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  1. Fallout Vore View File Note: This mod was not made by me but the original creator is okay with this beta being public since there is no way to get the beta from other sources other than Discord servers or individuals that already have the link to the Beta. For those who wanna install this mod and get the features working here is an install guide: Original Post NOTE this contains the old download for Fallout Vore 3.0, on the page are other useful download links. Fallout Vore 3.0 Credits Gat and Company - The original Fallout Vore mod (2.0.2 and earlier) Carreau - Scripting, game balance, level design, UI, character design, and writing Gaz - Scripting Übermensch Bodhisattva - Perk Design Bria's voice - Hestia Vocal direction and editing - Naomi Rasati - Dialogue Rando - Dialogue RakeVuri - Rebalanced sound files and voiceless sounds Vicyntae - Nate vore sound files Testing - Rasati, Rando, Gaz, Kavvan Shrike, Übermensch Bodhisattva, Naomi, Darek, Saucisson Sac, Fuzzy Taco Submitter 0modskilzs Submitted 06/02/2022 Category WIP / Beta Requires 7zip Fallout 4 Script Extender (F4SE) Bodyslide Waster Armor Azar’s Ponytail HUD Framework LooksMenu Mod Configuration Menu  
  2. QueueSD11's Devourment Refactor Addons for Skyrim SE / AE (8/3/22) View File Any updates for my mods should be installed on a clean save for them to work properly. (A clean save = a save without the mod installed. No need for a new game) Feedback is appreciated. Everything in my mods are toggleable / configurable since we all have our preferences. And PLEASE let me know if an update to Devourment Refactor breaks any of my mods. You'll need Devourment Refactor and it's hard / soft dependencies for any of these to work, found here. Devourment World Interactions General: - Npcs will look and react to the player (or followers) if they're currently digesting prey (Could be praise, confusion, disgust, etc. You determine in the MCM) (Excludes followers since they'd be used to it) - Npcs will also respond should the player defecate nearby (Usually negative) - Npcs will taunt prey as they digest them. They'll taunt npc prey more than animals and creatures. - Taunts will vary between friendly and hostile npcs. - Struggling has an 8% chance to stagger the pred that ate you. They'll have responses here as well. (MCM configurable) (Player Only) - 200+ responses which are all voiced using vanilla dialogue. Some unique npcs are included as well, but really it's mostly Serana. - MCM included to tweak how frequently NPCs will comment, what they comment on, how long after commenting can they comment again, or if they'll make comments at all. Prey: - Npcs swallowed by any pred will vocalize their struggle. (Lethal, non-willing vore only) - Npcs have a %chance each tick of digestion to speak. As their health gets lower, their voicelines will grow more scared / defeated. Npcs will also speak as they die to their pred. (MCM Configurable) - Npc lines take into account hostilities, race, and faction relations. (Civilians will cry out for mercy more than a bandit, who'll just angrily struggle.) - 200+ voice lines all voiced using vanilla audio and muffled so it sounds like it's coming from a stomach. The only unique npc included is Serana. - Human and creature / animal audio are both mcm configurable. Crime: - When arrested, stolen swallowed goods will be confiscated and other goods will be re-added to your inventory. Consider it the guards being more thorough. (Mcm Toggleable) (Followers included) - When arrested, live prey will be let out where you were arrested. When sent to jail, dead prey will also be let out. Also consider this the guards being more thorough. (Followers included) (Mcm Toggleable) Other: - Predator Titles will be removed from non hostile unique npcs after a few in game hours. (Lydia won't be known as Lydia [BanditsBane] forever) (MCM Toggleable) Here is a link for 80% of the edited / unedited audio you'll hear prey say. I ran every voiceline through a Low Pass Filter in audacity with 400.0 as the frequency and 12db rolloff. Notes and Bugs: Future Plans: - Add more voice lines overall for unique and regular npcs. - Potentially open up to using xVaSynth for more voice lines. - Improve the logic that gets voice lines to play depending on the context. Video of prey audio in action in an early version of the mod. Subtitles were disabled in the test, dialogue chance was set to a high value. Devourment Indigestion - Percent chance when digesting prey to get indigestion. (Player Only) - Indigestion increases the time it takes to digest prey, any prey that get swallowed during indigestion increases its duration and severity. - Indigestion has a chance to damage you every few seconds depending on severity. A higher severity means a higher chance for damage. - Indigestion will eventually go away with time or if you're currently not digesting any more prey. - Daedra / Dwemer / Undead are 2.0x as likely to give indigestion. (MCM configurable) - MCM included to tweak Indigestion chance, duration, damage, and how much it's reduced every 10 Pred levels. Your Indigestion chance is shown in the MCM. - Sounds included for both male and female players of any race. Pick them in the MCM. (Also included sounds for people using the Kunoichi Female Voice mod) Future Plans: - More / better sounds Devourment Flatulence REQUIREMENTS: Baked Beans of Skyrim (INSTALL THE FIXED VERSION): here. - Makes Devourment compatible with the Baked Beans of Skyrim mod. - How much flatulence prey will give the player and the % chance prey will give gas is all configurable in an MCM menu. - NPCs are also prone to comment on the player in this mod (MCM Toggleable). - Gas will no longer affect stealth. (removed from the original mod.) - Gas can bloat the belly / default locus (the speed this happens depends on your Devourment Digestion Speed, which you set in this mod's MCM) - MCM options to determine when flatulence ends. The choices are after all prey are excreted, after all prey are digested, or after a bit of time. - MCM options to enable flatulence for the player, followers, and or npcs. Disabling them at any time clears their gas. - Added a lot of fart sound effects. Made the Fart spell from Devourment use audio from this mod. - Visuals for gas (I need Nifskope help to make them look better) (If Gameplay Edits is installed, visuals for the Fart spell can work.) Future Plans: - Better / more sound effects. Devourment Misc Morphs -Gives you more control over how your character looks during oral / anal vore. -MCM options to determine how much the breasts are pushed up from vore to fix any clipping issues. -MCM options to scale the stomach a bit during vore too (Could help characters who have large stomachs, since certain sliders can balloon the belly from just a single prey) -Morphs scale off the Max Belly Size, which is set in the MCM. Setting this higher means the morphs will increase in strength the bigger the belly. (Default is 1.0, for roughly 1 humanoid sized prey.) -Morphs can be multiplied by your current Vanilla or Devourment weight. (Small boobs at low weights would be affected less than bigger boobs at higher weights) -Morphs can be applied to followers and or npcs. An MCM page for followers and npcs is included. -Morphs are inputted by you and can be copied between pages. -Every character looks different, so play around with the sliders and toggles while you have a full stomach at different weights to see what looks best. Notes and Bugs: Future Plans: - Depends on the feedback I get. Video of the morphs in action in an earlier version. My character's breasts and stomach were both modified using weight-multiplied/ non weight-multiplied morphs. Devourment Sounds Plus A few quality of life changes for devourment's audio. This WILL OVERWRITE some of Refactor (Compatible with Refactor version 10.11.21. Could work with future versions) - Digestion audio will now get quieter as time goes on. When a predator has fully digested their meal, digestion audio will be 0% of it's max volume. - Stomach sloshes will get quieter as time goes on. Same rules as above, but some sloshing can be heard still. - Stomach audio is paused in some menus. (See Notes: if you want to disable this) - Burps are less intense later on in digestion. (Added a lot of shorter burps with this.) - Added two new stomach ambients. Replaced female bones defecate sound. Added some unused burps and gurgles included with Devourment (I used ones of the same quality that's in the original mod) - Edited a few sounds that had microphone rubbing / static Notes and Bugs: Future Plans: - Add more sounds overall for devourment. Gurgles, belches, stomach ambients. (The last one is really hard to find, but if you found a good stomach audio loop that sounds like the ones in Devourment let me know.) Devourment Gameplay Edits Personal Gameplay changes I've made for devourment. This WILL OVERWRITE some of Refactor (Compatible with SE Refactor version 10.11.21 and AE Refactor Version 2.0A1) Soft requirements: Custom Skill Framework to see the pred/prey perk trees. Inventory Functions SE so npcs can use the poisons in combat. Spell Perk Item Distributor so npcs can use the perks. Swallowing: I always thought it'd make sense if swallowing took stamina, and I wasn't a fan of using RNG for determining if I could swallow something or not. Enabling this gives the player a 100% swallow chance at the cost of stamina. Remember to play with Refactor's Minimum Swallow Chance and Npc Swallow Chance Multiplier for npcs. - Combat vore attempts require 50% of your stamina. (Player Only) (MCM Configurable) - Stamina cost is halved for stealthy swallows and corpses. - Every point into Voracious after level 1 on the Pred skill tree reduces the stamina cost by 20%. (MCM Configurable) - This only works with the lethal vore, Endo is untouched. Macromancy (SE only): Set macromancy scaling in Devourment's VFX Settings to 1.0. It doesn't affect capacity and makes things more visually consistent. - Size changing spells also scale your stomach dynamically. (Growing bigger with a belly full of prey will see that belly shrink.) (Toggleable) - Size changing spells can have their effects run out during live digestion. (Prey that were shrunk can regrow to their original size in the belly.) (Toggleable) - Size changing spells will have their effects restored after prey are