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Posted

Quite surprised to see an update for this mod and no one asking what the update is so I guess I will.

 

What's in the update? The change log seems to be kind of ambiguous. Is this a small update or that rework that seemed to be mentioned earlier in the year.

Posted
26 minutes ago, RoxDox said:

Quite surprised to see an update for this mod and no one asking what the update is so I guess I will.

 

What's in the update? The change log seems to be kind of ambiguous. Is this a small update or that rework that seemed to be mentioned earlier in the year.

 

for now, the update was just a line to presice a thing.

 

The planned real update is :

- abandonned house stuff replaced by an imperial fortress (fort Naemirr) (done, just need to fix the packages)

- rewrite of the quest lines : less shitty objectives, more cannibalism and restaurant, even with player as food. So, shorter story, more rep content, more focused on the mod theme.

- better integration with other mods : for example, is you have simple slavery installed, you'll need to buy slave Simza at the auction.

- better way to get meat and meat girls. Rework of all alias for storing slaves (reuse of NMM while loop based scripts).

- integration of zaz 9.0 by tara and Pama deadly furnitures cannibalism themed stuff

- conversion for SSE (I succeeded to convert a esp only mod... now I need to figure how I could convert a mod wich contains meshes, textures, and scripts).

Posted
5 minutes ago, Delzaron said:

 

for now, the update was just a line to presice a thing.

 

The planned real update is :

- abandonned house stuff replaced by an imperial fortress (fort Naemirr) (done, just need to fix the packages)

- rewrite of the quest lines : less shitty objectives, more cannibalism and restaurant, even with player as food. So, shorter story, more rep content, more focused on the mod theme.

- better integration with other mods : for example, is you have simple slavery installed, you'll need to buy slave Simza at the auction.

- better way to get meat and meat girls. Rework of all alias for storing slaves (reuse of NMM while loop based scripts).

- integration of zaz 9.0 by tara and Pama deadly furnitures cannibalism themed stuff

- conversion for SSE (I succeeded to convert a esp only mod... now I need to figure how I could convert a mod wich contains meshes, textures, and scripts).

Is Zaz 9.0 a requirement or can we still use the zaz 8.0 I'm on LE.

Also what the ETA

Posted
7 minutes ago, SilentOption said:

Is Zaz 9.0 a requirement or can we still use the zaz 8.0 I'm on LE.

Also what the ETA

 

depend if I could pick the stuff I need in zaz 9.0 and integrate it in ravenous.

of course, I'll need Tara permission for this... and surely his help.

 

ETA ?

Posted
2 minutes ago, Delzaron said:

 

depend if I could pick the stuff I need in zaz 9.0 and integrate it in ravenous.

of course, I'll need Tara permission for this... and surely his help.

 

ETA ?

I mean when will it be completed not that I want to rush it just curious

Posted
28 minutes ago, SilentOption said:

I mean when will it be completed not that I want to rush it just curious

I don't know.

 

The fort is built and installed into tamriel world. The kitchen is huge, I could place all I need inside. there is also a prison for 12 places, a VIP room with a little version of the shrine of namira, rooms for staff...

I need to look all the packages.

 

After, I'll rewrite the quests.

 

Zaz and pama stuff will need time to integrate.

 

I also need to look for conversion tips. I have a good candidate for that : neophytes of dibella.

Posted

Ok, i was hoping this last update would fix this but it didn't, i have a problem with the opening scene. I tried everything i could think of, i even disabled all non dependencies, still nothing changes. BTW before you ask i have Fuz Roh Do'h.

 

I made a video of the issue, is anyone else experiencing this, and how do i fix it?

 

 

 

Posted
On 12/19/2022 at 4:31 PM, -alpha- said:

 

 

I didnt like the way the bodies exploded and sent parts flying everywhere when harvesting.
After 10min this is what I ended up with. Could be better but the idea is there.

 

I agree. It was based on body explosion spell used in AFS.

