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Posted
39 minutes ago, BIGMANKILLER said:

CBBE

Does the body you downloaded support belly bone? You can find it in Bodyslider >> Outfitstudio >> File >> Load referense >> CBBE Body >> On the right side >> Bone >> NPC belly

Posted
11 minutes ago, Swe-DivX said:

Does the body you downloaded support belly bone? You can find it in Bodyslider >> Outfitstudio >> File >> Load referense >> CBBE Body >> On the right side >> Bone >> NPC belly

thanks, i will check

Posted

Thank you, Bane Master, for your excellent mod. I have used it in every Skyrim playthrough for years.

 

An issue has developed in that my character gets pregnant with chaurus eggs from a spit attack, but not from a Defeat physical assault. My load order and everything else are the same as before as best as I can determine, with no overwrites except for sound and texture addons overwriting EstrusforSkyrimV 160r1. The only other change I notice is that on your last MCM page, Estrus Chaurus+ now fails to recognize I have FNIS Creature Pack installed (I have version 7.6). I might think that with this more recent version, FNIS changed the encoding in a way that makes it difficult for your mod to identify, but if that were the source of the problem, I expect someone else would have mentioned it on this topic before me. However, I haven't read every post on this thread, so I may have missed it. If my problem has already been solved, I apologize; please be so kind as to reference the page with the solution.

Posted
15 hours ago, wren888 said:

Thank you, Bane Master, for your excellent mod. I have used it in every Skyrim playthrough for years.

 

An issue has developed in that my character gets pregnant with chaurus eggs from a spit attack, but not from a Defeat physical assault. My load order and everything else are the same as before as best as I can determine, with no overwrites except for sound and texture addons overwriting EstrusforSkyrimV 160r1. The only other change I notice is that on your last MCM page, Estrus Chaurus+ now fails to recognize I have FNIS Creature Pack installed (I have version 7.6). I might think that with this more recent version, FNIS changed the encoding in a way that makes it difficult for your mod to identify, but if that were the source of the problem, I expect someone else would have mentioned it on this topic before me. However, I haven't read every post on this thread, so I may have missed it. If my problem has already been solved, I apologize; please be so kind as to reference the page with the solution.

Afraid I have no other recent reports of problems  (although maybe your post will encourage others).

 

I'll take a look at the fnis check code

Posted

EC sends a ModEvent "ECBirthCompleted" when pregnancy and Egg birthing are complete

 

@Bane Master - If you are taking a look at the code, I could use EC+ sending a mod event for 'ECBirthStarted' in addition to Birth Completed.

I would like SexLab Parasites to flush out Chaurus worms and Spider eggs when the played gives birth to chaurus eggs. 

I currently implemented the effect using the 'birth completed' event, but it would look better if the parasites were flushed and removed before eggs started poping out :)

 

Posted
On 7/14/2020 at 7:50 PM, DeepBlueFrog said:

EC sends a ModEvent "ECBirthCompleted" when pregnancy and Egg birthing are complete

 

@Bane Master - If you are taking a look at the code, I could use EC+ sending a mod event for 'ECBirthStarted' in addition to Birth Completed.

I would like SexLab Parasites to flush out Chaurus worms and Spider eggs when the played gives birth to chaurus eggs. 

I currently implemented the effect using the 'birth completed' event, but it would look better if the parasites were flushed and removed before eggs started poping out :)

 

Sure - I'll try and get something out in the next day or so. I aim to send the event just as the actor rolls from their side to their back so as to not mess with the lay down anim.

Posted
On 7/14/2020 at 3:57 AM, wren888 said:

Estrus Chaurus+ now fails to recognize I have FNIS Creature Pack installed (I have version 7.6)

So - the solution to this was unexpected. I checked the EC+ code and it was fine, but when I checked what the FNIS function to get the version was actually returning it was nothing!

