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Posted (edited)

(FNIS) Dragon Vore Killmoves

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FNIS Dragon Vore Killmoves
new killmove animations for dragons (well technically they are not but my scripts are making them work as killmoves)
made by MadMansGun

 

Conflict Warnings & Notes:

 

DON'T mix the FNIS version with the old version.

 

possible conflict with other dragon mods (depending on what they edit), check/fix with xedit if needed.

 

collision data was edited to disable the camera's "actor too close fade out" effect on the dragon, so this may effect some dead body collision mods, but it's easy to fix in xedit.

 

possible issues with some FPV camera mods, (they don't seem to like force Third/First person scripts).

 

i'm finding the MCM a bit reluctant to register on the first startup, i had to enter and exit/unpause before it would show up.

 

----------------------------------------------------------
Mod Requirements:

FNIS and the FNIS creature pack.

SkiUi

 

how to install animations:

just install it like any other FNIS based mod.


----------------------------------------------------------
mod features:

 

bite attacks can start vore animations (basically the same animation that was used in my original vore killmove mod).

 

if the target is naked a feet first "willing vore" animation will be played (assuming the dragon does not shout/bite the target to death first).

 

depending on the dragon's sex tail attacks can start either anal vore or unbirth animations.

(or you can turn this feature off and only have oral vore)

 

the dragon gets a health boost when it's digesting someone.

 

when the player is the victim slightly longer animations are used.

 

if consumed the player gets to see there fate before death & reload. (it's actually just a mesh being applied as a camera effect to create a "internal view")

 

there is a chance to recuse devoured npcs (or be recused) if the dragon is killed in time.

 

stock conditions for getting eaten are:

not blocking and: less than 50% health, or being below level 15, or Armor resistance below 50 (crap fur armor or clothing)

(health, armor, and level conditions are adjustable)

 

Essential & Protected NPCs can be devoured

(be careful if you enable this feature, you could soft lock your game if a quest npc gets eaten)


 

 

Note: the Alt Death Mod support feature is still unfinished, for now it mostly just removes the camera effects when you die or prevents you from dieing. but regardless it will likely not work as intended.

 


  • Submitter
  • Submitted
    06/19/23
  • Category
  • Requirements
    FNIS & FNIS Creature Pack (same mod page)
  • Special Edition Compatible
    Yes

 

Edited by MadMansGun
Posted (edited)

Does this include new animations compared to HCOS? If so, are any of them going to be brought over later in the SLAL format, or will they remain exclusive to this mod?

Edited by DuskWanderer
Posted

Hi, i seem to be unable to get this to work, LE user.

Followed instructions precisely, tried a few times but i always get same result. If i run FNIS then CGB (i did type L and enter 2 times and CGB is in correct folder) everything in the game goes into T pose and is only fixed by running FNIS again, but then mod doesn't work.

Posted
Just now, MadMansGun said:

you sure you downloaded the LE version of the vore mod?.....also make sure your antivirus programs are not blocking CBG.

Ofc "(CBG Required)DragonVoreKillmovesV1-LE" is the zip file i used.
And i only have basic windows defender which didn't give me any popups on using CBG, so i dont think it has any problems with it.

Posted (edited)

Afraid it's not working for me currently, SE user.

Thanks for answering my question about HCOS, I was mostly curious about the added Anim Objects and sfx. I think you can add the sounds to an animation directly through FNIS, which would be nice since the default SexLab SFX or any of the replacers don't really work well with the vore stuff. Although after looking through the sound files themselves I imagine that would require a lot of extra editing and work to make that happen.

Edited by DuskWanderer
Posted (edited)

Does CBG work with fnis creature animations? Or can replace them? My dream would be just nemesis and CBG but some certain fnis creature animations is holding me back from using both : P

 

Edited by Darklinus
Posted (edited)

I've continued to do a lot of testing, and have yet to get it to work. From what I can tell this mod, when installed seemingly correctly, is somehow keeping Dragons from doing any killmoves.

Tested it on the player (TGM and no TGM, various levels of health, clothed/naked), and on NPCs. Neither worked. I also attempted to use VioLens to try and brute force a killmove, but that didn't work either. I couldn't even killmove the dragon.

Could it possibly be related to how you have it set up as a paired animation and not a killmove in the CBG settings?

 

Edited by DuskWanderer
Posted
1 hour ago, MadMansGun said:

setting them up as actual killmoves caused too many problems for me, depending if the dragon is setup as actor 1 or 2 it would cause:

a. the KillMoveEnd event would not get sent (so there is noting for my scripts to lock onto) and the dragon would stop using bite attacks after a animation ran and would also start behaving oddly.

b. the KillMoveEnd event is sent but the target does not die + PlayIdleWithTarget could not start the animations.

 

also based on what i saw in Haviour it looked like the cbg killmove setup did not match how the stock killmove was setup.

so that's why i went with paired instead, it's working fine on my end so i don't know what the problem is.

 

you can try it if you want but i had problems with it:

CBG_MMGDragonVoreKillmoves.txt 2.25 kB · 0 downloads

Made that edit myself with no improvements... I suppose I'll sleep on this and see what I can uncover later

Posted (edited)

Had one last idea to test before that.

