WolfoftheWest1 Posted July 25, 2019 Posted July 25, 2019 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
Seijin8 Posted July 25, 2019 Posted July 25, 2019 1 hour ago, Hawkhunter347 said: 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. Working on it.
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 4 minutes ago, Seijin8 said: Working on it. i do have your mod but it's in a direction somewhat counter to what i was thinking. in your description, it says that you want to keep it underground likely in conjunction with a surface conquered by dragons. What i want is more of a war between the bugs and the cities, kind of like the nexus mod Mist Walkers, where once the bug army gets a bit of a foundation of caves, they start emerging and taking over small towns and mines as hives then conquer all of skyrim. which of course would make the mod extremely large and game breaking as they would have to do alot of world editing to add in hive items
Seijin8 Posted July 25, 2019 Posted July 25, 2019 4 minutes ago, Hawkhunter347 said: i do have your mod but it's in a direction somewhat counter to what i was thinking. in your description, it says that you want to keep it underground likely in conjunction with a surface conquered by dragons. What i want is more of a war between the bugs and the cities, kind of like the nexus mod Mist Walkers, where once the bug army gets a bit of a foundation of caves, they start emerging and taking over small towns and mines as hives then conquer all of skyrim. which of course would make the mod extremely large and game breaking as they would have to do alot of world editing to add in hive items I'm not at all against your idea, rather it bothers me that nobody on the surface would make an organized attempt to stop you. I've considered messing with Organic Factions to see if a counter-group could form, but its still very early in design. The only mod apocalyptic enough to do what you are thinking that I know of is Draugnarok. Honestly, making a mod where the bugs take over isn't that difficult. It just has to set up a condition to start, create spawners and make sure that essential NPCs are somehow dealt with (either moved to a "safe space", or made non-essential). If the goal is to wreck everything and not worry about messing up quests, it really isn't that challenging to create.
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 Just now, Seijin8 said: I'm not at all against your idea, rather it bothers me that nobody on the surface would make an organized attempt to stop you. I've considered messing with Organic Factions to see if a counter-group could form, but its still very early in design. The only mod apocalyptic enough to do what you are thinking that I know of is Draugnarok. Honestly, making a mod where the bugs take over isn't that difficult. It just has to set up a condition to start, create spawners and make sure that essential NPCs are somehow dealt with (either moved to a "safe space", or made non-essential). If the goal is to wreck everything and not worry about messing up quests, it really isn't that challenging to create. Well, since in the beginning the bugs would likely be attacking caves filled with bandits or poachers, people who operate outside of the law to survive, likely there wouldn't be any militias or army's to attack you. A variable could be set up, so maybe WorldAggress=LocationsTaken+ArmySize+PriorityTargetsTaken or something similar to that, would determine the size of the opposing force. So if you conquer maybe 2 caves, and have a small assault force, but haven't conquered any mines that are owned by the Empire or Stormcloaks, then it really would only be a rumor in towns about some girl and her pet bugs, and maybe a rumor about some hunters going missing. But if you have 8 caves, an army the size of a town guard, and have taken Shor's Stone, then there is going to be a small militia being trained, maybe more outposts being set up. Things that show the Jarl's are getting hesitant by the rumors.
Seijin8 Posted July 25, 2019 Posted July 25, 2019 3 minutes ago, Hawkhunter347 said: Well, since in the beginning the bugs would likely be attacking caves filled with bandits or poachers, people who operate outside of the law to survive, likely there wouldn't be any militias or army's to attack you. A variable could be set up, so maybe WorldAggress=LocationsTaken+ArmySize+PriorityTargetsTaken or something similar to that, would determine the size of the opposing force. So if you conquer maybe 2 caves, and have a small assault force, but haven't conquered any mines that are owned by the Empire or Stormcloaks, then it really would only be a rumor in towns about some girl and her pet bugs, and maybe a rumor about some hunters going missing. But if you have 8 caves, an army the size of a town guard, and have taken Shor's Stone, then there is going to be a small militia being trained, maybe more outposts being set up. Things that show the Jarl's are getting hesitant by the rumors. Right, and that reaction to events is where the mod development time would really come in. Making the game do something is easy, making it respond appropriately can be damn near impossible.
