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O.M.N.O.M.S - Not So Obvious Mimics in Skyrim


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O.M.N.O.M.S - Not So Obvious Mimics in Skyrim

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O.M.N.O.M.S - Opportunistic Mimicry: Not so Obvious Mimics in Skyrim 

Dynamically replaces chests with Mimics from Bakas outstanding Traps NTR asset mod. Intended to be used together with companion mod: EET - Extra Evil Traps.

 

 

IMPORTANT: Unfortunately versions 1.0.1 and 1.0.0 and 1.1.0 had issues with form-ids and ESL flag. If update from these versions, please read on:

 

Spoiler

- If you run those versions, you should upgrade to prevent issues in the long run.

- Best solution: Revert the save to a point before you installed those versions, then install 1.2.0 (recommended)

- Option: To re-use your progress, you can follow the guide in "Changelog" (it works, but use your own risk)

 

If you run 1.1.0 you have the same plugin but without an esl-flag, you should probably follow  the same when upgrading. Sorry for all the hassle... :(

 

Best Option (please do this)

 

Revert to a save before you installed version 1.0.0/1.0.1 or get a clean save.

 

 

Migrating Save from 1.0.0/1.0.1 (at your own risk)


1. Do not install the new version yet, keep the old version and open the game
2. Open the TNTR: Not-So-Obvious-Mimics MCM and go to "Debug"
3. Go to "Danger Zone" and click "Destroy all Mimics"
4. Wait a minute and save the game (do not wait on the second popup, there will be none)

 

*Exit Game*

 

5. Close the game, disable the entire mod (or disable GR_MimicPlacer.esp)
6. Open the game without the mod, wait a few minutes and save.

 

*Exit Game*

 

7. Install the new version.
8. Start the game

Features

  • Mimics will randomly replace vanilla in-game containers.
    • No more "I've never seen this chest before, its obviously fishy" moments, Mimics will catch you by surprise!
    • Mimic placement is stored in your save and will not change when re-entering cell (no re-rolls)
  • Outcomes for getting trapped
    • Lose gold and armor in the chest (requires EET)
      • The items will be moved into the mimics 'container'
    • Alert nearby enemies and let them watch/comment your peril (requires EET)
    • Bad End: Vore Traps can actually kill you character.
      • Death Alternative: Good ol' Simple Slavery. Nearby NPCs "notice" you being trapped and take advantage of that.
  • Adds scrolls to expel/destroy mimics and turn them back into a lootable container (requires SkyPatcher for distribution)
  • ESL-flagged esp
  • Loot retrieval mechanisms
    • You can retrieve loot from the original container various means to complete quests etc. See spoiler:

 

  • Spoiler
    • Hitting the mimic. The mimic has a chance to expel loot when being hit, but be careful, it might fight back
      • This requires patched mimic script (default-enabled in the install
      • Mimic might assault you and start a struggle game
      • Assault depends on your armor rating / stats
    • Use the "Scroll" to expel mimics and turn them back into a regular lootable chest
    • Find loot while being "eaten"
      • Whenever the chest "eats" you, you have a chance to retrieve an item from the replaced chest
      • Longer duration, means higher chance to loot things

     

     

Requirements

Hard Requirements:

 

Soft Requirements:

  • SS+ for Simple Slavery Death Alternative Outcome
  • TNTR Optional Dependencies: Inflation Frameworks like FillHerUp, to make use of the vanilla TNTR outcomes like Cum Inflation (as an additional spice/punishment/effect)
  • SkyPatcher - For distributing Scrolls to leveld lists and vendors 

Upgrading

  • It should be possible to upgrade from the preview alpha version (version 0.x). Let me know if it doesn't
  • When upgrading from 1.0.1 or 1.1.0 please check out the red text at the top of the page

Important

  • This will permanently change your in-game world, replace chests with mimics
    • MCM `Debug` Menu contains an option to undo all mimic placements.
    • Before uninstalling this mod, you should execute that to clean your game world.
    • Still use at your own risk.

