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About This File

Chaurus Life (early alpha WIP)

 

(The mod stems from ideas fleshed out in my "Chaurus Studies" blog)

 

This mod aims to make chaurus hives more dynamic, structured, and reactive.  To get the most out of this mod, it is expected that the player is spending significant time within the hive, and this probably means they are allied (through faction) or that the PC has been captured.

 

Primary Mod Effect: Dynamic Hierarchy

Spoiler

The main elements of this mod revolve around chaurus growing from smaller nymph forms into workers (the standard chaurus) and eventually into reapers.  Reapers within a hive will engage in (sometimes fatal) dominance battles to establish a hierarchy.  Winners of such contests move a step closer to the next form and losers may either transform into chaurus hunter fledglings or (rarely) become non-competitive betas.

 

Dominance challenges are related to arousal rank.  A challenge requires a minimum of two reapers (or later dominant forms) in an area to be aroused.  It is not normal for a hive to have multiple reapers alongside a tyrant, but careful manipulation can improve the odds of this happening.

 

After several victories, a reaper will change into a reaper tyrant, gaining some health buffs and poison resistances.  Nonetheless, a lucky reaper can still defeat a tyrant.  Tyrants that lose the battle usually perish, but sometimes become exiles (not implemented yet).  Reapers who put up a close, but ultimately unsuccessful challenge may become champions, and then become a layer of protection between the tyrant and other challengers.

 

Tyrants gain benefits from victories, and these benefits include mutations of their form that add armor and increased combat abilities.  These benefits are randomly generated and serve to further make a tyrant visually different from other chaurus.

 

When a chaurus is ready to molt into its next form, it will gain a greenish shader effect.  Depending on your game scale and a few random factors, this process should take 3-5 minutes to complete.  When finished, the old body dies and the new form emerges from it.

 

Note: As long as the player is present, the new form will retain many of the traits from its prior form.

 

Secondary Mod Effect: Player Interaction with the Hive (not yet implemented)

Spoiler

This mod is meant to give players a more active role in guiding (improving or sabotaging, depending on situation) a hive’s development.  Will the player expend effort to strengthen the hive?  Maybe the player will act to cast off any falmer control?  Perhaps the PC aims to make the hive compete itself to death, improving their chances of escape?  Could a single individual in the hive form a strong enough bond to the player that the PC aims to be a kingmaker, helping this individual to become a powerful tyrant?  Any of these are possibilities that the mod will aim to engage the player in.

 

(As an adjunct to this mod, there is another mod called Underground Survival that will make longer-term living possible in the presence of needs mods, where food and drink might otherwise be hard to come by.  This will include gathering ingredients useful for working with the hive.)

 

(Why is the not-yet-added part the secondary?  Because it is intended to be the most robust and likely will take the longest to create.  Everything else will be interwoven with it.)

 

Tertiary Mod Effect: Effects related to Breeding

Spoiler

This mod adds a number of audio-visual effects related to chaurus sex and egg-laying.  These are triggered by a variety of factors in the mod and by tags on the animations. To facilitate these effects, this mod will add tags to relevant animations.  Updates to these effects are triggered through the MCM and will automatically reset on version change.  If you need to reset the mod (and reapply any tags), use the button in the MCM.

 

The Chaurus Life Cycle

Spoiler

In this mod, chaurus will naturally populate dungeons in one of six forms:

 

Chaurus Nymph (juvenile):  Nymphs grow into chaurus over time.  They will grow faster in hives with an active insect ecosystem (the little glowing “dust” effects seen in some falmer lairs where chaurus are present).

 

Chaurus Workers (the standard chaurus, considered a worker in the hive):  Chaurus at this stage become sexually active, though their eggs are typically infertile.  Over time they will grow into reapers, and sexual activity has an effect on how long this takes.  Generally, sex slightly retards their progression, but it is accelerated substantially in areas with an active insect ecosystem.

 

Chaurus Reaper (a dominant breeding member of the hive, prone to fighting with its peers):  Reapers will naturally contest one another when aroused.  It is not normal for reapers to coexist in smaller hives.  Larger and more developed hives may produce additional castes of reapers that don’t involve constant challenges.

 

Chaurus Reaper Tyrant (very rare elevated form of the reaper):  Tyrants cannot coexist with one another.  Tyrants will fight to the death to maintain their place.  In addition to being larger and wider than reapers, tyrants also grow more powerful from defeating challengers.  Stronger and more experienced tyrants will exhibit unique traits in the form of body changes (widened pincers, additional layers of plates or spikes, etc).  It is intended that the most powerful tyrants be visually distinct.

