Fallout Vore Overhaul Addon: Voremersion v1.4.8
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Re: Fallout Vore Addon: Voremersion Companion Mod
Been following this for a while now and it seems to be coming along nicely keep up the great work! Can't wait to try this out once I get enough free time to do a full replay of fallout with this mod attached
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VLover552 - Participator
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Re: Fallout Vore Addon: Voremersion Companion Mod
Quick question, why are Death Claws Tallied separately from Animals?
Also Death Claws seem to be immune to Acid Damage. I noticed this for ever ago, but just forgot to post about it. The long and short of what I mean is that if you swallow a deathclaw, you better hope the attack kills it out right, because otherwise it's just going to chill in your gut untill you puke it back up usually to a random location or perhaps where you injested it in the first place. Simply put most of the time when you regurgitate a death claw, they just flat out disappear.
Oh and is there any way with the New SPECIAL system that we can chose to not touch our Vore Resistances? There are those of us who like a Risk of defeat.
Also Death Claws seem to be immune to Acid Damage. I noticed this for ever ago, but just forgot to post about it. The long and short of what I mean is that if you swallow a deathclaw, you better hope the attack kills it out right, because otherwise it's just going to chill in your gut untill you puke it back up usually to a random location or perhaps where you injested it in the first place. Simply put most of the time when you regurgitate a death claw, they just flat out disappear.
Oh and is there any way with the New SPECIAL system that we can chose to not touch our Vore Resistances? There are those of us who like a Risk of defeat.
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Anesthetic - Intermediate Vorarephile
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Re: Fallout Vore Addon: Voremersion Companion Mod
They have a different actor type than animals, and I would say it’s a badge of honor to tally up deathclaw as prey.
There was never acid damage done previously. The crux of my overhaul was to make the preds do damage. Before, the mod would calculate how long someone would be kept in a pred’s stomach based on levels and %health. And if they didn’t escape, or the pred didn’t regurgitate them, they died. On escape, the pred was supposed to do damage based on the number of ticks the prey stayed in, but I never saw that happen. Prey always came back up the same health they went down.
The new model will hold all prey down for a fixed time, and now the pred does damage per tick based on their levels, perks, and bonuses.
Nothing is required in the perk system. If you want to live dangerously, then live dangerously.
There was never acid damage done previously. The crux of my overhaul was to make the preds do damage. Before, the mod would calculate how long someone would be kept in a pred’s stomach based on levels and %health. And if they didn’t escape, or the pred didn’t regurgitate them, they died. On escape, the pred was supposed to do damage based on the number of ticks the prey stayed in, but I never saw that happen. Prey always came back up the same health they went down.
The new model will hold all prey down for a fixed time, and now the pred does damage per tick based on their levels, perks, and bonuses.
Nothing is required in the perk system. If you want to live dangerously, then live dangerously.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Carreau wrote:They have a different actor type than animals, and I would say it’s a badge of honor to tally up deathclaw as prey.
There was never acid damage done previously. The crux of my overhaul was to make the preds do damage. Before, the mod would calculate how long someone would be kept in a pred’s stomach based on levels and %health. And if they didn’t escape, or the pred didn’t regurgitate them, they died. On escape, the pred was supposed to do damage based on the number of ticks the prey stayed in, but I never saw that happen. Prey always came back up the same health they went down.
The new model will hold all prey down for a fixed time, and now the pred does damage per tick based on their levels, perks, and bonuses.
Nothing is required in the perk system. If you want to live dangerously, then live dangerously.
I meant why aren't there? As far as I can tell there has never been a seperate category for Death Claws, and I didn't see one in the pic of your updated mod.
Yes, but if our Characters already have Really high special Stats all around because you leveled up enough wouldn't that guarentee you escaping every time?
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Anesthetic - Intermediate Vorarephile
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Re: Fallout Vore Addon: Voremersion Companion Mod
Special stats don’t directly affect vore stats. They just allow purchasing higher tier perks.
Deathclaws are not tracked for creatures devoured in core vore. It’s on my check list to add them back in for tracking. I think the intent was to use actortype creature originally, but animals and bugs are also actortype creature. It was fixed on the swallow script, but never fixed in consumption registry or the stat script. I’ll correct it. I’ll also be hiding prey in the stat screen that the player hasn’t devoured.
