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Posted
4 hours 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.

The Address Library error indicates that the installed version is out-of-date or has not been installed correctly. Ensure that the installed Address Library covers your specific version of SkyrimSE.exe.

 

T-pose typically indicates that Pandora needs to be run after adding or removing mods, or that an incompatible animation mod has been installed (animations for Legendary Edition will cause t-pose in Special Edition). There is also the possibility of a missing dependency for an animation mod. For instance, if you are using SexLab P+ with the Automated SLSB Conversions, you will also need to install the original SLAL packs for the selected SLSB conversions.

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

The Address Library error indicates that the installed version is out-of-date or has not been installed correctly. Ensure that the installed Address Library covers your specific version of SkyrimSE.exe.

 

T-pose typically indicates that Pandora needs to be run after adding or removing mods, or that an incompatible animation mod has been installed (animations for Legendary Edition will cause t-pose in Special Edition). There is also the possibility of a missing dependency for an animation mod. For instance, if you are using SexLab P+ with the Automated SLSB Conversions, you will also need to install the original SLAL packs for the selected SLSB conversions.

Running pandora does nothing to solve the issue and all animations i have isntalled is for SE. Still my character has no animations and slides around in a t-pose yet all ncp animations work.

 

Update: Got it to work. 

Edited by Wzxyli
Posted
1 hour ago, NinjaPanda213 said:

Is there anyway to make this work with using NMM? cause i dont use vortex or Mod manager.

As mentioned in the installation instructions, NMM is not supported. This means we would have to assume any issues encountered are the result of the installation method.

 

I strongly recommend making the move to MO2.

Posted
3 hours ago, Sailing Rebel said:

As mentioned in the installation instructions, NMM is not supported. This means we would have to assume any issues encountered are the result of the installation method.

 

I strongly recommend making the move to MO2.

How annoying is the move over to MO2? cause i have currently 219 mods active on NMM. Would i need to redownload and set up everything AGAIN?

Posted
2 hours ago, NinjaPanda213 said:

How annoying is the move over to MO2? cause i have currently 219 mods active on NMM. Would i need to redownload and set up everything AGAIN?

If you are otherwise happy with your current build, then it's probably not worth disrupting it, especially for just one mod. Save the move for when you are ready for a new build and just put up with the lack of support for now.

 

If you still have the mod archives, they can be used to install the mods in MO2 rather than downloading again. You would still need to duplicate the load order and overwrite priority in MO2.

 

It's been a long time since I last used NMM, so I can't offer any real detail. There may be some guides specifically for moving from NMM to MO2 that might provide shortcuts, or at least some practical steps.

 

It would probably be best to make a clean installation of the game to make sure NMM is not leaving anything behind. And you'll want to make a full backup of your current installation before getting started, in case things go south. 

Posted

What's the performance impact of this mod? I'm on a pretty low-end system so active papyrus scripts build up to the point of unbearability rather quickly.

Posted (edited)
11 hours ago, JD Vance said:

What's the performance impact of this mod? I'm on a pretty low-end system so active papyrus scripts build up to the point of unbearability rather quickly.

Aroused Creatures does its best to keep most processes on a single thread, with events running head-to-tail and exiting as soon as possible. In a game with limited available performance, what you should see is Aroused Creatures itself slowing down, but only contributing a minor hit to overall script performance.

 

There are configurations that can make the mod a little faster, such as turning off notifications for both PC and NPCs (Other Settings), reducing the max number of scanned creatures and NPCs (General Settings > Performance), and making sure that the debug option is disabled (General Settings > Debugging). But this will not improve overall game performance.

 

If you are going to try it out in a game you think might be adversely affected. Make a new named save via the console first (i.e. save "Before Adding SLAC") so you can remove it and go back to a clean save if you need to.

