Jump to content

Recommended Posts

Posted
5 hours ago, cyberloader said:

Alas, this mods seem to be dead now. CTD on every thing despite it showing up.

Since you are the only user currently reporting a CTD (with more than 300k downloads) I suspect the issue is with your setup not the mod.

 

If you post a log of the crash then we may be able to work out what your issue is.

Posted

Everything else works, including Cursed Loot, but this mod makes me CTD on everything I open. Tried to install it several times and while it installs just fine in the MCM, it still crashes. Probably and AE thing who knows.

Posted (edited)
On 9/20/2024 at 3:50 PM, cyberloader said:

Tried to install it several times and while it installs just fine in the MCM, it still crashes. Probably and AE thing who knows.

If you are experiencing a CTD then either you do not PowerofThree's Papyrus Extender installed, or the wrong version is installed, or something is overwriting it.

 

Check your install, PO3 version and check for unintended overwrites - this is an issue with your setup.

Edited by Bane Master
  • 3 weeks later...
Posted

I'm trying to install an old modpack,  and i was wondering if there was a way to get an older version of this mod. I'm looking for version 3.20 if its still avalible anywhere

Posted
7 hours ago, onceinabook said:

I'm trying to install an old modpack,  and i was wondering if there was a way to get an older version of this mod. I'm looking for version 3.20 if its still avalible anywhere

It's here

  • 1 month later...
  • 2 months later...
Posted

Is there a way to reset all chests that have been loted, and make them "lootable" again? Or completily turn the remember chest feature off?

 

Posted (edited)
16 hours ago, OiOiosex89oeoe said:

Is there a way to reset all chests that have been loted, and make them "lootable" again? Or completily turn the remember chest feature off?

 

For those that want to know 🙂

Spoiler

DEC only remembers the last 20 containers - once you have activated 20 (trappable) containers, each time you activate a new container the oldest container is removed from the list and becomes trappable again.

 

There is no option to turn this feature off. 

Edited by Bane Master
Posted
On 1/28/2025 at 10:11 AM, Bane Master said:

For those that want to know 🙂

  Hide contents

DEC only remembers the last 20 containers - once you have activated 20 (trappable) containers, each time you activate a new container the oldest container is removed from the list and becomes trappable again.

 

There is no option to turn this feature off. 

Tysm for the quick respond ! I didnt expect that!

  • 1 month later...
Posted (edited)

How can we make it so that devious traps in containers spawn from top to bottom rather than completely randomized? The main issue I'm seeing with the current setup is that your character may get bound in all restraints *except* wrist bindings that lock your arms. It happened to me on my very first try that my character got a strict hobble set, a gag, some piercings but her arms were still free.

 

Additionally, I noticed an option that forces full set but the description says that it wil always make you lose your keys. So does this take precedence over the 0% chance to lose your keys?

Edited by muhavaux33
Posted
8 hours ago, muhavaux33 said:

How can we make it so that devious traps in containers spawn from top to bottom rather than completely randomized?

As things stand I'm afraid you can't

 

8 hours ago, muhavaux33 said:

Additionally, I noticed an option that forces full set but the description says that it wil always make you lose your keys. So does this take precedence over the 0% chance to lose your keys

It's been an age since I looked at that part of the code but yes - I think it overrides the % set

Posted

I installed the mod but the MCM is not showing up, is that normal ?

 

I'm using Devious Devices 5.2 with Devious Devices NG+ on top, and I'm also using OSL Aroused instead of the outdated Sexlab Aroused. All of these are supposed to be backward compatible but maybe that's what causing the issue ? I don't know if the mod has any failsafe to prevent execution if the required mods are not recognized properly.

Posted
On 3/31/2025 at 12:02 AM, Hotoke said:

don't know if the mod has any failsafe to prevent execution if the required mods are not recognized properly.

No - nothing like that. The MCM should show up regardless have you to tried force  an MCM update by typing:

 

setstage ski_configmanagerinstance 1

 

In  the console?

