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Seijin8

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General outline to get started (to be heavily edited as time goes on).

 

Mod is launched

 

 

Ecology of the Chaurus

  • Chaurus are not natives of Nirn?
  • How much of the chaurus existence that we see is shaped by the Falmer, and how much is natural to them?  Is there any natural behavior remaining, or is it all Falmer-centric now?
  • The only place in vanilla Skyrim where chaurus can be encountered without Falmer nearby is in the swamps north of Morthal.  Are these escaped individuals, or is this near where they originally came to Nirn?  Most likely just best matches their preferred conditions: cold, standing water, cover and plenty of food.
  • Considering the above and the conditions of the largest hive in Skyrim (Frostflow), it appears that chaurus prefer cold and wet areas.
  • Population must be viable to have lasted so long, so how does their breeding cycle actually work?  Did an entire hive come to Nirn, or are they able to breed to large numbers with only a few specimens?
  • Some parallels to xenomorphs
  • Unclear if chaurus are meant to be warm-blooded. Their ability to operate without issue in dark, cold environments could indicate they are warm-blooded, or that their biochemistry is at least well-suited to cold.
  • Probably nocturnal. Update: Non-flyers now have similar sunlight-related debuffs as vampires. 
  • Should be immune or very highly resistant to their own form of acid.  They leak constantly from the mouths and seem not to suffer from it. Update: Improving poison resistance and immunity to other chaurus poisons.  Late-stage forms (Reaper tyrant for instance) gain an additional layer of poison effect that breaks through the immunity.  Instead making it so that lower chaurus forms cannot effect other chaurus with their poison.  This should cut down on hive-related friendly fire deaths when operating as a group.
  • General "rules" of sex in TES Lore - when viable offspring is produced, it is always the same race as the mother
  • Ovipositioning overcomes the TES breeding issue but adds some questions: why so many egg piles, but no hatchlings?  Are eggs constantly produced, but typically infertile?
  • Falmer structures are made from masses of chitin. Are there massive Chaurus that produce so much, or can the chitin be shaped into larger structures?
  • If there are behemoths, where are they found? What form do they take?
  • Our only useful data on the innards of chaurus comes from the in-game book "Chaurus Pie: A Recipe" (https://en.uesp.net/wiki/Skyrim:Chaurus_Pie:_A_Recipe), which is useful for telling us that the poisonous bits of chaurus are in the head and legs, but not elsewhere.
  • That is interesting given that the earwig-like forked tail is not poisonous, and may instead be a grasping mechanism or a display device.  If it is for grasping, maybe chaurus normally like to hang from things and ambush prey below.  (That would be a useful tactic combined with the acidic spit, but there are no in-game instances of this that I am aware of, and no way to rig it as a usable mechanism without extensive scripting and something that can handle complex ray-tracing to find suitable anchors.  That would be a modding nightmare and prone to breakage in a number of ways...)

 

Chaurus body types/castes

  • Are Chaurus eusocial insects? (They actually aren't insects at all, but seem to share a lot of traits with them.)  If so, is there a queen?  Assuming for the time being that chaurus are eusocial, then there are several existing or inferred roles:
  • Nymph or neonate "hatchlings" that are not grown yet.  These are seen in Estrus Chaurus, but I've never seen any actually grow to proper size, or even close to it.
  • The "basic" chaurus would fill a generic behavior, unspecialized and likely acting as a soldier and/or drone.  There is a question of whether these are still considered to be adolescents in the overall hive structure, not filling a needed role yet.
  • The Reaper would appear to be just a normal chaurus that has grown large.  Sources seem split on whether this is just a stage before turning into a hunter, or whether not all chaurus exit this stage at all, and simply stay in this state.  From in-game experience (heavily influenced by a large number of mods that may be interfering with normal distributions), Reapers appear to be both uncommon and more solitary.  I've never seen two Reapers sharing an area, so they may be prone to dominance displays.  It may be impractical or impossible for two Reapers to co-exist in the same area.  Large Falmer hives may have multiples, but given that the most prominent hive in the game (Frostflow) has only a single -- very large -- Reaper, I'm inclined to say that Reapers fulfill a queen-like role in the hive.  Update: it actually has a second reaper who is explicitly spawned in dead, reinforcing the idea that reapers don't coexist.
  • Though Sexlab animations have not shown this to be the case, Reapers may be the equivalent to queens.  It is possible that as Reapers grow very large, they become the center of the hive.  In that case, they may be the fertilizing systems for all the egg piles we see, which would seem to be generated by the normal chaurus.
  • If eusocial, are the chaurus locked into a particular form with only some of them transforming later in life, or does every member of a hive transition through different life stages?  It is unclear if all Reapers eventually chrysalis into Hunters.  Maybe only some of them do or the need to do so is environmentally driven.  It also appears that many Reapers perish in the process and fail to complete it.  Do these leftover husks have a role in the chaurus ecology?
  • What role does the Hunter actually play in the life-cycle?  Is it purely predatory? A scout for hive growth/new hives?  Is it intended to bring food or breeders back to a central location?  Its role in a hive may be impossible to discern absent Falmer influence.  It is likely that they are either fertilizing agents, or genuine hunters, roaming far from the main hive to search for food/prey/breeders/other ill-defined opportunities.  Of course, in-game they always hang out near the spawning points and seem to not even patrol meaningfully.  We can infer this to mean their core purpose is disrupted by the Falmer, or that their role is purely as a soldier, and serve to defend the overall nest.  It is curious why they would need to fly for this role, as they are shedding substantial body mass (which in real terms means combat ability) to make this change.  It may be that the mobility is for rapid reaction, rather than any direct combat advantage, and if so seems to indicate that there should be a larger number of hunters so that they can mass strength.
  • It would be very odd for another form to occur after the hunter that then sheds the flight abilities, but if transformation to hunter is driven by local chaurus population, then they may revert once they are far enough away from the origin.
  • Life-cycle: Egg -> Nymph/Larva -> ?? -> chaurus -> (Reaper || Hunter) ? -> ?? -> Behemoths?
  • It may be that there is a distinctive gender/genetic divider that dictates whether a given chaurus can become a Reaper or a Hunter.
  • How do the Skyrim Immersive Creatures variants fit in? The hopper (ash hopper), crawler (spider), and warrior (draugr); These would have to imply that chaurus either naturally produce variant offspring (mechanism undetermined), or that they carry an infection that can spread to other species.
  • Alternately, chaurus may not be singular organisms at all and instead arrange themselves into specific shapes as they grow, sometimes deviating from the norm to attempt to mimic other shapes in their immediate vicinity.
  • All three of these forms could be indicative of another caste of chaurus altogether: the mimic.  The draugr-based version would probably be an attempt at mimicking falmer?  Maybe the hopper is just a juvenile mimic, or is trying to be like a skeever?

