hi y’all new here but i really need help getting my fallout 4 vore mod to function. i can get everything installed and working but when i get into my pip boy, the vore perk chart is not there anyone have any solutions
At some point recently Fallout 4 updated, it’s likely this update broke most of the mods for the game including all that use the script extender. If you are using this new update and if the mod itself hasn’t updated or the script extender hasn’t updated, then it’s not going to work. Unless you have some way of reverting to the previous version, then there isn’t much you can do.
There are some things that need to be adressed. First and foremost is that Fallout 4 got updated not too long ago and many, many mods broke because of it.
The 2nd thing is that the vore mod is very, very outdated and all of their devs abandoned it. The mod is extremely buggy and most of their features don’t even work properly. By many , the mod is considered not worth to use because at this point is better to make another vore mod from the ground up and trying to use the current mod will only led you to bugs and even crashes.
If you really want to use it (which i personally don’t recommend). Then make sure that you have all of its requirements installed correctly. In-game, check if you have access to the MCM menu and enable your character to have vore skills.
Don’t expect support from anyone , because no one is working on it and again, most don’t even consider worth it to have.
there HAVE been attempts to revive the mod to post update fallout 4 but most of those are simply theoreticals on github that often times don’t get made or someone flags as a virus and they get removed or are personal use mods that the creators never release (like that one YTer who posts exclusively male content)
If you’ve downloaded the newest version of Fallout 4 (the next gen one), then you’re out of luck since it won’t work due to the changes in how mods work, script extender changes and other miscellaneous bits that have changed under the hood.
If you revert to the version that’s before the update then it will, though be advised it will at some point break your save file.
I have no idea how vore mod works and unfortunately I can’t help author of original post, but I can’t pass by without leaving my comment after reading people’s comments here.
“Script Extender” update have nothing to do with issues on outdated mods, because nothing has been changed in functions of script extender after Next Gen update. Next Gen version of F4SE contain the same functions as before and those functions will work after user update F4SE to match new game version. That mean if modification is broken this isn’t issue with outdated scripts codes, but with other things (for example old native code .dlls plugins which used for HUD creation should be updated).
Literally had the same exact issue.
As everyone mentioned before, the issue is that the mod is beyond old in relation to the game file as well as being buggy to get working. Best thing to do is to downgrade it and maybe also every supporting mod you need for good measure.
I’m running on game version 1.10.163.0 and managed to fix the perk issue, but now I’m having issues with the bellies not showing up.
Its times like this i wish that there was a new vore mod for Fallout 4 ;n;
I have a different problem, also related to the vore mod. When I eat a companion, I can’t spit them out. More precisely, they spit out and then immediately go back into my stomach. Any advice on what to do?
Let it be known that Carreau no longer updates the Fallout Vore (Fallout 4) mod; not since 2020. Eka's Portal • View topic - Fallout Vore 3.0
It was still in a beta state when a major update to Fallout 4 in about 2021/2022 broke alot of its functionality. Even if you are able to get it running in the present, there are still a lot of issues (if you swallow your companions, you get soft-locked, if you get swallowed the camera will become softlocked, Nuka Acid doesn’t work properly, Thicc Vore (weight gain features included with the mod) conflict with @coldsteelj 's Fallout 4 WG SSBBW mod, companion vore stats fluctuate wildly and don’t stay stable on the same save, user changes to the settings don’t stay in place on account of the configuration files in the mod being persistance / authoritative and overwriting user’s saved vore settings, and the HUDframework elements in the UI are extremely buggy — HUDframework was last updated in 2017. FallUI - HUD is preferable). Gaztec has provided a link for the GitHub repository of Carreau 's abandoned mod, for anybody who would like to try to repair and resurrect the mod for the most recent version of Fallout 4 NG / soon-to-be-AE.
Here it is:
From what I have picked apart here, this is what needs to be done:
FVR = Fallout Vore Redux
A) Core architecture & safety
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Single source of truth (SST) for vore state.
