Gherking's Devourment Refactor Addons

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Gherking's Devourment Refactor Addons

Postby Gherking » Sat Apr 03, 2021 9:52 am

Heya folks, this is where you can now find BOTH of my Devourment Refactor addons.

You can find them both in this folder: https://www.dropbox.com/sh/9pu2isac1716 ... zTK-a?dl=0
Link to file for dialogue suggestions: https://www.dropbox.com/scl/fi/absdapsx ... szujaolggo

ReformationDialogue:

Features:
>NPCs will either be totally unwilling, willing only to be swallowed non-lethally, or willing to go all the way. Special dialogue if you have high relationship with the NPC. Special dialogue for your spouse.
>Goofier/more playful tone. If you want something grittier/more realistic, stay posted on Invidia's progress porting his mod: viewtopic.php?f=79&t=59769
>Over 1300 new 'responses', but almost all of them feature more than one 'line' or sentence.
>Adds toggles in the MCM to dialogue refencing scat or reformation, so that you can control your experience. Still kind of a work in progress. I haven't touched stranger dialogue yet, or added reformation-free variants for lines that reference it, but aside from those let me know if I missed adding the toggle to any lines.
>Verbose, but hopefully not always in a bad way.
>You can now ask NPCs directly about eating them, and you don't have to respect their choices. There just might be consequences is all.

Changelog:
Spoiler: show
>5/3/21: Fixed Stranger dialogue and separated it into it's own ESl, should make things easier going forward. Now I have time again to add new dialogue rather than fixing old stuff!

>4/17/21: Fixed the broken scripts as a result of the latest update.

>4/16/21: Moved my dialogue behind the new singular [Vore] Prompt.

>4/14/21: Fixed Stranger dialogue, again... Let me know if it's broken in some new way.

>4/13/21: Fixed non-stranger prey dialogue not firing.
Fixed the problem with yesterday's Refactor where Stranger dialogue was over-riding everything else.

>4/12/21: Added scat toggle to 'Stranger' dialogue, made it appropriate for all genders, and probably made it actually work properly.
Hooked up the 'spouse only' MCM toggle to actually work, but you may need to clean your save with FallrimTools (also MarkDF's work) for it to work properly
Other misc. bugfixes.

>4/8/21: Re-vamped the 'personality' system, so prey should be more consistent about what they say and whether or not the gave consent to be digested.
Added an MCM toggle to give the spouse dialogue to everyone the player has high relationship with, but forget to hook it up. Will fix dumbass mistake next update.
Speaking of dumbass mistakes, fixed the bug that was making prey flip-flop between my and vanilla dialogue initiation... Dialogue. Tested it twelve restarts in a row, and it should be good, but let me know if it comes back.


Recommend-quirements:
Spoiler: show

>You'll want EZ2C dialogue menu to be able to fit all the options... https://www.nexusmods.com/skyrimspecial ... /mods/2246
>...And Fuz Ro Doh so that you have time to read them: https://www.nexusmods.com/skyrimspecial ... mods/15109


Known Bugs:
Spoiler: show

>Innkeeper stomach dialogue is broken, inexplicably. I'm working on it.


ReformationAI

Features:
>Ever wondered why you can't get skulls from and revive NPCs who started the game dead? Now you can! Just cast the 'Revivify' spell on them first, it ought to be added to you at the start of the game.
>Ever wished you could help out and reform the people who all Skyrim's regular dang ol' skulls belong to? All 600 and something of them? Well now you can! Once you collect a few random skulls, use the 'Reform Unknown Skull' spell to find out who it was you picked up!
>The prey reformed by these two spells will move to the nearest of ten towns; all the Hold capitals and Riverwood. I can add more options to that if people like. They should just move in and start doing normal things, so let me know if you see people standing around in one place. Exactly WHERE that place is would be ideal.

