Minimalistic mod profile, just Ravenous, bugfixes, and Pama's stuff loaded. Shouldn't be any compatibility or scripting errors. However, I do have "Ravenous Deep Edits" enabled, which might break things. So at the first sign of trouble, back out, disable that mod, and reload the game.
Update: Seems like that all works fine, excellent.

PERSONAL NOTES:
It does appear that Vanilla quests use the same method (or something very close) to manage inter-NPC dialogue. The quest activates a scene, the scene plays in sequence. Stupid that it needs to keep bouncing back and forth through script fragments to make that happen, but fine.
Interesting. Instead of the pre-determined VIP spitroast quest, it just queues up the radiant one. That might lead to some dialogue changes.
I want to change SO MANY THINGS about how every single bit of text in this mod is formatted. Not just EditorIDs of dialogue, but script names, aliases, references, they're all such an inconsistent clusterfuck.
Gotta remember to set Fus Ro Duh to 3s, 2s is a little fast. Or if it's on 3s, back to 4s. (Apparently it is on 4s. What?)
I appear to have hit the death of quest markers in general, fantastic. The Riften slavemaster doesn't have the dialogue, so now I need to work out to whom all three of those quests refer. At least Armina's quest hook works.
That is a NASTY fight at level 1/2. Presumably a player with more levels in one-handed, or more spells, would have an easier time of it? But the equipment restrictions certainly make it difficult. Especially since the ankle cuffs restrict the PC from sprinting, closing off a lot of evasive movements in combat. Recommend removing those, or adding a bleeding effect to the crude bone sword so it's a bit more deadly. Actually, most of the difficulty comes from Maya herself. I can handle the other three Vigilants, but that steel mace absolutely WRECKS the player's health. Downgrade her to an iron mace?
The Guillotine breaking breaks multiple quests by extension. I should check in Pama's server for solutions.
And that's a crash. Something's wrong with my NiOverride, for sure.


SPECULATIVE
Tweak dialogue so that Carnificina doesn't begin calling the PC "pet" until they begin to recruit other slaves, solidifying the hierarchy later on?

	Rav01a_Intro
DONE: Map location is missing the "T" in "Fort Naemirr"
DONE: Interesting; looks like Skyrim can't handle em-dashes. Pity. Revise Othor's second dialogue, also spotted a typo.
DONE: Carnificina doesn't bind the PC's hands, she just strips them nude. Change dialogue to reflect as such.

REPORTED: Message, "I found the fortress...it looks abandonned" needs spellchecking. Triggered when approaching the fort.
REPORTED: Another message popup. Find those in general, though I don't remember them being used much past this point. I can't seem to find these messages, which is annoying. I'll need to dig through the scripts, I suppose.
REPORTED: Carnificina doesn't actually become hostile when aborting the mod. Minor oversight.
REPORTED: Objective "Search for the other vigilants, or their remains, inside the fortress" does not complete after entering kitchen/meeting Carnificina. In fact, it never completes at all, and remains uncompleted ever after the quest fully concludes.
REPORTED: Second "speak with Carnificina" objective (after getting on the plate) should probably be "wait for Carnificina to return," and initiate conversation with the PC on the plate. Currently, this quest stage relies on the player to get up and initiate conversation with Carnificina. The apple is also not automatically removed from the PC's mouth; that should be part of Carnificina untying the PC.
REPORTED: Extremely low priority: floating lightpost outisde of Fort Naemirr, ref form "100096C4"

	Rav02_Vigilants
DONE: Objective "Speak with Othor, south of Riften" should be "Find Othor; he's hiding somewhere south of Riften"
DONE: After downing Maya, the quest automatically moves the player into the Fort's kitchen. Presumably Carnificina enslaved Maya offscreen.
DONE: After finishing the expository dialogue, the quest progresses automatically to where Maya is spitted, and Carnificina continues talking.
DONE: "Listen to Carnificina" objective should be "Wait for Maya to cook"

IGNORE: I can only get about half of the "Have you seen Othor?" dialogue responses to trigger. (Ah, because these are set up to be triggered outside of town, clever.)
REPORTED: Objective for Stage 30 and dialogue throughout the quest strongly implies cutting off Othor's head. I can reword that to just say "Return to the Fort," but if so much emphasis is going to be placed on "you have Othor's head on your belt," then that probably needs to be represented visually as well.
REPORTED: There should be a failsafe so that the quest progresses to "slay the Vigilants" if the Vigilants become hostile to the player. For instance, if the player just attacks them without ever talking to Maya.
REPORTED: After cooking Maya, the "Listen to Carnificina" objective is never marked complete. Also, maya is not actually dead, but is? If the player removes the spit (labeled "lethal") then she stands up...but can be looted like a dead body. Bizarre.

