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Posted
1 hour ago, DuskWanderer said:

My offer stands if you ever need it. I really enjoy the potential of this mod so if there's an opportunity to help I'm willing.

all the source files are already in the mod, the only difference between the LE & SE versions is that the SE was tossed into Cathedral Assets Optimizer

Posted
7 hours ago, MadMansGun said:

all the source files are already in the mod, the only difference between the LE & SE versions is that the SE was tossed into Cathedral Assets Optimizer

CAO doesn't mess with scripts, so that definitely helps narrow things. I'm going to experiment as soon as I have the time.

Do you happen to have the old pre-2.0 CBG SE build still? Since those meshes and textures worked I'd like to try and see if using them instead of the ones in FNIS will work. Long shot, but sometimes that's what it takes.

Posted (edited)
10 hours ago, MadMansGun said:

well i found part of the problem...the 7zip was not packed correctly.

I feel problems like that on a personal scale.
Was so proud of my finished product send out the gitlab link and forgot to put in the file that stores the inis and configs with the result of the project not moving and me searchin gthat for hours. (I forgott to commit the config file LOL)

 

Edit: The overly is working now.

 

Edited by MuellerMat
Tested it
Posted (edited)

just editing the front page (but the mod was updated last night)

Quote

CBG itself has some bugs: many DLC races seem to stop working, and the oven in hearthfire stops working

 

additional note: collision data was edited in the FNIS version 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

 

Edited by MadMansGun
Posted

I'm currently considering to attempt making a Defeat/Acheron/Ashes patch myself. Given my inexperience I expect it to be a long and tedious process.

To keep it simple I'm going to focus on Ashes first, which simply activates when the player is killed.

Testing this unedited mod with Ashes led to expected results. Namely that the player did survive the vore and Ashes did its thing, however the camera effects, sound effects, and passive damage did not cease. So I'd ideally need to invent a code process that cancels all of those without the player perishing, and instead trigger a different way. My initial idea is either a timer, a hotkey, or a detection of the player's HP.

Defeat and Acheron will be harder. Defeat has an option to set the player essential so I'd need to edit the player-target specific scripts to allow for essential actors without changing the essential NPCs blacklist. Digging through the code of this mod I'm unsure where that check-essential requirement is. After I get that sorted It'd just be a matter of using the same cancel process I'd make for Ashes, and then somehow make Defeat recognize the dragon won the fight.

I honestly have no idea how to support Acheron so I'll attempt that last. Although I'd ideally like to at some point since Acheron allows for extremely customizable post-defeat outcomes. Maybe someday in the far future I'd even be able to make a dragon specific one, like the player being imprisoned within a lair.

All this mess aside, considering all that you know of your mod Mad, do you have any advice for me? Either what specific scripts I should focus on changing, general advice, or simply confirming that I'm a fool and shouldn't bother. Any answer is fine with me! 

EDIT: Accidentally posted this on the wrong mod. Moved it to where it should be.

Additionally I've thought of an easier non-defeat-mod-specific solution.

Is it possible to detect when an actor enters bleedout? If so all I'd need to do is:
 

  • Enable vore for essential players (and maybe NPCs if I ever get to them.)
  • Have a effects cleanup script that activates on the consumed actor entering bleedout, or after a certain time/some other fallback detection for mods like Ashes.
  • Bonus, repurpose the existing HCOS toys animations to visually release the actors. Honestly this one is so far out of my experience that I'll attempt it last, if at all.

