Sailing Rebel Posted April 30, 2022 Author Posted April 30, 2022 38 minutes ago, Concomitantemu said: 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. You can disallow automatic engagements in cities, towns and other locations under PC/NPC Auto Settings. At the moment, there are no options to specify activity per-faction. I'll have a think about whether this is feasible.
Concomitantemu Posted April 30, 2022 Posted April 30, 2022 Just now, Sailing Rebel said: You can disallow automatic engagements in cities, towns and other locations under PC/NPC Auto Settings. At the moment, there are no options to specify activity per-faction. I'll have a think about whether this is feasible. Thanks for responding so quickly! I think it's possible to do with Scent of Sex, but I'm not sure if they would conflict if run together- especially unsure as to whether Scent could "stop" any AC engagements. Is it possible to run both?
Sailing Rebel Posted April 30, 2022 Author Posted April 30, 2022 9 minutes ago, Concomitantemu said: Thanks for responding so quickly! I think it's possible to do with Scent of Sex, but I'm not sure if they would conflict if run together- especially unsure as to whether Scent could "stop" any AC engagements. Is it possible to run both? Not using Scent of Sex myself, so not sure of its current capabilities. Even if it can stop an animation during spin-up, AC would be wasting a lot of time starting pursuits that will end in failure. Ideally, the pursuits themselves would need to be prevented, so it never gets that far. The thing is, the scenario you described - preventing engagements in cities - is already possible in the AC config, so I'm not sure the extra work is needed for faction-based filtering.
CylerLofgren Posted May 4, 2022 Posted May 4, 2022 I have an issue with SexLab Aroused Creatures not showing up in MCM menu. It shows CF and Sexlab and Sexlab Aroused, but not Aroused Creatures. Anyone else experienced this?
Sailing Rebel Posted May 4, 2022 Author Posted May 4, 2022 13 hours ago, CylerLofgren said: I have an issue with SexLab Aroused Creatures not showing up in MCM menu. It shows CF and Sexlab and Sexlab Aroused, but not Aroused Creatures. Anyone else experienced this? Check integrity of the downloaded mod archive. Right-click on the file and use 7-zip > Test Archive. If it's corrupt or incomplete, then delete it and download it again. If it keeps producing a corrupt archive then make sure that the mods download folder, the game folder and the mod manager instance or staging folders are excluded in any antivirus and antimalware apps. Try downloading it with a different browser, or even temporarily disabling your AV before downloading. When installing, make sure that nothing is overriding the Aroused Creatures files.
sinlint97 Posted May 18, 2022 Posted May 18, 2022 everything else seems fine but the invitations fail due to 'forbidden'. as well as that, i can't seem to invite followers using the N key on a creature have tried rebuilding SL etc, all animations work fine normally. i can't think of what is forbidding the npc/pc from the animation
Sailing Rebel Posted May 19, 2022 Author Posted May 19, 2022 (edited) 3 hours ago, tatugr said: everything else seems fine but the invitations fail due to 'forbidden'. as well as that, i can't seem to invite followers using the N key on a creature have tried rebuilding SL etc, all animations work fine normally. i can't think of what is forbidding the npc/pc from the animation This is a very specific failure code. It means that the actor is in the SexLab Forbidden faction. Any actor in this faction will be prevented from starting an animation. If the player is in this faction, then you won't be able to start any animations that involve them. AC does not add the player or any other actors to this faction itself, so it's another mod that's responsible. Unfortunately, I'm not sure which might be doing this. Perhaps you have a mod that prevents animations under some circumstances? Edited May 19, 2022 by Sailing Rebel
Nagato20 Posted May 20, 2022 Posted May 20, 2022 More Nasty Critters and Hetnai Creatures for SE is not compatible with your mod and Skyrim SE. The mode use LE form 43 and not the SE Form 44. This leads to CTD.
skyrim482 Posted May 20, 2022 Posted May 20, 2022 On 5/18/2022 at 4:07 PM, tatugr said: everything else seems fine but the invitations fail due to 'forbidden'. as well as that, i can't seem to invite followers using the N key on a creature have tried rebuilding SL etc, all animations work fine normally. i can't think of what is forbidding the npc/pc from the animation Do you have "only when naked " enabled I believe this will throw that code up for a failed engagement\ invite unless they are naked.