 

Chaurus Fledgling Hunters (usually the result of reapers who failed multiple dominance challenges):  Fledgling Hunters will grow in a similar fashion to workers.  (Note that fledglings are not intended to be effective breeding agents.  As the mod develops further, fledglings will be far more likely to pass on parasites and unwanted effects than to initiate a proper fertile breeding.  With experience and understanding, this can be an effective means of harvesting useful parasitic elements, but to the uninitiated, it is just a way of getting a lot of potentially lethal debuffs.)

 

Chaurus Hunters (matured fledglings):  Hunters are the elite soldiers of a hive.  Though not yet implemented, they will have many of the same issues as fledglings, only worse.  Sustained breeding with a hunter is most likely to lead to death as the parasites eat their way out of the host.  (Again, this is not yet implemented.)

 

Note that in the future I want to make hunters that are riddled with parasites fly off to die, far away from the hive.  Part of the role of the flying forms is to be attractants for parasites and other harmful agents.  They collect these things and eventually dispose of them.

 

What I want to do with the Mod

Spoiler

This mod is focused on elements that improve the diversity or interactions and interesting events when living within/beside a chaurus hive.  It won’t involve other species beyond what is absolutely necessary.  Some interaction with falmer is useful.  Some potential interactions with spiders (common around falmer) would also be an option.  Beyond this, I don’t intend to push into other species’ interactions until the mod is very much more complete (could be months, or years, or never).

 

While the mod obviously has elements of bestiality and oviposition, I also want the mod to work well without any explicit sexual elements.  This might take the form of gathering chaurus types to form large hive for use as an army.

 

Part of my desire for this is to couple this with a mod like Draugnarok, or an event where dragons take over the surface world.  When the surface becomes essentially unlivable, the player and many others would retreat to deeper environs as necessary.

 

If you want to suggest your ideas for this mod, then please understand the difference between ideas and brainfarts.  Ideas are well-articulated, take multiple factors of usability and interaction into account, and are presented in a cogent fashion, showing respect for the people you present your ideas to.

 

Anything else is a brainfart. Please don’t brainfart.

 

What I won’t do with the Mod

Spoiler

In general, I’m not a big fan of anime-style sound effects.  What is here already is in some cases borderline and may be replaced if I can find more natural sound effects to use.

 

(Having said that, natural egg laying and oviposition is nearly silent, and that doesn’t work for me, either.)

 

My goal is to use existing lore and expand upon it in ways that make sense.  Conversely, I am not a slave to the lore and am not overly concerned with adhering to it where it doesn’t make sense.

 

I will not do anything directly related to the Estrus aspects of EC+.  That being said, I also will not do anything that disables these effects since that should be up to the user.

 

I don’t want to replicate another mod’s effects unnecessarily. I will only do this if the mod I want to borrow from is large and/or inefficient and the effect I need is small.

 

I’m hesitant to add more dependencies to this mod.  If I can make a quick alteration to a script to generate a mod event to listen to/for, and that will get the mods working together, then that is my preference. (This is how the compatibility with EC+, FHU and iNeed is achieved.)

 

Warning! Early alpha work-in-progress mod!

Spoiler

This mod is very early in development and I am an amateur at scripting (though I am improving).  While nothing in this mod will permanently break your game, updates may require a clean save and existing chaurus in your game will not automatically inherit these changes and behaviors.  It is likely that updates to the mod will cause a hive to effectively fossilize in its present state, unable to progress, and some updates may completely break functionality.

 

Right now, each stage of chaurus development results in the “death” of its previous form, so mods like Untamed will not be able to track individuals between these changes.  The old version is killed; the new version arises fresh and with no connection to your PC.  Accordingly, if a chaurus is protected or essential, then they will not molt (a message will display in the console to tell you what has happened).  I chose this over removing the protection/essential status and killing them anyway to avoid conflicts with other mods that may have made them this way for a reason.

 

There is a measure on continuity from one form to the other and traits that are expressed with the individual will often be transferred to the new form.  Note that this transfer process is not perfect, and is less likely to work in crowded hives, or if the player is not present during the end of the molt.  Because of this, there are a few checks to wait until the player is present if they would otherwise molt.  If the player is absent for a longer span of time, they will attempt to molt, but the results are unreliable.

 

Compatibility was a main focus of this mod’s construction but even so, I can’t guarantee that it plays well with every other mod or load order out there.  I recommend placing this mod late in the load order, and allowing its records to overwrite everything.  (Note though that this will probably disable chaurus spit effects from EC+.  If that is a problem, place EC+ after this mod.)

