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Posted (edited)

I thought I'd share something that I did while just playing about with Racemenu.

 

While messing about with the DR weight gain functions, I realized that the body changes, but the head doesn't.  So, I went into Racemenu and began messing about with sliders.

 

This is a comparison between the 'default' weight and what I managed to come up with.  I don't know if there are specific sliders for the head, so I don't know if this can be accounted for with DR's weight changes.  Also, the sliders have to be tweaked very carefully to avoid creating a distorted 'lumpy potato' face.

Anyway, I just thought this would be something interesting to share...

:Edit: And I just realized that she looks a bit like Courtney Cox during her days on Friends.

Paint 2.png

Edited by Frednotbob
Posted (edited)

I think I might have found I overlooked. Make you have Microsoft Visual C++ Redistributable for Visual Studio 2019 installed. I overlooked this because it is normally get these from installing games in general so I assume you have this already. Even if you do uninstall it, and try installing the appropriate version for your pc.

 

Note: This should contain all versions from 2015 to 2022

 

If your using windows 10

 

search for "About your PC"

 

here you should see info on your pc

 

System Type: refers to the type of OS your running [32-bit or 64-bit]

 

Processor: Tells you if you you have an AMD or Intel CPU

 

 

Intel/AMD [64-bit]

 

Install the X64

 

try this first, I didn't list the X86 version since it's only for a 32 bit OS

Edited by SAOFan4Ever
Removed some bad advice. Sorry.
Posted
2 hours ago, zen12490 said:

skse is 2.0.20 

how do i get 2.0.19

 

2.0.20 is fine you don't need to worry about having that. I have been reinstalling the mod a few times and that is the version I'm getting now. It should still run

Posted
On 2/5/2022 at 7:39 PM, Gherking said:

 

You tap A and D - hitting a key whenever the alternate key pops back up.

 

Just curious is there visible button prompts for controller? I know is the triggers on an Xbox controller but I've never seen any button prompts.

Posted (edited)

Just wondering about some of the requirements for your Refactor Addon mods @Gherking? The EZ2C dialogue menu isn't on Nexus Mods any longer it seems? Do you have a version or link that's still working? Thanks in advance!

Edited by MidnightOwl
Posted
3 hours ago, SAOFan4Ever said:

 

Just curious is there visible button prompts for controller? I know is the triggers on an Xbox controller but I've never seen any button prompts.

 

I actually don't know. Real chads play keyboard, etc.

 

2 hours ago, MidnightOwl said:

Just wondering about some of the requirements for your Refactor Addon mods @Gherking? The EZ2C dialogue menu isn't on Nexus Mods any longer it seems? Do you have a version or link that's still working? Thanks in advance!

 

Yes. There's one in this combo-pack of all the right versions of all the right (and a number of merely handy) mods. https://www.dropbox.com/s/kt22s5j56iisqh0/Mods.rar?dl=0

Posted

Okay so Devourment seems to be working fine, but I'm experiencing CTDs. The game will be fine in certain areas but then in others it'll just crash. The first CTD was when approaching the Standing Stones Area, second was just before the second staircase in the bandit filled tower on the way to Bleak Falls, and the place I'm now stuck on is the steps up to Bleak Falls barrow. Inlcuded the Net.Framework log, so there's an error but not sure what it means.

 

This mod is great fun! But it's kinda hard to enjoy it if the game's crashing in certain places. I've disabled the mods I thought would be causing it, and the only other mods I now have enabled are all the req's for Refactor, SOS and of course Refactor, and it's still happening. Help appreciated!

NetScriptFramework.log.txt

Posted
1 hour ago, MidnightOwl said:

Okay so Devourment seems to be working fine, but I'm experiencing CTDs. The game will be fine in certain areas but then in others it'll just crash. The first CTD was when approaching the Standing Stones Area, second was just before the second staircase in the bandit filled tower on the way to Bleak Falls, and the place I'm now stuck on is the steps up to Bleak Falls barrow. Inlcuded the Net.Framework log, so there's an error but not sure what it means.

