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  1. Chaurus Life View 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 Secondary Mod Effect: Player Interaction with the Hive (not yet implemented) Tertiary Mod Effect: Effects related to Breeding The Chaurus Life Cycle What I want to do with the Mod What I won’t do with the Mod Warning! Early alpha work-in-progress mod! 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) Load Order Race Records changed (potential incompatibility) Race records added Injected Records Mods used in part or in whole Texture Sets added for five additional colors, drawn from (or based on) the following mods Tools used Nifskope, GIMP, Outfit Studio, Creation Kit, TESVEdit, Audacity Additional (non-Skyrim) Materials Used Incompatibilities Known Issues Short-Term To-Do List Long-Term To-Do List (exhaustive and not at all guaranteed to happen) Current Animation Tags 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 Submitter Seijin8 Submitted 06/03/2019 Category Other Requires Dawnguard, Sexlab v1.62, Sexlab Aroused Redux, Creature Framework/More Nasty Critters Special Edition Compatible No
  2. Recently after spending a lot of time in these forums a learned a lot about how to correct modding issues and fixed my skyrim to be playable with no issues execpt for one, if its unfixable i will do my best to avoid my issue. my issue is whenever I make an attemt to have sex with a chaurus or chaurus reaper my game soft locks and crashes, no problems occur with chaurus hunters, I'd like to ask for help and a hopeful solution to my problem, this my my mod list in alphabetical order 01_Yiffy_Age_SE.9.0.0.0 02_YA_Digi_SE.9.0.0.0 04_YA_SOS_SE.8.3.0.0 0.5_YA_CBBE_Textures_SE.8.1.0.0.7z 766663625_BakaFactoryABCLESE2.26V 2138883329_SLAL_Billyy_Animationsv4.7SE A Little Better Free Camera-2937-1-8 Adress Library for skse plugins - All in one Amorous Adventures PLUS - Localized.-39163-1-3-1598626259 Amorous Adventures-CLEAN-SSE-7305-3-4 AnimalMansionPlusNS_SE_v1.1 Animation Selector for Flower Girls SE-36484-3-0-2-9-1627212014 ApachiiSkyHair_v_1_6_Full_optimized-2014-1-6-Full Basic Dining Set Replacer 2k-30055-1-0-1572348970 Bijin Skin CBBE-20078-1-4-1541714925 Bikini Armors (CBBE) - Special Edition-6005-1-4 Bleach - Zangetsu all forms-42447-1-0-1605730231 Bleach-23722-1-1551114312 BodySlide and Outfit Studio - v5.4.1-201-5-4-1-1627325006 Caliente's Beautiful Bodies Enhancer - v1.6.1-198-1-6-1-1597588589 CBBE SMP (3BBB)-29023-1-2-0-1602084970 ConsoleUtilSSE-24858-1-2-0-1583021370 Creature Framework 1.1.0-pre2A-SE Expressive Facegen Morphs SE-35785-1-0-1595174141 Fertility Mode-13068-3-0-1-1596969262 Fertility mode Ostim patch Flower Girls SE Threesome Dialog Patch-36246-1-0-0-1590031540 Flower Girls SE FNIS Data Follower needs FNIS Behavior FNIS Creature pack Furniture marker sex Fuz Ro D'oh HDT-SMP High poly head HCOS Immersive Wenches Invisable headgears Jcontainers se KS Hairdos sse Lungaris Race Redux mfgfix More nasty critters Nezzar ult lingerie collection 2.0 One With Nature OSA Skyrim Ascendancy Engine OSex OStim OSex overhaul and API PapyrusUtil SE RaceCompatibility All-in-one RaceMenu Romance of NPCs Sex Scene Framework SexLab Aroused Creatures SexLab Beastess Sexlab jailrape Sexlab jailrape voice Sexlab kidnapped Sexlab more creatures Sexlab Rape Sexlab Release Sexlab Stop Combat Sexlab Aroused Sexlab Dragon Sexlab Framework Sexlab Match maker SKSE64 Skyui SLAL Sex Lab Defeat SLAL_Billyy_OriginalAnimations Sexlab Enchantress SOS Schlongs of Skyrim SSE plugin loader SSXSE Strange Dressv1_152 CBBE with bodyslide The Eyes of Beauty The Secret Life of Skyrim NPCs UIExtentions Unp Female renewal Wintersrun XP32 Maximum Skeleton Special Extended ZAZ 8.0 CBBE SE Rev2.7 Thank you for any help, im still learning and ill take any help in understanding how mods work.
  3. Second vid is direct continuation of (and hopefully small improvement over) previous episode, named Dark City 2 - Tifa surrounded. Tifa tries to escape insectoid monsters, but some battles can only end with surrender... Dark City 2 - Tifa surrounded HQ.mp4 Technical stuff: For just this vid, most mods remained the same, I did certainly try to improve lighting, chose less noisy location and aligned actors better. This and previous video were recorded at 30fps. Animations are mostly Billyy's missionary/breeding with piledriver ending An anecdote - and definitely crazy thing I did here - I downloaded youtube collection of all Tifa scenes from FF7 Remake, dug through it, clipped few of her voice lines and used them at 2 or 3 points in this episode. Meaning you can hear FF7 Tifa speak few times in this video. It was a bad idea - whole lot of effort just to have few words in there that do not fit rest of audio (sexlab moaning etc.). I dont think I'll be doing that again.
