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Posted (edited)

Hey I got a question;

Do cannibals actually cook the meat or do they eat it raw? 

I could think of some additional dialogues, maybe normal customers only eat cooked meat but veteran cannibals like carnificina eat raw meat too? I know the chick from taste of death ate raw meat too, so maybe mistress decides to eat player raw and this leads to a scene where player's body is being butchered then in the next scene her raw tits and pussy are on a plate in front of carni in her room? Or maybe there's a special item on the menu for fresh raw meat? Or normal items like steak or rump or pussy or tits can be ordered raw?

It could also make the waitress job easier because when a customer orders raw meat PC doesn't have to do any cooking 

🤔

Edited by nonofyodambiznes
Posted
On 6/14/2024 at 5:59 PM, Delzaron said:

 

I tired to add some milking stuff in TID. It doens't done well...

 

Some posters, why not ?

I never used a AI generator yet. Only chatgpt for text. I'm curious to see what you could get.

As you want to add posters it might also be worth looking at the various proposals as to what data or improvements have been made? And also fix e.g. Simza when the client wants us and her and 2 other slaves (there are 2 Simza if the client does not choose PC or Simza) Lack of Mistress texture in the LE version (reported a couple of times) during the Namira Day quest and Sybille does not appear in the cave, but sometimes appears in the Mistress room.

Translated with DeepL.com (free version)

Posted

Apparently you can't use this mod with Vortex. It will begin to purge the whole mod folder every time the conflict with SKSE is resolved, doesn't matter which way. I was not planning to use this mod for long, just curious. But this 'changing SKSE files' just kills it for me. There has to be another way. To many mods depend on SKSE as it is. It makes is unusable in my eyes.

Posted
6 minutes ago, Emerald982 said:

Apparently you can't use this mod with Vortex. It will begin to purge the whole mod folder every time the conflict with SKSE is resolved, doesn't matter which way. I was not planning to use this mod for long, just curious. But this 'changing SKSE files' just kills it for me. There has to be another way. To many mods depend on SKSE as it is. It makes is unusable in my eyes.

that sounds more like an LE/SE/AE version issue on your install. What version of Skyrim are you on, what version of SKSE have you installed, and what version of Ravenous did yo attempt to install?

Posted
37 minutes ago, Emerald982 said:

Apparently you can't use this mod with Vortex. It will begin to purge the whole mod folder every time the conflict with SKSE is resolved, doesn't matter which way. I was not planning to use this mod for long, just curious. But this 'changing SKSE files' just kills it for me. There has to be another way. To many mods depend on SKSE as it is. It makes is unusable in my eyes.

Wait what? Sounds like you mess up something... I use over year Vortex and nothing like this happen. Did you click "purge" button? this will clear Skyrim from mods. 

Posted

lot of ideas for Ravenous...

 

I should reread all these pages and make a resume.

maybe a poll...

 

Anyway, for now I'm working on FTD and real life issues (mostly).

Once FTD new version will be released, I'll go back on Ravenous.

 

After,I think I'll go back on FTD, or maybe the intro part for TID.

 

Posted (edited)
42 minutes ago, Delzaron said:

lot of ideas for Ravenous...

 

I should reread all these pages and make a resume.

maybe a poll...

 

Anyway, for now I'm working on FTD and real life issues (mostly).

Once FTD new version will be released, I'll go back on Ravenous.

 

After,I think I'll go back on FTD, or maybe the intro part for TID.

 

you could share the work with other developers and modders if its too much

i personally would love to see "mistresses experimental spell", it's easy enough to do 

for the rest of them i can wait

Edited by nonofyodambiznes
Posted
On 6/4/2024 at 6:24 AM, Ink_Ribbon said:

 

 

Following up on this, I've finally finished v1 of the dialogue patch, which quickly feature-crept out into a restructuring of the EditorIDs and a LONG document full of bug reports and feedback. The mod's scene scripting seems especially unstable, with lots of dialogue getting skipped, quests jumping to the last stage early to "complete" them, and quests simply failing to progress. If anyone would be willing to test those and confirm, it would be appreciated, because I can only stand so much debugging on my own end.

 

Anyway, to clarify. These two plugins are a patch for Ravenous which rewrites 99% of the text in the mod. It's now cleansed of typos, reads more fluidly and naturally to native English speakers, and I'd like to think it's more erotic overall as well.

 

Ravenous Text Edits is the "lite" version. It just contains the text edits, including dialogue, quest logs, item names, and other small things. It's safe to drop in and check out, then pull back out if you decide you don't like it. It doesn't add anything, it only replaces text.

