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Posted
14 minutes ago, Seijin8 said:

That is interesting.  Hadn't considered that.

 

Initial thought is that whatever effect it might have would be very present on the chaurus in Blackreach, since (unfilled) gems are freely available there.  Maybe the gems themselves aren't particularly useful, but a filled gem would be?

 

  Allow me to ponder this one a while...

 

As far as aetherium, it is so rare in the game (only one instance of it that I can recall), and functionally needed for crafting, that I can't really see there being a specific interaction.  (Read as: that would have to be really significant, and given the rarity of the stuff, I don't know how much time I would invest in that.  Might be a "skip ahead/cheat" option for some of the more significant transformations, but the economist in me says there is nothing I can reasonably add that compares to the too-few items it can create.)

 

had been considering stalhrim and heartstone being especially potent tools, but hadn't gone very far with it yet.  Could add aetherium to that list easily enough, but I think it'd be a waste.

The main reason i mentioned aetherium is really just that i remembered seeing deposits of it in a mod and mistakenly matched it with blackreach. it is an extremely rare material so i think i agree that utilizing it would be mostly a waste of time. The only reason i can think of for including it might be if theres a chance to find aetherium deposits with the tunneling system for expanding the hive.

So basic synopsis, yeah I think you're right about aetherium.

Posted
17 minutes ago, Elvorana said:

The only reason i can think of for including it might be if theres a chance to find aetherium deposits with the tunneling system for expanding the hive.

Well, no reason it couldn't be, but I feel like a prize like that would have to be fought over, and I'm nowhere near ready to set up something like that, haha.

 

Still, it is interesting and definitely is now on my List Of All The Things™. (A To-Do list that would require twenty developers and four lifetimes to actually get through.)

Posted
8 hours ago, zarantha said:

When this mod is installed, the self milking animation breaks and does not complete.

The esp does not need to be activated, just installed, but for the most part i was testing with it active. I was thinking the behaviors or animations were conflicting somehow, but darkconsole took a quick look and couldn't see a way that it would conflict.

 

The test to do here is to install SGO4 (in MO of course) and then delete its meshes folder.

Don't enable the ESP. SGO4 should now have zero impact on CL...

 

Re-FNIS ...

 

Is your animation broken?

 

Now restore the missing meshes folder from SGO4.

 

Re-FNIS ...

 

Your animation is broken?

 

You've proved they are conflicting at the FNIS level.

You just need to find the conflict at that point.

 

If somebody didn't see it from inspecting your animation files, it doesn't mean it doesn't exist.

First, confirm it, then find it.

Posted
23 hours ago, zarantha said:

Hi @Seijin8

 

I've converted your mod over to SE and ran into an issue with Soulgem Oven 4. When this mod is installed, the self milking animation breaks and does not complete.

The esp does not need to be activated, just installed, but for the most part i was testing with it active. I was thinking the behaviors or animations were conflicting somehow, but darkconsole took a quick look and couldn't see a way that it would conflict.

 

So just reporting here too, to see if you have any ideas. I've taken things down to the requirements only for both mods and can still reproduce the issue.

Ooo, do keep us up to date! As an SE user and all things Chaurus lover I would die to see a conversion of this.

Posted
On 4/6/2020 at 12:18 AM, Lupine00 said:

The test to do here is to install SGO4 (in MO of course) and then delete its meshes folder.

Don't enable the ESP. SGO4 should now have zero impact on CL...

 

Re-FNIS ...

 

Is your animation broken?

 

Now restore the missing meshes folder from SGO4.

 

Re-FNIS ...

 

Your animation is broken?

 

You've proved they are conflicting at the FNIS level.

You just need to find the conflict at that point.

 

If somebody didn't see it from inspecting your animation files, it doesn't mean it doesn't exist.

First, confirm it, then find it.

It was more this mod was impacting sgo4 - the milking animation is from there, which was why i hit up darkconsole first.

still, in reverse...


My original test was leaving the install intact and not enabling CL esp, that case was still broken

Deleted the meshes folder this time, still broke

Found I have xedit backups for this mod, hmm. i don't remember making changes in xedit.

 

Reinstalled, reconverted, renamed scripts folder for CL on a whim, milking works

Put the scripts back in the right place, broke again.

