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Posted (edited)

Hey, so I'm running into an issue with this mod, though it might be more of a base SexLab issue? I'm not too sure. Either way, I managed to update to OSL aroused, and while it's working perfectly fine, SexLab keeps saying creatures are at 0 arousal, despite OSL showing their actual arousal. Creature Framework and MNC are working fine with OSL, as the creatures are using their aroused models, but something is preventing SexLab from acknowledging OSL and thus blocking engagements.

The green text is from using the N key with SexLab to target the creature. The white text is from using RCtrl with OSL. I've been messing with it since last night and have yet to find the root cause nor a solution. At worst I can resort to using matchmaker, or lower the arousal values needed to 0, but then that would probably cause too many engagements to happen at once. Any help is appreciated!

image.png

image.png

Edited by Stardust_9523
Posted
2 hours ago, Stardust_9523 said:

Hey, so I'm running into an issue with this mod, though it might be more of a base SexLab issue? I'm not too sure. Either way, I managed to update to OSL aroused, and while it's working perfectly fine, SexLab keeps saying creatures are at 0 arousal, despite OSL showing their actual arousal. Creature Framework and MNC are working fine with OSL, as the creatures are using their aroused models, but something is preventing SexLab from acknowledging OSL and thus blocking engagements.

The green text is from using the N key with SexLab to target the creature. The white text is from using RCtrl with OSL. I've been messing with it since last night and have yet to find the root cause nor a solution. At worst I can resort to using matchmaker, or lower the arousal values needed to 0, but then that would probably cause too many engagements to happen at once. Any help is appreciated!

image.png

image.png

To add to this, this is what the debug log says in aroused creatures, that they aren't meeting the arousal despite OSL saying they do

Screenshot 2026-08-23 142548.png

Posted
55 minutes ago, Stardust_9523 said:

To add to this, this is what the debug log says in aroused creatures, that they aren't meeting the arousal despite OSL saying they do

It looks as though OSL Aroused is not updating the actor's arousal faction for some reason. The arousal level it is display is not from the faction rank, but probably some internal calculation or storage. If the faction is not updated, SLAC arousal-based functionality will not work.

 

Check the MCM and see if there are any configuration options that might be getting in the way. Try SexLab Arousal mode and see if that makes any difference.

 

Some users have reported issues with later versions of OSL Aroused. Try version 2.6.

 

Check the papyrus log, see if it's throwing any errors.

Posted
12 hours ago, Sailing Rebel said:

It looks as though OSL Aroused is not updating the actor's arousal faction for some reason. The arousal level it is display is not from the faction rank, but probably some internal calculation or storage. If the faction is not updated, SLAC arousal-based functionality will not work.

 

Check the MCM and see if there are any configuration options that might be getting in the way. Try SexLab Arousal mode and see if that makes any difference.

 

Some users have reported issues with later versions of OSL Aroused. Try version 2.6.

 

Check the papyrus log, see if it's throwing any errors.

Thank you for the response! I did do a lot of troubleshooting and in the end have just decided to use this as an excuse to fix up my mod list. Fwiw I was doing the taboo of messing with mods mid save so it's entirely on me for expecting it to be a sooth process, even if i did use resaver. If I had to guess, Sexlab was still trying to read from records based on the old SL aroused, hence why it wasn't detecting OSL aroused. Messing with things on new saves now to notice any crashes, so far so good, just got to the part of enabling all the sexlab stuff again so se'll see how it goes. If creatures still end up not working I will use the older version as recommended :)

Posted
7 hours ago, Stardust_9523 said:

Thank you for the response! I did do a lot of troubleshooting and in the end have just decided to use this as an excuse to fix up my mod list. Fwiw I was doing the taboo of messing with mods mid save so it's entirely on me for expecting it to be a sooth process, even if i did use resaver. If I had to guess, Sexlab was still trying to read from records based on the old SL aroused, hence why it wasn't detecting OSL aroused. Messing with things on new saves now to notice any crashes, so far so good, just got to the part of enabling all the sexlab stuff again so se'll see how it goes. If creatures still end up not working I will use the older version as recommended :)

OGSL does not have any built-in arousal mechanism. SLP+ has some sort of arousal system, but I've not looked into this yet.

 

In most cases, users will be installing a separate arousal framework. These frameworks watch for SL animations, along with nudity and other events, and manage actor arousal levels based on these.

