Fallout Vore Overhaul Addon: Voremersion v1.4.8
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Re: Fallout Vore Addon: Voremersion Companion Mod
since you seem to be altering how Gat's mod works, i thought i might as well share some ideas here.
I thought about (though i havent done it yet) people that were asleep. it would be more realistic if you had a 100% chance to eat them on first try, and a following ?% chance for them not to wake up or struggle. it might work better if you used the R key to vore them instead of just punching them in the face.
I'd also thought about taking damage over time while they were eaten, so im glad you're taking the time to implement it. (or at least you mentioned it at some point, im only keeping up with like 60% of what goes on in this thread).
Lastly, i feel like if someone surrenders to you an additional option to vore them, so instead of robbing or killing them you can eat them, with a reduced chance of them escaping. Though im not sure if people surrendering and being able to rob or kill them is a part of the vanilla game. it's been a long time since i touched vanilla.
I thought about (though i havent done it yet) people that were asleep. it would be more realistic if you had a 100% chance to eat them on first try, and a following ?% chance for them not to wake up or struggle. it might work better if you used the R key to vore them instead of just punching them in the face.
I'd also thought about taking damage over time while they were eaten, so im glad you're taking the time to implement it. (or at least you mentioned it at some point, im only keeping up with like 60% of what goes on in this thread).
Lastly, i feel like if someone surrenders to you an additional option to vore them, so instead of robbing or killing them you can eat them, with a reduced chance of them escaping. Though im not sure if people surrendering and being able to rob or kill them is a part of the vanilla game. it's been a long time since i touched vanilla.
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nuggholio - Participator
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Re: Fallout Vore Addon: Voremersion Companion Mod
Good ideas!
There’s actually a function to check sleep states. I had to look it up, but I’m thinking maybe of doing a thing where sleep is 100% effective. Context vore already has the press R to swallow.
I’ve already got a damage model implemented. I’m tidying up a few things and making it apply only for lethal vore right now. But basically, there’s perks and chems to increase damage in the mod.
I’m going to pass on the use of intimidation, though. I might look at it a later date.
There’s actually a function to check sleep states. I had to look it up, but I’m thinking maybe of doing a thing where sleep is 100% effective. Context vore already has the press R to swallow.
I’ve already got a damage model implemented. I’m tidying up a few things and making it apply only for lethal vore right now. But basically, there’s perks and chems to increase damage in the mod.
I’m going to pass on the use of intimidation, though. I might look at it a later date.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
What’s everyone’s take on the tick rate settings? I’ve been batting around an idea that a pred would be more efficient at digesting prey as the game progresses. So like, in the beginning, the damage and digestion phases take X time (maybe 10/15 seconds), and by the time perks are purchased, it’s reduced to 5/10 or 5/5 or something. I saw Gat had an item called Wonder Lax, and I was thinking of implementing it. So, I would define the times as actor values that can be affected by perks and chems.
And I’ve decided not to limit perk progression to level 100. Vanilla perk points keep accumulating as you level, so there’s no reason to limit FOVore to a max. This will open up the ability to earn all perks eventually.
And I’ve decided not to limit perk progression to level 100. Vanilla perk points keep accumulating as you level, so there’s no reason to limit FOVore to a max. This will open up the ability to earn all perks eventually.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
So how do I get the coldsteel bellies?
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Aviator2345 - Somewhat familiar
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Re: Fallout Vore Addon: Voremersion Companion Mod
Aviator2345 wrote:So how do I get the coldsteel bellies?
Most of your questions should be answered by this tutorial
viewtopic.php?f=79&t=52059&start=380#p2677421
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
lyingunderfire wrote:Settle Down?
[A settler pun.]
Or how about Waste-Away.
[A wasteland pun.]
I decided to go with Settle Down and Settle Down XL
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Carreau wrote:lyingunderfire wrote:Settle Down?
[A settler pun.]
Or how about Waste-Away.
[A wasteland pun.]
I decided to go with Settle Down and Settle Down XL
Wow! Really?! Never thought one of my puns would get credited!
[You throw them around excessively. They were bound to stick to something eventually.]
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lyingunderfire - Somewhat familiar
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Re: Fallout Vore Addon: Voremersion Companion Mod
Starting to think it's something to do with the Mod Organizer since it crashes even with those mods off after death.
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CodeX - Intermediate Vorarephile
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Re: Fallout Vore Addon: Voremersion Companion Mod
I've been able to reproduce it with this so far.
Get eaten, digestion finishes, predator teleports back to where I was eaten, game freezes.
EDIT: I've been able to determine the crashing is a mod. Now I just have to debug that.
The only issue I know isn't a mod is: The predator teleports back to the last location they ate someone at and the camera locks in place when eaten. But, if spit out then eaten again, the camera can freelook.
Get eaten, digestion finishes, predator teleports back to where I was eaten, game freezes.
EDIT: I've been able to determine the crashing is a mod. Now I just have to debug that.
