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Fallout Vore

Credit

  • Carreau
  • Gat
  • Coldsteelj
  • Many others!

I am in their debt for the open source code, the many, many forum posts that I was able to learn key details of modding from, and of course the original mod itself without which I wouldn't have ever come down this road. So thank you deeply for opening me up to this weird and arduous path.

I'm working on this mod as a service to the community, and to myself. After a long time of working on Vore4Fallout I felt it was time to try to return to the community and repair and improve this much-beloved mod.

Installation

This mod has several dependencies.

And if you want physics:

Install everything in the order listed. Then open BodySlide.

  1. Use the 'looking glass' on the 'Group Filter' box to 'Choose Groups'.
  2. Select the 'TWB Vanilla' group, plus any other TWB expansions if they are installed.
  3. At the bottom of the screen check the 'Build Morphs' box and 'Batch Build...' If you want to be nude, find and Un-Check the 'NeverNude TWB' at the bottom of the list.
  4. If you accidentally built the NeverNude, clear Group Filter... 4.1 If you are not using 3BBB, search 'Outfit Filter' for 'CBBE Body' and build that one body with the big 'Build' button. 4.2 If you are using 3BBB, search 'Outfit Filter' for 'TWB 3BBB Body' and build that one body with the big 'Build' button.

Thicc Vore Slider Configuration

There's a whole new and highly flexible slider configuration allowing 4 'stages' of thiccness for up to 32 different sliders. It may be configured through MCM and updated with the "Update Sliders" button found in the MCM 'THICC Vore' menu. Thiccness proceeds from 0-4, and at each stage that stage's value is used to transition the slider.

Slider Values are Cascading by magnitude This means that if "Slider 1 Stage 1" is 1.0 and "Slider 1 Stage 2" is 0.5, the greater magnitude 1.0 will override the lower magnitude 0.5. This means that you may reduce the necessary inputs by leaving blank stages for which there is no change. It also works as expected for negative values, with -1.0 overriding -0.5.

The package includes my preferred slider configuration as an example in Data/MCM/Config/FalloutVore/config.json. When you customize sliders, your overrides will be written to Data/MCM/Settings/FalloutVore.ini. You may wish to save a copy or share your FalloutVore.ini file with others when you have a nice set of slider settings.

An empty file is provided in example/FalloutVore.ini if you don't like the built-in settings. Copying this file to Data/MCM/Settings/FalloutVore.ini is the most efficient way to rewrite settings in bulk for your preference. Take care to not wrap slider names in quotes on the sSliderXName field because it won't work.

Developing

This mod uses an ESM master file and Creation Kit version control. Please Follow The Instructions to configure your system.

Setup

  • Install the recommended extension, joelday.papyrus-lang-vscode.
  • You should have Fallout 4 and the creation kit installed to the typical Steam location. Launch each of them at least once.

Windows 10 Powershell Automation Launch a powershell in administrator mode: Ctrl-X -> "Windows Powershell (Admin)". Enable running unsigned scripts:

Set-ExecutionPolicy -ExecutionPolicy RemoteSigned

You may run .\script\setup.ps1 to automatically create and share the necessary directories on Windows 10. It might not even be possible to follow the instructions on Win10 because the Share... dialogs are different.

Create or edit the Fallout 4\CreationKitCustom.ini file with the following data:

[General]
bUseVersionControl=1
sNetwork Path=\\COMPUTERNAME\Merging\
sNewVersionBackupPath=\\COMPUTERNAME\Merging\VersionBackup\
sNetworkMasterPath=\\COMPUTERNAME\Merging\Data\
sLocalBackupPath=Data\CheckInBackup\

Your COMPUTERNAME can be retrieved in powershell by writing $env:ComputerName.

Edit CreationKitPrefs.ini with the following data:

[WhoCanMerge]
USERNAME=1

Your USERNAME can be retrieved in powershell by writing $env:UserName

You can then use the .\script\checkout.ps1 to copy the FalloutVore.esm file into the merging directory.

Troubleshooting

Master File does not exist on the network

  1. Check that you did copy the FalloutVore.esm file or Fallout4.esm file into the Fallout 4\Merging\Data directory.
  2. Check that you have properly shared the folders as explained in the creation kit wiki.
  3. Check that the shared network paths are correctly copied into the CreationKitCustom.ini

Details takes a long time to appear, or Ctrl-Shift-B does not work

  1. Check that you modified the CreationKitPrefs.ini and properly put in your actual username for [WhoCanMerge] and not USERNAME, which is wrong.

Development Workflow

  • Build the scripts with /Terminal -> Run Task.../ and pick pyro: Compile Project (FalloutVore.ppj)
  • Hardlink the src directory into your mod staging directory New-Item -ItemType Junction -Name FalloutVore -Value '..\Fallout Vore\src\Data'
  • Use the "Checkout ESM" task to copy the FalloutVore.esm file to the merging directory.
  • Launch the Creation Kit with the plugin enabled.
  • When working in creation kit do not make FalloutVore.esm active, instead set it to 'checked' and then after CK loads it immediately save a new FalloutVore.esp plugin.
  • After making modifications to the plugin, use the "Version Control" interface to "Select All", "Check Out", and "Check In", saving a new version of the FalloutVore.esm.
  • Use the "Checkin ESM" task to copy the FalloutVore.esm file back into the repo.

You can still override assets if two developers are working on the exact same thing, but this eases the procedure of working on multiple parts of a mod simultaneously.

Releasing

  • Build the scripts with /Terminal -> Run Task.../ and pick pyro: Compile Project (FalloutVore.ppj)
  • Build the packages/mod with the task Powershell: build
  • Drag the zip file from .\dist into Vortex to install.

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