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SexLab Parasites - Kyne's Blessing (January 2025)


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Posted
7 minutes ago, DeepBlueFrog said:

 

That will be part of the next version :)

 

The entrance is closed by default and can only be unlocked from the inside of the sanctuary.

 

 

72850_20210623142128_1.png

 

Hell yeah thanks for adding this! Good choice in location too since it seems least likely to conflict with mods that edit the area around whiterun.

Posted
2 hours ago, zelayasrevenge301 said:

 

Hell yeah thanks for adding this! Good choice in location too since it seems least likely to conflict with mods that edit the area around whiterun.


It is also the most logical location and closest to the Temple.

Posted

I did more tests today:

 

- The Chaurus Pheromone is working in the current development version (due for release at the end of the month)

- As an alternative, you can now give a pheromone potion to Lastelle (that way you won't have to mess with followers and the chaurus)

- I added an outside entrance to the Sanctuary in Whiterun (see the posts above)

- I removed an extra recipe for the Reapers pheromones (not necessary anymore)

- I have not seen any stray warning about the spriggan curse when hit by weapons or magic

- I am currently testing an alternative for the chaurus and spider powers (eat eggs instead of sex with spiders and chaurus)

 

Posted

After registering the custom events to DD I see two entries at the bottom of the Events page in the DD MCM. They both just say "chance" with no default value. I assume those are for Parasites. What is the baseline percent that you think they should be set to?

Posted (edited)

So I came up with a few ideas for post Chaurus Queen quest activities/powers, if you're interested in (low priority, long term) suggestions:

1. Chaurus "Hybrid/Homunculi" spawns

 

Basically the idea is that after the quest is complete, you will have access to another set of spawn powers: the ability to summon human-chaurus hybrids to fight for you. They would have melee and acid spit attacks (or any other spells you may feel are fitting), be equipped with chaurus-like armor, and use chaurus sounds for voices. In my mind, you would be able to gather "ingredients" like egg and sperm after having sex with human NPCs, which you could then use to create the "scrolls" like with the spider and chaurus spawns. The ingredients could be automatically dropped into your inventory after sex, similar to the "Mark of Dibella" tokens from your Sisterhood of Dibella mod. Maybe sex with different races results in getting different types of ingredients. The mod Soul Gem Oven already has a similar system with milking NPCs of different races resulting in different types of milk with unique powers. 

2. Infecting various NPCs

 

More complex than the above idea, but essentially it'd be another quest to infect various NPCs of importance (or just infecting NPCs via dialogue/sex). Maybe Idgrod the younger shows off just how eager of an alchemist she is, or Elisif can become a proper high "queen" of skyrim ;) . This would probably get in the way of main quests, but assuming at a certain point you reject the main quests and decide on all-out war against Tamriel, you could build an army of loyal infected/hybrid allies. Alternatively, there could be a dialogue option to convince NPCs to become brood maidens in your lair (maybe a second "brood chamber" in the Kyne Sanctuary/or somewhere in Blackreach), providing you a limitless supply of eggs to work with. 

 

 

Edited by zelayasrevenge301
Posted
41 minutes ago, zelayasrevenge301 said:

So I came up with a few ideas for post Chaurus Queen quest activities/powers, if you're interested in (low priority, long term) suggestions:

1. Chaurus "Hybrid/Homunculi" spawns

 

Basically the idea is that after the quest is complete, you will have access to another set of spawn powers: the ability to summon human-chaurus hybrids to fight for you. They would have melee and acid spit attacks (or any other spells you may feel are fitting), be equipped with chaurus-like armor, and use chaurus sounds for voices. In my mind, you would be able to gather "ingredients" like egg and sperm after having sex with human NPCs, which you could then use to create the "scrolls" like with the spider and chaurus spawns. The ingredients could be automatically dropped into your inventory after sex, similar to the "Mark of Dibella" tokens from your Sisterhood of Dibella mod. Maybe sex with different races results in getting different types of ingredients. The mod Soul Gem Oven already has a similar system with milking NPCs of different races resulting in different types of milk with unique powers. 