The only issue I know isn't a mod is: The predator teleports back to the last location they ate someone at and the camera locks in place when eaten. But, if spit out then eaten again, the camera can freelook.
Last edited by CodeX on Fri Apr 13, 2018 10:37 am, edited 1 time in total.
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CodeX - Intermediate Vorarephile
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Re: Fallout Vore Addon: Voremersion Companion Mod
I’m thinking something doesn’t like the PC taking 200% damage then.
The way it was originally coded (and this is something I didn’t change), when it’s time for the player to die, the player will take damage a couple times (50% of remaining health each time), then the pred is moved back to the player’s spot (i think this was done due to screen fading if the player is moved), and then the player takes 200% of their max health.
That was how it was designed originally, and I haven’t changed it.
So, I would see if this happens with base fovore as well. Disable any mods of mine, and then move/rename consumptionregistryscript.pex in your script folder. Then see if it continues to happen.
The way it was originally coded (and this is something I didn’t change), when it’s time for the player to die, the player will take damage a couple times (50% of remaining health each time), then the pred is moved back to the player’s spot (i think this was done due to screen fading if the player is moved), and then the player takes 200% of their max health.
That was how it was designed originally, and I haven’t changed it.
So, I would see if this happens with base fovore as well. Disable any mods of mine, and then move/rename consumptionregistryscript.pex in your script folder. Then see if it continues to happen.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Yea, it's definitely a mod and I'd assume the TPing is a fade in result.
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CodeX - Intermediate Vorarephile
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Re: Fallout Vore Addon: Voremersion Companion Mod
Found solution of lack coldsteels belly mesh - I forget to check that option in MO. Also one more question - were I can find jumpsuit.esp pluggin as coldsteels additional esp require it.
Edit: Never Mind I found it.
Edit: Never Mind I found it.
- Urielzael2
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Re: Fallout Vore Addon: Voremersion Companion Mod
It’s lazman’s jumpsuits. I put a download link in the readme.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Hey Carreau. I was wondering about the future of this mod, such as things that could be added. These are the predictions I've gathered (from my knowledge).
In the future of this mod there will be:
Animations for the vore move (if possible)
Meshes that support larger stomach capacities (from 3 as of now to 5-7 in the future)
Am I correct with these predictions? Could they possibly be added in the mere future?
In the future of this mod there will be:
Animations for the vore move (if possible)
Meshes that support larger stomach capacities (from 3 as of now to 5-7 in the future)
Am I correct with these predictions? Could they possibly be added in the mere future?
- EddyS
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Re: Fallout Vore Addon: Voremersion Companion Mod
I’m not an animator or artist, so I can’t do any of that If someone made it, I can make it work. The framework is there.
There is a new animation framework on lovers lab that just came out. I could try leverage that, but again, I don’t have animation skills.
There is a new animation framework on lovers lab that just came out. I could try leverage that, but again, I don’t have animation skills.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Few questions/general troubleshooting tips:
Is there a max value for the sliders? i.e. they cant be set above or below a certain value?
Is there a maximum size your player can reach? i.e. regardless of settings they cant go any larger? I have many settings set to various values but they arent reflected after a certain size is reached, it seems like the scaling
just stops.
How does the fat/muscle setting work? i have my character set to 50 and it forces them full thin in on the weight triangle. (I might have fixed this, just wondering if I did it properly)
And how would one attempt to uninstall/reinstall if the need arises? I usually end up just making new characters so its not a huge problem.
Thanks again for your hard work, cant wait for this mod to release fully!
Is there a max value for the sliders? i.e. they cant be set above or below a certain value?
Is there a maximum size your player can reach? i.e. regardless of settings they cant go any larger? I have many settings set to various values but they arent reflected after a certain size is reached, it seems like the scaling
just stops.
How does the fat/muscle setting work? i have my character set to 50 and it forces them full thin in on the weight triangle. (I might have fixed this, just wondering if I did it properly)
And how would one attempt to uninstall/reinstall if the need arises? I usually end up just making new characters so its not a huge problem.
Thanks again for your hard work, cant wait for this mod to release fully!
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knowboddie - New to the forum
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Re: Fallout Vore Addon: Voremersion Companion Mod
For CBBE and Atomic Beauty, there is no limit to the sliders. Set them as high or low as you want. The vanilla is limited to the sun of 1. The muscle fat ratio slider only affects the thicc settings of vanilla so it splits the difference between muscle and fat. At the thin side, you will always be thin, but on the thicc side, you will be a ratio of muscle and fat
As for the sliders stopping mid cycle, that should ‘t happen.
Uninstall is pretty simple. Disable the mod and if you were using a mod like three prey, replace my version of ConsumptionRegistryScript.pex with whatever version you may have had before (core vore has it backed in the archive, so you may have not had that pex file as a loose file if you weren’t running three prey). I need to include a way to kill the HUD in the final stand alone release.
As for the sliders stopping mid cycle, that should ‘t happen.