 

Because of the WIP nature of the mod, I would recommend that it not be used on ongoing save games except for testing.  While it (probably) won’t break anything, the value of any feedback will be reliant on the mod working properly or failing in a clean environment, which can’t be guaranteed if it is dropped into an unstable load order.

If you fail to heed this warning, any problems with your save game are on you.

 

Hard Requirements & Installation

 

Dawnguard DLC

Sexlab (1.62)

Sexlab Aroused Redux (any current version, tested on Baka's)

Creature Framework

More Nasty Critters (v12RC9 or later)

 

Once installed, you will need to re-register your Sexlab Animation Registry to get the new race record in.

 

Optional Requirements (needed to get the full functionality)

Spoiler

You don’t really need to have these mods installed, but without them, some of the features of Chaurus Life will not work.  To get these effects, you will need the "ChaurusLife Script Overwrite and Patches" download file.

 

Estrus Chaurus+  -- Chaurus Life was built to work alongside EC+.  Though it is not an explicit requirement, they are meant to function together.  Perfect compatibility will require a patch, which I will create when this mod is more developed.

 

Fill Her Up -- (FHU v2.00-9 + Beta NIO 1.12 + SLIF patch.  Not tested on any other configuration)

 

Sexlab Inflation Framework -- (really should be used alongside EC+ and FHU)

 

iNeed or RND2 -- Chaurus Life will automatically integrate with these, no action needed

 

Apropos2 -- (included definitions are very long and required changing an Apropos script to enable them to display in their entirety and for long enough to read them)

If intending to act in a breeding role, animations that allow this will be needed.

 

Chaurus animation packs:

  • Billyy’s SLAL animations have the largest number of available options (both through the "CreaturesInsects" pack and the older "Creatures" pack)
  • AnubiSs also has a number of excellent animations
  • BakaFactory's Patreon contains a pair of chaurus animations
  • Evacuation SLAL pack has a single chaurus animation

 

This mod should work well with Kyne’s Blessing, but I have taken no steps to integrate them.  In the future, I may instead replicate some of the ideas of that mod and put them fully into Chaurus Life.  I want parasitic infections, but I also need them to behave in specific ways, and that makes creating my own system the more attractive option.

 

Load Order

Spoiler

Recommended to place Chaurus Life later than any other mods that affect race records, so place it after More Nasty Critters.

 

The leveled actor lists in this mod also need to overwrite those used in other mods, or the variant creatures will not appear in most places.  A Bashed or Smashed patch will accomplish this, and it is fairly easy to do yourself with xEdit.

 

Race Records changed (potential incompatibility)

Spoiler

ChaurusRace, ChaurusReaperRace and DLC1ChaurusHunterRace (added spell effect for life cycle functions, added small amount of out-of-combat health regeneration, added various perks relating to reducing falling damage; 30% reduction for Reapers, 60% reduction for workers, 90% reduction for hunters)  Note the falling damage adjustment came from early testing a long while back where I set up a hive in the Tower of Mzark and got irritated when they would glide right off the scroll platform and die from the fall, even though they should’ve had no trouble scaling the walls and conduits.  It was a simple fix for an irritating problem.

 

ChaurusReaperRace (in addition to above, added dominance keyword and factions to assist in condition functions and trigger effects)

 

Race records added

Spoiler

ChaurusNymphRace (presently not enabled as a Sexlab race, so they shouldn’t be involved in any sex scenes.  They are not fully matured yet and their skeleton/scale will not align well to animations.  I may add a developing maturation process later and see about cobbling some animations together to work for it).

 

ChaurusReaperTyrantRace (this is a wider and overall larger Reaper.  Scale should still align with Reaper animations with a little tweaking)

 

DeadHuskRace (the base used for cast-off molts, comes with a magic effect that kills them on spawn time.  This mainly exists so that Hunterborn won’t automatically recognize the leftover shell as something with meat in it.)

 

DeadHuskFlyerRace (same idea as above)

 

Injected Records

Spoiler

To have compatibility with other mods without needing dependencies, this mod uses the following injected records (all shared with the Underground Survival mod):

 

01CECE1E: INJArousalSuppressantMGEF

01CECE1F: EcoSystemREF

01CECEA1 through 01CECEBD: placed instances of EcoSystemREF

 

In the exceedingly rare event that another mod uses this same method and selects that same FormID, bad shit may happen… or it could do nothing at all.  No way to know.

 

(Thanks to Chesko for introducing me to this idea.  I don’t know if it was original with him, but the Frostfall API webpage is where I first learned of it.)

