LemonDelightful Posted October 12, 2021 Posted October 12, 2021 1 hour ago, Sailing Rebel said: Deviously Cursed Loot and Sanguine's Debauchery sound like strong candidates for the issue. Just to be clear, Creature Framework is purely a system for handling model-swapping and equipping junk on creatures. It's not capable of starting an animation or providing any other interaction. You're absolutely right about CF, my bad. I meant to say mods that utilize CF.
DashMeUp Posted October 13, 2021 Posted October 13, 2021 (edited) Thank On 10/12/2021 at 9:58 PM, piters35 said: I'm sure it's from this mod "Sexlab Dialogue" Oh god! Thank you so much! I turned off a few options in sexlab dialogue and it worked, good thing too cause I didn't want to completely lose aroused creatures functionality. Edited October 13, 2021 by DashMeUp Add clarity
Klordix Posted October 16, 2021 Posted October 16, 2021 (edited) Eahm i dont know why but the german shepherd dog doesn't show an erection when fucking. The genital area is visable but it doesn't grow when engaging. The husky works fine tho but i dont know what the problem is Edited October 16, 2021 by Klordix
Sailing Rebel Posted October 16, 2021 Author Posted October 16, 2021 36 minutes ago, Klordix said: Eahm i dont know why but the german shepherd dog doesn't show an erection when fucking. The genital area is visable but it doesn't grow when engaging. The husky works fine tho but i dont know what the problem is Try the cleaning options in the Creature Framework MCM.
boita Posted October 18, 2021 Posted October 18, 2021 I encountered a peaceful giant (didn't know it exists), then AC triggered the giant doing pursuit on my char or follower. Too bad the giant was only walking instead of running, made it too easy to lose him. Do you think there's a way to nuance the "draw weapons to scare away" feature ? Like make the creature hesitate (too complex maybe) or check the player skill of the weapon held ? For exemple, less chance of scaring if the player has low 1hand skill or low destruction skill. Otherwise had no problem with the mod and it's a must have for my loadlist.
Sailing Rebel Posted October 18, 2021 Author Posted October 18, 2021 16 minutes ago, boita said: I encountered a peaceful giant (didn't know it exists), then AC triggered the giant doing pursuit on my char or follower. Too bad the giant was only walking instead of running, made it too easy to lose him. Do you think there's a way to nuance the "draw weapons to scare away" feature ? Like make the creature hesitate (too complex maybe) or check the player skill of the weapon held ? For exemple, less chance of scaring if the player has low 1hand skill or low destruction skill. Otherwise had no problem with the mod and it's a must have for my loadlist. Disable Allow Weapons under PC / NPC Auto Settings and if you draw your weapon during a pursuit then the creature should cancel the attack so long as they've not reached the capture radius. There's no skill check as yet, I'll have a think about how that might work. The package used for creature pursuit tells them to always run but it doesn't always seem to work, there might be something specific for certain races (pretty sure dragons can't sprint, for example).
BreadDain Posted October 19, 2021 Posted October 19, 2021 (edited) Hey there, having an issue whether mod can't start animations as Female with Spriggan or Flame Atronach. SexLab, game and CF counts them as Male by default, but animations don't have any creature gender tags in them. AC fails to find proper anims (as it is stated on Help page), although there is a plenty of those, which I can start with a different way perfectly well. Is there a method to make mod tandem work nice with each other? I mean, should I make mentioned creatures female by default, or there is something else and I should leave them as 'male'? Spoiler [10/20/2021 - 10:27:00AM] Info: SEXLAB - FATAL - Thread[0] AddActor(Passive Spriggan Earth Mother) - AddActor(Passive Spriggan Earth Mother) -- Failed to add actor -- They are not a valid target for animation stack: <unknown self>.Debug.TraceStack() - "<native>" Line ? [SexLabThread00 (0C061EEF)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line ? [SexLabThread00 (0C061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ? [slac_Utility (75003322)].slac_Utility.StartCreatureSex() - "slac_Utility.psc" Line ? [ (75016B66)].slac_Pursuit_00_Scene_Script.Fragment_23() - "slac_Pursuit_00_Scene_Script.psc" Line ? Edited October 20, 2021 by BreadDain
PippinTom Posted October 19, 2021 Posted October 19, 2021 2 minutes ago, BreadDain said: having an issue whether mod can't start animations as Female with Spriggan or Flame Atronach. For me AC seems to be having recently problems with anims but probably not only them - simplest example: male horse (frost) standing next to female one (hentai) - both at almost full arousal - and log says smtg simillar: "frost cannot find valid partner", while scan where matching part starts looks promising. (unfortunately I don't have a papyrus.log available ATM - if needed can try to repro this)
