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Estrus chaurus and life, the invasion begins


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Posted
15 hours ago, Sillius_Maximus said:

Next version i upload (not sure when)  would require a port of a LE mod.   I finally got the port working yesterday.   but it includes the ability to make egg sacs appear in the dirt "anywhere"    and churus hatch from them..     but  im working on this... to see if i can tweak it in tessedit to fit the idea....   remember - i can not script.

That my friend is exactly what I have been looking for! It will par great with deepbluefrogs parasite!

 

I wish I knew how to script better, If it was  c, ,c+ c++, python, and xml I can do the basics, I can look into it an see if it is beyond my skills for the time being. doesn't hurt to look right?

Posted
7 hours ago, tonitrulupus said:
22 hours ago, Sillius_Maximus said:

Next version i upload (not sure when)  would require a port of a LE mod.   I finally got the port working yesterday.   but it includes the ability to make egg sacs appear in the dirt "anywhere"    and churus hatch from them..     but  im working on this... to see if i can tweak it in tessedit to fit the idea....   remember - i can not script.

That my friend is exactly what I have been looking for! It will par great with deepbluefrogs parasite!

 

I wish I knew how to script better, If it was  c, ,c+ c++, python, and xml I can do the basics, I can look into it an see if it is beyond my skills for the time being. doesn't hurt to look right?

It looks like it is close to or same as python in the formatting of scripts, typical with my experience, the core of each of the languages are basically the same with the difference being the syntax of the code its self, all I need to do is get the syntax that is used for this language and go from there.

 

 

Posted
2 hours ago, tonitrulupus said:

It looks like it is close to or same as python in the formatting of scripts, typical with my experience, the core of each of the languages are basically the same with the difference being the syntax of the code its self, all I need to do is get the syntax that is used for this language and go from there.

 

 

 

if you can figure it out, I mean obviously it would be your mod if you wanted to host it,  but I'd love to incorporate that into my patch, and I'd love to interact with you on it,   bounce around some ideas with you..

 

largely I think the simpler it is the better..  as don't have to worry about forcing one particular way of playing too much..

 

version 3 of my patch is almost definitely going to:

 

+have a fully formed sacraficial/breeding chamber.    accessible early in game, with some very "invade the mainland" friendly things.  

+maybe a custom statue

+ all the chaurus level with the player,  but they have a minimum level..  (Example, minimum for a tyrant might be level 20,  but if player is level 22, the tyrant is 22)

+ at rhe moment requires farm anywhere

+ a full story with the mod..

+ start or full story of the background

 

yes, I am attempting to bring ec/cl/parasites/ into a cohesive world, story ;)

Posted (edited)
On 10/31/2024 at 9:51 AM, Sillius_Maximus said:

 

if you can figure it out, I mean obviously it would be your mod if you wanted to host it,  but I'd love to incorporate that into my patch, and I'd love to interact with you on it,   bounce around some ideas with you..

 

largely I think the simpler it is the better..  as don't have to worry about forcing one particular way of playing too much..

 

version 3 of my patch is almost definitely going to:

 

+have a fully formed sacraficial/breeding chamber.    accessible early in game, with some very "invade the mainland" friendly things.  

+maybe a custom statue

+ all the chaurus level with the player,  but they have a minimum level..  (Example, minimum for a tyrant might be level 20,  but if player is level 22, the tyrant is 22)

+ at rhe moment requires farm anywhere

+ a full story with the mod..

+ start or full story of the background

 

yes, I am attempting to bring ec/cl/parasites/ into a cohesive world, story ;)

Oh no I don't want too do that, I would just want to help,  all I would as for a credit someplace, may help make it a good mod.

But I will have to put anything one hold after Sunday, I have to have a stint put in, possible a valve repaired at the same time so I could lay me up for a few day or weeks so I that time I will looks over a bunch of stuff and see what I can come up with. I will start looking for all the needed info 

Edited by tonitrulupus
Posted

_ updates_

 

+ I dont think a custom statue is going to happen - i cant find a consignment at a price im willing to play for a game.

