framework is used.

Additionally, fixing or adding small stuff to the current mod doesn't take too much time, but I don't have that much free time to rebuild the whole armor choice module from ground up again for the Toys framework.

Posted
16 minutes ago, Mister X said:

 

I already thought about making a Toys version of this mod and it may happen eventually.

The thing is, my current mod setup is built around DD, that's why this framework is used.

Additionally, fixing or adding small stuff to the current mod doesn't take too much time, but I don't have that much free time to rebuild the whole armor choice module from ground up again for the Toys framework.

Ok gotcha.  There are certain times of the year where I'm pretty busy myself.  Once again thank you for the quick reply.  TTYL.

Posted (edited)

This is the last post on this topic that I'll be making for awhile.  The only other things that could be added in the future to make Mimic Clothing better that I can think of is to have the option in the minimum and maximum times for the  random strip feature to be set to the same values if you wished.  It would be cool to have a set time when it could go off and set as low as 30 minutes like you currently can for the minimum value.  Also the selectable MCM option to have the events only trigger in towns would be nice.  I'm out of ideas.  Anyone else have anything to suggest.  As always it's good to talk to you and take care :)!

Edited by SkyTem
Posted
1 hour ago, kukoricamorzsa said:

 

Not found
The mod you were looking for couldn't be found

 

Yes, Artthmoor removed his mods from Nexus, you'll now find ASLAL at AFK Mods
I already updated the main description, too.

Posted (edited)

The last features that i can think of that could be added to the Devious Mimic Clothing mod would be a toggle option in the MCM menu to have your chest armor unequipped any time an item your wearing revealed itself to be a mimic.  That would be awesome :DAlso a toggle option in the MCM menu to have mimic items not equip a devious device on you when revealed would be nice :)!  This would be great for when you want mimic items to strip your character, have the item revealed to be a mimic dropped or destroyed, and not load down your character with dds".  And finally I've noticed that even when I don't have catsuits and hobble dresses selected as a device that can be transformed to they often get equipped when an item is revealed to be a mimic "I think there may be a bug there :P".Thoughts?  Love your mod and have a nice week :)!

Edited by SkyTem
Posted (edited)
On 9/8/2021 at 1:24 AM, SkyTem said:

The last features that i can think of that could be added to the Devious Mimic Clothing mod would be a toggle option in the MCM menu to have your chest armor unequipped any time an item your wearing revealed itself to be a mimic.  That would be awesome :DAlso a toggle option in the MCM menu to have mimic items not equip a devious device on you when revealed would be nice :)!  This would be great for when you want mimic items to strip your character, have the item revealed to be a mimic dropped or destroyed, and not load down your character with dds".  And finally I've noticed that even when I don't have catsuits and hobble dresses selected as a device that can be transformed to they often get equipped when an item is revealed to be a mimic "I think there may be a bug there :P".Thoughts?  Love your mod and have a nice week :)!

 

Well, why should the chest armor get unequipped when boots reveal as mimics? ^^ 

And the base "lore" or idea behind this mod are camouflaged devious devices that pretend to be normal armor, so I won't add a toggle for that, sorry. If you really dislike them adding DD items, you just can deactivate every single DD item type, then the mod won't find anything to equip and fall back to another outcome.

 

As for the bug report, I will have a look at it. 

 

UPDATE

Did you use the MCM import function before recognizing the unallowed equipping of stuff? 

Edited by Mister X
Posted (edited)
15 hours ago, Mister X said:

 

Well, why should the chest armor get unequipped when boots reveal as mimics? ^^ 

And the base "lore" or idea behind this mod are camouflaged devious devices that pretend to be normal armor, so I won't add a toggle for that, sorry. If you really dislike them adding DD items, you just can deactivate every single DD item type, then the mod won't find anything to equip and fall back to another outcome.

 

As for the bug report, I will have a look at it. 

 

UPDATE

Did you use the MCM import function before recognizing the unallowed equipping of stuff? 

I'll  just deactivate all of the devious device options like you said.  Will be good just as long as the mimic item triggers still destroy or unequip your gear.  Didn't know it would still work with everything unselected.  Will be good as long as it still works :).  Oh btw, there is an option to have chest armor unequipped in the Cursed Loot Mod by Kimy when found devious devices are triggered and I've always liked it.  I thought it would be cool if this mod could do that too :)Don't know what everyone else thinks but that was my thought.  I manually unchecked catsuits and hobble-dresses but didn't actually use the MCM import function.  Do I need to do that after changing options each time?  Thank you for taking the time to answer my questions and looking into any bugs there may be :D.  TTYL

Edited by SkyTem

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