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Posted

ok so my final report is here:

1. Devourment refactor *can* run as a esm/esl however in doing so it can also fail at morphing randomly (due to racemenu) and could hit the form list limit in future, better to change it now instead of later so you can build for the future.

2. CRITICAL CRASH INFO: ANY CUSTOM RACE THAT USES RACIAL COMPATIBILITY BY HIMIKA OR OTHERWISE USES A SCRIPTLESS RACECONTROLLER WILL CRASH WHEN ACCESSING DEVOURMENT SLIDERS IN WEIGHTMANAGMENT!!  to overcome this you *HAVE* to go into the XRaceController script and add in racecompatibility script from the Proper way to create custom races tutorial! this is non-negotiable and devourment could use a warning on the main page about older custom races and Himika races being incompatible without modification.  (its actually really easy to do provided you have an external compiler)

known races that cause crashes:
any race that uses Himika's scriptless racial compatibility

deadras seducer/succubus race 
(thats all i personally use but i know there are others out there, they work fine in most cases with racecompatibility however in this one case with devourment it just totally shits itself)
 

Posted (edited)
23 hours ago, markdf said:

 

Remove DLL Plugin Loader and replace it with SSE Engine Fixes 1, and see if that helps at all. And it's BINK, not blink -- and you should know that since you installed DLL Plugin Loader (the main file being binkw64.dll). Hopefully you kept the original and didn't just overwrite it.

 

Also make sure no other mods are overwriting JContainers, PapyrusUtil, or SkyUI's files -- because lots of mods do.

 

No, I don't keep older versions, because they are the ones that are UNSTABLE. The current version is ridiculously stable compared to any prior version of Devourment, period. I'm literally doing a full playthrough right now with it installed, and the only thing it's conflicting with is Sexlab Defeat out of 2000 plugins -- a load order built for maximum testing brutality and obnoxiousness. If Devourment will run in that ridiculous environment, it will run anywhere... as long as you actually install the dependencies.

 

Actually, now that I think about it, try just uninstalling DLL Plugin Loader. Don't worry about SSE Engine Fixes 1 yet. Just see if things work better with DLL Plugin Loader removed.


I completely uninstalled Skyrim SE, Vortex Mod Manager, everything. All data erased and started over fresh.

The Devourment mod is now running, and the dialogue from the Dialogue V3 mod appears: vore animation plays and belly is created. 

However:

• The MCM Menu for Devourment does not appear nor load
• The abilities do not appear in the magic/shout menu.
• I cannot vomit/defecate or view stomach contents (again no mcm menu or shout ability)
• I cannot press "G" to talk with prey or escape if I am prey.

I've checked over and over and over, and I have ALL the dependencies you've listed and I have NO error notifications. Idk what I'm doing wrong. The old version worked just fine.

Edited by xJamKatx
Posted (edited)
41 minutes ago, xJamKatx said:


I completely uninstalled Skyrim SE, Vortex Mod Manager, everything. All data erased and started over fresh.

The Devourment mod is now running, and the dialogue from the Dialogue V3 mod appears: vore animation plays and belly is created. 

However:

• The MCM Menu for Devourment does not appear nor load
• The abilities do not appear in the magic/shout menu.
• I cannot vomit/defecate or view stomach contents (again no mcm menu or shout ability)
• I cannot press "G" to talk with prey or escape if I am prey.

I've checked over and over and over, and I have ALL the dependencies you've listed and I have NO error notifications. Idk what I'm doing wrong. The old version worked just fine.

 

Did you check if any mods are overwriting any of SkyUI's files? Lots of badly packaged mods include SkyUI files, often from older versions. Devourment uses features from the very most recent SkyUI, and will not work if SkyUI is being overwritten by older versions.

 

Does the quick settings menu work? NP+ is the default key for it.

 

Is Devourment not listed AT ALL in the MCM list? Or does the Devourment MCM page not open?

Edited by markdf
Posted
Just now, markdf said:

 

Did you check if any mods are overwriting any of SkyUI's files? Lots of badly packaged mods include SkyUI files, often from older versions. Devourment uses features from the very most recent SkyUI, and will not work if SkyUI is being overwritten by older versions.

Problem has finally, been solved: It was SkyUI (It_Was_Me_DIO.mp4)

After uninstalling, then reinstalling SkyUI, and then Devourment, nothing changed.

