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After reinstalling actorEvents, Estrus and Estrus Chaurus, and randomly juggling the load order around some, I got it to register properly; the MCM section for Estrus Chaurus showed a lot more options than previously, too.

 

Then I went and found myself a Chaurus, and found that it still didn't trigger properly. On a hunch, I told both the main SexLab as well as SexLab Defeat to NOT allow creatures - and after that, Estrus Chaurus worked just fine. Whee!

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HELP. I've had this mod installed for a little bit now and it has worked nicely up til now. Recently I updated SexLab, installed; the Zaz animathion pack, SexLab Mind control, SexLab Hentai Pegnancy, and the patch to allow Hentai Pregnancy and Estrus Chaurus to "play nicely together", and now I have noticed the birthing animatins don't play the way they should, instead, one of the missionary animations plays.

 

Has anyone else had this happen?

That's normal. Though I Intended to use the other missionary with the legs pulled up.

 

 

Oh. Well it looks like my character is getting fuked by the invisable man while she's laying eggs. Is the animation supposed to play, or is it just supposed to be the missionary position?

 

Same problem,it looks very strange.If it is possible to select the birth animation?It will be great if there is more than one birth animation.

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After reinstalling actorEvents, Estrus and Estrus Chaurus, and randomly juggling the load order around some, I got it to register properly; the MCM section for Estrus Chaurus showed a lot more options than previously, too.

 

Then I went and found myself a Chaurus, and found that it still didn't trigger properly. On a hunch, I told both the main SexLab as well as SexLab Defeat to NOT allow creatures - and after that, Estrus Chaurus worked just fine. Whee!

 

If you don't see these menu options, do a clean reinstall. 

 

post-3866-0-57904500-1384842930_thumb.jpg
 

The default actor events range is from 40% to 90%. This avoids the conflict with defeat.

 
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They do grow if there is food available ( as in items that fall into the category of "food" in your inventory ).
 
They will also go out and hunt for more people to infest. Easy to kill but they are very fast and hard to hit.

 

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They do grow if there is food available ( as in items that fall into the category of "food" in your inventory ).

 

They will also go out and hunt for more people to infest. Easy to kill but they are very fast and hard to hit.

 

When you say 'go out', does that mean they'll leave a cell? Like, I dump a bunch of eggs in Breezehome with a bit of food, they'll hatch, grow a bit and then head out into Whiterun to reproduce?

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Ah, so that'd explain why the food in the Bannered Mare (where I left my first pile of eggs) keeps disappearing every couple of hours... taking a while though, maybe I'll just go back and dump a giant pile of food on the floor.

 

Some random weirdness I noticed: I spawned in 5 chauruses (or whatever the plural is) to 'play' with Lydia, since there's usually no way a single one can take her down below 90%... when they managed to tentacle-grab her, I (think I) caught a brief split-second glimpse of her being naked, then suddenly she was fully armored once more as the tentacles went to work on her. Even now, several in-game days later, she's still walking around with that brownish thing on her back...

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They do grow if there is food available ( as in items that fall into the category of "food" in your inventory ).

 

They will also go out and hunt for more people to infest. Easy to kill but they are very fast and hard to hit.

 

When you say 'go out', does that mean they'll leave a cell? Like, I dump a bunch of eggs in Breezehome with a bit of food, they'll hatch, grow a bit and then head out into Whiterun to reproduce?

 

 

There is an AI package that does 2 things. The first is find a NPC. The second is to use a ranged attack (spit). How the AI package locates the NPC is determined by the game and if a path can be calculated to the NPC.

 

Chaurus cannot open doors so in the case of Breezehome, they are stuck in Breezehome. If they were outside in the open in an area that spanned several cells then they could search those cells.

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Ah, so that'd explain why the food in the Bannered Mare (where I left my first pile of eggs) keeps disappearing every couple of hours... taking a while though, maybe I'll just go back and dump a giant pile of food on the floor.

 

Some random weirdness I noticed: I spawned in 5 chauruses (or whatever the plural is) to 'play' with Lydia, since there's usually no way a single one can take her down below 90%... when they managed to tentacle-grab her, I (think I) caught a brief split-second glimpse of her being naked, then suddenly she was fully armored once more as the tentacles went to work on her. Even now, several in-game days later, she's still walking around with that brownish thing on her back...

