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Chaurus Communication


Seijin8

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The next chapter in the quest to make some chaurus make sense somewhat will be with their dialogue and sounds.

 

Bethesda gave the following sounds for chaurus (all can be found in the Sounds BSA under (Sound\FX\NPC\charus):

  • Breathing (which just sounds like minor chitters, and I don't think it sounds like breathing of any kind.  Maybe it is some internal process, but not likely breathing.
  • Taunt (a series of swooshes and click-clacks)
  • Warning Call 01 (as Taunt but with an actual screeching vocalization!)
  • Warning Tail 01 (as Taunt with some smacking sounds)
  • Mandibles (3 sounds, all similar clacking)
  • Injured (2 sounds that are I guess like breaking chitin)
  • Foot (used for footstep sounds)
  • Feed (2 sound sets like a wetter version of mandibles)
  • Death (2 sets with a louder injured sound and a trailing chitter)
  • Attack (1 sound which might be a claw attack or bite)

 

Of all these, only Warning Call 01 has actual vocalization; everything else is the sound of "chitin on chitin" or "chitin on stone" or "chitin getting smacked" or "chitin smacking something".

 

The extracted vocalization sounds like this:

Chaurus Warning vocalization.wav

 

... and even that has some residual clacking chitin sounds.

 

The only parallels I've found for the vocalizations are either the higher-pitched sounds made by xenomorphs (because we needed far more evidence that chaurus are half-stolen xenomorphs with far less backstory), and some raptor-esque bird/dinosaur calls (though not at all like Jurassic Park's velociraptor "honks").

 

So, I've been toying with that one vocalization, cleaned it up a bit and tweaked parts of it to get a small array like this:

CH call1.wav

 

Ch call2.wav

 

I will keep tweaking these, but figured I'd start by expanding their sex vocabulary and splitting their sounds by stage and intensity.

 

A lead up to egg release might sound like:

 

Ch Wind-up 1.wav

 

And then some sounds surrounding the event.  I don't want the audio to get too cluttered though, so if it drowns out the voice or egglaying effects, it is no good.  Unfortunately, I only have stereo to work with, and steroscopic sounds don't work with Sexlab scenes. For instance: if I make left channel the female voice and right channel the chaurus and egglaying, it "sounds correct" only if the camera POV has the woman's head on the left and backside on the right.  I would like to see if there is a way to drop markers for sound release that are mapped more geometrically to the scene, to make the sounds move with camera perspective, but right now I don't know how that would work and it would be very script intensive, maybe prohibitively so.

 

Aside from the sex sounds, I need to find consistent vocalizations for a wide array for events, ranging from combat (detection, attack, alert, target lost, searching), to general activities (finding resources, finding something curious, hungry, nervous), to more complex behavioral states (diseased, in distress, lamenting a fallen breeder, etc).

 

Obviously these should have enough difference to make their meaning clear, but how meaning is derived may not be obvious (speed of clicks, number of clicks, or other barely noticeable bits may be the real information carriers, less so with pitch.  It makes the most sense to me that they transmit through the rock around them, and the pitch is less significant than specific "beats" or other percussive elements.

 

While there is a lot of discussion about pheremones being a significant element to their communication, this makes any interaction difficult for the player character.  I can create a visual overlay for the scent trails (similar to the clairvoyance power), but the PC would generally lack the ability to transmit these.  Alchemy might allow them to do so, but then you run in to Skyrim's #1 anti-immersion UI issue: needing to open a menu to do anything.  I'd prefer to avoid that, maybe even creating an integrated control set for such communications, where an interaction key is pressed, and a variety of other more analog actions create the specific effect, such as the mouse scroll wheel or other key presses or movements.  Maybe the player would even need to be in specific environments to transmit correctly, such as needing to be near running water or standing on a mining deposit to make certain "calls".

 

I am open to discussion on any of this.  The interaction layer for Chaurus Life needs to have the communication elements built into it, so progress on the mod requires me to tackle this sooner rather than later.

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Okay, so spectral analysis of the vanilla chaurus sounds has three basic ranges of "noise":

 

750Hz - 5000Hz is their vocalized threat response (from the one file in vanilla Skyrim, and the frequency band matches the roar used in Elder Scrolls Legends when playing the Chaurus Reaper card, though that has some heavy low-tones that sound like rock displacement as well - hard to separate those sounds).  It is important to note that these sounds may be part of external threat displays only, and have nothing to do with how chaurus communicate with one another.

