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Sims 4 Vore Mod Revamp (v. 1.9.2.2.1) 8/31/2026 release

Forum for the Vore games, and other downloads
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.1) 3/19/2026 release

Postby DirkAukea (mention) » Tue Jul 21, 2026 10:21 pm

@wang36250 wrote:I didn't observe any birthing movements. Was this a bug?
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What do you mean by birthing movements? Did you mean when someone is unbirthed there's no animation? If so, that's likely just cause I don't have animations for it.




@wang36250 wrote:Will all the NPC characters that are consumed turn into souls? Why don't they simply die directly?
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I kill them pretty much how Sims 4 kills every Sim. The death system is pretty complicated and annoying, so I'm pretty rigid about how to handle that. Something I could do is essentially keep them in the rabbit hole even as ghosts, so in theory they shouldn't show up, but they would be available for reformation. I'll make a note of this, and create an option for the next update.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.1) 3/19/2026 release

Postby Movablesolids1256 (mention) » Sun Aug 02, 2026 6:56 pm

hate to says the mod custom slider framework was removed off of nexus i dont know when but it was
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.1) 3/19/2026 release

Postby SymLeikill (mention) » Tue Aug 04, 2026 10:04 pm

@Movablesolids1256 wrote:hate to says the mod custom slider framework was removed off of nexus i dont know when but it was
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Yeah, the guy that made that mod also maintained some pedo mods via stealing and changing other pre-existing mods. When that info was revealed he got nuked from multiple sites.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.1) 3/19/2026 release

Postby DirkAukea (mention) » Mon Aug 10, 2026 5:24 pm

@Movablesolids1256 wrote:hate to says the mod custom slider framework was removed off of nexus i dont know when but it was
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Yeah, I believe I pull it off of GitHub, so when I go to use it. For something like Cock Vore, or any other feature. I'll package it with the mod.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.3) 8/31/2026 release

Postby DirkAukea (mention) » Mon Aug 31, 2026 11:05 am

I pushed an update for the mod. It is predominately bugfixes and quality of life changes. Let me know if any issues come up. I'll try to be a bit faster about addressing bugs, but life has been rough haha.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.3) 8/31/2026 release

Postby DirkAukea (mention) » Mon Aug 31, 2026 2:19 pm

@wang36250 wrote:I didn't observe any birthing movements. Was this a bug?
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I never handled any birthing movements. Does Sims 4 have a some birthing movements built in or something that I can use? Animations in general for the mod are sparse.

In regards to the NPCs characters turning into souls. Death has been a pain point in general, and essentially what kind of happens to my understanding. Sims 4 treats ghosts as an occult race since that Death and Life DLC or whatever it is called. So when I kill them, their ghosts will linger. Essentially I've done pretty much everything I can to handle death as close to Sims 4 as possible.

I've added a band-aid option for now, where essentially, try this: Open the mod menu, go to Other Settings -> Keep Dead Prey Hidden, and set it to True. This will put prey in the rabbit hole and keep them there until reformed. If that isn't the case let me know.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.3) 8/31/2026 release

Postby SoftVore320 (mention) » Mon Aug 31, 2026 6:41 pm

DirkAukea wrote:
@wang36250 wrote:I didn't observe any birthing movements. Was this a bug?
Link to post


I never handled any birthing movements. Does Sims 4 have a some birthing movements built in or something that I can use? Animations in general for the mod are sparse.

In regards to the NPCs characters turning into souls. Death has been a pain point in general, and essentially what kind of happens to my understanding. Sims 4 treats ghosts as an occult race since that Death and Life DLC or whatever it is called. So when I kill them, their ghosts will linger. Essentially I've done pretty much everything I can to handle death as close to Sims 4 as possible.

