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Posted
2 minutes ago, MuellerMat said:

So the texture for carnificinas outfit seem to be missin gon my end. I'll look at it later if it is just a error on my end.

Nope, i have same on my side 

Posted
2 hours ago, adle said:

Ravenous Voice NPCs.zipI dont know if anybody needs it. But here is a Xvasynth Voice file for the NPCs of this mod. 

 

Really, it exist ?

I don't know how to voice a mod. And with the multiple versions, I was afraid I'll need to revoice it entirely every time.

The mod won't receive new content for long, I want to move on FTD and AFS.

So, paybe a voice pack for Ravenous could be nice.

 

3 hours ago, killer905 said:

Nope, i have same on my side 

I fixed it in the 3.23fix release. It concers only SE (I'm sure it's a cathedral side effect).

Posted
1 hour ago, Delzaron said:

 

Really, it exist ?

I don't know how to voice a mod. And with the multiple versions, I was afraid I'll need to revoice it entirely every time.

The mod won't receive new content for long, I want to move on FTD and AFS.

So, paybe a voice pack for Ravenous could be nice.

 

I fixed it in the 3.23fix release. It concers only SE (I'm sure it's a cathedral side effect).

Yes. Just did it. If you need a new one, just hit me up. I will make one. Doesnt bother me that much 🙂

Posted
4 hours ago, megger35 said:

Had quick play though 

 

I can not get camille to get slaves even tho I only have 3 in the cells 

the text says cells are full 

 

that"s not normal at all.

Thre is a else in her script, which provides 4 slaves whatever number of slaves you have in stocks.

I tested it for LE version. Maybe a SE sepcific problem...

 

3 hours ago, adle said:

Yes. Just did it. If you need a new one, just hit me up. I will make one. Doesnt bother me that much 🙂

 

thx, I'll post the link on the mod page if you want.

 

Posted

Actually, let's start this now.

 

I've been working on a rewrite of the mod's text, meaning spoken dialogue and quest objectives, along with a few other small consistency fixes as regards to typos in names and items. It's a long while while from done—I'm estimating another week of creative drive is necessary. But as of tonight, I've finished with a fairly necessary part for my own utility, and I might as well upload my current progress as a preview of the work so far.

 

The mod's original dialogue is serviceable—no offense intended to Delzaron—but it seems pretty clear that there were translation errors, some logical inconsistencies, and certain details omitted for quest objectives which can cause a player to misunderstand or be unaware of their next task. This patch is intended to correct those and enhance the quality of the mod's writing, without adding a single record, which means working entirely within the limits of a conversation's length. This also means that my mod should be drop-in/drop-out compatible, as it's just a text replacement. No scripts have been modified, either. Meaning, anyone who can currently run the mod can slot this in at the end of their load order and see this new text, and if they decide they don't like it, then they can just uninstall the mod without any trouble. (It's also been created in XEdit as a esl-flagged .esp, so as far as Skyrim is concerned, it barely exists in a load order at all.)

The second file (RavenousTextEdits_Deep.esp) maintains all of the same changes, and goes further in two ways. A few quest names have been changed to read better, but the more significant change is actually on the backend side. The EditorIDs of all of the mod's dialogue has been renamed and organized in rough chronological order, allowing an XEdit user to read through the whole mod's spoken script as necessary, and change dialogue throughout a sequence without having to hunt down the next part of the conversation. The same has been done for Quests, but that's much less significant. Both of these changes were necessary for my own sanity—much like a vampire, I cannot abide disorganization. That being said, I haven't merged these changes into the primary patch, because I have no idea if changing EditorIDs will break scripts. So far, in my own testing, such does not appear to be the case—but I have not finished that testing yet.

 

As you can see, both files are available to download and inspect or experience at your leisure. I've also provided, in .txt form, a sample of the rewrite: Camille's recruitment quest. (That document was created in Notepad++ and reads most easily in the same program, but any text processor should be able to display that file.) I'm going to keep working on the patch, hopefully until it's done, but I make no promises aside from that hope to continue. I'll also probably not post any more incomplete versions here until the whole thing is finished...unless people really want some specific text to be reworked, or really want to see a specific quest worked on which I haven't started yet.

I will remain as available as I have been previously for any questions. Thank you.

RavenousTextEdits_v1.zip RavenousTextEdits_Deep_1.zip RavenousRewriteSample_Camille.txt

Posted
4 hours ago, Ink_Ribbon said:

Actually, let's start this now.

 

I've been working on a rewrite of the mod's text, meaning spoken dialogue and quest objectives, along with a few other small consistency fixes as regards to typos in names and items. It's a long while while from done—I'm estimating another week of creative drive is necessary. But as of tonight, I've finished with a fairly necessary part for my own utility, and I might as well upload my current progress as a preview of the work so far.

 

The mod's original dialogue is serviceable—no offense intended to Delzaron—but it seems pretty clear that there were translation errors, some logical inconsistencies, and certain details omitted for quest objectives which can cause a player to misunderstand or be unaware of their next task. This patch is intended to correct those and enhance the quality of the mod's writing, without adding a single record, which means working entirely within the limits of a conversation's length. This also means that my mod should be drop-in/drop-out compatible, as it's just a text replacement. No scripts have been modified, either. Meaning, anyone who can currently run the mod can slot this in at the end of their load order and see this new text, and if they decide they don't like it, then they can just uninstall the mod without any trouble. (It's also been created in XEdit as a esl-flagged .esp, so as far as Skyrim is concerned, it barely exists in a load order at all.)