Compatibility

  • Dang Its Mimics - Works, but running it is kind of redundand, as it targets the same chests. If you run it, mimic chance will be higher than in the config and you won't be able to retrieve loot from them, if the are created by DIM.

  • Deviously Enchanted Chests - Works. DEC operates on containers and Baka Mimics are plain activators.

  • O-SHIT - Needs Patch - Install the patch in the installer. Othrewise, hitting Mimics will destroy them and make their container loot unatainnable. 

  • Watch your Step - Some Issues - Places a lot of sling traps right next to eligible chests, if you trigger both at the same time, animations will bug out. If you avoid that, you are perfectly fine.

  • Quickloot - Minor Issues Quickloot will reveal whether an object is a container or a mimic, according to a forum there is a way to blacklist boss chests from Quickloot (I did not test it myself). 

  • Snazzy Ruins Chests - Needs Patch - Install the optional patch for Snazzy Ruins in the installer, this needs you to install FormListManipulator. Also you need to set chests-max-allowed-rescale to 0.30 or higher, otherwise the chests resized by snazzy chests will be skipped!

 

TNTR Incompatibilities (*)

  • FillHerUp (Baka) - Some Issues - If you are inflated the "deflation" animation will interrupt the Baka Trap Animation and cause no more consequences to be triggered. This already breaks vanilla TNTR, but I just included it here for completeness.

  • Devious Devices - Some Issues - TNTR Mimics will unequip worn devious devices and co-objects.

  • Comprehensive First Person Animation Overhaul "Size Matters / Improved Camera SE - Some Issues - Entering TNTR Traps in 1st person can cause the camera to be stuck in 1st person (Tip you can get out with 'TFC' command)

(*) Just documenting everything I know here, cause they it doesn't seem to be documented anywhere else.


 

 

Testing


If you want to test if things work, you can use the WarehouseTraps cell: 

 

 cos WarehouseTraps

 

This cell contains dozens of viable chests. With default spawn rate, multiple chests will most likely be turned into mimics a few seconds after entering the cell. Those chests will have a coupled loot container, that you can retrieve loot from (or lose loot to)

 

You can also use the MCM to fetch one of 4 debug spells that can turn any viable chest into one of the 3 Mimics Types.

 

Debugging


To get a list of all place/known Mimics, you can use the MCM "Dump Mimics". In your papyrus log there will be a list of "visited" chests, and a list of turned mimics, including cells.

 

You can also enable an option to notify you on Mimic Placement.

Reporting Bugs

PLEASE...

  • Before reporting any bugs with Mimic Behavior, assure that its not an issue with TNTR:
    • Go to `coc BakaTrapZone` and assure that vanilla Baka Mimics work
    • If BakaTrapzone Mimics already don't work
      • Your default TNTR installation is most likely broken
      • Try disabling OMNOMs and check if that fixes BakaTrapZone
      • If it doesn't, do not report a bug
  • Check he list of Known Issues below before reporting a bug

 

If you report a bug...

  • Attach your modlist
  • Attach a full papyrus log (take the whole papyrus.0.log and attach it)
  • Add the version of the mod you run
  • Add if you use the patched or non-patched mimic script

Always:

  • Describe the specific things you did to cause the bug
  • Describe how often does this bug occurs (i.e. always or randomly)

 

If you don't do these thigns I may simply choose to ignore your report.

 

Known Issues

OMNMON

  • The item retrieval quest may not end when you use weird mods that duplicate item slots. You can useCompleteQuest GR_MimicStolenQuest to terminate it.
  • Upper limit of 128 boss chests per current cell. (Should never be an issue, unless you manually place 150 of them)

TNTR 0.73/0.74

=> THESE ARE NOT CAUSED BY THIS MOD <=

  • "Vore" traps don't release or kill the player

    • You can install the patched Mimic Script to fix it

  • QTE text is permanently visible in the UI outside of qte-games

    • Fix (maybe): after installting TNTR, save the game and reload it before you touch the MCM. After reload, do your settings.
  • Chests are sometimes invisible

    • Fix (maybe) Try the patched file. It appears to be some shader issue that occus when applying the "skinned" shader to the vanilla large-container mesh.
    • Fixed mesh for invisibility is now included in TNTRv 0.74, should no longer occur

 

Credits

Bakafactory - Creator of the amazing TNTR Asset mod. 

