Jump to content

Recommended Posts

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
Posted
5 hours ago, wareware said:

Can you add a setting import/export option along with an autoload option when the MCM inits?

I'll try and summon up the enthusiasm to add this a some point but it's not my favourite type of coding task! 😉

  • 3 weeks later...
Posted

Been struggling a bit getting this working, it was ok on a much lighter modified skyrim but since I've rebuilt and modded more extensively I'm getting CTD when I open containers while this mod is enabled. I've played around with priority of papyrus with no success I have a crash log but cant figure out what's gone wrong, could anyone assist please?

crash-2025-06-23-01-06-41.log

Posted (edited)
11 hours ago, chrism_s62 said:

Been struggling a bit getting this working, it was ok on a much lighter modified skyrim but since I've rebuilt and modded more extensively I'm getting CTD when I open containers while this mod is enabled. I've played around with priority of papyrus with no success I have a crash log but cant figure out what's gone wrong, could anyone assist please?

crash-2025-06-23-01-06-41.log 1.85 MB · 0 downloads

Both  the Crash log and the fact the crash occurs when you open a container point to an issue with po3s Papyrus Extender.

 

Check you have the correct version installed and that nothing is overwriting it.

Edited by Bane Master
Posted (edited)

Thanks, I've double checked version and put it all the way down the bottom of the list on the left of MO2, this still causes a crash (this is the order from that crash dump). There are so many extenders/tweaks...

 

Order right down the bottom...

PapyrusUtil SE - Modders Scripting Utility Functions 4.6

Scrab's Papyrus Extender 2.1.5

Papyrus Tweaks NG 4.1

powerofthree's Tweaks 1.13

powerofthree's Papyrus Extender 6.0.2

 

These are all fresh downloads of latest versions

Edited by chrism_s62
Posted (edited)
12 hours ago, chrism_s62 said:

Thanks, I've double checked version and put it all the way down the bottom of the list on the left of MO2, this still causes a crash (this is the order from that crash dump). There are so many extenders/tweaks...

 

Order right down the bottom...

PapyrusUtil SE - Modders Scripting Utility Functions 4.6

Scrab's Papyrus Extender 2.1.5

Papyrus Tweaks NG 4.1

powerofthree's Tweaks 1.13

powerofthree's Papyrus Extender 6.0.2

 

These are all fresh downloads of latest versions

 

I have tested the latest versions -  powerofthree's Tweaks 1.13(.1) & powerofthree's Papyrus Extender 6.0.2 and cannot reproduce your CTD, everything works fine.

 

Your crash log is highlighting PO3's extender as the problem but if the version is correct for your game and it's not being overwritten I have no idea why it's crashing for you.

 

I'm not seeing any other reports of this issue so I'm pretty sure it's something in your setup - sorry, not sure what else to suggest than double checking for stray files and correct versions.

Edited by Bane Master
Posted
On 6/29/2025 at 12:41 AM, Tseverin said:

have you ever considered trapping locked doors?

Not as part of DEC but I am in the process of adding a DEC trap as an optional outcome to FMEA Lockpicking failures and FMEA Lockpicking has an toggle to include locked doors.

Posted

What's New in Version V3.217 SE/LE

Released 

  • Updated Equip Script to prevent additional trap triggers from external mods during trap processing
Posted
10 minutes ago, Bane Master said:

What's New in Version V3.217 SE/LE

Is it safe to upgrade from 3.215? I know your mods usually are but I just wanted to double-check.

Posted

I'm trying to get this mod working in the masterstroke wabbajack modlist but it requires 3.216 instead of 3.217. Is there any way for me to grab the old version of the file or override wabbajack somehow?

Posted

i need version se-le 3.2167z for masterstroke mod list how do i get this version apparently the new version came out 6 hours ago and masterstroke is not accepting it.

Please help

Posted
1 hour ago, boofpack710 said:

I'm trying to get this mod working in the masterstroke wabbajack modlist but it requires 3.216 instead of 3.217. Is there any way for me to grab the old version of the file or override wabbajack somehow?

 

19 minutes ago, Valarie1 said:

i need version se-le 3.2167z for masterstroke mod list how do i get this version apparently the new version came out 6 hours ago and masterstroke is not accepting it.