spat out. - Changed costs and durations of various spells / potions. Diminution is capped at 10% for most circumstances. Moved Augmentation to the Vore Magic 1 perk. - Added Greater Augmentation and Greater Diminution. Scales the user by 40%. Added to the Vore Magic 2 perk. - Fixed some macromancy bugs. (Movement speed, ring enchantments.) - Non unique pred npcs can use macromancy potions and poisons in combat. At higher levels they'll use stronger potions. (MCM configurable) - Non unique pred npcs have some macromancy potions added to their inventories (MCM configurable) Struggling: - The struggle bar will slowly go down if you don't press anything for a while. (MCM Toggleable) - Struggle bumps scale with the size of prey. Digestion: - Food is digested over time. - The health and stamina regeneration preds receive from digesting live prey is reduced (Toggleable) - Preds will digest all organic items from dead prey. Potions can be included. (Configurable) - If the pred is the player, they may gain the effects of these digested items. (Toggleable) - The effects of a prey's consumables occur over time (So you don't get 10+ effects at once) Weight Gain/Loss (SE Only): - Weight loss after waiting/sleeping/fast travelling accounts for total time passed, not just the first hour. - Weight gain after waiting/sleeping/fast travelling while digesting is now accounted for. (Player Only) - Weight gain for followers and or npcs can be multiplied. - Rapid digestion increases weight gain. - Exercise can reduce your weight. Sprinting burns more calories than walking, and exercise is more effective at higher weights. (MCM configurable) (Player Only) - Weight loss from Reformation increased slightly. - Skeleton Scaling now affects capacity dynamically. Skeleton scaling now shrinks you below 0.0 weight (at half the strength) - Devourment can affect your vanilla weight OR Devourment weight. - Notifications for weight gain enabled for followers Lycanthropy: - Digested npcs will count towards feeding. You'll get a notification when you've gotten a werewolf perk point. - Creatures will count towards feeding if you have the Savage Feeding perk. - Digesting prey while in beast form will extend the timer. Perks: - Added to the Pred / Prey perk trees. SPID file included which gives some perks to npcs. - Second Wind: Struggling in a stomach below a certain health threshhold will heal you for 30% of your hp and give you a few seconds of 100% acid resistance. Once per day. Requires: Prey Level 30. - Front Loaded: Having a full stomach will let you block attacks naturally. This effect goes away the smaller your stomach. Requires: Pred level 60 - OverIndulge - The effects of Augmentation spells and potions won't run out if a pred has a relatively full stomach. Requires: Pred level 30 - Smelting down items with Digest Items is now automatic. (MCM Toggleable) - Digest items won't destroy unique / quest items. You might get leather strips from the weapons / armor you break down. - Greater Gasses FX change. Misc: - Corpses have a % chance of being eaten by npcs / followers periodically. (MCM Toggleable) - Swallowing objects is faster and doesn't play an animation. Vomiting on an empty stomach's animation now toggleable - Vomiting only knocks down actors if its another living actor. Still, prey escaping dead preds won't knock anyone down. - Your voice / ability is no longer unequipped after being spat out by a pred. - Burping / farting speeding up digestion can be toggled - You can now get a bounty for swallowing objects that don't belong to you. AKA Stealing. - Bugfixing with followers not doing vore based on their gender. - You can reset your pred / prey skill to 10.0 in the MCM Notes and Bugs: Future Plans: - Depends on the feedback I get or what I want to add. - Some kind of bloating spell. (Think fireball except it poisons targets with calories) - Add more of a visual cue to the Force Feeding spell. I've also uploaded my addons to Google Drive and Mega, but use the loverslab links since I can see how many people download my addons. CREDITS: Galmar -- for the code responsible for getting npcs to look at their bellies when they speak in World Interactions and for some help with getting prey audio working. Monster_Chow -- for the two new stomach ambients in Sounds Plus. (They didn't make them for the mod, I just grabbed them.) Dakarz -- Made the functions for weight loss and exercise. Autumn Hill -- Added / Edited Bellyport / Mass Bellyport and a little more with Devourment's spells. Gaz -- Coding advice All of my code is free to view and use in the future (It's a little messy though since I wanna keep adding on to it.) Changelog: Other Stuff: Sychovorlick's TAWOBA Remastered Armor Conversion Makes The Amazing World of Bikini Armor Remastered compatible with Devourment's body sliders. (The Original is here) Cacame's Devourment addons Has made a few addons as well, and their Acid Level addon changes gameplay with devourment noteably, and makes eating low health prey more interesting since they don't die immediately. Custom Skills Menu Lets you see the pred and prey perk trees through the same menu you can see your normal skill trees. If you're not a fan of the elimination locus inflating the butt, change the Slider from 'ChubbyButt' to something like 'Giant Belly (coldsteelj).' Just don't make it 'Vore Prey Belly' for script related reasons. Play around with scaling and maximum to get a value you like (also because the default will balloon the belly a lot.) Also, I've been trying to get weight gain to work on the face (click below) (I Need Help) Submitter QueueSD11 Submitted 11/19/2021 Category Adult Mods Requires Devourment Refactor Regular Edition Compatible No
  3. Horny Creatures of Skyrim View File SLAL pack with dragon meshes & other creature debauchery. 64bit/SSE version over here: https://www.loverslab.com/files/file/5465-horny-creatures-of-skyrim-special-edition/ ---------------------------------------------------------- the downloads: 1A9Tglvzc3nDz2Q3we7B1YuU_I2a4YUN9_< alternative download site HornyCreaturesofSkyrim_V1_##.7z ____< the mod HCOS_ModCompatibilityKit&Extras.7z_________< compatibility patches for other mods and extra stuff. HCOS_3DSMaxSourceFiles_V1_##.7z___< 3DS Max 2010 files (ignore this file, only useful to animators) ---------------------------------------------------------- Horny Creatures of Skyrim Assembled by MadMansGun Original Dragoness models/Mods made by jacques00 & Force2013. (meshes have been remade) Burning Skies Patch made by Blaze69. (found in Mod Compatibility Kit) Unknown Dragon penis from unknown source. Horse penis from Leito86's Creature Features. Canine penis from diarawr's Horny Dogs of Skyrim Project. Werewolf balls from Derrax's Male Werewolves Female Werewolf Body by Moutarde421 black Female skin by Moutarde421 brown Female skin by Moutarde421 black & white female Werewolf skin by MikoYork (skin edited by ~X~) special thanks to: Billyy, Blaze69, CPU, Dayelyte, Leito86, notmenotyou, Serenna187 and SirNibbles for help, advice and pointing me in the right direction. Ixum and Dravus for finding some solutions and walkarounds for animations not loading or crashing. Pfiffy for SSE port. ---------------------------------------------------------- the Creature Framework's MCM will have the following choices for the dragons: "Horny Creatures of Skyrim"___the default setting for unique dicks for different dragons (at least for most of them). "Dog Style ----"____________black, purple or red. "Horse Style ----"__________black, purple or red. "dragon style ----"_________black, purple or red. ---------------------------------------------------------- Mod Requirements: http://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/ (install in order shown) Skyrim Script Extender (SKSE) http://skse.silverlock.org/ Fores New Idles (don't forget to download the "FNIS Creature Pack") http://www.nexusmods.com/skyrim/mods/11811/ SkyUI http://www.nexusmods.com/skyrim/mods/3863/ UIExtensions http://www.nexusmods.com/skyrim/mods/57046/ SexLab Framework http://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v161b-updated-jan-7th-2016/ SexLab Tools http://www.loverslab.com/files/file/2018-sexlab-tools-v30/ Sexlab Aroused Redux https://www.loverslab.com/files/file/1421-sexlab-aroused-redux-december-05-2016/ More Nasty Critters: SLAL Edition (MNCv12) http://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/ JContainers http://www.nexusmods.com/skyrim/mods/49743/? SexLab Animation Loader (SLAL) http://www.loverslab.com/files/file/2488-sexlab-animation-loader/ Horny Creatures of Skyrim (you are here) MatchMaker http://www.loverslab.com/files/file/163-sexlab-matchmaker-updated-09172014/ Suggested Load Order: (Skyrim DLC and Patch mods here) SexLab.esm SexlabAroused.esm CreatureFramework.esm (other SexLab related mod's .esm here) (All other .esm mods here) SkyUI.esp UIExtensions.esp FNIS.esp (All other .esp mods here) SexLabTools.esp MoreNastyCritters.esp HentaiCreatures.esp (only if installed) SexLabMatchMaker.esp SLAnimLoader.esp HornyCreatures.esp (other SexLab related mod's .esp here) ---------------------------------------------------------- other suggested (but not at all needed) mods: SexLab Dragons (highly recommended) https://www.loverslab.com/files/file/7900-sexlab-dragons/ Sexlab 1.62 Fixes (highly recommended) https://www.loverslab.com/files/file/5337-sexlab-162-fixes/ or SexLab Utility Plus https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ SexLab Werewolves Redux (highly recommended) https://www.loverslab.com/files/file/18014-sexlab-werewolves-redux/ SexLab Aroused Creatures https://www.loverslab.com/files/file/1146-sexlab-aroused-creatures-2016-01-20/ + patch https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ Quite the Sperm Replacer http://www.loverslab.com/files/file/2568-sexlab-quite-the-sperm-replacer/ ---------------------------------------------------------- Animation Troubleshooting: 1. if you are using a Mod Manager ( please go with Mod Organizer 2, it's highly recommended ) make sure it's installing the files to the right location and with the right load order. a good guide for using Mod Organizer 2 can be found here: https://www.youtube.com/watch?v=j4ZQpzf_iAE&list=PLE7DlYarj-DcLS9LyjEqOJwFUQIIQewcK 2. run/rerun the GenerateFNISforUsers.exe, if you don't the animations wont work/run. C:\Games\Steam\SteamApps\Common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe WARNING: Windows (Vista/7/8/10) Security may interfere with updating/overwriting the FNIS behavior files. you may not even get a error message telling you that this has happened. make sure FNIS and your mod manager are running with administrator privileges. NOTE: try deleting "Data\meshes\actors\character\behaviors\0_master.hkx" and re-running it again, that sometimes helps. 