Sailing Rebel Posted October 20, 2021 Author Posted October 20, 2021 11 hours ago, BreadDain said: Hey there, having an issue whether mod can't start animations as Female with Spriggan or Flame Atronach. SexLab, game and CF counts them as Male by default, but animations don't have any creature gender tags in them. AC fails to find proper anims (as it is stated on Help page), although there is a plenty of those, which I can start with a different way perfectly well. Is there a method to make mod tandem work nice with each other? I mean, should I make mentioned creatures female by default, or there is something else and I should leave them as 'male'? Hide contents [10/20/2021 - 10:27:00AM] Info: SEXLAB - FATAL - Thread[0] AddActor(Passive Spriggan Earth Mother) - AddActor(Passive Spriggan Earth Mother) -- Failed to add actor -- They are not a valid target for animation stack: <unknown self>.Debug.TraceStack() - "<native>" Line ? [SexLabThread00 (0C061EEF)].sslthreadcontroller.FATAL() - "sslThreadModel.psc" Line ? [SexLabThread00 (0C061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ? [slac_Utility (75003322)].slac_Utility.StartCreatureSex() - "slac_Utility.psc" Line ? [ (75016B66)].slac_Pursuit_00_Scene_Script.Fragment_23() - "slac_Pursuit_00_Scene_Script.psc" Line ? That's a problem with SexLab. In order to get to the point where an animation starts there are a huge number of conditions checked to ensure that an animation can be started safely including checking that a creature can be animated by SL. It's clear from the error that SL is producing conflicting information there. Try cleaning SexLab (Rebuild & Clean > Clean System) then reconfigure SL and re-register any SLAL animations. Otherwise I would need to see a Papyrus log with AC MCM > General Settings > Debug enabled. 11 hours ago, PippinTom said: For me AC seems to be having recently problems with anims but probably not only them - simplest example: male horse (frost) standing next to female one (hentai) - both at almost full arousal - and log says smtg simillar: "frost cannot find valid partner", while scan where matching part starts looks promising. (unfortunately I don't have a papyrus.log available ATM - if needed can try to repro this) Check the AC MCM > Help page for recent failures. Highlight a failure code to see an explanation and possible solution at the bottom of the window. Otherwise I would need to see a Papyrus log with AC > General Settings > Debug enabled.
BreadDain Posted October 20, 2021 Posted October 20, 2021 (edited) 1 hour ago, Sailing Rebel said: That's a problem with SexLab. In order to get to the point where an animation starts there are a huge number of conditions checked to ensure that an animation can be started safely including checking that a creature can be animated by SL. It's clear from the error that SL is producing conflicting information there. Try cleaning SexLab (Rebuild & Clean > Clean System) then reconfigure SL and re-register any SLAL animations. Otherwise I would need to see a Papyrus log with AC MCM > General Settings > Debug enabled. Done, done and done.Papyrus.0.log Seems like SexLab issue after all, from what I can read myself. Disabling Match Creature Genders allowed it to work, but Spriggan is not really a male, right? I guess it needs to be reported to SL development thread, so there is actually a failsafe if gender doesn't match. Could you please also add an option where suitors are not scared away by weapons out, unless player is in combat? Edited October 20, 2021 by BreadDain
Sailing Rebel Posted October 20, 2021 Author Posted October 20, 2021 34 minutes ago, BreadDain said: Done, done and done.Papyrus.0.log Seems like SexLab issue after all, from what I can read myself. Disabling Match Creature Genders allowed it to work, but Spriggan is not really a male, right? I guess it needs to be reported to SL development thread, so there is actually a failsafe if gender doesn't match. Could you please also add an option where suitors are not scared away by weapons out, unless player is in combat? I'm not 100% sure what SL does in terms of default creature sexes and I would not expect it to be consistent. I think mods adding creatures need to assert the creature sex to be certain of the result even where the sex might be obvious. It looks like you have an older version of Aroused Creatures installed (v4.06) the latest version is v4.08. I'll take a look at a weapon effect toggle for suitors.
BreadDain Posted October 20, 2021 Posted October 20, 2021 21 minutes ago, Sailing Rebel said: It looks like you have an older version of Aroused Creatures installed (v4.06) the latest version is v4.08. Yeah I know. Just updated, but the issue is still there, and a changelog doesn't state that there were any changes to that system.