Deathclaws are not tracked for creatures devoured in core vore. It’s on my check list to add them back in for tracking. I think the intent was to use actortype creature originally, but animals and bugs are also actortype creature. It was fixed on the swallow script, but never fixed in consumption registry or the stat script. I’ll correct it. I’ll also be hiding prey in the stat screen that the player hasn’t devoured.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
in which order and what files to i need to install all this to make it work like in one of your vids.
you mentioned that i only need coldsteels slider what do you mean by that do i not need to install the full mod ? plz help
you mentioned that i only need coldsteels slider what do you mean by that do i not need to install the full mod ? plz help
- ggtaivol
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Re: Fallout Vore Addon: Voremersion Companion Mod
viewtopic.php?f=79&t=52059&start=380#p2677421
This should answer your questions. You do not need Cold’s esp. you only need his bodyslide files.
This should answer your questions. You do not need Cold’s esp. you only need his bodyslide files.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
The new slot system for prey capacity is in! I'm ecstatic about this and I had to share!
So, the basic premise is this: different actor types take up different amounts of belly space. Insects are the smallest, and take up only 1 slot. Humans/ghouls/animals take up 2, mutants take up 4, bears/radscorps take up 6, and deathclaws/behemoths take up 12. To compare it to Core Vore terms, 2 slots is equal to one capacity. Fresh preds will start with two slots so they can eat two bugs or 1 human. At the end game, I plan on there being 12 slots (6 humans).
The other thing I was able to do was differentiate between human type prey and non-human type to get either lumpy bellies or smooth bellies. I've tested it on both Core Vore and ColdSteel bellies.
So, the basic premise is this: different actor types take up different amounts of belly space. Insects are the smallest, and take up only 1 slot. Humans/ghouls/animals take up 2, mutants take up 4, bears/radscorps take up 6, and deathclaws/behemoths take up 12. To compare it to Core Vore terms, 2 slots is equal to one capacity. Fresh preds will start with two slots so they can eat two bugs or 1 human. At the end game, I plan on there being 12 slots (6 humans).
The other thing I was able to do was differentiate between human type prey and non-human type to get either lumpy bellies or smooth bellies. I've tested it on both Core Vore and ColdSteel bellies.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
still cant seam to get it to work as intended
if with coldsteel or without.
i cant see a change of weight on fo4 char
plz a step by step guide from the very beginning would be great
if with coldsteel or without.
i cant see a change of weight on fo4 char
plz a step by step guide from the very beginning would be great
- ggtaivol
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Re: Fallout Vore Addon: Voremersion Companion Mod
ggtaivol wrote:i cant see a change of weight on fo4 char
This tells me you didn't do this:
In game sliders will not work without this checked, and it is often the most missed step.
There's only three other things I can add to the step by step that I posted, and they are:
1 - Enable CBBE.esp (this is often glossed over because 99% of people already have this enabled) or AtomicBeauty.esp if you use it
2 - Check that CBBE sliders have been set to ENABLE in the Thicc Vore MCM (or Atomic Beauty if you use it. CBBE and AtomicB are exclusive). Weight gain will not work without them.
3 - If you want SSBBW sliders, they are set to 0 for Thicc by default. You need to go into MCM and set them higher
It's a slow process. Weight gain can take a while in the early levels.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
thanks gone try this out but one outer thing
is it normal that thic mod after activating it doesnt reconnize the fo4char as pred as long the char doesnt devour someone AFTER thick was turned on ? same also goes for companions.
so as far as i understand
first install looksmenu hudframework and the vore basemod with f4se of course.+cbbe
than install thic and rebuild cbbe with morphs inside bodyslide
and thank it should work right out of the box ?
is it normal that thic mod after activating it doesnt reconnize the fo4char as pred as long the char doesnt devour someone AFTER thick was turned on ? same also goes for companions.
so as far as i understand
first install looksmenu hudframework and the vore basemod with f4se of course.+cbbe
than install thic and rebuild cbbe with morphs inside bodyslide
and thank it should work right out of the box ?
- ggtaivol
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Re: Fallout Vore Addon: Voremersion Companion Mod
Every time I look at your progress, I get a little giddy.
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Anesthetic - Intermediate Vorarephile
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Re: Fallout Vore Addon: Voremersion Companion Mod
ggtaivol wrote:thanks gone try this out but one outer thing
is it normal that thic mod after activating it doesnt reconnize the fo4char as pred as long the char doesnt devour someone AFTER thick was turned on ? same also goes for companions.
so as far as i understand
first install looksmenu hudframework and the vore basemod with f4se of course.+cbbe
than install thic and rebuild cbbe with morphs inside bodyslide
and thank it should work right out of the box ?
