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Posted
57 minutes ago, redrootcat said:

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 1.89 MB · 0 downloads

Thanks for that.

 

I'm not seeing any errors from Aroused Creatures, and I'm not able to reproduce this issue myself.

 

There are a lot of errors from SL Aroused and SLH Game Voices, but these are probably not related.

 

You mentioned using Immersive Interactions. Naturally, that mod does a lot of animation handling, and I'm seeing bug reports for delayed and unexpected animation events, so I'm wondering if it might be causing problems with the SL animation process.

Posted (edited)

Hi,

I can't get the MCM to appear. All I get is the 'Aroused Creatures' in the list on the left of the MCMs but clicking on it doesn't do anything.

 

I only noticed this because I recently started a new game and in the last game I wasn't doing creature sex.

 

I've just updated SAC and Pandora but it made no difference.

 

Never had a problem with SAC in all the years I've used it.

 

EDIT:

Just noticed this in Resaver

 

 


Stacks.jpg.2ad8477e0551caed608a18e4ad6bcb6a.jpg
 

 

 

 

EDIT 2:

 

Started a new game and the problem went away. SLAC did seem to get stuck on initialising (MCM said initialising) but I exited the game, reloaded and everything was there in the MCM.

Not tried things in game yet but Resaver isn't reporting any stacks or other issues.

Edited by Grey Cloud
Posted
On 7/16/2026 at 10:34 AM, Sailing Rebel said:

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.

Gotcha, thanks for the reply! 

Posted
On 7/17/2026 at 9:46 AM, Sailing Rebel said:

Thanks for that.

 

I'm not seeing any errors from Aroused Creatures, and I'm not able to reproduce this issue myself.

 

There are a lot of errors from SL Aroused and SLH Game Voices, but these are probably not related.

 

You mentioned using Immersive Interactions. Naturally, that mod does a lot of animation handling, and I'm seeing bug reports for delayed and unexpected animation events, so I'm wondering if it might be causing problems with the SL animation process.

Thank you for your reply. I tried starting a new save, and the problem magically disappeared.

Posted
On 7/17/2026 at 3:46 AM, Sailing Rebel said:

Thanks for that.

 

I'm not seeing any errors from Aroused Creatures, and I'm not able to reproduce this issue myself.

 

There are a lot of errors from SL Aroused and SLH Game Voices, but these are probably not related.

 

You mentioned using Immersive Interactions. Naturally, that mod does a lot of animation handling, and I'm seeing bug reports for delayed and unexpected animation events, so I'm wondering if it might be causing problems with the SL animation process.

 Are you using Death Alternative or any Defeat mods? If so you can try to go into Death Alternative MCM and in the bottom you have a Compatibility menu. In that menu you have a "Reset Player state" and another top restore Player state and return all items from DA quest.

Posted
1 hour ago, Johan_at_lovers_lab said:

The MCM menu doesn't seem to initiate. Is there a way to force start the initiation of the MCM?

This is an issue that crops up rarely, but with some regularity. It's not isolated to Aroused Creatures, and so far there's no solid explanation for it.

 

Ensure that that game and all modding tools are installed outside Program Files and other protected folders. SLAC needs to access configuration files in the Data folder via SKSE, and this can be blocked by Windows UAC.

 

Antivirus apps can block, corrupt, or delete modding files. So also ensure that exclusions have been configured in any AV app for the game installation folder and all modding related folders, including the downloads folder.

 

After that, uninstall SLAC, redownload it and reinstall.

 

If the issue persists, test in a new game. If it works there, then this may be an issue with that save. Try uninstalling Aroused Creatures, make a new save, and then reinstall it. This can be problematic, as mods of this size often cause a save to be reported as corrupted after removal. If that's the case, then use coc qasmoke in the console and try to load the save from the escape menu.

 

Otherwise, the only option will be to load save from before SLAC was installed.

Posted
48 minutes ago, Sailing Rebel said:

This is an issue that crops up rarely, but with some regularity. It's not isolated to Aroused Creatures, and so far there's no solid explanation for it.

 

Ensure that that game and all modding tools are installed outside Program Files and other protected folders. SLAC needs to access configuration files in the Data folder via SKSE, and this can be blocked by Windows UAC.

 

Antivirus apps can block, corrupt, or delete modding files. So also ensure that exclusions have been configured in any AV app for the game installation folder and all modding related folders, including the downloads folder.

 

After that, uninstall SLAC, redownload it and reinstall.