 

Robert911 - Creator of the Acronym

 

Permissions

All of my scripts, ideas, etc can be considered public domain. That means you can do whatever you want with it.

 

However, that obviously does not include things created by other mod authors, that I depend on. All traps and animations you see in the screenshot are part of Bakas original mod, those are not packaged with this mod and all credit for those goes to him and you have to follow his permissions for those.

Testing

Spoiler

If you want to test whether it works:

  • coc WarehouseTraps contains vanilla chests that may get replaced.
    • When you enter the room, chests will be turned into mimics based on current settings.
    • Use the MCM to add debug spells. You can use the debug spells to replace additional chests with mimics, or turn them back into chests, to look whats inside.
    • These containers will have coupled containers, so you can test the loot retrieval functions.
  • coc BakaTrapZone Showcase of vanilla Baka Traps, the mimics DO NOT have a coupled container, so you won't be able to test the loot outcomes

Notes for Modders

Spoiler

How Mimic Placement Works

  • I dynamically scan the environment for viable containers (OnCell load and in an interval)
  • I store processed container prids in a list, so they aren't rolled/processed again.
  • When a chest is replaced, I disable the container and place a "Mimic" at the same position

 

Keywords/Formlist

 

Aside from settings in the MCM you can do some advanced tweaking with these.

 

  • GR_ClothingIgnoreKeywords [FLST:FE000830] - Armor with these formkeys will be ignored when stealing gear. If you extend this list (with formlist manipulator) you can add whatever keyword you need (dd keywords, etc) *
  • GR_DoNotSteal [KYWD:FE000831] - If you add this keyword to armors/items it will not be stolen by OMNOMS, (you can do this with SPID for example)

 

Important: This does not affect the vanilla TNTR mechanism, which will still unequip your gear.

 

  • GR_LargeChestsFormlist [FLST:FE000803] - This is the list of alle the boss containers that are replaced by mimics. If you add more entries of things those will also be replaced.

Changelog

Spoiler

What's New in Version 1.3.0

 

Generic Changes

 

Fix the "Stolen Loot" Quest so it can be actually completed

  • Important: If you run an old version and the quest is already running you have to manually complete it via console `CompleteQuest GR_MimicStolenQuest`

 

Overhaul of loot retrieval system

  • Legacy loot mechanism (looting from within the mimic) is now default-disabled
  • Adds mimic combat system: each hit can either cause a loot ejection or a whip attack (Requires patched mimic script
  • Add "Expel Mimic" scrolls to turn mimics back into chests as another method to access mimic content

    • Requires SkyPatcher to distribute them to Vendors or LeveledList
    • Reasonably expensive so you can't "spam" them

 

Patched Mimic Script (Optional)

 

I've decided to package a patched version of the BakaMimic script, to fixe some long-standing issues and also add a new loot retrieval method. This script will only work with v0.73 and v0.74 and likely break for newer versions, but its optional and can be disabled.

 

Fix for of bad-end system (which was utterly broken)

  • Fix: Vore mimics no longer stuck forever and actually eject the player (as intended)
  • Optional patched Baka Mimic Chest that fixes various things in TNTR v0.7x 

  

Attack/Battle "Minigame"

 

  • You can hit the mimic to eventually get back loot from it
  • Attacking it will cause it to fight back, resulting in regular struggle/devour minigame 
  • Chances may differ based on your armor/stats

 

What's New in Version 1.2.0


Released March 29

1.1.0:

fix form-id errors
 

1.2.0

actually esl flag the plugin (doh)

Ideas - Not (yet?) implemented

Spoiler
  • Support Mimics from other Mods (MadMansMimics, Chainbeasts etc.)
  • Equip Tentacle Parasite DD items
    • Lose/Drop items (and move them into the container, so you can try to 'recover' them)
    • Dissolving Gear/Gold
  • Estrus Chaurus Impregnation
  • Add cum overlays
  • Aphrodisiac - Chests add effect that increases OSA horniness for some time
  • Mimic Fatique/Mind Break - Escaping becomes progressively easier/harder

  • Submitter
  • Submitted
    01/01/26
  • Category
  • Requirements
    Traps NTR v0.73/v0.74
    PO3 Papyrus Extender
    Papyrus Utils AE/SE
  • Regular Edition Compatible
    No
  • Install Instructions

    Installation

    Install archive with Mod Manager like any other mod.