Keep Carreau’s registry as the “stomach ledger,” but make all entry paths (melee, dialog, gun) go through one public call (theFVR_SwallowService.RequestSwallow(pred, prey, lethal)), not multiple partial scripts. (it’s too unstable, otherwise) -
Replace in-world “invisibility” of swallowed prey with a belly cell.
Get rid of the “invisible prey in world” pattern. ImplementFVR_BellyService.StorePrey(...)→ MoveTo hidden cell, disable actor AI, mark faction;ReleasePrey(...)→ restore from cell, enable, EvaluatePackage. (Fixes floating eyes/mouth, NPCs staring at invisible “nothing,” and a ton of stuck states.) -
Guard swallow with a hard
CanSwallow()gate.
Deny early if: pred not flagged, indigestion active, prey is a pred with active prey (unless perk says otherwise), capacity insufficient, type disallowed, Essential/Protected prey (unless MCM override from user settings / debug). One gate, used everywhere. -
Unify timers & loops.
One digestion tick loop (2–3s cadence with configuration through MCM) owned byFVR_DigestionService—no scatteredRegisterForUpdate()s across multiple scripts. This helps keep the Papyrus load light and predictable. -
Strict cleanup on load.
OnOnPlayerLoadGame, reconcile registry with belly cell occupants from save game state; auto-release any orphans that are no longer relevant; clear unnecessary dangling aliases; reset camera/controls if the player was prey. Zero tolerance for stale state.
B) Swallow → Belly → Digest → Release pipeline fixes
Swallow (all triggers):
- Melee “Devour” weapon: replace any direct registry or invis calls with
FVR_SwallowService.RequestSwallow(...).
Context/dialogue vore: same—call the service.
“Belly teleporter gun”: same—call the service; mark source for analytics.
Store prey:
- Always MoveTo belly cell (dedicated interior, never resets).
Set restrained; (optionally) disable actor AI; set alpha 0 only as a belt-and-suspenders; never leave them in the loaded world — it will cause problems.
Digest tick:
- Per-pred tick merges all prey, not one at a time; DOT rate scales with size/perks; emit a single
OnPreyDigested(pred, prey, prey size, pred perks, prey perks, wasLethal)event.
Release/regurgitate:
ReleasePrey(...)teleports and ragdolls ejected prey near pred’s body (safe offset), Enable, Equip, EvaluatePackage, always call a camera/controls reset bundle if prey is the player.
Support non-lethal release (remove from registry, 0 DOT, clear belly slot) and lethal (corpse spawn rules if desired).
C) Indigestion = real state machine
-
States: READY / FULL / INDIGESTED (blocked).
Apply on swallow if capacity abuse or random chance (MCM-tunable), modified by perks. -
Clear conditions: registry shows 0 prey and cooldown timer finished and (optionally) MCM “force clear” pressed. No more permanent indigestion locks, that way.
D) Pred & prey XP / perks (deterministic)
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Event-driven XP.
Only award on digest complete (as player pred) and escape (as player prey). Never from multiple places. -
Perk-gating centralized.
E.g. Robot/ghoul/“pred-vs-pred” unlocks checked only insideCanSwallow()viaFVR_PerkService. -
Nuka Acid path fixed.
Ingestible’s magic effect fires the same event as digest (or a dedicatedOnAcidConsumed(pred, xp, fatBonus)toFVR_MorphController). Add a small debug toast so tester(s) can see it working.
E) Capacity system unified
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One service (
FVR_CapacityService).
Compute: base capacity + perks + level + MCM modifiers. Returns “can fit?” toCanSwallow(). No more scripts re-applying globals behind our back. -
Remove scattered “change global capacity” helpers or else make them call the service; never write globals directly (too resource heavy and frustrating when it overwrites things it’s not supposed to).
F) Weight & morph control (no slider wars)
-
One writer:
FVR_MorphController. -
Everyone else only notifies. It:
-
Tracks Fullness (short-term, from registry) and Fat (long-term, from digest/acid).
-
Every few seconds computes final morph values and calls LooksMenu/BodyMorph once per slider—no duplicates.
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Multi-slider support (TWB 3BBB + SSBBW2 + SSBBW3 + Muscle).