 

Do you have a mod that manages follower inventory?

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They do grow if there is food available ( as in items that fall into the category of "food" in your inventory ).

 

They will also go out and hunt for more people to infest. Easy to kill but they are very fast and hard to hit.

 

When you say 'go out', does that mean they'll leave a cell? Like, I dump a bunch of eggs in Breezehome with a bit of food, they'll hatch, grow a bit and then head out into Whiterun to reproduce?

 

 

There is an AI package that does 2 things. The first is find a NPC. The second is to use a ranged attack (spit). How the AI package locates the NPC is determined by the game and if a path can be calculated to the NPC.

 

Chaurus cannot open doors so in the case of Breezehome, they are stuck in Breezehome. If they were outside in the open in an area that spanned several cells then they could search those cells.

 

 

Hm, I think I might, some time, change that door flag just for fun.

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Ah, so that'd explain why the food in the Bannered Mare (where I left my first pile of eggs) keeps disappearing every couple of hours... taking a while though, maybe I'll just go back and dump a giant pile of food on the floor.

 

Some random weirdness I noticed: I spawned in 5 chauruses (or whatever the plural is) to 'play' with Lydia, since there's usually no way a single one can take her down below 90%... when they managed to tentacle-grab her, I (think I) caught a brief split-second glimpse of her being naked, then suddenly she was fully armored once more as the tentacles went to work on her. Even now, several in-game days later, she's still walking around with that brownish thing on her back...

 

Do you have a mod that manages follower inventory?

 

 

Not to my knowledge, no. I did use to have AFT (Amazing Follower Tweaks) installed, but I got rid of that at some point BEFORE I made the character this happened on. Maybe it didn't uninstall properly, I don't know... it's not showing up in the load order at all, but maybe it replaced something, I'll dig around some.

 

As far as I'm aware, the only mod I have installed currently that affects follower behavior in any way is one that makes them not trigger pressure plates. That's literally all it does, supposedly...

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Can anyone help me, (I am somewhat new to modding) I can't get it to work for my character but it works for followers ok, my character just gets spit on and no animations and when I look to see the infected it doesn't list me but when I click prepare for uninstall it says that it cured my character, i can add the breeder spell manually by typing help breeder and that works. My character is a custom race, is that why it won't work? My followers are also custom followers (but not the same as my race)

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Can anyone help me? I've been trying to get Estrus Chaurus working, but something is obviously wrong and ActorEvents is spamming up my Papyrus log, which is presumably what's leading to my game crashing or hard-freezing.

 

The log below is with a newly-created character that I played for 20-30 minutes before the game froze.

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thought it would work on my follower, im playing as a male, I got spit on and used all autosaves walking in and out the dungeon, now I am stuck underground and cannot move, I uninstalled this and im still stuck and updated FNIS, my dark elf is over thanks, specify this is on for pc unless I missed it

post-301572-0-12873400-1388125096_thumb.jpg

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After reinstalling actorEvents, Estrus and Estrus Chaurus, and randomly juggling the load order around some, I got it to register properly; the MCM section for Estrus Chaurus showed a lot more options than previously, too.

 

Then I went and found myself a Chaurus, and found that it still didn't trigger properly. On a hunch, I told both the main SexLab as well as SexLab Defeat to NOT allow creatures - and after that, Estrus Chaurus worked just fine. Whee!

 

If you don't see these menu options, do a clean reinstall. 

 

 
 

The default actor events range is from 40% to 90%. This avoids the conflict with defeat.

 

 

 

What do you mean by clean reinstall? Just Estrus or the whole game? I am redownloading/reinstalling Skyrim right now from Steam. Could you give me some hints on the load order?

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Can anyone help me? I've been trying to get Estrus Chaurus working, but something is obviously wrong and ActorEvents is spamming up my Papyrus log, which is presumably what's leading to my game crashing or hard-freezing.

 

The log below is with a newly-created character that I played for 20-30 minutes before the game froze.

 

 

This is Estrus having an issue.

