mmmooo55 wrote:[spoiler]Firstly, i am curious if the npc's can be given random personalities when greeting/eating/being eaten by them, possibly resembling the structure of ryanshow's devourment dialogue mod? of course, i would be interested in seeing a more passive and benevolent attitude to random preds much like how the current characters behave.
When the update was released, I had already announced that I would be giving random personalities in the future. This update only has what I've deemed a neutral personality (which will probably go through a slight change once I start adding in other dialogues). Dialogue takes time for me. I'm not a writer, so I end up writing in bursts when the muse hits me.
mmmooo55 wrote:i also wonder if specific characters who aren't companions can be given unique vore personalities.
when fiddling around with the companions, i found that they don't actually act like themselves when using context vore on them until you befriend them. i feel like popular characters like magnolia could stand to have their own dialogue, and would help alleviate the lack of unique dialogue for female characters, considering there are only two (plus Curie) female companions.
Custom dialogue is the hardest part for all of this IMO. There are a lot of unique NPCs, so it's a lot to make custom dialogue for them as well as the standard dialogue.
Just to give you an idea of what goes into dialogue. The camera system will focus on the player and not allow skipping in a .fuz file for that particular line doesn't exist. But I don't have voice actors. So I have to record an empty .wav file through the CK, and then use a program called Unfuzer (which is blessedly quick and simple) to convert all .wav files to .fuz so I can have the dialogue skippable and have the camera point where it should. This has to be done for each and every line written. So, it's the last step after I lock in dialogue and don't expect to add/delete lines.
mmmooo55 wrote:is it achievable to insert a wait system into context vore when getting devoured?
when i was spending time inside of NPC's, trying to escape them, i found their refusal to let me out "right now" to be interesting, and gave me some idea's relating to a wait system when inside of them. im interested in seeing npc's decide to let you out based on a time limit and charisma check, instead of a single charisma check. they might even decide to punish you for keeping them inside you for much longer than they wanted, and might feel inclined to demote you to a living butt-plug for a couple days (or maybe a week~). as the npc's will try to digest you for attempting to digest them in context vore, i feel its only fitting that they punish you with a extended stay if you repeatedly deny their freedom while they're inside you, and a optional wait system could make that wait infinitely more tolerable.
There are wait anywhere mods, which you could use to have this feature. I don't think it has a place in this mod IMO. I originally had an idea that the longer you spent in a pred's stomach, the more likely they were to just outright digest you. I dropped that in the release, but if it's something that people would want, I could be arsed to add it back.
mmmooo55 wrote:i found that NPC's withholding my character from the outside world and trying to convince them to let the wanderer out was one of my favorite parts of interacting with context vore, and found it slightly disappointing that companions didnt do the same. after all, they aren't killing you by keeping you in them for a couple more minutes, are they? personally, i think their dialogue options in this state should be much less likely to lead to a lethal outcome, as, they ARE your friends, and there's nothing wrong with being playful and basking in the pleasure.
This is another thing I announced when I released the update. Companions were originally going to have the same setup as normal NPCs, but because of the way the command system works, they would become untargetable if you deferred dialogue, essentially locking you in forever requiring a reload. What would happen is they companion would reject your wish to escape, and then within a minute, the ability to target them for commands would act like the window to target was getting smaller until they were no longer targetable. Fun fact, you could take to other NPCs that came close enough just fine. But that would also break the system. I had to remove it, and that's also where the "known issue" of companion context dialogue deferment came from.
mmmooo55 wrote:would it be possible to set a button to talk to your prey during context vore? if i may compare devourment to this, devourment utilized a button on the keyboard that was not used in normal gameplay (pretty sure it was the G key,) and this made it much more entertaining and interesting to be a predator because you could speak to your prey at any time you wanted. hopefully, this can be addressed later.
This is already in the works.
mmmooo55 wrote:lastly, and personally, i'd like to see the dialogue expanded greatly for all characters intractable with via context vore, both companions and rando NPC's. i saw that most rando npc's have one or two lines when swallowing/getting swallowed, but companions would always say the same thing when interacted with in a certain way. i also found it slightly disappointing that every companion reacts the exact same way to "do you like me inside you like this" as each other. i feel the companions deserve more unique text in order to make swallowing/being swallowed by NPC's more re-playable and interesting.
Companions are supposed to have unique dialogue based on the type of vore when you ask that question. I probably missed updating all of their conditionals when I had to swap from Subject to Alias.