Sailing Rebel Posted June 30, 2022 Author Posted June 30, 2022 33 minutes ago, pinkfluf said: She was in bleedout then stood up and a few seconds later the horse had his way. I have yamete but the horse wasn't a combatant so I'm guessing what you said about regenning health hit the nail on the head. How does this sound.... Last Rites (silder based on chance 0-100%) - Your horse/dog companion (keyword based check?) has sensed your imminent demise and has decided to have it's way with you before you die. During combat applies a temp invulnerable cloak to player and horse/dog? Chance to affect npc's or followers only? Sorry I'm getting carried away It's an interesting idea. I'll have a think about some sort of health-arousal threshold relationship, though I feel like the situations where the player will be a) close to death, b) not in combat, and c) near a friendly creature, are going to be too few to make it worthwhile. This kind of sounds more like Defeat's territory than Aroused Creatures.
Sailing Rebel Posted June 30, 2022 Author Posted June 30, 2022 28 minutes ago, Violence6884 said: Always very helpful and fast with your replies, that's why I always like noting it ❤️ Without yet having tried the SL animation registry thing, nor checking the Help page, the issue just... Went away after I turned LOS on and off again. Though, if it happens again I'll keep what you suggested in mind. Best to know exactly what happened... I'd do it now, but I have this little odd thing you see, where if it works(Or works again) I kind of not want to look further into it. Mod PTSD I suppose? :3 The problem is that LoS detection is extremely unreliable, at least in the default Papyrus implementation. It's entirely possible for actors to be standing nose-to-nose and still not have LoS according to that function. This is why it's off by default. In fact, I should probably just remove it as an option, as it introduces an expectation of functionality that just isn't there. 1
Violence6884 Posted June 30, 2022 Posted June 30, 2022 (edited) 1 hour ago, Sailing Rebel said: The problem is that LoS detection is extremely unreliable, at least in the default Papyrus implementation. In fact, I should probably just remove it as an option, as it introduces an expectation of functionality that just isn't there. Well, seeing as all works as expected currently and barring my issue coming up again... Perhaps removing it is too drastic? I mean, it could have been that, as indicated by flipping it on and off fixing my issue... Buuuuuuut... I personally use LOS options in all my LL mods that offer it, it helps restrict them a little. I find that necessary, even if there are % sliders offered. Edited June 30, 2022 by Violence6884
Sailing Rebel Posted June 30, 2022 Author Posted June 30, 2022 6 hours ago, Violence6884 said: Well, seeing as all works as expected currently and barring my issue coming up again... Perhaps removing it is too drastic? I mean, it could have been that, as indicated by flipping it on and off fixing my issue... Buuuuuuut... I personally use LOS options in all my LL mods that offer it, it helps restrict them a little. I find that necessary, even if there are % sliders offered. Alas, turning it off an on does nothing but switch a boolean configuration property that decides if the HasLOS() function is called or not when the test comes around. Okay, new plan. I'll move the LoS check from the regular testing, which runs at the beginning and end of a pursuit, and call it in the initial check for auto engagements instead. So it will only be checked before an auto engagement and ignored in all other cases. This should reduce the chance of pursuits having LoS at the beginning and no LoS at the end, which just doesn't make sense. I think I'll also move the option to Other Settings page to de-emphasise it for users. 1
Tlam99 Posted July 1, 2022 Posted July 1, 2022 Los is a tricky thing. If an animal stands backwards to you, it does not have it. Realized that in defeat. If a hostile faces you, one cannot struggle. As soon he turns around, backside to you, struggle free can be done. So it might work more reliable, if animal || player has los.