Sailing Rebel Posted May 22, 2022 Author Posted May 22, 2022 (edited) On 5/20/2022 at 3:42 AM, Nagato20 said: More Nasty Critters and Hetnai Creatures for SE is not compatible with your mod and Skyrim SE. The mode use LE form 43 and not the SE Form 44. This leads to CTD. Ensure that you are installing the SE-compatible versions of More Nasty Critters and Hentai Creatures. The assets in the LE versions will cause CTD when the game tries to load them. Before installing, check the downloaded mod archives to make sure they are complete and uncorrupted (7-zip > Test Archive). The ESP in current SE versions of more Nasty Critters and Hentai Creatures may not be converted to form 44, but should still be compatible. It can be converted manually by loading it into Creation Kit and just saving it. Edited May 22, 2022 by Sailing Rebel MNC SE is also still form 43
kamoewarrior Posted May 23, 2022 Posted May 23, 2022 You guys recommend any animation pack that adds more aggressive creature animations? In normal gameplay my character gets fucked mostly by dogs and horses and they only use a small pool animations, dogs specifically only use one. I could just tag more of my animations as aggressive but they don't really fit the context I mean this dog just aggressive charged dong first at an innocent bystander and is now being stroked with much enthusiasm by said bystander. As of now I have the following animations packs installed. Any recommendation will be much appreciated. Spoiler
Lowely Posted May 24, 2022 Posted May 24, 2022 So I've got a bit of a weird issue, the MCM page for the mod shows up but when I click it it doesn't show any info, all other MCM pages work just fine, just this one having trouble? Anyone else experienced something similar? Otherwise, as far as I can tell the mod works just fine, just some settings I'd like to tweak. When I try to back out of the mod's page in MCM and open another it's frozen, the only thing that solves it is closing down all menus and opening again, though this mod seems to cause MCM to crash. Would really appreciate any assistance, I've tried to reinstall and redownload already.
Sailing Rebel Posted May 24, 2022 Author Posted May 24, 2022 10 hours ago, Lowely said: So I've got a bit of a weird issue, the MCM page for the mod shows up but when I click it it doesn't show any info, all other MCM pages work just fine, just this one having trouble? Anyone else experienced something similar? Otherwise, as far as I can tell the mod works just fine, just some settings I'd like to tweak. When I try to back out of the mod's page in MCM and open another it's frozen, the only thing that solves it is closing down all menus and opening again, though this mod seems to cause MCM to crash. Would really appreciate any assistance, I've tried to reinstall and redownload already. Download the mod again and use 7-zip to make sure that the archive is complete and uncorrupted (right-click archive > 7-zip > Test Archive). Reinstall and make sure nothing is overriding any of the files.
3Atari Posted May 31, 2022 Posted May 31, 2022 Mod works fine except for Springgan and Flame Atronarch. The MNC would always say that there is no animation even though I have Billy animations that fit both creature. PC would stand still, be stripped, before being clothed again and the invite apparently failing. Sexlab Tool even brought up the option to change poses during the invite animation before failing. I've rebuilt the animation registry, reinstall both the animation pack and SLA, and reregister all my animations, but the mod still says I don't have the animations for the creatures. The animation can be played through other means such as ABMM, Mass Matchmaker or Defeat. Any idea why this might be happening and someway to fix? Thanks in advance.
Sailing Rebel Posted May 31, 2022 Author Posted May 31, 2022 12 minutes ago, 3Atari said: Mod works fine except for Springgan and Flame Atronarch. The MNC would always say that there is no animation even though I have Billy animations that fit both creature. PC would stand still, be stripped, before being clothed again and the invite apparently failing. Sexlab Tool even brought up the option to change poses during the invite animation before failing. I've rebuilt the animation registry, reinstall both the animation pack and SLA, and reregister all my animations, but the mod still says I don't have the animations for the creatures. The animation can be played through other means such as ABMM, Mass Matchmaker or Defeat. Any idea why this might be happening and someway to fix? Thanks in advance. Use SexLab MCM > Rebuild & Clean > Clean System and follow the guidance in the pop-ups. SexLab will need to be reconfigured and the SLAL packs re-registered afterwards.
