Shadowwolf424 Posted May 28, 2021 Posted May 28, 2021 Can someone please explain to me what the breeder parasite exactly does? I got the chaurus to infect me with the breeder parasite but the hatchery always states "none" even when mating again. How exactly does this mod work? I'm sure the original mod page would be a major help if it didn't get taken down. I've tried mating with the chaurus, mating with the estrus tentacles, mating again with breeder parasite active with both entities. It just wont give me eggs. Appreciation in advance!
thedarkone1234 Posted May 28, 2021 Posted May 28, 2021 7 hours ago, Shadowwolf424 said: Can someone please explain to me what the breeder parasite exactly does? I got the chaurus to infect me with the breeder parasite but the hatchery always states "none" even when mating again. How exactly does this mod work? I'm sure the original mod page would be a major help if it didn't get taken down. I've tried mating with the chaurus, mating with the estrus tentacles, mating again with breeder parasite active with both entities. It just wont give me eggs. Appreciation in advance! The breeder starts a slow pregnancy, which makes parts of your body grow approximetly every 2 hours, I think. Duration of the pregnancy and size of the growth are all in the MCM. Eventually when the duration is done, you will fall to the grown and give birth. Number of eggs depends on the size of the belly, I believe, and they could hatch if you set it on the MCM. You can easily test it out by waiting 24 hours a few times once you are bred. Give the mod a few seconds between each wait to make the growth happen (and yes, if you wait 24 hours you will instantly grow 12 times, so it should be plainly visible if you didn't disable growth)
Shadowwolf424 Posted May 28, 2021 Posted May 28, 2021 1 hour ago, thedarkone1234 said: The breeder starts a slow pregnancy, which makes parts of your body grow approximetly every 2 hours, I think. Duration of the pregnancy and size of the growth are all in the MCM. Eventually when the duration is done, you will fall to the grown and give birth. Number of eggs depends on the size of the belly, I believe, and they could hatch if you set it on the MCM. You can easily test it out by waiting 24 hours a few times once you are bred. Give the mod a few seconds between each wait to make the growth happen (and yes, if you wait 24 hours you will instantly grow 12 times, so it should be plainly visible if you didn't disable growth) Ok, I get it! Thanks buddy!
imauto93 Posted May 28, 2021 Posted May 28, 2021 (edited) I installed traps in my player home last year using the zzestruschaurusdwemertrap script. When my sexy girl NPCs touch the zzestrus trap, they will be raped at the dwarmer machine with their legs wide open. I want to change it to a tentacle, not a dwemer machine. How do you modify this part to get tentacles? Spoiler Edited May 28, 2021 by imauto93
Ironeater Posted June 2, 2021 Posted June 2, 2021 has any one done a SE port cause the SE version hasn't been updated since 2019 Estrus Chaurus for SE
ck2modfan Posted June 4, 2021 Posted June 4, 2021 On 4/22/2021 at 8:41 AM, ck2modfan said: For Dwemer Machine animations, is there a way to turn off the vibration effect WITHOUT turning off vibration for all events in the game settings. Where is vibration effect defined for an animation? Bump. Tried changing zzestruschaurusevents by commenting out EventFxID0 = zzEstrusChaurusVibrate.Play(actorList[0]). Vibration is still triggering. Any suggestions would be appreciated. Really enjoy the dwemer machine animations but vibration triggering for 60-90 seconds is a bit much.
Bane Master Posted June 11, 2021 Author Posted June 11, 2021 Estrus Chaurus+ V4.80 (11/06/2021) Updated: Devious Devices soft dependency code to provide improved mod compatibility 2
SkyrimRider Posted June 11, 2021 Posted June 11, 2021 Do you have any intention to add Bodymorph support in this mod instead of just nioverride? 1
NexusRefugee Posted June 11, 2021 Posted June 11, 2021 On 6/2/2021 at 10:29 AM, Ironeater said: has any one done a SE port cause the SE version hasn't been updated since 2019 Estrus Chaurus for SE don't think so if its a straight 1 to 1 conversion should be easy but i dont know have not really needed to update to latest chaurus on SE it kinda just works lol try running through CK / Mesh optimizer yourself and let us know
imauto93 Posted June 12, 2021 Posted June 12, 2021 Please explain how to make an Estrus Chaurus tentacle trap~ It's no fun to provoke tentacles with cries or magic at npc's. There is a mod called Chaurus Egg, but it doesn't work on pc or npc. I want to make a trap where tentacles appear when you step on them. can anyone tell me how
FalloutFree Posted June 12, 2021 Posted June 12, 2021 Hey so none of my animations are working. I tried rebuild and clean, and there's no errors in my fnis from what i can see. Idk what the peoblem is. Im pretty much just standing still. No tpose or anything. Sound and face still change. Just no animation. Playing SSE
alaunus01 Posted June 12, 2021 Posted June 12, 2021 On 6/11/2021 at 9:49 AM, Bane Master said: Estrus Chaurus+ V4.80 (11/06/2021) Updated: Devious Devices soft dependency code to provide improved mod compatibility Here is what people need to know to make EC+ kinda work in SSE. - Running EC+ through Cathedral Assets Optimizer is sufficient to get a running conversion with one minor caveat. -- The tentacle double animation fix meshes do not convert properly. For engine reasons and if I had to guess probably for the same reason the Estrus original author redid that animation almost from scratch. -- If using an additional texture replacer on top absolutely make sure you convert the textures into BC1 compression else you will crash. Some of the texture replacers will crash nonetheless anyway. TL/DR Run mod through Cathedral Assets Optimizer then delete the meshes\AnimObjects\cotyounoyume\Estrus\tentacle\ folder for SSE If somebody else thinks his/her/them skill is sufficient to make a proper conversion of those animation meshes be my quest. It clearly is way beyond my skilllevels and I am stuck in hardware supply limbo on top of that.
