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Posted

 

45 minutes ago, KinerenCadence said:

About Alduin. If there was a way to force him to land somewhere, then the player can have all the fun they want with him. That's the problem. He just never lands. You'll have to clip his wings somehow or tether him to the ground. I asked him to wait on High Hrothgar and was able to return to him and have my fun with him as often as I wanted. I don't really like having followers anyway. They steal all the experience. I'd rather if Alduin just stayed on his perch on High Hrothgar and never went anywhere. Especially after you've beaten him, there's no reason to have him follow you. He can't follow you into dungeons. The only thing I'd even call him or Odahviing for would be for the Civil War battles. But if Alduin never lands, then you can never dismiss him to return to High Hrothgar. 

sadly it's a stock game issue with dragons, sometimes they will just not land when told to or even fuck off into outer space, that's why the mcm has debugging buttons to force them to reload at High Hrothgar.

 

sometimes even the "Cloak Cooldown" in CF can mess them up, eg: partysnaks landing & taking off repeatedly from his rock can be caused by the time being set too low/fast.

 

 

and unfortunately it's hard to find a good place to put Alduin, Oda is already in the only (somewhat) flat spot.

  • 1 month later...
Posted

wip update 21

edited some note/letter text

added 30-ish more Boziilah dialogue lines (that feel like 0 in game but they are there)

Posted

Hi, the animations are not loading and I am kind of lost.

 

I use Pandora, which includes FNIS. I have Billy's mod, HCoS, MNC SE, Creature Framework, and this mod. After loading Pandora, the log says "201 anims added to DragonProject," and the animations appear in SL Animation Loader. That means I am able to enable and register them, but the animations don't appear in SexLab Tools nor do they start after the dragon dialogue (e.g. Odahviing's convo at the Throat of the World). I have enabled creature animations and disabled matched creature genders. The animations work for pretty much any other creature other than dragons... I don't know what I'm doing wrong at this point

Posted (edited)
5 hours ago, Crown2015 said:

Hi, the animations are not loading and I am kind of lost.

 

I use Pandora, which includes FNIS. I have Billy's mod, HCoS, MNC SE, Creature Framework, and this mod. After loading Pandora, the log says "201 anims added to DragonProject," and the animations appear in SL Animation Loader. That means I am able to enable and register them, but the animations don't appear in SexLab Tools nor do they start after the dragon dialogue (e.g. Odahviing's convo at the Throat of the World). I have enabled creature animations and disabled matched creature genders. The animations work for pretty much any other creature other than dragons... I don't know what I'm doing wrong at this point

have you run SLAL?
Edit: re-read and yes you did. 

Edited by Dragon on the Web
Posted

Pandora could be the problem, seems like with every update they do something else stops working.

Posted (edited)
On 5/29/2024 at 5:27 PM, Ink_Ribbon said:

Definitely an edge case, but figured I should post it anyways. If you're using this mod with Devourment Refactor 1.2 (potentially other versions as well but I've only tested this one) the compatibility between the vore animations added by this mod/killmoves and Devourment's actual vore system break when you get fatally vored using the new dialogue, causing a freeze, necessitating closing the program with task manager. Specifically, when the message box pops up at the end describing your fate.

 

I suspect it has something to do with displaying that for the player at the same time as Devourment's "switch the player's perspective to the pred to simulate being swallowed" mechanic; the game doesn't like both of those scripts happening at the same time.

a full year later necroposting but I wanted to report on this issue as well. When I was getting this issue as well, I tried just triggering the vore animtion from the killmove mod and it worked without a problem, mesh and all. Its just when this dialog option appears (V6Wip21 SLDragons, Devourment Refactor V2.2) that the game locks up, requiring a task manager close. Even if dragons are disabled in devourments settings. I dont know if theres any workaround to fixing this? Wish I had a log or anything I could point at to diagnose the problem. The solution might have to come from their end, depending on what it is specifically but I thought id start here.


Relevant mods:
SL Dragon and dependancies
Devourment and dependancies.

Steps to replicate:
Bend will dragon. offer to be its dinner.
Finish animation.
Crash as soon as the dialogue box appears.

Edited by Xodious
Posted (edited)
10 hours ago, Xodious said:

Crash as soon as the dialogue box appears.

nothing for me to fix on my end, the script is fairly simple, when the animation ends it runs this script:

notes:

DisablePlayerControls: is turning off combat controls, activate objects, and Journal tabs. but movement has been kept enabled to keep the health bars on screen.

SetAlpha(0): makes the actors invisible, this is done to stop you from seeing parts of the dragon or yourself while "inside" the dragon (in reality you are just standing out in the open, and without this its possible to suddenly have the dragon's nose or other body parts "inside" with you).