 

Potential life-cycle flow chart (left to right):

Spoiler

Capture.JPG.8e35e09aabedc1aa46ee80d6a7821d5e.JPG

 

Sample of Reaper Tyrant:

 

1564190203_enb2019_05_1908_57_35_61.jpg.10b5da9263c8192a426864f13e20745e.jpg

 

Added a wide crest to the head, multiplied the spikes on the sides, elongated the fork tail, widened the body (but not the ovipositor) by 20% and used a 1.1 scale.  Anything more throws off any Reaper-based animations too much to compensate for.  I will probably make color adjustments to the crest to allow it to glow on the edges (maybe do the same for the extra spikes), but at present there are six colors of them, and that's a bit more texturing work than I want to put in just now.

 

Potential carapace changes for Reaper Tyrants (just ideas right now)

 

Function of eggs in the chaurus life cycle

  • We assume that eggs produce chaurus, but have no direct evidence of this.
  • Estrus Chaurus has the parasitic life cycle of 1) Impregnation to live host, 2) incubation time, 3) Birth/rebirth/final oviposition, 4) Delay prior to potential hatching, 5) Hatching.
  • Is this just the "parasitic" life cycle, or is the parasitic function merely indicating this is how it is done with non-chaurus incubators?
  • Maybe there is a missing chaurus species/life cycle role that is meant for proper breeding?
  • If the chaurus breeding mechanism is inherently parasitic, does it harm the host?  Does it maybe enhance the host in some way to allow them to survive the process and be re-used?  It would seem more reasonable in a host-rich environment for the parasites to hatch inside and eat their way out, gaining sustenance as they go.  This is clearly not the method used in Estrus Chaurus, and it is rare to find carcasses or bones near eggs.  Chillwind Depths may be an exception, but the obvious ritual killing aspects of the final room make it clear that this is something the Falmer are doing, and is not necessarily related to the Chaurus themselves, besides feeding.
  • The chaurus appear to prefer cold and wet environments.  Maybe warmth is needed for incubation?  If this is true, then a chaurus body form dedicated to incubation would have to be a very different type of creature.  This would lead to a more natural parasitic hypothesis.  Alternately, maybe they are able to use internal chemistry to create a "warm bath" within.
  • Note that the eggs glow (especially with https://www.nexusmods.com/skyrim/mods/95612), as do non-hunter chaurus species.  Maybe there is a correlation between the glow and fertility?  Could also be an inverse correlation (with phosphorescence indicating infertility).  Seems more interesting visually and from gameplay for the degree of glow to be proportional to how "ripe" a chaurus is, with highly aroused specimens glowing the most.

 

Sexlab Chaurus traits (from animations) and other mods

  • Vast majority of animations with heads moving have them moving left.  Like, 90+% of the time.  Only Evac has any that look to the right.  Probably animation oversight, but could reference a physical distinction.  Maybe they are asymmetrically oriented, and their musculature only allows for specific/unilateral movement arcs?  This might make sense if their natural evolution included massive and crowded hives where forced locomotive properties would be an evolutionary advantage.
  • Many chaurus animations include kissing/some type of mandibular attachment to the head.  Is this instinctive? An expected capture condition for unwilling breeding hosts?  Is something additional being passed orally into the recipient?
  • Baka has introduced the concept of the worm/larva in the Chaurus Hunter.  This is also present in parasite mod (Kyne's Gift), though the coloration is different.  Are these parasites that infect the chaurus, or a component of the chaurus themselves?
  • The role of chaurus cum: Creates the grey goop in the egg piles.  Fertilizing agent? Paste for sticking the eggs to something? What function does it have in a live host?
  • Role of the incubator: Why would chaurus stick eggs into someone?  Is it necessary for their life cycle? Instinct related to a non-present pair species from their home world?  Does this function to produce offspring?
  • We see in Estrus Chaurus that "parasite chaurus eggs" are smaller than the normal chaurus eggs.   They can also hatch into very small "hatchlings" that will slowly grow in the presence of food and are potentially hostile to any non-chaurus, including the "birth mother".
  • Are the egg piles found everywhere in Skyrim just masses of unfertilized eggs?  Their layout in some places appears intentional (see FrostFlow hive).  It is possible that the eggs are naturally produced at a fairly high rate, and that fertilized eggs are a rarity.
  • The Falmer seem to have no use for the egg piles, save keeping them near breeding areas.  This may indicate that the falmer are sensitive to which chaurus are ready to produce eggs and when, and corral them at that time.
  • How are eggs fertilized?  Is there a very small chance of any egg being fertile?  Are specific conditions required?
  • All eggs in vanilla Skyrim are found underground, often in cold & wet areas.  There are exceptions though: Gloomreach cave doesn't appear cold.

