unluckynyss Posted June 5, 2021 Posted June 5, 2021 (edited) Knowing what I now know, I get the feeling there's supposed to be sliders on this screen. Â Â Â Edited June 5, 2021 by unluckynyss
Macross. Posted June 5, 2021 Posted June 5, 2021 15 minutes ago, unluckynyss said: Knowing what I now know, I get the feeling there's supposed to be sliders on this screen. Yes  Double check you have the latest release of refactor and it's requirements. If that still isn't showing up, try starting a new game and checking on there.
unluckynyss Posted June 5, 2021 Posted June 5, 2021 10 minutes ago, Macross. said: Yes  Double check you have the latest release of refactor and it's requirements. If that still isn't showing up, try starting a new game and checking on there.  New save fixed it, any idea on how to move this fix over to my main save or is it just too much effort to be worth it?
Zeorik Posted June 5, 2021 Posted June 5, 2021 38 minutes ago, Macross. said: It is intentional. This is due to process load concerns. Â If you look at Ousnious's WeightMorphs mod (a fantastic entry point for anyone wanting to learn about papyrus scripting and integration) you'll see that on every update tick, the mod checks if the player's weight has changed. If yes, it goes through every single stored slider value, calculates the relative change in value, writes that new value to the player, then initiates a shaping update to initiate the visual update. Â The big issue there is the slider list. Because everyone has different preferences, you can't predict how the mod is going to be used, and thus what sliders people might want to edit. So, instead of trying to pick a viable subset, Ousnious just made options for all of them. As new sliders get added to bodies (the current devourment 3BAv2 body has ~200 different sliders right now) the general practice has been to just expand that list to add each new option. Â This read/write process is entirely linear, which is a horribly optimized system, especially for something with an ever increasing array size. However, WeightMorphs only applies to the player character, so even if the process is a bit slow, it is quite manageable for most systems. Â Enter Devourment. Â Weight gain is a huge part of the interest range, and because a substantial percentage of the user base is either prey or switch, they need the system to work on NPCs as well. What happens when you take the already staggeringly script heavy mod that is Refactor, and add on a slow system with hundreds of linear function calls running multiple times a second, multiplied by an effectively infinite pool of actors? Â Massive, unsustainable script load. Â We can't easily parallelize the system enough to make the load manageable, so something else needs to change; the number of slider calls. Â Instead of hardcoding every single possible slider into the MCM (which also requires an update each time the body changes...) Mark made them reasonable, and we determined that 20 slots is a fairly reasonable number of sliders to let you craft an additive fat shape while still providing a substantial reduction in script load. Â Basically, we give you hopefully about the same level of customization (though it might require slightly more work to get started with...) with a cleaner MCM, and a workable actor wide system. Â Hope that makes sense, and answers your question. It does, I was just a tiny bit merfed at the beginning since... my usual preference took around 22-ish sliders in Outfit studio. xD But I pared that down with some unneeded ones, and when/ if official conversions for outfits come out I'll probably be able to drop that further. It's rather difficult to get a good 'belly only' expansion off of the standard sliders before it just torpedoes X-X
Clintbeastwood115 Posted June 5, 2021 Posted June 5, 2021 53 minutes ago, unluckynyss said: Â New save fixed it, any idea on how to move this fix over to my main save or is it just too much effort to be worth it? it says on the june 3rd it requires new save :CÂ
unluckynyss Posted June 5, 2021 Posted June 5, 2021 7 minutes ago, Clintbeastwood115 said: it says on the june 3rd it requires new save :CÂ Â This is on a new save since the 3rd, trying to continue a save from before the 3rd just crashes. Thanks for the help though!
fartmonger Posted June 5, 2021 Posted June 5, 2021 Just wanted to say, I have no idea wtf was wrong with my MO profile and what mod was causing the conflict with devourment causing a ctd upon vore, but it seems to have been fixed in the most recent version. Anyways, amazing work on the mod as per usual Mark, this mod is fucking awesome and I can't imagine playing coomer Skyrim without it. Cheers!
