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Posted

this may be some stupid problem but does anyone know how to fix this? creature animations work but not my player. when I try to walk around it is just doing that and all player animations are broken.

2021-05-30.jpg

Posted
1 hour ago, anon902673159874 said:

this may be some stupid problem but does anyone know how to fix this? creature animations work but not my player. when I try to walk around it is just doing that and all player animations are broken.

Make sure that all of your mods are for SE. LE animations will result in t-post.

 

Run Generate FNIS for Users with HKX Compatibility enabled and deal with any warnings or errors (they are all important).

Posted

Question on the new strip timer. I understand this is applying to the invite into initial animation phase. Question is, does this also apply to that idle standing between animations where the creatures have qued up. Ex player standing there already naked after one animation has ended and its a few seconds before the next creature animation begins. Is that short awkward pause considered a strip event before the new animation?  Is there a way to get rid of that pause and just go into the next animation quicker or is that what this timer addresses.

Cheers

Posted
11 minutes ago, skyrim482 said:

Question on the new strip timer. I understand this is applying to the invite into initial animation phase. Question is, does this also apply to that idle standing between animations where the creatures have qued up. Ex player standing there already naked after one animation has ended and its a few seconds before the next creature animation begins. Is that short awkward pause considered a strip event before the new animation?  Is there a way to get rid of that pause and just go into the next animation quicker or is that what this timer addresses.

Cheers

No, the only point that this delay is used is between triggering the strip function using the strip animation and triggering the invite animation.

 

If you have a lot of SL animations installed then it is possible that animation filtering is causing delays in starting up SexLab threads. You can test this by skipping filtering under Aroused Creatures MCM > Other Settings > Testing. This might reduce the delay but will result in potentially inappropriate animation selection such as consensual animations being used in a non-consensual engagements.

Posted
On 5/22/2021 at 4:04 PM, Sailing Rebel said:

The Only When Naked option looks for any equipped item with the keyword KeywordArmorCuirass or KeywordClothingBody. If an actor is using modded armour that does not carry those keywords then they will be treated as naked by SLAC. Clothing items will also be ignored if it is set as naked armour in the SexLab Aroused MCM.

If I wanted to add the keywords to the armor where would I go? Just in sseedit?

Posted
29 minutes ago, dragootaku said:

If I wanted to add the keywords to the armor where would I go? Just in sseedit?

That would do it. Not an xEdit wizard myself but if you examine some of the vanilla clothing you should see what's needed on the mod armor.

Posted
23 hours ago, Sailing Rebel said:

f you have a lot of SL animations installed then it is possible that animation filtering is causing delays in starting up SexLab threads. You can test this by skipping filtering under Aroused Creatures MCM > Other Settings > Testing. This might reduce the delay but will result in potentially inappropriate animation selection such as consensual animations being used in a non-consensual engagements.

I have a good bit of animations, so that's probably it. I'll try disabling that, Thanks

Posted (edited)

Hi, I'm having issues with creatures not pursuing anyone and every time I use the invite key, it just says "This Creature is not interested in mating with you". This also happens no matter the gender settings in the MCM and the arousal level of the creatures. I can use creature dialogue to interact with them, but the pursuing and invite features seem to not work. I have also made sure creature animations are enabled in the Sexlab MCM. If you think you need my debug script, please let me know. I've had this issue before on a prior save, and fixed it, but can't remember how.

Edited by Upforanything
Added extra information
Posted
2 hours ago, Upforanything said:

Hi, I'm having issues with creatures not pursuing anyone and every time I use the invite key, it just says "This Creature is not interested in mating with you". This also happens no matter the gender settings in the MCM and the arousal level of the creatures. I can use creature dialogue to interact with them, but the pursuing and invite features seem to not work. I have also made sure creature animations are enabled in the Sexlab MCM. If you think you need my debug script, please let me know. I've had this issue before on a prior save, and fixed it, but can't remember how.

Check the Aroused Creatures MCM > Help page which will show codes for recent engagement failures. Highlight a code to see a description and potential solutions at the bottom of the interface.

Posted

I have a small problem.