+ the story is happening - first 3 parts already published on this site.

+ the custom location still has potential to happen

 

Settings update: (bugs which might just be how the cookie crumbles in skyrim at large, i doubt they are caused by my mod in particular

+  setting fertility percentage to 25%  in EC -   that's probably a bit high - especially if you intend laying clutches to be a regular feature of your game.

+  again, a bit of this probably is more so - how do you actually get preggo - is it through the tentacles and mods like fmea?  or is it through defeat mods, or?

       The reason i ask this is - at some point, my clutches become hostile to me.   As if another mod isnt adding me to the faction..

 

 

Posted (edited)

how long does it take for nymph to evolve? Also would it be possible to scale them down a bit? They're fucking gigantic comparing to regular Chauruses and don't fit inside my home . _  .

 

I don't unterstand how it works. They're nymphs for few in-game months now and after few days since hatch they randomly become hostile to me and since they're nymphs they're unfuckable so basically there's swarm of useless annoying pests in my basement...

 

I don't get it.

Edited by Lapsio
Posted
6 hours ago, Lapsio said:

how long does it take for nymph to evolve? Also would it be possible to scale them down a bit? They're fucking gigantic comparing to regular Chauruses and don't fit inside my home . _  .

 

I don't unterstand how it works. They're nymphs for few in-game months now and after few days since hatch they randomly become hostile to me and since they're nymphs they're unfuckable so basically there's swarm of useless annoying pests in my basement...

 

I don't get it.

there are no scripts in my patch

 

I just match some keywords up, 

 

it sounds like your question would be related to chaurus life mod.

 

I know one of the settings in CL has something to do with how long stages take..

Posted (edited)
10 hours ago, Sillius_Maximus said:

it sounds like your question would be related to chaurus life mod.

 

That's kind of what I suspected but do you have like some example video with how to use this mod and how it's supposed to work? I mean in ideal conditions - A to Z scenario of creating hive from EC impregnation to getting fully working Chaurus Hunter (or other fully-functional variant)? Because CL says something about speeding up growth by existence in caves and I'm not really sure if it's necessary or not. I assume that since you're developing this mod, you probably managed to get it to somewhat work for you and managed to create some at least very simple hive right? Where did you do it and how? I mean like step by step, what locations have been chosen? It'd help a lot to know some working tutorial bc with how vague current description is - it's hard to determine whether you're doing something wrong (I mean player) or if there's some bug with your mods colliding and making whole thing just fold.

 

Reading CL page doesn't feel really reassuring either. It's hard to figure out what's actually working and what is just expected mechanics that never got implemented. Whole page looks more like lore description than actual mod.

 

Not to mention comments about EC+ spawns growth being too slow for CL to work properly on one of last thread pages...

 

EDIT:

Okay after some more testing I went to Shimmermist Cave and left my character just standing here for few in-game weeks and ended up with absolute chaurus infestation (regular chaurus) so I have no idea why it doesn't work when I give birth in player house :c I've seen how on my eyes green glowing chaurus explodes into new chaurus while at home I ended up with horse-sized comically giant Chaurus Nymph.

 

EDIT2:

After increasing growth rate in CL settings from default 1.00 to 0.05 it worked in some reasonable time frame, even at home. I suspect that player house is very-very bad environment for Chaurus growth and I had some crazy debuffs making those Chauruses grow for like half a year in-game lol.

 

 

Edited by Lapsio
Posted
22 hours ago, Lapsio said:

 

That's kind of what I suspected but do you have like some example video with how to use this mod and how it's supposed to work? I mean in ideal conditions - A to Z scenario of creating hive from EC impregnation to getting fully working Chaurus Hunter (or other fully-functional variant)? Because CL says something about speeding up growth by existence in caves and I'm not really sure if it's necessary or not. I assume that since you're developing this mod, you probably managed to get it to somewhat work for you and managed to create some at least very simple hive right? Where did you do it and how? I mean like step by step, what locations have been chosen? It'd help a lot to know some working tutorial bc with how vague current description is - it's hard to determine whether you're doing something wrong (I mean player) or if there's some bug with your mods colliding and making whole thing just fold.

