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SexLab Parasites - Kyne's Blessing (January 2025)


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Posted
25 minutes ago, StripedWhite said:

After finishing Kyne's Blessing and implanting the seed stone, how long is the next step supposed to take? My character has had it for almost two weeks with no changes so far. Not sure if it's relevant, but I had to use console commands to move the quest along after removing the corruption on the Elder Roots, as suggested by some comments a while back.


Are you using the version I posted yesterday? Or the last SE version from January?

Posted

@DeepBlueFrog I completed the Chaurus Queen Quest in SE, and the mod works great!

 

I'm also using the Beta version of Hormones that had bodymorphs working, and the mod integration seems to be working fine as well (Falmer growth hormone=bigger breasts and blue color).

 

Only further cross-compatiblity change I thought of would be assigning a blue color shift to the Colors selected in the Hormones MCM (I currently have to go in and do that manually).

 

A few suggestions for improvements and mod integrations:

 

 

1. Improved NPC Comments - I find it kind of weird that the devices and effects of parasites don't have very many ambient dialogues. As far as I can tell, the only one is "By the gods, another tree hugger..."

 

    I play with hormones installed as well (Bimbo+Chaurus Queen), and I find it a bit odd that the PC gets more comments about being a bimbo (ex. "Just what we needed, a shameless slut!") than the chaurus legs growing out of her breasts.

 

    I don't have many dialogue ideas for that, but some ambient comments would be appreciated. Easiest thing I can thing of is making the Vigilants hostile to the player.

 

    If the Vigilants of Stendarr aren't informed of the transformation being effectively "sponsored" by Kynareth, they may take issue with the player's mutation.

 

 

2. Mod integration for further chaurus queen powers would be amazing. A few that come to mind:

 

  • The chaurus and spider spit powers could have a chance to cause an Estrus Chaurus or Estrus Spider attack when used on female NPCs (if they don't do that already), and making those "Hosts" non-hostile to the player until they give birth.
  • The ability to place down a "Chaurus Egg Sac" that acts as a place to store excess chaurus eggs (could also be done with spiders egg sacs)
  • Convert chaurus chitin in the PC's inventory into falmer-style chitin chests (could be done with Campfire)
  • Most difficult one I can think of, would be the ability to "Seal" doorways using the spider spit attack, either by re-locking doors they hit (easier), or by creating spider webs that block the doorway (I think that would be harder, unless it was just placed as a destructible wall).
Posted
1 hour ago, w234aew said:

@DeepBlueFrog I completed the Chaurus Queen Quest in SE, and the mod works great!

 

I'm also using the Beta version of Hormones that had bodymorphs working, and the mod integration seems to be working fine as well (Falmer growth hormone=bigger breasts and blue color).

 

Thanks and good to hear that is working for you.

 

1 hour ago, w234aew said:

 

Only further cross-compatiblity change I thought of would be assigning a blue color shift to the Colors selected in the Hormones MCM (I currently have to go in and do that manually).

 

A few suggestions for improvements and mod integrations:

 

1. Improved NPC Comments - I find it kind of weird that the devices and effects of parasites don't have very many ambient dialogues. As far as I can tell, the only one is "By the gods, another tree hugger..."

 

    I play with hormones installed as well (Bimbo+Chaurus Queen), and I find it a bit odd that the PC gets more comments about being a bimbo (ex. "Just what we needed, a shameless slut!") than the chaurus legs growing out of her breasts.

 

That's on my list but I could use help writing those comments.

 

1 hour ago, w234aew said:

 

    I don't have many dialogue ideas for that, but some ambient comments would be appreciated. Easiest thing I can thing of is making the Vigilants hostile to the player.

 

    If the Vigilants of Stendarr aren't informed of the transformation being effectively "sponsored" by Kynareth, they may take issue with the player's mutation.

 

I tried making the Vigilant hostiles before but I can never get it to work properly

 

1 hour ago, w234aew said:

 

2. Mod integration for further chaurus queen powers would be amazing. A few that come to mind:

  • The chaurus and spider spit powers could have a chance to cause an Estrus Chaurus or Estrus Spider attack when used on female NPCs (if they don't do that already), and making those "Hosts" non-hostile to the player until they give birth.