 

If the issue persists, test in a new game. If it works there, then this may be an issue with that save. Try uninstalling Aroused Creatures, make a new save, and then reinstall it. This can be problematic, as mods of this size often cause a save to be reported as corrupted after removal. If that's the case, then use coc qasmoke in the console and try to load the save from the escape menu.

 

Otherwise, the only option will be to load save from before SLAC was installed.

Thanks.

 

I'll stick to this new game and see how it goes.

 

50 minutes ago, Sailing Rebel said:

This is an issue that crops up rarely, but with some regularity. It's not isolated to Aroused Creatures, and so far there's no solid explanation for it.

I've seen lots of posts about this but never had the problem myself. I guess my luck ran out. ☹️

Posted

When I don't have the gender matching feature enabled, creatures mate very frequently. But after I turn it on, the mating frequency drops instead. Is this normal?

Posted (edited)
47 minutes ago, redrootcat said:

When I don't have the gender matching feature enabled, creatures mate very frequently. But after I turn it on, the mating frequency drops instead. Is this normal?

Without Match Creature Genders, all creatures are treated as male (or, more technically, as a third universal sex).

 

If you have a lot a female creature in your game, its possible that they are being ignored either due to Aroused Creatures configuration, or a lack of female creature animations. Disabling Match Creature Genders means that they may be treated as male and use male animations.

 

After staying in an area with a lot of creatures for a few minutes, check the Aroused Creatures MCM > Help page, where there is a list of recent engagement failures along with failure codes. Highlight a code to see an explanation at the bottom of the interface. With Match Creature Genders enabled there may be codes for "CreatureSex", "Gender", "Female", "FF" or "NoAnims", which could all be the result of female creatures being rejected for engagements.

 

If you are using SLP+, I've noticed some of the SLSB animation conversions have unexpected sex flags on a few creature animation positions, meaning they will not normally be used. This might then exclude some female creatures if their only available animation position is tagged as male. I don't have a fix for that -  I think it would require using the SLSB tool to reconfigure the animation files.

Edited by Sailing Rebel
Posted
3 hours ago, Sailing Rebel said:

Without Match Creature Genders, all creatures are treated as male (or, more technically, as a third universal sex).

 

If you have a lot a female creature in your game, its possible that they are being ignored either due to Aroused Creatures configuration, or a lack of female creature animations. Disabling Match Creature Genders means that they may be treated as male and use male animations.

 

After staying in an area with a lot of creatures for a few minutes, check the Aroused Creatures MCM > Help page, where there is a list of recent engagement failures along with failure codes. Highlight a code to see an explanation at the bottom of the interface. With Match Creature Genders enabled there may be codes for "CreatureSex", "Gender", "Female", "FF" or "NoAnims", which could all be the result of female creatures being rejected for engagements.

 

If you are using SLP+, I've noticed some of the SLSB animation conversions have unexpected sex flags on a few creature animation positions, meaning they will not normally be used. This might then exclude some female creatures if their only available animation position is tagged as male. I don't have a fix for that -  I think it would require using the SLSB tool to reconfigure the animation files.

I checked the help page. Some sections mention arousal, and others mention gender. Does the arousal section also cover gender?

Posted
6 hours ago, redrootcat said:

I checked the help page. Some sections mention arousal, and others mention gender. Does the arousal section also cover gender?

Hovering over the error code will give an explanation at the bottom of in the interface.

 

"Arousal" just means that the acrtor did not meet the required arousal threshold for that engagement. Which threshold is being tested depends on the nature of the engagement, but the usual ones are from PC / NPC Auto Settings.

 

"Gender" means that the actor was rejected due to their detected sex based on the Aroused Creatures configuration. Most likely this will be female creatures being filtered out. Again, this is usually from PC / NPC Auto Settings.

Posted (edited)

What is the preferred Arousal framework for SLAC when combined with SLP+?
SLA SE is kinda weird. i had to increase values a lot for a normal arousal increase so anytime "special" conditions where fullfilled, like being naked, values suddenly skyrocketed. But it did seed values for creatures.
Meanwhile SLA NG works as expected but there's no seeding of arousal values for any creatures and even if i force an arousal value via SLA NG's MCM, SLAC tells me the creature is not aroused despite being over the threshold.

Edited by CGi
Posted
2 hours ago, CGi said:

What is the preferred Arousal frameowrk for SLAC when combined with SLP+?
SLA SE is kinda weird. i had to increase values a lot for a normal arousal increase so anytime "special" conditions where fullfilled, like being naked, values suddenly skyrocketed.
Meanwhile SLA NG works as expected but there's no seeding of arousal values for any creatures and even if i force an arousal value via SLA NG's MCM, SLAC tells me the creature is not aroused despite being over the threshold.

