Bane Master Posted August 11, 2022 Author Posted August 11, 2022 On 8/10/2022 at 12:46 AM, Frank_BR said: already put to more range to follower? Not yet - I am working on Follower Slavery Mod at the moment. 1
MysticDaedra Posted August 13, 2022 Posted August 13, 2022 I have installed Estrus Chaurus + and Estrus Dwemer + for SE, but the section in the DEC MCM to activate these is staying grayed out. Is there something I need to do that I am missing to get this option? I have saved and loaded already. Both EC+ and ED+ MCM shows up.
Taki17 Posted August 13, 2022 Posted August 13, 2022 Just now, MysticDaedra said: Is there something I need to do that I am missing to get this option? Installing EC+ after DEC makes DEC not detect EC+ (or any other supported mods), since they seem to be only accounted for when DEC is first installed and initialized. You need to start a new game, unless there is another way to force the reinitializion process of DEC. 1
Bane Master Posted August 13, 2022 Author Posted August 13, 2022 4 hours ago, Taki17 said: unless there is another way to force the reinitializion process of DEC There isn't - DEC was my first Mod way back when so some things like this are not accounted for. Next time I'm under the hood I'll add a check when the game is loaded
r3mind Posted August 14, 2022 Posted August 14, 2022 Does it work with DD SE 5.2 Beta 7? Events proc fine on looting chests, keys are removed, debug messages are correct, but devices are not equipped. So I'm wondering if it's DD's version or something else
Bane Master Posted August 14, 2022 Author Posted August 14, 2022 8 hours ago, Vigor said: Does it work with DD SE 5.2 Beta 7? Events proc fine on looting chests, keys are removed, debug messages are correct, but devices are not equipped. So I'm wondering if it's DD's version or something else Just re-tested with Devious Devices [SE][AE][VR] 5.2 Beta 7 and working fine
r3mind Posted August 14, 2022 Posted August 14, 2022 39 minutes ago, Bane Master said: Just re-tested with Devious Devices [SE][AE][VR] 5.2 Beta 7 and working fine Thanks, I managed to get it working after disabling most of the mods and starting a new game, but now sometimes it doesn't proc on the first container open (all chances are 100%), especially if it's locked. If I open it again, then it always procs no problem. Maybe I need to disable more mods^^
Bane Master Posted August 15, 2022 Author Posted August 15, 2022 (edited) 23 hours ago, Vigor said: sometimes it doesn't proc on the first container open If you change a menu setting it will not proc on the first container you open after you close the menu - that's a "feature" of DEC I think everything is working fine and you shouldn't need to disable any mods ? Edited August 15, 2022 by Bane Master 1
jcyui Posted August 25, 2022 Posted August 25, 2022 Thanks for cool mod,don't want to use dd, is it possible that opening a box has a chance to only trigger dc+ animation. Bring "rewards" to adventureloots。
Bane Master Posted August 25, 2022 Author Posted August 25, 2022 8 hours ago, jcyui said: Thanks for cool mod,don't want to use dd, is it possible that opening a box has a chance to only trigger dc+ animation. Bring "rewards" to adventureloots。 dd is a master for the DEC so it has to be installed - but you can set the MCM so that only EC+ events occur
jcyui Posted August 25, 2022 Posted August 25, 2022 (edited) 10 hours ago, Bane Master said: dd 是 DEC 的主节点,因此必须安装它 - 但您可以设置 MCM,以便仅发生 EC+ 事件 Thank you.dD Enchanted Chests(edited).7z,can any one help check this ,if correct .@_@.really Want to use this mod without dd。any kind people. Edited August 26, 2022 by jcyui
ssskn Posted August 28, 2022 Posted August 28, 2022 Hello Is this the correct way to enter additional containers? Can I skip the hex to dec conversion and only use container name? [wishful thinking but probably not, eh?] Some have different IDs but same name, I'm guessing that's ok. Also: Does the order matter with above and below lists? and anything else I'm missing? Containers.json 1
Bane Master Posted August 28, 2022 Author Posted August 28, 2022 3 hours ago, ssskn said: Hello Is this the correct way to enter additional containers? Can I skip the hex to dec conversion and only use container name? [wishful thinking but probably not, eh?] Some have different IDs but same name, I'm guessing that's ok. Also: Does the order matter with above and below lists? and anything else I'm missing? Containers.json 595 B · 0 downloads Yes - this is the correct way to do it. For additional containers that can be trapped the hex values are unique within a single mod - each mod can only have one value xxA12345B form ID, but another mod might also have a (single) form ID xxA12345B - this isn't a problem as the load order bytes ensure these two forms are unique when used in the game. In the JSON file the first two load order bytes are not used as the name of the mod is present. For example - if your container is from mymod.esp and it's hex value is 110423ab your value to convert to decimal (ignoring the first two load order bytes) would be 0423ab. 0423ab in decimal = 271275 so the JSON entry would be "271275|mymod.esp" If you are just adding common containers then all you need is the name - all containers with the name will be treated as common containers regardless of which mod they come from. 1
ssskn Posted August 28, 2022 Posted August 28, 2022 9 hours ago, Bane Master said: If you are just adding common containers then all you need is the name - all containers with the name will be treated as common containers regardless of which mod they come from. Thanks. This is good to know. Reduces the hassle of looking up every hex in an online calculator. I was adding common containers to bring it on par with DCL's container formID list.