2. Infecting various NPCs

 

More complex than the above idea, but essentially it'd be another quest to infect various NPCs of importance (or just infecting NPCs via dialogue/sex). Maybe Idgrod the younger shows off just how eager of an alchemist she is, or Elisif can become a proper high "queen" of skyrim ;) . This would probably get in the way of main quests, but assuming at a certain point you reject the main quests and decide on all-out war against Tamriel, you could build an army of loyal infected/hybrid allies. Alternatively, there could be a dialogue option to convince NPCs to become brood maidens in your lair (maybe a second "brood chamber" in the Kyne Sanctuary/or somewhere in Blackreach), providing you a limitless supply of eggs to work with. 

 

 

 

#1 would be too much work at this point, but #2 is planned and already done in a couple of ways.

 

If you have EC+, you can infect NPCs using the chaurus spit, or through attacks from your brood.

Followers can also get infected from sex with spiders and chaurus.

 

I am planning on adding infections from sex with player soon (if the player is already infected or Queen herself).

Posted

So, something in your last few updates seems to have obliterated the SLIF compatibility. Did you add something to do with morphs? It seems to be overriding the shape set by SLIF and I end up with a smashed flat belly no matter the size in SLIF if I'm using NIOverride. 

Posted
On 6/7/2021 at 3:51 AM, DeepBlueFrog said:

 

That is a bug I need to investigate.

There is a function that should force clear these effects after sleeping overnight in-game. 

 

@DeepBlueFrog

 

Hi.  I'm using LE, and I have this same cloaking defence problem.  Looking back at the thread, searching for cloaks etc, it seems to be a recurrent issue, so hopefully well known

 

How I got it, I am uncertain.  PC has been infected with a few things, incl Living Parasite - had to remove that via MCM as the poison didn't work.  Also PC has been victim of Estrus attacks

 

But the PC now has some auto cloak which seems to come from here, that just will NOT go away.  Every time the PC is in combat and gets hit there is a message to the effect that 'The creature releases a burst of energy', there is an crackling electric aura produced and an active cloak shield (electric whatever) showing both in Console 'Active Effects' and in the SKSE listing.  

 

It might not be so bad as I could just reduce the PC's attackdamademult to compensate, but the cloak actually also stops Defeat's 'Combat defeat' from working too. The PC goes down on one knee, (followers too, if not already at that point) but the attackers then just walk off the pitch, the player can use the Defeat 'struggle' option to end the encounter, with the attackers seemingly calmed and meandering off whence they came.  And in any battle, you can go round and round in ever decreasing circles eg fighting the same group of bandits, losing each round with no combat defeat outcome, until you then finally kill the last one

 

As you can imagine, that sort kills the risk and ruins the game a bit ... ? 

 

I only really realised the impact of what had just been a minor irritation when I got my game back into combat events again, after some 2 to 3 months game time management wrt other mods, and I really can't face going back that far again. 

 

I have tried what I think is you have previously written as being the 'MCM option' solution, by clearing all parasites ......

 

- presumably effects? - there are no parasites active, in inv, game or console, worn or not, nor anything else that might be an entity in itself, either visible or invisible

 

...... and then sleeping past midnight. 

 

That doesn't seem to do anything.  In fact I have slept past 2 midnights and it still makes no difference.  Maybe I misunderstood what you meant we did on the MCM?

 

I'm at the stage now where I'm almost willing to risk removing the mod and hoping that the save will clean OK   So, please, is there really a fix for this that works, or not?

 

If you are able to offer any help, that would be great.... (whatever the outcome ? as I'll at least know what to try next)

Posted

You said you are using LE... are you using the latest version for LE? 20210531b?

 

I am currently testing another playthrough and fixing Parasites issues along the way. I haven't reached the full body parasites or spriggan effects yet.

 

As a a side note, I just finished fixing shape change and arousal issues in Hormones (I think).

 

Posted
59 minutes ago, Xiaron said:

So, something in your last few updates seems to have obliterated the SLIF compatibility. Did you add something to do with morphs? It seems to be overriding the shape set by SLIF and I end up with a smashed flat belly no matter the size in SLIF if I'm using NIOverride. 

