Devourment Refactor

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Re: Devourment Refactor

Postby Gherking » Tue Apr 13, 2021 8:08 pm

markdf wrote:The biggest obstacle to a lot of these is that they would require a Package to control the NPC's behaviour, and I don't know fuck all about making those.

If we could get a simple package -- just enough to spawn an NPC off-camera and make them walk over the skull and pick it up (or in the case of the pred, just walk over and pick it up) -- I could do the rest.

Alternatively, we could do a DAYMOYL-style fade-to-black, and wake up somewhere else, being reformed by a non-hostile NPC.


I can give you some help with packages. I had to learn an entry-acceptable amount about their structure and construction for my 'ReformationAI' mod. These ideas sound very do-able.
Find my Devourment Refactor addons here: https://www.loverslab.com/topic/188196- ... or-addons/
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Re: Devourment Refactor

Postby markdf » Tue Apr 13, 2021 8:10 pm

FInfinity wrote:Spitball'n here. What are you thoughts on Possession? Kinda like "become you pred" but unlocked. Upon your death you become a ghost/spirit/soul/whatever. You can't interact with anything other then people. Luckily you are the Dovahkin. Your soul is stronger than most other people. Boot someone out of their body and take over!

That's all just flavor text obviously. Basically its just "become your pred" but you've got like 10 secs to choose someone else in the immediate area. Maybe lock it behind a perk.

I'm already fleshing out an idea. The Perk will be called Phylactery, require 60 prey skill, and be the third perk in the Comfy->Delicious->Phylactery chain of perks that center on spending time inside of predators. We HAVE this skull system, might as well use it.
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Re: Devourment Refactor

Postby FInfinity » Tue Apr 13, 2021 8:19 pm

markdf wrote:
FInfinity wrote:Spitball'n here. What are you thoughts on Possession? Kinda like "become you pred" but unlocked. Upon your death you become a ghost/spirit/soul/whatever. You can't interact with anything other then people. Luckily you are the Dovahkin. Your soul is stronger than most other people. Boot someone out of their body and take over!

That's all just flavor text obviously. Basically its just "become your pred" but you've got like 10 secs to choose someone else in the immediate area. Maybe lock it behind a perk.

I'm already fleshing out an idea. The Perk will be called Phylactery, require 60 prey skill, and be the third perk in the Comfy->Delicious->Phylactery chain of perks that center on spending time inside of predators. We HAVE this skull system, might as well use it.


Oh man. I like'n this. Very excite!
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Re: Devourment Refactor

Postby markdf » Tue Apr 13, 2021 8:22 pm

Gherking wrote:
markdf wrote:The biggest obstacle to a lot of these is that they would require a Package to control the NPC's behaviour, and I don't know fuck all about making those.

If we could get a simple package -- just enough to spawn an NPC off-camera and make them walk over the skull and pick it up (or in the case of the pred, just walk over and pick it up) -- I could do the rest.

Alternatively, we could do a DAYMOYL-style fade-to-black, and wake up somewhere else, being reformed by a non-hostile NPC.


I can give you some help with packages. I had to learn an entry-acceptable amount about their structure and construction for my 'ReformationAI' mod. These ideas sound very do-able.

That would be awesome!

Let me get some infrastructure in place first though, before you go and commit any time to this. I need to make sure there aren't any weird problems with player skull stuff.
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Re: Devourment Refactor

Postby RossTheEmeraldFox » Tue Apr 13, 2021 8:27 pm

Are there currently ways, or will there be, to change the "weight" of a creature? Currently I have a couple set too high and a couple set too low. Alternatively will there just be set weights for creatures in the future?
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Re: Devourment Refactor

Postby markdf » Tue Apr 13, 2021 8:29 pm

RossTheEmeraldFox wrote:Are there currently ways, or will there be, to change the "weight" of a creature? Currently I have a couple set too high and a couple set too low. Alternatively will there just be set weights for creatures in the future?