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 Just now, Seijin8 said: Right, and that reaction to events is where the mod development time would really come in. Making the game do something is easy, making it respond appropriately can be damn near impossible. so it would not be as simple as the game does a check if PC is enslaved via say SD+ by Chaurus or Spider, starts quest to hatch x amount of egg, which also starts up a script every hour to check variable WorldAggression, with say if(WorldAggress>10) {spawn 3 militia @ specified locations in each town} and another script to say if(x amount of eggs hatched && y amount of chaurus are alive) {start quest to capture cave} or something? (i only know how to code in Java, that's why its formatted in javascript) Also thank you for your quick replies
Seijin8 Posted July 25, 2019 Posted July 25, 2019 8 minutes ago, Hawkhunter347 said: so it would not be as simple as the game does a check if PC is enslaved via say SD+ by Chaurus or Spider, starts quest to hatch x amount of egg, which also starts up a script every hour to check variable WorldAggression, with say if(WorldAggress>10) {spawn 3 militia @ specified locations in each town} and another script to say if(x amount of eggs hatched && y amount of chaurus are alive) {start quest to capture cave} or something? (i only know how to code in Java, that's why its formatted in javascript) Also thank you for your quick replies Everything there would be straightforward in theory. In theory. In practice, you're going to run into a lot of issues even at smaller scales. Just focusing on how to determine the militia response: Problem 1: Difficulty curve. Militia is scaled to PC level or general threat level? Some amalgam of the two? Significant change in gameplay there. If the PC is only 6th level, but the raiding force is 3 reapers and 5 workers, then nothing PC-scaled will survive the attack unless it is dozens of them and reasonably well-armed. Problem 2: General AI behavior. As the scale of the battles grow, the inherent deficiencies in AI behavior come to be an issue. Own goals/team kills increase drastically with ranged fire into a melee, and coordinated group behaviors are not present in baseline Skyrim. The Enhanced AI framework can solve this but needs very explicit design to do so, and for this to work right, both sides would need that treatment, which would vary greatly by force composition which may or may not be reflective of the overall game/world state and joined with Problem 1 can create massive scaling issues. For instance: Attacking an orc camp should have the bugs running up against orichalcum or ebony weapons. Does the player get to scavenge these afterward? Hell of a boost for a low-level player character. Conversely, if we decide the orcs are well-equipped with ebony bows and orcish armor, then there is no normal chaurus raiding force that can prevail here. They lack adequate force multipliers to do so, and would die by the dozens. Now we run into pathing and AI upper-memory issues that expose underlying game problems. A large enough bug invasion will either crash the game or have the majority of bugs hanging out (AI in low memory state). Some players' systems can push this limit, but others will CTD in the attempt. (A coordinated hive attack should have the reapers and hunters laying down suppressing acid attacks as the workers charge to engage. Once in melee, the hunters should execute flanking attacks, flying over the battlements to get at the supporting elements of the defending force, and once they are in, the reapers should be charging into the weakened melee force. However... the bugs will kill one another with the acid spit, the hunters don't actually fly and thus can't go over anything, and chaurus can't open doors, so if the gate is closed, they won't get in at all, even if everyone is dead. If the defenders open the door -- which they will because they are fucking stupid -- then the melee battle should happen at a narrow bottleneck which would be okay if NPCs could move around or over dead bodies efficiently, but they can't. The more you want to do with this, the more the game's limitations kick you in the nuts.) Problem 3: Determining ownership state and war readiness for towns/settlements. In the event that the civil war is full-on (and maybe supplemented by mods like Open Civil War), then the response force at a given town should be almost limitless. The usual way of handling this is to have x number of people in each wave and a total population determining the number of waves, but now the equipment and AI variables are even worse. Well-equipped troops in a defensible location will kill every bug that attacks. If there is even one decent healer in the town's forces, then they may not even lose anyone. Sure, a massive bug invasion can overwhelm them (think Starship Troopers), but the game can't actually do that meaningfully. Balancing this to be challenging and fun in the face of any number of possibly installed mods is insanely complex. There are mods that try this juggling act just with player debuffs and still need a tremendous amount of fine-tuning. Doing so for entire world events...? Nope. Nope. Nope. Threading the needle between laughably easy and utterly impossible would be unlikely. At best there might be a "sweet spot" where the PC and their hive at say level 14 is perfectly balanced, but an utter wash at level 18, and insurmountably impossible at level 6. Not to say it can't be done, because anything can be done if enough effort and talent is thrown at it, but in my view the majority of issues here are functional problems with the game design and engine and AI, and IMO those cannot be adequately overcome.
