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

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

Postby ian66613 » Sat Aug 15, 2015 4:25 pm

dragonlordcody wrote:i have a question, do followers level their devourment like the player? and if so, do they automatically gain the devourment perks? i'm really curious because i haven't had many followers in my time of skyrim modding and whatnot.


NPCs are "Classed" and will take specific weapons based on said class. They will also level up perks and skill trees that are allocated to that class. Warrior I believe is an example, they take two-hand, heavy armor and dabble in archery. You'll have to wait for an answer from sid or the original author though, since Devourment is its own perk tree system, and new perk trees are weird.
Last edited by ian66613 on Sat Aug 15, 2015 4:27 pm, edited 1 time in total.
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby moe36363 » Sat Aug 15, 2015 4:26 pm

Ok so after while, i again was looking at posibility make sleep menu in dvourment via dialog, while in belly :)
My iterest at this bit growed up when i found Simple actions mod on nexus, so i downloaded to look at script to understand it (still lame at it). Properties i have settted right.
Original mod from what i understand work on spell base.
So i bit changed few lines and need few advices if its posible to work in dialog reply, thx.

Original version from mod:
Spoiler: show
Scriptname bm_SimpleActionEffectScript extends activemagiceffect Hidden

ImageSpaceModifier Property FadeOut Auto
ImageSpaceModifier Property BlackScreen Auto
ImageSpaceModifier Property FadeIn Auto

Message Property SimpleActionPrompt Auto
Message Property SleepPrompt Auto
Spell Property SimpleActionAbility Auto

Furniture Property Bed Auto
ObjectReference Property BedRef Auto Hidden


Actor Target
bool returnToFirstPerson = false

Event OnEffectStart(Actor akTarget, Actor akCaster)
Target = akTarget
if(Target != Game.GetPlayer() || Target.GetCombatState() != 0)
self.Dispel()
return
endif
int r = SimpleActionPrompt.Show()
if(r == 0)
self.Dispel()
return
elseif(akTarget.IsWeaponDrawn())
akTarget.SheatheWeapon()
Utility.Wait(2.0)
endif

returnToFirstPerson = (Game.GetCameraState() == 0)
Game.ForceThirdPerson()
Game.DisablePlayerControls(1, 1, 1, 0, 0, 0, 0, 0, 0)
self.RegisterForKey(Input.GetMappedKey("Jump"))

if(r == 1) ; Meditating
self.GoToState("Meditating")
elseif(r == 2) ; Sitting
self.GoToState("Sitting")
elseif(r == 3) ; Sleeping
self.GoToState("EnterSleeping")
elseif(r == 4) ; Sleeping sideway
self.GoToState("EnterSleepingSideway")
endif
endEvent

Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
self.Dispel()
endEvent

Event OnKeyDown(Int KeyCode)
; Debug.Notification("Pressed key in normal mode")
self.Dispel()
EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster)
Game.EnablePlayerControls(1, 1, 1, 0, 0, 0, 0, 0, 0)
self.GoToState("")
endEvent



State EnterSleeping
Event OnBeginState()
Debug.SendAnimationEvent(Target, "idleLayDownEnter")
self.RegisterForSingleUpdate(4.0)
endEvent

Event OnUpdate() ; what happens if dispelled in the middle of this sequence?
int s = SleepPrompt.Show()
if(s == 0) ; yes
self.GoToState("Sleeping")
else
self.GoToState("ExitSleeping")
endif
endEvent
endState

State Sleeping
Event OnBeginState()
BedRef = Target.PlaceAtMe(Bed, 1)
FadeOut.Apply()
Utility.Wait(2.5) ; since Fadeout lasts exactly 3.0s, we need to allow some script delay
FadeOut.PopTo(BlackScreen)
Debug.SendAnimationEvent(Target, "IdleForceDefaultState")
Utility.Wait(0.3)
BedRef.Activate(Target, true) ; this spawns the sleep menu of the befref but it wouldn't work if called while the laying anim is playing.
self.RegisterForSingleUpdate(0.1)
endEvent

Event OnUpdate()
self.GoToState("ExitSleeping")
endEvent

Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
endEvent

Event OnKeyDown(Int KeyCode)
; Debug.Notification("Pressed key in sleep mode")
EndEvent

Event OnEndState()
Debug.SendAnimationEvent(Target, "idleLayDownEnterInstant")
Utility.Wait(0.5)
BlackScreen.PopTo(FadeIn)
BedRef.Delete()
endEvent
endState

State ExitSleeping
Event OnBeginState()
self.RegisterForUpdate(0.5)
endEvent

Event OnUpdate()
if(Target.GetCombatState() != 0)
self.Dispel()
endif
endEvent

Event OnEndState()
Debug.SendAnimationEvent(Target, "idleChairExitStart")
endEvent
endState




State EnterSleepingSideway
Event OnBeginState()
Debug.SendAnimationEvent(Target, "idleBedRollRightEnterStart")
self.RegisterForSingleUpdate(6.0)
endEvent

