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.
This mod has several dependencies.
And if you want physics:
Install everything in the order listed. Then open BodySlide.
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.
This mod uses an ESM
master file and Creation Kit version control. Please Follow The Instructions to configure your system.
joelday.papyrus-lang-vscode
.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.
FalloutVore.esm
file or Fallout4.esm
file into the Fallout 4\Merging\Data
directory.CreationKitCustom.ini
CreationKitPrefs.ini
and properly put in your actual username for [WhoCanMerge]
and not USERNAME
, which is wrong.pyro: Compile Project (FalloutVore.ppj)
New-Item -ItemType Junction -Name FalloutVore -Value '..\Fallout Vore\src\Data'
FalloutVore.esm
file to the merging directory.FalloutVore.esm
active, instead set it to 'checked' and then after CK loads it immediately save a new FalloutVore.esp
plugin. FalloutVore.esm
.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.
pyro: Compile Project (FalloutVore.ppj)
Powershell: build
.\dist
into Vortex to install.