Devourment Refactor

Forum for the Vore games, and other downloads
Forum rules
For instruction on how to add games to our download section, click here

Devourment Refactor

Postby markdf » Tue Feb 09, 2021 10:41 pm

This was on Discord for a while, but it disappeared down the Schaken hole so I'm putting it up here. This is my personal, working version of Devourment Refactor.

I think DevourmentRefactor is finally approaching a state that is almost good enough to not be described as "embarassing". Much love to all of you who are testing and giving feedback! There's still a lot of work to be done on the dialogue, but most of that should be update-safe.

Any bug report about a CTD should be accompanied by NetScriptFramework crash log. And please put it in a SPOILER tag, like a civilized person (or just link to it).

It appears that "Become Your Pred" will stay. That said, short of rewriting RaceMenu from scratch, there doesn't appear to be any way to make Face Copying work any better than it already does.


Notable Features
Spoiler: show
  • It's SSE only. If you find it works for you in Legendary edition, then I'm happy for you.
  • It's relatively stable and has decent performance. Some code was moved into a JContainers Lua backend script.
  • The main loop shuts down when there are no digestions in progress.
  • Removed some of the spells because they were still buggy.
  • Removed the special abilities for voring members of humanoid races. Seemed way too overpowered. You already gain skills from your prey anyway.
  • Removed the vore weapons and armor. Might re-add them -- the sword of shrinking was actually pretty neat.
  • Removed voretypes, at least until good dialogue for other vore types is available. Why is there no unbirth dialogue yet?
  • Stranger's vore dialogue has been completely incorporated and a lot of bugfixes have been made to it.
  • No more cloak spell or scanner quest killing performance in populated areas; it uses PowerOfThree's Spell Perk Item distributor plugin instead.
  • Sound are mostly fixed, so that the right ones play at the right time and stop when they should. No longer requires a tiny database just to manage it all.
  • Built-in support for INeed, MiniNeeds, RealisticNeedsAndDiseases, and IWant.
  • Supports EasyWheel.
  • Lots of bug fixes. So many.
  • Compacted into a ESMFE.
  • Perks: true perk system using thanks to Meh321's Custom Skills Framework, with separate Pred and Prey trees.
  • Event system: makes it easy to use Devourment as a soft dependency for other mods.
  • MCM: provides a lot more debugging options including a list of current stomach contents.
  • Multivore: you can swallow multiple prey, even if they are currently digesting their own prey.
  • Meters: health bars and struggle bars showing the status of your prey. The player also gets a struggle bar.
  • Struggle System: struggle free using the movement keys instead of just waiting for the timer to expire.
  • Debugging Mode: your vore attacks always succeed, you can endo anyone, access to all of the vore spells, and tons of extra data in the console and Papyrus log. Ruins performance. Sooo slow.
  • Equipment: items can be swallowed and passed; prey can be automatically stripped while being digested, and you can swallow any item that you grab.
  • Endo Control: when you're endo'd by a follower, you can control their movement (but not combat). You CAN make them vomit you at a target though, which is super fun.
  • Bellies: supports Vegan's belly, Gat's belly, and the four different KongPow bellies.
  • So much more.


Requirements
Spoiler: show
  • SSE Engine Fixes
  • .Net Script Framework (you MAY have to add Skyrim as an exception in your antivirus for this to work)
  • Unofficial Skyrim Special Edition Patch
  • SkyUI
  • XPMSE
  • RaceMenu (or at least NetImmerse)
  • ConsoleUtil
  • PapyrusUtil
  • JContainers
  • PowerOfThree's Papyrus Extender
  • PowerOfThree's Spell Perk Item Distributor
  • Meh321's Custom Skill Framework
  • Sexlab, if you want the masturbation scenes.



It is completely, 100% INCOMPATIBLE with other Devourment mods. Don't even try it. Don't do it!

It will actually still support the bodyMorph vore bodies, but you have to tweak some settings in the MCM.

It interacts catastrophically with PO3's Frozen Electrocution Combustion, and I'm still trying to figure out why...

If you have questions about how the code works, please ask.


My only plan going forward is to try to incorporate Invidia's Dialogue mod, which seems to be some very nice work.
I'm open to bug reports and helpful suggestions.