 

SLIF issues are difficult to troubleshoot since I am not using that mod.

I don't remember changing anything regarding SLIF but I could be wrong.

 

Are you using Parasites with or without the latest version of Hormones?

Posted
1 hour ago, DeepBlueFrog said:

You said you are using LE... are you using the latest version for LE? 20210531b?

 

I am currently testing another playthrough and fixing Parasites issues along the way. I haven't reached the full body parasites or spriggan effects yet.

 

As a a side note, I just finished fixing shape change and arousal issues in Hormones (I think).

 

 

Thank you for the VERY prompt reply!

 

And, Oops!, I have installed that in MO but have still been using ....

 

SxLab Parasites SD KyneBlessing 20210509 ESP

 

....as I wasn't sure if could just do a straight update/overwrite in game

 

I'll try the later version and see what happens. (a quick check shows that the previous version is totally overwritten in MO's LH Pane with no residual files hanging on).

 

I'll let you know what happens, whatever the outcome

 

Thanks again

Posted (edited)
2 hours ago, donkeywho said:

 

Thank you for the VERY prompt reply!

 

And, Oops!, I have installed that in MO but have still been using ....

 

SxLab Parasites SD KyneBlessing 20210509 ESP

 

....as I wasn't sure if could just do a straight update/overwrite in game

 

I'll try the later version and see what happens. (a quick check shows that the previous version is totally overwritten in MO's LH Pane with no residual files hanging on).

 

I'll let you know what happens, whatever the outcome

 

Thanks again

 

@DeepBlueFrog

 

Hi.  I think it may well be fixed. 

 

First, I tried just starting the game with the updated replacement esp.  First combat thereafter, the cloak effect was still there, both with PC to Creature combat and PC to Human NPC combat.  But in the latter case at least, Defeat didn't stop working if, despite the cloak being active, the PC was laid low

 

Second, restarted at a couple of saves previously, in one of the Hearthfire houses.  Clicked on both the MCM options, the reset and clear.  Slept from 8am, past midnight, till 7am next day.  Carried on and first combat, with a local sabre cat. generated no cloak on the PC being 'hit'.  Haven't had time yet to try 'human PC' to 'human NPC' combat, but as I'd promised to let you know how it went, seems like it might have done the trick. 

 

I'll only get back to you further if the original problem now reoccurs when I try person to person combat

 

So thank you very much

 

....and stumbles off into the gloom, to try to find out what this new incantation narrative [Pray to Kyne] is all about....  LOL  [EDIT: LMAO...Sorry! I really wish that I hadn't looked that up]

 

 

Edited by donkeywho
Posted
15 minutes ago, donkeywho said:

 

@DeepBlueFrog

 

 

 

So thank you very much

 

....and stumbles off into the gloom, to try to find out what this new incantation narrative [Pray to Kyne] is all about....  LOL  [EDIT: LMAO...Sorry! I really wish that I hadn't looked that up]

 

 

 

[Pray to Kyne] should be accessible only from select altars.

 

Out of curiosity, where did you see it appear in your game?

Posted

DBF i know you have not done this but if anyone of the people here have sse files for these mods i would be very thankful  

Posted
28 minutes ago, halda said:

DBF i know you have not done this but if anyone of the people here have sse files for these mods i would be very thankful  

 

SSE files for which mods?

 

If you mean mine, the SE files are all in the first post of my SE conversion thread (link is in my signature).

Posted
18 hours ago, DeepBlueFrog said:

 

[Pray to Kyne] should be accessible only from select altars.

 

Out of curiosity, where did you see it appear in your game?

 

Seen first time, after installation of the latest version

 

In conversation with the shopkeeper in the Dry Goods Store located at The Dunpar Wall Town from the mod: Legendary Cities - Tes Arena - Skyrim Frontier Fortress

 

https://www.nexusmods.com/skyrim/mods/47989

 

I'll go back when I can and see what's inside the shop in case there's any clues  ?

Posted (edited)
22 minutes ago, donkeywho said:

 

Seen first time, after installation of the latest version

 

In conversation with the shopkeeper in the Dry Goods Store located at The Dunpar Wall Town from the mod: Legendary Cities - Tes Arena - Skyrim Frontier Fortress

 

https://www.nexusmods.com/skyrim/mods/47989

 

I'll go back when I can and see what's inside the shop in case there's any clues  ?