There is a JSON file in SKSE\Plugins\Devourment that contains all of the weights.
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Re: Devourment Refactor

Postby Kavvanshrike » Tue Apr 13, 2021 9:16 pm

I know I said I was suprised when I didn't see hotkey support requested, mostly in part since I think I saw it requested by others for previous iterations of devourment. I felt this was a feature that was really sorely needed since it effectively meant you had to opt out of shouting or equip/unequip shouts and none of the former devs bothered adding it for years and markdf managed to get it in within a week of requesting it. What a legend, appreciate the amazing effort markdf.
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Re: Devourment Refactor

Postby markdf » Tue Apr 13, 2021 9:22 pm

Kavvanshrike wrote:I know I said I was suprised when I didn't see hotkey support requested, mostly in part since I think I saw it requested by others for previous iterations of devourment. I felt this was a feature that was really sorely needed since it effectively meant you had to opt out of shouting or equip/unequip shouts and none of the former devs bothered adding it for years and markdf managed to get it in within a week of requesting it. What a legend, appreciate the amazing effort markdf.

Honestly, the hardest part is getting time on my computer at all. Competing with a gamer offspring for computer time is a losing battle.
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Re: Devourment Refactor

Postby Macross » Tue Apr 13, 2021 10:11 pm

markdf wrote:Honestly, the hardest part is getting time on my computer at all. Competing with a gamer offspring for computer time is a losing battle.

Time to start the "Buy Mark his own rig so he can make us more porn" fund.
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Re: Devourment Refactor

Postby FInfinity » Tue Apr 13, 2021 10:32 pm

Macross wrote:
markdf wrote:Honestly, the hardest part is getting time on my computer at all. Competing with a gamer offspring for computer time is a losing battle.

Time to start the "Buy Mark his own rig so he can make us more porn" fund.


I'm in.
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Re: Devourment Refactor

Postby markdf » Tue Apr 13, 2021 11:14 pm

FInfinity wrote:
Macross wrote:
markdf wrote:Honestly, the hardest part is getting time on my computer at all. Competing with a gamer offspring for computer time is a losing battle.

Time to start the "Buy Mark his own rig so he can make us more porn" fund.


I'm in.

I'm getting misty eyed over here, for realsies.
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Re: Devourment Refactor

Postby Chiaroscuro » Tue Apr 13, 2021 11:25 pm

markdf wrote:The biggest obstacle to a lot of these is that they would require a Package to control the NPC's behaviour, and I don't know fuck all about making those.

If we could get a simple package -- just enough to spawn an NPC off-camera and make them walk over the skull and pick it up (or in the case of the pred, just walk over and pick it up) -- I could do the rest.

Alternatively, we could do a DAYMOYL-style fade-to-black, and wake up somewhere else, being reformed by a non-hostile NPC.

Not sure if it could be done with just a package, but a scene would be rather easy. Just use a travel action to go to the players remains (might need to set the remains to be a reference alias so you can set it as the travel destination) then have it cast the spell/run whatever idle animation you want it to use, and then whatver else you want it to do. I've been learning about scenes quite a bit.

I think the biggest problem would finding a proper location to spawn in an NPC to do it, especially in a dungeon. It would be rather hilarious to get digested by a forsworn and then have your savior run in, only to be smashed by one of those swinging spiked door traps.

I will say that before all of this, one thing I really wanted to do was create a quest that would allow the player to automatically reform after digestion. However, I never got around to even beginning to implement it, and I've been on break for a bit, so...
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Re: Devourment Refactor

Postby markdf » Wed Apr 14, 2021 1:15 am

invidiasyren wrote:
markdf wrote:The biggest obstacle to a lot of these is that they would require a Package to control the NPC's behaviour, and I don't know fuck all about making those.

If we could get a simple package -- just enough to spawn an NPC off-camera and make them walk over the skull and pick it up (or in the case of the pred, just walk over and pick it up) -- I could do the rest.

Alternatively, we could do a DAYMOYL-style fade-to-black, and wake up somewhere else, being reformed by a non-hostile NPC.

Not sure if it could be done with just a package, but a scene would be rather easy. Just use a travel action to go to the players remains (might need to set the remains to be a reference alias so you can set it as the travel destination) then have it cast the spell/run whatever idle animation you want it to use, and then whatver else you want it to do. I've been learning about scenes quite a bit.

I think the biggest problem would finding a proper location to spawn in an NPC to do it, especially in a dungeon. It would be rather hilarious to get digested by a forsworn and then have your savior run in, only to be smashed by one of those swinging spiked door traps.

I will say that before all of this, one thing I really wanted to do was create a quest that would allow the player to automatically reform after digestion. However, I never got around to even beginning to implement it, and I've been on break for a bit, so...