I am NOT open to helping you figure out to mod Skyrim. If you're getting T-Pose, physics issues, if requirements aren't working, etc, this is not the place to resolve that. Try googling.


How To Make Vore Dialogue
Spoiler: show

To make dialogue vore happen, you can use the events from the event section in your script fragments. The one you'll probably need the most is Devourment_ForceSwallow. This event will make one actor immediately swallow another.

To make stomach dialogue happen, your dialogue needs to check for this condition:
For the NPCs in the player's stomach:
Code: Select all
Subject.HasSpell(DevourmentNotThere "Inside of a Predator") = 1.0 AND


For the player inside of an NPC's stomach:
Code: Select all
PlayerRef.HasSpell(DevourmentNotThere "Inside of a Predator") = 1.0 AND


To check for lethality:
Code: Select all
Subject.GetGlobalValue(DevourmentDialog_Lethal) = 1.0 AND


To check if they have given consent to be digested:
Code: Select all
Subject.GetGlobalValue(DevourmentDialog_Consented) = 1.0 AND


To check if they are capable of struggling or escaping:
Code: Select all
Subject.GetGlobalValue(DevourmentDialog_NoEscape) = 1.0 AND


To check if the player has died (used for predators gloating after they digest the player):
Code: Select all
Subject.GetGlobalValue(DevourmentDialog_PlayerIsDead) = 1.0 AND


If VoreTypes ever get re-added, you'll be able to check them like so:
Code: Select all
Subject.GetGlobalValue(DevourmentDialog_VoreType) = 0.0 AND
(0 = stomach, 1 = unbirth, etc)


If you want to make an exclusive dialog path, combine these conditions with a custom quest and use the quest stage to control which dialog is available.



Events
Spoiler: show

Events you can send to Devourment
Code: Select all
int handle = ModEvent.Create("Devourment_RegisterDigestion") ; Transfer the prey immediately into the pred's stomach.
ModEvent.PushForm(handle, pred)
ModEvent.PushForm(handle, prey)
ModEvent.PushBool(handle, endo)
ModEvent.Send(handle)

int handle = ModEvent.Create("Devourment_SwitchLethal") ; Toggles whether the prey is vore or endo (no affect if they are dead)
ModEvent.PushForm(handle, prey)
ModEvent.Send(handle)

int handle = ModEvent.Create("Devourment_ForceSwallow") ; Forces the pred to swallow the prey with automatic success.
ModEvent.PushForm(handle, pred)
ModEvent.PushForm(handle, prey)
ModEvent.PushBool(handle, endo)
ModEvent.Send(handle)

int handle = ModEvent.Create("Devourment_ForceEscape") ; The prey is immediately vomitted or defecated by their pred.
ModEvent.PushForm(handle, prey)
ModEvent.PushBool(handle, oral)
ModEvent.Send(handle)

int handle = ModEvent.Create("Devourment_DisableEscape") ; Disables struggling and disables the escape timer.
ModEvent.PushForm(handle, prey)
ModEvent.Send(handle)

int handle = ModEvent.Create("Devourment_VoreConsent") ; Disables struggling, disables the escape timer, and prioritizes consensual dialogue for the victim.
ModEvent.PushForm(handle, prey)
ModEvent.Send(handle)

int handle = ModEvent.Create("Devourment_Poop") ; Forces the pred to immediately defecate any prey that is alive or fully digested.
ModEvent.PushForm(handle, pred)
ModEvent.Send(handle)

int handle = ModEvent.Create("Devourment_Vomit") ; Forces the pred to immediately vomit any prey that is alive or fully digested.
ModEvent.PushForm(handle, pred)
ModEvent.Send(handle)


Events you can receive from Devourment
Code: Select all
RegisterForModEvent("Devourment_onSwallow", "MySwallowHandler")
RegisterForModEvent("Devourment_onEscape", "MyEscapeHandler")
RegisterForModEvent("Devourment_onLiveDigestion", "MyLiveDigestionHandler")
RegisterForModEvent("Devourment_onPreyDeath", "MyPreyDeathHandler")
RegisterForModEvent("Devourment_onDeadDigestion", "MyDeadDigestionHandler")
RegisterForModEvent("Devourment_onExcretion", "MyExcretionHandler")
RegisterForModEvent("Devourment_onDialog", "MyDialogHandler")
RegisterForModEvent("Devourment_onNewCharacter", "MyNewCharacterHandler")

