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Posted
1 minute ago, kcs27 said:

Is there a way to disable the dialogue when hitting the action key for riding your horse?

Disable the Allow Dialogue With Horses option under Dialogue & Interactions > Creature Dialogue.

 

If you are still getting horse dialogue with this disabled, then it may be from another mod.

Posted (edited)
On 7/8/2022 at 3:58 AM, Sailing Rebel said:

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.

Sex with hostile creatures in battle: Defeat.

Sex with friendly creatures: Aroused Creatures.

Sex with hostile/neutral creatures out of battle: <none> ?

 

Aaaand since you refused to add support for this and we have a void gap in addons that would provide us with interactions with hostile/neutral creatures out of the battle I had to tune it myself (v4.09).

The changes are tiny and a little bit dirty and pretty strightforward that may lead to troubles with followers and etc. but it works pretty well for me and I haven't had any issues with it yet.

 

 

slac_Utility.psc

Edited by Anarhistka
Posted
2 hours ago, Anarhistka said:

Sex with hostile/neutral creatures out of battle: <none>

 

As far as the game engine and AC are concerned, there are no neutral actors: upon meeting, either they will enter a combat state (hostile) or they will not (friendly). Just to be clear, Defeat takes everyone involved out of combat in order to run the SL animations. This doesn't mean they are suddenly friendly or neutral, they just have overriding packages applied to stop them attacking. A lot of work has gone into AC to make sure it is not interfering with this process.

 

Removing the restrictions on hostile and combat engagements is simple enough in code (in fact the option to override this exists in AC already under Other Settings, it's just bugged in the current version). Haven't looked at the edited code, but I can take a guess that it just bypasses any checks on IsHostileToActor() (it's these conditions in CheckVictim() that are bugged in v4.09). AC is open source, so everyone is welcome to use, reuse and share patches and even replacements.

 

Just keep in mind that AC contains no supporting functions at all for handling combat. If AC starts an animation between hostile actors, or even between friendly actors while in combat, the other participants will just keep attacking and eventually kill one or both of the animating actors. This scenario is what Defeat is designed to deal with and what AC is designed to avoid.

 

It's not a matter of refusing to support it. It just will not work as expected without that combat-handling functionality, functionality that Defeat already provides.

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

 

As far as the game engine and AC are concerned, there are no neutral actors: upon meeting, either they will enter a combat state (hostile) or they will not (friendly). Just to be clear, Defeat takes everyone involved out of combat in order to run the SL animations. This doesn't mean they are suddenly friendly or neutral, they just have overriding packages applied to stop them attacking. A lot of work has gone into AC to make sure it is not interfering with this process.

 

Removing the restrictions on hostile and combat engagements is simple enough in code (in fact the option to override this exists in AC already under Other Settings, it's just bugged in the current version). Haven't looked at the edited code, but I can take a guess that it just bypasses any checks on IsHostileToActor() (it's these conditions in CheckVictim() that are bugged in v4.09). AC is open source, so everyone is welcome to use, reuse and share patches and even replacements.

 

Just keep in mind that AC contains no supporting functions at all for handling combat. If AC starts an animation between hostile actors, or even between friendly actors while in combat, the other participants will just keep attacking and eventually kill one or both of the animating actors. This scenario is what Defeat is designed to deal with and what AC is designed to avoid.

 

It's not a matter of refusing to support it. It just will not work as expected without that combat-handling functionality, functionality that Defeat already provides.

I commented out code parts that return "_hostile" from CheckCreature and CheckVictim and also added a new function that raises RelationshipRank to 0 and lowers aggression and confidence for participants to 1 and the function is called on slac_Pursuit quests start.

Spoiler
Function CalmAttackers(Actor akVictim, Actor akAttacker, Actor[] otherAttackers, bool calmVictim = True)
    If !akVictim || !akAttacker
        Log("CalmAttackers: no victim or attacker")
        Return
    EndIf
    CalmActors(akAttacker, akVictim)
    If calmVictim
        CalmActors(akVictim, akAttacker)
    EndIf
    If otherAttackers
        Int oai = 0
        While oai < otherAttackers.length
            If otherAttackers[oai]
                CalmActors(otherAttackers[oai], akVictim)
                If calmVictim
                    CalmActors(akVictim, otherAttackers[oai])
                EndIf
            EndIf
            oai += 1
        EndWhile
    EndIf
EndFunction

