Re: Devourment Refactor
Posted: Wed Jun 09, 2021 1:32 pm
I'm wondering, did I do something wrong when updating to the latest version or are the targets you eat supposed to be healed to full health?
TheMysteriousStranger wrote:I'm wondering, did I do something wrong when updating to the latest version or are the targets you eat supposed to be healed to full health?
CacameAwemedinade wrote:TheMysteriousStranger wrote:I'm wondering, did I do something wrong when updating to the latest version or are the targets you eat supposed to be healed to full health?
Its a setting in the MCM, you can toggle it.
markdf wrote:Urielzael2 wrote:Weird I tried and I think I get perm message bug like one you've warned about in mod itself as I try disabling notification and it didn't work.
Some people do seem to get that bug -- hence the toggle. Unfortunately once it starts it doesn't seem possible to get rid of it for most people.
That said, I've had it and gotten rid of it many times -- by leaving help messages enabled, and then doing the thing that caused the message in the first place (so that it gets refreshed), and then letting it get cleared normally. But that doesn't seem to work for a lot of people.
Urielzael2 wrote:(Vore body related) There are multiple muscular bodies with sliders. I am thinking that it would be nice we could have some muscles with big happy belly. Afterall walking with additional tons of food in stomach would build quite good muscle mass
Urielzael2 wrote:markdf wrote:Urielzael2 wrote:Weird I tried and I think I get perm message bug like one you've warned about in mod itself as I try disabling notification and it didn't work.
Some people do seem to get that bug -- hence the toggle. Unfortunately once it starts it doesn't seem possible to get rid of it for most people.
That said, I've had it and gotten rid of it many times -- by leaving help messages enabled, and then doing the thing that caused the message in the first place (so that it gets refreshed), and then letting it get cleared normally. But that doesn't seem to work for a lot of people.
Yeah I tried to do it but sadly was not working and also once I active bugged save it started to pass on other saves till I restarted game so I simply deleted all bugged saves - lost like 1 hour or 1,5 of progress but now is stable again so thank you.
BigFudge44 wrote:I don't know if this is a bug, it seems so as this behavior isn't how it used to work before, but whether you choose to get rid of items in your stomach by defecation OR regurgitation, you'll be able to do both and both morph areas will be inflated as such.
GooInABox wrote:While we're in the topic of bugs, I've got a weird one that's persisted for a couple of versions. Sometimes when my character is in first person and I use the defecate power to eject my prey's items onto the ground (just the items, no other scat), my character will squat down and get warped back to the previous cell that they were in, then finish defecating the items in that cell. For example, if I leave the Winking Skeever and turn the corner to dump my goods, my character will get warped right back into the Winking Skeever cell at the doorway that I had just exited from. This only happens in first person, so 3rd person view works just fine and I've been using that as a workaround. I use the Improved Camera mod for first person boobs immersion, so that might have something to do with it, but given that this is a very weird niche bug that's probably only on my end, it's probably not worth your time to troubleshoot this, but I'll be glad to provide more information if you need it.
TL;DR: My character sometimes #$&@'s themselves so hard they warp through dimensions.
markdf wrote:BigFudge44 wrote:I don't know if this is a bug, it seems so as this behavior isn't how it used to work before, but whether you choose to get rid of items in your stomach by defecation OR regurgitation, you'll be able to do both and both morph areas will be inflated as such.
How is it different than "before"? Devourment Refactor has always given you the choice of how to get rid of stuff. You can disable the butt inflation in the MCM.
BigFudge44 wrote:markdf wrote:BigFudge44 wrote:I don't know if this is a bug, it seems so as this behavior isn't how it used to work before, but whether you choose to get rid of items in your stomach by defecation OR regurgitation, you'll be able to do both and both morph areas will be inflated as such.
How is it different than "before"? Devourment Refactor has always given you the choice of how to get rid of stuff. You can disable the butt inflation in the MCM.
Right you could always choose one or the other, the items left in your stomach you could set to defecate and doing so would use the butt inflation, or you could choose the regurgitate option and it would show as inflating in the belly, then the way you get rid of the items is by using the power that corresponds to whichever option you chose. If you chose regurgitate, you use regurgitate power, if you chose defecate you use defecate power. Now, no matter which I choose, it seems the items are set in both at the same time and using defecate and regurgitate works, thus inflating both the stomach and the butt. My apologies for not being as clear in the first message.
markdf wrote:BigFudge44 wrote:markdf wrote:
Right you could always choose one or the other, the items left in your stomach you could set to defecate and doing so would use the butt inflation, or you could choose the regurgitate option and it would show as inflating in the belly, then the way you get rid of the items is by using the power that corresponds to whichever option you chose. If you chose regurgitate, you use regurgitate power, if you chose defecate you use defecate power. Now, no matter which I choose, it seems the items are set in both at the same time and using defecate and regurgitate works, thus inflating both the stomach and the butt. My apologies for not being as clear in the first message.