[12/26/2013 - 02:43:15PM] Error: File "zzEDialog.esp" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[alias zzEstrusPlayer on quest zzEstrusQuest (54004888)].zzestrusquestcorescript.DoInitSub() - "zzEstrusQuestCoreScript.psc" Line 294
	[alias zzEstrusPlayer on quest zzEstrusQuest (54004888)].zzestrusquestcorescript.DoInit() - "zzEstrusQuestCoreScript.psc" Line 324
	[zzEstrusQuest (54004888)].zzEstrusQuestStartScript.OnInit() - "zzEstrusQuestStartScript.psc" Line 8

This is normal spam from ActorEvents

[12/26/2013 - 02:40:34PM] Error: Element of property monitoredEffect on script _ae_framework attached to _ae_base (0D000D65) cannot be bound because <NULL alias> (0) on <NULL quest> (00000000) is not the right type

This is Actor Events checking to see if it should trigger the effect on the Actor

[12/26/2013 - 03:03:38PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:39PM] EC::qualifyActor:false
[12/26/2013 - 03:03:39PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:39PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:40PM] EC::qualifyActor:false
[12/26/2013 - 03:03:40PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:48PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:51PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:51PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:53PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:53PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:58PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:58PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:59PM] EC::qualifyActor:false
[12/26/2013 - 03:03:59PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:00PM] EC::qualifyActor:false
[12/26/2013 - 03:04:00PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:00PM] EC::qualifyActor:false
[12/26/2013 - 03:04:00PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:00PM] EC::qualifyActor:false
[12/26/2013 - 03:04:00PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:00PM] EC::qualifyActor:false
[12/26/2013 - 03:04:00PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:13PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:16PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:17PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:18PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:19PM] ae::statevent: estrusChaurus not queued

Are you using SexLab 1.31?

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Can anyone help me? I've been trying to get Estrus Chaurus working, but something is obviously wrong and ActorEvents is spamming up my Papyrus log, which is presumably what's leading to my game crashing or hard-freezing.

 

The log below is with a newly-created character that I played for 20-30 minutes before the game froze.

 

 

This is Estrus having an issue.

[12/26/2013 - 02:43:15PM] Error: File "zzEDialog.esp" does not exist or is not currently loaded.
stack:
	<unknown self>.Game.GetFormFromFile() - "<native>" Line ?
	[alias zzEstrusPlayer on quest zzEstrusQuest (54004888)].zzestrusquestcorescript.DoInitSub() - "zzEstrusQuestCoreScript.psc" Line 294
	[alias zzEstrusPlayer on quest zzEstrusQuest (54004888)].zzestrusquestcorescript.DoInit() - "zzEstrusQuestCoreScript.psc" Line 324
	[zzEstrusQuest (54004888)].zzEstrusQuestStartScript.OnInit() - "zzEstrusQuestStartScript.psc" Line 8

This is normal spam from ActorEvents

[12/26/2013 - 02:40:34PM] Error: Element of property monitoredEffect on script _ae_framework attached to _ae_base (0D000D65) cannot be bound because <NULL alias> (0) on <NULL quest> (00000000) is not the right type

This is Actor Events checking to see if it should trigger the effect on the Actor

[12/26/2013 - 03:03:38PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:39PM] EC::qualifyActor:false
[12/26/2013 - 03:03:39PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:39PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:40PM] EC::qualifyActor:false
[12/26/2013 - 03:03:40PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:48PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:51PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:51PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:53PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:53PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:58PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:58PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:03:59PM] EC::qualifyActor:false
[12/26/2013 - 03:03:59PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:00PM] EC::qualifyActor:false
[12/26/2013 - 03:04:00PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:00PM] EC::qualifyActor:false
[12/26/2013 - 03:04:00PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:00PM] EC::qualifyActor:false
[12/26/2013 - 03:04:00PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:00PM] EC::qualifyActor:false
[12/26/2013 - 03:04:00PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:13PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:16PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:17PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:18PM] ae::statevent: estrusChaurus not queued
[12/26/2013 - 03:04:19PM] ae::statevent: estrusChaurus not queued

 

 

Are you using SexLab 1.31?

 

 

Yes I am, is it not compatible?

 

The missing zzEdialog.esp is not a huge problem, is it? On the Estrus page, the author lists it as a recommended mod, but I didn't particularly like the blushing... especially since I couldn't get it to go away.

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