 

As I was now sure this wasn't an EC+ issue I tried recompiling FNISCreatureVersion.psc and following this my version of Creatures shows up and is listed as compatible.

 

So it seems this issue is a bad copy of FNISCreatureVersion.pex in the current FNIS Creatures release (now I think about it that would also explain why it wasn't shown as present by SexLab the last time I started a new game!).

 

On the up side - the EC compatibility message is purely advisory - it won't affect how the mod works even if it cannot get the version as long as Creatures is in fact correctly installed. 

Posted
2 hours ago, Bane Master said:

So - the solution to this was unexpected. I checked the EC+ code and it was fine, but when I checked what the FNIS function to get the version was actually returning it was nothing!

 

As I was now sure this wasn't an EC+ issue I tried recompiling FNISCreatureVersion.psc and following this my version of Creatures shows up and is listed as compatible.

 

So it seems this issue is a bad copy of FNISCreatureVersion.pex in the current FNIS Creatures release (now I think about it that would also explain why it wasn't shown as present by SexLab the last time I started a new game!).

 

On the up side - the EC compatibility message is purely advisory - it won't affect how the mod works even if it cannot get the version as long as Creatures is in fact correctly installed. 

I'm glad to hear confirmation that the EC compatibility message is advisory only, which is what I had gleaned from what someone somewhere on this thread said. Of course, if I'm reading you correctly, a problematic FNIS Creature Pack 7.6 is still a problem for your mod to operate as designed (i.e., the Defeat assault pregnancy failure I mentioned before). Can you think of a solution? Possibilities that come to my mind are 1. Going back to a previous version of FNIS Creature Pack. I don't know if that would cause other problems or not. 2. Waiting until the next version of FNIS Creature comes out and hope they fix what turned out to be a bad copy. 3. A temporary work-around patch for your mod.

 

Or, when you say, "bad copy," do you mean we should download and install it from Skyrim Nexus again?

 

There are so many things I don't know about with regard to mods and modding, so if something I say makes no sense, that's probably why.

Posted
11 hours ago, wren888 said:

I'm glad to hear confirmation that the EC compatibility message is advisory only, which is what I had gleaned from what someone somewhere on this thread said. Of course, if I'm reading you correctly, a problematic FNIS Creature Pack 7.6 is still a problem for your mod to operate as designed (i.e., the Defeat assault pregnancy failure I mentioned before). Can you think of a solution? Possibilities that come to my mind are 1. Going back to a previous version of FNIS Creature Pack. I don't know if that would cause other problems or not. 2. Waiting until the next version of FNIS Creature comes out and hope they fix what turned out to be a bad copy. 3. A temporary work-around patch for your mod.

 

Or, when you say, "bad copy," do you mean we should download and install it from Skyrim Nexus again?

 

There are so many things I don't know about with regard to mods and modding, so if something I say makes no sense, that's probably why.

I have FNIS Creature 7.6, EC+ and Defeat and when defeated my character can get pregnant from Chaurus.  

I'm not using the Fixed version of Defeat that was put into the thread but the last version in the download page.

Also when defeated is the animation a vaginal animation?  If not then no pregnancy will happen.

Posted
4 hours ago, ercramer69 said:

Also when defeated is the animation a vaginal animation? 

That's correct - it has to be vaginal.

 

15 hours ago, wren888 said:

Or, when you say, "bad copy," do you mean we should download and install it from Skyrim Nexus again?

I don't think re-downloading will fix it as I suspect it is a problem in this release of FNIS creatures which causes it not to send it's version number when asked. 

 

However you don't need to do anything as EC+ only displays what it thinks the version is and if it's compatible. The mod will work as long as creatures is  installed even if the EC MCM doesn't show it as present.

Posted

EC+ Version 4.371 released

V4.371

  • Added a "ECBirthStarted" ModEvent out
  • The MCM and the "EC+ updated" message now display the full EC+ version number

 

Posted
8 hours ago, ercramer69 said:

I have FNIS Creature 7.6, EC+ and Defeat and when defeated my character can get pregnant from Chaurus.  

