Z0mBieP00Nani Posted February 11, 2014 Posted February 11, 2014 About the Chaurus babies.. if I had a mod in that affected the way all creatures in Skyrim behaved, would that affect the way the baby Chaurus behaved in Estrus Chaurus too? It depends on how the mod selects creatures to alter. If it changes base AI packages then probably not. The Chaurus Hatchlings use custom AI. If the mod scans the loaded area and alters the AI by filling aliases then yes. Ok cool. I'm pretty sure the mod I use doesn't scan. On a gifferent topic; I've noticed that everywhere I go now I can hear Chaurus is that normal, or is that a glitch? When I played earlier versions I wasn't getting the sounds of Chaurus everywhere I went. Yes, I left the eggs somewhere else to hatch.
ValdyrT13 Posted February 11, 2014 Posted February 11, 2014 @Zombie: Those are the hatchlings you hear. They're very, very small but with a good eye you can spot them. You need to be near one to trigger the Estrus. I am very pleased with this mod, so first off, a HUGE THANK YOU!!! to jbezorg. Possible Glitch: I ran into an unexpected problem after perfectly installing everything. Everything worked just fine up until the first birthing, but after that, no Chaurus could infect my character. Anyone else had this problem, and if you managed to solve it so that your "infestation elegability" resets, how did you do it?Info: Every mod I have is currently up to date and nothing seems to be the matter in the Estrus MCM area. While I did have the HentaiPregnancy mod installed (which worked fine with it otherwise), I tested to see if the same issue occured without that Preg mod install, but it still occured. It sounds like an unfilled value is being filled with a "true" much like the sound file for Animation in another mod. As if the game checks to see if the infestation already happened once, sees it as true, and decides to not allow the infestation.I've tried "Preparing for Uninstall" but either I'm not waiting long enough, or >5 minutes of waiting with no infected is standard. The only thing that's ever helped reset it is to completely remove and reinstall it (including FNIS both ways). I've also noticed that the Estrus animation only triggers for the player character and not for any of my companions. They do get the Bestiality Animations one for Chaurus, but I've only gotten this after the first time the Estrus got my character. Tested multiple times with some during same time as player Estrus in effect. I'd love to solve this one-infect problem and non-player Estrus animation, but if/when it is, I have some ideas (seconded ideas of numerous others):Possible Future Ideas: The ability to infect non-companion/players would be really cool with a percentage chance to infect with Infestation slider for non-companions, players, and companions. Might be good to add a slider for maximum number able to be infected at one time if npc's can be infected. The Broodmother thing sounds cool with a prerequisite of so many egg-layings before it becomes true with a potion to cure it once the player's had their fun (but npc's not able to become Broodmother).
Z0mBieP00Nani Posted February 11, 2014 Posted February 11, 2014 @Zombie: Those are the hatchlings you hear. They're very, very small but with a good eye you can spot them. You need to be near one to trigger the Estrus. I am very pleased with this mod, so first off, a HUGE THANK YOU!!! to jbezorg. Possible Glitch: I ran into an unexpected problem after perfectly installing everything. Everything worked just fine up until the first birthing, but after that, no Chaurus could infect my character. Anyone else had this problem, and if you managed to solve it so that your "infestation elegability" resets, how did you do it? Info: Every mod I have is currently up to date and nothing seems to be the matter in the Estrus MCM area. While I did have the HentaiPregnancy mod installed (which worked fine with it otherwise), I tested to see if the same issue occured without that Preg mod install, but it still occured. It sounds like an unfilled value is being filled with a "true" much like the sound file for Animation in another mod. As if the game checks to see if the infestation already happened once, sees it as true, and decides to not allow the infestation. I've tried "Preparing for Uninstall" but either I'm not waiting long enough, or >5 minutes of waiting with no infected is standard. The only thing that's ever helped reset it is to completely remove and reinstall it (including FNIS both ways). I've also noticed that the Estrus animation only triggers for the player character and not for any of my companions. They do get the Bestiality Animations one for Chaurus, but I've only gotten this after the first time the Estrus got my character. Tested multiple times with some during same time as player Estrus in effect. I'd love to solve this one-infect problem and non-player Estrus animation, but if/when it is, I have some ideas (seconded ideas of numerous others): Possible Future Ideas: The ability to infect non-companion/players would be really cool with a percentage chance to infect with Infestation slider for non-companions, players, and companions. Might be good to add a slider for maximum number able to be infected at one time if npc's can be infected. The Broodmother thing sounds cool with a prerequisite of so many egg-layings before it becomes true with a potion to cure it once the player's had their fun (but npc's not able to become Broodmother). Yeah but I'm hearing the sounds all the way in Whiterun when I left the parasite eggs all the way in Morthal. Do they follow you everywhere now?
