Jerald1221 Posted March 2 Posted March 2 Found an interaction, if chest is initially locked you have to go do two interactions with the mimic. Can the chest automatically unlock after a mimic interaction to prevent this? Thanks!
TrickyK Posted March 6 Posted March 6 Love the mod already. I noticed that you included a tripwire nif in the files. It reminded me of a mod that made pressure plates and tripwires much harder to spot - https://www.nexusmods.com/skyrimspecialedition/mods/5477  This led me to some ideas to make the traps harder to see, as they are now it's fairly easy to avoid them.  Have you thought of making an option to add your own tripwires that are much thinner or harder to see?  You could also tweak the opacity of the rune traps, or add different sizes. Maybe tiny ones mixed in with full size to catch you off guard? Someone also mentioned this mod already - Spoiler   It had traps placed on ceilings and walls at angles you would never expect. You could maybe do this by having a smallish rune but with the trigger area for it at player height, minus the nightmare that came with having to hand place them.  Also, if I change the MCM script to increase the max number of traps will it cause any issues?
DuskWanderer Posted March 14 Posted March 14 (edited) I've noticed two issues with the Mimics: Â They seem to spawn very often despite having them set to the lowest possible spawn chance. More Boss Chests are being replaced than staying the same. The middling struggle difficulty is incredibly hard and doesn't seem possible to escape. While the Easy and Hardest work fine. Weapons are not unequipped. Similar to unequipping weapons, the original mimics and worms from Baka's mod have an obvious issue with Beast Races, in that the tail haves serious clipping. A solution I thought of was similar to your fake Nude Body idea, where in this case an invisible item is equipped to the tail slot as soon as A) The mimic finishes swallowing / B) The worm swallows up to the waist. The tail hider is then removed right before the release animation plays. Is this something that you'd consider adding to your version of the traps? Edited March 14 by DuskWanderer
AndrewLRG Posted March 15 Author Posted March 15 On 3/2/2026 at 6:16 AM, Jerald1221 said: Found an interaction, if chest is initially locked you have to go do two interactions with the mimic. Can the chest automatically unlock after a mimic interaction to prevent this? Thanks!  I completely missed it. Sure, we'll unlock chests as long as they don't require some quest-related key.  On 3/6/2026 at 5:18 PM, TrickyK said: Love the mod already. I noticed that you included a tripwire nif in the files. It reminded me of a mod that made pressure plates and tripwires much harder to spot - https://www.nexusmods.com/skyrimspecialedition/mods/5477  This led me to some ideas to make the traps harder to see, as they are now it's fairly easy to avoid them.  Have you thought of making an option to add your own tripwires that are much thinner or harder to see?  You could also tweak the opacity of the rune traps, or add different sizes. Maybe tiny ones mixed in with full size to catch you off guard? Someone also mentioned this mod already -  Reveal hidden contents   It had traps placed on ceilings and walls at angles you would never expect. You could maybe do this by having a smallish rune but with the trigger area for it at player height, minus the nightmare that came with having to hand place them.  I'm planning to add an option to change some traps transparency, to make them harder to spot. We'll probably just swap their entire 3D models during runtime. Originally, I wanted to use SKSE plugin to simple edit Rune and Tripwire alpha channel settings, but I don't understand Nif files well enough for that.  I would like to make Deathworms appear from walls and ceilings too. The problem is in finding suitable spots on walls - they should not be blocked by furniture and other clutter. I'm currently testing if we can use OnGainLOS Events to find clear, unobscured wall segments.  On 3/6/2026 at 5:18 PM, TrickyK said: Also, if I change the MCM script to increase the max number of traps will it cause any issues?  Honestly speaking, I don't know. Mod can spawn maximum of 10 Runes of each type (Fire, Lightening and Frost), 5 Death Worms and 3 Mimics in a single cell, but I don't think it will crash if you try to force more - it just wont place 11th Fire Rune or 6th Death Worm.
AndrewLRG Posted March 15 Author Posted March 15 22 hours ago, DuskWanderer said: They seem to spawn very often despite having them set to the lowest possible spawn chance. More Boss Chests are being replaced than staying the same. Â Yes, I've made a mistake in Mimic spawn probability. It's backwards right now - setting 90% in MCM actually means 10%. Unfortunately, I will be occupied until start of April and can't patch it right now. Â 22 hours ago, DuskWanderer said: The middling struggle difficulty is incredibly hard and doesn't seem possible to escape. While the Easy and Hardest work fine. Â Agree. It needs balancing. I don't want to make it too easy, otherwise what's the point in having Mimics if everyone can escape. Â 23 hours ago, DuskWanderer said: Similar to unequipping weapons, the original mimics and worms from Baka's mod have an obvious issue with Beast Races, in that the tail haves serious clipping. A solution I thought of was similar to your fake Nude Body idea, where in this case an invisible item is equipped to the tail slot as soon as A) The mimic finishes swallowing / B) The worm swallows up to the waist. The tail hider is then removed right before the release animation plays. Is this something that you'd consider adding to your version of the traps? Â That's a good idea. I'll add it next update. 3
Nessa Posted March 15 Posted March 15 (edited) Love the mod, especially the TNTR aspect. Got some mimic suggestions for when you get back. Â Simple stuff: Let the mimic steal (or perhaps eat if angry) your armor as an added incentive to avoid getting sucked in. (This is similar to original TNTR behavior. Though I prefer your implementation of appeasing the mimic to get access.) Random diseases added if you get sucked in too long. (Just vanilla diseases are fine, the good disease overhauls will work with this too.) Â Mod integration ideas: Get spit out of the mimic totally dirty. (Bathing in Skyrim Renewed in mind here.) Edited March 15 by Nessa 2
kurokurokurokuro Posted March 31 Posted March 31 So, I installed pretty much every mods for this. And yet Dynamic Trap tell me I don't have either the Mimic or Deathworm installed. Any idea why? Obviously I installed the others mods from Nexus. So I'm not sur why it doesn't work. Â In order for the DT- TNTR Addon: to go from OFF to ON. What file exactly is required? Same for worm weight and mimic weight?
mk2jammies Posted April 5 Posted April 5 Something seems to have gone wrong and all boss chests are suddenly mimics. The chance for a boss chest to be a mimic is set at 10% in the MCM, however. I can also just walk through some of them and no activator shows up. Ideas on fixing? Also, is there a possibility to use the default escape mechanics from TNTR? I find that at early levels, it is impossible to actually escape from the mimic at normal difficulty. And easy difficulty is too easy. I liked the original mechanics with key inputs over n seconds because that meant you could escape if you were good, but a mistake would be costly. I feel that sort of element doesn't really work with the stamina + magic mechanic. I can always escape with huge stamina, and never escape with low stamina. This makes sense as a stronger character should be able to escape but then just removes all jeopardy.Â
sikamikanico78 Posted April 6 Posted April 6 the spike traps cause ctds when activated by npcs...something about physics
JuliusXX Posted April 20 Posted April 20 A mod suggestion. If somebody wants to make some of the traps harder to detect this mod is still usable. It's quite old but it only changes some textures and meshes.
Miss Sophia Posted April 27 Posted April 27 (edited) Not tried the mod yet, but: "ERROR(6001): An exception has occured while updating. Report to Nemesis' author immediately Message: bad allocation" happens with mod enabled when running nemesis, disabling the mod enabled Nemesis to complete. Edit: Tried OMNOMS too as wanted some extra mimic content after this one failed.... That generated a 6002 Exception, so I am thinking this is something specific to mimic changes. Edit 2: I think it was pamaInteractiveBeatup... testing Edited April 27 by Miss Sophia
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