Tested a fresh save, and managed to perform a killmove on a dragon, which caused an interesting effect. After the standard two handed killmove animation played I immediately had one of the "internal views" cover my screen. I wasn't dead however so this state never ended and I had to reload. In regards to the dragon killmoving me/an npc, it never would occur although I did notice some framerate drops when it should have happened. As if the game was trying and failing to cause the event.

My best guess is that something is wrong with how the animations are set to trigger. Especially since I got one of the victim results when I was the one victorious. Hope that helps in some way.

Edited by DuskWanderer
Posted

no that only adds more confusion, the script already has a check to see if the dragon is dead.

Posted (edited)

So i played with your mod a bit (after fiddling around with Fnis and CBG because....T posing) and everithing works....BUT when my character dies, hes stuck on the death animation: cant attack or sneak, but i can move and jump. Also when i trigger the animation while seaking and reload, i stay in sneak mode, without the "eye" thats says im sneaking, cant get out of it but can do everything (move, jump, attack etc.). Maybe is CBG or something idk. Its not gamebreaking, i can fix them by just restarting Skyrim, but its kind of annoying.

 

LE user btw.

Edited by it456
Posted
19 minutes ago, it456 said:

So i played with your mod a bit (after fiddling around with Fnis and CBG because....T posing) and everithing works....BUT when my character dies, hes stuck on the death animation: cant attack or sneak, but i can move and jump. Also when i trigger the animation while seaking and reload, i stay in sneak mode, without the "eye" thats says im sneaking, cant get out of it but can do everything (move, jump, attack etc.). Maybe is CBG or something idk. Its not gamebreaking, i can fix them by just restarting Skyrim, but its kind of annoying.

 

LE user btw.

May you explain how you got FNIS and CBG to work? Because i also struggled with T posing but couldnt find a way around it.

Posted

I first run Fnis (with creatures uninstalled), let him do its his thing, then run CBG. Do what MadMAnds told me to do, then when CBG tells me to delete the animation registry i say no and let him do its thing. Thats how i solved the problem

Posted
23 minutes ago, it456 said:

I first run Fnis (with creatures uninstalled), let him do its his thing, then run CBG. Do what MadMAnds told me to do, then when CBG tells me to delete the animation registry i say no and let him do its thing. Thats how i solved the problem

Strange, i dont see what im doing wrong. 
I run FNIS (also with creatures uninstalled), then start CBG, type L and then press enter, when CBG asks if i want to "Completely reset all files?" i skip and that's it. CBG tells me that i can press any button to finish and in game it's still only T poses.

Posted

When it tells you to reset files, press n so it wont do that. Initially i also skipped that part but caused the T pose thing, so dont skip it

Posted
Just now, it456 said:

When it tells you to reset files, press n so it wont do that. Initially i also skipped that part but caused the T pose thing, so dont skip it

I did press n aswell, but didnt seem to make any difference

Posted (edited)

So I've started trying again today, and to begin I re-ran CBG's generator and now the mod... works? Granted it would seem the dragons can activate the killmoves while they're flying, which seems like a slight oversight. That said, it's spontaneously functional.

I suppose this means that maybe CBG itself is at fault here?

EDIT: Having done some testing now with the mod presumably working, the "wrong killmove triggering on victory" issue persists. Not only that, but it doesn't even have to be done to a dragon. So long as one is in the vicinity, if the player causes any killmove, even to a bandit, they will have the inside effects applied.

Edited by DuskWanderer
Posted

well hopefully i got the scripts sorted out, but i still don't know whats going on with CBG.

Posted

i am loving the mod and it works great, the only thind i'd like is to make the camera mashes post vore bigger, because they clip a lot unless you are on like 50 fov

also, is there any way to make them multi stage? for example i saw that the unbirth one has 3 mashes , but i only saw 1 in game, it would be cool if they progressed

Posted
47 minutes ago, Nocilol said:

i am loving the mod and it works great

well as least it's working for someone.

47 minutes ago, Nocilol said:

the only thind i'd like is to make the camera mashes post vore bigger, because they clip a lot unless you are on like 50 fov

odd, i'm on 80 fov and they looked fine to me, the problem with making them bigger is that the outside world starts to clip through.

but if you want/need them bigger then it's not hard to rescale them with nifscope:

1. right click on the "Scene Root" and click on transform/edit

2. adjust the scale and click on accept

3. right click on the "Scene Root" and click on transform/apply, then save.

47 minutes ago, Nocilol said:

also, is there any way to make them multi stage? for example i saw that the unbirth one has 3 mashes , but i only saw 1 in game, it would be cool if they progressed

sadly theses are not actually "AnimObjects" like what SLAL uses, they are actually camera FX meshes and the NiTransformController flags that are normally used in SLAL don't work in theses (the animation won't run with flag 73), so far i have not been able to find the flag number that will start the mesh's animation at 0 and run to the end, it can start at a random point and loop, or it can not run at all.

Posted
3 hours ago, MadMansGun said:

well hopefully i got the scripts sorted out, but i still don't know whats going on with CBG.

I found what caused the problem for me, it was the fact that CBG doesnt accept capital "L" when you try to give it input flag for LE. 
Using lower case "l" solved the problem and everything works just fine now, didnt notice any more problems in game.

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