I'm not using the Fixed version of Defeat that was put into the thread but the last version in the download page.

Also when defeated is the animation a vaginal animation?  If not then no pregnancy will happen.

Thanks for your guidance, ercramer. I'll continue to use Defeat 5.3.5, but uninstall its thread's patches, as you suggest. Then I'll clean the save, of course. And yes, vaginal impregnation only, of course.

4 hours ago, Bane Master said:

That's correct - it has to be vaginal.

 

I don't think re-downloading will fix it as I suspect it is a problem in this release of FNIS creatures which causes it not to send it's version number when asked. 

 

However you don't need to do anything as EC+ only displays what it thinks the version is and if it's compatible. The mod will work as long as creatures is  installed even if the EC MCM doesn't show it as present.

Right. Vaginal only. And thanks for the patch with the "ECBirthStarted" ModEvent.

Posted

Is possible place a chaurus egg container on the floor at the moment of the labor instead of all those eggs

 

I remember seeing one egg lying Animation with something like that.

Posted

Solution.

 

I found why my character was becoming pregnant only from Estrus Chaurus tentacles but not from a Defeat assault. It was a conflict with SL Separate Orgasms, which is inactive during a tentacle attack, but is active during a Defeat attack. I found on the SLSO download page a patch called SLSO Estrus Chaurus + v4.346, which works with the most recent EC+ Version 4.371 as well. This also works with Defeat 5.3.5 with or withou the Defeat Waxen Patch.

 

Thanks, Bane Master and ercramer69, for helping me narrow down the problem. It was only when I ruled out EC+ and Defeat as the source of my difficulty that I figured out it might be a conflict with SLSO.

Posted

Thanks for the update.

 

But the 64K dollar question is...Do all the animations work with this version? Namely, "Double Tentacle" animation. (Name may not be right, but there`s definitely "Double" in the title) It was broken the last time you(or perhaps Estrus) updated. I know it`s a tiny bug the only effects some people, but it`s SOOO annoying. There`s so few animations, as it is.

11 hours ago, osmelmc said:

Is possible place a chaurus egg container on the floor at the moment of the labor instead of all those eggs

 

I remember seeing one egg lying Animation with something like that.

I`ve been pondering birthing an Egg-sac as well. BUT, don`t have end too fast. Maybe a box of text pops up " A fleshy sack emerges from your fertile womb. You watch in fascination as it grows bigger from the eggs pouring out of you, and into it." Then the animation plays out. Perhaps have a tiny chaurus egg-sac appear between legs, then gradually grow to full size over the course of the birthing animation. Or not. I`m just talking out my ass, after all.

Posted

Chrome keeps blocking the download as dangerous.  Weird it didn't do that with previous versions.

 

EDIT: Nevermind, Chrome is flagging everydownload from every sight as dangerous for some reason.  Makes zero sense.

Posted
2 hours ago, rcy68 said:

..Do all the animations work with this version?

EC+ supports assets from 1.60r

 

I'm afraid it is both beyond my skills and my available coding time to try to reverse engineer newer versions of Estrus to include their animations. 

 

If anyone else ever manages to make them (or any other equally high quality tentacle anims) work in Sexlab via SLAL I'll happily add/update them

Posted

Does this support morphs directly?

 

I could make the Estrus animations into a SLAL pack. If someone secures permission I can do it.

Is permission already granted?

 

Making a SLAL pack out of them is way different to relying on the Estrus install.

A SLAL pack would almost certainly have to double-up on the animation use, so there's a downside there.

I don't really recommend it.

 

It's probably better to play the animations from Estrus. I had a look at the FNIS file; they are regular sequential animations with anim-objects.

 

It's much better to just play them directly.

 

Estrus already has the FNIS done for them, you just need to reference the appropriate names.

