EyDey Posted April 1, 2018 Posted April 1, 2018 Hey guys, for some reason the chaurus will not get my character pregnant at all whatsoever. I have all the required mods, and even attempted with only the required mods installed and still got zero results. The spider addon seems to be working perfectly fine aswell which is the wierd part. Any idea why that would be?
DoesntmatterforSkyrim Posted April 1, 2018 Posted April 1, 2018 So I've been fiddling about with trying to change the birthing animation for a solid 3 hours now, but I can't seem to find out what the actual reference file is where it calls the animation from? I thought I was close when browsing the FNIS_EstrusChaurus_List, but changes to that, or the animation it names for birthing, do not seem to take effect in game. Is anyone able to give me any pointers? I already know what animation I plan to use during the birthing, I just need to figure out what is actually being called by the mod so I can swap them out.
CaCO3 Posted April 2, 2018 Posted April 2, 2018 Hey guys, I'm not really good in english und so I have some questions to the menu: Will the check by residual breat grow, make I it sure, that the breats will go on normal after chaurus preg?
DoesntmatterforSkyrim Posted April 2, 2018 Posted April 2, 2018 4 hours ago, CaCO3 said: Hey guys, I'm not really good in english und so I have some questions to the menu: Will the check by residual breat grow, make I it sure, that the breats will go on normal after chaurus preg? Residual Breast Growth causes the breasts to NOT go back to normal after pregnancy. Do not check that box if you want them to go back to normal. 1
Ed86 Posted April 3, 2018 Posted April 3, 2018 V4.30 Changed Chaurus SL orgasm hook to use Chaurus Race instead of faction to fix compatibility with slavery/DD mods using creature factions to control aggro what kind of compatibility? that patch breaks moded chauruses that have their own races like ones from Skyrim Immersive Creatures SD+ erasing npc faction ranks and breaking npcs? or is it adding PC to chaurus faction, making it recognized as chaurus rather than player/npc?
Bane Master Posted April 3, 2018 Author Posted April 3, 2018 13 hours ago, Ed86 said: V4.30 Changed Chaurus SL orgasm hook to use Chaurus Race instead of faction to fix compatibility with slavery/DD mods using creature factions to control aggro what kind of compatibility? that patch breaks moded chauruses that have their own races like ones from Skyrim Immersive Creatures SD+ erasing npc faction ranks and breaking npcs? or is it adding PC to chaurus faction, making it recognized as chaurus rather than player/npc? Followers/npcs being added to the faction causing impregnation without Chaurus involvement
Photonix Posted April 4, 2018 Posted April 4, 2018 Did Bane Master ever get the new Estrus for Skyrim animations ect working with this and his others like the trap mod he did?
Ed86 Posted April 4, 2018 Posted April 4, 2018 8 hours ago, Bane Master said: Followers/npcs being added to the faction causing impregnation without Chaurus involvement :\ witchery! bool function IsSpider(Actor akActor) ; // See if actor has spider penis from SexLab Parasites - Kyne's Blessing ; // Non spider impregnation with _SLP_ParasiteSpiderPenis Keyword _SLP_ParasiteSpiderPenis = Keyword.GetKeyword("_SLP_ParasiteSpiderPenis") if _SLP_ParasiteSpiderPenis != none if akActor.WornHasKeyword(_SLP_ParasiteSpiderPenis) return true endif endif ; // See if actor has is creature or animal and is in spider faction ; // Vanilla+DLC+moded spiders if akActor.HasKeyword( Game.GetFormFromFile(0x13795, "Skyrim.esm") as Keyword ) || akActor.HasKeyword( Game.GetFormFromFile(0x13798, "Skyrim.esm") as Keyword ) ;ActorTypeCreature, ActorTypeAnimal Keyword if akActor.IsInFaction(Game.GetFormFromFile(0x2997F , "Skyrim.esm") as Faction) ;SpiderFaction return true endif endif ; // See if actor is spider race ; // Vanilla+DLC only spiders Race akRace = akActor.GetRace() if akRace == (Game.GetFormFromFile(0x131F8 , "Skyrim.esm") as Race) ;FrostbiteSpiderRace return true elseif akRace == (Game.GetFormFromFile(0x4e507 , "Skyrim.esm") as Race) ;FrostbiteSpiderRaceGiant return true elseif akRace == (Game.GetFormFromFile(0x53477 , "Skyrim.esm") as Race) ;FrostbiteSpiderRaceLarge return true elseif Game.GetModbyName("Dragonborn.esm") != 255 if akRace == (Game.GetFormFromFile(0x14449 , "Dragonborn.esm") as Race) ;DLC2ExpSpiderBaseRace return true elseif akRace == (Game.GetFormFromFile(0x27483 , "Dragonborn.esm") as Race) ;DLC2ExpSpiderPackmuleRace return true endif endif return false endfunction
Bane Master Posted April 4, 2018 Author Posted April 4, 2018 6 hours ago, Photonix said: Did Bane Master ever get the new Estrus for Skyrim animations ect working with this and his others like the trap mod he did? Unfortunately as far as I can see the new animations have been implemented in a way that I am unfamiliar with - when I look at FNIS_zzEstrus_List.txt for the latest version it still only contains zzEstrusMachine01, zzEstrusMachine02, zzEstrusTentacle01 (and the DP animations have been removed for this) zzEstrusTentacle02, and zzEstrusETC01 ,02, 07 and 08. So sorry - but I have no clue as to how the new anims could be implemented.
Reesewow Posted April 4, 2018 Posted April 4, 2018 1 hour ago, Bane Master said: Unfortunately as far as I can see the new animations have been implemented in a way that I am unfamiliar with - when I look at FNIS_zzEstrus_List.txt for the latest version it still only contains zzEstrusMachine01, zzEstrusMachine02, zzEstrusTentacle01 (and the DP animations have been removed for this) zzEstrusTentacle02, and zzEstrusETC01 ,02, 07 and 08. So sorry - but I have no clue as to how the new anims could be implemented. A lot of the work seems to have gone into the Estrus control side of it, like making animations for "breaking" the Estrus animations at various stages, causing the tentacles to curl up/machinery collapse ect. Of course now that the DP animation has been replaced, I think the older simpler versions of Estrus are better suited for EC+ anyway. Its just a bummer that unless EC+ could package and use the animations separately we have to choose between EC+ and Estrus itself, which is starting to get some interesting gimmicks like followers being abducted and found in dungeons getting Estrus'd until rescued. On the topic of animations tho - assuming you won't be updating to the newer animations anytime soon, were you still considering adding the missing animation to the Sexlab registration (the mechanical horse animation)? 1
Photonix Posted April 4, 2018 Posted April 4, 2018 6 hours ago, Bane Master said: Unfortunately as far as I can see the new animations have been implemented in a way that I am unfamiliar with - when I look at FNIS_zzEstrus_List.txt for the latest version it still only contains zzEstrusMachine01, zzEstrusMachine02, zzEstrusTentacle01 (and the DP animations have been removed for this) zzEstrusTentacle02, and zzEstrusETC01 ,02, 07 and 08. So sorry - but I have no clue as to how the new anims could be implemented. Oh that's a shame, played around with the new animations and breaking thing, and they are really good! Would be a perfect fit for your mods, esp the trap one, on that topic do you intend to ever update that one? Deviously Enchanted Chests, I really liked this mod cause it added some animations / unique trap scenarios that other mods didn't have esp the dwemer stuff! Getting a slime dropped on your when opening a chest in a cave so pretty funny and really fitting! Or when you are in a Dwemer ruins opening a chest getting caught by a trap machine was EPIC! 1
