Blood of the Pred (Skyrim/Devourment mod)

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Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Sun Apr 19, 2015 6:02 pm

For Devourment fans, and Skyrim players in general, I present my first large-scale modding effort: Blood of the Pred.

Now called 'Blood of the Hunter', this mod is a work-in-progress Skyrim mod built on the Devourment API; it's designed to leverage the vampire lord transformation to create a more Devourment-appropriate experience.


BotH for SSE/Devourment Refactor

Installation Instructions:

It is strongly recommended that Alpha 1.08 be installed ONLY on a clean save. Please report any bugs (that are NOT on the 'Known Issues' list) in this thread and I'll get to them as soon as I can.

Additionally, BotH will work with custom races, but there might be a head/body texture mismatch if the custom race uses different textures than the 'standard' Skyrim races.

The current iteration of Blood of the Hunter is not designed to work with beast races. It will function, but you may have a less-than-satisfactory experience. Beast race-specific versions will be coming in a future update.


Installation Instructions

Spoiler: show
Install Devourment Refactor and all of its dependencies (found here: viewtopic.php?f=79&t=60444), and then Blood of the Hunter, and you should be good to do. For a more robust 'predator' experience, I recommend setting the difficulty to 'Darwinian' and the multiprey limit to 'By Size'. You'll have to carefully plan your escapes if you expect to get away safely!

I cannot guarantee that Blood of the Hunter will function properly with other versions/variants of Devourment (in fact, I'm fairly certain it won't). I will not be able to provide support if you're using a non-Refactor Devourment variant.


Known Issues:
Spoiler: show

(This list is not exhaustive, and issues will appear and disappear iteratively as development progresses).

Version 1.08:

* Cancelling the Hunter Form transformation too quickly (either through the 'Revert' power or by using the 'Wait' menu) causes the Dovakiin to revert to human form, and then pop back to Hunter Form and get stuck in that form.
* Falion will still refer to the Dovakiin as a 'vampire' rather than a Hunter during the 'cure' quest. I'm examining the feasibility and practicality of creating a dedicated cure quest for Hunter Form.
* Transferring through a loading screen may break the transformation timer; I'll include a work-around 'revert' option in the MCM in the next update.

* Since the level of work required would create a confusing maintenance nightmare, beast races (Khajiit and Argonians) will necessarily involve their own separate releases. Coming Soon(tm)
* Switching from At-Will Hunter Form to Per-Day resets the 24-hour Hunter Form cooldown. I'm looking into a possible fix, but this may be an unavoidable side-effect.

Blood of the Hunter may not keep pace with Devourment updates, and may break if Devourment's MCM menu is altered. Unfortunately, that's a PEBKAC error on my end, so it's not something I can easily fix.
Blood of the Hunter is NOT compatible with any mod that changes how the game handles the Vampire Lord form.


Bug Fixes:

Spoiler: show


Alpha 1.08
* Corrected an issue that was preventing the perk menu from operating.
* Adjusted even more vampire-related dialogue.

Alpha 1.07c

* Corrected an issue that was preventing the time-extension from functioning
* Non-player-facing bug repair

Alpha 1.07b

* Vore powers should now be removed properly when the game starts.
* 'Vampire' dialogue should now correctly reference Hunter Form.
* Corrected an issue that was causing the Devourment powers to fail loading when assuming Hunter form.
* Fixed an issue with the power-remover script that was causing it to misfire and not remove the Devourment powers.
* Various QoL updates and back-end fixes.
* New MCM menu. Looking for edge-cases that cause the BotH or the MCM to misfire.



Testing Focus:

* Sanguinare Rapaxis: should Dovakiin contract it from *every* pred (animal and human), or just from humans and beast races?
* Hunter Form power and reversion timer. Is Hunter Form useful as a once-per-day power, or would it be better as an at-will lesser power?
* Text changes. Have I missed any mention of vampires in the Hunter form notifications?
* General gameplay and interaction (can the player still interact with any vampire-related items after contracting Sanguinare Rapaxis?)
* MCM/Perk Menu: do they cause any unforeseen glitches? Are the perks organized well, or are they too powerful?