	Rav03_MoreMeat
DONE: Carnificina should explain the different rooms of the fort, then tell the player to familiarize themslves.
DONE: Okay the quest just ends after you make the purchase. Change the dialogue to six slaves to reflect as such, as well as the dialogue around it.

REPORTED: While Maya and the dead bandit in the kitchen can be butchered properly, and their corpses disappear afterwards, the Vigilants killed outside during the previous quest do not disappear when butchered. This makes it very easy to get the 35 meat, at least.
REPORTED: Contrary to what Carnificina says, all of the beds in the bedrooms are claimed, meaning players can't actually sleep inside the fort.
REPORTED: Hewnon and Drahff also don't disappear when butchered, which leads me to believe it has something to do with whether an NPC is unique or not.

	Rav04a_Shop
DONE: "Human Ressources" starts immediately afterwards, with no further requirements.
DONE: Add the new bath to Carni's tour of the Fort
DONE: Dialogue option to seduce Anuriel does not appear

REPORTED: Add quest marker to Anuriel for Human Resources (She...does? According to XEdit. So something's fucky here.)
REPORTED: Objective for "buy a license from Anuriel" does not tick complete (looks like this is another thing handled by scripts. Ugh.)
REPORTED: The "seduce Anuriel" dialogue is not properly hooked into the rest of the conversation. Normally talking to her and getting the price would advance a quest stage to "figure out how to pay her fee," where paying her or seducing her will be valid options, but it seems like that's not being done here, so we need to stitch this together.
REPORTED: The dialogue now works and progresses the quest properly, but Anuriel remains seated, instead of going to her bedroom. You can continue the quest by speaking with her, but the SexLab scene doesn't start. However, the quest progresses now as though you did. Amusingly, this DOES complete the "speak with Anuriel about getting a business license" objective, while paying her does not. For now, this at least works as a debug option.

	Rav04b_Simza
DONE: Typo in "Human Resources - Simza," with "flgaon."
DONE: Simza's quest, where you ask the people if Riften if there's an appropriate slave, assumes a "yes, here's the info" response, which is incongruous with my dismissive "go find out for yourself" text. Need to bring those both back into alignment by editing the quest objective.
DONE: Okay, so, Simza's slavemaster is looking for an alias, named "Slavemaster." presumably this is how they get around "what if the player doesn't have Simple Slavery?" except the link between the two has been broken. Gotta figure out how aliases work to fix that. Camille and Lamiae are looking for a member of the "Slaver" Zaz faction; the only NPC in the faction currently is the guy from "Stocking the Larder," down in the Ragged Flagon. The easiest fix is adjusting Simza's slavemaster (and the according dialogue) to also use the faction, even though I don't like going back and forth between the Ragged Flagon like that. EXCEPT, it appears as though that NPC gets disabled when reporting back to Carni. Great. That explains why there's no quest markers pointing towards him, at least. Fuck it, I'll just rewrite all of the quests to use Riften citizens. At least I know that works. (Okay, I've not quite done that. Instead I've made Simple Slavery a master to my patch, and actually properly redirected Lamiae and Simza's quests towards the Slavemaster, thus requiring no text changes. Camille and Armina's locations are enabled by speaking to anyone in the TownRiften faction, which was already the case with Armina, and that seemed like a good solution.)
DONE: Trying to add a quest marker to Tipo Marjebi for fixing various quests, and XEdit really doesn't seem to like it. I can add him as an alias for the quest, mirroring the implementation of other objects and the format thereof, but it just keeps resetting back to Carni. Frustrating. (And now it does work! Cool. Cool cool cool.) I've added a bunch of quest markers to various early quests when the targets seemed ambiguous or incorrect.
DONE: And the backup quest, to have a member of the thieve's guild buy her instead, IS ONLY AVAILABLE ONCE YOU REACH THE PART OF THE QUEST WHERE YOU HAVE BOUGHT SIMZA. This mod is IMPRESSIVELY broken in so many little ways, but at least my dialogue works fine.
TEST: Check quest markers in Simza's quest, I had one targeting the citizen I asked for the quest hook, which is not intended behavior.

