Sailing Rebel Posted March 15 Author Posted March 15 54 minutes ago, Caveman 74 said: Thank You for the explanation, like I said never had it happen before today. Guess I will stay with SL Aroused as I do not want OSex too. Thanks!   OSL Aroused is stand-alone. The only dependencies are Address Library and SkyUI.  Otherwise, try using the SL Aroused select key (default N for the older versions) on the creature, which should force update their arousal immediately instead of waiting for a scan. 1
Fileneeeded Posted March 18 Posted March 18 Good mod, but it's a bit immersion breaking that the struggle bar appears during sex animation. It would be nice if the animal tackled you like in defeat and if you fail to resist then the sex scene starts.
Sailing Rebel Posted March 19 Author Posted March 19 19 hours ago, Fileneeeded said: Good mod, but it's a bit immersion breaking that the struggle bar appears during sex animation. It would be nice if the animal tackled you like in defeat and if you fail to resist then the sex scene starts. I do need to revisit the struggle system at some point. The implementation is pretty jank.
FINALLY AWAKE. Posted March 20 Posted March 20 hey @Sailing Rebel any option to make creature’s assault actions as a crime so witnesses can attack creature who acting assault? Â
Sailing Rebel Posted March 21 Author Posted March 21 On 3/20/2026 at 6:38 AM, FINALLY AWAKE. said: hey @Sailing Rebel any option to make creature’s assault actions as a crime so witnesses can attack creature who acting assault? I seem to recall there was a mod for sex crimes, but I'm not sure how it handled creature interaction.  If you enable the On-Hit Interrupt option under General Settings, you can use a non-damaging weapon to stop NPC engagements. Finding a non-damaging weapon might be tricky. There was a riding crop in some Devious Devices mod that I used for testing back in the day, but I've not seen that in a while.  Beyond that, I'm not planning on adding any functionality to trigger combat as a lot of work has gone into avoiding combat. 1
adips Posted March 22 Posted March 22 (edited) Hi I just used this mod for a while and I love the way it's soo customizable in every way I desired, just installed MNC with it, and I noticed that even when I have cow and rabbit animation registered from the MNC, somehow rabbit, cow and goat are not able to approach player or npc. I have sexlab tools installed and when I tried using the select actor spell on the rabbit, cow, goat, it prompts me with saying "rabbitis not a valid sexlab actor", meanwhile I see some people here having cow, goat, rabbit and even slaughterfish to work. How does it actually work, do I need to register animations for those creature for them to be able to approach or do I need to register them as actor somewhere? Edited March 22 by adips
Sailing Rebel Posted March 22 Author Posted March 22 7 hours ago, adips said: Hi I just used this mod for a while and I love the way it's soo customizable in every way I desired, just installed MNC with it, and I noticed that even when I have cow and rabbit animation registered from the MNC, somehow rabbit, cow and goat are not able to approach player or npc. I have sexlab tools installed and when I tried using the select actor spell on the rabbit, cow, goat, it prompts me with saying "rabbitis not a valid sexlab actor", meanwhile I see some people here having cow, goat, rabbit and even slaughterfish to work. How does it actually work, do I need to register animations for those creature for them to be able to approach or do I need to register them as actor somewhere? If you are certain that animations for those creature races are installed and registered in SLAL, then it's possible that the SexLab registry has become desynchronised. Go to SexLab > Rebuild & Clean and use the Reset Animation Registry option. Â If that does not work, try the Clean System option and follow the guidance in the pop-ups. This will completely reset SexLab, and you'll need to reconfigure it and re-register any SLAL packs. Â Beyond that, I would need to see a Papyrus log for a session in which the Aroused Creatures > General Settings > Debug option is enabled, and the issue is encountered.
