Voraciousness 1.21 (Mods for the Pathfinder cRPGs)

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Voraciousness 1.21 (Mods for the Pathfinder cRPGs)

Postby Dunn2183 » Sat Sep 04, 2021 4:35 pm

Images

Features
A basic combat feat called Voracious selectable at any time. Every melee attack while Voracious is active (you can disable it to prevent bugs and what not or if you just want to take the game seriously again) will roll a grapple check. Succeed and the enemy target will be swallowed whole with accompanying low grade visual effects shown on the relevant character, and as long as they can't break out, will suffer 2d4 bludgeoning damage + 1d4 acid damage, with bonuses from the predator's Strength and Constitution stats respectively.

Tyrant Totem line of rage powers for Barbarians, Skalds, etc. You can read the changelog to get the full details but basically:
Lesser Totem = bite attacks do more damage
normal Totem = can grapple at any time and do 2d6 bludgeoning damage per round as long as you can keep grappling the enemy. However, neither you or the enemy target can make moves or normal attacks during the process.
Greater Totem = can swallow opponents whole with a successful bite attack + grapple check. You also get a stronger variant on digestion damage: 2d6 bludgeoning and 2d6 acid (again, with bonuses from the predator's Strength and Constitution stats)

Dimension Devour line of spells for Wizards, Clerics, Druids, Mythic Paths that have their own spellbooks, etc. Read the changelog for full details but the TL;DR is ranged touch attack spells that come with a more caster favourable style of digestion damage. A bit more powerful, but comes with the cost of needing to deal with spell resistance and limitations on how often you can use it. Freedom of movement and similar spells that provide immunity to movement impairment can block this and devouring shout.

Devouring Shout line of spells for the same classes that get Dimension Devour. AOE spell with similar levels of digestion, although this time in addition to spell resistance, enemies can avoid being swallowed if they make a Fortitude saving throw.

Healing Devour line of spells for Paladins, Shamans, Clerics, Druids, Inquisitors, Warpriests, Hunters, and classes/archetypes that use those similar spellbooks. In addition, Angel and Aeon get these spells as part of their spellbooks. As you might guess from the name, this is the endo option that allows for both HP healing and ability damage healing akin to restoration. It's basically a supercharge healing mixed with lesser versions of the appropriate Restoration variant is, and provides scaling DR/- buffs to the caster.

Escape Artist feat: this provides a +5 bonus for grapple checks (both defence and offence), and increases that bonus by +5 every four character levels.

Wrath of the Righteous Only: adds the Mythic Abilities Digestive Healing and Ravenous Acids: Digestive Healing adds in a 1d6+half your character level per round self-heal for predators that are successfully digesting swallowed targets. Dice rolled scales every four levels, up to 6d6. Ravenous Acids adds a +1 per character level bonus to both per-round digestion damage from the various hostile swallow abilities and per-round healing done via Healing Devour. It also doubles stat penalties applied to swallowed enemies when possible. Also adds a mythic version of Escape Artist that lets you double up on the grapple bonuses, this time drawing its bonus from your mythic levels.

These all use a basic visual representation you can see in the first couple of screenshots. It's basic but it works enough, and has some stuff to account for potential scenarios like multi-prey.

By default these all work on tabletop rules for swallow whole, so the target must be smaller than the predator in order to actually swallow something. You can disable this via enabling the mod's NoSizeLimits setting in the Unity Mod Manager menu, press Ctrl+F10 to access it when in the game.

Also through the mod manager menu, you can allow enemies to potentially use these spells and abilities when they're available to them. This is set to be disabled by default.

Latest version are downloadable at the following links via Mega:
Wrath of the Righteous version: https://mega.nz/file/8ZBWyBhR#OYPbtx9sFavzPUDqYsCZS86v5pqbgCFSIDQ5o8Xsvoo
Source code for this can be found at: https://mega.nz/file/kUwxxAYK#4HEZRkhkgbzSOKWbdksNVFtJLq3frJUT0DaJFtYCHCw

Kingmaker version: https://mega.nz/file/hU5FHIoI#1iDMp58rcL7c-sm-hwazBlhyi26B2jkZkwKtJKIFu-U
The Unity mod manager is downloadable here: https://www.nexusmods.com/site/mods/21/?tab=files

Once you have it installed and set up to find Wrath of the Righteous/Kingmaker's install location on your computer, just drag and drop the zip file into the mod manager window and it should be able to install itself from there.

