QueueSD's Devourment Refactor Addons (Updated 11/27/21)

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QueueSD's Devourment Refactor Addons (Updated 11/27/21)

Postby QueueSD11 » Thu Aug 19, 2021 12:12 am

QueueSD11's Devourment Refactor Addons for Skyrim SE

Below are personal Devourment Addons I've made that I felt should be shared.
Included with all my mods are the source files. Since there's a BSA with every download, you can safely delete the Sound / Source / Scripts / SEQ folders if you'd like. If you want to keep them, delete the BSA instead
And unless MarkDF makes big foundational changes to Refactor, the files listed below should all be Future-Proof and be compatible with current and future versions of Refactor unless stated otherwise.
Any updates for my mods should be installed on a clean save for them to work properly. (A clean save = a save without the mod installed. No need for a new game)

Feedback is appreciated.
And PLEASE let me know if an update to Devourment Refactor breaks any of my mods.

If you haven't guessed, you'll need Devourment Refactor and it's requirements for any of these to work, found here.


Devourment World Interactions
Mirror

General:
- Npcs will look and react to the player if they're currently digesting prey (Could be praise, confusion, disgust, etc. You determine in the MCM) (Excludes followers since they'd be used to it)
- Npcs will also respond should the player defecate nearby (Usually negative)
- Npcs will taunt prey as they digest them. They usually taunt npc prey more than animals though.
- Npcs will also taunt their prey if they die in their stomachs.
- Taunts will vary between friendly and hostile npcs.
- Struggling has an 8% chance to stagger the pred that ate you. They'll have responses here as well. (MCM configurable) (Player Only)
- 200+ responses which are all voiced using vanilla dialogue. Some unique npcs are included as well, but really it's mostly Serana.
- MCM included to tweak how frequently NPCs will comment, what they comment on, how long after commenting can they comment again, or if they'll make comments at all.
Prey:
- Npcs swallowed by any pred will vocalize their struggle. (Lethal, non-willing vore only)
- Npcs have a %chance each tick of digestion to speak. Npcs will also speak as they die to their pred. (MCM Configurable)
- Npc lines take into account hostilities, race, and faction relations. (Civilians will cry out for mercy more than a bandit, who'll just angrily struggle)
- 200+ voice lines all voiced using vanilla audio and muffled so it sounds like it's coming from a stomach. Again, the only unique npc included is Serana.

Crime:
- When arrested, stolen swallowed goods will be confiscated and other goods will be re-added to your inventory. Consider it the guards being more thorough. (Mcm Toggleable) (Followers included)
- When arrested, live prey will be let out where you were arrested. When sent to jail, dead prey will also be let out. Also consider this the guards being more thorough. (Followers included) (Mcm Toggleable)
- You can now get a bounty for swallowing objects that don't belong to you. AKA Stealing. (MCM toggleable)

Other:
- Predator Titles will be removed from non hostile unique npcs after a few in game hours. (Lydia won't be known as Lydia [BanditsBane] forever) (MCM Toggleable)

Here is a link for 99.8% of the edited / unedited audio you'll hear prey say. I ran every voiceline through a Low Pass Filter in audacity with 400.0 as the frequency and 12db rolloff.

Notes:
Spoiler: show
- With devourment dialogue enabled, npcs won't say their voiced dialogue if they digest and kill the player. I'll try and fix this in a future update.
- NPC Dialogue has an internal timer like the rest of Skyrim's dialogue, meaning that individual npcs could exhaust all their voice lines for a few in-game hours. Still, I try to give npcs a good bit to say before this happens.
- The same applies to prey dialogue, and I'm trying to find a balance between 'enough to say' and 'repeating the same voicelines' for their dialogue
- Getting arrested and being forced to spit out digesting prey will result in a duplicate skull being found on prey if you have reformation enabled. I'll try and work around this in the future.
- Npc prey death audio can only be heard after setting 'World Interactions - Moans and Screams' in your sound settings up and 'Devourment - Moans and Screams' to 0, or else you might hear prey screams twice.
- I'm told that general subtitles might have some flickering issues with prey dialogue. I'll look into it.