MCM exposes weightings (0…1) for each channel. Controller writes only sliders with weight > 0. Example channels to ship:TWB_BaseFat(or equivalent TWB weight morph)TWB_Muscle(these are all from @coldsteelj 's WG SSBBW mod — ask for permission)SSBBW2_Body(hourglass)SSBBW3_Belly(pear/double-belly)- (Optional) extra hips/thighs if present in TWB
-
Kill the conflicts:
Disable Carreau’sFV_ColdSteelBellyScriptand hisFV_WeightChange/WeightLossas morph writers—make them call the controller API instead (AddFat/RemoveFat/OnFullnessChanged). Turn off @coldsteelj 's WG SSBBW mod’s own runtime morph updates in MCM if his mod provides that toggle, or load your controller after it and overwrite final values on a steady cadence. -
Calorie model / prey value (simple & tunable).
Per-digest:calories = preySlotCost * slotToCalMult * difficultyMult. MCM controls conversion to Fat / gains, passive burn/hr (configurable by user in MCM, and exercise burn (again, ask @coldsteelj for permission, as theirs is already working).
G) MCM & persistence (no more reversion)
- Persist to JSON/StorageUtil.
All MCM settings (toggles, multipliers, slider channel weights) saved/loaded via a single persistence layer. On load: read JSON → apply to services → don’t rewrite with “defaults.”
MCM controls to ship:
- Global toggles: enable/disable Vore, enable pred NPCs, allow Essential/Protected actors by option in MCM (dangerous), allow pred-vs-pred and player-vs-companion.
- Capacity: base, per-level, perk multipliers.
- Indigestion: base chance, cooldown, perk reductions, “Force clear indigestion.”
- Digestion: DOT base, per-prey size, stealth noise on/off, health regen while digesting (pred perk).
- Weight: per-channel sliders (TWB base, SSBBW2, SSBBW3, Muscle), fat gain/loss rates, fullness→belly morph multiplier.
- UI: HUD on/off, HUD size/position, Pip-Boy tab on/off.
- Debug: show toasts on swallow/digest/acid, dump state to log.
H) FallUI – HUD migration (no HUDFramework)
-
Replace HUDFramework messaging.
Take the SWF widgets from Carreau’s mod for a new FallUI HUD widget layout. Expose methods likesetFullness(float),setPreyCount(int),setCapacity(int). Anchor via FallUI’s layout (JSON/XML) rather than HUDFramework registration. -
Call UI directly from Papyrus.
UseUI.Invoke("HUDMenu", "YourWidgetFunction", args...)(or the equivalent function from your UI helper) to push data to the FallUI widget. Remove allHUDFrameworkSendModEventpaths. -
Offer multiple layouts.
Ship a few different, ready FallUI layout snippets: top-left mini, bottom-right bar, off by default. Document how to re-anchor with FallUI’s editor.
I) Pip-Boy menu stabilization
Two potential viable routes… (2. might be more stable, as the mod framework of Pip-boy Tabs is newer) (ship both, and then default to the more stable one):
-
Keep the native menu (Carreau’s F4SE native
OpenVoreLevelMenu()), but refactor the backing model so it reads from your persistence/service values (not globals). -
Use a Pip-Boy Tabs mod integration to inject a new tab (e.g., “Vore”). Provide a SWF that shows:
- Pred/Prey levels & XP bars
- Capacity, fullness, indigestion status
- Perk tree grid (click to purchase → ModEvent → your Perk service)
- Whichever you choose:
Ensure click→perk purchase fires one event into your Perk Manager; reflect the new state immediately in both the Pip-Boy page and the HUD.
J) Dialogue & companion behavior
-
Context vore uses the same service.
All dialogs callFVR_SwallowService.RequestSwallow. No unique belly logic in dialogue fragments. -
Companion handler stops “stare at invisible player.”
When player is prey, player is in belly cell → no stare loop; companion gets a light “stay in area” package or do nothing special. -
Player-as-prey camera & controls.
Central camera reset bundle on all release/digest exits. Always run; don’t rely on fragments remembering to call it.
K) Power Armor, robots, essential actors
-
PA rules: swallow fails if prey is in PA (unless perk). If pred is in PA and a “PA Vore” perk is on, eject or deny according to MCM setting. One place to decide; one message to the player.