It's not the best option. I hope to replac eit when I'll find a better option

 

6 hours ago, Mars1991 said:

Are you integrating items from Namira's Goat? If not you reqally should, it's a perfct fit for this mod.

I don't know...

Posted

I have a question : does simple slabvery is usable for a npc auction ?

 

I have two ideas :

About meat slaves : player can butcher dead bodies (I need to rework that spell), But some other sources could be implemented : defeated npcs of course, like the enslave spell in AFS, volunteer meat girls (I'll need to place some of them in skyrim cities, of course I'll need to replinish them regulary), and slaves.

Slaves could be obtained on slaves market, so it's why i think about simple slavery.

 

I also wish to use simple slavery to make the auction of Simza and the other kitchen slave.

 

Ravenous contains also a quest for a simple slavery outcome : a1RBegin_Slave.

It will skip the a1RBegin quest.

 

for a1RBegin, i replaced player being strapped on a x cross to player being naked, put on a plate, carrot in the ass... and carnifica asked her to serve her, or being roasted.

For the roasting, I'll wait Pama release ; i need to see how browning the player skin, fadetoblaks, camera stuff... works in term of scripts.

 

Several recipes for cooking slaves and player should be available : spitroast of course, but also roasted on fire (in plate, bounded to a frame...), or boiled alive.

I also need to check the recipes, and completing them.

 

Posted

Here's a taste of the new version, Ravenous 2.2.

 

Ravenous 2.2 prealpha
Wrist leather script removed due to problems with ZAZ 9.0 which bound hands and make the quests very challenging
fix some objects floating nearby the house
Fort Naemirr built and placed.
Ravenous will need Zaz 9.0+ by tara (cannibal furnitures)
Abandonned house replaced by Fort Naemirr
a1RBegin : redone the writing.
a1RBegin can't start if a1Rhunt reach stage 10 (it's for prevent starting Ravenous by Maya if you started it through Simple Slavery)

Simple slavery starter implement, need to bne complexified (player will be able to joint at two stages : at a1RHunt, and after a1RShop, when restaurant will be rebuilt)
a1RHunt : added a script to count defeated vigilants. Whenit reach 4, setstage 50.
a1RHunt : vigilants npcs receive a death script. Maya ondying script modified.
added a butcher knife
set the slaves stored alias from 8 to 12
reworked the butchering corpses script. Plan to link to an enchantment, linked to butcher knife
dismemberment magic effect linked to butcherknife enchantement, linked to butcher knife
recipe for crafting the butcherknife. Need to be inside carnificina faction to craft it.
In quests and scripts, a1rhumanmeat will be replaced by humanflesh
a1RMeat : carni will make a visit of the restaurant.
a1RMeat : restaurant restored at stage 20.
a1R_SideQuest_Armina built
a1RShop1 : rewrite in progress
Simple Slavery is now a hard requirement
a1R_SideQuest_Simza built

 

need to repair packages
butcher knife 1st person meshe
dismenberment magic effect need to improve

 

projets :

two more recruitement side quests.

rep quest for restaurant

first VIP quest.

VIP quests

Some mission

the final with Adela as meal.

The end, with some outcomes :

- being released.

- being sold to simple slavery

- being cooked alive and ressurect

- beging cooked alive and die (bad end)

for cooking quests, several scenes will be needed, according to the several cannibal themed furnitures available in the kitchen (furnitures from zaz 9.0)

 

 

Simple slavery is now a hard requirement, already used for Simza recruitement quest.

 

This version is not tested and I don't expect it's functionnal, it's more a material of reflexion for Tara and Pama, to think about anims and cannibal themed stuff from zaz 9.0 by tara.

 

(I can't load a save with my Skyrim LE, I'll need to do a full resintallation).

Ravenous 2.2 prealpha.zip

Posted

I did ONLY install your mod beside ZAP 9 so far. At the moment I only saw the plates onto the table are not perfect for a serious entering of this sort of furnitures. Also if it maybe doesn t look fine, I´d putt them on the GROUND because of the quest´s leash-function-you will get a better contact with the furniture, if it is not on a table???-I would try to test that.