Function CalmActors(Actor akToCalm, Actor akAgainst)
    If akToCalm.GetRelationshipRank(akAgainst) < 0
        akToCalm.SetRelationshipRank(akAgainst, 0)
    EndIf
    If akToCalm.GetAV("aggression") > 1
        akToCalm.SetAV("aggression", 1)
    EndIf
    If akToCalm.GetAV("confidence") > 1
        akToCalm.SetAV("confidence", 1)
    EndIf    
EndFunction

 

 

Edited by Anarhistka
Posted
22 hours ago, Anarhistka said:

I commented out code parts that return "_hostile" from CheckCreature and CheckVictim and also added a new function that raises RelationshipRank to 0 and lowers aggression and confidence for participants to 1 and the function is called on slac_Pursuit quests start.

 

I won't be supporting this kind of feature. But feel free to publish it as a patch under the GPLv3 licence (included in the archive).

 

If you choose to do so, please make sure your users are aware that any support for AC using that patch must be sought from your mod thread rather than here.

 

Could I also suggest adding a check for the AC MCM version number - Int slacConfig.GetVersion() - to warn users if they have applied the patch to an incompatible version of AC. Perhaps a message box triggered from the slac_Utility Maintenance() function, which runs when loading the game. I'm considering adding something similar to the base mod from v4.10 onwards.

  • 2 weeks later...
Posted (edited)

Hello, is this normal for errors (Warning: ...) like these. They appear when I installed your mod.

20220820023057_1.jpg

Edited by duy123a
Posted
1 hour ago, duy123a said:

Hello, is this normal for errors (Warning: ...) like these. They appear when I installed your mod.

All Aroused Creatures debugging output to both the console and the papyrus log will be prefixed with "[slac]" making it easy to spot.

 

So those lines are from another mod. It might be iEquip if you have it installed.

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

All Aroused Creatures debugging output to both the console and the papyrus log will be prefixed with "[slac]" making it easy to spot.

 

So those lines are from another mod. It might be iEquip if you have it installed.

But the problem is they won't appear if I remove your mod, maybe it has conflicts in my mod list since I modify a lot of mod (including Sexlab). Thanks for replay.
I cleared the game document and the errors disappear.

Edited by duy123a
Posted

Hello again, I can't use this feature (open dialogue with creature/horse), it does nothing. Using animation invite works fine. I'm currently use AE version with all CC contents. Is this a bug from the mod or from my side?
In the past (SE version) I have used this feature before and it worked well. 

20220820234043_1.jpg

Posted
30 minutes ago, duy123a said:

Hello again, I can't use this feature (open dialogue with creature/horse), it does nothing. Using animation invite works fine. I'm currently use AE version with all CC contents. Is this a bug from the mod or from my side?
In the past (SE version) I have used this feature before and it worked well.

Make sure nothing is overriding Aroused Creatures' files.

 

That option only feeds the targeted creature to the "force greet" system. So if dialogue with the creature is blocked by the other options, then that feature will not work. This is intended as a bypass rather than a replacement. Try enabling the Allow Silent Creature Dialogue option and see if that helps.

 

That reminds me, I do need to revisit the logic behind that system, so there might be some bugs in there. I'll add it to the rolling to-do list.

Posted
8 minutes ago, Sailing Rebel said:

Make sure nothing is overriding Aroused Creatures' files.

 

That option only feeds the targeted creature to the "force greet" system. So if dialogue with the creature is blocked by the other options, then that feature will not work. This is intended as a bypass rather than a replacement. Try enabling the Allow Silent Creature Dialogue option and see if that helps.

 

That reminds me, I do need to revisit the logic behind that system, so there might be some bugs in there. I'll add it to the rolling to-do list.

I am using Immersive Interactions. I don't know if this one is a 'force greet' system since it 'forced' calls an animation when interacting with animals. Immersive Interactions - Animated Actions at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com). Thanks for suggestion, I will try it >~<

Posted
7 hours ago, Italicovigore said:

Hi have a problem, animal don't chase me until i target/update them with N, then they chase me.

This is my mod order

This is likely a known issue with SexLab Aroused Redux.

