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Posted (edited)

I fixed a bug in outfitpatch A2. one outfit had an issue with lighting.

On 8/25/2024 at 2:14 PM, MuellerMat said:

These outfitpatches replace the Toasts outfits that are sometimes applied to the player in this mod.

As currently they overwrite your bodyshape completly. Theses patches overwrite them with the meshes from toasts mod so they have full bodyslide

support and the character shape stays the same. Version A2 also upgrades the outfit that was custom made for this mod.

 

 

So I did all outfits now.
Version A2 contains all the outfits as well as the quad outfit but requires building it using bodyslide though. The outfit is called Ravenouscustom and is in the unassigned group.

Version A1 only contains the outfits already prebuild in toasts mod and so it does not require building additional outfits.

 

Both patches only work on SE/AE and were tested on the current steam version of skyrim with the AE dlc.
Both patches require toasts mod as master. Bodyslide is needed.
Should any issues arise please tell me and I will look into it.

 

The patches are save to instal and to uninstal midgame as they only modify the meshes. They should also be future proof.

 

OutfitpatchA2.zip OutfitpatchA1.zip

Edited by MuellerMat
Posted

@Delzaron How about an option or change so that instead of sending the player back to a previous save on death, it hands the player off to whatever other defeat or death mod the user has in place? Specifically, I like how Mark of Arkay can have you respawn in different places and under different conditions. With that mod it is already possible to spawn inside a hall of the dead after dying. I imagine your mod would just need a script modification for how it handles death, I'm just not bright enough to do it myself.

 

I think this could work quite well because it avoid breaking the gameplay loop with a reload. And for the dragonborn to be brought back by some divine fits for lore purposes too.

 

Posted
19 hours ago, user3095ll said:

@Delzaron How about an option or change so that instead of sending the player back to a previous save on death, it hands the player off to whatever other defeat or death mod the user has in place? Specifically, I like how Mark of Arkay can have you respawn in different places and under different conditions. With that mod it is already possible to spawn inside a hall of the dead after dying. I imagine your mod would just need a script modification for how it handles death, I'm just not bright enough to do it myself.

 

I think this could work quite well because it avoid breaking the gameplay loop with a reload. And for the dragonborn to be brought back by some divine fits for lore purposes too.

 

 

this will triggers some problems...

- in term os tory, I'll need to manage the return of player dead and resurrected

- but, more important, I'll need to manage it technically... and I dont know how to do that. I wish to keep ravenous simpler, and it's already my far complex mod in term of scripts.

Posted
3 hours ago, Delzaron said:

 

this will triggers some problems...

- in term os tory, I'll need to manage the return of player dead and resurrected

- but, more important, I'll need to manage it technically... and I dont know how to do that. I wish to keep ravenous simpler, and it's already my far complex mod in term of scripts.

 

I could write some code and test it for the mod if you wish.
Also could help streamline some of the code so it is simpler.

Posted
1 hour ago, z3r0 said:

 

I could write some code and test it for the mod if you wish.
Also could help streamline some of the code so it is simpler.

That would be awesome if you have the ability and @Delzaron gives the okay. Even a patch would be cool. I don't have any experience with Skyrim coding, but I suspect it has something to do with how the scripts handle the player death event. I've seen some mods that end up tying into the standard reload mechanics, but others (like defeat mods) end up bypassing the reload and sending the player to some event. In my previous playthrough I used Mark of Arkay with SL Defeat. Defeat handled combat death, but Mark of Arkay handled deaths from other sources, such as jumping off a mountain, drowning, and so on. In those cases, I had Mark of Arkay configured to send me to the nearest town, so I'd end up in the hall of the dead. In regards to this mod, I could see it as beneficial so you don't just loop back to previous save in the case of death. Of course I think in the absence of any mod that modifies death, it would end up reverting to vanilla handling of death, which would be okay too.

Posted
14 hours ago, z3r0 said:

 

I could write some code and test it for the mod if you wish.
Also could help streamline some of the code so it is simpler.

agreed

Posted
17 hours ago, z3r0 said:

 

I could write some code and test it for the mod if you wish.
Also could help streamline some of the code so it is simpler.

Write me if you want some help.

Posted

@Delzaron I made a couple of patches for Ravenous and it is kind of a hastle to share them over the discusion feature. Would I be allowed to post them as a mod I of course will give you the credit for ravenous and link to it.  And I am maybe doing some small patches, like my outfitpatch in the future as well. No worries you do noit have to accomodate me when you update I'll update them myself.

 

 

Posted

Hi people, I have a small request, does anyone have a pack with normal realistic Whipmarks? 

I understand that some of them are provided by ZAZ, but for some reason they disappear quickly, even a couple of hours do not pass, sometimes they are not displayed at all. Therefore, I would like something for Slavetats mod. What is offered in the general search engine is either for a legendary edition, or a broken link. thank you in advance.

Posted
22 hours ago, coronelwirs said:

Hi people, I have a small request, does anyone have a pack with normal realistic Whipmarks? 

I understand that some of them are provided by ZAZ, but for some reason they disappear quickly, even a couple of hours do not pass, sometimes they are not displayed at all. Therefore, I would like something for Slavetats mod. What is offered in the general search engine is either for a legendary edition, or a broken link. thank you in advance.

 

Isn't it using SlaveTats to begin with? Or does it use FadeTats?

If that is the case, you should be able to change the settings in these mods instead.

Posted
2 hours ago, Emerald982 said:

 

Isn't it using SlaveTats to begin with? Or does it use FadeTats?