Sailing Rebel Posted July 1, 2022 Author Posted July 1, 2022 14 minutes ago, Tlam99 said: Los is a tricky thing. If an animal stands backwards to you, it does not have it. Realized that in defeat. If a hostile faces you, one cannot struggle. As soon he turns around, backside to you, struggle free can be done. So it might work more reliable, if animal || player has los. This is what AC does right now in an effort to increase LoS reliability: If slacConfig.requireLos && !akAttacker.HasLOS(akVictim) && !akVictim.HasLOS(akAttacker) ; LoS Fail EndIf So LoS only fails if the creature cannot see the victim AND the victim cannot see the creature. While this means that the victim can be selected even when the creature is looking away it hopefully reduces the instances where obvious LoS is not registering for whatever reason. But this option was initially intended to prevent creatures teleporting through walls and floors to reach victims before the pursuit mechanic was introduced, so it's not actually about actors seeing each other, just being in the same general area. One possibility that was raised years ago is the HasLOS() does not function across cell boundaries. Another is that large non-collision meshes such as transparent foliage may block it. I've never taken the time to test it thoroughly. I also have not tested to see if the LoS condition in CK gives a different result to the Papyrus function. I can say that back when I was discovering what a PITA it was, the location that I was getting regular LoS failures was around the exterior of Arcadia's Cauldron. But I don't recall if this was modded or vanilla Whiterun. 1
Violence6884 Posted July 1, 2022 Posted July 1, 2022 (edited) 8 hours ago, Sailing Rebel said: I'll move the LoS check from the regular testing, which runs at the beginning and end of a pursuit, and call it in the initial check for auto engagements instead. So it will only be checked before an auto engagement and ignored in all other cases. This should reduce the chance of pursuits having LoS at the beginning and no LoS at the end, which just doesn't make sense. ❤️ Great stuff, then! Hey, editing to ask a little favour, kind of. I can't quite place the range or shape of NPCs' LOS, is it a cone AOE directly in front of them? And how wide is it? :$$ Just an academic question. Oh and does it have any strange properties, for example ignoring short walls or specifically doors, or other such quirks? Lastly, why does it not work so well(From what I gather at least)? Wait, no, one more; Does it follow their head movements or is it always static, changing only depending on the general direction of the model regardless of the head? Edited July 1, 2022 by Violence6884
Tlam99 Posted July 1, 2022 Posted July 1, 2022 6 hours ago, Sailing Rebel said: !akAttacker.HasLOS(akVictim) && !akVictim.HasLOS(akAttacker) It's really strange, as animals, enemies detect you quite quickly. Is this done via noise detection, not only LOS ? Like sneaking and draw weapon. For me it is ok as it is, I just do not activate it. If I order a npc to have fun with an animal, he sometimes stays face to face to the animal and cannot activate. So I left it off. Strange, because he walks to it, just cannot make message pops up then.
Sailing Rebel Posted July 1, 2022 Author Posted July 1, 2022 2 hours ago, Violence6884 said: ❤️ Great stuff, then! Hey, editing to ask a little favour, kind of. I can't quite place the range or shape of NPCs' LOS, is it a cone AOE directly in front of them? And how wide is it? :$$ Just an academic question. Oh and does it have any strange properties, for example ignoring short walls or specifically doors, or other such quirks? Lastly, why does it not work so well(From what I gather at least)? Wait, no, one more; Does it follow their head movements or is it always static, changing only depending on the general direction of the model regardless of the head? I honestly don't know. There doesn't appear to be anything in the Race object definition about vision, so I have to assume it's part of the basic AI packages. I've never gone that deeply into those. I suppose it could be baked into the engine itself, with everything having the same vision cone calculated for them. 1 hour ago, Tlam99 said: It's really strange, as animals, enemies detect you quite quickly. Is this done via noise detection, not only LOS ? Like sneaking and draw weapon. For me it is ok as it is, I just do not activate it. If I order a npc to have fun with an animal, he sometimes stays face to face to the animal and cannot activate. So I left it off. Strange, because he walks to it, just cannot make message pops up then. I suspect that the HasLOS() function is entirely separate from the one used for regular detection behaviour, which is probably closer to the LOS script events. Those events might be more accurate but are not really useful for AC as they would need to be running on actors constantly, which would contribute to script bloat. As mentioned above, regular detection might be defined in the AI packages or baked into the engine itself, not sure.
Violence6884 Posted July 1, 2022 Posted July 1, 2022 6 hours ago, Sailing Rebel said: I honestly don't know. There doesn't appear to be anything in the Race object definition about vision, so I have to assume it's part of the basic AI packages. I've never gone that deeply into those. I suspect that the HasLOS() function is entirely separate from the one used for regular detection behaviour, which is probably closer to the LOS script events. Those events might be more accurate but are not really useful for AC as they would need to be running on actors constantly, which would contribute to script bloat. This whole LOS thing seems as abstract, mystical and arcane in nature as that weird eating animation loop glitch NPCs can get into(Constantly swapping food and drink in their hands, without ever finishing their animation properly, also some times ignoring what they are holding while engaging in other activities)... Or as that other weird glitch where for no reason they seem to congregate at doors. I've had both, there are some fixes for them, but... You know what I mean.