I installed Jaxonz MCM Kicker SE, just as precaution if the console didn't work...
I then I forced the game to reload the mcm menu using: setstage SKI_ConfigManagerInstance 1

For whatever reason, THAT undid the issue.

I'm incredibly confused just HOW and WHY SkyUI was causing all this trouble.

Posted
34 minutes ago, xJamKatx said:

Problem has finally, been solved: It was SkyUI (It_Was_Me_DIO.mp4)

After uninstalling, then reinstalling SkyUI, and then Devourment, nothing changed.

I installed Jaxonz MCM Kicker SE, just as precaution if the console didn't work...
I then I forced the game to reload the mcm menu using: setstage SKI_ConfigManagerInstance 1

For whatever reason, THAT undid the issue.

I'm incredibly confused just HOW and WHY SkyUI was causing all this trouble.

 

SkyUI has never NOT caused problems. It's a powerful piece of software, but repeatedly abandoned and never fully debugged.

Posted (edited)
16 hours ago, coreoveride said:



seems to be some confusion so imma drop my modder casual explanation and shift to my day job explanation since i am really not explaining it well at all lol, totally my fault.

replication for crash:
in MO2>
install weightmorphs verson 1.20 mod
install devourment refactor version 6-07 mod
notice that devourment plugin is esm+esl flagged and forced to load in esm/esl space in plugin panel (right window) of MO2
notice that weightmorphs is a standard esp
arrange devourment refactor *above* weightmorphs in the mod/conflict-resolution pane (left window) of MO2 
start a new game
(i use alternate start to get in, first initialize, and out super fast)
exit the prison so you are in the game proper with all mods fully initialized (crash happens in the QA space zone as well though)
open Devourment MCM
goto Devourment MCM weightmanagment screen
attempt to change ANY slider value in that screen and click accept
crash to desktop occurs.

this is all with weightmorphs loaded after devourment in the mod pane of MO2, loading weightmorphs BEFORE devourment results in no crash however the bodymorphs for EVERYTHING (even other unrelated inflation mods) has a high potential of failure.

this is not an issue with my modifications but about a conflict somewhere between weightmorphs and NEW devourment that no longer has interaction with weightmorphs!~
this is a CONFLICT with weightmorphs and devourment refactor weightmanagment SLIDERS which is also affecting ALL morphs which is why i point to the esm-esl flagging because it ALL calls racemenu and racemenu HATES calls from ESL space even under best conditions.

I'm sorry to say, but I still can't re-create this bug. I followed your exact steps, alt start included, and everything seems to be working fine.

 

Further, I don't even know how current refactor and base weightmorphs could conflict. They share no common files, don't edit the same game elements, and the only system they both work on is the morph calls, which neither one issues until you exit the MCM, so it can't be the cause of your instant crash.

 

16 hours ago, coreoveride said:

yes i am right, i just confirmed it!~

i edited the devourment plugin to drop both the ESM and ESL flags and started a new game with my above listed crash replication conditions and did not crash at all!
i just got success with forcing devourment plugin to load after weightmorphs in the plugin pane, testing it with it reversed now.

you guys really need to de-esl and possibly de-esm your plugin file!
this is my (new modded) devourment esp for devourment 6-07

so my no crash load order is:
mod window (left pane) is:
                                            devourment.esp
                                            weightmorphs.esp
plugin window (right pane) is:
                                             weightmorphs.esp
                                             devourment.esp

testing now with esps reversed, note i did remove the esm and esl flags from devourment refactor esp

Devourment.esp 372.71 kB · 0 downloads

While it certainly isn't impossible that you've created some strange edge-case, I don't think this is a fix that needs done for the majority at the moment. Refactor calls slider updates multiple times a second when any actor has live prey (and nearly as often during digestion), it has been doing that for months, and I am not aware of anyone having crash issues other than your new failure mode.

 

I think Mark might be double checking the ESPFE address conditions just to be safe, but I have to think there is something else going wrong that just happens to be circumvented by your edit.

 

EDIT: To clarify. There is nothing special about the morph calls from the Weight Manager functionality compared to all the hundreds of other morph calls that refactor has been performing for months.

 

EDIT2: Is anyone else having this issue? Because, I know a few people asked how to run WeightMorphs along side the Weight Manager, and I haven't heard any follow-up issues from them. But if this is more than a single failure point, it will help us to track down what is suddenly going wrong.