 

Anatomical issues/explanations

  • The long ovipositors used by the chaurus would likely be very painful to a man/mer host, hitting the cervix, and potentially passing deeper into the body, likely fatally so.  This is especially true for the Reaper.
  • One solution to this would be that the ovipositor is more pliant and compresses within the body, not actually passing so deep.  It could form a docking arrangement with the womb or (in the case of oral/anal animations) similar internal chamber, with the "thrusting" actually being a frictional conveyance mechanism for the egg-laying.
  • Another potential solution for this would be that the oral fixation and/or some type of precum causes changes in the host body to make them suitable and allow for massive apparent disruption of internal organs.  Reference as "bugcum".
  • If this is the case, bugcum could also have a pacifying effect.  In the event that they are producing an additional chemical, that makes two distinct fluids being produced for external use: the poison spit and the pacifying saliva.  Combined with the possibility of significant metamorphosis (hunters) or major species differentiation (hopper/crawler/warrior), their ability to generate new materials from themselves is pretty remarkable.
  • If the bugcum actually causes physical changes in the elasticity of the internal organs, how long does this persist?  Might it fade before birth? (probably killing the host).

 

Thoughts on additional forms/mods/integration

  • Rogueshot's skeletons (https://www.nexusmods.com/skyrim/mods/95422 and https://www.nexusmods.com/skyrim/mods/94874) make significant changes to the shape that will likely throw off animations for Sexlab.  These skeletons could be used for non-fertile forms or stages of the life-cycle.  These would need to be different races with a new skeletal path and likely the "SexlabForbid" keyword.  Update: attempted to make a Baka ABC compatible variant of the RogueShot "Nightmare Chaurus" skeleton and the proportions are so ridiculously off in animations that I doubt it can work unless the base scale of the chaurus is very small. This *could* work if I decided to let later-stage nymphs lose the SexlabForbid keyword.  I would have to experiment with this a bit more.
  • "Chaurus Lights" (https://www.nexusmods.com/skyrim/mods/44966) can be adjusted to detect arousal or animation-in-progress (presence of SexLabActive keyword).  UPDATE: Done with minimal fuss, now strobes the lights while fucking.  See below.
  • Metabolically, the chaurus might have to consume a lot of food to grow while simultaneously producing so many infertile eggs.  Maybe the path to becoming a reaper involves not producing many eggs at all?  Maybe Reapers are inherently infertile most of the time?
  • Maybe the chances of host survival depend on the type of chaurus using them as an incubator?  Reapers would seem to be the least survivable.

 