gamlain Posted June 19, 2021 Posted June 19, 2021 As a quick question, how does one get the ' devious devices stop tentacle attacks' thing in the mods and dlc section to be turned off? I wish my tentacles to not respect any such human made devices.
CaptainJ03 Posted June 19, 2021 Posted June 19, 2021 59 minutes ago, gamlain said: As a quick question, how does one get the ' devious devices stop tentacle attacks' thing in the mods and dlc section to be turned off? I wish my tentacles to not respect any such human made devices. Didn't know there was such a setting. In Cursed Loot events, I get a message, that the tentacles rip the chastity belt off. (The belt disappears, which is a nuisance when you're obliged to wear one) With Enchanted Chests and wearing a chastity belt, I get a message that a red dot scanned my devious devices and dissappears.
gamlain Posted June 19, 2021 Posted June 19, 2021 (edited) 9 hours ago, CaptainJ03 said: Didn't know there was such a setting. In Cursed Loot events, I get a message, that the tentacles rip the chastity belt off. (The belt disappears, which is a nuisance when you're obliged to wear one) With Enchanted Chests and wearing a chastity belt, I get a message that a red dot scanned my devious devices and dissappears. its the setting that has the detail stating 'Devious Devices: Chastity Belts 1.2 by Zadil or Devious Devices - SexLab by Min\nWearing a Devious Device will protect the wearer from chaurus nastiness.' in mods and dlc. I presume based on investigation that one of these was long ago bundled into devious devices main, but when trying to deselect the option in ec+ it doesn't appear to notice that anything has been attempted. When I encounter tentacles (Based on debug notices) with any devious device in inventory whatsoever, I get a debug indicating I have them, and then a message that 'you sense the thing is retreating' (Vaguely like that) and no animations happen. Edited June 19, 2021 by gamlain
CaptainJ03 Posted June 20, 2021 Posted June 20, 2021 16 hours ago, gamlain said: its the setting that has the detail stating 'Devious Devices: Chastity Belts 1.2 by Zadil or Devious Devices - SexLab by Min\nWearing a Devious Device will protect the wearer from chaurus nastiness.' in mods and dlc. I presume based on investigation that one of these was long ago bundled into devious devices main, but when trying to deselect the option in ec+ it doesn't appear to notice that anything has been attempted. Ah, okay, I've found that. Never thought that it's a setting, more a notification which mods you have. 16 hours ago, gamlain said: When I encounter tentacles (Based on debug notices) with any devious device in inventory whatsoever, I get a debug indicating I have them, and then a message that 'you sense the thing is retreating' (Vaguely like that) and no animations happen. I see. I had an encounter yesterday, "Your wrist rstraint is forcefully ripped off you..." but as I was wearing a slave chastity belt (which needs more than a standard key) I got the second message: "You feel something moving away from you. Phew!" The log for that reads: [Zad]: UnlockDevice called for Maiden: Slave Chastity Belt [Zad]: UnlockDevice aborted because Slave Chastity Belt is not a generic item. I've had another encounter where the normal chastity belt was ripped off, too. And as I am normally wearing a collar, I cannot confirm that wearing any devious item hinders the tentacles from raping me.