REPORTED: Back to Simza. Tipo, when spoken to, (I guess he counts as a member of the Thieve's Guild) does now have the "Buy Simza for me" option. However, there's no actual check for whether the player has enough gold, and the quest just takes all of the gold in the player's inventory UP TO 1500 instead. Taking this option does not progress the quest, and Simza does not spawn.
REPORTED: PC can bribe Anuriel with sex, but not the guy that buys Simza on your behalf? That seems like an oversight. It might be because Simza was originally intended to be acquired through the "Taste of Death" quest, but that got cut for simplicity's sake.

	Rav04c_Camille
DONE: Camille's quest stalls at "Introduce your mistress to the werewolf." Amusingly, it appears as though this is a known problem, because I DO have a debug option to skip through it. (Yup, wrong quest stage condition in the dialogue again.) (Fixed quest stages, and the new Debug dialogue reflects as such.)
DONE: The second debug option during Camille's quest is not "let's skip this quest," but "let's skip this conversation." Update dialogue to reflect as such.

REPORTED: The wildlife in Tolvald's Cave can potentially attack Camille; notably, a Snowy Sabre Cat, which knocked her down pretty easily. Not sure how one would get around this without altering the spawns in the cave, aside from maybe boosting Camille's level/equipment so she actually can just kill any hostile wildlife?
REPORTED: Camille does not initiate the scene with Carni when you bring the latter to Tolvald's cave. Double-check that the script that triggers the conversation scene is initated by the correct quest stage; 30 is "Bring Carni to the Cave," 40 is "Speak to Camille," 50 should be their conversation, and 100 is "Quest Success." Currently, it APPEARS that the debug script "a1R_SideQuest_camilleDebug2Script" sets the quest stage to 50, but this just causes the quest to end, moving immediately to stage 100.

	Rav04d_Lamiae
DONE: Lamiae's quest, thankfully, works perfectly fine. It just has typos. One in the title, because her name is wrong, and one in the initial conversation with Lamiae, when she checks to see how enthralled you are.
DONE: Quest markers for "any bard in Solitude" don't work, point at Viarmo instead.

REPORTED: Lamiae's "Wait in the Solitude Hall of the Dead" package is not disabled by the the script for her companion quest, meaning after completing her quest, she "commutes" from Solitude to stand around, and back to Riften to sleep. However, this journey takes so long for her to complete that she immediately starts moving back towards the other position at either end, meaning she's always in transit between the two and therefore "missing," as opposed to standing around in Fort Naemirr as intended.

	Rav04e_Armina
DONE: Armina's debug to skip killing Lu'ah doesn't work. Remembered that from last time, confirmed it now. It now works properly, though there's no indication that it is a debug option until after it's been selected, which I dislike.
DONE: And FOR someone named Galathil
DONE: Typo in Carni's dialogue to Armina, about using "their" skills

IGNORE: It looks like Armina's recruitment quest doesn't properly target the boss of Ansilvund, which is why it doesn't trigger properly. Might actually be able to fix that one myself. Negative, this now functions properly. Presumably that was due to a mod conflict changing Luah.
REPORTED: Armina's dialogue with Carni skips the first line, about how she's walked into a cannibal's den.

	Rav05_ShopOpen
DONE: Open for Business' objective, "Speak with the VIP," should be "Serve the VIP"
DONE: General dialogue pass required. It seems as though instead of the custom sections of the quests to tutorialize restaurant functions, those quests now redirect the player into the Radiant versions. Dialogue before, during, and after will all need to be modified to reflect this change. (Easier than I thought, assuming that the non-radiant version is to be totally discarded. I'm sad that all that written dialogue is now unseen, but I guess now it's easier to get snuffed during training, so it works out.)

