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!!!Notice!!!

This mod will receive no updates, and has only been here per request of the original mod author. This mod has been picked up and is now being maintained by BlackMazeGOD.

 

This is a re-upload of the original Meat Farm mod. The original author could no longer work on it for reasons I will not disclose. I have no prior modding experience however I felt that people should have access to this mod. I can't promise I will be of any help in the support thread however.

This mod is still up for adoption until either I learn to make mods and improve on it myself or someone who is more experienced takes it. As previously mentioned I have no prior modding experience. Until then its not going any where.

Original Description
 

 CONTENT WARNING: CANNIBALISM, SNUFF

 

What is this mod?

This is a mod that lets you volunteer to become a meatslave and be sent to live on a human meat farm. Your goal will be to improve your meat quality enough until you can eventually be approved for slaughter.

 

Background

The story presented in this mod takes place in an alternate timeline of Tamriel (which is very vaguely based on actual ES lore). In this timeline, elves (especially the altmer) are the dominant race and society. For most of recorded history, humans have been kept as slaves by the elves. And through some odd quirks of history, elven society began eating their slaves as a food source several centuries ago. Today, humans are seen as little more than animals and are raised as livestock for their meat across most of Tamriel (especially in provinces other than Skyrim).

 

Skyrim itself is still mostly populated and ruled by nords and so humans do not automatically have animal status within the province. However, some altmeri entrepreneurs have recently gotten approval to set up human meat farms in Skyrim and are recruiting volunteer humans. You, as the player, can volunteer to become one of these meatslaves.

 

There is a book added by this mod that details this timeline's history in more depth. You'll have an opportunity to get a copy of it as you play the storyline.

 

Player Race/Gender

As you can tell, this mod is designed around you playing as one of the human races (Nord, Imperial, Redguard, Breton). Certain parts of the mod make direct reference to you being a human. However there is nothing in the mod that is directly stopping you from playing as an elf or beastfolk if you wanted to. Though you might need to get creative in how you'll roleplay that.

 

In terms of player gender, this mod is fully unisex.

 

Requirements

All of these mods plus their requirements:
-SKSE
-SkyUI
-Sexlab
-ZAZ 8.0+ CBBE HDT Rev3 (for SE) https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/

(You need to scroll down a bit to see the link to the download)

-Pama's Deadly Furniture https://www.loverslab.com/files/file/12508-pama´s-deadly-furniture-scripts/
-Fuz Ro D-oh - Silent Voice https://www.nexusmods.com/skyrimspecialedition/mods/15109

 

Highly Recommended

-Nude mods for both men and women. I use CBBE and SOS.

-Simple Slavery ++ https://www.loverslab.com/files/file/13531-simple-slavery-plus-plus/

(gives you the sold on a platform experience; lets you be sold to the Meat Farm or to one of many other enslavement mods) 


Mod links which weren't provided above: 


Installation

1) Make sure you follow Pama's instructions to avoid the known CTD when using the chopping block. Alternatively, install "CTD_Fix_For_Pama_Furniture" which is in the downloads section.

2) If you are not using Skyrim SE, read the Edition Compatibility section below.

 

On Startup

1) Make sure Sexlab is fully initialized before you start the questline. In other words, when you start a new game, wait for the notification that says something like "Sexlab ... is ready!".

2) After starting a new game, make a quicksave (F5) and then quickload (F9). This will avoid certain problems.

 

Edition/Mod Compatibility 

 

-This mod was built for SE (I personally only have SE and so can't test/build for any other editions).
-LE: Works well, but you need to download the Patch to fix the trough. There may be some other small differences from SE.
-VR: reports from one person say it kind of works but sometimes buggy. As of V1.1.3, some of the bugginess should be lessened.
-Oldrim: not supported. I'm honestly not sure what happens when you try to run it.


Other than that, this mod does not alter any game data directly. So it should be okay to use alongside most other mods.

There is also an optional patch for compatibility with the iNeed mod. This will let you replenish thirst and hunger from the meatslave trough.
Link to iNeed mod: https://www.nexusmods.com/skyrimspecialedition/mods/645

 

 

 

Tips/OtherStuff

 

-For a more immersive way of starting the mod, talk to any innkeeper.

-To start the mod's storyline you need to go to the recruiter (map location should be visible by default). If the recruiter's dialogue options don't show up right away for you try quicksaving and reloading (F5+F9).

-Sometimes the guards bug out while escorting you. You can usually fix it by bumping into them at high speed. If that doesn't work, it is best reload a previous save.

