Fallout Vore 3.5 (3.5.4 Hotfix 1)

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Fallout Vore 3.5 (3.5.4 Hotfix 1)

Postby Enkay87 (mention) » Tue Sep 08, 2026 6:30 pm

Fallout Vore 3.5

Fallout Vore has sat archived for a while. I forked the last public version, spent several weeks going through it end to end, and this is the result: the same mod, with a lot of repairs and a fair bit added along the way. I couldn't really decide on a version, since other modders made repairs to the mod and had their versions. I added some stuff so I'll just call it version 3.5.

I did not build this mod. Gat and company made the original, and Carreau and the team credited in the installer built it into what it was. All I did was fix it and keep going. Full credits are in the installer and unchanged.

I did something (tl;dr releasenotes):

3.5.4 Hotfix 1:
-Kent can be saved again.

New in 3.5.4:
-V.'s hunt: three quests around invisible armor, starting with a note on the Sanctuary workbench.
-New vore weapons in the DLCs, each found through a note.
-Story predators with their own faces and hair, and bigger bodies the stronger they are.
-Eight guaranteed Nuka Acid bottles near the start of the game.
-Swallowing is a chance roll now, Heavy Cargo has 4 ranks, Safe Belly heals faster, willing prey stay willing.
-More to say: 114 new vore lines and 160 Curie comments.
-New MCM options: Remove Named Story Predators, Scat Volume, Unarmed Hits Swallow.
-Fixes: no more invisible enemies after vore raider conversions, a full belly refuses corpses too, multi-vore, True First Person camera, Thicc Vore stays off when switched off.
-For modders: an API document and all script sources in a Modding folder.
-All three 3.5.3 hotfixes included.

More details in the changelog.

Why

I wanted to play it, and it seemed a shame to leave it sitting archived. There is a lot of real work in this mod already: the systems, the writing, the voiced companion, the perks, the sound library. Most of that was fine. What it needed was someone to go through and reconnect the parts that had broken or been left unfinished when work on it stopped.

A few things grew past repair into new features along the way: Reformation (being carried and revived by a companion instead of just popping back), companion DNA revival, two new perks, sleeping predator auto digest, and a full rebuild of the Thicc Vore weight gain system.

Before you download, two things that cause most problems

  • This now works on both old gen Fallout 4 1.10.163 and the last Next Gen update 1.11.240. The installer asks which one you have. If you are not sure, right click Fallout4.exe, go to Properties, then the Details tab, and read the file version.
  • You need LooksMenu, and it has to match your game version: 1.6.18 on old gen, a 1.7.x release on Next Gen. Getting this one wrong is the most common reason bellies never change size. Without LooksMenu, no belly morphs and no Thicc Vore work at all. F4SE goes the same way: 0.6.23 on old gen, 0.7.9 on Next Gen.

I have tested a lot of this myself, but there are companions I have not unlocked in my own test playthrough yet, so those paths are the least tested. If something breaks, tell me what happened and what you were doing, and a Papyrus log if you have one.

SCREENSHOTS

Spoiler: show

Digesting some prey, Cait waiting her turn.
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One of the ten lead notes. They glow, you will not walk past them.
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Vore Difficulty, one dropdown.
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Player Struggle Mode: the minigame, or time based like 2.0.
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The vore perk menu, B on the Pip-Boy STAT page.
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DOWNLOAD

Spoiler: show


Fallout Vore 3.5.4 Hotfix 1

Download from MEGA

Key: HWbxuJ95q4b86UGT0ZsjrQok_Vii8PF14Db-So-EXVM

File: FalloutVore-3.5.4-hotfix1.zip
Size: 11,384 bytes (11 KB)
MD5: 075d06136605f1e37d23a49bb6739e8f

Install it with a mod manager using the FOMOD installer, and place it after Fallout Vore in your load order so its files win.

This needs 3.5.4 installed. It is not a standalone mod, it contains one loose script. Safe to install on a save in progress, and safe to remove again: uninstall it and the 3.5.4 file comes back. If Kent is already dead in your save, load a save from before you enter the hospital.

Fallout Vore 3.5.4

Download from MEGA

Key: Cgr-phVAvJLiOcDg823h4ZCpFVWfmMTMGMc-dX-bluI

File: FalloutVore-3.5.4.zip
Size: 144,234,698 bytes (138 MB)
MD5: 116784128a1e2f2d49b688473bd8394f

Install it with a mod manager using the FOMOD installer. Do not just drop it in your Data folder.

This replaces 3.5.3 and all three of its hotfixes. If you are on 3.5.3, uninstall it and the hotfixes and install this instead. Everything the hotfixes did is included. Safe to install on a save in progress: you do not need a new game.

The download also contains a Modding folder with an API document and all script sources, for other mods to build on. The installer does not install it.

Male bellies: BodyTalk4 vore outfits (optional)

Download from MEGA

Key: liSCYyDbwwJWn6NvYGUK-10xOVcatT9oXr2r78cXIe8

File: FV_BodyTalk4_VoreOutfits.zip
Size: 5,635,743 bytes (5 MB)
MD5: db8a186aa390ae34a97e1ef4e3266d2e

Needs BodyTalk 4 installed. Adds the two belly sliders to BodyTalk's body and to 170 of its outfit refits (base game and all three DLCs). Install it with your mod manager, then in BodySlide build the body and batch build the four FV groups. The guide below walks through it with screenshots.

Male bellies guide (PDF)

Download from MEGA

Key: k7S1U6Q1VQMkmUcGdcGiqAZZxL5WVSGH7EJcoGDtf-o

File: FalloutVore-Male-Bellies-Guide.pdf
Size: 4,236,406 bytes (4 MB)
MD5: f44a1ad71e7843d1e01662e7498578d0

Setup guide (PDF)

Download from MEGA

Key: xSdpBId7e54EO6AvqleR0qcwqMp9DN0jtbu5v8rwSjI

File: FalloutVore-Setup-Guide.pdf
Size: 13,916,256 bytes (13 MB)

A complete walkthrough with a screenshot for every step: checking your game version, a fresh MO2 instance, F4SE, every required mod, BodySlide, ColdSteel outfits, installing Fallout Vore and testing the belly. If you have never done any of this before, start there.

BodySlide group file for the guide

Download from MEGA

Key: 3Y_-XMFq3foVVS06QnQkUB7dxrI0osgNdHg4P3YHE1w

File: FV_BodySlide_OutfitGroups.zip
Size: 3,838 bytes

Install it with your mod manager like any mod. It adds four groups to BodySlide (FV Lazman, FV 2Pac, and their SSBBW2+SSBBW3 versions) so the guide's outfit builds are one click per group instead of a hunt through hundreds of names. Only useful together with the guide.


REQUIREMENTS

Spoiler: show

Game version

Works on Fallout 4 1.10.163, the last old gen build, and on 1.11.240, the Next Gen update. Know which one you have before you install anything. Right click Fallout4.exe, Properties, Details tab, read the file version.

The installer asks for your game version and gives you the matching plugin. If you pick wrong, it does not fail, it does not warn you, and the mod silently loses its vore perk menu, the belly weight limit and the B key on the Pip-Boy STAT page. The same goes for F4SE and LooksMenu below: each has a version per game build, and an old gen version on a Next Gen game (or the other way round) simply does nothing. Everything else in the download is identical for both.

Install all of these before installing Fallout Vore itself. Use Mod Organizer 2 or another mod manager.

  • Fallout 4 Script Extender (F4SE): 0.6.23 for old gen, 0.7.9 for Next Gen (the newest one on their page)
  • Mod Configuration Menu (MCM)
  • HUD Framework
  • LooksMenu: 1.6.18 for old gen, a 1.7.x release for Next Gen, see the note above
  • Azar's Ponytails (required for Bria and a few other NPCs)
  • Waster Armor (required for Bria)
  • CBBE (Caliente's Beautiful Bodies Enhancer), highly recommended
  • BodySlide and Outfit Studio

CBBE and BodySlide are not strictly required by the plugin, but in practice the mod is built around CBBE. The belly bulge outfits that appear while you are holding prey are BodySlide projects shipped with the mod, and they need building in BodySlide to fit your character properly. Without CBBE and BodySlide you can only use the equippable bellies the mod provides.