	Rav06_FinalChoice
DONE: Yeah, FinalChoice is not set up as I thought it was, it still includes the "who is that woman" dialogue.
DONE: The above dialogue should probably happen after the next quest stage, since Adele hasn't arrived yet.
DONE: Make sure Adele's dialogue during FinalChoice all works properly, it looks like one section was previously set to Carni. 
IGNORE: General lack of quest staging, it might be less necessary than I believed.

REPORTED: All endings of the Final Choice exclusively complete the "I've been butchered by Adele" ending objective in the journal, despite alternate ending objectives existing.

	Rav07a_Enslaved (formerly a1R_rep_SlaveJob)
REPORTED: "Butchered (NPC)" always seems to fail, first initiating the script for tenderization. Then it selects a slave, and finally Simza just stands in the middle of the dungeon. No new events can be started, and no event ever actually plays.

	Rav07c_Customers
DONE: More weirdness around the Waitress quest, based on using the same quest for an enslaved player. Check screenshots, see if there's some way to finesse the quest text to fit both entry points. Defer to the radiant version if it's going to be the only one that players see.
DONE: Extra space in Carni's dialogue after the Waitress quest concludes

	RavRad_WaitressA
DONE: The quest log stages in this are wrong; the only way to start this quest is by asking a customer what they'd like to eat, and it picks up from there.
DONE: De-gender customers

REPORTED: Waitress quest - Customer asks for a steak, but the script checks for stew, instead.

	RavRad_WaitressB
DONE: When Simza tells you to bend over, that needs to specify "get on the table and spread your legs," indicating the furniture that is part of the table.
DONE: Dialogue rewrite, to make the PC more willing

REPORTED: Quest fails to start entirely, just after the customer tells the PC to strip.

	Rav07e_GatherMeat_BadEnd (formerly a1R_Rep_MeatFillling_player)
DONE: Typo in "guillotine"

REPORTED: Quest does not progress after Simza explains the player is going to be butchered. It stalls entirely after the dialogue with Simza concludes, at Stage 10. (Notably, the dialogue dos not CLOSE, simply hanging on the dialogue that has already been said. This is a recurring issue throughout testing, and I'm unsure why it's happening.)
I can't seem to actually get this quest to trigger naturally, any more. It just always gives the "standard" version, eight times in a row.

	Rav08_VIProast
Something's definitely screwy with the quest stages in there. Simza shouldn't be getting butchered and then spitting the player, for obvious reasons.

DONE: Slave has Simza's dialogue, as an appetizer. This is because it uses Stage 400 as a condition, which is only used when Simza is the main course. There's actually no quest stage in which Simza is the appetizer and the player is not selected? Which may be why the scripts are so weird, if they're encountering combinations of main course/appetizer which haven't been included in the actual quest. I'd need to peel this thing apart with a flowchart to understand how to fix this entire quest, but in the meantime I'll just replace the relevant dialogue with a copy of the normal slave dialogue. (For fixing this specific problem, I could also add another dialogue that's properly conditioned to not trigger on Simza, while adding a condition to the existing one to only make it trigger on Simza.)
The now-unused dialogue WOULD HAVE BEEN: "You're enjoying this, aren't you, "pet?" Maybe they won't notice if I come back serving your steaks instead..." 
DONE: Dialogue pass for Dragonborn gender (and everyone's gender, actually. General dialogue pass.)
DONE: Revise all execution dialogue; cut out the orgasm denial, move the "moan for me louder, slut" section up by one, have the last stage be "See you in Oblivion" which is nice and short
DONE: All spitroast dialogue has a rogue question mark after "little piggy"

REPORTED: Armina should be the one to spit the PC if BOTH Simza and the PC are selected. Currently, Simza gets butchered, and then returns to spit the player?
REPORTED: The quest stage for 235 is displaying the quest text for 221. However, talking to Simza corrects course and the quest progresses as it should. Suspect a misaligned quest stage in the script.
REPORTED: Minor aesthetic issue, all the player's bones are placed under the table after death. Probably just needs to have the z-level placement adjusted upwards.
REPORTED: Speaking of, two clone Simzas running around. Very strange, not sure whether to report that or not.
REPORTED: If Simza is part of the first selection, then her dialogue before the client makes their selection is missing. Of all the dialogue to NOT get duplicated, this one is an amusing exception, because only the REAL Simza can say this line. The clone Simza cannot. I could fix this by adding an alternate alias pointing at clone Simza to say the line, but it might be better to have Armina say it instead, since she should be present anyways.