  4. The central idea of this mod is to: help bring about a infestation of charus/falmer/spiders in skyrim and essentially rule the skyrim as the "charus king/queen" etc.. Thematically: "Preparing the way/Inspiration" TLDR: Outside game references/inspiration: + In starcraft - the zerg - for example, in order to expand your colony, you kind of have to engage in terraforming- to make the world habitable, or conducive to expanding and growing the hive. + In 40k, Tyranids have the genestealer cults, slowly takes over the administration/govt, etc... then one day, the "actual" tyranids show up, and the infected humans open the gates.. Same kind of concept here.. (i accidently found some nsfw chaurus stuff in searching for existing mods, but we gonna skip all that fetish stuff and anything that sounds like that, should actually be construed as legit animal husbandry and breeding as done in the real world). I don't know the back story of how, or why yet but essentially as the player, this is how the mod would play.. you have to engage in "terraforming" and breeding programs to allow the chaurus/falmer/spiders to have a more conducive environment to live in, in the open world. Sticking with chaurus here on out: they are not ideally evolved to thrive under the sun / extreme temperatures in the wild. Caves usually maintain a static temperature. To begin the C.Husbandry program, you would build a cocoon and place it in the open world... the cocoon might require lets say: 10 charus eggs, 10 raw meat, and some other things. Using a mod like farm anywhere for example, you would have to be in range of known spawn points of chaurus.. so lets use blackreach since its familiar to all. END TLDR Week1: Establishment Week2: Expansion Here, during week 2 there are two big things hat happen and a "behind the scenes": Week3: Siege begins **Week 4: Missionaries of a better way. **here is where even more player agency opens up. you can essentially continue the weeks 1-3 process, but with our infected citizens- a new method has popped up. Gonna call it missionary.. :addendum ========== So there it is - along the themes of building a hive, taking over skyrim, and helping evolve chaurus (through breeding programs) into a species capable of surviving better in the open vs just caves.. Its kind of like farming eh? but doesnt just happen witout player taking an active role (like draugurock) Sources: " When a hive fleet encounters a prey world, it does not invade for territorial gain or out of a sense of pride or vengeance. Indeed, it is doubtful the Tyranids even comprehend such alien concepts. Rather, they invade to harvest valuable biomass and feed their insatiable hunger. The Tyranids require an endless supply of food, not only to nourish the hive fleets, but to grow new Tyranid organisms. Therefore, when a hive fleet invades a planet rich in life, every action of every Tyranid creature is honed to a single goal -- the total and rapid absorption of that world's population, ecosystems and bio-resources. To this end, the hive fleet creates an army with the express purpose of overcoming the prey world’s defenders before the planet is stripped of every scrap of biomatter and devoured. " https://warhammer40k.fandom.com/wiki/Hive_Fleet Terraforming starting from existing habital places: "Zerg structures are effectively giant organs, making a Zerg colony a living creature. To provide the required nourishment and infrastructure, the Zerg produce a living carpet of bio-matter that invading forces have dubbed the Creep." https://liquipedia.net/starcraft2/Creep Progress: I feel like alot of the scripting work is actually done, short of a few tweaks.... If you look at the mod on nexus called "Farm everywhere" and "Live anywhere" both have rather open permissions in terms of using, provided credit is given when due. Both seem to have a very common theme..... "Place something in the game world, at a specific spot, that was not there before and becomes static/interactable" I just cant seem to properly tweak any of it to work in the new manner.