Photonix Posted April 4, 2018 Posted April 4, 2018 5 hours ago, Reesewow said: A lot of the work seems to have gone into the Estrus control side of it, like making animations for "breaking" the Estrus animations at various stages, causing the tentacles to curl up/machinery collapse ect. Of course now that the DP animation has been replaced, I think the older simpler versions of Estrus are better suited for EC+ anyway. Its just a bummer that unless EC+ could package and use the animations separately we have to choose between EC+ and Estrus itself, which is starting to get some interesting gimmicks like followers being abducted and found in dungeons getting Estrus'd until rescued. On the topic of animations tho - assuming you won't be updating to the newer animations anytime soon, were you still considering adding the missing animation to the Sexlab registration (the mechanical horse animation)? Sorry it's been a while what are the DP animations again? And really Estrus for Skyrim has abduction of followers now? I didn't see that last time I tried it out? Sounds cool! 1
Bane Master Posted April 5, 2018 Author Posted April 5, 2018 18 hours ago, Photonix said: Oh that's a shame, played around with the new animations and breaking thing, and they are really good! Would be a perfect fit for your mods, esp the trap one, on that topic do you intend to ever update that one? Deviously Enchanted Chests, I really liked this mod cause it added some animations / unique trap scenarios that other mods didn't have esp the dwemer stuff! Getting a slime dropped on your when opening a chest in a cave so pretty funny and really fitting! Or when you are in a Dwemer ruins opening a chest getting caught by a trap machine was EPIC! zzEstrusTentacle01 has DP in the earlier versions of Estrus - this has been removed/broken in the latest versions I am intending to update using DD4.1 when released but no new EC+ content unless somebody knows how to add the new estrus anims to the game
Photonix Posted April 6, 2018 Posted April 6, 2018 On 05/04/2018 at 9:35 AM, Bane Master said: zzEstrusTentacle01 has DP in the earlier versions of Estrus - this has been removed/broken in the latest versions I am intending to update using DD4.1 when released but no new EC+ content unless somebody knows how to add the new estrus anims to the game Ok so what is the best most stable version of the old EstrusforSkyrim that works for this mod? Still 1.20?
Bane Master Posted April 6, 2018 Author Posted April 6, 2018 35 minutes ago, Photonix said: Ok so what is the best most stable version of the old EstrusforSkyrim that works for this mod? Still 1.20? I'm currently using 1.60r1
bicobus Posted April 6, 2018 Posted April 6, 2018 1 hour ago, Bane Master said: I'm currently using 1.60r1 I simply use the animations from 1.20 (meshes, sound, texture). Are the 1.60r1 animations different from the older ones? I mean, is there a special flavor to them?
Bane Master Posted April 7, 2018 Author Posted April 7, 2018 I don't think so - it's only really relevant for folks that insist on having zzestrus active as 1.60r1 was (reportedly - I never used it) less error prone than 1.20