 

Mods used in part or in whole

Spoiler

Chaurus Lights (https://www.nexusmods.com/skyrim/mods/44966) by verteiron: Used with permission.  The script and lights are used in their entirety, and formed the original backbone of this mod.  You should also check out his mod “Noble Chaurus” (https://www.nexusmods.com/skyrim/mods/46767) for additional lore and use of chaurus related things.  The mods should work alongside each other with no issues, but I haven’t made an effort to integrate them.

 

BakaFactory’s ABC skeleton for Chaurus, used with permission.  Baka is also awesome, and it was his animation and skeleton work that inspired me to put this mod together.

 

Texture Sets added for five additional colors, drawn from (or based on) the following mods

Spoiler

Evil Chaurus: permission to use was requested, but no response was received.  I edited the base game textures to be similar to the Evil retexture, but wanted to give credit as inspiration for the retexture that is in use now.  Main difference between the original and mine is that mine retained the blue glow instead of the green used by the Evil retexture, and I aimed for a more reddish hue throughout all of the plating and mouth area.

 

Daedric Chaurus (https://www.nexusmods.com/skyrim/mods/6962/?) by IronMan5000, used both blue and red versions with some editing and may include the originals in the future.

 

Detailed Chaurus (https://www.nexusmods.com/skyrim/mods/6737/?) by McMuffinMarauder

 

Tools used

Nifskope, GIMP, Outfit Studio, Creation Kit, TESVEdit, Audacity

 

Additional (non-Skyrim) Materials Used

Spoiler

Multiple videos found on PornHub under the creator title of “Night Wanderer” were used for the vocal tracks.  One video indicates this is from someone named “Andraste”, but I couldn’t find much about them.

 

Regardless of how they were arrived at, thanks to the uploaders of the videos and the VA and video creators for the sounds being used in this mod.  In the rare event they catch wind of this mod’s existence I would happily hire the VA to do some custom work for this mod.

 

Incompatibilities

Spoiler
  • Chaurus Lights (see credits), which is fully included in this mod along with expanded functionality.  There is no need to use Chaurus Lights with this, but you’d sure be an awesome person if you dropped by Nexus and gave verteiron kudos.  Here’s the link: https://www.nexusmods.com/skyrim/users/4118075
  • Depending on load order, this may eliminate the Estrus function from Estrus Chaurus’ spit attacks.  If you want those effects, place EC+ after Chaurus Life in the load order.  When this mod is farther along, I will create a patch.
  • The provided scripts in the patch file are based on the most recent versions of the mods being used and should overwrite any other scripts.  If one of those mods gets an update, I will make adjustments as needed.
  • If you are using older versions of any of the mentioned mods, things may not work.
  • Because the race records for Chaurus were altered, mods that rely on changed race records will conflict.  This is easily solved in TESVEdit.  Note that More Nasty Critters is one such mod, and Chaurus Life should come after it in the load order.
  • The NPC/ActorBase and Leveled Actor (LVLN) records were also altered for the Chaurus.  These would also require patching to avoid incompatibilities.
  • Please report any other incompatibilities.

 

Known Issues

Spoiler
  • After several challenges are resolved, a hive will become overall a little less combative, even though conditions are in place for them to fight.  They do eventually engage, but it may take longer than expected.
  • The new script for Apropos to increase the size of readable lines doesn’t hold its values between saves.  The values will read correctly in the MCM, but they don’t load right.  Just tweak any one value back and forth and exit the MCM and it will reset correctly.
  • The screaming sounds don't always come off naturally.  This is especially true with the Caterwauling and Whimpering sets.  This is being addressed in future updates.
  • The debug messages from the bugs and quests can generate some console spam.  I felt this was preferable to notification spam, and allowed for easier understanding of what was happening as the messages didn't fade.  These are presently not conditioned and will appear regardless of debug global settings.  This will be addressed in the next version.

 

Short-Term To-Do List

Spoiler
  • Create different sound sets for flyers (right ow they’re using reaper sounds)
  • Diversify sound sets for aggressive use (all sound sets are aimed to be consensual but rough.  Let us be honest: an ovipositor the length of your leg driven by a hard-shelled beast the size of a small horse isn’t gentle, no matter how “lovingly” it is inserted)
  • Continue to smooth out broken animation stage tags to improve overall experience. (This means: animators not adding correct SLAL tags, not something this mod is breaking.  I’m trying to fix it, I swear.)  Several adjustments have been made to address this, but the effort is ongoing.

