Sailing Rebel Posted May 21, 2025 Author Posted May 21, 2025 56 minutes ago, TFor2 said: One question please. Can someone snip a screenshot of the struggle meter for me and maybe describe how struggle happens in game? I have never seen the meter after using this mod for a while. I don't know how the struggle system works and never had it activate though I set the hotkeys and settings in the MCM. All I have experienced is being captured and the sex after. Don't know when or how the struggle happens. This is not a complaint as I set the game to very interactive but would like to see what I'm missing. Thanks Author provided great suggestions for a problem I'm having with AC and I'm working on them. If anyone has experienced this scenario, would be helpful to know what you did to resolve it. *All of this is new for me. Not experienced before recent playthroughs. Could be an upgraded mod as my list is fairly stable. First, there is rarely anything listed in the help menu section showing interaction for my PC. One at most and the NPC list is always close to a full page when around creatures. ( I test AC near stables). I suspect the Naked Defeat combatibility patch but disabling it didn't change anything. (logs coming) Creatures do activate on my PC out of combat and I receive notice and they run up to my PC. (Help menu still does not show the interaction) Upon physically reaching me, there is a notice they could not reach me even though they are standing next to me. The creature walks away and after 3-5 seconds, they turn around and run up to my PC again and either the interaction happens OR it repeats the same cannot reach me scenario. Invite always works of course but that ruins immersion for me. Just seeing what others have done in this scenario. In case someone else has experienced this. The struggle meters appear at the bottom right by default and look like two vanilla health/stamina/magica meters. They will only be visible if SexLab Defeat is installed (the defeat.esp plugin does not need to be enabled if not wanted). Make sure the Aroused Creatures MCM > PC Auto-Settings > Pursuit > Capture Radius is configured correctly. Default is 15 feet. Try increasing it. If there is still an issue, use the Profiles options to save your current configuration, then load the default config on the same page. Beyond that, we'll need to have a look at a papyrus log from a session in which General Settings > Debug is enabled.
Guest Posted May 21, 2025 Posted May 21, 2025 (edited) 9 hours ago, Sailing Rebel said: The struggle meters appear at the bottom right by default and look like two vanilla health/stamina/magica meters. They will only be visible if SexLab Defeat is installed (the defeat.esp plugin does not need to be enabled if not wanted). Make sure the Aroused Creatures MCM > PC Auto-Settings > Pursuit > Capture Radius is configured correctly. Default is 15 feet. Try increasing it. If there is still an issue, use the Profiles options to save your current configuration, then load the default config on the same page. Beyond that, we'll need to have a look at a papyrus log from a session in which General Settings > Debug is enabled. Thank you for responding. I don't have Sexlab Defeat which answers that issue for me. Thank you for that. Regarding the consistent bug I was having. I am at level 34 in game, travel with a modded follower on a large modlist. I expect problems but never with AC which was why I asked the questions. I followed your earlier suggestion and disabled AC-saved-reloaded-enabled-saved-reloaded and then loaded my settings. AC has started functioning as it should. Modding I guess. I will never learn I suppose and continue to bother mod authors for obvious things. Hugs from me and thank you again. I can continue my game now. 🥰 Edited May 22, 2025 by TFor2
Sailing Rebel Posted May 22, 2025 Author Posted May 22, 2025 11 hours ago, TFor2 said: Thank you for responding. I don't have Sexlab Defeat which answers that issue for me. Thank you for that. Regarding the consistent bug I was having. I am at level 34 in game, travel with a modded follower on a large modlist. I expect problems but never with AC which was why I asked the questions. I followed your earlier suggestion and disabled AC-saved-reloaded-enabled-saved-reloaded and then loaded my settings. AC has started functioning as it should. Modding I guess. I will never learn I suppose and continue to bother mod authors for obvious things. Hugs from me and thank you again. I can continue my game now. 🥰 No problem, glad you got it working.
pnutz78 Posted May 23, 2025 Posted May 23, 2025 Hi, I have a problem with the horrible T- stance. I have installed pandora behavior engine followed instruction in MO2. First ran FNIS and Bodyslide then ran Pandora for both patches, then created a separate mod with said patches. Then started a new game. Got the T- Stance of my actor, not sure what caused it or what I am doing wrong. Any help would be appreciated.
