pasolini Posted February 4 Posted February 4 On 1/13/2026 at 3:37 PM, tx$m78 said: In the older versions you had sound effects. Are those still there? If yes then I need to redo my install ... Have you found a solution to the sound problem? I don't understand why it's missing...
cwlm_ma Posted February 5 Posted February 5 Hi there, thank you for this amazing mod! I've been enjoying it, but I noticed a small issue with the combat mechanics: The status effect seems to trigger immediately upon the first hit, even when my health is full, regardless of the threshold I set in the config. Also, the duration seems to always apply at its maximum value. I looked into the source script and I believe I found the cause in the OnHit event. The Issue: In the following line: int healthProcent = DTTools.GetActorValuePercentageEX(DTActor.npcs_ref[slot],"Health") as Int The function GetActorValuePercentage (or its wrapper) usually returns a float between 0.0 and 1.0 (e.g., 0.8 for 80% health). When casting this directly to Int, it truncates to 0 (unless health is exactly 100%, and sometimes even then due to precision). Because healthProcent is almost always 0: The condition if healthProcent < DTConfig.effect_armbinder_health is always True. The duration calculation dur * ( (100.0 - healthProcent as float) / 100) uses 100-0, resulting in max duration. Suggested Fix: Multiply the result by 100.0 before casting it to Int. Original Code: int healthProcent = DTTools.GetActorValuePercentageEX(DTActor.npcs_ref[slot],"Health") as Int Fixed Code: Multiply by 100.0 first to get a correct integer (0-100) int healthProcent = (DTTools.GetActorValuePercentageEX(DTActor.npcs_ref[slot],"Health") * 100.0) as Int Hope this helps! Thanks again for your hard work.
cwlm_ma Posted February 6 Posted February 6 Also please check the data, e.g., DeviousTrainingMartyr.esp \ Spell \ DTRDollEffectSpell \ Effects \ Effect \ Conditions \ Condition \ CTDA - CTDA \ Comparison Value, the Function GetActorValuePercent Health returns float from 0 to 1, but Comparison Value written in this effect is 85. I haven't throughly checked all of them, so other data may still have mistakes
skybzq Posted February 8 Posted February 8 On 2026/1/25 at AM4点16分, tesenfeu said: 嘿,我发现了这个mod,它太棒了!但是为什么我关不掉加速效果?靠近敌人时我移动很快,但攻击速度却很慢…… +1 what to know how to close it
skybzq Posted February 9 Posted February 9 On 2026/1/25 at AM4点16分, tesenfeu said: 嘿,我发现了这个mod,它太棒了!但是为什么我关不掉加速效果?靠近敌人时我移动很快,但攻击速度却很慢…… On 2026/2/1 at AM10点36分, Polonium said: 我也想弄清楚同样的问题,如何关闭这种效果。 OK, I've found a potentially effective solution. Open SSEedit and load mtyhr. found DTM_dollscript at spell.Then set mini level at 999. Close this can solve the magic effect of slowtime
Polonium Posted February 9 Posted February 9 (edited) 9 hours ago, skybzq said: OK, I've found a potentially effective solution. Open SSEedit and load mtyhr. found DTM_dollscript at spell.Then set mini level at 999. Close this can solve the magic effect of slowtime I couldn't get this to work, but I did find something that I think I did: in DeviousTrainingMartyr.esp go to DTRDollEffectSpell under "Spell" and find the DTRDoll_scriptME Effect magnitude, and change it to 0 from 0.75 or whatever it was before. This will disable the slowdown completely as far as I can tell. Edited February 9 by Polonium
redrootcat Posted February 10 Posted February 10 14 hours ago, Polonium said: I couldn't get this to work, but I did find something that I think I did: in DeviousTrainingMartyr.esp go to DTRDollEffectSpell under "Spell" and find the DTRDoll_scriptME Effect magnitude, and change it to 0 from 0.75 or whatever it was before. This will disable the slowdown completely as far as I can tell. I turned the time-slow effect into a spell with a 3-second duration, which can override the original slow effect. Once the duration ends, time returns to normal.
KaPi41 Posted February 16 Posted February 16 Anyone managed to find a way to make this mod update less frequently? Finally managed to make it work with no issues even on longer saves but constant lag spikes when changing weapons (3-5 sec freeze every damn time!) make it a hard to swallow pill. The issue and some possible solutions were mentioned on page 4 by user Tezarius.
Fraying9981 Posted February 16 Posted February 16 I wish someone would help the author to clean it up: scan frequency, duration and better actor filtering/selection The foundations of the mod are great, it needs some performance polishing to work properly
piemsn Posted February 17 Posted February 17 5 hours ago, KaPi41 said: Anyone managed to find a way to make this mod update less frequently? Finally managed to make it work with no issues even on longer saves but constant lag spikes when changing weapons (3-5 sec freeze every damn time!) make it a hard to swallow pill. The issue and some possible solutions were mentioned on page 4 by user Tezarius. I use Rev1. Rev2 and later are why too laggy for me.
Fraying9981 Posted February 17 Posted February 17 17 minutes ago, piemsn said: I use Rev1. Rev2 and later are why too laggy for me. what is that?
KaPi41 Posted February 17 Posted February 17 6 hours ago, Fraying9981 said: what is that? Earlier versions available in download section. 6 hours ago, piemsn said: I use Rev1. Rev2 and later are why too laggy for me. Been using Rev1 before but it had its own set of issues. I remember MCM menu not loading correctly 9 out of 10 times on new games and some feet training issues. Never had a longer save on that version. Rev3 works mostly without issues for me, but on my current long save it generated so much script lag other mods scripts now suffer / dont work as intended.
Fraying9981 Posted February 17 Posted February 17 2 hours ago, KaPi41 said: it generated so much script lag other mods scripts now suffer / dont work as intended. exactly my experience with this mod
KaPi41 Posted February 18 Posted February 18 On 2/17/2026 at 4:02 AM, piemsn said: I use Rev1. Rev2 and later are why too laggy for me. What's your experience on Rev1 when it comes to bugs, issues, lag? Have you made any custom changes to scripts, plugins?
verydarknut Posted March 17 Posted March 17 (edited) Ran PG-Patcher just now and one of the warnings were "[warning] BSA file DeviousTrainingMayhemTexture.bsa not loaded by any active plugin or INI.". Seems there is a typo in the BSA name, correct name would be "DeviousTrainingMayhem - Textures.bsa". Edit: I've looked into the BSA, it only contains skin textures on the default path that get overwritten by SOS and my female skin replacer. So the files in the BSA aren't even necessary I think Otherwise loving the mod, been using it for a while now. Great immersive gameplay. Parts of the MCM seem broken and script load is heavy, but for what it's adding I'm having fun^^ Edited March 17 by verydarknut
zupashi855 Posted April 28 Posted April 28 Hey, I'm new to this topic, just had a simple question. Can you use mayhem as a standalone? I tried to just installed that module, but it did not seem to work as before when installing everything, I also opened it on ssedit and could confirm mayhem does not seem to rely on records from the other modules.
WipeLawn Posted May 18 Posted May 18 On 2/16/2026 at 11:35 PM, Fraying9981 said: I wish someone would help the author to clean it up: scan frequency, duration and better actor filtering/selection The foundations of the mod are great, it needs some performance polishing to work properly Yeah the Skyrim engine really struggles with morph updates, these lag spikes will happen no matter what you'll try to do about it. A buffier CPU should help, but the most viable option would be from the mod author to add a slider to adjust the scan frequency manually. That's why I stopped using this mod a few years back, these scans were slowly killing the game.
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