  5. View File This is a very simple, little improvement of the Dread Prison player house mod by whatever515 which is great for hoarding your followers in one place. What it does? 1) First of all it adds a lot of Milk-o-matics / Milk Pumps. Each cell has it's own Milk Pump. There is also a milking hall in the Warden. The purpose of this - use it as a milk farm together with Milk Mod Economy (you must select the "ZaZ_patch" during installation). I don't recommend using the MME newer than version 2016.05.05 - author made some changes making this mod barely playable for me and not as fun as it was before in my opinion (but perhaps more immersive)... Also you can remove the "Ignored By Sandbox" flag from the Milk-o-Matics/Milk Pumps using TESVEdit If you want your Maids/Slaves/Prisoners milk themselves from time to time which will save your time and will let them blow some steam off. Or if you are using the latest MME release and want the NPC sandboxing you can use the official "Milkpump npc sandboxing" patch, you will find in the MME's downloads... 2) It adds some ZaZ furniture to the cell block (your milk maids don't perform as you wan't them to? Order them to mount some of the furniture and show them who's the boss!), the lobby (shooting range is now much better because you can use your followers I mean slaves I mean prisoners as live targets) and the Dread Tower. 3) Replaces all of the oversaturated, yellow lights with less intensive, whiter lights so everything looks better - at least with my ENB... 4) NEW Features: version 0.6: Thanks to nb097 who did most of the work DreadPrisonMilkingFarm is now compatible with Dread Prison 3.9 Dread Prison Update 2 (Cell Block 02) addon is no longer dependency as it is a part of the main Dread Prison mod. version 0.5: Compatible with Dread Prison 3.8 and it's addons New, small luxury bdsm dungeon in the warden's quarter with ZaZ Animation Pack and ZaZ Extension Pack stuff Functioning gallows and ZaZ devices added in the torture chamber Excellent, new ZaZ Extension Pack and Heretical Resources are now a hard dependency Milk Mod Economy is no longer a dependency Vendor sells Heretical Resources items Minor changes to the Cell Block 02 See the pics... version 0.4: Added room boundaries and portals to Cell Block 01 and Cell Block 02. For some reason original mod didn't had them - this has HUGE performance impact. Expect much better framerates if you keep custom, high-res NPCs in the cells. Most of the ZaZ devices in Cell Block 01 have been moved to a new training chamber which also included three boxes full of ZaZ stuff. Minor changes to the shop (you can now enter behind the counter) - helps with NPCs being stuck there Minor improvements to the Chaurus and Spider breeder cells version 0.3: Adds a new room with a shop, and new NPC - Agnes Wet-Lipped the enslaved merchant. Turns the Cell Block 2 into Chaurus and Spider egg farm. It's designed to work with Estrus Chaurus+ and Estrus Spider+. Simply lock some female NPCs to Cell Block 2 cells then open internal cell holding the chaurus or spider and wait for your hen to lay some eggs 5) Known issues For some odd reason prisoners in the Cell Block 01 freak out if the Chaurus or Spider from Cell Block 02 attack the prisoners there. Since v.0.5 SexLab, ZaZ Extension Pack and Heretical Resources are required, Milk Mod Economy is no longer required! Since version 0.6 Dread Prison Update 02 (Cell Block 2) is no longer required as it's part of Dread Prison main addon now! Make sure DreadPrisonMilkingFarm is loaded after all it's dependencies to avoid disappointment. Please don't use personal messages for feature requests or bug reports - use the Support Thread instead. This mod is work-in-progress. Requirements Dread Prison 3.9 by whatever515 obviously. ZaZ Animation Pack by xaz ZaZ Extension Pack by zaira Heretical Resources by theFirstHeretic SexLab is also required Not required but recommended: Milk Mod Economy by Ed86 Estrus Chaurus+ and Estrus Spider+ (and their dependencies) are not required but highly recommended! SexLab Parasites by skyrimII Submitter Mofme Submitted 05/28/2016 Category Other Requires Dread Prison 3.9, ZaZ Animation Pack, ZaZ Extension Pack, Heretical Resources, SexLab Special Edition Compatible
  6. First sex-rim video I made is titled Dark City 1 - Tifa ambushed. Theme is simple, Tifa (from FF7) takes a stroll through night city and gets ambushed by insectoid monster (chaurus reaper). Guess what happens next Video is quite rough around the edges, some clipping, body and face could use improvement, lighting isnt great, but then nobody creates masterpiece on first try. This was useful learning experience and basis for further improvement.. Dark City 1 30fps 1080p HQ.mp4 In case video doesn't load, it's also uploaded here: https://tinyurl.com/kdnbbwdr Technical stuff: Setting is halofarm's Aether Suite, I like it but it's very dark in many places and I only used Sexlab LightMeUp there to illuminate scenes. Lighting darker areas up for sex scenes has been real PITA so far. Chaurus is just that, with Baka's ABC and all the mods that are required for it to work. Body is All-in-one (CBBE?) HDT Animated Pussy, functional but kinda entry level body for sexlab purposes. Clam itself works but it's somewhat basic and I couldn't get textures inside it to behave. No anus physics. Skin is what came with body package, Leyenda version in installer i believe. Face is just vanilla Skyrim sculpt, you can see the blockiness - nose and chin are quite.. 'geometric'. No makeup. KS Hairdos. Animations - BaboChaurusHuntingRape