samtyler Posted February 11, 2014 Posted February 11, 2014 Hi, I installed Estrus Chaurus with this requirement, and now i'm getting the following filling the logs [02/11/2014 - 05:34:10PM] Error: Element of property monitoredEffect on script _ae_framework attached to _ae_base (09000D65) cannot be bound because <NULL alias> (0) on <NULL quest> (00000000) is not the right type What does this mean and is there a way to fix or remove the mod if necessary? Thank you,
jbezorg Posted February 12, 2014 Author Posted February 12, 2014 It's in the update notes but not in the main mod description so I added the following.SUPPORTED MODS Sexlab Arousal - Infected players are a little more horny Devious Devices - Chastity belts protect the player from infection
Tensu_Makadi Posted February 12, 2014 Posted February 12, 2014 Yeah but I'm hearing the sounds all the way in Whiterun when I left the parasite eggs all the way in Morthal. Do they follow you everywhere now? not sure but if you "laid" the eggs in whiterun maybe some of the fertile ones fell through the map? Also if you moved them from one location to another maybe some hatched in route. Another possibility is you have a sound glitch found in almost every game I have played where a sound gets looped over and over and over, I haven't had this issue to often in skyrim and when I did it was usually some magic spell sound effect or the rieklings breathing sound but hey I suppose something like this could happen too.
Z0mBieP00Nani Posted February 12, 2014 Posted February 12, 2014 Yeah but I'm hearing the sounds all the way in Whiterun when I left the parasite eggs all the way in Morthal. Do they follow you everywhere now? not sure but if you "laid" the eggs in whiterun maybe some of the fertile ones fell through the map? Also if you moved them from one location to another maybe some hatched in route. Another possibility is you have a sound glitch found in almost every game I have played where a sound gets looped over and over and over, I haven't had this issue to often in skyrim and when I did it was usually some magic spell sound effect or the rieklings breathing sound but hey I suppose something like this could happen too. Actually, now that I've played with the mod for a while, I think you were right the first time. The Chaurus hatchlings follow me around everywhere I go, and in some cases I have even seen them spawning out of my character, even when I have no eggs in storage; it's as if the baby Chaurus use your character as a sort of moble hive, which makes sense, since your character is their mom. I've also noticed a particularly annoying side affect (or maybe bug) of the Chaurus following you everywhere and using you as a mobile hive; whenever you are in town and the baby Chaurus come out to feed or do whatever it is the hatchlings do during their play time, the whole freaking town suddenly hates you. It makes completing quests particularly difficault at times, especially quests that have to be completed at night when the Chaurus hatchlings are most active.. even killing the hatchlings doesn't seem to change how the townsfolk and gaurds feel twords you; and I have had to reload from a previous save a couple of times just to avoid conflicts with the whole town.. I wish the "hated" feature was toggleable, unless it's a bug, in which case I hope it gets fixed; because other than that, I really like playing this mod with the "eggs hatch feature" on,..
Vithiss Posted February 12, 2014 Posted February 12, 2014 I have never had the "baby chaurus follow you everywhere" thing happen, however, I did once use Windhelm as a hatchery. I laid the eggs in an out of the way corner behind one of the nicer houses there, then I went away for a while, adventuring etc. When I came back some time later, all of the outdoor market merchants were gone - the smith, everyone but the lone guard. In addition, at night, you could watch guards and a few people, chasing the little bugs around with their greatswords etc (which is kinda funny to watch) but, in this case, the townsfolk were not hostile to me. However, I have had others turn hostile because of the little buggers - hunters, farmers, and others. Also, by killing one of the little ones, I have had all the rest turn hostile - though they didn't seem to do much of anything to me, there were just suddenly lots of red enemy dots on the compass-bar. I have never tried carrying the eggs I laid around, so I can't add anything in that regard, though it wouldn't surprise me at all if it resulted in chaurus skittering around wherever. Finally, just a note to say how much I like this mod, and have enjoyed the ways that it has developed over the year or so since I discovered LL. Thanks!