deder Posted June 8, 2022 Posted June 8, 2022 When I was testing my mod I noticed strange bugs when interacting with one of your mod's functions. It has to do with the queue. First bug. If you display a message with "Debug.MessageBox()" after the animation ends with the first creature in the queue, then no further animations will be played, and the rest of the creatures will be stuck in place and will constantly look towards the player. Second bug. My script looks like this: event OnInit() RegisterForModEvent("AnimationStart", "PlayerStat") endEvent event PlayerStat(string eventName, string argString, float argNum, form sender) controller = SexLab.HookController(argString) Debug.Messagebox("AnimationStart done") actor[] actorList = SexLab.HookActors(argString) CreaturePartner = actorList[1] Debug.Messagebox(actorList) While !Sexlab.IsValidActor(Game.GetPlayer()) endWhile UnRegisterForModEvent("PlayerStat") Debug.Messagebox("Event end") endEvent With the first creature (in this case a dog) in the queue, the script plays correctly and outputs the messages in this order: Animation start: AnimationStart done ActorList(Player,Dog) End animation: Event end After that, when the animation with the second creature (in this case, a horse) is activated, my script prints messages in this order: Animation start: AnimationStart done ActorList(Player,Dog) event end End animation: When expected: Animation start: AnimationStart done ActorList(Player,Horse) End animation: Event end Do you know what this bug is related to? Although I'm new to scripting and maybe I'm doing something wrong.
Sailing Rebel Posted June 8, 2022 Author Posted June 8, 2022 2 hours ago, deder said: When I was testing my mod I noticed strange bugs when interacting with one of your mod's functions. It has to do with the queue. First bug. If you display a message with "Debug.MessageBox()" after the animation ends with the first creature in the queue, then no further animations will be played, and the rest of the creatures will be stuck in place and will constantly look towards the player. Second bug. My script looks like this: event OnInit() RegisterForModEvent("AnimationStart", "PlayerStat") endEvent event PlayerStat(string eventName, string argString, float argNum, form sender) controller = SexLab.HookController(argString) Debug.Messagebox("AnimationStart done") actor[] actorList = SexLab.HookActors(argString) CreaturePartner = actorList[1] Debug.Messagebox(actorList) While !Sexlab.IsValidActor(Game.GetPlayer()) endWhile UnRegisterForModEvent("PlayerStat") Debug.Messagebox("Event end") endEvent With the first creature (in this case a dog) in the queue, the script plays correctly and outputs the messages in this order: Animation start: AnimationStart done ActorList(Player,Dog) End animation: Event end After that, when the animation with the second creature (in this case, a horse) is activated, my script prints messages in this order: Animation start: AnimationStart done ActorList(Player,Dog) event end End animation: When expected: Animation start: AnimationStart done ActorList(Player,Horse) End animation: Event end Do you know what this bug is related to? Although I'm new to scripting and maybe I'm doing something wrong. When this happens, can you try opening and closing the console to see if this allows things to progress again. If it does, then this may be an old bug in SL rearing its head. During queuing, player control is blocked to prevent them leaving the area (and to potentially play waiting animations between engagements in the future). There is a problem with SL where a control-blocked player will cause the SL animation spin-up to stop responding, and it won't restart until the console is opened and closed. This is worked around by blocking and unblocking the player controls at a later and earlier SL events, even though this means they can move around for a second or two before it kicks in, which is less than ideal. What I'm thinking is that the message box (which freezes game time and prevents utility quests from starting and stopping) is compressing the events enough that the late blocking/release of control is still managing to interfere with the SL scene progression. If this is the case, then I'm not sure if there is a way to fix it at our end other than to not block player controls or not use message boxes. I do perhaps need to build in some sort of timeout mitigation system to cancel the operation if it goes on too long. But this would just be housekeeping the results rather than fixing the problem. Beyond this, you'll need to insert some trace debugging in your code and then enable the debug option in Aroused Creatures MCM. This should then generate a solid code timeline in the papyrus log, so we can see more clearly where in the AC code this is happening. You may also want to enable SexLab debugging to we can see what it's up to as well. Debug.Trace("Trace log message")
