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Posted
1 hour ago, Sailing Rebel said:

Try the Re-Register Mods option in the Creature Framework MCM.

Alright tried it and same thing but I have no idea what to do after choosing this option because it says select mods though after installing mods throughout the years I've never had to "select mods" afterwards. I would change mod settings in-game if had to but other than that things typically work.

 

If it means to re-register the animations in SLAL, I tried that and nothing also this time had a crash when I used sexlab shortcut spacebar to move the scene along. Starting to think my only option is to reinstall all the mods required/recommended for aroused creatures and itself.

Posted
3 hours ago, agmoyer955 said:

Alright tried it and same thing but I have no idea what to do after choosing this option because it says select mods though after installing mods throughout the years I've never had to "select mods" afterwards. I would change mod settings in-game if had to but other than that things typically work.

 

If it means to re-register the animations in SLAL, I tried that and nothing also this time had a crash when I used sexlab shortcut spacebar to move the scene along. Starting to think my only option is to reinstall all the mods required/recommended for aroused creatures and itself.

Creature Framework is the mod that actually equips the aroused models on creatures. So if these models are not being equipped then issue will be there. Either the models are not being equipped by the framework or they are not available/installed. MNC is the mod that actually provides these models.

Posted (edited)

Just uploaded SexLab Aroused Creatures SE v4.09 (40017) (2021-11-29).

 

Any bugs or other issues, let me know.

 

SexLab Aroused Creatures SE v4.09 (40017) (2021-11-29):