Some candliers are hang up and clip with the walls. Another stock-punishment furnitures between the chairs/tables is not in the correct heights-the feet are clipping with the floorground....that plates maybe are too much festive for such place. I found some light-clipping between two different lights-if you have to big light-radius, the lights will disturb each other.

THe overall lightning is MUCH to light....I´d go MUCH MORE DARKER inside this "dirt-hole" :-))-and it is a LOT of space all around....it would be very COOL to direct this scenery in a different atmosphere, close a) to the vampire-castle´s interior design or b) to thecatacomb tombs of different underworld-locations (where the skeletons break thru their graves) and become alive again. This types of enemy could maybe become CALMED also be participating inside those cooking-mod, additionally -I´d also use "calm" spiders, mini-versions of them would be very UGLY to see them run all around...additionally some calm rats....the player could trap into a spider cocoon and then the master-slave scenary is starting. The option to run away I would quit. You can also auto trap the player into a small hole, or a secret door is suddenly shutting and locking the player...with some magical effects, the player could be set into scooma-effects-behavior and wake suddenly up onto a plate or onto a fire. (only some spontanous ideas for now)

Posted (edited)

By using ZAP 9, you also can test the restraints-water-effect if it is working for you. In restraints the character can´t jump with the ZAP-mechanic and if in a well, the player needs always to keep above water-if not, the natural skyrim´s dead is starting. The gamer has to take care to survive. As long the player wear the rope, you can not get off...very simple and safe for a quest.

ZAP offers also alternative furnitures, which ALSO have a restraint-mechanic as a LOCK mechanic, which is produced by ZAP itself. If you wear ankle- and wrist-ropes, you can not JUMP and not "E-EXIT" those types of furnitures. Access is possible without restraints, but the player can JUMP off again. This is very safe for a quest, too. You can test the prototypes inside of the whorehouse, 2nd floor, a tiled torture-pole and a simple bondage-pole are available for that experiments.

As soon you equip the player with restraints, the furniture is locked. Important here to use the rope-restraints for best by the MCM-supported code of ZAP, which is working continuously without interruptions. Can be called by MCM for the player´s slots (cuff-ropes)-shopuld be also possible to call same mechanic by a code-which I think that nobody did ever before. This could become added also by other restraint, but as long the coders do not use that, it´s obsolete to fill that with hundreds of new assets now. Your script has to switch the assets by using exactly that part of the ZAP-mechanic. Menas you do not use the asset which is inside of the AIM. This is a different thing and not working without interruptions. Means: if you stick by using ZAP´s restraints by the way I suggested, you additionally will get lockable furnitures, which simply depend on the wearing of suiting or not suiting restraints, which take care of the lock inside of the furniture. If this is interesting for you, I´ll add the wanted furnitures into ZAP. In that case you get failsafe locking.

(this is only a suggestion for some tests-you can use the existing and mentioned  2 furnitures inside of this mod, combined with the cuffs-/wrist-rope from ZAP for some tests with some suiting code)

 

 

TESV 2022-12-31 14-54-19-86.jpg

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Edited by t.ara
Posted (edited)

ZAP 9 lockable furnitures, two examples available in the zbfWhorehouse, 2nd-floor...no interruptions, no extra code....only using the existing ZAP-mechanic-with pics-guide:-))

If you do that by code you get a failsafe lock mechanic-maybe also for NPCs. MAYBE.

 

Again: as long the asset is working inside of the ZAP-slot activated, the player can not release from this asset, not by AIM, not by jumping or other keys-the only way back to get free is by disabling the asset again from the slot. A script has exactly to do this job without opening the mcm, of course.

If the player tries to get rid of the weared asset inside of the AIM it spends a message: "you can not remove this asset". This is all working without any interruptions or particulary unequipping, how it is known from some different other quest-mods, using ZAP. If I would be coder, I ONLY would go with this way of using ZAP 9 because it is a) realistic: ropes->furniture-fixing angles and wrists->locking activated and b) unequip the ropes and the player can jump out of the furniture again without an exit animation. This activators (furniture-imitations) ONLY use a single animation and are very EASY to use and work perfectly well for this feature.

