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Posted
3 hours ago, Tlam99 said:

Hi SR

question to this.

If a NPC has 2 keywords, like actor type npc and a new made keyword.

Will this include the npc ?

Like dragonborn has a cloak spell what attaches a spell to surrounding npc.

Then check npc has magiceffectkeyword xxx and include into valid npc for slac.

I think you'll need to be specific about what the issue is, or what you're trying to achieve, to know if Aroused Creatures can accommodate.

 

AC uses the HasKeyword() function for testing creatures and NPCs, which (as far as I know) will not match keywords on worn armor or active magic effects.

Posted
3 hours ago, Sailing Rebel said:

HasKeyword()

Ok

Has keyword npc will be excluded.

What if this npc has a second keyword, like creature.

Will then this npc included again ?

 

Posted
8 hours ago, Tlam99 said:

Ok

Has keyword npc will be excluded.

What if this npc has a second keyword, like creature.

Will then this npc included again ?

 

If they have the ActorTypeNPC keyword among their keywords, the actor will be absolutely rejected as an attacker - that is, they will not search for partners:


    If akAttacker.HasKeyword(ActorTypeNPC)
        Return "_notcreature"
    EndIf

 

In order to be rejected as a victim or partner for a creature, the actor would need to not have the ActorTypeNPC keyword, but also have the ActorTypeCreature keyword, or be in the creature faction, or be recognized as a valid creature race via SexLab:


    If !akVictim.HasKeyword(ActorTypeNPC) && (akVictim.HasKeyword(ActorTypeCreature) || akVictim.IsInfaction(CreatureFaction) || SexLab.AllowedCreature(akVictim.GetRace()))
        Return "_creature"
    EndIf

 

This allows some actors without the ActorTypeNPC keyword to be included as victims, though ideally any actor that uses the NPC skeleton should have that keyword.

Posted
On 3/30/2022 at 4:40 AM, Sailing Rebel said:

akAttacker.HasKeyword(ActorTypeNPC)

Ty

What I want to do, make use of your line up function for creatures, the waiting queue for npc.

If using an alias of npc without the keyword before calling the line up in row, could this be a way ?

 

Posted
6 hours ago, Tlam99 said:

Ty

What I want to do, make use of your line up function for creatures, the waiting queue for npc.

If using an alias of npc without the keyword before calling the line up in row, could this be a way ?

In that case, you'll want to look at the queuing functions in slac_Utility.psc: AddQueueVictim(), AddQueueCreature, NormaliseQueue(), etc. These actually manage the queue state. Things can get a bit complicated when trying to keep the queues in good order while adding and removing aliases on-the-fly.

  • 2 weeks later...
Posted
47 minutes ago, Nararanara said:

I've always wondered (maybe i just dont know how to read), is there a way to turn it off for generic npcs while keeping it active for followers and stuff?

Oddly enough, no, not at the moment.

 

I'm adding this to the to-do list.

Posted (edited)
12 hours ago, Nararanara said:

, is there a way to turn it off for generic npcs while keeping it active for followers and stuff?

 

Maybe there is, in theory:

  • set in other setting  victim collars to "collars only",
  • define collars - anything that followers already wear and falls under "collar" category (necklace, panties, etc) - preferably something that vanilla NPCs are not equipped with by default. if they don't have any jewellery already - buy/craft&enchant them something/anything (cheap is fine as long as they will like it) and then add it to collars list

at least for non-cons scenarios this should work

Edited by PippinTom
Posted

Hello,

I have this mod and the more creatures SE Mod  and spectator crowds mod installed.

 

and maybe I'm to stupid to setup the mod correct but how can I reduce the amount of sex happening?

i got the orignal setup with creaatrure arousal 60 and pc arousel 0 

but my pc gets engaged even when the animal only got 40 arousal and than you got a proble because all

other creaetures around start having some fun too so its almost impossible to get into whitrerun with all these creatures at the stable and at the gates.

 

How do I have to change the setup to have less engagements?

Posted
6 hours ago, Chlodwig said:

Hello,

I have this mod and the more creatures SE Mod  and spectator crowds mod installed.

 

and maybe I'm to stupid to setup the mod correct but how can I reduce the amount of sex happening?

i got the orignal setup with creaatrure arousal 60 and pc arousel 0 

but my pc gets engaged even when the animal only got 40 arousal and than you got a proble because all

other creaetures around start having some fun too so its almost impossible to get into whitrerun with all these creatures at the stable and at the gates.