Vanilla and Atomic Beauty bodies are somewhat supported, but only for the separate Thicc Vore weight gain system (see the Installation spoiler), not for the belly bulge outfits. Atomic Beauty is in there because it was supported before and I left it alone.


INSTALLATION AND SETUP

Spoiler: show

1. Installing the mod

  1. Install all the requirements above first.
  2. Install Fallout Vore through your mod manager using the FOMOD installer. You will be walked through a few screens:

Screen 1, "Install Fallout Vore": just confirms the main install, nothing to choose.

Screen 2, "Game Version": pick the version of Fallout 4 you actually have, 1.10.163 (old gen) or 1.11.240 (Next Gen). This decides which script extender plugin you get, and it is the only part of the download that differs between the two. Old gen is preselected. If you are not sure which you have, right click Fallout4.exe, go to Properties, then the Details tab, and read the file version. Picking wrong does no damage, but be aware it fails silently: there is no error and no warning, the game starts normally, and you simply lose the vore perk menu, the B key on the Pip-Boy STAT page, and the belly weight limit. If that is what you are seeing, reinstall and pick the other option.

Screen 3, "User Interface":
  • Perk Animations: pick which Vault Boy or Vault Girl style you want for the mod's perk icons.
  • 21:9 Aspect Ratio Support: only pick this if you actually play on an ultrawide monitor.

Screen 4, "Patches":
  • DLC Patch: choose "Skip" if you do not own Far Harbor, Nuka-World or Automatron. Choose "All DLCs Combined" if you own all three. Choose "Choose Patches Individually" if you only own some, which opens a follow up screen. These patches change some creatures, add companion support, and prevent CTDs when trying to swallow swarms.
  • Horizon: only pick this if you also play with the Horizon overhaul.
  • Mod Organizer 2: pick this if you use MO2 (installs a small dummy settings file MCM needs).

Screen 5, "Individual DLC Patches" (only shown if you picked "Choose Patches Individually"): pick any combination of Far Harbor, Nuka-World and Automatron, matching the DLCs you actually own.

  1. Let your mod manager sort your load order as normal. LOOT or your manager's own sorting is fine, Fallout Vore does not need special manual placement.
  2. Launch the game once and let it fully load into a save or new game before touching MCM.
  3. If you are starting a new save, do the prologue until you are back in Sanctuary. That opening sequence is heavily scripted and can break with mods that change gameplay.

2. Building the belly outfits (BodySlide)

  1. Open BodySlide through your mod manager so it can see Fallout Vore's files. Tick the "Build Morphs" box. Make sure you have a compatible preset for your body and outfits; use CBBE to create one if you do not have it.
  2. In the "Group Filter", look for these premade groups shipped with the mod:
  • "Vore Batch Bellies": equippable bellies if you do not use morphs. Build all of them.
  • "Male Vore Batch Bellies": one equippable male belly for a single prey. Build it.
  1. Get outfit mods that work with CBBE. 2Pac and Lazman have good coverage and are ColdSteel compatible. Build all the normal outfits to cover any default outfit. They overlap, so build the one you prefer last.
  2. When all outfits are built, and if you do not want the ColdSteelJ functionality, you are done. You can use the normal outfits and equip bellies from the mod.

3. ColdSteel outfits and morphs (optional)

This is what gives you belly growth through clothing rather than only on the naked body, plus the SSBBW2 slider that Thicc Vore gets the most out of. It is optional, and it is the most work of anything here.

You are not converting anything yourself. ColdSteelJ ships hundreds of outfits already converted with the SSBBW2 and SSBBW3 sliders, as a separate download called "Bodyslide outfits files" on the DeviantArt page, so you are just building what is already in there. You do not need the full weight gain mod for this.

It covers a lot of ground: 2Pac, Lazman, Vtaw Wardrobe, CROSS, Honest Abe, Pampas, Tough Girl Attire and plenty more. The DeviantArt page lists what is supported. So you are not limited to the two outfit mods I happen to use, as long as you install the original outfit mod first for whatever you want to build.

Start with:
  • ColdSteelJ's "Bodyslide outfits files" (DeviantArt), the converted BodySlide projects on their own. This one is required.
  • Then any outfit mods from its supported list that you want belly growth to work with.

For reference, I used 2Pac's CBBE Skimpy Armor and Clothing Replacer plus Lazman's Female Outfit Replacer with Vanilla Shoes, which between them cover most of what you see in normal play. That is a decent starting point if you do not want to think about it.

  1. Install the "Bodyslide outfits files" as a mod, like any other, plus whichever outfit mods you picked. There is no plugin in it, nothing to untick.
  2. In BodySlide, build a preset for your body with the SSBBW2 and SSBBW3 sliders set up, and leave the two ColdSteel belly sliders at 0.
  3. Build the body itself: pick Nude (SSBBW2+SSBBW3) in the Outfit/Body dropdown and build it with that preset, Build Morphs ticked. That is the ColdSteel body the converted outfits are shaped around, so the naked body matches them.
  4. Batch build with that preset, with "Build Morphs" ticked, not plain Build. Do the base outfit mods first, then the ColdSteelJ converted projects last so they win. With 2Pac and Lazman that meant three passes: Lazman, then 2Pac, then the converted projects.
  5. Only build converted projects for outfits whose base mod you actually installed. Otherwise you get missing or wrong textures for the ones you do not have.
  6. If a belly ever stops showing on a naked body, yours or a predator's after her clothes ripped, something rebuilt the body without the vore sliders (some outfit packs carry a plain body of their own). Select Nude (SSBBW2+SSBBW3), Build Morphs ticked, Build. That is the whole fix.

If you installed the full weight gain mod instead: untick its plugin (its weight gain fights Fallout Vore over morphs and scaling), and know that it also carries LooksMenu BodyGen files that hand every female NPC a random body; hide its F4SE folder in your mod manager if you do not want that. The outfit-only download has neither.

Whatever you do not build stays as it is: the belly simply will not show through that garment. It is not a bug, that outfit just has no converted version installed. With 2Pac and Lazman alone you get roughly 186 outfits, which already covers most of normal play.

Tip: Lazman's own FOMOD installs its files one folder too deep. If your mod manager shows that mod greyed out or flagged as empty, open its mod folder, move the contents of the inner "data" folder up one level, delete the now empty "data" folder, and restart the manager.

Once it is built you can enable the ColdSteel prey bellies in MCM, which are morphs rather than equippables, and use SSBBW2 in the Thicc Vore slider settings.

If you change your body preset later, run Batch Build again on the same projects so everything stays matched to your new shape.

4. First launch and MCM setup

  1. Press Escape, go to MCM, and find "Fallout Vore" in the mod list.
  2. Go through the settings pages once. Most defaults are sane, but the Scat, Context Vore and Perk pages control a lot of the core behaviour and are worth a look.
  3. Vore Difficulty sets how hard the enemy predators are on you: how far above your level they spawn, how hard their acid hits, your escape and their swallow chances, and the struggle stars. Normal is what the mod always did. It only affects you as prey; companions and NPCs fighting each other are untouched.
  4. Player Struggle Mode: Minigame is the arrow game. Time Based is how 2.0 worked: no arrows, you sit it out and every tick rolls for an escape. Both pay the same experience for getting out.
  5. If MCM looks blank or the mod is not listed at all, exit to the main menu and reload your save once. MCM sometimes needs a second pass to register a freshly installed mod.
  6. Some options are hidden behind a debug flag. There is a console command in MCM to enable debug.

5. Using Thicc Vore

Thicc Vore is the separate weight gain system: it gradually grows your character the more full they are, on top of and independent from the belly bulge outfits. It has its own MCM page.