Future Plans:
- Add more voice lines overall for unique and regular npcs.
- Potentially open up to using xVaSynth for more voice lines.
- Improve the logic that gets voice lines to play depending on the context.


Devourment Indigestion
Mirror

- Percent chance when digesting prey to get indigestion. (Player Only)
- Indigestion increases the time it takes to digest prey, any prey that get swallowed during indigestion increases its duration and severity.
- Indigestion has a chance to damage you every few seconds depending on severity. A higher severity means a higher chance for damage.
- Indigestion will eventually go away with time or if you're currently not digesting any more prey.
- Daedra / Dwemer / Undead are 2.0x as likely to give indigestion. (MCM configurable)
- MCM included to tweak Indigestion chance, duration, damage, and how much it's reduced every 10 Pred levels. Your Indigestion chance is shown in the MCM.
- Sounds included for both male and female players of any race. Pick them in the MCM. (Also included sounds for people using the Kunoichi Female Voice mod)

Future Plans:
- More / better sounds


Devourment Flatulence
Mirror
REQUIREMENTS: Baked Beans of Skyrim (INSTALL THE FIXED VERSION): here.

- Makes Devourment compatible with the Baked Beans of Skyrim mod.
- How much flatulence prey will give the player and the % chance prey will give flatulence is all configurable in an MCM menu.
- NPCs are also prone to comment on the player in this mod (MCM Toggleable).
- Flatulence will no longer affect stealth. (removed from the original mod.)
- Flatulence can bloat the belly / default locus (the speed this happens depends on your Devourment Digestion Speed, which you set in this mod's MCM)
- MCM options to determine when flatulence ends. The choices are after all prey are excreted, after all prey are digested, or after a bit of time.
- MCM options to enable flatulence for the player, female followers, and or male followers. Disabling them at any time clears their gas. (Mod followers are also eligible)
- Added a lot of fart sound effects. Even made the Fart spell from Devourment use audio from this mod.

Notes:
Spoiler: show
- Flatulence is calculated when a pred begins to digest prey. That means that enabling flatulence halfway through digestion won't do anything.
- A total of 8 followers can be tracked at the same time, 4 female followers and 4 male followers.
- The code tracks followers after they swallow something. There's a super rare case where if the the first thing they swallow since following you is a corpse, they won't generate gas. Again, this should be rare considering the circumstances, and after this occurs gas will be tracked properly.

Future Plans:
- Better / more sound effects.
- Visuals? (It's possible but I don't know how to use NifSkope to make it happen. If you're familiar with it, contact me.)


Devourment Misc Morphs
Mirror

-Gives you more control over how your character looks during oral vore. (Works for other vore types if you have it scale off the belly)
-MCM options to determine how much the breasts are pushed up from vore to fix any clipping issues (uses bodyslide sliders to make these changes. I included a few so you decide what combination looks best)
-MCM options to scale the stomach a bit during vore too (Could help characters who have large stomachs, since certain sliders can balloon the belly from just a single prey)
-Morphs scale off the Max Belly Size, which is set in the MCM. Setting this higher means the morphs will increase in strength the bigger the belly. (Default is 1.0, for roughly 1 humanoid sized prey).
-Morphs can be multiplied by your current Vanilla or Devourment weight. (Individual morphs are all toggleable, letting them look the same at low and high weights)
-Morphs can be applied to followers and or npcs. An MCM page for followers and npcs is included.
-Morphs are inputted by you, so you can decide which sliders are effected.
-Every character looks different, so play around with the sliders and toggles while you have a full stomach to see what looks best.

Below is a video of the morphs in action in an earlier version. My character's breasts and stomach were both modified using weight-multiplied/ non weight-multiplied morphs.
https://streamable.com/8lnydj

Notes:
- Adding sliders in my mod follows the same rules as they do in the main devourment mod. The slider's name must be from Outfit Studio, NOT Bodyslide. (Breast Pushup in Bodyslide would be inputted as Pushup.)


Future Plans:
- Depends on the feedback I get.