Feature Updates:
Spoiler: show

1.08:

* The Hunter's perk menu has been re-designed, and the perks have been slightly reorganized. This is a work-in-progress test and is subject to changes and re-balancing.
* The above changes include an adjustment to the Devourment skill level requirements for many of the perks. Because of this, the MCM perk menu may not function as expected.
* The BotH MCM menu has been completely re-built, and extensively tested. It should now be possible to switch between per-day and at-will Hunter Form powers. If no options are selected in the MCM, Hunter Form will default to 'per-day'.
* The spell-remover and reload-catching scripts have been moved to a new BotH MCM quest, which should make maintenance and updates a little easier and reduce the number of scripts distributed with BotH.

1.07c:

* Added a prototype MCM menu to permit switching between per-day and at-will Hunter Form powers (defaults to once-per-day). To prevent exploits, this will only function if the player already has either version of Hunter Form.

1.07b:

* Temporarily removed vampire lord-original spells and powers from the player. In a future update, they'll be replaced with Hunter-specific versions.
* Corrected text notifications so that Hunter-specific notifications no longer reference vampires.
* Added 'Burp', 'Fart' and 'Regurgitate' powers to the list of abilities granted when Sanguinare Rapaxis progresses to full Hunter form.

1.07a:

* There is a new perk tree available! It can be accessed by hitting 'tab' while in Hunter Form.
* Devourment powers can be accessed by opening the Favorites menu ('Q' by default).


* The Vampire Lord form has been re-built and is now 'Hunter Form'. It's also been adjusted to limit the time you can spend in Hunter Form without consuming prey (interestingly, this was apparently the plan for Skyrim at one point, as there are commented-out 'timer' sections in the vampire script).

Hunter Form:

Blood of the Hunter changes the Vampire Lord power into a vore-themed adventure. You can contract Sanguinare Rapaxis from other predators, just as you can contract Sanguinare Vampiris to become a vampire. If not cured within three days, you will gain access to Hunter Form, which allows the use of Devourment powers.

When you activate the Hunter Form power, you will receive a selection of Devourment powers (accessible via the quick-menu ('Q' by default). They will be unequipped and removed when you return to human form. Hunter form lasts for two minutes (and can be extended by consuming prey), and then enters a 24 hour cool-down before it can be used again (this can be changed in the BotH MCM); any prey you've managed to catch (as well as any WeightMorph changes) will persist. Be careful! Your stomach has limited space, and you'll be weighed down if you eat too much.

It goes without saying that you shouldn't transform in front of normal humans! They won't appreciate your impressive new abilities...

Current version: alpha 1.07c

Blood of the Hunter may not function with other mods that change how Skyrim handles the vampire lord transformation.

If you are updating from Version 1.07, a new game is required to load the MCM and related scripts.

Both 1.07c (older version):
https://www.dropbox.com/s/7ajxvf4kdd5bn ... c.rar?dl=0

BotH 1.08 (latest update)
https://www.dropbox.com/s/brkzdi46pcle3 ... a.rar?dl=0

Happy Hunting!
Last edited by Isha on Wed Jun 09, 2021 12:32 pm, edited 91 times in total.
Blood of the Pred is reborn for Devourment Refactor. Keep up to date at viewtopic.php?f=79&t=42376
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby VoreSkeeter » Sun Apr 19, 2015 8:46 pm

sounds neat
''Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light.''

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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Ominom » Mon Apr 20, 2015 2:04 pm

I assume this will make the Companions give you a vore ability instead of a werewolf transformation, and not give you the ability to vore people as a werewolf, then?
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Mon Apr 20, 2015 5:27 pm

*nods* That's correct. I have no experience with manipulating .nif files, so I probably won't be adding extra features to vanilla races for the forseeable future. At the moment, I'm sketching out some quest ideas (for now, I'm just going to add one or two radiant quests) and working on one or two other ideas.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Mon Apr 27, 2015 8:03 pm

Okay, so...