If that is the case, you should be able to change the settings in these mods instead.

So the thing is that I have a value of 1000 hours in the mod. That is, this 100% should be enough. I don't understand at all, the last time I did a Skyrim build, this kind of stuff didn't happen. Of course, I use some slavetats scars, but they don't look much like what should be from rods and whips

Posted
On 8/30/2024 at 1:56 PM, MuellerMat said:

@Delzaron I made a couple of patches for Ravenous and it is kind of a hastle to share them over the discusion feature. Would I be allowed to post them as a mod I of course will give you the credit for ravenous and link to it.  And I am maybe doing some small patches, like my outfitpatch in the future as well. No worries you do noit have to accomodate me when you update I'll update them myself.

 

 

 

Sure.

 

9 hours ago, Emerald982 said:

 

Isn't it using SlaveTats to begin with? Or does it use FadeTats?

If that is the case, you should be able to change the settings in these mods instead.

 

Can create problems with pama, specially with the spitroast.

 

On 9/3/2024 at 11:56 AM, coronelwirs said:

Hi people, I have a small request, does anyone have a pack with normal realistic Whipmarks? 

I understand that some of them are provided by ZAZ, but for some reason they disappear quickly, even a couple of hours do not pass, sometimes they are not displayed at all. Therefore, I would like something for Slavetats mod. What is offered in the general search engine is either for a legendary edition, or a broken link. thank you in advance.

 

I don't know... but I think i saw some content like that in slaverun or slaves of tamriel.

Posted
19 hours ago, Delzaron said:

 

 

 

 

I don't know... but I think i saw some content like that in slaverun or slaves of tamriel.

Yes, it's about slaverun reload, 

I decided to try it the other day. The crooked mod, of course, especially delivers dialogues. The feeling that they were written by different people who did not read what each other had. That is, if in all your mods it is conditional when a dovakin chooses slavery and submission, she follows this path to the end. No arguments or bickering. But in SRR, in one dialogue you rebel against the slave trade, in another you already want to be a slave, and then you rebel again, the pope of missions passes and at first everything suits you, and then you want to disobey. There's just no choice in some dialogues, so why do this? I've caught 4 cognitive dissonance in these two days. Well, who wrote these dialogues? The idea is good, but the implementation is neither for yourself nor for people. They should take lessons from you on how to build quests and prescribe text lore. Its looks like a blonde in a boutique, I want one thing, in five minutes it is, and in ten- give me a Ferrari. Is that how you do it in mods? in your dialogues, the choice comes from the player and his actions. Which is logical, the rules of the RPG, here you are tied to a train that goes along the rails, and you only have a small chance to pull your head out of the window for a couple of seconds.

Posted

The movement range assigned to NPCs seems too wide. It would be better to split the cells and shorten the movement path. Another problem is that the journal piles up due to short quests. It would be better to combine restaurants and exhibitions and turn them into permanent events.

Posted

What does this mod even do? The description is entirely lacking. I walked into the fort and it just seems like a player home with a couple of random npcs that dont do anything?

Posted
4 hours ago, Nikov327 said:

What does this mod even do? The description is entirely lacking. I walked into the fort and it just seems like a player home with a couple of random npcs that dont do anything?

Talk to an inn keeper to start the quest .

 

Posted
11 hours ago, Nikov327 said:

What does this mod even do? The description is entirely lacking. I walked into the fort and it just seems like a player home with a couple of random npcs that dont do anything?

 

plenty of things :)

 

It's mostly a rep quest mod based on cannibalism theme.

Posted

Ive been having an odd issue with the VIP request.

Once I speak to him and go to get Sizma she says to meet her in the VIP room but never moves from her seat and speaking to her again does nothing. Even if I speak to the meat slaves and tell them to join me they never get up. So really stuck

Tried all the usual, checking load order and removing the mods and reinstalling them and making sure everything was up to date but no luck

Tried a new save as well

Funny thing is it worked once, the first time I played through the mod, but never again since then

Not sure if its a known issue? Or just me being stupid somewhere?

Posted
15 hours ago, killer905 said:

I am of the opinion that being restricted to restaurants with new tasks causes a lot of restriction in coming up with new ‘interesting’ tasks.


i've had this idea about a quest where you have to deliver a slave to a stormcloak/imperial war camp and then cook them with a risk of being cooked yourself

Posted
2 hours ago, Mynote said:


i've had this idea about a quest where you have to deliver a slave to a stormcloak/imperial war camp and then cook them with a risk of being cooked yourself

For me it doesn't fit with stormcloaks or imperials camp

Posted
On 9/14/2024 at 9:38 PM, killer905 said:

@Delzaron I am of the opinion that being restricted to restaurants with new tasks causes a lot of restriction in coming up with new ‘interesting’ tasks.

 

At second though, agreed. In fact, I though about including a meat farm part by doing a duo of farm girls, interesting in raising human cattle for milk and meat production.

 

17 hours ago, killer905 said:

For me it doesn't fit with stormcloaks or imperials camp

 

I agree, it does't fit at all with imperial and stormcloaks.

 

The only factions it could fit with are vampires and falmers.

Posted
4 hours ago, Delzaron said:

 

At second though, agreed. In fact, I though about including a meat farm part by doing a duo of farm girls, interesting in raising human cattle for milk and meat production.

 

 

I agree, it does't fit at all with imperial and stormcloaks.

 

The only factions it could fit with are vampires and falmers.

This is supposed to be a separate location, yes? Some kind of cave or open space only that far from populated areas?

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