Fallout Vore Overhaul Addon: Voremersion v1.4.8

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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Carreau » Thu Jun 13, 2019 9:14 am

RainMakesCorn wrote:Even on fresh npc's I still have the unequip issue, but it's sporadic and difficult to pin down, this is the first instance I've had where I can reproduce it with any amount of consistency. Unless more people report it I'll just put it down as an issue with my LooksMenu installation. And yeah no offense but whoever put together the leveled lists for that mod needs to think about why they're doing anything they're doing, it's a shitshow. If I end up taking initiative and cleaning it up I'll link whatever the result is.

Whilst I'm sitting here bitching can I just throw a bunch of questions? OK cool. What's the deal with the prey escape sequence on sleeping? The thing never works for me, in any real capacity besides emptying everything. I don't get anything spawned, just a message and poof anything held is gone. Whether the thing escaping is living or dead doesn't seem to actually factor in at all. Usually I try to fix this stuff myself before asking but i'm stumped with this one, it just means I have to wait a second for digestion to finish before I can activate a bed.

I also noticed today that Sentries only take 2 capacity, that's not a complaint it's just funny, my current playthrough is at vore level 150-ish so i'm at the point where I turned on 2x prey and shortened digestion ticks for the fun of it so I'm beyond caring what anything takes. I was actually going to add something akin to a level 150 perk but my smoothbrain doesn't quite understand how to add stuff to an MCM menu yet, also the system gets real whimsical once you try to go above 36 capacity and I'm not sure if it's a problem with my install or a limitation of the mod. If you've got any insight into that or you have some super cool "MCM for idiots" guide you can throw my way that's cool.


I’ll look at the sleep issues. It’s been a nightmare on the code side. I’m honestly tempted to remove it until I can make it more stable. The basics of it is that during sleep, it runs the numbers for whether a prey dies or lives/escapes. If a prey escapes, the player is woken and the prey should be vomited up next to them. I recently uncommented a line that was preventing setting the belly digestion state in the handler, but I’ll see if that’s impacted waking up the player when it shouldn’t be.

I have plans on integrating vore queens into my mod at some point. I want to give them levels and perks like I do with other NPCs. So, I’ll probably end up changing the level list and adding in some spawn rate control if possible.

I should probably upgrade the capacity required for sentry bots. They don’t have a special handler, so they get the default of 2. Just like brahmin. I think that I’m gonna go over that in the next bug patch. And set it up for adding in dlc content as well.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby jrloken » Thu Jun 13, 2019 12:45 pm

Are there any plans to increase the pred/prey array?

I ask because you said you might do that a while back.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Carreau » Thu Jun 13, 2019 1:12 pm

I’ve looked into it, and there’s really no easy way to expand array sizes without getting into overly complicated cheese methods. I think the array is just going to have to stay the size it is.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Carreau » Thu Jun 13, 2019 6:42 pm

I tested the "prey always escapes" issue. I can't seem to replicate it. If I down a high level enemy, they survive the trip, which does knock me out of the wait/sleep (with all of the stomach perks to keep prey indefinitely, this was not the case. They stayed until death and was confirmed by one of my testers). Normal prey that was closer to my level without all of the stomach perks would occasionally escape, waking me up. That's to be expected since there's always a chance of escape. Now as far as them disappearing, I think I know what the issue is. In some locations, NPCs get transported back to a central area for reasons I don't quite know yet. This usually happens in settlements, but I was able to have it happen in Goodneighbor as well. In Starlight, my prey will be transported back to the center area where settlers spawn. In Goodneighbor, I was using the bench across from KLEO to test, and my prey was teleporting close to the entrance.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby RainMakesCorn » Thu Jun 13, 2019 7:19 pm

I'm going to see if I can't figure it out on my end once I get my install rolled back. I have a couple more ideas for what could be causing it, the first thing I intend to check is how the final escape chance reducing perk is calculating chances. I have it, so as far as I know this event shouldn't even be triggering unless my understanding is wrong. As for location, yeah it's happened every single time I've attempted to test it in a settlement and in the wilderness it's a crap shoot. At this point i'm tempted to just buy more drives and have a testing-only install.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Quintonio » Thu Jun 13, 2019 11:05 pm

I'm having issues trying to use the spider gwen skin ssbbw body for coldsteel belly, but it's only showing me the regular belly when i eat something or someone and not the one on the body.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Carreau » Fri Jun 14, 2019 4:43 am

Quintonio wrote:I'm having issues trying to use the spider gwen skin ssbbw body for coldsteel belly, but it's only showing me the regular belly when i eat something or someone and not the one on the body.