Altami Posted September 2, 2022 Posted September 2, 2022 Got a question. Does anyone by chance know if it's possible to only have this mod affect only dwemer chests/containers via xEdit? I currently have the mod that causes Tentacle/slime attack via harvesting chaurus eggs and I was hoping I could get something similar with dwemer animations coming from dwemer containers.
Bane Master Posted September 3, 2022 Author Posted September 3, 2022 18 hours ago, Altami said: Got a question. Does anyone by chance know if it's possible to only have this mod affect only dwemer chests/containers via xEdit? I currently have the mod that causes Tentacle/slime attack via harvesting chaurus eggs and I was hoping I could get something similar with dwemer animations coming from dwemer containers. You would need to edit the formlist dt_containerformlist (xx001829 ) and remove all the containers you don't want to trigger traps, then also remove any unwanted forms from "dt_additional" in the Containers.json file. 2
Altami Posted September 5, 2022 Posted September 5, 2022 Thank you very much! I removed the non-dwemer related forms and looked at the json file. The only 2 forms in the "dt_additional" category are the following: "dt_additional" : [ "1055893|Skyrim.esm", "557932|Skyrim.esm" ] I couldn't really find what they are refering to so I currently let them be. I'll update this when I manage to test out what I currently got.
Hex Bolt Posted September 5, 2022 Posted September 5, 2022 2 hours ago, Altami said: "dt_additional" : [ "1055893|Skyrim.esm", "557932|Skyrim.esm" ] Form IDs in the json file are in decimal. You have to convert them to hexadecimal to look them up in Skyrim. (The Windows Calculator has a Programmer mode for that.) Those two containers are Black-Briar Mead Barrel and Honningbrew Mead Barrel. 1
Altami Posted September 5, 2022 Posted September 5, 2022 3 hours ago, HexBolt8 said: Form IDs in the json file are in decimal. You have to convert them to hexadecimal to look them up in Skyrim. (The Windows Calculator has a Programmer mode for that.) Those two containers are Black-Briar Mead Barrel and Honningbrew Mead Barrel. Thank you! I figured I might have been doing something wrong but am still a bit new to modifying plugins in xEdit so wasn't sure what it was.
shiagwen Posted October 3, 2022 Posted October 3, 2022 Whats wrong when the exploding chests does not put anything on the naked pc ?
Player80 Posted October 9, 2022 Posted October 9, 2022 Hey, I've added furnitures as a possible trap and everything seems to work correctly. The script now checks for furnitures before checking for estrus, I didn't want things to get too complicated. May I share the new scripts + esp here?
Bane Master Posted October 9, 2022 Author Posted October 9, 2022 4 hours ago, Player80 said: Hey, I've added furnitures as a possible trap and everything seems to work correctly. The script now checks for furnitures before checking for estrus, I didn't want things to get too complicated. May I share the new scripts + esp here? Sure - please be sure to explain exactly what they do.
creepycream Posted October 31, 2022 Posted October 31, 2022 After some testing it seems this mod is not compatible with QuickLootRE. I set the probability for all options to the max but when looting with QuickLootRE no traps, as soon as I search the container (pressing R key) the traps triggers.
Bane Master Posted October 31, 2022 Author Posted October 31, 2022 7 hours ago, creepycream said: After some testing it seems this mod is not compatible with QuickLootRE. I set the probability for all options to the max but when looting with QuickLootRE no traps, as soon as I search the container (pressing R key) the traps triggers. Afraid DEC won't be compatible with anything that changes container activation - QuickLootRE falls into this category.
r3mind Posted November 6, 2022 Posted November 6, 2022 Dunno if it's just me, but locked chests are never trapped. The mod only triggers a trap if I unlock the chest and then reopen it again (there is also no debug message when I unlock a chest).
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now