 

This mod is great fun! But it's kinda hard to enjoy it if the game's crashing in certain places. I've disabled the mods I thought would be causing it, and the only other mods I now have enabled are all the req's for Refactor, SOS and of course Refactor, and it's still happening. Help appreciated!

NetScriptFramework.log.txt 871 B · 0 downloads

 

What you actually want is the crash log, found here; 

CrashPath.PNG

Posted

so it looks like this

F:\SteamLibrary\steamapps\common\Skyrim Special Edition

 

SKSE Address Library Plugins

 

Files

 

version-1-5-3-0.bin

 

version-1-5-16-0.bin

 

version-1-5-23-0.bin

 

version-1-5-39-0.bin

 

version-1-5-50-0.bin

 

version-1-5-62-0.bin

 

version-1-5-73-0.bin

 

version-1-5-80-0.bin

 

version-1-5-97-0.bin

 

is here

D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\skse\plugins

Posted (edited)

Hey everyone! I've made some fairly significant changes to the WeightManager portion of Devourment for personal use, and I figured others may like some of the additions as well. Full disclosure, I generally disable most of Devourment's vore functionality in my playthroughs, as I really just want a weight gain role playing simulator, however the changes I've made are confined to the WeightManager script and they've not caused any issues with the mod's other features in my testing. That being said, it's entirely possible I broke something with my changes, so backup your save just in case.

 

Here's the list of changes:

  • The existing passive weight loss event has been rewritten to track in-game time and accurately update the player's weight at the rate and interval specified in the MCM. The original script worked well enough and used a separate event to handle sleeping, but it also used an... interesting weight loss calculation and still didn't address other situations where the game is paused by a menu or when time passes during a loading screen (waiting/fast travel/carriage/boat/quest/etc.). For example, sleeping for a full night (8 hours) would only reduce the player's weight based on however many hours are specified in the MCM (4 hours by default). This isn't a big deal, but it means you end up gaining weight pretty quickly if you use a needs mod and try to get a full night's sleep on a regular basis, so I wanted to fix it.
  • Player footsteps are now counted (similar to older versions of Ousnius's WeightMorphs mod) and the player's weight is reduced over time based on the amount of "exercise" they've been doing. Sprinting counts for double the number of steps, and exercise scales in effectiveness with the player's current weight; when you're heavier you lose weight more quickly, when you slim down you lose less. I tried to keep this balanced so you slowly lose weight when out adventuring, but gain it all back if you avoid travelling on foot or offset it with lots of consumables in combat. I considered adding other sources of exercise to this calculation, but it's good enough for me as it is.
  • Once an actor reaches a certain weight (25% of the way towards the maximum) they incur a slight movement speed penalty that increases as they get heavier and caps out at a 40% reduction. The effect properly stacks with the movement speed penalty for having a full stomach, but may be a bit too strong for some people. It's pretty easy to modify the magnitude of the DevourmentFatnessEffects spell in xEdit, but I may try adding an MCM option to adjust it down the road if people are interested. Oh, and both speed penalties have had their descriptions altered to show their magnitude in the magic effects menu so you know just how much you've been slowed down.
  • Raw food now affects weight and stomach fullness when consumed. Cannibals, Vampires, and Werewolves rejoice!
  • Bonus: I've included a modified iNeed script that allows followers to digest and gain weight from food they consume. The script includes wSkeever's iNeed Universal Water Patch and food consumption only occurs when follower needs are set to "Default" in iNeed's MCM. Setting iNeed's follower hunger/thirst rates to max and watching your follower go through all the food in their inventory while getting bigger in the process is pretty entertaining.

Install:

  • Install the archive with your mod manager of choice and allow it to win any conflicts with Devourment Refactor (and iNeed if you're using it). Make sure Devourment-Dakarz-Patch.esp loads after Devourment.esp.
  • If things aren't working as expected on an existing save try toggling off/on weightmorphs for whatever actors you currently have set.