kilroywasalwayshere Posted April 10, 2018 Posted April 10, 2018 Out of curiosity, have you seen https://www.loverslab.com/files/file/2355-haunted-house/ ? in it there is a mimic script that calls the estrus animations, I tested it and it did call the estrusv.222 animations (the currently up-to-date animations) and even works with all of estruses new mechanics. I just thought it would be interesting if you were still struggling with the new animation implementation. Also, I'm having a problem where EC+'s MCM menu never appears in the MCM, the mod "works" in the sense that if I get spat on the earth effect appears and "Fatal - unable to find default animation" line appears in the console, this is with estrusv.222 which i know the animations won't work for, but I was wondering if the MCM wasn't available for other people with estrusv.222 or if I have a mod conflict. For convenience, this is the script (.psc) viewed through notepad. Spoiler Scriptname aHHChestMimicScript extends ObjectReference Event OnActivate(ObjectReference akActionRef) if akactionref == playerref debug.notification("The chest is raping you!") MimicPlayer() EndIf EndEvent Function MimicPlayer() bool success = aHHInvokeEstrusEffect(Game.GetPlayer(), 2, 0, 0) if (!success) int sslid = 0 actor[] sexActors = new actor[1] ;its an 2 actor anim sexActors[0] = Game.GetPlayer() sslBaseAnimation[] anims = SL.GetAnimationsByTags(1, "double") RegisterForModEvent("AnimationEnd_AFS", "AFS") ;this is for hooks. sslid = SL.StartSex(sexActors, anims, victim = playerref, allowbed=false, hook="AFS") if sslid < 0 debug.notification("Failed to start animation:" + sslid) sslid = SL.StartSex(sexActors, anims, allowbed=false, hook="AFS") endif if sslid < 0 debug.notification("Failed to start animation again:" + sslid) debug.notification("Sorry, animation failed") endif endif EndFunction ;; ;; EffectType : 2:Estrus Self ;; AnimType :: 0:random, 1:Estrus Tentacle, 2:Estrus Etc, 3:Estrus Machine ;; bool function aHHInvokeEstrusEffect(Actor akTarget, Int EffectType = 1, Int AnimType = 0, Int AnimPattern = 0) ObjectReference zzEstrusMarker = game.GetFormFromFile(0x01016c51, "zzEstrus.esp") as ObjectReference if (zzEstrusMarker == none) return false endif Spell zzEstrusEffectForAPI = game.GetFormFromFile(0x010166e6, "zzEstrus.esp") as spell Spell zzEstrusEffectSelfForAPI = game.GetFormFromFile(0x01016c55, "zzEstrus.esp") as spell Spell zzEstrusUndressForAPI = game.GetFormFromFile(0x01016c56, "zzEstrus.esp") as spell Miscobject zzEstrusToken = game.GetFormFromFile(0x01012b95, "zzEstrus.esp") as Miscobject Actor rPlayer = Game.GetForm(0x14) as Actor Spell rAPI; if(akTarget.getItemCount(zzEstrusToken) > 0) akTarget.SetAnimationVariableInt("EstrusStop",1); return false EndIf akTarget.SetAnimationVariableInt("EstrusType",AnimType); akTarget.SetAnimationVariableInt("EstrusSet" ,AnimPattern); if(EffectType == 1) rAPI = zzEstrusEffectForAPI elseIf(EffectType == 2) rAPI = zzEstrusEffectSelfForAPI elseif(EffectType == 3) rAPI = zzEstrusUndressForAPI else return false EndIf zzEstrusMarker.MoveTo(akTarget) if((EffectType == 1 && akTarget != rPlayer) || (EffectType == 2 && akTarget == rPlayer)) rAPI.cast(zzEstrusMarker,akTarget) Utility.wait(2) Elseif(EffectType == 0) rAPI.cast(zzEstrusMarker,akTarget) Utility.wait(2) Else return false EndIf akTarget.SetAnimationVariableInt("EstrusType",0); akTarget.SetAnimationVariableInt("EstrusSet" ,0); akTarget.SetAnimationVariableInt("EstrusStop",0); return true EndFunction Actor akactionRef Actor property Playerref auto SexLabFramework Property SL Auto