 

That's already done with Estrus Chaurus.

If you use Chaurus Acid attacks, they carry a chance of triggering a tentacle attack on NPCs.

 

1 hour ago, w234aew said:
  • The ability to place down a "Chaurus Egg Sac" that acts as a place to store excess chaurus eggs (could also be done with spiders egg sacs)

 

I thought about it but placing sacks like this is flaky without a more advanced positioning system like in Campfire. I am not feeling too hot about replicating that system in Parasites :)

 

1 hour ago, w234aew said:
  • Convert chaurus chitin in the PC's inventory into falmer-style chitin chests (could be done with Campfire)

 

That's an interesting idea.

I could add that to the Chaurus Spawn power.

 

1 hour ago, w234aew said:
  • Most difficult one I can think of, would be the ability to "Seal" doorways using the spider spit attack, either by re-locking doors they hit (easier), or by creating spider webs that block the doorway (I think that would be harder, unless it was just placed as a destructible wall).

 

That sounds difficult indeed.

Posted
4 hours ago, DeepBlueFrog said:


Are you using the version I posted yesterday? Or the last SE version from January?

I just updated, so haven't seen if that made any difference yet, but I'm on LE.

Posted

since I am always messing around with different installations just a quick question... going to Rifton and seeing the place for devious stories (milkfarm) I was deeply impressed to find a new modded location in a "Residend Evil-Style". Is this the new mod or have I (unknowingly) installed a location-changing-mod? But I love the new view... allways surprised by the "magic" of skyrim

Posted
15 minutes ago, xwhiteninjax said:

since I am always messing around with different installations just a quick question... going to Rifton and seeing the place for devious stories (milkfarm) I was deeply impressed to find a new modded location in a "Residend Evil-Style". Is this the new mod or have I (unknowingly) installed a location-changing-mod? But I love the new view... allways surprised by the "magic" of skyrim

 

If you mean the building next to the windmill, I found a more fitting farm house model.

 

Can you share a screenshot?

Posted
2 hours ago, DeepBlueFrog said:

 

Thanks and good to hear that is working for you.

 

 

That's on my list but I could use help writing those comments.

 

 

I tried making the Vigilant hostiles before but I can never get it to work properly

 

 

That's already done with Estrus Chaurus.

If you use Chaurus Acid attacks, they carry a chance of triggering a tentacle attack on NPCs.

 

 

I thought about it but placing sacks like this is flaky without a more advanced positioning system like in Campfire. I am not feeling too hot about replicating that system in Parasites :)

 

 

That's an interesting idea.

I could add that to the Chaurus Spawn power.

 

 

That sounds difficult indeed.

 

@DeepBlueFrog 

 

 

I did a bit further googling about the Spider Webbing idea, and I don't think it's actually as difficult as I thought!

 

Those destructible webs are actually an activator (like Crimson Nirnroot), so they can be placed in-world! The only issue is how to place them.

 

I think trying to coordinate door placement would be difficult, but if it's a projectile, and can register floor collision locations, it could cause a "False wall" made of spider web activators to spawn at the collision location.

 

This would allow a player to enter a room, turn around, and seal off a doorway without a lockable door mod.

 

It could also be used to slow down enemy NPCs by creating walls for their critical attacks to crash into.

 

 

On the subject of the chaurus egg sacs, I think it would make more sense to actually have them place at the player's location (as if the chaurus queen is "Laying" them), instead of placed via Campfire or Jaxonz Positioner.

 

The only real thing I'd change about having them in-world is to give the player some way to "remove" empty ones (be that re-dissolving them with the "digest" power", or simply having Player-created ones vanish if they're empty).

 

The presence of chauruses (chauri?), spider webs, and player-laid egg sacs would definitely be an improvement though, could make hearthfire homes look like Blackreach ?.