 

3000Hz - 9000Hz+ are general individualized noises, and probably just constitute unstructured "noise".

 

20Hz - 200Hz are chitin sounds, and are the most prevalent.

 

These lower frequency noises are I think most interesting.  First (I'm no sound expert, so this may be wrong), it seems like lower frequencies would be more useful for transmitting sounds through a medium like rock, and so the "chitin" sounds may be their actual communication mechanisms.

 

The sounds I borrowed from other sources include a variation of the Predator clicks (100Hz through 2000Hz, which I'm thinking makes for a good "search" function), and crow rattle calls (750Hz through 1500Hz, which could be communication tones for nearby chaurus to operate as a group; basically squad channels).

 

Finally there is some pseudoscience regarding the 111Hz range (transmission through materials, effects on shutting down the prefrontal cortex in humans, etc), and I find that the lower rumbles I generated in the 80Hz - 130Hz range sound like purring, so I'm going to focus on those as "sex" noises.  I can use the normal vanilla chitin noises, and just ramp the bass along with isolating the ~ 100Hz range to get a "soothing" noise that can be considered a controlling tone for breeding.  Previously I've figured they subdued prey mainly through intoxicants, but maybe there is a sonic attack present as well.  I actually like that idea better since it is easier to incorporate.

 

In general, I will have reapers and tyrants make heavier use of the 750 - 3000Hz range, Nymphs stay clear of anything between 200Hz and 3000Hz, and workers close that gap a bit, but remain largely silent between 300 - 1200Hz.

 

I have no idea what to do with the hunters, but the lack of wing noises is starting to get to me.

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While working on these sounds, and vocal sounds in general, I found myself very disappointed with the difference between the panicked "Oral egglaying" sounds (essentially muffled yelps and screams), and... well... every other vocal sound that wasn't similarly muffled.

 

If we ignore for a moment whatever level of consent the victim/female has in these events, the fact remains that in a gangbang animation when multiple creatures on par with armored rottweilers are stuffing baseball-sized lumps into her, screams should be the norm, not the exception.

 

I never intended to make the mod overly rape-y, and have generally made it a point whenever someone mentions enslaving breeders and such that other (less violent) options should be available.

 

On the other hand, I'd be kidding myself if I thought a "general use case" for this mod were anything but bug-breeding torture porn.  Mind-controlling sounds and chemicals do not make it "consensual".  And as the level of violence, size of ovipositor and inflation of belly gets to a certain point, whatever is suppressing her is going to break.

 

So, yeah, I downloaded about thirty five minutes of screaming sounds from around the net to work on that part.

 

Aside from being kind of disturbing in itself, there's also some technical issues with screams.  By definition, they shouldn't be "normalized" for volume, or they just sound wrong.  And horror-movie eardrum shattering screams are a no-go for a variety of reasons.  But there is a somewhat less "horrific" scream set that roughly matches the pitch/spectrum of the muffled voice from the oral egglaying, and I may go with that.  I will try to shape it into three general categories:

  • Sex screams (not necessarily erotic, just something that *could* be loud sex)
  • Pain screams (the chemicals aren't cutting it anymore)
  • I just woke up in hell screams (all mind control has ceased functioning and the full weight of the event is on her)

Accordingly, I will be building my own sound system that supplants Sexlab's own when animations are tagged for screaming. (Hell, I'm already doing that in a lot of cases, and oh as an aside I'm creating a set for general screwing and will try to match it up with the pace of animations - easy enough with Billyy since he has a pattern to the pacing of his animations, more difficult with others.)

 

In general, the screams would be the final stage, but I'm thinking of at least one animation where the chems wear off, she starts screaming, another chaurus grabs her head (back to the muffled screams), and then she calms as more toxins take effect.

 

I would think that animation would have to end with a fade-to-black and time passing.

 

So yeah... screaming.  Not hat I thought I'd spend my day on, but here we are.

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Just make sure the screams are up to Bethesda's stringent voice acting quality control standards.