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 Ok, since I haven't delved too deeply into the creation kit, I will have to defer to your experience. but here are some possible solutions that come to mind for the problems. They won't be pretty or perfect, but that's just skyrim as a whole. Problem 1: As the militia will likely be a non-professional military until the mod reaches a certain point, such as conquering of a large trade city such as Whiterun, they would definitely have to be a lower level and not extremely geared. But for those who want the smaller towns to actually have a fighting chance, likely there would have to be a couple healers and mages to make up for the lower level gear. If its mages, the lower level PC won't be able to steal their high level gear, except for maybe their robes. The infantry of the Militia of small towns can be geared in standard iron and steel armor with imperial and dwemer weaponry. Not overpowered, but it can still deal damage to bugs and the PC. Or another possibility is to have custom gear made for them, either made by the modder or ask permission for usage of a nordic gear mod. Problem 2: This definitely would be a problem that i had not forseen, mainly because the only times large scale offensives actually take place are during Civil War missions. However, it could be a case of simply each battle a copy of the Battle of Whiterun, where you must break into the city and open the gates, and all the NPCs are spawned in waves, just with a counter in the top right corner at all times that says how many Chaurus you still have. As for loot, maybe all of the Militia are removed like in the battle of Whiterun when they die, and all of the men that are killed are just left there for loot. I don't know how a modder would make females not targetted by the army AND they don't attack the army, that would be a problem. EDIT: Actually i just thought of a way, adding in a new faction called WOMEN that is neutral to CHAURUSARMY, and i thought that probably this mod would require a mod to remove all children from the towns so they arent just wandering around a town manned entirely by Chaurus Reapers. Problem 3: There is a built in ownership state i believe for cities based on the Civil War, as without even triggering the Civil War you can make ruined forts switch sides by killing the bandits there, as shown on the ingame maps. Would it be possible to add in a third faction hooking onto that mechanism for the ownership state? Also, the war readiness is a problem that I cannot think of a solution for, so I concede that point.
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 Another point that should be added: The reason all of the women are being spared is because they are being turned into broodmothers, but i don't know of any mod that actually allows NPC women to birth eggs that actually hatch. I know some mod or another adds in women being turned into egg factories but they don't hatch. Only the PC actually can hatch eggs, which definitely limits your army size if only you are being used to make more Chaurus. there would have to be another script that counts Broodmothers, then the amount of breeding chaurus, and add them up, multiple by 6 for the amount of eggs, divide by an amount to account for infertile eggs, and the end amount is added to Chaurus Army Size
Seijin8 Posted July 25, 2019 Posted July 25, 2019 13 minutes ago, Hawkhunter347 said: Problem 3: There is a built in ownership state i believe for cities based on the Civil War, as without even triggering the Civil War you can make ruined forts switch sides by killing the bandits there, as shown on the ingame maps. Would it be possible to add in a third faction hooking onto that mechanism for the ownership state? Also, the war readiness is a problem that I cannot think of a solution for, so I concede that point. Overall agreed on approach there, but still hesitant to think it will work so well. It is ultimately too narrow a focus of gameplay style for me to take on. Regarding Problem 3, I would leave anything dealing with the civil war alone for compatibility reasons. Tweaking or adding anything there can irreparably break the function of CW based mods. That whole quest line and design are so fragile and interwoven through everything that I would never feel comfortable fucking with them. Read/Reference Only, never write/alter. The women thing is a middle area. It wouldn't be hard to have a subdual quest alias that affects some number of women (wouldn't be all of them), and simply places them into neutral factions and generates simple behaviors for them where they wander aimlessly or run and hide. However, based on comments I've received about the people who want to play with chaurus, I've found a few that want to use males as breeders, and within lore I can't see women automagically being the targets. I am not convinced chaurus give a damn about gender. They may favor women since the bodies are designed for pregnancy, but it is a fairly large step to assume that they even care about that. Consider that the "normal" implantation process may just kill the host, and that anyone will do. I would be loathe to over-design the mod to target based solely on gender. Rather, there should be a globalvariable used to determine target types, user-adjustable. Of course, there is the question of how the bugs are subduing people at all. Is it a chemical attack? Why would it only affect some and not others? And yes, children are always an issue with every aspect of Skyrim. I'd just send them all to the orphanage.