Everything works great for the player. With Lydia things are different, we go through the topics ok and she agrees and runs over to the animal in this case a Riekling and then I get the notification Lydia is unable to attend the Riekling (I think that’s the whole wording but as its so fast I may have the end part slightly wrong).

Any ideas where I should look for the setting I’ve missed?

Posted
2 hours ago, Agnot2014 said:

I have a small problem.

Everything works great for the player. With Lydia things are different, we go through the topics ok and she agrees and runs over to the animal in this case a Riekling and then I get the notification Lydia is unable to attend the Riekling (I think that’s the whole wording but as its so fast I may have the end part slightly wrong).

Any ideas where I should look for the setting I’ve missed?

Check the Aroused Creatures MCM > Help page which will show codes for recent engagement failures. Highlight a code to see a description and potential solutions at the bottom of the interface.

Posted

Sailing Rebel

Thank you for your assistance. I hadn’t realised that the help MCM page on Aroused Creatures was so complete. I need to collect Lydia again and try starting the animations.

Posted

Update:

I tried again with the Riekling and again she moved then just stood still. I looked at the Help page and it indicated there was a LOS problem. I tried again with a different Riekling which she did have LOS to and it worked perfectly. I think maybe the original problem was that Rieklings are moving about all the time and very hard to keep track of a single individual.

 

Sailing Rebel

I thank you again for educating me that not all MCM help pages are just for uninstalling

Posted

Sailing Rebel, I just wanna say that I love your mod and if I may give you a suggestion (sorry if it's rude in any way, it's not my objective at all), why not adding a way to give animals preferences for pc and npc ?

Posted
1 hour ago, Agnot2014 said:

Update:

I tried again with the Riekling and again she moved then just stood still. I looked at the Help page and it indicated there was a LOS problem. I tried again with a different Riekling which she did have LOS to and it worked perfectly. I think maybe the original problem was that Rieklings are moving about all the time and very hard to keep track of a single individual.

 

Sailing Rebel

I thank you again for educating me that not all MCM help pages are just for uninstalling

LOS is particularly buggy, which is surprising for an FPS game. It seems like it can be blocked by invisible or transparent objects and may not work 100% across cell boundaries. This is why it is off by default.

 

58 minutes ago, Shinokishi said:

Sailing Rebel, I just wanna say that I love your mod and if I may give you a suggestion (sorry if it's rude in any way, it's not my objective at all), why not adding a way to give animals preferences for pc and npc ?

Yeah, creature/NPC preferences and attitudes are on the cards for a future version but I've still to figure out what this comes down to in terms of actual mechanics. There is a lot of work to be done before I can even begin to build it out.

 

The big problem is that the entire system right now is based on creatures seeking victims even when it looks like the opposite. In that regard having an NPC take a liking to a particular creature or species clashes with the existing method. Switching between consensual and non-consensual on the fly is easy but very low key in terms of results. What I would like to see is, for example, arriving outside Whiterun and a horny Lydia running off to find her favourite stallion at the stable. Implementing that in a way that does not clash with the current automated engagements is going to be trickier than you might imagine.

Posted
45 minutes ago, Sailing Rebel said:

Yeah, creature/NPC preferences and attitudes are on the cards for a future version but I've still to figure out what this comes down to in terms of actual mechanics. There is a lot of work to be done before I can even begin to build it out.

 

The big problem is that the entire system right now is based on creatures seeking victims even when it looks like the opposite. In that regard having an NPC take a liking to a particular creature or species clashes with the existing method. Switching between consensual and non-consensual on the fly is easy but very low key in terms of results. What I would like to see is, for example, arriving outside Whiterun and a horny Lydia running off to find her favourite stallion at the stable. Implementing that in a way that does not clash with the current automated engagements is going to be trickier than you might imagine.

Npc preferences would be interesting, I feel like them automatically engaging  the creatures would be tricky. Would it be simpler for just followers to ask you for fun

ex. travel near a stable or pass any place with a horse. Follower asks you if they can stop for a bit and have fun with the horse/horses. ( A super specific npc horse favorite seems like it would be hard to do)

Conversation with follower example- Follower is horny stops and asks asks you if you can find a horse ect. with lots of stamina, Player targets horse this one will do.

