Spoilerman Posted May 19 Posted May 19 1 hour ago, gerroth said: 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, and removing it permanently would mean that all chest would be ghosts, right? in any case, i checked in xedit and the only thing being edited in TNTR are edited by either "Oshit" or your mod and i know that your mod is not at fault because this was happening even before i downloaded it i'm guessing this is the mimic itself (the other things being edited are cells but, again, only touched by oshit) maybe oshit is the issue? even then, the thing that's being edited it the activator i'm honestly stumped, i thought it was improved camera but it wasn't and i can't contact the mod author at all...
Spoilerman Posted May 20 Posted May 20 17 hours ago, gerroth said: 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, I FOUND WHAT'S CAUSING THE ISSUE! it's another mod, "size matters"! no idea HOW it does it but i had this hunch about it, so i started a new game without that mod installed and the mimics work PERFECTLY, i installed the mod IN the new save i had made and BAM! camera glitch once more! the good thing is they have a discord so i'll go ask there 1
gerroth Posted May 20 Author Posted May 20 3 hours ago, Spoilerman said: I FOUND WHAT'S CAUSING THE ISSUE! it's another mod, "size matters"! no idea HOW it does it but i had this hunch about it, so i started a new game without that mod installed and the mimics work PERFECTLY, i installed the mod IN the new save i had made and BAM! camera glitch once more! the good thing is they have a discord so i'll go ask there I think you are completely correct, first person mods seem to cause it. I had a similar issue with the snare traps (you run in as 1st person, camera gets stuck) and removing Improved Camera SE (which does a similar thing) fixed that. I will add a note into installation guides.
Spoilerman Posted May 20 Posted May 20 (edited) 2 hours ago, gerroth said: I think you are completely correct, first person mods seem to cause it. I had a similar issue with the snare traps (you run in as 1st person, camera gets stuck) and removing Improved Camera SE (which does a similar thing) fixed that. I will add a note into installation guides. oddly enough i had no issues with improved camera (nexus edition not discord edition) but that mod changes how the camera works and does a lot of stuff, like having your stats scale with size (or even butt crush enemies to death i contacted the authors on discord but there is nothing i could do to fix it, until they make a patch for it it's not going to be compatible EDIT: this is what the glitch looks like if i fidget with the camera options in the giantess mod https://imgur.com/a/mimic-bug-LrAchcE Edited May 20 by Spoilerman
nekonoll Posted May 21 Posted May 21 (edited) On 4/9/2026 at 5:55 AM, TeeVe3 said: Can you make a patch that replaces the "Open Chest" prompt with the "Unlock Chest" prompt so that it'll be much more convincing for people that use quick loot mods? For you and anyone else using quickloot, ensure you're using quickloot IE, rather than EE, or anthing else older. IE has a blacklist mode, so you can just toss in ALL boss chests into the quickloot .json file. example replacing the blacklist text in there: Spoiler { "logLevel": "trace", "logFlush": "trace", "logEvents": false, "skipOldSwfCheck": false, "enableProfiler": false, "profilerFlushInterval": 1000, "enableMenuCaching": true, "suppressActivationPrompt": true, // Use this to whitelist menus so they won't block // the loot menu from opening. The list must contain // the internal menu names as they appear in the log, // not the name of the swf file. "menuWhitelist": [ "Durability Menu", "UIHS_WidgetMenu", "WidgetMenu", "CombatAlertOverlayMenu" ], // Use this to exclude certain containers from being // searchable by QuickLoot IE. Both BaseIDs and RefIDs // can be used. "containerBlacklist": [ "Skyrim.esm|0138E1", // --- CORES & GENERAL VARIATIONS --- "Skyrim.esm|0002064F", "Skyrim.esm|00020652", "Skyrim.esm|0002065D", "Skyrim.esm|00020671", "Skyrim.esm|000352A2", "Skyrim.esm|0005423F", "Skyrim.esm|0007AA90", "Skyrim.esm|0008069A", "Skyrim.esm|00106E1A", "Skyrim.esm|0402AAC2", // --- NORDIC & RUINS (DRAUGR) BOSS CHESTS --- "Skyrim.esm|000774BF", "Skyrim.esm|000A31B4", "Skyrim.esm|000F59DE", // --- FACTIONAL & MILITARY OVERWORLD BOSS CHESTS --- "Skyrim.esm|0008B1F0", "Skyrim.esm|0008B1E8", "Skyrim.esm|0008B1F1", "Skyrim.esm|0008B1E9", "Skyrim.esm|000774C9", "Skyrim.esm|000A3F09", "Skyrim.esm|000DDEF7", "Skyrim.esm|0008EA5D", "Skyrim.esm|0402AABF", "Skyrim.esm|0002065D", "Skyrim.esm|0402C456", "Skyrim.esm|00020664", "Skyrim.esm|00020667", "Skyrim.esm|00020658", "Skyrim.esm|000774BF", "Skyrim.esm|000774C9", "Skyrim.esm|0008B1F0", "Skyrim.esm|0008B1F1", // --- DAWNGUARD DLC BIG CHESTS --- "Dawnguard.esm|00EE74", "Dawnguard.esm|013D2D", "Dawnguard.esm|0197E6", "Dawnguard.esm|015112", "Dawnguard.esm|011E31", // --- DRAGONBORN DLC SOLSTHEIM BIG CHESTS --- "Dragonborn.esm|029969", "Dragonborn.esm|038C40", "Dragonborn.esm|01F827", "Dragonborn.esm|03160D", "Dragonborn.esm|0402AAC2", "Dragonborn.esm|0402AABF", "Dragonborn.esm|0402C456", "Dragonborn.esm|04025E46", "Dragonborn.esm|029968" ], "swfConfig": { // This can be used to modify internal values of the menu without building a new swf. // Leave it alone unless you understand what you're doing. "overrides": { //"_root.lootMenu.nonTransparentElements": ["title"], //"QuickLoot.Button.WHITE": 255, //"QuickLoot.Button.RED": 65280, //"QuickLoot.ListItemRenderer.DEFAULT_TEXT_COLOR": 255, //"QuickLoot.ListItemRenderer.STEALING_TEXT_COLOR": 65280 } } } That has worked for most all chests I've ran into. If you ever run into a chest that doesn't work on just open the chest in the console, open the json and look at the examples, type in the esm and the base(or ref) id just like you see the others then save the document. It works in real time, no need to close your game or save or reload. Now yall can quickloot, while still getting nommed on by mimics, enjoy. This can also be used for any sort of devious mod that gets upset about you not "opening chests" the normal way, so things like devious curses ng, devious cursed loot, etc... don't freak out about you cheating the looting system. Edited May 22 by nekonoll 2
gerroth Posted May 21 Author Posted May 21 17 hours ago, nekonoll said: For you and anyone else using quickloot, ensure you're using quickloot IE, rather than EE, or anthing else older. IE has a blacklist mode, so you can just toss in ALL boss chests into the quickloot .json file. example replacing the blacklist text in there: Hide contents "containerBlacklist": [ "Skyrim.esm|0138E1", // --- CORES & GENERAL VARIATIONS --- "Skyrim.esm|0002064F", "Skyrim.esm|00020652", "Skyrim.esm|0002065D", "Skyrim.esm|00020671", "Skyrim.esm|000352A2", "Skyrim.esm|0005423F", "Skyrim.esm|0007AA90", "Skyrim.esm|0008069A", "Skyrim.esm|00106E1A", // --- NORDIC & RUINS (DRAUGR) BOSS CHESTS --- "Skyrim.esm|000774BF", "Skyrim.esm|000A31B4", "Skyrim.esm|000F59DE", // --- FACTIONAL & MILITARY OVERWORLD BOSS CHESTS --- "Skyrim.esm|0008B1F0", "Skyrim.esm|0008B1E8", "Skyrim.esm|0008B1F1", "Skyrim.esm|0008B1E9", "Skyrim.esm|000774C9", "Skyrim.esm|000A3F09", "Skyrim.esm|000DDEF7", "Skyrim.esm|0008EA5D", // --- DAWNGUARD DLC BIG CHESTS --- "Dawnguard.esm|00EE74", "Dawnguard.esm|013D2D", "Dawnguard.esm|0197E6", "Dawnguard.esm|015112", "Dawnguard.esm|011E31", // --- DRAGONBORN DLC SOLSTHEIM BIG CHESTS --- "Dragonborn.esm|029969", "Dragonborn.esm|038C40", "Dragonborn.esm|01F827", "Dragonborn.esm|03160D", "Dragonborn.esm|029968" ], That has worked for most all chests I've ran into. If you ever run into a chest that doesn't work on just open the chest in the console, open the json and look at the examples, type in the esm and the base(or ref) id just like you see the others then save the document. It works in real time, no need to close your game or save or reload. Now yall can quickloot, while still getting nommed on by mimics, enjoy. I do not know quickloot, but thats a great tip! Ill add it to the "compatibility list" that this is possible. By the way, you can simply look at the formlist of used chests using SSEdit, so you can make sure that you got all of them: 1
someoneww1 Posted May 22 Posted May 22 can't get it to work, the MCM would not show up in the list, there's only the TNTR which works fine.