  7. My dear reader, these few pages contain information that should be added to existing works dealing with the subject of Chaurus eggs. Chaurus Egg studies Much is already known about the chaurus egg. Traditional alchemical methods teach us to look for four main attributes from potential ingredients. As of the time im writing this, we know the four effects to be weakness to poison, damage to magicka, invisibility, and stamina fortification. Given the danger usually involved in collecting these eggs, it is understandable that there aren’t many available for study. What I have documented in my gestational studies though afforded us more opportunity to study the chaurus eggs in detail. Once a host is impregnated, all aggression towards the host from the chaurus ceases- even after birthing. This allows us to collect and study the eggs freely. Presently, eggs are prepared for alchemical use in two ways – as a dry powder, or as a paste and from there tinctures can be made and stored for use. In crushing the eggs birthed by humanoid hosts, a strange reaction in the chaurus was observed. It appears to elicit arousal, seen by them gathering around the crushed egg and thrusting their proboscis in the the general location of the crushed egg. In addition, they begin leaking what I can only assume to be lubrication. As the bodies from the previous experiments were mostly intact, I made a tincture of 3 host eggs, and a spoon of water. I rubbed the resulting paste just inside the vaginal canal. To my fascination, the nearby Chaurus attempted to thrust it`s proboscis into the corpse briefly, but then stopped. Just standing there, proboscis dripping in lubricant. In repeating the same experiment 2 more times on the remaining corpses before we burned them- the same exact behavior was observed- whether the paste was applied inside the mouth, or inside the vaginal opening seemed to have little bearing. The chaurus began the “aim” and “thrust” towards the opening where the paste was. My companion and I, being the volunteers and surviving incubators thus far knew what must be done. As we were still recovering from previous interactions, we prepared the paste for a later date. After about three weeks of waiting, we then decided were sufficiently ready to try again, and the voice or instinct that had become apart of our psyche from the first time was more than thrilled. Both applying the paste in our vaginal opening, and positioning ourselves to more easily receive, the chaurus deposited their eggs in our wombs, much like we expected. The resulting pregnancies were a little easier, and there was a certain erotic stimulation felt upon birthing this time. The irritations associated with contacting chaurus toxin were no longer felt beyond a mild annoyance. P.S Not being sure of the cause (previous birthing, the paste, etc) In the few weeks following the paste experiment, it was noticed that everytime our periods began, There was no longer any blood, but a greyish liquid. Something about this liquid, or being on our period, or ,.... excited the chaurus to the point of frenzy, and we were barely able to avoid being impregnated again. though, the voice in our head, our psyche.. Sure, it seems at some point most humanoids have some desire to reproduce (or atleast attend to the reproductive acts). This part of our psyche is now heightened, alot, almost to the point of insanity or complete loss of control, well beyond the loss of control exhibited by inebriated tavern patrons.
  8. As we continue into part 3, this will mostly be observations that didn't quite seem to warrant inclusion in other parts, as well as things that remain to be examined more closesly Other observation: + The substance from the smaller tube appears to have acidic properties. IN the strength discovered, only a mild discomfort to the skin was felt. + Of the 28 test subjects, 27 were there by force - all convicted to die. The remaining two were there for unknown reasons. + Of the first 27, 20 died during the insemination. It is believed there are several factors as to why.. Could be the rupturing of the tubes in the upper uterus, could be the fear, could be the acidic nature of the small tube, or just a reaction or combination of all three. Here, the interaction with the chaurus was strictly vaginal in nature. the remaining 7 all died up to and during birth 1 at 3 days. + Each victim lived a bit longer than the previous. part of this was due to the use of sedatives, and euphoria inducing potions, as well as counter-toxin potions. Around the 21st, after we were sure we were beginning to understand the basics enough to keep the victims alive all the way through, we began to theorize.. Chaurus are known for their poison. when we administered counter-toxin potions, the inflammation dropped significantly, and consistently. Subsequent were given counter-toxin before the process started. Chaurus toxin kills by inhalation and burning the lungs. Its secondary effects on the skin can be deadly but rarely are. + for the remaining six victims, we began with "oral" exercises. First we applied euphoric potions, to help loosen up, lower pulse, etc. Then, we administered the counter-toxin. After which, we introduced the Caurus penis to the oral cavity/stomach. Upon watching the bowel movements, we are sure the eggs did not survive in the stomach. During insemination, it felt, and upon placing ones ear to the chest sounded like- the secondary tube had found its way into the lounges, and was spraying... After the victims regained their wits, we administered another dose of counter-toxin.. mild breathing discomfort for 2 days was reported, but all remaining victims and the willing participant survived this process. + Then, we returned to the original test, applying all we had learned. The remaining victims were allowed more freedom than given to the original victims, mainly to see the psychological reaction as well. Still, the unwilling in many cases tried to self abort. It is believed (and subsequently found by opening up unhatched eggs) that there is a great amount of poison inside the egg. It is possible that some of the eggs were ruptured, and lead to their death, and possibly too much activity at large - regardless of abort attempt. + The final two (one victim, one volunteer) made it all the way through the process, and 4 weeks later still appear to be healthy and at least externally unharmed. + One closing observation about the final two. Both appeared to adopt very protective, maternal instincts of the eggs after birth, and seem to have some strange desire to repeat the process. ++++ End