deder Posted June 8, 2022 Posted June 8, 2022 (edited) 1 hour ago, Sailing Rebel said: When this happens, can you try opening and closing the console to see if this allows things to progress again. If it does, then this may be an old bug in SL rearing its head. During queuing, player control is blocked to prevent them leaving the area (and to potentially play waiting animations between engagements in the future). There is a problem with SL where a control-blocked player will cause the SL animation spin-up to stop responding, and it won't restart until the console is opened and closed. This is worked around by blocking and unblocking the player controls at a later and earlier SL events, even though this means they can move around for a second or two before it kicks in, which is less than ideal. What I'm thinking is that the message box (which freezes game time and prevents utility quests from starting and stopping) is compressing the events enough that the late blocking/release of control is still managing to interfere with the SL scene progression. If this is the case, then I'm not sure if there is a way to fix it at our end other than to not block player controls or not use message boxes. I do perhaps need to build in some sort of timeout mitigation system to cancel the operation if it goes on too long. But this would just be housekeeping the results rather than fixing the problem. Beyond this, you'll need to insert some trace debugging in your code and then enable the debug option in Aroused Creatures MCM. This should then generate a solid code timeline in the papyrus log, so we can see more clearly where in the AC code this is happening. You may also want to enable SexLab debugging to we can see what it's up to as well. Debug.Trace("Trace log message") I checked. The console also stops animation progress. I also uploaded another mod with a similar queue feature. And got the same bug. After looking at the console, I noticed that after the first animation, the player becomes available for animation even when the next animation has already begun. Then I changed the condition to "controller.HasPlayer" In this case, I received the message "Event end" twice at the beginning of the animation with the second creature in the queue. First animation (Dog): Animation start: AnimationStart done ActorList(Player,Dog) End animation: Second animation (Horse): Animation start: AnimationStart done ActorList(Player,Dog) Event end Event end End animation: It turns out that the player leaves the first "controller" long enough. Also the animation with the second creature uses "Thread[1]", while the animation with the first one uses "Thread[0]". It looks like this is what is causing the problem. But I don't really understand how it works. Edited June 8, 2022 by deder
YASHbase Posted June 8, 2022 Posted June 8, 2022 When I look at the MCM for the mod, it is just blank. Is there any way to fix this? I attached a screenshot of all my mods and their order incase that's my problem.
Sailing Rebel Posted June 9, 2022 Author Posted June 9, 2022 17 hours ago, deder said: It turns out that the player leaves the first "controller" long enough. Also the animation with the second creature uses "Thread[1]", while the animation with the first one uses "Thread[0]". It looks like this is what is causing the problem. But I don't really understand how it works. Yes, there are old issues with SL involving the player occupying multiple animation threads at the same time. This may sound dumb, but try adding a 5 or 6-second delay before opening the message box, give SL time to do its thing before interrupting it.
Sailing Rebel Posted June 9, 2022 Author Posted June 9, 2022 16 hours ago, YASHbase said: When I look at the MCM for the mod, it is just blank. Is there any way to fix this? I attached a screenshot of all my mods and their order incase that's my problem. Uninstall Aroused Creatures. Download it again and use 7-zip to make sure the archive is whole and uncorrupted (right-click archive > 7-zip > Test Archive). Then reinstall from the fresh archive.
deder Posted June 9, 2022 Posted June 9, 2022 (edited) 3 hours ago, Sailing Rebel said: This may sound dumb, but try adding a 5 or 6-second delay before opening the message box, give SL time to do its thing before interrupting it. That's what first came to my mind. I tried various ways to set the delay. Only I didn't succeed. Or I don't quite understand how "Oninit()" works. Maybe you know how to do it right? My script without delay: event OnInit() RegisterForModEvent("AnimationStart", "PlayerStat") Debug.Messagebox("Start") endEvent event PlayerStat(string eventName, string argString, float argNum, form sender) controller = SexLab.HookController(argString) Debug.Messagebox("AnimationStart done") actor[] actorList = SexLab.HookActors(argString) CreaturePartner = actorList[1] Debug.Messagebox(actorList) While !Sexlab.IsValidActor(Game.GetPlayer()) endWhile UnRegisterForModEvent("PlayerStat") Debug.Messagebox("Event end") endEvent As I noticed, after the first initialization, "Oninit()" can no longer be re-run. And according to my tests, "UnRegisterForModEvent("PlayerStat")" doesn't work. And "PlayerStat" will always be activated when the animation starts. Even if you put a condition in "Oninit ()". P.S. I tested one more case. I replaced "AnimationStart" with "StageEnd". As a result, in the first animation the script returned everything correctly, but in the second animation the script still accessed "Thread[0]". Although the script reacted to the end of the stage in "Thread[1]". For better accuracy, I added a third creature to the queue. And then it went like this: (First creature) "Thread[0]" - Everything works fine. (Second creature)"Thread[1]" - Bug. (Third creature) "Thread[0]" - Everything works fine. Edited June 9, 2022 by deder