  • Enable Thicc Vore: master switch for the whole system.
  • Slider Type (separate for player and companions): which body type Thicc Vore should scale, Vanilla, Atomic Beauty or CBBE. Pick whichever matches the body you use. Best results come from CBBE with the added SSBBW and Vore sliders. Vanilla only changes the body as far as the default system allows.
  • Muscle to Fat Ratio: Vanilla bodies only. 0 is full fat, 100 is full muscle.
  • Sated, Hunger and Body Refresh timers: how often, in minutes, the fullness meter, hunger drain and body shape update. Lower values show changes faster.
  • Max Hunger: the most the fullness meter can drop from hunger over time.
  • Restart Timers: forces all the above timers to restart, useful if something feels stuck.
  • Enable for Player and Enable for Companions: separate toggles.
  • Store Current Weight: saves your current sliders as the new baseline for the thin, thicc and reset buttons.
  • Set to Thiccest and Set to Thinnest: pushes the selected character to one extreme. Mostly for previewing or resetting a look.

There is also a "Thicc Vore Sliders" page where you can set exactly how far the Atomic Beauty and CBBE sliders are allowed to grow. Best results come from the CBBE SSBBW2 sliders from the ColdSteelJ outfits.


CHANGELOG

Spoiler: show

Everything repaired, tuned and added during this rebuild, newest at the top.

3.5.4 Hotfix 1
  • The Silver Shroud: Kent can be saved again. At Milton General Hospital the vore raider cloak could swap one of Sinjin's raiders for a plain vore raider. That raider was no longer part of Sinjin's gang, a fight broke out before Sinjin's talk, and Kent could not be saved. Sinjin's raiders are now left alone like the other quest raiders.

3.5.4: V.'s Update Part 1
Full release, replaces 3.5.3 and its three hotfixes. Uninstall the hotfixes!

New
  • V.'s hunt: three chained quests around invisible armor, starting with a note on the Sanctuary workbench.
  • New vore weapons in the DLCs: each found through a note, and two new story predators to meet on the way.
  • Eight guaranteed Nuka Acid bottles near the start of the game, one time finds, so you no longer depend on luck with raider chests. Locations in the section below.
  • More to say: 114 new lines of vore dialogue for prey, predators and refusals, and 160 new Curie comments when you swallow or digest someone, depending on the prey and on whether she is a predator herself.
  • Story predators look the part: every named story predator has her own face and hair colour, and a bigger body the stronger she is. The body needs the SSBBW2 slider built in BodySlide, without it they look as before.

Gameplay
  • Swallowing is no longer a sure thing: prey resistance scales with their level, their size and boss status, and every attempt rolls a chance between 10 and 95 percent. The Vore Difficulty setting now also makes prey resist more (Easy a little less, Hard and above more).
  • Heavy Cargo has 4 ranks: +25, +35, +50 and +70 lbs at pred level 1, 10, 20 and 30 (rank 2 used to need level 19). Every belly capacity point now adds 5 lbs instead of 2. A full build carries about 300 lbs.
  • Safe Belly heals faster: rank 1 removes 40 Rads per tick (was 10), rank 2 heals 8 percent of your max health per tick (was a flat 3).
  • Vore Kings and Queens are far more common: the chance slider now sets the real share of new settlers, up to about 3 in 4. Before, 100 meant about 1 in 16.
  • Willing prey stay willing: prey who once asked to be digested keep wanting it every time you talk to them, until they leave your belly. Each prey has its own wish.
  • Willing digestion is nobody's kill: protected NPCs die normally, and "killed by the player" reactions no longer fire.
  • Nudity outfits: their physical resistance was never applied. It is now: 5, 20, 60 and 120 by rank.

MCM
  • New switch "Remove Named Story Predators": hides the hand placed story predators. Switching it off brings them back.
  • New slider "Scat Volume". The indigestion gurgle now follows the Gurgle slider, and vomit, clothes rip and the indigestion voices follow Other. They used to play at full volume.
  • New switch "Unarmed Hits Swallow": on by default. Switch it off to punch without vore. The Devour weapon still works.
  • Thicc Vore: new button "Classic Thicc defaults (all CBBE bodies)".
  • The "Current Companion Swallow Protection" switch showed its raw text key instead of its name.

Fixes
  • No more invisible enemies: a raider replaced by a vore raider left its original behind, alive and invisible, which could keep you in combat (Hardware Town). The original is now really gone. Raiders a quest scene uses, like the Hardware Town ambush, and protected raiders are no longer replaced. Leftovers already in a save: send your companion away and use the console command killall in that area.
  • Vore raiders: the vore raider conversion no longer turns raider dogs, turrets and raider robots into vore raiders. Ones already converted in your save stay as they are.
  • A full belly is a full belly: corpses are now refused too when your belly is full, when you lack the perk for the creature, or when it wears power armor. Before, hitting a dead prey swallowed it anyway, even over capacity.
  • Thicc Vore switched off stays off: a companion joining, a teleport or a digestion no longer brings the Thicc bars back for your companion or yourself.
  • Multi-vore: swallowed preds no longer take instant back to back damage. A swallowed pred is protected only while holding lethal prey. Prey move up correctly when their pred dies, also when you die inside someone. A dead outer pred releases the swallowed pred.
  • Equip bellies after waiting or sleeping: the old digestion belly stayed on until the next prey. It is removed now. ColdSteel bellies were never affected.
  • True First Person: fixed the broken camera after being let out of a belly.
  • A Hard Jill to Swallow: the quest now tells you when to talk to Bria ("Talk to Bria" objective with a marker), after you reach her home and after you find the note.
  • Perk descriptions: Frightening Growl finally has one, and many typos in the perk texts are fixed.

For modders
  • A read only property PredPreyArrayRef on the consumption registry, an API document and all script sources in a Modding folder of the download.

3.5.3 Hotfix 3
  • Devour Friendly works only on the living and the friendly. It swallowed whatever it hit, with no roll and no checks: a hostile raider on the first hit, a deathclaw without Apex Predator, a corpse, whatever. Now it can only swallow friendlies, and refuses everything the normal Devour refuses: the perk you need for that creature, a full belly or an upset stomach. For enemies and corpses, use the normal Devour.
  • Far Harbor and Nuka-World creatures have their real size again. Every DLC creature except one per DLC was unknown to the mod, so it took 2 belly slots and needed no perk. A Gatorclaw, Gulper or Hermit Crab takes 12 and needs Apex Predator, as intended; the Angler, Fog Crawler, Small Gulper and Cave Cricket had the wrong sizes too. An existing save is repaired on its first load with this installed.
  • Hotfix 1 and 2 are included.

3.5.3 Hotfix 2
  • Three settings for vore raiders instead of one. "Vore Raiders" is the old behaviour: vore raiders can come out of the raider spawn lists, the way the mod always did it. "Vore Raider Cloak" is the 3.5.3 feature that converts plain raiders near you, and it is off by default: it is the part that can upset quests, above all quests from other mods, so it is your decision to switch it on. "Vore Raider Chance" belongs to the cloak alone and no longer thins out what the spawn lists deliver.
  • A new game starts with both switches off and the chance at 0. A save in progress keeps its chance value and starts with both switches off, so nothing converts until you say so.
  • The spawn list path leaves quest raiders alone too now, the same rule the cloak got in hotfix 1, and it no longer pays you experience for a raider it swaps out.
  • A refused swallow is a clean miss. A predator with an upset stomach, or one too full to swallow a predator who is carrying prey, used to refuse only after the mod had already hidden you: invisible for a moment, camera jump, predator standing there as if nothing happened. Both cases are checked before the attempt now.
  • Everything from hotfix 1 is in here: the quest raider rules for Concord and the rest, the Stomach Teleporter swallowing again, and the Thicc Vore bars leaving the HUD when you switch an actor off.