    Optional Patches (included in FOMOD installer)

    These are strictly optional:

     

    • OSHIT Patch : This simply removes the impact framework configuration, so you can't accidentally turn mimics into a bag of gold and make your loot unattainable. You can still end up killing them with Bakas default behavior, though.

    • Shader Patch for Vanilla Chests: A patch for the default clutter/LargeChest.nif, to get rid of small shader differences, so you don't immediately notice whats a . This worked for my specific ENB configuration. Let me know if it worked for you.

    • Patch for Mimic Text: Renames "Mimic Trap" to "Chest" and changes the activation text from "Open" to "Search" so it exactly matches vanilla chests. 

    Installing TNTR

    This mod does not require specific TNTR setup, its just a suggestion to avoid common issues. 

     

    Follow the regular NTR instructions:

    • Install v0.73 or v0.74 specifically
    • If you run Pandora, make sure to leave the "TNTR" option unticked (yes *not* ticked). I do not know why, but that seems to break animations. 
    • Make some challenging presets for the QTE-Game (unless you hate fun).
      • Do NOT use the "Test QTE" function, it is buggy 
    • Please read the FAQ about known issues

    Configuration

    You can now use MCM to configure this mod.

     

    The json still exist and can be used to store/load settings permanently between save games.

     

     

    Uninstallation

    This mod requires some steps to uninstall, because it makes permanent changes to the in-game world.

     

    In short: The placed mimics are wired using dynamic references (with po3), so placed mimics will no longer work after you remove the esp. If you really want to uninstall the plugin its possible if you do the following steps:

     

    1. Start your game

    2. Open OMNOMS mcm

    3. Go to "Placement" -> Disable "Distribute Mimics"

    4. Go to "Debug" -> "Danger Zone" -> Click "Destroy all placed Mimics"

    5. Wait one minute

    6. Save the game

     

    Now you can uninstall it.

     

 

Posted

Might be about time to check out these Trap mods. :classic_tongue:

 

How about having the mimic strip you and add the items to it's internal container? Maybe non-magical, non-quest items could be digested and removed, while for the rest you have to dive back in!

Posted (edited)

I'm currently seeing a crashing issue on the scan. Occurs fairly reliably with the timer. I can cast the debug spells without issue, and it still occurs when the chance to spawn a mimic is set to 0, and I've had both the trapzone mimics and Oshit mimics work. I can set the scan timer to something super high and it works until I hit that kill switch. Any ideas?

Edited by roberto911
Posted
Just now, roberto911 said:

I'm currently seeing a crashing issue on the scan. Occurs fairly reliably with the timer. I can cast the debug spells without issue, and it still occurs when the chance to spawn a mimic is set to 0, and I've had both the trapzone mimics and Oshit mimics work. I can set the spawn timer to something super high and it works until I hit that kill switch. Any ideas?

 

Post log and/or crashlog

Posted
30 minutes ago, roberto911 said:

I'm currently seeing a crashing issue on the scan. Occurs fairly reliably with the timer. I can cast the debug spells without issue, and it still occurs when the chance to spawn a mimic is set to 0, and I've had both the trapzone mimics and Oshit mimics work. I can set the scan timer to something super high and it works until I hit that kill switch. Any ideas?

 

Feels like an issue with PO3.SetLinkedRef, that sucks I thought I solved that.

 

Some more questions:

 

- Does it still happen if you set the scan radius to 0?

- Does it happen if you COC into a cell with mimics? (WarehouseTraps)

- Does it happen if you reload the game into WarehouseTraps?

 

 

Posted
1 hour ago, gerroth said:

 

Feels like an issue with PO3.SetLinkedRef, that sucks I thought I solved that.