3. when you start the game with the Skyrim Script Extender (SKSE) loader the list of installed mods wont get refreshed, so if you install a mod and just start the game with the loader any new mods you installed wont be fully activated. to fix this problem go to the skyrim launcher and click on "DATA FILES" and it will refresh the list of installed mods, you can now close the launcher and start the game with the skse loader. 4. in game you need to go inside SexLab's Mod Control Menu (MCM) and click on "install" first before you can use SexLab. 5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings. 6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play, its because most creatures don't have female counterparts in skyrim by default. 7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8 NOTE: if you do have the Creature Pack but some creatures are just playing idle animations during sex try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior" (doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed) 8. you may need to reload the animations, go to the Animation Loader's MCM and then: 8.1. click on the "Disable All" button. 8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*. 8.3. click on "Reload JSON". 8.4. click on "Enable All". 8.5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are. 8.6. click on "Register Animations", then Wait for the message to pop up*. *if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything. 9. if SLAL Packs are not being listed in SLAL try reinstalling/updating JContainers. https://www.nexusmods.com/skyrim/mods/49743/? 10. if you are getting teleported into the air above Secunda's Kiss (giant camp at center of map) then try starting a animation in a indoor area first. it should stop happening outside after you do. 11. if you are having nonstop walking problems with the dragons try unchecking "Disable Starting Teleport" in SexLab's animation settings. 12. with some creature on creature animations you may need to use SexLab Tools for them to run correctly: http://www.loverslab.com/files/file/2018-sexlab-tools-v30/ http://www.loverslab.com/topic/60847-dragon-animations/?p=1572326 12.1. use the MatchMaker spells to start animations: http://www.loverslab.com/files/file/163-sexlab-matchmaker-updated-09172014/ 12.2. walk up to them, then look at them and press "N" on your keyboard. 12.3. click on "Control Animation". 12.4. press "H" on your keyboard. 12.5. click on the correct animation. ......or you could also try using "SexLab Utility Plus" it helps to reduce this problem: https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ 13. if all else fails, try loading a older save file from before sexlab was installed. ------------------------------------------------------------------------ Creature Framework Troubleshooting: Aroused mesh not getting/staying applied during animations (a list of things to try): A. go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute. B. go to the Creature Framework MCM and click on "Clear Creatures" C. go to the Creature Framework MCM and enable "Force arousal update" D. go to the Creature Framework MCM and disable "SexLab Aroused integration" E. try clicking on the uninstall button in CF's MCM, then save & quit and reload the save. (wait for Creature Framework to reinstall and register) F. click on the uninstall button in CF's MCM, then save & quit, then use a save editor to remove all of Creature Framework's scripts & forms from your save file, then uninstall CF and install the older version (1.1.0-pre2). also adding this to the Skyrim.ini (My Documents\My Games\Skyrim) may help CF work a bit better: [General] bPreemptivelyUnloadCells=1 Creature Framework not registering mods / is empty / stuck in a registering loop: try reinstalling JContainers. https://www.nexusmods.com/skyrim/mods/49743/? ------------------------------------------------------------------------ FNIS Troubleshooting: "ERROR(9): Index was outside the bounds of the array" or "ERROR(2026): Too many animations": you may have Too many animation mods and/or SLAL Packs installed, use the "XXL" version of FNIS or uninstall some animations. "ERROR(76): Could not find a part of the path DebugData.txt": a Win10 update (or antivirus software) has forcibly turned on real time protection and it's stopping FNIS from generating/updating files. you need to disable real time protection before running FNIS, or add GenerateFNIS_for_Users.exe to the exclusions list (also you should probably add skse_loader.exe and TESV.exe as well) Crashing on loading save file: you have Too many animations installed, most people start crashing around 12000 to 14000. remove some animation mods to fix the problem.....or try installing these: Animation Loading Fix (only use v1.0) : https://www.nexusmods.com/skyrim/mods/98204 LE Animation Limit Crash Fix: https://www.loverslab.com/files/file/11208-animation-limit-crash-fix/ ------------------------------------------------------------------------ Papyrus Tweaks: the problem with installing script heavy mods is that the default Papyrus settings are not capable of handling the additional stress. This tweak should increase stability, and needs to be added to the Skyrim.ini file under the [Papyrus] section. Your Skyrim.ini can be found in "My Documents\My Games\Skyrim" [Papyrus] fUpdateBudgetMS=1.6 fExtraTaskletBudgetMS=1.6 fPostLoadUpdateTimeMS=1000.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 iMaxMemoryPageSize=8192 iMinMemoryPageSize=256 iMaxAllocatedMemoryBytes=153600 note1: there is some debate on the last 3, it has been suggested that they should be deleted from the Skyrim.ini https://www.loverslab.com/topic/56084-crash-fixes/ note2: you should only have logging turned on (bEnableLogging=1) if you are actively trying to find a problem, the rest of the time it's just a drain on system resources and it can cause extra stress for the papyrus system, therefor if you have it on all the time it can potentially become a part of the problem your trying to fix. it only logs the scripts anyways so if you have a problem like a deleted world object or a bad navmesh the log won't say anything helpfull, you should be doing this if you have such a problem: http://www.creationkit.com/index.php?title=TES5Edit_Mod_Cleaning_Tutorial http://wiki.step-project.com/TES5Edit/TES5Edit_Cleaning_Instructions ------------------------------------------------------------------------ Main Menu & LoadScreens: if you don't like the main menu just delete or replace* Data\meshes\interface\logo\logo.nif also the loadscreens can be easily removed with TES5Edit, just delete the loadscreen section from the esp *there are alternatives in the mod compatibility kit, the "dragonnamehere on wordwall" loadscreens are non adult. or you can try this edited version of the original: https://www.nexusmods.com/skyrim/mods/7801/ ------------------------------------------------------------------------ .___. {0,0} ___________________________________ /)__)> |creative commons, No One May Profit| -"-"- """"""""""""""""""""""""""""""""""""" a song to sing as you lay dragons: https://www.youtube.com/watch?v=CArejI2nZLg Submitter MadMansGun Submitted 10/31/2015 Category Sexual Content Requires http://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/ Special Edition Compatible No  
  4. Devourment Refactor View File Devourment is an entire lineage of vore mods. Devourment Refactor is my attempt to make a version of Devourment that is stable, maintainable, and extensible. WAYS TO CONTRIBUTE Bug testing is always helpful. SKSE: there are several SKSE functions we need; if you have any skill at making SKSE plugins, we'd love your help (my C++ skills atrophied decades ago). The hard part for me is linking to existing SKSE plugins -- specifically NiOverride and JContainers. Art: we'd love to have custom icons for spells and powers, instead of using MagInvAbsorb and MagicHatMarker for everything. It's also helpful to suggest better spell icons from the vanilla game. Is there a horse skeleton in the vanilla game anywhere, or in a mod that has open permissions? A horse skeleton would be handy. Add more information to the Wiki. LOTS more. NOTICES Any bug report about a CTD MUST be accompanied by NetScriptFramework crash log. And please put it in a SPOILER tag, like a civilized person. The SKSE Address Library Plugin is requirement of Devourment's requirements. It was missing from the requirement list, so I added it. Honestly it never even occurred to me that anyone would NOT already have it installed. Bug reports about dialogue are useless unless you include the line that the PLAYER speaks. I need to know that line in order to find the correct dialogue. Devourment Refactor is completely, 100% INCOMPATIBLE with other Devourment mods. Don't even try it. Don't do it! If you have questions about how the code works, please ask. Installation Thank you to ForgetfulHatter for this lovely installation video! Macross put together a guide looking at Bodyslide and Outfit Studio. BS_Primer.pdf (dropbox.com) Thank you to InfinityKage for developing a wiki! Devourment Refactor Wiki | Fandom Notable Features Dependencies Credits Archive of previous versions and media: https://mega.nz/folder/7k5i0ISS#fqA8oYD9iKHtFwr8hhv7SQ Submitter markdf Submitted 03/24/2021 Category Adult Mods Requires SKSE, USSEP, SSE Engine Fixes, NetscriptFramework, SkyUI, JContainers, PapyrusUtil, ConsoleUtilSSE, XPMSE, CBBE or 3BBB, SOS, Spell Perk Item Distribution, Custom Skills Framework, MCM Helper, LibFire Regular Edition Compatible No
  5. Cacame's Addons for Devourment Refactor View File The following are a narrowed down selection of addon mods I have made for the vore-centric "Devourment Refactor" mod found here. 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 10-11 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"] ) Change Logs: Submitter CacameAwemedinade Submitted 05/25/2022 Category Adult Mods Requires Devourment Refactor Regular Edition Compatible No
  6. 9,721 downloads

