Voraciousness 1.21 (Mods for the Pathfinder cRPGs)

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Re: Voraciousness 1.15 (Mods for the Pathfinder cRPGs)

Postby Mab17 » Fri Mar 24, 2023 8:02 am

The entire log is too long to post, but I think I found the relevant part.

" [TyrantTotemWrath] --MAKING TYRANT TOTEMS--
Uploading Crash Report
MissingMethodException: void Kingmaker.Blueprints.JsonSystem.BlueprintsCache.AddCachedBlueprint(Kingmaker.Blueprints.BlueprintGuid,Kingmaker.Blueprints.SimpleBlueprint)
at TyrantTotemWrath.Resources.AddBlueprint (Kingmaker.Blueprints.SimpleBlueprint blueprint) [0x00001] in <1b5d0022d4e44a788d1b75f6bfc414dc>:0
at VoraciousWrath.Utilities.Helpers.CreateBlueprint[T] (System.String name, System.Action`1[T] init) [0x00029] in <1b5d0022d4e44a788d1b75f6bfc414dc>:0
at TyrantTotemWrath.ActualTyrantTotems.MakeLesserTyrant () [0x00038] in <1b5d0022d4e44a788d1b75f6bfc414dc>:0
at TyrantTotemWrath.ActualTyrantTotems.Postfix () [0x0001e] in <1b5d0022d4e44a788d1b75f6bfc414dc>:0
at (wrapper dynamic-method) Kingmaker.Blueprints.JsonSystem.BlueprintsCache.Kingmaker.Blueprints.JsonSystem.BlueprintsCache.Init_Patch113(Kingmaker.Blueprints.JsonSystem.BlueprintsCache)
at (wrapper dynamic-method) Kingmaker.Blueprints.JsonSystem.StartGameLoader.Kingmaker.Blueprints.JsonSystem.StartGameLoader.LoadPackTOC_Patch3(Kingmaker.Blueprints.JsonSystem.StartGameLoader)
at Kingmaker.GameStarter+<StartGameCoroutine>d__25.MoveNext () [0x00375] in <64d16269ead042e0b6aef51781cae9f7>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <25a85da7c6f04932b86e339dfd12957d>:0 "
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Re: Voraciousness 1.15 (Mods for the Pathfinder cRPGs)

Postby Dunn2183 » Sun Mar 26, 2023 6:50 am

Oh, double checking: are you using the latest version of the mod? I know this is an error with trying to use older versions of mods after they changed the signature of that function with 2.1.0, but it should be working with the latest version that I should really link in the main post now that I think about it.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby vore2412 » Sun Mar 26, 2023 9:07 pm

Since this is back up, just noticed that there is a massive sale on Pathfinder games right now, 75% off. So naturally grabbed the combined wrath of the righteous and kingmaker.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Mab17 » Mon Mar 27, 2023 1:16 pm

Hmmm. I thought the main post was the latest version. Oops. Let me try the actual up to date one.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby vore2412 » Mon Mar 27, 2023 10:27 pm

When is the soonest that you might encounter enemies with vore abilities?
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Mab17 » Tue Mar 28, 2023 4:23 pm

All right--using the most recent version doesn't cause infinite load, but I am getting some strange behavior. Every time any party member uses a vore ability--on attack, for healing, anything--random members of the party either disappear or sink into the ground. Disappeared party members can be ordered around and I can see their green circle, but they can't use abilities. Sometimes using something like the kitsune shape change or loading a save will fix this, but only temporarily. Characters that sink into the ground have trouble moving and pathfinding, though it usually resolves itself after a bit.

Looking in the logs shows this:

" [TyrantTotemWrath] Testing what we get when we check stomach stuff for Sanaar
[TyrantTotemWrath] Testing what we get when we check stomach stuff for Sanaar
[MonoSingleton] There is no object of type Owlcat.Runtime.Visual.Effects.ParticleSumEmitter.ParticleSystemCustomSubEmitterDelegate. Creating new.
[TyrantTotemWrath] Testing what we get when we check stomach stuff for Sanaar
[TyrantTotemWrath] Testing what we get when we check stomach stuff for Galt
Invalid IKEffector.positionOffset (contains NaN)! Please make sure not to set IKEffector.positionOffset to NaN values.
Invalid IKEffector.positionOffset (contains NaN)! Please make sure not to set IKEffector.positionOffset to NaN values.
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero
Look rotation viewing vector is zero "

That repeats...literally hundreds of times. Until finally...

" Unloading 1 Unused Serialized files (Serialized files now loaded: 496)

Unloading 58820 unused Assets to reduce memory usage. Loaded Objects now: 296271.
Total: 1179.425100 ms (FindLiveObjects: 18.395100 ms CreateObjectMapping: 28.995400 ms MarkObjects: 1058.017500 ms DeleteObjects: 74.016700 ms)

Unloading 0 Unused Serialized files (Serialized files now loaded: 393)

Unloading 90191 unused Assets to reduce memory usage. Loaded Objects now: 205977.
Total: 1033.527600 ms (FindLiveObjects: 12.256500 ms CreateObjectMapping: 21.412800 ms MarkObjects: 969.386200 ms DeleteObjects: 30.471700 ms)

The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script (Unknown) on this Behaviour is missing!
The referenced script (Unknown) on this Behaviour is missing!
The referenced script (Unknown) on this Behaviour is missing!
The referenced script on this Behaviour (Game Object '<null>') is missing!
The referenced script (Unknown) on this Behaviour is missing! "

And then those last two repeat a few hundred times.