3.5.3 Hotfix 1
  • Vore raiders no longer break quests that watch specific raiders. The conversion removed the original raider without a death, so a quest counting that raider's kills never heard of it: in Concord the museum vore raiders did not open Preston's door and the deathclaw fight raiders did not complete "clear Concord of enemies". Raiders a quest tags with its own faction or reference type (Concord, Combat Zone, Libertalia, Andrew Station, Parsons, the Castle defence, a few dungeons) and the whole of Concord until "clear Concord of enemies" is done now stay plain raiders. Everything else converts as before.
  • Random encounters: the assault and checkpoint encounters count raider kills to play their ending (the rescued settler's thanks, the caravan moving on). Their raiders are left alone too, so those endings play as vanilla.
  • Raiders on your side are never converted. The vore raider is hostile, so converting a friendly raider made an enemy out of them: Nuka-World gang members after the Gauntlet, the people of a raider outpost.
  • Already stuck at the deathclaw fight on 3.5.3: once the deathclaw is dead, setstage MQ102 122 in the console continues the quest.
  • Stomach Teleporter swallows again. Since 3.5.2 it only did its gun damage: the rule that keeps ordinary weapons from swallowing did not know the mod's own ranged weapon.
  • Thicc Vore bars go away when you switch an actor off in the MCM, and a companion predator who left without a dismissal (died, taken away by a quest) no longer keeps draining on screen for the rest of the save. Hiring them again brings their entry back.

3.5.3: Male Bellies, Honest Counting and Vore Raiders Everywhere
Includes both 3.5.2 hotfixes.
  • Male morph bellies: the "Cold Steel Male Pred Belly Toggle" was never broken, it only ever lacked a male body carrying the two belly sliders. A separate download, FV BodyTalk4 Vore Outfits, adds them to BodyTalk 4's body and to 170 of its outfit refits (base game and all three DLCs).
  • install it, build the body and batch build the four FV groups in BodySlide, done. A short PDF guide with screenshots is a separate download in the download section, like the pack itself.
  • the slider data may look weird in places, but what I tested was better than nothing.
  • Thicc Vore shape sliders finally start filled in: every shape slider in the MCM (22 CBBE, 15 Atomic Beauty, Thicc and Thin side) started at 0 on every new character. The defaults existed in the settings file, nothing ever read them, and the "Restore INI settings" button had been switched off. So Thicc Vore changed nothing visible until you typed values in by hand. Almost certainly the "Thicc Vore does not work" reports.
  • new characters load the defaults on their own, and the restore button works again. Characters with values already entered are left alone.
  • the CBBE Thicc defaults are new: SSBBW2 at 70, everything else 0. The whole-body morph is the look; the old regional values did not add up to one. Thin side unchanged.
  • the slider type now defaults to CBBE for the player and companions. It was Vanilla, which on a CBBE body never moved the meter off zero. A user's logs showed exactly that.
  • a companion's first lethal swallow, or her first completed digestion (a consensual meal of you included), now enrols her in Thicc Vore, as it was always meant to. An empty exclusion list made that check fail silently, so companions only ever joined when you dismissed and re-hired them after the Nuka Acid, or toggled Thicc Vore off and on.
  • Companions: a companion who becomes a predator after you already have a big belly gets your capacity right away instead of starting at 2 and waiting for your next rank.
  • hand a companion one of the eight vore weapons and she keeps it drawn, the same way she keeps the Devour: no more switching to the next rifle she loots.
  • Prey count and multi-prey digestion: swallowing someone while a digestion was running could drop the count instead of raising it (6/11 to 4/11 with a raider only half digested). The digestion progress was measured against the live belly size, which the new arrival had just changed. It is measured against the size the digestion started with now.
  • the same with a companion: swallowing a companion who was holding someone ended your running digestion on the spot and counted the dead prey as absorbed. A belly that grows during a digestion now restarts that digestion from the new size.
  • a non-lethal arrival (a companion) left a parked digestion parked for good. It resumes.
  • the schedule is one dead prey off the count every three digestion stages, down to the size of whoever is still alive in there. Small prey (molerats, dogs, roaches) come off every two stages; they used to be charged like humans, so the counter sat on 1 with the belly already flat.
  • The vore raider chance slider means what it says: until now the slider could only thin out the vore raiders the game's spawn lists happened to roll, and those lists only ever produced them among melee raiders. 100 gave you about half the melee raiders and not one more. The Corvega assembly plant had 3-4 vore raiders at 100% slider.
  • now every raider within about 85 metres of you is rolled once against the slider, and on success replaced on the spot by a vore raider of an enabled sex. 100 makes every raider you meet a vore raider, 0 turns it off. Named raiders, legendary raiders and the boss of a location are never replaced, so "clear out" quests and legendary loot work as before. The swap happens out of sight and gives no experience.
  • the replaced raider disappears with his inventory; the vore raider brings her own.
  • the old rules still apply on top: with one sex disabled a vore raider of the other sex is converted, not discarded, and hand placed raiders in dungeons are checked like any other (since 3.5.2 they were exempt by mistake, so dungeons ignored the slider entirely).
  • Talk to your pred, without aiming: a new hotkey in the MCM hotkey section opens the conversation with whoever is holding you. The R prompt needed the crosshair on the predator, which is hard from inside a belly and impossible whenever the game shows "Command" instead of "Talk" on a companion.
  • Frightening Growl rank 3: victims who came to be eaten were not always eaten. Their approach only counted within 14 centimetres of the player, inside your own collision. They are swallowed at arm's length now.
  • "Can you eat someone for me" can include creatures: new switch in the Context Vore settings, off by default: the search also lists nearby creatures, super mutants, ghouls, robots and synths. People are listed first, and the companion still needs the perk for that kind of prey.
  • The eight vore weapons show themselves: the placed weapons lie in a green mist until picked up, and it comes back when you drop them. Only the hand placed ones; a console copy is a plain weapon.
  • nothing shows while the weapon is in your hands, in first or third person. That needs the effect built into each weapon mesh and is planned for a later update.
  • Companion dialogue: when the conversation with a swallowed companion opened on its own (the timer), it used the human lines. It uses the companion's own lines now, as it already did when you started it yourself.
  • after letting a companion out of your belly, E sometimes skipped her menu and the R entry was gone until you dismissed and rehired her. The conversation scene stayed open behind the scenes; it is closed once the talk is over.
  • Curie in her Mr. Handy form could drink Nuka Acid and open the predator dialogue, then nothing happened, since robots cannot swallow. The acid no longer takes on any robot (Codsworth, Ada, robot Curie), the bottle is not used up, and robot Curie has her own answer. Curie as a synth is unaffected and has everything.
  • Curie as a synth had lost her "human" and "NPC" tags in the game's own transformation, so most of the mod's prompts never showed on her (no Swallow Whole, no Poke your Pred, hotkey dead). The mod restores the tags on load and on hire.
  • a companion revived from DNA never gained affinity again: the game switches a companion's affinity events off when she dies and, since companions are not supposed to die, never switches them back on. Revival does now. For a companion revived before 3.5.3, with her following you: cqf FV_FalloutVoreMCM RepairCompanionAffinity
  • Debug section: "VEV Reaction Chance": the percent chance per digestion that the VEV takes over (fullness drops by 20, hunger resets). Was hidden in the settings file, default 6, 0 turns it off.
  • Answered, not changed: the Hunger Syringe is real Syringer ammo and works. Syringes sit in the Aid tab and are loaded by tapping the reload key with the Syringer drawn, like every syringe in the game.
  • True First Person (Next Gen only) works with the mod: the belly shows when you look down and shrinks live during digestion.

3.5.2 hotfix 2: Hotfix 1 corrected
Replaces hotfix 1 the same day. Same two scripts, one of them corrected.
  • Hotfix 1 broke the outcome of companion vore conversations: the new alias release fired the moment the dialogue scene stopped, but every outcome stage ("swallow me", "let me out") reads the alias half a second after that, then returns the quest to idle where the alias was always cleared. So the conversation ran and nothing happened afterwards: no swallow, no release.
  • the release now waits for the quest to be idle again and never touches the alias while the NPC is in a scene. Normal conversations clear it the old way; only the declined, cancelled and broken-off ones, the mute cases, are cleared by the new code. Verified: swallow me, let me out, voice kept, alias empty afterwards.