ForceFirstPerson: if left in 3rd the camera is janky and you can end up seeing trees & rocks inside with you.

Spoiler

 

 

 

Event OnAnimationEnd(int tid, bool HasPlayer)
;	Debug.Notification("OnAnimationEnd Vore")
;	Debug.Trace("OnAnimationEnd Vore")
	Dragon.DoCombatSpellApply(aaaSLDFatalVoreEndingSpell, Food)
	Food.SetAlpha(0)
	int EnableDeathMessages = aaaSLD_EnableDeathMessages.GetValueInt()
	if Food == PlayerRef
		Game.disablePlayerControls(False, True, False, False, False, True, True, False)
		Game.ForceFirstPerson()
		if VoreAnimationSet == 0
			aaaFXVoreDeathCam.Play(PlayerRef)
			aaaFXVoreAcidPartA.Play(PlayerRef)
			aaaFXVoreAcidPartB.Play(PlayerRef)
			Dragon.SetAlpha(0)
			if EnableDeathMessages == 1
				if Dragon == aaaAlduinFollowerRef
					debug.TraceAndBox("note i deleted the messages to keep this post small ")
				elseif Dragon == DLC1DurnehviirRef
					debug.TraceAndBox("")
				elseif Dragon == aaaBoziilahRef
					debug.TraceAndBox("")
				else
					debug.TraceAndBox("")
				endif
			endif
		elseif VoreAnimationSet == 1
			aaaFXVoreDeathCam.Play(PlayerRef)
			aaaFXVoreAcidPartA.Play(PlayerRef)
			aaaFXVoreAcidPartB.Play(PlayerRef)
			Dragon.SetAlpha(0)
			if EnableDeathMessages == 1
				if Dragon == aaaAlduinFollowerRef
					debug.TraceAndBox("")
				else
					debug.TraceAndBox("")
				endif
			endif
		else
			if DragonSex == 0
				aaaFXAnalDeathCam.Play(PlayerRef)
				Dragon.SetAlpha(0)
				if EnableDeathMessages == 1
					if Dragon == aaaAlduinFollowerRef
						debug.TraceAndBox("")
					else
						debug.TraceAndBox("")
					endif
				endif
			else
				aaaFXUnbirthDeathCam.Play(PlayerRef)
				Dragon.SetAlpha(0)
				if EnableDeathMessages == 1
					if Dragon == aaaFemAlduinFollowerRef
						debug.TraceAndBox("")
					elseif Dragon == aaaBoziilahRef		
						debug.TraceAndBox("")
					else
						debug.TraceAndBox("")
					endIf
				endif
			endif
		endif
	else
		Food.EnableAI(false); fail safe in case of npc instead of player
	endif
	Dispel()
EndEvent

 

 

and this is the script for the aaaSLDFatalVoreEndingSpell that is cast on you

SetEssential(False) / SetProtected(False) : removes anti death protections form target.
SetGhost(): stops random creatures/stray attacks from hitting/killing the target, but does not prevent the script from doing so.
SetNoBleedoutRecovery(true): prevents target from suddenly getting full health instead of staying in bleedout once entered (more of a npc problem than player).
 

Spoiler

 

 

 

Scriptname aaaSLD_Spell_FatalVoreEndEffect extends ActiveMagicEffect
;the ending digestion effect for Fatal Vore.

Actor Dragon
Actor Food
Actor Property PlayerRef Auto
sound Property aaaInsideDragonLoopSM Auto
VisualEffect Property aaaFXVoreDeathCam Auto
VisualEffect Property aaaFXVoreAcidPartA Auto
VisualEffect Property aaaFXVoreAcidPartB Auto
VisualEffect Property aaaFXAnalDeathCam Auto
VisualEffect Property aaaFXUnbirthDeathCam Auto
GlobalVariable Property aaaSLD_EnableMoreDigestionTime auto
Int SoundEffect
Float DigestiveStrength
Float FoodsHealth
string FoodsName