Sailing Rebel Posted October 20, 2021 Author Posted October 20, 2021 46 minutes ago, BreadDain said: Yeah I know. Just updated, but the issue is still there, and a changelog doesn't state that there were any changes to that system. Yeah, but it's the new hotness. Support for the latest version is just inherently more valuable for everyone.
PippinTom Posted October 20, 2021 Posted October 20, 2021 5 hours ago, Sailing Rebel said: Check the AC MCM > Help page for recent failures. Highlight a failure code to see an explanation and possible solution at the bottom of the window. Otherwise I would need to see a Papyrus log with AC > General Settings > Debug enabled. Thanks for your reply - HELP section shows what can be already read from the log, both attached, plus a shot illustrating situation in question. Spoiler I have at least one valid anim for horse-on-cow and horse-on-horse, from MNC pack. Why do I say "valid"? Because I remember watching them in the past at least once, but that was rather long time ago - under different SL version (b8) and older SLAC. BTW: I cannot find a setting I'm pretty sure I've seen somewhere before - it was called "allow creature on creature" or something similar and I think it was in SLAC MCM - am I right? if so - then maybe lack of crit-on-crit support is intentional in SLAC after update to v4.07/4.08? SLAC-horse-fail--Papyrus.0.log
Sailing Rebel Posted October 20, 2021 Author Posted October 20, 2021 1 hour ago, PippinTom said: Thanks for your reply - HELP section shows what can be already read from the log, both attached, plus a shot illustrating situation in question. I have at least one valid anim for horse-on-cow and horse-on-horse, from MNC pack. Why do I say "valid"? Because I remember watching them in the past at least once, but that was rather long time ago - under different SL version (b8) and older SLAC. BTW: I cannot find a setting I'm pretty sure I've seen somewhere before - it was called "allow creature on creature" or something similar and I think it was in SLAC MCM - am I right? if so - then maybe lack of crit-on-crit support is intentional in SLAC after update to v4.07/4.08? SLAC-horse-fail--Papyrus.0.logUnavailable Aroused Creatures does not support Creature-on-Creature. You would need the OsmelMC Tweaks for that. Keep in mind that I can't provide support for AC if that patch is applied, you'll need to use OsmelMC's support thread. Other than that there don't appear to be any valid NPCs within the engage radius of the creatures and the PC is currently excluded from auto engagement (PC / NPC Auto Settings). So there is nothing happening because nothing is supposed to happen in that situation.
PippinTom Posted October 20, 2021 Posted October 20, 2021 5 minutes ago, Sailing Rebel said: Aroused Creatures does not support Creature-on-Creature. You would need the OsmelMC Tweaks for that. Keep in mind that I can't provide support for AC if that patch is applied, you'll need to use OsmelMC's support thread. Other than that there don't appear to be any valid NPCs within the engage radius of the creatures and the PC is currently excluded from auto engagement (PC / NPC Auto Settings). So there is nothing happening because nothing is supposed to happen in that situation. Thanks for explanation - so then only thing I'm missing is SLU+ patch for current SLAC. Regarding PC/NPC 1) I have no problems with that (at least humanoids get chased properly by variety of animals - with small exception(*) - they must be "friendly") 2) I just fired my follower and disabled PC interaction to prevent any unwanted actions during animal test I did to procure papyrus log for you. ________ *) I just remember something I didn't bother to report before - regarding animals in the wilderness - even with OWN installed and running for long time now, animal in the woods fail to engage with PC of Follower at the last stage of scan-matching, just after victim is properly selected and animation i about to start with error (that I can't recall exactly the words) which says more or less that engagement has failed due to enemy faction OR hostile of PC or NPC vs lets say Deer or Elk. It happens also when I try to initialize it via dialog (with Animal or NPC, it does not matter which direction I test) - according to log everything proceeds fine up to the same phase as before, then it fails. The only solution so far that I found was to use SLAC/Other "allow hostile engagements". But then I don't feel comfortable playing with that option selected because your warning states that it's juts for debug and I don't wish to break my save with it - assuming it could break a save - could it? Or is it safe to use it if only downside are occasional interruptions during combat?
