Devourment [Skyrim mod, F/?] (v0.65c)

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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Gat » Mon Sep 01, 2014 11:21 am

It's not the skeleton. theres only 2 skeletons for males and two for females. All npc's including all followers use them.
I needed to have devourment load AFTER any other mod that makes changes to followers to get them to have dialogue and spells. Maybe that is helpful to you.

Has anyone noticed odd behaviour in npc's?
I have started a new playthrough and I get the feeling scripted npc's arent properly doing their things.
For example when I release the vampire girl from her tomb in the first dungeon of Dawnguard she is supossed to say something about gargoyles when we meet them. She doesn't, she just goes into her standard combat mode saying stuff like "what was that?" "where did you come from!"
Other npc's apear to behave erratic as well. Vigilants of stendar, stormcloaks/imperials with prisoners and other random encounters just stand there.
Trying to figure out if its the devourment mod doing this.

[edit]
Found it. FNIS was the culprit. no idea what disabling that is gonna do :(
[/edit]
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Vegan » Mon Sep 01, 2014 6:37 pm

As of today I have returned to work on Devourment, so I figured I owed you a few details about the next development steps:

-I have located an animator who may be able to finagle the intricacies of Skyrim's Havok content pipeline and actually get a swallow animation working in-game, so for the time being that aspect of the mod has been subcontracted to them. This frees me up to work on:
-Next step - the "roleplaying patch." For those of you who don't feel like digging back dozens of pages, the main features include new combat taunts, the ability to start dialog between predator and prey, and the ability to switch lethal digestion to nonlethal (and vice-versa). Voice actresses are still wanted for this project, so if you or anyone you know is willing to contribute, I'd be ever so grateful.
-Somewhat in parallel with the roleplaying patch, I'm working on an API which third-party modders can use to access Devourment's features. It will be split into two pieces: a DevourmentEventHandler class which your own quests scripts will extend, and a number of functions that can be called on DevourmentManagerQuest. A sample Devourment quest (with source code) will be provided as an example. The following are the methods I plan to implement - any aspiring modders with feature requests are of course encouraged to post them.

Events:
The following will be provided as blank functions in a DevourmentEventHandler class. By extending them in a quest script of your own, and then calling RegisterEventHandler(DevourmentEventHandler yourMod), you will cause the main script to trigger your methods at the appropriate times:

-OnSwallow (Actor pred, Actor prey, int typeFlags) ; note: typeFlags contains all information about type of vore (oral, unbirth, breast, etc.) and lethality.
-OnEscape (Actor pred, Actor prey, bool route) ; true if they escaped the way they came, false for full tour
-OnDigestionTick(Actor pred, Actor prey, int typeFlags, float healthFraction) ; called every digestion tick. Try not to put computation-heavy logic in this one.
-OnPreyDeath(Actor pred, Actor prey, int TypeFlags) ; called when the prey dies
-OnDeadDigestionTick(Actor pred, Actor prey, int typeFlags, float completion) ; called every tick when digesting dead characters. Completion ranges from 0-1 and measures how shrunken the belly has become
-OnExcretion(Actor pred, Actor prey, int typeFlags) ; called when the prey is defecated, absorbed, etc.
-OnDialog(Actor pred, Actor prey, int typeFlags) ; called when dialog is initiated between the player and their predator/prey.

Functions:

-RegisterEventHandler(DevourmentEventHandler yourMod) ; registers third-party event handlers
-ForceSwallow(Actor pred, Actor prey, int typeFlags) ; force a character to swallow another with a 100% success rate. Will warp prey to pred if the distance is too far
-ForceEscape(Actor target, bool isPrey, bool route) ; scans pred or prey array for the given target (as specified in isPrey), then forces them to regurgitate all prey (or be regurgitated if they are prey). Set route to true to have them escape the way they came, false for full tour
-ForceDialog(Actor pred, Actor prey) ; starts a dialog IF the player either ate the actor Prey or was eaten by the actor Pred. If both are true, defaults to pred
-AccelerateDigestion(Actor pred, int ticks) ; applies a number of digestion ticks to all prey eaten by the given predator
-int GetNumEaten(Actor pred, int typeFlags) ; returns the number of prey consumed through the specified route
-Actor whoAte(Actor prey) ; returns the actor who ate the given actor
-Actor[] whoDidSheEat(Actor pred, int typeFlags) ; returns all prey consumed through the specified route by the specified predator
-Actor[] getPredArray() ; returns the array of all active predators
-Actor[] getPreyArray() ; returns the array of all active prey
-int[] getTypeFlagArray() ; returns the array of type flags
-int[] getDigestionTimeArray() ; returns the array of number of digestion ticks (1/10 second) remaining
-Actor[] getTummyPredArray() ; returns the array of all active shrinking-stomach predators
-Actor[] getTummyPreyArray() ; returns the array of all active shrinking-stomach prey
-float[] getTummyCompletionArray() ; returns the completion (0-1) of each shrinking stomach
Devourment: A Skyrim vore mod (F/?)
DevouRIMent: A RimWorld vore mod (F/?)
Tyrant Totem: A Pathfinder: Kingmaker vore mod (F/?)
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby thedragon » Mon Sep 01, 2014 6:50 pm