Or Follower is horny ass for a partner with lots of stamina, Player targets dog, Followers says no not that one, I was thinking about a horse.  With any sort of variation dog, wolf , horse, bear, ect. Follower might ask for more later. You could do a simple creature sex counter on the follower where they get more daring whey go from wanting a dog to a giant maybe at the max level. If you remove random scanning in this function and only have followers do this  based on the sexlab target, it might be easier.

Just some ideas, Cheers

Posted

I have a new problem were.

Lydia and I go all through the dialogue everything is fine, she runs to the intended partner then nothing, and I get the message “LYDIA IS Unable to attend the aroused Riekling Hunter”.

When I look on the help page it says that Lydia is Hostile?

 

The help page just says use a different mod for hostile encounters.

 

What is making Lydia Hostile?

Posted
38 minutes ago, Agnot2014 said:

I have a new problem were.

Lydia and I go all through the dialogue everything is fine, she runs to the intended partner then nothing, and I get the message “LYDIA IS Unable to attend the aroused Riekling Hunter”.

When I look on the help page it says that Lydia is Hostile?

 

The help page just says use a different mod for hostile encounters.

 

What is making Lydia Hostile?

Most non-domestic creatures in the game are hostile by default in that they will threaten, attack or flee from the PC and allies. You would usually need a mod like One With Nature to make wild animals non-hostile or a mod that adds non-hostile summons or spawns to the game like Hentai Creatures.

 

The reason that AC does not handle hostile engagements is that combat is very complex with a lot of potential situations to take into account and with huge gameplay implications, all of which would just be reinventing the wheel as Defeat already does all of this.

Posted
11 hours ago, Sailing Rebel said:

Most non-domestic creatures in the game are hostile by default in that they will threaten, attack or flee from the PC and allies. You would usually need a mod like One With Nature to make wild animals non-hostile or a mod that adds non-hostile summons or spawns to the game like Hentai Creatures.

 

The reason that AC does not handle hostile engagements is that combat is very complex with a lot of potential situations to take into account and with huge gameplay implications, all of which would just be reinventing the wheel as Defeat already does all of this.

But its Lydia that flagged as Hostile? Not the Riekling

Posted
32 minutes ago, Agnot2014 said:

But its Lydia that flagged as Hostile? Not the Riekling

maybe because she aggros on sight if she is not handled by another mod like a Follower Frame who lets you turn that off or a mod like Paradise halls who takes her out of it and gives her a new AI Package. Just a theory, never played the game without a framework and i let Defeat handle the enemys x Follower stuff.  If you just want to see the animations, i would suggest using something like hentai creature or puppet master, should work then since a Puppet is considered a team mate and she shouldn't aggro it anymore. (I guess?)

Posted
1 hour ago, Agnot2014 said:

But its Lydia that flagged as Hostile? Not the Riekling

It's not a flag it's a relationship. In that context we are only checking the NPC -> Creature relationship so the result it listed as an NPC failure, but the Creature -> NPC relationship is going to be identical.

 

Correctly determining potential hostility is a long standing issue for this mod and for the game engine in general. Given any two actors it is impossible to say with any certainty whether or not they will attack each other when they meet. As it stands the only time a hostile relationship be detected after the actors enter a combat state, which is invariably too late. This data is just not exposed anywhere in the game.

 

If you want to be able to send Lydia off to attend to wild animals you will need to make them non-hostile with a mod like One With Nature.

Posted
1 hour ago, Sailing Rebel said:

It's not a flag it's a relationship. In that context we are only checking the NPC -> Creature relationship so the result it listed as an NPC failure, but the Creature -> NPC relationship is going to be identical.

 

Correctly determining potential hostility is a long standing issue for this mod and for the game engine in general. Given any two actors it is impossible to say with any certainty whether or not they will attack each other when they meet. As it stands the only time a hostile relationship be detected after the actors enter a combat state, which is invariably too late. This data is just not exposed anywhere in the game.

 

If you want to be able to send Lydia off to attend to wild animals you will need to make them non-hostile with a mod like One With Nature.

Ok I get it. I will give One With Nature a go

 

Thank You for your help and patience

I love this mod

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