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


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Posted (edited)

Hi, first of all, excellent mod, I love it!

My problem is that I play in French, so the chests are spoiled because it says "search" instead of "chercher" ( " chercher " it's "search" in French).

Do you know how I can change that? :)

Edited by Sonath
Posted (edited)
2 hours ago, Sonath said:

Hi, first of all, excellent mod, I love it!

My problem is that I play in French, so the chests are spoiled because it says "search" instead of "chercher" ( " chercher " it's "search" in French).

Do you know how I can change that? :)

 

Seems like you installed TNTRMimicTextFix.esp that replaces the "Mimic Trap" text with "Search". 

 

You can just open that mod with SSEdit, edit that text and store the esp. Then you are done.

 

BTW: The resulting esp is basically a "french" patch that you can then distribute or use on your own.

 

(hint: If you don't have TNTRMimicTextFix.esp it might also be OSHIT that does it)

image.png.42dc15f2560155d65966cc6b79425c72.png

Edited by gerroth
Posted
On 6/8/2026 at 7:30 PM, gerroth said:

 

I think that explains it. I don't know what the "steal" TNTR setting specifically does, I would assume that if it does anything it will most likely interfere with my mod.

 

Can you check if its actually in the container with the Debug Spell "Destroy Mimic" or  the Expel Mimic Scroll?

 

ok managed to trigger another instance of quest not completing and the item was NOT inside the mimic even after using the scroll of expulsion.

 

Posted
2 hours ago, Spoilerman said:

ok managed to trigger another instance of quest not completing and the item was NOT inside the mimic even after using the scroll of expulsion.

 

 

I would assume that it was because you used "steal" in default Baka TNTR.

 

Posted
On 6/18/2026 at 11:47 PM, gerroth said:

 

I would assume that it was because you used "steal" in default Baka TNTR.

 

yeah, i'm guessing the mimic's inventory is not the chest's inventory.

i'll try to set it to "drop" and see if that gives me the "player pushed out of the chest" bug that "unequip" gave me.

  • 2 weeks later...
Posted

Hello! I'm running into a small issue. OMNOMS simply... Isn't replacing any chests, ever. I tested and the replacer spells work, but I never run into boss chests that are mimics. I even set the odds to 1.0 just to check if I was unlucky, but still nothing...

Posted

I like the idea of the mod, but it shows no animations for me, character just stay at chest and chest open mouth couple times. Using QTE, OMNOMS, TNTR, EET. Pandora for animations. 

Posted
3 hours ago, seiji77 said:

I like the idea of the mod, but it shows no animations for me, character just stay at chest and chest open mouth couple times. Using QTE, OMNOMS, TNTR, EET. Pandora for animations. 

that sounds like an animation issue, do you have other things installed? stuff that could block certain animations?

Posted

Not sure whether to suggest this for E.E.T or this but; How about a 'drained' debuff after a mimic assaults you? Like slow stamina regen.

Posted (edited)
5 hours ago, AlyssaAwoo said:

Not sure whether to suggest this for E.E.T or this but; How about a 'drained' debuff after a mimic assaults you? Like slow stamina regen.

 

If you run Fill Her up or some other inflation framework supported by baka, that already happens. Mimics will pump your character full of sperm and inflate her which slows you down.

Edited by gerroth
Posted (edited)
22 minutes ago, gerroth said:

 

If you run Fill Her up or some other inflation framework supported by baka, that already happens. Mimics will pump your character full of sperm and inflate her which slows you down.

True, though you can easily get rid of it in a few minutes if you keep trying deflate for a while. It's a shame there's no significant cooldown or anything. A debuff you'd just have to wait out.

Edited by AlyssaAwoo
Posted

Fun mod. Would be cool if mimics could actually be bruteforce "killed". I imagine it would be quite hard to implement thou, since there is no real combat, therefore no real way of determining if the hit woth with a wooden sword or Metamagiced fireball of doom 3000 capable of oneshotting Alduin. Another option would be some clear indication if base chest is empty, much less immersive, but should be easier. Or maybe there is such an option, and its just an obscenely high hit number? Was swinging on it for a few minutes.

Posted
8 hours ago, nilead said:

Fun mod. Would be cool if mimics could actually be bruteforce "killed". I imagine it would be quite hard to implement thou, since there is no real combat, therefore no real way of determining if the hit woth with a wooden sword or Metamagiced fireball of doom 3000 capable of oneshotting Alduin. Another option would be some clear indication if base chest is empty, much less immersive, but should be easier. Or maybe there is such an option, and its just an obscenely high hit number? Was swinging on it for a few minutes.

 

Bakas Mimics already have that mechanic, but its buggy and doesn't work properly (instead using the built in health counter, the mimic just immediately dies on first hit). Unfortunately "killing" the mimic just means that it plays a "death" animation and then you can no longer interact with it.

 

When you run OMNOMS I automatically patch the properties of the placed mimics to to actively prevent that from happening.

 

It would actually be a good idea to replace that death mechanism with a container that you can actually loot

 

  • 2 weeks later...
Posted
On 1/2/2026 at 10:59 AM, zergface said:

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.

I came here to say the same thing; Followers, slaves, mercenaries, all can be used to test.

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