 

How do I have to change the setup to have less engagements?

Check the PC / NPC Auto Settings > Arousal & Consent. If you have required arousal set to Either or PC Only then make sure that the PC Arousal Threshold is set to a suitable level. If you have Either With Invite, then also check the Invite Arousal Threshold on the Dialogue & Interaction page. Also look at the Orgy Mode threshold setting on the Auto Settings page, which is used when an animation is playing in order to make consecutive engagement more likely.

 

You could always restore the default settings from the Profiles page.

Posted

Hello, 

 

For some reason I can't get the invite to work. When I press the invite button nothing happens except the creature turns towards me. And in the MCM Help page I saw this: 

 

Spoiler

image.thumb.png.756e274a43638c427e54cc63d4dacea6.png

Then I double checked SLAL and Sexlab animation toggles, I have billyy's horse animations registered and toggled on. I also set the invite arousal to 0. And I made sure it was an NPC horse instead of a player-owned horse. 

 

I could really use some ideas. Thanks!

Posted
5 hours ago, RookieKing1890 said:

Hello, 

 

For some reason I can't get the invite to work. When I press the invite button nothing happens except the creature turns towards me. And in the MCM Help page I saw this: 

 

Then I double checked SLAL and Sexlab animation toggles, I have billyy's horse animations registered and toggled on. I also set the invite arousal to 0. And I made sure it was an NPC horse instead of a player-owned horse. 

 

I could really use some ideas. Thanks!

The NOANIMS failure may be the result of a de-sync in the SL animation registry. Go to SexLab MCM > Rebuild & Clean and use the Reset Animation Registry option. It may rake a couple of minutes to rebuild. Also try cleaning the animation cache in the same menu afterwards.

Posted (edited)

Quite few times I've noticed that AC tends to "hang up" after a while of play. Symptom of what is that log seems "normal", it notices mod init statuses and such, but on the other hand - auto engagements stops occuring (what is easy to miss if one is not expecting them). However if I notice that lack action and go to "help" section to trace reasons for fully aroused animal to ignore my follower or some peasants present in the area I see whole bunch of absurd reasons, like "no anims", "insufficient NCP's arousal" (which in some cases makes no sense because rules allow non-cons action if animal meets the criteria) or hostility (what makes no sense in case of PC's horse and her followers - they should always be friendly by default, very friendly in fact)...

 

...so it helps me to "kick start" the AC, and simpliest way that is working for me is to disable it in MCM, wait few minutes in the area, and re-enable it.

And puff! Magically all ridiculous excuses animals had to avoid doing their duties are gone and auto-engagements are working again. Until next hickup.

 

Unfortunately I had no luck finding any potential reason for AC to go into "hanged up" state from time to time.

 

edit:

actually I forgot about few step while describing kickstarting AC that actually works for me - I save current profile, disable AC, close game, delete AC data via reSaver and then reload AC profile / re-enable AC after restarting game. It's still way lighter and faster that performing full "clean system" routine of SL which requires waiting for ~2k anims to re-register and re-applying all SLATE actions (anim tags).

 

 

Edited by PippinTom
Posted
51 minutes ago, PippinTom said:

actually I forgot about few step while describing kickstarting AC that actually works for me - I save current profile, disable AC, close game, delete AC data via reSaver and then reload AC profile / re-enable AC after restarting game. It's still way lighter and faster that performing full "clean system" routine of SL which requires waiting for ~2k anims to re-register and re-applying all SLATE actions (anim tags).

Those are some significant extra steps. Try just clearing the animation cache in SL, and use the Stop Animations option in the same menu in case there are issues with stuck SL threads.

 

If possible, it would be helpful to see a papyrus log with the AC Debug option enabled for a session in which you encounter this issue.

Posted
14 minutes ago, Sailing Rebel said:

Try just clearing the animation cache in SL, and use the Stop Animations option in the same menu in case there are issues with stuck SL threads.

 

Those don't help me on their own, not always anyway.

 

18 minutes ago, Sailing Rebel said:

If possible, it would be helpful to see a papyrus log with the AC Debug option enabled for a session in which you encounter this issue.

 

Will do next time I spot mentioned deadlock.

Posted
On 4/20/2022 at 1:38 PM, Sailing Rebel said:

The NOANIMS failure may be the result of a de-sync in the SL animation registry. Go to SexLab MCM > Rebuild & Clean and use the Reset Animation Registry option. It may rake a couple of minutes to rebuild. Also try cleaning the animation cache in the same menu afterwards.