3.5.2 hotfix 1: two script fixes
A loose file patch on top of 3.5.2, two scripts, no plugin change.
  • Vore NPCs never leveled on a fresh character: every vore raider, queen and placed predator rolls a vore level on spawn from the player's vore levels, but the roll only counted above 14. A character that started the game with the mod rolls 1 to 11 for a long time, so no vore NPC ever got a level: base stats, no stomach strength, no entrapment, one tick escapes.
  • found on a clean test instance and in a forum user's log, both fresh characters.
  • the gate is gone, every predator gets its level, 1 at the least.
  • Companions going silent after a vore conversation: the conversation system parks the NPC in a quest alias that overrides their voice type for the scene. The alias was not released when a scene was declined, bailed or broken off, so the companion's own lines played no audio from then on, through reloads. Looked like a vanilla bug to everyone, including me.
  • the alias is now released after every scene regardless of how it ends.
  • cure for an already silent companion: cqf FV_ContextDialogue DebugReset

3.5.2: Vore Weapon Overhaul, Difficulty Presets and a conversation that never worked
  • Fixed "can you eat someone for me" showing an empty list. Asking a companion to swallow someone nearby offered four slots that never filled in, so the feature could not be used at all. The cause was 21 dialogue scripts that were never included in any download: they existed only on my machine, so the mod worked here and was broken for everybody else. That has been true for the whole of 3.5. Found because someone reported it here and a Next Gen test machine, which had no copy of those stray files, reproduced it exactly. Thank you for reporting it
  • Eight new vore melee weapons, hand placed in dungeons worth the trip. Each carries the swallow effect and each can still be modded at a weapons bench like the weapon it is based on. They are not sold anywhere and they are not in the vore basement
  • Ten notes lead you to the weapons. They lie along the main quest, in places you will visit anyway, and each adds a miscellaneous objective with a marker for the weapon it describes. The two skippable stops (Red Rocket, the Castle) double up on a weapon another note also covers, so nothing is missable
  • every dungeon weapon has a named vore predator guarding it, leveled up the ladder from the first to the last: a Psycho at Olivia, a Scavver at Corvega, a Waster at Pickman, a vore gunner at Quincy, a Forged survivalist at Saugus, a Veteran at Libertalia
  • Vore Difficulty, one dropdown in the MCM: Easy, Normal, Hard and Don't. One setting moves five things at once: how far above your level enemy predators spawn (+0, +10, +20, +30), how hard their acid hits (x0.7, x1, x1.3, x2), your chance to escape them, their chance to swallow you, and the star rating of the struggle. Normal is what the mod did before, except enemy predators used to spawn 13 levels above you and now it is 10. Only the player's side is affected
  • The struggle minigame is optional. "Player Struggle Mode" in the MCM: Minigame, the default, or Time Based, which works the way 2.0 did: no arrows, every digestion tick rolls for an escape, second wind on the same terms. Escaping in time based mode pays the same experience, so prey-only players can level too
  • Being eaten while your predator is eaten. If your predator is digested inside another predator, you move up into that one instead of being stuck with no way out. A companion doing the eating means a friendly hold; anyone else means a fight. Fighting your way out of a predator who is themselves inside someone lands you in the outer belly, and the struggle starts over against them
  • every predator NPC since 3.0 had a vore level of 0. Their spawn script filed the level before it existed, and raiders were never marked as predators at all. That is why vore raiders had such weak vore skills; they now spawn at your vore level plus the difficulty offset, with the perks that level implies
  • the three top vore raider tiers (Waster, Survivalist, Veteran) fought at level 1. Their stats pointed at the bottom of the ladder while only the face came from the right tier. They now use the tier's real level, 21, 30 and 39
  • a failed reform roll still reformed the player, leaving "Quit to Menu" on the use key. The rule now: digested by a companion or a friend, you always reform, with any rank of Vore Survivor. Digested by an enemy, the reform chance is rolled. A predator who "never forgets" counts as an enemy
  • talking to your predator in the middle of a struggle auto-failed the round, and buying your release mid-struggle left the struggle running against nobody. The struggle now pauses while the dialogue is open and stops when a release is agreed
  • escaping a struggle never paid the experience it said it did, because two script properties had been bound to the wrong records since 3.0
  • the "Alt Single Arrow" struggle display only had an icon for the down arrow; the other three were copy-paste errors in the HUD itself. The setting also reverted to the default arrows on every game load
  • with several prey in your belly, the first one to die made every prey's health bar vanish, and the belly started shrinking with people still alive inside. Digestion now waits until the last prey who is going to die has died, then runs once from full to empty. A friend held in the same belly does not hold it up
  • sloshing sounds when walking around with an empty belly, on ColdSteel bodies
  • ColdSteel bellies on NPC predators sometimes drew and then vanished a moment after the swallow, or never drew, even though the morph was set: the engine rebuilds the body shortly after and LooksMenu did not carry the belly across. The belly is now re-applied over the first seconds, so it comes back on its own
  • stronger weapons now make swallowing harder rather than easier. The swallow check multiplies prey resistance by their remaining health, so a heavy weapon was quietly making vore trivial by stripping health faster. There is a penalty scaled to weapon damage to correct that, and you can tune it or switch it off entirely in the debug section
  • Ordinary weapons no longer swallow. A baseball bat never triggered vore but a power fist always did, because Fallout 4 files fist weapons under the unarmed class and the unarmed swallow fired for anything in it. Bare hands still swallow, and so do the mod's own vore weapons; everything else is now just a weapon
  • The stomach teleporter is real content now. It used to be handed to you on arrival in the vore basement, both lying loose and fifty deep in the trunk. It is the only ranged devour weapon in the mod and it is now found out in the world, in two places tied to teleporter tech. Locations are in the spoiler section above if you would rather not hunt
  • Four more scripts that had been missing for years are back. The Frightening Growl package (at rank 3 the victim is meant to walk to you and be swallowed without a fight; the script that did the swallowing was absent, so they walked over and stood there), the companion vore scene script that marks a companion as a predator, the settings holotape script, and a random encounter quest script. All four were recovered from 2017 and 2020 builds of the mod
  • the settings holotape also read the wrong counter, reporting your humans eaten total six times over instead of one figure per category
  • the game version step in the installer no longer claims that picking wrong tells you so. It does not: it fails silently. The text now names the features that stop working so you can recognise the problem if you hit it
  • the eight new weapons no longer pick up stray prefixes from the base game's naming rules, so Night Snack is Night Snack and not Security Night Snack

3.5.1 hotfix 2
  • fixed Hotfix 1 failing to install with "installation failed" and a NullReferenceException. Its installer was missing a schema declaration that Vortex and the Nexus Mods App read to work out which installer format they are looking at, so they could not parse it at all. Mod Organizer 2 falls back to a default and was never affected, which is why this slipped through
  • the MCM said "Version 3.0" no matter what you had installed. It now reports the real version
  • contains everything Hotfix 1 did, so install it over the top if you already have that

3.5.1 hotfix 1
  • the "Vore Raiders Enabled" and "Vore Queens/Kings Enabled" switches in the MCM are now 0 to 100 chance sliders, so you can set how often they turn up instead of only whether they turn up. If you had either switched on, it is set to 100 automatically and nothing changes until you move it
  • vore raider spawn mechanics don't differ between genders unlike the vore royalty, this needs some more work in the future
  • fixed the "How Did That Get In There?" perk giving you a pipe pistol every single time. Its check for pipe weapons was inverted, so it rerolled until it found one and handed you exactly what it was written to avoid
  • rank 1 of that perk now tells you when it procs. It used to slip the item into your belly with no indication at all