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 1 minute ago, Seijin8 said: Overall agreed on approach there, but still hesitant to think it will work so well. It is ultimately too narrow a focus of gameplay style for me to take on. Regarding Problem 3, I would leave anything dealing with the civil war alone for compatibility reasons. Tweaking or adding anything there can irreparably break the function of CW based mods. That whole quest line and design are so fragile and interwoven through everything that I would never feel comfortable fucking with them. Read/Reference Only, never write/alter. The women thing is a middle area. It wouldn't be hard to have a subdual quest alias that affects some number of women (wouldn't be all of them), and simply places them into neutral factions and generates simple behaviors for them where they wander aimlessly or run and hide. However, based on comments I've received about the people who want to play with chaurus, I've found a few that want to use males as breeders, and within lore I can't see women automagically being the targets. I am not convinced chaurus give a damn about gender. They may favor women since the bodies are designed for pregnancy, but it is a fairly large step to assume that they even care about that. Consider that the "normal" implantation process may just kill the host, and that anyone will do. I would be loathe to over-design the mod to target based solely on gender. Rather, there should be a globalvariable used to determine target types, user-adjustable. Of course, there is the question of how the bugs are subduing people at all. Is it a chemical attack? Why would it only affect some and not others? And yes, children are always an issue with every aspect of Skyrim. I'd just send them all to the orphanage. While ultimately i believe at this point this is a theoretical debate since it is such a large mod to request, i think the Civil War would HAVE to be screwed with in order for the bug war to make sense. or at the very least, Read and Reference where the war is progressing and move the bug army away from the center of the fighting. i believe the best path for the whole mod to take would be to start in Falkreath, move east, capturing the ruins and caves near riften, then take Shor's Stone, and cut Riften off. As you take over areas around Riften, people in towns will comment on the drying up of trade and disappearances, maybe sightings of Chaurus. Then once you take Shor's Stone, you can go to riften and see militia, more guards, defenses outside the walls, etc. As for subduing, perhaps a change of what the Acid spit does? change it from reducing visibility and damaging you to paralysis? Then after the PC leaves the town, and the game reloads that area, the populace is bound by webs or something? Then, if they manage to not be hit by spit, they are killed and used as a food source for the baby chaurus workers. It would make sense, as the Chaurus aren't extremely intelligent or anything
Seijin8 Posted July 25, 2019 Posted July 25, 2019 6 minutes ago, Hawkhunter347 said: the Chaurus aren't extremely intelligent or anything We actually don't know that. They may be like dolphins in the sense that their form limits the expressions of intelligence, but not their capacity for it. Anyway as you mentioned this is all theoretical, and I am a long way off in my own mod from touching anything like this. Something like this is on the long-term roadmap, but I'm always hit with the reality that the bugs wouldn't have a reason to take over, and the environments they would most want to be in aren't well served in most surface areas. On the other hand, I've always wanted to see lake Ilinata with webs, eggs and hunters on every bit of the shore, a thick chaurus miasma covering the entire place. We'll see. Right now I'm just focusing on getting chaurus to be able to speak with each other, so it'll be a long while.