Elements needed in future mod

  • Direct manipulation of the chaurus life-cycle events through feeding, sex and milking.  For instance: only having sex with a chaurus when it is at peak arousal will push it towards becoming a Reaper while regular milking keeps it at "normal" chaurus scale or pushes it to become a hunter?  Update: See above life-cycle image in spoiler for reference.  My thought at this stage is that Reapers will naturally fight one another, and the losers of these contests will molt into hunters (maybe dying in the process).  As a Reaper gains power and defeats more Reapers, it eventually molts into a Reaper Tyrant, which at present would be the most powerful form they could reach.  Base stats are about 30% higher than normal Reapers, and I was considering giving them a substantial boost to poison and some type of advanced breath weapon.
  • Creation of a new chaurus form that is a Reaper with a multitude of (non-functional) wings, showing a reversion from Hunter to Reaper form at the establishment of the new hive.  Maybe other forms can be coerced into appearing.  Update: Currently calling this the "hybrid", and making it a possible evolution of the SIC mimic caste and Workers (standard chaurus) who temporarily bypass the dominance route.  My thought is that they may eventually challenge Reaper Tyrants, but are otherwise less prone to territorial displays than reapers.
  • When a chaurus changes to a new form in the life cycle, it leaves behind an exoskeletal molt. (Probably just a translucent greenish ragdolled body.)  This would probably be a destructible object (hit it with a mace, flame, whatever to dispose), or maybe creates a new alchemy ingredient.
  • I would like to find a way to make the odds of parasitic infection through EC+ be reliant on race (Reapers more likely, etc) and animation used (any animation with explicit egg laying), if combined with Chaurus Lights, it might be possible to visually detect a chaurus that is "ripe".  Likewise, oral impregnation should not be likely, or should have the effect of inhibiting the use of food.  This could be integrated into survival mods.  Update: Partially complete, see below.
  • Needs to be an in-game mechanism for aborting the parasitic infection.  Update: Looking through the EC+ scripts, it looks like the estrus tentacles will do this.  For the record: I don't use the estrus components at all as I feel they don't mesh well with the chaurus form or themes.  To each their own, but my approach would be to have some type of alchemical concoction that does this (likely using some ingredients from the cast-off molts and maybe other things likely to be found in/around a hive.
  • Egg-laying animations show full-sized eggs being implanted, but EC+ only uses very small ones.  Maybe animations that do not show egg-laying directly would produce the smaller ones (a slurry of bugcum and small eggs), while the more direct animations (BakaHuntingRape, Billyy Reaper Doggy 2, Anub's Egg, etc) would have larger eggs?  Maybe only Reapers implant full-sized eggs?  In this sense, hunters seem to be a step backward, due to scale.  Update: Bane Master has informed me that the birthing process can pop out virtually anything.  I haven't done it yet, but this seems straightforward enough with some tinkering of the base scripts.  Note that the base version of EC+ will only allow pregnancy/implantation with normal chaurus and reapers.  This can be bypassed by editing a formlist, and some modification to the scripts to juggle the chances with various forms.
  • Should be a possibility of becoming addicted to the narcotic/pacifying effects of the saliva/bugcum.
  • Maybe repeated use as an incubator or excessive exposure to the saliva/bugcum starts a "slimegirl" progression, as the elastic nature of the new form doesn't fully return to normal.
  • Would like to see adjustments made to the progression of EC+ that make the body more resilient at earlier stages, but almost useless at later stages.  Maybe needs a certain level of health/stamina to survive the process.  This could include a lot of complications, such as not all the eggs being borne, or a premature hatching causing damage over time.
  • While Untamed has the cleanest and easiest mechanism for controlling a hive, its method of hijacking all AI packages makes it unsuitable for use in many cases, and incompatible with anything that relies on behavioral AI to trigger.  Might need to replicate some of Untamed's features while removing most others.  The UI interface, naming, and general control functions are great though.
  • Mechanism for initiating sex with chaurus, potentially multiple at once.  Update: Note that EC+ pregnancy is determined only by the first chaurus actor in the sequence, and only in the event it is vaginal.  This means that Billyy's 3p Spit-roast Anal animation should not produce infestation, but every other 3p+ animation should have a chance.  The issue here would come with seeing if one of the chaurus was particularly fertile, but that one didn't land in the "actor[1]" position of the array.  May want to have a keyword search for all actors in the array or just skip it and decide if the animation is Vaginal + gangbang, then the chances of infestation go to 100%.
  • A set of traits that allow for further differentiation of individuals, maybe hinting at future nature.
  • Common colorations found in different hives.  Add a Pokemon collection element to them.  
  • Inherent ability to either appease/trade with Falmer or outright attempt to liberate the chaurus in the hive, maybe using varying levels of influence on the chaurus to turn them against their masters?  Maybe collecting eggs from a location can produce offspring of those colors/traits?  For this to work, there would need to be a self-insemination option using the eggs.

 

Current Plans and Progress:

  • Apropos synonym edit for many egg-laying and chaurus-related terms: Ongoing and never fully "finished".  Currently stands at 1800 lines in synonyms.txt and triggers reliably if kept around this number.  (This was once over 3000 lines and would fail miserably most of the time, being just too much for json to contend with.)
  • Apropos rewrites for custom animations: Ongoing, around 30% finished.  These are formatted for use at 15pt font and 400 (max) width.  Even so, they run over the edge from time to time.  Working on getting the descriptions smaller when this happens.
  • Non-hunters now suffer health and stamina debuffs in sunlight, same as vampires (duplicated the effects to avoid compatibility issues with vampire mods).
  • The poison of lesser chaurus (nymphs, workers), no longer effects other chaurus.  Reaper and hunter poisons do still harm other chaurus.
  • New animations: Note that "new" = combination of existing animation assets into a new format.  Currently have three finished, three more in process and four that are tweaked versions of otherwise unchanged animations (main changes are sound/tag adjustments, intro sequences and cumshots).  Due to the multiple assets being used from different animators, I am unsure of how permissions would work on these and if they can be shared.
  • Cumshot: converted two variants of the particle meshes from Cumshot 2.1 for use on chaurus, one for big spray and another for a sprinkling of precum.  At present, these need to be added manually to the animations as AnimObjects, but there isn't anything preventing their potential use as ArtObjects to be attached dynamically through scripting.
  • Currently using five additional colors, based on various retextures found on Nexus, including (https://www.nexusmods.com/skyrim/mods/6962https://www.nexusmods.com/skyrim/mods/6737https://www.nexusmods.com/skyrim/mods/18476).  I did these a long time ago and somehow have five total recolors.  I might've tweaked or created the other two, but I don't remember now.  These colors are presently used randomly, but I will make them location-based.  All colorations are present for all six main chaurus body types (nymph, worker, reaper, tyrant, hunter fledgling and hunter).
  • Finished: Jsons for MNC/Creature Framework to pick up the correct armor and arousal, not losing the colorations in the process.
  • Want to add a layered coloration system similar to The Dragon Engine to give more visual distinction. Something subtle, but noticeable that allows for visual differentiation in a large hive.
  • Another option for this is "armors" that may show slightly different placement of spikes or minor adjustments. Update: The procession from reaper to tyrant is marked by the addition of armored body features.  Working up a script that "awards" a killer a bit of armor if they have the keyword "ChaurusDominance".  This is an Event OnDying script and basically only gives reapers and tyrants a gift.  As it stands, if a Reaper is awarded one of these, the idea is they will trigger a quick molt stage into tyrant (widening, scale to 1.1, equips whatever armors they have).  As time goes on, they collect more and more armors, helping to give them a unique appearance.
  • Chaurus Lights script adjustment for strobing during sex (done, see "chliglowcontrollermescript" below)Note that this will not automatically update lights on existing chaurus already near you.  It will only work on newly added lights.  You can (potentially) remove the spell effect and restart it in console to make it update.  Still to do: make this sensitive to stage and orgasm, building the strobe effect faster as it reaches climax and spiking at orgasm.
  • Estrus Chaurus Script adjustment to be cognizant of racial subtype and to have a percentage based change of infection instead of guaranteed. Partially done (see "zzestruschaurusae" below).  Gives a 25% chance to be impregnated if it is a normal Chaurus (worker), 50% for Reaper, and guaranteed if the animation is vaginal and has the tags "Eggs", "Oviposition", or "Breeding".  Right now, only Babo's Reaper anim and Billyy's newer ABC-based animations have some/all of these tags, so manually adding them may be needed.