	Rav09_Impaler
DONE: Typo in "player and Simza" after Simza tells the player to get two more slaves.
DONE: Quest text for a surviving player needs to include "free yourself" first
DONE: Both this and VIP Spitroast, the dialogue to Simza has a repeated word that feels awkward when you've both been selected.
DONE: Carnificina needs a quest marker for the last stage.
DONE: Yup, the whole "Simza is alive again somehow" thing is mostly skipped for this version, and just jumps to the "quest complete" stage. Change quest text to match. 

REPORTED: Even if Simza is in the impaler, the VIP tells Simza to "make her moan!" This seems to be because the VIP always uses Variant B of the Impaler dialogue, which is controlled by the a1R_Rep_VIP_ImpalerScene2 Scene. This very likely means that the script is only actually using this one scene, when it should be using C and a1R_Rep_VIP_ImpalerScene3.
REPORTED: As a side effect of the above, Simza/Armina's line about "with pleasure!" is skipped, because the real Simza is not present as the scene dictates. Instead it's clone Simza. the line should be going to Armina, who isn't present at all.
REPORTED: The impalement happens before the quest and dialogue updates, immediately in between "Make her moan" and "that's a good dance!" This is because the a1R_Rep_VIP_ImpalerReactScene1 Scene ONLY starts after the slave has died, when the implication is that it should be playing during the impalement.
REPORTED: The food and drink ordered by the customers is not actually taken by the VIP, and the VIP is completely non-interactive until the PC has the correct items in their inventory.

	Rav11_PlayerVIP
DONE: The "VIP Player" quest doesn't seem to be triggering, check that. Ohhhh, wait, it might cost 1000 gold. Check that, and update the dialogue if that's the case.
DONE: VIP Spitroast: The customer's dialogue refers to the main course about to be spitted, when that's already happened. Change this to something about being put on to roast. Also need to reshuffle the dialogue's EditorIDs, for consistency.
DONE: Quest dialogue needs to be updated to reflect that the player is now picking all slaves (This is actually incorrect! It was fine before.)
DONE: Got an errant piece of dialogue that needs to be located, in between Simza serving the PC the appetizer and spitting the main course. Okay, that plays when the slave is in the guillotine, just after Simza inserts the carrot.

	Rav12_NamDay
Okay, so this quest works a bit differently, and I need to update the text to reflect as such. The player kicks the log away, must try to survive, and it seems like everyone survives the first round. Then the player has to hang themselves again, for the second round. Afterwards, the player and Feyvine have sex with their mistresses, while watching the other three slaves hang.
Alright, this is pretty rough. Seems like the player needs to actually survive the game, picking the "let yourself die" option does just that. On reloading a save, all the slaves are still in the noose, but not actually, and now the scene won't replay. This is likely an issue on Pama's end, but I can at least update the text of the quest to specifically indicate "You have to attempt to survive this"
Okay, so all that dialogue just goes unused in favor of more Morrowind questions, presented in message box form. Grand.

DONE: The conversation with Lamiae happens first, and that conversation completing is a quest stage. Need to update the text to reflect as such.
DONE: THE Daedric Prince of the Unloved, non-ambiguous
DONE: Feyvine's "they're calling us now" is a little awkward, revise
DONE: Quest text spoils the game before it's properly explained, move that one step later
DONE: Quest text for "Watch Feyvine get sacrificed" is a little awkward, revise
DONE: Check Messages for Morrowind Trivia questions
DONE: Check Carni's dialogue against the quest stage, to see why the player might need a debug option here. (Might be Sybille's, and this might also explain why her dialogue was skipped.)