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 Just now, Seijin8 said: We actually don't know that. They may be like dolphins in the sense that their form limits the expressions of intelligence, but not their capacity for it. Anyway as you mentioned this is all theoretical, and I am a long way off in my own mod from touching anything like this. Something like this is on the long-term roadmap, but I'm always hit with the reality that the bugs wouldn't have a reason to take over, and the environments they would most want to be in aren't well served in most surface areas. On the other hand, I've always wanted to see lake Ilinata with webs, eggs and hunters on every bit of the shore, a think chaurus miasma covering the entire place. We'll see. Right now I'm just focusing on getting chaurus to be able to speak with each other, so it'll be a long while. Yeah, i saw your post on what Bethesda added in on the idea of communication. As for bugs not having a reason to take over and being intelligent, from what we know of them, they are used as essentially livestock by the Falmer, they use their shells as armor and eggs as potion materials. The Falmer hate just about anything that doesn't serve their will. So perhaps Falmers are leading the Chaurus to take over the surface, and use the surface dwellers to swell their chaurus ranks? we know the Falmer do definitely use surface dwellers as slaves, as shown in Blackreach. So it would not be far off to use them as another resource. And, as for the not well served in most surface areas, Buildings would be great for the chaurus to make nests in. Although i am quite adverse to the Falmers being involved, that is a possible reasoning for an army to appear
Seijin8 Posted July 25, 2019 Posted July 25, 2019 13 minutes ago, Hawkhunter347 said: Although i am quite adverse to the Falmers being involved, that is a possible reasoning for an army to appear Unfortunately, the Falmer are the only rational motive force for a land invasion. Chaurus are burrowers, whatever they want - if they were allowed to go after it - would be deep in the earth, not on the surface. For chaurus to attack on the surface would almost invariably be executing the will of someone else with functionally different aims. As far as lack of intelligence = livestock, the falmer treat everything like livestock. I won't hold that against the dear bugs
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 2 minutes ago, Seijin8 said: Unfortunately, the Falmer are the only rational motive force for a land invasion. Chaurus are burrowers, whatever they want - if they were allowed to go after it - would be deep in the earth, not on the surface. For chaurus to attack on the surface would almost invariably be executing the will of someone else with functionally different aims. As far as lack of intelligence = livestock, the falmer treat everything like livestock. I won't hold that against the dear bugs Fair enough, sometimes its best to just say screw lore just for the fun of it when it comes to stuff like this, just to make hives cities out of the major towns. Falmer would further complicate the matter, however there is a loading screen that would mostly clear up the lore aspect This, added with the Dragonborn being turned into a chaurus broodmother, would definitely make the Falmer cocky enough to start attacking more caves
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 i will say, even just adding in the cave hive with the ability to make bandits into breeders would probably be good enough for me, since the puppet master mod allows you to control anyone and lead them into the cave to be integrated into the hive
bobmarley24 Posted July 25, 2019 Posted July 25, 2019 my vote goes for whatever you consider blackreach to be part of. Its huge, its rarley touched by modders and it has many isolated pockets perfect for making entrances to cells or just add a bunch there. Using the skyrim mod forgotten wenches makes this mod brim with even higher potential cause i found out after leaving blackreach for ingame about a week, the forgotten chaurus i didnt know i left behind grew by self to final stages. Perhaps in future using Estus chaurus+ and forgotten wenches people could have regions repopulated with chaurus. Using your mod the way it is right now already led to my blackreach to be turned into a hive of chaurus hunters. I do hope you take my suggestion of using blackreach. I will say on side note estus chaurus obviously dont grow up and mods like forgotten wenches that summon more chaurus do not naturally lay eggs or die at end of cycle so I hope maybe you might have a full life cycle, I am very eager and curious to see what you do and perhaps change the whole skyrim community of chaurus forever.