Anarhistka Posted July 7, 2022 Posted July 7, 2022 (edited) Hello Sailing Rebel. Thank you for this impressive mod! Just one small question, haven't you considered to make required relationship level customizable via MCM? I understand that you've highlighted several times that your mod is for non-hostile creatures only, but the thing is that we don't have any mods that will provide us with automatic interaction with neutral and hostile creatures (yes, we have several defeat mods but they're implementing some kind of deth alternatives and I'm talking about out of combat or in the middle of combat interactions). It would be really awesome if your mode can fill this empty niche. Edited July 7, 2022 by Anarhistka
Sailing Rebel Posted July 7, 2022 Author Posted July 7, 2022 2 hours ago, Anarhistka said: Hello Sailing Rebel. Thank you for this impressive mod! Just one small question, haven't you considered to make required relationship level customizable via MCM? I understand that you've highlighted several times that your mod is for non-hostile creatures only, but the thing is that we don't have any mods that will provide us with automatic interaction with neutral and hostile creatures (yes, we have several defeat mods but they're implementing some kind of deth alternatives and I'm talking about out of combat or in the middle of combat interactions). It would be really awesome if your mode can fill this empty niche. Relationship ranks are not related to hostility or combat. They are basically just an index used for certain dialogue and looting opportunities. AC used to have a relationship rank option, but it basically did nothing other than prevent expected engagements, which then had to be explained to the users. Last I checked, Defeat still provides simple sex in combat without the need for actual death scenarios - it's just a matter of configuration. If you want to engage wild "non-hostile" creatures like elk and foxes with Aroused Creatures, use One With Nature (linked in the mod description) to make them all friendly.
Tlam99 Posted July 7, 2022 Posted July 7, 2022 Little help for elks, deer. Use 0 damage arrows provided with this bow. https://www.loverslab.com/files/file/17578-god-of-love/
Anarhistka Posted July 7, 2022 Posted July 7, 2022 (edited) 2 hours ago, Sailing Rebel said: Relationship ranks are not related to hostility or combat. They are basically just an index used for certain dialogue and looting opportunities. AC used to have a relationship rank option, but it basically did nothing other than prevent expected engagements, which then had to be explained to the users. Last I checked, Defeat still provides simple sex in combat without the need for actual death scenarios - it's just a matter of configuration. If you want to engage wild "non-hostile" creatures like elk and foxes with Aroused Creatures, use One With Nature (linked in the mod description) to make them all friendly. Making all the creatures friendly with OWN also chenges AI behavior so they're not trying to escape from us and also it become much harder to make them hostile with attacks. The scenario I'm thinking about is the following: One's crawling along the world and some hostile creatures like wolves or mudcrabs may be at some distance (in case of mud crabs it's very short distance) at which they're still not attacking us, and it would be fun if in such situations time to time they'll get "noticed" that someone's around and due to their arousal decide not attack but have some fun with. The same is about neutral creatures, it would be really immersive if they tried to escape us but sometimes arousal overcome cautiousness. I've also tried Random Sex (resaved for SE) configured to ignore human-human scenarios. It could be almost perfect match to the scenario I've mentioned above but seems like it has some hostility restrictions too, it works flawlessly with friendly creatures in cities but I was unable to get it work in the wilderness. Edited July 7, 2022 by Anarhistka