Edited by Macross.
Posted

for some reason LL isnt letting me quote ya'll

it definitely is an edge case however its a symptom of a deeper issue.    i created the crash in multiple way with minimal mods (only required + sexlab) and the only time i ever get crashes is when i access devourment weightmanager sliders.  it happens everytime i try to run a custom character. 

the minimal mod runs were me eliminating "a multitude of factors" 
i have had the crash with seducer race and the nymph race so far (both updated, both modded and unmodded) while in both a QA cell (qa smoke) and in worldspace.  i even went into my skyrim directory and ensured my DLL loader was clear (i used to use bink before changing to crash fixes) and that i didnt accidently leave anything in there.

the only new info i have is that the few times i can use the sliders without crashing i can still get it to crash by exiting the MCM and then returning to it and trying to alter sliders.  frankly its driving me batty as with minimal mod load there is nothing that should effect weightmanager.  this is why i say it must be something with a call inside the weightmanager itself as it ONLY occurs when running weightmorphs alongside devourment.

i have experienced edge cases that are insanely rare and yet many of them are due to a deeply imbedded error that just gets missed then buried and only pokes out from time to time but will always cause compounded issues later.  

i appreciate that you both are trying to help and have heard me out, i need to take a break from my diagnosis for now as its just causing me to spin my wheels.  i do think there is something in the interaction of these that is going to cause stability issues later on.  i wont give up on this amazing mod (likely just disengage the weightmanager entirely for devourment) however atm i am just tired, i been working on this nearly non-stop for 3 days now.

Posted

my last thought on this is could it possibly have anything to do with my skyrim directory having scripts in it from modding?  as in something in there is interrupting the calls on my specific system or interfering in some way?  thats like the ONLY step i havent taken is dumping my entire skyrim base directory and restoring it.

Posted
1 hour ago, coreoveride said:

my last thought on this is could it possibly have anything to do with my skyrim directory having scripts in it from modding?  as in something in there is interrupting the calls on my specific system or interfering in some way?  thats like the ONLY step i havent taken is dumping my entire skyrim base directory and restoring it.

 

Are you using Mod Organizer? Because if you're using any other mod manager, your skyrim directory is full of files anyway.

 

Posted (edited)
21 minutes ago, markdf said:

 

Are you using Mod Organizer? Because if you're using any other mod manager, your skyrim directory is full of files anyway.

 


yes i am using Mod Organizer 2, in fact just updated to latest version yesterday.

my base directory has a bunch of CK scripts and such in there from *rolls eyes* i dont remember when lol

Edited by coreoveride
Posted

I seem to have the mod working fine and dandy- however my character model's belly is a darker shade than the rest of me. Could this be due to having a new race introduced by a mod, or an interior lighting thinig?

Posted
55 minutes ago, Erigawn said:

I seem to have the mod working fine and dandy- however my character model's belly is a darker shade than the rest of me. Could this be due to having a new race introduced by a mod, or an interior lighting thinig?

 

Custom races generally don't have proper colour matching on the equippable bellies. 

Posted
1 hour ago, coreoveride said:


yes i am using Mod Organizer 2, in fact just updated to latest version yesterday.

my base directory has a bunch of CK scripts and such in there from *rolls eyes* i dont remember when lol

 

What I do is to put the CK scripts in their own directory managed by MO2. That way they're sorted out of the way but still available. Plus I can make sure that SKSE and USSEP's versions are overwriting them.

Posted
1 hour ago, markdf said:

 

What I do is to put the CK scripts in their own directory managed by MO2. That way they're sorted out of the way but still available. Plus I can make sure that SKSE and USSEP's versions are overwriting them.


hmm i will migrate those over then. think something in there could be overwriting something in MO2 virtual directory?

Posted

... random and 'dumb' idea, but when digesting prey giving a relative chance for diseases depending on the type of prey/ method of eating. Maybe even some custom ones.

-Dead/ undead prey have more of a chance to cause disease (Likely more 'standard' ones)
-Werewolves/ vampires could infect the player with their infliction. If a vampire biting you can cause the sanguine disease, why shouldn't eating one?!
-More 'custom' diseases like parasites that affect  pred/prey chances, such as a brainworm making you an easier target for hungry preds (lower swallow resistance) or making your character more ravenous/ modifying  weightmanager  loss values (Possibly even RND hooks? Hunger goes down faster, weight loss, but higherchance to devour prey)
-Or perhaps other 'things'... Cursed bones perhaps? A disease form of Hungry bones that, rather than fight for the player, gives skeletons a purple tint and attack anything around. (This'd also work as a stage 1 to hungry bones... First rank raises skeletons, second rank exerts your will on them)