Z0mBieP00Nani Posted February 12, 2014 Posted February 12, 2014 I have never had the "baby chaurus follow you everywhere" thing happen, however, I did once use Windhelm as a hatchery. I laid the eggs in an out of the way corner behind one of the nicer houses there, then I went away for a while, adventuring etc. When I came back some time later, all of the outdoor market merchants were gone - the smith, everyone but the lone guard. In addition, at night, you could watch guards and a few people, chasing the little bugs around with their greatswords etc (which is kinda funny to watch) but, in this case, the townsfolk were not hostile to me. However, I have had others turn hostile because of the little buggers - hunters, farmers, and others. Also, by killing one of the little ones, I have had all the rest turn hostile - though they didn't seem to do much of anything to me, there were just suddenly lots of red enemy dots on the compass-bar. I have never tried carrying the eggs I laid around, so I can't add anything in that regard, though it wouldn't surprise me at all if it resulted in chaurus skittering around wherever. Finally, just a note to say how much I like this mod, and have enjoyed the ways that it has developed over the year or so since I discovered LL. Thanks! Maybe it IS a glitch then.. lol! you used Windhelm as a "hatchery". Did the Chaurus ever grow to adaulthood in your game, or have they just remaind the same, size?
1conseq Posted February 13, 2014 Posted February 13, 2014 I have experienced something very similar, after the PC gave birth to the chauruses inside Whiterun, some NPC's become hostile against the PC. I guessed it was because of the chaurus, so I uninstalled the mod for all the trouble. It also made Delphine become hostile against her as well, which would fuck the whole game's main quest, but you just need to run and wait a few days and they "forget" so it's all good. In a way it's something good of the mod for that, I mean... It's not like the A.I. could really connect the dots, more like a bug or something, but man, the girl brought some monsters to inside the town, that's not supposed to make her very popular. So let it stay bugged lol The chaurus following I've never seen happening, but anyway, they are pretty easy to kill, if you're able to spot them.
Jimjim117 Posted February 13, 2014 Posted February 13, 2014 They grow a bit but stop after a while they get nowhere near as big as a adult chaurus. @jbezorg, Which bit in the esp or scripts would I have to look at for changing how big the Chaurus get? EDIT: in "zzestruschaurushachlingfeedscript" could I simply change "fScale += 0.01" to say "fScale +=0.1" and then they would grow 10 times larger? I'll compile and see what it does, I assume that it is correct.
ddpepsi Posted February 13, 2014 Posted February 13, 2014 Its to bad that the baby Chaurus can't be moved to the player faction on hatching. That would solve the problem with the towns people and your followers killing them off the second they hatch. I would like them to be able to grow to full size too. Love the mod
Vithiss Posted February 13, 2014 Posted February 13, 2014 As JimJim117 said, I never saw them get to full size. I'll also add that I didn't know that they actually did anything other than skitter around and make noise before that little incident in Windhelm But it did make the guards' dialog about there being something out there, in the dark, a little more fitting. I have, lately, when infested, been trying to find bandit hideouts that are a bit isolated but that respawn bandits after being 'cleared' to see what that will do. Or, places like Embershard Mine where you can clear enough to make it safe to lay your clutch there, but with bandits inside that the little ones can hunt later. Trouble is that I am runnning a whole bunch of wip mods, so lots of my characters atm, don't really last too long before I start over.
Necronlord2 Posted February 13, 2014 Posted February 13, 2014 Strange, I don´t get EC to show up in MCM.
jbezorg Posted February 13, 2014 Author Posted February 13, 2014 As JimJim117 said, I never saw them get to full size. I'll also add that I didn't know that they actually did anything other than skitter around and make noise before that little incident in Windhelm But it did make the guards' dialog about there being something out there, in the dark, a little more fitting. I have, lately, when infested, been trying to find bandit hideouts that are a bit isolated but that respawn bandits after being 'cleared' to see what that will do. Or, places like Embershard Mine where you can clear enough to make it safe to lay your clutch there, but with bandits inside that the little ones can hunt later. Trouble is that I am runnning a whole bunch of wip mods, so lots of my characters atm, don't really last too long before I start over. They also don't get the spit attack ability until they grow some.