 

Edit: I've recently identified the source of a reported bug that can seriously impact users with slower running games. The issue is an animation glitch causing the PC to appear standing on their horse. This is a non-recoverable state that locks player controls and requires reloading an earlier save. In SLAC 4.16 and earlier this can be caused by mounting a horse quickly after an SL animation. Users with slower games will be more affected, as it is more likely that they will manage to get on a horse before the script triggers the problematic animation event. This will be addressed in 4.17, which is in the works.

Edited by Sailing Rebel
Posted

dose this mod have safety precautions regarding not starting a forced event if an ostim scene is firing? trying to widdle down potential mods thats causing creatures to force start a sexlab animal scene while an ostim scene with a different npc is occuring. 

Posted
6 hours ago, Lusciouslochs said:

dose this mod have safety precautions regarding not starting a forced event if an ostim scene is firing? trying to widdle down potential mods thats causing creatures to force start a sexlab animal scene while an ostim scene with a different npc is occuring. 

Well, the shortlist of mods that are automatically starting scenes with creatures is pretty limited, and SLAC is going to be in there.

 

I've not tried OStim and have not heard any reported issues before. Looking at it in xEdit, it does not provide any obvious indicators for claimed actors (scenes, factions, keywords, magic effects). Still, I'll see what I can dig out, and maybe cobble together some sort of compatibility option.

Posted
8 hours ago, Sailing Rebel said:

Well, the shortlist of mods that are automatically starting scenes with creatures is pretty limited, and SLAC is going to be in there.

 

I've not tried OStim and have not heard any reported issues before. Looking at it in xEdit, it does not provide any obvious indicators for claimed actors (scenes, factions, keywords, magic effects). Still, I'll see what I can dig out, and maybe cobble together some sort of compatibility option.

thanks, part of me feels its not this mod, as it dosent seem to "steamroll" a scene during other events like cutscenes, dialogue, etc. there might be another mod doing this, as with P+ and looking at the available scenes, it only shows 1 animation, whereas with this mod when it fires, theres a plethora of available scenes to swap to. 

Posted
2 hours ago, Lusciouslochs said:

thanks, part of me feels its not this mod, as it dosent seem to "steamroll" a scene during other events like cutscenes, dialogue, etc. there might be another mod doing this, as with P+ and looking at the available scenes, it only shows 1 animation, whereas with this mod when it fires, theres a plethora of available scenes to swap to. 

The thing to do there is watch for the notifications from SLAC about starting pursuits and engagements. That should tell you if it's responsible.

 

The animation selection available in SLAC engagements are filtered, but can also fall back to any available animation depending on circumstances. So the number of options will not be a strong indicator.

 

I've just been doing some testing with OStim Standalone today. I'll add a compatibility option that should screen NPCs from auto-engagement if they are involved in an active OStim scene. That will be available in 4.17.

Posted

Hey so I'm having a issue, for some reason when I invite a Skeever for a animation only 2 show up? this does not happen in aggressive situations, I don't understand how this problem is happening since all my animations work under defeat etc

Posted
5 hours ago, Scarlet Queen said:

Hey so I'm having a issue, for some reason when I invite a Skeever for a animation only 2 show up? this does not happen in aggressive situations, I don't understand how this problem is happening since all my animations work under defeat etc

By default, SLAC tries to filter animations to suit the context. For example, if you ask for a normal, consensual engagement, it will filter out animations tagged as aggressive. If it's a non-consensual or "rough" engagement, it will only be aggressive tagged animations.

 

If you are using OGSL, you can use the Aggressive Animations page in the MCM to change the disposition of each animation. This feature is not available for SLP+ as of 4.16, but will be added in 4.17.

 

It's also possible to completely disable animation filtering with Other Settings > Testing > Skip Animation Filtering, though this will result in inappropriate animation selection.

  • 3 weeks later...
Posted (edited)

Just uploaded SexLab Aroused Creatures SE v4.17 (MCM version 40039) (2026-01-09).

 

The two main aspects of this update are a refactoring of the code for starting animations to make it more flexible, and providing better support for SLP+.