CHoowe Posted March 23 Posted March 23 (edited) Problem: Use the invite key to start a group animation failed.  Reason: The length of the actor list returned by the `FindExtraCreatures` function is not always 3, which can cause index out of range errors. This results in incorrect arguments being passed to the `StartCreatureSex` function, causing the scene to fail to start.  Solution: Resize `otherCreatures` to 3. Spoiler diff --git a/slac_PlayerScript.psc b/slac_PlayerScript.psc index d50a6a9..45d503b 100644 --- a/slac_PlayerScript.psc +++ b/slac_PlayerScript.psc @@ -648,8 +648,8 @@ Event OnKeyUp(Int keyCode, Float holdTime) ; Use group if available ; Find additional creatures - Actor[] otherCreatures = PapyrusUtil.ActorArray(3) - otherCreatures = slacUtility.FindExtraCreatures(tempCHRef, PlayerRef, MaxExtras = 3, ArousalMin = slacConfig.inviteArousalMin, Invitation = True) + Actor[] otherCreatures = slacUtility.FindExtraCreatures(tempCHRef, PlayerRef, MaxExtras = 3, ArousalMin = slacConfig.inviteArousalMin, Invitation = True) + otherCreatures = PapyrusUtil.ResizeActorArray(otherCreatures, 3) Int oci = 0 Int otherCreaturesCount = 0 While testPassed && oci < otherCreatures.length  By the way, I think the invitation hotkey should be ignored during player combat. Edited March 23 by CHoowe 1
Sailing Rebel Posted March 23 Author Posted March 23 5 hours ago, CHoowe said: Problem: Use the invite key to start a group animation failed.  Reason: The length of the actor list returned by the `FindExtraCreatures` function is not always 3, which can cause index out of range errors. This results in incorrect arguments being passed to the `StartCreatureSex` function, causing the scene to fail to start.  Solution: Resize `otherCreatures` to 3.  Hide contents diff --git a/slac_PlayerScript.psc b/slac_PlayerScript.psc index d50a6a9..45d503b 100644 --- a/slac_PlayerScript.psc +++ b/slac_PlayerScript.psc @@ -648,8 +648,8 @@ Event OnKeyUp(Int keyCode, Float holdTime) ; Use group if available ; Find additional creatures - Actor[] otherCreatures = PapyrusUtil.ActorArray(3) - otherCreatures = slacUtility.FindExtraCreatures(tempCHRef, PlayerRef, MaxExtras = 3, ArousalMin = slacConfig.inviteArousalMin, Invitation = True) + Actor[] otherCreatures = slacUtility.FindExtraCreatures(tempCHRef, PlayerRef, MaxExtras = 3, ArousalMin = slacConfig.inviteArousalMin, Invitation = True) + otherCreatures = PapyrusUtil.ResizeActorArray(otherCreatures, 3) Int oci = 0 Int otherCreaturesCount = 0 While testPassed && oci < otherCreatures.length  By the way, I think the invitation hotkey should be ignored during player combat. Thanks for the report, those will be fixed in the next update.
DoroLL Posted March 24 Posted March 24 Hi. I previously reported an issue where a cow that loved Uthgerd got stuck inside the Bannered Mare. However, in v4.17.1, stable horses are now entering the city. This issue occurs in Whiterun and Windhelm, where stable are located near the city gate. This does not occur in Riften and Markarth because there are no NPCs entering and exiting the city gate. This issue does not occur in Solitude because the city gate and stable are located far apart. I tried reducing the tracking time and distance for animals, but it was ineffective. I can’t say for sure since it hasn’t been witnessed, but it feels like horses are teleporting into the city.
Sailing Rebel Posted March 24 Author Posted March 24 7 hours ago, DoroLL said: Hi. I previously reported an issue where a cow that loved Uthgerd got stuck inside the Bannered Mare. However, in v4.17.1, stable horses are now entering the city. This issue occurs in Whiterun and Windhelm, where stable are located near the city gate. This does not occur in Riften and Markarth because there are no NPCs entering and exiting the city gate. This issue does not occur in Solitude because the city gate and stable are located far apart. I tried reducing the tracking time and distance for animals, but it was ineffective. I can’t say for sure since it hasn’t been witnessed, but it feels like horses are teleporting into the city. SLAC does not affect creatures' ability to use doors.  The ability to use doors is a vanilla flag set on the actor race. Creatures that can use doors (usually follower dogs) will have their own races with the flag set. There must be something else in the mod list that's enabling this for other creatures too, either by changing their races, or changing the way doors work.
DoroLL Posted March 24 Posted March 24 4 hours ago, Sailing Rebel said: SLAC does not affect creatures' ability to use doors. Â The ability to use doors is a vanilla flag set on the actor race. Creatures that can use doors (usually follower dogs) will have their own races with the flag set. There must be something else in the mod list that's enabling this for other creatures too, either by changing their races, or changing the way doors work. Yes, animals do not enter and exit the city gate. This issue has the same cause as the one involving Uthgerd and Cow. The NPC enter the city gate while being chased by animals and the mating animation starts inside the city. This is a timing lag issue.
Sailing Rebel Posted March 25 Author Posted March 25 6 hours ago, DoroLL said: Yes, animals do not enter and exit the city gate. This issue has the same cause as the one involving Uthgerd and Cow. The NPC enter the city gate while being chased by animals and the mating animation starts inside the city. This is a timing lag issue. If you can, use the Target Select key on a creature on one side of the door, use the door, then in the other cell, immediately open the Aroused Creatures MCM and go to Help > Clean Actors. There, click on the NPC Invite Test and NPC Auto-Engage Test options and wait for them to show a PASS or a failure code. Also take note of the Distance displayed there. Â The expected result will be an UNLOADED failure code and a distance value that is either over 400 or negative.