Devourment Sounds Plus
Mirror
A few quality of life changes for devourment's audio.
This WILL OVERWRITE some of Refactor, but seeing as the main mod team isn't touching the audio, this should be fine for most future updates. (Compatible with Refactor version 10.11.21 and up)

- Digestion audio will now get quieter as time goes on. When a predator has fully digested their meal, digestion audio will be 0% of it's max volume.
​​​​​​​​​​​​​​- Stomach sloshes will get quieter as time goes on. Same rules as above.
- Added two new stomach ambients.
- Added some unused burps and gurgles included with Devourment (I used ones of the same quality that's in the original mod)
- Edited a few sounds that had microphone rubbing / static

Future Plans:
- Add more sounds overall for devourment. Gurgles, belches, stomach ambients. (The last one is really hard to find, but if you found a good stomach audio loop that sounds like the ones in Devourment let me know.)
- Replace the low quality bones sounds
- Let you decide how quiet digestion audio get can get in the end.


Devourment Gameplay Edits
Mirror
Personal Gameplay changes I've made for devourment.
This WILL OVERWRITE some of Refactor, but it's less likely to break for many updates due to the direction the dev team is going.

Swallowing:
I always thought it'd make sense if swallowing took stamina, and I wasn't a fan of using RNG for determining if I could swallow something or not.
(I recommend you set Refactor's Minimum Swallow Chance to 100% and Refactor's NPC Swallow Chance Multiplier to a value you like.)

- Successful combat vore attempts require 50% of your stamina. (Player Only) (MCM Configurable)
- Stamina cost is halved for stealthy swallows and corpses.
- Every point into Voracious after level 1 on the Pred skill tree reduces the stamina cost by 20%. (MCM Configurable)
- This only works with the lethal vore, Endo is untouched.

Struggling:
- The struggle bar will slowly go down if you don't press anything for a while. (MCM Toggleable)

Digestion:
- Food / ingredients / potions that dead prey had in their inventories will be digested by their predators. (MCM Toggleable)

Perks:
- Second Wind: Struggling in a stomach below a certain health threshhold will heal you for 20% of your hp and give you a few seconds of 100% acid resistance. Once per day. Requires: Prey Level 30.
(Perks I add aren't included in the pred/prey perk tree. They will ONLY work if you get the perk from the MCM)

Future Plans:
- Depends on the feedback I get or what I want to add.
- Add a perk that makes your stomach act as a shield and block incoming attacks when its above a certain size (Abdominable Shield)


To Do:
Spoiler: show
- Make a video showcasing all of my addons.


CREDITS:
Galmar -- for the code responsible for getting npcs to look at their bellies when they speak in World Interactions and for some help with getting prey audio working.
Monster_Chow -- for the two new stomach ambients in Sounds Plus. (They didn't make them for the mod, I just grabbed them.)

Changelog:
Spoiler: show
11/27/21
World Interactions
-Fixed prey dialogue stopping after a while
-Fixed subtitles for prey dialogue (subtitles from general npc reactions are still bugged, it's difficult to find a solution)

Sounds Plus
-Removed some of the burps added in the last update, didn't sound as nice as I remembered.

11/26/21
World interactions
- Bugfixing

Sounds Plus
- Removed b12 (it's the same as b5)
- Removed some burps I added in previous update (Hearing them again I realized the quality wasn't what I remembered)

11/25/21
World Interactions
- Added prey audio and a lot of voice lines
- Added the option for new prey death sounds.

-Sounds Plus
- Bugfixing
- Added new burps

]11/20/21 -1
Sounds Plus
-removed unused files, added a maintenance function in the code

11/20/21
Sounds Plus
- Sloshes from footsteps will now get quieter throughout digestion. (This also fixed sloshes not being heard without an belly being selected in the MCM, but that might be just me idk.)
- Edited stomach ambient 7 and 8.

11/19/21
Flatulence
- Added a few voicelines.

Misc Morphs
- Changed the system to allow you to add / remove the morphs you want. You have 16 slots for this for Player / Follower / Npcs.
- Performance increase due to changing to the new system?

11/9/21

World Interactiosn
- Actually added the Predator Titles toggle in the MCM
- Enabling the Predator Titles toggle in the MCM will clear nearby Npcs of their titles.