Changelog:
Spoiler: show
>5/8/21: Updated to hopefully make the features from 4/25 actually work for everyone else. They work fine for me, so I'm hoping it was just a missing script.
>4/25/21: Updated AI to change the revivify spell; it now targets a small area, resurrects dead NPCs (whether or not they started the game dead) provided they would be eligible to receive a skull, AND immediately reforms any skulls it hits - be they my random ones or Refactor's specific ones!
>4/10/21: Added spell tomes for both spells, Lucan Valerius in Riverwood should now sell them
Adjusted Revivify to also resurrect reformation-viable NPCs who were killed normally, since I noticed even otherwise eligible NPCs don't get one if they're dead.
Compacted into an ESL instead of an ESP, should be lighter on the ol' load order.


Recommend-quirements:
Spoiler: show

There are no actual Requirements per se, but you'll probably want;
>Real Names, gives a name to anonymous NPCs: https://www.nexusmods.com/skyrimspecial ... escription
>More Idle Markers, gives NPCs things to do in taverns and such. Good for this mod's random NPCs: https://www.nexusmods.com/skyrimspecial ... mods/28586
>If you're having the infamous grey/black face bug with my or any other NPCs, this is a must-have: https://www.nexusmods.com/skyrimspecial ... mods/42441


Known Bugs:
Spoiler: show

None! ...Yet.
Last edited by Gherking on Sun May 09, 2021 7:13 am, edited 25 times in total.
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby runeguden » Sat Apr 03, 2021 10:34 am

ill try this out
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby ownednooberhaha » Sat Apr 03, 2021 10:41 am

I haven't done so much testing, but there seems to be an issue when an npc asks you to digest them, there are way to many options and they are way too long so you can't really tell what you are picking.

Otherwise, really happy with this, lots of dialogue options are always fun.
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Gherking » Sat Apr 03, 2021 10:49 am

Yeah, I can be pretty verbose. It follows the same basic tree structure as refactor does now though, since it was ALSO based on Hatter's dialogue of yore. I'll adjust it so that you no longer have the options to ask to digest them if they just OFFERED to be digested, that should cut it down.

EDIT: Done-zo. Let me know if you find anywhere else that things could reasonably be cut down without removing choice. I'm still thinking of a good solution for all the lethal digestion options...
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby ownednooberhaha » Sat Apr 03, 2021 5:44 pm

After more testing (without EZ2C dialogue menu) i'm still having the issue with the overloaded options. Also there seems to be some logic issues since regardless of how the npc is devoured they will recieve the same dialogue options which in many cases don't fit or make sense. I've looked through the mod and there are countless dialogue options i have yet to see because I have no idea how to get them.

Amazing work on this! Really enjoying playing with this as it gives much needed flavour to Vore. Keep working on this and it will be brilliant once all the bugs are sorted out!
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Gherking » Sat Apr 03, 2021 6:12 pm

ownednooberhaha wrote:After more testing (without EZ2C dialogue menu) i'm still having the issue with the overloaded options. Also there seems to be some logic issues since regardless of how the npc is devoured they will recieve the same dialogue options which in many cases don't fit or make sense. I've looked through the mod and there are countless dialogue options i have yet to see because I have no idea how to get them.

Amazing work on this! Really enjoying playing with this as it gives much needed flavour to Vore. Keep working on this and it will be brilliant once all the bugs are sorted out!


It's really not going to work properly without EZ2C. A lot of the prompts will probably be cut off before the end, and you might not be able to scroll down all the way.

Concerning the logic issues, NPC willingness isn't decided by whether you ate them with their permission or not, it checks a few internal AI variables (like confidence, assistance etc) to determine if they would be 'brave' enough to be down with it, even if you just gobbled them up in the street. There are still some responses that only fire if the prey was willing, or vice versa.