 

Long-Term To-Do List (exhaustive and not at all guaranteed to happen)

Spoiler
  • Generate a proper SL voice set from the same voice actress as the current sound effects so that the vocal spectrum can be maintained if desired. (This is in progress, but is very time consuming.)
  • Create sound effects for walking around heavily encumbered with FHU active.
  • Integration of parasites/larva (purpose, principal effects, side effects)
  • Make the transition from reaper to fledgling hunter use a cocoon and take longer. (In concept this is easily done, but in reality it will be tough to make sure this doesn’t block an exit or a tunnel somewhere.)
  • Behaviors/AI packages (not started yet, likely to be similar to Wild World and you can use that mod in the meantime, though it would need a patch).
  • Give Chaurus Nymphs limited healing and regeneration effects they can apply to others nearby.
  • Give Chaurus Hunters near-immunity to chaurus poisons and (somehow) see about using them to improve the aim for the other chaurus (possibly slight slow effects from hits).  I plan on them having a melee/sapper role.
  • Improve and diversify environmental effects (Chaurus operate best when closest to proper habitat and worse when away from it.  They are environmentally sensitive.)
  • Apply similar effects to egg-laying situations and EC+ related hatching options (more likely to hatch in/around warm/moist areas, unlikely to hatch in colder/drier environments).
  • Closer match of colorations to hives based on minerals/environmental situations in the caves/hives they live in.  Produce additional colorations as needed.
  • Integrate the Skyrim Immersive Creatures chaurus variants.
  • More armor options for Tyrants, as well as potential additional post-tyrant forms with much more unique appearances and abilities.
  • Apply unique scars and other identifying characteristics to Reapers, Tyrants and Hunters.
  • Add traits and behavioral alterations to make individuals a little more unique.
  • Create/adapt more animobjects/art effects for use alongside animations.
  • Alter/adapt EC+ hatchling behaviors and growth to be less harmful (no longer auto-attacking) and more responsive to their environment.  If a hatchling is regularly fed, it shouldn’t feel the need to hunt so aggressively.
  • Make hatchling populations self-managing in terms of overall numbers to prevent there from being 600 of them in a given area.  They should kill one another when population grows too large, or hunters should cull excess numbers as a form of population control (and to prevent the game from being a slideshow because of half a thousand hatchlings in an area).
  • Diversify egg sizes laid in EC+ to be closer to the obvious size they have when being implanted.  This would make impregnation by various species of chaurus different.
  • Add consequences and lasting effects from being used as a breeder; some good, some not so much.  If the first time a PC is used as a breeder is for a Tyrant, they are unlikely to be in good shape after the event, or the birthing.  Conversely, working up to this in stages, from small hatchlings/classic EC+ eggs and gradually moving up to the larger sizes should be more survivable.
  • Develop other potential lingering effects of regular use as a breeder. (Most detrimental, but maybe some that can be turned to advantage.)  As a matter of gameplay, none of these should be fatal or so prone to spiraling out of control that they cease to allow normal play, but there might need to be substantial time spent in recovery.
  • Tune the mini-game elements of managing wear & tear versus role in the hive, versus other adaptive factors, versus survival aspects to make it so that perpetual sex isn’t a good thing.  (For those just wanting a bug-fucking simulator, this will be something that can be tuned or disabled as needed.)
  • Fertility of the hive breeders and eggs related to the presence of egg piles in the area.  This gives a reason for falmer to maintain designated breeding zones.
  • Coupled with above, would need a way for chaurus to produce new egg piles in a way that looked natural in the surroundings.  If moving a hive into a new cave, it shouldn’t take too long for it to be draped with egg piles everywhere.
  • Attach the glowing “falmer dust” camera effects to an area where breeding is likely and adjust the overall habitat and hive behaviors in such an area.
  • Make some adjustments to vanilla Skyrim chaurus hives/locations to create small tunnels that connect them to one another.  Truly underground living should be possible, without needing to surface to bridge locations.  In some cases, these tunnels would be blocked and would require chaurus workers to be directed to clear the tunnels.
  • Some new areas connected to the tunnel networks that are already inhabited by falmer or standalone chaurus hives. These hives would likely be uniquely colored.
  • Generate mechanisms for hive leaders to fight one another for dominance, allowing hives to be in conflict with one another or to merge with minimal violence.
  • Create small possibilities for hives to go to all-out war with one another.
  • Determine if specific breeding races or states (such as vampirism) would affect growth or hatching time.
  • Develop a system that allows trade and non-combat interactions with falmer.
  • Need to develop advanced hive behaviors, such as the formation of raiding parties (with/without falmer).
  • Investigate changing the reach of chaurus engaged in dominance battles so that the animations aren’t so obviously missing each other all the damn time (inherent issue with Skyrim).  Alongside this idea, maybe create some advanced combat behaviors to make the challenge battles more dynamic.
  • There should be penalties for someone healing a participant in the battle.  No issues if you heal the challengers following the fight’s conclusion.  Accordingly, there would need to be an audio-visual way to detect the end of the battle.
  • Lots and lots of other things I won’t mention until they are farther along…

 

Current Animation Tags

Spoiler

Note that many tag names have been changed in version 0.1.4

 

Stage Timing Tags:

EarlyOrg -- Orgasm/egglaying effects to be played one stage before the animation ends

EarlyOrg2 -- Orgasm/egglaying effects to be played two stages before the animation ends

CLResidual -- Non-oral orgasm effects from EarlyOrg will continue into later stages (formerly ResidualOrg)

CLResidualO -- Oral orgasm effects carried over from EarlyOrg.