Sailing Rebel Posted May 23, 2025 Author Posted May 23, 2025 1 hour ago, pnutz78 said: Hi, I have a problem with the horrible T- stance. I have installed pandora behavior engine followed instruction in MO2. First ran FNIS and Bodyslide then ran Pandora for both patches, then created a separate mod with said patches. Then started a new game. Got the T- Stance of my actor, not sure what caused it or what I am doing wrong. Any help would be appreciated. Don't use FNIS. Pandora does everything that it used to. Ensure that all animation mods are for Special Edition. LE animations will cause t-pose. Make sure Pandora is up-to-date, then re-run it. If this does not work, you may need to delete the previous FNIS output before running Pandora again. 1
pnutz78 Posted May 23, 2025 Posted May 23, 2025 2 hours ago, Sailing Rebel said: Don't use FNIS. Pandora does everything that it used to. Ensure that all animation mods are for Special Edition. LE animations will cause t-pose. Make sure Pandora is up-to-date, then re-run it. If this does not work, you may need to delete the previous FNIS output before running Pandora again. ok, it seems to have been the funny business SLAL pack you linked on the page. Once I disabled it, no more t-pose and just worked with FNIS did not need pandora. Thanks for the help again!
LiterallyATurtle Posted May 23, 2025 Posted May 23, 2025 Question, I'm using Skyrim SE 1.6.640 since my list is large and updating everything to 1.6.1170 would take me quite a bit of time. The MCM for Aroused Creatures says I should be using Sexlab v1.6+ or P+ v2.5+. I'm using Sexlab v1.65 and P+ reports in the MCM as v2.0. Should I update to v4.16, or stick with Aroused Creatures v4.12 which seemed to work fine? What sort of issues might I expect to run into, if any? Figured I'd ask since the mod page didn't specify if a certain version of Aroused Creatures was intended for a specific version of Skyrim like some other mods do.
Sailing Rebel Posted May 24, 2025 Author Posted May 24, 2025 17 hours ago, LiterallyATurtle said: Question, I'm using Skyrim SE 1.6.640 since my list is large and updating everything to 1.6.1170 would take me quite a bit of time. The MCM for Aroused Creatures says I should be using Sexlab v1.6+ or P+ v2.5+. I'm using Sexlab v1.65 and P+ reports in the MCM as v2.0. Should I update to v4.16, or stick with Aroused Creatures v4.12 which seemed to work fine? What sort of issues might I expect to run into, if any? Figured I'd ask since the mod page didn't specify if a certain version of Aroused Creatures was intended for a specific version of Skyrim like some other mods do. While SLAC does not have a DLL and so is not bound to any specific version of Skyrim SE, it is dependent on mods that are more sensitive to updates, specifically SexLab and PapyrusUtil. If SLAC is working the way you want it to, then there's no need to fix it, and potentially break it in the process. You can check the Change Log in the mod description to see what you might be missing out on. v4.12 is going back a bit, and SLP+ has changed quite a lot since then. If there are issues, you'll likely see continuously failed engagements as SLP+ scenes won't start.
LiterallyATurtle Posted May 26, 2025 Posted May 26, 2025 On 5/24/2025 at 10:21 AM, Sailing Rebel said: While SLAC does not have a DLL and so is not bound to any specific version of Skyrim SE, it is dependent on mods that are more sensitive to updates, specifically SexLab and PapyrusUtil. If SLAC is working the way you want it to, then there's no need to fix it, and potentially break it in the process. You can check the Change Log in the mod description to see what you might be missing out on. v4.12 is going back a bit, and SLP+ has changed quite a lot since then. If there are issues, you'll likely see continuously failed engagements as SLP+ scenes won't start. Ok I see, I'll probably stick to v4.12, or try with v4.16 and see if scenes still start properly and SLAC behaves as expected. If not, restarting a test save is no issue, and I'll just keep v4.12. Thanks for the reply!
burntoranges Posted June 9, 2025 Posted June 9, 2025 I've got an issue where invitations don't seem to work, I've tried to initiate with the 'invite' hotkey, but nothing ends up happening. The script seems to acknowledge that I'm trying to engage, since it shows up under 'engagement failures', but it says that my PC is already in an engagement, which obviously isn't the case since nothing happens. Anyone know what could be causing this? Not entirely sure how to interpret the log files. Could it be other matchmaking mods like Scrappie's that are interfering with it? Papyrus.0.log
Sailing Rebel Posted June 9, 2025 Author Posted June 9, 2025 1 hour ago, burntoranges said: I've got an issue where invitations don't seem to work, I've tried to initiate with the 'invite' hotkey, but nothing ends up happening. The script seems to acknowledge that I'm trying to engage, since it shows up under 'engagement failures', but it says that my PC is already in an engagement, which obviously isn't the case since nothing happens. Anyone know what could be causing this? Not entirely sure how to interpret the log files. Could it be other matchmaking mods like Scrappie's that are interfering with it? This looks like an old issue with SexLab itself. Occasionally, an actor will get stuck in an SL thread and treated as though they are animating, even after the animation ends. Are you able to start SL animations with other mods? If so, try starting one with the PC and let it play out, see if that clears it. Try using SexLab MCM > Rebuild & Clean > Stop Animations option. If that doesn't work, try Clean System and follow the guidance in the pop-ups.
