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Posted
9 hours ago, Sailing Rebel said:

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

Ah cool, looking forward to it. Thanks

Posted (edited)

Apologies if this was asked before and I missed it -- I'm having a problem where Sexlab is not registering correctly that an encounter was consensual. I have set "Consent" to "Adaptive", and the Invite arousal to "1". When the encounter starts, I see a message that says the creature is being assaulted by the player. And at the end of it, the sex journal shows the creature as "Last Aggressor".

 

I have tried different settings to correct it, but nothing seems to work. I could set the encounters to always be "Consensual", but I have no idea if it would actually register as non-consensual if the creature is aroused while the player is not.

 

Also, I cannot get creature orgies to happen, nor multiple creatures to queue. If there is a pack of wolves, only one may engage the player while the others will just stand there and ignore the player.

Edited by Carnotaurus
Needed to add another issue.
Posted
3 hours ago, Carnotaurus said:

Apologies if this was asked before and I missed it -- I'm having a problem where Sexlab is not registering correctly that an encounter was consensual. I have set "Consent" to "Adaptive", and the Invite arousal to "1". When the encounter starts, I see a message that says the creature is being assaulted by the player. And at the end of it, the sex journal shows the creature as "Last Aggressor".

 

I have tried different settings to correct it, but nothing seems to work. I could set the encounters to always be "Consensual", but I have no idea if it would actually register as non-consensual if the creature is aroused while the player is not.

 

Also, I cannot get creature orgies to happen, nor multiple creatures to queue. If there is a pack of wolves, only one may engage the player while the others will just stand there and ignore the player.

To know what happening, we'd need to take a look at a papyrus log for a session in which the (non)consensual bug was encountered while the AC MCM > General Settings > Debug option is enabled.

 

The log will also tell us why group animation are not working. The most likely causes are a lack of available animations for the creature and sexes involved or a desync in the SL animation registry preventing the animations from showing up (use the SL Rebuild & Clean options to reset the registry).

 

In the current version, creatures will not queue for male actors unless the Allow Male Receiver option is enabled. This is an oversight that will be addressed in the next release.

Posted

So installed everything is working great, and love it. One small problem werewolves have a double schlong, one on top of the other, with different arousal angles, its kinda weird. I Thought it might me a load order, but it is after MNC, so ...... ?

 

Posted
4 hours ago, BikerBob said:

So installed everything is working great, and love it. One small problem werewolves have a double schlong, one on top of the other, with different arousal angles, its kinda weird. I Thought it might me a load order, but it is after MNC, so ...... ?

 

i believe you get two schlongs, because SOS applies a schlong AND MNC does as well. The solution is to disable either SOS schlong in SOS mcm or disable werewolf schlongs in creature framework.

 

I would recommend to disable the SOS schlong.

 

Posted
35 minutes ago, fluttershy25 said:

can i just overwrite my version 4.6 to 4.9? or better to just uninstall and reinstall?

Remove the older version and install the new one.

 

When you load your last save, you'll get some notification about the updates that were applied to that game.

  • 4 weeks later...
  • 3 weeks later...
Posted (edited)

hey, bit confused here.

for whatever reason, i can't get my followers to attend to normally-hostile creatures (spiders, giants etc.) through dialogue options. said creatures have been made friendly through the one with nature mod. when i check the help messages, it notes that my follower is hostile to the creature. however, occasionally, my followers are able to mate with the same creatures through aroused creatures auto engagements... so what exactly is going on here :sweat_smile: ?

Edited by u_wot_m9
word choice
Posted
14 hours ago, u_wot_m9 said:

hey, bit confused here.

for whatever reason, i can't get my followers to attend to normally-hostile creatures (spiders, giants etc.) through dialogue options. said creatures have been made friendly through the one with nature mod. when i check the help messages, it notes that my follower is hostile to the creature. however, occasionally, my followers are able to mate with the same creatures through aroused creatures auto engagements... so what exactly is going on here :sweat_smile: ?

Unfortunately, OWN seems to be less reliable lately. This appears to be particularly the case if it's installed mid-game.

 

You can try setting Allow Hostile Engagements under Aroused Creatures MCM > Other Settings and see if that improves things.

Posted
7 hours ago, Sailing Rebel said:

Unfortunately, OWN seems to be less reliable lately. This appears to be particularly the case if it's installed mid-game.

 

You can try setting Allow Hostile Engagements under Aroused Creatures MCM > Other Settings and see if that improves things.

so that option does work, but here's a funny quirk about it that I'm not sure you've been made aware of: Allow Hostile Engagements breaks sprinting for me :joy:. not sure if it happens immediately or not, but after a while of having that setting on, I'm unable to sprint using my Xbox controller's LB button. I can fix the issue by disabling the option, disconnecting the controller, then reconnecting it, but still, it's certainly an odd side effect. i don't expect this to be an issue you'd necessarily look into with top priority given that it does say the option is experimental in the MCM, but still, figured you should know.