  • Added: "Either With Invite" option added to basic Required Arousal settings in PC/NPC Auto Settings. This allows creatures to start non-consensual engagements for unaroused victims but aroused victims can also start consensual engagements with creatures that meet the Invite Arousal level set under Dialogue & Interactions. This fills a gap in behaviour between Either and Both where NPCs could start engagements which creatures at 0 arousal or engagements would never be naturally non-consensual.
  • Added: Individual options for Allow Heavy Armor, Allow Light Armor and Allow Clothing in PC/NPC Auto Setting. These replace the Only When Naked option. Disabling all three is the equivalent of Only When Naked. These options are bypassed by direct and dialogue invite as well as setting armor as naked in SexLab Aroused.
  • Added: Option to override the allowed armor options for particular equipped items in PC/NPC Auto Settings. This option applies to all armors of that type for both PC and NPCs. To select the armor equipped by an NPC use the Target Select key (default N) on them before opening the MCM. Setting the armor to "default" clears the setting. Base armor type is always shown in the info text at the bottom of the UI when the option is highlighted.
  • Added: Option to restrict Horse Refusal based on the sex of the animal in Dialogue & Interactions (Default: Male).
  • Added: Option to allow suitors to ignore drawn weapons in Dialogue & Interactions.
  • Added: Option to negate all filter tags for Aggressive Animations list. So it's now possible to filter for animations are not Aggressive.
  • Added: Basic Devious Devices compatibility option under Other Settings > Compatibility & Fixes which, by default, prevents engagements with actors wearing devices blocking all penetrative sex. If even one type of sex is permitted - vagina, anal, oral - then they can be engaged. This does not currently filter animations.
  • Changed: Allowed Creatures can now be applied separately for PC and NPCs. Also the options are now for None, Male, Female or Both, defaulting to Both. Rather than menu options these cycle through the four options on clicking. So chickens can now be prevented from pursuing female NPCa but can still be pursued themselves by male NPCs.
  • Changed: Allowed Creatures options now only apply to auto engagements and will no longer prevent direct or dialogue invitation of disallowed creatures.
  • Changed: Suitors will automatically become queued for the PC if queuing is enabled and there are slots available.
  • Changed: PC controls will no longer be locked during animation spin-down or transition if queuing is disabled or the actor's queue is empty.
  • Changed: Animations in the Aggressive Animations lists will now be greyed out if they are disabled in the SexLab Animation Toggles.
  • Changed: All queued creatures are forcibly dispersed when loading a save during active engagement to avoid issues with mod events failing after load in some circumstances.
  • Changed: Collar system switched from StorageUtil to vanilla FormList which is faster, more flexible, and allows tracking unequipped collars or those on absent NPCs.
  • Changed: Combat will no longer interrupt ongoing animations unless On-Hit Interrupt is enabled under General Settings. This should improve results with mods attempting to calm creatures periodically causing them briefly change combat state.
  • Changed: Due to the above actors will no longer be added to monitoring system unless On-Hit Interrupt is enabled as the monitored events will be redundant.
  • Changed: Removed basic hostility check from direct and dialogue invitations. This is to try and stave off one of the more commonly reported issues and allow One With Nature and similar behaviour mods to function as expected. This may result in the ability to send NPCs or creatures off to their deaths.
  • Changed: Flexibility in NPC search count limit to prevent actor preference setting being immediately invalidated in some cases. This means the search can when necessary iterate through five actors even if you've limited it to four.
  • Fixed: NPC scanning system returning a maximum of 8 actors instead of 10.
  • Fixed: Aggressive creature dialogue option for the PC only returning consensual animations.
  • Fixed: Early script event execution in AE and perhaps high-performance SE builds potentially causing PC dialogue invitations to fail unexpectedly.
  • Fixed: Trans and Elder options in PC/NPC Auto Settings preventing dialogue and direct invitations.
  • Fixed: Some failures for PC auto engagements incorrectly producing "[missing actor]" debug output.
  • Fixed: Current suitors not cleared after setting number of suitors to 0 in the MCM.
  • Fixed: Daedra NPCs ignored by auto engagement scans.
  • Fixed: Elder NPC setting not recorded in saved profiles.
  • Fixed: Creature sex not properly handled with trans "Either" options.
  • Fixed: Victims unstripping between engagements with queued creatures if one of the creatures fails to start an animation.
  • Fixed: Target Select spell projectile sometimes passing through horses and other large creatures. ETA, still seems to be an issue on occasion: aim for the spine or limbs.
  • Fixed: Actors in the SexLabForbidden faction starting pursuits they cannot complete.
  • Fixed: Slow HasKeyWordString function used in frequent actor testing procedures.
  • Fixed: Signal data not properly cleaned during game load maintenance and actor cleaning.
  • Fixed: Scan result debugging producing trace output errors.
  • Fixed: Several restriction settings for auto engagements inappropriately applying to invitations.
  • Fixed: Creatures wasting time scanning for partners despite not being allowed in the MCM.
  • Fixed: Some silent creatures occasionally refusing to speak to player despite dialogue settings.
  • Fixed: Some creatures stuck in force greet package after refusing to speak to the player.
  • Fixed: Failed NPC pursuit started by creature dialogue not producing suitable notification or debug output.
  • Other: Switched remaining option-related raw StorageUtil functions for managed SLAC data system to provide better management and cleaning operations.
  • Other: Decamped SLAC data handling functions to a separate script.
  • Issue: Previously configured collars will not be tracked. AC will try to convert existing collars to the replacement FormList system only when they are examined in the MCM Other Settings Page. This requires them to be equipped on the PC or a targeted NPC.
  • Issue: Setting a lot of creatures to Not Allowed on the Allowed Creatures page may result in noticeably slower scans.
Edited by Sailing Rebel
Posted

I tried searching through for this, but either I didn't use the right keywords or it's just never been addressed. Is there a way to make it so NPC's won't engage or chase the creatures, only the creatures will chase and engage the NPC's? I've tried adjusting threshold levels and invite settings but I just can't seem to figure it out. I have a feeling that I'm just missing something really simple and I'm going to feel like a complete idiot. I have Spectator Crowds installed and once someone gets chased and caught and the onlookers get aroused everyone runs off to find a dog or a horse or a cow to have sex with and pretty soon all of Whiterun is raping livestock and my computer is smoking and screaming for mercy. It's hilarious, don't get me wrong. I just can't get anything done like this! ? Any help would be greatly appreciated.

