gerroth Posted January 11 Author Posted January 11 18 minutes ago, myhouseatl said: As far as Devious Devices are concerned, and I'm not sure you can fix it with your mod but, SexlabNoStrip keyword is assigned to all DD. If you can detect that and not strip, that would solve DD stripping problem...  The problem is that I don't do the stripping, thats done by vanilla mimic code, which I chose not to change (for various reasons)
Log9931 Posted January 12 Posted January 12 (edited) Â Real subtle there. xD Bleak falls barrow lookin wild today! or was that from oshit? Side note how is customizing the qte difficulty supposed to work I changed the values in the mcm to the hardest it would let me and there is no visible difference. I assumed that the whole thing was broken, but is someone actually getting it to work normally? Edited January 12 by Log9931
Ensom Posted January 12 Posted January 12 Would Snazzy Ruins Chests - Base Object Swapper conflict in any way? I've loaded in to the test warehouse a good few times and never been able to trigger a mimic. I downloaded the latest version plus all the optional files
gerroth Posted January 12 Author Posted January 12 (edited) 10 hours ago, Ensom said: Would Snazzy Ruins Chests - Base Object Swapper conflict in any way? I've loaded in to the test warehouse a good few times and never been able to trigger a mimic. I downloaded the latest version plus all the optional files  I didn't test it, but I would assume yes, if it changes the object form.  However it would probably be easy to use FormListPatcher to fix that, because all replaced forms are stored in the formlist LargeContainerForms in GR_MimicPlacer.esp ~ 0x803 and you could just append those chest types.  Edit: Jup, it does exactly that, it replaces specifically those chests that OMNOM also looks for. So what would have to be done is use FormListManipulator to add all of the editorIDs on the right hand side to this FormList.  [Forms] ;Large Chests TreasBanditChestBoss|GM_TreasBanditChestBossA,GM_TreasBanditChestBossB,GM_TreasBanditChestBossC TreasDraugrChestBoss|GM_TreasDraugrChestBossA,GM_TreasDraugrChestBossB,GM_TreasDraugrChestBossC TreasWarlockChestBoss|GM_TreasWarlockChestBossA,GM_TreasWarlockChestBossB,GM_TreasWarlockChestBossC TreasVampireChestBoss|GM_TreasVampireChestBossA,GM_TreasVampireChestBossB,GM_TreasVampireChestBossC TreasHagravenChestBoss|GM_TreasHagravenChestBossA,GM_TreasHagravenChestBossB,GM_TreasHagravenChestBossC DLC2TreasDraugrChestBoss|GM_DLC2TreasDraugrChestBossA,GM_DLC2TreasDraugrChestBossB,GM_DLC2TreasDraugrChestBossC TreasForswornChestBoss|GM_TreasForswornChestBossA,GM_TreasForswornChestBossB,GM_TreasForswornChestBossC DLC2TreasBanditChestBoss|GM_DLC2TreasBanditChestBossA,GM_DLC2TreasBanditChestBossB,GM_DLC2TreasBanditChestBossC DLC2TreasRieklingChestBoss|GM_DLC2TreasRieklingChestBossA,GM_DLC2TreasRieklingChestBossB,GM_DLC2TreasRieklingChestBossC TreasGiantChestBoss|GM_TreasGiantChestBossA,GM_TreasGiantChestBossB,GM_TreasGiantChestBossC TreasOrcChestBoss|GM_TreasOrcChestBossA,GM_TreasOrcChestBossB,GM_TreasOrcChestBossC DLC2TreasWarlockChestBoss|GM_DLC2TreasWarlockChestBossA,GM_DLC2TreasWarlockChestBossB,GM_DLC2TreasWarlockChestBossC TreasCWImperialChestBossLarge|GM_TreasCWImperialChestBossLargeA,GM_TreasCWImperialChestBossLargeB,GM_TreasCWImperialChestBossLargeC TreasCWSonsChestBossLarge|GM_TreasCWSonsChestBossLargeA,GM_TreasCWSonsChestBossLargeB,GM_TreasCWSonsChestBossLargeC TreasWerewolfChestBoss|GM_TreasWerewolfChestBossA dunMiddenVelehkRewardChest|GM_dunMiddenVelehkRewardChestB E3DemoTrollChest|GM_E3DemoTrollChestA TG04GulumEiKillChest|GM_TG04GulumEiKillChestB  Edited January 12 by gerroth