-
Robots/synths/super mutants/ghouls/special enemies, etc.: locked by perks; also tie into type whitelist so users can disable any category.
-
Essential/Protected: default deny; allow override in MCM with a big warning; still deny quest-critical actors by keyword.
L) World integration (loot, vendors)
-
Nuka Acid distribution:
Use RobCo Patcher as an injector to avoid conflicts. Keep the EditorIDs/formlists stable; inject at runtime if possible. -
Crafting & vendors:
Optional chem station recipe; vendor list add on safe refresh. MCM toggles for availability.
M) Performance, stability & logging
-
Papyrus cadence: 2–3s digestion tick, 3–5s morph writes (configuralble by user through MCM); instant UI updates for state changes (e.g. swallow/release).
-
Minimal papyrus in combat.
Melee swallow just schedules work to the service; no heavy logic on hit events. -
Error handling: every public function null-checks; all
MoveToandEnable/Disablecalls guarded; catch and clear bad references on load. -
Structured logs:
[FVR:SWALLOW],[FVR:DIGEST],[FVR:MORPH],[FVR:UI],[FVR:PERSIST]. Add a single MCM “Enable verbose logs.”
N) TWB 3BBB + SSBBW2/SSBBW3 compatibility
-
Slider name mapping in MCM.
Ship sensible defaults for TWB 3BBB + SSBBW2 + SSBBW3 + Muscle, but expose the names as editable text fields (advanced). Users can swap to custom slider packs without a patch. (see Gaztec 's Winterweight mod for Skyrim AE) -
Presence checks.
At init, test-poke each named slider (set tiny delta & revert) and flag missing sliders in MCM with a warning. -
Physics & skeleton.
Require 3BBB skeleton (ZeX/3BBB combo) + OCBP/OCBPC stack. Document the order and constraints.
O) Save/Load resilience & migration
-
On first run: migrate any prior FV globals → JSON; clear deprecated values.
-
On load:
- read JSON
- reconcile registry ↔ belly cell
- re-apply MCM to services
- trigger UI refresh (HUD & Pip-Boy)
- run a one-shot cleanup of any old alias scripts left from Carreau’s stack.
P) Packaging & modularity
-
ESL-flag plugin if possible (forms under 2048). Keep a single core ESP/ESL; put optional content (quests, companions) in add-ons. Might need not lite ESP or even an ESM.
-
Loose vs BA2: package SWFs/scripts as BA2 once stable. BUT, KEEP BodySlide DATA SEPERATE.
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Modular MCM categories: Core, Capacity, Digestion, Indigestion, Weight/Morph, UI, Compatibility, Debug.
Goals, in short:
- Swallow any valid NPC via melee/dialog/gun → prey disappears to belly cell → HUD updates → Pip-Boy matches.
- Digest completes → XP & perks applied once;
OnPreyDigestedfires → calories added → morphs update after next tick. - Regurgitate non-lethal → NPC returns near pred, enabled, with AI; player’s camera and controls correct if player was prey.
- Indigestion blocks new swallows, clears after cooldown; MCM “force clear” works.
- Nuka Acid adds XP/fat and shows debug toast.
- MCM survives save/reload; settings persist; capacity/morphs do not revert.
- FallUI HUD widget anchors correctly; no HUDFramework dependency; works with common HUD layouts.
- Pip-Boy tab opens reliably; perks purchase and immediately reflect.
- TWB 3BBB installed: SSBBW2, SSBBW3, Muscle sliders all respond; setting a channel to 0 makes it inert.
- Essential actors denied unless override; robots/ghouls gated by perks; PA rules obeyed.
- No script errors spam logs; papyrus monitors stay low.
Of course, this doesn’t even touch upon the Struggle Minigame or the Scat mechanic. In the current version of Carreau’s Fallout Vore 3.0, Scat can soft-lock the game entirely (glitches with the scat pile itself). The struggle minigame seems mostly functional, if you use the “Simplified” version of it (configurable through the MCM).
did you ever get this fully working if so can i please have the dl