 

 

As far as the ambient comments go, I'll list some that I can think of (I'm not the most dialogue-minded person though) :

  • Generic (for all devices, besides Queen items) - "You might want to get that looked at..", maybe re-use some of the sick comments (NPCs will comment on players that have Atraxia, Sanguinaire Vampiris, etc.).
  • Barnacles/Blue Glow - "Now I see why the Falmer don't sleep", "That's one way to avoid carrying a torch...", "No, I don't think that's where they go either..."
  • Spider Eggs - "Gross! You smell like a damp cave!", "Are you pregnant? Wait, what are those!", "Oh no, you look full to bursting! You should see a healer.."
  • Worms (♦️ comments would also work with chaurus queen tail) - ♦️"Are those things moving?", ♦️"Did her underwear just move?", "Cave foraging gone wrong?", "Did I see you coming from chillwind depths? Are you alright?" (that would be commented by whiterun guards)
  • Face Hugger - "Can you breathe through that thing?", "What's that thing feeding you? You seem to have gained weight"
  • Living Armor/Tentacle Parasite - "Why are you making that face", "By the gods, what is that!", "Where is that tentacle going?"
  • Falmer Growth/Blue skin - "Wow, those are huge!", "Um, I think you might be...leaking", "Your back must be killing you", "Blue, what an exotic color! Did you dye it, or is it natural?"

Some more specific ones for the Chaurus Queen effects:

  • Vaginal Chaurus Queen "Tail" - ♦️, along with, "Did that thing just come out of you!?", "Why do I hear clicking?", "Why are you squirming? Is something wrong?"
  • Normal "Skin" (small buds) - "I think there's something moving under her armor", "What are those bumps? No, not those, the other two!", "What's that sweet smell?"
  • Full Skin (overlay+large buds) - "By the nine! Did those come out of you!?", "Those won't grab me if I get too close?", "Skin balm won't fix THAT!", "By the nine, they are moving!", "Are those things...Dripping!?"
  • Chaurus Chitin Armor - "Ew! What's this slime!", "Those look sharp!"
  • Chaurus Mask/Queen Mask - "How can you still see?" 
  • Chaurus Queen Armor - "My god, how is that thing not attacking you!", "Huh, a tame chaurus, I've never seen that.", "Wait, why is it fused with you!"
  • Wings - "First dragons flying around, and now bug-people! What's next!?", "Can you furl those up? You keep knocking stuff over.", "Wow! Can you really fly!?"
Posted
1 hour ago, DeepBlueFrog said:

 

If you mean the building next to the windmill, I found a more fitting farm house model.

 

Can you share a screenshot?

 

yep, no need to send a picture... your description is showing, that you are (gladly) responsible to this changing. Nice look, tried to explore it and only at the top with the door to go outside it was missing a texture. But this could be my settings and dyndolod (not updated). It is only missing a cellar under the cellar to put the cows into nice fitting cells *laughing

Posted

im curious to see what will become of this mod, i will say i am more then pleased by it so far. i wonder if the tentacle and/or living armor will get some attention soon. i do have some ideas regarding certain tentacle beasts out there. perhaps a worship in a way. but im a cthulu nut sometimes so i think of wierd things such as that. but essentially it would be another transformation story such as the chaurus queen story. if its too much to add at this point i understand

 

 

Posted
45 minutes ago, roofus__ said:

im curious to see what will become of this mod, i will say i am more then pleased by it so far. i wonder if the tentacle and/or living armor will get some attention soon. i do have some ideas regarding certain tentacle beasts out there. perhaps a worship in a way. but im a cthulu nut sometimes so i think of wierd things such as that. but essentially it would be another transformation story such as the chaurus queen story. if its too much to add at this point i understand

 

I am planning to work on the tentacle monster and living armor next, around the end of the month. I am current finishing the last stages of the Milk Farm quest in Stories.

 

I made the DLCs a requirement to Parasites precisely to have access to tentacles from Apocrypha.

I am also a Lovecraft fan and I would like to have at least one story inspired by the Old Ones (although Delzaron pretty much cornered that market :) ).

 

Another transformation story would be too much to add but I have a few surprises planned for a sort of Epilogue to Parasites (it will be parallel to the Chaurus Queen and focused on the two tentacle armors parasites).