I've added a band-aid option for now, where essentially, try this: Open the mod menu, go to Other Settings -> Keep Dead Prey Hidden, and set it to True. This will put prey in the rabbit hole and keep them there until reformed. If that isn't the case let me know.
@DirkAukea wrote:I pushed an update for the mod. It is predominately bugfixes and quality of life changes. Let me know if any issues come up. I'll try to be a bit faster about addressing bugs, but life has been rough haha.
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I don't know if it's just my end, but there seems to be no noise during digestion and the weight sliders don't seem to work anymore after digestion as their proportions don't change now.

Also their hunger doesn't seem to go up during digestion anymore either.

Again, I don't know if this is just on my end or if it's a bug.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.3) 8/31/2026 release

Postby DirkAukea (mention) » Mon Aug 31, 2026 7:26 pm

@SoftVore320 wrote:
DirkAukea wrote:
wang36250 wrote:I didn't observe any birthing movements. Was this a bug?
Link to post


I never handled any birthing movements. Does Sims 4 have a some birthing movements built in or something that I can use? Animations in general for the mod are sparse.

In regards to the NPCs characters turning into souls. Death has been a pain point in general, and essentially what kind of happens to my understanding. Sims 4 treats ghosts as an occult race since that Death and Life DLC or whatever it is called. So when I kill them, their ghosts will linger. Essentially I've done pretty much everything I can to handle death as close to Sims 4 as possible.

I've added a band-aid option for now, where essentially, try this: Open the mod menu, go to Other Settings -> Keep Dead Prey Hidden, and set it to True. This will put prey in the rabbit hole and keep them there until reformed. If that isn't the case let me know.
DirkAukea wrote:I pushed an update for the mod. It is predominately bugfixes and quality of life changes. Let me know if any issues come up. I'll try to be a bit faster about addressing bugs, but life has been rough haha.
Link to post


I don't know if it's just my end, but there seems to be no noise during digestion and the weight sliders don't seem to work anymore after digestion as their proportions don't change now.

Also their hunger doesn't seem to go up during digestion anymore either.

Again, I don't know if this is just on my end or if it's a bug.
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I'll look into this. I might have whiffed on this cause I created a new digestion function, so I might have incidentally left it out. I'll try to get a fix by this weekend if things don't get out of control for me.

I realized what the problem was, I'm trying to deploy a fix tonight before I go to bed.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.2.1) 8/31/2026 release

Postby DirkAukea (mention) » Tue Sep 01, 2026 10:28 am

@SoftVore320 Thanks for calling out that bug. I updated the mod to 1.9.2.2.1 with the fixes to digestion.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.2.1) 8/31/2026 release

Postby SoftVore320 (mention) » Wed Sep 02, 2026 11:12 am

@DirkAukea wrote:SoftVore320 Thanks for calling out that bug. I updated the mod to 1.9.2.2.1 with the fixes to digestion.
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No problem. If I find any other bugs, I'll let you know :)

Also, does autonomous digestion take longer now or is something new required to trigger? I can't seem to get it to happen, no matter how hard I try. And yes, I have every autonomous setting set to 'True'.
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Re: Sims 4 Vore Mod Revamp (v. 1.9.2.2.1) 8/31/2026 release

Postby DirkAukea (mention) » Thu Sep 03, 2026 9:24 pm

@SoftVore320 wrote:
DirkAukea wrote:SoftVore320 Thanks for calling out that bug. I updated the mod to 1.9.2.2.1 with the fixes to digestion.
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No problem. If I find any other bugs, I'll let you know :)

Also, does autonomous digestion take longer now or is something new required to trigger? I can't seem to get it to happen, no matter how hard I try. And yes, I have every autonomous setting set to 'True'.
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I haven't tested the autonomy, I made the default digestion time 5 minutes, it's possible that autonomous digestion just isn't working as intended. And it's kind of two factors to this. The XML entry in the .package file could just be not triggering as much as I'd like, or I goofed on the python side of things.

I'm trying to blitz through the next update as of late, and autonomy will be touched as part of this, same with prey interactions while consumed, both of which need reworking for sure.
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