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Looking for Dragon "Finishing Move Vore" Mod


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Posted

Title pretty much says what I'm after. 
Trying to find a mod that adds a kill move when the player is killed by a dragon where the dragon swallows the player. Wanting something that looks like it fits well with the other dragon/player death animations. 

Few years ago when I got into sexlab and whatnot I actually tried to remake the attached mod for myself. Got into Blender and tried to make something, got a decent animation made, but could never implement it into the game. 

 

As far as I have seen the only mod that sorta does what I'm looking for is 

which is a good mod, but I can't get it to work reliably and isn't exactly what I'm looking for. Tbh I'm surprised that something like what I'm requesting hasn't been made already, considering that the game came out in 2011. Honestly the lack of custom death animation mods (at least from what I've found) kinda confuses me now that I mention it.

Like I said I even tried making my own animation in Blender, which i managed to do and still have the files for (not that I would have any idea where to pick up where I left off, I was so far down that rabbit hole I'm never finding my way back in), but there are no guides on google to help with actually implementing such an animation and making it into a mod. Although my animation showed something in blender, I doubt it would actually work in the state its in.. Attached a gif of what I got anyways though if anyone is curious. Anyways, if something like what Im after exist that would be sick

(really hope loverslab isn't dead in 2023)

1757678078_2023-04-0623-59-28.gif

Posted
7 minutes ago, MadMansGun said:

you may be thinking of my older version:

https://www.loverslab.com/files/file/9068-the-old-non-cbg-dragon-vore-killmove-replacer/

but i'm in the middle of reworking the scripts in both versions.

Yeah last time I messed with that mod waslike 2-3 years ago, didn't know there was an updated version lol. Once I can get my game downgraded from anniversary I'll give the updated one a shot. Props to you for making and updating such a mod, like I said in my post I wouldn't even know where to start on a project like this

Posted (edited)
5 hours ago, Juan_Carlos9 said:

Honestly the lack of custom death animation mods (at least from what I've found) kinda confuses me now that I mention it.

part of the problem is killmove animations are a bitch to deal with, they are 2 actors/animations in one hkx file (a paired animation). and to make things worse FNIS never supported creature based paired animations. so the reason why you don't see any is because no one could create/add them.

 

the CBG thing only came out this year and it's definitely not ready for mass usage.

 

4 hours ago, Juan_Carlos9 said:

 I wouldn't even know where to start on a project like this

sadly the animating was the easy part, i've been hitting brick wall after brick wall with the stupid scripts, noting sends events for my scripts to lock onto so i'm having to do some seriously obscure crap to try and get things working. (case and point i am having to use OnAnimationEvent StartAnimatedCamera to play a sound effect, something that the animation itself should be able to do but is not)

Edited by MadMansGun
Posted
On 6/22/2023 at 3:04 AM, MadMansGun said:

part of the problem is killmove animations are a bitch to deal with, they are 2 actors/animations in one hkx file (a paired animation). and to make things worse FNIS never supported creature based paired animations. so the reason why you don't see any is because no one could create/add them.

 

the CBG thing only came out this year and it's definitely not ready for mass usage.

 

sadly the animating was the easy part, i've been hitting brick wall after brick wall with the stupid scripts, noting sends events for my scripts to lock onto so i'm having to do some seriously obscure crap to try and get things working. (case and point i am having to use OnAnimationEvent StartAnimatedCamera to play a sound effect, something that the animation itself should be able to do but is not)

 

That makes sense, I just wish there was existing support for such things since I think having cool and diverse kill moves would 100% make the game more interesting... but alas it will probably never happen. I feel the pain though, trying to figure out how to get the paired skeletons into blender took me like a day, using antiquated guides and janky software to convert and implement everything. 

 

Thats sorta the point I reached when doing my own thing, starting from scratch and learning the basics of animating and actually making an animation proved to be easy, but like I said google didn't pull up anything when I looked up "how to make a custom death animation mod Skyrim" and every other guide went right over my head. 

Idk anything about working with scripts so I kinda figured I'd but up a creek eventually, but from the direction the guides I found was going I can only imagine the headache of trying to make such a project work. I'm sure it is possible just very interested to see it in action! Hopefully the obscure stuff works

Posted
19 minutes ago, Juan_Carlos9 said:

trying to figure out how to get the paired skeletons into blender took me like a day

you don't need to use the paired/killmove skeletons to make a paired animation anymore, you can use a program called HkxMerge to turn 2 normal/solo animations into one, it's what was used to turn my sexlab animations into killmoves.

 

31 minutes ago, Juan_Carlos9 said:

I can only imagine the headache of trying to make such a project work.

let me put it this way: the first vore killmove animation was exported in 2016 (and it was setup as a replacement for the game's bite & toss animation)...it did not get scripts for it to actually function as vore until this week.

  • 3 weeks later...
Posted (edited)

would Skyrim even play such a long animation? Whenever a dragon catches my char with the jaw and toss him around before sending him fly i always recieve the reload screen before getting to the flying part of that kill animation. But maybe this is because the initial bite attack does damage which was deadly, meaning the char is already dead by this point and then the reload is triggered.

 

Similar to the heavy smash of the giants which sends you flying over 4 provinces. The hit is deadly so the reload is triggered during the fly.

Edited by Mart0206
Posted
21 minutes ago, Mart0206 said:

would Skyrim even play such a long animation? Whenever a dragon catches my char with the jaw and toss him around before sending him fly i always recieve the reload screen before getting to the flying part of that kill animation. But maybe this is because the initial bite attack does damage which was deadly, meaning the char is already dead by this point and then the reload is triggered.

in actual killmoves (as in NOT my cbg based mod) the actor is not killed until the "2_KillActor" event is sent by the animation.

Posted
6 minutes ago, MadMansGun said:

in actual killmoves (as in NOT my cbg based mod) the actor is not killed until the "2_KillActor" event is sent by the animation.

 

Hmm...that´s strange. Because the last few times this animation was triggered i always recieved the reload before getting thrown away by the dragon. Well, nevermind, it´s Skyrim :)

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