Posted
9 minutes ago, DeepBlueFrog said:

 

I am planning to work on the tentacle monster and living armor next, around the end of the month. I am current finishing the last stages of the Milk Farm quest in Stories.

 

I made the DLCs a requirement to Parasites precisely to have access to tentacles from Apocrypha.

I am also a Lovecraft fan and I would like to have at least one story inspired by the Old Ones (although Delzaron pretty much cornered that market :) ).

 

Another transformation story would be too much to add but I have a few surprises planned for a sort of Epilogue to Parasites (it will be parallel to the Chaurus Queen and focused on the two tentacle armors parasites).

 

Indeed his mods where fun to play with (around 3 years ago), but then something changed inside the basic game/sexlabs framework/DD or whatever. Now his mods are only more or less playable if you are playing with a very restricted installation. The reason is, that the quests are triggered at random setstages even if you are not playing the quest at all. It would be nice to have a "stopfunction" to them, similiar to "Shout like a virgin", where you can "put the quest on hold" up to the time you are triggering it on purpose. But nevertheless, it was good work and time playing with them, since they brought "neverseen actions" to skyrim(s underworld) to the light.

Posted

@DeepBlueFrog About the "Acid Spit/Digest" causing EC+/ES+ attacks, I'm not sure if that's working.

 

I tried both on Elisif. The spider one caused a cocoon to form around her and immobilized her from her bedroom to chair commute (awesome effect!).

 

However, the chaurus one did nothing other than damage. I only have EC+ installed, but even with the tentacle attack chance turned up to 100%, nothing happened, even when spamming the power on Elisif.

 

I'll try tomorrow with a different NPC. Elisif is an odd case to start with, so maybe it would work on a more generic NPC (ex. a bandit).

Posted
6 hours ago, DeepBlueFrog said:

I am planning to work on the tentacle monster and living armor next, around the end of the month. I am current finishing the last stages of the Milk Farm quest in Stories.

 

I made the DLCs a requirement to Parasites precisely to have access to tentacles from Apocrypha.

I am also a Lovecraft fan and I would like to have at least one story inspired by the Old Ones (although Delzaron pretty much cornered that market :) ).

 

Another transformation story would be too much to add but I have a few surprises planned for a sort of Epilogue to Parasites (it will be parallel to the Chaurus Queen and focused on the two tentacle armors parasites).

well in short there is a black tentacle animation in the realms of oblivion with...i know ill spell it wrong but malag baal or something like that. i was thinking originally that that being in a spell to use could be an option. there is a lot that can be done with tentacles and such even with things just in base game. i am curious as to what you have going on but i am most certainly excited. this mod has been around for some time and i feel will continue to be around. thanks for all the hard work...ive done a lil coding so i know the tip of the iceburge of how hard it can be. but i also know the excitement to fix or make something with it

Posted

Been playing for a while now after doing the ritual, but im not seeing anything happening. I have been attacked by tentacles every now and again but not sure if that was because i had living armor equipped, since i havent been attacked after unequipping it. 

I also noticed danica is still down in the sanctuary, so not sure if something is broken. Checked the quest stage and it says its at stage 290

 

Posted
30 minutes ago, Dr.Lefse said:

Been playing for a while now after doing the ritual, but im not seeing anything happening. I have been attacked by tentacles every now and again but not sure if that was because i had living armor equipped, since i havent been attacked after unequipping it. 

I also noticed danica is still down in the sanctuary, so not sure if something is broken.

 

Something I used speed up the process in my playthrough was changing the DD settings.

 

1. Make sure you registered the custom device events (it's a button in the parasites MCM, but it should show up in the DD "Device Events" menu if properly registered. Check that first.).

2. Try increasing the probability of Parasites Active/Passive events in DD's menu.

3. Final way to speed it up is decreasing the DD event clock (the first slider, should be set to ~1.5 by default). Decreasing this number increases the frequency for DD random event checks.

Posted
45 minutes ago, w234aew said:

 

Something I used speed up the process in my playthrough was changing the DD settings.

 

1. Make sure you registered the custom device events (it's a button in the parasites MCM, but it should show up in the DD "Device Events" menu if properly registered. Check that first.).