Mercor Posted February 13, 2014 Posted February 13, 2014 hi, thank you for this mod! I have a little problem, I installed all the dependencies, have the MCM menu but the mod doesn't work.... Does someone have an idea to fix it? ^^"
Saeros Posted February 13, 2014 Posted February 13, 2014 hi, thank you for this mod! I have a little problem, I installed all the dependencies, have the MCM menu but the mod doesn't work.... Does someone have an idea to fix it? ^^" ok, try this: 1. reset sexlab animation in sexlab MCM menu. 2. now open ActorEvents MCM menu and de-register Estrus Chaurus. 3. open game console (~) and type stopquest zzestruschaurusmcm and press enter. 4. now type stopquest _ae_base and press enter. waiting for 30 seconds.. whistling.. 5. in console type startquest _ae_base and press enter (Actor Event Register actor... on top). 6: now type startquest zzestruschaurusmcm 7. save game (type in console save namegame) 8. load previously saved game (will appear on top of the screen "Estrus Chaurus verify animation...") 9. save again. 10. reload your last save again, open MCM menu (Estrus Chaurus) and adjust values. 11. save and play -in addition, you can also type (from console) setstage ski_configmanagerinstance 1 cheers
deleterepeat Posted February 13, 2014 Posted February 13, 2014 I seem to have an issue with the "birthing" animation. During the session of which the character expells the eggs, she lays on the ground, and moves in random directions around the map, occassionally spinning, until she gets caught in a tree or something. o.O I have all the required mods aswell as updated FNIS, but i also have the sexlab defeat, matchmaker, procreation, framework, and nudecreatures. I also have the beast animation packs and extras. Maybe one of them is causing a compatability error, im not sure.... anyways thanks for your help
dr1zzt05 Posted February 14, 2014 Posted February 14, 2014 so I am also getting the infinite birthing bug, I don't know if it will affect the mod or not but if I messed with the scale of the body using bodyslide and made the breast larger i'm not sure if it will mess with it or not. Ive tried with body changes on and off and i just kept giving birth. the numbers next to my name were in the negatives on the mcm screen. I do not have the fluid plugin i do not have any other sex mods just estrus main mod your mod sexlab and actor events. I noticed in the inventory screen i have a ring on that says lmilk or some such same as rmilk now I have a mod that enables me to have unlimited rings could this cause a problem? Also if while giving birth after a while i hit the wait key and i have waited long enough that the eggs i laid started hatching and i was still giving birth any ideas would be appreciated.
jbezorg Posted February 14, 2014 Author Posted February 14, 2014 so I am also getting the infinite birthing bug, I don't know if it will affect the mod or not but if I messed with the scale of the body using bodyslide and made the breast larger i'm not sure if it will mess with it or not. Ive tried with body changes on and off and i just kept giving birth. the numbers next to my name were in the negatives on the mcm screen. I do not have the fluid plugin i do not have any other sex mods just estrus main mod your mod sexlab and actor events. I noticed in the inventory screen i have a ring on that says lmilk or some such same as rmilk now I have a mod that enables me to have unlimited rings could this cause a problem? Also if while giving birth after a while i hit the wait key and i have waited long enough that the eggs i laid started hatching and i was still giving birth any ideas would be appreciated. Look in your papyrus logs for the following. Where X will be a number. _EC_::GTS::oviposition loop X What is it? Also, do you have any of the following as loose scripts in your skyrim scripts folder? If so, delete them https://github.com/jbezorg/estrusChaurus/tree/master/scripts
Cacame Awemedinade Posted February 14, 2014 Posted February 14, 2014 At the risk of adding to the broken record, Im having the same infinite birthing issue as many others are. However, It works fine if I disable the body alterations. I tried using a mesh with belly bones, but nothing changed. Im not using the fluid plugin either.
jbezorg Posted February 14, 2014 Author Posted February 14, 2014 At the risk of adding to the broken record, Im having the same infinite birthing issue as many others are. However, It works fine if I disable the body alterations. I tried using a mesh with belly bones, but nothing changed. Im not using the fluid plugin either. Do you have the skeleton with the belly bone as well? You need both.
Mercor Posted February 14, 2014 Posted February 14, 2014 ok, try this: 1. reset sexlab animation in sexlab MCM menu. 2. now open ActorEvents MCM menu and de-register Estrus Chaurus. 3. open game console (~) and type stopquest zzestruschaurusmcm and press enter. 4. now type stopquest _ae_base and press enter. waiting for 30 seconds.. whistling.. 5. in console type startquest _ae_base and press enter (Actor Event Register actor... on top). 6: now type startquest zzestruschaurusmcm 7. save game (type in console save namegame) 8. load previously saved game (will appear on top of the screen "Estrus Chaurus verify animation...") 9. save again. 10. reload your last save again, open MCM menu (Estrus Chaurus) and adjust values. 11. save and play -in addition, you can also type (from console) setstage ski_configmanagerinstance 1 cheers I tried but I can't load the game I saved on step 7, I have a CTD everytime I try...
Saeros Posted February 14, 2014 Posted February 14, 2014 @Mercor I think the CTD are not caused by EC the causes can be very different --> load order, MOD incompatibility, vram textures issue, incorrect configuration in the *.ini file, papyrus scripting issue, low-end PC... try to create a clean save and reinstall ActorEvents and EstrusChaurus or start a new game (use Alternate Start) (try BOSS to load order)
Cacame Awemedinade Posted February 14, 2014 Posted February 14, 2014 At the risk of adding to the broken record, Im having the same infinite birthing issue as many others are. However, It works fine if I disable the body alterations. I tried using a mesh with belly bones, but nothing changed. Im not using the fluid plugin either. Do you have the skeleton with the belly bone as well? You need both. Yes, Im using the xp32 extended skeleton
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