 

The thing to keep in mind while troubleshooting the issues you are seeing is that nearly all mods using arousal will be accessing a common arousal faction (sla_Arousal) which is provided by the SexLabAroused.esm plugin. For compatibility, all the arousal framework mods need to keep that ESM and need update that faction in-game.

 

I suspect that the problem you were seeing were caused by a script issue in OSL Aroused that was preventing that faction from updating. I've tried the latest OSL Aroused (2.9.2) and did not see the sort of problems you were. This suggests something was going wrong with OSL Aroused in particular in your game.

 

Still, hope the rebuilding the list goes more smoothly.

Posted (edited)
9 hours ago, Stardust_9523 said:

Thank you for the response! I did do a lot of troubleshooting and in the end have just decided to use this as an excuse to fix up my mod list. Fwiw I was doing the taboo of messing with mods mid save so it's entirely on me for expecting it to be a sooth process, even if i did use resaver. If I had to guess, Sexlab was still trying to read from records based on the old SL aroused, hence why it wasn't detecting OSL aroused. Messing with things on new saves now to notice any crashes, so far so good, just got to the part of enabling all the sexlab stuff again so se'll see how it goes. If creatures still end up not working I will use the older version as recommended :)

 

I'm currently using ver 2.8.2 it has a SexLabAroused.esm in it just to hit the factions, etc... as an interface. The mod also provides an OStim interface esp for those who use it. I'd not had any issues with it. That is what sexlab mods use to determine arousal. I believe OSL is tracking values and the mods which use it push off the SexLab events. - you can get a lot of info off events such as start and stop of a scene and track actor sl function. 

 

SexLab Aroused Creatures is going to sit on top of that framework and push events to it. If you're not seeing arousal change it depends on mods for nudity, sex etc... 

 

Spoiler

image.png.1b2ec3c2b5437d2803f7b1182012b412.png

 

You can basically see the faction and rank in the console on a targeted npc/creature. In fact you can manipulate it with the addfac command if you wanted to test it.

 

i.e. this will set a targeted npc arousal to 60 

addfac sla_Arousal 60

 

 

 

Edited by eflat01
Posted
1 hour ago, Sailing Rebel said:

OGSL does not have any built-in arousal mechanism. SLP+ has some sort of arousal system, but I've not looked into this yet.

 

In most cases, users will be installing a separate arousal framework. These frameworks watch for SL animations, along with nudity and other events, and manage actor arousal levels based on these.

 

The thing to keep in mind while troubleshooting the issues you are seeing is that nearly all mods using arousal will be accessing a common arousal faction (sla_Arousal) which is provided by the SexLabAroused.esm plugin. For compatibility, all the arousal framework mods need to keep that ESM and need update that faction in-game.

 

I suspect that the problem you were seeing were caused by a script issue in OSL Aroused that was preventing that faction from updating. I've tried the latest OSL Aroused (2.9.2) and did not see the sort of problems you were. This suggests something was going wrong with OSL Aroused in particular in your game.

 

Still, hope the rebuilding the list goes more smoothly.

I believe the issue was indeed caused by leftover script data from SLA Redux and SLO Aroused, as I've finally gotten it to work. Spent a good few hours re-ordering my mod list and categorizing everything (something I should have done sooner). But I loaded in to The Ragged Flagon using LAL and used the OSL puppet menu to get one of the dogs added by more creatures to the invite threshold. Pressed the button and everything was playing out as it should. At least I manged to fix it in the end, even if the process was tedious lol

Posted

 

Hello. I haven't played modded Skyrim in a long time; I just downloaded a mod pack, but I can't figure out how to add the creature-summoning spells I wanted. I'd like to know if they are part of your mod or not, and if you could tell me the name of the mod that adds those spells.

Posted

i got this error message, i have tried everything from reinstalling the mod to disabling some/every other mods to check for conflict

 

Screenshot2026-08-21163406.png.a34ec2585282e3b95f06dc80deaa33b0.png

 

this appears even on new saves, the mod sometimes appears in my mcm but it doesn't work

Posted
6 hours ago, Greonaris said:

Hello. I haven't played modded Skyrim in a long time; I just downloaded a mod pack, but I can't figure out how to add the creature-summoning spells I wanted. I'd like to know if they are part of your mod or not, and if you could tell me the name of the mod that adds those spells.

Creature Summoner is distributed via the More Nasty Critters downloads.

Posted
3 hours ago, Mr.Gooner said:

i got this error message, i have tried everything from reinstalling the mod to disabling some/every other mods to check for conflict

 

this appears even on new saves, the mod sometimes appears in my mcm but it doesn't work

That message is showing the script version as "0". This means the required script is missing, corrupt or blocked.