SecondOrg -- Paired with EarlyOrg and ResidualOrg, replaces ResidualOrg sounds with additional non-oral egglaying sounds.

CLNoEnd -- System attempts to eliminate any "end stage" effects normally associated with orgasms/egglaying

CLX -- Notifies system that non-orgasm/egglaying stage-timed effects are present in the animation

 

Stifled -- Tells the system to play "oral" based egglaying sounds in situations that otherwise would play non-oral sounds.  For now, this only pairs with EarlyOrg effects
 

Visual & Special FX Tags:

CLSquirt -- Used to notify system to look for squirt effects, doesn't specify any effect itself

     CLMilk -- Breasts will leak (currently both, but future tags can split this from one or the other side)

     CLSVLF -- Squirt, vaginal, long-distance and slow drop-off/high speed

     CLSVFan -- Squirt, vaginal, short distance and sprayed to the sides

     CLSALF -- Squirt, anal, long-distance and slow drop-off/high speed

CLSwallow -- Will "drink" bug cum at orgasm stage as though the animation is tagged Blowjob. (Needs the RND or iNeed mods enabled to have an effect.)
 

Vocal FX Tags:

CLNO -- Will not apply oral-based sounds or effects.  Used for animations that have oral and blowjob elements, but not on the orgasm stage.  Note that CLResidualO will override this

OrgScream -- On Orgasm, the partner will begin screaming (degree of scream dictated by several wear and tear factors and thresholds set in the MCM)

ResScream -- Paired with CLResidual tag, the partner will begin screaming on the residual orgasm phase.

     Note: Combining CLResidual and OrgScream without ResScream will result in decreased likelihood of screaming.  Meant for animations where the final stage(s) are more relaxed

Caterwaul -- The partner/victim will use a special set of screaming sounds (Mixture of Moan, Distress and Pain) even if screaming is otherwise not indicated by wear and tear.

Stifled -- System will use oral-based/muffled voice effects, even if "Oral" and "Blowjob" tags are not present

Stifled1 -- As Stifled, but only on stage 1 of the animation

 

Tags supplied by other mods that are used to determine Chaurus Life Effects:

Eggs -- Marks an animation as an egglaying animation and will always seek to deliver egglaying effects.

Oviposition -- Same as Eggs, either tag will work

Vaginal -- Random chance for egglaying, dependent on environmental factors and race of chaurus (Reapers are more likely to attempt egglaying)

Anal -- Small chance for egglaying effects

Oral -- Will attempt to use Oral sounds unless tagged otherwise.  Note that this is a problematic tag for many animations.

Blowjob -- Upon chaurus orgasm, the partner will receive one or more doses of "chaurus cum"

Kissing -- Use Oral sound set (muffled moans and cries)

Aircum -- Added to several animations for interaction with Erstam's Cumshot mod

 

Note that Chaurus Life will automatically apply some of these tags to chaurus animations where they are needed.

 

Stage Result Tags:

Note these do not have an effect on the animation, but inform the system if the animation may adjust behaviors afterward

 

CLFDom -- Female played a dominant role in the animation

CLFSub -- Female played a significantly diminished/submissive role in the animation (was just used as an eggsac and nothing more)

 

Thanks to:

Ashal -- none of this would be possible without him, and no amount of thanks is enough

CPU -- for his duties here and for assisting me with scripting questions over the years

BakaFactory -- for inspiration, constant asset development and a phenomenal work ethic

MadMansGun -- for keeping Skyrim's bestiality content as streamlined and functional as this kind of insanity can be

Bane Master & Jbezorg -- for Estrus Chaurus and EC+

Erstram -- use of particle effects from Cumshot mod

Reesewow -- general discussions and encouragement

AnubiSs -- for permission to call on his animations within the mod

Billyy -- for permission to call on his animations within the mod

Dunkin Donuts -- fuel


What's New in Version 0.1.4a

Released

  • Sept 29 -- reupload for people having issues -- nothing new in this, not needed if you already have 0.1.4a
  • Hotfix for MCM loading issues.
  • Two downloads available: one with just the new MCM script (labeled "hotfix only"), and one with the fully updated mod.