After a bit of fiddling, I've added a weight-gain script to BotP; I was never really satisfied with the 'default' Devourment setting (particularly the way the Dovakiin could dash about like Sonic the Hedgehog with a full-sized human dissolving inside them!)

The script currently affects only the player (I currently can't see any point to slowing the NPCs, because they already walk everywhere :lol: ).

What this new script does (so far):

-- When the player swallows prey, it increases their inventory weight using the formula (CarryWeight + 165), where 165 is an arbitrarily chosen value representing the weight of an 'average' human being. I used CarryWeight rather than InventoryWeight to ensure that the player is always slowed (slown?) regardless of their current inventory weight.

-- The player remains weighed down until one of three things occurs: the prey escapes, is excreted, or is absorbed. When one of those conditions is met, the player's weight is returned to its 'normal' value.

Additional notes: I'm currently in the design stages of the mod's first non-lore area: for the moment, I'm calling it the Sanctuary. In Blood of the Pred, Mia will hang out there with a small band of outcasts as they hide from the hostility of the outside world. After the player becomes a pred via the Companions, s/he'll (probably) be given a note via Courier that contains directions and a map-marker.

I'll be uploading the new script and updates later tonight (I hope).

KNOWN ISSUES:

--Skjor will lift empty space, when he should be lifting Aela's arm. This has the unintended side-effect of making Skjor appear to slice his own wrist (which is kind of melodramatic, but it works well enough). Seems to be an issue with Aela no longer being in werewolf form.

-- Skjor's slicing doesn't produce any sound, nor does the Underforge font when it fills. Again, it appears to be connected to the changes I made to Aela.

-- The player's 'fear' howl is intended to function as a swallow attempt; I know how to fix it (and in point of fact I -did- fix it in a previous build), but I'm focusing in other areas for the moment.

-- Aela's pred belly clips badly with her body; it's only visible from up close (you perv ;) ) and I've made a note to find a way around the issue.

FAQ:

1. 'Help! Aela has no pred belly/is still in her default clothes/is invisible!'

Do you -really- need me to tell you what to do here? Kidding! If you load up the mod and Aela doesn't have her belly when you reach the Silver Hand quest, check that Devourment is installed properly. If Devourment is installed and working, check that the modified scripts are in your Skyrim/Data/scripts folder.

If Aela is invisible, someone's probably monkied with the mod and changed Aela's outfit or 'skin' in some way. Unfortunately, there's nothing I can do except suggest re-downloading and reinstalling the mod.

2. 'Help! I'm not slowed down when I swallow someone!'

(NOTE: BotP's 'slow' script is NOT required for the mod to function properly; if it's not present, don't sweat it.)

Two possible causes: the customized EventHandler script isn't in Skyrim/data/scripts, or the handler hasn't registered properly. Put the scripts back, and/or check the file you downloaded to make sure I haven't forgotten it (as I occasionally do).

3. 'Help! How do I uninstall your mod?!'

First, open Skyrim via the launcher. Select 'data files' and uncheck the esp. Next, go into your data/scripts directory and remove the modified scripts (in a future build, I'm going to put them into a BSA for ease of uninstall).

NOTE: if you don't remove the BotP scripts, Aela will not have her belly (but will still be in her human form and may/may not be dressed) and any BotP-related quests and/or areas will not be present, or will not function as expected/at all. To 'fix' Skyrim, delete the BotP scripts from data/scripts; if you're in the middle of the Blood Ritual, I also recommend backtracking to an earlier save so that the werewolf quest advances properly.

I'm going to pack the scripts into a BSA in the next little while so that you don't have to hunt around if you want to be rid of them; I've left them 'loose' solely for my convenience (i.e, I don't have to pack them up again and again when I release a new test build).
Blood of the Pred is reborn for Devourment Refactor. Keep up to date at viewtopic.php?f=79&t=42376
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby kenny316 » Mon Apr 27, 2015 11:34 pm

I like the new stuff you are adding. Just now getting around to trying your mod out after I overloaded my Skyrim and it always CTD...got rid of all the mods and started over.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Tue Apr 28, 2015 4:27 pm

kenny316 wrote:I like the new stuff you are adding. Just now getting around to trying your mod out after I overloaded my Skyrim and it always CTD...got rid of all the mods and started over.