 

 

 

 

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TESV 2022-12-31 15-18-47-40.jpg

Edited by t.ara
Posted (edited)

It´s of course possible to create a restraint-DUMMY and call it by script for furnitures, which needs NO further visible restraints-that´s possible. As far I have in mind. This would be interesting for the existing torture-pole. Additional assets of restraints I can later add into the framework´s mechanic, comparable to the existing few examples, which come by ZAP ´s MCM. (but only in that case, if it becomes USED-if not, this is obsolete work!)

Edited by t.ara
Posted
1 hour ago, t.ara said:

I did ONLY install your mod beside ZAP 9 so far. At the moment I only saw the plates onto the table are not perfect for a serious entering of this sort of furnitures. Also if it maybe doesn t look fine, I´d putt them on the GROUND because of the quest´s leash-function-you will get a better contact with the furniture, if it is not on a table???-I would try to test that.

Some candliers are hang up and clip with the walls. Another stock-punishment furnitures between the chairs/tables is not in the correct heights-the feet are clipping with the floorground....that plates maybe are too much festive for such place. I found some light-clipping between two different lights-if you have to big light-radius, the lights will disturb each other.

THe overall lightning is MUCH to light....I´d go MUCH MORE DARKER inside this "dirt-hole" :-))-and it is a LOT of space all around....it would be very COOL to direct this scenery in a different atmosphere, close a) to the vampire-castle´s interior design or b) to thecatacomb tombs of different underworld-locations (where the skeletons break thru their graves) and become alive again. This types of enemy could maybe become CALMED also be participating inside those cooking-mod, additionally -I´d also use "calm" spiders, mini-versions of them would be very UGLY to see them run all around...additionally some calm rats....the player could trap into a spider cocoon and then the master-slave scenary is starting. The option to run away I would quit. You can also auto trap the player into a small hole, or a secret door is suddenly shutting and locking the player...with some magical effects, the player could be set into scooma-effects-behavior and wake suddenly up onto a plate or onto a fire. (only some spontanous ideas for now)

 

I don't know.

 

Previous Ravenous was based on the kitchen of castle volkijar. It was tiny...

Ravenous 2.2 is based on an imperial fortress : I wanted space and light for the camera and placing furnitures.

The restaurant is also bigger, with a VIP room.

It still need some irmpovements, but you have the main idea.

 

I used from ZAZ 9.0 for sure.

-the plates

- the grill

- the large fire pit where character is suspended on the fire.

- one of the pots, for boiling characters

 

Previous ravenous uses only the spit.

 

Maybe some others could be useful. I need also to check on Pama devices when it will be out, for the scenes scripts (fade on black, placing camera, etc....)

 

30 minutes ago, t.ara said:

ZAP 9 lockable furnitures, two examples available in the zbfWhorehouse, 2nd-floor...no interruptions, no extra code....only using the existing ZAP-mechanic-with pics-guide:-))

If you do that by code you get a failsafe lock mechanic-maybe also for NPCs. MAYBE.

 

 

 

 

TESV 2022-12-31 15-14-51-35.jpg

TESV 2022-12-31 15-15-19-14.jpg

TESV 2022-12-31 15-15-29-49.jpg

TESV 2022-12-31 15-15-45-02.jpg

TESV 2022-12-31 15-15-47-96.jpg

TESV 2022-12-31 15-16-06-14.jpg

TESV 2022-12-31 15-16-32-30.jpg

TESV 2022-12-31 15-16-34-34.jpg

TESV 2022-12-31 15-16-37-03.jpg

TESV 2022-12-31 15-16-57-70.jpg

TESV 2022-12-31 15-17-19-28.jpg

TESV 2022-12-31 15-17-31-23.jpg

TESV 2022-12-31 15-17-34-73.jpg

TESV 2022-12-31 15-18-33-72.jpg

TESV 2022-12-31 15-18-47-40.jpg

 

Miss it. There is so much furnitures, and my skyrim became so unstable...