Credits:
vek17 of the tabletop tweaks mod, blatantly lifted all its helper functions for interacting with the game from this, like I think like 33% of the .dll's size is from that code alone. within its given license.
Vegan's original tyrant totem mod that both inspired working on a WoTR mod and also what I lifted a few functions from that I would later modify as I expanded the mod's scope (e.g I would've not realized Unity was permissive with particular ways of visual modelling without it). I'll cop that this was done sans express permission.

Also as a result of that, MIT License clarification: basically in the boat where whatever I personally wrote + what was lifted from vek17 is under MIT, but Vegan's code is still intertwined with the mod here and there in a legal sense (since I mean, I've admitted to making this mod sans clean room at this point even if parts I've used has been modified beyond their original scope at this point) and is presumed to be generally theirs.
Known Incompatibilities
Spoiler: show

Spell Metamagic Options Fix by Ginger aka fardriel - I don't know precisely why but this mod appears to break the Devour spells from being selectable for classes using Wizard-based spelllists. It's possible this may be in combination with other mods although the only other ones I personally use are Tabletop Tweaks, Scaling Cantrips and Toy Box, and they don't touch that spell list in an unknown way as far as I can tell.

Changelog and Known Issues
Reported issue with the game crashing at various points, I believe it to be related to once enough swallow whole events have occurred on a map - the mod might be inadvertently making the game memory hungry at points.
Spoiler: show

1.21
Fixed issue with feats and abilities not being added properly - should fix any problems with them not being selectable when intended.
1.20
Various updates to keep the mod working as intended as we enter the 2.0.X era of the game and all.

Added new settings to the mod menu accessible via Ctrl+F10 - scaling of the visual element of bellies are now adjustable on the user end, if you have a preference for how big or small they should be. (The mod already does some additional scaling when multi-prey gets involved, for those curious)
1.15]
Update for 1.3 changes to how the game processes skeletons for units that have them. This should work fine but I have only tested this in the beginning chapters of the game.
1.14
Support for the release version of 1.2 (There was a tweak to how the mod handles stuff going cross-saves when it shouldn't due to the DLC release, I haven't extensively tested it that much yet.)
1.13
Support for the 1.2 beta.

Kingmaker Only
Updated to fix bugs for AI Devour and Voracious Feat. Also fixed an issue that prevented belly scaling from actually working in the kingmaker version when someone swallowed a non-humanoid enemy.
1.12
Thanks to Chiron for reporting this last bug + suggesting this new thing:
Added Same Size Allowed - alters the size restriction the other way so the mod only blocks swallow attempts on creatures larger than the swallower.
Wrath of the Righteous only
Escape Artist should scale properly now.
1.11
Thanks to Chiron for reporting all of these.
Fixed erroneous level requirements for Skald and Bloodrager for Tyrant Totems.
Wrath of the Righteous only:
Voracious feat should properly check for first successful hit, not just check the first attack.
Escape Artist was wrongly configured, should be giving proper bonuses at level now.
Skald's Inspire should properly grant Tyrant feats now
Tyrant Totem (Greater) now has the intended grapple -> swallow check work as intended.
1.10a
Kingmaker only:
CotW classes that use Rage Powers like Primalist Bloodrager and Skald should get Tyrant Totems now.
Fixed an issue with Escape Artist not getting its unique id as intended, causing level up issues if you've taken Voracious or Escape Artist on a previous level.
1.10
Added Escape Artist feat: adds +5 to both CMD and CMB to combat maneuvers involving grapple. +5 bonus increases by +5 again every four character levels.
Dimension Devour and Devouring Shout are now tagged as "movement impairing": this allows spells like Freedom of Movement to provide immunity against them.
Stat penalties on swallowed targets have been buffed a bit for the higher level versions of Dimension Devour and Devouring Shout.
Healing Devour (all versions) now also heal the swallowed target for an amount of HP equal to the healer's character level.
Wrath of the Righteous only:
Digestive Healing adds in a 1d6+half your character level per round self-heal for predators that are successfully digesting swallowed targets. Dice rolled scales every four levels, up to 6d6.
Ravenous Acids adds a +1 per character level bonus to both per-round digestion damage from the various hostile swallow abilities and per-round healing done via Healing Devour. It also doubles stat penalties applied to swallowed enemies when possible. Also adds a mythic version of Escape Artist that lets you double up on the grapple bonuses, this time drawing its bonus from your mythic levels.
Added mythic version of Escape Artist feat: works the same, just uses your mythic level instead of your character level.
Altered how AICanUseDevour works on some enemies + added its effects to a couple more enemies.