 

Ensure the measures described in the installation instructions have been followed to prevent interference from Windows UAC and Antivirus. Uninstall SLAC and deleted the archive. Re-download and reinstall.

Posted

slac_Utility.pex I excluded mo2 and slac separately from my firewall and reinstalled the mod (completely, uninstalled everything related to it then reinstalled from here), i still get that same error, here is my slac_Utility.pex and myslac_Config.pex slac_Config.pex, can you send me known healthy versions so i can try and see if that fixes it?

 

Posted
4 hours ago, Mr.Gooner said:

slac_Utility.pex I excluded mo2 and slac separately from my firewall and reinstalled the mod (completely, uninstalled everything related to it then reinstalled from here), i still get that same error, here is my slac_Utility.pex and myslac_Config.pex slac_Config.pex, can you send me known healthy versions so i can try and see if that fixes it?

Ensure that nothing is overriding SLAC's files in MO2.

 

Firewalls control connections via your network, it is unlikely to affect your mods.

 

The things to address are install location, and antivirus

 

The game and all modding tools must be installed outside Program Files and other protected folders. This is to avoid issues with Windows User Access Control (UAC) which can prevent executables from running and block access to files.

 

All folders involved in modding must be excluded in any antivirus apps, including the default Windows Virus & Threat Protection. Antivirus can arbitrarily block, delete or corrupt files, and its behaviour can change at any time as virus definitions are updated in the background. The folders to exclude include:

  • The game installation folder.
  • The mod manager installation folder.
  • The mod manager instance or staging folders.
  • Folders containing any other modding tools.
  • All modding download locations.

Since these measures are deliberately opening a hole in the system's security, it is important to ensure that nothing is running as admin to at least protect your system files. Only download mods and tools from legitimate and verifiable sources.

Posted
On 8/26/2026 at 10:15 PM, Mr.Gooner said:

i got this error message, i have tried everything from reinstalling the mod to disabling some/every other mods to check for conflict

 

Screenshot2026-08-21163406.png.a34ec2585282e3b95f06dc80deaa33b0.png

 

this appears even on new saves, the mod sometimes appears in my mcm but it doesn't work

in case someone gets the same issue, i fixed it by reinstalling SKSE

 

Posted

Out of curiosity, how does this mod detect creatures and partners?  If it's looking for the actortypecreature keyword, I'm wondering if I can easily toss in another keyword to the mix and give it to men so this mod also affects men lusting after women?  I know other rape type mods exist, but this one uses vanilla dialogue and works for me in VR.  The others don't.

Posted
3 hours ago, StuffedNinga said:

Out of curiosity, how does this mod detect creatures and partners?  If it's looking for the actortypecreature keyword, I'm wondering if I can easily toss in another keyword to the mix and give it to men so this mod also affects men lusting after women?  I know other rape type mods exist, but this one uses vanilla dialogue and works for me in VR.  The others don't.

TLDR; I suspect it might be easier to look at what is preventing other "random sex" mods from functioning and trying to fix those, rather than retrofiting SLAC.

 

Currently, the simplest and most reliable way to detect creatures is to look for actors without the ActorTypeNPC keyword. This is applied on the scan quests in the auto-fill alias conditions. Note that there are two scan quests, one for creatures and one for NPCs which looks for actors with ActorTypeNPC. By itself, the keyword is not enough to be sure what you have is a creature, but it narrows the field. SexLab itself is used to check the actor race and determine if they are an NPC or creature, and whether or not they have valid animations.


There are several places in the code that would screen out non-creatures. Most notably the OGSL code uses creature-specific functions like SexLab.GetCreatureAnimationsByActors() which will return nothing if there is no creature in the set of actors. SLP+ is a little more agnostic and will return animations for any set of actors with a single function.

 

You'll also need to look at the various conditions for establishing if an actor is a valid creature. So you would be searching the code for HasKeyword, AllowedCreature*.

 

You might also need to look at the aliases and scene conditions for the pursuit and dialogue quests which may use creature/NPC detection as a proxy for general validity (been a while since I was in there).

 

If you are looking to create a mod like SLAC, but for NPCs, I would look at the scanning code to establish how that works (it's pretty dumb - just starting a quest with a bunch of auto-fill aliases and then iterating through them). Then look at the testing functions CheckNPCFast, CheckNPCNormal, and maybe CheckNPCAuto which are used to make sure that an NPC can and should be animated. From that you can get a set of usable actors. Then you just need code to actually start the animations. This is a little convoluted in SLAC with both OGSL and SLP+ functions and mediating the differing tagging and animation selection systems. It might be easier to understand by starting from scratch and checking back for dealing with specific problems.

