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Posted (edited)
5 hours ago, Mark Antony said:

For some reason it says my auto engages are not working anywhere because the location is not permitted even though I have them all turned on in the MCM.

Hey also check the the mcm page under aroused creatures that displays the recent engagement attempts / failures. It might give you a hint as to why it failed. certain settings like only when naked will register as a failed attempt by the creature if the npc isnt naked. There is also times where sexlab animations might be stuck and an active animation might need to be reset.

Edited by skyrim482
Posted
3 hours ago, Mark Antony said:

Thanks, i guess it was the osmeltweak, disabling fixed it even though it was for the same version of slac

Did you check the option for the lewd/ perversion engagments. The tweak added that as well as a stamina check. If a character has more stamina than a creature then they could prevent the engagement. The lewd setting changes the type of engagements i think?  I bet it was one of those tweak settings causing it.

 

Posted

Hi Sailing Rebel, great mod.

 

i would like to propose a small feature:

 

Could you implement some kind of feature, that excludes certain animals from participating. It could be some sort of a keyword, that needs to be applied to the animals(ingame or in xedit). The better version would be marking ingame.

 

thanks

 

chears

Posted
35 minutes ago, monty359 said:

Hi Sailing Rebel, great mod.

 

i would like to propose a small feature:

 

Could you implement some kind of feature, that excludes certain animals from participating. It could be some sort of a keyword, that needs to be applied to the animals(ingame or in xedit). The better version would be marking ingame.

 

thanks

 

chears

Right now you can add actors to the SexLabForbiddenActors faction which will prevent them from being included in any SL animations at all. You can do this with xEdit or in the console.

 

Is there a particular situation you have in mind? Maybe there is a way to do it with the current config options.

 

I am looking at more per-actor configuration options, but that might be for the next SLAC beta so no time line yet.

Posted
13 minutes ago, Sailing Rebel said:

Right now you can add actors to the SexLabForbiddenActors faction which will prevent them from being included in any SL animations at all. You can do this with xEdit or in the console.

 

Is there a particular situation you have in mind? Maybe there is a way to do it with the current config options.

 

I am looking at more per-actor configuration options, but that might be for the next SLAC beta so no time line yet.

 

The forbidden faction would not work here. I am asking because of mods with quests, where the pc or npc has to sex with these certain npcs, but before the player can start the action via quest/dialoque, SLAC starts the action automaticaly and maybe brakes the quest.

 

The idea here is to be able to start SL animation only via quest/dialoque, but no automatic engagements.

Posted
44 minutes ago, monty359 said:

The idea here is to be able to start SL animation only via quest/dialoque, but no automatic engagements.

Oh, that one's a simple fix. In the Aroused MCM go to PC/NPC Auto Settings and disable the PC and NPC Auto Engagements at the top. Then you will only be able to start sex via dialogue or direct invite.

 

Out of interest which mods were being interrupted by AC?

Posted
1 hour ago, Sailing Rebel said:

Oh, that one's a simple fix. In the Aroused MCM go to PC/NPC Auto Settings and disable the PC and NPC Auto Engagements at the top. Then you will only be able to start sex via dialogue or direct invite.

 

Out of interest which mods were being interrupted by AC?

 

i do not want to disable PC/NPC engagements. There are several mods, examples are AM, Confabulations or Trouble of Heroine.

 

here is a theoretical  example. the market of Whiterun has 3 NPCs (npc1 npc 2 and npc 3). i would like to disable npc 1 and npc 2 for automatic engagements, but npc 3 should still be able to engage. npcs 1 and 2 should be able to start theire engagements from other mods/per quest/dialoque.

Posted
1 hour ago, monty359 said:

i would like to disable npc 1 and npc 2 for automatic engagements, but npc 3 should still be able to engage. npcs 1 and 2 should be able to start theire engagements from other mods/per quest/dialoque.

Unfortunately that will require something more involved.

 

Just to be clear though, in case there is any confusion, the settings in Aroused Creatures MCM only limits engagements started by Aroused Creatures, not those triggered by other mods. So if you disable NPCs in the settings for AC they can still start animations using Confabulation, Defeat, etc.

Posted
31 minutes ago, Sailing Rebel said:

Unfortunately that will require something more involved.

 

Just to be clear though, in case there is any confusion, the settings in Aroused Creatures MCM only limits engagements started by Aroused Creatures, not those triggered by other mods. So if you disable NPCs in the settings for AC they can still start animations using Confabulation, Defeat, etc.

yea, i understand that. unfortunately it would disable it for all npcs.

Posted

sorry to bother you again.

 

would it be possible to make a shortcut button for enable/disable the mod?  I do not know, how complex it would be to imlement it for SLAC.

 

thanks anyway

Posted
7 minutes ago, monty359 said:

sorry to bother you again.

 

would it be possible to make a shortcut button for enable/disable the mod?  I do not know, how complex it would be to imlement it for SLAC.

 

thanks anyway

If thats not a future option you could disable the auto engagements and just use manual invites as a workaround.

Posted
1 hour ago, skyrim482 said:

If thats not a future option you could disable the auto engagements and just use manual invites as a workaround.

yea, i am aware of that. i asked the autor for a specific feature (see posts above), but he said it is not easy to implement, i think this one would be easier, but  i am not sure. i hope sailing rebel can tell.

Posted (edited)

Dwemer devices are ignored. They are allowed in MCM.

I assume that the GetDead () function fires on them.