Posted
12 hours ago, Bane Master said:

No - nothing like that. The MCM should show up regardless have you to tried force  an MCM update by typing:

 

setstage ski_configmanagerinstance 1

 

In  the console?

I'm having the same issue. This command didn't work for me.

Posted (edited)
On 4/3/2025 at 4:52 PM, Bane Master said:

No - nothing like that. The MCM should show up regardless have you to tried force  an MCM update by typing:

 

setstage ski_configmanagerinstance 1

 

In  the console?

I created a new character and the mod loaded just fine, MCM showed up and I even got to test the functionality (everything woked flawlessly).

 

No idea what was the issue on my main save, probably a badly unintalled mod

Edited by Hotoke
Posted

Hey I was wondering how to add new devices to the pool whenever a trap is triggered. Been trying to fidget with SSEEdit to try and add the Giant Anal Beads anal plugs into the FormList so they can be equipped, but I'm still learning how to do that kind of stuff.

  • 4 weeks later...
Posted
1 hour ago, Casandor26 said:

Will it work if I convert the esp to espfe? There's a script folder and I'm afraid that it might not work properly

Probably not. I use Vortex as my mod manager and it flags .esp's that could be light. It does not have that flag for this mod.

Posted

When using Devious devices ng it says that it cant load the libraries whenever i open a container is there something else i need to download to make it work or an i just SOL?

Posted
On 5/9/2025 at 4:42 AM, Dank Dungeon said:

When using Devious devices ng it says that it cant load the libraries whenever i open a container is there something else i need to download to make it work or an i just SOL?

I'm using DEC with DD NG with no issues and have had no other reports of this issue - check that you have installed the correct versions all the required mods for both DDNG and DEC

Posted (edited)

Hey there!

So today I adjusted the chances to trigger enchanted chests. I set dungeon and wilderness to 0 and only kept the city chances up.

But I still get trapped in dungeons, caves, wilderness, etc.

Is there any other setting I have to adjust to deactivate trapped dungeon chests? I have no clue why they still trigger.

 

 

EDIT: Ok, found it. Seems quickloot menues have a built in chance to trigger traps, regardless of the MCM settings. So I have to loot chests the old fashioned way ^^

Edited by Bad-Apple
  • 3 weeks later...
Posted

Was having an issue when using this with the QuickLootIE-DD mod where followers would never get restrained. Did some debugging and found that the dtraps_evaluateTrap.psc script scans for NPCs using this command:

 

        ObjectReference[] kScannedNPCs = PO3_SKSEFunctions.FindAllReferencesOfFormType(objRef, 43, fAOE)

 

The variable objRef is never set directly in this script, so I assume it must get set as part of the way this mod normally triggers from opening a chest. QuickLootIE-DD triggers it differently by invoking the `dtraps_TriggerTrap` ModEvent and this variable never gets set or is set to the wrong reference, causing the scan to return no results every time.

 

I changed this call to center the scan on the player's reference and it seems to fix this issue:

 

$ diff v3.215/dtraps_evaluateTrap.psc fix/dtraps_evaluateTrap.psc
116c116
<       ObjectReference[] kScannedNPCs = PO3_SKSEFunctions.FindAllReferencesOfFormType(objRef, 43, fAOE)
---
>       ObjectReference[] kScannedNPCs = PO3_SKSEFunctions.FindAllReferencesOfFormType(libs.playerref, 43, fAOE)

 

I've attached this fix for anyone else who is having this issue.

Deviously Enchanted Chests - Follower Fix for QuickLootIE-DD.zip

Posted
22 hours ago, finalfrog said:

The variable objRef is never set directly in this script

When using the mod event It's set to the passed in Sender as ObjectRef

 

ObjectReference kTrapObj = Sender As ObjectReference

 

I guess  QuickLootIE-DD  is not passing in a valid Objectref so I'll add a failsafe that sets it to the Player if Sender as ObjRef == None

Posted

What's New in Version V3.216 SE/LE

Released 

  • External Modevent Trigger: Trap AOE will now centre on the Player if no valid Object is passed in with the event

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...