Bane Master Posted April 11, 2018 Author Posted April 11, 2018 20 hours ago, kilroywasalwayshere said: Out of curiosity, have you seen https://www.loverslab.com/files/file/2355-haunted-house/ ? in it there is a mimic script that calls the estrus animations, I tested it and it did call the estrusv.222 animations (the currently up-to-date animations) and even works with all of estruses new mechanics. I just thought it would be interesting if you were still struggling with the new animation implementation. Also, I'm having a problem where EC+'s MCM menu never appears in the MCM, the mod "works" in the sense that if I get spat on the earth effect appears and "Fatal - unable to find default animation" line appears in the console, this is with estrusv.222 which i know the animations won't work for, but I was wondering if the MCM wasn't available for other people with estrusv.222 or if I have a mod conflict. For convenience, this is the script (.psc) viewed through notepad. Reveal hidden contents Scriptname aHHChestMimicScript extends ObjectReference Event OnActivate(ObjectReference akActionRef) if akactionref == playerref debug.notification("The chest is raping you!") MimicPlayer() EndIf EndEvent Function MimicPlayer() bool success = aHHInvokeEstrusEffect(Game.GetPlayer(), 2, 0, 0) if (!success) int sslid = 0 actor[] sexActors = new actor[1] ;its an 2 actor anim sexActors[0] = Game.GetPlayer() sslBaseAnimation[] anims = SL.GetAnimationsByTags(1, "double") RegisterForModEvent("AnimationEnd_AFS", "AFS") ;this is for hooks. sslid = SL.StartSex(sexActors, anims, victim = playerref, allowbed=false, hook="AFS") if sslid < 0 debug.notification("Failed to start animation:" + sslid) sslid = SL.StartSex(sexActors, anims, allowbed=false, hook="AFS") endif if sslid < 0 debug.notification("Failed to start animation again:" + sslid) debug.notification("Sorry, animation failed") endif endif EndFunction ;; ;; EffectType : 2:Estrus Self ;; AnimType :: 0:random, 1:Estrus Tentacle, 2:Estrus Etc, 3:Estrus Machine ;; bool function aHHInvokeEstrusEffect(Actor akTarget, Int EffectType = 1, Int AnimType = 0, Int AnimPattern = 0) ObjectReference zzEstrusMarker = game.GetFormFromFile(0x01016c51, "zzEstrus.esp") as ObjectReference if (zzEstrusMarker == none) return false endif Spell zzEstrusEffectForAPI = game.GetFormFromFile(0x010166e6, "zzEstrus.esp") as spell Spell zzEstrusEffectSelfForAPI = game.GetFormFromFile(0x01016c55, "zzEstrus.esp") as spell Spell zzEstrusUndressForAPI = game.GetFormFromFile(0x01016c56, "zzEstrus.esp") as spell Miscobject zzEstrusToken = game.GetFormFromFile(0x01012b95, "zzEstrus.esp") as Miscobject Actor rPlayer = Game.GetForm(0x14) as Actor Spell rAPI; if(akTarget.getItemCount(zzEstrusToken) > 0) akTarget.SetAnimationVariableInt("EstrusStop",1); return false EndIf akTarget.SetAnimationVariableInt("EstrusType",AnimType); akTarget.SetAnimationVariableInt("EstrusSet" ,AnimPattern); if(EffectType == 1) rAPI = zzEstrusEffectForAPI elseIf(EffectType == 2) rAPI = zzEstrusEffectSelfForAPI elseif(EffectType == 3) rAPI = zzEstrusUndressForAPI else return false EndIf zzEstrusMarker.MoveTo(akTarget) if((EffectType == 1 && akTarget != rPlayer) || (EffectType == 2 && akTarget == rPlayer)) rAPI.cast(zzEstrusMarker,akTarget) Utility.wait(2) Elseif(EffectType == 0) rAPI.cast(zzEstrusMarker,akTarget) Utility.wait(2) Else return false EndIf akTarget.SetAnimationVariableInt("EstrusType",0); akTarget.SetAnimationVariableInt("EstrusSet" ,0); akTarget.SetAnimationVariableInt("EstrusStop",0); return true EndFunction Actor akactionRef Actor property Playerref auto SexLabFramework Property SL Auto This works because it uses Estrus 222's api to call the animations - thus making a full install of estrus a requirement to see the new animations/effects (albeit via a soft dependency). EC+ doesn't require Estrus to be installed (just the assets to be available) and thus can't use that method. Afraid I can't comment on the MCM issue with 222 as I have not tested with it.
wibllewobble Posted April 12, 2018 Posted April 12, 2018 I'm using 4.34 and I have infestations turned on, the Chaurus hatchlings are invisible, as far as I can see this appears to be a new issue.