burntoranges Posted June 10, 2025 Posted June 10, 2025 15 hours ago, Sailing Rebel said: This looks like an old issue with SexLab itself. Occasionally, an actor will get stuck in an SL thread and treated as though they are animating, even after the animation ends. Are you able to start SL animations with other mods? If so, try starting one with the PC and let it play out, see if that clears it. Try using SexLab MCM > Rebuild & Clean > Stop Animations option. If that doesn't work, try Clean System and follow the guidance in the pop-ups. Gave that a try, and no dice. Again it seems to think my PC is already in an engagement. Oddly I was able to get it to work once before running into this issue, and only once. NPC's don't seem to be affected by this. I've attached my modlist to see if that helps narrow anything down, Papyrus.0.log modlist.txt
Sailing Rebel Posted June 10, 2025 Author Posted June 10, 2025 9 hours ago, burntoranges said: Gave that a try, and no dice. Again it seems to think my PC is already in an engagement. Oddly I was able to get it to work once before running into this issue, and only once. NPC's don't seem to be affected by this. I've attached my modlist to see if that helps narrow anything down, Papyrus.0.log 1.62 MB · 0 downloads modlist.txt 10.6 kB · 0 downloads This is definitely an issue with SexLab. The code preventing the invite is SexLab.IsActorActive(PlayerRef). This is SexLab itself saying that the player is already animating. Seeing a lot of errors from SL in that log that may be related: [alias ActorAlias004 on quest SexLabThread00 (14061EEF)].sslActorAlias.OnUpdate() - "sslActorAlias.psc" Line ? [06/10/2025 - 02:56:16PM] WARNING: Assigning None to a non-object variable named "::temp128" Make sure nothing is overriding SexLab's files. Try Clean System > save > reload again, just to be sure. You'll need to re-eanble creatures and re-register animations afterwards. Test in a new game - if it works there then it's a problem with SexLab's state in that save. In that case it may be worth asking in the SexLab support thread. Make sure you have bEnableTrace and bLoadDebugInformation enabled in your INI [Papyrus] section and generate a new log for any support request there.
KCrawford Posted June 14, 2025 Posted June 14, 2025 Great mod. Is it possible to add a feature that temporarily place a normally hostile creature into a friendly faction while pursuing and engaging with the PC or NPC through the mod? Meaning if the PC and followers/NPCs are crawling through a dungeon or building or wilderness and a creature that is normally hostile has not detected the characters and turned hostile yet. That creature then gets selected by the mod to pursuit one of the characters. When the creature comes close enough to a character it currently turns hostile and the pursuit ends and combat begins, but in my opinion a creature that is horny will only focus on getting sex and not so much on killing. It should be the PC or NPC's obligation to kill before getting sexually dominated by the creature but if they do nothing then obviously the creature will just have its way with the PC or NPC.
Sailing Rebel Posted June 14, 2025 Author Posted June 14, 2025 7 hours ago, KCrawford said: Is it possible to add a feature that temporarily place a normally hostile creature into a friendly faction while pursuing and engaging with the PC or NPC through the mod? Hostile creatures are out-of-scope for SLAC. If someone wants to make a mod that pacifies nearby enemy creatures at a specific arousal level, then SLAC will automatically work without any dependency requirement.
Sailing Rebel Posted June 17, 2025 Author Posted June 17, 2025 1 hour ago, wprarr said: While studying the MCM of this mod, I came across a requirement to enable Teleport in the SL settings. But the author of this mod knows very well that many other mods ask to disable Teleport for realistic immersion. So, for this mod to work, Teleport must be enabled? No. No. No. I will be very sorry to abandon this mod because of this stupid requirement, despite the fact that this mod is truly amazing! You can leave that SL option enabled. The problem is that the AI package SL uses is not great for creatures and may result in long delays for animations to start.