11/6/21
World Interactions
- Lets you know the scale of your biggest locus in the MCM. (The one the npcs will notice for comments)
- Bugfixing - Allowed for any vore type to be used to trigger an npc response. (It uses the Current Burden in the MCM)
- Bugfixing - Fixed struggling to work with Devourment 10.11.21
- A max of 2 npcs will comment on you at the same time. This is down from 3.
- Removes titles from predators after a while. (Happens after a few in game hours after they ate someone. Won't clear name if they recently digested someone. Only on non hostile unique npcs)
- Adds a cooldown to npcs after they say their voiceline. With this, you're likely to hear different npcs talk. (MCM configurable)
- Improved overall logic for getting npcs to say their voicelines.

Devourment Indigestion
- You can select your voicetype in the MCM incase you aren't using your race's default voices.
- Indigestion voicelines will be as loud as you set the 'Voices' slider to be. (In your game settings)

Devourment Flatulence
- Added a slider to let you determine the %chance Prey will make a predator gassy.
- Made the fart spell from devourment use sounds from the mod.
- Removed a lot of debug traces from the original mod. (This didn't affect performance but could bloat your papyrus log if you were going to look through that.)
- Added MCM Slider to bloat the stomach by X % after gas begins to build up from Devourment (This works nicely with higher Devourment Digestion Speeds).

Devourment Misc Morphs
- Changed a bit of the code behind the scenes.

Devourment Sounds Plus
- Edited a few sounds that had noise / microphone rubbing.
- Added two new stomach ambients.
- Removed one burp: b9 (it's already used in the mod)
- Added some unused burps and gurgles already packaged with refactor. (I tried to include those that sounded of good quality, but if they sound off let me know)

Devourment Gameplay Edits
- The struggle bar will now slowly get lowered if you don't struggle for a few seconds. (MCM Toggleable)
- Perk :Second Wind: Struggling in a stomach below a certain health threshhold will heal you for 20% of your hp and give you a few seconds of 100% acid resistance. Once per day. You can select this perk in the MCM when your prey skill is 40. You could also refund this perk if you want.
- Edible items dead prey have in their inventory will be digested by their preds (Food, Ingredients, Potions.) (Won't digest Unique items) (MCM Toggleable)

11/4/21
Gameplay Edits
-Bugfixing: Fixed swallowing for npcs.

11/1/21
Gameplay Edits
- Bugfixing: Fixed Devourment Refactor's MCM from not showing certain pages or showing up at all.

10/21/21
Gameplay Edits
- Uploaded

Indigestion
- Bugfixing

10/19/21
Misc Morphs
- Bugfixing

10/11/21
Misc Morphs
- Updated to work with Devourment 10.9.21 and up

10/7/21
World Interactions
- Struggling while being digested by a pred might stagger them. Npcs will usually grunt in response to this. Default is 8% (Player Only) (MCM Configurable)
- Guards will be more thorough after arresting you. If you were only arrested, live prey will be let out where you were arrested and swallowed goods will be searched. If sent to jail, everything you've eaten will be let out. (MCM Configurable)
- Made object vore be recognized as a crime (MCM Configurable)
- Added toggles for various npc responses for vore: Positive (Approval / Praise), Neutral (Joking / Questioning / Surprise) Negative (Disgust / Shock).

Indigestion
- Daedra / Dwemer / Undead are 2.0x as likely to give indigestion (MCM Configurable)

Misc Morphs
- Allowed the morphs to be applied to followers. A new MCM page for followers is introduced.
- Allowed the morphs to be applied to npcs. A new MCM page for npcs is introduced.

Sounds Plus
- Recompiled the code to be better.

9/30/21
Sounds Plus
- Uploaded

9/26/21
World Interactions
- Removed subtitles from all spoken dialogue due to a bug. I'll figure out how to utilize it later.

Flatulence
- Fixed a bug where gas wouldn't clear for defecation if an item was still being digested.