Uninstall is pretty simple. Disable the mod and if you were using a mod like three prey, replace my version of ConsumptionRegistryScript.pex with whatever version you may have had before (core vore has it backed in the archive, so you may have not had that pex file as a loose file if you weren’t running three prey). I need to include a way to kill the HUD in the final stand alone release.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Quick update! I haven't had a chance to really work on the overhaul this weekend, but I do have some work to show off. The skeleton for making stat affecting items and weapon/armor mods is up and running. I've added armor mods to torso and limb armors as well as anything considered a vault suit.
So check this out:
-The new stat screen. I have all the stats displaying on it now. I also changed it so only one stat pot is required. Your current follower will show in a message box after yours is shown (or only the follower if you're not a pred)
-So, here's the armor torso mods for a few stats. I've added Constricting and Crushing for added stomach damage and reduced prey escape, and Slippery and Slithering to increase swallow resistance and escape chances for prey.
-The new stat screen will show a (+) for stats that are modified (similar to SPECIAL stats showing a modifier)
-I was also playing around with Pipboy Tabs by Neanka. It's not perfect, but I can put Vore stats into the Pipboy with it.
So check this out:
-The new stat screen. I have all the stats displaying on it now. I also changed it so only one stat pot is required. Your current follower will show in a message box after yours is shown (or only the follower if you're not a pred)
-So, here's the armor torso mods for a few stats. I've added Constricting and Crushing for added stomach damage and reduced prey escape, and Slippery and Slithering to increase swallow resistance and escape chances for prey.
-The new stat screen will show a (+) for stats that are modified (similar to SPECIAL stats showing a modifier)
-I was also playing around with Pipboy Tabs by Neanka. It's not perfect, but I can put Vore stats into the Pipboy with it.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
That's actually really good. The more stats the better off it'll be. It's why I started using the You Are SPECIAL mod.
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CodeX - Intermediate Vorarephile
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Re: Fallout Vore Addon: Voremersion Companion Mod
I've added a few stats, but I've redesigned every stat and opened them to more visibility.
So, the full list of stats and what I've changed them to do is:
Acid Damage - Multiplies the damage done to prey per tick. Before, it was used to reduce the number of ticks a prey was captured and was hard coded in ConsumptionRegistryScript.
Stomach Strength - Used to hold prey down. This has always existed, but was not implemented in anything. Now it goes into calculating a prey's escape chance
Indigestion Resistance - The purpose hasn't changed, but I've changed how the numbers are handled. Before, it was hard coded as 10, and the perks would reduce indigestion chance. Now, the perks change this number (and chems as well)
Swallow Chance - New stat. It does what it sounds like. It helps calculate the pred's swallow chance. Before, perks were accounted for in script. Now perks, weapon mods, and chems can affect the number and give boosts
Swallow Resist - New stat. It does what it sounds like. It works in opposition to swallow chance.
Acid resist: Old stat that was never used. It reduces stomach damage done to prey
Escape Chance: New stat. Goes into helping escape preds
Escape Damage: New stat. Does damage to the pred as the prey escapes. It's a percent of base health (so a pred at low health can die)
I'm hoping this will help lead to some varied gameplay.
Full change list of what's been done so far behind the spoiler tag:
It's getting there! I have an idea of how I want to implement the different actor types taking up different amounts of capacity, but I haven't sat down and actually coded it in. I also need to fully implement Acid Resistance. I discovered it the other day, and saw it was called out in the core script, but never actually used. So I still need to add in armor stats for it and some perks.
So, the full list of stats and what I've changed them to do is:
Acid Damage - Multiplies the damage done to prey per tick. Before, it was used to reduce the number of ticks a prey was captured and was hard coded in ConsumptionRegistryScript.
Stomach Strength - Used to hold prey down. This has always existed, but was not implemented in anything. Now it goes into calculating a prey's escape chance
Indigestion Resistance - The purpose hasn't changed, but I've changed how the numbers are handled. Before, it was hard coded as 10, and the perks would reduce indigestion chance. Now, the perks change this number (and chems as well)
Swallow Chance - New stat. It does what it sounds like. It helps calculate the pred's swallow chance. Before, perks were accounted for in script. Now perks, weapon mods, and chems can affect the number and give boosts
Swallow Resist - New stat. It does what it sounds like. It works in opposition to swallow chance.
Acid resist: Old stat that was never used. It reduces stomach damage done to prey
Escape Chance: New stat. Goes into helping escape preds
Escape Damage: New stat. Does damage to the pred as the prey escapes. It's a percent of base health (so a pred at low health can die)
I'm hoping this will help lead to some varied gameplay.
Full change list of what's been done so far behind the spoiler tag:
Spoiler: show
It's getting there! I have an idea of how I want to implement the different actor types taking up different amounts of capacity, but I haven't sat down and actually coded it in. I also need to fully implement Acid Resistance. I discovered it the other day, and saw it was called out in the core script, but never actually used. So I still need to add in armor stats for it and some perks.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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