1.07
Added new emergency out due to how some area transitions can kick in when a boss is almost dead, leaving some units stuck in a state of being swallowed without a boss to drop out of.

Wrath of the Righteous only: fixed accidental override of Baphomet's and Deskari's feats with Areshkagal's when AICanUseDevour was set to true. This broke how midnight bolts were supposed to work if you're doing the secret ending route.

1.06
Highly Recommended: install this after any usage of devouring spells/voracious feat/tyrant totems/etc to minimize issues with stomach tracking.
Added additional null checks to LoadGamePatch after going through a lot of Act 4 and testing out quicksave and load a lot more, and adjusted the cachedPreds list variable to use a unit's UniqueId instead of CharacterName to prevent collisions with multiple enemies of the same type successfully swallowing units.
1.05
Added Micro Macro Mode after getting a request for it: this increases the size difference required for a unit to be swallowed to require three degrees of size difference (e.g being Gargantuan is required to swallow a Medium unit whole)

Also fixed error handling for units that shouldn't have bellies/should have bellies when loading saved games: this was causing some units to have their models glitch out in some particular circumstances when combined with AI Can Use Devour.

Wrath of the Righteous only: - fixed sound for successful swallows so it's more obvious why particular companions suddenly stopped doing sneak attacks during combat when using real time mode.
1.04b
Kingmaker only: soft support for Call of the Wild added classes/archetypes when relevant. Includes Bloodragers, Occultists, Witches, Hunters, Antipaladins, etc.
1.04a
Kingmaker only: fixed some buffs not having FxOnStart/FxOnRemove set up correctly
1.04 hotfix
Kingmaker only: Voracious feat should now actually add toggleable ability as intended.
1.04
Formal introduction of anti-regeneration check for devour interactions from this mod: if a target has been devoured for at least 10 rounds, they lose the ability to regenerate health until they finally escape.

Kingmaker only: fixed null reference exception that would make swallow whole interactions fail if the player character was prey.

1.03 hotfix
Fixed null reference exceptions with particular units when AI Can Use Devour option was set to true.

1.03
Kingmaker version introduction. Works...surprisingly the same in total scope, honestly figured what was required to alter AI would break something at least.

Also double checked some math here and there in size scaling when I was porting stuff to Kingmaker.

1.02
Fixed
Added null checks for skeletons to account for some enemy types not having modifiable bodies compared to other units.

Changed
Bumped up the "score" for the AI when they're considering to use the devour spells. They'll still do most of their standard rotation but they'll use devour sooner when applicable now.

1.01
Fixed
Accidentally bugged out the emergency out for finishing combat while an ally is still in a stomach of someone friendly that's actually digesting them in a prior update. Fixed this.
Added
Various enemies can now be given dimension devour spells (and the AI capacity to use them when they think they can use it), or the ability to try swallowing targets via a grapple attempt when they bite them if that's part of their normal melee routine. This needs to be manually enabled through the UMM menu.
Currently this includes enemy types like Succubi, Incubi,some dragons, some minotaurs, lililtus, marililiths, mimics, crag linnorms, and some bosses. (Got a save before Blackwater? Now it could be even worse.)
1.0
Added
Basic patch for monitoring changes after loading a saved game. Should prevent most instances of wonky belly scaling after needing to reload a previous save for whatever reason in the same game session.

Two Mythic Abilities:
Digestive Healing - this adds a 1d4+4 self-heal per round while the predator is digesting a target.

Unreal Acids - this adds a +6 bonus to both damage done with hostile swallow abilities and +6 to heals via Healing Devour.
0.97
Fixed
Changed the emergency out mechanic for allied units stuck in another unit to be triggered when a unit is considered to be "dead". This is specifically the negative HP state that can incur the Death's Door mechanic rather than a companion being 100% dead and gone.
0.96
Changed
Healing Devour spells are now heal until max in terms of duration. Allies swallowed will remain inside until fully healed and then allowed to be spat out. This makes these spells a much more powerful option but also adds a catch to using it in combat: it acts as an emergency full heal but also means the swallowed party member won't be able to do anything until they're fully healed.

