varya333 Posted July 12, 2024 Posted July 12, 2024 First of all, I apologize for my English. I use a translator but I hope it will be somehow understandable. The mod is already extensive, but I think it still has a lot of potential to make it more unique. So let me make a few suggestions on how I would like to receive it (if it were possible). The first thing I would change is the behavior of the NPCs. Their ID is quite chaotic. Characters move around the fort without much order. It's true that guests are limited to the first room and Carnificina to the rest, but the staff can go as they please. Guests change places all the time, and even too often for my taste. This does not reflect natural behavior, but rather a sick game of who will run out of space. The staff often behaves similarly. Organizing this behavior would probably improve the overall impression and I think it is quite easy to implement, although perhaps time-consuming. The same applies to VIP scenes. The main vampire's behavior changes, but only during the choice scenes, everything else is just chaos I also miss the leash here. Everything is actually initiated by the player. It looks quite clumsy - accept the task - do something - kill - that's it. It doesn't look bad in terms of the actions the player has to perform, but when the player becomes the victim, I miss losing control. In fact, only the VIP scene has a relatively interesting sequence of events. Despite this, many functions still have to be accepted on your own. There is a scene but I still have to accept something, click, move the stage. Something I would really like to see in this mod is the "bad end" effect that can often be seen in Dogma. For example, the player is selected, the screen goes black, the scene switches to the view of Carnificina, who goes to check how the guests are having fun, where you can see how the player is being prepared. From the view of another person, for example Simza, you can perform the same sequence of scenes with a duplicate player, which would not cause the problem of death. The plot would then not have to end only with death and a number of scenes of meals and conversations between the guests could be implemented. I don't know anything about modding and I have no idea how difficult it is to do, so these are just suggestions. With thanks for the effort and effort in creating your mods, best regards. 1
Delzaron Posted July 12, 2024 Author Posted July 12, 2024 2 hours ago, varya333 said: First of all, I apologize for my English. I use a translator but I hope it will be somehow understandable. The mod is already extensive, but I think it still has a lot of potential to make it more unique. So let me make a few suggestions on how I would like to receive it (if it were possible). The first thing I would change is the behavior of the NPCs. Their ID is quite chaotic. Characters move around the fort without much order. It's true that guests are limited to the first room and Carnificina to the rest, but the staff can go as they please. Guests change places all the time, and even too often for my taste. This does not reflect natural behavior, but rather a sick game of who will run out of space. The staff often behaves similarly. Organizing this behavior would probably improve the overall impression and I think it is quite easy to implement, although perhaps time-consuming. The same applies to VIP scenes. The main vampire's behavior changes, but only during the choice scenes, everything else is just chaos I also miss the leash here. Everything is actually initiated by the player. It looks quite clumsy - accept the task - do something - kill - that's it. It doesn't look bad in terms of the actions the player has to perform, but when the player becomes the victim, I miss losing control. In fact, only the VIP scene has a relatively interesting sequence of events. Despite this, many functions still have to be accepted on your own. There is a scene but I still have to accept something, click, move the stage. Something I would really like to see in this mod is the "bad end" effect that can often be seen in Dogma. For example, the player is selected, the screen goes black, the scene switches to the view of Carnificina, who goes to check how the guests are having fun, where you can see how the player is being prepared. From the view of another person, for example Simza, you can perform the same sequence of scenes with a duplicate player, which would not cause the problem of death. The plot would then not have to end only with death and a number of scenes of meals and conversations between the guests could be implemented. I don't know anything about modding and I have no idea how difficult it is to do, so these are just suggestions. With thanks for the effort and effort in creating your mods, best regards. first, please keep in mind any idea needs hours/days/weeks of development. all the actors are packaged, but yes, their packages allows them lot of liberty (sandbox spackages with a large radius). It could be restricted. I got lot of problems in previoud devs when I removed player controls, particulary the famous bug about furnitures uses. It's why I let all the control to the player. what you suggest need to know how to use the camera. I never suceeded.