I'm currently working with OSL Aroused 2.6.0 (Later version seem to have occasional problems with unexpected arousal increases). This one is simple, no fuss, and the default options are fine. Which is perfect for testing.

Posted (edited)
13 hours ago, Sailing Rebel said:

I'm currently working with OSL Aroused 2.6.0 (Later version seem to have occasional problems with unexpected arousal increases). This one is simple, no fuss, and the default options are fine. Which is perfect for testing.

i'll give it a try. Thanks.
So far i avoided it for it's focus on OStim, suspecting neglected support for SL or SLP+.

 

Edit:
OSL Aroused works like a charm and has a way less complicated MCM than SLA NG. A horse that was near had sudden urges to satisfy, confirming that SLAC works again.

Edited by CGi
Posted (edited)

I'm having an odd issue where Aroused Creatures does not detect any animations, with debug enabled the console outputs for GetSLAnimations 0 in all categories (M/F/MC/MF). Obviously I do have animations installed and registered and to skip all of that troubleshooting: MatchMaker cast on both the PC and a horse for example, or Lydia and a horse all work as intended with animations starting as they should, so it's sadly not that simple. Checking the "Help" page in the MCM settings shows Pass/Complete/OK on everything except, of course, Debug currently since it's on, SL version is 1.63 SE. I've also checked for potential overrides in my modlist and there are none, as well as trying to load AC late and early to no difference; using MO2 for all of this.

There just seem to be something between SL and AC specifically that doesn't allow it to see animations, what could be the cause of that?

 

EDIT: Oh and I also tried to Reset Animation Registry in SL MCM.

Edited by Palpetinus
Posted
1 hour ago, Palpetinus said:

I'm having an odd issue where Aroused Creatures does not detect any animations, with debug enabled the console outputs for GetSLAnimations 0 in all categories (M/F/MC/MF). Obviously I do have animations installed and registered and to skip all of that troubleshooting: MatchMaker cast on both the PC and a horse for example, or Lydia and a horse all work as intended with animations starting as they should, so it's sadly not that simple. Checking the "Help" page in the MCM settings shows Pass/Complete/OK on everything except, of course, Debug currently since it's on, SL version is 1.63 SE. I've also checked for potential overrides in my modlist and there are none, as well as trying to load AC late and early to no difference; using MO2 for all of this.

There just seem to be something between SL and AC specifically that doesn't allow it to see animations, what could be the cause of that?

 

EDIT: Oh and I also tried to Reset Animation Registry in SL MCM.

The only other thing to try is SexLab MCM > Rebuild & Clean > Clean System. After using that option, SexLab will need to be reconfigured and any SLAL packs re-registered.

 

Otherwise, we'll need to look at a papyrus log to see what's happening.

 

Are the animations listed in the Aggressive Animations page?

Posted (edited)
17 hours ago, Sailing Rebel said:

The only other thing to try is SexLab MCM > Rebuild & Clean > Clean System. After using that option, SexLab will need to be reconfigured and any SLAL packs re-registered.

 

Otherwise, we'll need to look at a papyrus log to see what's happening.

 

Are the animations listed in the Aggressive Animations page?

 

The animations are listed, many Consensual, many Aggressive, ten pages all in all.

Tried the Clean System thing and reconfigured SexLab, particularly making sure Creature Animations are on. Enabled and registered all animations afterwards. Sadly, it didn't change a thing.

 

Which logs do you need? Does ticking Debug generate/write to a log? I made sure to configure the three logging things in the .ini as instructed in the MCM menu (and the message didn't pop up afterwards) but I can't find anything SLAC-related in any of the logs.

 

EDIT: I have found the culprit, the logs told me that GetCreatureAnimationsByActorsTags are not found on sexlabframework for some reason, I was using 1.63b8. Using (Downgrading to?) just 1.63 has it work, odd but I think I can live with that.

Edited by Palpetinus
Posted
56 minutes ago, Palpetinus said:

 

The animations are listed, many Consensual, many Aggressive, ten pages all in all.

Tried the Clean System thing and reconfigured SexLab, particularly making sure Creature Animations are on. Enabled and registered all animations afterwards. Sadly, it didn't change a thing.

 

Which logs do you need? Does ticking Debug generate/write to a log? I made sure to configure the three logging things in the .ini as instructed in the MCM menu (and the message didn't pop up afterwards) but I can't find anything SLAC-related in any of the logs.

