kibanowolf24 Posted August 21, 2025 Posted August 21, 2025 an option to toggle view points of the dragon and the player would be nice, i wanna see what the dragon is doing while im inside his stomach
MadMansGun Posted August 21, 2025 Author Posted August 21, 2025 31 minutes ago, kibanowolf24 said: an option to toggle view points of the dragon and the player would be nice, i wanna see what the dragon is doing while im inside his stomach tried that before, it did not go well* and is the reason why the internal cam effect got made in the first place. *the camera ends up under the dragon and looking forward, you just see the dragon's feet skipping across the top of the screen when it's flying and end up under ground when landed, also it made the game crash a lot.
kibanowolf24 Posted August 22, 2025 Posted August 22, 2025 (edited) 2 hours ago, MadMansGun said: tried that before, it did not go well* and is the reason why the internal cam effect got made in the first place. *the camera ends up under the dragon and looking forward, you just see the dragon's feet skipping across the top of the screen when it's flying and end up under ground when landed, also it made the game crash a lot. oh that sucks, will you be doing any updates for this mod or any plans like more kill vore animations, maybe some more dialogue from the hungry dragons when they eat us lol, i see you were trying to fix the alignment problems with the player not lining up properly with the dragons animations how is that going? Edited August 22, 2025 by kibanowolf24 more text
MadMansGun Posted August 22, 2025 Author Posted August 22, 2025 (edited) 1 hour ago, kibanowolf24 said: will you be doing any updates for this mod or any plans like more kill vore animations nothing at this time. 1 hour ago, kibanowolf24 said: maybe some more dialogue from the hungry dragons when they eat us lol maybe but somewhat tricky to do with the limited voice lines the game comes with. 1 hour ago, kibanowolf24 said: i see you were trying to fix the alignment problems with the player not lining up properly with the dragons animations how is that going? a brick wall at this point, i need the ground alignment/footik like effects to turn off, but turning it off is not doing what i need/want it to do (make the dragon level with the gravity plain instead of ground slope, but instead i get whatever the fuck is going on in that screenshot and then the dragons behaviors stop working). annoying because sexlab animations are also sometimes effected by this ground slope problem. Edited August 22, 2025 by MadMansGun
Searnadrix Posted September 21, 2025 Posted September 21, 2025 (edited) This may not be possible, but is there any chance this could have compatibility with the Play as a Dragon mod? The animations trigger when playing a dragon, but the player doesn't regain control afterward from what I experienced and I didn't see anyone else mention it [may have missed it though]. I only ask because of the comments about feeling like this mod is at a stand still because of the alignment issue and I thought that having something different to do with it by changing focus for awhile may help relieve some frustration from that. Ideally I'd like to see compatibility for this and HCoS with the True Dragons mod too, but that's a lot of mesh editing that I'm sure there isn't time or interest for. Edited September 22, 2025 by Searnadrix Spelling/Grammar correction
MadMansGun Posted September 21, 2025 Author Posted September 21, 2025 19 minutes ago, Searnadrix said: This may not be possible, but is there any chance this could have compatibility with the Play as a Dragon mod? The animations trigger when playing a dragon, but the player doesn't regains control afterward from what I experienced and I didn't see anyone else mention it [may have missed it though]. i'm surprised this mod is even working with that one at all, the versions of those mods that i've seen use standalone fnis incompatible behavior files. but i do see a possible cause for movement not being re-enabled: the mod waits to see "OnAnimationEvent Reset" come from the dragon before running some scripts, so perhaps that event is not being sent when the player is the dragon.
Searnadrix Posted September 22, 2025 Posted September 22, 2025 On 9/21/2025 at 1:40 PM, MadMansGun said: i'm surprised this mod is even working with that one at all, the versions of those mods that i've seen use standalone fnis incompatible behavior files. It's actually worked for more than one version of this mod too. I think the closest it got to fully functional with Play as a Dragon was back with the CBG version, but I know that one had a ton of other issues for a lot of people and seemed to be not very developer friendly either. I was able to get it to semi-consistently trigger the animations [yay alignment issues -.=.-] without permanently losing control, so I thought it would be worth asking about for the current version just in case it was possible. It would also be nice if there was something that could bridge the gap between FNIS and the other animation tools, and for those other tools to be more useable. I know you're not a fan of Nemeshit-sis, but not sure how you feel about Pandora. I saw it being mentioned with a couple other mods as an alternative for Nemesis recently, but that's all I really know about it.