 

Reading CL page doesn't feel really reassuring either. It's hard to figure out what's actually working and what is just expected mechanics that never got implemented. Whole page looks more like lore description than actual mod.

 

Not to mention comments about EC+ spawns growth being too slow for CL to work properly on one of last thread pages...

 

EDIT:

Okay after some more testing I went to Shimmermist Cave and left my character just standing here for few in-game weeks and ended up with absolute chaurus infestation (regular chaurus) so I have no idea why it doesn't work when I give birth in player house :c I've seen how on my eyes green glowing chaurus explodes into new chaurus while at home I ended up with horse-sized comically giant Chaurus Nymph.

 

EDIT2:

After increasing growth rate in CL settings from default 1.00 to 0.05 it worked in some reasonable time frame, even at home. I suspect that player house is very-very bad environment for Chaurus growth and I had some crazy debuffs making those Chauruses grow for like half a year in-game lol.

 

 



So  related to the birthing and growth mods (the spectrum I am in)  is the  "how to get pregnant" part.

on the getting pregnant options I usually turn to one of two options.

FEMA (failure something mode, its here on loverslab).  which among other things, amkes it "dangerous" to pick herbs.    the more you pick strange ones, the more chance that tentacles attack - and pregnancy starts........    or there is sexlab defeat -  chaurus wins and fucks you...   EC+  does have the tentacle spit option as well...

the problem with defeat and "i got hit with spit"  is, the player takes damage, if you take it to fast the defeat/tentacle mod cant pick up, etc..  again - this is all unrelated to my patch, but deals with chaurus, and im happy to discuss chaurus.

 

On to CL - truth be told, I am not sure how much of what CL`s mod author talks about, is implemented into his/her mod yet..   that would really be a question for them..

 

But, observationally  - how i have been able to play all the mods together - with my patch is:

 

 

1) use FEMA or defeat, get preggo.
2) set CL transform time to 1 value (i tried 3 value, it took forever- im not sure what "1" or "3" means.   1 could be a week, and 3 could be 3 weeks, month/dunno)
3) i usually give birth in a cave, or a open, but enclosed area///    so i might do it in the inside of helgen for example, or the big cave area underneath helgen...
4) i give birth  (EC insures some of the eggs hatch).  Here,  i forget what the exact wording is, but something akin to "fertility chance" or something...     If i understand from ECs author correctly - that chance, is the chance that every egg has... so every egg you lay, has a 25% chance to hatch in up to 96 hours or something..      im not sure if there is a difference mathematically between   - 25% of a group of 10 eggs, or 25% chance for each egg but anyway..   nymphs start hatching.
5) CL takes over the nymphs, and CL settings.  For me:
           I see them all eventually molt, and evolve.  I dont think everyone is supposed to evolve to the final stage..

6) where i seemingly run into problems sometimes - and im not sure where or what is causing this.. it could be my patch.. it could be skyrim, it could be the other mods...  but,   once my nymphs evolve into workers, they aggro to me..  well some do... and once one does they all do.

 

7) I Get the feeling - and i could be wayyyy off base -  that it would be wrong to think of CL  as a mod that gives you an army of tyrants in <insert time period>

Think of it more like - the military, or any organization...... not everyone gets promoted on the same timeline or schedule...  someone gets passed up a few times, and others seem to get promoted just for walking in the door.. in other words -   i have yet to get a tyrant - but i have seen it CL work enough to convince me that at somepoint - i should.  I got plenty of hunters and reapers..   but....  like any organization -  If everyone who walks into Walmart becomes a manager- who is going to - run checkout, stock shelves, etc etc?  <insert joke about what do managers even do to begin with lol>    - off soapbox, but that seems to be my experience with CL

8 ) comically sized nymph -  truth be told, ive gotten that to -  i really dont know if tahts a me thing (because maybe i set them all to be same size, but the other mods have scripted them to be different..  remember - i cant code, so i cant edit scripts..