gerroth Posted January 12 Author Posted January 12 10 hours ago, Log9931 said:  Real subtle there. xD Bleak falls barrow lookin wild today! or was that from oshit?   Thats OSHIT, I don't add new mimics I just replace existing chests. The entire point of the mod is that this won't happen.   14 hours ago, Log9931 said: Side note how is customizing the qte difficulty supposed to work I changed the values in the mcm to the hardest it would let me and there is no visible difference. I assumed that the whole thing was broken, but is someone actually getting it to work normally?  Honestly I don't know. Thats TNTR behavior and it also some weird quirks when I tried to set it up, and I never understood what was going wrong. I installed TNTR like this and never had problems since then  - Install TNTR - Start game -> Save - Load -> Adjust MCM to some Text based QTE - Saved again - Tested if it works and never touched the QTE MCM again  Â
myhouseatl Posted January 14 Posted January 14 Did something change or was there just an update to description. Jumped to top of the list like there was an update...
gerroth Posted January 14 Author Posted January 14 4 hours ago, sikamikanico78 said: for the patches...i just merge them? Â Just install and let them overwrite thingsÂ
tlaeugor_onom Posted January 14 Posted January 14 On 1/11/2026 at 6:51 PM, Log9931 said: Â Real subtle there. xD Bleak falls barrow lookin wild today! or was that from oshit? Side note how is customizing the qte difficulty supposed to work I changed the values in the mcm to the hardest it would let me and there is no visible difference. I assumed that the whole thing was broken, but is someone actually getting it to work normally? QTE difficulty only change Text QTE difficulty by making amount longer, none of the settings affect "spam W" QTE. Hopefully someone changes this
Ensom Posted January 15 Posted January 15 On 1/12/2026 at 6:27 AM, gerroth said:  I didn't test it, but I would assume yes, if it changes the object form.  However it would probably be easy to use FormListPatcher to fix that, because all replaced forms are stored in the formlist LargeContainerForms in GR_MimicPlacer.esp ~ 0x803 and you could just append those chest types.  Edit: Jup, it does exactly that, it replaces specifically those chests that OMNOM also looks for. So what would have to be done is use FormListManipulator to add all of the editorIDs on the right hand side to this FormList.  [Forms] ;Large Chests TreasBanditChestBoss|GM_TreasBanditChestBossA,GM_TreasBanditChestBossB,GM_TreasBanditChestBossC TreasDraugrChestBoss|GM_TreasDraugrChestBossA,GM_TreasDraugrChestBossB,GM_TreasDraugrChestBossC TreasWarlockChestBoss|GM_TreasWarlockChestBossA,GM_TreasWarlockChestBossB,GM_TreasWarlockChestBossC TreasVampireChestBoss|GM_TreasVampireChestBossA,GM_TreasVampireChestBossB,GM_TreasVampireChestBossC TreasHagravenChestBoss|GM_TreasHagravenChestBossA,GM_TreasHagravenChestBossB,GM_TreasHagravenChestBossC DLC2TreasDraugrChestBoss|GM_DLC2TreasDraugrChestBossA,GM_DLC2TreasDraugrChestBossB,GM_DLC2TreasDraugrChestBossC TreasForswornChestBoss|GM_TreasForswornChestBossA,GM_TreasForswornChestBossB,GM_TreasForswornChestBossC DLC2TreasBanditChestBoss|GM_DLC2TreasBanditChestBossA,GM_DLC2TreasBanditChestBossB,GM_DLC2TreasBanditChestBossC DLC2TreasRieklingChestBoss|GM_DLC2TreasRieklingChestBossA,GM_DLC2TreasRieklingChestBossB,GM_DLC2TreasRieklingChestBossC TreasGiantChestBoss|GM_TreasGiantChestBossA,GM_TreasGiantChestBossB,GM_TreasGiantChestBossC TreasOrcChestBoss|GM_TreasOrcChestBossA,GM_TreasOrcChestBossB,GM_TreasOrcChestBossC DLC2TreasWarlockChestBoss|GM_DLC2TreasWarlockChestBossA,GM_DLC2TreasWarlockChestBossB,GM_DLC2TreasWarlockChestBossC TreasCWImperialChestBossLarge|GM_TreasCWImperialChestBossLargeA,GM_TreasCWImperialChestBossLargeB,GM_TreasCWImperialChestBossLargeC TreasCWSonsChestBossLarge|GM_TreasCWSonsChestBossLargeA,GM_TreasCWSonsChestBossLargeB,GM_TreasCWSonsChestBossLargeC TreasWerewolfChestBoss|GM_TreasWerewolfChestBossA dunMiddenVelehkRewardChest|GM_dunMiddenVelehkRewardChestB E3DemoTrollChest|GM_E3DemoTrollChestA TG04GulumEiKillChest|GM_TG04GulumEiKillChestB  Little confused on where I'm copying what. my understanding is I am copying all the editor ID's from GR_LargeChestsFormlist in sseedit from your mod into the Snazzy Ruins Chests_SWAP.ini? if that's right where am I putting them in the ini. Sorry if this is a dumb question still so much to learn Â