 

More Engagement Options

The new code now supports creature-on-creature (CxC) animations, both through auto-engagement and via dialogue. To allow automatic CxC, enable the options under Other Settings > Creature on Creature. This is marked as experimental, but has been tested at length. The main hurdle is going to be animation availability.

 

There are some older CxC animations, such as those from HCoS, which mark all creatures as male, even for what we would assume is are hetero animations. The options are, recompile the animations with appropriate sex position info (which I can't help with), or to disable Animation Settings > Match Creature Gender in SexLab - but this will result in all creatures being treated as a single, undifferentiated sex.

 

The notification for CxC engagements may be a bit jank. There is support for CxC-specific notification tags, but I've noticed the papyrus-based system is really beginning to drag on performance, so I'm not adding much more to it for now. Feel free to roll your own - instructions can be found in slac_Notify.psc.

 

Despite my frequently saying CxC would be SLP+-only, it is also working for OGSL (I just needed to stop and read the OGSL API more carefully).

 

There is also support for creature threesomes with the PC, NPC and one creature. This is available only through dialogue with the "Share" option. Select a creature using the Target Select Key (default N) then speak to an NPC. This will fail if there are no appropriate animations available.

 

Both of these new options, CxC and sharing, are rather dependent on the sex of the participants and the available positions in animations. To help understand what's happening, the Aggressive Animations lists now show position/sex in the info text when highlighting an animation.

 

SexLab P+

Most important thing here is to acknowledge that, by default, SLAC engagements will be slower to start animations than you might have come to expect from SLP+. There is a bug in SLP+ right now that means certain tag filtering will always return empty animation lists. This has been mitigated in SLAC by implementing in-script papyrus filtering, which is going to be slower. It won't be as slow as OGSL, but not far off. This in-script filtering can be disabled under Other Settings > SexLab P+ Compatibility, but this will often result in inappropriate animation selection. You should be able to disable this option safely when there is a fix in any future version of SLP+.

 

The Aggressive Animations toggles are now available for SLP+. The selections here are not saved by SLP+ between sessions, so they are saved by SLAC and automatically reapplied on game load. This may need to be changed for future SLP+ updates.

 

 

There has also been an effort to address bug reports and feature requests raised on 4.16 over the last year. This includes blocking of specific races as well as SexLab-keyed races, filtering of OSTIM-engaged actors, removal of the PapyrusUtils version warning, addressing player getting permanently stuck standing on horse after animations, missing creature race names in some notifications.

 

Changelog:

Spoiler

SexLab Aroused Creatures SE v4.17 (40039) (2026-01-09)