Clintbeastwood115 Posted June 5, 2021 Posted June 5, 2021 Hey mark, with a new save everything is working very nice, only problem is that the prefilled seems not to cuase any effect from it even from the max(1.0) i just finish the falkreath area and i have not seen a prefilled stomach :CÂ
Reena_Ribona Posted June 5, 2021 Posted June 5, 2021 15 hours ago, xAteax said: Do you have all of the required mods? The custom perk menu doesn't work on its own, you'll need the additional mod requirements for it to function. yes i have all required mods and their requirements as well which is why im confused
merryMalfunctioning Posted June 5, 2021 Author Posted June 5, 2021 1 hour ago, Reena_Ribona said: yes i have all required mods and their requirements as well which is why im confused  You probably have multiple DLL preloaders installed. That is by far the most common reason for NetscriptFramework to not work.
Clintbeastwood115 Posted June 5, 2021 Posted June 5, 2021 mark i was testing out the weight manager right, does the 'everyone else' toggle dont effect hostile npcs? i looked in the console after one of my follwers got eated and die(usually it will say a pred name and the weight start going up slowly or based whatever ur settings.) but it did not stated anything :C also here some pictures of npcs that based on dialogue have prefilled stomachs but doesnt actually lolÂ
essedess Posted June 5, 2021 Posted June 5, 2021 Is there a way to make the Dragon vore kill move replacer trigger swallow? I've been using that animation replacer since the first iterations of Devourment. Sometimes I get lucky and a swallow will trigger when the animation plays, but if there is a way to link them that would be really awesome. DragonVoreKillMoveReplacer_V0_5.7z
merryMalfunctioning Posted June 5, 2021 Author Posted June 5, 2021 7 minutes ago, essedess said: Is there a way to make the Dragon vore kill move replacer trigger swallow? I've been using that animation replacer since the first iterations of Devourment. Sometimes I get lucky and a swallow will trigger when the animation plays, but if there is a way to link them that would be really awesome. DragonVoreKillMoveReplacer_V0_5.7z 754.23 kB · 0 downloads  Not without completely rebuilding Devourment from scratch, no.
merryMalfunctioning Posted June 5, 2021 Author Posted June 5, 2021 15 minutes ago, Clintbeastwood115 said: mark i was testing out the weight manager right, does the 'everyone else' toggle dont effect hostile npcs? i looked in the console after one of my follwers got eated and die(usually it will say a pred name and the weight start going up slowly or based whatever ur settings.) but it did not stated anything :C also here some pictures of npcs that based on dialogue have prefilled stomachs but doesnt actually lol   I don't know what Gherking's dialogue actually checks, so I have no way to tell if those NPCs actually have prefills or not.
Reena_Ribona Posted June 5, 2021 Posted June 5, 2021 2 hours ago, markdf said: Â You probably have multiple DLL preloaders installed. That is by far the most common reason for NetscriptFramework to not work. oh what DLL preloaders could that beÂ
Clintbeastwood115 Posted June 5, 2021 Posted June 5, 2021 13 minutes ago, markdf said: Â I don't know what Gherking's dialogue actually checks, so I have no way to tell if those NPCs actually have prefills or not. damn before /3 the prefilled was working but i didnt check on the dialogue to see about it ;c but on max slider i should of seen an npc full but confirming with gherking it doesÂ
Reena_Ribona Posted June 5, 2021 Posted June 5, 2021 also i know (at least i think it is) this isnt your favorite topic but with become your killer is there a way that if you rename them the name sticks ive had a bandit swallow me renamed them only for it to later revert to bandit
Reena_Ribona Posted June 5, 2021 Posted June 5, 2021 last question for today so if I'm understanding how the weight manager is supposed to work how do/would i set it up so that it gives my character an hour glass figure as in hips breasts butt get bigger (not exaggerated tho Skyrim models don't like that for some reason at least mine) but her waist stays curved and her belly stay flat after digestion (again i could be misunderstanding how weight manager works and it dosent do all this but im not afraid to ask)
