edit 7/13/14: updated esp, details at bottom of post
***this has been updated to include an MCM and a .txt readme, which should cover most questions.***
the Cannibal mod has everything i could ever want in a cannibalism mod (mostly because i mod mainly for myself and then say "hrm, other people might like this"). what it does, in a nutshell is as follows:
adds a born cannibal trait that allows you to start eating corpses as soon as you're made (well, as soon as you get to choose traits)
adds The Craving, a diabolical addiction to human/near-human flesh that isn't treatable by modern science, and progressively gets worse the longer you go without a fleshy meal. the only way to beat The Craving is to outlast it, but you're always prone to relapse. the only way to pacify The Craving is to eat more, but eating has diminishing returns... there will be a point where you can't hold back The Craving no matter how much you eat, and the only way to regain some control is to avoid eating people for a while.
increases the penalties for cannibalism -- increases the karma penalty to 10, adds reputational penalties as well, which will fluctuate based on how often you've cannibalized and where you are.
added a perk to the Devourer of Nations challenge that gives you a better pick-me-up for eating people
added a challenge for eating ghouls and supermutants, much like the Devourer of Nations challenge
added a couple of extra perks on the ghoul/sm side of cannibalizing
made bloodpacks more sustaining for cannibals with hematophage, added a feed option on dead humans/non-feral ghouls to hematophage
adjusted cannibal food to be better for cannibals
added a chance to find human flesh in graves
made it possible to accidently become a cannibal from consuming bloodpacks
and probably a few things i'm forgetting that i kinda take for granted nowadays.
what i didn't add:
pip-boy icons for stuff. i can't art, and don't much feel like it
things that may cause incompatibility issues that you may need to merge patch or bash around:
i've made actual changes to the Cannibalism (Cannibal), Hematophage (MS09Hematophage), Ghastly Scavenger (GhastlyScavenger) and Dine n' Dash (CannibalChallengePerk) perks.
the Devourer of Nations challenge reward script has been changed from ChallengeHighXPScript to CanDevChlgSCPT
the ingestibles Strange Meat (Strangemeat), Blood Pack (BloodPack), Human Flesh (HumanFlesh), Strange Meat Pie (StrangeMeatPie), and Human Remains (NVCannibalFood) have been altered.
every dialog entry that requires Cannibal perk has been altered to also include Born Cannibal (CanCannibalTR) trait
all diggable graves have had a levled list added to them.
the GraveContScript (which is what runs when you dig up a grave) has been altered to allow the Fertilizer Shovel from PL to also be used, because it seemed silly to not have it.
if you want to know how everything works, either open up the file in your preferred edit program or geck and look, or if you'd like a abridged version, try this:
[collapsed title=Hidden text] explanation of the craving states:
standard craving is more for self-punishment than anything. after you get The Craving, you'll find
it harder and harder to keep it at bay, because you can only get so much satiation from eating.
solace can be found in being a civilized cannibal and eating cooked cannibal food, or becoming a
hematophage and quelling your hunger with blood. the craving stages are long, satiation is short
and less effecive the more corpses you consume, meaning that there will be a point where eating
will no longer sate your hunger and you'll have to try to hold off until your corpse counter gets
small enough to allow satiation. the only way to beat the craving (until you catch it again) is to
struggle through all 5 stages -- and becoming sated has a tendency to reset your stage timer.
Dog-like craving, named after Dog the Nightkin, is more like a race against your hunger. You'll
need to keep your corpse counter as high as possible for as long as possible to stay sated.
hematophages and civilized cannibals will find more satiation in their foods, but the corpse counter
counts down quicker, and if it gets below your sated level, you'll catch the craving effects until you
build it back up. To beat The Craving (until you catch it again) requires you starving it out
through all 5 stages, and becoming sated has a better chance of not resetting your stage timer the
further along you are in The Craving and the more corpses you have stacked up on your counter,
although there's a chance that it'll come back 1 stage weaker.
for a full explanation of the mechanics (warning, there's math. it's just algebra, but it's still math),
we'll start with the shard mechanics of the craving states:
every time you consume a cannibal food, whether or not you're a cannibal, the script logs it as your
corpse counter. if you're not already Craving, it then rolls a percentile vs your craving chance.
