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Posted (edited)
14 hours ago, eldr3d said:

Sorry if this was discussed before, if so I couldn't find it using thread search. I'm using P+ and the filtering for aggressive/non-aggressive animations is not working. I have set encounters with the PC to always be non-consensual, and checked the option to only allow agressive animations for non-consensual encounters.

Right now, it's not possible to consistently distinguish non-consensual/aggressive from consensual/non-aggressive animations when using SLP+. I'm working on some mitigations, but the options for addressing this in SLAC are limited and will have serious impacts on performance and compatibility.

 

It should be possible for users to recompile their scene configurations to appropriately set/unset the submissive flag on actor positions for each animation. But this requires use of the external SexLab Scene Builder app, available from the SLP+ Discord. I've not had time to look into it myself, so I have no idea how difficult that will be.

 

Otherwise, for now:

  • Use SLP+ for better performance.
  • Use OGSL for better animation filtering.
Edited by Sailing Rebel
Posted
10 hours ago, Sailing Rebel said:

Right now, it's not possible to consistently distinguish non-consensual/aggressive from consensual/non-aggressive animations when using SLP+. I'm working on some mitigations, but the options for addressing this in SLAC are limited and will have serious impacts on performance and compatibility.

 

The animations I meant are ones which have a sub but are not marked forced or aggressive. (I checked in the SLSB files.) So I'm almost certain removing this line from slac_Utility.psc should do the trick:
 

SLPPTags = TagListStringRemove(SLPPTags, "Aggressive")


Ideally, "forced" should be used instead of "aggressive", at least that's what I understood on the P+ discord, but at least in the automated SLSB conversions 0.9e, the two are mostly equivalent.

Posted
3 hours ago, Lusciouslochs said:

is the new banes defeat mod not compatible for the defeat mod requirement for struggle bars? tried a few encounters and they dont show still with banes defeat installed. 

Yes, the meters should work with Defeat Bane (tested with SL Defeat SE.5.3.6 Bane 04112025 using SLP+ 2.15.7).

 

If you are not seeing the meters, make sure that the struggle options are properly configured and that the scene is actually non-consensual. They won't show up for engagements where the creature is invited, or for consensual auto-engagement. If you are using an ultrawide or other non-16:9 display, it may require adjusting the X,Y position of the meters in the struggle options.

Posted
5 hours ago, eldr3d said:

The animations I meant are ones which have a sub but are not marked forced or aggressive. (I checked in the SLSB files.) So I'm almost certain removing this line from slac_Utility.psc should do the trick:
 

SLPPTags = TagListStringRemove(SLPPTags, "Aggressive")


Ideally, "forced" should be used instead of "aggressive", at least that's what I understood on the P+ discord, but at least in the automated SLSB conversions 0.9e, the two are mostly equivalent.

I'm in the middle of a rewrite of the SLP+ handling in SLAC, which should produce improved results. So that section is already gone.

 

No date for the new version as there is still a lot of work to do and then a lot of testing on top of that.

Posted
4 hours ago, Sailing Rebel said:

Yes, the meters should work with Defeat Bane (tested with SL Defeat SE.5.3.6 Bane 04112025 using SLP+ 2.15.7).

 

If you are not seeing the meters, make sure that the struggle options are properly configured and that the scene is actually non-consensual. They won't show up for engagements where the creature is invited, or for consensual auto-engagement. If you are using an ultrawide or other non-16:9 display, it may require adjusting the X,Y position of the meters in the struggle options.

thanks, that was my problem: being a consensual invite scene >.< mb 

Posted

MCM - perfomance - Animation limit, NPC limit

 

HOW TO ExTEND value of active NPC and Limit scene from 10 to 35, and scene from 15 -35

Posted
On 12/20/2025 at 2:09 PM, Zadoll said:

MCM - perfomance - Animation limit, NPC limit

 

HOW TO ExTEND value of active NPC and Limit scene from 10 to 35, and scene from 15 -35

The Max SexLab Animations (1-15) is simply the number of SL animations that can play at the same time and is limited by the number of threads available in the SL Framework. This is a max of 15 for both OGSL and SLP+. This option just lets you limit this further if you are getting performance or stability issues with more than a few animations are playing at the same time.

 

The NPCs to Check (1-10) is the number of NPCs that each creature can scan while searching for a partner. Each NPC must be processed to determine if they are viable, which can take a lot of time. The more creatures and NPCs scanned, the longer it takes for engagements to trigger, but with a greater chance of starting a scene, but also a chance that the PC or other actors have moved out of range or passed through a loading door in the meantime. Users can tune this to suit the performance of their game, but 10 is a lot of work already, and 4 seems to trigger engagements pretty reliably.

Posted
1 hour ago, Sir Artorias said:

Hey, horses in my game are always with their dicks out, they're not erect, just kinda dangling there, is there anyway to make their cocks come out just in sex?

This is handled by Creature Framework. CF provides an MCM option for the arousal threshold at which creatures will have their aroused meshes equipped. I think MNC provides the animated dangling effect of the equipped mesh.

 

I believe there are also mods that will force the aroused meshes to be used permanently.

Posted
35 minutes ago, Sailing Rebel said:

This is handled by Creature Framework. CF provides an MCM option for the arousal threshold at which creatures will have their aroused meshes equipped. I think MNC provides the animated dangling effect of the equipped mesh.

 

I believe there are also mods that will force the aroused meshes to be used permanently.