-While you are a cattle, new events happen daily between ~8:10 am - 6:00 pm. So after the daily event finishes you can wait/sleep until the next day if you want something else to happen.

-You can use the "Skip Time" button (default 'Y'), then press 'Enter' to confirm. The mod will automatically fast forward to the next morning. The mod will also prevent you from using this feature if a daily event is already running (since doing that could break things). You can also just use vanilla wait/sleep, but you should avoid that if a daily event is already running.

-Every seven days, the player is sent to evaluation (that will be the daily event for that day). If you pass, you will be sent to slaughter.

-Whether you pass your evaluation or not is related to your marbling stat. You can raise marbling by eating from the trough in your cage (up to twice a day). And you can lower it through exercise (ie sex with the other human meatslaves).

-You are also sent to slaughter if you don't pass your evaluation within a certain time period (Default: after 120 days).

-If you find a mate, they'll have special interactions that grant bonuses. These refresh every so often.

-Although this is primarily meant to be a snuff mod for the player, there is a way to escape the farm if you chicken out. While the slaughterhouse quest is active, escape using the secret drain located to the right of the slaughterhouse.

-Do not kill/delete the other meatslaves as this can break the quest system. Same with guards.

 

 

 

Short Summary of the Daily Events

 

 


*Player Evaluation (100% chance every 7 days)

   player is evaluated and may be sent to slaughter

*NPC Evaluation (31-46% chance)
   NPC is sent to evaluation

*Restock Cattle (100% chance if cage has too few meatslaves)

   A new shipment of meatslaves is added to the cage.

   There is also an alternate restock event with 30% chance that grants marbling.

*Breeding Program (20% chance each day marbling is between 40 and 60)

   The player is put in the breeding program. This event is slightly different for male and female players.

   Contains an extra long SexLab animation, but you can still accelerate/skip it if you have that setting.

   Greatly increases Days as Cattle (so you'll probably be slaughtered soon after).

*Hungry (20% chance)

  Player's appetite unusually high. Increases marbling

*Player's Mate (15% chance)

  Player is offered the option to take another meatslave as a mate.

*Rich Buyer (8% chance)

   A rich buyer is buying directly from the farm. They pick out the meatslave they want to take home and eat.

*Cattle Flu (7% chance)

  A stomach flu has spread to the cattle. Due to lower appetite, marbling decreases.

*Talos Day (occurs once per playthrough on the 13th day)

  Today is Talos Day, an elven holiday

*Forgetful Guards (11% chance)

   The guards forgot to feed you. Lowers marbling slightly.

*Cost Cutting (8% chance)

   The farm is cutting costs by feeding you less. Lowers marbling slightly.
 

 

 

Note on Non-Consensuality Requests

 


I've had some people express their wishes to see a more non-consensual version of this mod (ex: one were player does not volunteer to be a meatslave). To clarify, my intentions for this mod is to keep it within a consensual theme. That being said, I respect that different people have different tastes. So for those of you who wish for a more non-consensual experience, you can expect the following:

-In general, most of the dialogue will not imply that you are a volunteer, just an "outsider" (as opposed to being a stock meatslave that was specifically bred to be meat)

-There is an option in the debug section of the MCM. It lets you skip the volunteering part of the start quest if it's just not your thing.

-If you're a modder and want to make a custom (less consensual) way to send the player to the Meat Farm, see the note about Mod Integration.

 

Mod Integration (for Modders) 

 


If you want your mod to send the player to the Meat Farm, you can do so via a ModEvent.
Within your script, use: SendModEvent("MeatFarm_InstantSendToFarm")

This will strip the player of all items, teleport them to the Farm, and then start the questline at the appropriate place.

Feel free to ask me technical questions. I'll help how I can.

 

 

 

 End of the beta
I am officially treating this mod as "out of beta".
I still have quite a few ideas that never got implemented, but for the most part I'm happy with where this mod is.
I may make more additions in the future; or I may not. Though, if I do, they likely won't be coming in the near future.
Thank you to everyone who tested, gave suggestions and reported bugs during the beta! The feedback was helpful and appreciated.

 

Changelog

 

V1.3.1 (small fixes, no need to redownload if you got 1.3.0)
-CattleDrugs Effect now won't override existing playercontrols restrictions
-fixed some MCM bugs
-New debug MCM options (Force new day, Force restock)

V1.3.0

-Followers can now come to the meat farm with you. They must be convinced via dialogue first.
-Updated the ending. Now presents a menu with Final Scores and an optional Epilogue.
-Changed The Cattle Drugs effect. Previously, it removed the player's Magicka. Now, it prevents fighting.
-Updated the examiner's dialogue in the Initial Processing Quest. Player is now given a collar when turned into a meatslave
-Meatslaves wear metal collars now
-Also updated the recruiter and innkeeper dialogues
-Added slaughtered meatslaves as decor in the Whiterun, Solitude and Riften town markets

iNeed Patch

Created an iNeed patch. This patch lets the meatslave trough replenish the player's hunger and thirst.