 

Some more questions:

 

- Does it still happen if you set the scan radius to 0?

- Does it happen if you COC into a cell with mimics? (WarehouseTraps)

- Does it happen if you reload the game into WarehouseTraps?

 

 

I'm not sure where the crash log would be. I've never been able to get one to work consistently if it's a third party one. If there's a way for me to enable it let me know, but if it's working for everyone else there's no need to bother with me. 

Testing Notes

 

Spoiler

Testing Notes

 

Testing now. I just did a full reset just to be sure. Vanilla till out of Helgen, COC-ed to helgen homestead. Installed and configured all the mods. Oshit never installed. 

OMNOM is vanilla, except for cheat debug announcing mimics and debug spells, and mimic chance set to 0. OMNOM has not been loaded yet, unless otherwise stated. 

Helgen Homestead [Small, scriptless, highly stable, no chests] with Normal Scan Radius and Interval set to 30 seconds, standard scan distance: CTD timed at approx 32 Seconds from load

HH, Default Scan Range, set to 60 seconds: Crash at 62 seconds 

 

HH. Default Scan Range, Loaded 50 seconds into last test: Crash at 8 seconds 

HH. Scan Ranges set to 0. Set to 60 Seconds: Crashes around 60 seconds. I was taking a leak. 

Omnom Disabled. Pre-Omnom Save loaded. Moving to bakatrapzone ---> No Crash, Mimics Functional 

BTZ. 0 scan range. 30 seconds: ----> Crash at 30 seconds, mimics functional 

HH->BTZ. 0 scan range, coc-ing immediately from HH. 60 second scan time: Crash at 15 seconds. before the debug notifications pop up.  Crashes immediately after loading in. Replicated twice. 

HH -> QASmoke, Waiting for a minute then COC to warehouse traps. 3600 second scan time. :Crashes immediately after loading in

OmNom Disabled, HH -> QASmoke: No Crash 

 

Omnom Enabled, Loading into QASmoke with 3600 second timer: No Crash, attempted to spawn boss chess and mimicfy but no success. Used QA smoke chests. May not be standard. 

Qasmoke-> Qasmoke COC, no crash on load 

 

Qasmoke-> Helgenhomestead: Crash on load. 



Observations: 

Crashes occur when scan occurs at specified time in INI within 1-2 seconds. 
Crashes Occur On Cell load following a COC. 

Time between scans is preserved through loads. 

Crashes do not seem to occur when debug spells are costs, but these spells appear to do nothing, outside of chests limitations. 

Let me know if you need anything else. 

Also if you're reading this and it's happening for you too, leave a like or something so the dev knows if this is a product of the mod or my cursed setup. 

Posted

suggested acronym:

 

Newer Outcome(s) for Mimics in Skyrim (N.O.M.S.)

Posted (edited)
39 minutes ago, roberto911 said:

I'm not sure where the crash log would be. I've never been able to get one to work consistently if it's a third party one. If there's a way for me to enable it let me know, but if it's working for everyone else there's no need to bother with me. 

Testing Notes

 

  Reveal hidden contents

Testing Notes

 

Testing now. I just did a full reset just to be sure. Vanilla till out of Helgen, COC-ed to helgen homestead. Installed and configured all the mods. Oshit never installed. 

OMNOM is vanilla, except for cheat debug announcing mimics and debug spells, and mimic chance set to 0. OMNOM has not been loaded yet, unless otherwise stated. 

Helgen Homestead [Small, scriptless, highly stable, no chests] with Normal Scan Radius and Interval set to 30 seconds, standard scan distance: CTD timed at approx 32 Seconds from load

HH, Default Scan Range, set to 60 seconds: Crash at 62 seconds 

 

HH. Default Scan Range, Loaded 50 seconds into last test: Crash at 8 seconds 

HH. Scan Ranges set to 0. Set to 60 Seconds: Crashes around 60 seconds. I was taking a leak. 