Posted
2 hours ago, Lupine00 said:

Does this support morphs directly?

 

I could make the Estrus animations into a SLAL pack. If someone secures permission I can do it.

Is permission already granted?

 

Making a SLAL pack out of them is way different to relying on the Estrus install.

A SLAL pack would almost certainly have to double-up on the animation use, so there's a downside there.

I don't really recommend it.

 

It's probably better to play the animations from Estrus. I had a look at the FNIS file; they are regular sequential animations with anim-objects.

 

It's much better to just play them directly.

 

Estrus already has the FNIS done for them, you just need to reference the appropriate names.

Couple of issues - well 3 really if you include my total inability when it comes to handling anims. ?

 

Firstly - I'm not sure Jbezorg ever secured permission and since the Estrus author doesn't share his papyrus source code I don't know if he would grant it. That's also why I have never put a copy of estrus 160r on the mod download page.

 

Second - several of the animations use armor assets which afaik are added/removed by scripts - certainly that is the way EC+ has always handled them.

 

In terms of making use of the estrus api and just letting it do all the work, historically estrus has been pretty unstable and resource intensive. I believe that's why Jbez didn't go down that route when he created EC+.

 

Always happy to hear suggestions/solutions for any/all of the above.

 

If it were possible a SLAL pack of the lastest anims I think that would be a great solution as it would also allow others to submit new ones.  

Posted
24 minutes ago, Bane Master said:

Couple of issues - well 3 really if you include my total inability when it comes to handling anims. ?

 

Firstly - I'm not sure Jbezorg ever secured permission and since the Estrus author doesn't share his papyrus source code I don't know if he would grant it. That's also why I have never put a copy of estrus 160r on the mod download page.

 

Second - several of the animations use armor assets which afaik are added/removed by scripts - certainly that is the way EC+ has always handled them.

 

In terms of making use of the estrus api and just letting it do all the work, historically estrus has been pretty unstable and resource intensive. I believe that's why Jbez didn't go down that route when he created EC+.

 

Always happy to hear suggestions/solutions for any/all of the above.

 

If it were possible a SLAL pack of the lastest anims I think that would be a great solution as it would also allow others to submit new ones.  

FWIW, there was a patch posted on one of the three LL Estrus mods - not sure which but think it was this one - where someone had updated the zzestruschaurusanim.pex (and posted the revised source .psc) to use the Estrus 250B anims. 

 

I tested it out with the Estrus Spider and the animations all seemed to work fine.  The sound was awful tho

 

I'll add a link to it here if I can find it

 

It was @Redrick88

 

Post is here

 

 

Here's how I tested it, and outcomes

 

 

 

Posted
32 minutes ago, Bane Master said:

Second - several of the animations use armor assets which afaik are added/removed by scripts - certainly that is the way EC+ has always handled them.

Yes, if you use sexlab animobjects, sexlab can equip them for you, but they still have to be equipped.

 

I had a look at the current EC+ code, and it uses SexLab to do a job you really don't need SexLab for.

This means that instead of animations that start instantly, there's a big lead-up.

Changing it wouldn't be a huge job, and the new animation names could be put in.

 

But when I say not a huge job, still kind of boring :) and quite a bit of testing I should think.


I don't know anything about the Estrus API, or its source.

Just looking at the FNIS files and the jpeg samples is enough to go by really.

You don't think  anyone needs to ever look in Estrus.

 

That said, decompiling is quite easy. A lack of Papyrus source is inconsequential.

C++ sources are another matter, but I can't see how C++ would be required to play some standard sequential animations.

 

Sounds like some things have already been done, so I might try that out.

 

I checked myself, and yes, no morph support, only SLIF ... I don't want SLIF.

 

The code would made adding native morph support straightforward, so I'll keep the idea in the back of my mind, and if I get around to it ... bonus.

The morphing in EC+ is really the worst bit of it.

 

 

A SLAL pack is only an option if there's permission.

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