 

Version 0.1.4

  • Update Instructions:
    • Clean save required!  The changes to the challenge quest will not work otherwise.
    • Note that resetting the Sexlab voice registry is no longer required and no longer interacts with the mod.  The MCM has a forced reset option if needed
  • Most scripts have been reworked to be more flexible, performant and reliable.
  • Many debug notifications have been moved to print in the console instead, making it easier (for me) to see what is happening.  This isn’t 100% transferred yet, and most of these will print to console regardless of debug settings.  This will be gated/conditionalized in the next update, but for now, expect a bit of console spam.
  • Challenge quest has been rewritten.  It is much more reliable now and works largely as expected.  Note that in testing prior to release, the survivability rate was not good on default settings (around 50%).
  • Audio Effects:  
    • Reworked some of the existing egglaying sounds (still in process; these are not the final versions)
    • Slowly shifting all victim sounds to be handled by the victim controller (all but oral egglaying have been moved)
  • New Feature -- Victim Screaming (beta):
    • Added victim screaming effects that play when certain cues are detected (health/magicka/stamina regen debuffs, speedmult and speech debuffs) that relate to wear and tear as delivered by other mods (built with Apropos2’s system in mind, but should broadly work with anything using these values for wear and tear)
    • Based on animation tags, wear and tear, and Sexlab stats the victim may experience distress and/or pain that can escalate through each stage.  Each animation builds an index of how much pain/dismay it delivers (based on tags), and if one of these values crosses a threshold, the screaming begins (initially at low level, then building).
    • Screams progress through many stages (not linear):
      • Moaning and Distress – sounds that generally fit in with normal Sexlab sounds, but have a degree of fear/dismay to them
      • Screaming and Crying – sounds that increase level of panic and distress, and may include some pained sounds, verging on panic
      • Pain – sounds indicating injury
      • Horror – full-blown panic and delirium
      • Whimpering – generally post-orgasm sounds that fit in well with existing Sexlab sound sets (note these aren’t yet fully spectrum-matched to the other sounds and may not sound quite right)
      • Exhaustion – panting and heavy breathing, intended for post-event
      • Caterwauling – sounds that are somewhat pained but also lustful, rarely heard at present (and not yet fully spectrum matched to existing sounds); currently only available in the "(CL Worker) Back Ride" animation in the attached SLAL pack.
    • Screaming is disabled by default.  Activate it in the MCM.
  • MCM:
    • The MCM, victim effect script and animation tags automatically reset with new update
    • MCM has been reorganized and now includes a reset option
    • A clean save is not required for update (but is probably a good idea anyway)
  • Other:
    • Packaged previously missing pregnancy shader (oops)
    • Made husks use a vanilla body form to avoid unnecessary HDT collisions (didn't seem to help in testing, but certainly didn't hurt)
  • SLAL Pack:
    • Added a new animation set “(CL Worker) Back Ride” (8 stages), which is a composite of a Gunslicer pose intro, six of Billyy’s animations (mainly Holding Behind and Doggy) and a bit of AnubisS’ Egg ABC.  The set was created to test breast milk FX scalability and other fluid effects and has an Apropos2 component.
  • Compatibility patches for other mods (all scripts):
    • Apropos2:  Greatly expanded synonyms set, and this has been stable in my testing.  If you have any issues, please notify me.
    • Estrus Chaurus: No change, package has one script that overwrites. All it does is add Tyrants to the available set of impregnators.
    • Fill Her Up: Script overwrite for compatibility without dependency.  Tyrants automatically produce 1.15 x the effect of a Reaper, and mod knows how to handle orgasms that are not on the final stage, and how to detect animations meant to cause large inflations.

 

"Why Add Screaming?"

  1. I prefer ambient/immersive sound and visual effects to describe a scene taking place (I usually play with HUD disabled).  A breeder who has been abused and harmed – or is an unwilling participant – Is likely to object to what is happening. The whole bug-sex thing is innately a horrific ordeal, all the worse when it is rape.
  2. Practically speaking, a Chaurus Reaper’s ovipositor is far larger than most man/mer orifices can handle.  Even if we assume that some alchemical interaction takes place with the tissues in the orifice, or the ovipositor is flexible enough to give a little when hitting something, it is still very, very large.  That will cause harm, and the recipient should respond accordingly.
  3. This is a way for the user to know how “damaged” the victim is, and may affect choices about how to proceed.  In the future there will be hotkeyed ways to adjust animations in order to ease pain.  This lets the player know to adjust something to prevent unnecessary injury to the breeder.