your craving chance is your corpse counter times your addiction multiplier (default 10), capped at
80%. if the roll is under your craving chance, then you get The Craving. if you weren't already
a cannibal at this point, it awards you with the Accidental Cannibal perk. If you gain The Craving,
the script also removes 8 corpses from your counter
the Accidental Cannibal perk grants you the bonuses and negatives of being a cannibal, without the
ability to devour corpses. Accidental Cannibals who don't wish to go full cannibal will be forced
to find their cannibal foods elsewhere if they want to sate The Craving. (hint, blood packs are
cannibal food, strange meat is easy to find if you know where to look, and all cannibals have a
chance of finding human flesh in graves)
The Rep Script keeps track of your acts of cannibalism divided between the DC and NV wastelands. It
keeps these values separate after it initializes, for what i believe to be obvious reason. If you
activated the mod on a game in progress, well, the game itself doesn't track acts between wastelands
so it's possible that you might get screwed a little on initialization.
if you activated this mod after traveling to the Mojave, the Rep script will immediately run,
applying all your "corpses eaten" misc stat to your new vegas counter; however, if you haven't left
the DC area yet, it'll just pile them into the DC corpses column.
every three days, the script fires to adjust your standing with the NV reputations. Since everyone
knows everything you did normally, there's really no justification to keeping your cannibalistic rep
a secret, or just counting the number of times you've been caught. Luckily, the rep script won't
fire this set until after you've gone to the Mojave the first time, so if you're still in DC, eat
heartily, for no one cares (yet). When that block fires, though, it checks which wasteland you're in.
if you're in the NV wasteland, it will decide whether you'll gain or lose infamy, based on the number
corpses you've eaten - via the pc misc stat "corpses eaten" and the stored amounts for the two
wastelands. if you've got some unaccounted for (if corpses eaten > nv corpses + dc corpses), then
it's going to give you infamy, otherwise it's going to remove some of the infamy it gave you
previously. it keeps track of the infamy it gives and will not remove more than that. when it gives
infamy in this manner, it gives you a base of n/5 - i infamy, where n is your NV corpse count and i
is your previous infamy gained. if it reduces your infamy, it removes a base of 5. it starts with
goodsprings reputation, then runs through all the applicable reputations in the NV, adjusting the
infamy gain or loss based on the size of the reputation.
if, however, you're in DC when the script fires, it removes double the normal amount, no matter your
corpse count, on the idea that running to the opposite coast is plenty of distance to let people
forget some of your actions.
a special note should be made of the White Glove Society. normally, the rep script treats them like
all the other factions. but if you've worked with mortimer to go back to cannibalism, then all the
rep script does from there out is remove it's infamy, bit by bit, as word spreads about how great a
a person you are. it doesn't add fame, however, because you're already idolized by that point, so
that'd be a pointless gesture.
this is the extent of the shared mechanics between the two craving states, so now we're on to state-
All cannibal food has a cannibal effect on it, which is just a script that updates the craving quest
and sets your satiation time. when eating normal cannibal food, it will add to your satiation timer
180s - ac^2/m, where a is your Craving Stage + 1, b is your corpse counter, and m is your
satiation mult (default 3). so if you're at stage 2, you've got 6 corpses, and your mult is 3, it
would be 180s - (3*6^2)/3 added to your current timer, or 144 seconds. if you really do the math
or have a way to graph it, you can figure out where you become insatiable at any craving stage.
while you have bodies in your corpse counter, it's running a timer that starts at 1minute times your
corpse counter times your craving stage times your corpse multiplier ( 60cdm where c is Counter and d
is Craving Stage and m is multiplier ), and when that timer hits 0, it removes 6 - D corpses from your
counter, then sets your timer again to 60cdm. it's set up to not remove more counters than you have,
and no more than you had when the timer started. on a normal playthrough, my ctimer is cycling once
or twice an hour, since my multiplier is 1.
While you're craving and unsated, there's a timer running on your Craving Stage (why yes, i like
timers, how'd you know? i also like switches and counters), set at a base of 10m per Craving Stage
Divided by your Degen Mult (600dm). when that timer hits 0, it bumps you to the next stage.
while you're craving and sated, you get the Craving Sated effect and have your craving effects
dispelled. the Craving Sated is just a name-only effect to sit in your pipboy and remind you it's on.
also, there's the timer mentioned in the first paragraph. when that hits 0 the game throws another
percentile die. if it rolls under 5, and you're not on Stage 5, then it bumps you up a stage and
resets your craving timer. if it rolls over 5, and under your stage plus 3 times 10 ( 10(d+3) or a
span from 40 to 80 ), it resets your timer to the base time (600dm). if it rolls above 10(d+3), then
your craving timer picks up where it left off.