Thanks for the reply. I don't if it was supposed to happen but when I reset animation register in Sexlab it made over half of my animation disappear in Toggle Animation page. Then I had to re-register them in SLAL for them to re-appear in Sexlab. Anyways, I did like you told a couple of times and the issue remains the same. Although when I use test spells from Sexlab on my character and a horse the animation plays as it should. I wonder if it is I messed something up while installing or there's some script conflict that I don't know about.. : /

Posted (edited)

I'm currently testing adding the hard version of more nasty critters to the 'armour' of the wild horses creatures, but I still need to encounter them on my current play throughs, using only the hard models showed the ehm, bits, minus the horse, so I reasoned that combining the wild horse models + the hard meshes should work. They would be left permanently in the state however. If it works, you'd have to make a new separate patch for the creature framework if you want to alternate between soft and hard

.

Edited by Tripad21
Posted
1 hour ago, Morgoth Bauglir said:

Hello

Is there a way to apply the aroused skin/state to the unicorn and the wild horses  from the  Wild horses creation in creation club?

 

9 minutes ago, Tripad21 said:

I'm currently testing adding the hard version of more nasty critters to the 'armour' of the wild horses creatures, but I still need to encounter them on my current play throughs, using only the hard models showed the ehm, bits, minus the horse, so I reasoned that combining the wild horse models + the hard meshes should work. They would be left permanently in the state however. If it works, you'd have to make a new separate patch for the creature framework if you want to alternate between soft and hard

.

Keep in mind that you may be dealing with an ArmorAddon rather than a body replacer, so the hard models are just the junk.

 

Might want to address this in the MNC support thread, as someone may already have a patch for those mods.

Posted

Are all creatures covered by AC? I am not sure if I am missing something or not. All the creatures but half the creatures in my playthrough have erections but won't work. Its mostly friendly creatures and also Dwemer machines and atronachs that don't work. There are animations for them and are registered and enabled into the sexlab animation loader. 

Posted
9 hours ago, LetheOminous said:

Are all creatures covered by AC? I am not sure if I am missing something or not. All the creatures but half the creatures in my playthrough have erections but won't work. Its mostly friendly creatures and also Dwemer machines and atronachs that don't work. There are animations for them and are registered and enabled into the sexlab animation loader. 

In the MCM there is a page that you can enable/disable creatures.  I would suggest checking that page to see what the mod covers.

Posted
11 hours ago, LetheOminous said:

Are all creatures covered by AC? I am not sure if I am missing something or not. All the creatures but half the creatures in my playthrough have erections but won't work. Its mostly friendly creatures and also Dwemer machines and atronachs that don't work. There are animations for them and are registered and enabled into the sexlab animation loader. 

Check the Aroused Creatures MCM > Help page, which will list reasons for recent engagement failures.

 

If you are seeing the NOANIMS failure code for creatures you are sure have animations, then this may be a desync in the SexLab animation registry. In that case, try SexLab MCM > Rebuild & Clean > Reset Animation Registry. Otherwise you may need to use the more aggressive Clean System option which will completely reset SL, required reconfiguration and re-registration of your SLAL packs.

Posted
5 hours ago, ercramer69 said:

In the MCM there is a page that you can enable/disable creatures.  I would suggest checking that page to see what the mod covers.

Not all the creatures are listed there and and its the ones not listed that don't work. I was thinking the list is for the aggressive animals and chickens

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

Check the Aroused Creatures MCM > Help page, which will list reasons for recent engagement failures.

 

If you are seeing the NOANIMS failure code for creatures you are sure have animations, then this may be a desync in the SexLab animation registry. In that case, try SexLab MCM > Rebuild & Clean > Reset Animation Registry. Otherwise you may need to use the more aggressive Clean System option which will completely reset SL, required reconfiguration and re-registration of your SLAL packs.

I do have animations for the creatures so I guess I will have to do the 2nd option. Thank you

 

Update I did the Reset Animation Registry and it worked. Now there are 52 creatures instead of 23 in AC allowed creatures

Edited by LetheOminous
Posted

Is there a way to limit actors by race or faction for the arousal/engagements? I'm trying to fit mods like this in a pseudo-lore-friendly playthrough- so AC scenes in forsworn, vampire, werewolf camps, but not in the middle of a bustling city. I can't find mods that have such preference for creature arousal/engagement.

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