REPORTED: First line of the Namira Worshippers is skipped
REPORTED: No lines from Landannah between Ria and Mathilde
REPORTED: First line of the scene is skipped. Noticing a pattern.
REPORTED: Yeah, reloading the game fixed it, but it's still a rough bug. Especially since unless you have experience with Pama's furniture, it's not clear how to survive this, so I'm gonna guess 95% of players are going to die at least once here.
REPORTED: Yup, first line of dialogue skipped again. However Delzaron's doing these, they're not understanding a fundamental aspect.
REPORTED: Yup, first line of dialogue is skipped again.

	Rav13_Bath
REPORTED: The slave died immediately, falling to the floor, and the bath is distinctly un-bloody. So that's a bug.

	GENERAL
DONE: Typo during the "convince follower to be a meatslave" dialogue, as well as a repeated word. Also, male companions either aren't an option, or they actually need to be "friends" with the player. Check conditions. From testing, it does seem to only consider female NPCs valid. Rude.
DONE: Nice, fixed Carni's side of the "sell follower" inter-NPC dialogue scene. I was right, Delzaron forgot the conditions in her dialogue.
DONE: Apparently there's a misc quest to sell meat pies, so long as they're in your inventory, for thirty gold each. Good to know, gotta edit that dialogue too.

Male meatslaves should absolutely not be excluded. I've done a great deal of work to de-gender the player and all unnamed characters throughout the quests, but there are definitely some quests (Such as the Waitress Special Request task) where the player's gender is highlighted.
Domination (either through dialogue or using the spell) either doesn't work, or the usage and limits of it are not adequately explained. I can enthrall people, it changes their outfit to ankle cuffs, a collar, and nothing else, and then it starts a sexlab scene...and then the NPC goes back to what they were doing, and the dialogue option is missing. Tested on Tythis Uhlen and Wujeeta, need some generic NPCs of a low enough level test it on next. (Guards are too strong for the spell.) Resurrected one of the dead vigilants outside Fort Naemirr, to test it on her. Same effect, but they also wouldn't butcher properly, so that's not saying much.



Potentially unrelated bugs? (Check with Pama)
Bad End 1 is acting up. While I'm annoyed that being in one of Pama's furnitures disables the quest log (making those bits of text go unseen) the larger issue is that the spitroast scene only kind of worked the first time, and seems entirely non-functional now.
On first attempt, PC was moved into the "lying on plate" pose while the spitroast was still inserted, and then the "move PC to display furniture" message popped up. No change occurred, then the game became partially unresponsive. However, I think that was because I had the deathcam duration set to 500. I also think the other bugs might have come from opening menus and accessing the spitroast menu while the scene was progressing, interfering with delicate timing of scripts.
On subsequent attempts, entering the spitroast causes an instant crash to desktop. This makes it difficult to test the previous hypothesis. Will shut down MO2 for an hour or two to see if that clears a cache somewhere, then test again while pressing no buttons.
Reloading MO2 seems to have fixed the crash (definitely report that to Pama) but a new bug has been introduced. The PC, without touching any controls or opening any menus, still shifted into the "lying on plate" position while still at the spitroast's position. After about thirty seconds, she ragdolled (now clipping through the floor) and I had about thirty seconds of freecam. (I suspect that was another mod working properly.) The WEIRD PART is that when I reloaded the save made BEFORE INITIATING THE BAD END, my PC was now standing in the spitroast's location, and couldn't walk in any direction. However, I could move the camera and jump, and I could interact with the spitroast.
Simply put, Bad End 1 seems to have a script that isn't cleared properly when automatically reloading the previous save, which positions the player on the spitroast.
Reloading the game fixes that new bug, but the game still crashes on subsequent attempts, necessitating the reloading of MO2. Pama says this is due to NIOverride, and doublechecking my installation of said mod seems to have fixed the issue for now.
Player controls (even for Pama furniture) should be disabled entirely when player is placed in furniture? May help with script timing, if possible. This seems to have been implemented be Delzaron, then reverted, for unclear reasons.
Carnificina's dialogue during Bad End 1 either never plays, or the text is hidden along with the rest of the player's HUD while in furniture. Either way, annoying. Probably just because Pama furniture hides the HUD entirely.
Guillotine only sometimes works; if anyone enters it and there's this persistant grinding noise, then it won't kill the furniture user properly. The head is never cut off, and the player can simply get back up.