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SexLab Parasites - Kyne's Blessing SE (January 2025)


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Posted
6 hours ago, DeepBlueFrog said:

 

What do you mean?

in the bodyslide files there's a dwemer armor, I don't think its considered a parasite but I'm wondering how you get it

Posted
Vor 6 Stunden schrieb Roca2536:

In den Bodyslide-Dateien gibt es eine Dwemer-Rüstung. Ich glaube nicht, dass sie als Parasit gilt, aber ich frage mich, wie man sie bekommt.

 

This Dwemer cuirass is part of "Devious Devices" (aka "DD"—or its successor, DD-NG, for Skyrim version 1.6.1170), which is also a requirement for this mod.

Either they retrieve this cuirass using the "additem" command or use a mod that grants access to this content... or they install mods that build directly upon this "Dwemer cuirass" (like the example I linked).

 

 

Posted

I see... I think it was a reference to the Dwemer explorer armor.

 

You can get it from a chest near the Tonal device in Blackreach and from a corpse in front of the Chaurus Queen in the Dimensional Rift.

Posted
Vor einer Stunde schrieb DeepBlueFrog:

Ah, verstehe... Ich glaube, es war eine Anspielung auf die Dwemer-Forscherrüstung.

 

Man kann es aus einer Truhe in der Nähe des Tonal-Geräts in Schwarzweite und von einer Leiche vor der Chaurus-Königin im Dimensionsriss erhalten.

 

I hadn't even thought of those anymore—but they’re only useful to a player if they’ve remained "human"... or am I on the wrong track here?

Posted

Yes. They are humanoid armors. 

I am still thinking about adding a spell to mask your chaurus nature once you become queen, so reduce issues in cities or in certain quests.

Posted
Vor 3 Stunden schrieb DeepBlueFrog:

Ja. Es handelt sich um humanoide Rüstungen. 

Ich denke noch darüber nach, einen Zauber hinzuzufügen, der eure Chaurus-Natur maskiert, sobald ihr Königin werdet, um so Probleme in Städten oder bei bestimmten Quests zu reduzieren.

 

You could bind it to that Dwemer armor—meaning this "outer" human form is bound to the armor.

Otherwise, it’s just a collector's item for the display case.

Posted
9 minutes ago, gghhjj666 said:

I'm getting instant rejection on the charus worm and found poats about it 4 years ago. What can I do?

 

I am very sorry it is still happening.

The best you can do right now is to increase the delay for flare events as much as possible in the menu.

That issue it at the top of my list once I figure out why my game crashes on sleep so much. I have a feeling it is caused by my mods in part.

Posted (edited)

Hey, Weird problem, but the armor is showing for about half a second when I load a save but then just goes straight up invisible, character is just naked but apparently I'm still wearing the armor, I have what I believe is the CBBE conversion (it's the only file on the page linking to the conversion)

Mod load order:
image.png.ff858796891ad7fa5b541a2be75fc30f.png

EDIT: my fault but for some reason the link to the CBBE bodyside files on the main SSE page for parasites links to page 93 instead of 92.
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Edited by DivineDefiance
dumb
Posted

Did you check the Device Hider in Devious Devices menu?

That the cause of 99% of flashing or missing devices as armors.

Posted (edited)

For those having trouble starting animations with Chaurus or other scenes using SLP+ in SL Parasites (latest WIP release 2.18.1 on Discord): In a script called SLP_fcts_parasites.psc, there's a command line that calls Sexlab framework to start scenes. The problem is that it only has one tag called "Sex" and the new SLSB animation format doesn't use that tag. Modifying the script with a more universal tag like "bestiality," which is one of the most commonly used creature tag in the new SLSB animation system, can fix this problem. At least in my tests, it works.

I haven't finished all the quest for now.
 

Function ParasiteSex(Actor kActor, Actor kParasite)
	If  (SexLab.ValidateActor( kActor ) > 0) &&  (SexLab.ValidateActor(kParasite) > 0) 
		SexLab.QuickStart(kActor,  kParasite, AnimationTags = "Sex")
	EndIf
EndFunction

 

Spoiler

image.png.c02d8cc90c850b00a08c3bd85ce50699.png

image.png.ec546d9e0e1938fda7db5b521c4cd5f7.png

 

Edited by Sithrix
Posted (edited)

Hello, thanks for the mod! Three questions:

1. (Most) normally hostile enemies stopped attacking me after completing the queen quest. Might be related to something else but I think it is this mod. Is there any way to change that? 

 

2. Is there any way to remove the quest infection? The flare breaks a few DDs I have and lowering the flare timer to 0 disables flares but I get annoying debug messages every 10 seconds in the top right corner.