    Any updates for my mods should be installed on a clean save for them to work properly. (A clean save = a save without the mod installed. No need for a new game) Feedback is appreciated. Everything in my mods are toggleable / configurable since we all have our preferences. And PLEASE let me know if an update to Devourment Refactor breaks any of my mods. You'll need Devourment Refactor and it's hard / soft dependencies for any of these to work, found here. Devourment World Interactions General: - Npcs will look and react to the player (or followers) if they're currently digesting prey (Could be praise, confusion, disgust, etc. You determine in the MCM) (Excludes followers since they'd be used to it) - Npcs will also respond should the player defecate nearby (Usually negative) - Npcs will taunt prey as they digest them. They'll taunt npc prey more than animals and creatures. - Taunts will vary between friendly and hostile npcs. - Struggling has an 8% chance to stagger the pred that ate you. They'll have responses here as well. (MCM configurable) (Player Only) - 200+ responses which are all voiced using vanilla dialogue. Some unique npcs are included as well, but really it's mostly Serana. - MCM included to tweak how frequently NPCs will comment, what they comment on, how long after commenting can they comment again, or if they'll make comments at all. Prey: - Npcs swallowed by any pred will vocalize their struggle. (Lethal, non-willing vore only) - Npcs have a %chance each tick of digestion to speak. As their health gets lower, their voicelines will grow more scared / defeated. Npcs will also speak as they die to their pred. (MCM Configurable) - Npc lines take into account hostilities, race, and faction relations. (Civilians will cry out for mercy more than a bandit, who'll just angrily struggle.) - 200+ voice lines all voiced using vanilla audio and muffled so it sounds like it's coming from a stomach. The only unique npc included is Serana. - Human and creature / animal audio are both mcm configurable. Crime: - When arrested, stolen swallowed goods will be confiscated and other goods will be re-added to your inventory. Consider it the guards being more thorough. (Mcm Toggleable) (Followers included) - When arrested, live prey will be let out where you were arrested. When sent to jail, dead prey will also be let out. Also consider this the guards being more thorough. (Followers included) (Mcm Toggleable) Other: - Predator Titles will be removed from non hostile unique npcs after a few in game hours. (Lydia won't be known as Lydia [BanditsBane] forever) (MCM Toggleable) Here is a link for 80% of the edited / unedited audio you'll hear prey say. I ran every voiceline through a Low Pass Filter in audacity with 400.0 as the frequency and 12db rolloff. Notes and Bugs: Future Plans: - Add more voice lines overall for unique and regular npcs. - Potentially open up to using xVaSynth for more voice lines. - Improve the logic that gets voice lines to play depending on the context. Video of prey audio in action in an early version of the mod. Subtitles were disabled in the test, dialogue chance was set to a high value. Devourment Indigestion - Percent chance when digesting prey to get indigestion. (Player Only) - Indigestion increases the time it takes to digest prey, any prey that get swallowed during indigestion increases its duration and severity. - Indigestion has a chance to damage you every few seconds depending on severity. A higher severity means a higher chance for damage. - Indigestion will eventually go away with time or if you're currently not digesting any more prey. - Daedra / Dwemer / Undead are 2.0x as likely to give indigestion. (MCM configurable) - MCM included to tweak Indigestion chance, duration, damage, and how much it's reduced every 10 Pred levels. Your Indigestion chance is shown in the MCM. - Sounds included for both male and female players of any race. Pick them in the MCM. (Also included sounds for people using the Kunoichi Female Voice mod) Future Plans: - More / better sounds Devourment Flatulence REQUIREMENTS: Baked Beans of Skyrim (INSTALL THE FIXED VERSION): here. - Makes Devourment compatible with the Baked Beans of Skyrim mod. - How much flatulence prey will give the player and the % chance prey will give gas is all configurable in an MCM menu. - NPCs are also prone to comment on the player in this mod (MCM Toggleable). - Gas will no longer affect stealth. (removed from the original mod.) - Gas can bloat the belly / default locus (the speed this happens depends on your Devourment Digestion Speed, which you set in this mod's MCM) - MCM options to determine when flatulence ends. The choices are after all prey are excreted, after all prey are digested, or after a bit of time. - MCM options to enable flatulence for the player, followers, and or npcs. Disabling them at any time clears their gas. - Added a lot of fart sound effects. Made the Fart spell from Devourment use audio from this mod. - Visuals for gas (I need Nifskope help to make them look better) (If Gameplay Edits is installed, visuals for the Fart spell can work.) Future Plans: - Better / more sound effects. Devourment Misc Morphs -Gives you more control over how your character looks during oral / anal vore. -MCM options to determine how much the breasts are pushed up from vore to fix any clipping issues. -MCM options to scale the stomach a bit during vore too (Could help characters who have large stomachs, since certain sliders can balloon the belly from just a single prey) -Morphs scale off the Max Belly Size, which is set in the MCM. Setting this higher means the morphs will increase in strength the bigger the belly. (Default is 1.0, for roughly 1 humanoid sized prey.) -Morphs can be multiplied by your current Vanilla or Devourment weight. (Small boobs at low weights would be affected less than bigger boobs at higher weights) -Morphs can be applied to followers and or npcs. An MCM page for followers and npcs is included. -Morphs are inputted by you and can be copied between pages. -Every character looks different, so play around with the sliders and toggles while you have a full stomach at different weights to see what looks best. Notes and Bugs: Future Plans: - Depends on the feedback I get. Video of the morphs in action in an earlier version. My character's breasts and stomach were both modified using weight-multiplied/ non weight-multiplied morphs. Devourment Sounds Plus A few quality of life changes for devourment's audio. This WILL OVERWRITE some of Refactor (Compatible with Refactor version 10.11.21. Could work with future versions) - Digestion audio will now get quieter as time goes on. When a predator has fully digested their meal, digestion audio will be 0% of it's max volume. - Stomach sloshes will get quieter as time goes on. Same rules as above, but some sloshing can be heard still. - Stomach audio is paused in some menus. (See Notes: if you want to disable this) - Burps are less intense later on in digestion. (Added a lot of shorter burps with this.) - Added two new stomach ambients. Replaced female bones defecate sound. Added some unused burps and gurgles included with Devourment (I used ones of the same quality that's in the original mod) - Edited a few sounds that had microphone rubbing / static Notes and Bugs: Future Plans: - Add more sounds overall