Sailing Rebel Posted October 20, 2021 Author Posted October 20, 2021 3 hours ago, PippinTom said: Thanks for explanation - so then only thing I'm missing is SLU+ patch for current SLAC. Regarding PC/NPC 1) I have no problems with that (at least humanoids get chased properly by variety of animals - with small exception(*) - they must be "friendly") 2) I just fired my follower and disabled PC interaction to prevent any unwanted actions during animal test I did to procure papyrus log for you. ________ *) I just remember something I didn't bother to report before - regarding animals in the wilderness - even with OWN installed and running for long time now, animal in the woods fail to engage with PC of Follower at the last stage of scan-matching, just after victim is properly selected and animation i about to start with error (that I can't recall exactly the words) which says more or less that engagement has failed due to enemy faction OR hostile of PC or NPC vs lets say Deer or Elk. It happens also when I try to initialize it via dialog (with Animal or NPC, it does not matter which direction I test) - according to log everything proceeds fine up to the same phase as before, then it fails. The only solution so far that I found was to use SLAC/Other "allow hostile engagements". But then I don't feel comfortable playing with that option selected because your warning states that it's juts for debug and I don't wish to break my save with it - assuming it could break a save - could it? Or is it safe to use it if only downside are occasional interruptions during combat? OWN does seem to have gotten less reliable these days. I don't have a solution for that. SLAC however is working as intended when rejecting hostile creatures like this and the reason has been discussed many times, including in this thread. Allowing hostile and combat engagements will not break your save but it will mean that draugr will hop out of their sarcophagi and sprint up three dungeon levels to meet you, and you will be interrupted during combat, and combat will continue during engagements - which all just makes things awkward.
PippinTom Posted October 20, 2021 Posted October 20, 2021 16 minutes ago, Sailing Rebel said: Allowing hostile and combat engagements will not break your save but it will mean that draugr will hop out of their sarcophagi and sprint up three dungeon levels to meet you, and you will be interrupted during combat, and combat will continue during engagements - which all just makes things awkward. That's actually nice feature for adventurers, one that should be advertised not warned about But then - if for example "dungeons" are forbidden from auto-engagements then even with "allow hostiles" checked, draugr from your example should fail in his pursuit, am I right?
Silveltongue Posted October 21, 2021 Posted October 21, 2021 Hello everyone, I have a problem that i dont know how to solve. Everything works fine when i play invite to initiate sex BUT auto engage are always skipped due to location not permitted message in debug mode even when i allow all locations in the MCM menu. Does anybody encountered this problem? And if yes maybe do you have any suggestion or solution? Thanks
Sailing Rebel Posted October 21, 2021 Author Posted October 21, 2021 54 minutes ago, PippinTom said: That's actually nice feature for adventurers, one that should be advertised not warned about But then - if for example "dungeons" are forbidden from auto-engagements then even with "allow hostiles" checked, draugr from your example should fail in his pursuit, am I right? Yes, location restrictions will prevent auto engagement so the draugr were a bad example. But hostile creatures in wilderness areas will be a problem and when you add hostile NPC spawns to the mix things will get messy. Your epic showdown with that bandit chief is going to be rough if your horse decides he needs some attention in the middle of it, and that pack of wolves is not going to stop attacking just because one of them is humping you.
Sailing Rebel Posted October 21, 2021 Author Posted October 21, 2021 16 minutes ago, Silveltongue said: Hello everyone, I have a problem that i dont know how to solve. Everything works fine when i play invite to initiate sex BUT auto engage are always skipped due to location not permitted message in debug mode even when i allow all locations in the MCM menu. Does anybody encountered this problem? And if yes maybe do you have any suggestion or solution? Thanks Reinstall Aroused Creatures and make sure nothing is overriding it, especially not the outdated version of Random Invite Animations.
Silveltongue Posted October 21, 2021 Posted October 21, 2021 18 hours ago, Sailing Rebel said: Reinstall Aroused Creatures and make sure nothing is overriding it, especially not the outdated version of Random Invite Animations. Thanks! It worked.
creepycream Posted October 24, 2021 Posted October 24, 2021 (edited) With the latest version after an animation has finished (tested when inviting a creature) the PC controls stay locked longer than before. Not that long but noticeable. Is this something newly added? Edited October 24, 2021 by Limited Edition
Sailing Rebel Posted October 25, 2021 Author Posted October 25, 2021 3 hours ago, Limited Edition said: With the latest version after an animation has finished (tested when inviting a creature) the PC controls stay locked longer than before. Not that long but noticeable. Is this something newly added? Nothing should have changed in that regard in recent versions. It might be worth a look at the papyrus log to see if there are errors slowing down SexLab's mod events which are where control unlocking is handled.
darchangel891 Posted October 27, 2021 Posted October 27, 2021 Why does this mod use animations that I have set as disabled in sexlab? Is there any way to disable certain animations in this mod?
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