Fallout 4 mod?

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Re: Fallout 4 mod?

Postby redblue3222 » Sun Jun 19, 2016 9:40 am

Quick update.

Sorry i haven't posted of late. Been busy with other things. I have 3 people who have helped with the development of the mod testing stuff currently. My bug and feature list is across two monitors now haha but I've made a start and have most of the major obvs fixed now. I've been writing some cool institute lore holotapes to integrate vore into the commonwealth more believably too. I'll give the testers a new less buggy copy at some point this week for some final testing before i commit v1.0 Alpha to the site.

Sorry this is taking some time.

Thank you for your patience
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Re: Fallout 4 mod?

Postby DarkRain » Sun Jun 19, 2016 10:38 am

redblue3222 wrote:Quick update.

Sorry i haven't posted of late. Been busy with other things. I have 3 people who have helped with the development of the mod testing stuff currently. My bug and feature list is across two monitors now haha but I've made a start and have most of the major obvs fixed now. I've been writing some cool institute lore holotapes to integrate vore into the commonwealth more believably too. I'll give the testers a new less buggy copy at some point this week for some final testing before i commit v1.0 Alpha to the site.

Sorry this is taking some time.

Thank you for your patience

good
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Re: Fallout 4 mod?

Postby Aces » Sun Jun 19, 2016 11:06 am

OH OH OH I wanna help with the lore! :D I can even make an audio holotape if you like!
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Re: Fallout 4 mod?

Postby Squidpad » Sun Jun 19, 2016 12:45 pm

redblue3222 wrote:Quick update.

Sorry i haven't posted of late. Been busy with other things. I have 3 people who have helped with the development of the mod testing stuff currently. My bug and feature list is across two monitors now haha but I've made a start and have most of the major obvs fixed now. I've been writing some cool institute lore holotapes to integrate vore into the commonwealth more believably too. I'll give the testers a new less buggy copy at some point this week for some final testing before i commit v1.0 Alpha to the site.

Sorry this is taking some time.

Thank you for your patience


Maybe also write some Vault-Tec holotapes about testing with vore. That would open the way for vore-related tests in the new Vault DLC.
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Re: Fallout 4 mod?

Postby Sideromelane » Sun Jun 19, 2016 2:10 pm

Interestingly... there are canonical possibilities for the occult and magic in the Fallout universe. The Dunwich building in Fo3 and the Dunwich Borers in Fo4 are examples of where this crossing over takes place.

Incidentally if you have NOT explored the Dunwich borers quarry, you ought to. It's a fun time for all.
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Re: Fallout 4 mod?

Postby FalloutBoy » Sun Jun 19, 2016 2:33 pm

redblue3222 wrote:Quick update.

Sorry i haven't posted of late. Been busy with other things. I have 3 people who have helped with the development of the mod testing stuff currently. My bug and feature list is across two monitors now haha but I've made a start and have most of the major obvs fixed now. I've been writing some cool institute lore holotapes to integrate vore into the commonwealth more believably too. I'll give the testers a new less buggy copy at some point this week for some final testing before i commit v1.0 Alpha to the site.

Sorry this is taking some time.

Thank you for your patience


Is there any chance you need anymore tester?
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Re: Fallout 4 mod?

Postby forgreatjustice18 » Sun Jun 19, 2016 2:57 pm

redblue3222 wrote:Quick update.

Sorry i haven't posted of late. Been busy with other things. I have 3 people who have helped with the development of the mod testing stuff currently. My bug and feature list is across two monitors now haha but I've made a start and have most of the major obvs fixed now. I've been writing some cool institute lore holotapes to integrate vore into the commonwealth more believably too. I'll give the testers a new less buggy copy at some point this week for some final testing before i commit v1.0 Alpha to the site.

Sorry this is taking some time.

Thank you for your patience


Awesome! Thanks again for all your hard work redblue! Can you please make a new thread when the mod goes live? So we can consolidate all the info in one place instead of having to comb through this thread? Also add a donation/tip jar link so people can give back to the developers!
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Re: Fallout 4 mod?

Postby Netjak » Sun Jun 19, 2016 3:49 pm

Sideromelane wrote:Incidentally if you have NOT explored the Dunwich borers quarry, you ought to. It's a fun time for all.


But it was super sp00py though! Seriously the most freaked out I have been from a video game in a while :o
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Re: Fallout 4 mod?

Postby Aces » Sun Jun 19, 2016 4:44 pm

FalloutBoy wrote:
redblue3222 wrote:Quick update.

Sorry i haven't posted of late. Been busy with other things. I have 3 people who have helped with the development of the mod testing stuff currently. My bug and feature list is across two monitors now haha but I've made a start and have most of the major obvs fixed now. I've been writing some cool institute lore holotapes to integrate vore into the commonwealth more believably too. I'll give the testers a new less buggy copy at some point this week for some final testing before i commit v1.0 Alpha to the site.

Sorry this is taking some time.

Thank you for your patience


Is there any chance you need anymore tester?


You realize what proper Q&A entails, right? Testing isn't just playing the game, but actively trying to break it with weird scenarios.
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Re: Fallout 4 mod?

Postby Sideromelane » Sun Jun 19, 2016 4:47 pm

Netjak wrote:
Sideromelane wrote:Incidentally if you have NOT explored the Dunwich borers quarry, you ought to. It's a fun time for all.