Animonkey Posted July 12, 2024 Posted July 12, 2024 (edited) 23 hours ago, Delzaron said: I could implement breasts cut, but keep in mind I put an armor on player. So, player will be nude, breasts cutted. It's why I don't think making it permanent is a good idea. This is basically how I thought it would be and also why I thought it would likely be hard to implement. Personally the scenario I had in mind is the player recuperating, but the breasts not, leaving the player flat/breastless (as if after a mastectomy), leaving only scars where the breasts were. I suspect implementing this would require having the player switch races to a breastless one to have the breasts (especially the nipples) removed without using armors, thus allowing the player to equip clothes as usual. If there is some other way to change the body for only the player that would be likely better, as changing the race might/will cause problems later. For scars, something like slavetats would do the trick but changing the body type would certainly be difficult. Edited July 12, 2024 by Animonkey
killer905 Posted July 12, 2024 Posted July 12, 2024 @Delzaron I checked on a clean save, and I could not go back to Mistress again (No dialogue that allows for later tasks e.g. Namira day, bath etc) I could only clone once and I could not clone again after 2 days of previous cloning. The above problems do not exist in the old save for some reason. Silver Plate continues to disappear as soon as Adele walks up to the table.
Delzaron Posted July 12, 2024 Author Posted July 12, 2024 2 hours ago, killer905 said: @Delzaron I checked on a clean save, and I could not go back to Mistress again (No dialogue that allows for later tasks e.g. Namira day, bath etc) I could only clone once and I could not clone again after 2 days of previous cloning. The above problems do not exist in the old save for some reason. Silver Plate continues to disappear as soon as Adele walks up to the table. did you cloned the player ? I told you it can cause problems. I'll check the cloning reset problem. I don't know what to do about that problem. Plate script is called further in the scene, not at the beginning...
Leavira Posted July 12, 2024 Posted July 12, 2024 9 hours ago, Delzaron said: first, please keep in mind any idea needs hours/days/weeks of development. all the actors are packaged, but yes, their packages allows them lot of liberty (sandbox spackages with a large radius). It could be restricted. I got lot of problems in previoud devs when I removed player controls, particulary the famous bug about furnitures uses. It's why I let all the control to the player. what you suggest need to know how to use the camera. I never suceeded. For the Customer's moving around, as I understand it there is a stat called energy, located in the AI data tab in the creation kit, the high this is the more an NPC moves around, having looked all the customers have the default value of 50 set, might be worth lowering this to something like 25 and this should get them to stop moving around as much.
coronelwirs Posted July 12, 2024 Posted July 12, 2024 12 hours ago, varya333 said: First of all, I apologize for my English. I use a translator but I hope it will be somehow understandable. The mod is already extensive, but I think it still has a lot of potential to make it more unique. So let me make a few suggestions on how I would like to receive it (if it were possible). The first thing I would change is the behavior of the NPCs. Their ID is quite chaotic. Characters move around the fort without much order. It's true that guests are limited to the first room and Carnificina to the rest, but the staff can go as they please. Guests change places all the time, and even too often for my taste. This does not reflect natural behavior, but rather a sick game of who will run out of space. The staff often behaves similarly. Organizing this behavior would probably improve the overall impression and I think it is quite easy to implement, although perhaps time-consuming. The same applies to VIP scenes. The main vampire's behavior changes, but only during the choice scenes, everything else is just chaos I also miss the leash here. Everything is actually initiated by the player. It looks quite clumsy - accept the task - do something - kill - that's it. It doesn't look bad in terms of the actions the player has to perform, but when the player becomes the victim, I miss losing control. In fact, only the VIP scene has a relatively interesting sequence of events. Despite this, many functions still have to be accepted on your own. There is a scene but I still have to accept something, click, move the stage. Something I would really like to see in this mod is the "bad end" effect that can often be seen in Dogma. For example, the player is selected, the screen goes black, the scene switches to the view of Carnificina, who goes to check how the guests are having fun, where you can see how the player is being prepared. From the view of another person, for example Simza, you can perform the same sequence of scenes with a duplicate player, which would not cause the problem of death. The plot would then not have to end only with death and a number of scenes of meals and conversations between the guests could be implemented. I don't know anything about modding and I have no idea how difficult it is to do, so these are just suggestions. With thanks for the effort and effort in creating your mods, best regards. You are offering something that requires a lot of knowledge about all the programs that are used for modding. Most modders are non-professional game designers with higher education and 10 years of experience in some EA. I also remind you that modding specifically Skyrim is an endless substitution of one crutch and backing it up with a second one. Skyrim has never been a game with a high level of immersiveness. This is banal scripted crap. And the quests are the same here. But you can suggest a story for the quest, but not too confusing and long, running on current scripts like those used by Pama)
killer905 Posted July 12, 2024 Posted July 12, 2024 3 hours ago, Delzaron said: did you cloned the player ? I told you it can cause problems. I'll check the cloning reset problem. I don't know what to do about that problem. Plate script is called further in the scene, not at the beginning... No, no... it was Armina.