 

Ravenous Text Edits (Deep) is the full version of the mod. It expands on the text corrections by fixing some bugs, adjusting some quest stages, adding some conditions to dialogue, and most importantly, it renames nearly every single EditorID in the mod so that a user can read through all the dialogue in the mod in narrative order. I recommend using this version for the improved end-user experience, but it may cause issues if you uninstall it mid-save.

 

Inside that zip file, there's also four documents;
Changelog: Self-explanatory, listing all of the non-text changes I've made, and giving a general impression of the revised characterization throughout the story.

Feedback: For Delzaron specifically. Lists all of the bugs I found and recorded, as well as my best guess as to why they occurred and how they could be fixed. Many of them require examining scripts and double-checking queststages. I considered cracking open the scripts myself multiple times, but ultimately elected not to do so; I've already had difficulty trying to figure out how scripting works, and if I really went down that rabbit hole, this patch wouldn't have released for another six months.

Notes: Mostly redundant. These were my personal notes when playtesting the mod and making changes; I'd keep this open and tab out of the game to write something down for later. Potentially incomprehensible, definitely says some unflattering things. Anything important was cleaned up and copied into the Changelog or Feedback documents.

Rewrite Sample - Camille: The same document I uploaded in the original post, serving as a "demo" of my narrative changes. If you don't want to reinstall Skyrim or set up these mods, you can have a look through that and get a sense of the tone I presented in the rewrite.

 

I've been working on this for...at least two months? It's not my best work, I could keep tinkering with this and fixing things forever. But I want to move on to other things, at least for a little while, so I'm going to post this and then step back for a bit. I hope you all enjoy it, and I hope the Feedback document is useful for improving Ravenous going forward. Additionally, if anyone has any questions about specific conversations or lines of dialogue, I can load up the game to take screenshots as examples. (I've neglected to do so until now, and all of my screenshots are for debugging purposes, they're unsuitable for promotional material.)

 

I will be maintaining these patches when/if Ravenous updates, though I will almost certainly lag behind a fair bit as other projects take highest priority.

 

RavenousTextEdits_Deep_v1.zip 141.06 kB · 7 downloads RavenousTextEdits_v1.zip 101.43 kB · 7 downloads

 

I tested the base Test Edits, it's really good.

 

Thank you, it's working wonders for immersion.

Posted
On 6/16/2024 at 2:59 PM, nonofyodambiznes said:

just had another idea for another quest where carnificina calls player and she explains in order to promote the restaurant she decided to give a tour of how the restaurant works to customers to ensure that the restaurant only uses the finest fresh meat and player was chosen to demonstrate by releasing the blade on her own head or letting simza cut her head off at the block or the stump which goes a little like this:

https://www.pixiv.net/en/artworks/79717997

https://www.pixiv.net/en/artworks/84856370

 

another idea is that carnificina is testing a new Decapitation Spell and she calls the player in the slaughter floor to test it which should be easy enough to do she just tells the player that she's testing a new spell and doesn't let the player know its a decapitation spell she just asks her to hold still in the blood pool area in the back of the kitchen and casts the spell on her then after player is beheaded carnificina says: "hey it worked! And now to see if it affects the taste..."

the quest could be called "mistresses experimental spell" 

 

problem is : how to make a spell like that ? The one is AFS works only on NPCs and the result is not very good (no actual decapitation, just a mark on neck and a skull generated and flying).

Pama head part related assets could be used... and I could gather the data about the AFS decap spell magiceffect.

Posted (edited)
40 minutes ago, Delzaron said:

 

problem is : how to make a spell like that ? The one is AFS works only on NPCs and the result is not very good (no actual decapitation, just a mark on neck and a skull generated and flying).

Pama head part related assets could be used... and I could gather the data about the AFS decap spell magiceffect.

Just use fake decap from pama. Also this can be used in mistress bath use fake decap in hanged meat. You know this "kill" make frop body on floor so this looks bad.

Edited by killer905
Posted (edited)
1 hour ago, killer905 said:

Just use fake decap from pama. Also this can be used in mistress bath use fake decap in hanged meat. You know this "kill" make frop body on floor so this looks bad.

I like seeing the body drop

Specially with a lot of blood squirting out of the neck, that's the whole point of the quest

For the post quest butchering scene you could resurrect the PC with code or a third party mod if needed but if it's too much there's no need to pressure yourself 

Edited by nonofyodambiznes
Posted
7 minutes ago, nonofyodambiznes said:

I like seeing the body drop

Specially with a lot of blood squirting out of the neck, that's the whole point of the quest

For the post quest butchering scene you could resurrect the PC with code or a third party mod if needed but if it's too much there's no need to pressure yourself 

I can see the difference of opinion in this case, but anyway the author of the mod will decide what it looks like. )

Posted (edited)
20 hours ago, killer905 said:

I can see the difference of opinion in this case, but anyway the author of the mod will decide what it looks like. )

problem is : how to make real decap without the block ?