MadMansGun Posted September 22, 2025 Author Posted September 22, 2025 1 hour ago, Searnadrix said: not sure how you feel about Pandora. still experimental at best, every update they do seems to mess up something else, Eg: spaghettified draugr on death. no dog animations. and with the latest it's no rabbit animations. but the most annoying for me/us is no LE support, most SexLab animations are made & tested in LE before being ported to SE/AE. ....however it's still doing way better than CBG, that thing got abandoned almost immediately with many problems left unfixed (eg all dlc races getting broken).
kibanowolf24 Posted September 30, 2025 Posted September 30, 2025 hello i know theres problems with this mod, but plz dont give up on this mod there is interest in this mod and also i noticed with the internal mesh the dragon doesnt take the player with it, looks like its an overlay of sorts and you can still move and jump freely around not sure if that was your intent but it doesnt really make sense the player gets eaten by a dragon and is still moving as if nothing happened lol idk not trying to throw shade at you or anything it just breaks the idea of being eaten/vored by the dragon maybe restrict player movement and actually have the prey inside the dragon , i also noticed that only the dragons guarding the word walls have the unique vore dialogue the ones that randomly fly have no such dialogue samething with named dragons well the ones that alduin revives dont have the dialogue there is also the dragons flying grab attack that could be good potential for killvore move instead of dropping its prey to their death it takes the prey back a nearby landing spot or a perch of sorts ,drops the prey in front of it and does some vore animation like an alternative feet first vore attack with the player on their back more less an idea.
MadMansGun Posted September 30, 2025 Author Posted September 30, 2025 1 hour ago, kibanowolf24 said: the dragon doesnt take the player with it, looks like its an overlay of sorts and you can still move and jump freely around not sure if that was your intent it's the only option available to get it to run the way i want, disabling player movement also disables the hud and your ability to look around "inside" the dragon, and it also disables npc combat and therefore means no one can attack the dragon to save you. 1 hour ago, kibanowolf24 said: actually have the prey inside the dragon not a option, SetVehicle activates dragon ridding (eg: bend will), and SetCameraTarget to make the camera follow the dragon on its own just causes it to look at the dragon's feet while being underground and then crashes the game, this is why the internal camera effects got made in the first place. 1 hour ago, kibanowolf24 said: i also noticed that only the dragons guarding the word walls have the unique vore dialogue the ones that randomly fly have no such dialogue samething with named dragons well the ones that alduin revives dont have the dialogue luck of dialogue conditions i guess? 1 hour ago, kibanowolf24 said: flying grab attack can't do anything with that one, it's a real killmove animation (and not even a standard one at that)
MT420zz Posted October 6, 2025 Posted October 6, 2025 Yoo madman, love the mod and have used it awhile but I sometimes have the animation play and the player is way out of position to the right, I'm using FNIS and nemesis
lengmaomao Posted October 12, 2025 Posted October 12, 2025 this is such a great mod, i wonder if there will be more update for it ))))))
Searnadrix Posted October 22, 2025 Posted October 22, 2025 (edited) On 10/5/2025 at 8:17 PM, MT420zz said: Yoo madman, love the mod and have used it awhile but I sometimes have the animation play and the player is way out of position to the right, I'm using FNIS and nemesis This mod is not designed to be compatible with Nemesis in any way and most likely never will be, so it's very possible that what you're experiencing is a result of it being involved with the animation weirdness. Dragons also sometimes just have weird issues like this because they're difficult to work with and aren't super consistent [I think it's because of hitbox or bounding box causing alignment issues]. Edited October 22, 2025 by Searnadrix
keenston Posted November 1, 2025 Posted November 1, 2025 (edited) I can't seem to get FNIS to let me load creature pack, and trying to use nemesis with FNIS creature pack just makes the dragon do the av/ub attack (even on oral) and freeze... keeps saying "creature pack not installed" for some reason Edited November 1, 2025 by keenston
GammaCavy Posted January 20 Posted January 20 (edited) I just want to be able to roleplay that I'm fighting man-eating dragons and occasionally find the equipment of the last victim in the corpse. Thanks a lot. Now I can. It's very special when I'm ambushed by vampires right at dragontooth crater, and the dragon obligingly takes care of them for me- and there's the right vampire's armor when I loot the dragon later! Very nice indeed. Edit- is this supposed to enable the dragon eating conjured daedra? Because the boenstrewn crest dragon just ate multiple Dark Seducer daedra. And a dremora. Edited January 26 by GammaCavy added details
0modskilzs Posted February 6 Posted February 6 So is this mod for the SE version? The file says SL&AE and when installing the mod MO2 says its a "Form 43 (or lower) plugin"