If that doesn't seem relevant to your concern, maybe you could send me an example screenshot of a response you don't think fits? I use this myself everyday, but don't have to run it out of an archive, so maybe I just donked up the getting it ready for release in some hilarious way.
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Younger99 » Sat Apr 03, 2021 9:17 pm

Hmmm, I might give this a shot later.
Until then just posting so I can keep an eye on this.
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Gherking » Sat Apr 03, 2021 9:30 pm

[quote="ownednooberhaha"]Also there seems to be some logic issues since regardless of how the npc is devoured they will recieve the same dialogue options which in many cases don't fit or make sense.
/quote]

After some extended testing of my own, you appear to be right - I'm only getting vanilla responses for when you initially bring up dialog as pred. I'll look into this issue tomorrow afternoon. It was working fine yesterday, I wonder what stupid mistake I made?
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Vennaya » Sat Apr 03, 2021 10:12 pm

This just adds stuff, right? It doesn't change or remove any existing systems or dialogue?
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Gherking » Sat Apr 03, 2021 10:22 pm

I don't think I /removed/ anything, but yes it /changes/ almost everything. It doesn't touch the stranger dialogue, and there are a very few branches it leaves un-altered. Apart from that...
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby bloodle8 » Sun Apr 04, 2021 4:34 am

Big thanks for adding a scat toggle - that was always a part of Stranger that always bugged me, I had to change all the lines in CK myself lol. Haven't played with the mod yet, but looking forward to it!
Does this mod do anything to add those toggles to Stranger/Hatter dialogue, or are they entirely untouched? Stranger's great, but has a lot of scat references, and Hatter... Eh, Hatter's writing always rubbed me the wrong way, honestly. Maybe it's personal taste, or maybe it was the grammatical errors, but somethin' just killed my vibe.
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby thefakemuff » Sun Apr 04, 2021 5:23 am

So I was having a problem getting any of the devourment dialogue to actually appear and I thought it might have been my better dialogue controls mod but after quick saving and loading it seems to work just fine now. I've been really enjoying the mod so far and I like the idea of the random skull generation
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Gherking » Sun Apr 04, 2021 6:36 am

bloodle8 wrote:Big thanks for adding a scat toggle - that was always a part of Stranger that always bugged me, I had to change all the lines in CK myself lol. Haven't played with the mod yet, but looking forward to it!
Does this mod do anything to add those toggles to Stranger/Hatter dialogue, or are they entirely untouched? Stranger's great, but has a lot of scat references, and Hatter... Eh, Hatter's writing always rubbed me the wrong way, honestly. Maybe it's personal taste, or maybe it was the grammatical errors, but somethin' just killed my vibe.


I haven't touched the stranger dialogue, but this mod used to be based on hatter's dialogue way before Special Edition (let alone refactor or even dmaf) ever came out, so all of that is amended. I can add the appropriate conditions to all the stranger dialogue and have that out sometime this week.
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Gherking » Sun Apr 04, 2021 6:40 am

thefakemuff wrote:So I was having a problem getting any of the devourment dialogue to actually appear and I thought it might have been my better dialogue controls mod but after quick saving and loading it seems to work just fine now. I've been really enjoying the mod so far and I like the idea of the random skull generation


I'm glad to hear it! That's an odd thing to fix it, but hey, whatever works!

The random skull generation is one of my favourite things I've done, it worked SOOO well with Invidia's 'Burps and Bellies' for DFAM. It's actually 'working' right now, but I'd rather it was a little more polished...
I can't seem to do exactly what I wanted with it, but I have an ok idea that will work better than what it does now, but not quite as well as I should hope. Should be out tonight, barring complications.
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby ForgetfulHatter » Sun Apr 04, 2021 11:16 pm

woah
this is awesome! :D i really love what you've made here

I tried a few pred options and then some prey options
but by far my fav is getting a bounty for voring Lucan Valerius from riverwood lethally without consent. >:3

I also love how i can see tiny bits of dialogue from mine. uwu still there in part way.
but wow thats some great dialogue! and you did some MCM stuff as well. i never could understand that stuff. nor how half of strangers dialogues worked or connected. i just found a snippet of code that would be useful and worked with that. hehe
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby DarkPinkie » Mon Apr 05, 2021 8:10 am

Gherking wrote:It wasn't easy to track down so many lines, so by all means let me know if I missed some! If you could tell me what the player says (even approximately), that would be really helpful.