Thanks! It's always nice to know that someone enjoys my work. How do you like it so far?

I haven't uploaded the weight script yet; I was testing it the other night and encountered a CTD. It only happened once, but once (in my opinion) is once too often, so I'm keeping it back while I do more intensive bug-hunting. I'm also holding off on the Sanctuary; I'm not satisfied with how the design is turning out.

Next up: working on the Kodlak/Varkas 'werewolf revealed' quest with (Vilkas? Can't remember offhand). Of course, I'm re-working it to fit with the rest of BotP, so it's probably going to be Aela or another female Companion that's assigned as your Shield-Sibling. I'm also looking into changing who meets you at the Underforge (which is one way of squashing the Skjor-cuts-his-own-wrist animation error).

Mia is going to be re-located eventually, but as she's already functional as-is, that's farther down on the priority list.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby kenny316 » Tue Apr 28, 2015 8:29 pm

I finished it last night. I thought it was awesome.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Tue Apr 28, 2015 9:17 pm

kenny316 wrote:I finished it last night. I thought it was awesome.


:-D Yahoo! There's more to come -- I (sort-of) fixed the Aela-belly issue, and I found a huge 'oops' on my part -- Aela was walking around Jorvaskrr buck naked with a huge wriggling belly! That's fixed, though.

Haven't had a recurrance of the CTD from the weight script. It'll be going in this time, for certain, and I've discovered that Aela was originally set to be a shield-sibling during 'Proving Honor', but that was all cut for unknown reasons. Thankfully, the dialogue and voicework wasn't removed -- the quest script was just re-written so that Farkas is always set as your shield-sibling.

::EDIT:: Here's a handy tip for modders that want to change the default outfit but hold off the actual appearance change until later:

Look at the actor's default...eer....default, and put the outfit's components into the actor's inventory as individual items. Set the default outfit to 'NONE'. Make a new outfit, and use the Papyrus' 'SetOutfit' function when you want to change into the new gear. Since the actors will (in most cases) automatically equip the most effective equipment in their inventory, they'll wear their 'default' bits until you call SetOutfit via a script.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Nornim » Fri May 01, 2015 2:36 am

Ah, so this mod makes Hircine the founder of Devourment. Before, I associated it with Molag Bal...Both make sense though.

I'd wager Devourment just being a gift from Daedra in general, considering how many Daedric Princes it could be traced to.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Kavvanshrike » Fri May 01, 2015 3:50 am

Nornim wrote:Ah, so this mod makes Hircine the founder of Devourment. Before, I associated it with Molag Bal...Both make sense though.

I'd wager Devourment just being a gift from Daedra in general, considering how many Daedric Princes it could be traced to.


that is a very interesting concept, I always figured vore would be more of a Namira thing but you're quite right, you could easily associate devourment with most of the Daedric Princes(although you do need to consider non-lethal vore and some of the perks and spells to see any connection for some)
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Sat May 02, 2015 3:57 pm

Nornim wrote:Ah, so this mod makes Hircine the founder of Devourment. Before, I associated it with Molag Bal...Both make sense though.

I'd wager Devourment just being a gift from Daedra in general, considering how many Daedric Princes it could be traced to.


I thought long and hard about how to 'set up' the Devourment setting, and Hircine seemed (to me) to be the most logical -- being the Spirit of the Hunt, it made sense that a predatory creature would be under his aegis, as it were.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Nornim » Sat May 02, 2015 4:30 pm

Kavvanshrike wrote:that is a very interesting concept, I always figured vore would be more of a Namira thing but you're quite right, you could easily associate devourment with most of the Daedric Princes(although you do need to consider non-lethal vore and some of the perks and spells to see any connection for some)


Back when, I think it was Sides, mentioned a vampire clan that could swallow their victims whole and presented a wiki page about it. Vampires being tied to Molag Bal much like Lycanthropes are tied to Hircine, I pretty much assumed this meant Molag Bal is behind the power since it involves the complete domination of the prey.