for devourment. Gurgles, belches, stomach ambients. (The last one is really hard to find, but if you found a good stomach audio loop that sounds like the ones in Devourment let me know.) Devourment Gameplay Edits Personal Gameplay changes I've made for devourment. This WILL OVERWRITE some of Refactor (Compatible with SE Refactor version 10.11.21 and AE Refactor Version 2.0A1) Soft requirements: Custom Skill Framework to see the pred/prey perk trees. Inventory Functions SE so npcs can use the poisons in combat. Spell Perk Item Distributor so npcs can use the perks. Swallowing: I always thought it'd make sense if swallowing took stamina, and I wasn't a fan of using RNG for determining if I could swallow something or not. Enabling this gives the player a 100% swallow chance at the cost of stamina. Remember to play with Refactor's Minimum Swallow Chance and Npc Swallow Chance Multiplier for npcs. - Combat vore attempts require 50% of your stamina. (Player Only) (MCM Configurable) - Stamina cost is halved for stealthy swallows and corpses. - Every point into Voracious after level 1 on the Pred skill tree reduces the stamina cost by 20%. (MCM Configurable) - This only works with the lethal vore, Endo is untouched. Macromancy (SE only): Set macromancy scaling in Devourment's VFX Settings to 1.0. It doesn't affect capacity and makes things more visually consistent. - Size changing spells also scale your stomach dynamically. (Growing bigger with a belly full of prey will see that belly shrink.) (Toggleable) - Size changing spells can have their effects run out during live digestion. (Prey that were shrunk can regrow to their original size in the belly.) (Toggleable) - Size changing spells will have their effects restored after prey are spat out. - Changed costs and durations of various spells / potions. Diminution is capped at 10% for most circumstances. Moved Augmentation to the Vore Magic 1 perk. - Added Greater Augmentation and Greater Diminution. Scales the user by 40%. Added to the Vore Magic 2 perk. - Fixed some macromancy bugs. (Movement speed, ring enchantments.) - Non unique pred npcs can use macromancy potions and poisons in combat. At higher levels they'll use stronger potions. (MCM configurable) - Non unique pred npcs have some macromancy potions added to their inventories (MCM configurable) Struggling: - The struggle bar will slowly go down if you don't press anything for a while. (MCM Toggleable) - Struggle bumps scale with the size of prey. Digestion: - Food is digested over time. - The health and stamina regeneration preds receive from digesting live prey is reduced (Toggleable) - Preds will digest all organic items from dead prey. Potions can be included. (Configurable) - If the pred is the player, they may gain the effects of these digested items. (Toggleable) - The effects of a prey's consumables occur over time (So you don't get 10+ effects at once) Weight Gain/Loss (SE Only): - Weight loss after waiting/sleeping/fast travelling accounts for total time passed, not just the first hour. - Weight gain after waiting/sleeping/fast travelling while digesting is now accounted for. (Player Only) - Weight gain for followers and or npcs can be multiplied. - Rapid digestion increases weight gain. - Exercise can reduce your weight. Sprinting burns more calories than walking, and exercise is more effective at higher weights. (MCM configurable) (Player Only) - Weight loss from Reformation increased slightly. - Skeleton Scaling now affects capacity dynamically. Skeleton scaling now shrinks you below 0.0 weight (at half the strength) - Devourment can affect your vanilla weight OR Devourment weight. - Notifications for weight gain enabled for followers Lycanthropy: - Digested npcs will count towards feeding. You'll get a notification when you've gotten a werewolf perk point. - Creatures will count towards feeding if you have the Savage Feeding perk. - Digesting prey while in beast form will extend the timer. Perks: - Added to the Pred / Prey perk trees. SPID file included which gives some perks to npcs. - Second Wind: Struggling in a stomach below a certain health threshhold will heal you for 30% of your hp and give you a few seconds of 100% acid resistance. Once per day. Requires: Prey Level 30. - Front Loaded: Having a full stomach will let you block attacks naturally. This effect goes away the smaller your stomach. Requires: Pred level 60 - OverIndulge - The effects of Augmentation spells and potions won't run out if a pred has a relatively full stomach. Requires: Pred level 30 - Smelting down items with Digest Items is now automatic. (MCM Toggleable) - Digest items won't destroy unique / quest items. You might get leather strips from the weapons / armor you break down. - Greater Gasses FX change. Misc: - Corpses have a % chance of being eaten by npcs / followers periodically. (MCM Toggleable) - Swallowing objects is faster and doesn't play an animation. Vomiting on an empty stomach's animation now toggleable - Vomiting only knocks down actors if its another living actor. Still, prey escaping dead preds won't knock anyone down. - Your voice / ability is no longer unequipped after being spat out by a pred. - Burping / farting speeding up digestion can be toggled - You can now get a bounty for swallowing objects that don't belong to you. AKA Stealing. - Bugfixing with followers not doing vore based on their gender. - You can reset your pred / prey skill to 10.0 in the MCM Notes and Bugs: Future Plans: - Depends on the feedback I get or what I want to add. - Some kind of bloating spell. (Think fireball except it poisons targets with calories) - Add more of a visual cue to the Force Feeding spell. I've also uploaded my addons to Google Drive and Mega, but use the loverslab links since I can see how many people download my addons. CREDITS: Galmar -- for the code responsible for getting npcs to look at their bellies when they speak in World Interactions and for some help with getting prey audio working. Monster_Chow -- for the two new stomach ambients in Sounds Plus. (They didn't make them for the mod, I just grabbed them.) Dakarz -- Made the functions for weight loss and exercise. Autumn Hill -- Added / Edited Bellyport / Mass Bellyport and a little more with Devourment's spells. Gaz -- Coding advice All of my code is free to view and use in the future (It's a little messy though since I wanna keep adding on to it.) Changelog: Other Stuff: Sychovorlick's TAWOBA Remastered Armor Conversion Makes The Amazing World of Bikini Armor Remastered compatible with Devourment's body sliders. (The Original is here) Cacame's Devourment addons Has made a few addons as well, and their Acid Level addon changes gameplay with devourment noteably, and makes eating low health prey more interesting since they don't die immediately. Custom Skills Menu Lets you see the pred and prey perk trees through the same menu you can see your normal skill trees. If you're not a fan of the elimination locus inflating the butt, change the Slider from 'ChubbyButt' to something like 'Giant Belly (coldsteelj).' Just don't make it 'Vore Prey Belly' for script related reasons. Play around with scaling and maximum to get a value you like (also because the default will balloon the belly a lot.) Also, I've been trying to get weight gain to work on the face (click below) (I Need Help)
  7. Version V1.28B