The second file (RavenousTextEdits_Deep.esp) maintains all of the same changes, and goes further in two ways. A few quest names have been changed to read better, but the more significant change is actually on the backend side. The EditorIDs of all of the mod's dialogue has been renamed and organized in rough chronological order, allowing an XEdit user to read through the whole mod's spoken script as necessary, and change dialogue throughout a sequence without having to hunt down the next part of the conversation. The same has been done for Quests, but that's much less significant. Both of these changes were necessary for my own sanity—much like a vampire, I cannot abide disorganization. That being said, I haven't merged these changes into the primary patch, because I have no idea if changing EditorIDs will break scripts. So far, in my own testing, such does not appear to be the case—but I have not finished that testing yet.

 

As you can see, both files are available to download and inspect or experience at your leisure. I've also provided, in .txt form, a sample of the rewrite: Camille's recruitment quest. (That document was created in Notepad++ and reads most easily in the same program, but any text processor should be able to display that file.) I'm going to keep working on the patch, hopefully until it's done, but I make no promises aside from that hope to continue. I'll also probably not post any more incomplete versions here until the whole thing is finished...unless people really want some specific text to be reworked, or really want to see a specific quest worked on which I haven't started yet.

I will remain as available as I have been previously for any questions. Thank you.

RavenousTextEdits_v1.zip 84.96 kB · 1 download RavenousTextEdits_Deep_1.zip 86.11 kB · 1 download RavenousRewriteSample_Camille.txt 9.15 kB · 1 download

Would you mind to share the whole complete mod?

I need to extract Lip Files as well from tes5edit to create proper Voice Files

Posted
1 hour ago, adle said:

Would you mind to share the whole complete mod?

I need to extract Lip Files as well from tes5edit to create proper Voice Files

I'm...not sure what you mean? Could you elaborate?

Posted
1 hour ago, Ink_Ribbon said:

I'm...not sure what you mean? Could you elaborate?

well, if you want a new voice mod for your modified version, i need the whole mod to generate them. So i can extract the dialogue myself

Posted

"The whole mod" is what I'm not understanding. I haven't finished the rest of the text yet; what is available is the extent of my work on this patch so far.

Posted
21 hours ago, adle said:

Ravenous Voice NPCs.zipI dont know if anybody needs it. But here is a Xvasynth Voice file for the NPCs of this mod. 

 

Nice sound file.

Like the new voice for Carnificina (had a bit of a problem with her sounding like red queen in resident evil before 😜).

Posted

I'm having an issue with the mod after attacking the VOS outside the fort its ports us inside and the mod just goes into a sort of slow mo with my pc stuck on the serving plate on the table and every time I move the camera it snaps back 

Posted
On 4/10/2024 at 6:46 PM, lordfirefly73 said:

I'm having an issue with the mod after attacking the VOS outside the fort its ports us inside and the mod just goes into a sort of slow mo with my pc stuck on the serving plate on the table and every time I move the camera it snaps back 

 

when exactly ? the fight against Maya ?

Did you hurted Carnificina ?

 

18 minutes ago, liniul said:

Do you need both files in the download section ? Is the older file just a redundant file?

The PO3 SKSE archive is needed for player beheading first view.

Posted
39 minutes ago, Delzaron said:

 

when exactly ? the fight against Maya ?

Did you hurted Carnificina ?

 

The PO3 SKSE archive is needed for player beheading first view.

after you kill the VOS and defeat Maya and the popup say you have defeated the VOS the screen goes black and your back in the castle kitchen on a plate the game stops and starts every 2 seconds as does the gpu in task manager which is weird being I'm running a RTX 4070 ti super 

Posted
28 minutes ago, lordfirefly73 said:

after you kill the VOS and defeat Maya and the popup say you have defeated the VOS the screen goes black and your back in the castle kitchen on a plate the game stops and starts every 2 seconds as does the gpu in task manager which is weird being I'm running a RTX 4070 ti super 

 

It the plate ? That's mean players controls are removed.

 

Are you the only one facing that problem ?

 

 

what is happening when Maya is defeated.

 

setobjectivecompleted(40)
a1RMayaREF.removefromfaction(a1REnnemiesFaction)
a1RMayaREF.removefromfaction(VigilantOfStendarrFaction)
a1RMayaREF.addtofaction(a1RCarnificinaFaction)
self.setstage(60)

 

utility.wait(5)
MoveNPC()
EnslaveMaya()
setobjectivedisplayed(60)

 

a1ROthorSkullREF.enable()
setobjectivecompleted(60)
setobjectivedisplayed(70)
a1RMaya_Vigilant.setessential(false)
utility.wait(2)
Game.FadeOutGame(false, true, 1.0, 1.0)
a1R_HotMoan_pain_SoundMarker.play(a1RMayaREF)
(a1R_Kitchen_PamaSpitRoastPrepSpotREF as Pamafurn_SpitRoastPrepSpot).newVictimEnters(a1RMayaREF)
utility.wait(2)
a1RHunt_Scene1.start()

 

 

The player is not involved in the scene. In fact, I discovered long time ago removing layer controls causes lot of problems, so I avoid to use it the much I can. By the way, It's one of the reason why I abandonned zaz spit for pama one.

 

 

can you post a video, or something ?

Posted
8 hours ago, Delzaron said:

It the plate ? That's mean players controls are removed.

 

Are you the only one facing that problem ?

 

I ended up in kitchen with Carnificina starting the cooking lesson.

So it worked for me.

 

Nice that it was only Maya in fight now, the fight was a bit hard before with a group of Vigilants.

Posted
8 hours ago, xtro334 said:

 

I ended up in kitchen with Carnificina starting the cooking lesson.

So it worked for me.

 

Nice that it was only Maya in fight now, the fight was a bit hard before with a group of Vigilants.

 

the group is still here, they are just delayed 😈

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