 

Posted (edited)
On 11/13/2024 at 12:04 AM, Sillius_Maximus said:

6) where i seemingly run into problems sometimes - and im not sure where or what is causing this.. it could be my patch.. it could be skyrim, it could be the other mods...  but,   once my nymphs evolve into workers, they aggro to me..  well some do... and once one does they all do.

I'm using Defeat with EC+ (and your mod ofc) and ended up using 25% hatch rate in EC+ and 0.2 growth rate in CL (which makes them grow relatively fast - few days till final form I believe. I may consider increasing it but for now it's easier to observe how stuff works this way).

 

EC+ as far as I understand from the way it works for me (both chaurus and spider addon) - makes chauruses that had vaginal intercourse with you not aggro to you anymore BUT it doesn't carry over to next CL evolution so it's only somewhat-permanent effect for final form Chauruses (Hunters and Reapers). And it only works for vaginal animations, other ones just don't do the trick. And I noticed that it seems to persist as long as player is pregnant with chaurus. So basically as long as you're perpetually chaurus-pregnant EC+ should handle "calm" effect of all final-form (or already fucked in this evolution) chauruses. Assuming that you're permanently preggo, only newly evolved chauruses should attack you from what I observed (since it makes EC+ loose track of them)

 

I also noticed that once you are no longer pregnant they'll ALL attack you resulting in giant orgy (which then may repeat because not all animations are vaginal so it will repeat over and over again until EVERYONE had you with vaginal animation) BUT if there's only one outsider chaurus somewhere far away to not trigger other nearby chauruses as it goes aggro, then when it fucks you and you get pregnant then ALL other chauruses will again be passive if you reach them afterwards (except for newly evolved ones which are not yet tracked by EC+ at all). So as a result it is possible to avoid giant orgies with Defeat all the time. As long as you maintain preggo status.

 

It kind of works. Maybe it'd be more casually-playable if I made preggo period a bit longer than I have atm but then again ovi plugin for EC afaik has static, non-configurable period of belly growth set to 24h so... welp. Depends what you go for. Overall I'm able to maintain calm chauruses in swarm by exploiting EC+ mechanics.

 

Note that I have relatively short intervals of everything in my game mostly because I don't skip time in my gameplay and typically don't fast travel so as a result time flows quite slowly in this game for me. As such I'm also not sure if chauruses EC+ state survives resetcell period of cell you used for your swarm since I simply never leave any meaningful to me place for longer than 30 days in-game as it's extremely long period with the way I play the game.

 

Mechanism that makes newborn nymphs passive doesn't work very reliably and also breaks for me quite fast. After-vag-sex passive effect seems to be much more reliable and stable. Also that mechanic of you having to be preggo in order to be accepted by swarm has... interesting implications on gameplay in terms od swarm maintenance XD kinda feels like being forced to assimilate with swarm - you're only accepted if you're doing your part. It kind of makes logical sense to me that it works the way it works - even though I know it's kinda result of multiple independent weird mechanics clashing with each other and producing such result by pure accident.

Edited by Lapsio
Posted

With Beeing Female, Estrus Chaurus causes a major issue where it pauses the female's cycle for over 889 days. So the original maker for BF was saying, 1 or the other, me not allow both. And it doesn't matter if you had pregnancy set for realistic or super fast. And if you got "pregnant" by EC BF would just reset the female cycle and pause it. Trying to find and remove that lead me down a different path, with other egg laying mods that still worked with BF, with EC+ pregnancy disabled. (my script editing software has not been updated since Oldrim)

Curse of Life, fails to lay the eggs, instead it drops all eggs into the inventory, so no amount of tinkering will allow it to work, without it being rewritten to spawn each egg, to fire zzEstrus Fertility chance scriptset. Also, it shouldn't have life in the title since none of the eggs hatch, there is no 'life'.