But it was super sp00py though! Seriously the most freaked out I have been from a video game in a while :o


The subtext is that there was this prewar cult which apparently worshipped an elder being - Essentially it's a Lovecraftian horror that existed a very long time ago, and juuust before the bombs dropped, the cult started to uncover relics, and get results from rituals...
Spoiler: show
My thought was, in relation to this mod - and with respect to the fact redblue and team have already got their own thing planned and in writing - but my idea now that I made the connection, is that an Elder god handing out gross powers as a reward would make a vore mod, well, not plausible as such, but certainly fitting with the theme of ancient eldritch horrors.

Especially because my other theory about the 'forgotten' magic of the Fallout universe is that somewhere out there - possibly in the deserts of Arabia - there is very possibly a Dwemer outpost. Just take a look at Lorenzo Cabot (http://fallout.wikia.com/wiki/Lorenzo_Cabot) and his helmet (http://vignette4.wikia.nocookie.net/fallout/images/2/23/Lorenzos_Crown.png/revision/latest?cb=20151128154155) and tell me that's not Dwemer in origin.
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Re: Fallout 4 mod?

Postby oliverrook » Mon Jun 20, 2016 3:17 pm

As someone with 10 years of programming experiance, I know what to look for it testing stuff like this. Also, I have tons of mods on file to test compatibility. Plus I want to get started on my dog meat addon. :P
May I test?
I ate you. My fox ate me. My dragon ate my fox. My wolf ate my dragon. My otterdog ate my wolf. My pikachu ate my otterdog. And so on, and so forth.
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Re: Fallout 4 mod?

Postby HeirOfLanister » Mon Jun 20, 2016 9:38 pm

I'm actually going into school for programming this year, it looks like a lot of fun, unfortunately I only have experience with C sharp script on the unity engine. I also thought it would be fun to work with a mod when I actually get some experience within the programming world. How is programming going by the way!?
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Re: Fallout 4 mod?

Postby Gat » Thu Jun 23, 2016 4:00 pm

Slowly awaking from vr coma.

So I made a vr world in ue4 en placed some belly models in there, then had look with the vive.
Omg, to see that in real scale. SO large. so round.SO incredibly there, and to finally verify that yes, a person actually does fit in the conservative sized vore bellies most common in vore porn. Easily even.
I wish I could capture it in a screenshot, the sense of real size.

I've started working on a VR full tour (not fallout or skrim related, standalone). Giantess pred at first because in vr you cannot focus on close objects so a stomach wall in your face as caused by same size vore seems impossible.... for now.
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Re: Fallout 4 mod?

Postby forgreatjustice18 » Thu Jun 23, 2016 6:09 pm

Gat wrote:Slowly awaking from vr coma.

So I made a vr world in ue4 en placed some belly models in there, then had look with the vive.
Omg, to see that in real scale. SO large. so round.SO incredibly there, and to finally verify that yes, a person actually does fit in the conservative sized vore bellies most common in vore porn. Easily even.
I wish I could capture it in a screenshot, the sense of real size.

I've started working on a VR full tour (not fallout or skrim related, standalone). Giantess pred at first because in vr you cannot focus on close objects so a stomach wall in your face as caused by same size vore seems impossible.... for now.


Damn Gat that sounds pretty fuckin awesome. Remember to come back to the real world every once in awhile haha
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Re: Fallout 4 mod?

Postby Squidpad » Thu Jun 23, 2016 9:34 pm

redblue3222 wrote:Quick update.

Sorry i haven't posted of late. Been busy with other things. I have 3 people who have helped with the development of the mod testing stuff currently. My bug and feature list is across two monitors now haha but I've made a start and have most of the major obvs fixed now. I've been writing some cool institute lore holotapes to integrate vore into the commonwealth more believably too. I'll give the testers a new less buggy copy at some point this week for some final testing before i commit v1.0 Alpha to the site.

Sorry this is taking some time.

Thank you for your patience


Are you the only one working on the coding parts of the mod, or are there others helping you? Also, when you release the Alpha to the site, will you also put it on Github for all of us to tinker with, or will it remain closed until you iron out more bugs?
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Re: Fallout 4 mod?

Postby RossTheEmeraldFox » Fri Jun 24, 2016 12:35 am

I am so ready for my belly to be F**ked by the STEAM SUMMER SALE- wait... By the DEVOURMENT MOD!
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Re: Fallout 4 mod?

Postby jellman » Fri Jun 24, 2016 4:23 am

so with all the talk of testing and junk, i thought i would mention, ive taken a class in Q&A testing recently, passed the class with flying colors too for however much that counts. i would love to help test this mod, of course i couldnt garantee i would be able to do much testing though, studying takes up most of my free time
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Re: Fallout 4 mod?

Postby PSU Saga » Mon Jun 27, 2016 10:14 am

So, would this mod possibly support unbirth and multi-level vore?
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Re: Fallout 4 mod?

Postby RossTheEmeraldFox » Wed Jun 29, 2016 5:14 pm

Ooh! so Excited for FO4 Devourment!
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Re: Fallout 4 mod?

Postby squishy » Wed Jun 29, 2016 11:12 pm

how close is the mod close to public release?
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