Omnom Disabled. Pre-Omnom Save loaded. Moving to bakatrapzone ---> No Crash, Mimics Functional 

BTZ. 0 scan range. 30 seconds: ----> Crash at 30 seconds, mimics functional 

HH->BTZ. 0 scan range, coc-ing immediately from HH. 60 second scan time: Crash at 15 seconds. before the debug notifications pop up.  Crashes immediately after loading in. Replicated twice. 

HH -> QASmoke, Waiting for a minute then COC to warehouse traps. 3600 second scan time. :Crashes immediately after loading in

OmNom Disabled, HH -> QASmoke: No Crash 

 

Omnom Enabled, Loading into QASmoke with 3600 second timer: No Crash, attempted to spawn boss chess and mimicfy but no success. Used QA smoke chests. May not be standard. 

Qasmoke-> Qasmoke COC, no crash on load 

 

Qasmoke-> Helgenhomestead: Crash on load. 



Observations: 

Crashes occur when scan occurs at specified time in INI within 1-2 seconds. 
Crashes Occur On Cell load following a COC. 

Time between scans is preserved through loads. 

Crashes do not seem to occur when debug spells are costs, but these spells appear to do nothing, outside of chests limitations. 

Let me know if you need anything else. 

Also if you're reading this and it's happening for you too, leave a like or something so the dev knows if this is a product of the mod or my cursed setup. 

 

Thank you for the detailed report! That should help me out quite a lot.

 

You can get crash reports with CrashLoger https://www.nexusmods.com/skyrimspecialedition/mods/59818, whenever you CDT it will create a file like Documents\My Games\Skyrim Special Edition\SKSE\crash-2025-12-28-15-11-15.log.

 

Also, there's papyrus logs in My Games\Skyrim Special Edition\Logs\Script\Papyrus.X.log, which might contain useful things.

 

Its weird that this happens in completely empty cells, even without any chests. In that case I do basically nothing except calling PO3_SKSEFunctions.FindAllReferencesOfType, I'll try to investigate if its caused by that.

Edited by gerroth
Posted
14 minutes ago, gerroth said:

 

Thank you for the detailed report! That should help me out quite a lot.

 

You can get crash reports with CrashLoger https://www.nexusmods.com/skyrimspecialedition/mods/59818, whenever you CDT it will create a file like Documents\My Games\Skyrim Special Edition\SKSE\crash-2025-12-28-15-11-15.log.

 

Also, there's papyrus logs in My Games\Skyrim Special Edition\Logs\Script\Papyrus.X.log, which might contain useful things.

 

Its weird that this happens in completely empty cells, even without any chests. In that case I do basically nothing except calling PO3_SKSEFunctions.FindAllReferencesOfType, I'll try to investigate if its caused by that.


Here's what I yoinked from the Papyrus that seemed of interest from one of the load crashes, where I set a big timer and then COC-ed

 

Spoiler

Logged right after it read the mod settings

[01/01/2026 - 04:12:07PM] [omnom] MAIN error: Fallback BakaMimicForm from json.[Form < (330008E0)>]
[01/01/2026 - 04:12:07PM] [omnom] MAIN error: Fallback trap-trigger-box from json [Form < (3300083E)>]
[01/01/2026 - 04:12:07PM] [omnom] MAIN error: Fallback mimic-dispense-keyword from json [Form < (3300083E)>]
[01/01/2026 - 04:12:07PM] [omnom] MAIN error: Fallback BakaMimicPosKeyword from json [Keyword <MimicPosKeyword (330008F2)>]

Logged after... I think casting the debug spell? Looks like it returned nothing and so it failed to place. I may have cast it a few times. 