Well I'm fleshing out a system. What I have so far:

When the player is the prey, their skull is always digested separately. If scat is set to absorption then the pred will drop the skull, otherwise they will defecate it.

If Become Your Killer is enabled it will run normally. Otherwise, we'll fade to black; without the phylactery perk, player dies. With it, we then fade in to focus on the player's skull.

Most of this is already working.

Next, there will be an semi-random waiting period, five to twenty seconds or so. At that point we'll do one of several things.

1) fade to black again and end up in an inn, with the player reforming inside an NPC.
2) have an NPC show up, take the skull and swallow it, and start reforming the player there where they were dropped.
3) have the original pred make a little speech of some sort, and then swallow the skull to reform the player, with either a friendly dialogue about wanting them back, or a mocking dialogue about how they're going to just digest you again after.

So something like that. The best option might just be to have some hooks so that y'all can make your own reformation scenarios, with the Inn scenario being the default that comes with Refactor.
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Re: Devourment Refactor

Postby RossTheEmeraldFox » Wed Apr 14, 2021 2:02 am

markdf wrote:
RossTheEmeraldFox wrote:Are there currently ways, or will there be, to change the "weight" of a creature? Currently I have a couple set too high and a couple set too low. Alternatively will there just be set weights for creatures in the future?

There is a JSON file in SKSE\Plugins\Devourment that contains all of the weights.


I IMAGINED! Gosh even before I posted I went looking for it like "I bet there's a file somewhere I can manually change this with"
Aha!

I wonder what settings are the "supposed to be" ones.
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Re: Devourment Refactor

Postby markdf » Wed Apr 14, 2021 2:44 am

RossTheEmeraldFox wrote:
markdf wrote:
RossTheEmeraldFox wrote:Are there currently ways, or will there be, to change the "weight" of a creature? Currently I have a couple set too high and a couple set too low. Alternatively will there just be set weights for creatures in the future?

There is a JSON file in SKSE\Plugins\Devourment that contains all of the weights.


I IMAGINED! Gosh even before I posted I went looking for it like "I bet there's a file somewhere I can manually change this with"
Aha!

I wonder what settings are the "supposed to be" ones.

A Nord should be 100. That's the baseline.
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Re: Devourment Refactor

Postby RossTheEmeraldFox » Wed Apr 14, 2021 3:12 am

markdf wrote:A Nord should be 100. That's the baseline.


I meant like how big each creature should be but yeah I getcha.
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Re: Devourment Refactor

Postby runeguden » Wed Apr 14, 2021 6:36 am

FInfinity wrote:
markdf wrote:
runeguden wrote:I suggest adding a perk where the player can get reformed after getting eaten
as a prey player I think its a thing that is missing

How would that work? Like, step by step. What happens when you're fully digested? Is this using the skull system? Is the predator reforming you (and if so, why?) Does this require some dialogue -- and if so, are you willing to write it? Does the player get defecated as a skeleton, reanimate, and the flesh regrow over time? I can't actually make that last one happen, but it sure would be cool...


Spitball'n here. What are you thoughts on Possession? Kinda like "become you pred" but unlocked. Upon your death you become a ghost/spirit/soul/whatever. You can't interact with anything other then people. Luckily you are the Dovahkin. Your soul is stronger than most other people. Boot someone out of their body and take over!

That's all just flavor text obviously. Basically its just "become your pred" but you've got like 10 secs to choose someone else in the immediate area. Maybe lock it behind a perk.




I was thinking more of a "you wake up in your house" kinda deal, or you wake up where you last slept (if you slept in a belly you might wake up in there to a confused pred)
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Re: Devourment Refactor

Postby LostCause » Wed Apr 14, 2021 6:53 am

First off, I'd like to apologise about things getting so heated before. I'm still not happy about the whole thing but I handled it poorly regardless and it'd be to my detriment to stay away, I'm not really achieving anything by it so whatever. Hopefully at some point I'll have the motivation to type up a post with some issues that may or may not be on my end, since I haven't really seen anyone report them... however even when the mod flat out isn't working for them people only post in the discord instead of here so they could easily be issues with the actual mod and not just on my end.