Event MySwallowHandler(Form pred, Form prey, bool endo) ; Sent when an actor is successfully swallowed.
Event MyEscapeHandler(Form pred, Form prey, bool endo) ; Sent when live prey escapes from their pred.
Event MyLiveDigestionHandler(Form pred, Form prey, float damage) ; Sent at the end of each update for live prey.
Event MyPreyDeathHandler(Form pred, Form prey) ; Sent when prey dies and starts digesting.
Event MyDeadDigestionHandler(Form pred, Form prey, float remaining) ; Sent at the end of each update for dead prey.
Event MyExcretionHandler(Form pred, Form prey) ; Sent when anything is defecated.
Event MyDialogHandler(Form pred, Form prey, bool endo) ; Sent whenever stomach dialog is starting.
Event MyNewCharacterHandler(Form pred, Form prey) ; Sent when the player dies and their pred becomes the Dovakhiin.

Remember that you have to register for mod events in an OnPlayerLoadGame() event -- because Skyrim forgets them every time.


Downloads

https://1drv.ms/u/s!Am8QUKw3IjSfjVH1t-U ... J?e=uvkrdh
https://www.dropbox.com/sh/47zjdhps76o5 ... FPlda?dl=0

Plugins

Gaz's VoreMorph bodies (with struggle sliders) and WeightMorphs for Refactor (RECOMMENDED)
https://mega.nz/#!NJpWHBqZ!1ERYTfbPmXUO ... Ps7ji0gfGQ

ChangeLog
Spoiler: show

2021-02-28
  • Experimental version...
  • You should be able to get better invisibility for prey during dialogue. MCM setting to control which method is used.
  • --- The EffectShader doesn't work yet.
  • --- The Armor/Node method may produce strange results sometimes.
  • --- The alpha method may conflict with some mods (but I consider it the best option so it's the default).
  • --- The Invisibility spell method is the legacy system, which shows the outline.
  • Experimental feature -- some preds will start with full bellies (cosmetic only for now).
  • Fixed a HUGE bug in the code for absorbing and defecating, it was probably causing crashes for some of you.
  • Lots of little bug fixes. Like, LOTS.

2021-02-25-2
  • Added the missing normals texture for vomit.
  • Fixed up the vomit shader to be actuall visible. If you have any knowledge of making Skyrim effectShaders and want to improve it, I would be grateful.
  • Added DevourmentSuperPrey and DevourmentSuperPred keywords, which will cause NPCs to start with much higher pred/prey skill levels relative to their character level.

2021-02-25-2
  • Fixed broken XP system from the previous version.
  • CrouchScat should now work again.
  • Uncompressed the textures archive since it appears that some people aren't having textures show up.

2021-02-25
  • Adjusted paired animation conditions.
  • Removed "Swallow" from the list of default powers (you can still add it manually if you really like it for some reason)
  • Added the Diminution (other) and Augmentation (self) spells to Thalmor.
  • Changed a few more pieces of dialog to the new system, fixed some more spelling and grammar errors. Neverending tho...
  • No more automatic defecation when "Crouch to Defecate" is off.
  • The full bowel message should disappear after using the Defecate power.

2021-02-24-2
  • A bunch more bug fixes...
  • Absorb shouldn't cause CTD anymore.
  • You can now ALWAYS swallow grabbed items using the shout key. I don't have theft detection for it yet... but you can already steal literally anything you grab without consequences, so this really isn't urgent.
  • Probably going to remove the "Swallow" power soon, since it's now almost completely redundant.
  • Finished the "expert" configuration file for body morphs. It's in SKSE\plugins\devourment. Go crazy with it.
  • Investigated "skull collecting". Unfortunately the "All Races Drop Skulls" mod A) is terrible, and B) has restrictive permissions. If anyone would like to develop a new set of skull models and texturesets, I'd be happy to add that feature.
  • Added the perk "Stick The Landing". I think it's neat. Let me know what you think.

