Ameridaw Posted May 24 Posted May 24 22 minutes ago, Sailing Rebel said: Well there are no errors.  Would it be possible to get a log with the Aroused Creatures > General Settings > Debug option enabled. This should provide more detailed info about the state of the scans.  Now I wish I'd seen the debug setting sooner, this is excellent, I've found what went wrong. Here's the log (Hentairim expressions spams a lot, sorry about that): Papyrus.0.log  It showed that current location wasn't allowed, so it skipped auto-engagement scan. The thing is, I have all locations set to allowed - for the player character. But not for NPCs. I have NPC engagements turned off normally, and for some reason it was checking against NPC location settings. As soon as I checked locations as allowed in the NPC engagement settings, it triggered everything just fine.  Bit of a crossed wires situation, it seems, but at least there's a solution. Thanks! 2
Sailing Rebel Posted May 24 Author Posted May 24 1 hour ago, Ameridaw said: Bit of a crossed wires situation, it seems, but at least there's a solution. Thanks! Well spotted. That'll be fixed in the next update. Thanks for the report and the logs. 1
BonitaMussolini Posted May 27 Posted May 27 (edited) Hey so I recently swapped to MO2 as vortex was just giving me too many issues and I've noticed since swapping that the arousal doesn't seem to change. Previously it worked fantastic, but as of swapping all animals show 0 arousal at all times. I've tried using SL arousal to manually set then check the creatures but they stay at 0 even after using that feature. They also fail to keep arousal when I use the actual creature framework puppet master feature. I've double checked auto engagement is on, the appropriate NPC percentages are set and SL "allow creature animations" is on (which I confirmed using matchmaker, animations played fine) and checked the ESP is active. I checked the help page and ensured everything shows passing and tested NPC/PC auto-engagement there and they both show PASS. Tried using the debug to check the log but for some odd reason despite having the logging options all set to 1 both inside MO2 and the normal /documents location Papyrus just does not Log anything for me when using MO2... However the console notifications do show Failed Not really sure what else to try here. I verified I have the newest versions of CF (also tried with 3.2 and experimental verson, yielding same results), MNC and BAKAs Aroused. Any suggestions on what I fucked up when swapping to mo2? Â edit: I think CF is actually causing a problem it keeps pausing itself for the Unbound quest fix despite that quest being completed ages ago. Maybe thats the issue? Edited May 27 by BonitaMussolini
Sailing Rebel Posted May 27 Author Posted May 27 1 hour ago, BonitaMussolini said: Hey so I recently swapped to MO2 as vortex was just giving me too many issues and I've noticed since swapping that the arousal doesn't seem to change. Previously it worked fantastic, but as of swapping all animals show 0 arousal at all times. I've tried using SL arousal to manually set then check the creatures but they stay at 0 even after using that feature. They also fail to keep arousal when I use the actual creature framework puppet master feature. I've double checked auto engagement is on, the appropriate NPC percentages are set and SL "allow creature animations" is on (which I confirmed using matchmaker, animations played fine) and checked the ESP is active. I checked the help page and ensured everything shows passing and tested NPC/PC auto-engagement there and they both show PASS. Tried using the debug to check the log but for some odd reason despite having the logging options all set to 1 both inside MO2 and the normal /documents location Papyrus just does not Log anything for me when using MO2... However the console notifications do show Failed Not really sure what else to try here. I verified I have the newest versions of CF (also tried with 3.2 and experimental verson, yielding same results), MNC and BAKAs Aroused. Any suggestions on what I fucked up when swapping to mo2? Â edit: I think CF is actually causing a problem it keeps pausing itself for the Unbound quest fix despite that quest being completed ages ago. Maybe thats the issue? This is likely an issue with SexLab Aroused. The actual cause and solution will depend on which versions or SexLab and SL Aroused are being used. Â There is a bug in the OG SexLab (1.66b) that can cause animation threads to become stuck in an active state, even when no animations are running. Older versions of SL Aroused will stop updating arousal levels when any SL thread is active, compounding the SL bug. Saving and reloading the game can temporarily fix this, but ideally an alternate version of SL Aroused should be used, or one that is patched for that bug. Â The latest version of OSL Aroused (2.8.2) can in some cases stop increasing arousal levels, but can also stop reducing them properly in other cases. Version 2.6.0 has fewer features but seems to be more reliable right now. Versions of OSL Aroused prior to 2.6.0 do not support creatures. Â Switching between different versions of SL Aroused can cause issues, so always test in a new game. Â I would advise using BethINI or BethINI Pie for editing the game INIs to reduce the chances of simple typos causing issues. 1