What we're looking for is the standard papyrus log: My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log

Posted

There have been a lot of improvements to OCreatures lately; I’ve managed to get some animations running and they work quite well, but it’s clear that your mod is designed for "wild" integration.

 

Is there a way to integrate it with Ostim yet? Of course, I’m not looking for a version built from scratch, so I’m exploring other options.

 

I had to drop SexLab to save my modlist's.

Posted
2 hours ago, Amonshinky13 said:

There have been a lot of improvements to OCreatures lately; I’ve managed to get some animations running and they work quite well, but it’s clear that your mod is designed for "wild" integration.

 

Is there a way to integrate it with Ostim yet? Of course, I’m not looking for a version built from scratch, so I’m exploring other options.

 

I had to drop SexLab to save my modlist's.

I briefly explored this and was not satisfied that the framework was robust enough at the time.

 

The OStim scenes appeared to be very fragile and easily disrupted. In controlled environments it was fine. But in the uncontrolled situations created by SLAC engagements, like running multiple scenes in the middle of busy city cells, OStim scene actors often ended up seriously displaced, desynced, or simply ejected from the scenes. It just wasn't worth the dev work.

 

But I'll certainly check in on it again in future. It would be nice to have the option.

Posted

I believe I have found an issue with the Dragonborn DLC. Throughout most of the DLC, the player is involved with the hidden DLC2SoulSteal quest, causing creature invitation to fail with the message "failed actor test: Quest". However, this quest only serves to give a 25% chance for Miraak to steal your dragon souls, and should in my opinion not prevent you from engaging creatures during almost the entire DLC.

Posted (edited)
4 hours ago, CasperTM said:

I believe I have found an issue with the Dragonborn DLC. Throughout most of the DLC, the player is involved with the hidden DLC2SoulSteal quest, causing creature invitation to fail with the message "failed actor test: Quest". However, this quest only serves to give a 25% chance for Miraak to steal your dragon souls, and should in my opinion not prevent you from engaging creatures during almost the entire DLC.

Okay, I think the problem here is that this particular DLC quest puts the player in a running scene and leaves them there until the either the scene is ended by a script or Mirrak is defeated. Looking at the code, the scene is supposed to end when Miraak leaves (detaches from the cell), so it may be possible to clean this up by using the wait menu, fast travelling, or using a loading door.

 

Scenes convey exclusive control of the involved actors, preventing them from participating in any other scenes or progressing quests that need them in scenes. It should only be used when exclusive control is required. SLAC respects this (which is why engagements are bing rejected in this case) and uses scenes itself to indicate to the game and other mods when it needs control of actors.

 

You can enabled the Allow Actors in Scenes option under Aroused Creatures MCM > Other Settings > Fixes, which should allow direct and dialogue invitation, and horse refusal engagement to go ahead in this case. It should be noted that this option has the potential to soft-lock quests, including the main quest, so it should be disabled as soon as possible. It could even break the DLC2SoulSteal scene if an engagement is triggered at the wrong time. If that happens, reloading a previous save is the safest way to fix it.

 

Honestly, that scene is just badly designed. There is no reason for the player to be in it at all.

 

Edit: Researching this a bit more, it looks like the vanilla quest script itself is bugged, getting stuck in a while loop that prevents the scene from ending. If that's the case here, this mod might fix it: https://www.nexusmods.com/skyrimspecialedition/mods/97155

Edited by Sailing Rebel
Added link to fix mod
Posted

I was thinking, we have allow only selected creatures, but i think much more usefull would be exclusion selected creatures (would be great for mods like Animal Mansion etc).

Also in most recent version auto engagement just dont work, everything else does. (I'm on 1.5.97)

Posted
2 hours ago, unwashed biomass said:

I was thinking, we have allow only selected creatures, but i think much more usefull would be exclusion selected creatures (would be great for mods like Animal Mansion etc).

Also in most recent version auto engagement just dont work, everything else does. (I'm on 1.5.97)

Use the Target Select key on a creature, then go to Aroused Creatures MCM > Help > Clean Actor > Auto Engage Permission and set the creature to Blocked. This will prevent that creature from being auto-engaged, but still allows direct or dialogue invitation.

 

Check the Recent Engagement Failures lists on the Help page. Hover over a failure code in the list to see an explanation and possible solution at the bottom of the interface. This may explain why auto engagements are not starting.

 

There may be compatibility issues with 1.5.97, which is no longer tested for. In particular, PapyrusUtil has seen some new functions added in the last five years that were not back ported. We'd need to look at a papyrus log to know.

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