Posted
7 hours ago, modog123 said:

I tried searching through for this, but either I didn't use the right keywords or it's just never been addressed. Is there a way to make it so NPC's won't engage or chase the creatures, only the creatures will chase and engage the NPC's? I've tried adjusting threshold levels and invite settings but I just can't seem to figure it out. I have a feeling that I'm just missing something really simple and I'm going to feel like a complete idiot. I have Spectator Crowds installed and once someone gets chased and caught and the onlookers get aroused everyone runs off to find a dog or a horse or a cow to have sex with and pretty soon all of Whiterun is raping livestock and my computer is smoking and screaming for mercy. It's hilarious, don't get me wrong. I just can't get anything done like this! ? Any help would be greatly appreciated.

Under PC / NPC Auto Settings, set Required Arousal to Creature Only and Consent to Non-Consensual. Also, make sure Orgy Mode is not enabled as this reduces required arousal during animations.

 

However, this may just result in the opposite - more creatures chasing NPCs. The issue may be the rate at which arousal is increasing, so you might want to look at the SexLab Aroused settings to try and curb this. Afraid I can't offer much advice there; the usual complaints dealt with here are about arousal NOT increasing.

 

You could also try a long global cooldown under General Settings. This starts at the end of an animation, so you can still get multiple anims at once, but after one finishes you'll get rolling cooldown resets until all running animations are finished.

Posted
9 hours ago, Sailing Rebel said:

Under PC / NPC Auto Settings, set Required Arousal to Creature Only and Consent to Non-Consensual. Also, make sure Orgy Mode is not enabled as this reduces required arousal during animations.

 

However, this may just result in the opposite - more creatures chasing NPCs. The issue may be the rate at which arousal is increasing, so you might want to look at the SexLab Aroused settings to try and curb this. Afraid I can't offer much advice there; the usual complaints dealt with here are about arousal NOT increasing.

 

You could also try a long global cooldown under General Settings. This starts at the end of an animation, so you can still get multiple anims at once, but after one finishes you'll get rolling cooldown resets until all running animations are finished.

 

Thank you so much for your quick reply. I will give it a shot and see what happens. I did increase cooldown time but maybe not enough, so the cooldown isn't processing in time for the last concurrent animation to finish so more just keep getting added. That alone might fix what I was seeing happening. Thanks again!

Posted
4 minutes ago, modog123 said:

Thank you so much for your quick reply. I will give it a shot and see what happens. I did increase cooldown time but maybe not enough, so the cooldown isn't processing in time for the last concurrent animation to finish so more just keep getting added. That alone might fix what I was seeing happening. Thanks again!

Might also want to increase the time on the scan frequency in General Settings, maybe one minute or so. The cooldowns only trigger at the end of an animation, so it's possible for multiple animations to start in the meantime.

 

In light of this, I'll look into an option to block new auto-engagements if there are a given number of SL animations already running.

 

With regard to your game chugging when there are multiple animations running: if you are using HDT-SMP then the body physics might be the issue. You can try Faster HDT-SMP which has an option to limit the distance from the player that physics are applied.

Posted
On 11/10/2021 at 9:07 PM, Sailing Rebel said:

As I suspected the NPC scanner was using some overly restrictive keyword filtering so the cloak target spell was not affecting that NPC.

 

Now I should warn you that I'm deep into the next update, but I don't think I've made any changes to the ESP that would not allow it to work with scripts from the previous version. So try this with caution:

 

SexLab Aroused Creatures.esp 129.51 kB · 8 downloads

 

I recommend completely replacing the old ESP with this one rather than just overriding it in MO2/Vortex so that it will be overwritten by the next update. Otherwise it's too easy too forget when updating later and screw up your game.

 

Hi again,

 

Took some time to get everything working again, had to downgrade to before the catastrophe.

I still can't get her to work, she doesn't show up in the help at all. I tried replacing the esp like you said, it seemed like it worked and then this update happened and boom nothing.