BonitaMussolini Posted May 27 Posted May 27 (edited) 27 minutes ago, Sailing Rebel said: This is likely an issue with SexLab Aroused. The actual cause and solution will depend on which versions or SexLab and SL Aroused are being used. Â There is a bug in the OG SexLab (1.66b) that can cause animation threads to become stuck in an active state, even when no animations are running. Older versions of SL Aroused will stop updating arousal levels when any SL thread is active, compounding the SL bug. Saving and reloading the game can temporarily fix this, but ideally an alternate version of SL Aroused should be used, or one that is patched for that bug. Â The latest version of OSL Aroused (2.8.2) can in some cases stop increasing arousal levels, but can also stop reducing them properly in other cases. Version 2.6.0 has fewer features but seems to be more reliable right now. Versions of OSL Aroused prior to 2.6.0 do not support creatures. Â Switching between different versions of SL Aroused can cause issues, so always test in a new game. Â I would advise using BethINI or BethINI Pie for editing the game INIs to reduce the chances of simple typos causing issues. This is definitely the issue. On a new game with just 1.66b and 2 different versions of aroused (SL Aroused-loose and Baka version, tested independently of course) it's giving me a warning about not supporting downgrades to SL Aroused. When I tried OSL it gives me a big warning about not using "Non-SL Aroused versions" of Aroused. I'll try with a patched version and see whats up. Thank you! Edited May 27 by BonitaMussolini
Sailing Rebel Posted May 27 Author Posted May 27 4 hours ago, BonitaMussolini said: This is definitely the issue. On a new game with just 1.66b and 2 different versions of aroused (SL Aroused-loose and Baka version, tested independently of course) it's giving me a warning about not supporting downgrades to SL Aroused. When I tried OSL it gives me a big warning about not using "Non-SL Aroused versions" of Aroused. I'll try with a patched version and see whats up. Thank you! Never seen that OSL Aroused version warning before. It indicates that a plugin form another Aroused mod is installed, specifically SexLabAroused.esm or OAroused.esp. Â Make absolutely sure that only one Aroused mod is installed. If there are any Aroused patches being used, ensure they are for the specific version of Aroused you are using. If you are using OSL Aroused, nothing should be overriding its files. Â You mentioned swapping from Vortex to MO2: did this involve a clean installation of Skyrim as well? Vortex might have left something behind in the Data folder that could be messing things up. 1
BonitaMussolini Posted May 28 Posted May 28 18 hours ago, Sailing Rebel said: Never seen that OSL Aroused version warning before. It indicates that a plugin form another Aroused mod is installed, specifically SexLabAroused.esm or OAroused.esp. Â Make absolutely sure that only one Aroused mod is installed. If there are any Aroused patches being used, ensure they are for the specific version of Aroused you are using. If you are using OSL Aroused, nothing should be overriding its files. Â You mentioned swapping from Vortex to MO2: did this involve a clean installation of Skyrim as well? Vortex might have left something behind in the Data folder that could be messing things up. initially it involved using a merge program but that was a mess which i expected because vortex always messed up load orders and required me to set ESP rules to work properly half the time so I went to a clean install, however I did end up copying the mod download list over and installed from there then ported the save so I'm sure I've messed up quite a bit of the load order tbh. Learning experience. I'm still getting the "downgrading not supported" warning and creature framework MCM is missing but moving around the load order did get your mod working so ty so much for the help! 1
Pater Aelred Posted June 10 Posted June 10 Is there a multiple rings / amulets mod that is compatible with SLACS?Â
Sailing Rebel Posted June 10 Author Posted June 10 13 hours ago, Pater Aelred said: Is there a multiple rings / amulets mod that is compatible with SLACS? Assuming this refers to SLAC rather than SLACS, could I ask for a description on the compatibility issue?