  • Added: Experimental options for allowing creature-on-creature engagements. This is available via dialogue by using the Target Select key on one creature and then talking to another. The settings under Other Settings > Creature on Creature can be used to permit creature-on-creature auto-engagements. Supporting animations, such as Horny Creatures of Skyrim, must be installed for this to work correctly. Note that the SLSB auto conversions of HCOS include creature position/sex restrictions that may prevent some of them playing.
  • Added: dialogue option for Followers/NPCs to be invited to share a selected creature with the PC. This currently only supports PC, one NPC, and one Creature.
  • Added: Aggressive Animation toggles feature for SexLab P+, replicating the OGSL system.
  • Added: Option to block specific races from auto engagement. This is accessed using the Dialogue & Interactions > Target Select Key, or selecting an actor in the Help > Recent Engagement Failures lists, after which the option will appear under the Help > Clean Actor options. This blocks the Skyrim Race object rather than the SexLab race key. Blocked races can still be engaged using the direct invitation or dialogue options.
  • Added: Indicator on the Help page for presence of the Defeat meter widget used in the current struggle system.
  • Added: Option to work around tag filtering bug in current SLP+ (up to v2.16) under Other Settings > SexLab P+ Compatibility . This uses in-script filtering to replicate the bugged negative tag filtering in SLP+. This will result in a serious performance hit. However, disabling it will result in unintended/inappropriate animations being selected.
  • Added: Options to run basic condition tests on actors under Help > Clean Actors. This can be used to identify immediate problems, but the results are not comprehensive. They may still be helpful for identifying some unexpected behaviour.
  • Added: NPC distance indication under Help > Clean Actors. Originally added for debugging, but may help users with in-game distances for scan, engage, capture and escape radii configurations.
  • Added: Shortcut options under Other Settings > Fixes to block auto engagement of base game cart horses and invisible dunMiddenEmptyRace. Cart horses can be buggy, won't pursue, and won't return to their cart after an animation. dunMiddenEmptyRace is used by some mods as a mobile marker but can get picked up as a valid creature for SL animations. These options use the new Auto Engage Block Race system from the Help page. This will not work for modded versions of these races which will need to be selected and blocked manually on the Help page.
  • Added: Option to exclude NPCs involved in OStim scenes from auto-engagement, under Other Settings > Compatibility > Disallow OStim. They can still be engaged via dialogue or direct invitation.
  • Added: Initialization MCM splash page to indicate that maintenance is under way. This is intended to block use of the MCM and avoid users making changes that will be overridden by in-progress updates. The Help page will still be accessible. Hold LCTRL while clicking on the Aroused Creatures MCM to bypass it.
  • Added: Warning message before manual cleaning of an actor in the MCM > Help page. This operation includes an animation reset which can cause issues in some cases where the actor is in certain animation states such as riding or using a crafting station. There are conditions to prevent this, but they are not always successful.
  • Added: Claimed actors are now fully cleaned on game load. Initially this was used to address a bug in SLP+ that left NPCs naked if they were in a scene during saving, but seems like a good idea in general.
  • Added: Nearby actors with the slac_EngagedActor faction automatically cleaned during game load.
  • Added: A few more NPC topic infos for variety.
  • Added: Position/sex indicators in info area for Aggressive Animations.
  • Fixed: Hard-lock animation glitch while riding a horse soon after a SexLab animation.
  • Fixed: Ineffective animation filtering for non-consensual SLP+ scenes. For creature races with no default aggressive animations, this still requires the user to toggle some in the Aggressive Animations MCM page to prevent fallback selection.
  • Fixed: De-sync of Help > Recent Engagement Failures lists, causing the help text and selection options to use a different actor and code to the one shown.
  • Fixed: DHLP Suspension mod events ending active SLAC engagements even when the compatibility option is disabled.
  • Fixed: Some queued creatures not claimed/released in a timely fashion.
  • Fixed: Some animation settings not loaded correctly from profiles.
  • Fixed: Some sex restriction options improperly applying to invitations.
  • Fixed: Aggressive Animations filter always set to the "Rough" tag after loading a profile.
  • Fixed: Missing creature names in some notifications. This turns out to be an issue with the base game Update.ESM which contains errors affecting some race names. Notably horses and carthorses.
  • Fixed: Papyrus log errors trigged by trying to access animation variables on unloaded actors. This cannot be completely avoided as the operations are asynchronous and the player can pass through a loading screen even after every possible check has been made.
  • Fixed: Errors in MCM when trying to display SLP+ tag lists.
  • Fixed: Some performance loss during in-script SLP+ scene filtering. This is still going to be horrible compared to native SLP+ filtering, but necessary for the current version support.
  • Fixed: Papyrus errors when trying to remove some actors from engagement queuing.
  • Fixed: MCM info text failure code descriptions referring to old outdated menu locations.
  • Fixed: Notification performance impacted by unused debug info collection.
  • Fixed: Engaged NPCs with creatures queuing for them sometimes reported as not engaged.
  • Fixed: Empty "..." topics in some follower dialogue trees.
  • Fixed: Male follower dialogue "Rough" option notifications reporting reverse actor consent.
  • Fixed: Creature able to start new pursuits while waiting to start an animation in some cases.
  • Fixed: some rare cases of the main auto-engagement loop running in two threads after game load.
  • Fixed: Creatures able to leave queues to join group engagements despite configured restrictions.
  • Fixed: All creatures follow behaviour stopping when one reaches their target during group pursuit.
  • Fixed: PC engagement started as a result of horse refusal occasionally interrupted by NPC auto engagement.
  • Changed: Removed PapyrusUtil version warning on Help page (no longer necessary).
  • Changed: Stronger exclusion of Convenient/Immersive Horses managed mounts from dialogue related processes. They are now basically ignored for most background automated SLAC actions including blocking/unblocking activation. This comes at the cost of functionality, but should help prevent some occasional game-breaking animation glitches.
  • Changed: Notifications will only fall back on substring creature race names (from Race objects cast as strings) if there are no CreatureRaceFallback options defined in the slacNotifications.JSON.
  • Other: A lot of code has been reorganised and refactored to allow for future feature expansion. This may come with some bugs.
  • Issue: Enabling the Creature-on-Creature option will seriously impact SLAC performance and reliability (game performance should be unaffected). This means auto engagement scans will take longer to complete, pursuits may overrun even their own timeouts by up to 60s, and the PC and NPCs may not be engaged as predictably.