Part of the reason for this change was looking at what would be required for a proper, granular per round implementation of the endo spells and while re-implementing the code for swallowing wouldn't be that difficult, the part where I have to mess around how the game implements basically everything it needs to make sure cutscenes, dialogue, crusade mechanics, time, etc works and is properly tracked is a...bit more intimidating.

Also, removed .pdb file that was in previous .zip files as I had the realization that it's completely useless if you're not using a debugger. And if you are using a debugger, you already got a .pdb file from compiling your fork of this mod. :p
0.95
Fixed
Adjusted infinite loop code so it stopped producing grey models, along with changing how I was updating the model. Couldn't reproduce the gray model bug in the field so hopefully this one is fixed.
Also double checked and tweaked how I checked stuff so hopefully any issues with bellies not going away when they should (outside of save/load weirdness) should be done as well.

Added
Healing Devour line of spells. Comes in lesser, standard, and greater variants. All full action touch spells, placed in the following spell lists when possible:
Paladin, Cleric, Inquisitor, Shaman, Druid, Hunter, Healing Domain, and Life Spirit. Other classes and archetypes that access those spell lists should have access when appropriate.
Mythic Paths Angel and Aeon should also have access to the spells in their own spellbooks.

Healing Devour, Lesser: 2nd level spell. Heals 1d8 + (1 * caster level) points of damage. Also heals 1d6 temporary damage to one ability, and heals Fatigue. Provides a DR buff of 10/- to the caster.

Healing Devour: 4th level spell. Heals 2d8 + (1 * caster level) points of damage. Heals all temporary ability damage, the permanent damage of one stat, Exhaustion and Fatigue. Provides a DR buff of 15/- to the caster.

Healing Devour, Greater: 7th level spell. Heals 4d8 + (1 * caster level) points of damage. Heals all ability damage (but not negative levels), negative mental effects like confusion or insanity, Exhaustion and Fatigue. Provides a DR buff of 20/- to the caster.

Spells can be used on rest like other healing spells.
0.90
Fixed
Fixed force damage on Arcane spell digestion not actually working properly. Whoops.
Added code to prevent an infinite loop from forming if you swallowed an ally. Before this was mainly an academic problem but now this is needed since...

Added
Devouring Shout line of spells. Comes with a standard and Greater variant. Standard variant is an AOE cone shout spell that reaches out to 30 feet, while the Greater variant reaches out to 60 feet. This does not differentiate between friend and foe so I would be careful unless you know combat will end soon.

Devouring Shout is available to spellcasters as a 6th level spell, while Mythic Paths can get it earlier as a 5th level spell when applicable.

Greater Devouring Shout is available to spellcasters as a 8th level spell, while Mythic Paths can get it earlier as a 7th level spell when applicable.

General handling of units being swallowed by a friendly: the mod should now auto expel swallowed units from a friendly once combat ends, or if the unit gets knocked out while they're inside.
0.85:
Overhauled how belly scaling works under the hood. It's still a bit janky and doesn't handle save/load transitions well but now there's a consistent (and dynamic) process as to how it handles multiple prey when it comes to scaling, especially in scenarios where particular prey escape or get digested first before the others.


Finally got around to cleaning up and packaging source code.
0.8:
That's right, we're skipping a number. (I was going do Divine/Arcane classes separately and then I realized it wouldn't actually be that hard to do them both in one go so....)
Changed
Greater Tyrant Totem now has additional bonuses in addition to stronger stomach damage: it now also reduces the enemy's combat maneuvers by 4, and reduces their strength stat by -4.

Added
Dimension Devour series of spells: why go up and close like a dumb bruiser when you can just teleport enemies into your stomach instead?
These spells can be available to Wizards/Sorcerers/Arcanists, Witches, Shamans, Clerics, Warpriests, Inquisitor, Magus, Bloodragers, Bards, Druids, Rangers, and Hunters depending on whether they can hit the appropriate spell level for the spell. This also includes archetypes of other classes that access relevant spellbooks, like the Eldritch Scoundrel archetype of the Rogue class.

The normal spellbooks for the Mythic Paths of Azata, Angel, Aeon, Lich, Demon, and Trickster also get these spells.

Lesser Dimension Devour is a close ranged touch attack spell for Arcane spellcasterts,. If the affected enemy fails to dodge it, they are treated as being swallowed whole by the caster, taking 1d6 Acid and 1d6 Force damage per round they fail to escape. Acid damage gets bonuses from the caster's Constitution stat. Swallowed targets are also afflicted with a -4 to their combat maneuvers.