 

Do you see it in conversations with other NPCs?

 

It should really appear only on specific altars. I will double check the mod.

 

Edit: Nice mod by the way! I didn't know about it and I will give it a shot.

Edited by DeepBlueFrog
Posted
Just now, DeepBlueFrog said:

 

Do you see it in conversations with other NPCs?

 

It should really appear only on specific altars. I will double check the mod.

 

I went back to Dunpar Wall and [Pray to Kyne] shows up in conversation with NPCs

 

There were no altars visible in the Common Store

 

I tried other TES Arena locations, and the NPCs I checked there had it also

 

I went to Ivarstead and both Klimmek, on the town street, and inside the inn, Wilhelm the Innkeeper, both from the basic game, also have it

 

And everyone replies that The Answer is Blowing in The Wind ....  ?

 

Well, not really...as you can see from the pic, it sounds more as if it's about blowing the windows off their hinges!

 

Whatever, I hope that helps ....

 

846990917_TESV2021-06-2718-08-00-16.jpg.0ad1eb24905a7c39962fe270231c0f87.jpg

Posted
41 minutes ago, donkeywho said:

 

I went back to Dunpar Wall and [Pray to Kyne] shows up in conversation with NPCs

 

There were no altars visible in the Common Store

 

I tried other TES Arena locations, and the NPCs I checked there had it also

 

I went to Ivarstead and both Klimmek, on the town street, and inside the inn, Wilhelm the Innkeeper, both from the basic game, also have it

 

And everyone replies that The Answer is Blowing in The Wind ....  ?

 

Well, not really...as you can see from the pic, it sounds more as if it's about blowing the windows off their hinges!

 

Whatever, I hope that helps ....

 

846990917_TESV2021-06-2718-08-00-16.jpg.0ad1eb24905a7c39962fe270231c0f87.jpg

 

Are you using version 20210531b ?

That should be fixed in that version already.

 

If not, the next version had that fixed. I checked again today and only the proper altars can give you that dialogue now.

Posted
16 hours ago, DeepBlueFrog said:

 

SSE files for which mods?

 

If you mean mine, the SE files are all in the first post of my SE conversion thread (link is in my signature).

the devious series ones i cant find those or im blind

Posted
5 minutes ago, DeepBlueFrog said:

 

Are you using version 20210531b ?

That should be fixed in that version already.

 

If not, the next version had that fixed. I checked again today and only the proper altars can give you that dialogue now.

 

I installed the mod a second time (slightly diff install name) and now find that I have 2 mods with the same name, but differently dated on the esp

 

The ESP I am using is timestamped 20210606 @ 04.01 from originating download KyneBlessing20210531.7z

 

The ESP I have just installed, and am not yet using, is timestamped 20210607 @ 03.25 from originating download KyneBlessing20210531b.7z

 

I think I may have installed the first version as if the suffixed one

 

I will try again and see if that clears it up.  I'll let you know...

 

And I think I might just apologise profusely now for probably having cocked it up ?

 

 

Posted
1 minute ago, donkeywho said:

 

I installed the mod a second time (slightly diff install name) and now find that I have 2 mods with the same name, but differently dated on the esp

 

The ESP I am using is timestamped 20210606 @ 04.01 from originating download KyneBlessing20210531.7z

 

The ESP I have just installed, and am not yet using, is timestamped 20210607 @ 03.25 from originating download KyneBlessing20210531b.7z

 

I think I may have installed the first version as if the suffixed one

 

I will try again and see if that clears it up.  I'll let you know...

 

And I think I might just apologise profusely now for probably having cocked it up ?

 

 

 

No problem... as usual I had to publish a few patches after the last release due to not enough testing on my end.

That probably won't be the last time.