Event OnUpdate() ; what happens if dispelled in the middle of this sequence?
int s = SleepPrompt.Show()
if(s == 0) ; yes
self.GoToState("SleepingSideway")
else
self.GoToState("ExitSleepingSideway")
endif
endEvent
endState

State SleepingSideway
Event OnBeginState()
BedRef = Target.PlaceAtMe(Bed, 1)
FadeOut.Apply()
Utility.Wait(2.5) ; since Fadeout lasts exactly 3.0s, we need to allow some script delay
FadeOut.PopTo(BlackScreen)
Debug.SendAnimationEvent(Target, "IdleForceDefaultState")
Utility.Wait(0.3)
BedRef.Activate(Target, true) ; this spawns the sleep menu of the befref but it wouldn't work if called while the laying anim is playing.
self.RegisterForSingleUpdate(0.1)
endEvent

Event OnUpdate()
self.GoToState("ExitSleepingSideway")
endEvent

Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
endEvent

Event OnKeyDown(Int KeyCode)
; Debug.Notification("Pressed key in sleep mode")
EndEvent

Event OnEndState()
Debug.SendAnimationEvent(Target, "idleBedRollRightEnterInstant")
Utility.Wait(0.5)
BlackScreen.PopTo(FadeIn)
BedRef.Delete()
endEvent
endState

State ExitSleepingSideway
Event OnBeginState()
self.RegisterForUpdate(0.5)
endEvent

Event OnUpdate()
if(Target.GetCombatState() != 0)
self.Dispel()
endif
endEvent

Event OnEndState()
Debug.SendAnimationEvent(Target, "idleBedExitStart")
endEvent
endState




State Sitting
Event OnBeginState()
Debug.SendAnimationEvent(Target, "idleSitCrossLeggedEnter")
self.RegisterForUpdate(0.5)
endEvent

Event OnUpdate()
Target.RestoreActorValue("Stamina", 10)
if(Target.GetCombatState() != 0)
self.Dispel()
endif
endEvent

Event OnEndState()
Debug.SendAnimationEvent(Target, "idleChairExitStart")
endEvent
endState



State Meditating
Event OnBeginState()
Debug.SendAnimationEvent(Target, "idleGreyBeardMeditateEnter")
self.RegisterForUpdate(0.5)
endEvent

Event OnUpdate()
Target.RestoreActorValue("Magicka", 10)
if(Target.GetCombatState() != 0)
self.Dispel()
endif
endEvent

Event OnEndState()
Debug.SendAnimationEvent(Target, "idleChairExitStart")
endEvent
endState


My version:
Spoiler: show
Scriptname voresleep extends TopicInfo

Furniture Property Bed Auto
ObjectReference Property BedRef Auto Hidden

Actor Target

Event OnInit()
GotoState("Sleeping")
EndEvent

State Sleeping
Event OnBeginState()
BedRef = Target.PlaceAtMe(Bed, 1)
Utility.Wait(2.5) ; since Fadeout lasts exactly 3.0s, we need to allow some script delay
Utility.Wait(0.3)
BedRef.Activate(Target, true) ; this spawns the sleep menu of the befref but it wouldn't work if called while the laying anim is playing.
self.RegisterForSingleUpdate(0.1)
endEvent

Event OnEndState()
Utility.Wait(0.5)
BedRef.Delete()
endEvent
endState


Edit: tab section in scripts are right i think, only here on forums i cant show it good
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby dragonlordcody » Sat Aug 15, 2015 4:42 pm

ian66613 wrote:
dragonlordcody wrote:i have a question, do followers level their devourment like the player? and if so, do they automatically gain the devourment perks? i'm really curious because i haven't had many followers in my time of skyrim modding and whatnot.


NPCs are "Classed" and will take specific weapons based on said class. They will also level up perks and skill trees that are allocated to that class. Warrior I believe is an example, they take two-hand, heavy armor and dabble in archery. You'll have to wait for an answer from sid or the original author though, since Devourment is its own perk tree system, and new perk trees are weird.

i would hope that they would. it would be cool to feed a follower enough to where they spit out souls for you.
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby moe36363 » Sun Aug 16, 2015 4:16 am

Hmm, maybe i forgot bend script and end script fragment in topic, somehow.
I m looking for some examples like in mia quest demo, but that is bit too much for me? Anyone can explain simply how is end fragment script connected with script? Some exact lines wroten what i found in fragment and what are in script?