eflat01 Posted June 10 Posted June 10 18 hours ago, Pater Aelred said: Is there a multiple rings / amulets mod that is compatible with SLACS?   Why would there be a compatibility issue between any clothing or jewelry mod and slac?Â
Pater Aelred Posted June 11 Posted June 11 With MARA, rings, amulets, and collars are put into slots on a CORE Carrier, and so do not show up to be registered as collars for creature arousal. Just trying to find a solution where I can wear a collar, amulet, and multiple rings, and have the collar still registered with Aroused Creatures.Â
Sailing Rebel Posted June 11 Author Posted June 11 11 hours ago, Pater Aelred said: With MARA, rings, amulets, and collars are put into slots on a CORE Carrier, and so do not show up to be registered as collars for creature arousal. Just trying to find a solution where I can wear a collar, amulet, and multiple rings, and have the collar still registered with Aroused Creatures. The collar system has not had any real attention for a good few years. I'll add MARA support to the list of things to look at, but there's no timeline on that.  In the meantime, the thing to keep in mind is that collars either lower creature arousal thresholds for auto engagement or limits auto engagement to specific actors, nothing else.  If this is just for the player, then the same thing can be achieved by simply reducing the basic creature arousal threshold under PC/NPC Auto Settings > Gender, Arousal & Consent.  If this is to limit engagements to specific actors, you can use the Only Permitted NPCs option after using the Target Select key on them and then setting their permission type on the Help page.
Sailing Rebel Posted June 12 Author Posted June 12 Just uploaded SexLab Aroused Creatures SE v4.18 (MCM version 40043) (2026-06-12).  I've had this on the verge of publishing for the past month, and just kept finding things to change, break, and revert. Don't be surprised if there is a hotfix in the near future.  As always, if it ain't broke, don't fix it. If you are happy with your current installation of SLAC, there is no point potentially ruining it with an update you might not need.  One of the big changes this time is significant improvements in the animation spin-up times for pursuit captures, queues, and horse refusal sex. The Pre-Select Animations option can be found under General Setting > Performance, and is enabled by default from this version. This option allows the slow animation filtering process to be performed before indicating the start of an engagement. For SLP+ in particular, this should provide a very noticeable reduction in wait times.  This feature does not affect direct or dialogue invitation for the PC, NPCs or creatures. This is because we have to wait until the user has made a selection before animations can be filtered, so there will be a delay either way.  If this is still not fast enough for you, a couple more seconds can be shaved from the spin-up time by using the Disable Pursuit Capture Tests option also found under General Settings > Performance. This option simply skips the repeated suitability tests that have already been performed before the start of a pursuit. Since the chase can last a while, these tests are used to check for changes in the situation at the end. Disabling them may result in some inappropriate engagements, such as creatures trying to hop on the PC in the middle of combat, dialogue, crafting, or across loading doors, etc. In serious cases, SexLab itself will kill the animation if there are risks, and may throw an error in the logs.  In SLP+, Horse refusal sex should now be as close to instant as it can be (and is no longer dependant on the Auto Settings > Creature Arousal threshold). Any remaining delay will be waiting for animation events to fire and actor conditions to update in order to prevent SL from kicking the thread.  The Aggressive Toggles should now be fully functional for SLP+. Since the SLP+ SLSB conversions do not contain any non-con canine animations, my usual approach is to filter the list by race for "Dogs", and by tags for "Rough", then use the bulk option to change them all to aggressive. Then swap the obviously consensual animations back as they are encountered in engagements.  