    348,918 downloads

    SLAL pack with dragon meshes & other creature debauchery. 64bit/SSE version over here: https://www.loverslab.com/files/file/5465-horny-creatures-of-skyrim-special-edition/ ---------------------------------------------------------- the downloads: 1A9Tglvzc3nDz2Q3we7B1YuU_I2a4YUN9_< alternative download site HornyCreaturesofSkyrim_V1_##.7z ____< the mod HCOS_ModCompatibilityKit&Extras.7z_________< compatibility patches for other mods and extra stuff. HCOS_3DSMaxSourceFiles_V1_##.7z___< 3DS Max 2010 files (ignore this file, only useful to animators) ---------------------------------------------------------- Horny Creatures of Skyrim Assembled by MadMansGun Original Dragoness models/Mods made by jacques00 & Force2013. (meshes have been remade) Burning Skies Patch made by Blaze69. (found in Mod Compatibility Kit) Unknown Dragon penis from unknown source. Horse penis from Leito86's Creature Features. Canine penis from diarawr's Horny Dogs of Skyrim Project. Werewolf balls from Derrax's Male Werewolves Female Werewolf Body by Moutarde421 black Female skin by Moutarde421 brown Female skin by Moutarde421 black & white female Werewolf skin by MikoYork (skin edited by ~X~) special thanks to: Billyy, Blaze69, CPU, Dayelyte, Leito86, notmenotyou, Serenna187 and SirNibbles for help, advice and pointing me in the right direction. Ixum and Dravus for finding some solutions and walkarounds for animations not loading or crashing. Pfiffy for SSE port. ---------------------------------------------------------- the Creature Framework's MCM will have the following choices for the dragons: "Horny Creatures of Skyrim"___the default setting for unique dicks for different dragons (at least for most of them). "Dog Style ----"____________black, purple or red. "Horse Style ----"__________black, purple or red. "dragon style ----"_________black, purple or red. ---------------------------------------------------------- Mod Requirements: http://www.loverslab.com/files/file/3524-sexlab-more-nasty-critters-install-guide/ (install in order shown) Skyrim Script Extender (SKSE) http://skse.silverlock.org/ Fores New Idles (don't forget to download the "FNIS Creature Pack") http://www.nexusmods.com/skyrim/mods/11811/ SkyUI http://www.nexusmods.com/skyrim/mods/3863/ UIExtensions http://www.nexusmods.com/skyrim/mods/57046/ SexLab Framework http://www.loverslab.com/files/file/150-skyrim-sexlab-sex-animation-framework-v161b-updated-jan-7th-2016/ SexLab Tools http://www.loverslab.com/files/file/2018-sexlab-tools-v30/ Sexlab Aroused Redux https://www.loverslab.com/files/file/1421-sexlab-aroused-redux-december-05-2016/ More Nasty Critters: SLAL Edition (MNCv12) http://www.loverslab.com/files/file/4130-more-nasty-critters-slal-edition/ JContainers http://www.nexusmods.com/skyrim/mods/49743/? SexLab Animation Loader (SLAL) http://www.loverslab.com/files/file/2488-sexlab-animation-loader/ Horny Creatures of Skyrim (you are here) MatchMaker http://www.loverslab.com/files/file/163-sexlab-matchmaker-updated-09172014/ Suggested Load Order: (Skyrim DLC and Patch mods here) SexLab.esm SexlabAroused.esm CreatureFramework.esm (other SexLab related mod's .esm here) (All other .esm mods here) SkyUI.esp UIExtensions.esp FNIS.esp (All other .esp mods here) SexLabTools.esp MoreNastyCritters.esp HentaiCreatures.esp (only if installed) SexLabMatchMaker.esp SLAnimLoader.esp HornyCreatures.esp (other SexLab related mod's .esp here) ---------------------------------------------------------- other suggested (but not at all needed) mods: SexLab Dragons (highly recommended) https://www.loverslab.com/files/file/7900-sexlab-dragons/ Sexlab 1.62 Fixes (highly recommended) https://www.loverslab.com/files/file/5337-sexlab-162-fixes/ or SexLab Utility Plus https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ SexLab Werewolves Redux (highly recommended) https://www.loverslab.com/files/file/18014-sexlab-werewolves-redux/ SexLab Aroused Creatures https://www.loverslab.com/files/file/1146-sexlab-aroused-creatures-2016-01-20/ + patch https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ Quite the Sperm Replacer http://www.loverslab.com/files/file/2568-sexlab-quite-the-sperm-replacer/ ---------------------------------------------------------- Animation Troubleshooting: 1. if you are using a Mod Manager ( please go with Mod Organizer 2, it's highly recommended ) make sure it's installing the files to the right location and with the right load order. a good guide for using Mod Organizer 2 can be found here: https://www.youtube.com/watch?v=j4ZQpzf_iAE&list=PLE7DlYarj-DcLS9LyjEqOJwFUQIIQewcK 2. run/rerun the GenerateFNISforUsers.exe, if you don't the animations wont work/run. C:\Games\Steam\SteamApps\Common\Skyrim\Data\tools\GenerateFNIS_for_Users\GenerateFNISforUsers.exe WARNING: Windows (Vista/7/8/10) Security may interfere with updating/overwriting the FNIS behavior files. you may not even get a error message telling you that this has happened. make sure FNIS and your mod manager are running with administrator privileges. NOTE: try deleting "Data\meshes\actors\character\behaviors\0_master.hkx" and re-running it again, that sometimes helps. 3. when you start the game with the Skyrim Script Extender (SKSE) loader the list of installed mods wont get refreshed, so if you install a mod and just start the game with the loader any new mods you installed wont be fully activated. to fix this problem go to the skyrim launcher and click on "DATA FILES" and it will refresh the list of installed mods, you can now close the launcher and start the game with the skse loader. 4. in game you need to go inside SexLab's Mod Control Menu (MCM) and click on "install" first before you can use SexLab. 5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings. 6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play, its because most creatures don't have female counterparts in skyrim by default. 7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8 NOTE: if you do have the Creature Pack but some creatures are just playing idle animations during sex try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior" (doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed) 8. you may need to reload the animations, go to the Animation Loader's MCM and then: 8.1. click on the "Disable All" button. 8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*. 8.3. click on "Reload JSON". 8.4. click on "Enable All". 8.5. click on "Count Animations" and make sure nothing is over 500, turn off some animations if they are. 8.6. click on "Register Animations", then Wait for the message to pop up*. *if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything. 9. if SLAL Packs are not being listed in SLAL try reinstalling/updating JContainers. https://www.nexusmods.com/skyrim/mods/49743/? 10. if you are getting teleported into the air above Secunda's Kiss (giant camp at center of map) then try starting a animation in a indoor area first. it should stop happening outside after you do. 11. if you are having nonstop walking problems with the dragons try unchecking "Disable Starting Teleport" in SexLab's animation settings. 12. with some creature on creature animations you may need to use SexLab Tools for them to run correctly: http://www.loverslab.com/files/file/2018-sexlab-tools-v30/ http://www.loverslab.com/topic/60847-dragon-animations/?p=1572326 12.1. use the MatchMaker spells to start animations: http://www.loverslab.com/files/file/163-sexlab-matchmaker-updated-09172014/ 12.2. walk up to them, then look at them and press "N" on your keyboard. 12.3. click on "Control Animation". 12.4. press "H" on your keyboard. 12.5. click on the correct animation. ......or you could also try using "SexLab Utility Plus" it helps to reduce this problem: https://www.loverslab.com/files/file/10316-osmelmc-mod-tweaks/ 13. if all else fails, try loading a older save file from before sexlab was installed. ------------------------------------------------------------------------ Creature Framework Troubleshooting: Aroused mesh not getting/staying applied during animations (a list of things to try): A. go to the Creature Framework MCM and click on "Re-register all mods", then unpause the game and Wait a Minute. B. go to the Creature Framework MCM and click on "Clear Creatures" C. go to the Creature Framework MCM and enable "Force arousal update" D. go to the Creature Framework MCM and disable "SexLab Aroused integration" E. try clicking on the uninstall button in CF's MCM, then save & quit and reload the save. (wait for Creature Framework to reinstall and register) F. click on the uninstall button in CF's MCM, then save & quit, then use a save editor to remove all of Creature Framework's scripts & forms from your save file, then uninstall CF and install the older version (1.1.0-pre2). also adding this to the Skyrim.ini (My Documents\My Games\Skyrim) may help CF work a bit better: [General] bPreemptivelyUnloadCells=1 Creature Framework not registering mods / is empty / stuck in a registering loop: try reinstalling JContainers. https://www.nexusmods.com/skyrim/mods/49743/? ------------------------------------------------------------------------ FNIS Troubleshooting: "ERROR(9): Index was outside the bounds of the array" or "ERROR(2026): Too many animations": you may have Too many animation mods and/or SLAL Packs installed, use the "XXL" version of FNIS or uninstall some animations. "ERROR(76): Could not find a part of the path DebugData.txt": a Win10 update (or antivirus software) has forcibly turned on real time protection and it's stopping FNIS from generating/updating files. you need to disable real time protection before running FNIS, or add GenerateFNIS_for_Users.exe to the exclusions list (also you should probably add skse_loader.exe and TESV.exe as well) Crashing on loading save file: you have Too many animations installed, most people start crashing around 12000 to 14000. remove some animation mods to fix the problem.....or try installing these: Animation Loading Fix (only use v1.0) : https://www.nexusmods.com/skyrim/mods/98204 LE Animation Limit Crash Fix: https://www.loverslab.com/files/file/11208-animation-limit-crash-fix/ ------------------------------------------------------------------------ Papyrus Tweaks: the problem with installing script heavy mods is that the default Papyrus settings are not capable of handling the additional stress. This tweak should increase stability, and needs to be added to the Skyrim.ini file under the [Papyrus] section. Your Skyrim.ini can be found in "My Documents\My Games\Skyrim" [Papyrus] fUpdateBudgetMS=1.6 fExtraTaskletBudgetMS=1.6 fPostLoadUpdateTimeMS=1000.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 iMaxMemoryPageSize=8192 iMinMemoryPageSize=256 iMaxAllocatedMemoryBytes=153600 note1: there is some debate on the last 3, it has been suggested that they should be deleted from the Skyrim.ini https://www.loverslab.com/topic/56084-crash-fixes/ note2: you should only have logging turned on (bEnableLogging=1) if you are actively trying to find a problem, the rest of the time it's just a drain on system resources and it can cause extra stress for the papyrus system, therefor if you have it on all the time it can potentially become a part of the problem your trying to fix. it only logs the scripts anyways so if you have a problem like a deleted world object or a bad navmesh the log won't say anything helpfull, you should be doing this if you have such a problem: http://www.creationkit.com/index.php?title=TES5Edit_Mod_Cleaning_Tutorial http://wiki.step-project.com/TES5Edit/TES5Edit_Cleaning_Instructions ------------------------------------------------------------------------ Main Menu & LoadScreens: if you don't like the main menu just delete or replace* Data\meshes\interface\logo\logo.nif also the loadscreens can be easily removed with TES5Edit, just delete the loadscreen section from the esp *there are alternatives in the mod compatibility kit, the "dragonnamehere on wordwall" loadscreens are non adult. or you can try this edited version of the original: https://www.nexusmods.com/skyrim/mods/7801/ ------------------------------------------------------------------------ .___. {0,0} ___________________________________ /)__)> |creative commons, No One May Profit| -"-"- """"""""""""""""""""""""""""""""""""" a song to sing as you lay dragons: https://www.youtube.com/watch?v=CArejI2nZLg
  8. Version v3.1 beta 0.4 .7z