Compatibility:

  • This patch should be compatible with existing savegames, but most of my testing was performed on a new one so YMMV.
  • The overweight speed penalty sets/checks the "Variable05" actor value, so this patch is incompatible with other mods that set this variable on actors you wish to enable in WeightManager. Still learning other ways to make this work, so I may fix this in the future.
  • For reference, Devourment-Dakarz-Patch.esp is ESL flagged and does the following:
    • Adds a new spell and magic effect used for the overweight speed penalty
    • Modifies the description of the existing fullness speed penalty spell to show the effect's magnitude
    • Adds a property to the WeightManager quest to properly add/remove the overweight speed penalty to affected actors

Ideas for the future:

  • MCM options to control speed penalty and exercise settings
  • Shamelessly copy/recreate WeightMorphs' functions to import formlists from whatever needs mod is in use and check hunger and thirst values
  • Use food item keywords, magic effects, and actor hunger/thirst values to dynamically adjust the weight increase from different food items
  • Detect swimming and ranged/melee combat then apply them in the exercise calculation
  • Detect magic use and... do something interesting with it. Maybe weight gain since everything I've changed so far has focused on weight loss?
  • Make weight gain from food more gradual as the digestion event plays, similar to how weight gain from vore currently works

This was a huge learning experience for me, so let me know if you run into any issues or have any input. Also, feel free to do whatever you want with the source script.

Devourment-Dakarz-Patch.zip

Edited by dakarz
Posted (edited)
5 hours ago, zen12490 said:

so it looks like this

F:\SteamLibrary\steamapps\common\Skyrim Special Edition

 

SKSE Address Library Plugins

 

Files

 

version-1-5-3-0.bin

 

version-1-5-16-0.bin

 

version-1-5-23-0.bin

 

version-1-5-39-0.bin

 

version-1-5-50-0.bin

 

version-1-5-62-0.bin

 

version-1-5-73-0.bin

 

version-1-5-80-0.bin

 

version-1-5-97-0.bin

 

is here

D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\skse\plugins

 

Looks correct to me. Sorry I must have not  copied the \Data\skse\plugins.  but yes those are in the correct place

Edited by SAOFan4Ever
Posted
40 minutes ago, zen12490 said:

the crash folder is not there

 

23 hours ago, Gherking said:

 

What you actually want is the crash log, found here; 

CrashPath.PNG

 

 

It should be, but I don't think it appears until you crash. I am also looking into a weird bug where the crash log doesn't generate. Problem is I can't reproduce a crash to test it.

Posted (edited)
1 hour ago, zen12490 said:

the crash folder is not there

 

You could try making a crash folder . Apparently the crash log not generating is a common bug with no clear fix  

Edited by SAOFan4Ever
Posted (edited)
1 hour ago, zen12490 said:

so it worked and didnt work my drpendancies say alot is missing like .net and jc 

and npc and me dont struggle they dissaper

 

I'll be honest I'm at a loss as to what advice to give. It's not that I don't want to help you, but there is only so much I can do without actually being there. It sounds like your Vortex might be the actual issue then that's only a guess. When I was missing dependences I installed Skyrim and Vortex to a whole separate drive to fix the issue. If your comfortable with it you can PM me your Discord name and share screens with me. I can't make any promises that we will get it fixed.  I live in a Central Time zone though.

Edited by SAOFan4Ever
Posted (edited)

you install that like any other program, but I don't think that will help since you normally only if you can't launch the game. It sound like you can start to game though. Don't use your mod manager it's an EXE

Edited by SAOFan4Ever
Posted
13 hours ago, MidnightOwl said:

Here is the most recent crash log. Sorry, I'll need help figuring out what to look for as I know nothing about Skyrim code :P

You might have more luck on the discord. But from what I can see you seem to have loose files file that aren't loading correctly. Here is a link to the Discord if you want a second opinion

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