Event OnEffectStart(Actor aktarget, Actor akCaster)
	Dragon = akCaster
	Food = aktarget
	int MoreDigestionTime = aaaSLD_EnableMoreDigestionTime.GetValueInt()
	FoodsName = aktarget.GetBaseObject().GetName()
	FoodsHealth = Food.GetActorValue("Health")
	Food.GetActorBase().SetEssential(False)
	Food.GetActorBase().SetProtected(False)
	Food.SetGhost()
	Food.SetNoBleedoutRecovery(true)
	if Food == PlayerRef
		SoundEffect = aaaInsideDragonLoopSM.play(PlayerRef)
		PlayerRef.UnequipAll()
	endif
	if MoreDigestionTime == 0
	; onupdate is 5 secs, 40 secs -:- 5 secs = 8 onupdates in 40secs, health -:- 8 = DigestiveStrength
		if FoodsHealth <= 60
			DigestiveStrength = 7.5
		elseif FoodsHealth <= 120
			DigestiveStrength = 15
		elseif FoodsHealth <= 240
			DigestiveStrength = 30
		elseif FoodsHealth <= 360
			DigestiveStrength = 45
		elseif FoodsHealth <= 480
			DigestiveStrength = 60
		else
			DigestiveStrength = 75
		endif
	elseif MoreDigestionTime == 1
	
(deleted other time settings to shorten post)

	endif
	RegisterForUpdate(5)
;	Debug.Notification("Dragon's Digestive Strength = " + DigestiveStrength)
;	Debug.Trace("Dragon's Digestive Strength = " + DigestiveStrength)
EndEvent

event OnUpdate() 
	If Dragon.IsDead() || Food.IsDead()
		Self.Dispel()
	elseif Food.GetActorValuePercentage("Health") <= 0.02
		UnregisterForUpdate()
		Dragon.RestoreActorValue("health", DigestiveStrength)
		Dragon.RestoreActorValue("Magicka", DigestiveStrength)
		Dragon.RestoreActorValue("Stamina", DigestiveStrength)
		Self.Dispel()
	else
		Food.DamageActorValue("Health", DigestiveStrength)
		Food.DamageActorValue("Magicka", DigestiveStrength)
		Food.DamageActorValue("Stamina", DigestiveStrength)
		Dragon.RestoreActorValue("health", DigestiveStrength)
		Dragon.RestoreActorValue("Magicka", DigestiveStrength)
		Dragon.RestoreActorValue("Stamina", DigestiveStrength)
		Food.StopCombatAlarm()
	;	Debug.Notification(FoodsName + "'s health " + Food.GetActorValue("Health"))
	;	Debug.Trace(FoodsName + "'s health = " + Food.GetActorValue("Health"))
	endif
EndEvent

Event OnEffectFinish(Actor target, Actor caster)
	Food.SetGhost(false)
	Food.SetNoBleedoutRecovery(false)
	If dragon.IsDead() || Food.IsEssential()
		Food.MoveTo(Dragon)
		Utility.Wait(0.1)
		Dragon.PushActorAway(Food, 5.0)
		Food.SetAlpha(100)
		if Food == PlayerRef
			Game.EnablePlayerControls()
			Sound.StopInstance(SoundEffect)
			Dragon.SetAlpha(100)
			aaaFXVoreDeathCam.Stop(PlayerRef)
			aaaFXVoreAcidPartA.Stop(PlayerRef)
			aaaFXVoreAcidPartB.Stop(PlayerRef)
			aaaFXAnalDeathCam.Stop(PlayerRef)
			aaaFXUnbirthDeathCam.Stop(PlayerRef)
		else
			Food.EnableAI()
		endif
	else
		Dragon.RestoreActorValue("health", 150)
		if Food == PlayerRef
			Sound.StopInstance(SoundEffect)
			Dragon.SetAlpha(100)
			Food.GetActorBase().SetEssential(False)
			Food.GetActorBase().SetProtected(False)
			Food.Kill(Dragon)
		;	Debug.Trace("DragonVoreKillmove: The Player has been digested)
		else
			Food.EnableAI()
			Food.RemoveAllItems(Dragon, abKeepOwnership = false, abRemoveQuestItems = true)
			Food.GetActorBase().SetEssential(False)
			Food.GetActorBase().SetProtected(False)
			Food.Kill(Dragon)
			Food.SetCriticalStage(Food.CritStage_DisintegrateEnd)
		;	Debug.Trace("DragonVoreKillmove: "FoodsName + " has been digested")
		;	Debug.Notification(FoodsName + " has been digested")
		endif
	endif
EndEvent

 

 

 

Edited by MadMansGun
Posted (edited)
7 hours ago, MadMansGun said:

ForceFirstPerson: if left in 3rd the camera is janky and you can end up seeing trees & rocks inside with you.

