GammaCavy Posted July 1 Posted July 1 21 hours ago, MadMansGun said: the prey needs to be a essential flagged npc/player and there health needs to hit reach 0 while the dragon is on the ground (not sitting on a wall). also you need to set "Allow Essential NPC Vore" to 2. Thanks!
RebelHeyDay Posted July 2 Posted July 2 (edited) when the dragon vore kill animation happens and the camera switches to inside i immediately see skeleton. is there a way to change the immediate skeleton to just my character? is there a setting ive got to tick? Edited July 2 by RebelHeyDay
GammaCavy Posted July 2 Posted July 2 7 hours ago, RebelHeyDay said: when the dragon vore kill animation happens and the camera switches to inside i immediately see skeleton. is there a way to change the immediate skeleton to just my character? is there a setting ive got to tick? No, you can't do that. The bloody skeleton uses vanilla assets that behave. Your character's body can't be worked around like that without a lot more complicated stuff. 1
MadMansGun Posted July 4 Author Posted July 4 i don't know how the VR fuckery works or how to script/animate around it, hell i don't even know how sexlab is working in VR.
Vaalkk Posted August 16 Posted August 16 Not sure if this has been asked before, and if so I apologise, but I didn't realise that you animated the whole rescue option from the mod options for these killmoves. Complete accident but I thought it was cool... and in the case of rescuing yourself from a UB attack, pretty hot >.> Is there any way that could be made into a full fledge animation to use with the SLAL stuff? Dragoness edging herself by sucking the guy all the way in then pushing him out again a few times before inevitably slurping him up for good. Would make for a neat loop. Would probably be a good candidate for having different versions too -- one vore and one non-vore. Is that something doable? You've done a lot of cool stuff behind the scenes so to speak, so it'd be neat to see~
MadMansGun Posted August 16 Author Posted August 16 2 hours ago, Vaalkk said: Is there any way that could be made into a full fledge animation to use with the SLAL stuff? sort of, that animation is basically just the anal vore/unbirth/both at same time animation(still don't know how to tag a follower to make use of that one) played in reverse, so it could be added onto the end of the slal animation/s and work, the issue is it would then need to be a vore animation that is not tagged as being vore, because SLDragon's fatal events would be kind of odd if the dragon let you out then suddenly you were trapped inside the dragon when the animation ends.......but then again i could maybe add another tag to filter out such animations....but then it would also be eating up animation slots for what is basically the exact same animation with one more stage added on.
Vaalkk Posted August 17 Posted August 17 (edited) 16 hours ago, MadMansGun said: sort of, that animation is basically just the anal vore/unbirth/both at same time animation(still don't know how to tag a follower to make use of that one) played in reverse, so it could be added onto the end of the slal animation/s and work, the issue is it would then need to be a vore animation that is not tagged as being vore, because SLDragon's fatal events would be kind of odd if the dragon let you out then suddenly you were trapped inside the dragon when the animation ends.......but then again i could maybe add another tag to filter out such animations....but then it would also be eating up animation slots for what is basically the exact same animation with one more stage added on. Yeah! I should've clarified that my thoughts for the endings were more just the animation itself rather than something bigger and tied into a kill move (although that'd definitely be a cool tease for the more depraved 'nesses out there). Sorta like, you have the dragoness unbirth animations but one version has an ending (loop rather) with the guy or gal trapped inside, but the other version has the guy or gal slipping out. Anything more technical than that wasn't part of the ask, but if it is something you could do too and were into, then that'd be pretty awesome. Edited August 17 by Vaalkk
GammaCavy Posted September 26 Posted September 26 So, how do I get the death taunts? I've deliberately gotten chomped several times now, but the dragon never taunts me.
MadMansGun Posted September 26 Author Posted September 26 (edited) 1 hour ago, GammaCavy said: So, how do I get the death taunts? I've deliberately gotten chomped several times now, but the dragon never taunts me. annoyingly it needs game buggyness to work, dragons tend to say there hello dialogue lines when there animations end near the player, so i setup the taunts as "hello" lines that replace "Speak, if you have aught to say worth the listening" when the player has been eaten. but only some people seem to have the dragon saying "Speak" problem that i was relying on for this to work. Edited September 26 by MadMansGun
GammaCavy Posted September 26 Posted September 26 I think the ones at lairs start saying that after Alduin's defeat. Once they turn unagressive. I'll let you know (if I ever get there.)