Posted
20 minutes ago, Lord of Chaos said:

Which "Simple Slavery" is needed for the new alpha? I found a "Simple Slavery Plus" and a "Simple Slavery Plus Plus" ?

 

uses Simple Slavery Plus Plus. I use it too for ravenous 2.2 alpha.

It's needed because you'll need to buy Simza at this slave market... and there will be dialogues to buy slaves.

It will be one of way to get meat girls for ravenous.

 

I didn't touche the actors to avoid any mess with the simple slavery mod. So you only need to speak to John Randall. Simza will cost you 400 septims for example.

Yep, being cannibal and trying to eat your jailmates is not good for business, and nobody wants to buy her.

Posted

My next plan is to focus on the mod themed instead using player to travel and complete objectives.

So, frigg will become useless, and will be deleted... except if I use her as a special meat required by a client.

 

My idea is simple.

Once the recruitement will be completed, restaurant will open.

Player will need to complete several restaurant rep quests to trigger the next part of the mod.

These rep quest are simple : player take command from a client, prepare the appropriate meal, and serve it.

After a time, a quest will bring the first VIP clients, who will request a whole meat girl as meal. You'll need to assure.

VIp rep quests will follow... I plan a trick here.

During all this time, I'll record player sucess...

The last quest is a feast, where we eat Adele Jehane, a volunteer meat girl

After a time, Canrificina will summon player, and according to player success, player will be able to choose :

- being free, with the possibility to return.

- being sold to another master, with the possibility to return.

- being cooked and die or get sanguine debauchery event (with the possibility to return)

 

Ravenous will be an outcome to simple slavery, at two stages :

- at the begiining, player skip the intro, and will start the mod as slave, at the second quest.

- when the restaurant will be fully rebuilt. Player will return as slave, and also as potential meatgirl (yes, some VIP quests will require the player as meal. I'll add a kind of resurrection pool to "ressurect" the player or any important npc used in that way, i need to think how to do it).

 

 

The recruits will have a role :

- Simza and Armina can refill the cellar with common ingredients, and cook some recipes (like meat pies)

- Camille will be able to get meat girls and store them in the cellar.

 

 

Posted
28 minutes ago, Lord of Chaos said:

So there will be an Option to use Simple Slavery to get slaved and sold to Canrificina  as meat?

yep

Posted

I remember the previous version of this mod and I already had the first problems: Carnificina says "follow me you need to be prepared" (my character goes to the table "blocking", but I got around this by standing on the table and stay on the plate like a pig, but nothing else happens after 10 minutes.) So I used the command to can go on and either it's because of the command or other things are broken. After meeting Maya and talking to her (again) she has her men attack me and no one is left but her kneeling (I guess our mistress must appear here or something) "setstage again". We are to find the slave seller and buy 6 girls (there are no Slavemaster/auctioner dialogues) Sizma does not appear at Carnificina and Carnificina herself is in jail after showing where the girls are supposed to be.

 

There's probably more, but I just don't remember it all.

Posted
1 hour ago, killer905 said:

I remember the previous version of this mod and I already had the first problems: Carnificina says "follow me you need to be prepared" (my character goes to the table "blocking", but I got around this by standing on the table and stay on the plate like a pig, but nothing else happens after 10 minutes.) So I used the command to can go on and either it's because of the command or other things are broken. After meeting Maya and talking to her (again) she has her men attack me and no one is left but her kneeling (I guess our mistress must appear here or something) "setstage again". We are to find the slave seller and buy 6 girls (there are no Slavemaster/auctioner dialogues) Sizma does not appear at Carnificina and Carnificina herself is in jail after showing where the girls are supposed to be.

 

There's probably more, but I just don't remember it all.

I have the first problem same as you...