Sailing Rebel Posted July 8, 2022 Author Posted July 8, 2022 11 hours ago, Anarhistka said: Making all the creatures friendly with OWN also chenges AI behavior so they're not trying to escape from us and also it become much harder to make them hostile with attacks. The scenario I'm thinking about is the following: One's crawling along the world and some hostile creatures like wolves or mudcrabs may be at some distance (in case of mud crabs it's very short distance) at which they're still not attacking us, and it would be fun if in such situations time to time they'll get "noticed" that someone's around and due to their arousal decide not attack but have some fun with. The same is about neutral creatures, it would be really immersive if they tried to escape us but sometimes arousal overcome cautiousness. I've also tried Random Sex (resaved for SE) configured to ignore human-human scenarios. It could be almost perfect match to the scenario I've mentioned above but seems like it has some hostility restrictions too, it works flawlessly with friendly creatures in cities but I was unable to get it work in the wilderness. This suggestion would best be put to the dev for one of the Defeat variants. There is an understandable appeal to having a normally hostile creature run out of the woods to hop on the player or an NPC. But it's still a hostile creature and that means that combat behaviour has to be handled in some way, suppressed, delayed, given scene exit behaviours so that animations don't always end in a fight. Followers and enemy allies have to tracked and handled sensibly too, along with latecomers to the party. The thing is, Defeat is already designed to work with hostile creatures and already contains some of, if not all, the tools necessary to do what you are asking - most importantly, managing groups of normally hostile combatants to facilitate SL animations. There would be little point AC reproducing all the work already done in Defeat only to then potentially interfere with what Defeat is trying to do. Sex with hostile creatures: Defeat. Sex with friendly creatures: Aroused Creatures. 1
pinkfluf Posted July 8, 2022 Posted July 8, 2022 SR, How does this sound... Debuff spells for aggressive acts (or normal too?) based on creature & sex type for npcs/followers/players i.e.... Human anal act involving horse = Perforated Rectum - Blood drips from your anus after a large animal pierced your rectum. - 3min debuff to movement speed Human vaginal act involving horse = Stomach Ache - You feel nauseas after a large animals cock pushed against your insides - 3min debuff to health? Human Oral Act with xyz animal = Slurred Speech - Swallowing large amounts of animal cum has affected your spell usage - 3min debuff to magicka Enable/Disable debuff spells in MCM for those that don't want it. Could maybe see if animation tag is used too (i.e if missionary position spell would be: Bruised Back - You have scratches on your back after being forced to submit to a creature). Came up with the above after witnessing a drivers guild guard get chased by a horse and she just casually walks away! (or maybe she's used to it )
Sailing Rebel Posted July 8, 2022 Author Posted July 8, 2022 15 minutes ago, pinkfluf said: SR, How does this sound... Debuff spells for aggressive acts (or normal too?) based on creature & sex type for npcs/followers/players i.e.... Human anal act involving horse = Perforated Rectum - Blood drips from your anus after a large animal pierced your rectum. - 3min debuff to movement speed Human vaginal act involving horse = Stomach Ache - You feel nauseas after a large animals cock pushed against your insides - 3min debuff to health? Human Oral Act with xyz animal = Slurred Speech - Swallowing large amounts of animal cum has affected your spell usage - 3min debuff to magicka Enable/Disable debuff spells in MCM for those that don't want it. Could maybe see if animation tag is used too (i.e if missionary position spell would be: Bruised Back - You have scratches on your back after being forced to submit to a creature). Came up with the above after witnessing a drivers guild guard get chased by a horse and she just casually walks away! (or maybe she's used to it ) Lasting effects for creature sex, both positive and negative, is something I considered. But I decided really should be its own mod and work with any creature encounter, not just those triggered by AC. Unfortunately, I don't have the time to be working on another mod. Barely have time for this one!
AtomicPlayboy Posted July 8, 2022 Posted July 8, 2022 Am I missing a patch for SLSO? Apparently if I'm (male) the aggressor with a creature (either), it doesn't trigger orgasm, ever. SLSO works properly with humans and if my PC is the victim, just not the other way around.
Urbinepto Posted July 8, 2022 Posted July 8, 2022 Hello. Does this work with SKSE for Anniversary Edition? To be completely exact, I accidentally DLed the AE update, then installed a mod from the Nexus to rollback changes. A new mini update came on since then but I "froze" it cause I was afraid to throw off the Nexus mod that cancelled AE changes. Thank you!