First devourment mod pic on here
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I used 40 class summon mod and i chose celestial female samurai
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby thedragon » Mon Sep 01, 2014 6:52 pm

And when I attacked her she devoured my character and then she became my new character
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Gat » Mon Sep 01, 2014 6:54 pm

Sounds great vegan :)

What are the plans for skeleton and the current nif and animation set? will those be reworked or is the swallow animation the only thing intended to be worked on?
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Sideromelane » Mon Sep 01, 2014 7:06 pm

Vegan wrote:As of today I have returned to work on Devourment, so I figured I owed you a few details about the next development steps:

*stuff*



This is all awesome news! Glad to hear you are able to return to this fantastic mod.

Do you yourself plan to add unbirth etc, or will you be bowing out once the API is complete? A working api for your mod would alone be fantastic, and i hope it works out! I know my own efforts at getting other vore methods have failed miserably, hopefully an API will let me (or someone more talented) get something along those lines working!
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby IEatYouWhole » Tue Sep 02, 2014 7:19 am

i have a question, my companion keeps getting eaten -_- and it is very annoying as it used up all the syrups to get spat out too quickly, and would need hundreds just to get through a dungeon if any female enemies -_-, so was wondering if there was a way to increase your companions resistance and such? i know the one for yourself but do not know it for companions, can some please help?
I will swallow you whole :3
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Brutaller » Tue Sep 02, 2014 10:50 am

IEatYouWhole wrote:i have a question, my companion keeps getting eaten -_- and it is very annoying as it used up all the syrups to get spat out too quickly, and would need hundreds just to get through a dungeon if any female enemies -_-, so was wondering if there was a way to increase your companions resistance and such? i know the one for yourself but do not know it for companions, can some please help?


Mia in college arcaneum sells shield of foul taste, disenchant it and re-apply to something else to give to your companion... i'm not entirely sure if the effects apply to non-player actors though...
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby redblue322 » Tue Sep 02, 2014 12:56 pm

Awesome stuff!!!!!!!! :D cant wait for the next update :D

Just out of interest, what programming language are scripts for skyrim written in? im guessing its got its own specific language for the game but is it based around "C", "visual basic", "python" etc. Its just i'm a computer programmer full time for mainly C style languages (C, C++,C#, Java, etc) and i could probably have a go at some of Devourments script work if i find some time :D. Is there a compiler of some sort or is it all done through the creation kit? cheers.

As always thank you so much Vegen for sticking with us :D really cant thank you enough :D
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby forgreatjustice18 » Tue Sep 02, 2014 6:25 pm

Wooo Vegan is back!
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Shadowlyger » Tue Sep 02, 2014 6:39 pm

I have located an animator who may be able to finagle the intricacies of Skyrim's Havok content pipeline and actually get a swallow animation working in-game


Make sure this one doesn't get into any psychotropic drugs. :lol:
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby hernextmeal » Tue Sep 02, 2014 7:12 pm

redblue322 wrote:Awesome stuff!!!!!!!! :D cant wait for the next update :D

Just out of interest, what programming language are scripts for skyrim written in? im guessing its got its own specific language for the game but is it based around "C", "visual basic", "python" etc. Its just i'm a computer programmer full time for mainly C style languages (C, C++,C#, Java, etc) and i could probably have a go at some of Devourments script work if i find some time :D. Is there a compiler of some sort or is it all done through the creation kit? cheers.