CaptainJ03 Posted June 21, 2021 Posted June 21, 2021 @gamlain had another Ooze encounter today. Straightjacket and Chastity Belt were forcefully ripped off, the slime didn't bother about the other devices: Spoiler
DonQuiWho Posted June 21, 2021 Posted June 21, 2021 4 hours ago, CaptainJ03 said: @gamlain had another Ooze encounter today. Straightjacket and Chastity Belt were forcefully ripped off, the slime didn't bother about the other devices: Reveal hidden contents Same sort of thing happens on 'birthing' - albeit using Estrus Spider. but I guess it may use the EC+ code PC wearing Tight straightjacket - the sadistic 'enchanted locks' version . Got to Warmaidens to see if they could remove it but Estrus Spider birth got there first, jacket gone in visible terms, but still in inventory, After egg laying, jacket still in inventory and removeable without keys etc Had I known that would happen, I'd just have moved time forward where the impregnation occurred near Riverwood, and let it happen there, instead of spending an hour or so hopping from Riverwood to Whiterun, to try to get the jacket off, for no really good reason... ? ? ? 1
Bane Master Posted June 22, 2021 Author Posted June 22, 2021 10 hours ago, donkeywho said: Same sort of thing happens on 'birthing' - albeit using Estrus Spider. but I guess it may use the EC+ code I have patched EC birthing to recognise zad_lockable devices as well as sexlabnostrip. I've also tweaked the code that strips bikini armor to see if that is causing issues. If you have time please drop these in and give it a try - the birthing fix won't work if there are currently infected characters - it will only work on "new" infections zzestruschaurusevents.pex zzestrusbreedereffectscript.pex
DonQuiWho Posted June 22, 2021 Posted June 22, 2021 43 minutes ago, Bane Master said: I have patched EC birthing to recognise zad_lockable devices as well as sexlabnostrip. I've also tweaked the code that strips bikini armor to see if that is causing issues. If you have time please drop these in and give it a try - the birthing fix won't work if there are currently infected characters - it will only work on "new" infections zzestruschaurusevents.pex 17.23 kB · 0 downloads zzestrusbreedereffectscript.pex 23.3 kB · 0 downloads Wow, that was quick! I'll see what I can do to try them out when I have a spare mo tyvm
DonQuiWho Posted June 22, 2021 Posted June 22, 2021 (edited) 3 hours ago, Bane Master said: I have patched EC birthing to recognise zad_lockable devices as well as sexlabnostrip. I've also tweaked the code that strips bikini armor to see if that is causing issues. If you have time please drop these in and give it a try - the birthing fix won't work if there are currently infected characters - it will only work on "new" infections zzestruschaurusevents.pex 17.23 kB · 1 download zzestrusbreedereffectscript.pex 23.3 kB · 1 download OK. Now managed to try these The time between save load and the estrus spider assault was about 2 to 4 game hours. I haven't tried loading the save with the new files and 'waiting' longer The outcome was similar BUT, looking further - the 'Ultra Tight Straightjacket' - attached with 'enchanted locks' - that seems to be the 'problem asset' actually comes from @Kimy 's Cursed Loot 9.1, and NOT the DD 5.1 mods. The visual model disappears on birthing, that does not get replaced at the event end, and whilst the item is still shown in the player's inventory as 'equipped', it can be removed straight from the player's inventory without any key etc being required - but, FWIW, the Ankle chains being worn by the PC, which also seem to be from DCL, do remain on birthing, both visually and in inventory, and still require a valid Key to remove them The pics attached show the asset info in the console data Hope that helps. The 'normal' DD stuff may be working just fine, with the problem just arising from one of Kimy's 'Special' DCL Toys. It's livable with, and may not even be worth trying to fix if it's a whole load of work for very little. Skyrim's never going to be glitch free and If people can't live with that, the problem is them, not the game Thanks for the updated scripts tho'. Much appreciated and I'm sure they'll probably work on other things Edited June 22, 2021 by donkeywho
Bane Master Posted June 22, 2021 Author Posted June 22, 2021 5 minutes ago, donkeywho said: estrus spider assault Just a thought - is ES overwriting either of the patched scripts? I don't use it myself so haven't looked into how it is implemented.
DonQuiWho Posted June 22, 2021 Posted June 22, 2021 2 minutes ago, Bane Master said: Just a thought - is ES overwriting either of the patched scripts? I don't use it myself so haven't looked into how it is implemented. No They just overwrite EC+ 4.375 And in case you got there first, I edited my post. Posted the wrong second pic and now replaced it
gamlain Posted June 22, 2021 Posted June 22, 2021 So, apparently Devious devices 5.0 packaged several of the previous integration, expansion and other component devious devices mods together. This...isn't spectacularly evident on the devious devices current thread, and I therefore missed it so I hadn't uninstalled the old integration and expansion files which was causing a number of issues apparently including this one, sometimes even when no devious devices were even in my inventory. all working now, thanks for the help.
Calgonas Posted June 29, 2021 Posted June 29, 2021 Trying to write a little script for SSE version using the ;************************************ ;**Estrus Chaurus Public Interface ** ;************************************ Please could someone tell me what "self" should be replaced by in the line below: ModEvent.PushForm(ECBirth, self) ; Form Pass the calling form to the event Please could you give me an example of it in action as this bit is beyond my humble knowledge. Many thanks
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