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Posted
10 minutes ago, stop1 said:

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.

.......FUCKING SERIOUSLY!? that's a thing.

 

i am so going to bitch at 47 for that if he ever stops being MIA.

Posted
3 hours ago, MadMansGun said:

well as least it's working for someone.

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.

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.


the nifscope edit worked perfectly, tho i had to make the sphere in the unbirth one a bit bigger.
on the topic of that, since we cant make them real animations due to the flag, is there a way to have a "fade to black" inbetween them?
for example: unbirthinside(no dick) for 10 seconds-> fade to black ->  unbirthinside(not filled) for 10 -> fade to black -> unbirthinside for 10 -> death

since the mashes are already made and it would just change the last part of the script, is there any way to make it work?

Posted

Seems to be working mostly so far. I'm having a minor issue so far where the animations ONLY trigger on a nude actor (body armor/clothing being the blocking factor, other slots don't seem to matter). This could be a matter of damage calculations w/armor if it's using base killmove trigger logic, or it could be any number of Mod Spaghetti problems. It's not big enough to be a deal-breaker for me, but I figured I'd report it. I've also yet to actually take damage from a dragon's tail-slam attack, much less trigger the anal/unbirth scene, and I suspect another mod's fucked that up.

 

What might be more relevant is that, despite not using any mods that alter the first-person camera, I always start the digestion scene facing backwards, and need to manually rotate to get the PoV in the right position. There's a few clipping issues as described above, but it looks good enough once I reposition. Is there a particular first person camera that you'd recommend with this?

Posted
6 hours ago, Dransvitry Medici said:

So the mod works as it should? but I just get killed and dropped onto the floor i don't see any internal shot mesh

everything is new so i don't know what happened to you there, but it sounds like you may have got killed before the effect/script could finish.

4 hours ago, Nocilol said:

is there a way to have a "fade to black" inbetween them?
for example: unbirthinside(no dick) for 10 seconds-> fade to black ->  unbirthinside(not filled) for 10 -> fade to black -> unbirthinside for 10 -> death

since the mashes are already made and it would just change the last part of the script, is there any way to make it work?

possibly, but if i remember right that fade to black thing did not work well with enb (as in does not fade/go black)...also i've never used it before and there seems to be 2 to pick from:

https://www.creationkit.com/index.php?title=FadeOutGame_-_Game

https://www.creationkit.com/index.php?title=ApplyCrossFade_-_ImageSpaceModifier

.....this is also my first time doing camera fx stuff so i have no clue what the actual limits in what i can do are (i also want to get the walls animated at some point)

 

3 hours ago, Dongs REO Speedwagon said:

Seems to be working mostly so far. I'm having a minor issue so far where the animations ONLY trigger on a nude actor (body armor/clothing being the blocking factor, other slots don't seem to matter). This could be a matter of damage calculations w/armor if it's using base killmove trigger logic, or it could be any number of Mod Spaghetti problems. It's not big enough to be a deal-breaker for me, but I figured I'd report it. I've also yet to actually take damage from a dragon's tail-slam attack, much less trigger the anal/unbirth scene, and I suspect another mod's fucked that up.

armor protection & damage amount should not have any effect, hell i don't even have a health % check enabled yet (at least not with the current version)

but it's highly likely another mod could be messing something up due to whats being edited (the dragon race and there race ability spell)

4 hours ago, Dongs REO Speedwagon said:

What might be more relevant is that, despite not using any mods that alter the first-person camera, I always start the digestion scene facing backwards, and need to manually rotate to get the PoV in the right position. There's a few clipping issues as described above, but it looks good enough once I reposition. Is there a particular first person camera that you'd recommend with this?

it's odd that it faces the wrong way, when i have the setting turned on that locks the mesh to the camera rotation it face's the right way (but then i can't look around)

 

i've been using whatever "SKSE_EnhancedCamera.dll" is.....guess i should have been testing the mod without that installed.

Posted (edited)

Alright yeah i can wait while you figure stuff out im enamored by this mod though, quite good work as it if there is anything you can think that i could do to get the full effect that i can try i would gladly listen. The only thing i can think of that would effect death trigger in my mod list is defeat. That being said it triggers the kill move just the one animation (headfirst even when nude) and i die before the 30 seconds of fate. Oh and i should mention when i install it via vortex it claims file conflicts with HCOS extras i told it to load after

Edited by Dransvitry Medici
Posted
1 hour ago, Dransvitry Medici said:

Alright yeah i can wait while you figure stuff out im enamored by this mod though, quite good work as it if there is anything you can think that i could do to get the full effect that i can try i would gladly listen. The only thing i can think of that would effect death trigger in my mod list is defeat. That being said it triggers the kill move just the one animation (headfirst even when nude) and i die before the 30 seconds of fate. Oh and i should mention when i install it via vortex it claims file conflicts with HCOS extras i told it to load after

HCOS extras has the OLD old version of the killmove mod in it, so that's probably what your problem is.

Posted
5 minutes ago, Dransvitry Medici said:

I will uninstall that tonight and test to let you know if that works. Though i am curious what else is in the extras that i might be removing

well the extras 7zip is not meant to be installed as a mod, you are meant to extract what you want from it (the other files in it are main menu replacers and a 3d printable dildo)

Posted

I've tested this a bit with version 1.0 and it works fine thus far. Had a group of 20 NPC follow me and a single dragon was able to eat all of them (5 tests of which only one time Skyrim SE crashed). 