I tried to raise the arousal threshold to 100 in the Creature Framework and it did not change anything. it's probably MNC i think, any idea in how to disable the dangling? 

Posted
8 hours ago, Sir Artorias said:

I tried to raise the arousal threshold to 100 in the Creature Framework and it did not change anything. it's probably MNC i think, any idea in how to disable the dangling? 

Double check that you do not have any mods that make the creatures permanently aroused.

 

You can also disable the SexLab Aroused Integration entirely in CF. It may take a few minutes for the new settings to apply to active creatures. Otherwise, it sounds like Creature Framework may be bugging out. The MNC support thread should be able to help with that.

Posted
2 hours ago, Sailing Rebel said:

Double check that you do not have any mods that make the creatures permanently aroused.

 

You can also disable the SexLab Aroused Integration entirely in CF. It may take a few minutes for the new settings to apply to active creatures. Otherwise, it sounds like Creature Framework may be bugging out. The MNC support thread should be able to help with that.

Thanks!

Posted

Is it possible to have a seperate cooldown for pursuit failures? I like the idea of the chase, and either I escape or get caught, but the problem is if I do escape often the same creature starts chase again immediately.  

Posted
16 hours ago, Forgetandeatcake said:

Is it possible to have a seperate cooldown for pursuit failures? I like the idea of the chase, and either I escape or get caught, but the problem is if I do escape often the same creature starts chase again immediately.  

Other Settings > Fixes > Failed Pursuit Cooldown. This applies to creatures involved in both PC and NPC pursuits.

Posted

Hey, can i still use FNIS or do i need to update to PANDORA yes or yes? (i know i know, lot of ppl say that PANDORA is better but i would like to stay with FNIS coz i have been using it for years now)

Posted
1 hour ago, Drakuld said:

Hey, can i still use FNIS or do i need to update to PANDORA yes or yes? (i know i know, lot of ppl say that PANDORA is better but i would like to stay with FNIS coz i have been using it for years now)

Yes, FNIS should still work.

Posted

Love this mod. Could you add more dialogue for women who are horny and wants to have sex with animals? I liked that part a lot. They have specific dialogue for dogs but not a lot of for horses. It would be nice to see something like "I want his flared cock inside of me!" or for boars "I want his corkscrew cock drilling my womb!" et cetera. And just more of this in general. Maybe You could have followers also ask the player "Hey... I wanna really wanna fuck an animal right now. Can I have sex with (insert animal/alias here)?" or something.

Posted
On 1/3/2026 at 11:03 PM, kluficer said:

Love this mod. Could you add more dialogue for women who are horny and wants to have sex with animals? I liked that part a lot. They have specific dialogue for dogs but not a lot of for horses. It would be nice to see something like "I want his flared cock inside of me!" or for boars "I want his corkscrew cock drilling my womb!" et cetera. And just more of this in general. Maybe You could have followers also ask the player "Hey... I wanna really wanna fuck an animal right now. Can I have sex with (insert animal/alias here)?" or something.

Expanding the dialogue variety is certainly on the to-do list.

Posted (edited)

Great to read. I look forward to seeing more in the future! Thanks!

Edited by kluficer
Forgot to say thanks
Posted

I guess this doesn't work for the most updated SE/AE build? I am getting an error on new game load that this mod is not compatible with the papyrusutil that I am currently using which is the most recent updated version for SE/AE. I exit the warning and try to play the game, and everything works except this mod does nothing. I have access to MCM options but nothing triggers.

Posted
3 hours ago, AndragonFirefly said:

I guess this doesn't work for the most updated SE/AE build? I am getting an error on new game load that this mod is not compatible with the papyrusutil that I am currently using which is the most recent updated version for SE/AE. I exit the warning and try to play the game, and everything works except this mod does nothing. I have access to MCM options but nothing triggers.

If you are on the latest builds (SkyrimSE.exe v1.6.1170, SKSE v2.2.6, PapyrusUtil SE v4.6, and SLAC 4.16) then you should not be seeing that error.

 

Make sure the PapurusUtil files are not being overridden by anything.

 

The PapyrusUtil warning in the MCM is triggered by PU versions earlier than 4.0 (Nov 2021), as SLAC uses functions added in this version. If you are on SLAC 4.16 and are not seeing any other issues, then this warning can be ignored as it will just be a minor impact on performance.

 

If everything else is normal, and you are still not seeing engagements, check the Recent Engagement Failures lists on the Help page. Highlight a failure code to see an explanation and possible solution at the bottom of the interface.

 

Beyond that, we would need to look at a papyrus log with the Aroused Creatures MCM > General Settings > Debug option enabled for a few minutes.

Posted

Can't get this to work no matter what or how many times i try. Always gets to a point where it tells me to intsall a new version of "Address Library for SKSE Plugins" or I get into the game just to be frozen in a t-pose.

 

Checked if everything is for SE version and done a full clean install twice now and still the same problem. No errors show up in Pandora or FNIS.

Posted
1 hour ago, Wzxyli said:

Can't get this to work no matter what or how many times i try. Always gets to a point where it tells me to intsall a new version of "Address Library for SKSE Plugins" or I get into the game just to be frozen in a t-pose.

 

Checked if everything is for SE version and done a full clean install twice now and still the same problem. No errors show up in Pandora or FNIS.

No clue what i just did, but now all animations work except PC. A step twords the right direction i guess, maybe...

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