 

 

Previous Versions

Spoiler

Version 0.1.2a (Bugfixes)

  • MCM: corrected failing toggle states (thanks Reesewow)
  • MCM: corrected faction settings not working correctly (thanks Organ_Co and Reesewow)
  • Added conditions to challenge quest to disallow dead reapers from being selected (thanks kilroywasalwayshere)
  • Added a composite spell effect for overfull conditions to play everything as a single effect.  This is mainly to test if the issue is display-related rather than spell-related.  Fingers crossed that this works as intended, else I may have to rethink the whole effect system.
  • Named the zip file after the version and will do so from now on (providing I can remember to do so; thanks lanastara for the suggestion)

 

Version 0.1.2

  • As usual, this update likely breaks existing chaurus.  Clean save or at least get new bugs.
  • Reset the Sexlab Voice Registry to enable new content and tags.
  • Added an MCM for controlling all variables in the mod.  The second page of the MCM allows you to cheat your way into a hive through faction manipulation.
  • Added a SLAL pack that for now has only a single animation: Anub's Missionary ReMix1.  This relies heavily on an animation from Anub's most recent pack (6.2019), which is presently only available on Patreon.  In the future, I will have two SLAL sets available: One containing only public animation resources and another with the most recent (Patreon) versions (if needed).  For now though, only use this if you have Anub's Creratures 6.2019 pack already.  (This animation also has its own Apropos entry.)  This was a rudimentary test to see if I could get FNIS to pull animations that I wasn't directly providing, and it worked.  More elaborate "scenes" will be coming in the future as both AnubiSs and Billyy have granted permission to call on their assets this way.
  • Added internal time checks to the scripts for all time-molting forms (workers, nymphs, and flyers) to hopefully help them grow if the PC is away from an extended duration of time.  I don't yet know if this works.
  • Along with above, I have added a check that sees if the PC is around before executing a molt.  For the moment this is to aid in potentially passing data between the forms, but the next update should absolve the need for this as I am overhauling that process.
  • A few Apropos updates were made.  The synonyms file has grown a bit, now around 1950 lines.  If anyone experiences instability or failed wild cards from this, please notify me and I will trim it back, but my tests have shown it to be stable.
  • Added a number of new animation triggers (thanks to Reesewow for compiling this data).
  • Additional tag: Stifled, which tells the system to use the "oral egglaying" sounds even if no other oral indicators are present.  This ties into the new SLAL animation and Apropos description.
  • Updated handling of visual effects, which allows for some effects to play when Arousal and negative speedmult values are present (generally signifying advanced pregnancy).  The MCM will let you tune this however you like and a debug will play at animation start to tell you what the "Overfull" threshold is.
  • Note that the overfull effects may play earlier in a sequence depending on various factors.  Further, these effects are not reliant on chaurus-based animations, and will play in any Sexlab animation.

 

Version 0.1.1

  • This update will likely break existing chaurus.  Recommend a clean save, or at the very least, new bugs.
  • Remember to reset Voice Registry to get the new effects and tags fully loaded.
  • Visual effects added to egglaying animations.  The majority of these are particle effects courtesy of Erstram and his Cumshot mod.
  • These effects are meant to align to body nodes, but because not all Skyrim bodies are the same, expect some small misalignments.  If the misalignments are bad, take a screenshot and tell me what body you are using and I will try to fix it.  These effects are preliminary.  If there are issues I will change them, but if they serve the needed role for everyone I will continue to produce more.
  • In the event you encounter an animation that you think should have additional effects, please notify me.
  • Added new tags for visual effects: EarlyOrg2, Squirting, CLMilkSquirt, CL-SquirtVLF, CL-SquirtALF
  • Added compatibility with Realistic Needs and Diseases.
  • Added an new Tyrant armor
  • Removed the iNeed script overwrite - it is all done with internal file lookups now.
  • The script internally adjusts the faction relationships within the Estrus Chaurus breeder faction.  This may assist with unwanted hostility, but more likely does nothing at all.
  • Updated SLIF patch to listen for EarlyOrg2 events.
  • Added missing Chaurus Flyer textures (thanks to kilroywasalwayshere for reporting the issue)

 

Reuploaded v0.1.0

  • Re-uploaded the patches file with missing script for Apropos.  Thanks to BeoWulf91 for the catch. Note there is also a script for sslBaseExpressions that makes the mouth open a bit more in "open mouth" situations.
  • Removed the MNC script from the patch as it is no longer needed.  Updated requirements to MNC v12RC5, which includes support for the Tyrants.  Thanks MadMansGun!

 

 


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