EtchOhFlow Posted June 19, 2025 Posted June 19, 2025 (edited) Hi I tried installing the mod mid playthrough, but afterwards all the NPCs started T-posing. Before installing the mod the game was working fine with all the animations I had setup and I double checked that the animations are suitable for SE. I also see no errors on Pandora. Did anyone deal with this before or have an idea of what the problem could be? I tried clearing out the Pandora output folder to start from fresh. When I completely disable Pandora output the T-posing stops (obviously with the Pandora loaded animations now gone), so its clearly something with the additional animations being loaded in, I'm just lost as to where to look. PS. Theres normally a loading bar in the top right that shows some animations being loaded up as the game starts but it went from ~2700 to 700 now and all the characters stopped moving. EDIT: Figured it out: It was an issue unrelated to this mod. I had previously added Serial Strip mod to my list but didnt run Pandora until after installing this mod. The SS Mod seems to have some animation problems despite being sure that I downloaded the SE version. All I had to do was disable Serial Strip, rerun pandora, and re-enable Serial Strip before launching and everything worked fine. Edited June 19, 2025 by EtchOhFlow More details 1
L1mbo Posted June 19, 2025 Posted June 19, 2025 I've got a problem: Everything is installed according to instructions, but the mod doesn't show up in the MCM. I tried older versions of the mod as well, same result.
Sailing Rebel Posted June 20, 2025 Author Posted June 20, 2025 5 hours ago, L1mbo said: I've got a problem: Everything is installed according to instructions, but the mod doesn't show up in the MCM. I tried older versions of the mod as well, same result. Uninstall SLAC completely and delete the download. Make sure that exclusions have been configured in any antivirus apps for the downloads folder, the mod manager instance or staging folder, and the Skyrim installation folder. Download a fresh copy of SLAC and check that the archive is complete (right-click > Show More Options > 7-zip > Test Archive). Reinstall SLAC, making sure that it is not overridden. Enable the plugin and test in a new game. If the mod loads properly in the new game but not in the existing game, try loading a save from before SLAC was installed. There have been reports from time-to-time about SLAC failing to function in some games. Unfortunately, there has not been enough feedback on this to identify the cause. It may be due to a compatibility issue with other mods, or something to do with the modding environment. 1
e2r3 Posted June 22, 2025 Posted June 22, 2025 i have a problem, in the utility script version bar it says failed, what the hell do i need to do? i have already reinstalled it multiple times
Sailing Rebel Posted June 22, 2025 Author Posted June 22, 2025 6 hours ago, e2r3 said: i have a problem, in the utility script version bar it says failed, what the hell do i need to do? i have already reinstalled it multiple times This indicates that some of the SLAC files have been overridden, are corrupted or missing, or are inaccessible. Follow the instructions in the post above yours. Make sure that the game and all modding tools are installed outside Program Files. Pay particular attention to the antivirus configuration.
Lusciouslochs Posted June 22, 2025 Posted June 22, 2025 Is this mod fairly safe to use alongside a lot of other LL mods? Not sure how script heavy or intensive this will be alongside other mods.
Sailing Rebel Posted June 23, 2025 Author Posted June 23, 2025 1 hour ago, Lusciouslochs said: Is this mod fairly safe to use alongside a lot of other LL mods? Not sure how script heavy or intensive this will be alongside other mods. It should be fine. SLAC avoids attaching scripts to actors unnecessarily and does as much as it can in a single thread. By default, it will also halt most of the processing work during combat. You can disable the mod entirely in the MCM if you want to test its impact. When disabled like this, it should only run scripts briefly on loading a save.
L1mbo Posted June 30, 2025 Posted June 30, 2025 Not sure if I just misunderstand the available settings, but the struggle QTE never shows up, even though Player Struggle is enabled in MCM. If an event is triggered, the scene just immediately starts. Defeat is installed, but deactivated for the player. Does it need to be on?
Sailing Rebel Posted July 1, 2025 Author Posted July 1, 2025 1 hour ago, L1mbo said: Not sure if I just misunderstand the available settings, but the struggle QTE never shows up, even though Player Struggle is enabled in MCM. If an event is triggered, the scene just immediately starts. Defeat is installed, but deactivated for the player. Does it need to be on? Make sure that the meter is not hidden in the struggle settings. There is no other indication that struggle is active. The struggle QTE runs during the SexLab animation until it is failed, or the animation ends, but is only active during non-consensual auto-engagements.
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