V1.2.2

-Meat Farm may soon be added as an outcome to Simple Slavery++. Follow the SS++ page to know when it happens. UPDATE: It has been added!
-Added 2 new MCM options in the debug section.
One lets you retrieve the items that were taken from you during recruitment,
The other lets you remove the Cattle Drugs effect from yourself.
-fix: the "Become a meatslave now" MCM button now works on subsequent presses.

V1.2.1
-changed it so this mod gets the player's gender from the SexLab gender instead of Vanilla gender (to support trans/futa players). Sex and the breeding quest will behave accordingly.
-Made a ModEvent for sending the player to the Meat Farm. See the Note on Mod Integration for more detail.
-Fix: Keybindings should no longer reset after the questline starts
-Fixed (increased) the distance at which the guard stops for you while escorting you to eval room

V1.2.0 (Officially Out of Beta)
-I'm officially considering this mod "Out of Beta"
-added dialogue with Innkeepers to hint player towards recruiter and start of the questline
-added an MCM option to skip the Intro Quest
-minor fix for the "outer door" in the LeadToCage scene (it is now forced open in case the guard doesn't open it)
-fix: 'Enter' button for the TimeSkipper still being active while in menus

LE Patch
-made an official patch for Skyrim LE.
-The trough will now appear and function correctly but will look like a regular vanilla trough.

Beta V1.1.5 (small improvements)
-Finally fixed the recruiter's dialogue not showing on new games (no need to quicksave+reload anymore)
-Moved the recruitment camp so that it doesn't overlap with Laura's Bondage Shop
-Fixes: Time Skip Button will no longer activate while in menus (or while typing in console).
-The ending no longer quits to main menu. After death, you'll have ~6 minutes before it auto-reloads.

Beta V1.1.4 (quality improvements and lots of polish)
-added an easier way to skip forward in time (since this mod revolves around daily events).
Now you can fast forward to the next interesting thing at the push of a button (see tutorial section for more info).
Meant to be less cumbersome than just using 'T'.
-general improvements to AI to make it a bit more realistic (guards will wait for you to move when escorting you, examiner doesn't move around the room while talking to you)
-Lowered the chance of getting the breeding event
-The "My Mate" quest will now update to show if your mate is killed.

(For everything to work correctly in this update you'll need to start a new game)

Beta V1.1.3 (intermediate version; unreleased)
-Removed the forced player movement from the evaluation and breeding events (since it was causing a lot of trouble). Now you have full control to move during the cage exit scene.
-Made the "leading player out of cage" scene modular, thus setting the stage for more daily events where the player is directly involved (and potentially more alternate endings)
-other small improvements here and there

Beta V1.1.2 (intermediate version; unreleased)
-Bugfix: will no longer keep getting daily events once the final quest starts (or if you find the secret ending...)
-Improved pathing/navmesh on the stairs to the eval building

Beta V1.1.1 (quick fixes)
-Bugfix: daily events were happening even when the player wasn't a cattle yet.
-also fixed some typos in the text

Beta V1.1.0 (Big update, so there's bound to be a few bugs probably)
-Implemented the breeding program. It is now a possible daily event (see daily events for more info)


If you are not using a new save for this update: Make sure you register your ZAZ animations in the MCM or else the breeding event might become very weird...
-Bugfix: the "too old" evaluation outcome when above max days should now work correctly
-Added difficulty sliders in the MCM. Let you gain/lose marbling faster. Can make the game easier if desired.
-Added even more daily events

Beta V1.0.3 (minor changes + quickfix?)

-The Lead To Cage scene wasn't starting properly in V1.0.2 sometimes (still not sure why). Hopefully this version helps.
-You can now interact with your mate to receive special bonuses.
-Added more minor daily events

Beta V1.0.2

-Added several new daily events. Certain daily events can now affect your stats directly.
-Greatly reduced the marbling gained/lost from eating/having sex.

Beta V1.0.1

-Had forgotten to include the topic info fragment scripts. Dialogues should now progress correctly.

Beta V1.0.0

-Initial upload
 

 

 

Edited by FalloutKitten


What's New in Version 1.3.1

Released

Added versions 1.2.2 for the voice packs mod.
Added CTD fix for Pama Furniture 


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