Looked at what was in the scripts folder....

 

sslBaseExpression from chaurus life is overwriting the sexlab script. sgo4 references that script when starting animations.

Looking at it, there were specific changes in this script for SE.

Renamed the sslBaseExpression.pex in Chaurus Life so it won't be used. I'll have to see what breaks when I finally find a hive.

 

Thanks for the idea Lupine!

 

Seijin8, may I suggest not directly editing the SexLab scripts when you do the next update? If that's not possible, that's fine. I'm definitely not a script writer, i just hack them sometimes....

I'm going to see if I can recompile the sse script with your changes in the meantime. If I can do that before I find a hive, that would be perfect :)

Posted
10 hours ago, DJShamrock said:

Ooo, do keep us up to date! As an SE user and all things Chaurus lover I would die to see a conversion of this.

I hadn't planned on doing an official conversion. for now, just run it through cathedral assets optimizer with mesh, texture and animation necessary options.

 

If you use MO2, install it and cathedral can optimize it after you install, just give it the path to the mod folder. I forget how Vortex does it, so for that or NMM, extract the zips to a single folder, run cathedral, zip up the folder, then install it normally.

 

Don't worry about the form 43/44 thing, it works just fine with form 43. If I fix the script, I can share that if seijin8 doesn't mind.

Edit: seems like something we can live without. just don't install the patches.

Posted
6 minutes ago, zarantha said:

Seijin8, may I suggest not directly editing the SexLab scripts when you do the next update?

That script is not part of the main download.  It is in a separate patches download.  All it does is increase the size of the "open mouth" parameter.  If you're having issues with it, just don't use it.

Posted
12 minutes ago, Seijin8 said:

That script is not part of the main download.  It is in a separate patches download.  All it does is increase the size of the "open mouth" parameter.  If you're having issues with it, just don't use it.

That will work, thank you!

  • 1 month later...
Posted

i found a mesh today that i've never seen before:

Skyrim - Meshes.bsa\meshes\actors\draugr\draugrmalestatic.nif

 

(it's not a draugr)

Posted

 

49 minutes ago, MadMansGun said:

i found a mesh today that i've never seen before:

Skyrim - Meshes.bsa\meshes\actors\draugr\draugrmalestatic.nif

On the topic of Draugr, and what are not...

 

Something I want to do for my personal TiD is to put a Falmer mesh on a human skeleton and make a -sort of- playable Falmer.

 

The objective is not to give the PC amusing conflicts between their base mesh and every outfit ever made for a human, but to allow Falmer to talk properly and use human sex animations.

 

Presumably, this approach could be used for Draugr too, with less effort.

 

I've never seen it done. Is there some reason why not? Other than the bother of the mesh editing and weighting, which I'm sure many artists could do much faster and better than I could. Is there some reason beyond, "nobody wants it" ?

 

Have I simply failed to find the existing versions of this?

 

 

P.S. for people who don't want to open up that mesh to see what @MadMansGun is referring to...

Spoiler

It's a cockroach model, presumably intended for an effect of roaches on static draugr decorations. It doesn't have a skeleton, so it doesn't do much.

 

Posted
41 minutes ago, MadMansGun said:

Awesome. Thanks!

Sometimes it pays to ask.

Playable Falmer is pretty new.

 

Seems these mods are male-player-centric though, so maybe still a bit of work to be done, and permissions situation makes them no use as a foundation to build on unless your end goal is to post monster sex videos.

 

Great to experiment with though.

 

The Falmer mod author mentioned that "there's already another Falmer mod" ... need to see if I can find it.

Ah, that was easy now I know the "magic" word is "playable" ... https://www.nexusmods.com/skyrim/mods/61969/

 

 

Posted
11 hours ago, MadMansGun said:

i found a mesh today that i've never seen before:

Skyrim - Meshes.bsa\meshes\actors\draugr\draugrmalestatic.nif

 

(it's not a draugr)

Well hey there, little guy!  WTF are you?

 

Spoiler

draugrCapture.JPG.027e74617ebd09a8c4ae0d0fb666080f.JPG

 

I agree with the diagnosis: this is not a draugr.

 

Leads to a lot of odd questions though as to why this would even be in the files for draugr.  Maybe these things are needed for making them?

