MadMansGun Posted September 12, 2024 Author Posted September 12, 2024 nothing note worthy. some voice lines for partysnacks & oda (that may or may not be working) if they eat you. the rarely seen abort animation now uses the same alt camera view as the other animations. 1
Searnadrix Posted September 16, 2024 Posted September 16, 2024 Is anyone having trouble with the timer for the auto-kill effect? I can get the dragons to eat me with all three options, but even when I set the timer to the full 5 minutes, I only get about 5 to 10 seconds of time inside before the kill effect triggers. I made sure to download a fresh copy just to make sure I didn't miss an update that fixed it.
MadMansGun Posted September 16, 2024 Author Posted September 16, 2024 36 minutes ago, Searnadrix said: Is anyone having trouble with the timer for the auto-kill effect? I can get the dragons to eat me with all three options, but even when I set the timer to the full 5 minutes, I only get about 5 to 10 seconds of time inside before the kill effect triggers. I made sure to download a fresh copy just to make sure I didn't miss an update that fixed it. what's your max health?
Searnadrix Posted September 17, 2024 Posted September 17, 2024 (edited) Max HP was 292. Since you asked about this, I played around with a few things like adding more HP or reducing the Deadly Dragons damage settings to see if that would change anything, but the kill effect still triggered after roughly 5 seconds even at 1000+ HP and no damage boost. I get to see the inside and hear the audio still if that helps. Edited September 17, 2024 by Searnadrix
MadMansGun Posted September 17, 2024 Author Posted September 17, 2024 i can't see why it would be doing that on my end, something must be ending the spell prematurely, like a perk mod or something. Spoiler (the start of the ending spell) Actor Dragon Actor Food Int SoundEffect int MoreDigestionTime int AllowEssentialNPC Float DigestiveStrength Float FoodsHealth int ShowPraysHealth int EnableAltDeathModSupport int AltDeathMod string PraysName Event OnEffectStart(Actor aktarget, Actor akCaster) Dragon = akCaster Food = aktarget MoreDigestionTime = aaaAddMoreDigestionTime.GetValueInt() AllowEssentialNPC = aaaAllowEssentialNPCVore.GetValueInt() EnableAltDeathModSupport = aaaEnableAltDeathModSupport.GetValueInt() PraysName = aktarget.GetBaseObject().GetName() ShowPraysHealth = aaaShowPraysHealthAtTopLeft.GetValueInt() FoodsHealth = Food.GetActorValue("Health") Food.SetGhost() Food.SetNoBleedoutRecovery(true) if Food == PlayerRef SoundEffect = aaaDragonInsideLoopSound.play(PlayerRef) PlayerRef.UnequipAll() endif if MoreDigestionTime == 0 (skipping to longest time setting in script) else ; onupdate is 5 secs, 300 secs -:- 5 secs = 60 onupdates in 5 min, health -:- 60 = DigestiveStrength if FoodsHealth <= 60 DigestiveStrength = 1 elseif FoodsHealth <= 120 DigestiveStrength = 2 elseif FoodsHealth <= 240 DigestiveStrength = 4 elseif FoodsHealth <= 360 DigestiveStrength = 6 elseif FoodsHealth <= 480 DigestiveStrength = 8 else DigestiveStrength = 10 endif endif RegisterForUpdate(5) EndEvent (the after 5 sec onupdate script, the spell should only be dispelling once your at 2% health or the dragon is dead) 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() if ShowPraysHealth == 1 Debug.Notification(PraysName + "'s health " + Food.GetActorValue("Health")) ; Debug.Trace(PraysName + "'s health = " + Food.GetActorValue("Health")) endif endif EndEvent (OnEffectFinish where the player is actually killed or released) Event OnEffectFinish(Actor target, Actor caster) Food.SetGhost(false) Food.SetNoBleedoutRecovery(false) If dragon.IsDead() Food.MoveTo(Dragon) Utility.Wait(0.1) Dragon.PushActorAway(Food, 5.0) Food.SetAlpha(100) Food.RemoveFromFaction(aaaFutureDragonDungFaction) Food.RemoveFromFaction(aaaFutureDragonEggYolkFaction) if Food == PlayerRef Game.ForceThirdPerson() Game.EnablePlayerControls() PlayerRef.RemoveFromFaction(DragonFaction) Sound.StopInstance(SoundEffect) FXVoreDigestedCam.Stop(PlayerRef) FXVoreDigestedAcidPartA.Stop(PlayerRef) FXVoreDigestedAcidPartB.Stop(PlayerRef) FXVoreNoBonesCam.Stop(PlayerRef) FXVoreNoBonesAcidPartA.Stop(PlayerRef) FXVoreNoBonesAcidPartB.Stop(PlayerRef) FXUnbirthCumDrownedCam.Stop(PlayerRef) FXUnbirthSexCam.Stop(PlayerRef) FXUnbirthNoSexCam.Stop(PlayerRef) FXAnalCesspoolCam.Stop(PlayerRef) FXAnalGassedCam.Stop(PlayerRef) Dragon.SetAlpha(100) else Food.EnableAI() endif elseif EnableAltDeathModSupport == 0 || AltDeathMod == 0 if (AllowEssentialNPC == 0 || AllowEssentialNPC == 2) && Food.IsEssential() ;eat but shit out Essential npcs without killing if Food == PlayerRef PlayerRef.RemoveFromFaction(DragonFaction) Sound.StopInstance(SoundEffect) FXVoreDigestedCam.Stop(PlayerRef) FXVoreDigestedAcidPartA.Stop(PlayerRef) FXVoreDigestedAcidPartB.Stop(PlayerRef) FXVoreNoBonesCam.Stop(PlayerRef) FXVoreNoBonesAcidPartA.Stop(PlayerRef) FXVoreNoBonesAcidPartB.Stop(PlayerRef) FXUnbirthCumDrownedCam.Stop(PlayerRef) FXUnbirthSexCam.Stop(PlayerRef) FXUnbirthNoSexCam.Stop(PlayerRef) FXAnalCesspoolCam.Stop(PlayerRef) FXAnalGassedCam.Stop(PlayerRef) Dragon.SetAlpha(100) Game.EnablePlayerControls() if Dragon.IsFlying() Food.MoveTo(Dragon) Food.RemoveFromFaction(aaaFutureDragonDungFaction) Food.RemoveFromFaction(aaaFutureDragonEggYolkFaction) Utility.Wait(0.1) Game.ForceThirdPerson() Dragon.PushActorAway(Food, 5.0) Food.SetAlpha(100) else Game.ForceThirdPerson() Dragon.DoCombatSpellApply(aaaDragonStopVoreSpell, Food) endif else if Dragon.IsFlying() Food.EnableAI() Food.MoveTo(Dragon) Food.RemoveFromFaction(aaaFutureDragonDungFaction) Food.RemoveFromFaction(aaaFutureDragonEggYolkFaction) Utility.Wait(0.1) Dragon.PushActorAway(Food, 5.0) Food.SetAlpha(100) else Dragon.DoCombatSpellApply(aaaDragonStopVoreSpell, Food) endif endif else Dragon.RestoreActorValue("health", 150) Food.RemoveFromFaction(aaaFutureDragonDungFaction) Food.RemoveFromFaction(aaaFutureDragonEggYolkFaction) if Food == PlayerRef PlayerRef.RemoveFromFaction(DragonFaction) Sound.StopInstance(SoundEffect) Food.GetActorBase().SetEssential(False) Food.GetActorBase().SetProtected(False) Food.Kill(Dragon) Dragon.SetAlpha(100) ; 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: "PraysName + " has been digested") if ShowPraysHealth == 1 Debug.Notification(PraysName + " has been digested") endif endif endif
Searnadrix Posted September 22, 2024 Posted September 22, 2024 (edited) I think I figured out the trouble I was having. The kill animation plays after lethal damage is received on my setup, so when I made it into the devoured state, I had no health left to drain from the DoT and died from that. Thanks for still helping MadMansGun, I appreciate it! I was able to find the fix I needed thanks to your feedback pointing me in the right direction. Just as a note for anyone else who may be using a mod that adds a trigger for kill animations after damage it received (such as Kaputt), expect to have a similar issue. I was able to drink a couple health potions on my last test and got the extended time in the devoured state that I wasn't seeing. Edited September 22, 2024 by Searnadrix 1
Lyreal Posted November 14, 2024 Posted November 14, 2024 I take some time and test it out with Pandora ( https://www.nexusmods.com/skyrimspecialedition/mods/133232 ) instead of FNIS and it works flawless so far.
HrafnkellThor Posted November 18, 2024 Posted November 18, 2024 Hey I tried to use the mod but I've never downloaded a mod from this website and your mod doesn't seem to work (I play on special edition) I have looked through the comments and downloaded CBC and fnis creature and the regular. What happens when I get killed/eaten is that the dragon freezes and doesn't do anything, can I get an idea on how to fix it?
HrafnkellThor Posted November 18, 2024 Posted November 18, 2024 31 minutes ago, HrafnkellThor said: Hey I tried to use the mod but I've never downloaded a mod from this website and your mod doesn't seem to work (I play on special edition) I have looked through the comments and downloaded CBC and fnis creature and the regular. What happens when I get killed/eaten is that the dragon freezes and doesn't do anything, can I get an idea on how to fix it? The dragons fly into the air and end up freezing above me, only animation I've gotten so far
HrafnkellThor Posted November 19, 2024 Posted November 19, 2024 17 hours ago, HrafnkellThor said: The dragons fly into the air and end up freezing above me, only animation I've gotten so far I got it to work
Flagvanus00773 Posted November 22, 2024 Posted November 22, 2024 Hi, my FNIS saying this mod lost a file ERROR Data/meshes/actors/character/behaviors/0_master.hks not found. Did i must download something from somewhere or this mod just didnt have this file? I use Special Edition
MadMansGun Posted November 22, 2024 Author Posted November 22, 2024 50 minutes ago, Flagvanus00773 said: 0_master.hks that sounds like a problem with fnis, not this mod. i don't even know what a "hks" file is. i only know of hkx.