It is considered a 3rd level Arcane spell for arcane casters, a 4th level Divine spell for divine casters, and a 2nd level spell for Mythic paths.

Dimension Devour works generally the same as the lesser variant. Changes from the lesser version is that the stomach damage is now 2d6 Acid and 2d6 Force per round they fail to escape, along with the combat maneuver penalty for the swallowed being -6.

It is considered a 5th level Arcane spell, a 6th level Divine spell and a 4th level spell for Mythic paths.

Greater Dimension Devour increases the base range of the spell to medium. Stomach damage is now 2d6 Acid and 4d6 Force, the combat maneuver penalty is now -8, and the target swallowed also loses -4 Strength while they're trapped inside.

It is considered a 7th level Arcane spell, a 8th level Divine spell, and a 6th level spell for Mythic paths.
0.6:
Changed
Stomach Damage from the Voracious feat is now:
2d4 Bludgeoning (bonuses from Strength)
1d4 Acid (bonuses from Constitution)

Added configurable option for swallowing limitation: by default feats will work on the tabletop Pathfinder rule for swallow whole, e.g the target must be at least one size smaller than the predator. You can turn on NoSizeLimits via the Unity Mod Manager's menu (Ctrl + F10 is the default hotkey to access it) to switch it back to how it was.

Modifications to a character's model to represent them having swallowed someone is now (sorta) dynamic: size increases are now based off your character's size and the other one (so a halfing barbarian eating a normal sized human should result in a bigger model change compared to the other way around), and the changes should now keep in mind whether you still have someone big swallowed instead of changing models according to whoever was swallowed last. (So swallowing a halfling won't make the evidence of you having swallowed an ogre go away, as an example)

Also did some ground work for the future so belly size modifications can eventually deal with you both swallowing multiple people in one combat encounter and showing it properly, and also for digesting some enemies while the others are still alive inside.
Added
Tyrant Totem line of rage powers for barbarians, skalds, etc.

Lesser Tyrant Totem is available from the start and adds a +3 damage bonus to bite attacks. Requires Animal Fury rage power to be taken beforehand.

Tyrant Totem adds a special grapple your character can utilize in combat. It prevents both you and the enemy from either moving or attacking, but as long as the barbarian can maintain the grapple, the enemy unit takes 2d6 bludgeoning damage + bonus damage from the Barbarian's strength stat. Also provides a bonus to grappling for the character. Requires at least 8 levels in the required class.

Greater Tyrant Totem is the one that lets you swallow an opponent whole with a bite attack, if the bite attack and grapple check afterwards succeeds. Swallowing opponents via Greater Tyrant also comes with a stronger form of stomach-caused damage: 2d6 bludgeoning and 1d6 Acid, same kind of bonuses from stats as Voracious.

Like other Totem powers, this is mutually exclusive with Spirit, Celestial, Fiend, etc totem powers.

Have admittedly only tested with this with Barbarian so I have no idea how well it works when it's a Skald applying the rage power effects to everybody in the party.

0.5:
First release! Just added a basic feat with this one.
Last edited by Dunn2183 on Mon Mar 18, 2024 6:34 pm, edited 57 times in total.
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Re: Voracious Feat (Pathfinder: Wrath of the Righteous mod)

Postby Rat_Guy » Sun Sep 05, 2021 12:25 am

Fun, But I would've made the bonus damage come from the predator's Constitution stat instead.
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Re: Voracious Feat (Pathfinder: Wrath of the Righteous mod)

Postby JDandAliProductions » Sun Sep 05, 2021 7:31 am

This is a pretty cool idea, i once played a vore themed D&D session with an old friend of mine and it made it somewhat funny how you could solve a problem by just eating the problem
If you wanna support what I do then please check out my Patreon, I'm working on a novel series too https://www.patreon.com/AliRenegade
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Re: Voracious Feat (Pathfinder: Wrath of the Righteous mod)

Postby Dunn2183 » Sun Sep 05, 2021 3:37 pm

Rat_Guy wrote:Fun, But I would've made the bonus damage come from the predator's Constitution stat instead.