 

chliglowcontrollermescript.psc chliglowcontrollermescript.pex

zzestruschaurusae.psc zzestruschaurusae.pex

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I think I will start blogging progress reports again.  It seemed to help keep me motivated and on-track.

 

While there has been a lot of work done on the mod since the last release, much of it is in an in-between state, and there are some odd MCM issues to work out (still getting the hang of that).

 

Last night:

  • Completed the 6th (?) rewrite of the victim script, which now stands at around 1100 lines.  Despite the size, it is much more optimized than the last few attempts and can easily be made sensitive to scene-specific tags and events.  (Most of those lines are never used in a given situation).  Different from prior versions, the majority of work is now being done by the victim script, and much of the work previously managed by the chaurus scripts has been unloaded.  This is still ongoing.
  • That script now includes six layers of vocalization related to wear and tear and specific animation traits.  The system is able to read tags to determine how rough or disturbing a given animation would be, then measure this against Sexlab stats and any relationship values the chaurus and breeder share.  The layers are: moaning, distress, pain, screaming, crying, horror screams.  I am considering adding a seventh layer: caterwauling, which would be a blend of moan/distress/pain.
  • Each segment of vocalization has its own expressions added which work alongside those normally used with Sexlab to create much more realistic and constantly changing facial expressions.  The expressions are context aware and change based on level of distress, vocalizations, and egglaying.
  • The effects engine can work with or without chaurus being involved. (Eventually will have settings ranging from 0) off, 1) chaurus only, 2) any egglaying insect, 3) any insect, 4) any monster, 5) any creature, 6) anything at all/always on.)

 

To Do:

 

  • Add scales for allowable level of screaming, potentially allowing adjustment via hotkey while in-animation (I hate having to duck into menus).

 

Recent thoughts on race progression:

 

  • I've been considering using SIC's idea of "chaurus hopper" as the hatchling state, starting very small (just a bit bigger than the egg, and covered in some eggshell bits), then progressing to ash-hopper size within a couple days.  Now that we have proper ash hopper junk with collisions, I am far more inclined to make use of those, and may decide that they are sexually active (but incapable of breeding) from an early age.
  • Along this line of thinking, the hoppers could have feeding preferences for some of the parasites that infect later forms -- another reason to keep a diverse life-cycle present in a hive as it would assist with overall health.
  • Nymphs would then be the first "true chaurus" stage, and there would be two "intermediate" forms (actually armors affixed to the creature) that would show progression from hopper to nymph.  In this case, I would make nymphs sexually active, having retained the "stinger" type phallus, but now with some fleshy bits as the ovipositor begins to take form.  The nymphs in this case would use custom skeletons and meshes that removed the eggs and worms and gave them a more spindly appearance, with less apparent mass, but generally the "normal" chaurus scale to enable them to use animations.  In the event that one was in an "egglaying" animation, it would either switch to a different animation, or notify the system to "dry fire" and not pay attention to the egglaying FX.

 

Not sure exactly what I will work on tonight, other than the caterwauling voice set, but I am considering generating a build-up/let-off set of effects, allowing the visual fluid effects to go through a range of "squirt values", depending on animation/stage/scene.  This would be fairly easy to control with a few globals and a timer or stage counter in the victim script.  I experimented with this on milk squirt effects last night and it worked well, so I may do more with that.

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General progress report:

 

  • Worked on Apropos muchly.  Over 2000 lines now, so I'm thinking it needs a cut-back, but haven't seen any failures yet.
  • Screaming doesn't always flow naturally in non-extreme states.  Need to dial that in a little better.
  • Mouth movement isn't where I'd like it to be, but it isn't bad at all.  May rethink the approach to the higher-level screaming states as the mouth doesn't always open enough or stay open enough.
  • Continuing to tag animations and dial in the victim scripts.  Found a few ways to circumvent poorly detailed SLAL stage sounds (for instance, animations where the json tells the female to have the mouth open, but doesn't silence her.
  • (Re)Wrote a tag description cheat sheet to help people to make adjustments as needed, and suggest some where it seems appropriate.

