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Posted (edited)
12 hours ago, StreamDumpsss said:

Maybe I'm just being dumb by missing this, but is there any way to guarantee that a male player character will be a bottom when approached by an aroused creature? Whenever an animal randomly approaches my character, it always plays an animation where that animal is penetrated by my character, regardless of if the animal is a male or female. I'd like it so that my male character can be penetrated too. Is there an option for this that I'm just missing in the MCM?

Which version of SexLab is this?

 

When using OGSL, SLAC has the Other Settings > Animation Selection options, which allow you to encourage actors to be treated as an alternate gender depending on partner.

 

When using SLP+, the actor sex position is quite strict and there is little to be done other than switch the sex of the actor in the SL MCM.

Edited by Sailing Rebel
Clarification
Posted (edited)
11 hours ago, StreamDumpsss said:

Maybe I'm just being dumb by missing this, but is there any way to guarantee that a male player character will be a bottom when approached by an aroused creature? Whenever an animal randomly approaches my character, it always plays an animation where that animal is penetrated by my character, regardless of if the animal is a male or female. I'd like it so that my male character can be penetrated too. Is there an option for this that I'm just missing in the MCM?

 

I believe there's a setting in SexLab v.166.b to treat a npc/pc as male/female overall and on the animation sets there are also settings by npc/pc. Of course setting the first means the PC would always be the bottom most the time in human/human animations. 

Edited by eflat01
Posted (edited)

Can I use this mod for NPC/Player only and no creatures? Or do I have to install creature frameworks even if I don't use them?

Edited by iKnox
Posted
41 minutes ago, iKnox said:

Can I use this mod for NPC/Player only and no creatures? Or do I have to install creature frameworks even if I don't use them?

SLAC is specifically for sex involving friendly creatures.

 

There should be a good few "random" and dialogue sex mods in the SexLab Framework SE downloads that, in combination, cover the same ground for sex with NPCs.

 

Might be worth asking in the Request & Find forum with a description of the result you are looking for. Someone may have a ready-to-go solution already.

  • 2 weeks later...
Posted

This mod works very well. So well, in fact, I wish you would make a human version of it; the mods I've tried for PCs and NPCs (the 2-legged kind) such as ABMM, ADCSexLife, and Scent of Sex seem to work rarely or not at all.

Posted
12 hours ago, megalonrs said:

This mod works very well. So well, in fact, I wish you would make a human version of it; the mods I've tried for PCs and NPCs (the 2-legged kind) such as ABMM, ADCSexLife, and Scent of Sex seem to work rarely or not at all.

If I were to do that, it would just end up looking an awful lot like those mods.

 

It's going to be easier and faster to try and figure out why they are not working the way you want. I would start with their support threads.

Posted

hi there love your mod, but was wondering on how to get the creature to also target male npc and not just female npc

 

Posted
2 hours ago, spirit141 said:

hi there love your mod, but was wondering on how to get the creature to also target male npc and not just female npc

 

Double-check the PC / NPC Auto Settings in the MCM and make sure male NPCs are permitted. You might also want to allow MM engagements here. There are more male NPC options at the bottom of that page. There are also animation selection tweaks found under Other Settings.

 

If you are specifically looking for MF engagements, make sure there are compatible female creature animations installed and that the Match Creature Gender option is enabled under SexLab > Animation settings..

 

There may be issues for MM engagements if you are using SLP+, as it is more strict on actor positions in scenes than OGSL, and there is a dearth of animations that are tagged to allow male actors in the receiving position. I'm not sure what the solution there is.

Posted

could u help with another problem as i dont know where to write it. im getting a lot of T posing between me n npc's. Some animations work ok but some are making it T POSE.  I use pandora n xp32, cbbcn stuff with sexlab p+ and the conversion for the animations to work with that. I dont know how to fix the problem

thankyou

Posted
27 minutes ago, spirit141 said:

could u help with another problem as i dont know where to write it. im getting a lot of T posing between me n npc's. Some animations work ok but some are making it T POSE.  I use pandora n xp32, cbbcn stuff with sexlab p+ and the conversion for the animations to work with that. I dont know how to fix the problem

thankyou

T-pose means missing or incompatible animations.

 

If this is just in SL scenes, make sure that you have installed all the SLAL packs for the selected SLSB conversions, and ensure they are matching versions.

 

What I do is install multiple copies of SLSB conversions, one for each SLAL pack with only that pack selected in the FOMOD. That way, I can troubleshoot them individually without having to constantly reinstall all options all at once and potentially cause more problems with misclicks.

  • 2 weeks later...
Posted

I saw this bug in this thread before, I have tried reinstalling SLWigets, IWantWidgetsNG and the normal one, IWantStatusBars. I tried turning on and off the struggle widget in SLAC but it's still bugged. The creature stamina works fine it's just that I can't see my own stamina.

 

This bug only sometimes happens, usually on a new game it's enough to uninstall, save, reinstall the widget mods and it will fix itself but this time it's just permanently fucked no matter what I do. At least every single other widget works now lol.