MadMansGun Posted February 6 Author Posted February 6 On 1/20/2026 at 11:34 AM, GammaCavy said: Edit- is this supposed to enable the dragon eating conjured daedra? Because the boenstrewn crest dragon just ate multiple Dark Seducer daedra. And a dremora. they count has human npcs so yes. 41 minutes ago, 0modskilzs said: So is this mod for the SE version? The file says SL&AE and when installing the mod MO2 says its a "Form 43 (or lower) plugin" if you downloaded the "SE&AE" file then yes. esp form version is meaningless unless a mod edits an area with water direction data, most mods on LL do not. (and even then i question if it would even damage anything, because so far everything else the nexus idiots say about 43 vs 44 has been proven to be false)
sashmysha Posted March 4 Posted March 4 Is there any way to further increase DoT when devoured? With racial from Ordinator poor guy can't digest my argonian girl even at lowest digestion timer lmao
MadMansGun Posted March 4 Author Posted March 4 (edited) 42 minutes ago, sashmysha said: Is there any way to further increase DoT when devoured? With racial from Ordinator poor guy can't digest my argonian girl even at lowest digestion timer lmao aaaDragonVore_Ending.psc controls the health loss rate. elseif MoreDigestionTime == 1 ; onupdate is 5 secs, 60 secs -:- 5 secs = 12 onupdates in 1 min, health -:- 12 = DigestiveStrength if FoodsHealth <= 60 DigestiveStrength = 5 elseif FoodsHealth <= 120 DigestiveStrength = 10 elseif FoodsHealth <= 240 DigestiveStrength = 20 elseif FoodsHealth <= 360 DigestiveStrength = 30 elseif FoodsHealth <= 480 DigestiveStrength = 40 else DigestiveStrength = 50 endif Edited March 4 by MadMansGun 1
sashmysha Posted March 4 Posted March 4 8 minutes ago, MadMansGun said: aaaDragonVore_Ending.psc controls the health loss rate. Many thanks, will try to fix my problem using that. I need to ask a silly question tho. I'm pretty new to modifying existing mod files. I need to use Creation Kit for this, right?
MadMansGun Posted March 4 Author Posted March 4 (edited) yes, you would need the Creation Kit to compile the script. edit: the script is in the magic effect called "aaaDragonVoreEndingEffect" edit2: may be possible to do with notepad++ but i've never tried it. Edited March 20 by MadMansGun 1
LavenderCat Posted March 19 Posted March 19 I understand this may be very difficult, but is there any way to set a preference for how often animations are played/vore option chosen? I'm asking because I tend to only get the anal vore option, and unbirthing is incredibly rare/difficult to get (I only got it once or twice, and no clue what caused it to be different).
MadMansGun Posted March 19 Author Posted March 19 (edited) 5 hours ago, LavenderCat said: I understand this may be very difficult, but is there any way to set a preference for how often animations are played/vore option chosen? I'm asking because I tend to only get the anal vore option, and unbirthing is incredibly rare/difficult to get (I only got it once or twice, and no clue what caused it to be different). there is a setting in the mcm to turn off anal & unbirth, and those animations are triggered by the dragon's tail attack, if any conditions are met and you are not blocking while attacking the dragon's rear end then you are going in. for obvious reasons only female dragons will do the unbirth attack, but likewise the mod is setup so only males can do the anal attack. so clearly you have only failed to attack a dragoness from the rear "once or twice". Edited March 19 by MadMansGun
LavenderCat Posted March 19 Posted March 19 Just now, MadMansGun said: there is a setting in the mcm to turn off anal & unbirth, and those animations are triggered by the dragon's tail attack, if any conditions are met and you are not blocking while attacking the dragon's rear end then you are going in. for obvious reasons only female dragons will do the unbirth attack, but likewise the mod is setup so only males can do the anal attack. so clearly you have only failed to attack a dragoness from the rear "once or twice". I have the appropriate settings enables, and I almost exclusively attack their tail (I have a follower that they tend to target). Having said that, I would like some clarification: The"unbirth" animations/option only apply to dragonesses? I ask this because in the "unbirth" area, there's the also options of: - drowned in cum - trapped by penis If that is the case, thank you for the clarification! It's much appreciated!
MadMansGun Posted March 20 Author Posted March 20 (edited) 2 hours ago, LavenderCat said: The"unbirth" animations/option only apply to dragonesses? ....well, yes, how in the hell would a male dragon unbirth someone? there cocks may be big but not big enoth to cockvore someone. 2 hours ago, LavenderCat said: I ask this because in the "unbirth" area, there's the also options of: - drowned in cum - trapped by penis those settings changes what model is used for the inside mesh, those 2 implying that another dragon mounted her after she took you in, ( one just being a penis, and the other being a penis + submerged in cum effect...or at least the closest i could get with a animated transparent texture ball placed around the camera node) note that they can NOT be changed in mid effect, use the rescue player button and then get yourself taken again if you want to compare them. Edited March 20 by MadMansGun
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