 

for now i used pama assets, and a asset to silence the actor when I'll kill her (and make her fall in the water).

 

I also added a blood effect... need to test.

 

I could add a quest or two, and fix some typos problems (and ravenous have tons of it !).

 

Edited by Delzaron
Posted
2 hours ago, Delzaron said:

problem is : how to make real decap without the block ?

 

for now i used pama assets, and a asset to silence the actor when I'll kill her (and make her fall in the water).

 

I also added a blood effect... need to test.

 

I could add a quest or two, and fix some typos problems (and ravenous have tons of it !).

 

Pama has cut head "fake decap" so NPC still have head/alive but PC not see this.

Posted
53 minutes ago, killer905 said:

Pama has cut head "fake decap" so NPC still have head/alive but PC not see this.

There is also Toast's guro outfits, that you are already using for the hanging one in the kitchen, might be simpler in terms of the scripting to just have it equip them at the right time.

 

Posted
3 hours ago, Delzaron said:

problem is : how to make real decap without the block ?

 

for now i used pama assets, and a asset to silence the actor when I'll kill her (and make her fall in the water).

 

I also added a blood effect... need to test.

 

I could add a quest or two, and fix some typos problems (and ravenous have tons of it !).

 

 

PO3 Papyrus extender has a command just for popping off the head of a character. That is what Pama's Furnitures is using and is already a requirement for the mod.

It is a simple script command that can be integrated into a scene or onto an item / spell effect / etc. with trigger conditions

Posted
3 hours ago, Delzaron said:

problem is : how to make real decap without the block ?

 

for now i used pama assets, and a asset to silence the actor when I'll kill her (and make her fall in the water).

 

I also added a blood effect... need to test.

 

I could add a quest or two, and fix some typos problems (and ravenous have tons of it !).

 

hey if its too much there's also "sharpen the guillotine" quest

just a dialogue that works with already existing furniture

never the less im grateful for the effort

Posted
25 minutes ago, z3r0 said:

 

PO3 Papyrus extender has a command just for popping off the head of a character. That is what Pama's Furnitures is using and is already a requirement for the mod.

It is a simple script command that can be integrated into a scene or onto an item / spell effect / etc. with trigger conditions

 

I need to find that.

I found it. Need to test with Bath quest (instantkill and decap functions from PO3)

 

16 minutes ago, nonofyodambiznes said:

hey if its too much there's also "sharpen the guillotine" quest

just a dialogue that works with already existing furniture

never the less im grateful for the effort

 

for now, I just made the quest "exhibition". Player is restrained on a pole, leg open. 1/5 to get a client paying a lot to eat player fillet. If player fillet is taken, 1/2 chance to be released and healed, or being beheaded on the guillotine by Simza.

 

for spell testing, a simple way to do that is to send the decap 1H anim event to the victim. There is a spell mod for skyrim LE which do that.

 

sharpen the guillotine ? please refresh my memory.

 

I also modified the tasks selection message script : as you know, it can contains more than 8 items. the 9 is now a "next tasks" which trigger a new message. 1st of the new message is "preivous tasks" which go back to the classic message.

So, you'll find exhibition in that second message.

Posted
1 hour ago, Leavira said:

There is also Toast's guro outfits, that you are already using for the hanging one in the kitchen, might be simpler in terms of the scripting to just have it equip them at the right time.

 

Yeah i know but for this need also convertion to LE. Pama not need.

Posted
12 minutes ago, killer905 said:

 

Water also change color from pure to blood version?

 

no, i didn't changed the water. It's just DLC1TestBloodWater1024. It's red as you can see on picture in LE, and blue in SE.

 

I made a very simple version of the experimental spell. Carni ask player to join her in the back of the kitchen, carni uses spell, player head pop from her body, player die. Carni makes a comment. I would just wish to find a way to delay the time between player death and game reloading a save.

Posted
3 minutes ago, Delzaron said:

 

no, i didn't changed the water. It's just DLC1TestBloodWater1024. It's red as you can see on picture in LE, and blue in SE.

 

I made a very simple version of the experimental spell. Carni ask player to join her in the back of the kitchen, carni uses spell, player head pop from her body, player die. Carni makes a comment. I would just wish to find a way to delay the time between player death and game reloading a save.

You would have to check the Meat Farm mod how it was done.

 

As for the water it is easy to change the colour "disable pure water, enable blood water" I even showed in the video that how it looks like. Something like switching on/off an NPC.

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