So I ended up opening visual studio to make that modification since yeah makes sense, and during the process realized it's a lot easier to add stuff now that I got an entire support system for doing the hard part of adding new feats, buffs, etc. (Once again thanks tabletop tweaks for having a permissive license to let me copy their relevant stuff for that)

So have a Tyrant Totem setup of abilities alongside the changes to damage...and a couple other changes that came to mind since I had the program opened already at that point.
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Re: Voracious Feats (Pathfinder: Wrath of the Righteous mod)

Postby Katar » Sun Sep 05, 2021 5:38 pm

Is there any visual aspect to this or is it all stats based?
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Re: Voracious Feats (Pathfinder: Wrath of the Righteous mod)

Postby Dunn2183 » Sun Sep 05, 2021 7:05 pm

Katar wrote:Is there any visual aspect to this or is it all stats based?

Yeah, in hindsight probably should've taken a couple screenshots of how it looks in action sooner:
Spoiler: show

Image
Image

(And as demonstrated there's some fascinating interactions it has with a kitsune's human model it has from Change Shape, didn't notice since I was initially testing it in the default fox-like form)
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Re: Voracious Feats (Pathfinder: Wrath of the Righteous mod)

Postby Tetrahedra » Sun Sep 05, 2021 7:42 pm

Wow, that was fast 8O I was kind of hesitating on buying this game since I don't usually get much out of WRPGs but this might push me over. Nice work, OP.
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Re: Voracious Feats (Pathfinder: Wrath of the Righteous mod)

Postby Phorcyz19 » Sun Sep 05, 2021 9:27 pm

Quick question: how does this work with loot? If my character eats a creature, do I get anything from it when it dies?
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Re: Voracious Feats (Pathfinder: Wrath of the Righteous mod)

Postby Dunn2183 » Sun Sep 05, 2021 9:40 pm

Phorcyz19 wrote:Quick question: how does this work with loot? If my character eats a creature, do I get anything from it when it dies?

It should as far as I can tell, I'm basically piggybacking off what Owlcat wrote for the Purple Worm enemies that can swallow naturally (on high enough difficulties, anyway), which has stuff set up for making sure unit data gets properly restored to the game world once they're set to be spit out in some fashion, and that would include stuff like what loot that unit was carrying.
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Re: Voraciousness 0.8 (Pathfinder: Wrath of the Righteous mo

Postby Dunn2183 » Tue Sep 07, 2021 9:08 am

Man I am making a bad liar out of myself with that first post of "probably going be too lazy to add more stuff".
Mod is updated to 0.8, check the changelog for full details but tl;dr is spellcasters get to join the fun now, whether that's the normal classes or the Mythic Path ones.


EDIT: Feel weird about making a triple post so have the 0.85 update in this post as well.

Update itself is relatively small, basically just under the hood changes for how belly scaling works primarily.

However it does come with both me finally packaging the source code together and packaging a license with it to make permissions clear. Feels nice to get that done while I had the motivation for it.
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Re: Voraciousness 0.9 (Pathfinder: Wrath of the Righteous mo

Postby Dunn2183 » Fri Sep 10, 2021 12:27 pm

Guess I'm making that third post after all: I discovered I made a big oops when making the arcane digestion buffs. And by that I mean the Force part of the digestion spells don't work at all.

0.9 not only fixes that, but also adds AOE devour spells as well. These spells also don't differentiate between friend and foe (well, not without metamagic anyway if I set it up right) so you should probably use them first before your melee party members enter the fray.

(That or use it when you know combat is going to end soon since the mod will auto kick them out once you exit combat or they've been KO'd by a teammate)
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Re: Voraciousness 0.9 (Pathfinder: Wrath of the Righteous mo

Postby Phorcyz19 » Sat Sep 11, 2021 8:49 pm

There seems to be a glitch where characters with the voracious feat suddenly have their hair and skin turn grey during combat. It goes away if I swap a worn item out of their inventory and then re-equip it. In addition, Camellia in particular often retains her vore belly well after an encounter is finished, and it can be fixed in the same way.
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Re: Voraciousness 0.9 (Pathfinder: Wrath of the Righteous mo

Postby Dunn2183 » Sat Sep 11, 2021 9:26 pm

Phorcyz19 wrote:There seems to be a glitch where characters with the voracious feat suddenly have their hair and skin turn grey during combat. It goes away if I swap a worn item out of their inventory and then re-equip it. In addition, Camellia in particular often retains her vore belly well after an encounter is finished, and it can be fixed in the same way.