 

(Mostly) Completed "Chaurus Worker Climb" animation set, composited from GSPoser, Anub's Egg ABC, and Billyy's Behind Hold and Doggy.  8 Stages, full Apropos descriptions, a few semi-custom effects.  Using as a testbed for scaling screaming based on situation, and may need to add another scream sound set ("exhausted whimpering" maybe) to fully complete it.

 

I'm fairly proud of that one, and as it took a long time to create and dial-in, by the time it releases, all the animations is relies upon should be publicly available.

 

It did however set the bar fairly high on what I could deliver, so I am taking some time to plot out the next one.  I find that doing these covers a lot of ground in terms of the mod's scope (lots of "wouldn't it be cool if..." leading to progress), and is helping me to develop storylines-driven concepts for how these work.

 

A consideration for the Chaurus Life mod overall is to make sex events consequential, and push a quality over quantity approach to them.  Accordingly, I want each scene/event to be able to convey enough information to be both memorable, and sufficiently harrying for the breeder that she doesn't just want another romp.

 

Another idea that I am going to try to hit up now is to have "CW Climb" be able to branch at around stage 4, and potentially turn into another animation (that would not normally be accessible).  If this works, then "branching storyline" scenes will become the norm.  This allows an animation to be reactive to situations and other factors, and allows the sex scenes to tell a story.

 

So the exhausted sound set and branching scene are the tasks for tonight and likely tomorrow.

 

Wheeeeeee.

 

Should hold me over until Billyy's new Chaurus Reaper Cowgirl animation arrives. :)

 

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... Still working on the victim script... fml

 

EDIT: I should elaborate:

 

  • New script structure (significant departure from previous, same overall "size" in terms of code, but much more efficient processing)
  • Working out all the possible logical loops that make effects not fire, or make sound overlap in unpleasant ways is what is taking the time...

 

 

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... And the new victim script works like a charm.

 

And the MCM is now working properly.

 

And I found a way to adjust the screaming that can persist through save games.

 

Now just have to add a few adjustments to the screaming types and volume, add the globals/controls needed to allow the user to modify the max scream levels to be heard and then smooth out the pain/distress curves to make the sounds more naturally indicative of what the breeder is feeling.

 

Oh, and the victim script is no longer Player-centric.  I should work on anyone now.

 

Planning a release of v 0.14 this weekend.

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Nothing major to update.

 

Still on track for this weekend.  Getting the screaming profiles built is tedious, but is the last thing needed for the release (though I have a list of other things I'd like to add if there is time).

 

Targeting release for 2am PST on 8/31, so about 25 hrs from now.  If not then, it'll be many hours after that or the following day, but I think I can hit that mark right now.

 

EDIT: Hoping not to jinx myself, but progress has been much faster than expected...

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Probably last update before either release of 0.14 or an excuse for failure. Even with a failure, the mod will release this weekend, just maybe not before 8/31 @ 2am PST.

 

Finished:

  • MCM
  • Scream adjustments (but not fully satisfactory to me.  Won't hold up release though, just something I will work on afterward.)
  • New Victim script
  • Now Molt Functions.  Can pass all faction and relation traits through molting.  Can also pass any unique name to their husk, but if they pass it to the next version of themselves, the chaurus may become un-interactable.  This is a display/quest alias issue, but I don't have a solution for it yet.
  • New Worker Script

To Do Before Release:

  • New Reaper, Nymph, Tyrant, and Flyer scripts

 

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Excuse incoming.

 

I'm not comfortable with how little testing I will be able to give the race scripts if I hit the 2am release as planned.  I'm giving it a full day for QA and tweaking.  Release will be some time tomorrow (2-4am PST on 9/1).

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Current Plans:

 

Release 0.14 as soon as I have completed testing on the race scripts to make sure molting/challenge/sex events are processing right.  Unless the wheels completely come off (highly unlikely as the edits weren't that severe), this will happen within the next 24 hours.

 

Short-Term goals for 0.15:

 

I am very happy (overjoyed, ecstatic) with the current Victim Script.  It is as close to a feat of code engineering as I am presently capable of (which is to say: it doesn't look like it was done by an illiterate 5 yr old). It is as close to "done" as anything in this mod.  There are optimizations to make (especially in facial expression effects), but the structure is good and should serve well as a foundation moving into the future.  New effects/options can be easily added without impacting performance.

 

The chaurus race scripts are not on the same level of polish and design, but they are getting there.  My goal for 0.15 is to get them in a similar state to the Victim script.  A side effect of getting them to that level is that chaurus should be able to update their own script conditions with new versions, making clean saves/new bugs no longer necessary (this is already the case for all the other scripts being used).

 

The vocalization/scream sound effects don't gel as well as I would like right now, but they aren't bad.  I have discovered a way to adjust their frequency, but the sound files are not engineered right for this to sound correct at present.  Right now they can only be adjusted to lower frequencies, and it doesn't take much before they sound bizarre (on a scale from 0.0 to 1.0, 1.0 is normal, 0.9 sounds... maybe okay, and anything lower than 0.8 is like weird demon growls, except not as cool.  Still, the function is in, so I'm leaving it as-is for the 0.14 release.)

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Good and bad news...

 

The race scripts are more screwed up than I'd hoped, so I've moved forward with rewriting them to the 0.15 standard.