Sailing Rebel Posted June 9, 2022 Author Posted June 9, 2022 (edited) 20 minutes ago, deder said: That's what first came to my mind. I tried various ways to set the delay. Only I didn't succeed. Or I don't quite understand how "Oninit()" works. Maybe you know how to do it right? My script without delay: event OnInit() RegisterForModEvent("AnimationStart", "PlayerStat") Debug.Messagebox("Start") endEvent event PlayerStat(string eventName, string argString, float argNum, form sender) controller = SexLab.HookController(argString) Debug.Messagebox("AnimationStart done") actor[] actorList = SexLab.HookActors(argString) CreaturePartner = actorList[1] Debug.Messagebox(actorList) While !Sexlab.IsValidActor(Game.GetPlayer()) endWhile UnRegisterForModEvent("PlayerStat") Debug.Messagebox("Event end") endEvent As I noticed, after the first initialization, "Oninit()" can no longer be re-run. And according to my tests, "UnRegisterForModEvent("PlayerStat")" doesn't work. And "PlayerStat" will always be activated when the animation starts. Even if you put a condition in "Oninit ()". Use Utility.Wait(5.0) before the message box call. This will just stop the script processing for that amount of time. As you've discovered, OnInit() only fires the first time that the game encounters the script instance after installation, and never again for that save on that object. If you want something run when the mod is installed and every time the game is loaded after that, then try this: Event OnInit() OnPlayerLoadGame() EndEvent Event OnPlayerLoadGame() ; Do your init stuff here EndEvent This assumes the script is running on a player alias, as the OnPlayerLoadGame() event is only sent to the player actor object. Edited June 9, 2022 by Sailing Rebel
deder Posted June 9, 2022 Posted June 9, 2022 (edited) 2 hours ago, Sailing Rebel said: Use Utility.Wait(5.0) before the message box call. This will just stop the script processing for that amount of time. As you've discovered, OnInit() only fires the first time that the game encounters the script instance after installation, and never again for that save on that object. If you want something run when the mod is installed and every time the game is loaded after that, then try this: Event OnInit() OnPlayerLoadGame() EndEvent Event OnPlayerLoadGame() ; Do your init stuff here EndEvent This assumes the script is running on a player alias, as the OnPlayerLoadGame() event is only sent to the player actor object. I set a delay, but it didn't work again. "UnRegisterForModEvent("PlayerStat")" didn't work either and the script was activated as soon as the second animation started. And "Event OnPlayerLoadGame()" fired only once at the beginning of the game. And did not work when reloading to save after the first activation. I don't understand where I went wrong. Event OnInit() OnPlayerLoadGame() EndEvent Event OnPlayerLoadGame() RegisterForModEvent("AnimationStart", "PlayerStat") Debug.Messagebox("Start") End event Event PlayerStat(string eventName, string argString, float argNum, form sender) controller = SexLab.HookController(argString) Debug.Messagebox("AnimationStart done") actor[] actorList = SexLab.HookActors(argString) CreaturePartner = actorList[1] Debug.Messagebox(actorList) While !Sexlab.IsValidActor(Game.GetPlayer()) endWhile UnRegisterForModEvent("PlayerStat") Utility.Wait(5) Debug.Messagebox("Event end") RegisterForModEvent("AnimationStart", "PlayerStat") EndEvent Edited June 9, 2022 by deder
Sailing Rebel Posted June 9, 2022 Author Posted June 9, 2022 (edited) 1 hour ago, deder said: Event PlayerStat(string eventName, string argString, float argNum, form sender) controller = SexLab.HookController(argString) Debug.Messagebox("AnimationStart done") actor[] actorList = SexLab.HookActors(argString) CreaturePartner = actorList[1] Debug.Messagebox(actorList) While !Sexlab.IsValidActor(Game.GetPlayer()) endWhile UnRegisterForModEvent("PlayerStat") Utility.Wait(5) Debug.Messagebox("Event end") RegisterForModEvent("AnimationStart", "PlayerStat") EndEvent Move the wait operation so it comes before all the message box calls. Or temporarily comment out the earlier calls. It's these we're are trying to get ahead of. Not sure if unregistering for that mod event will do anything in this context. Things may already be queued up by this point. But move that higher up with the wait operation just in case. Edited June 9, 2022 by Sailing Rebel clarity
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