Flagvanus00773 Posted November 22, 2024 Posted November 22, 2024 6 minutes ago, MadMansGun said: that sounds like a problem with fnis, not this mod. i don't even know what a "hks" file is. i only know of hkx. Ok, i will play without this file and if i see any troubles i will let you know ☺️
dracu. Posted November 25, 2024 Posted November 25, 2024 im not sure if anyone else is having this problem but when i got the vore move to happen the first time i waited and then a load screen happened and the dragon was shitting my character out alive. i can not get that to happen again no matter what i did.
MadMansGun Posted November 25, 2024 Author Posted November 25, 2024 (edited) 2 hours ago, aka the wrecker said: im not sure if anyone else is having this problem but when i got the vore move to happen the first time i waited and then a load screen happened and the dragon was shitting my character out alive. i can not get that to happen again no matter what i did. what likely happened is something marked you as essential (eg: a alt death mod is installed, or you hit the "Rescue Player" button in the mcm that makes you essential for a few secs) with the default settings the mod will not kill essential actors, if there health runs out while the dragon is on the ground it will play the exit animation, otherwise they will just fall from the dragon in mid air. and the loadscreen likely happened because the dragon flew far away from wear you were, (your not actually inside the dragon, you are left standing on the ground with camera & sound effect playing, when needed you will get moved to the dragon to either run the exit animation or fall out of it) Edited November 25, 2024 by MadMansGun
kata07 Posted December 8, 2024 Posted December 8, 2024 (edited) Hey, loving the mod so far. Haven't gotten it to work with player character though, pretty sure it's a defeat conflict on my end. However, with npcs the animation won't sync. I've ran fnis, cbg is new to me but I ran that too and it seemed like everything is fine. Just wondering how to fix the animations not being synced if possible. This mod + sl dragons was causing me to crash as well. Not sure if that's entirely because of those two mods, or just from a collection of factors but no more ctd 🙌 update:tested with player after altering essential setting to 2 now it works with player. But animations are still unaligned for NPC and PC. Re running fnis to see if that works Edited December 8, 2024 by kata07 Edit: Works on player now :D
MadMansGun Posted December 8, 2024 Author Posted December 8, 2024 34 minutes ago, kata07 said: cbg the CBG version was abandoned & removed long ago, the mod is purely fnis now. 36 minutes ago, kata07 said: defeat the mod has some safeguards in place if alt death mods are detected or if the target (eg: the player) had been marked as essential. 45 minutes ago, kata07 said: But animations are still unaligned for NPC and PC this is a known issue i'm still having problems fixing, it happens because the dragons have some sort of "footik" thing going on that rotates there entire body to keep it level with the ground and i don't know how to disable it like we can for humans (normally i would use "AVbHumanoidFootIKDisable" but that does nothing for dragons).
KyrieDunkelwasser Posted December 9, 2024 Posted December 9, 2024 What was added to this and the mimics? If I may ask.
MadMansGun Posted December 9, 2024 Author Posted December 9, 2024 8 minutes ago, KyrieDunkelwasser said: What was added to this and the mimics? If I may ask. patches to make the mod/s use PraedythXVI's HD Skeleton Replacer https://www.nexusmods.com/skyrimspecialedition/mods/52845
Vaalkk Posted February 23, 2025 Posted February 23, 2025 (edited) Out of curiosity, are the internal sounds that play after getting eaten/unbirthed shared between each other? I was wondering if it'd be possible to make unique variations of those internal sounds based on the scenario the player ends up in. The UB one being a favourite, it'd be pretty hot if it was possible to get something to match the fact that the 'ness is getting humped whilst you're inside >.> Edited February 23, 2025 by Vaalkk 1
MadMansGun Posted February 24, 2025 Author Posted February 24, 2025 11 hours ago, Vaalkk said: are the internal sounds that play after getting eaten/unbirthed shared between each other? yes. 11 hours ago, Vaalkk said: I was wondering if it'd be possible to make unique variations of those internal sounds based on the scenario the player ends up in. yes but not right now. 1
TheManTheManTheMan2424 Posted April 15, 2025 Posted April 15, 2025 (edited) I figured I would just ask out of desperation, but is there any simple fix for the misalignment issue anyone has found yet? I have everything needed and followed the steps. these animations are great and I don't want to give it up. on a completely different side note, these would be amazing sexlab animations if they skipped the stomach sequence and went straight from beginning to end being the birthing animation. Edited April 15, 2025 by TheManTheManTheMan2424 1
fsilveyra Posted May 16, 2025 Posted May 16, 2025 Hi there! Amazing work you've done here. I was wondering if there is a video somewhere showcasing the animations?
Dongs REO Speedwagon Posted May 20, 2025 Posted May 20, 2025 On 5/16/2025 at 4:50 PM, fsilveyra said: Hi there! Amazing work you've done here. I was wondering if there is a video somewhere showcasing the animations? Found this in the file page for the non-FNIS version of this mod. It showcases an older version of the original swallow animation. Doesn't have stuff like the mouth stretch at the end.
MadMansGun Posted July 13, 2025 Author Posted July 13, 2025 "hmm...." "perhaps if i" "yes this should fix it" (loads game to test) ... .. . .... ... .. . 2
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