 

There is a persistent bug in both SexLab and Aroused that causes arousal levels to stop updating. This is caused by the way Aroused checks for any ongoing SL animations which will block arousal increase, combined with an issue in SL that causes NPCs to get stuck in animation threads even after the animation itself has finished. So once an NPC gets stuck, the thread never finishes and all arousal levels stop changing for that session.

 

If this is the cause, you will see a persistent notice in the Papyrus log even when there are no animations running: Aroused scan skipped because sexlab is animating or disabled

 

To fix this temporarily to go SexLab MCM > Rebuild & Clean and use the option to stop all animations. Alternatively, the game can be saved and reloaded which will clear the animation threads. A permanent fix would require changes to the Aroused scripts or a bugfix for SexLab.

 

Just a side tip. When installing a mod with MO2 it will pop up the little dialogue to name the mod. If you click on the down arrow on the right of the name, you can select the full file name instead of the version numbers being cut off.

Posted (edited)

Hi @Sailing Rebel,

would you consider to make compatible to Toys&Love?

Toys&Love is a new Framework, that is an altenative to Sexlab. Here is a thread with a discussion about its pros and cons, where the dev is anwering the questions. Here is a link to the mod family and everything, a dev would need to make mods compatible to it.

 

I hope you can take a look at it.

 

Thanks either way!

Edited by monty359
Posted
On 8/28/2022 at 11:37 PM, monty359 said:

Hi @Sailing Rebel,

would you consider to make compatible to Toys&Love?

Toys&Love is a new Framework, that is an altenative to Sexlab. Here is a thread with a discussion about its pros and cons, where the dev is anwering the questions. Here is a link to the mod family and everything, a dev would need to make mods compatible to it.

 

I hope you can take a look at it.

 

Thanks either way!

I've not had time to look at the code. But, theoretically, if enough of the functions are equivalent with SL it should be possible.

 

The main problem is time. I have an update languishing half-finished because I just cannot find the time to work on it. And that's just for bug fixing and adjustments to existing features. So integrating a whole new API is not on the cards right now.

 

That being said, Aroused Creatures is entirely open source, so if someone wants to do this themselves, or use the code to create a new Toys-compatible mod, they are very welcome to do so!

  • 2 weeks later...
Posted

Hey there. Whenever I talk with a creature, the "Do something special for me (Oral)" option just puts me on bottom, when I assume it shouldn't since "I'll do something special for you (Oral)" does the same thing. I have animations that have the creatures in question giving fellatio (HCoS for one), so it isn't an issue of not having any appropriate animations. This wouldn't necessarily be an issue if I could just hit += to switch positions, but that doesn't work for whatever reason. This really bugs me since I'd rather not be the one getting fucked 100% of the time. Is there any way to fix this?

 

As a side note, I'd love to see an option that lets you give anal to creatures, too. Or at the very least the ability to hit += to swap positions after choosing to receive, yourself.

Posted
10 hours ago, DadPrefersDads said:

Hey there. Whenever I talk with a creature, the "Do something special for me (Oral)" option just puts me on bottom, when I assume it shouldn't since "I'll do something special for you (Oral)" does the same thing. I have animations that have the creatures in question giving fellatio (HCoS for one), so it isn't an issue of not having any appropriate animations. This wouldn't necessarily be an issue if I could just hit += to switch positions, but that doesn't work for whatever reason. This really bugs me since I'd rather not be the one getting fucked 100% of the time. Is there any way to fix this?

 

As a side note, I'd love to see an option that lets you give anal to creatures, too. Or at the very least the ability to hit += to swap positions after choosing to receive, yourself.

I Believe the type of animation it picks is based on the animations you have installed and the tags that author has put in them. There is not many creature receiving animations and giving oral, available from what i have seen. I think it just picks the next best thing if that specific tag is missing.

Posted
15 hours ago, DadPrefersDads said:

Hey there. Whenever I talk with a creature, the "Do something special for me (Oral)" option just puts me on bottom, when I assume it shouldn't since "I'll do something special for you (Oral)" does the same thing. I have animations that have the creatures in question giving fellatio (HCoS for one), so it isn't an issue of not having any appropriate animations. This wouldn't necessarily be an issue if I could just hit += to switch positions, but that doesn't work for whatever reason. This really bugs me since I'd rather not be the one getting fucked 100% of the time. Is there any way to fix this?