 

Has anyone found a reliable solution or fix?

 

image.png.6b9907f6691d8d77aab72e3d1a6de5ea.png

Posted
2 hours ago, Serverscrying said:

I saw this bug in this thread before, I have tried reinstalling SLWigets, IWantWidgetsNG and the normal one, IWantStatusBars. I tried turning on and off the struggle widget in SLAC but it's still bugged. The creature stamina works fine it's just that I can't see my own stamina.

 

This bug only sometimes happens, usually on a new game it's enough to uninstall, save, reinstall the widget mods and it will fix itself but this time it's just permanently fucked no matter what I do. At least every single other widget works now lol.

 

Has anyone found a reliable solution or fix?

 

image.png.6b9907f6691d8d77aab72e3d1a6de5ea.png

Do the struggle meters display normally without the other widget mods?

 

Try moving the meter to a different position on the screen under Aroused Creatures MCM > Dialogue & Interaction > Player Struggle.

Posted
3 hours ago, Sailing Rebel said:

Do the struggle meters display normally without the other widget mods?

 

Try moving the meter to a different position on the screen under Aroused Creatures MCM > Dialogue & Interaction > Player Struggle.

No it's just busted in the current save file. I did try moving it around as that's how UD's widget also frequently gets fixed, mainly swapping where it gets rendered (left or right) fixed that one but here I am having trouble. I assume it is some bug that depends on when the mod gets loaded on new game so possibly reinstalling the mod itself might fix it.

Posted
1 hour ago, Serverscrying said:

No it's just busted in the current save file. I did try moving it around as that's how UD's widget also frequently gets fixed, mainly swapping where it gets rendered (left or right) fixed that one but here I am having trouble. I assume it is some bug that depends on when the mod gets loaded on new game so possibly reinstalling the mod itself might fix it.

I'm not able to reproduce it here yet. But it sounds like it's not that predictable.

 

I'm seeing what might be a similar issue in the bug tracker for iWant Status Bars in relation to SL Widgets.

 

I would not have expected these mods to interfere with widgets that are not a part of that framework, but I don't know enough about their internals. I'm wondering if we are seeing some sort of indexing limit for UI elements. Since these mods add so many, maybe they are starting to overflow into a limited address space and interfering with each other. That might explain the unpredictable behaviour, similar to exceeding the game's plugin limit.

Posted
3 hours ago, Sailing Rebel said:

I'm not able to reproduce it here yet. But it sounds like it's not that predictable.

 

I'm seeing what might be a similar issue in the bug tracker for iWant Status Bars in relation to SL Widgets.

 

I would not have expected these mods to interfere with widgets that are not a part of that framework, but I don't know enough about their internals. I'm wondering if we are seeing some sort of indexing limit for UI elements. Since these mods add so many, maybe they are starting to overflow into a limited address space and interfering with each other. That might explain the unpredictable behaviour, similar to exceeding the game's plugin limit.

The indexing limit might be a sound theory but as the widget does work on some new games it probably can't be the issue.
As I said sometimes it works sometimes it doesn't and I can't even tell you what influences that, I was just curious as maybe someone finally found a solution after all this time since the last comment I saw.

Posted
12 hours ago, Serverscrying said:

The indexing limit might be a sound theory but as the widget does work on some new games it probably can't be the issue.
As I said sometimes it works sometimes it doesn't and I can't even tell you what influences that, I was just curious as maybe someone finally found a solution after all this time since the last comment I saw.

If a solution I can implement presents itself, I'll certainly look at it.

 

But really, I need to replace that struggle system entirely.

Posted

Hi, i'm having some difficulties with making this work. It seems no matter what options I set in the mod, creatures won't engage. Neither from the auto scan nor invite. Inviting always returns the "animal is not interested in mating with you" message. I have functioning creature animations and can initiate sex animations with them via other mods. 

 

I enabled debug logging to try to get some more info and it seems that the mod isn't reading the "allowed creatures" section correctly? (see screenshots)

Toggling creatures on and off in that menu doesn't seem to do anything. It always says that that creature is not allowed regardless of what the setting in the menu is. 

 

Nothing is overwriting SLAC in my load order. 

 

I am playing on LE with OsmelMCs tweak/patch applied to be able to use this version of SLAC, which I'm aware isn't exactly officially supported but I figured I'd ask in case this is a known issue with a simple solution. I recall having lots of issues with "animal is not interested in mating with you" even with the older LE version. 

SLAC bug1.png

SLAC bug2.png

Posted
On 7/13/2026 at 11:28 PM, NotAWeaboo said:

Hi, i'm having some difficulties with making this work. It seems no matter what options I set in the mod, creatures won't engage. Neither from the auto scan nor invite. Inviting always returns the "animal is not interested in mating with you" message. I have functioning creature animations and can initiate sex animations with them via other mods. 

 

I enabled debug logging to try to get some more info and it seems that the mod isn't reading the "allowed creatures" section correctly? (see screenshots)

Toggling creatures on and off in that menu doesn't seem to do anything. It always says that that creature is not allowed regardless of what the setting in the menu is. 