  9. Dear readers, in this part I will finish up the insemination process, and will then begin to talk about the development of the eggs and effects. Insemination process: So, in terms of vaginal mating, here is the synopsis of it all. The Primary and secondary tube are inserted into the vagina/uterus as a single unit. Once the required stimulation is achieved, the exterior tube begins the transfer of eggs from the chaurus into the female host. After the eggs of been deposited, the secondary tube begins seeking the female host`s tubes. == Actual Development/Gestation== Stage 1 (and 2): At present time, it is difficult to delineate how many stages there actually are, but findings suggest at least 3. Once the insemination is complete, the chaurus`s tubes shrink. One can usually hear what appears to be air escaping, sounds in many ways like steam escaping, and or flatulence. Possible stage 1: On its way out, both tubes are still pumping a little bit. Shortly after the tubes have fully existed the female host, the exterior leftover that covers the vaginal opening, seals, this seal is basically as hard as leather armor. Some movement is afforded the host, but too much, or too fast is painful.. Hobbling seems to be what most can "stomach." Possible Stage 2: The exact time from completion of insemination to the female host birthing the egg seems to vary, admittedly since most subjects have died during the insemination process (it is believed the actual cause of death is related to the trauma inflicted by the secondary tube.. However, births have been observed at 3, 6, and 9 day intervals. Upon dissecting a female host that died before birthing, I would like to address the umbilical cord, and afterbirth. The Umbilical cord in many ways resembles a cat of nine whip. Each strand of the business end of the whip connects to an egg. The handle, almost always appears to connect to the female. It appears that after insemination, a majority of the eggs are duds, and make up part of the nutrition for the viable eggs. As so far, no more than 17 eggs have been seen as "connected" to the umbilical cord. Yet, in almost all cases, dissection of the female victims that died during insemination had on average 34 eggs. 20-43 being the range. Whereas those who survived to at least the water breaking have only had 5-17, with the average being 10 Around day 3 the vaginal seal is more pliable at start; seemingly consistent with goat skin used to make cloaks. It's tough, but pliable and hosts find moving a great deal easier. During day, this seal all but dissolves, leading to the birthing part. Given the size of the eggs themselves, the pain reactions from the actual birthing are a lot less than the perceived pains entailed in birthing humanoid children. Egg development from insemination to birth: The egg size is usually very uniform. During insemination, the size of the eggs is about the 2-3 times the volume or a usual imperial arrowhead. After insemination, eggs are absorbed, leading to the the 5-17 eggs that are birthed. The size of the egg at birth, is approximately half the volume of a newborn humanoid`s head. The birthed eggs, on the exterior, resemble the leather armor pliability refrenced for the vaginal seal on day 1. Inside the unhatched egg appears to be the embryo of course, and a very thick, wet, spiderweb type structure. Inside hatched eggs there is a similar residue, but largely, just the hatchling. Egg Hatching: Further testing is needed, but taking into account what we have seen with both female hosts who have survived and are still alive is, the earlier the egg is born, the greater the chance of hatching.. ~ Upwards of 50% hatch from the birth part 1. Drops off to about 10% of the remaining births parts (no more than 3 births from one host, over 9 days has been seen yet. *Side note on hatchlings, upon hatching, the chaurus are very hungry, and seem to seek out prey that is already dead. ===End part 2
  10. It is commonly known or believed perhaps that Chaurus eggs are usually found in clusters, and some hatch others are duds.. Over the course of several months, I have studied the Chaurus, their habits, and more importantly their reproductive habits. This volume is dedicated to the "volunteers" without which, this would not be possible. Anatomy: The common anatomy of the reproductive organs of the Chaurus resemble almost more of a tube, as opposed to a more penis shape commonly seen in other mammals. Running with this tube, is a much smaller tube, that often goes unnoticed. Both the primary and secondary tube seem to serve a few functions which I will get into in detail. Exterior: The primary tube delivers the eggs, nutrients, for said eggs. This has been observed countless times both in manually stimulating a captive chaurus, and dissecting humanoids that have died after "natural" insemination" during the ejaculatory stage, muscles push the eggs and nutrients out, in a rhythmic fashion - think heartbeat, or drum.. thump..thump...thump The secondary tube, given that at this time, birth happens only from the uterus in female humanoids, the exact role of this tube is slightly unclear. Upon dissection of inseminated female subjects, the tubes leading to the uterus, were largely dilated and assuming previous works on humanoid anatomy were honest endeavors- were filled with a different substance never seen in any documented dissections performed in usual situations. The sacs containing this liquid, as well as the tubes themselves were quite swollen and in some case ruptured. The liquid appears to be a slightly darker or greyer color than the chaurus semen (which is a very thick, thicker than honey type substance, usually white as snow). What is not known, is does this secondary tube actually secrete a fluid, air, or both. For reasons elaborated on later- I will suggest the answer is "both." Shortly after the thud thud thud, the subjects reported feeling like something was "burrowing" "flailing" around, and was generally called "painful" then, at some point the burrowing stopped- followed by a quick, but powerful stream. Watch one of those drunkards outside the inn pissing against the wall.. so, something was expelled quickly and with force. Interior: The interior portions of the chaurus, are in many ways a cross between what we would find in humans. In this case, what resembles the uterus, houses mostly what we believe are unfertilized eggs, which then becomes the exterior tube, aka "penis." Subsequent sacks- resembling the sacks in humanoid males that hold semen - seem to all connect to the smaller tube that runs down the primary tube. Also, some of these almost appear to be pockets of air.. Without the ability to tell what is air and not air, it is difficult to be 100% certain, but it does seem that there are infact pockets of air, which serve to propel the liquid down the secondary tube. ==== End Part 1===
  11. I'm looking for a skimpy armor that is in the style of the falmer armor. Either a queenly armor or just something resembling the Chitin style that they have. Thanks in advance.