Delzaron Posted July 12, 2024 Author Posted July 12, 2024 (edited) 47 minutes ago, killer905 said: No, no... it was Armina. I tried with Armina, and changed the float value from 2 to 0.2 So, 6 hours after the cloning, I got the appropriate reset, and I cloned Falari. No problem with Carni or Simza dialogue... but with Armina ones : she gained the dialogues normally reserved for meat slaves. Edited July 12, 2024 by Delzaron
killer905 Posted July 12, 2024 Posted July 12, 2024 1 hour ago, Delzaron said: I tried with Armina, and changed the float value from 2 to 0.2 So, 6 hours after the cloning, I got the appropriate reset, and I cloned Falari. No problem with Carni or Simza dialogue... but with Armina ones : she gained the dialogues normally reserved for meat slaves. I checked with and without PC cloning before the "Final choice" task. If I clone it the dialogue disappears and there is no way to return. If I did not clone then there was dialogue. Also I think that the choice to clone ourselves "before" this task should be blocked, but given when the PC decides to leave Mistress, and she then wishes that she wanted our clone in that case. I think this would avoid the cloned PC blocking the tasks. Plus how the first time the PC was cloned as well as Armin they have weapons on them for some reason. Silver Plate here is a Video of what it looks like on my side. https://drive.google.com/file/d/1ER7o_CSUee8HdA63vwqYv0axt_dfk9xg/view?usp=sharing
Delzaron Posted July 13, 2024 Author Posted July 13, 2024 13 hours ago, killer905 said: I checked with and without PC cloning before the "Final choice" task. If I clone it the dialogue disappears and there is no way to return. If I did not clone then there was dialogue. Also I think that the choice to clone ourselves "before" this task should be blocked, but given when the PC decides to leave Mistress, and she then wishes that she wanted our clone in that case. I think this would avoid the cloned PC blocking the tasks. Plus how the first time the PC was cloned as well as Armin they have weapons on them for some reason. Silver Plate here is a Video of what it looks like on my side. https://drive.google.com/file/d/1ER7o_CSUee8HdA63vwqYv0axt_dfk9xg/view?usp=sharing I got the dialogue disappearing problem after cloning player. I know about that scene with Adele and Simza. I reseted the script, filled all the varibles... but it doesn't change nothing. I'm afraid the whole a1rtorfeast quest is corrupted, and need to be redone, just like Sybille Stentor clone problem was solved by deleting the clone made for a1rtorfeast, and replaced by a new one based on another character.
killer905 Posted July 13, 2024 Posted July 13, 2024 3 minutes ago, Delzaron said: I got the dialogue disappearing problem after cloning player. I know about that scene with Adele and Simza. I reseted the script, filled all the varibles... but it doesn't change nothing. I'm afraid the whole a1rtorfeast quest is corrupted, and need to be redone, just like Sybille Stentor clone problem was solved by deleting the clone made for a1rtorfeast, and replaced by a new one based on another character. I see
ZebraRundung246 Posted July 13, 2024 Posted July 13, 2024 Hallo, gibt es Probleme mit diesem Mod? Ich hatte gerade einen Sturz und der Crashlogger sagt mir, dass dies besonders schuld ist. Ich war auch in einer Taverne und hatte gerade ein Gespräch begonnen.