Seijin8 Posted July 25, 2019 Posted July 25, 2019 2 minutes ago, bobmarley24 said: my vote goes for whatever you consider blackreach to be part of. Its huge, its rarley touched by modders and it has many isolated pockets perfect for making entrances to cells or just add a bunch there. Using the skyrim mod forgotten wenches makes this mod brim with even higher potential cause i found out after leaving blackreach for ingame about a week, the forgotten chaurus i didnt know i left behind grew by self to final stages. Perhaps in future using Estus chaurus+ and forgotten wenches people could have regions repopulated with chaurus. Using your mod the way it is right now already led to my blackreach to be turned into a hive of chaurus hunters. I do hope you take my suggestion of using blackreach. I will say on side note estus chaurus obviously dont grow up and mods like forgotten wenches that summon more chaurus do not naturally lay eggs or die at end of cycle so I hope maybe you might have a full life cycle, I am very eager and curious to see what you do and perhaps change the whole skyrim community of chaurus forever. Thanks, and Blackreach is definitely on the roadmap. I did a complete merge of Blackreach mods a while back, but I can't get permissions to release them, so I will have to do something else with that. Rather than mess with Blackreach directly, I'd planned to create multiple additional "wings" of cave systems from it. If you fly around in Blackreach you can see it isn't really very large, even with some mods expanding its size.
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 Blackreach definitely is a great place for a Chaurus staging ground, but with the Dwemer mechs still active, it could be cool to have skirmishes with them
bobmarley24 Posted July 25, 2019 Posted July 25, 2019 to me blackreach isnt the main hive but more of the nomans ground in a warzone. dwemer, falmer, chaurus, even a giant or dragon fighting for a king of the hill like area with many pockets of unused rooms brimming with potential for starting bases or hives. btw hawkhunter i sooo recromend judgement wenches and forgotten wenches cause they make any dwemer ruin or falmer cave into a battleground between you, the falmer faction, and the dwemer faction I am soooo eager to see what will happen, oh and i saw a post mention a forgotten resource you could use for your mod, the little mind controling spiders if you could change it to chaurus it would look cool to see people being covered in small little chaurus
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 I think i didn't properly outline what i requested in the first few posts, so i'm going to try to reoutline it in detail: A large scale mod in which chaurus and spider spit is changed from acid to a chemical that causes long lasting paralysis, the PC is enslaved by a chaurus or spider hive (likely Chaurus as they have more support in the community in the form of more variety of the species and more sex animations), and turned into a breeder for the hive, and have the bugs automatically try conquering locations without the PC's knowledge. (Maybe use Frostflow as the center of a Chaurus army and Blackreach be the center of a Falmer-led Chaurus army? Have the quests be different depending on army enslaved to? Falmer want to use you as decoy in attacks, Chaurus keep you bound at the entrance to the location as you are the basic component of a new colony?) After a certain amount of bugs have been hatched, the PC is taken along with a small attack force to another cave/mine/ruin/fort that is close to the original. The attack force attempts to conquer the location to turn it into a hive colony. If successful, the humans, elves, and beastfolk if there are any are turned into breeders (maybe an MCM option to allow only women, only men or both). If unsuccessful, the PC is freed and allowed to escape, allowing them to hear the rumors in town that are discussed in this outline farther down. If the cave is colonized, the PC is bound again and bred until another quota of bugs is met, and the colony is turned into a certain type of resource (Maybe shown under the name of the location on the map, like Bleakfalls Barrow cleared Breeding Ground) to increase the ability of the strike force. Perhaps Food Location increases health, Breeding Ground increases amount of bugs in strike force, Dominance Arena (probably a ruined fort or a specific location) is where the Reapers fight for dominance and attempt to evolve to Tyrants (as based on Seijin8's studies of the