  12. Seijin8

    Chaurus Life

    Version 0.1.4a

    8,212 downloads

    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 Secondary Mod Effect: Player Interaction with the Hive (not yet implemented) Tertiary Mod Effect: Effects related to Breeding The Chaurus Life Cycle What I want to do with the Mod What I won’t do with the Mod Warning! Early alpha work-in-progress mod! 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) Load Order Race Records changed (potential incompatibility) Race records added Injected Records Mods used in part or in whole Texture Sets added for five additional colors, drawn from (or based on) the following mods Tools used Nifskope, GIMP, Outfit Studio, Creation Kit, TESVEdit, Audacity Additional (non-Skyrim) Materials Used Incompatibilities Known Issues Short-Term To-Do List Long-Term To-Do List (exhaustive and not at all guaranteed to happen) Current Animation Tags 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
  13. Hey everybody. I was just wondering if anybody knew the console command to force a parasite onto the player?
  14. Sup, I'm a bit of a noob when it comes to making mods but a couple years ago I planned out this character design and back then, I thought it would never be possible to build it in game. Seeing all the crazy cool shit that's happening in the modding scene now, I got inspired and figured 'Hey why the fuck not just try it'. This is Faenthir, he's pretty fucking gross. (This was a rough screenshot mashup of the original concept) After dicking around with bodyslides outfit studio and nifskope, this is what I currently have in-game. vvvv The only issue is that the mandibles sorta just float there and aren't linked to the head in any way. I'm also looking for a way to completely remove his lower jaw so I can fit the mandibles better. The chaurus half is also of course unanimated. I was wondering if anyone here would like to work on this with me to turn this into either a custom race, enemy, npc, whatever's possible really I'm not fussy. I'm hella inexperienced with 3d modeling software so I have no idea how to port the chaurus animations over, I know it's basically possible as it's been done for Spider Daedra already but I don't know where to start. Any advice or help yall can give me would be appreciated. I'm also posting this in the adult section because I'm down to lewd him tbf.
  15. Backstory(slightly unnecessary) so i was messing around in Skyrim like most do, getting my female character into "situations" and what not, but i got bored of it. So i decided to switch the roles and thus proceed to change my mod settings to fit the role and made a new character and started looking for some armor and weapons on the nexus. I found a group of bikini armor mods by nisetanaka, downloaded them and tested some combinations, and as i was messing with the Falmer Bikini armor, i found a piece ; The Falmer/Chaurus Wing; that pretty much inspired the theme for my new character. With my installed mods i then proceeded to go around a defeat, kill, enslave, and ......"impregnate" the bandits of Skyrim as a Chaurus/Frostbite Spider Brood Mother. Although there where a few issues that arisen 1) I didn't have a player home that went with a falmer/chaurus feel. (as I'm writing this, I'm looking for a player home but no sauce so far) 2) minor issue. I had to manually get the parasite eggs and worms from Kyne's Blessing(sexlab parasites) mod using the add item menu mod(i was stupid enough to not look at the description, and just found out how to grab quantities 3) Frostbite and Chaurus were not friendly towards me 4) I lacked themed spells and abilities to go along (found 1 on the nexus but it doesn't work) so i figured that I come make a request since i lack the skills to make a mod myself. Here's a list of what i thought of and would like maybe in 1 mod or possibly separate mods(if need be): 1) Player Race: Broodmother: Friendly with Falmer, Chaurus and Frostbite Spider. Appereance: please no vanilla looking face. I would love to have at least the Chaurus Hunter's Wings as a permenate addition to the body with the carapace going down the spine and maybe a spider abdomen at the beginning the buttucks for the added frostbite* tie-in and at least 4 eyes* (if possible* otherwise not required). and sos compatible becuase ya need a way to put the eggs in ya prey. Stats: HP/Magika/Stamina- 200 1h/Sneak/Alteration/Heavy: 20 All other: 10 Powers: Passive- The Brood: every (configurable) in-game hour produces a parasitic chaurus/frostbite spider egg or worm (from sexlab parasite) Passive- Blood inheritance- weak against fire magic but resistant to frost. Passive- Hardened shell: you take (configurable) less damage from attacks. Activated- Brutus: summons a large Chaurus Reaper(named Brutus) to your aid for 90s, Once a day 2) Player home: Broodmother's Hive: I want it be a cave with the entrance decorated with webs and such. as for the interior, i was thinking it should consist of around 3 to 4 areas. The location should be near a good source of food/well i want to say incubators if that makes sense. Main area: once you enter the cave you go through a short hall to the main area, a medium/large room with a throne made of chaurus chitin in the back. I also was thinking that you could add those wierd tub things with activators so you could put you captured prey in, as well as a few hidden bondage post on the walls (xenomorph style) so you can have more space to but your prey. and a few falmer wall homes and egg sacks(both chaurus and frostbite) scattered about. Second area: this is more of an aesthetic room. its filled with chaurus hunter cocoons. and egg sacs Third area: This is the broodmother's room. Its equipped with a few falmer chest for storage, and necessary crafting and enchanting tables/suppilies with a chaurus/falmer theme, and a broken chaurus hunter cocoon as a bed(if possible.) 