 

Egg Factory, just disable scaling for it, cause I find it to be a bit too much. The eggs are laid in an animation style, uses base game Chaurus Eggs, I basically moved the Estrus Chaurus script to it, then since I also use Estrus Spider, I did the same from the spider script for the spider eggs, After being laid, they are then caught by EC+ and if fertilized, are added to the hatchery list just like normal. Then through your mod to get picked up by Chaurus Life on hatching.

In making this, I smiled with 1 additional aspect, it allows for any spider or Chaurus eggs loose in the world, to have a chance to hatch when spawning in. (area reset, will redo the fertility chance for each egg). So the egg laying mods are not required to have random chance encounters of things just hatching at random locations, like witch caves, dungeons, the occasional shop who's keeper leaves eggs laying around. Now, just need Chaurus Life to add bits for spiders too.

 

Side note, you can copy this in part or full to your mod as well, if you like the feature added.

 

 

EstrusPlusPlus.esp

Posted
14 hours ago, Airianna said:

then since I also use Estrus Spider, I did the same from the spider script for the spider eggs, After being laid, they are then caught by EC+ and if fertilized, are added to the hatchery list just like normal

Are you using SE? Or did you manage to get BF to work on AE?

Posted (edited)

 

A picture says it all.

ScreenShot30.png

 

Edit add: Sexlab compatibility says no, cause is most recent, higher than BF says is compatible, but is still compatible. And not Sexlab+, just to be clear.

 

 

ScreenShot32.png

ScreenShot31.png

Edited by Airianna
Posted (edited)
4 hours ago, Airianna said:

A picture says it all.

wow, do you use creature children addon? I remember that I couldn't get those 2 to work in my game. It just crashed at startup:

 

Where did you find that 2.8.1 patch 15AE beta version? I can only see regular 2.8.1 everywhere.

Edited by Lapsio
Posted
10 minutes ago, Lapsio said:

wow, do you use creature children addon? I remember that I couldn't get those 2 to work in my game. It just crashed at startup:


Yes I do,

And it works. I did ensure it would be "compatible" by way of loading it into the most recent version of the CK and just hit save, using the original. All the forms are slightly different in the header, hence the reason it crashes when trying to load the original straight into the game. Loading and saving in the CK, just modifies the hedders, allowing it to load. Scripts are not really added by the creature addon, it uses the existing scripts from BF, so it's safe to follow this process.

ScreenShot34.png

ScreenShot33.png

Posted
5 hours ago, Lapsio said:

Where did you find that 2.8.1 patch 15AE beta version? I can only see regular 2.8.1 everywhere.

Just to be safe, instal 2.8.1 then the patch that can be found towards the end of the Get Support area. Then you should be able to add the Creature Addon.

 

Posted
On 11/21/2024 at 9:11 AM, Airianna said:

Just to be safe, instal 2.8.1 then the patch that can be found towards the end of the Get Support area. Then you should be able to add the Creature Addon.

 

 

Mission failed xD

 

image.png.0e675021b00c6f5ff1d9b281fd0fa656.png

Posted (edited)
1 hour ago, Lapsio said:

 

Mission failed xD

 

image.png.0e675021b00c6f5ff1d9b281fd0fa656.png

 

Have to be sure to use the correct version, GOG AE is different from the Steam AE version. Which is very annoying.
I do hope you can get it to work on your machine, cause I like it better than the other pregnancy mods myself.

Also, I just noticed I still have an older bf dll still, and might be required.

 

 

Edited by Airianna
Posted (edited)
On 11/22/2024 at 6:47 PM, Lapsio said:

 

Mission failed xD

 

 

I just realized something, I am also using back support with the current version of my Skyrim found here.
https://www.nexusmods.com/skyrimspecialedition/mods/106441?tab=description

Honestly, not sure if it's what allows BF to work for me or not, but BF is working for me. Doesn't hurt to try it in my opinion.

Edited by Airianna
  • 2 weeks later...
Posted

Lovely Mod, hope it continues to progress, But I do have one problem, my do half of my chaurus offsprings die after the glowing green stage? sometimes all tge offsprings turn green and die. is it suppose to be that way?

  • 1 year later...

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