Chaurus live and society) to upgrade the types of chaurus in the strike force, thereby increasing damage or increasing the amount of breeders obtained since the paralysis spit would be more potent, and Industry Location where people captured and subjected to a mind control bug are used to mine ore or craft armor for the Chaurus. The ability to upgrade the Main Hive (e.i. If the PC was captured in Blackreach, they can purchase upgrades for the hive such as walls, more comfortable bedding, better food stuffs, better supply lines between colony and Hive, clear dwarven automations, overthrow local Falmer, etc, which all increase the fertility, health, attack damage, paralysis spit duration, armor, and safety of the colony) and the Colonies (e.i. If the town of Riverwood has been turned into a colony, use, as bobmarley24 suggested, mind control bugs to have the humans work the mill and blacksmith to feed the breeders and armor the Chaurus with custom armor? Maybe the mind control bugs make the NPCs believe that the Chaurus are Whiterun Guards and simply act like they are making food and armor for the guards?) No fast travel allowed once enslaved except to and from Colonies and Hive Cities. As colonies are set up, rumors of disappearances, drying up of trade, lack of bandit activity, and sightings of chaurus groups moving about start being talked about by the guards of towns. Then, after a set amount of basic cave or ruin colonies are setup, the Chaurus strike force attempts to conquer a very small town near one of the colonies. If successful, Militia groups of about 3-5 men equipped with Steel, Orcish, or Dwarven gear start being formed in all small cities for extra defense and talk about the sudden aggressiveness of chaurus groups. If unsuccessful, towns will gain groups of about 1-3 men equipped with Iron, Leather, or Hide gear and towns talk about the coincidence of a few chaurus stumbling into a town. The Town colony is turned into a large Resource area depending on pre-Colonization uses. (i.e. Shor's Stone is still a mine just manned by mind controlled humans, Riverwood is turned into a Food/Industry Colony, Rorikstead's Inn is used to draw in travellers and turn them into breeders, etc). Once one of the bug armys have taken over all of the towns within a hold, they may attempt a large scale battle similar to the Battle of Whiterun from the Stormcloak POV for dominance of the Hold Capital. If a Capital is taken, Militias switch from their basic armor to a uniformed gear set depending on their position and form into a more professional army (e.i. Infantry Militia wear retextured Imperial Heavy Armor with a symbol for the Militia, Archers wear a militia textured Hold Guard armor, healers wear a militia textured robe, etc.) Hold Capitals become a huge boost to resources for the army and transform the city into a very hive looking area, with buildings becoming storage or breeding areas, inns becoming food preparing areas, and the palace or longhouse become the sleeping area for the Chaurus/Spider army. After the first entire Hold falls (maybe can happen without PC even involving themself in the mod to make it more surprising? have the PC walk into a hive Whiterun with no idea, then get ambushed and turned into a breeder that creates high powered chaurus? Chaurus or Falmer realize this and turn PC into a very active breeder of soldiers?) the world starts setting up more outposts, fixing fortresses? Preparing to defend against the army. No change in regards to gameplay at that point, just continue conquering caves, ruins, around small towns until conquer it, then once all towns are conquered, conquer capital. Once Solitude and Windhelm are both conquered (make them both the last two cities to fall), technically Chaurus own all of Skyrim. The Main Hive is moved to Solitude, and High Queen Elisif is turned into a breeder of reapers. Skyrim has Chaurus wandering around everywhere in the wilds and cities, owning the place, random groups of Chaurus go around and fuck any person they feel like? Would make entering cities a lot more hectic as your character is taken down by 3 chaurus that breed you, then just wander away. Similar to Slaverun, in that the whole of Skyrim is enslaved and just get fucked whenever the Slavers feel like, but just a change to Chaurus. If Chaurus auto conquer Skyrim somehow without the PC noticing, have all of the Chaurus of a Hold Capital all line up to fuck PC whenever they finally enter a Hive controlled area and get enslaved (very unlikely ending but a possiblity?).