None of that is true. Locational vore didn't exist before Devourment Refactor (so far as I know), and Devourment Refactor never did what you're describing. Swallowed items always inflate the stomach. When you're ready to eliminate them, the butt inflates as well (if that toggle is enabled). Simple as that. Whether you're going to regurgitate or defecate has never had anything to do with where you inflate.
Masxohn wrote:Found some weird bug and a bug that might be caused by the weird bug. Using the cast command to cast the spell listed as Endo (scripted) in the console (used help endo) to get and random person to swallow my companion results in the dialog working just fine. Bug that might be caused by the weird bug: Using the Intimidate path (FE###CF1) results in your companion not being released. The Weird bug is you can't talk to them again after about any of the dialog branchs. The dialog option [vore] doesn't show up even if you have had them vomit out your companion (any possible way from the looks of it), checked using GetGlobalValue for Devourmentvoredialog to see if it's value was changed via the sequence of events, nope it stayed 1. I noticed that FE###CF0 required 6 in-game hours for it to reset, so I thought that might've been the cause, so after I got them to vomit out my companion I waited 8 in-game hours, still got nothing. Attempting having them to eat your companion a 2nd time (after 6 hours) again and trying to talk to them results in neither [vore] or FE###CF0 being able to show up. I also noted that some spell and effects get left over when they have vomited your companion out (gave it a minute or 2).
BigFudge44 wrote:Right, when I meant before, I meant a couple of versions of this specific mod ago, I don't know exactly which as I only come in to grab an update maybe once a week or two weeks, I do know no other version of devourment did this. And well, it seemed to do that in whatever version I had, which made sense to me. But I now understand, whichever you choose doesn't actually change the location. However, items ready to be eliminated still either used defecate or regurgitation, whichever you chose in the MCM, but either way now whichever you choose, both regurgitation and defecation will expel the items. Now, that part I don't really think is a big deal, but it does undermine the point of having a choice in the MCM.
Masxohn wrote:Masxohn wrote:Found some weird bug and a bug that might be caused by the weird bug. Using the cast command to cast the spell listed as Endo (scripted) in the console (used help endo) to get and random person to swallow my companion results in the dialog working just fine. Bug that might be caused by the weird bug: Using the Intimidate path (FE###CF1) results in your companion not being released. The Weird bug is you can't talk to them again after about any of the dialog branchs. The dialog option [vore] doesn't show up even if you have had them vomit out your companion (any possible way from the looks of it), checked using GetGlobalValue for Devourmentvoredialog to see if it's value was changed via the sequence of events, nope it stayed 1. I noticed that FE###CF0 required 6 in-game hours for it to reset, so I thought that might've been the cause, so after I got them to vomit out my companion I waited 8 in-game hours, still got nothing. Attempting having them to eat your companion a 2nd time (after 6 hours) again and trying to talk to them results in neither [vore] or FE###CF0 being able to show up. I also noted that some spell and effects get left over when they have vomited your companion out (gave it a minute or 2).
Went and did more testing. After a bunch of messing around I managed to narrow it down to something going wrong with the 'Reset Hours' (also really pointless and causes problems for the entire dialog tree to have them, only the top of the dialog tree should have it), I went and set every Reset Hours option in that entire dialog tree (starts at FE###CEF , the rest of the tree is the 6 options above it in SSEEdit) to 0, no problems (except for FE###CF1 script call for TIF__EscapePrey just not working, so they still keep your follower/companion in their belly), went and set only the top of the dialog tree FE###CF0 to only 2 hours, went to test again and all dialog is missing after the first round of that dialog.
So I found where or what I think is the problem: It looks like DevourmentDialog QUST (FE###C47) keeps trying to give you that dialog tree, even after they don't have your companion swallowed (for whatever reason), as a result of the reset hours then it can't do any of the condition checks in the dialog since the dialog option is not available, which then results in it ignoring any and all dialogs that were supposed to come after it should it fail its condition checks. Another guess I have is that waiting in-game doesn't cause the reset hours to go down (if listed for 2 in-game hours and you mess around for 10 in-game minutes and then wait for 3 in-game hours, then you still got to wait for that leftover 1 hour 50 in-game minutes), either that or it just keeps endlessly triggering that dialog which either causes more time to be added or for it to reset.
Also don't know if you saw my report on a rare situational issue back on page 124.
Masxohn wrote:Found a rare situational issue. If an npc has ActorTypeAnimal keyword even if they have either or both ActorTypeNPC, VoreTalker keywords then it'll still spit out the "No dialog with animals!" (debug?) message. Most of the time this isn't an issue, but there are rare/uncommon situations where it is. One example I found were the Pahmar Guards in Moonpath to Elsweyr. Not sure how it would look (code wise), but a check that, if it finds either ActorTypeNPC or VoreTalker keyword then it'd ignore or not check for ActorTypeAnimal keyword.
There are 2 checks of this in DevourmentDialog.psc
RageofRagaki wrote:Too lazy to find out how to do spoilers so here is a heypasteit of the papylog. https://www.heypasteit.com/clip/0IW6W0