If you are using SLP+ V2.17.1 and later, make sure that Other Settings > SexLab P+ Compatibility > SexLab P+ Filter Fix is disabled after updating. This option was a workaround for a bug in previous versions of SLP+ and is no longer required. It should be disabled by default after updating, but make sure, otherwise it might waste time on unnecessary processing. If you are still on earlier versions of SLP+, it will likely still be required.  This update also includes several fixes and features from user feedback. Thanks all.  SexLab Aroused Creatures SE v4.18 (40043) (2026-06-12) Added: Option to pre-select animations before starting an automatic engagement under General Settings > Performance > Pre-Select Animations, greatly improving animation spin-up times, especially for SLP+. This comes at the cost of robustness and may result in some inappropriate animation selection or event failed engagements. This is enabled by default as the benefits outweigh the potential downsides. Added: Option to disable actor tests at the end of pursuits under General Settings > Performance > Disable Pursuit Capture Tests. This will skip the retesting of actors already tested before the start of a pursuit and might shave a second or two from the scene spin-up. This also applies to queued creatures. As with the Pre-Selected Animations options, this will impact reliability. Added: Fast Travel Cooldown option under Other Settings > Fixes. Added: Filter Aggressive Animations by creature race for SLP+. Added: Options to disable NPC shared voice callouts at the beginning and/or end of pursuits under Other Settings > Fixes > Pursuit Callouts Start/End. This does not affect the voice lines attached to the fleeing AI package. So these options will reduce the NPC vocalisation rather than silence them. Added: More variety in event notifications. Added: Horse refusal sex will now obey the PC Auto Settings > Gender, Arousal & Consent > Consent option, allowing for consensual animations. Added: Option to manually shuffle notification list orders under Other Settings > Notifications Testing. Added: Options to limit auto-engagement for the PC to creatures with higher current stamina under PC/NPC Auto Settings > PC Settings > Use Creature Stamina. The calculated creature stamina can be modified using the Creature Stamina Modifier option. These options only apply to the principal creature in group engagements and are only tested at the start of pursuits. Fixed: Incomplete notification tagging leading to things like anal sex being described as "mating". Fixed: Some performance shortfall in notification processing. Selection now starts at a random index in the pre-shuffled event lists and selects the first valid entry. Lists are shuffled at the beginning of each session. Fixed: Bulk Aggressive Animation tag changes for SLP+ applying to all animations, regardless of filters. Fixed: Misleading SLP+ requirement for creature-on-creature options in MCM. Fixed: SexLab minimum version requirement raised to 1.63 (warning only on Help page). Fixed: Other Settings > Animation Roll settings ignored (these option are only available in OGSL). Fixed: SLP+ scenes not correctly tagged as non-consensual, despite playing and reporting as aggressive. Fixed: Incorrect victim flagging in engagements. Fixed: Hotkey invitation still active during combat. Fixed: Papyrus error using direct invitation hotkey for group sex. Fixed: Dialogue & Interactions > Invite > Invite Consent option ignored. Fixed: Long delay before starting sex after horse refusal. The actor testing process is now streamlined and conducted before the dismount animation plays. Fixed: Inconsistent SLP+ scene selection of specific consensual animations (Oral, Anal, etc). Fixed: NPCs sometimes left naked if they were engaged during a save when using SLP+. Fixed: Sprinting while activating a Convenient Horses mount opens dialogue after mounting. Fixed: Male NPC aggressor non-consensual engagement notifications sometimes displaying consensual results. Fixed: PC/NPC Auto Settings > Location > Other Locations option applying to both PC and NPCs regardless of which is selected. Fixed: Combat state changes not ending SL animations in some cases involving the player. Fixed: Struggle widget X/Y position adjustment MCM option info swapped and unclear. Fixed: Divide-by-zero error when using Dialogue & Interaction > Player Struggle > Exhaustion Mode. Changed: In-script tag filtering for SLP+ is now disabled by default which should improve scene