Posted
11 hours ago, theliddtin said:

 

More mods like Thief are always appreciated--The weirdest thing about Thief (and a few other quest mods like Dark Investigations and Get Stripped) is that they don't use SexLab at all, so there's more opportunities to work in more story-driven aspects, such as dialogue during sex scenes, and being able to choose specific animations based on specific variables, like if the Player is corrupted or not. 

 

13 hours ago, shinji72 said:

The "suspicion meter" is a great idea. Really would love it. 

 

4 hours ago, jg8ts said:

 

@Delzaron This is one of my favorite modules from the most interesting, in my opinion, quest mod maker, and I love the idea of a redo. ?

 

Some of my own thoughts and suggestions for you to consider, amidst all the other opinions being expressed ?

  • a more widespread and detailed investigation, starting outside Innsmouth as you encounter cultists, and then working back towards their base, following clues, would be fun. Even if you wanted to join the cult it should still be a journey
  • having cults in coastal towns - Solitude, Dawnstar, Winterhold, and Windhelm - which start off small, and then can grow would be good, both for good and evil characters to destroy/assist. Sort of a Slaverun dynamic?
  • allowing you to go undercover using different disguises like merchant, whore, guard, prospective cultist, in different places would allow for some fun dialogs and some replay as you try different approaches
  • your description of Innsmouth seems right. The idea of 'trust' via  points system, based on the clues you've been able to gather previously and then your actions in town would be really good. Doing sexual/brutal/nasty things to gain trust would test the character's morality/sanity
  • Moving Innsmouth seems fine. The goal should be that it appears as a normal town from the outside.
  • You would even be able to visit it, stay in the inn, have a drink in the tavern, sleep there (albeit with a trippy dream) and then leave to do something else. The difference is that it holds a nasty secret.
  • The ceremony could be a lot more interesting and complex, especially if the character is taking part, as either a victim, an undercover 'good' participant, or a bad, prospective member participant. Having those other NPC victims in the original ceremony was a bit of a distraction. They could be captives that need to be rescued etc but the character should be the focus of any ceremony, big or small, in whatever role they play
  • I was a little disappointed by the original altar scene from the original because nothing much happened up to the point where the character was discovered, although the abduction back to their plane to be impregnated after that was fun.
  • Please have an altar for the character, even for the lurker sex. Who doesn't like to be tied down for a bit, even for their own good ?
  • I'm not a fan of death 'bad ends' because it takes control away from the player. Maybe you'd do it as a one-off just to see what the mod does but then you go back to a save and play a different path anyway so it feels like effort by the mod maker for little gain, except as some form of artistic expression. The bad end you had originally that led to your impregnation feels better.
  • More Dunwich Horror than CoC? Impregnation by an Old One in the big ceremony, rather than the lurker stuff you might have to do earlier, leads to a quest chain as a female character becomes aware of what is growing within them and a quest line to stop the birth taking place, or a questline to fix things once a birth has taken place and an avatar of an Old One has entered the world - boss fight. In your original plot, it was sex-drop eggs-all over, in a short period of time. Stretch it out a bit.
  • I like the idea of sanity and some consequences from that until your recover. Yes they are hallucinations but still things to experience - sex/combat

Anyway, just my random thoughts.

 

 

12 hours ago, R3ROL said:

I have the first problem same as you...

 

13 hours ago, killer905 said:

I remember the previous version of this mod and I already had the first problems: Carnificina says "follow me you need to be prepared" (my character goes to the table "blocking", but I got around this by standing on the table and stay on the plate like a pig, but nothing else happens after 10 minutes.) So I used the command to can go on and either it's because of the command or other things are broken. After meeting Maya and talking to her (again) she has her men attack me and no one is left but her kneeling (I guess our mistress must appear here or something) "setstage again". We are to find the slave seller and buy 6 girls (there are no Slavemaster/auctioner dialogues) Sizma does not appear at Carnificina and Carnificina herself is in jail after showing where the girls are supposed to be.

 

There's probably more, but I just don't remember it all.

 

prealpha I said.

 

 

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