3) Spells: spider based alteration or destruction spells that can paralyze and/or cacoon prey, either on contact or gradually. Web Bolt: launches a ball of webbing which on contact does damage and has a chance to paralyze and caccon the target Web Stream: after a amount of time the target becomes cacooned and unable to move Spit: poisons target and has a chance to paralyze target Web trap: a rune that once triggered instantly cocoons prey. 4) Little bit of deviousness: a few chaurus/falmer themed devious devices that you can craft and place on prey or......yourself? armbinders, belts,gags, so on, so on 5) You're a Dungeon Master: essentially makes your home a dungeon with you its boss. when you're home, there's an event where a adventure(male or female) is sent to your cave to "clean house". some times it could be 1 other times a small group or even a mob. beat them with your amassed family and either imprison them, kill them or be killed. I think that about covers all i thought of originally. i can already tell what mods are going to be required. Sexlab Parasites and its requirements, Sexlab defeat and defeated slaves(or what ever mod allows you to take npcs prisoner or that could be another feature.) let me know what possible whats not either way i'll be satisfied
  16. Version 0.6

    17,793 downloads

    This is a very simple, little improvement of the Dread Prison player house mod by whatever515 which is great for hoarding your followers in one place. What it does? 1) First of all it adds a lot of Milk-o-matics / Milk Pumps. Each cell has it's own Milk Pump. There is also a milking hall in the Warden. The purpose of this - use it as a milk farm together with Milk Mod Economy (you must select the "ZaZ_patch" during installation). I don't recommend using the MME newer than version 2016.05.05 - author made some changes making this mod barely playable for me and not as fun as it was before in my opinion (but perhaps more immersive)... Also you can remove the "Ignored By Sandbox" flag from the Milk-o-Matics/Milk Pumps using TESVEdit If you want your Maids/Slaves/Prisoners milk themselves from time to time which will save your time and will let them blow some steam off. Or if you are using the latest MME release and want the NPC sandboxing you can use the official "Milkpump npc sandboxing" patch, you will find in the MME's downloads... 2) It adds some ZaZ furniture to the cell block (your milk maids don't perform as you wan't them to? Order them to mount some of the furniture and show them who's the boss!), the lobby (shooting range is now much better because you can use your followers I mean slaves I mean prisoners as live targets) and the Dread Tower. 3) Replaces all of the oversaturated, yellow lights with less intensive, whiter lights so everything looks better - at least with my ENB... 4) NEW Features: version 0.6: Thanks to nb097 who did most of the work DreadPrisonMilkingFarm is now compatible with Dread Prison 3.9 Dread Prison Update 2 (Cell Block 02) addon is no longer dependency as it is a part of the main Dread Prison mod. version 0.5: Compatible with Dread Prison 3.8 and it's addons New, small luxury bdsm dungeon in the warden's quarter with ZaZ Animation Pack and ZaZ Extension Pack stuff Functioning gallows and ZaZ devices added in the torture chamber Excellent, new ZaZ Extension Pack and Heretical Resources are now a hard dependency Milk Mod Economy is no longer a dependency Vendor sells Heretical Resources items Minor changes to the Cell Block 02 See the pics... version 0.4: Added room boundaries and portals to Cell Block 01 and Cell Block 02. For some reason original mod didn't had them - this has HUGE performance impact. Expect much better framerates if you keep custom, high-res NPCs in the cells. Most of the ZaZ devices in Cell Block 01 have been moved to a new training chamber which also included three boxes full of ZaZ stuff. Minor changes to the shop (you can now enter behind the counter) - helps with NPCs being stuck there Minor improvements to the Chaurus and Spider breeder cells version 0.3: Adds a new room with a shop, and new NPC - Agnes Wet-Lipped the enslaved merchant. Turns the Cell Block 2 into Chaurus and Spider egg farm. It's designed to work with Estrus Chaurus+ and Estrus Spider+. Simply lock some female NPCs to Cell Block 2 cells then open internal cell holding the chaurus or spider and wait for your hen to lay some eggs 5) Known issues For some odd reason prisoners in the Cell Block 01 freak out if the Chaurus or Spider from Cell Block 02 attack the prisoners there. Since v.0.5 SexLab, ZaZ Extension Pack and Heretical Resources are required, Milk Mod Economy is no longer required! Since version 0.6 Dread Prison Update 02 (Cell Block 2) is no longer required as it's part of Dread Prison main addon now! Make sure DreadPrisonMilkingFarm is loaded after all it's dependencies to avoid disappointment. Please don't use personal messages for feature requests or bug reports - use the Support Thread instead. This mod is work-in-progress. Requirements Dread Prison 3.9 by whatever515 obviously. ZaZ Animation Pack by xaz ZaZ Extension Pack by zaira Heretical Resources by theFirstHeretic SexLab is also required Not required but recommended: Milk Mod Economy by Ed86 Estrus Chaurus+ and Estrus Spider+ (and their dependencies) are not required but highly recommended! SexLab Parasites by skyrimII