Here--I exited the game, then loaded in just long enough to use a devour ability and generate a shorter player log I could upload. (Still had to cut it into thirds.)

https://pastebin.com/CZHe9J53

https://pastebin.com/rYspanvL

https://pastebin.com/ZvTQD62E
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Dunn2183 » Wed Mar 29, 2023 7:48 pm

Mab17 wrote:All right--using the most recent version doesn't cause infinite load, but I am getting some strange behavior. Every time any party member uses a vore ability--on attack, for healing, anything--random members of the party either disappear or sink into the ground. Disappeared party members can be ordered around and I can see their green circle, but they can't use abilities. Sometimes using something like the kitsune shape change or loading a save will fix this, but only temporarily. Characters that sink into the ground have trouble moving and pathfinding, though it usually resolves itself after a bit.

Looking in the logs shows this:
*snip*


So this got me curious since I know Owlcat likes doing under the hood changes with their patches and I maaaay have a solution to this now, maybe? At least I'm not getting either the error messages or that behaviour like last time I had to fix the visual side of things since it was a bit of a kludge fix, although it's possible that it's just harder to trigger with how I'm doing it now.

You can try out the attached file and see if it works for yourself, though ideally test it with a save with no active vore going on and all.
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Voraciousness.zip
Possible fix for visual bugs
(66.49 KiB) Downloaded 147 times
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Mab17 » Thu Mar 30, 2023 2:15 am

Unfortunately, that doesn't seem to be working; the bug persists. (And I did load a save with no vore happening.)
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby d00mhead » Sun Apr 02, 2023 4:20 pm

Just thought I'd chime in and say the same errors are happening for me too. People start becoming invisible within a minute or two of loading up, then the sinking in to the floor begins. This isn't just a visual bug for me, once the sinking happens my party can barely move.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Dunn2183 » Mon Apr 03, 2023 8:56 am

Hrm, definitely befuddled by this then - still can't replicate that error myself at this point, even stress tested this in combat at Kenabres to make sure I wasn't missing a potential trigger for it.

May be a memory issue, perhaps? Going upload a VFXless version so it doesn't spawn anything when someone (or their remains) are spat up and see if that happens to deal with the issue.
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Voraciousness.zip
VFX removed to try debugging loading issue
(65.98 KiB) Downloaded 123 times
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Mab17 » Mon Apr 03, 2023 12:17 pm

Sorry to report that didn't work. First instance of vore after installing and loading in caused a character to vanish.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Alicy » Tue Apr 04, 2023 4:48 pm

Is there a negative variant of Healing Devour that could heal Dhampir, undead and lich?
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Dunn2183 » Thu Apr 06, 2023 4:08 pm

Hmm, definitely gotta keep an eye on that in mind for the future then, maybe I'll be able to recreate it in a playthrough...

(That, or it's a problem with stuff the mod already done in a playthrough but I hope it's not that kind of problem.)

AS for that negative variant question....no but it probably won't take me too long to try adding that over the weekend.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Panth » Fri Apr 07, 2023 10:09 pm

Hey Dunn, any plans of adding support for the new Shifter classes?
Or how about turning Voring into a combat maneuver instead of just triggering on melee attacks?

Keep up the good work. :D
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby LunarCataphract » Sat Apr 08, 2023 1:02 pm

So......what actually informs a grapple "checks" odds of succeeding? Cause I've been using it for hours and it's not gone off once.

I've got the feat and have it enabled and all that.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Dunn2183 » Thu Apr 13, 2023 1:44 pm

It should be doing checks with each first attack in a round, should be making something in the combat log you can check in-game. Stats are a d20 + the attacker's combat maneuver bonus vs the defender's combat maneuver defence.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Searnadrix » Fri Apr 14, 2023 9:32 am

Is there a version of this mod that works on game version 2.0.0z? I have a few mods that didn't update to later versions of the game that I don't want to lose if I can help it.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Dunn2183 » Sat Apr 15, 2023 10:13 pm

Searnadrix wrote:Is there a version of this mod that works on game version 2.0.0z? I have a few mods that didn't update to later versions of the game that I don't want to lose if I can help it.

Before the DLC update? I think the file in this post should work for it.
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby Searnadrix » Mon Apr 17, 2023 10:45 pm

Thank you very much, it does work!
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Re: Voraciousness 1.18 (Mods for the Pathfinder cRPGs)

Postby player1 » Fri Jun 09, 2023 9:55 am

Hey there, just a question.

is it possible to add the voracious feat to ais? i feel like there's only a limited amount of AI able to use the devour spells and it would help melee based mobs.
"wizards, no sense of right or wrong!" some spacemen wisdom.
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