Clintbeastwood115 Posted June 5, 2021 Posted June 5, 2021 13 minutes ago, Reena_Ribona said: last question for today so if I'm understanding how the weight manager is supposed to work how do/would i set it up so that it gives my character an hour glass figure as in hips breasts butt get bigger (not exaggerated tho Skyrim models don't like that for some reason at least mine) but her waist stays curved and her belly stay flat after digestion (again i could be misunderstanding how weight manager works and it dosent do all this but im not afraid to ask) if u used weight morphs before u can probably see the similarity, before anything go to bodyslide and type 3bav2 if u have cbbe(u should have 3bbb aka 3ba the newest one) then type in macross in the outfit to set up the equipable bellies and dont forget to check build morphs so they actually changed. u should have weightmorphs so u can view the morph names u can change to actually change how they look.Â
Reena_Ribona Posted June 5, 2021 Posted June 5, 2021 1 minute ago, Clintbeastwood115 said: if u used weight morphs before u can probably see the similarity, before anything go to bodyslide and type 3bav2 if u have cbbe(u should have 3bbb aka 3ba the newest one) then type in macross in the outfit to set up the equipable bellies and dont forget to check build morphs so they actually changed. u should have weightmorphs so u can view the morph names u can change to actually change how they look. well i am using 3ba tho i dont really use the equipable bellies i do make sure build morphs is on uhm is not using the equipable bellies going to be a problem
Zeorik Posted June 5, 2021 Posted June 5, 2021 3 hours ago, markdf said: Â Not without completely rebuilding Devourment from scratch, no. Oh? I'm no coder so apologies in advance, but what would stop you from adding a few lines to check an animation's tags for 'vore' when run, and executing animationless consumption at the end? (I have noticed HCOS's animations involving vore trigger being ingested on at least one occasion, so I'm curious how that could even happen to begin with. It was a non-combat scenario involving SL to trigger an animation)
Reena_Ribona Posted June 5, 2021 Posted June 5, 2021 i think i pinpointed the netframework thing is it dont use dll plugin loader and sse engine fixes together
merryMalfunctioning Posted June 5, 2021 Author Posted June 5, 2021 1 hour ago, xAteax said: Oh? I'm no coder so apologies in advance, but what would stop you from adding a few lines to check an animation's tags for 'vore' when run, and executing animationless consumption at the end? (I have noticed HCOS's animations involving vore trigger being ingested on at least one occasion, so I'm curious how that could even happen to begin with. It was a non-combat scenario involving SL to trigger an animation)  What do you mean by "check an animation's tags for 'vore' when run"?  HCOS animations are different, because they are sexlab animations and Sexlab provides methods for detecting when an animation is playing.  Killmove animations are their own thing with no accessible hooks unless you happen to have aliases to the combatants at hand.  If I were to rewrite Devourment, I would use aliases instead of spell effects to manage the AI and backend. That would provide some additional power in terms of hooking the event system. But that would be months of work to do. Literally, months.
Zeorik Posted June 5, 2021 Posted June 5, 2021 48 minutes ago, markdf said:  What do you mean by "check an animation's tags for 'vore' when run"?  HCOS animations are different, because they are sexlab animations and Sexlab provides methods for detecting when an animation is playing.  Killmove animations are their own thing with no accessible hooks unless you happen to have aliases to the combatants at hand.  If I were to rewrite Devourment, I would use aliases instead of spell effects to manage the AI and backend. That would provide some additional power in terms of hooking the event system. But that would be months of work to do. Literally, months. Aaah, see, that's where my ignorance comes in to play. I didn't know if there was a significant difference in the two, so I apologize. An alternative idea then might be to make a dragon-specific 'vore attack' (With the animation owner's permission) that uses that animation specifically. It wouldn't be a 'killmove' per say, but similar to other animations used by devourment. I dunno. I'm just a talentless idiot with a half-baked knowledge of how things work, so only take anything I say as "could this work?" rather than fact. I'm just good at ideas. ^^;
Reena_Ribona Posted June 5, 2021 Posted June 5, 2021 (edited) huh i cant seem to talk to the person i just endoed edit actually it seems that character in particular was the problem as i found certain npcs seem to be unsocialble such as the random assasins you encounter if your not part of the brotherhood the random npcs that call you a milk drinker (thats who i endod because gurds were near and they offended me so iwas gonna trick digest) and the random mercinary npc i found wouldnt activate vore diolouge and if needed to know they were the only prey i had when trying this Edited June 6, 2021 by Reena_Ribona
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