EDIT:

after trying, found it must have something with devourments scripts, while in belly, we get ,,control,, of character pred who got our dovahking in belly and papyrus fragments react on our player character, who right in moment dont have cntrolls so scripts like spell.cast (gamegetplayer()) cannot work if game still thinks on our original player character...

maybe i am wrong maybe no, its just my sugestion
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby kongpow » Sun Aug 16, 2015 7:51 pm

Hello, Redblue3222 created an addon that allows gender specific sounds based on the gender of prey! This is a big leap in the right direction for immersive devourment sound.

http://aryion.com/forum/viewtopic.php?f=79&t=43663

Cheers
Devourment v.65d Legacy Pack

http://tinyurl.com/z3faw96

^^^LINK TO THE DOWNLOAD/GUIDE^^^

Cheers!
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby ohblaargag » Mon Aug 17, 2015 1:13 am

Sheights wrote:
SK wrote:
thevoremorpher07 wrote:Sk could you link me to the swallow animals mod? I beem searching for it within the forums with no avail. That would be greatly appriciated :D


http://aryion.com/forum/viewtopic.php?f=79&t=38324 It is listed under Files. And thank you Sheights. Female animals mod? Oh boy some help finding it would be nice, I would hate to have to go through the 200 plus pages to look for it.


I have that one too.

and you're welcome!


I tried installing this one and animals aren't eating me when I try to get them to. Is it something I'm doing wrong?

My guess it's at least one of the following:
1. I didn't install it properly (I put it in my "common/Skyrim/Data" folder and I have it enabled in the data files menu)
2. I need DLC for it to work
3. There are other mods preventing this particular mod from working
4. I have to install other mods (besides just base devourment) to get it to work.
5. I have to do something in game to get it to work (ex: type a console command)
6. Some other thing I can't think of off the top of my head
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby wakkoratti » Mon Aug 17, 2015 2:54 pm

I really like this mod but I have found a few tiny bugs. The most major one is that a lot of follower mods don't work with this mod and end up crashing the game. Some of these followers include:
http://www.nexusmods.com/skyrim/mods/53148/
http://www.nexusmods.com/skyrim/mods/30175/?
and so on. The only thing I can see that is possibly wrong with these examples is that they have costom textures. I don't know, it is just a thought and a bug report.
-_- So sincere.
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby ian66613 » Mon Aug 17, 2015 9:09 pm

wakkoratti wrote:I really like this mod but I have found a few tiny bugs. The most major one is that a lot of follower mods don't work with this mod and end up crashing the game. Some of these followers include:
http://www.nexusmods.com/skyrim/mods/53148/
http://www.nexusmods.com/skyrim/mods/30175/?
and so on. The only thing I can see that is possibly wrong with these examples is that they have costom textures. I don't know, it is just a thought and a bug report.


Are you using any Follower overhaul mods? Ones that add extra options, or make followers smarter (IE: They can get on horses, sneak better, etc.)
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I am NOT into Furries/Bestial/Animals.
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby Galmar1313 » Wed Aug 19, 2015 10:03 am

Which script is it that handles the shrinking belly process?
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby rathdakrogan » Tue Aug 25, 2015 5:12 am

Hey wanna know a great mod to use with animals try this one out http://www.nexusmods.com/skyrim/mods/19510/? called talking animals... you can guess what fun that is combined with animal vore mods... though not very immersive can be rather fun to mess with! Enjoy guys or girls!!
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby dragonlordcody » Tue Aug 25, 2015 10:37 pm

just wondering, was there an edit for the mod for anything to be eaten? i feel like im probably wrong, but i cant get anywhere by not asking.
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby ian66613 » Wed Aug 26, 2015 3:51 pm

Was also hoping we could add a transmogrify spell that turns the player into an edible item, which can be picked up by a nearby female :3c
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby kamikouchiha » Sun Aug 30, 2015 10:26 am

how do you talk to the people you have eaten?
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby thedragon » Sun Aug 30, 2015 10:27 am

Press g on the keyboard
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby kamikouchiha » Sun Aug 30, 2015 10:29 am

thedragon wrote:Press g on the keyboard


thank you :)
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby thedragon » Sun Aug 30, 2015 10:35 am

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

Postby hotcoldcoolwarm » Sun Aug 30, 2015 3:52 pm

Hey, no one remembers me but I am back. I am not really involved in much on this site. I found this mod a long time ago and liked it, I was going to get involved in the community and start doing stuff. Then, an update to one of the mods I was using broke everything. Well I wasted a couple days getting the band back together and I found a blend of mods that played well together. Here is an example https://www.youtube.com/watch?v=Zp11Qgo ... e=youtu.be but this is not the final product. I was wondering if it would be appreciated at all if I make a lets play series. I would just use in game sound though, I don't want to do narration. Maybe just text like this video.
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby coolio1112 » Sun Aug 30, 2015 6:23 pm

thedragon wrote:Press g on the keyboard
all the other devourment dialouge works fine expext for the fact thatt i cant press G when i press G nothing happens. does anyone know how to fix this please! :cry:
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby Dele02b62862 » Sun Aug 30, 2015 8:11 pm

Hi guys, I have been trying to install this but I can't figure it out I got as far as getting the ability to swallow but when I do eat someone my chgaracters belly does not change, any ideas?
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Re: Devourment [Skyrim mod, F/?] (v0.65c)

Postby hotcoldcoolwarm » Sun Aug 30, 2015 10:38 pm

I have had this issue every time I change my install order. The textures that handle it are broken. You will find them in the meshes folder. In another folder from there. I have been using after market textures but you could try reinstalling the mod or just those 3 files.
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