Posted

after the first round of hinderence that the chaurus stud not doing anything happened i decided to lay low and let the mod be updated a spell before trying at it again. with the newer updates i felt it was time for another go but now im at the point of the stud is too powerful thing to happen. the description of the chaurus pheremone changed as well as far as i can tell to "enemies and creatures up to level 10 stop fighting for short duration" or something like that. i feel thats the issue as the chaurus pheremone had nothing like that before.....in all honesty i liked how it all worked before. also in other regards having the spriggin infection crashes me even with using mcm to infect myself with both the body and hands. for some reason the mask doesnt. unsure of what that issue is but i might take another hiatus till things get sorted. but as always i love the mod and all the little things it has with it. i didnt test too extensivly as i have some other issues like the tentacles of estrus not having textures again and i cant remember what i did to fix that the first go around. as for now i feel a little sick to my stomache so ill either ramble on or stop myself right here. 

Posted (edited)
19 hours ago, DeepBlueFrog said:

 

No problem... as usual I had to publish a few patches after the last release due to not enough testing on my end.

That probably won't be the last time.

 

Thanks vm.  It was my Boo Boo as the [Pray to Kyne] option has vanished from NPC dialogue.  Sorry for any waste of your time ... :smirk:

 

BUT .... on an interesting note, I have got the 'lightning cloak' thing back again...  LOL

 

For Context:  Apart from SLP, I also use Skyrim Chain Beasts, by @MTB (Great mod bringing over the bad capturing beast automata from Oblivion - you should try it sometime if you haven't already.  Great support and v good documentation)

 

The cloak problem seems to start after getting into battle with these Chain Beasts

 

I kept a log and there is something odd seems to happen around line 2111 (and maybe also with the spriggan gloves prior initialisation?). 

 

Is SexLab Parasites 'reacting' to the Chainbeast attack as it would to an 'attack/encounter' by/from a Parasite, but without the actual Parasite then being there to then fully/properly add to the NPC?   And, notwithstanding that, treating it as if a Spriggan thing, with it then carrying forward some of the parasitical effects, such as the lightning cloak? - maybe even also the 'Oak flesh' effect that shows up in my Console and SKSE Active Effects listings, something which I hadn't previously related to SLP? 

 

I know that I'm merely an amateur, but it looks as if it could be something like that, with the Chainbeast/Spriggan gloves playing a part in it all

 

FWIW, log attached  210627 SLP Query SCB interaction Line 2111 Papyrus.0.log

 

EDIT:  Also attached a video of the Chain Beast encounter showing - sorry it's not great quality - and there is a cut/restart about the middle, to remove repetitive info and get it down to postable size 

 

This shows -

 

Initial Attack by Chain Beast

Application of Protective Coat of Slime (= Electric Cloak?)

Creature Releasing Surge of Electricity

Repeated Failures of SLP Spriggan Infection

You have been poisoned (at very end - seems to be on death of final Chain Beast)

 

I've pasted a link to this post on the Chain Beast Thread in case @MTB has anything to offer

 

Hope this is helpful - even if by now you'd really rather not have seen it! LOL

 

Edit 2

 

Thinking of what else you might ask, I also tried setting all the MCM Spriggan Infection Chances at 0.  Then both waiting 24 hours, and also sleeping past midnight.  Under both those sets of circumstances, an attack by the Chain Beasts results in the [SLP] Spriggan Infection - Failed etc messages seen in the video posted.  Only odd thing I noticed was that one of the potentially active infection indicators in the MCM R/H column - the Spriggan Feet one -  is greyed out.  Added the pic of that too

TESV 2021-06-28 15-10-35-66.jpg

Edited by donkeywho
Posted
On 6/26/2021 at 10:18 AM, DeepBlueFrog said:

 

SLIF issues are difficult to troubleshoot since I am not using that mod.

I don't remember changing anything regarding SLIF but I could be wrong.

 

Are you using Parasites with or without the latest version of Hormones?

I also have the latest hormones yes, and it's less the previous SLIF integration as something from parasites seems to be overwriting the SLIF input altogether. Parasites shows up in SLIF with the correct numbers (from the values input as sizes in the MCM) but when a size change occurs (increase or removal) Parasites morph values appear to overwrite the values SLIF is using and the squashed flat looks appears. So even if you didn't change anything, if you added morphs that don't go through SLIF that might be the issue.

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