1 - install all required mods and activate. For the optional Voremersion_coldsteel file, load it after everything else.
2 - build your outfits as I’ve detailed. BUILD MORPHS checked
3 - load the game
4 - in Voremersion MCM -> Thicc Vore, enable the feature
5 - eat someone
6 - you will register as a pred to the mod and will become enabled in MCM
7 - if you use CBBE or AtomicB, go back into MCM and enable the slider sets for the player (these features default off)
8 - set the thicc and thin settings as you like. A max setting is how high on the slider bar the slider will move, and a min is how low. All sliders are categorized if they make the character thicc or thin.
9 - for coldsteel, go into Fallout Vore MCM and enable coldsteel bellies
10 - spawn a coldsteel outfit and wear it. My exprience has been it must be a new copy. the belly will show when you eat
All characters will default to disabled before they vore someone. It’s how the system is set up. There’s no tracking mechanism in Core Vore that allows for me to say “oh! That one’s a pred, let the sliders begin”. I’ve added tracking mechanisms to Voremersion 1.0, so I’ll be able to enable thicc vore functionality seemlessly.
Unfortunately, my hands are still tied by the game system for things like CBBE detection (there’s no way to autodetect that), but MCM has ini files. I’ve included lines in the ini for thicc (data/mcm/config/voremersion_thicc/settings.ini) that you can mess with to change default functionality.
Anesthetic wrote:Every time I look at your progress, I get a little giddy.
Thanks! I’m sooo close to release for the system overhaul. I have a couple more checks to make on my punchlist, and then I need to test how the numbers work. I have a friend running an early version to get some feedback on the new digestion system.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Carreau wrote:The new slot system for prey capacity is in! I'm ecstatic about this and I had to share!
So, the basic premise is this: different actor types take up different amounts of belly space. Insects are the smallest, and take up only 1 slot. Humans/ghouls/animals take up 2, mutants take up 4, bears/radscorps take up 6, and deathclaws/behemoths take up 12. To compare it to Core Vore terms, 2 slots is equal to one capacity. Fresh preds will start with two slots so they can eat two bugs or 1 human. At the end game, I plan on there being 12 slots (6 humans).
The other thing I was able to do was differentiate between human type prey and non-human type to get either lumpy bellies or smooth bellies. I've tested it on both Core Vore and ColdSteel bellies.
Will this be without the 9 prey mod thingy and will it have meshes to support it?
- EddyS
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Re: Fallout Vore Addon: Voremersion Companion Mod
EngilbertSig3 wrote:Carreau wrote:The new slot system for prey capacity is in! I'm ecstatic about this and I had to share!
So, the basic premise is this: different actor types take up different amounts of belly space. Insects are the smallest, and take up only 1 slot. Humans/ghouls/animals take up 2, mutants take up 4, bears/radscorps take up 6, and deathclaws/behemoths take up 12. To compare it to Core Vore terms, 2 slots is equal to one capacity. Fresh preds will start with two slots so they can eat two bugs or 1 human. At the end game, I plan on there being 12 slots (6 humans).
The other thing I was able to do was differentiate between human type prey and non-human type to get either lumpy bellies or smooth bellies. I've tested it on both Core Vore and ColdSteel bellies.
Will this be without the 9 prey mod thingy and will it have meshes to support it?
I was only going to allow 7 prey originally, but I'm basically allowing up to 12 maximum slots (6 humans) with this setup. I may do a "Two Prey" system to get up to 24 maximum slots (12 humans).
And I've previously stated I am not an artist. I have no way to create meshes. We're capped at what's currently available in the core mod. And honestly, the maximum I could see happening with ColdSteel bellies would be up to 5 prey (10 slots). Anything more begins to clip horribly with the world geometry.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Carreau wrote:EngilbertSig3 wrote:Carreau wrote:The new slot system for prey capacity is in! I'm ecstatic about this and I had to share!
So, the basic premise is this: different actor types take up different amounts of belly space. Insects are the smallest, and take up only 1 slot. Humans/ghouls/animals take up 2, mutants take up 4, bears/radscorps take up 6, and deathclaws/behemoths take up 12. To compare it to Core Vore terms, 2 slots is equal to one capacity. Fresh preds will start with two slots so they can eat two bugs or 1 human. At the end game, I plan on there being 12 slots (6 humans).
The other thing I was able to do was differentiate between human type prey and non-human type to get either lumpy bellies or smooth bellies. I've tested it on both Core Vore and ColdSteel bellies.