    1,312 downloads

    Note: This mod was not made by me but the original creator is okay with this beta being public since there is no way to get the beta from other sources other than Discord servers or individuals that already have the link to the Beta. For those who wanna install this mod and get the features working here is an install guide, I can also help in the replies to the best of my abilities but please try and watch the video as it explains point for point how to correctly install and set up the mod and its features: Original Post NOTE this contains the old download for Fallout Vore 3.0, on the page are other useful download links. Fallout Vore 3.0 Credits Gat and Company - The original Fallout Vore mod (2.0.2 and earlier) Carreau - Scripting, game balance, level design, UI, character design, and writing Gaz - Scripting Übermensch Bodhisattva - Perk Design Bria's voice - Hestia Vocal direction and editing - Naomi Rasati - Dialogue Rando - Dialogue RakeVuri - Rebalanced sound files and voiceless sounds Vicyntae - Nate vore sound files Testing - Rasati, Rando, Gaz, Kavvan Shrike, Übermensch Bodhisattva, Naomi, Darek, Saucisson Sac, Fuzzy Taco
  9. Version 1.1.1

    465 downloads

    This mod adds a large but gentle demonic Guardian werewolf companion to Skyrim. His name is Trico, and he's clearly based on Trico from The Last Guardian. You will find him on the road east of Falkreath, just outside the tower where you encounter a Spriggan. Do note that I have never played The Last Guardian myself (I don't even own a PS4), only seen a handful of gameplay videos before, and therefore I cannot say I know too much of the storyline or the lore. My boyfriend is a huge fan of that game tho. I don't blame him, Trico seems like a big sweetheart ^_^ Features: -A unique set of models for Trico, he is fluffy and uses the Himalayan werewolf textures from Moonlight Tales SE, and has cyan blue, reversed Dremora horns. During nighttime, his eyes will glow, otherwise they are pitch black. -Trico cannot be killed, and he levels up with the player, starting from level 10 and caps at level 100. He is unaggressive but will defend himself and the player during battle and will never flee. -You can immediately make him follow you, or leave him hanging around at the spot. However, I haven't made him able to do favors for you, or let you trade with him. I wanted to keep his options quite lightweight. You can also ride him. -Be warned, this mod is extremely soft vore-themed (the reason why I'm posting this mod in the Adult section), meaning that Trico also has a dialogue option to make him swallow the player whole and then make it seem like you're having control over him while you're inside his belly. In my opinion, these controls seem more convenient than the option to ride Trico. His model will even appear round or chubby at this time. Unlike regular werewolf gameplay, Trico cannot feed on corpses (which makes sense since he's already "full"). Friendly NPCs will not attack Trico on sight, which also means that attacking an NPC in this state will place a bounty on your head. Tapping the Shout button will make Trico perform a roar of fear like a normal werewolf, and holding down the Shout button will make him spit the player out. There is also a certain global that, when set to 1 in the console, the player will instead emerge from the other end, "full-tour" style. In general the whole ejection feature comes with gooey effects, also including a 5-minute spell that gets applied the player character, giving a 15-point penalty to Speechcraft but also slightly boosted Health/Stamina/Magicka regeneration. You cannot ask Trico to devour you again until the effect wears off. -This mod implements a couple of new werewolf animations for when you're having control over Trico vore-style, with the help of Dynamic Animation Replacer. One animation where Trico will sometimes caress his bulging tummy, and another animation to make him appear to do his "business". Both of these animations are of amateur-level, I created them in 3DS Max and they're far from perfect. -ANOTHER WARNING!! The way I scripted this mod may still be flawed or buggy. If anyone wants to help me improve this mod for better performance, I'd highly appreciate the help!! And please forgive me if you encounter any gamebreaking bugs, I wanna do my best to get rid of them. Notes: -This mod does NOT let you have sex with Trico and neither am I planning to implement that possibility, ever. Neither do I plan to give him explicit genitals, however, I did give him a textured "tailhole". -I'm not planning to make Trico able to devour NPCs, because of how that would be complicated to script. Also, I'm not the fatal vore type so I am not going to make Trico digest the player character. -This mod is for SSE only, until I feel like optimizing the whole thing for Oldrim. Now Oldrim compatible. In the Oldrim version, Trico isn't fluffy, I figured the game would probably run smoother without it. Known issues: -Sometimes Trico will just run up to enemies without attacking. This is known to occur for werewolf followers in general. Opening up the console, clicking on Trico and entering "Disable" followed by "Enable" during combat may temporarily fix this issue. -Depending on which ENB you're running (and also depending on which time of day, or light setting), Trico's horns will sometimes appear green instead of blue. -If you try to ride Trico right after loading a save, the game might crash. Try to wait for a little while, or activate Trico and choose the promt to talk to him then exit dialogue. -Sometimes, nothing will happen when you choose to talk to him. Try to mount him to see if the issue will go away. And sometimes when you dismount Trico, you may get stuck in dialogue with him. Try to open up the console, click on him and enter "disable" and then "enable". -If you're running Flying Mod Beta, don't try to ride him while you're both airborne. Trico will keep levitating upwards until the gravity glitches out and you both fall down to your death. (I actually only tested this for screenshotting purposes.) Manual installation: Manually download the file, open the archive in some zip program of your choice, drag-and-drop the Data folder into your Skyrim SE directory (C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition) Enable the TricoWerewolfCompanion.esp plugin in a mod manager of your choice. Heads-up tho, the plugin is ESPFE. Recommended mods: -Smart No More Stupid Dog Comments (Trico is set to use the Dog voice type, and with this mod, friendly NPCs are less likely to call him a "stupid dog".) -Animated Wings Ultimate (to give Trico his trademark feathered wings) -No Follower Attack Collision (With this mod, from the point you make Trico follow you for the first time, you can never harm him.) -True Directional Movement (So you can get a better view of Trico playing the DAR animation where he strokes his tummy when controlling him) Credits to the following Nexus users: -glamrockcat for Trico's base model -Macxhiin for Trico's fluffy appearance -fiszi for Trico's main textures -gg77 because I took inspiration from their mod "Werewolf and CO - Mounts and Followers" and used one of the skeletons to make Trico rideable.
  10. Trico - Big Fluffy Voracious Guardian Werewolf Companion View File This mod adds a large but gentle demonic Guardian werewolf companion to Skyrim. His name is Trico, and he's clearly based on Trico from The Last Guardian. You will find him on the road east of Falkreath, just outside the tower where you encounter a Spriggan. Do note that I have never played The Last Guardian myself (I don't even own a PS4), only seen a handful of gameplay videos before, and therefore I cannot say I know too much of the storyline or the lore. My boyfriend is a huge fan of that game tho. I don't blame him, Trico seems like a big sweetheart ^_^ Features: -A unique set of models for Trico, he is fluffy and uses the Himalayan werewolf textures from Moonlight Tales SE, and has cyan blue, reversed Dremora horns. During nighttime, his eyes will glow, otherwise they are pitch black. -Trico cannot be killed, and he levels up with the player, starting from level 10 and caps at level 100. He is unaggressive but will defend himself and the player during battle and will never flee. -You can immediately make him follow you, or leave him hanging around at the spot. However, I haven't made him able to do favors for you, or let you trade with him. I wanted to keep his options quite lightweight. You can also ride him. -Be warned, this mod is extremely soft vore-themed (the reason why I'm posting this mod in the Adult section), meaning that Trico also has a dialogue option to make him swallow the player whole and then make it seem like you're having control over him while you're inside his belly. In my opinion, these controls seem more convenient than the option to ride Trico. His model will even appear round or chubby at this time. Unlike regular werewolf gameplay, Trico cannot feed on corpses (which makes sense since he's already "full"). Friendly NPCs will not attack Trico on sight, which also means that attacking an NPC in this state will place a bounty on your head. Tapping the Shout button will make Trico perform a roar of fear like a normal werewolf, and holding down the Shout button will make him spit the player out. There is also a certain global that, when set to 1 in the console, the player will instead emerge from the other end, "full-tour" style. In general the whole ejection feature comes with gooey effects, also including a 5-minute spell that gets applied the player character, giving a 15-point penalty to Speechcraft but also slightly boosted Health/Stamina/Magicka regeneration. You cannot ask Trico to devour you again until the effect wears off. -This mod implements a couple of new werewolf animations for when you're having control over Trico vore-style, with the help of Dynamic Animation Replacer. One animation where Trico will sometimes caress his bulging tummy, and another animation to make him appear to do his "business". Both of these animations are of amateur-level, I created them in 3DS Max and they're far from perfect. -ANOTHER WARNING!! The way I scripted this mod may still be flawed or buggy. If anyone wants to help me improve this mod for better performance, I'd highly appreciate the help!! And please forgive me if you encounter any gamebreaking bugs, I wanna do my best to get rid of them. Notes: -This mod does NOT let you have sex with Trico and neither am I planning to implement that possibility, ever. Neither do I plan to give him explicit genitals, however, I did give him a textured "tailhole". -I'm not planning to make Trico able to devour NPCs, because of how that would be complicated to script. Also, I'm not the fatal vore type so I am not going to make Trico digest the player character. -This mod is for SSE only, until I feel like optimizing the whole thing for Oldrim. Now Oldrim compatible. In the Oldrim version, Trico isn't fluffy, I figured the game would probably run smoother without it. Known issues: -Sometimes Trico will just run up to enemies without attacking. This is known to occur for werewolf followers in general. Opening up the console, clicking on Trico and entering "Disable" followed by "Enable" during combat may temporarily fix this issue. -Depending on which ENB you're running (and also depending on which time of day, or light setting), Trico's horns will sometimes appear green instead of blue. -If you try to ride Trico right after loading a save, the game might crash. Try to wait for a little while, or activate Trico and choose the promt to talk to him then exit dialogue. -Sometimes, nothing will happen when you choose to talk to him. Try to mount him to see if the issue will go away. And sometimes when you dismount Trico, you may get stuck in dialogue with him. Try to open up the console, click on him and enter "disable" and then "enable". -If you're running Flying Mod Beta, don't try to ride him while you're both airborne. Trico will keep levitating upwards until the gravity glitches out and you both fall down to your death. (I actually only tested this for screenshotting purposes.) Manual installation: Manually download the file, open the archive in some zip program of your choice, drag-and-drop the Data folder into your Skyrim SE directory (C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition) Enable the TricoWerewolfCompanion.esp plugin in a mod manager of your choice. Heads-up tho, the plugin is ESPFE. Recommended mods: -Smart No More Stupid Dog Comments (Trico is set to use the Dog voice type, and with this mod, friendly NPCs are less likely to call him a "stupid dog".) -Animated Wings Ultimate (to give Trico his trademark feathered wings) -No Follower Attack Collision (With this mod, from the point you make Trico follow you for the first time, you can never harm him.) -True Directional Movement (So you can get a better view of Trico playing the DAR animation where he strokes his tummy when controlling him) Credits to the following Nexus users: -glamrockcat for Trico's base model -Macxhiin for Trico's fluffy appearance -fiszi for Trico's main textures -gg77 because I took inspiration from their mod "Werewolf and CO - Mounts and Followers" and used one of the skeletons to make Trico rideable. Submitter TealEri Submitted 06/07/2022 Category Adult Mods Requires SKSE, Dynamic Animation Replacer Regular Edition Compatible Yes
  11. Version 1.0.0