    Theoretically I should be able to reuse the already existing If dragon.IsDead code with just a few tweaks so that it activates on Bleedout/Fallback instead. (I'd also need to figure out how to get the dragon to land, but that's not as necessary since you could assume it's a mid-air release. You're essential anyway, you'll be fine.) 
Posted
5 hours ago, DuskWanderer said:

 the camera effects, sound effects,

the sound effect is a bit of a bitch to stop so i'll likely have to do that on my end, but for the camera effect:

Scriptname newscript extends ActiveMagicEffect

Actor Property PlayerRef  Auto
VisualEffect Property aaaFXVoreDeathCam Auto
VisualEffect Property aaaFXAnalDeathCam Auto
VisualEffect Property aaaFXUnbirthDeathCam Auto

Event OnEffectStart(Actor aktarget, Actor akCaster)
            aaaFXVoreDeathCam.Stop(PlayerRef)
            aaaFXAnalDeathCam.Stop(PlayerRef)
            aaaFXUnbirthDeathCam.Stop(PlayerRef)
EndEvent

keep in mind that would just be for SLDragons, the vore killmove mod has its own set of theses.

 

5 hours ago, DuskWanderer said:

passive damage did not cease

sounds like the VoreEndingSpell is not dispelling on death...could be that the game can't actually see the player as dead.

and with the current versions it can't be force stop either because when the spell ends it's setup to force kill the target(food/player) if the caster(dragon) is still alive.

 

5 hours ago, DuskWanderer said:

I'm unsure where that check-essential requirement is

not in the script itself, it's in the magic effect's condition list.

 

5 hours ago, DuskWanderer said:

Is it possible to detect when an actor enters bleedout?

i believe so, bleedOutStart and bleedOutStop look to be valid animation events so something like..

 

Actor Food = none

Event OnEffectStart(Actor aktarget, Actor akCaster)
    Food = aktarget
    RegisterForAnimationEvent(food, "bleedOutStart") ; note not sure if bleedOutStart or npcbleedOutStart, this shit is stupid like that
    RegisterForAnimationEvent(food, "bleedOutStop")
EndEvent

Event OnAnimationEvent(ObjectReference akSource, string asEventName)    
    if (akSource == food) && (asEventName == "bleedOutStart")
        do stuff here
    elseif (akSource == food) && (asEventName == "bleedOutStop")
        do stuff here
    endif
EndEvent

 

5 hours ago, DuskWanderer said:

(I'd also need to figure out how to get the dragon to land,

that should be simple (in theory) just apply a no flying spell to them (eg: AbNoFlightMG07Dragon )  and use Animation Event "LandEnd" to make sure they land before starting animations (and remove the no flying spell so they can take off after it ends)....may also need something to check to see if the dragon is already landed or else you may end up waiting for a LandEnd event that will never come.

Posted (edited)

(fnis version only) added global values into the esp to control vore features:

one makes npcs use the slightly longer/slower animations.

the other makes you get digested slower.

Edited by MadMansGun
Posted

added 2 more global values to allow protected & essential npcs to be eaten.

fixed condition error for rear end animations, it should not "one shot" higher lever player/npcs that have good armor equipt.

Posted
4 hours ago, stop1 said:

Is it possible to turn off forced camera angle during the killmoves?

you would need to edit the character's FNIS_DragonVoreKillmove_List.txt (delete the ",ac" at the start of the lines) and run generatefnisformodders.exe to recreate the behavior file, then run GenerateFNISforUsers.exe to get it in game.

Posted
4 hours ago, it456 said:

Where is the file that changes the global values?

the esp, but you don't need to edit that now, i just gave the mod a MCM.

Posted

have you managed to fix the scripting problem that prevented the FNIS version from working correctly?...as only the CBG version worked for me originally

 

I really want to try out all these new features

Posted
1 hour ago, Dravus said:

have you managed to fix the scripting problem that prevented the FNIS version from working correctly?...as only the CBG version worked for me originally

 

I really want to try out all these new features

have you tried a new game?

also do you have SL defeat installed? that mod (and some others) make the player essential, so you would need to turn on the allow essential option.