As always thank you so much Vegen for sticking with us :D really cant thank you enough :D


Skyrim has it's own language called Papyrus, which is extended using SKSE with modules written in C and C++.
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Gat » Tue Sep 02, 2014 7:41 pm

Gat wrote:Has anyone noticed odd behaviour in npc's?
I have started a new playthrough and I get the feeling scripted npc's arent properly doing their things.
For example when I release the vampire girl from her tomb in the first dungeon of Dawnguard she is supossed to say something about gargoyles when we meet them. She doesn't, she just goes into her standard combat mode saying stuff like "what was that?" "where did you come from!"
Other npc's apear to behave erratic as well. Vigilants of stendar, stormcloaks/imperials with prisoners and other random encounters just stand there.
Trying to figure out if its the devourment mod doing this.

[edit]
Found it. FNIS was the culprit. no idea what disabling that is gonna do :(
[/edit]

Welp. Actually I think it might be devourment.

Totally fresh skryim install. Added all my mods one by one. On installing devourment some npc's sort of break.
Escort npc's arent's consistent anymore. For example when you first enter white run and get the quest for the golden claw from the whiterun trader. His sister is supossed to walkspeed toward bridge while chatting. WIth devourment loaded she just stops while talking and does not resume until the player is very far away (almost near the bridge)
The bard in whiterun. You are supossed to be able to easily defeat him in a brawl so he stops bothering whatsherface with the irritating daughter. Instead he now pulls out a knife after some punches and goes into normal combat mode. you end up killing him.

It's a fresh skyrim install. New game. SKSE, SKYUI, CBBE and MIDASmagic are my only mods (what I consider my basics).
Add devourment and this happens.
Can someone please try to confirm?
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Farfanuggen » Tue Sep 02, 2014 7:50 pm

http://www.nexusmods.com/skyrim/mods/24020

Fixes for glitches fights like Mikael and Vilkas when you start the companion line.
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Gat » Wed Sep 03, 2014 4:37 am

Farfanuggen wrote:http://www.nexusmods.com/skyrim/mods/24020

Fixes for glitches fights like Mikael and Vilkas when you start the companion line.

Cheers mate, that indeed fixed the brawls :)

Now I still notice weirdly behaving npc's.
Random encounter with teh thief who hands you a stolen weapon. a few seconds afterwards your supossed to run into a hunter chasing teh thief. The latter thing doesnt happen. You just find the hunter standing somewhere.
Vigilants of standar just stand still on the road. npc's that are supossed to escort you don't or in a halting fashion. In the beginning of the game Brinjolf bahaves weirdly. he keeps on his path but walks haltingly and stops to turn and face you very often.

Any clues anyone?
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Cribbey » Wed Sep 03, 2014 6:59 am

Have you got all of the unofficial patches installed?

They eliminate lots of bugs/glitches and fix a lot of other things too.
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Gat » Wed Sep 03, 2014 12:58 pm

crap, forgot about those.
That could well be it. With dawnguard installed the hall of stendarr is destroyed at lvl 10, maybe this destroys the patrols end target
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Someone92 » Wed Sep 03, 2014 2:38 pm

Vegan wrote:The following are the methods I plan to implement - any aspiring modders with feature requests are of course encouraged to post them.


Other functions that I would like to see:
- DisableEscape(Actor prey) ; disables the possibility for the prey to escape, useful if you want to you Devourment as a finishing move mod, or want to have precise control over how long the prey remains inside the pred
- int[] getDeadDigestionTimer(actor Pred) ; returns how long it takes until a dead prey is digested and the completion of the completion (0-1) of the shrinking stomach
- SetDeadDigestionTimer(actor Pred; int deadDigestionTimer; int completionStomach) ; sets for pred the how long it takes to digest a dead prey and the completion of the shrinking stomach
The last two functions would allow to time other animations with the digestion, e.g. a masturbation animation from SexLab.
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Heydanmonhawk » Thu Sep 04, 2014 8:03 pm

I'm having a problem where my character is unable to digest anything or anyone. She's just stuck with the prey in her belly forever.

I have no idea why because I'm terrible with coding.

EDIT : This started when I put perk points into devourment skills.

EDIT AGAIN : After more experimenting, this also happens with Non-Lethal swallows. When I go to regurgitate, it says "You have no live prey in your stomach"
Last edited by Heydanmonhawk on Thu Sep 04, 2014 9:29 pm, edited 2 times in total.
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Re: Devourment [Skyrim mod, F/?] (v0.60)b

Postby Kirah » Thu Sep 04, 2014 8:06 pm

Good to hear a status update! Can't wait for the update to be released.
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