 

Spoiler

 

 

 

(PS: If you just used that sound clip as the scream sound your mod would be the best mod on LL, just saying.)

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20 minutes ago, SpyVsPie said:

Just make sure the screams are up to Bethesda's stringent voice acting quality control standards.

 

  Reveal hidden contents

 

 

 

(PS: If you just used that sound clip as the scream sound your mod would be the best mod on LL, just saying.)

I'm aiming for a different quality altogether.

 

Sample "Pain into Horror" set

 

WARNING - CAN BE VERY LOUD

 

Pain to Horror.wav

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Huh. Sounds like you sampled some of the more insectoid kaiju from Godzilla for some if these. I like where this is going.

 

Question though. I saw you reference thr possibility of the player becoming a broodmother in another thread. What would that actually entail?

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On 7/28/2019 at 12:37 PM, JeffJiggums said:

Huh. Sounds like you sampled some of the more insectoid kaiju from Godzilla for some if these. I like where this is going.

 

Question though. I saw you reference thr possibility of the player becoming a broodmother in another thread. What would that actually entail?

I actually haven't hit kaiju yet (that I'm aware of - lots of made-up sounds borrow from similar sources, so...).  Maybe once the Tyrants have their day.  Right now most testing is with Reapers.

 

All planned events and ongoing stuff is listed in either the first section of this blog or the Chaurus Life mod description (https://www.loverslab.com/files/file/9304-chaurus-life/), but the quick summary is that the mod expands on the options available when carrying a swarm around (via EC+), and will eventually allow founding new hives in a variety of locations.

 

Exactly what any part entails is subject to a lot of variables; it won't be a one-size-fits-all mod experience, and each piece can play out in a variety of ways.

 

The broodmother experience could be A near-incessant string of getting knocked up, bloated, knocked up more, expelling the eggs, rinse repeat.  In this instance, there would be a lot of fade-to-black involved and then reawakening in various (probably terrible) scenes.  Eventually the player will likely want to bail out of this, and then there will be gameplay for that.

 

On the exact opposite side of the spectrum, it could mean finding slaves to bear the offspring and growing the hive through building a large stable of breeders and taking direct control of the hive, being its principal leader, and making it serve your desires.  Want to attack a town? A raiding party of Reapers and Hunters should manage that. 

 

Anyway, that's all on the other side of getting the interaction layer worked out, which requires language, which requires sound clips and vocals, and right now I'm still in screaming hell, though just about to finish that part.

 

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PROS: After about 30 hours of head-desk, I got the player/victim screaming working (mostly) right.  Still have a few bugs to work out, but overall, it functions as desired.  It reads a series of values and tags to detect:

  • Is the victim hurt/injured (or otherwise being effected by debuffs consistent with wear & tear mods)?
  • Gets the victim's Sexlab stats related to the current animation act
  • Grabs a set of distress/pain values that the animation may represent (thorough tag search to figure out how "rough/painful" a given animation might be)
  • Combines these to determine a starting distress (freaked out) / pain state.
  • In the event that the animation (which rechecks on every stage progression and animation switch) is deemed to be potentially harming the victim, then the sounds follow two tracks: Distress and Pain, each starting fairly mild and escalating to screaming, and finally horror movie screaming.  A system mixes these sounds to avoid too much repetition, and then deploys them based on four escalating sets of sound mixes.
  • If the victim is not already hurt or suffering, and the animation isn't too bad (as these things go), then the animation may never trigger any screams, or may just end with some protesting noises, but otherwise nothing too serious.
  • On the other hand, if the victim is at high levels of wear & tear, and the animation is say "Reaper Anal Doggy", then we run into the con...

CONS:  Fucking nightmare fuel.  I knew it was going to be rough, but I didn't know quite how bad it would get.

I definitely need to make a slider for controlling the likelihood of screaming, as well as set possible caps on "how bad it can get".  At maximum values, it is really jarring.

 

The intent on this is to give the player a chance to know when their character is starting to suffer significant debuffs, and create a mechanism in the mod that allows them to say "no mas", with varying chances of that working.  If the relationship with the bug and status within the hive is decent, then the bug may stop.  If they see the victim as nothing but a noisy eggsac... well.  Not good.

 

I'm honestly a bit concerned about putting this into the mod.

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