Spoilerman Posted May 22 Posted May 22 4 hours ago, someoneww1 said: can't get it to work, the MCM would not show up in the list, there's only the TNTR which works fine. have you tried typing this "setstage ski_configmanagerinstance 1" in the console?
someoneww1 Posted May 23 Posted May 23 7 hours ago, Spoilerman said: have you tried typing this "setstage ski_configmanagerinstance 1" in the console? yep, tried that. the assets and stuff are loaded as I can use COC warehousetraps to visit the testing rooms, but no MCM so I can't activate the distribution.
Spoilerman Posted May 25 Posted May 25 On 5/23/2026 at 9:40 AM, someoneww1 said: yep, tried that. the assets and stuff are loaded as I can use COC warehousetraps to visit the testing rooms, but no MCM so I can't activate the distribution. that is weird :\ and i don't think you could have so many mods that they get over the MCM limit, do you? D:
someoneww1 Posted May 27 Posted May 27 On 5/25/2026 at 8:58 PM, Spoilerman said: that is weird 😕 and i don't think you could have so many mods that they get over the MCM limit, do you? 😧 nope, not even close, installing something new shows up fine. Though, sometimes I get two TNTR MCM entries shows up with identical options changing options in the new one has no effect.
Spoilerman Posted May 27 Posted May 27 1 hour ago, someoneww1 said: nope, not even close, installing something new shows up fine. Though, sometimes I get two TNTR MCM entries shows up with identical options changing options in the new one has no effect. in all honesty i'm out of ideas, that has never happened to me D:
Spoilerman Posted June 1 Posted June 1 On 5/20/2026 at 6:24 PM, gerroth said: I think you are completely correct, first person mods seem to cause it. I had a similar issue with the snare traps (you run in as 1st person, camera gets stuck) and removing Improved Camera SE (which does a similar thing) fixed that. I will add a note into installation guides. ok so the ABSOLUTE CHAD known as "Arial" from the giantess mod ended up completely remaking the camera system and fixed the issue! the change isn't live on nexus but there is an updated dll that they gave me and it WORKS 1
FutaFanatic37 Posted June 2 Posted June 2 So I have the requirements and the mimics spawn but I'm not getting a struggle bar so my character just stays stuck in the animation. Am I missing something? have the load order as TNTR O S.H.I.T. EET OMNOMS (with the O S.H.I.T. patch from the fomod) Watch Your Step Flash Games - Struggling QTE (for EET) szkutilAE
gerroth Posted June 2 Author Posted June 2 21 hours ago, FutaFanatic37 said: So I have the requirements and the mimics spawn but I'm not getting a struggle bar so my character just stays stuck in the animation. Am I missing something? have the load order as TNTR O S.H.I.T. EET OMNOMS (with the O S.H.I.T. patch from the fomod) Watch Your Step Flash Games - Struggling QTE (for EET) szkutilAE Go to baka test cell BakaTrapZone and test if those work. If they don't your tntr installation is broken
blackwatch29 Posted June 4 Posted June 4 Hey gerroth, can you add toggle the "alert enemies" only happens inside interior cell or that's too much work? because i have issue when the mimic chest got me not in interior cell the enemies not approaching also the strugle bar not show up because maybe it wait the enemies approach first? but when it happens in interior cells everything is working fine. if you can't add it, it's fine.