 

That may take more time than I'd allowed for.

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UPDATED AND AVAILABLE

 

Sexlab Effect Test

Workers: Passed solo and group

Reaper: Passed (finally...)

Tyrant: Passed

Flyer: Passed solo and group

 

Molt Test

Nymphs: Passed

Workers: Passed

Reaper: Passed

Tyrant: Passed

Flyer Fledgling: Passed

 

Challenge Test:

Reaper: Passed

Champion: Passed (though I had to fudge results to get there - fairly rare occurrence)

Beta: Passed

Tyrant: Passed

 

Compatibility Test

FHU: All passed (adjusted FHU script: Tyrant value is auto-set to 1.15 x value of Reaper)

EC+: All passed

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Okay, with v0.1.4 out the door (and hoping for no game-breaking problems), the To-Do list for v0.1.5 follows:

  • Re-size Tyrant, change appearance to be more Stegosaurus-like (extra 45° flanges with glowing tips?)
    • Armor option, extra limbs (almost paired, expand joint at elbow, second set extends from there)
    • Armor options for Champions (less extreme sorts, armor crests, etc)
  • Allow challenges to potentially interrupt SL scenes.  Generates an enraged reaction, combat, and if successful, return to the breeder (likely to get very rough)
  • Global for challenges, checks population demo.  Right now, challenges need a minimum of three individuals around to trigger, but I want this down to two again.  However, this tends to depopulate badly.  The solution is to make the Tyrant aware of population management.  The globalvariable for this would dictate a minimum Reaper population to allow based on all other chaurus forms in the area.
  • Nymphs eat husks to grow, (maybe fledglings do, too).  This would mainly serve as an interactive "clean-up" for all the husks that can be scattered around when testing things, but also makes sense.
  • Define traits for individuals.  For example: Destroyer (likes to fight), Steward (will not kill a rival).  General tiers of benevolence to aggressiveness (low numbers more friendly, seems like there’s more room for perversions, so 10 and up is bad)
  • Animation: Billyy 3p Hunter Spitroast, drizzle effects on stage 1
  • Optimize scripts (always ongoing), and make the chaurus life cycle scripts able to auto-update via a Life Cycle Updater Quest (queues into SendModEvent structure)
  • Beta Form (likely to become an additional "race" to avoid overly redundant code as they are a morphological dead-end.  Ideas are shrunken pincers, bloated body, thicker/subbier legs (gradual molting process, two stages, top stage requires living Tyrant and strong ecosystem)
  • Switching sets for no-worm models (additional set of ARMA, maybe an effect on each that generates the switch if needed – check that this doesn’t interfere with MNC/SF).  I love Billyy's use of them so far, but it could get old quick, and as the larva are meant to be a sign of things happening inside the chaurus, it doesn't make sense for them to be showing up in all animations.  As this could mess with Creature Framework, I will have to consider a best way to do this.
  • Global for Pain increments and general other sound adjustments.
  • Global for “go back” effects (regarding pain and distress calculations)
  • Pain looks for DD/ZAZ gear (would have to search by keyword and find keywords relevant on game load, easy enough to do)
  • Milk FX looks for clothing keywords (CoversBreasts, ClothingBody), and instead applies chest drips shader (global for behavior of this)

(It will be a while before this all happens.  I'm going in for surgery in four days and will be in recovery for three days afterward.  So probably a week before I can get cracking on this again.)

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Been a while since I posted here.

 

Second (hopefully last) surgery was a couple weeks ago, and recovery is going really well.

 

Looking at the above list, I confess I've done basically none of that.  (Which is to say that I've been working on the mod, just that isn't where my efforts have been focused.  Most of my work lately has been sex audio/visual effects and building new animation sets.)

 

My current test playthrough has me in Darkwater Pass, and for such an elaborate location, there are only three chaurus there, all basically doing nothing and hanging out in the water.

 

It seems that there really should be more chaurus around.  Nothing says what we see there is the full strength of the hive (I'd say only Frostflow is likely displaying its full splendor).  It would be fairly easy to create a script/quest that assigns chaurus to a faction for "shifts" and makes them come and go while multiplying the total number in the hive.  The extras would almost universally be workers or nymphs.  In this situation, some chaurus would come and go, some may only be rarely present while others are always around (Tyrants for sure, Champions and Betas most likely).  Each chaurus would have a randomly assigned faction variable for what they are typically doing.  Some may be scouts/explorers (and would rarely be present), while others might be caretakers (always around).  This can create more diversity in the hive without risking overburdening the AI processing limits.  When they are coming/leaving, there could be a ground tremble and then they appear/disappear in a blast of dirt.

 

I want hives to have personalities, and without enough members, that is very hard to express.  This is a way to make more of them without a lot of the attendant problems.

 

Just a few thoughts.

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On 12/4/2019 at 2:34 PM, Seijin8 said:

 

 

Second (hopefully last) surgery was a couple weeks ago, and recovery is going really well.

 

 

Hope you're doing well

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Looking through this again made me wonder - what types of storylines do you envision?

 

Are there options around friendly/hostile female/male PCs? 

 

It seems the falmer raise or farm chaurus.  Perhaps they've developed some sort of symbiotic relationship over the years, and produce something of value for the falmer.