I'll take a look at the former for the next update since I've been wanting to refine how that works if possible, but I am a bit curious about the latter if it's specifically the vore belly being retained more on her: is Camellia a more frequent eater compared to the others?
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Re: Voraciousness 0.9 (Pathfinder: Wrath of the Righteous mo

Postby Dunn2183 » Sun Sep 12, 2021 5:42 pm

Dunn2183 wrote:
Phorcyz19 wrote:There seems to be a glitch where characters with the voracious feat suddenly have their hair and skin turn grey during combat. It goes away if I swap a worn item out of their inventory and then re-equip it. In addition, Camellia in particular often retains her vore belly well after an encounter is finished, and it can be fixed in the same way.

I'll take a look at the former for the next update since I've been wanting to refine how that works if possible, but I am a bit curious about the latter if it's specifically the vore belly being retained more on her: is Camellia a more frequent eater compared to the others?

So I just ended up reworking what functions I was using to handle skeleton changes so hopefully there won't be any major issue with bones not properly resetting anymore.

(Well, outside of saves/loads at least. That's the last thing I wanna tackle before I hit 1.0)

According, mod updated to 0.95 to contain both that and a fix to how the infinite loop out worked, and both should also hopefully deal with the gray model problem: appears to happen if model changes happen way too rapidly causing it to lose data temporarily: the skeleton changes appeared to cut down on its frequency by a bunch when I tested it, and the infinite loop bugfix helped deal with a reliable way to cause the bug to happen. I'm guessing I didn't see it much before since I play in turn-based a lot.

(If it does keep happening, I'll probably rebalance the feat to work only with full attacks but do higher digestion damage as a result)

Also, added a new line of healing devour spells that even Paladins can use. I mean I had the IDE open and thought about doing it before, so might as well, right?
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Re: Voraciousness 0.9 (Pathfinder: Wrath of the Righteous mo

Postby disguy » Mon Sep 13, 2021 6:43 am

Dunn2183 wrote:Also, added a new line of healing devour spells that even Paladins can use. I mean I had the IDE open and thought about doing it before, so might as well, right?


Good stuff! Currently running a paladin who heals when he's not trying to eat stuff -- pretty cool that now he can eat while trying to heal~.
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Re: Voraciousness 0.95 (Pathfinder: Wrath of the Righteous m

Postby Mab17 » Mon Sep 13, 2021 7:28 am

Is there a way to increase how many rounds the healing devour spells last? The description doesn't specify, but I've never seen them last more than one.
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Re: Voraciousness 0.95 (Pathfinder: Wrath of the Righteous m

Postby Dunn2183 » Mon Sep 13, 2021 12:01 pm

Mab17 wrote:Is there a way to increase how many rounds the healing devour spells last? The description doesn't specify, but I've never seen them last more than one.

Ended up reworking how the endo spells work so they now act as effectively full heals: now they last as long as it needs to to do so in the 0.96 update.

Part of the reason for that change is taking a good look at what it would take to make them work on a per-round basis properly and I am sufficiently intimidated by what I would need to mess around with to make that particular idea work. It's one thing to debug whether I screwed up implementing damage for digestion and what not, it's another to try testing if I accidentally laid a softlock time bomb because I didn't properly modify a particular class.

(Plus there's still an interesting wrinkle to using them in combat: in addition to needing the full action to cast, someone sufficiently beat up enough to utilize the full heal part of the spells is also beat up enough that they likely won't be back in combat for multiple rounds)
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Re: Voraciousness 0.96 (Pathfinder: Wrath of the Righteous m

Postby Mab17 » Tue Sep 14, 2021 12:34 am

Sorry to bug you again, but I was playing today with the update, and I noticed that if you try to endo two party members with the same character, they both disappear and can't act, but only one of them is actually getting the healing each round; the other does not. Is that intentional?
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Re: Voraciousness 0.96 (Pathfinder: Wrath of the Righteous m

Postby Dunn2183 » Tue Sep 14, 2021 10:11 am

Mab17 wrote:Sorry to bug you again, but I was playing today with the update, and I noticed that if you try to endo two party members with the same character, they both disappear and can't act, but only one of them is actually getting the healing each round; the other does not. Is that intentional?

Shouldn't be: tested it on my end and it should be healing them both. If this was in combat, was it in turn-based or real time with pause mode?
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Re: Voraciousness 0.96 (Pathfinder: Wrath of the Righteous m

Postby Mab17 » Tue Sep 14, 2021 12:58 pm

Turn-based.
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