So im working on trying to compile your code here because im wondering if this is the culprit. When ive played around with devourment, they always force a third person camera after the player is vored. Im not sure why devourment would still be triggering even if dragon pred are disabled, but since it is anyway, Im wondering if the two are conflicting because of this line here. So I wanted to compile a version with the forced first person commented out. However none of the compilers ive tried seem to work because they dont recognize sexlab. Dont suppose I can trouble ya with an a How-to? or if you can just send a pex file for me to test for ya?
Figure a little jank might be worth having the mods work, but even if that were the case just the fact that devourment is finding a way to trigger at all might be problematic with the rest of the script trying to do its own thing. Probably just means getting gurgled rather quickly compared to your script's pacing.

Edited by Xodious
Posted
58 minutes ago, MadMansGun said:

you need sexlab & skyui's source files, and maybe something else but i can recall.

 

aaaSLD_Spell_Sex_FatalVore.pex 11.12 kB · 1 download

Thank you for this! Unfortunately, it didnt work. However, I was curious to see if the crash would happen with other vore types because I hadnt tried them. Sure enough it did lock up, but (perhaps because i was quick to hit the text box before it locked up) the game actually crashed and generated a log! Ive got the pastebin here if you want to have a look. I cant pinpoint a clear culprit from it myself but maybe youll have better luck than I. https://pastebin.com/DYWAFiBw
 

Thanks for taking the time with this, btw. Chances are high its completely outside of your control and is a problem on Devourment's end, but I appreciate that youre still willing to give it a look. Gonna see about cross-posting to the nexus page, though im less confident in a response there than I am here.

Posted
17 minutes ago, Xodious said:

Thank you for this! Unfortunately, it didnt work. However, I was curious to see if the crash would happen with other vore types because I hadnt tried them. Sure enough it did lock up, but (perhaps because i was quick to hit the text box before it locked up) the game actually crashed and generated a log! Ive got the pastebin here if you want to have a look. I cant pinpoint a clear culprit from it myself but maybe youll have better luck than I. https://pastebin.com/DYWAFiBw
 

Thanks for taking the time with this, btw. Chances are high its completely outside of your control and is a problem on Devourment's end, but I appreciate that youre still willing to give it a look. Gonna see about cross-posting to the nexus page, though im less confident in a response there than I am here.

Have you tried disabling the messages in the mcm to see what happens?

Posted
5 minutes ago, MadMansGun said:

Have you tried disabling the messages in the mcm to see what happens?

I had not, actually! However it looks like the issue persists. Seems like the conflict is causing a crash as soon as the box is passed, or frozen if theres no dialogue to stop it. Came with a 2nd pastebin but it looks much the same as the first. https://pastebin.com/DywTYdpH

Posted

that log does not tell me anything, Papyrus log may be slightly more useful (but most likely not)

  • 4 weeks later...
Posted
6 hours ago, LKCLM said:

So what's new?

she talks to "herself" when you are not near her.

added a shrine of mara in front of the mara statue.

added praying markers around her just for the fun of it (need mods like this to use them https://www.nexusmods.com/skyrim/mods/99273 )

 

....but annoyingly the dialogue lines i added for shout detection are not working (i wanted her to get annoyed at the player if they tried to use shouts in her home)

  • 2 months later...
Posted

Gotta say, loving everything about the setup with Boziilah and her palace. Don't mind the voice really. It's perfectly serviceable for something as ambitious as this. My dream addition for this would be a scene for feeding from Boziilah's enormous teats, like the Argonian supposedly did. Mostly interested in that due to being a nursing freak of course, but having that as an effective way to keep Realistic Needs in check while there would be an excellent bonus. The sweetrolls are nice, but a truly long term (and healthier) way to sate Realistic Needs unfortunately currently necessitates the occasional grocery run, lol.

Posted (edited)
13 hours ago, Ultranovice said:

a scene for feeding from Boziilah's enormous teats, like the Argonian supposedly did.

bit of a pain to animate due to a few issues, but....

13 hours ago, Ultranovice said:

an effective way to keep Realistic Needs in check while there would be an excellent bonus. The sweetrolls are nice, but a truly long term (and healthier) way to sate Realistic Needs unfortunately currently necessitates the occasional grocery run, lol.

milk is added to your inventory whenever you sleep in the bedroll that is under them, also there's a fare amount of food barrels & sacks inside her den, & some meat barrels just outside the door......(and the sweetrolls are not for you, she wants 10 of them, and Apple Dumplings if you got them)

 

if you turn any wheat you find in the room into flour & use some of her milk in the (usable unlike Hearthfire's) butterturn you can get plenty of food out of that room (also don't forget to check all of the alchemy satchels for extra barres & other food ingredients)

 

....and do note that those barrels/boxes/sacks are set to respawn, so don't put anything in them.