2. Try increasing the probability of Parasites Active/Passive events in DD's menu.

3. Final way to speed it up is decreasing the DD event clock (the first slider, should be set to ~1.5 by default). Decreasing this number increases the frequency for DD random event checks.

Tried changing the values but nothing is happening still.

Saw an earlier post and tried adding the infection through the mcm, but i still dont see anything happening. The mcm says it has been 15 days since the ritual so im guessing something must have broken somewhere... 

Posted
1 hour ago, Dr.Lefse said:

Tried changing the values but nothing is happening still.

Saw an earlier post and tried adding the infection through the mcm, but i still dont see anything happening. The mcm says it has been 15 days since the ritual so im guessing something must have broken somewhere... 

 

An error log could help here.

Posted

Thanks.

 

I see your Queen Stage is still at 1. 

 

Make sure both stages 255 and 260 of the _SLP_QST_QueenOfChaurus are set to 1. 

The parasites 'flare ups' will not work without these stages.

 

Are you using SE or LE?

Posted
12 minutes ago, DeepBlueFrog said:

Thanks.

 

I see your Queen Stage is still at 1. 

 

Make sure both stages 255 and 260 of the _SLP_QST_QueenOfChaurus are set to 1. 

The parasites 'flare ups' will not work without these stages.

 

Are you using SE or LE?

Both stages are at 1

And im using the newest SE conversion

Posted
36 minutes ago, Dr.Lefse said:

Both stages are at 1

And im using the newest SE conversion

 

Ok.. then try to play for a while and send me the error log again.

 

You should have messages like these in your log:

 

[SLP] tryParasiteNextStage
[SLP]    iChaurusQueenFlaresFrequency: " + iChaurusQueenFlaresFrequency
[SLP]    iNextStageThrottle: " + iNextStageThrottle
[SLP]    threshold: " + (iNextStageThrottle / iChaurusQueenFlaresFrequency)

 

Followed by either this:

 

[SLP] tryParasiteNextStage failed  
[SLP]    Player is busy 
+ reasons why

 

Or this:

 

[SLP]    itriggerNextStageChaurusQueen = " + itriggerNextStageChaurusQueen
if there is a successful flare up

 

or this:

 

[SLP] tryParasiteNextStage failed  " 
[SLP]    Bad luck - try again later : " + itriggerNextStageChaurusQueen

if the flare up fails.

 

Posted

And here are possible reasons why the flare ups would fail:

 

[SLP]     IsBleedingOut: " + PlayerActor.IsBleedingOut()  
[SLP]     IsDead: " + PlayerActor.IsDead()  
[SLP]     IsOnMount: " + PlayerActor.IsOnMount()  
[SLP]     IsFlying: " + PlayerActor.IsFlying()  
[SLP]     IsUnconscious: " + PlayerActor.IsUnconscious()  
[SLP]     Game.IsActivateControlsEnabled: " + Game.IsActivateControlsEnabled() 
[SLP]     SexLab.IsActorActive: " + SexLab.IsActorActive(PlayerActor) 

 

So if you are using horses a lot, you will have less flare ups.

If SexLab is stuck and considers you in an animation all the time, you won't get any at all.

Posted
1 hour ago, DeepBlueFrog said:

And here are possible reasons why the flare ups would fail:

 


[SLP]     IsBleedingOut: " + PlayerActor.IsBleedingOut()  
[SLP]     IsDead: " + PlayerActor.IsDead()  
[SLP]     IsOnMount: " + PlayerActor.IsOnMount()  
[SLP]     IsFlying: " + PlayerActor.IsFlying()  
[SLP]     IsUnconscious: " + PlayerActor.IsUnconscious()  
[SLP]     Game.IsActivateControlsEnabled: " + Game.IsActivateControlsEnabled() 
[SLP]     SexLab.IsActorActive: " + SexLab.IsActorActive(PlayerActor) 

 

So if you are using horses a lot, you will have less flare ups.

If SexLab is stuck and considers you in an animation all the time, you won't get any at all.

 

Played for about an hour, but when i checked the logs i couldn't find any of the lines you posted.

Papyrus.1.log Papyrus.0.log

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