 

SLAC is released under GPLv3, so you can use the code and resources in whole or in part for a new mod, so long as it is distributed under the same license.

Posted
3 hours ago, Sailing Rebel said:

TLDR; I suspect it might be easier to look at what is preventing other "random sex" mods from functioning and trying to fix those, rather than retrofiting SLAC.

 

Currently, the simplest and most reliable way to detect creatures is to look for actors without the ActorTypeNPC keyword. This is applied on the scan quests in the auto-fill alias conditions. Note that there are two scan quests, one for creatures and one for NPCs which looks for actors with ActorTypeNPC. By itself, the keyword is not enough to be sure what you have is a creature, but it narrows the field. SexLab itself is used to check the actor race and determine if they are an NPC or creature, and whether or not they have valid animations.


There are several places in the code that would screen out non-creatures. Most notably the OGSL code uses creature-specific functions like SexLab.GetCreatureAnimationsByActors() which will return nothing if there is no creature in the set of actors. SLP+ is a little more agnostic and will return animations for any set of actors with a single function.

 

You'll also need to look at the various conditions for establishing if an actor is a valid creature. So you would be searching the code for HasKeyword, AllowedCreature*.

 

You might also need to look at the aliases and scene conditions for the pursuit and dialogue quests which may use creature/NPC detection as a proxy for general validity (been a while since I was in there).

 

If you are looking to create a mod like SLAC, but for NPCs, I would look at the scanning code to establish how that works (it's pretty dumb - just starting a quest with a bunch of auto-fill aliases and then iterating through them). Then look at the testing functions CheckNPCFast, CheckNPCNormal, and maybe CheckNPCAuto which are used to make sure that an NPC can and should be animated. From that you can get a set of usable actors. Then you just need code to actually start the animations. This is a little convoluted in SLAC with both OGSL and SLP+ functions and mediating the differing tagging and animation selection systems. It might be easier to understand by starting from scratch and checking back for dealing with specific problems.

 

SLAC is released under GPLv3, so you can use the code and resources in whole or in part for a new mod, so long as it is distributed under the same license.

Huh, I just noticed the Imperial symbol on you neck.  All this time I thought it was just a random ray of light.  That's kinda neat.

 

The only other generic rape mods are really the Babo series of Approach, Dialogue, and Drunk.  I have no idea why they wouldn't trigger for me, except for Drunk but then I was completely turned off by the dialogue.  There's Troubles of Heroine, which adds a ton of specific, story driven rape events.  That one works for me, but it's absolutely massive.  Sexist Guards works, if I knock things over or bump into NPCs.  But they're just too mean to me.  And of course SexLab Survival.  It's also massive, but I might go back to it, if I could just find a patch for Grand Solitude, since I like tot use Solitude as my base of operations.

 

Everything you said about coding is all Greek to me =P. Best I can do is open xEdit and fiddle around a bit.  So if I can't just add a new condition in xEdit then I got nothing.  C'est la vie.  I'm still enjoying this mod regardless.

Posted
28 minutes ago, StuffedNinga said:

Huh, I just noticed the Imperial symbol on you neck.  All this time I thought it was just a random ray of light.  That's kinda neat.

 

The only other generic rape mods are really the Babo series of Approach, Dialogue, and Drunk.  I have no idea why they wouldn't trigger for me, except for Drunk but then I was completely turned off by the dialogue.  There's Troubles of Heroine, which adds a ton of specific, story driven rape events.  That one works for me, but it's absolutely massive.  Sexist Guards works, if I knock things over or bump into NPCs.  But they're just too mean to me.  And of course SexLab Survival.  It's also massive, but I might go back to it, if I could just find a patch for Grand Solitude, since I like tot use Solitude as my base of operations.

 

Everything you said about coding is all Greek to me =P. Best I can do is open xEdit and fiddle around a bit.  So if I can't just add a new condition in xEdit then I got nothing.  C'est la vie.  I'm still enjoying this mod regardless.

Well, maybe you could change some of the dialogue lines in those mods to make them less aggressive? It all ends in an SL animation, how we get there is largely cosmetic.

Posted (edited)
43 minutes ago, StuffedNinga said:

Huh, I just noticed the Imperial symbol on you neck.  All this time I thought it was just a random ray of light.  That's kinda neat.