 

3. I have removed the Spriggan infection but still get the "The roots harden" etc. messages in combat. Any way to fix that?

Edit: For anyone having the issue under 1 -> "player.removefromfaction 2997f" removes the spider faction. I do not know if permanent draugr-allies are intended so I am gonna leave this here. Might be this mod leading to the faction or Naked Defeat. Otherwise I have no mods altering playerfactions.

Edited by LokokokoMotive
Posted
1 hour ago, Meowmixcatnip said:

have you ever considered incorporating rj tentacle parasite?

 

Yes. That's high on my list to add as an optional replacement to the tentacle armor.

  • 2 weeks later...
Posted

Hello guys, 

Wonderful mod, I love it!!

Just a quick question, I am using CBBE - 3BA, and I Batch the conversion outfit in Bodyslide. I notice that my character appears more thicc than normal when being affected with Barnacle, etc. I wonder if this is a feature or something is wrong with my set up?

I would appreciate any help, thank you y'all.

Posted
1 hour ago, whatiamdoingrightnow said:

Hello guys, 

Wonderful mod, I love it!!

Just a quick question, I am using CBBE - 3BA, and I Batch the conversion outfit in Bodyslide. I notice that my character appears more thicc than normal when being affected with Barnacle, etc. I wonder if this is a feature or something is wrong with my set up?

I would appreciate any help, thank you y'all.

 

I think it is an issue with the weights assigned to the body. The barnacles pieces are not just armor added on top of your usual body. They come with their own body mesh and I assume, their own weight.

Posted
On 9/19/2026 at 10:00 AM, whatiamdoingrightnow said:

Hello guys, 

Wonderful mod, I love it!!

Just a quick question, I am using CBBE - 3BA, and I Batch the conversion outfit in Bodyslide. I notice that my character appears more thicc than normal when being affected with Barnacle, etc. I wonder if this is a feature or something is wrong with my set up?

I would appreciate any help, thank you y'all.


Thanks DeepBlueFrog,

I found the issue. It was my Load order in MO2 (the left panel). I have a dedicated folder for BodySlide Output (so that it doesn't live in Overwrite). I had to put this at the very end of my load order. And this fixed it.

Posted
On 8/29/2026 at 1:07 AM, DivineDefiance said:

Hey, Weird problem, but the armor is showing for about half a second when I load a save but then just goes straight up invisible, character is just naked but apparently I'm still wearing the armor, I have what I believe is the CBBE conversion (it's the only file on the page linking to the conversion)

Mod load order:
image.png.ff858796891ad7fa5b541a2be75fc30f.png

EDIT: my fault but for some reason the link to the CBBE bodyside files on the main SSE page for parasites links to page 93 instead of 92.
.
.
.


I'm actually having this same issue, and I DID already check to make sure Devious Devices' Device Hider setting was disabled. I also cleared SOS's "Schlongify" list that alters some armors' ARMA records for body slots on the fly, which has had some weird knock-on effects in the past. Neither resolve my issue - the living armor (the one you get from swimming) is visible for a few seconds after loading into a save, and then disappears. More Informative Console still shows it as equipped, and it's in my inventory, but something seems to disable the mesh on the player and I'm scratching my head as to what it could be.

Posted

i've tried this mod out and it's really good! i've got a couple of questions though. does anyone know why the pheromones don't work? they only worked once on vortex but when i switch to mo2, they just didn't work ever again. the seed stones, how long is the wait for the effects to appear because i was playing for a while and it had been in weeks but still no effects. Last one, how do you get the animations to work properly because they don't trigger and i don't know why. Those are all the questions i've got, but it's a really good mod and if you want to play it, you should

Posted
13 hours ago, QueenOfNightmares23 said:

i've tried this mod out and it's really good! i've got a couple of questions though. does anyone know why the pheromones don't work? they only worked once on vortex but when i switch to mo2, they just didn't work ever again. the seed stones, how long is the wait for the effects to appear because i was playing for a while and it had been in weeks but still no effects. Last one, how do you get the animations to work properly because they don't trigger and i don't know why. Those are all the questions i've got, but it's a really good mod and if you want to play it, you should

 

1- Getting the pheromones to work properly has been a long standing issue. There is a lag between damages they are dealing and the code to turn them friendly and stop combat so they can do their thing to you. I am still researching a solution.  For now, try to avoid getting hit as much as possible once the potion is ingested.


2- I noticed that as well in my tests for the seed stones. I am researching that as a bug. Right now, I am still stuck researching another bug in my game that forces a crash on sleep. The seed stone delay will come next.


3- For animations, make sure you have enabled SexLab beast animations (they are optional and turned off by default). If animations are not working with Chaurus, that could explain your issue with (1)

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