Secondly I wanted to ask if you'd ever be interested in adding the ability to feed items to followers the same as how the player can swallow loose items? A simple hotkey to tell a follower to (attempt to) swallow an NPC would be great too, similar to how sexlab defeat lets you order followers with a hotkey. And finally to complete the set a spell/hotkey/basic dialogue option to tell a follower to switch to lethal digestion would be nice. Actually now that I think about it, although this is a lower priority for me personally, the ability to make a follower feed themselves to an NPC would be good too. I know you can do this stuff with debugging but in my experience having debugging enabled slows everything down.

Also I know this one is completely outlandish but I was wondering if it'd ever be possible to have a basic follower/NPC version of the weightmorphs integration? Something like a spell/hotkey to apply it to an NPC specifically (whether this is just one or a small handful), even if it was just the weight gain from vore-related digestion and then weight loss over time or a spell/item to reduce weight, rather than tracking movement etc like it does for the player. Of course this would almost definitely require a complete rewrite of weightmorphs and would likely be too performance heavy so it's a silly question but I thought I'd ask anyway.
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Re: Devourment Refactor

Postby oystercatcher7 » Wed Apr 14, 2021 7:38 am

erewon wrote:
RossTheEmeraldFox wrote:Hey so I'm unsure if this is just a *me* problem but like.. for some reason non-humanoids in my game have a nearly 100% chance to always come "prefilled" despite the setting being at like 0.3 ... I'm not fully sure why but pretty much every Giant, Draugr, Wolf, Goat, and Chicken I've seen has been round around the middle.

Is there any way to fix this? I'd like to keep this feature but going through a whole dungeon full of undead with bellies was.. not what I had in mind.


I just solved this issue, here are the simplified steps (caused I just fooled around until it worked ...)

I'm using vortex as a mod manager, when you install the refactor mod you have a prompt with different options.
For the animals to have growing bellies, you need to select at the mod installation:
pre-built creatures bodies
bodyslide slidersets
morphvore

then you open bodyslide > filter by groups : "unassigned"
preset : "zeroed sliders"
down left you tick "build morphs" and then batch build (uncheck anything you don't want but it's mostly animals in this group)

Hope this helps I've been tinkering with this most of the day


This solves the constant belly issue, but I'm wondering if anyone knows how to get the belly morphs working for creatures? When my character gets vored, the belly size stays at 0, and there are no struggle effects.

When I installed, I already selected the Bodyslide option and the MorphVore tag option. Then I batch built all the creature models (with Build Morphs selected), but their bellies still don't change. Does anyone else have this issue?
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Re: Devourment Refactor

Postby LostCause » Wed Apr 14, 2021 8:03 am

oystercatcher7 wrote:
erewon wrote:
RossTheEmeraldFox wrote:Hey so I'm unsure if this is just a *me* problem but like.. for some reason non-humanoids in my game have a nearly 100% chance to always come "prefilled" despite the setting being at like 0.3 ... I'm not fully sure why but pretty much every Giant, Draugr, Wolf, Goat, and Chicken I've seen has been round around the middle.

Is there any way to fix this? I'd like to keep this feature but going through a whole dungeon full of undead with bellies was.. not what I had in mind.


I just solved this issue, here are the simplified steps (caused I just fooled around until it worked ...)

I'm using vortex as a mod manager, when you install the refactor mod you have a prompt with different options.
For the animals to have growing bellies, you need to select at the mod installation:
pre-built creatures bodies
bodyslide slidersets
morphvore

then you open bodyslide > filter by groups : "unassigned"
preset : "zeroed sliders"
down left you tick "build morphs" and then batch build (uncheck anything you don't want but it's mostly animals in this group)

Hope this helps I've been tinkering with this most of the day


This solves the constant belly issue, but I'm wondering if anyone knows how to get the belly morphs working for creatures? When my character gets vored, the belly size stays at 0, and there are no struggle effects.

When I installed, I already selected the Bodyslide option and the MorphVore tag option. Then I batch built all the creature models (with Build Morphs selected), but their bellies still don't change. Does anyone else have this issue?


I've seen quite a few people with this issue and tried running them through all the things (I know of) that may fix it with no success, so I'm wondering if there is a conflict or issue with the mod itself for some people. However I can think of one more thing for you to try. Do you have FNIS for creatures and did you run FNIS again before trying the morphs?
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