[GR_MimicPlacer (FE017800)].gr_mimicplacer.PlaceBakaMimicClosestChest() - "vejkvctltvolphthlo" Line 115
    [None].GR_DebugPlaceMimicEffectVore.OnEffectStart() - "rosgdviruqppyuhbyszwhorpsnufdete" Line 6
[01/01/2026 - 04:12:22PM] WARNING: Assigning None to a non-object variable named "::temp24"
stack:
    [GR_MimicPlacer (FE017800)].gr_mimicplacer.PlaceBakaMimicClosestChest() - "vejkvctltvolphthlo" Line 115
    [None].GR_DebugPlaceMimicEffectVore.OnEffectStart() - "rosgdviruqppyuhbyszwhorpsnufdete" Line 6
[01/01/2026 - 04:12:22PM] [omnom] MAIN: PlaceMimic(): None type=1
[01/01/2026 - 04:12:22PM] ERROR: Cannot call DisableNoWait() on a None object, aborting function call
stack:
    [GR_MimicPlacer (FE017800)].gr_mimicplacer.PlaceBakaMimic() - "vejkvctltvolphthlo" Line 101
    [GR_MimicPlacer (FE017800)].gr_mimicplacer.PlaceBakaMimicClosestChest() - "vejkvctltvolphthlo" Line 116
    [None].GR_DebugPlaceMimicEffectVore.OnEffectStart() - "rosgdviruqppyuhbyszwhorpsnufdete" Line 6
[01/01/2026 - 04:12:22PM] ERROR: Cannot call PlaceAtMe() on a None object, aborting function call
stack:
    [GR_MimicPlacer (FE017800)].gr_mimicplacer.PlaceBakaMimic() - "vejkvctltvolphthlo" Line 102
    [GR_MimicPlacer (FE017800)].gr_mimicplacer.PlaceBakaMimicClosestChest() - "vejkvctltvolphthlo" Line 116
    [None].GR_DebugPlaceMimicEffectVore.OnEffectStart() - "rosgdviruqppyuhbyszwhorpsnufdete" Line 6
[01/01/2026 - 04:12:22PM] ERROR: Cannot call MimicType() on a None object, aborting function call
stack:
    [GR_MimicPlacer (FE017800)].gr_mimicplacer.PlaceBakaMimic() - "vejkvctltvolphthlo" Line 103
    [GR_MimicPlacer (FE017800)].gr_mimicplacer.PlaceBakaMimicClosestChest() - "vejkvctltvolphthlo" Line 116
    [None].GR_DebugPlaceMimicEffectVore.OnEffectStart() - "rosgdviruqppyuhbyszwhorpsnufdete" Line 6


Finally right before the crash 

[01/01/2026 - 04:17:44PM] [omnom] SCAN: FixMimicsOnGameLoad()

Which was , I believe, when I COC-ed into Helgen Homestead. 

 

Posted (edited)
36 minutes ago, roberto911 said:


Here's what I yoinked from the Papyrus that seemed of interest from one of the load crashes, where I set a big timer and then COC-ed
 

 

 

Thanks again for the effort!

 

Regarding the CDT, the question is which part of the script is causing it.

 

- If you are still up for some tests, can you try to temporarily rename/delete GR_BakaMimicAddon.psx and check if the CDT still occurs? If it still happens without that file, it would rule out that its caused by SetLinkedRef.

- Which version of PO3 Papyrus Extender are you running?

 

I'm suspecting its the SetLinkedRef since it also seems to happen on cell load, but that shouldn't be called when no mimics have been placed. Unless the debug spell did that, but it also happened for cells that.

 

Edit: On a side-note I will definitely fix the Debug spell, thats definitely a problem when it tries to place a mimic on a "None" chest, that probably has weird side-effects, I wasn't able to create a CDT with it though.

Edited by gerroth
Posted (edited)

Oh yeah, my two cents for the name is 

Sousou no Frieren - 23 - Anime Evo

Opportunistic Mimicry : Not-so Obvious Mimics in Skyrim [OmNoms] 



Edit: Yeah I'll test that, just saw your post. Papyrus extender is 5.41 with tweaks version 4.1. Looks like its out of date, want me to update first?

Edit: No. Still crashed on Load into new cell after initial load. Let me change that back and update my Papyrus Extender
 

Edited by roberto911
Posted (edited)



Okay: The Good news: It was 100% the Papyrus Extender 

The bad news: According to Nexus, I downloaded that version in September,  so basically anyone downloading it who isn't aware the extender is still being developed is probably going to be in the same camp.

 

Thanks for the help (also the mod). hope you didn't spend too much faffing about with code. 