The Nexus page of CBG describes how to use it with Mod Organizer 2 which worked for me. 

 

Vampire humanoids are immune to this as the corresponding magical effects have an "AND" requirement  for a playable race. I've changed this to "OR" and added the vampire races.

This may not be necessary if you have a mod that changes vampire races to be playable. 

 

Essential NPC are immune as well. You can change their status with the console. This did not work for some so I removed the checks in the magical effects and the dragon was able to eat essential NPC but was not able to use that ability again, probably because the essential NPC could not be killed. I was unable to find a scrip snipped to remove the essential status (although this might not work with NPC for whom this cannot be removed due to a bug) so I edited the Skyrim.ini to always allow damage for essential NPC by adding: 

 

[GamePlay]

bEssentialTakeNoDamage=0

 

I tried to have friendly dragons (e. g. Paarthurnax) do this by having them cast the spell via console but nothing happens as long as they sit on a word wall or a rock. 

Using "moveto player / [target NPC]" and having the dragon cast the spell does the trick but is a bit tedious.  

 

All in all a good and stable mod. 

 

Posted
1 hour ago, arg00n said:

Vampire humanoids are immune to this as the corresponding magical effects have an "AND" requirement  for a playable race. I've changed this to "OR" and added the vampire races.

ah yes, i keep forgetting about those bastards....i should probably change that to "ActorTypeNPC"

1 hour ago, arg00n said:

Essential NPC are immune as well

....well that's kind of intended, Eg: it would be a bit impossible to progress in the game if Delphine was eaten by Sahloknir (even if the bitch deserves it)

2 hours ago, arg00n said:

I tried to have friendly dragons (e. g. Paarthurnax) do this by having them cast the spell via console but nothing happens as long as they sit on a word wall or a rock. 

Using "moveto player / [target NPC]" and having the dragon cast the spell does the trick but is a bit tedious.  

rocks count as furniture so all paired animations would be blocked when they are using them.

Posted (edited)

k. i've adjusted the internal meshes, and vampires & dremora should now be valid snacks.

Edited by MadMansGun
Posted (edited)

found out i was entering some things incorrectly in the CBG file (turns out i needed to have "NPC" in front of my animation triggers), fixing it has allowed me to remove a bunch of crap from my scripts.

 

(if updateing) CBG will need to be rerunned before the new scripts will work.

Edited by MadMansGun
Posted (edited)
On 6/23/2023 at 5:02 AM, Dransvitry Medici said:

Yeah with some fiddling I got it working

How did you fix it if I might ask? The only mod I'm using that alters things related is Defeat as well, and I've returned to this mod not working correctly as of the latest update. I'm rather confident at this point that it's an LO issue of some kind.


The strangest thing is I can tell that some of the scripts are working. Whenever I'm in first person and get hit by a bite/tail attack I'm forced into third person. Additionally the dragon gains health whenever I die to those. The only issue is none of the animations play, and I instead have the default ragdoll death.

Edited by DuskWanderer
Posted
4 hours ago, DuskWanderer said:

How did you fix it if I might ask? The only mod I'm using that alters things related is Defeat as well, and I've returned to this mod not working correctly as of the latest update. I'm rather confident at this point that it's an LO issue of some kind.


The strangest thing is I can tell that some of the scripts are working. Whenever I'm in first person and get hit by a bite/tail attack I'm forced into third person. Additionally the dragon gains health whenever I die to those. The only issue is none of the animations play, and I instead have the default ragdoll death.

after figuring out the issue with me having the Horny creatures of skyrim pack installed which contained a older non CBG version of the mod i followed the instructions for instillation and it worked fine mind you i had to run the FNIS and the CBG tools a few times with a restart or two and it started working. there was a small bug though where the camera was flipped around away from the mesh but it wasn't game breaking enough to warrant mentioning at the time

Posted
47 minutes ago, Dransvitry Medici said:

there was a small bug though where the camera was flipped around away from the mesh but it wasn't game breaking enough to warrant mentioning at the time

the mesh has been flipped around in the new version.

Posted
3 minutes ago, Dransvitry Medici said:

I do have one question would you ever do a version without the bloodied skeleton?

the mesh is already in the mod, you just need to rename the nif or edit the esp to swap it in

Data\meshes\AnimObjects\DragonVoreKillmove\VoreInside (no bones).nif

Posted
25 minutes ago, kair123 said:

is there a way for the dragon not to fly away? 

or is it part of the animation?

 

i have no control over that, the game does it on it's own, even if i add the skeleton dragon's no flying effect they still start to fly after a pared animation is ran.

Posted
8 hours ago, Dransvitry Medici said:

after figuring out the issue with me having the Horny creatures of skyrim pack installed which contained a older non CBG version of the mod i followed the instructions for instillation and it worked fine mind you i had to run the FNIS and the CBG tools a few times with a restart or two and it started working. there was a small bug though where the camera was flipped around away from the mesh but it wasn't game breaking enough to warrant mentioning at the time


Curious. I'm not using the HCOS with the older version of the mod personally. There's definitely something inconsistent with CBG itself I suspect. Sometimes I generate the files and they work for a little while, most other times it only adds scripts I mentioned prior without the actual killmoves themselves. It's quite confusing.

Posted

I found another mod that has some incompatibility as one called ezPG has an attachment mod that changes how dying works.  The mod called "Marked for Death"  After removing this and starting a new game it worked.

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