SillyLilBug wrote:Would you consider porting a version of Enhanced Burps and Gurgles to Refactor at some point? I loved the increased gurgles during digestion and the ability to burp up items and bones and it would be amazing to see them make a return in Refactor.
Mark was kind enough to implement a lot of those features to refactor like item burping and prey-based gurgle frequency. Burping up MovableStatic containers as a disposal method would have to be added by Mark himself, as I can't think of a way to do it besides editing Refactor's scripts.
SillyLilBug wrote:And out of curiousity are Ineed and Devourment Approach for Refactor are compatible with each other? I know the DFAM version required a patch, but not sure if that's the case for the Refactor version.
Fortunately, Ineed is already accounted for in Refacor's survival/needs script.
SillyLilBug wrote:I'm also struggling to get Devourment Approach working lately (Tried several different versions of Refactor including the version from May 6th) and I'm wondering if it's just that some things have changed in Refactor and I should wait for an update or if there might be a mod conflict somewhere with another Refactor addon and what might be the culprit as I'm unsure what your mod specifically affects/changes aside from dialog.
Apparently, you aren't the only one. How exactly doesn't it work? Do the debug messages show up at all? Does the MCM?
Dongers wrote:I have a question regarding the Futanari CVore. How do I make it change shape during vore? When I change the high weight in BodySlide it changes the base model instead. How do I only make it affect it during CVore?
The CVore slider is manipulated in-game when you use cock vore
if you've built the mesh with sliders in bodyslide(like the one I provided). In bodyslide, you should build the mesh with the CVore slider set to zero for both high and low weight so that your balls in-game are normal-sized by default.
Delt wrote:deman wrote:not sure what it is but the approach refactor 1.3 just dont wanna work XD 1.2 seems to work just fine
yeah i'm having the same issue. not even an mcm menu working.
I have no idea how 1.3 could behave any different to 1.2, seeing as though the only difference is a few checks in the dice rolls. Are these problems from trying to update it on an old save?
MelonBoobies wrote:I put the approach chance to 50 and died because of guards, it then loaded me back to my save just before i altered the chances and my settings are currently at (10 for cloak and 5 for ask to vore) but almost every npc i meet asks me to vore them or eat me ... my companion keeps asking NON STOP and in the debug messages, it says the chances for follower were 97 and guard 27... help ..?
I'm a bit confused here. If you are annoyed at how frequent the approaches are, try lowering the chance multiplier further? That, or increase the value for cloak frequency (which increases the time between each dice roll). Finally, a chance of 97 with a cloak frequency of 10 means that around every 10 seconds you have about a 1/10 chance of triggering dialog with that NPC. Followers typically have high chances since they have high relationship values, which is why I put a companion toggle since it can get a bit annoying.
Mastert3318 wrote:Any progress on that option to exclude certain NPCs? I really like your mod but I've had to disable it currently because Inigo keeps asking to be eaten every 5 seconds, lol.
Sorry it's been a bit. I haven't gotten around to that with work and such distracting me. I'll get around to it
at some point™..
hopefully