 

Edited by Sailing Rebel
Syntax / corrections
Posted

Thank you for update 4.17. Creature sharing, OStim scene blocking, and Cart-horse blocking were very much on my wishlist - so I'm super excited to try things out.

Posted
15 minutes ago, LYKI said:

CAN I STILL USE FINIS FOR THE VERSION?????

Presumably, since nothing has been changed in the one animation that SLAC adds.

Posted

@Mazky_ I would recommend looking up some modding guides to get the basics down. There are plenty to choose from on YouTube and elsewhere.

 

SexLab and related mods are the kind of thing to be installed after everything else is working, and the game is stable.

Posted

On my last play through I had SLAC and SLAC - Osmel Tweak installed (as recommended in the Skyrim AE for Beginners thread), and ran into some problems I posted about in this thread at the time. In my current play through I did not install the Osmel Tweak. SLAC has been working wonderfully. I've had none of the problems I mentioned before. I've had to turn off a few creatures I apparently didn't have animations for, but the great majority are working perfectly. And I must say Barbas is one horny little critter. He boinked my PC 7 times during the quest, getting one last one in just before he was reunited with Clavicus Vile.  

Posted
4 hours ago, ___ghosted___ said:

welp had to downgrade from 4.17 to 4.16 as the invite friends bit wasnt working no matter what i did 

Confirming that bug in the dialogue Group option in 4.17. I'll push a hotfix as soon as I can.

Posted

Hi. Thank you for addressing the PapyrusUtils warning I posted before.
BTW. I'm having issues with the recommended mod, One With Nature. For example, make bears and elks friendly in OWN. Then, if the bear appears while the PC is mating with the elk, the bear will attack and kill the elk. Is there any way to prevent this?

Posted
16 minutes ago, DoroLL said:

Hi. Thank you for addressing the PapyrusUtils warning I posted before.
BTW. I'm having issues with the recommended mod, One With Nature. For example, make bears and elks friendly in OWN. Then, if the bear appears while the PC is mating with the elk, the bear will attack and kill the elk. Is there any way to prevent this?

Not that I know of. There are also issues with the player's horse being attacked by creatures set to ally, even while the player is mounted.

 

Unfortunately, I don't know of any alternatives to OWN.

Posted
1 hour ago, Sailing Rebel said:

Not that I know of. There are also issues with the player's horse being attacked by creatures set to ally, even while the player is mounted.

 

Unfortunately, I don't know of any alternatives to OWN.

Yes, that's why I riding Arvak. I wish could have some fear magic that scares off other animals during mating and riding.

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