9/17/21
World Interactions
- Made npc responses more reliable, giving you more control from your mcm settings
- NPCs will now stop commenting if you don't have a noticable belly (MCM toggleable.) (Default is 17.5%.)
- Increased the number of total responses from 40 to about 200.
- Npcs will now taunt prey as they digest them. They usually taunt npc prey more than animals though. (MCM Toggleable.)
- Npcs will also taunt their prey if they die in their stomachs. (MCM Toggleable.)
- Npc taunts will vary between friendly and hostile npcs.
- Npcs taunting their prey will look at their stomachs.

- When sent to jail, any living npcs you've swallowed will be let out. (The same applies to your followers.) (MCM Toggleable)

Indigestion
- Indigestion audio will now play the correct hurt noises for Orc, Elf, khajiit, and Argonian players. I also included grunts for the Kunoichi female audio mod if anyone's using that.
- Note: changing your gender / race during indigestion will result in the incorrect sounds being played for the remainder of indigestion. (rare scenario to consider)

Flatulence
- Added MCM options to determine when gas ends prematurely. The choices are after all prey are excreted, after all prey are digested, or never.
- Made it so stopping gas for the player/follower is more reliable.
- High aftershock chances will no longer delay gas being stopped.
- Crouching while standing still might pass gas at higher gas levels.
- Added MCM option to let the player or followers make facial reactions from their own gas. (I highly recommend that it stays enabled)
- Added more audio

Misc Morphs
- Uploaded

9/1/21
Indigestion
- Added MCM slider to determine how much longer indigestion lasts should you begin to digest additional prey.
- Added MCM slider to reduce Indigestion chance by X every 10 pred levels.
- The MCM will now show your current indigestion chance when it's calculated with your indigestion reduction.
- Added flavor text for if you're digesting prey in your stomach or not.
- Sleeping will now relieve you of your indigestion.
Flatulence
- Fixed an issue with certain followers not being affected. This fix also fixes most issues with mod followers not being affected.
- Fixed a bug with new followers not being accounted for.

8/19/21
- Uploaded


All of my code is free to view and use in the future (It's a little messy though since I wanna keep adding on to it.)
Last edited by QueueSD11 on Sat Nov 27, 2021 7:21 pm, edited 151 times in total.
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Re: QueueSD's Devourment Refactor Addons

Postby Rainbowknight2 » Thu Aug 19, 2021 1:53 pm

Very nice! I'll definitely be trying out interactions. And I look forward to what else you'll do here. :-D
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Re: QueueSD's Devourment Refactor Addons

Postby ForgetfulHatter » Thu Aug 19, 2021 2:34 pm

Woah impressive
I guess I never realized how npcs never reacted to the player digesting ppl
Then again I'm usually enjoying my last few minutes inside an npc :D
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Re: QueueSD's Devourment Refactor Addons

Postby CCTELONEWOLF » Sun Aug 22, 2021 3:01 am

Flatulence plugin isent working properly for me, whenever i try to use any of the devourment related toggles or sliders nothing happens.
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Re: QueueSD's Devourment Refactor Addons

Postby QueueSD11 » Sun Aug 22, 2021 3:05 pm

CCTELONEWOLF wrote:Flatulence plugin isent working properly for me, whenever i try to use any of the devourment related toggles or sliders nothing happens.

I'll try and fix that later this week.
Check out my addons for Devourment Refactor: viewtopic.php?f=79&t=61658
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Re: QueueSD's Devourment Refactor Addons

Postby Hongry01 » Wed Aug 25, 2021 1:15 pm

Just wanted to confirm that both the World Interactions and Flatuence mod worked for me. They're both pretty good, although I did find it funny when NPCs who were digesting someone would comment on my character digesting someone :lol:
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Re: QueueSD's Devourment Refactor Addons

Postby QueueSD11 » Wed Sep 01, 2021 1:21 pm

Hongry01 wrote:Just wanted to confirm that both the World Interactions and Flatuence mod worked for me. They're both pretty good, although I did find it funny when NPCs who were digesting someone would comment on my character digesting someone :lol:

Rainbowknight2 wrote:Very nice! I'll definitely be trying out interactions. And I look forward to what else you'll do here. :-D