Posted
40 minutes ago, handler1234 said:

Took some time to get everything working again, had to downgrade to before the catastrophe.

I still can't get her to work, she doesn't show up in the help at all. I tried replacing the esp like you said, it seemed like it worked and then this update happened and boom nothing.

Try with version 4.09 just released this week. Be sure to completely uninstall AC and any related patches and then allow the new install to override everything.

 

I have that follower mod installed now, and she's being included in the auto-engagements.

Posted

Hello and first of all thank you very much for this great mod, which I love very much. I have questions about the mod. If I should post the question in a different thread, please let me know, then I will delete it here.

I play a gay male hero. I want to be raped by all sorts of animals and creatures in the wilderness but also in dungeons.
Unfortunately, I am only fucked by pets and stable animals such as horses, dogs, goats and cows in towns, but never by Draugrs and Falmers in dungeons or Wild animals in the Wilderness. Sometimes they have an erect penis, but I never have sex, no matter what I do. Do I need to have SexLab Defeat installed for this? Or is that blocked by One with Nature? Who can help me?

Posted
28 minutes ago, deejayz said:

Hello and first of all thank you very much for this great mod, which I love very much. I have questions about the mod. If I should post the question in a different thread, please let me know, then I will delete it here.

I play a gay male hero. I want to be raped by all sorts of animals and creatures in the wilderness but also in dungeons.
Unfortunately, I am only fucked by pets and stable animals such as horses, dogs, goats and cows in towns, but never by Draugrs and Falmers in dungeons or Wild animals in the Wilderness. Sometimes they have an erect penis, but I never have sex, no matter what I do. Do I need to have SexLab Defeat installed for this? Or is that blocked by One with Nature? Who can help me?

Yes, you'll need SexLab Defeat to handle sex during combat. Aroused Creatures is intended to compliment such mods by providing an immersive way to handle creature sex outside of combat.

 

There are limits to what OWN can do with hostile creatures. For instance, there is little point pacifying draugr in a dungeon if you need to kill them in order to progress - that really is Defeat's area. Also, OWN will simply not work in some circumstances and creatures that should be pacified will continue to attack or flee, and right now there's not much to be done about that until another solution is found.

Posted
8 minutes ago, Sailing Rebel said:

There are limits to what OWN can do with hostile creatures. For instance, there is little point pacifying draugr in a dungeon if you need to kill them in order to progress - that really is Defeat's area. Also, OWN will simply not work in some circumstances and creatures that should be pacified will continue to attack or flee, and right now there's not much to be done about that until another solution is found.

 

Thanks for your help ?

Posted

Hi,

 

Thank you for the update, follower Ceraph now seems to work perfectly, even better than my other followers. She seems to be the first one to accept enemy creatures set as allied in OWN, the rest usually follow with a huge delay. Sometime it goes haywire and it just ends in a lot of dead creatures.

 

I have another question. What do I need to do to get THIS cum sound attached to creatures orgasm sound? Or is it even possible?

 

Thank you for the help.

 

Posted

Hiya Sailing,

 

I am running into a weird hiccup when setting up this mod. When I try to set the keybind for "invite", MCM stops working. What I mean by that is, the MCM updates to show the key I put in. But from then on I can't set any other options and I can't even exit the MCM. I get stuck on the menu, so all I can do really is close the game.

 

The message(s) in papyrus log is as follows:

Spoiler

[12/05/2021 - 08:04:10PM] ERROR: Array index -1 is out of range (0-127)
stack:
    [slac_Config (6B001D8E)].slac_config.RemapKey() - "SKI_ConfigBase.psc" Line ?
    [SKI_ConfigManagerInstance (FE026802)].SKI_ConfigManager.OnKeymapChange() - "SKI_ConfigManager.psc" Line ?

 

Some background on my (severely mangled) setup so far:

I am using AE and the updated versions of SKSE and skse dependent mods. And I downloaded the new version of Aroused Creatures.

When I set up all the other options, there is no problem at all. It is just the keybinding.