3.5.1: Next Gen Support and DLC Patch Repair
  • rebuilt the mod's own script extender plugin against the newer F4SE, so it loads on Next Gen at all. The old plugin was refused outright by F4SE 0.7.x, which meant everything depending on it silently did nothing
  • that plugin is what drives the vore perk and level up menu, so on Next Gen that menu was completely dead. It works now
  • it also enforces the belly container weight limit and the swallow block that goes with it. Those quietly did nothing on Next Gen too, and are back
  • three of the four game addresses the plugin looks up no longer matched on Next Gen. Two were swapped for equivalents that F4SE maintains itself, so those will not break again on future game patches. The third, the check for whether you already own a perk, could not be found at all, so the mod now works that out in Papyrus and hands the answer to the plugin instead
  • the installer now asks which game version you have and gives you the matching plugin. Everything else in the download is identical for both, and picking wrong does no damage, but be aware it fails silently: the plugin simply does not load, with no error and no warning, and the vore perk menu and belly weight limit stop working until you reinstall with the other choice
  • fixed the DLC patches not being connected to the main mod at all. Every one of them was missing the main plugin from its master list, so none of their settings ever loaded and the patches did nothing. If you ever looked at your Papyrus log you would have seen 18 errors about properties that "cannot be bound" on every single load
  • because of that, DNA revival for Ada, Porter Gage and Old Longfellow has never worked in any release. It works now
  • fixed the DLC creature settings (swallow capacity, indigestion chance, which races can be swallowed at all) never being applied, same cause
  • the DLC fix reaches saves that are already in progress. You do not need a new game and there is nothing to do by hand, just install and load your save

Build 17: Multi-Prey, Nested Vore and Hunger Meter Fixes
  • fixed a predator holding two or more prey at once being broken in five separate ways, each hidden behind the last
  • fixed digestion never finishing while another prey was still alive in the same belly, which left the finished prey stuck permanently with no way to recover
  • fixed a belly shrinking all the way to empty during digestion even when someone else was still alive inside, and staying flat afterwards
  • fixed a living prey being silently dropped from tracking partway through someone else's digestion: no bulge, no way to be released, gurgling forever, while still physically inside
  • fixed everyone else in a belly being wiped from tracking as soon as one prey finished digesting
  • fixed a release going to whichever prey the game reached first instead of the one who actually asked, in both directions
  • fixed the player escape console command depending on an index that goes stale after Reformation
  • nested vore, being swallowed by a predator who is themselves holding prey, tested for the first time: it works, and four real bugs sitting on top of it are fixed
  • fixed a swallowed predator counting for nothing towards the capacity of whoever ate them, so the belly read far too small and deflated to empty with them still inside
  • fixed a nested predator intercepting a release meant for somebody else
  • fixed the talk to your prey hotkey offering prey who had already escaped, been digested or been let go
  • fixed a holder's capacity not counting down step by step while a predator inside them digested
  • fixed the hunger meter never resetting after a consensual, non lethal digestion
  • fixed that reset not appearing on screen until the whole digestion had ended
  • fixed the reset cancelling out the rare "the hunger takes over" reaction
  • reorganised the MCM main menu: companion options into their own Companion Settings section, audio sliders into a new Audio Settings section

Build 16: Thicc Vore Weight-Gain System Rebuilt
  • confirmed compatibility with Wasteland Eggspansion (use "SSBBW WGBelly" or the normal pregnancy slider, do not use "Giant Belly (coldsteelj)")
  • found the real cause of the THICC bar reading far too high from the start: any body slider you had not configured was silently counted as "already 100% thicc"
  • replaced the whole growth and display system with a single value per character (0 thinnest, 30 normal, 100 thickest) instead of averaging two dozen sliders
  • the bar now accurately tracks real growth for both player and companions, independently per character
  • fixed "Set to Thiccest", "Set to Thinnest" and "Reset" in MCM not updating the bar to match the body afterwards
  • added a small companion affection reward for reviving them via Reformation's DNA item
  • fixed several of the mod's own tiered companion dialogue lines being gated on a relationship system Fallout 4 never actually uses for companions, meaning some dialogue variety was unreachable

Build 15: Scat Toggle and Companion Belly-Loot Fixes
  • investigated the long standing "companion belly gets stuck when scat is disabled" bug, could not reproduce it
  • found and fixed two related real bugs instead
  • fixed the Companion Scat sub-setting staying active even after the master Scat toggle is off
  • fixed loot silently landing in the player's belly inventory with no notification when both scat options are off

Build 14: Sleeping Predator Auto-Digest
  • new optional feature, MCM toggle, off by default
  • a sleeping predator holding you friendly or non lethally has a 25% chance per tick to digest you for real
  • companions and NPCs only for now, the player sleeping with prey does not activate this
  • fixed a related pre-existing bug where companion tracking during a reformation hold could desync

Build 13: New Perks, Selective Acid and Safe Belly
  • companion predators get both ranks of Selective Acid automatically by default
  • new perk: Safe Belly, two ranks, player selectable, gated on Endurance and prey level
  • rank 1 slowly heals radiation, rank 2 also heals health, only during friendly non lethal holds
  • stops instantly the moment a hold turns lethal, even if consensual
  • healing rates tuned after live testing (10 rads and 3 health per tick)

Build 12: Reformation Extended to DLC Companions
  • DNA revival extended to Ada, Porter Gage and Old Longfellow
  • built a brand new Automatron compatibility patch
  • reworked the fomod installer so DLC patches can be picked individually, in any combination

Build 11: Companion Predator Bugfixes
  • fixed companions getting stuck at predator level 0 forever after being given Nuka Acid via dialogue

Build 10: Reformation Feature B, Companion DNA Revival
  • new feature: revive a dead companion with their own "[Name]'s DNA" item
  • all 13 base game companions plus Bria supported
  • fixed the revived companion not being hidden during the hold, which looked like teleporting
  • fixed the same wrong size belly flash from Build 9
  • fixed the check in dialogue not working during this kind of hold
  • fixed digested companions not actually dropping their own DNA item
  • added a unique "thanks for reforming me" reaction line

Build 9: Reformation Feature A, Self-Revival via Companion
  • new feature: instead of instant revival, your companion can carry and incubate you through it
  • releases automatically mid combat, or holds you like normal friendly prey otherwise
  • off by default, MCM toggle
  • fixed belly growth animation, it was not growing, then overshooting to about twice the size
  • fixed a brief wrong size belly flash at the start of the hold
  • fixed being able to skip the whole thing early by poking your companion
  • fixed silent failure when the swallow itself got rejected, there was no fallback
  • fixed Curie being eligible for this while still in robot form

Build 8: Swallow-Capacity and Companion Weapon-Priority Fixes
  • investigated "companion will not re-swallow right after digesting": working as intended (indigestion), added a proper on screen message
  • fixed companions switching back to their normal gun after looting a new weapon mid combat
  • companions now auto re-equip their Companion's weapon if knocked off it
  • fixed the Companion's Devour weapon being hidden and ungivable to the player

Build 7: "Prey Wants to Be Digested" and NoStruggle Fixes
  • new feature: held prey can ask to be finished off instead of released
  • tiered dialogue with digest, postpone and release choices
  • fixed consensual digestion incorrectly provoking nearby witnesses, it was treated like murder
  • fixed "digest me" still being able to drop you into the real struggle minigame and kill you for real

Build 6: Pred Dialogue, Ask a Companion to Eat Someone
  • new dialogue option: ask a predator companion to eat someone nearby
  • pick a target by name (up to four nearby people), choose lethal or non lethal
  • fixed the player accidentally swallowing the target instead of the companion
  • fixed the new dialogue colliding with or falling into the wrong conversation
  • fixed swallowed people not being hidden from the world afterwards
  • fixed poking a digesting companion re-opening the eat someone menu
  • fixed stale and duplicate names lingering in the target picker
  • added "digest your prey" and "let your prey go" follow up options
  • fixed raiders, gunners and Vore Queens and Kings barely levelling their predator stats

Build 5: Perk System Fixes
  • fixed the Acid Strength perk's four ranks unlocking in the wrong order

Build 4: Fixed Distendix and Wonder-Lax
  • both items existed but did nothing when used, they were empty stubs
  • Distendix now actually grants +1 extra prey capacity temporarily
  • Wonder-Lax now actually speeds up digestion temporarily

Build 3: Audio Overhaul
  • fixed stomach gurgle only playing in half of the digestion process
  • added over 80 new sound files
  • new chance based burp mechanic, plus MCM volume and chance sliders
  • new volume sliders for footstep belly sloshing and weapon draw grumble
  • fixed a corrupted translation file (bad byte order marker)
  • fixed the Devour weapon's draw sound accidentally sharing the digestion gurgle sound