2021-02-24
  • Stomach dialogue now scales the prey to like an inch tall, so that there is no Predator-style heat distortion standing beside you. This has the added benefit that the predator looks downwards while talking. Let me know if it causes any problems. This feature is just an experiment, we're not married to it.
  • Major change to how timers and health are updated during digestion. It should increase performance and prevent prey health from resetting after talking to them. But if you see a bunch of garbly error messages in the console, or health stops updating or something, please screenshot it and/or tell me about it.

2021-02-23
  • Hopefully fixed some of the problems with prey immediately respawning.
  • Fixed acid damage bug.
  • Started reworking the dialog system. 8O
  • Added instructions for creating vore dialogue.
  • A whole bunch of little bug fixes. Hopefully no NEW bugs.
  • Added Bones/Absorb digestion.

2021-02-22
  • Added some damage resistance to predator and prey during swallowing animations.
  • Player now starts with enough XP that gaining skills isn't quite so weird.
  • Acid damage, holding time, and struggle damage now scale linearly with skill rather than quadratically.
  • For consenting prey, there shouldn't be a bounty anymore.
  • Added missing bellies for Mer
  • Digestion bars should always disappear properly.
  • Moved the vore Skill Gain system out of the main loop, because it's very slow.
  • XP gains applied asynchronously.
  • New bump magnitude tracker.
  • Incorporating a LinkedRef system to improve performance in a few areas.
  • ProduceVomit() and DeadDigested() now have asynchronous proxy calls.
  • Slightly improved skeletons and equipment defecation.

2021-02-20
  • Awesome new equippable belly from SkepticMech that supports MorphVore and struggle sliders! Very excited, it looks great.
  • Hopefully fixed the Crafting bench bug.
  • Struggle sliders scale in proportion to prey health.
  • Added MCM slider for struggle bump size.
  • Hopefully fixed the thing where NPCs can't draw their weapons after being regurgitated.
  • Macromancy spells now scale smoothly.
  • Stomach scales smoothly (sort of) when it changes size.
  • Some minor dialogue fixes. Keep reporting dialogue bugs though, there are so many!
  • Low level enemies should be able to vore. Their stomach capacity was set too low to be able to actually vore anything. Fixed it.
  • Tweaked the skeleton a bit. Let me know if it's any better than it was.

2021-02-19
  • Rearranged the MCM a little bit.
  • Fixed Devourment_DISTR.ini... hopefully.
  • Improved the bump sliders script, both in performance and aesthetics.
  • Add toggles to disable creature predators, male predators, and female predators. They still need to be in Devourment_DISTR.ini to be eligible for combat vore.
  • Reduced magicka cost of Diminution and Augmentation and added a visual effect so that it is not quite as abrupt.
  • Added alternate vore animation for prey that has been shrunk to 20% size or less.

2021-02-16
  • Fixed some bugs.
  • Got the list of races digested to work correctly again.
  • Names should show up more consistently.
  • Added mouseover text for the skills, so that you can see how much experience you have/need.

2021-02-14
  • Added support for Gaz's excellent MorphVore body and bump sliders. Still working on the timing script, but it's already not half bad.
  • Added the Augmentation and Diminution spells, and the Sword of Diminution. No recipe for it yet.

2021-02-12
  • Added the meshes folder. Derp.
  • Added the missing conditions to prevent dialogues from activating on children.
  • Gaz contributed a patch to allow the death screams to be disabled in the MCM.

2021-02-11
  • Fixed stripping while swallowed
  • Fixed digestion not actually finishing
  • Re-added the belly model menu
  • Small innocuous change that might be helping with the FEC script explosion thing.

Last edited by markdf on Sun Feb 28, 2021 10:32 pm, edited 42 times in total.
markdf
Somewhat familiar
 
Posts: 111
Joined: Sun Oct 29, 2017 9:07 pm

Re: Devourment Refactor

Postby Gluger11 » Wed Feb 10, 2021 1:51 am

Glad to see you're still around! Refactor remains to be the best version of Devourment so far imo. Keep up the good work!
Gluger11
New to the forum
 
Posts: 5
Joined: Sun Jul 10, 2016 2:16 am

Re: Devourment Refactor

Postby markdf » Wed Feb 10, 2021 2:48 am

Gluger11 wrote:Glad to see you're still around! Refactor remains to be the best version of Devourment so far imo. Keep up the good work!