 

Maybe you have an idea why this is happening, because I am a tad stumped right now. And perhaps there is another way to do this, perhaps through the json file?

 

Thanks in advance!

Posted
9 minutes ago, Vachnic said:

Hiya Sailing,

 

I am running into a weird hiccup when setting up this mod. When I try to set the keybind for "invite", MCM stops working. What I mean by that is, the MCM updates to show the key I put in. But from then on I can't set any other options and I can't even exit the MCM. I get stuck on the menu, so all I can do really is close the game.

 

The message(s) in papyrus log is as follows:

  Hide contents

[12/05/2021 - 08:04:10PM] ERROR: Array index -1 is out of range (0-127)
stack:
    [slac_Config (6B001D8E)].slac_config.RemapKey() - "SKI_ConfigBase.psc" Line ?
    [SKI_ConfigManagerInstance (FE026802)].SKI_ConfigManager.OnKeymapChange() - "SKI_ConfigManager.psc" Line ?

 

Some background on my (severely mangled) setup so far:

I am using AE and the updated versions of SKSE and skse dependent mods. And I downloaded the new version of Aroused Creatures.

When I set up all the other options, there is no problem at all. It is just the keybinding.

 

Maybe you have an idea why this is happening, because I am a tad stumped right now. And perhaps there is another way to do this, perhaps through the json file?

 

Thanks in advance!

Turns out this is an ongoing issue with SkyUI on AE.

 

If we are in the same position for the next AC update, I'll look at adding an alternate method for setting those keys.

 

If you want a quick and dirty workaround, you can save your current Aroused Creatures profile, then edit the created JSON file under Data/SKSE/Plugins/ArousedCreatures to replace the "inviteTargetKey" value to the required decimal key code. Then load that profile back in and the key should be changed.

Posted
1 hour ago, Sailing Rebel said:

Turns out this is an ongoing issue with SkyUI on AE.

 

If we are in the same position for the next AC update, I'll look at adding an alternate method for setting those keys.

 

If you want a quick and dirty workaround, you can save your current Aroused Creatures profile, then edit the created JSON file under Data/SKSE/Plugins/ArousedCreatures to replace the "inviteTargetKey" value to the required decimal key code. Then load that profile back in and the key should be changed.

Worked like a charm! And thanks for supplying the keycodes!

Posted
18 hours ago, handler1234 said:

I have another question. What do I need to do to get THIS cum sound attached to creatures orgasm sound? Or is it even possible?

Never messed with SL sounds, so I don't know if it's even possible to make it contextual. Might look into that some time.

Posted

Hi, I enjoy using your mod but, recently discovered that If I use Slof's Frost and Shadowmere, both horses don't have a schlongs; I even tried to re register creature framework to no avail. Any suggestions? Thx.  ;)

Posted
43 minutes ago, Dovahbear91 said:

creature framework throws up a fuss about jcontainers with every boot. Is there a way around this yet?

 

if you are using AE, did you get the updated version of Jcontainers from github? (click on the download@4.2.0 button thingie)

Posted
1 hour ago, AttilaMagyar said:

Hi, I enjoy using your mod but, recently discovered that If I use Slof's Frost and Shadowmere, both horses don't have a schlongs; I even tried to re register creature framework to no avail. Any suggestions? Thx.  ;)

Not seeing any patches for those.

 

In theory the later versions of More Nasty Critters should work with any horse as the aroused meshes are equipable rather than body replacers. But there may be something in particular going on with that mod.

 

It might be worth bringing this up in the MNC support thread . Keep in mind that MNC is developed in LE and ported to SE, so you will likely need to mention the LE versions of the problematic mod.

Posted

Hello there, really nice mod you got going here. would like to make 2 requests, if possible?

 

Your mod supports multiple creature animations with PC but queued creatures do not seem engage in multiple creature animations with PC, would it be possible to add support for this? or perhaps i misconfigured something here? regular auto engagements works just fine.

 

Also, i play as a male PC who is a werewolf and would like to be able to engage my female followers while transformed, would this be possible?

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