Build 2: Companion Swallowed-Prey Dialogue
  • big dialogue system rebuild, it was an empty abandoned stub before this
  • talk to a companion while they are holding someone else
  • dialogue reacts differently based on your affinity with that companion
  • introduced the "no struggle" consensual hold mechanism, reused by later features

Build 1: Initial Repair Pass
  • fixed a compile blocking script error (the mod would not build at all before this)
  • fixed all mod sound effects being completely silent in game (grunts, belches, scat, weapon draw)
  • fixed struggle minigame soft lock (being re-swallowed after escaping left you permanently invisible and stuck)
  • fixed camera stuck permanently zoomed in after escaping a swallow
  • fixed predators not standing down while holding you (they kept attacking the invisible player)
  • fixed mouse look and camera lock while swallowed


KNOWN ISSUES

Spoiler: show

  • while a predator inside you digests two or more prey, your belly visual lags one step behind the capacity number, and corrects itself once digestion ends
  • very rarely, a swallow can crash the game to desktop. This is inherited from the original mod and has never been reproduced on demand, in the original author's testing or in this rebuild, and no crash log has ever been captured, so the cause is unknown and may not be this mod at all. If it happens to you, a Buffout 4 crash log would help.
  • Drumlin Diner: Patrick and Trudy belong to a small vanilla quest that treats either one's death as you siding with the chem dealers. Trudy turns hostile on any death of Patrick, vore or not.
  • RobCo Patcher: it interferes with the vore weapon quests. Picking up the weapon may not complete the objective. Removing RobCo Patcher fixed it for the player who reported it.

Translations

The MCM is translated into English, German, Spanish, French and Brazilian Portuguese. The original translation work was done by Rasati, Darek, Saucisson Sac and Duck, and their lines are untouched.

Everything added to the mod since then had left those files behind, so roughly 30 to 40 entries per language were missing and showed up in game as raw text like $FVSE_MCM_BURP_CHANCE instead of a label. I added the missing German and English entries. Spanish, French and Brazilian Portuguese were done with machine translation and no native speaker review, so they are readable but very possibly clumsy or wrong in places.

If you spot a bad line, tell me what it should say, or send me a corrected translation file and I will put it in.


WHERE ARE THE NEW WEAPONS

You do not need this section. Ten hand written notes lie along the main story, in places you will pass anyway (Sanctuary, Concord, Diamond City, Kellogg's house, Fort Hagen, the Memory Den, Virgil's lab, Greenetech, the Castle). Each one you pick up adds a "Find ..." line under MISC in your Pip-Boy with a marker, and picking up the weapon completes it. The notes glow, you will not walk past them.

With the DLC patch installed, Automatron, Far Harbor and Nuka-World each add one more weapon, found the same way through a note.

Every base game weapon has a vore predator guarding it, and so do two of the DLC weapons. If you go for vore weapons, expect vore predators.

Open this only if you would rather not hunt at all. It gives locations, not exact spots.

Spoiler: show

Once you are in the right place they are in the open and easy to see, usually near whatever the toughest thing there was guarding.

Weakest to strongest, which is roughly the order you would meet them:

  • Night Snack - USAF Satellite Station Olivia
  • Pipe Cleaner - Corvega Assembly Plant
  • Bite Size - Pickman Gallery
  • Batter Up - Quincy Ruins
  • Knuckle Sandwich - Fort Strong
  • Meat Tenderizer - Saugus Ironworks
  • Medium Rare - Sentinel Site, above ground, not down in the bunker
  • The Last Supper - Libertalia

From the DLCs:

  • Food Processor - Fort Hagen Satellite Array (Automatron)
  • Meet Hook - Northwood Ridge Quarry (Far Harbor)
  • Corpse Grinder - King Cola castle tower, after the second note (Nuka-World)

And the stomach teleporter, the only ranged devour weapon, is no longer handed to you in the basement:

  • two in the Institute, in Advanced Systems
  • one in the overworld, so a playthrough that destroys the Institute can still get one

None of them are owned, so nothing you pick up is stealing.


NUKA ACID LOCATIONS

Spoiler: show

  • Red Rocket cave
  • Diamond City, Publick Occurrences
  • Diamond City, Valentine's Detective Agency
  • Combat Zone
  • Starlight Drive In
  • Tenpines Bluff
  • Super Duper Mart
  • Goodneighbor, on KL-E-0's shop counter


FOR MODDERS

Spoiler: show

The download zip contains a Modding folder that the installer does not install. Open the zip, it is inside:
  • FalloutVore_Modding_API.txt: what other mods can use and what happens when they use it.
  • Scripts\Source\User: every Fallout Vore script source.

To compile a script against Fallout Vore, add that Scripts\Source\User folder to your compiler imports next to the base game sources. Nothing else is needed.

What the document covers:
  • finding Fallout Vore at runtime without making FalloutVore.esp a master
  • the events you can listen to: swallow, digestion, release, and blocked digestion
  • PredPreyArrayRef, new in 3.5.4: read access to the belly data, who is inside whom and in what state
  • the functions you can call, like starting a swallow or a release

This is not a promise that things stay the same. When a release changes anything in the document, it is updated and the change is listed under "WHAT CHANGED" at its end, so you can see what to fix.

Questions or requests: ask in this thread.


AI DISCLOSURE

Spoiler: show

I'm a dev, but I use an AI assistant (Claude) for the coding on this project. Nothing in the mod itself is generated content: no AI voice, no AI art, no AI characters. If you would rather not use a mod made this way, that is a fair position and I will not argue with it.


CREDITS

This mod is not mine. It was built by these people, and the credits in the installer are unchanged:

  • Gat and Company: the original Fallout Vore (2.0.2 and earlier)
  • Carreau: scripting, game balance, level design, UI, character design and writing
  • Gaz: scripting
  • Skeptic Mech and UU: additional modeling
  • Ubermensch Bodhisattva: perk design
  • Hestia: Bria's voice
  • Naomi: vocal direction and editing
  • Rasati: dialogue
  • Rando: dialogue
  • RakeVuri: rebalanced sound files and voiceless sounds
  • Vicyntae: Nate vore sound files
  • Testing: Rasati, Rando, Gaz, Kavvan Shrike, Ubermensch Bodhisattva, Naomi, Darek, Saucisson Sac, Fuzzy Taco

UI and MCM translations:
  • German: Rasati
  • Spanish: Darek
  • French: Saucisson Sac
  • Portuguese: Duck

Enkay87: repair, rebuild and development for 3.5 (and onward?).

If anyone from the original team would rather this was not up, just say so and I will take it down, no argument.

Edit16: 3.5.4, full build. Replaces 3.5.3 and its hotfixes.
Edit17: 3.5.4 Hotfix 1.
Last edited by Enkay87 on Tue Oct 13, 2026 4:44 pm, edited 17 times in total.
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Enkay87
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Re: Fallout Vore 3.5

Postby Vympel (mention) » Tue Sep 08, 2026 6:42 pm

I eagerly look forward to dusting off this long neglected mod and taking it for a spin in the next few days
Amazing work
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Re: Fallout Vore 3.5

Postby ad5570 (mention) » Tue Sep 08, 2026 7:32 pm

Hell yes the vore mod for F4 being revived! I really hope this takes off since it was such a great mod and loved just messing around with fallout mods in general
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Re: Fallout Vore 3.5

Postby ad5570 (mention) » Tue Sep 08, 2026 8:20 pm

Hell yes the vore mod for F4 being revived! I really hope this takes off since it was such a great mod and loved just messing around with fallout mods in general
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Re: Fallout Vore 3.5

Postby OmegaXeno1988 (mention) » Tue Sep 08, 2026 11:17 pm

I am very surprised and excited that this mod is finally back, but above all, I am hoping it can be updated so I can play it on the latest version of the game.
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Re: Fallout Vore 3.5

Postby RandomInjury (mention) » Wed Sep 09, 2026 4:21 am

Awesome! I'm so happy to see this, sick of you to resurrect this mod.