Will this be without the 9 prey mod thingy and will it have meshes to support it?
I was only going to allow 7 prey originally, but I'm basically allowing up to 12 maximum slots (6 humans) with this setup. I may do a "Two Prey" system to get up to 24 maximum slots (12 humans).
And I've previously stated I am not an artist. I have no way to create meshes. We're capped at what's currently available in the core mod. And honestly, the maximum I could see happening with ColdSteel bellies would be up to 5 prey (10 slots). Anything more begins to clip horribly with the world geometry.
Apologies for my impoliteness, I'm just really excited if this change would ever happen.
- EddyS
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Re: Fallout Vore Addon: Voremersion Companion Mod
Okay! So I'm on track for a weekend release of Voremersion v1.0. I just checked the last thing off of my list, and I should be getting some feedback from one of my friends so I can tune in the systems (although I will do a tuning patch for it probably in a week or so)
Full change log behind the spoiler:
I did have a scare last night concerning ConsumptionRegistryScript. My computer crashed and it wiped my copy I had been working on. Luckily, I had a friend doing some tests for me on an early copy, and lost only a few days' worth of coding that I was able to recover through PEXInspector. I was afraid I was going to have to rebuild the slots system from scratch again
I'm making some install guides to pack in with the mod that should hopefully cut down on confusion about how to start up certain features and whatnot. I have the Thicc Vore/Bria standalone uninstall and Voremersion install guide finished, but I need to get guides for how to properly set up ColdSteel bellies.
I did make a decision on the Three Prey situation. I decided to go with a system I'll call TwoPrey. It doubles a pred's slot count (instead of 1/2/3/4/5/6 human sized prey, it'll be 2/4/6/8/10/12 human sized prey). I think it's a good compromise. It gives more human prey than ThreePrey offers, but at the same time, it doesn't overload the Pred/Prey Array and I don't have to restructure the timer state system.
It's okay ^_^ I would love to make it happen myself, but I have 0 talent for making new mesh anything.
Full change log behind the spoiler:
Spoiler: show
I did have a scare last night concerning ConsumptionRegistryScript. My computer crashed and it wiped my copy I had been working on. Luckily, I had a friend doing some tests for me on an early copy, and lost only a few days' worth of coding that I was able to recover through PEXInspector. I was afraid I was going to have to rebuild the slots system from scratch again
I'm making some install guides to pack in with the mod that should hopefully cut down on confusion about how to start up certain features and whatnot. I have the Thicc Vore/Bria standalone uninstall and Voremersion install guide finished, but I need to get guides for how to properly set up ColdSteel bellies.
I did make a decision on the Three Prey situation. I decided to go with a system I'll call TwoPrey. It doubles a pred's slot count (instead of 1/2/3/4/5/6 human sized prey, it'll be 2/4/6/8/10/12 human sized prey). I think it's a good compromise. It gives more human prey than ThreePrey offers, but at the same time, it doesn't overload the Pred/Prey Array and I don't have to restructure the timer state system.
EngilbertSig3 wrote:Apologies for my impoliteness, I'm just really excited if this change would ever happen.
It's okay ^_^ I would love to make it happen myself, but I have 0 talent for making new mesh anything.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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Re: Fallout Vore Addon: Voremersion Companion Mod
Awwww yea more prey more win, loving the way this mod is developing keep up the epic work!!!
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VLover552 - Participator
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Re: Fallout Vore Addon: Voremersion Companion Mod
Boy Fallout Vore has changed hands like what 3 times now between people doing the core of the development.
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Anesthetic - Intermediate Vorarephile
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Re: Fallout Vore Addon: Voremersion Companion Mod
Anesthetic wrote:Boy Fallout Vore has changed hands like what 3 times now between people doing the core of the development.
I don't know what happened in the past, but I'm trying to do the mod justice. It's such a good and fun mod. I know my upcoming release feels more like Fallout Vore 3.0, but I prefer to think of it as still just a plugin. I don't want to discount any of the work that Gat, Side, and Sadeer did. My plugin really is standing on the shoulder of giants.
Edit: I meant to mention this earlier. My friend who’s play testing has already given me some great feedback. The indigestion system needed some tuning (I had to correct the way multiple prey stack their indigestion chances), but so far things are working pretty well with it.
Mod author of Fallout Vore. Read my blogs for what I’ll be doing next with Fallout Vore
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Carreau - ---
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