One of the updates that cannibal food does to the craving quest is increase your corpse counter.
this is the only part of that update that has an effect on Dog Craving. However, if you're a
civilized cannibal and/or a hematophage, foods affected by those perks give an increased amount to
your corpse counter -- cooked foods give double and blood gives 5 times.
you can only get sated by having a corpse counter higher than your sated mark, which is set at
6/m(d^2), where d is your craving stage and m is your sated mult. if your counter is below that, you
suffer the effects of whichever stage of The Craving you're on.
while you have bodies in your corpse counter, it's running a timer that counts up. when it passes
1500 seconds divided by your craving stage (1500/d), it removes counters equal to d*c/s, where s is
your sated mark (so the entire formula is d*c/(6/m(d^2) where m is your sated mult). so the higher
your counter and craving, the more counts are removed. at Stage 5, your counter timer is maxing out
at 5 minutes, and if your sated mult is at the default of 3, it's removing 1/10th of your counters
every time it hits, and you need to stay above 50 counters to remain sated.
your Craving Timer is set to a base of 600d^2, or 10 minutes times the square of your craving stage.
like above, when that hits 0, it'll bump you to the next stage and reset the timer. at stage 5, this
is 250 minutes, which is a long time in game to be craving.
While sated, you'll get the Craving Sated effect, just like in standard. when it wears off, then we
roll a percentile. if the die rolls under 5, you'll get the craving bumped and the craving timer
reset, unless you're at stage 5, then it'll just reset the timer. if it rolls 100, then it knocks
your craving down a stage and resets the timer. if it rolls over 100 - c, then it'll pick up where
it left off, and if it manages to miss all those numbers, then it resets your timer. essentially,
you have a 20% chance of getting bumped up, a 1% chance of getting knocked down, and your chance to
reset gets smaller the higher your counter is.
added new craving mode: Dog-like craving. explanation above in the hidden text
added simple cooked cannibal food recipes, for human flesh, strange meat, and human remains.
added a recipe for cannibal food from Phillipe in the UltraLuxe
added a checkbox to MCM to turn off canni while in OA
made MCM menu change state depending on your craving mode
set default satedMult to 3 -- 3 is closer to what i had in mind when i conceived the system, you're free to set it however you want though
set the rep quest to not run until after you clear doc mitchel's
set satiation maximums for standard craving independant of food consumed -- standard maximum is 10 minutes,
civilized cannibals go up to 20 minutes, and hematophages max out at an hour
reduced threshhold for Green Pork Glows, now only takes 100 devoured mutants and ghouls to achieve.
fixed the food scripts so that the the sated effect doesn't pop on momentarily if you can't be sated
folded the satiation max timer script bits into the craving script, to cut down on bulk. also fixed where eating foods not included in the particular food script won't use the perk/mcm option's max -- i.e. before, if you had hematophage, your max satiation was set to 3600 seconds, but if you ate anything but blood packs, it would cut your satiation down to 600, no matter how much you had before.
added MCM entries for satiation timer, craving level, degeneration timer, and corpse counter, which just provide mouseover text detailing your current numbers for those things. if you'd like to keep some mystery, you don't have to mouseover them.
Fixed dog-like craving when OA negation is on, dog-like craving now properly pauses while in simulation
Folded most of the rep quests into a single rep quest, did not fold in White Gloves, NCR, or Legion, due to specific peculiarities of thost reps.
Found a new way to do location checks (thanks jax!), so now the citizens of the Mojave will only be worried about the people you eat while in the Mojave. If you're in a DLC or DC, they will never know. Also, the rep quest updates its corpse counter every time you overtly cannibalize -- using activation points from perks on corpses.
Made changes to Dine and Dash: Once you complete the small challenge Doggie Bag (devour 20 mutants/ghouls), you will be able to dine and dash on mutants and ghouls as well. Dine and Dash now hits you with a half-sized ingestible while giving you a human/mutant remains. Butcher option added to Dine and Dash allows you to butcher the corpse and take 3 remains instead of dining.
Added Mutant Remains and a recipe for Green Ham (No Eggs) to cook them into, for you civilized cannibals.
Reduced the threshold for the Green Pork Glows challenge to 100
Removed the Ghastly Regeneration requirement from Abominable Vore, replaced it with Ghastly Scavenger. Still requires Level 20