Posted
4 hours ago, MadMansGun said:

have you tried a new game?

also do you have SL defeat installed? that mod (and some others) make the player essential, so you would need to turn on the allow essential option.

as explained the last time this came up...no I don't run any other mods than what is required by HCOS

as for starting a new game...that's what I originally did when I first tried the FNIS version when you first released it

 

I had to go back to CBG since it was the only one that worked at the time....this is why I'm asking if you managed to iron out the scripting bugs you had originally

Posted (edited)

 

53 minutes ago, Dravus said:

as explained the last time this came up...no I don't run any other mods than what is required by HCOS

as for starting a new game...that's what I originally did when I first tried the FNIS version when you first released it

 

I had to go back to CBG since it was the only one that worked at the time....this is why I'm asking if you managed to iron out the scripting bugs you had originally

i can't fix what's not there, everything is running smoothly on my end (apart from the occasional alignment problems on uneven ground)

 

the only way i can see this mod not working is if the old cbg scripts & behaviors got placed directly into your game's install folder, or are hiding in your mod manager's "Overwrite directory".

search for and delete all files called "aaaDragonVore"  "CBG" and the "dragonbehavior.hkx" on your entire computer, then reinstall the mod & run fnis.

 

that fucker has to be hiding in there somewhere.

Edited by MadMansGun
  • 2 weeks later...
Posted (edited)

I love how this mod has exploded again after a few updates. Really enjoying how this works with FNIS now.

 

I know you've got a ton on your plate already, but would it be possible to get a few small additions to the mod? I had ideas after I spotted a couple things:-

 

1) Alternative voremove camera angles. Or even a randomiser? I noticed that the longer animations for the vore moves (UB particularly) have a lot of extra facial animations that aren't utilised in the regular sex scenes. The lolling tongue really sells it. Depraved as it is, getting the option for an alternative camera angle that focusses on the dragons would be pretty hot. Maybe just a more distant view? I like the use of the fixed camera for these scenes; it would just be neat to see more of the dragons' enjoyment during the act too.

 

2) Option for PC to use shorter vore animations. This would be cool too if we could get an option for it. The PC being used and abused no different to the NPCs would definitely play into certain tastes.

 

3) Shorter digestion timers. I think it was more a bug in prior versions, but I wouldn't mind if we could get shorter timers (< 30 secs) back. No huge reason but since you can quicksave in combat and time it right under the tail slam.... yeah >.> Fun use of the reload lol.

 

Would any of this be possible? I love your work and small extras like these would be amazing for the experience. 

Edited by Vaalkk
Posted (edited)
On 2/28/2024 at 2:49 AM, Vaalkk said:

1) Alternative voremove camera angles. Or even a randomiser? I noticed that the longer animations for the vore moves (UB particularly) have a lot of extra facial animations that aren't utilised in the regular sex scenes. The lolling tongue really sells it. Depraved as it is, getting the option for an alternative camera angle that focusses on the dragons would be pretty hot. Maybe just a more distant view? I like the use of the fixed camera for these scenes; it would just be neat to see more of the dragons' enjoyment during the act too.

the locked camera view is part of the animation and can't be changed, the animation would need to be exported as a new animation to give it a different view.

the other option is to edit the mod's human behavior file to turn off locked cams, but i find orbit cam mostly gives a crappy view.

 

to have all of the above selectable in a menu would mean having 3 sets of the same human animations (close view animations, far view animations, and a renamed copy of one to act as orbit cam animations) + more scripting to select what to use.....all possible but still annoying to do.

On 2/28/2024 at 2:49 AM, Vaalkk said:

2) Option for PC to use shorter vore animations. This would be cool too if we could get an option for it. The PC being used and abused no different to the NPCs would definitely play into certain tastes.

i mostly did not because the camera gets tossed around a bit too fast, but it should be easy to do/add.

On 2/28/2024 at 2:49 AM, Vaalkk said:

3) Shorter digestion timers. I think it was more a bug in prior versions, but I wouldn't mind if we could get shorter timers (< 30 secs) back. No huge reason but since you can quicksave in combat and time it right under the tail slam.... yeah >.> Fun use of the reload lol.

100% bug, the health re-gen was throwing off my math before i found a way to disable it...then i forgot to redo the math afterwords.

but i can probably work that in.

Edited by MadMansGun

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