jlttsmiley Posted April 12, 2018 Posted April 12, 2018 On 4/11/2018 at 3:15 PM, sylar159 said: Recently i've installed skyrim from scratch and got struck by a bug with EC+. The problem was my PC couldn't get impregnated by SexLab default animation involving chaurus. That caused a lot of confusion to me and from reading the posts I'm not the only one. I did some digging and found the reason. The 4.34 EC+ version relies on SL function PregnancyRisk() that checks animations for certain criteria including animation Tags and internal variable called "cumID"(hidden and defined by animation authors). The problem is both default (Forward and Reverse) are messed up. Reverse that looks rather like oral has anal tag and has Vaginal "cumID". Forward has vaginal tag, looks like vaginal BUT has anal "cumID" which sets PregnancyRisk() to false. As a quick solution i've downloaded other animations that actually work but that might not fit everyone. https://www.loverslab.com/topic/76713-billyys-slal-animations-2018-04-03/ BILLY CREATURE ANIMATION MORE CORRECTLY TAGGED ANIMATION LIST There are two pack 1 Bear: 4 Chaurus: 10 Chaurus Reaper: 4 Draugr: 13 Falmer: 20 Gargoyle: 7 Giant: 2 Goat: 2 Horker: 2 Horse: 6 Netch: 3 Sabrecat: 5 Skeever: 16 Werewolf: 14 pack 2 Boar w/Rider: 8 Canine: 10 Chaurus: 1 Chaurus Hunter: 8 Deer: 1 Dragon Priest: 3 Dwarven Ballista: 2 Dwarven Centurion: 3 Dwarven Sphere: 5 Dwarven Spider: 3 Frost Atornach: 2 Gargoyle: 1 Horker: 1 Rabbit: 2 Riekling: 3 Seeker: 3 Slaughterfish: 2 Skeever: 2 Spider: 6 Spider Large: 3 Spider Giant: 3 Troll: 16
Lazulitus Posted April 14, 2018 Posted April 14, 2018 Found a small error in the code. I use SLIF (Sexlab Inflation Framework) and for a while thought that the error was on my end since I like to make number tweaks to my liking, but it shows up in the unedited source. Version 4.34. Error: SLIF wasn't showing any data on the butt node after the mod registered, or being infected by a chaurus (or spider if you use the spider addon). The error is in line 1032 and 1040 of zzestruschaurusmcmscript.psc where: SLIF_Main.updateActorList("Estrus Chaurus", "slif_belly", -1, -1, -1, EC_KEY, NINODE_MIN_SCALE, NINODE_MAX_SCALE) should be SLIF_Main.updateActorList("Estrus Chaurus", "slif_butt", -1, -1, -1, EC_KEY, NINODE_MIN_SCALE, NINODE_MAX_SCALE) If you notice, it was probably copied from the belly portion above it, and I assume it just got overlooked. 1
Bane Master Posted April 14, 2018 Author Posted April 14, 2018 7 hours ago, Lazulitus said: Found a small error in the code. I use SLIF (Sexlab Inflation Framework) and for a while thought that the error was on my end since I like to make number tweaks to my liking, but it shows up in the unedited source. Version 4.34. Error: SLIF wasn't showing any data on the butt node after the mod registered, or being infected by a chaurus (or spider if you use the spider addon). The error is in line 1032 and 1040 of zzestruschaurusmcmscript.psc where: SLIF_Main.updateActorList("Estrus Chaurus", "slif_belly", -1, -1, -1, EC_KEY, NINODE_MIN_SCALE, NINODE_MAX_SCALE) should be SLIF_Main.updateActorList("Estrus Chaurus", "slif_butt", -1, -1, -1, EC_KEY, NINODE_MIN_SCALE, NINODE_MAX_SCALE) If you notice, it was probably copied from the belly portion above it, and I assume it just got overlooked. Fixed and released as version 4.342 - many thanks for reporting
Bane Master Posted April 14, 2018 Author Posted April 14, 2018 A new version of EC+ has been released... Estrus Chaurus Version 4.342 (14/04/2018) V4.342 BugFix for error in slif_butt MCM code identified by Lazulitus 2
crudo Posted April 15, 2018 Posted April 15, 2018 I have a follower that as infected by a chaurus but at the time of her pregnancy she hasn't given birth. Every few hours the mod triggers the pain sound with the line, your breasts ache but her butt/belly/breast have not gotten larger beyond max. Is there a way to force the birthing process on an npc or to remove/eliminate the infestation? Thanks!
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now