 

Edited by MadMansGun
Posted
6 hours ago, MadMansGun said:

bit of a pain to animate due to a few issues, but....

milk is added to your inventory whenever you sleep in the bedroll that is under them, also there's a fare amount of food barrels & sacks inside her den, & some meat barrels just outside the door......(and the sweetrolls are not for you, she wants 10 of them, and Apple Dumplings if you got them)

 

if you turn any wheat you find in the room into flour & use some of her milk in the (usable unlike Hearthfire's) butterturn you can get plenty of food out of that room (also don't forget to check all of the alchemy satchels for extra barres & other food ingredients)

 

....and do note that those barrels/boxes/sacks are set to respawn, so don't put anything in them.

 

Very fair. I had a feeling the overhead with all of that animation effort, plus also integrating with things like iNeed, Realistic Needs, etc. is leagues beyond reasonable scope for such a small feature on a mod that's already so robust and fleshed out. I somehow didn't notice the milk getting added into inventory until you mentioned it! That dragon's too distracting for her own good, I suppose. The milk along with the barrel restocks should have everything sorted as far as hunger and thirst goes. Thanks for the clarification! With that in mind, the palace has to be by far the ideal spot for R&R when the adventures get too rough. Just got to make sure to get a bit of time to oneself enough to get a meal in here and there between the constant bouts of Aroused Creatures causing Boziilah to go for a tackle.

  • 2 weeks later...
Posted (edited)
16 hours ago, LKCLM said:

So whatcha been up to in these small updates?

in the last one:

 

edited the text in some of the notes that are laying around because i did not like the way they were worded (still vary much don't) and still trying to workout Boziilah's 4800ish years of background lore (and still have no clue how to actually get much of said lore into game in a way that makes sense and not end up as 20+ notes from dead people laying around)

 

replaced some of Boziilah's voice lines and added some others.

 

fixed player using a Odahviing vore response to a Durneviir dialogue.

 

added a (inaccessible to the player) fishpond to the bottom of the wall that overlooks the colosseum, because to me it looked liked water would collect in that spot, also it hides a gap.

Edited by MadMansGun
  • 2 weeks later...
Posted

wip #25 

edited some player dialogue lines & fixed some other text.

 

changed how the "Willful Sacrifice Chance" setting works in the MCM because percentage does not translate well to dialogues, Eg: setting it to "95%" would realistically mean around 35% at most due to the other dialogues being in rotation.

 

it's now: 0=off  1=chance  2=always

so you may want to go into the MCM and change it after updating, because it will likely be set to the old default of "20" instead of the new default of "1"

 

  • 2 weeks later...
Posted

I don't know what was in the very last update, but after getting it and also MNC's, now the only death message I get is Alduin's (no matter who eats me), and only Boozillah seems to be considered female when it comes to the animations (not the random dragonesses).

Posted (edited)
1 hour ago, LKCLM said:

I don't know what was in the very last update,

the area around the coliseum has been filled in so you don't see any blue voids when the camera is zoomed out to its max.

and the edited script that now seems to be screwing up.

 

1 hour ago, LKCLM said:

now the only death message I get is Alduin's (no matter who eats me),

not sure why that was happening but i re-exported the script

 

my guess is that it did not like the new setup and would not move on to the last "else" line.

elseif Dragon == DLC1DurnehviirRef

elseif Dragon == aaaAlduinFollowerRef || aaaFemAlduinFollowerRef

else ;all other unnamed dragons

 

so i changed it back to being 2 lines

elseif Dragon == DLC1DurnehviirRef

elseif Dragon == aaaAlduinFollowerRef

elseif Dragon == aaaFemAlduinFollowerRef

else ;all other unnamed dragons

don't know why it did not like that, it should of worked.

 

1 hour ago, LKCLM said:

and only Boozillah seems to be considered female when it comes to the animations

i'm looking but i have not encountered that problem yet.

Edited by MadMansGun
Posted

i'm thinking of moving Alduin to get the animations working better while he's not being a follower, but i don't know where to put him if i do...

 

putting him here semi blocks the path & your view of Paar as you come around the corner....but he is an asshole so that does seem like something he would do:

enb 2026_01_04 17_18_42_59.pngenb 2026_01_04 17_19_00_51.png

 

and putting him over here sort of works, but the ground slope messes with the animations, so i would need to put some kind of platform under him to keep him level while the animation starts ( the 1st spot may also have that problem but i have not tested it )

enb 2026_01_04 17_34_54_77.pngenb 2026_01_04 17_34_15_09.png

also this area may be edited by other mods ( think i've seen a few that add a castle here ) so it could cause issues with them....and there's a chance he may knock you off the mountain, but that also seem like something he would want to do.

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