Ink_Ribbon Posted July 14, 2024 Posted July 14, 2024 Hotfix for my dialogue patch. This is v2, which is fully compatible with Ravenous v3.252 (As of this post, the most recent version of v3.25hotfix.) I haven't started work on the actual dialogue yet, this is just so that having my patch loaded with the most recent version no longer breaks dialogue where new responses were added (namely, when asking Carni to select a task for you.) This should also allow players to change pages on the "Select a Task" message box. In other news, I've had a look at the new quests, and I do like them! More characterization is good, and I'm eager to dig into these and flesh them out a little. Expanding on Armina and what exactly she does in the restaurant is also excellent. While it conflicts with what I wrote before, I can easily rewrite the VIP quests to hint that Armina is cloning Simza instead, very easily. It looks like the clone creation process involves reshaping existing flesh (presumably an existing corpse, or a pile of meat, though the fresher the corpse the better) and then conjuring a soul into it, to animate the copied body. I'll add a little bit of exposition about how Armina is using black soul gems to make it work, and that this was originally developed for Luah Al-Skaven to bring back her husband, but obviously it didn't work because it needs a living body as a base for the clone, instead of the draugr he's become by the time of the game. I'm also likely going to revise the clone's dialogue to imply the bodies are actually being inhabited by daedra, who are amused by why they've been summoned to Mundus, or at worst, mildly inconvenienced by being briefly mortal. This all reinforces the "tragic love story" of the dungeon where Luah is trying to bring back her lover, but she can't and the results are clearly not the same person, but the process developed still works well enough that Carni/the Dragonborn can use it to serve the meat of clones. Really, the only question is whether people would prefer: - This quest is meant to take place before the VIP quests, and thus the Dragonborn knows about the clones (and Simza and Carni are just reminding them in dialogue) - This quest is meant to take place after the VIP quests, and thus the Dragonborn is unaware of the clones (so Simza and Carni are evasive about the whole thing) - The chronological order is left ambiguous and the Dragonborn's dialogue can be interpreted either way (I'd really prefer not to write this because it'd be painful to be so vague) RavenousTextEdits_v2.zip
Delzaron Posted July 15, 2024 Author Posted July 15, 2024 On 7/14/2024 at 6:24 PM, Ink_Ribbon said: Hotfix for my dialogue patch. This is v2, which is fully compatible with Ravenous v3.252 (As of this post, the most recent version of v3.25hotfix.) I haven't started work on the actual dialogue yet, this is just so that having my patch loaded with the most recent version no longer breaks dialogue where new responses were added (namely, when asking Carni to select a task for you.) This should also allow players to change pages on the "Select a Task" message box. In other news, I've had a look at the new quests, and I do like them! More characterization is good, and I'm eager to dig into these and flesh them out a little. Expanding on Armina and what exactly she does in the restaurant is also excellent. While it conflicts with what I wrote before, I can easily rewrite the VIP quests to hint that Armina is cloning Simza instead, very easily. It looks like the clone creation process involves reshaping existing flesh (presumably an existing corpse, or a pile of meat, though the fresher the corpse the better) and then conjuring a soul into it, to animate the copied body. I'll add a little bit of exposition about how Armina is using black soul gems to make it work, and that this was originally developed for Luah Al-Skaven to bring back her husband, but obviously it didn't work because it needs a living body as a base for the clone, instead of the draugr he's become by the time of the game. I'm also likely going to revise the clone's dialogue to imply the bodies are actually being inhabited by daedra, who are amused by why they've been summoned to Mundus, or at worst, mildly inconvenienced by being briefly mortal. This all reinforces the "tragic love story" of the dungeon where Luah is trying to bring back her lover, but she can't and the results are clearly not the same person, but the process developed still works well enough that