The feedback's appreciated, I'm just glad get this in other people's hands. :-D

ForgetfulHatter wrote:Woah impressive
I guess I never realized how npcs never reacted to the player digesting ppl
Then again I'm usually enjoying my last few minutes inside an npc :D


I'm surprised nobody's done this sooner. But after getting all the dialogue I can see why.
Check out my addons for Devourment Refactor: viewtopic.php?f=79&t=61658
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Re: QueueSD's Devourment Refactor Addons (Updated 9/1/21)

Postby Ryan-Drakel » Wed Sep 01, 2021 7:48 pm

I'm genuinely surprised that there's no "Positive" comments about watching the player digesting someone.
Not too fond of the negativity really. =w=;;
But at least this is pleasing a bunch of fans.
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Re: QueueSD's Devourment Refactor Addons (Updated 9/1/21)

Postby Feedmeyourdragons » Tue Sep 07, 2021 12:22 pm

Some really nice interactions here, I definitely adds some nice detail to devourment.

With the indigestion addon, it would be cool if it had some support with the EVG conditional idles if possible. Like when you have indigestion it uses the low HP animation.
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Re: QueueSD's Devourment Refactor Addons (Updated 9/1/21)

Postby QueueSD11 » Wed Sep 08, 2021 11:39 am

Ryan-Drakel wrote:I'm genuinely surprised that there's no "Positive" comments about watching the player digesting someone.
Not too fond of the negativity really. =w=;;
But at least this is pleasing a bunch of fans.


Although it's not all negative comments, there aren't many positive one liners I've found to use. But I'd probably just have to search the voice files some more.

Feedmeyourdragons wrote:Some really nice interactions here, I definitely adds some nice detail to devourment.

With the indigestion addon, it would be cool if it had some support with the EVG conditional idles if possible. Like when you have indigestion it uses the low HP animation.


I'd have to put something like that at the end of my to do list.
Check out my addons for Devourment Refactor: viewtopic.php?f=79&t=61658
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Re: QueueSD's Devourment Refactor Addons (Updated 9/1/21)

Postby Vennaya » Sat Sep 11, 2021 5:30 pm

Damn, kinda sucks your interactions addon is only negative responses, would of loved to see some positive ones but i understand that you were limited by the vanilla dialogue. Any plans to include positive ones, if you end up dabbling in VASynth stuff?
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Re: QueueSD's Devourment Refactor Addons (Updated 9/1/21)

Postby QueueSD11 » Mon Sep 13, 2021 1:57 pm

Vennaya wrote:Damn, kinda sucks your interactions addon is only negative responses, would of loved to see some positive ones but i understand that you were limited by the vanilla dialogue. Any plans to include positive ones, if you end up dabbling in VASynth stuff?

If I end up using VASynth, I'd try and get some positive responses out there.
Check out my addons for Devourment Refactor: viewtopic.php?f=79&t=61658
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Re: QueueSD's Devourment Refactor Addons (Updated 9/17/21)

Postby QueueSD11 » Fri Sep 17, 2021 7:41 pm

Updated all of my mods and created a new one for anyone worried about boob clipping during oral vore.
Check out my addons for Devourment Refactor: viewtopic.php?f=79&t=61658
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Re: QueueSD's Devourment Refactor Addons (Updated 9/17/21)

Postby GooInABox » Sat Sep 18, 2021 11:17 pm

Hey, I just wanted to say that the Devourment World Interactions submod is an amazing piece of work, and it helps bring some much needed immersion to my Devourment playthrough.

One request that I would like to put up in the air as you build and expand upon the mod is if there could be toggles for certain categories of NPC shoutouts. The comments where the NPCs made light fun of my character's full stomach were good, but then another NPC stated "that's disgusting". Mind you, the NPC that was disgusted was also sporting her own vore belly that she was actively digesting, the hypocrite.

Anyways, my idea for the feature is that the existing and future voicelines could be sorted into categories based on the tone: disgusted, surprised, approval, confused, etc. and the player can toggle them to their liking. Does the player want a friendly vore-casual world? They can toggle on the approval and joking voicelines and disable the disgusted ones. Does the player want the dragonborn to be the only predator around? They can toggle on the disgusted and confused voicelines and disable the others.