gerroth Posted January 15 Author Posted January 15 3 hours ago, Ensom said: Little confused on where I'm copying what. my understanding is I am copying all the editor ID's from GR_LargeChestsFormlist in sseedit from your mod into the Snazzy Ruins Chests_SWAP.ini? if that's right where am I putting them in the ini. Sorry if this is a dumb question still so much to learn   Its the other way around.  So Snazzy Ruins Chests_Swap replaces the base forms of the vanilla chests, hence they are no longer detected by OMNOM.  You need to add the editor IDs from the Snazzy Chests to the GR_LargeChestsFormlist so OMNOM also scans for them when looking for chests.
gerroth Posted January 15 Author Posted January 15 (edited) 4 hours ago, Ensom said: Little confused on where I'm copying what. my understanding is I am copying all the editor ID's from GR_LargeChestsFormlist in sseedit from your mod into the Snazzy Ruins Chests_SWAP.ini? if that's right where am I putting them in the ini. Sorry if this is a dumb question still so much to learn   So I tested it myself and I managed to create a patch. However you still need some more configuration:  1. First you need to increase the size of allowed chests because Snazzy Chests makes them smaller.  Set this to at least 0.30, (for allowing 30% resizing):  "chests-max-allowed-rescale": 0.30  You SKSE\Plugins\MimicPlacer\Distribution.json should look something like this.  { "int": { "cheat-notify-mimics": 0, "debug-dump-mimics": 0 }, "float": { "scan-radius": 10000.0, "scan-radius-outside": 20000.0, "scan-interval": 30.0, "mimic-chance": 0.29, "mimic-weight-vore": 30.0, "mimic-weight-sex": 60.0, "mimic-weight-instant": 30.0, "chests-max-allowed-rescale": 0.30 } }  2. Install FormList Manipulator https://www.nexusmods.com/skyrimspecialedition/mods/74037  3. Install the Formlist Patch I attached, thats just the FormList file that adds the missing chest forms.  Let me know if it worked.     Omnom Snazzy Ruins Chests Patch.zip Edited January 15 by gerroth
Lokikun Posted January 16 Posted January 16 I don't know if you're taking suggestions for consequences, but if possible I'd like something like this: Get eaten -> black screen -> equip items (we can configure it to be DD or armor from other mods) -> gets dumped back in a nearby city / outside dungeon.  This way you can end up in some cool predictaments by using DD, or creating 'bad ends' by using toast's outfits. 1
alain31 Posted January 16 Posted January 16 Hello, Am i the only one experiencing these errors with the plugin in sseedit? I've installed the latest version of Traps NTR. [00:00] Checking for Errors in [FE 000] GR_MimicPlacer.esp [00:00] GR_GameQTETExt "BakaTrapTriggerBox" [ACTI:FE00080A] [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE00088E] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE00086F] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE000870] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE000DFC] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE000869] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE00086A] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE00083F] <Error: Could not be resolved> [00:00] Done: Checking for Errors, Processed Records: 19, Errors found: 1, Elapsed Time: 00:00 Â
gerroth Posted January 17 Author Posted January 17 4 hours ago, alain31 said: Hello, Am i the only one experiencing these errors with the plugin in sseedit? I've installed the latest version of Traps NTR. [00:00] Checking for Errors in [FE 000] GR_MimicPlacer.esp [00:00] GR_GameQTETExt "BakaTrapTriggerBox" [ACTI:FE00080A] [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE00088E] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE00086F] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE000870] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE000DFC] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE000869] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE00086A] <Error: Could not be resolved> [00:00]Â Â Â ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE00083F] <Error: Could not be resolved> [00:00] Done: Checking for Errors, Processed Records: 19, Errors found: 1, Elapsed Time: 00:00 Â Â Are you getting real error messages? You can Ignore that, I forgot to delte that.