And perhaps there is still no Keyword in the race

Edited by feodor.icon
Posted
1 hour ago, feodor.icon said:

Dwemer devices are ignored. They are allowed in MCM.

I assume that the GetDead () function fires on them.

And perhaps there is still no Keyword in the race

After a failed engagement check the Aroused Creatures MCM > Help page which will list recent failure codes. Hover over the code to see a description of the reason and possible solution.

Posted
1 hour ago, Sailing Rebel said:

After a failed engagement check the Aroused Creatures MCM > Help page which will list recent failure codes. Hover over the code to see a description of the reason and possible solution.

 

It's empty there.

 

I removed the GetDead () checks and added the keyword ActorTypeCreature to the race and it worked.

Posted
50 minutes ago, feodor.icon said:

 

It's empty there.

 

I removed the GetDead () checks and added the keyword ActorTypeCreature to the race and it worked.

 

Where did you remove the GetDead condition from, the quest aliases, the spell or the magic effect? I don't think removing it is doing what you think it is.

 

Testing the current AC version now and I can see that both spawned enemy Dwarven spiders and friendly Hentai Creatures versions are successfully detected and processed by AC scanning. So that particular condition is not the issue.

 

What I can see is that if I enable the AC Allow Combat Engagement testing mode then approach the enemy spider it will no longer be scanned. Creatures in combat states other than 0 are not supposed to be scanned (this is to prevent interfering with combat mods that may be looking for spell hits) but the combat engagement mode is intended to disable that filter. It's not clear why that's not working. This is going to require some additional testing.

 

AC does not use the ActorTypeCreature keyword as it's not applied consistently in the vanilla game nor in many mods. Instead AC now does the reverse by only allowing actors that are not tagged as ActorTypeNPC, it then relies on SexLab to decide if the race in question can be animated rather than trying to determine if the race is a creature at all.

Posted (edited)
1 hour ago, Sailing Rebel said:

 

Where did you remove the GetDead condition from, the quest aliases, the spell or the magic effect? I don't think removing it is doing what you think it is.

 

 

slac_ScanCreatureTargetEffect  &

SLAC Alias Scanner

 

Without this, the Dwemers were completely ignored. Nothing just happened.

 

 

PS

ActorTypeCreature  I added a long time ago, on version 4.01

I have not checked it now. I wrote that it might affect.

Edited by feodor.icon
Posted
38 minutes ago, feodor.icon said:

slac_ScanCreatureTargetEffect  &

SLAC Alias Scanner

 

Without this, the Dwemers were completely ignored. Nothing just happened.

 

PS

ActorTypeCreature  I added a long time ago, on version 4.01

I have not checked it now. I wrote that it might affect.

 

If the Dwemer creatures are hostile to the PC then that will be the reason they were not scanned.

 

The GetDead condition function on slac_ScanCreatureTargetEffect is the end of an OR stack. Removing it without changing the OR flag means that the magic effect is ignoring combat state for creatures - it's pretty much the same as enabling the AC MCM > Other Settings > Allow Combat Engagements option except that NPC will now be hit by the target spell while in combat.

 

Speaking of, I've identified the issue with the Allow Combat Engagements not working while in combat and it was just a missing condition in the player script. Will be fixed in the next release.

 

Can't really provide support for outdated versions. If you've added that keyword condition to later versions then the usable creature races will be unnecessarily restricted.

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

Can't really provide support for outdated versions. If you've added that keyword condition to later versions then the usable creature races will be unnecessarily restricted.

I am using version 4.06. I added keywords in my other mod.

Allow Combat Engagements and the like are allowed for me.

Allow Enemy Creatures - also allowed

 

I myself do not yet understand what is the matter. I just changed to

Subject.GetDead >= 0.000000 AND

and a miracle happened :)

 

Edited by feodor.icon
Posted

Everything runs fine, then when animation starts, it's like the animals "unequip" their aroused mesh.  This happens about 80% of the time.  Is there something obvious I'm missing?

 

Thank you very much for your time.

Posted
59 minutes ago, tobiasrothrock19 said:

Everything runs fine, then when animation starts, it's like the animals "unequip" their aroused mesh.  This happens about 80% of the time.  Is there something obvious I'm missing?

 

Thank you very much for your time.

Sounds like an issue with Creature Framework. Try the cleaning options in the CF MCM. There is a post on setting up CF that might be useful.

Posted

Hi, I'm having some issues with this mod where I try to do the manual invite thing, but it just doesn't seem to work at all. Going to the Help section, the clean option says that there is no NPC selected. I tried different keys as the default is being used by Sexlab as well but while initially Sexlab does select the creature, this mod doesn't detect that it got selected at all. Any fix for this?

Posted
2 hours ago, EzzSt said:

Hi, I'm having some issues with this mod where I try to do the manual invite thing, but it just doesn't seem to work at all. Going to the Help section, the clean option says that there is no NPC selected. I tried different keys as the default is being used by Sexlab as well but while initially Sexlab does select the creature, this mod doesn't detect that it got selected at all. Any fix for this?

The Invite and Target Select keys are separate features.

 

When the Invite key fails to start an engagement then check the Recent Creature Engagement Failures list on the Help page and look for the creature, hover over the entry to see an explanation of the failure at the bottom of the window.

 

The Target Select key is used to view an actor suitability notification, to select an actor for some dialogue options, for cleaning and for collar options.

 

When the General Settings > Debug option is enabled using the Target Select on an actor will show additional information as a notification which can also be reviewed in the console.

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