Please help

Go tell the creators of your modlists to update their modlists...

Posted
9 hours ago, Bane Master said:

Not as part of DEC but I am in the process of adding a DEC trap as an optional outcome to FMEA Lockpicking failures and FMEA Lockpicking has an toggle to include locked doors.

That's cool.

Posted
16 hours ago, Seeker999 said:

Is it safe to upgrade from 3.215? I know your mods usually are but I just wanted to double-check.

Yes - should be fine

  • 1 month later...
Posted
13 hours ago, RavnaRiikr said:

Could you please add integration with my mod https://www.loverslab.com/files/file/42152-devious-wicked-devices/ ?  It should be pretty easy, as all you need to do is call ModEvent.

 

Devious Wicked Devices already has native support for DEC that is working as intended in my testing.

 

From the DW OP:

 

Quote

Optional Mods:

 

Posted
11 hours ago, Bane Master said:

Devious Wicked Devices already has native support for DEC that is working as intended in my testing.

Unfortunately, what I did is not native support because it detects when the player is hit by a trap explosion.

There are multiple downsides. First, it equips the DWD device after the DEC device is equipped, not instead of it. Second, the DEC trap is an explosion effect, and I haven't found a way to detect the origin of the effect. This has led to issues with the Valhalla combat mod because it also creates explosion effects.

Posted (edited)
12 hours ago, RavnaRiikr said:

Unfortunately, what I did is not native support because it detects when the player is hit by a trap explosion.

There are multiple downsides. First, it equips the DWD device after the DEC device is equipped, not instead of it. Second, the DEC trap is an explosion effect, and I haven't found a way to detect the origin of the effect. This has led to issues with the Valhalla combat mod because it also creates explosion effects.

Ok - unfortunately equipping the devices is not as simple as  just calling the ModEvent, there would need to be a decision as to if a WD is to be installed and if so what device (so that any "vanilla" devices don't conflict). These sort of decisions need to come from DWD not DEC.

 

If it would help I can add a Modevent that is sent after DEC equips Items so that you can decide what DWD you want check it's not conflicting and equip it - from the players point of view it will look like one equip event.

Edited by Bane Master
Posted
10 hours ago, Bane Master said:

Ok - unfortunately equipping the devices is not as simple as  just calling the ModEvent, there would need to be a decision as to if a WD is to be installed and if so what device (so that any "vanilla" devices don't conflict). These sort of decisions need to come from DWD not DEC.

It already works that way. You just call the "DwdEquipDeviceWithMcmChances" event, and DWD selects the device to equip itself. Also, since your mod is already interacting with others, like Estrus, adding one more should be rather easy, right?

Posted (edited)
15 hours ago, RavnaRiikr said:

Also, since your mod is already interacting with others, like Estrus, adding one more should be rather easy, right?

To handle DWD during equip rather than as an addition at the end would require:

  • A Check to see if DWD is installed and running
  • Adding some kind of MCM control over the chance of adding a DWD when a Trap is triggered
  • Call the DWD equip  (this is the rather easy one line Modevent call)
  • Work out what has been equipped and remove any conflicting devices from the DEC equip list for the Actor before proceeding to the DEC Equip

This is far from Trivial - a chance of equipping a DWD device at the end is simple, if you removed the popup box from your existing code it would be transparent to the user.

Edited by Bane Master
Posted
7 hours ago, Bane Master said:

Work out what has been equipped and remove any conflicting devices from the DEC equip list for the Actor before proceeding to the DEC Equip

In my mod I check this by checking worn items with keywords:
But I dont know if it is viable solution in case of DEC. 

int id = ddlib.GetSlotMaskForDeviceType(ddlib.zad_DeviousCollar)
if id == -1
	return false ;None
EndIf
Armor x = ddlib.PlayerRef.GetWornForm(id) As Armor
7 hours ago, Bane Master said:

if you removed the popup box from your existing code it would be transparent to the user.

Unless there are bugs, it should already create a callback modevent instead of a pop-up box when that method is called via modevent.
 

Ultimately, even if you only add a modevent that is sent after DEC equips Item, that will be significantly better than how it currently works.

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...