alain31 Posted January 17 Posted January 17 18 hours ago, gerroth said: Are you getting real error messages? You can Ignore that, I forgot to delte that. Hi, I haven't tried this mod in-game yet. I'm currently reworking my load order and checking the new mods with XEdit to see if there are any issues. So, i can delete these errors in XEdit; just the errors or the entire GR_GameQTETExt record, without any problems? Thanks for your reply and your cool addon mod.
gerroth Posted January 17 Author Posted January 17 3 hours ago, alain31 said: Hi, I haven't tried this mod in-game yet. I'm currently reworking my load order and checking the new mods with XEdit to see if there are any issues. So, i can delete these errors in XEdit; just the errors or the entire GR_GameQTETExt record, without any problems? Thanks for your reply and your cool addon mod. You can delete the record if you want, but I think it doesn't matter. Â Its an unused thing I forgot to remove. I believe the errors are the only downside.
alain31 Posted January 18 Posted January 18 14 hours ago, gerroth said: Its an unused thing I forgot to remove. I believe the errors are the only downside. Ok, thanks!
GL00 Posted January 19 Posted January 19 This is the mod I've been waiting for since first seeing the TNR mod! I can't wait to see how this develops, I really like the ideas you have for it! I'll probably wait to try this out until some other outcomes are implemented. Not into death by vore, and too many mods already have forced slavery as a punishment. Personally, just losing your equipped armor and/or weapon is a perfect outcome.
Spelltan Posted January 19 Posted January 19 Seems like a really good mod! But has anyone found some kind of workaround for mimics not killing the player? It kind of just spits the player out, and that's the end of it. Consequences Json are set to their default values, and this mod doesn't seem to be overwritten by anything, so I can't figure out what to do about this. I don't have any other mimic mods aside from the required one.
gerroth Posted January 19 Author Posted January 19 9 minutes ago, Spelltan said: Seems like a really good mod! But has anyone found some kind of workaround for mimics not killing the player? It kind of just spits the player out, and that's the end of it. Consequences Json are set to their default values, and this mod doesn't seem to be overwritten by anything, so I can't figure out what to do about this. I don't have any other mimic mods aside from the required one.  There's 3 different mimic types, you need a vore mimic to trigger death. All others will just rape the player, cum-inflate him and spit him out. 1
Spelltan Posted January 20 Posted January 20 12 hours ago, gerroth said:  There's 3 different mimic types, you need a vore mimic to trigger death. All others will just rape the player, cum-inflate him and spit him out.  Ooh, I see. I'd like it just to be the vore types if that''s possible some day. Maybe that's a pain to add to the MCM though, idk. Adjusting the type frequency I mean.
gerroth Posted January 20 Author Posted January 20 3 hours ago, Spelltan said:  Ooh, I see. I'd like it just to be the vore types if that''s possible some day. Maybe that's a pain to add to the MCM though, idk. Adjusting the type frequency I mean.  Thats already possible, read the Configuration Manual: You can give an arbitrary weighting to the different typs.   1
Cursed Atelier Posted January 22 Posted January 22 Stupid Question, but is it possible to get it to work with Quickloot?
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