Quick question, did you fix the Save issues, where eventually this mod would eat your save, making it unloadable, and you had to uninstall it, make a new save, and then reinstall it, thus losing all of your progress?
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Re: Fallout Vore 3.5

Postby Enkay87 (mention) » Wed Sep 09, 2026 4:45 am

@RandomInjury wrote:Awesome! I'm so happy to see this, sick of you to resurrect this mod.

Quick question, did you fix the Save issues, where eventually this mod would eat your save, making it unloadable, and you had to uninstall it, make a new save, and then reinstall it, thus losing all of your progress?
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I didn't go looking for that issue specifically and I was never able to reproduce it, so I can't promise it's solved.

What I can tell you is that I found and fixed a bug that looks like that kind of problem. The mod keeps a list of prey you can talk to and it only ever got cleaned up if you ended the conversation the proper way. If a prey escaped, got digested, got regurgitated, or a companion let them go, they stayed on that list forever. So it just kept growing for your whole playthrough, holding on to NPCs that were long gone. Papyrus lists also cap out at 128 entries and once you hit that, things start to break.
However: only prey you actually had a conversation with land on that list. Eating and digesting a hundred raiders in combat adds nothing to it. So it would only bite someone who uses the talk-to-prey stuff a lot over a playthrough. If you never really used that, it probably wasn't your problem.
It's fixed in 3.5 either way. It now clears out the dead entries before using the list.

I put about 10-15 hours into my own save while testing the mod and it stayed between 5 and 8 MB (pretty normal i guess). Unsure if 15 hours is enough to prove anything.

It would be interesting to know how long you played before you got this issue and how large your save files were when the issue happened.

Tip: If you ever get a save that won't load, try deleting the .f4se file sitting next to it first. You lose the body morph state, not the save. If that makes it load, the problem is a plugin's co-save rather than the save itself, and it isn't this mod, since Fallout Vore doesn't write to that file at all.
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Re: Fallout Vore 3.5

Postby Asdfqwer (mention) » Wed Sep 09, 2026 10:27 am

Will there be a chance that the stomachs will have moving bulges like in The skyrim mod?
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Re: Fallout Vore 3.5

Postby DoubtingDemon (mention) » Wed Sep 09, 2026 10:40 am

Great news and number of fixes is impressive! Remind me, was collision in this one or absent like in Skyrim? I understand there is a way to do it but its way above my skill (and probably that of most of us here lol). Also, any chance of bringing cock vore into the mod? (if I recall male preds had dialogue for this but prey ended up in belly anyway)
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Re: Fallout Vore 3.5

Postby Enkay87 (mention) » Wed Sep 09, 2026 11:12 am

@Asdfqwer wrote:Will there be a chance that the stomachs will have moving bulges like in The skyrim mod?
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Not in this version at least. I guess I would need the struggle sliders from the skyrim cbbe devourment bodies on the coldsteel bodies. I'm not good at transferring sliders from different games, but I'll see if thats even possible wihtout creating the sliders by myself (which I can not!). The default equip bodies also dont have that built in. That's above my body and slider modeling skills.

@DoubtingDemon wrote:Great news and number of fixes is impressive! Remind me, was collision in this one or absent like in Skyrim? I understand there is a way to do it but its way above my skill (and probably that of most of us here lol). Also, any chance of bringing cock vore into the mod? (if I recall male preds had dialogue for this but prey ended up in belly anyway)
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There shouldn't be collisions unless you add them with OCBP LCPE physics. However I'm not good at all at adding collisions with that mod. I only got the body to jiggle with it and I was fine with that.
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Re: Fallout Vore 3.5

Postby Enkay87 (mention) » Wed Sep 09, 2026 11:35 am

@OmegaXeno1988 wrote:I am very surprised and excited that this mod is finally back, but above all, I am hoping it can be updated so I can play it on the latest version of the game.
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For those not reading the main post as often: New gen support was added with 3.5.1
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Re: Fallout Vore 3.5

Postby veteraniu (mention) » Wed Sep 09, 2026 12:41 pm

bruh,I was in the middle of downloading the old gen version of Fallout XD
but seriously, thanks for making this, we appreciate the effort you've put into this mod
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Re: Fallout Vore 3.5

Postby Alice3hoping (mention) » Wed Sep 09, 2026 12:57 pm

I do hope this works out. I imagine once we have a proper stable build of this, we might be able to not just have the initial quests of the mod, but expansions to it.
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Re: Fallout Vore 3.5

Postby RectumRavager (mention) » Wed Sep 09, 2026 1:01 pm

legend
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Re: Fallout Vore 3.5

Postby Schagura (mention) » Wed Sep 09, 2026 1:41 pm

Since its a "new" version of the vore mod, I hope there could be some way to adjust spawn rates of Vore Raiders for prey players at some point?
With how the spawn logic is, if you only have female or male preds enabled, it just spawns a random normal raider when it tries to spawn a vore one and the gender cant be a pred. Would be neat if there was an option to make it always female/male and adjust how rarely/often they appear.

Nice to see the mod being picked up. Was easier installing it now, and the installation steps are nicely detailed
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Re: Fallout Vore 3.5

Postby Enkay87 (mention) » Wed Sep 09, 2026 1:54 pm

@veteraniu wrote:bruh,I was in the middle of downloading the old gen version of Fallout XD
but seriously, thanks for making this, we appreciate the effort you've put into this mod
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Cheers!


@Alice3hoping wrote:I do hope this works out. I imagine once we have a proper stable build of this, we might be able to not just have the initial quests of the mod, but expansions to it.
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For me it works pretty good. I fixed every issue I found when testing. If you find stuff, let me know, best add papyrus logs so i can find it easier (enable papyrus logging in your fallout4.ini).


@Schagura wrote:Since its a "new" version of the vore mod, I hope there could be some way to adjust spawn rates of Vore Raiders for prey players at some point?
With how the spawn logic is, if you only have female or male preds enabled, it just spawns a random normal raider when it tries to spawn a vore one and the gender cant be a pred. Would be neat if there was an option to make it always female/male and adjust how rarely/often they appear.

Nice to see the mod being picked up. Was easier installing it now, and the installation steps are nicely detailed
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Configurable vore raider/royalty spawnrates are not a bad idea. I'll look into that.
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Re: Fallout Vore 3.5

Postby ferryturnr (mention) » Wed Sep 09, 2026 2:03 pm

How do you open the vore hud / skill select screen?
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Re: Fallout Vore 3.5

Postby Enkay87 (mention) » Wed Sep 09, 2026 2:12 pm

@ferryturnr wrote:How do you open the vore hud / skill select screen?
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open the Pip Boy, go to the Stats screen and use "B" for the perk screen. If you have vore levels, you can level up there and select perks.
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Re: Fallout Vore 3.5

Postby Enkay87 (mention) » Wed Sep 09, 2026 4:40 pm

@Schagura wrote:Since its a "new" version of the vore mod, I hope there could be some way to adjust spawn rates of Vore Raiders for prey players at some point?
With how the spawn logic is, if you only have female or male preds enabled, it just spawns a random normal raider when it tries to spawn a vore one and the gender cant be a pred. Would be neat if there was an option to make it always female/male and adjust how rarely/often they appear.

Nice to see the mod being picked up. Was easier installing it now, and the installation steps are nicely detailed
Link to post


Hotfix 1 adds chance sliders for vore raiders and vore royalty. However the spawn mechanics for vore raiders don't differ between genders. I need to rework the vore raiders for that to be actual 100%, if one of the genders can't be predators.
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Re: Fallout Vore 3.5

Postby Vympel (mention) » Wed Sep 09, 2026 4:42 pm

@Asdfqwer wrote:Will there be a chance that the stomachs will have moving bulges like in The skyrim mod?
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There sort of is animated bellies buried somewhere in the old thread, it added movement for the human shaped prey bellies

@Enkay87
Any idea if this will also work on "older" builds of the game? I might be able to get it to run in vr like the old 3.0
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