I know the creation engine and creation kit are not the easiest to wrangle around, so if the above is too difficult or time consuming to implement, I will understand completely.
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Re: QueueSD's Devourment Refactor Addons (Updated 9/17/21)

Postby Gluger11 » Sun Sep 19, 2021 1:06 am

The taunts are a great addition and work really well! Thank you for your work there! I've been able to add in some of my own voicelines to the game from the Synth AI. I'll be sure to share some of the best ones once I work the Synth out more. It can be a bit hit or miss in terms of sounding robotic or not.
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Re: QueueSD's Devourment Refactor Addons (Updated 9/17/21)

Postby TheMysteriousStranger » Mon Sep 20, 2021 1:38 am

I must say, the updated World Interactions is really great! However, I am having issues with all response subtitles (I use general subtitles) being stuck on screen until I talk to the actor who made the comment. They are also not being removed if another comment is made. I am not sure if this is caused by he mod itself or if there is a conflict with the mods that I use though.
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Re: QueueSD's Devourment Refactor Addons (Updated 9/17/21)

Postby QueueSD11 » Mon Sep 20, 2021 3:31 pm

GooInABox wrote:Hey, I just wanted to say that the Devourment World Interactions submod is an amazing piece of work, and it helps bring some much needed immersion to my Devourment playthrough.

One request that I would like to put up in the air as you build and expand upon the mod is if there could be toggles for certain categories of NPC shoutouts. The comments where the NPCs made light fun of my character's full stomach were good, but then another NPC stated "that's disgusting". Mind you, the NPC that was disgusted was also sporting her own vore belly that she was actively digesting, the hypocrite.

Anyways, my idea for the feature is that the existing and future voicelines could be sorted into categories based on the tone: disgusted, surprised, approval, confused, etc. and the player can toggle them to their liking. Does the player want a friendly vore-casual world? They can toggle on the approval and joking voicelines and disable the disgusted ones. Does the player want the dragonborn to be the only predator around? They can toggle on the disgusted and confused voicelines and disable the others.

I know the creation engine and creation kit are not the easiest to wrangle around, so if the above is too difficult or time consuming to implement, I will understand completely.


Sure, I could sort the voicelines and make toggles for the types of responses in the future.

Gluger11 wrote:The taunts are a great addition and work really well! Thank you for your work there! I've been able to add in some of my own voicelines to the game from the Synth AI. I'll be sure to share some of the best ones once I work the Synth out more. It can be a bit hit or miss in terms of sounding robotic or not.


I hope you do, if they sound great I wouldn't mind including them.

TheMysteriousStranger wrote:I must say, the updated World Interactions is really great! However, I am having issues with all response subtitles (I use general subtitles) being stuck on screen until I talk to the actor who made the comment. They are also not being removed if another comment is made. I am not sure if this is caused by he mod itself or if there is a conflict with the mods that I use though.


I'll disable subtitles in a quick update later this week (I'm away from my modding computer at the moment) and then look into how I can fix that for the future.
Check out my addons for Devourment Refactor: viewtopic.php?f=79&t=61658
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Re: QueueSD's Devourment Refactor Addons (Updated 9/17/21)

Postby CCTELONEWOLF » Tue Sep 21, 2021 8:49 am

Im still having MCM issues for the flatulence mod.
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Re: QueueSD's Devourment Refactor Addons (Updated 9/17/21)

Postby QueueSD11 » Tue Sep 21, 2021 1:59 pm

CCTELONEWOLF wrote:Im still having MCM issues for the flatulence mod.

Did you install it over a clean save? I remember hearing about issues that came from not doing that first.
Check out my addons for Devourment Refactor: viewtopic.php?f=79&t=61658
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Re: QueueSD's Devourment Refactor Addons (Updated 9/17/21)

Postby CCTELONEWOLF » Wed Sep 22, 2021 6:45 am

QueueSD11 wrote:
CCTELONEWOLF wrote:Im still having MCM issues for the flatulence mod.

Did you install it over a clean save? I remember hearing about issues that came from not doing that first.
It was a clean save.
Maybe the mod is incompatible with another mod i have installed?
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