 

The only other generic rape mods are really the Babo series of Approach, Dialogue, and Drunk.  I have no idea why they wouldn't trigger for me, except for Drunk but then I was completely turned off by the dialogue.  There's Troubles of Heroine, which adds a ton of specific, story driven rape events.  That one works for me, but it's absolutely massive.  Sexist Guards works, if I knock things over or bump into NPCs.  But they're just too mean to me.  And of course SexLab Survival.  It's also massive, but I might go back to it, if I could just find a patch for Grand Solitude, since I like tot use Solitude as my base of operations.

 

Everything you said about coding is all Greek to me =P. Best I can do is open xEdit and fiddle around a bit.  So if I can't just add a new condition in xEdit then I got nothing.  C'est la vie.  I'm still enjoying this mod regardless.

 

There's others ... i.e. Sexy Adventures https://www.loverslab.com/topic/218118-sexy-adventures/#comment-4179812 but that also has crime in it etc... though you don't have to turn on those features.

 

On Drunk, I'd just change the dialog - you can do that in SSeEdit.

Edited by eflat01
Posted

Running a Male PC on Diaries of Dibella modlist and i keep getting "***** is not interested in you" or doesnt want to be pleasured by you when trying to start scenes with creatures.

Or something like "Cannot start scene" when using matchmaker.

 

I also can't get the dialogue to say anything. Curious if it's related to SLFP+, Matchmaker or aroused creatures. I've gone over the requirements and load order and the animations are showing as registered and enabled. I've got MNC and Creature Framework as well. Kind of at a loss.

Posted
38 minutes ago, Taco_Pete said:

Running a Male PC on Diaries of Dibella modlist and i keep getting "***** is not interested in you" or doesnt want to be pleasured by you when trying to start scenes with creatures.

Or something like "Cannot start scene" when using matchmaker.

 

I also can't get the dialogue to say anything. Curious if it's related to SLFP+, Matchmaker or aroused creatures. I've gone over the requirements and load order and the animations are showing as registered and enabled. I've got MNC and Creature Framework as well. Kind of at a loss.

If MatchMaker is not working, it typically means there are no animations installed for that creature race with a male actor.

Posted
28 minutes ago, unwashed biomass said:

any idea what it is happening to Meeko? He is in some kind of quest and i cant interact with him with SLAC. Quest seems to be from AC itself.

Help :3

The mod ID in the MCM is a bug. It's being thrown off by ESL-flagged mods. I'll get that fixed for the next update.

 

HPGScene08 appears to be from Carved Brink. If you find an actor permanently stuck in this scene, it may indicate a bug in that mod. Actors can only occupy one running scene at a time, getting stuck in a never-ending scene can be game-breaking.

 

You can use the Allow in Scenes option under Other Settings > Fixes, but it may also be necessary to disable pursuits under PC/NPC Auto Settings, since the pursuit scene cannot run at the same time as the blocking scene.

 

It would be best to try and track down why that scene is still running, and it if may just be broken. There is an Unofficial Carved Brink Patch on Nexus, but I have no idea if addresses this specific issue. CB hasn't been updated since 2019, so there may not be much support available.

Posted
59 minutes ago, Sailing Rebel said:

The mod ID in the MCM is a bug. It's being thrown off by ESL-flagged mods. I'll get that fixed for the next update.

 

HPGScene08 appears to be from Carved Brink. If you find an actor permanently stuck in this scene, it may indicate a bug in that mod. Actors can only occupy one running scene at a time, getting stuck in a never-ending scene can be game-breaking.

 

You can use the Allow in Scenes option under Other Settings > Fixes, but it may also be necessary to disable pursuits under PC/NPC Auto Settings, since the pursuit scene cannot run at the same time as the blocking scene.

 

It would be best to try and track down why that scene is still running, and it if may just be broken. There is an Unofficial Carved Brink Patch on Nexus, but I have no idea if addresses this specific issue. CB hasn't been updated since 2019, so there may not be much support available.

Weird as i didn't even started anything from this mod, just starting out new game. Can that scene be cleared from NPC by some console command?

Posted
32 minutes ago, unwashed biomass said:

Weird as i didn't even started anything from this mod, just starting out new game. Can that scene be cleared from NPC by some console command?

Stopping scenes or quests like that via console can prevent the rest of that mod from working. It might block future quest progression or disable features.

 

You may be able to identify which quest the scene belongs to in xEdit and try to progress it to get to the end of that quest, or at least far enough into it to end that particular scene.

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