WolfoftheWest1 Posted July 25, 2019 Author Posted July 25, 2019 obviously this would require a lot of custom stuff, custom armor for the Militia's, custom armor that fits the Chaurus, custom outfit that shows a Mind Control Bug, some sort of Enslavement script or mod, a mod that allows you to birth chaurus eggs that hatch and do grow up, a script that counts colonies, something that checks if the area is colonized, something to make the area "hive-looking", etc
Maken510 Posted August 9, 2019 Posted August 9, 2019 On 7/25/2019 at 3:36 AM, Hawkhunter347 said: 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.... Hello Hawkhunter347, I'm trying to get this exact set up but since I'm totally new to using mod in skyrim, I can't seems to get it to work... Could you give me your mod list and order of install ? That would be a great help ! I also love the idea to be able to "manage" a hive with possibility to get new mothers and conquering other caves. Not sure about the city capture tho, sounds like hard to do ...
WolfoftheWest1 Posted August 11, 2019 Author Posted August 11, 2019 On 8/9/2019 at 5:36 AM, Maken510 said: Hello Hawkhunter347, I'm trying to get this exact set up but since I'm totally new to using mod in skyrim, I can't seems to get it to work... Could you give me your mod list and order of install ? That would be a great help ! I also love the idea to be able to "manage" a hive with possibility to get new mothers and conquering other caves. Not sure about the city capture tho, sounds like hard to do ... sure, i mostly use LOOT and Vortex to manage my mods and load order, but i can send you the list. Just note, i download a lot of mods so it does tend to break my game, so likely your load order will be different Spoiler Unofficial Skyrim Legendary Editon.esm Sexlab.esm Devious Devices - Assets.esm SexLabAroused.esm Devious Devices - Integration.esm Apachii_DivineEleganceStore.esm ZaZAnimationPack.esm SexLab - Sexual Fame [SLSF].esm Skyrim - Utility Mod.esm ApachiiHair.esm ApachiiHairFemales.esm CreatureFramework.esm daymoyl.esm Devious Devices - Expansion.esm DeviousFramework.esm RaceCompatibility.esm Schlongs of Skyrim - Core.esm SD Cages.esp xazPrisonOverhaulPatched.esp ogCannibalDraugr.esp Hothtrooper44_ArmorCompilation.esp sanguinesDebauchery.esp SexLabSkoomaWhore.esp Deviously Cursed Loot.esp MoreNastyCritters.esp ChaurusLife.esp EnhancedCharacterEdit.esp SimpleSlavery.esp SexLab-Parasites.esp SexLab_Dialogues.esp Apropos2.esp CharacterMakingExtender.esp Devious Devices - Equip.esp DfwSupport.esp EggFactory.esp EstrusChaurus.esp EstrusSpider.esp EstrusTrappedEggs.esp FNIS.esp HentaiCreatures.esp HornyCreatures.esp JaxonzMCMKicker.esp NibblesAnimObjects.esp RaceMenu.esp RaceMenuMorphsUUNP.esp RaceMenuPlugin.esp Schlongs of Skyrim.esp SD Addons.esp SerialStrip.esp SexistGuards.esp SexLab Aroused Creatures.esp SexLab Inflation Framework.esp SexLabDefeat.esp SexLabMatchMaker.esp SexLabTools.esp SkyUI.esp SLALAnimObj.esp SLALAnimObjBillyy.esp SLAnimLoader.esp SlaveTats.esp SlaveTatsEventsBridge.esp SOS - VectorPlexus Regular Addon.esp SOSRaceMenu.esp sr_FillHerUp.esp The Eyes Of Beauty - Elves Edition.esp TheEyesOfBeauty.esp UIExtenstions.esp XPMSE.esp zzEstrus.esp Apachii_DivineEleganceStore_Patch.esp FMEA Skyrim.esp Animal_SOS.esp dc-mana-tanks-000.esp dc-untamed-000.esp PuppetMaster.esp Hothtrooper44_Armor_Ecksstra.esp Alternate Start - Live Another Life.esp ccas_starts.esp Hope this helps you, however i do suggest you use Vortex to avoid messing up your Skyrim files, as i have done previously when i had started modding and had to completely reinstall the game. LOOT does a lot of the load order fixing. If you are using animations, FNIS and BodySlide are necessary to make the game work as intended during the scenes. Vortex will do most of the work there, but i recommend manually doing it to make sure it was finished correctly
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