 

As a side note, I'd love to see an option that lets you give anal to creatures, too. Or at the very least the ability to hit += to swap positions after choosing to receive, yourself.

 

To know what is going on with animation filtering, we'd really need to take a look at the Papyrus log for a session in which the issue was encountered. You would need to enable Papyrus logging in the Skyrim INI and enable the Aroused Creatures Debug option under General Settings.

 

There is the possibility that SL's animation registry has become desynced and is not returning all valid animations in that context, in which case it would need to be reset under SL MCM > Rebuild & Clean.

 

We may be up against the limitations of the SL animation tagging system here, since the tags for a creature performing oral sex on a human are identical to the reverse. The only way to decide which animation is which is to make assumptions based on creature position gender flagging that may not always work out as expected.

Posted

how do i disable the stripping function on this mod? changing it frm 3 sec delay to 0 just disables the animation for it but they still strip off their clothes before invite anim ... main reason why i ask is i am using sexlab privacy immersive version with this so they wont have sex in public .. (stump in middle of riverwood example)  and the strip function seems redundant since sexlab already has that(built in with limited stripping options ect ect) right before any animation would start.  

 

if i could disable it then it would be great with sexlab privacy. cause then they would just do invite anim and run off to a private spot to sexlab anim. as is they strip naked then do a invite anim and THEN run off to private spot to do the deed butt naked(running through town naked). 

Posted
17 minutes ago, blah77 said:

how do i disable the stripping function on this mod? changing it frm 3 sec delay to 0 just disables the animation for it but they still strip off their clothes before invite anim ... main reason why i ask is i am using sexlab privacy immersive version with this so they wont have sex in public .. (stump in middle of riverwood example)  and the strip function seems redundant since sexlab already has that(built in with limited stripping options ect ect) right before any animation would start.  

 

if i could disable it then it would be great with sexlab privacy. cause then they would just do invite anim and run off to a private spot to sexlab anim. as is they strip naked then do a invite anim and THEN run off to private spot to do the deed butt naked(running through town naked). 

Right now, all you can do is disabled the invite animation itself for NPCs. And for the player you could use the dialogue options and have the creature follow to a private spot.

 

AC triggers the SL strip functions directly regardless of this setting, as it's needed to for both the invite animation and the creature queuing behaviour (we don't want actors dressing and undressing between consecutive engagements, which is what SL would do normally). So even if we add an option to not strip prior to the invite animation we would still need to have AC do it so that we can keep track and make sure they only dress again at the right time.

 

Still, I'll look at a compatibility option to just skip the whole stripping system in AC and let SL handle it. While it's awkward for some AC features, I can see that it might cause issues in combination with other mods. No timeline on that, I'm afraid - I've very conscious there has not been an update in a long time.

 

I actually wasn't aware of SL Privacy, or didn't grasp what it was doing. I've had plans to build a system that would provide both curated and assumed privacy / hiding markers to cities and interiors for more immersive engagements. But it looks like this mod has done a good bit of the work already. I'll need to look at adding some integration in the long run. Definitely no timeline on that, as it requires changing the way pursuit scenes work, which are already pretty complicated.

Posted
5 hours ago, Sailing Rebel said:

Right now, all you can do is disabled the invite animation itself for NPCs. And for the player you could use the dialogue options and have the creature follow to a private spot.

 

AC triggers the SL strip functions directly regardless of this setting, as it's needed to for both the invite animation and the creature queuing behaviour (we don't want actors dressing and undressing between consecutive engagements, which is what SL would do normally). So even if we add an option to not strip prior to the invite animation we would still need to have AC do it so that we can keep track and make sure they only dress again at the right time.

 

Still, I'll look at a compatibility option to just skip the whole stripping system in AC and let SL handle it. While it's awkward for some AC features, I can see that it might cause issues in combination with other mods. No timeline on that, I'm afraid - I've very conscious there has not been an update in a long time.

 

I actually wasn't aware of SL Privacy, or didn't grasp what it was doing. I've had plans to build a system that would provide both curated and assumed privacy / hiding markers to cities and interiors for more immersive engagements. But it looks like this mod has done a good bit of the work already. I'll need to look at adding some integration in the long run. Definitely no timeline on that, as it requires changing the way pursuit scenes work, which are already pretty complicated.