 Gin Gintama GIFs | Tenor

Edited by roberto911
Posted (edited)
1 hour ago, roberto911 said:



Okay: The Good news: It was 100% the Papyrus Extender 

The bad news: According to Nexus, I downloaded that version in September,  so basically anyone downloading it who isn't aware the extender is still being developed is probably going to be in the same camp.

 

Thanks for the help. hope you didn't spend too much faffing about with code. 

 Gin Gintama GIFs | Tenor

 

It was actually perfect timing. We were able to find this issue right away at the beginning and you were really cooperative and helped get to the root of it.

 

That will safe me and a lot of users a lot of trouble.

 

I already updated the installation instructions. Thank you!

 

 

1 hour ago, roberto911 said:

Oh yeah, my two cents for the name is 

Sousou no Frieren - 23 - Anime Evo

Opportunistic Mimicry : Not-so Obvious Mimics in Skyrim [OmNoms] 

 

I dig the name! I think I'll use it.

 

Edit: Used it

Edited by gerroth
Posted

You know, i know its impossible or hard to implement, but something like this that could potentially kill or digest followers, add a risk lvl to dungeon exploring. Or more deadly encounters with traps and stuff, because dungeons in skyrim even modded ones are a huge joke.

Posted

lack of massive damage/fatal traps has always been an annoyance with me.  Can't download this right now though, do have a question or 2.
read it too quickly, is it going to affect chests in house mods and say like legacy of the dragonborn????

and what about quests that send you to fetch stuff from dungeon X?? most of the time it ends up chests 

Posted

+1 on the fetch quest items that are placed in chests. I was doing the quest retrieving Amrens family sword in whiterun and his sword ended up being in a mimic chest and I had no way of retrieving it even after killing the mimic.

Posted (edited)
43 minutes ago, The Dragonwhore said:

Quick question, how does this differ from this mod: https://www.nexusmods.com/skyrimspecialedition/mods/140680

 

Is yours more of a complex method and additions to it? While the other is more of a lightweight, more basic one?


I didn't know of that one. It kind of does a similar thing, but it targets a restricted set of ~50 non-boss chests that uses ruins/clutter/LargeContainer.nif like TreasVampireChest and TreasDraugrChest and it hardcodes the XMarkers and Trap-Triggers that are required to make it work.

 

ONMON can target all of the ~220 boss chests (or anything you add to the FormList basically), so it would also work on chests that are added by new dungeons mods, or all of the boss chests added by DLCs and such, because I made a scripted mechanism that can add those co-objects dynamically. I've also added a mechanism to retrieve loot from Mimics, so it doesn't break any quests and various outcomes (like Death via Vore)

 

Edited by gerroth
Posted
1 hour ago, xtro334 said:

@gerroth

Can you choose what type/proportions of types of mimic is placed, or is it just the vore mimic?

 

You can set weightings for the mimic type, see installation instructions -> configuration -> distribution.json

Posted

Are you planing to add other trap from TNR ? I know OSHIT does that (including the mimic) but honnestly i can't get it to work and there is no MCM. Or maybe it work and i am lucky and have not encounter any trap X-x

Posted
14 hours ago, gerroth said:


I didn't know of that one. It kind of does a similar thing, but it targets a restricted set of ~50 non-boss chests that uses ruins/clutter/LargeContainer.nif like TreasVampireChest and TreasDraugrChest and it hardcodes the XMarkers and Trap-Triggers that are required to make it work.

 

ONMON can target all of the ~220 boss chests (or anything you add to the FormList basically), so it would also work on chests that are added by new dungeons mods, or all of the boss chests added by DLCs and such, because I made a scripted mechanism that can add those co-objects dynamically. I've also added a mechanism to retrieve loot from Mimics, so it doesn't break any quests and various outcomes (like Death via Vore)

 

So (to put it simply for dumb people like me) this one is more open and dynamic (and less quest breaking), while the other is simpler but more restricted in where they can show?

 

Makes sense, I'll definitely be watching the progress on this, since I love the whole idea of risk to looting, and aside from these mods, only DD mods seem to have that (like Cursed Loot, or the other remakes of that feature of it). Nothing non-sexual from what I've seen

 

Nice work, hope it all goes well!

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