Carni/the Dragonborn can use it to serve the meat of clones. Really, the only question is whether people would prefer: - This quest is meant to take place before the VIP quests, and thus the Dragonborn knows about the clones (and Simza and Carni are just reminding them in dialogue) - This quest is meant to take place after the VIP quests, and thus the Dragonborn is unaware of the clones (so Simza and Carni are evasive about the whole thing) - The chronological order is left ambiguous and the Dragonborn's dialogue can be interpreted either way (I'd really prefer not to write this because it'd be painful to be so vague) RavenousTextEdits_v2.zip 116.85 kB · 1 download I see. I must admit I totaly forgotten the lore about Luah al skaven. She wanted to resurrect her spouse, right ? It why I added Armina to her suite in the first place. In VIP quest, Simza is not a clone. It's the real one ( but a clone in term of scripts, for obvious reasons), and she's resurrected (unlike the player, Simza is essential for Carnificina, so she doesn't allow her to die). I never thought about daedra and black souls stuff about cloning.... could be a nice addition indeed. My idea first was just to provide a way to clone player and npcs to make the butchering more fun, like filling the stocks with followers copies, or behead the player yourself. As you know, in term of scripts, the cloning process don't consume a living person, it just create one. Maybe two kind of clones could be made in therm of story (the but the game mecanism could be the same). Daedric ones (what you propose), and necromantic ones (using black gem, in dialogue at least... not restaurant don't lack of souls to capture). I need to think more about all of this.
Ink_Ribbon Posted July 16, 2024 Posted July 16, 2024 2 hours ago, Delzaron said: I see. I must admit I totaly forgotten the lore about Luah al skaven. She wanted to resurrect her spouse, right ? It why I added Armina to her suite in the first place. In VIP quest, Simza is not a clone. It's the real one ( but a clone in term of scripts, for obvious reasons), and she's resurrected (unlike the player, Simza is essential for Carnificina, so she doesn't allow her to die). I never thought about daedra and black souls stuff about cloning.... could be a nice addition indeed. My idea first was just to provide a way to clone player and npcs to make the butchering more fun, like filling the stocks with followers copies, or behead the player yourself. As you know, in term of scripts, the cloning process don't consume a living person, it just create one. Maybe two kind of clones could be made in therm of story (the but the game mecanism could be the same). Daedric ones (what you propose), and necromantic ones (using black gem, in dialogue at least... not restaurant don't lack of souls to capture). I need to think more about all of this. Just knowing that I have gotten you thinking about this tells me that I'm onto something interesting! And yeah, certainly no shortage of souls for filling gems in Fort Naemirr. I'll admit, I am curious if you've you gotten the chance to look at the revised dialogue? Since it is rewriting your work, I've honestly been a little worried that you might feel as though I was stepping on your toes.
Ink_Ribbon Posted July 16, 2024 Posted July 16, 2024 v3 - Ravenous v3.252 hotfix 2 Forwarded master-level Quest properties and aliases. I had missed these in the previous version, but spotted them while updating the Quest text. On a related note, updated the Quest text for all new quests, including long and short objectives. RavenousTextEdits_v3.zip
Delzaron Posted July 17, 2024 Author Posted July 17, 2024 On 7/16/2024 at 3:03 AM, Ink_Ribbon said: Just knowing that I have gotten you thinking about this tells me that I'm onto something interesting! And yeah, certainly no shortage of souls for filling gems in Fort Naemirr. I'll admit, I am curious if you've you gotten the chance to look at the revised dialogue? Since it is rewriting your work, I've honestly been a little worried that you might feel as though I was stepping on your toes. On 7/16/2024 at 6:42 PM, Ink_Ribbon said: v3 - Ravenous v3.252 hotfix 2 Forwarded master-level Quest properties and aliases. I had missed these in the previous version, but spotted them while updating the Quest text. On a related note, updated the Quest text for all new quests, including long and short objectives. RavenousTextEdits_v3.zip 118.62 kB · 1 download I will look it, in week end I think.