 

hey thanks alot for the response! ? SL privacy i think only works when you set the option in sexlab to ALWAYS use beds ... it still works if you have that setting set to SOMETIMES use beds but only about half the time ... i believe of what that mod did is place a bunch of invisible beds around every town(except DLC towns) and some interiors. and when you the sexlab anim makes the decision to use a bed or not(use beds sexlab option) the characters involved in the anim will run to the locations where the invisible bed markers are and proceed. which indeed are in secluded places in those area's hence the mods name.

 

i dont think SL privacy works out in the wild unless their are beds nearby and in that case(i assume) sexlab bed detector thing will not find any beds and the anim will proceed on the spot like it would if you didnt select the bed option.

 

which is really nice cause there isnt any public sex going on very much although still lots of sexlab stuff going on in private and not in middle of riverwood. its more immersive that way and fulfills my vouyeristic tendencies when i stumble upon the scene(or follow them) although tastes can very...... again thanks for the response and i hope you can do it at some point even if you got no timeline on it. i was hoping it would be something as easy as deleting or modifying a line of code or 2 and setting a MCM option. alas im not that skilled to do it myself or i would. 

 

lastly for reference i was using the SE conversion for sexlab privacy found here (immersive version) 

 

 

 

 

Posted
4 hours ago, blah77 said:

hey thanks alot for the response! ? SL privacy i think only works when you set the option in sexlab to ALWAYS use beds ... it still works if you have that setting set to SOMETIMES use beds but only about half the time ... i believe of what that mod did is place a bunch of invisible beds around every town(except DLC towns) and some interiors. and when you the sexlab anim makes the decision to use a bed or not(use beds sexlab option) the characters involved in the anim will run to the locations where the invisible bed markers are and proceed. which indeed are in secluded places in those area's hence the mods name.

 

i dont think SL privacy works out in the wild unless their are beds nearby and in that case(i assume) sexlab bed detector thing will not find any beds and the anim will proceed on the spot like it would if you didnt select the bed option.

 

which is really nice cause there isnt any public sex going on very much although still lots of sexlab stuff going on in private and not in middle of riverwood. its more immersive that way and fulfills my vouyeristic tendencies when i stumble upon the scene(or follow them) although tastes can very...... again thanks for the response and i hope you can do it at some point even if you got no timeline on it. i was hoping it would be something as easy as deleting or modifying a line of code or 2 and setting a MCM option. alas im not that skilled to do it myself or i would. 

 

lastly for reference i was using the SE conversion for sexlab privacy found here (immersive version)

Just had a quick look in xEdit. You're right, it just places invisible bedrolls around the world and increases the range on SL's bed detector. It's a neat solution, but not quite what I had in mind.

 

What I had planned for my own version of this was to place direction markers at appropriate locations with keywords to indicate what they were suitable for, i.e. hiding from pursuers, privacy from the public, but also markers for public display or risky locations.

 

AC could tie into this by picking up these markers for pursuit scenes. So rather than simply running away from a creature, an NPC would run to a hiding marker and crouch there, or in a consensual context would lead an animal to a nearby private marker or even a public marker for the exhibitionists.

 

Downside of my concept is that it would not work out-of-the box the way SLP does; mods authors would need to actually integrate support for it.

 

If you want to modify the script yourself, then by all means do. I think the simplest way to do this would be to delete or comment out the code in the StripActor() and UnstripActor() functions in slac_Utility. Any MCM option for this would produce essentially the same result. It's simple enough to add that one thing. The problem is that I'm in the middle of recoding a bunch of other stuff, so there's no operational version I can release right now.

Posted (edited)

this may not be possible but is there any way to restrict mating with the player to one creature only and have default settings for the NPCs? gave a collar to myself and sabre cat follower then enabled 'only mate with collared actors' in hentaicreatures but im still getting auto engagments from horses and such.

 

just wondering if its possible

 

*realised my wording was off. I'm trying to have a select few creatures be able to auto engage the player and the rest ignore me unless invited directly.

Edited by Koshia
Posted
9 hours ago, Koshia said:

this may not be possible but is there any way to restrict mating with the player to one creature only and have default settings for the NPCs? gave a collar to myself and sabre cat follower then enabled 'only mate with collared actors' in hentaicreatures but im still getting auto engagments from horses and such.

 

just wondering if its possible

Unfortunately, this is not possible at the moment, though it is a planned feature.

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