 

The worms/larvae are also interesting.  Could show up in the egg->chaurus lifecycle, and also require further incubation.  'hounds of the blade' had flies that oviposition anally, exit as larvae, then finish incubating in the vagina/uterus, hijacking the host's reproductive system.

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1 hour ago, 7osisg4d said:

'hounds of the blade' had flies that oviposition anally, exit as larvae, then finish incubating in the vagina/uterus, hijacking the host's reproductive system

Had never heard of that.  I really like that idea.  Thanks for the mention, looking into that game now.

1 hour ago, 7osisg4d said:

Looking through this again made me wonder - what types of storylines do you envision?

Covers a spectrum of possibilities, generally radiating from points on a triangle:

  1. Survival-horror inside a hive as a breeder with no station, juggling several small mini-games to try and stay alive or escape.
  2. Witcher-style chaurus genocide, probably driven by having been a captive breeder before.
  3. Breeder queen taking over a hive and using it for her own ends (branches to above-ground and below-ground expansion)

General idea is that these tend to start at point 1 and move from there, but the gameplay at each position is adequate to stay there if the player wished.  In the "center" position of the triangle are elements of exploration, alchemy, magical study and archaeology that take place largely underground in new areas/dungeons.

 

It is an ambitious project that will probably take me years -- especially since I'm easily side-tracked by other mods I'm working on that don't parallel this.

 

1 hour ago, 7osisg4d said:

Are there options around friendly/hostile female/male PCs?

Yes.  For each of the mentioned "points of the triangle", there are hostile NPCs that occupy the other points on the triangles, or may be competitors on the same point.  So, if you are doing the breeding queen thing, monster hunters may drop by from time to time.  If playing the survival-horror, you might hope for a monster hunter to help, only to find that they see breeders as part of the problem, forcing the PC to escape and realizing they won't be accepted by the surface world, maybe their only option is to find another hive.  Basically, each piece of it will be sufficiently developed to operate silently in-sync to events, keeping the gameplay from getting stale.

 

Ideally, I'd like to make it so that the mod would be a permanent part of the load order and it special events only trigger if the player heads into that sphere of events.  Maybe the PC goes about being the hero for a while, gets a contract from the Jarl to clear some monsters out of a cave only to find an enormous and well-developed chaurus hive there.

 

So anyway, those are my thoughts on it right now.  Thanks for the suggestion about 'Hounds of the Blade'.  Looking that up now.

 

Oh, edit: 

1 hour ago, 7osisg4d said:

It seems the falmer raise or farm chaurus.  Perhaps they've developed some sort of symbiotic relationship over the years, and produce something of value for the falmer.

Yeah, there's no doubt the falmer make great use of everything the chaurus provide.  What the chaurus get back from that relationship is questionable at best.

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6 hours ago, Seijin8 said:

Thanks for the mention, looking into that game now.

The wiki had a link to download from the developer: 

 

The game can be downloaded here: http://inufactory.sakura.ne.jp/download.html The password to input is 'blade'.

 

If you need English there were 3 patches on ULMF, but they're buggy especially around the end of the fly map.  Files are on garbage mountain, you can just load one of the liapas saves and go straight there.

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7 hours ago, Seijin8 said:

3. Breeder queen taking over a hive and using it for her own ends (branches to above-ground and below-ground expansion)

I'm most interested in options 1 and 3 because there are decent combat options today and the detail you're building into this mod would be less visible on a combat run (breeding becomes less relevant, unless you fail and get back into option 1).  

 

The breeding option is interesting and could open up farming and offering opportunities.  The hive turns non-hostile if given an incubator NPC, basically entering into a similar relationship that they may have with the falmer.  Maybe the falmers provide incubators as well?  Falmers often carry a lot of gold, so perhaps the chaurus dig for it or provide some other sort of valuable/rare outputs that drives continued interaction from the PC.

 

NPCs could be given via defeat/follower, maybe even counting towards ebony blade betrayals.  This creates non-combat options for exploring areas with hives.

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On 1/8/2020 at 10:40 AM, 7osisg4d said:

would be less visible on a combat run

Yes and no.  Yes, in the sense that you wouldn't be involved in it regularly, but even in a strict heroic anti-monster playthrough, being told that someone was captured by falmer and brought into a known chaurus lair starts the clock for the hero: wait too long and the breeder will either be dead or fully indoctrinated.  If you want to save her, you need to act fast.  If you find her knocked up already, do you have the alchemical know-how to safely abort the egg infestation?

 

The core "knowledge" of the mod (found through research and archaeology and just plain luck at times) will be useful for all playthroughs, just to varying degrees.  A libido suppressant would be potentially useful in many playthroughs, and is created through chaurus-related ingredients.  On the other hand, if you want to use chemical warfare on the chaurus, a hive with a lot of reapers might tear itself to shreds if the opposite effect were introduced: a massive aphrodisiac in gas form.

 

Anyway, right now I'm finishing up what I hope is the final tear-down and rewrite of the sex-effect side of the mod.  Once that is done I can move into the interaction layers more, which has been taking far longer than I wanted.

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7 hours ago, Seijin8 said:

Anyway, right now I'm finishing up what I hope is the final tear-down and rewrite of the sex-effect side of the mod.  Once that is done I can move into the interaction layers more, which has been taking far longer than I wanted.

 

Keep up the good work!  You must have learned a lot since you first wrote it

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