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


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Posted
10 hours ago, gerroth said:

 

Don't do things with re-saver use the instruction I gave you.

 

Your migration from an older version most likely did not work properly, so you have to do that instruction again. Its the same instruction I've posted on the main page for migration, just don't use the older version.

 

 

Unfortunately, as I stated the instructions in your guide did not work. I believe that as I suspected, in order to fully fix it I will have to start a new save, which I suppose isnt a big deal

Posted
9 hours ago, Loopmc said:

Having the same issue, saw it when I was going to respond to the water chest issue, first time this has happened as luck would have it. Even the game doesn't think it is but I still got grabbed. 

As for the water chest thing, well fuck, guess those chests are non-extant then for all intents and purposes, because the spell was not working.

SkyrimSE 2026-05-05 23-58-56_924.png

SkyrimSE 2026-05-06 00-01-55_771.png

 

 

I have no Idea, the whole thing makes zero sense to me. OMNOMS does not touch these chest types and console states that its clearly not a mimic. That struggle animation is initiated by TNTR and my mod and im sceptical if this is even caused by my mod.
 

You seem to have a save, If you can reproduce this and do some trial and error and see which mod or option causes this that would be great.

 

For example, do you run the patched Mimic Script? Try disabling that and see if it still happens.

 

Additionally, I'm yet again asking for logs, if you can reproduce it and it happens

 

Posted (edited)
21 minutes ago, pingbi146 said:

Unfortunately, as I stated the instructions in your guide did not work. I believe that as I suspected, in order to fully fix it I will have to start a new save, which I suppose isnt a big deal

 

Did you stop the game, load it without the esp, save, install the esp, and continue, and it still does not fill these properties?

 

You can try to restart the quest manually with resetquest GR_MimicScanner. That will forget all placed mimics, but since you destroyed all mimics from MCM that shouldn't matter.

Edited by gerroth
Posted
On 5/5/2026 at 8:26 AM, gerroth said:

 

Show me the output of the terminal command `sqv GR_MimicScanner`

 

It should look like this:

 

(Take note that the config varis GR_MimicXXX) have a reference to a global variable and do not state "None".

 

image.png.a5690f8128cd5bbd4d2cee78e327244a.png

If thats not the case something went wrong, i would guess something happened during a version update.

 

Here's what you should do:

- Post a screenshot of your SQV so that I can figure out what happened

 

To fix it you could try to uninstall the plugin, save your game once without it, and installing it again, but make sure to follower the "uninstall guide" on the "Installation" tab.  

 

 

 

 

 

This is what mine says and I did a location dump to papyrus and I think it shows mimic spawns in this dungeon (I'm really new to reading script logs so ill post a copy/paste of that part) but I didnt come across a baka one like normal. I used vortex to install and tried with and without the patch as well as with and without O S.H.I.T. and its patch, I also tried using the destroy all mimics but it doesnt seem to work on these chests that are somehow becoming false mimics. I honestly have no idea how its happened but I just turned on the notify when mimics are created option and save frequently when in dungeons so it doesnt set me back. Not a big deal personally, I just thought I'd bring up that it exists.

 

Edit: gonna post screenshots of the log parts instead, its a lot for copy/paste. It seems to show no mimics created in the top of the dump but shows the location of ones created still in the dungeon still. Maybe because I've been in this dungeon before? I'll eventually run into a new one so I can post the log for the next new one I run into.

 

 

20260506193137_1.jpg

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1.png

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Posted (edited)
12 hours ago, BonitaMussolini said:

This is what mine says and I did a location dump to papyrus and I think it shows mimic spawns in this dungeon (I'm really new to reading script logs so ill post a copy/paste of that part) but I didnt come across a baka one like normal. I used vortex to install and tried with and without the patch as well as with and without O S.H.I.T. and its patch, I also tried using the destroy all mimics but it doesnt seem to work on these chests that are somehow becoming false mimics. I honestly have no idea how its happened but I just turned on the notify when mimics are created option and save frequently when in dungeons so it doesnt set me back. Not a big deal personally, I just thought I'd bring up that it exists.

 

Edit: gonna post screenshots of the log parts instead, its a lot for copy/paste. It seems to show no mimics created in the top of the dump but shows the location of ones created still in the dungeon still. Maybe because I've been in this dungeon before? I'll eventually run into a new one so I can post the log for the next new one I run into.

 

 

20260506193137_1.jpg

20260506193142_1.jpg

1.png

2.png

3.png


Saarthal02 is the boss chest at the end of Saarthal, thats clearly a different one than in the screenshot.

 

Your logs indicates that there are 0 placed or viable boss chests in your current cell, so whatever caused this I see no indication that it was caused by OMNOMS.

 

The only code that ever initiates a trap struggle is the "OnHit" code in the Patched Mimic Script. Try disabling the patched Mimic script and see if the issue persists. If it persists, its 100% not my mod that is at fault. If its gone, then the problem is the patched mimic script.

Edited by gerroth
Posted
5 hours ago, gerroth said:


Saarthal02 is the boss chest at the end of Saarthal, thats clearly a different one than in the screenshot.

 

Your logs indicates that there are 0 placed or viable boss chests in your current cell, so whatever caused this I see no indication that it was caused by OMNOMS.

 

The only code that ever initiates a trap struggle is the "OnHit" code in the Patched Mimic Script. Try disabling the patched Mimic script and see if the issue persists. If it persists, its 100% not my mod that is at fault. If its gone, then the problem is the patched mimic script.

I'll disable and try again. Thats the thing though the one at the end wasnt actually a mimic like they'd normally be. Thats where my confustion came in that it says 0 mimics placed but recognizes a mimic is in fact placed in Saarthal. Either way I'll try again without the script and see what happens.