DoroLL Posted March 25 Posted March 25 3 hours ago, Sailing Rebel said: If you can, use the Target Select key on a creature on one side of the door, use the door, then in the other cell, immediately open the Aroused Creatures MCM and go to Help > Clean Actors. There, click on the NPC Invite Test and NPC Auto-Engage Test options and wait for them to show a PASS or a failure code. Also take note of the Distance displayed there. Â The expected result will be an UNLOADED failure code and a distance value that is either over 400 or negative. The tricky thing about this issue is that it never occurs in my presence. I mentioned this in my previous post, but "I can't witness the scene firsthand". When I'm monitoring it, no issues occur. By Skyrim's default specifications, if an NPC cannot reach a destination, the NPC will teleport there. Could this be due to the teleport specifications?
Sailing Rebel Posted March 25 Author Posted March 25 5 hours ago, DoroLL said: The tricky thing about this issue is that it never occurs in my presence. I mentioned this in my previous post, but "I can't witness the scene firsthand". When I'm monitoring it, no issues occur. By Skyrim's default specifications, if an NPC cannot reach a destination, the NPC will teleport there. Could this be due to the teleport specifications? If you mean the SexLab > Animation Settings > Disable Starting Teleport, you can try turning it back on. The downside for creature animations is that it can cause long delays for starting creature animations. SexLab will also still teleport the participants when it takes too long.
adips Posted March 26 Posted March 26 On 3/22/2026 at 8:09 PM, Sailing Rebel said: If you are certain that animations for those creature races are installed and registered in SLAL, then it's possible that the SexLab registry has become desynchronised. Go to SexLab > Rebuild & Clean and use the Reset Animation Registry option. Â If that does not work, try the Clean System option and follow the guidance in the pop-ups. This will completely reset SexLab, and you'll need to reconfigure it and re-register any SLAL packs. Â Beyond that, I would need to see a Papyrus log for a session in which the Aroused Creatures > General Settings > Debug option is enabled, and the issue is encountered. Yup that solved it, never tried rebuilding the animation registry, well now i know that installing new animation for new creatures requires me to rebuild the anim registry. Thank you so much for the help and also for the mod! Absolutely goated.
forechan Posted March 28 Posted March 28 I get this error. Not sure what is causing it as i believe i need OSL Aroused installed, am i meant to try and merge Aroused Creatures and OSL Aroused together? Or how does everyone else get around this error? Â Â
Sailing Rebel Posted March 29 Author Posted March 29 18 minutes ago, forechan said: I get this error. Not sure what is causing it as i believe i need OSL Aroused installed, am i meant to try and merge Aroused Creatures and OSL Aroused together? Or how does everyone else get around this error? In the screenshot of MO2, OSL Aroused is being overridden by something. Clear the filtering in the left panel, select OSL Aroused and the mod overriding it will be highlighted in red. Whatever mod that is, uninstall it. Â Similarly, SexLab Aroused Creatures is overriding something, which should not be happening. Select Aroused Creatures and the mod it is overriding will be highlighted in green. Uninstall that mod.
Dinkleturd Posted March 31 Posted March 31 You could probably help me out with this since it kinda involves this mod, but I do not know where to start looking.  The dwarven horse you unlock from doing a side quest related to the Four Seasons content creator quest.  The cum effects are there, but the pecker is invisible.  The other horses have theirs.  Know where I should go looking to get this addressed?
Sailing Rebel Posted March 31 Author Posted March 31 1 minute ago, Dinkleturd said: You could probably help me out with this since it kinda involves this mod, but I do not know where to start looking.  The dwarven horse you unlock from doing a side quest related to the Four Seasons content creator quest.  The cum effects are there, but the pecker is invisible.  The other horses have theirs.  Know where I should go looking to get this addressed? Aroused meshes are added by More Nasty Critters / Animated Beast Cocks. They are applied using Creature Framework which is available from the MNC download page. Check the mod description there for troubleshooting tips. There may be some advice in the support thread, as missing aroused meshes is a common issue.
MadMansGun Posted March 31 Posted March 31 like most crapclub trash i've never heard of it, and therefor it has likely never been patched. 1
MadMansGun Posted April 1 Posted April 1 ....why in the hell does a dwarven dungeon mod need to have 6 rabbit colorations inside of it?
Dinkleturd Posted April 1 Posted April 1 21 hours ago, MadMansGun said: like most crapclub trash i've never heard of it, and therefor it has likely never been patched. It came with the Anniversary edition of skyrim, and Todd himself gave alot of content creator items away for free.  The afore mentioned quest was one of them.  23 hours ago, Sailing Rebel said: Aroused meshes are added by More Nasty Critters / Animated Beast Cocks. They are applied using Creature Framework which is available from the MNC download page. Check the mod description there for troubleshooting tips. There may be some advice in the support thread, as missing aroused meshes is a common issue. Thanks bud for pointing me in the right direction.
shugarnsbwjw Posted April 3 Posted April 3 I don't know what's wrong, but its section in the Mod Menu isn't loading. Even when I click on it, it just opens empty, with nothing to show, rendering the mod menu useless until I exit the main menu. I hope that makes sense.
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