  17. Just curious, has anyone got Estrus Chaurus+ and/or Estrus Spider to work correctly alongside CACO (Complete Alchemy and Cooking Overhaul)? As far as I can see the spider spit effects of both mods are overwritten by CACO, which includes in its MCM an option to choose between 3 intensities of poison. Because of this, I guess, it doesn't seem to matter if ECS or EC+ are lower in the load order - you will never be impregnated by spider spit if CACO is in use. As well as adjusting load order, I have tried combining the CACO and EC+/ES venom records in a patched .esp, but that didn't work either - either I made a mess of the patch, or there is some part of CACO's MCM poison adjustment that makes it more complicated than I thought. Is this just me? I've been trying to get this combination of mods to play nice together for a while, and haven't made it work yet. Thanks for any help!
  18. I've found those gifs on Jindo Patreon, anyone know the animation pack that includes them? Btw if you guys know any Chaurus Hunter anims pack please tell me, I will be very grateful. Thanks in advance! https://imgur.com/hJGa3WD https://imgur.com/c2IxXAb
  19. 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): Potential carapace changes for Reaper Tyrants (just ideas right now) Mandibular crest (shown in picture above, will be glowing in the future). Partially done, absorbs health. Has the glowing effect, but I'm not satisfied with the way it looks in game. Flanges (also in picture above, extra spikes emanating from the sides). Done, adds armor rating. Knee spikes Done, increases unarmed damage. Bladed limbs Prominent dorsal spikes Done, adds armor rating. Extra ovipositors? (would be difficult to make this work reliably with all animations, but might be possible...) Alternately, a pair (trio?) of normal chaurus-sized ovipositors might work better. Faux wings Translucent, prominent everted eggsac on back or belly Pheremonal coremata (tentacles, see creatonotos gangis https://www.google.com/search?tbm=isch&q=creatonotos+gangis&chips=q:creatonotos+gangis,g_1:coremata:FszSTYe4xsQ%3D&usg=AI4_-kQepDP6XSF7taIDxe56XHk4UygwHg&sa=X&ved=0ahUKEwjipY_VpariAhVKrJ4KHbhsBjIQ4lYIMigF&biw=1344&bih=758&dpr=1.25) Additional limbs Scorpion stinger 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/6962, https://www.nexusmods.com/skyrim/mods/6737, https://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
  20. hello I'm new to this mods and the truth is that I'm very interested in this video https://www.naughtymachinima.com/video/30648/skyrim-elf-girl-breeded-hd I mean the messages on the corner and good the way the eggs come out
  21. Hey folks. This is my first post on this site, and so far I love the mods and community here. However, I was looking for some help. I was wondering if anybody knew of a console command that would either force the player to have an chaurus parasite to lay eggs, and/or a console command to force a chaurus to spit at you. I have a character using a slavery mod whose entire concept is that she's an egg breeder for the chaurus. Thanks!
  22. So I download a lot of slavery, impregnation, and bondage. I use Estrus Chaurus and Spider, Chaurus Life, Hentai Creatures, and Egg Factory to add in impregnation of the character with chaurus and spider eggs and some of them hatch. However, i want to know if there is any mod or if any modder can make a mod that adds in the ability to be have your character be turned into essentially a broodmother for a hive, and after a certain time frame, go out with a small army of spiders/chaurus to go conquer a new cave to turn it into a new hive. Then, if there are female bandits or hunters or something in them, have them be bound and turned into broodmothers as well. Then once your chaurus/spider army conquers the new cave, it gets transformed to look like a hive, with spider/chaurus eggs, spiderwebs if applicable, glowing mushrooms, breeding pens, a bunch of bugs around . If you conquer enough caves, your character becomes like the queen broodmother and gets like a falmer-looking armor. Then after you gain enough territory, the bug army goes out and starts attacking cities and towns to turn them into huge hives, killing all the men and turning the women into more broodmothers, making your character the high queen of an enslaved bug-bred kingdom. Obviously it would be game breaking and lore breaking, but it would be an interesting and fun mod to mess around with! I would love to make this myself, as I'm sure the whole idea will have points missing or slightly different in order to either match up with the modder's idea or to simply make it possible, but i don't have the coding, modding, or animating skills to be able to do this big of an idea
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