MadMansGun Posted September 26 Author Posted September 26 32 minutes ago, GammaCavy said: I think the ones at lairs start saying that after Alduin's defeat. Once they turn unagressive. I'll let you know (if I ever get there.) the mod makes them non agressive when you are eaten (it needs to so the dragon wont attack you when you are "inside" it) so it should allow the lines to play.
MadMansGun Posted September 27 Author Posted September 27 (edited) On 9/25/2026 at 7:13 PM, GammaCavy said: So, how do I get the death taunts? I've deliberately gotten chomped several times now, but the dragon never taunts me. here's a version that will force them to say one of there lines, but it comes with a crashing risk: (FNIS required)DragonVoreKillmoveLE_V2_2.7z (FNIS required)DragonVoreKillmoveSE&AE_V2_2.7z https://ck.uesp.net/wiki/Say_-_ObjectReference Quote If used on an actor and that actor attempts to initiate normal dialogue (for example a random greeting) while saying something through Say(), the game will crash to desktop. edit: while i was working on this i also found that my condition setting to disable "Speak, if you have aught to say worth the listening" were not setup correctly, so i fixed that in the normal version (but it does not force the taunt dialogue like the above file does) Edited September 28 by MadMansGun
GammaCavy Posted September 27 Posted September 27 23 hours ago, MadMansGun said: here's a version that will force them to say one of there lines, but it comes with a crashing risk: (FNIS required)DragonVoreKillmoveLE_V2_2.7z 14.35 MB · 0 downloads (FNIS required)DragonVoreKillmoveSE&AE_V2_2.7z 14.11 MB · 0 downloads https://ck.uesp.net/wiki/Say_-_ObjectReference wow, thanks! I can get Speak if you have aught to say 12+ times from any random dragon, but never get one that's chomped my dovahkiin to gloat. and that includes when I've disabled everything other than this.
MadMansGun Posted 13 hours ago Author Posted 13 hours ago i've tossed every god dam thing i could find at this mod and i still can't fix the uneven ground problem. ; Kitchen sink, tossing everything i can find at m_useAlignWithGroundRotation to make it fuck off, but nothing is working. ; place a flat object under the dragon to try and force it to level out. Float AngleBehind = (Dragon.GetAngleZ() + 180) Float CosBehind = Math.Cos(AngleBehind) Float SinBehind = Math.Sin(AngleBehind) Float BaseX = CosBehind * 250 Float BaseY = SinBehind * 250 If aaaDragonVoreGroundLeveling == None Debug.Trace("[DVKM] Error: aaaDragonVoreGroundLeveling property is not set!") else SpawnedRef = Dragon.PlaceAtMe(aaaDragonVoreGroundLeveling, 1, false, false) SpawnedRef.SetAngle(0.0, 0.0, 0.0) SpawnedRef.MoveTo(Dragon, BaseY, BaseX, 0.0, False) EndIf ; get dragon off the ground to cancel out the "AlignWithGround" effects, but it makes the player's camera flip the wrong way and still does not fix the problem. ;float currentX = Dragon.GetPositionX() ;float currentY = Dragon.GetPositionY() ;float currentZ = Dragon.GetPositionZ() ;Dragon.TranslateTo(currentX, currentY, currentZ + 3.0, 0.0, 0.0, Dragon.GetAngleZ(), 100.0, 0.0) ;Utility.Wait(0.2) ; giving time for the dragon to level out. ; a bunch of crap AI told me to try when i loaded the dragon behavore file (converted to xml) into it, but none of this shit seems to do anything. ;Dragon.SetAnimationVariableInt("iState", 3) ;Dragon.SetAnimationVariableBool("bNoFootIK", true) ;Dragon.SetAnimationVariableBool("m_useAlignWithGroundRotation", false) ;Dragon.SetAnimationVariableFloat("m_worldFromModelFeedbackGain", 0.0) ;Dragon.SetAnimationVariableFloat("m_alignWorldFromModelGain", 0.0) ; at this point i have no fucking clue what else to try.
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