 

Nothing is overwriting SLAC in my load order. 

 

I am playing on LE with OsmelMCs tweak/patch applied to be able to use this version of SLAC, which I'm aware isn't exactly officially supported but I figured I'd ask in case this is a known issue with a simple solution. I recall having lots of issues with "animal is not interested in mating with you" even with the older LE version. 

I can't provide support for patched versions of SLAC, as the issue is almost certainly with the patch.

 

Patches are typically very version-specific, so make sure everything has compatible versions installed. For instance, PapyrusUtils added some functions a few years ago that SLAC took advantage of, but this means that current versions will no longer function fully on older games.

Posted
2 hours ago, redrootcat said:

I'm having an issue where after playing an animation with a creature, I can't draw my weapon to enter combat. How can I fix this?

Use the Clean Actor option in the Aroused Creatures MCM > Help page, or try to use a chair or crafting station.

 

SLAC has safeguards to prevent exactly this type of issue (usually caused by sending a default idle animation event while the player has a weapon drawn). I've never seen it happen in testing since adding the safeguards, so I'm inclined to think another SL mod is causing this. If you have any mods that act on all SL animations, maybe something that stops nearby combat, or is used to initiate post engagement animations, then these are potential culprits.

Posted
1 hour ago, Sailing Rebel said:

Use the Clean Actor option in the Aroused Creatures MCM > Help page, or try to use a chair or crafting station.

 

SLAC has safeguards to prevent exactly this type of issue (usually caused by sending a default idle animation event while the player has a weapon drawn). I've never seen it happen in testing since adding the safeguards, so I'm inclined to think another SL mod is causing this. If you have any mods that act on all SL animations, maybe something that stops nearby combat, or is used to initiate post engagement animations, then these are potential culprits.

Thanks, I checked all my mods. After disabling SexLabStopCombat, the issue where I couldn't draw my weapon no longer occurs.

Posted
3 hours ago, Sailing Rebel said:

Use the Clean Actor option in the Aroused Creatures MCM > Help page, or try to use a chair or crafting station.

 

SLAC has safeguards to prevent exactly this type of issue (usually caused by sending a default idle animation event while the player has a weapon drawn). I've never seen it happen in testing since adding the safeguards, so I'm inclined to think another SL mod is causing this. If you have any mods that act on all SL animations, maybe something that stops nearby combat, or is used to initiate post engagement animations, then these are potential culprits.

 

For anyone needing similar safeguards against breaking things like this, here is a cobbled together stack of what I currently do before sending a default animation event:

 

(
  akActor != PlayerRef || \
  (
    !Utility.IsInMenuMode() && \
    !UI.IsMenuOpen("Dialogue Menu") && \
    !UI.IsMenuOpen("Console") && \
    !UI.IsMenuOpen("Crafting Menu") && \
    !UI.IsMenuOpen("BarterMenu") && \
    !UI.IsMenuOpen("MessageBoxMenu") && \
    !UI.IsMenuOpen("ContainerMenu") && \
    !UI.IsTextInputEnabled()
  )
) && \
akActor.Is3DLoaded() && \
!akActor.IsOnMount() && \
akActor.GetSitState() < 1 && \
akActor.GetSleepState() < 1 && \
!akActor.IsBeingRidden() && \
!akActor.IsWeaponDrawn() && \
Debug.SendAnimationEvent(akActor as ObjectReference,"IdleForceDefaultState")

 

Which I think illustrates how dangerous it can be to send these events.

 

To break that down: If this is the player, make sure menus are not open, otherwise make sure the actor is loaded, is not on a mount, sitting, sleeping, being ridden by another actor, or has a weapon drawn.

 

In implementation, I have those menu tests broken out into a separate function for reuse.

 

Probably the most important condition there is IsOnMount(). Sending a default animation event to mounted actors will break their animations. Sending it to a mounted player will permanently break the game. The player will stand on the horse unable to do anything and there is no fix for this except loading a previous save.

 

There is a potential issue with other asynchronous operations triggering affected actor states after their conditions have been tested. But so far I've not seen that happen in SLAC.

Posted

Sorry to bother you again, but I ran into the weapon-draw issue once more. 
The animation started and ended with my character in idle state, yet I still couldn't draw my weapon afterward. 
This time, I tried the mod's 'recover from animation' key, and it did work — I could draw my weapon again. 

Posted
55 minutes ago, redrootcat said:

Sorry to bother you again, but I ran into the weapon-draw issue once more. 
The animation started and ended with my character in idle state, yet I still couldn't draw my weapon afterward. 
This time, I tried the mod's 'recover from animation' key, and it did work — I could draw my weapon again. 

If you can, it might help to see a papyrus log from a session in which the General Settinsg > Debug option is enabled and this issue encountered.

Posted
7 hours ago, Sailing Rebel said:

If you can, it might help to see a papyrus log from a session in which the General Settinsg > Debug option is enabled and this issue encountered.

This is the log from the start of the animation to after it ends, and it includes the moment when I cannot draw my weapon.

Papyrus.0.log

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