Glad to still be around.

If you try this new version, please let me know how it compares to the old one from April.
markdf
Somewhat familiar
 
Posts: 111
Joined: Sun Oct 29, 2017 9:07 pm

Re: Devourment Refactor

Postby BoxxFoxx » Wed Feb 10, 2021 4:27 am

Much appreciated, Mark.

Here's my edited version of WeightMorphs (A weight-gain mod) for use with this version of Refactor. It also includes some bodies for Bodyslide. Install WeightMorphs first (Available at https://www.nexusmods.com/skyrimspecial ... mods/19561 ) and overwrite with the .rar from this post. This is using the latest version of WeightMorphs (1.2.0) so don't use it with versions before that, they use a whole other system. Also, install this only on a clean save, do not upgrade mid-playthrough.

EDIT: Version 3. This patch now includes:

- Edited WeightMorphs with support for Refactor Digestion events and MCM configurability for Coldsteel sliders.
- CBBE and 3BBB (3BA specifically) conversions by myself and Kendri. They include Vore belly, Struggle and Coldsteel sliders.
- A TouchedByDibella conversion done by YurriiTheShark, it includes Struggle sliders, Vore belly and Coldsteel WG belly.
- A new Male body done by Macross/SkepticMech. You'll want SoS installed for this. It includes all the Vore and Struggle sliders, plus Coldsteel and CBBE sliders but remade for Males with Schlong projects to make sure they fit up properly.

Download: https://mega.nz/#!9AwwAAyA!6xA4KH9mlE0X ... F-GJcmYKEY
Last edited by BoxxFoxx on Sun Feb 28, 2021 11:26 pm, edited 4 times in total.
I also go by Gaz
User avatar
BoxxFoxx
Been posting for a bit
 
Posts: 45
Joined: Sat Aug 03, 2019 7:30 pm

Re: Devourment Refactor

Postby Younger99 » Wed Feb 10, 2021 6:43 am

Might give this a gamble later see if it's compatible with legendary edition.
(Once my internet's back properly.)
User avatar
Younger99
Participator
 
Posts: 184
Joined: Wed Apr 04, 2018 7:43 am

Re: Devourment Refactor

Postby jokerert1 » Wed Feb 10, 2021 12:06 pm

Hey can you post a rough changelog about new features ?
User avatar
jokerert1
New to the forum
 
Posts: 15
Joined: Sat Mar 04, 2017 7:58 pm

Re: Devourment Refactor

Postby Dragonvorelover135 » Wed Feb 10, 2021 1:06 pm

The devourment.esp file has sexlab as a master so even if you don't care for the masturbation scenes it still forces you to install it to run.
User avatar
Dragonvorelover135
Intermediate Vorarephile
 
Posts: 510
Joined: Sun Nov 11, 2012 12:29 pm
Location: America

Re: Devourment Refactor

Postby markdf » Wed Feb 10, 2021 1:14 pm

jokerert1 wrote:Hey can you post a rough changelog about new features ?

New features compared to what? DFAM? Or to previous versions of Refactor?

Compared to DFAM (on which Refactor was based), many things are different.
  • Compacted into a ESMFE.
  • A lot of code was moved into a JContainers Lua backend script, for a tremendous boost in speed.
  • An event system, so that Devourment can be a soft dependency for other mods.
  • The main loop shuts down when there are no digestions in progress.
  • Some of the spells were removed, as well as vore weapons and armor.
  • The perk system is more fleshed out and uses actual perk trees, thanks to Meh321's Custom Skills Framework.
  • The MCM provides a lot more debugging options including a list of current stomach contents.
  • Multivore: you can swallow multiple prey, even if they are currently digesting their own prey.
  • Stranger's vore dialogue has been completely incorporated and a lot of bugfixes have been made to it.
  • No more cloak spell killing performance in populated areas; it uses PowerOfThree's Spell Perk Item distributor plugin instead.
  • Health bars and struggle bars showing the status of your prey. The player also gets a struggle bar.
  • A half-decent struggle system.
  • I think I got the sound fixed, so that the correct sound effects play at the correct times and stop when they should.
  • So much more.
Last edited by markdf on Wed Feb 10, 2021 1:34 pm, edited 2 times in total.
markdf
Somewhat familiar
 