gerroth Posted June 5 Author Posted June 5 (edited) On 6/4/2026 at 4:15 PM, blackwatch29 said: Hey gerroth, can you add toggle the "alert enemies" only happens inside interior cell or that's too much work? because i have issue when the mimic chest got me not in interior cell the enemies not approaching also the strugle bar not show up because maybe it wait the enemies approach first? but when it happens in interior cells everything is working fine. if you can't add it, it's fine. Struggle bar is not affected by approach behavior. Approach behavior just change the Enemy NPC AI not the trap. Its also a feature of EET not OMNOMS. I don't think that flag would affect your issue, that seems to have some other cause. If you want to report a bug please follow the guideline for reporting bugs: Edited June 5 by gerroth
Spoilerman Posted June 6 Posted June 6 OK, weird thing happened to me, i got my items stolen by a mimic and got the quest, like usual. While inside, since i had set the chance per tick to 0.7, i was able to recover basically everything except my armor, so i dumped all weapons and armor/clothes in a container and dove back in. i did this THREE times, purposely failing the QTE and waiting for the mimic to spit me out at the end and even bumped the chance to 1 per tick: nothing. the armor was not being found and the quest was still there. So this got me thinking: what if once the quest starts you can "activate" the mimic and be presented with a choice: "dive in" (animation plays as usual and you get trapped again) and "you can buy more stuff later" (FAILS the quest and loses you the items you "lost" to the mimic) i specified "FAILS" the quest because mods like experience give you 30 exp for finishing this quest and it seems a bit unfair. 1
xxxamogusxxx Posted June 6 Posted June 6 Better Mihail Mimics are compatible with QuickLoot by swapping actual boss chest to a mimic as soon as you pick something up. Would this approach work with mechanics of this mod? 1
gerroth Posted June 7 Author Posted June 7 12 hours ago, xxxamogusxxx said: Better Mihail Mimics are compatible with QuickLoot by swapping actual boss chest to a mimic as soon as you pick something up. Would this approach work with mechanics of this mod? - This would cause issues with other trap mods that also listen to "OnActivate" for containers, like Deviously Enchanted Chests. - It would probably also fuck up the entry animations and cause a multi-second pause between activating and actually starting the trapped animation, because Baka Mimics do not immediately work after placing, they do an animation for 2 seconds before transitioning into a "usable" state The most pragmatic solution for Quickloot I know of is to simply blacklist all BossChests from Quickloot, someone has posted it on here, and its also linked in the main post
Spoilerman Posted June 7 Posted June 7 4 hours ago, gerroth said: - This would cause issues with other trap mods that also listen to "OnActivate" for containers, like Deviously Enchanted Chests. - It would probably also fuck up the entry animations and cause a multi-second pause between activating and actually starting the trapped animation, because Baka Mimics do not immediately work after placing, they do an animation for 2 seconds before transitioning into a "usable" state The most pragmatic solution for Quickloot I know of is to simply blacklist all BossChests from Quickloot, someone has posted it on here, and its also linked in the main post thing is i don't have quickloot :\
gerroth Posted June 7 Author Posted June 7 5 hours ago, Spoilerman said: thing is i don't have quickloot :\ I don't understand, you don't need to . Quickloot just breaks immersion in this mod. 23 hours ago, Spoilerman said: OK, weird thing happened to me, i got my items stolen by a mimic and got the quest, like usual. While inside, since i had set the chance per tick to 0.7, i was able to recover basically everything except my armor, so i dumped all weapons and armor/clothes in a container and dove back in. i did this THREE times, purposely failing the QTE and waiting for the mimic to spit me out at the end and even bumped the chance to 1 per tick: nothing. the armor was not being found and the quest was still there. So this got me thinking: what if once the quest starts you can "activate" the mimic and be presented with a choice: "dive in" (animation plays as usual and you get trapped again) and "you can buy more stuff later" (FAILS the quest and loses you the items you "lost" to the mimic) i specified "FAILS" the quest because mods like experience give you 30 exp for finishing this quest and it seems a bit unfair. That seems to be an issue with loot retrieval. Try to complete the quest via console. The item should def be looted when you set chance to 1.0 and trigger it, so if thats not happening that appears to be a bug.
Spoilerman Posted June 7 Posted June 7 Just now, gerroth said: I don't understand, you don't need to . Quickloot just breaks immersion in this mod. That seems to be an issue with loot retrieval. Try to complete the quest via console. The item should def be looted when you set chance to 1.0 and trigger it, so if thats not happening that appears to be a bug. ah, i saw that response and thought it was responding to my comment (i'm dumb T_T ) also, i tried to complete it via console but the item was not looted. although i had to change the setting in TNTR from "unequip" to "steal" because the unequip one would randomly teleport my character out of the mimic for no reason, but that wouldn't cause a disappearing item (i'm guessing "remove" would)
gerroth Posted June 8 Author Posted June 8 (edited) 21 hours ago, Spoilerman said: ah, i saw that response and thought it was responding to my comment (i'm dumb T_T ) also, i tried to complete it via console but the item was not looted. although i had to change the setting in TNTR from "unequip" to "steal" because the unequip one would randomly teleport my character out of the mimic for no reason, but that wouldn't cause a disappearing item (i'm guessing "remove" would) 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? Edited June 8 by gerroth
Spoilerman Posted June 8 Posted June 8 19 minutes ago, 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? can't check with that specific one because i had to make a new save for other reasons, but i'll try it if it happens again (also i'll try if the "drop" option causes the same teleporting issue, if not it might work better)
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