z3r0 Posted July 17, 2024 Posted July 17, 2024 (edited) I managed to figure out how to fix the player cloning function so it does not get buggy. It was a bit tedious because I had to develop a workaround. The whole bug is due to an engine limitation issue. Will upload the modified version once I did some testing. Edited July 17, 2024 by z3r0
killer905 Posted July 18, 2024 Posted July 18, 2024 2 hours ago, z3r0 said: I managed to figure out how to fix the player cloning function so it does not get buggy. It was a bit tedious because I had to develop a workaround. The whole bug is due to an engine limitation issue. Will upload the modified version once I did some testing. Intresting... so i will wait.
z3r0 Posted July 18, 2024 Posted July 18, 2024 1 hour ago, killer905 said: Intresting... so i will wait. Here is the fixed version. What I did was to create a Leveled actor list that contains the player actor reference, then used this leveled list for an actor base and then referenced that actor base in the armina cloning script. This way the clone is on a completely separate reference and you can even attach custom dialogue and scripts to it without touching the player actor base. If anyone has questions regarding this feel free to ask and I will go into details. Ravenous SE 3.25fix_z3r0_cloning_fix.zip 1
killer905 Posted July 18, 2024 Posted July 18, 2024 7 hours ago, z3r0 said: Here is the fixed version. What I did was to create a Leveled actor list that contains the player actor reference, then used this leveled list for an actor base and then referenced that actor base in the armina cloning script. This way the clone is on a completely separate reference and you can even attach custom dialogue and scripts to it without touching the player actor base. If anyone has questions regarding this feel free to ask and I will go into details. Ravenous SE 3.25fix_z3r0_cloning_fix.zip 116.27 MB · 1 download I have checked, but there is one problem. The esp file uses version 1.71 which is the latest for AE, and this means that in the SE version of CK it cannot be loaded. (The SE version is used by Delzoran for creating mods. Or LE? I can't remember, but either of them) To @Delzaron. As you want to load the file in CK LE/SE from colleague @z3r0, you have to load in TES5Edit or SSEEdit and change this value from 1.710000 to 1.700000, and then CK will load the esp file without problem. As for the cloning fix, it actually works (even on the LE version). No disappearing dialogues after PC cloning. This gives new possibilities as here a colleague above wrote dialogues or scripts exclusively for our clone. I would just change the name of our clone to Meatslave <player name>. And it would be perfect. So big 👍for fix.
z3r0 Posted July 18, 2024 Posted July 18, 2024 51 minutes ago, killer905 said: I have checked, but there is one problem. The esp file uses version 1.71 which is the latest for AE, and this means that in the SE version of CK it cannot be loaded. (The SE version is used by Delzoran for creating mods. Or LE? I can't remember, but either of them) To @Delzaron. As you want to load the file in CK LE/SE from colleague @z3r0, you have to load in TES5Edit or SSEEdit and change this value from 1.710000 to 1.700000, and then CK will load the esp file without problem. As for the cloning fix, it actually works (even on the LE version). No disappearing dialogues after PC cloning. This gives new possibilities as here a colleague above wrote dialogues or scripts exclusively for our clone. I would just change the name of our clone to Meatslave <player name>. And it would be perfect. So big 👍for fix. Use this in the Name field for the ActorBase exactly how it write it: Meatslave <Alias=Player> <Alias=Player> <- This parameter references the player characters name. Can also be used in other texts, like books or dialogue. 1
killer905 Posted July 18, 2024 Posted July 18, 2024 19 minutes ago, z3r0 said: Use this in the Name field for the ActorBase exactly how it write it: Meatslave <Alias=Player> <Alias=Player> <- This parameter references the player characters name. Can also be used in other texts, like books or dialogue. I know that, but it was more directed at Delzaron to be written like another ‘meat girl’ instead of using clone. But then again, it doesn't really matter. The important thing is that the fix works pretty well.
Mynote Posted July 18, 2024 Posted July 18, 2024 does this mod have a MCM or not? i've read old posts referring to it but it never registered for me at all.
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