 

Just some random thoughts of a madman with too much time. :D I know a physical new species/ actual wormlike parasites would be a nightmare to code in their spawning/ attacks/ etc. so more implied infestations to exert a 'risk' on careless preds would works too. Thinking of Devourment as more than a fetish mod but also as a style of combat~

Posted

Minor-ish thing (And sorry if it's been fixed in 06-07, I'm using 06-06), but if you 'hold' prey in your gut after they're fully digested you still gain weight from their continued existence. It doesn't seem to have a means of telling when a prey is fully digested to 'stop' adding weight. (I generally eat multiple prey and release them at the end of a dungeon/ encounter, so end up gaining more weight than I planned)

Posted (edited)
6 hours ago, xAteax said:

... random and 'dumb' idea, but when digesting prey giving a relative chance for diseases depending on the type of prey/ method of eating. Maybe even some custom ones.

-Dead/ undead prey have more of a chance to cause disease (Likely more 'standard' ones)
-Werewolves/ vampires could infect the player with their infliction. If a vampire biting you can cause the sanguine disease, why shouldn't eating one?!
-More 'custom' diseases like parasites that affect  pred/prey chances, such as a brainworm making you an easier target for hungry preds (lower swallow resistance) or making your character more ravenous/ modifying  weightmanager  loss values (Possibly even RND hooks? Hunger goes down faster, weight loss, but higherchance to devour prey)
-Or perhaps other 'things'... Cursed bones perhaps? A disease form of Hungry bones that, rather than fight for the player, gives skeletons a purple tint and attack anything around. (This'd also work as a stage 1 to hungry bones... First rank raises skeletons, second rank exerts your will on them)

 

Just some random thoughts of a madman with too much time. :D I know a physical new species/ actual wormlike parasites would be a nightmare to code in their spawning/ attacks/ etc. so more implied infestations to exert a 'risk' on careless preds would works too. Thinking of Devourment as more than a fetish mod but also as a style of combat~

 

 

unrelated i remember thinking about putting a check like that in my dialogue mod thats in this mod.
a check for any disease so a pred can go
*sniff*  *sniff*  EW... im not eating diseased prey! get yourself cleaned up then maybe i'll change my mind..
in the end it seemed more like an inconvenience 

and i too think of deovurment as a style of combat, you got the warrior, the theif the wizard and the hungry.


edit : heyy glad to see you're using Mia Mark. :3 
last time i spotted her she was kinda broken looking neglected with only a fistful of soulgems to sell and now shes selling weight gain weapons heh. ❤️ 

 

Edited by forgetful hatter
Posted
38 minutes ago, forgetful hatter said:

 

 

unrelated i remember thinking about putting a check like that in my dialogue mod thats in this mod.
a check for any disease so a pred can go
*sniff*  *sniff*  EW... im not eating diseased prey! get yourself cleaned up then maybe i'll change my mind..
in the end it seemed more like an inconvenience 

and i too think of deovurment as a style of combat, you got the warrior, the theif the wizard and the hungry.


edit : heyy glad to see you're using Mia Mark. :3 
last time i spotted her she was kinda broken looking neglected with only a fistful of soulgems to sell and now shes selling weight gain weapons heh. ❤️ 

 

Neat, yeah I can see how that'd be an inconvenience... though in a combat sense it'd be more akin to "That guy tasted funny..." Can't really check for diseases if they're trying to kill you!
 

Also on an unrelated note: You wouldn't happen to know where/ how Devourment triggers 'facial expressions' for sounds do you? I have burps/ etc. changed to loud gurgles (Personal preference) but my pc still opens their maw to 'belch' (and sometimes leaves it open for a while...)

Posted
21 minutes ago, Seraph7289 said:

She and Jeb still have the brown face bug.

Hmm... Might have to manually export the facegen data?

Posted
31 minutes ago, Amiiboae said:

Is there a way to make bodypaint show up on the bellies?

This... I don't know? not without using the actual mesh body I imagine (not using the equip bellies... sadly the mesh body doesn't have outfit support yet.)

Posted
54 minutes ago, xAteax said:

This... I don't know? not without using the actual mesh body I imagine (not using the equip bellies... sadly the mesh body doesn't have outfit support yet.)

 

Correct, it can't be done. Just have to wait for the vore bodies to have a more comprehensive set of outfit conversions ready. 

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