Sailing Rebel Posted July 8, 2022 Author Posted July 8, 2022 (edited) 16 hours ago, AtomicPlayboy said: Am I missing a patch for SLSO? Apparently if I'm (male) the aggressor with a creature (either), it doesn't trigger orgasm, ever. SLSO works properly with humans and if my PC is the victim, just not the other way around. It's possible there are issues with the victim flagging under some circumstances. It would be useful to see a papyrus log for game in which this was seen while AC Debug is enabled. Might be able to track down when and where it's happening. 9 hours ago, Urbinepto said: Hello. Does this work with SKSE for Anniversary Edition? To be completely exact, I accidentally DLed the AE update, then installed a mod from the Nexus to rollback changes. A new mini update came on since then but I "froze" it cause I was afraid to throw off the Nexus mod that cancelled AE changes. Thank you! Yes, Aroused Creatures SE works in Skyrim SE 1.6. The mods affected by the recent updates are SKSE plugin mods, those that add DLLs to the Data/SKSE/Plugins folder. Edited July 8, 2022 by Sailing Rebel
pinkfluf Posted July 8, 2022 Posted July 8, 2022 20 hours ago, Sailing Rebel said: Lasting effects for creature sex, both positive and negative, is something I considered. But I decided really should be its own mod and work with any creature encounter, not just those triggered by AC. Hmm, I guess appros could be tweaked to do that? I could look at that if I finally manage to fix my buggy skyrim I picked up a sabrecat via Wintersuns beast tongue, blasted thing is screwing me every minute (using baka modified arousal - don't ask there's no proper arousal for AE yet...yes and OSL arousal doesn't handle gender assignments so you get funny results). So I was wondering why it's not screwing my followers turns out it's in the magic allegiance faction. The help page shows it as Hostile to my 7 female followers (i'm sure they're grinning when the cat chases me!). So enabling "Allow Hostile Engagements" to test it on followers doesn't seem to work though But reason for my post is I was in UI (mining stone) when I got "nabbed" by the cat
AtomicPlayboy Posted July 9, 2022 Posted July 9, 2022 (edited) 5 hours ago, Sailing Rebel said: It's possible there are issues with the victim flagging under some circumstances. It would be useful to see a papyrus log for game in which this was seen while AC Debug is enabled. Might be able to track down when and where it's happening. Apparently it's SexLab that's blocking the orgasm due to animations missing certain tags: [07/08/2022 - 07:19:55PM] SEXLAB - ActorAlias[Bella] - Bella Orgasm blocked, male pos 0, conditions not met, no HasTag(Anal,Fisting) I'll try to find a workaround for this on my end. Edit: It was actually SLSO, I had "conditions" enabled which required those tags for orgasm. It works now. Edited July 9, 2022 by AtomicPlayboy 1
Sailing Rebel Posted July 9, 2022 Author Posted July 9, 2022 13 hours ago, pinkfluf said: Hmm, I guess appros could be tweaked to do that? I could look at that if I finally manage to fix my buggy skyrim I picked up a sabrecat via Wintersuns beast tongue, blasted thing is screwing me every minute (using baka modified arousal - don't ask there's no proper arousal for AE yet...yes and OSL arousal doesn't handle gender assignments so you get funny results). So I was wondering why it's not screwing my followers turns out it's in the magic allegiance faction. The help page shows it as Hostile to my 7 female followers (i'm sure they're grinning when the cat chases me!). So enabling "Allow Hostile Engagements" to test it on followers doesn't seem to work though But reason for my post is I was in UI (mining stone) when I got "nabbed" by the cat Allow Hostile/Combat Engagements is not fully functional in 4.09. There are some problems in the logic and some missing contingencies. It should be fixed when we get to 4.10. Keep in mind that those options are for testing and there is no actual handling of combat situations. The usual results will be combat being initiated unexpectedly, combat being interrupted, and dying while trapped in an SL animation scene. 1
lolman2248 Posted July 9, 2022 Posted July 9, 2022 I'm having an issue getting pursuit to work. I've followed all the steps and when I enabled the debug I found this. Even though this location among others are enabled.
Sailing Rebel Posted July 9, 2022 Author Posted July 9, 2022 (edited) On 7/9/2022 at 6:37 PM, lolman2248 said: I'm having an issue getting pursuit to work. I've followed all the steps and when I enabled the debug I found this. Even though this location among others are enabled. Looks like something is overriding slac_Utility.pex with an incompatible version. If you have any patches for Aroused Creatures installed, remove them. Otherwise, completely uninstall and reinstall Aroused Creatures. If there is still an issue, download the latest version again, and test the mod archive for corruption before installing it (7-zip > Test Archive). Edited July 12, 2022 by Sailing Rebel psc/pex
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