Posts: 111
Joined: Sun Oct 29, 2017 9:07 pm

Re: Devourment Refactor

Postby markdf » Wed Feb 10, 2021 1:24 pm

Dragonvorelover135 wrote:The devourment.esp file has sexlab as a master so even if you don't care for the masturbation scenes it still forces you to install it to run.

I'll fix that, it's supposed to be a soft dependency.
markdf
Somewhat familiar
 
Posts: 111
Joined: Sun Oct 29, 2017 9:07 pm

Re: Devourment Refactor

Postby Dragonvorelover135 » Wed Feb 10, 2021 1:36 pm

Also for some reason there's no settings in the MCM for choosing bellies.
User avatar
Dragonvorelover135
Intermediate Vorarephile
 
Posts: 510
Joined: Sun Nov 11, 2012 12:29 pm
Location: America

Re: Devourment Refactor

Postby jokerert1 » Wed Feb 10, 2021 1:39 pm

Im sorry i meant to previous versions of Refractor.
User avatar
jokerert1
New to the forum
 
Posts: 15
Joined: Sat Mar 04, 2017 7:58 pm

Re: Devourment Refactor

Postby markdf » Wed Feb 10, 2021 1:51 pm

Dragonvorelover135 wrote:Also for some reason there's no settings in the MCM for choosing bellies.

I took that out, the logic was just too messy. There were like 2000 lines of code in the backend just for solving the math to handle multiple types of bellies and vore styles.

I may re-add it if there's a really compelling new belly out there, or vore bellies get added to 3BA. In the meantime, if there's an equippable belly you prefer, it's pretty simple to overwrite the current belly meshes with whatever set you like.
markdf
Somewhat familiar
 
Posts: 111
Joined: Sun Oct 29, 2017 9:07 pm

Re: Devourment Refactor

Postby Dragonvorelover135 » Wed Feb 10, 2021 1:54 pm

markdf wrote:
Dragonvorelover135 wrote:Also for some reason there's no settings in the MCM for choosing bellies.

I took that out, the logic was just too messy. There were like 2000 lines of code in the backend just for solving the math to handle multiple types of bellies and vore styles.

I may re-add it if there's a really compelling new belly out there, or vore bellies get added to 3BA. In the meantime, if there's an equippable belly you prefer, it's pretty simple to overwrite the current belly meshes with whatever set you like.

How would I change it to use a different belly? Also would be a good idea to include instructions on how to enable belly morph sliders instead of equippables.
User avatar
Dragonvorelover135
Intermediate Vorarephile
 
Posts: 510
Joined: Sun Nov 11, 2012 12:29 pm
Location: America

Re: Devourment Refactor

Postby markdf » Wed Feb 10, 2021 2:01 pm

Dragonvorelover135 wrote:How would I change it to use a different belly? Also would be a good idea to include instructions on how to enable belly morph sliders instead of equippables.

Just replace the files. There are four meshes deep in the meshes folder for the four different stomach states. Download the devourment version with the belly you want, find those same four files, and use them to overwrite.

To enable morphvore, select NIOverride Morphs or SLIF Morphs in the MCM, and change the stomach node to whatever the correct slider is. VoreBelly or something like that.
markdf
Somewhat familiar
 
Posts: 111
Joined: Sun Oct 29, 2017 9:07 pm

Re: Devourment Refactor

Postby Kendri » Wed Feb 10, 2021 7:02 pm

First off, this mod is very nice, thank you for sharing :D. I love the dialog touches and flavor text, the UI is clean and easy to understand. I've got both a question and a pair of bug reports;

While I like the UI and it's customization, what specifically do I have to set to disable all preds except for the player?

As for the two bugs I'm encountering:
1- When I enable morphvore, it displays both the morph belly and equipable belly at the same time.

