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Cacame's Addons for Devourment Refactor 12-24-22


About This File

The following is a narrowed down selection of addon mods I have made for the vore-centric "Devourment Refactor" mod found here (or here for AE). In the event of an update to any mods, I would advise waiting a bit in anticipation of any hotfixes as, while I do try to post stable products, I am likely to overlook bugs. Additionally, please anticipate that any saves created with my mods will likely need to be cleaned or otherwise retired in the event of an update.

 

Please let me know if anything gets botched during an update, although I can't always promise a punctual fix.

 

Devourment Approach - A joint project between myself and Creme De La Moon
Based heavily around SexLab approach, this addon gives NPCs the ability to dynamically approach the player and initiate various vore dialogue scenarios with settings configurable via MCM.

 

  • Cloak spell attached to the player pulses periodically, rolling dice for nearby NPCs to determine if they approach for dialogue (cloak is only attached for a split second during each pulse to minimize script load. Might not be the best idea to use along with other cloak-intensive mods.)
  • initiated dialogue scenario is based on several factors such as NPC type, relationship to the player, race, size, and whether the player is full.
  • Guards will confront you if you have a bounty, often with the expected consequences
  • toggles for gender, roles, and active followers included
  • current dialogue scenarios involve both player pred and NPC pred

 

Scenario Suggestion Document

 

 

Acid Levels
Introduces an acid level system that influences acid damage based on how long prey has been inside the predator.


This replaces a major script so this is not forwards compatible by any means. It will break in the event of an update OR with other addons that edit the same script (check your mod manager for overwrites). USE ONLY WITH REFACTOR SE

 

  • Acid level is displayed by a thin "green" bar at the bottom of the screen
  • Acid level increases every couple seconds while a pred has live prey. This rate increases when the prey struggles and is also affected by pred level. (Player struggling doesn't affect NPCs, but if you're in a stomach at the same time as another NPC, you're in for a bad time).
  • When the bar is 75% full, acid damage is at 100%, meaning that a full bar gives a +25% bonus.
  • Using spells or potions that increase acid damage (like enhanced secretions) will fill the bar even without live prey.
  • Upon prey death, acid level will continue to rise for 15 updates, giving you a bit of time to nom some more prey and keep your damage up. (Player only)
  • Acid levels will linger slightly based on how full the player's stomach still is during digestion.


Balance wise, this makes early game a bit harder for preds (both player and NPC), but makes them a bit more powerful late game thanks to the increased rate of acid level rise and the 25% bonus. Overall, I think it makes devouring lower-level enemies a bit more interesting since they don't just immediately die.

 

 

 

Devourment Potions
Adds a wide variety of fun potions through a handful of loot pools as well as a weight loss power

Features include:

  • Digestion speed increase potions
  • More tiers of weight loss potions
  • A potion that grows a "Gut Wraith" in your stomach that will fight for you after it's fully grown and let out.
  • A potion that saps XP from each of your prey's highest skills (probably not balanced)
  • A potion that increases your digestion speed specifically when you eat elves
  • Potions that do various things when your burp such as expel fireballs and ice clouds, pacify nearby enemies, grow you in size, and drastically increase acid damage/digestion speed
  • A weight loss power that functions much like potions, but with the added effect of giving you temporary macromancy growth if you lose enough weight. The idea is that excess weight is converted to overall size. (This needs to be manually added via console command. Use [Help "Weight Loss"] )
     

 

Old Change Logs:

 

Spoiler

05/26/22

Devourment Approach v1.6.3.1

- rectified SL Arousal requirement

- removed unfinished racial scenarios
05/25/22

Devourment Approach v1.6.3

- Creme: Various dialogue bugfixing

- Cacame: Yet another edit to the approach chance calculation. Should fix extremely low chances when using SL Aroused.

Devourment Acid Levels v1.3

- Acid levels linger slightly based on fullness.

- Now checks for actors with stuck acid levels and resets their values accordingly. This would happen occasionally with followers.

Devourment Potions v2.2

- added missing script files

- modified leveled lists. Lower power and misc. potions should be more common while higher powered ones are more rare.

 

Edited by CacameAwemedinade


What's New in Version 12-24-22

Released

Merry Christmas!

  • Devourment Potions
    • Added more pizazz to the Gas Evolution potion. It now triggers an enormous belch and very briefly multiplies digestion speed by 20.
    • Weight loss potions now tie into Winterweight rather than Devourment Refactor SE's internal weight system. Even if you still use SE, definitely try it out. Gaz knocked it out of the park!
  • Devourment Acid Levels
    • still isn't compatible with the AE version (please don't try it)
    • Acid levels are now monitored and tracked with PapyrusUtil instead of Actor Values. This should extend compatibility to mods which also make use of those values.
    • Previous versions broke Devourment's frostfall integration, that's fixed now.

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