Which version of the optional coldsteel patch are you running? I just checked all of the Fullsize variants of the patch, and that outfit is in each of them.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Quintonio » Fri Jun 14, 2019 1:23 pm

Carreau wrote:
Quintonio wrote:I'm having issues trying to use the spider gwen skin ssbbw body for coldsteel belly, but it's only showing me the regular belly when i eat something or someone and not the one on the body.


Which version of the optional coldsteel patch are you running? I just checked all of the Fullsize variants of the patch, and that outfit is in each of them.


The one that says Full with 2pac.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Carreau » Fri Jun 14, 2019 2:27 pm

Try disabling the esp, start and save the game, then re-enable it. There was an error in the way the formlist was handled for adding lists to the coldsteel master list and removing the optional file and adding it back should hopefully kickstart the initialization event
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Wollffett » Fri Jun 14, 2019 4:44 pm

Is anyone else having problems with the new version of fallout or is there just something wrong on my end
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Carreau » Fri Jun 14, 2019 4:47 pm

If you updated, you have to wait for F4SE to update. The silverlock team usually updates fairly quickly.

Do yourself a favor and disable automatic updates.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Wollffett » Fri Jun 14, 2019 4:49 pm

I don’t have automatic updates and f4se is already updated mcm got updated today I just wiped and I’m gonna try fresh see if the update caused it
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby alegalaxy123 » Sun Jun 16, 2019 10:10 am

hey carreau, in what part of the broton library is the puzzle for bria's quest?
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby DanalSalmon » Sun Jun 16, 2019 8:48 pm

Since NMM got destroyed, I moved to Mod Manager 2 as that's what you used in your tutorial. I'm watching the tutorial video and I don't have an "overwrite" folder at all, or anything similar.
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby Carreau » Sun Jun 16, 2019 8:59 pm

It’s right there. Right click it and select “open in explorer” to find the file path
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby DanalSalmon » Sun Jun 16, 2019 9:10 pm

I tried clicking on it, but it only came up with "All Mods (right triangle)" and "Information" which didn't show much of anything
I'm sorry for being so bad at this
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby DanalSalmon » Sun Jun 16, 2019 9:14 pm

I also looked through all the folders in Bodyslide and I didn't see in there either
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby DanalSalmon » Sun Jun 16, 2019 9:20 pm

Also my Mod Organizer 2 folder doesn't have a Fallout 4 folder in it
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby RainMakesCorn » Sun Jun 16, 2019 9:41 pm

I come back and this thread got crazy.

@Carreau I isolated the sleep bug I had. My apologies, it was a false report and was not Voremersions' fault. I corrected the issue, my game had been overburdened and quite a lot of interactions were breaking because of it. Removing a couple of heavy mods fixed my issue and things are now back to working as intended. Who'd of thought the esp limit exists for good reason? Silly me, I should know better.

@DanalSalmon I don't use MO or MO2 so I can't tell you what the hell your issue is but I'm chiming in to say NMM didn't die. It's officially dead as the Nexus now endorses the new Vortex mod manager but NMM has been kept alive by the community. Here is a link to the now-reborn and maintained NMM: https://github.com/Nexus-Mods/Nexus-Mod ... r/releases
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Re: Fallout Vore Overhaul Addon: Voremersion v1.4.5

Postby DanalSalmon » Sun Jun 16, 2019 10:04 pm

Thanks Rain! I'll try to reinstate everything when I get back on
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