Posted
1 hour ago, BonitaMussolini said:

I'll disable and try again. Thats the thing though the one at the end wasnt actually a mimic like they'd normally be. Thats where my confustion came in that it says 0 mimics placed but recognizes a mimic is in fact placed in Saarthal. Either way I'll try again without the script and see what happens.

 

So the buggy chest is also in saarthal02?

 

Cause the log says that the currentl cell has 0 viable chests.

Posted
4 hours ago, gerroth said:

 

So the buggy chest is also in saarthal02?

 

Cause the log says that the currentl cell has 0 viable chests.

yea the buggy chest is in Saarthal02 as well thats why I was confused. I tried without the mimic patch and the issue persists so I guess its something else, I ran into another one in Volunruud Cairn past an actual baka mimic and the log dump still shows 0 placed still despite finding both a bugged one and an actual baka so I have no idea whats going on. Thanks for the help I'll keep tryna figure out what is wrong here.

Posted

Any chance of making this compatible with Oinflate? Haven't gotten around to trying to figure out how to bridge FHU with the Ostim SA system, and Oinflate seems to be the go to for that one so far. Appreciate u

Posted
3 hours ago, BonitaMussolini said:

yea the buggy chest is in Saarthal02 as well thats why I was confused. I tried without the mimic patch and the issue persists so I guess its something else, I ran into another one in Volunruud Cairn past an actual baka mimic and the log dump still shows 0 placed still despite finding both a bugged one and an actual baka so I have no idea whats going on. Thanks for the help I'll keep tryna figure out what is wrong here.

 

Can you please attach a full papyrus log (papyrus.0.log) of the thing happening and your modlist? 

 

Posted

I got strange bug. Not sure if this is here or TNTR. So If I escape during first stage(when mimic is trying to capture me) I got stuck  but if I escape later I got spit out and I regain control (event properly ends)

Posted
6 hours ago, Zdun said:

I got strange bug. Not sure if this is here or TNTR. So If I escape during first stage(when mimic is trying to capture me) I got stuck  but if I escape later I got spit out and I regain control (event properly ends)

did you notice if the mimic was swallowing your character belly down or belly up? because the ones that turn your character around and swallow her belly up are vore mimics and those can get bugged

Posted
9 hours ago, Zdun said:

I got strange bug. Not sure if this is here or TNTR. So If I escape during first stage(when mimic is trying to capture me) I got stuck  but if I escape later I got spit out and I regain control (event properly ends)

 

You running Unforgiving Devices?

Posted
25 minutes ago, Zdun said:

yes

 

There's a bug caused by E.E.T interfering with UD that causes this, I already have a fix in work

Posted
46 minutes ago, Zdun said:

yes

 

Check out the new EET update, it should fix the issue

 

 

Posted
7 hours ago, gerroth said:

 

Check out the new EET update, it should fix the issue

 

 

This fixed my problem, my save is saved~

Sidenote:
Would be cool if there was an option to make mimics harder and harder to escape until one eventually gets you, as it is, unless you're really trying to get got, they are very easy to escape

Posted (edited)

Does this work with chest texture and meshes overhauls? I only see Snazzies listed in the description. I am using a different one and so far after 20 hours or so of gameplay, I have not encountered a single mimic.

Edited by CrossDG
Posted
3 hours ago, CrossDG said:

Does this work with chest texture and meshes overhauls? I only see Snazzies listed in the description. I am using a different one and so far after 20 hours or so of gameplay, I have not encountered a single mimic.

Shouldn't matter, but if it works it will be absolutely obvious that a chest is a mimic

 

 

Posted
On 5/8/2026 at 12:00 AM, gerroth said:

 

Can you please attach a full papyrus log (papyrus.0.log) of the thing happening and your modlist? 

 

I already swapped around some mods to start fresh so modlist probably wont help but here's a full papyrus log from when it was occuring.

Papyrus.3.log

Posted
On 4/11/2026 at 10:21 AM, gerroth said:

 

I've never seen that bug before.

 

But basically, thats most likely another bug in TNTR. Its known to have a lot of issues, unfortunately. By principle, I do not change the script setup of the Traps (exception is the bear-trap, cause I wanted to add the qte-game)

 

If there's anything wrong with the trap itself, and not "outside consequences" that my mod does, its basically always an issue with TNTR. 

ok small update on this thing.

first i have NOT been able to contact factoryclosed. not here, not on nexus, not even on subscribestar.

however, i discovered that the bug has something to do with collisions because, if i use "tcl" on the mimic, the camera works as intended.

do you think something like that could be picked up in xedit? like, maybe i can find the mod that's responsible for this.

in any case, if i can't find anything, could it be possible to make the chest's collision be disabled with your mod? something like run tcl when the mimic eats you and then run it again when it spits you out

Posted
4 hours ago, Spoilerman said:

ok small update on this thing.

first i have NOT been able to contact factoryclosed. not here, not on nexus, not even on subscribestar.

however, i discovered that the bug has something to do with collisions because, if i use "tcl" on the mimic, the camera works as intended.

do you think something like that could be picked up in xedit? like, maybe i can find the mod that's responsible for this.

in any case, if i can't find anything, could it be possible to make the chest's collision be disabled with your mod? something like run tcl when the mimic eats you and then run it again when it spits you out

 

That would make sense that its cause by the, this is also acommon issue with the cam in zaz furniture, but the solution to that is to remove the collision permanently via esp edit.

 

I don't know if its possible or a good Idea to remove the collision temporarily in a script, 

Posted
On 5/16/2026 at 3:39 AM, Boo777 said:

By any chance the mechanic will be applied to other chest types? 😎

 

I would like that, but I'm not an animator.

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