 

Good find.  Not sure what I could use it for, but there are definite possibilities.

Posted
7 hours ago, Seijin8 said:

Maybe these things are needed for making them?

As noted above, I suspect they were made to be used to make a Tomb Raider style roach horror animation effect that was supposed to scurry about on the bodies of immobile draugr - the static corpses distributed as decorations throughout the tombs.

 

Roaches as an entire mechanic were done rather heavily in the later games of the original series of Tomb Raider games, and I imagine the Beth staff were aware of what had been done there and wondered if they could do an effect a bit like that.

 

The low polygon count suggests they intended to use it in numbers. I also suspect that it either looked bad, or at least they never had the time to make it work, and it was dropped before release.

 

The main question is whether it was intended only as a visual effect on the static draugr (which I suspect was the case), or a whole mechanic with roach swarms and pools, as per Tomb Raider. Probably the former. In the end, they did neither because a non-animated model didn't look good enough at PC resolutions, and the overhead of animating one through their engine couldn't justify the returns.

 

In an old console engine, you would probably animate a model like this with a few static model swaps, but I'm guessing that Beth's engine, which just wraps GameBryo, lacked a convenient and performant way for a level-designer or artist to do that, and so it would have to be "coded on top" as a special case. No programmer was available, so that wasn't an option. Some trials of the non-animating roach looked stupid, so it got kicked way down the backlog and never got back up again.

  • 4 weeks later...
Posted
7 hours ago, crysistorm said:

Hello i am having trouble to start the mod and i cant seem to find how in the description can anyone help

Does the MCM show up?

 

Is anything in your load order changing chaurus?  If so, is it loaded before or after Chaurus Life?

 

Have you checked on a chaurus using the console to see if it has a life-cycle spell attached?

  • 4 weeks later...
Posted

Is there a way to mark an npc as a chaurus victim?

Posted
1 hour ago, Blank209 said:

Is there a way to mark an npc as a chaurus victim?

Not at present, no.  What did you want to use this marking for?  I can integrate it into the next build.

Posted
15 hours ago, Seijin8 said:

Not at present, no.  What did you want to use this marking for?  I can integrate it into the next build.

I'm playing as a male character essentially trying breed a chaurus army.  

Posted
5 hours ago, Blank209 said:

I'm playing as a male character essentially trying breed a chaurus army.  

Okay, not sure how that needs a marking.  If I am going to add something, I need to know how it would be used.  What would marking a person as a chaurus victim do?  Since Chaurus Life doesn't presently handle chaurus pregnancy, that would be something for EC+.

Posted

For the Chaurus Spit effects, from Estrus Chaurus+, just use TES5Edit and copy the script from there to Chaurus Life, allow it turn Estrus Chaurus into a hard master. No patch needed that way... Speaking of which, Estrus Chaurus+ just had an update a couple days ago.

 

The fewer the overwrites, the more stable the game and mods get. Up to a point of course.

  • 4 weeks later...
Posted
26 minutes ago, tonitrulupus said:

How does this mod start? what triggers it? 

The mod begins as soon as the game loads. It does not add currently any visible quests or notifications to the player as it is designed to operate in the background.

Posted
1 hour ago, Elvorana said:

The mod begins as soon as the game loads. It does not add currently any visible quests or notifications to the player as it is designed to operate in the background.

I did have it running a few weeks ago, and i had to remove some mods because i was not sure what was causing random CTD and CTD in cretin area, i did find out the immersive citizins ai overhaul was not playing nice with a few of the mod i had installed as well a some additional music mods i had install was causing a not responding

one thing i did notice is when i save my game instead of  skyrim for the save name, it would give it in another name from the same and when i removed it the save reverted back to skyrim for the save name, found it rather odd

Have you thought about doing a another life type choice where you can start out in the hive??

Another idea i thought up was a kidnapping by a falmer group  

Posted
8 hours ago, tonitrulupus said:

Have you thought about doing a another life type choice where you can start out in the hive??

Another idea i thought up was a kidnapping by a falmer group 

There are already mods that handle these things.

 

Content Consumer's Alternate Starts

Sexlab Stories

DAYMOYL also has a captive variant for Falmer.

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