Namira is more about devouring dead people rather then living ones, her sphere being darkness and the repulsive. Considering the end result of digestion, she certainly is somewhat related to Devourment, but not in the aspect of consuming others alive, more so because of the taboo nature of Devourment since she nurtures forbidden practices and the shunned.

Clavicus Vile may only be associated because he can offer things to people, one solution to a good deal of problems would be Devourment, only to make their hunger uncontrollable so they consume people uncontrollably, would seem like a him thing to do.

Hermaeus Mora simply because knowledge; there isn't anything that asshole doesn't know. Meridia only because of the benefit digested people can't be brought back to life and that their life force is still utilized for nutrition, probably has little relation other then that. Sanguine is obvious, but he can be associated with almost anything as long as its even slightly sexual in nature or about having a good time. Sheogorath is just as obvious.

I think just for the heck of it, I may work on tiny mod that grants Devourment based bonus to Daedric Artifacts, like Acid and Swallow Resistance to the Savior's Hide and more books.

Isha wrote:I thought long and hard about how to 'set up' the Devourment setting, and Hircine seemed (to me) to be the most logical -- being the Spirit of the Hunt, it made sense that a predatory creature would be under his aegis, as it were.


The aspect of predator and prey is right up his alley, but the nature of Devourment has enough angles to it to link to a handful of Daedra, though the logical stand point does incorporate Hircine the most.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Sat May 02, 2015 8:32 pm

New update. Details in the first post. Getting pretty close to what I envisioned when I started the project.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Fri May 08, 2015 10:05 pm

Hey, folks! Time for an update!

New updates: I've set up an EventHandler script to automatically remove the Devourment skills when the game is first loaded; the only bug is that when you load a game without the abilities, they're automatically reloaded by the base Devourment installation. I don't know how to override that; if anyone has any suggestions, please let me know :? !

As of now, when you participate in the Companions' blood ritual, you're granted the Swallow and Swallow (non-lethal) abilities. I've also combined my unloader with the OnSwallow 'weigh the pred down' script, for double the fun! XD

I'll upload it later tonight, once I finish working out a few more things.

Want-to-Do:

I want to, eventually, turn 'Beast Form' into 'Pred Form'; I've been fiddling with the werewolf, and I've made some progress, but don't expect this anytime soon (it's proving incredibly complicated and I'm not getting the results I'd like from my tests).
Sculpting an area for Mia's 'Sanctuary' is equally troublesome; I really don't have the skill to craft a cave that I'm happy with. I'll figure something out, but for now, the Sanctuary is on the back burner.

Finally, I'm getting back into the dialogue alterations; I have an updated version of the mod, but I'm working from a back-dated version to correct a few of my rather amateurish attempts at modding XD.

When it arrives, enjoy -- and please leave feedback! I --love-- feedback, even when it's just 'this texture looks goofy'.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby kenny316 » Sat May 09, 2015 1:45 am

I am waiting on the new update to say how it is lol
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby evilogith » Sat May 09, 2015 9:23 am

your Game File isnt Working :(
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Sat May 09, 2015 5:00 pm

EvilGoth -- is it not loading? Or are the scripts broken? Do you have Devourment/SKSE/SkyUI installed? I'll take a look to see what might be wrong on my end of things.
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby kenny316 » Mon May 11, 2015 11:49 pm

How goes the update? where you able to fix some of the mistakes you noticed
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Re: Blood of the Pred (Skyrim/Devourment mod)

Postby Isha » Sun May 24, 2015 6:44 am

Wow! Sorry, I got caught up in RL stuff. Yeah, I managed to fix a lot of bugs. Due to a computer error, I've had to reinstall a lot of stuff, but thankfully, I kept fairly complete backups, so I should be able to continue and get a new version out soon.
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