2- When I successfully digest prey ie when the timer hits 0, I don't receive any sort of prompt of success or to defecate and the timer bar remains on screen despite my prey being 100% digested. This prevents me from devouring any prey as I'll get the "You're too full!" prompt and when I try to regurgitate/defecate I get the "You have no live prey in your belly" prompt. The stomach will go from full to flat normally, but stomach sounds and the footstep sloshes will play endlessly. I've tried this on cleaned/fresh/new saves, disabled any mods that could be interfering, checked that I had all requirements and enabled debugging mode. This seems to occur on all vore limit types.
User avatar
Kendri
Been posting for a bit
 
Posts: 30
Joined: Sat Jan 18, 2020 10:15 pm

Re: Devourment Refactor

Postby markdf » Wed Feb 10, 2021 9:19 pm

Kendri wrote:First off, this mod is very nice, thank you for sharing :D. I love the dialog touches and flavor text, the UI is clean and easy to understand. I've got both a question and a pair of bug reports;
While I like the UI and it's customization, what specifically do I have to set to disable all preds except for the player?

Delete the distr ini file from the Devourment base directory. That will prevent the Devourment combat ability from being assigned to anyone.

Kendri wrote:1- When I enable morphvore, it displays both the morph belly and equipable belly at the same time.

I didn't expect anyone to actually try to USE this mod ... as I said, modder's resource. That said, it's pretty trivial to re-add the Equip Belly toggle, so I will.

Kendri wrote:2- When I successfully digest prey ie when the timer hits 0, I don't receive any sort of prompt of success or to defecate and the timer bar remains on screen despite my prey being 100% digested. This prevents me from devouring any prey as I'll get the "You're too full!" prompt and when I try to regurgitate/defecate I get the "You have no live prey in your belly" prompt. The stomach will go from full to flat normally, but stomach sounds and the footstep sloshes will play endlessly. I've tried this on cleaned/fresh/new saves, disabled any mods that could be interfering, checked that I had all requirements and enabled debugging mode. This seems to occur on all vore limit types.

Thanks for the bug report. Luckily that one is an easy fix.
markdf
Somewhat familiar
 
Posts: 111
Joined: Sun Oct 29, 2017 9:07 pm

Re: Devourment Refactor

Postby NaomiLuvsU » Thu Feb 11, 2021 11:43 am

BoxxFoxx, "I hate Ekas"
Naomi Naomi Naomi Naomi Naomi Naomi



The Queen
User avatar
NaomiLuvsU
Been posting for a bit
 
Posts: 28
Joined: Fri Dec 11, 2015 9:01 pm

Re: Devourment Refactor

Postby jokerert1 » Thu Feb 11, 2021 1:57 pm

Hey im sorry but i cant get it to work, when i swallow someone there is no belly.
User avatar
jokerert1
New to the forum
 
Posts: 15
Joined: Sat Mar 04, 2017 7:58 pm

Re: Devourment Refactor

Postby markdf » Thu Feb 11, 2021 6:46 pm

jokerert1 wrote:Hey im sorry but i cant get it to work, when i swallow someone there is no belly.

What body are you using? Which belly? SSE or Legendary edition?
markdf
Somewhat familiar
 
Posts: 111
Joined: Sun Oct 29, 2017 9:07 pm

Re: Devourment Refactor

Postby Phorcyz19 » Thu Feb 11, 2021 7:07 pm

How do I install the mod?
User avatar
Phorcyz19
Participator
 
Posts: 176
Joined: Mon Jun 13, 2016 1:53 am

Next

Return to Vore game

Who is online

Users browsing this forum: aalaron, adgyfrtyhuj, AeroBlaze, Beaney, CastleCrashing, Chromina, Chugly, dddddd2, Delennd, Destiny, Dracki, DWU729, EliMizukari, gamer411, Glkthread, Google [Bot], hane88, Hexer, Jacket, Knell, knonme21, lenny101, Luigilord, Meitsi, monster1046, MrManDude11111, NightWanderer, NocturneWolf, ooglethorpe5, Orca, PhoenixNinja23, Pyrod, rbrdiesel, shaw843, skeet18, squeekydragon, theprinceh, yaneetogg