- 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.
This mod has several dependencies.
- LooksMenu
- BodySlide
- CBBE
- Discrete Female Skeleton
- Skeletal Adjustments for CBBE
- True Wasteland Body
- Under Armor Scaling Removed
- Mod Configuration Menu
- Hud Framework
And if you want physics:
Install everything in the order listed. Then open BodySlide.
- Use the 'looking glass' on the 'Group Filter' box to 'Choose Groups'.
- Select the 'TWB Vanilla' group.
- 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.
- 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.
This mod uses an ESM
master file and Creation Kit version control. Please Follow The Instructions to configure your system.
- 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.
- Check that you did copy the
FalloutVore.esm
file orFallout4.esm
file into theFallout 4\Merging\Data
directory. - Check that you have properly shared the folders as explained in the creation kit wiki.
- Check that the shared network paths are correctly copied into the
CreationKitCustom.ini
- Check that you modified the
CreationKitPrefs.ini
and properly put in your actual username for[WhoCanMerge]
and notUSERNAME
, which is wrong.
- 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 newFalloutVore.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.
- 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.