    1,431 downloads

    The following are a narrowed down selection of addon mods I have made for the vore-centric "Devourment Refactor" mod found here. 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 10-11 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"] ) Change Logs:
  12. Version 2021-10-11

    62,511 downloads

    Devourment is an entire lineage of vore mods. Devourment Refactor is my attempt to make a version of Devourment that is stable, maintainable, and extensible. WAYS TO CONTRIBUTE Bug testing is always helpful. SKSE: there are several SKSE functions we need; if you have any skill at making SKSE plugins, we'd love your help (my C++ skills atrophied decades ago). The hard part for me is linking to existing SKSE plugins -- specifically NiOverride and JContainers. Art: we'd love to have custom icons for spells and powers, instead of using MagInvAbsorb and MagicHatMarker for everything. It's also helpful to suggest better spell icons from the vanilla game. Is there a horse skeleton in the vanilla game anywhere, or in a mod that has open permissions? A horse skeleton would be handy. Add more information to the Wiki. LOTS more. NOTICES Any bug report about a CTD MUST be accompanied by NetScriptFramework crash log. And please put it in a SPOILER tag, like a civilized person. The SKSE Address Library Plugin is requirement of Devourment's requirements. It was missing from the requirement list, so I added it. Honestly it never even occurred to me that anyone would NOT already have it installed. Bug reports about dialogue are useless unless you include the line that the PLAYER speaks. I need to know that line in order to find the correct dialogue. Devourment Refactor is completely, 100% INCOMPATIBLE with other Devourment mods. Don't even try it. Don't do it! If you have questions about how the code works, please ask. Installation Thank you to ForgetfulHatter for this lovely installation video! Macross put together a guide looking at Bodyslide and Outfit Studio. BS_Primer.pdf (dropbox.com) Thank you to InfinityKage for developing a wiki! Devourment Refactor Wiki | Fandom Notable Features Dependencies Credits Archive of previous versions and media: https://mega.nz/folder/7k5i0ISS#fqA8oYD9iKHtFwr8hhv7SQ
  13. Yell-Be-Gone for Devourment Refactor View File Removes the error/warning you get on every save game load with mods that alter child actors. Does not allow you to be able to vore children! This only removes the in-game notification that you get on save game loads making it less annoying. For version 2021-10-11 of Devourment Refactor. Submitter InterestingRobot Submitted 12/06/2021 Category Adult Mods Requires Devourment Refactor Regular Edition Compatible No  
  14. Version 1.0.0

    168 downloads

    Removes the error/warning you get on every save game load with mods that alter child actors. Does not allow you to be able to vore children! This only removes the in-game notification that you get on save game loads making it less annoying. For version 2021-10-11 of Devourment Refactor.
  15. Version 1.0.0

    93 downloads

    Makes Eltmer Fairies added by this mod drop appropriately sized skulls. (0.85) Upon newer testing it turns out that you have to start a new game for this mod's effects to take place. There's not much I can do about it unfortunately...
  16. Devourment Refactor Eltmer Fairy Race Skull Size Patch. View File Makes Eltmer Fairies added by this mod drop appropriately sized skulls. (0.85) Upon newer testing it turns out that you have to start a new game for this mod's effects to take place. There's not much I can do about it unfortunately... Submitter InterestingRobot Submitted 08/16/2021 Category Adult Mods Requires Eltmer (Fairy Race) SE, Devourment Refactor Regular Edition Compatible No  
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