Well since you asked for it, with reformation turned off I still got a reformation line when I responded to a "I was actually hoping to digest you, so I'll guess I let you be." or something like that. Response was "Well, I guess I'd be be okay with letting you digest me, if you promise to be reform me... Please be gentle..."
(I would also like to point out that the first be is doubled and the be right in front of reform shouldn't be there.)
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Gherking » Mon Apr 05, 2021 8:24 am

ForgetfulHatter wrote:woah
this is awesome! :D i really love what you've made here

I tried a few pred options and then some prey options
but by far my fav is getting a bounty for voring Lucan Valerius from riverwood lethally without consent. >:3

I also love how i can see tiny bits of dialogue from mine. uwu still there in part way.
but wow thats some great dialogue! and you did some MCM stuff as well. i never could understand that stuff. nor how half of strangers dialogues worked or connected. i just found a snippet of code that would be useful and worked with that. hehe


I'm glad you like it! It was your videos that got me into devourment in the first place, and it was your mod that inspired me to go in there and change things myself. In a way, none of this would have happened without you!
Yeah, MCM was a bit of a headache to understand at first, but there are better resources for learning it now than there used to be. I was surprised to find out that it's all code, there's really no 'ui' for developing it. It's a bit clunky, but strangely refreshing in its simplicity. Stranger's dialogue used to baffle me too - until I saw that he had compacted it all by using prompts and conditions to have single branches handle the responses for multiple trees; ingenious, but totally incomprehensible if you come in blind.
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Vore Dialogue

Postby Gherking » Mon Apr 05, 2021 8:26 am

DarkPinkie wrote:Well since you asked for it, with reformation turned off I still got a reformation line when I responded to a "I was actually hoping to digest you, so I'll guess I let you be." or something like that. Response was "Well, I guess I'd be be okay with letting you digest me, if you promise to be reform me... Please be gentle..."
(I would also like to point out that the first be is doubled and the be right in front of reform shouldn't be there.)


Thanks for the heads up! I was sure I was going to miss things. I'll get that cleaned up and sorted out today. I take it since you're playing with reformation mentions off, that you'd prefer I go and add reformation-free variations to all the dialogue that mentions it (the way I did with scat)? I originally just toggled them out, but this removes your choices sometimes. I wasn't sure whether anyone actually wanted that feature... Now that I now that it's something people would be interested in, I'll go through with it.
Find my Devourment Refactor addons here: viewtopic.php?f=79&t=60795&p=2858981#p2858981
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Re: Gherking's Devourment Refactor Addons

Postby nopeman777 » Wed Apr 07, 2021 7:56 pm

Sorry if this is a dumb question but dose this add-on add lines for player prey and can the player be reformed with this mod?
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Re: Gherking's Devourment Refactor Addons

Postby Gherking » Wed Apr 07, 2021 8:11 pm

nopeman777 wrote:Sorry if this is a dumb question but dose this add-on add lines for player prey and can the player be reformed with this mod?


That's not a dumb question, and I would still welcome if it was. ReformationDialogue DOES add lines for player as prey, but they aren't as varied or variable as those for player as pred. There are still a few hundred of them though. If Player as prey is one of the things that people would like me to focus on next, then by all means I can. As for your second question, not yet. The way Devourment handles the player being digested is very different to how it handles an NPC being digested, but I could look into it. Were you thinking a sort of thing were you just wake up somewhere else later having been reformed, or something you have to do once taking control of your pred with 'become your killer'? The first would certainly be easier.
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