look-up performance. Check Other Settings > SexLab P+ Compatibility > SexLab P+ Filter Fix. This option should be disabled for SLP+ 2.17.1 and later, and enabled for anything earlier. Changed: Sex after horse refusal is no longer dependant on Auto Settings creature arousal threshold. Changed: Allow invitation while trespassing. Changed: Horse activation filters now exclude all horses in the Convenient Horses CHHorseFaction while the CH compatibility option is enabled (on by default). Horse dialogue is still available for CH mounts using the Dialogue & Interactions > Invitation > Invite Opens Horse Dialogue option. Changed: Aggressive Animations main list filters (Race and Tags) now reset on game load. Changed: Aggressive Animations filter options no longer saved to, or loaded from profiles. Changed: Output mod version info dumped in logs even if mod is inactive. Changed: Debug settings dump now includes SL version string for easier identification. 3
kamithemoon Posted June 12 Posted June 12 (edited) Has anyone made a mod or such that adds collars to bandits though SPID or something? I vaguely recall I tried but I don't recall if it worked or not. I had this idea of exploring a dungeon and passing by bandit women fleeing from a wolf. Bonus if Spectator Crowds is on and the rest of the bandits stop to watch the show. Though I wonder if that would have any negative impacts on combat... Edited June 12 by kamithemoon
eflat01 Posted June 13 Posted June 13 2 hours ago, kamithemoon said: Has anyone made a mod or such that adds collars to bandits though SPID or something? I vaguely recall I tried but I don't recall if it worked or not. I had this idea of exploring a dungeon and passing by bandit women fleeing from a wolf. Bonus if Spectator Crowds is on and the rest of the bandits stop to watch the show. Though I wonder if that would have any negative impacts on combat... If you can find a collar you want I can probably spid or skypatch it to them it to them. I push mainly outfits to forsworn and bandits, but I've built outfits on the fly too.  Â
kamithemoon Posted June 13 Posted June 13 4 hours ago, eflat01 said: If you can find a collar you want I can probably spid or skypatch it to them it to them. I push mainly outfits to forsworn and bandits, but I've built outfits on the fly too.   Any collar would be fine, but I thought the mod already came with one? But if not, I'll look around tomorrow for a spiked dog collar. Thanks!
naaitsab Posted June 13 Posted June 13 A little QOL suggestion. Add an MCM option to automatically apply the collarAttraction when the actor is wearing a DD item with the keyword zad_DeviousCollar. So you don't have to manually add these every time.  Should be fairly easy to implement if the keyword loading is added to the Config script and on line 1934 of the Utils script the call is expanded like this: Bool isCollared = akVictim.IsEquipped(slacConfig.slac_CollarsFormList) || (slacConfig.AutoDDcollarAttraction && akVictim.WornHasKeyword(slacConfig.zad_DeviousCollar))  (where AutoDDcollarAttraction is a new variable for the MCM but this could also be removed so if the collarAttraction option is enabled it always takes in account a DD collar if present)
DoroLL Posted June 13 Posted June 13 On 2/19/2026 at 3:24 AM, 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. Â Unfortunately, I don't know of any alternatives to OWN. HI. Found a good mod to alternatives for One With Nature. In Peaceful Animals SE, players cannot be attacking by predator animals while mating and riding. Â Peaceful Animals SE at Skyrim Special Edition Nexus - Mods and Community 1
Sailing Rebel Posted June 13 Author Posted June 13  @kamithemoon @eflat01 @naaitsab  So, I have a vague plan for an improvement in the collar selection system, one which is also involved in a feature to allow users to roll their own compatibility measures.  The concept is to use powerofthree's Papyrus Extender functions to give users the ability to pull keywords (or factions, races, armors, magic effects, etc) from their loaded plugins, and use them as positive or negative filters for auto engagement and collars.  This is all napkin work right now, and it would require a whole new page on SLAC's space-shuttle-cockpit of an MCM. But this is probably a more extensible and future-proof solution than the piecemeal, per-mod compatibility we have right now.
naaitsab Posted June 13 Posted June 13 1 hour ago, Sailing Rebel said:  @kamithemoon @eflat01 @naaitsab  So, I have a vague plan for an improvement in the collar selection system, one which is also involved in a feature to allow users to roll their own compatibility measures.  The concept is to use powerofthree's Papyrus Extender functions to give users the ability to pull keywords (or factions, races, armors, magic effects, etc) from their loaded plugins, and use them as positive or negative filters for auto engagement and collars.  This is all napkin work right now, and it would require a whole new page on SLAC's space-shuttle-cockpit of an MCM. But this is probably a more extensible and future-proof solution than the piecemeal, per-mod compatibility we have right now. You can also do the 'old reliable' way of using a json file in which users can add their own keywords/armor etc ID's. These can be added to the formlist on game load and used as a check.  But if you pre-supply the keywords for Zaz, Toys and DD you'd probably cover over 90% of all collars available? So keeping it simple is also an option. 1
Whatevs120 Posted June 14 Posted June 14 Is there some kind of known incompatibility that prevents the cloak spell from working? My recent scan performance says "Min. time: 99999.000 secs, Average and Max time: 0.00 secs. I always played with auto engagements off and, after trying to set up a collar system and turning on auto engagements, I realised that detection just doesn't work for me anymore, even without the collar system. I am not sure when it stopped working, could be more than a year ago. I even used the psq arousal spells to raise arousal for debugging purposes. I was using OSL Aroused and moved to SL Aroused NG on a new game. Neither works. This is for both v4.17.1 and v4.18. I can't provide the logs rn unfortunately, but if I'm wondering if there are known incompatibilities that cause this
Sailing Rebel Posted June 14 Author Posted June 14 1 hour ago, Whatevs120 said: Is there some kind of known incompatibility that prevents the cloak spell from working? My recent scan performance says "Min. time: 99999.000 secs, Average and Max time: 0.00 secs. I always played with auto engagements off and, after trying to set up a collar system and turning on auto engagements, I realised that detection just doesn't work for me anymore, even without the collar system. I am not sure when it stopped working, could be more than a year ago. I even used the psq arousal spells to raise arousal for debugging purposes. I was using OSL Aroused and moved to SL Aroused NG on a new game. Neither works. This is for both v4.17.1 and v4.18. I can't provide the logs rn unfortunately, but if I'm wondering if there are known incompatibilities that cause this Those times are default values used to seed the arrays for calculating average delays. If the scans are running, they should be cleared after about 20 cycles. Â Go through the Auto Settings and see if there are any options, such as Permitted Creatures / NPCs or Location, that might be preventing operation. Â Check the Help page in the MCM for potential issues. There are also lists on that page showing recent engagement failures which might indicate what is stopping scenes. 1
Guns_n_Noses Posted June 18 Posted June 18 Thanks for the tagging fix in the notifications, i was wondering why it didnt display the Anal Sex notifications correctly. Do you think it would be possible to expand further on the notifications and integrate them with SexLabs's Experience feature? Would be great if a first time experience with a Creature, specific or not, could yield a different notification. Or even a different Notification if the Character is an Amateur or already Experienced, i'd love to be able to write that in.
Sailing Rebel Posted June 19 Author Posted June 19 1 hour ago, Guns_n_Noses said: Thanks for the tagging fix in the notifications, i was wondering why it didnt display the Anal Sex notifications correctly. Do you think it would be possible to expand further on the notifications and integrate them with SexLabs's Experience feature? Would be great if a first time experience with a Creature, specific or not, could yield a different notification. Or even a different Notification if the Character is an Amateur or already Experienced, i'd love to be able to write that in. Yes, this is something I've been thinking about. SLAC really needs to be more aware of the broader context of sexual encounters. It's sorely lacking right now. Â The dialogue options in particular have an NPC acting shocked when you ask them to see to your horse, even when the two if them have already been at it all day.
StreamDumpsss Posted June 20 Posted June 20 Maybe I'm just being dumb by missing this, but is there any way to guarantee that a male player character will be a bottom when approached by an aroused creature? Whenever an animal randomly approaches my character, it always plays an animation where that animal is penetrated by my character, regardless of if the animal is a male or female. I'd like it so that my male character can be penetrated too. Is there an option for this that I'm just missing in the MCM?
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