Posted
14 hours ago, u_wot_m9 said:

so that option does work, but here's a funny quirk about it that I'm not sure you've been made aware of: Allow Hostile Engagements breaks sprinting for me :joy:. not sure if it happens immediately or not, but after a while of having that setting on, I'm unable to sprint using my Xbox controller's LB button. I can fix the issue by disabling the option, disconnecting the controller, then reconnecting it, but still, it's certainly an odd side effect. i don't expect this to be an issue you'd necessarily look into with top priority given that it does say the option is experimental in the MCM, but still, figured you should know.

Interesting, but very unlikely to be caused by AC directly. All that setting does is bypass a few conditions that test the viability of participants before allowing an engagement.

 

First thing to check is if this is actually a UI/control issues. See if simply opening and closing any MCM restores full control. If not, then try changing any setting in any MCM and see if that works. If this is the issue, then take a look at your UI mods, if any. If you have any kind of custom controller setup, this could also be contributing.

 

If this is not the issue, then the next thing to look at is interactions with other mods. Since we are dealing with hostile creatures, that means any other mods that handle creature or combat behaviour. For instance, since AC is encouraging hostile creatures to get close to the PC, this could be triggering a combat animation system that is changing control behaviour.

 

If it's just AC that is affecting this, then we'll need to take a look at a Papyrus log for a game in which the issue is encountered while AC MCM > Debug is enabled.

Posted
11 hours ago, Tlam99 said:

Sounds like the defeat debuff.

Ah, now that you mention it, there is also AC's exhaustion effect when using the struggle option. That will show up in the Active Effects menu if it's applied. There is a duration option under Aroused Creatures > Dialogue & Interactions. Or it can be disabled altogether.

@u_wot_m9

Posted

A small question @Sailing Rebel:

 

There is a feature for animals to queue up for an animation with a npc, that is already animating, if the conditions are met.

 

What are those conditions and where can i change them? Specifically what are the arousal conditions for both, the NPC and the animal.

 

In the current game i often have situations, where with only 2 animals around, they can keep my PC busy, because they are queuing up one after another.

 

Thanks for your great work!

Posted
5 hours ago, Sailing Rebel said:

struggle option

I had once the effect never terminated. Was looking trough all mods where this effect came from.

On this occasion I moderated it a little bit (no 100% regeneration to 90%)

 

Posted
3 hours ago, monty359 said:

There is a feature for animals to queue up for an animation with a npc, that is already animating, if the conditions are met.

 

What are those conditions and where can i change them? Specifically what are the arousal conditions for both, the NPC and the animal.

 

In the current game i often have situations, where with only 2 animals around, they can keep my PC busy, because they are queuing up one after another.

 

Thanks for your great work!

The conditions for queuing creatures are the same as for normal engagements, so everything on the PC/NPC Auto Settings page.

 

If creatures are continuously engaging, this either means that the arousal threshold for auto engagement is set very low in Aroused Creatures, or SexLab Aroused is not properly updating actor arousal levels. If it's the latter, then check the support thread for your installed version of SL Aroused.

 

2 hours ago, Tlam99 said:

I had once the effect never terminated. Was looking trough all mods where this effect came from.

On this occasion I moderated it a little bit (no 100% regeneration to 90%)

I'll give the effect application code another pass and see if there is anything I can do about that. Might just be a Skyrim thing.

 

If it happens again, the Clean option in Aroused Creatures MCM > Help should remove all AC-related effects.

Posted (edited)
47 minutes ago, Sailing Rebel said:

application code another pass

No, yours is working !

 

there are 2 effects.

 

1. Yours: raped

2. Defeat:  being raped

 

Defeat is the culprit. it applies a non hostile ability. This does not terminate always, e.g., if the scene is interupted by an attack to the raper.

As a non hostile ability cannot be cured in temple or potion, it is active forever. And this effect makes all hostile to non hostile.

Can only be removed by defeat cleanup then.

I made a patch for myself and flagged it disease. Now it can be removed by potion or temple.

Guess I will make it a 5 min lasting spell, enough time to escape.

 

Spoiler

 

 

image.jpeg

Edited by Tlam99
Posted
2 hours ago, Tlam99 said:

No, yours is working !

 

there are 2 effects.

 

1. Yours: raped

2. Defeat:  being raped

 

Defeat is the culprit. it applies a non hostile ability. This does not terminate always, e.g., if the scene is interupted by an attack to the raper.

As a non hostile ability cannot be cured in temple or potion, it is active forever. And this effect makes all hostile to non hostile.

Can only be removed by defeat cleanup then.

I made a patch for myself and flagged it disease. Now it can be removed by potion or temple.

Guess I will make it a 5 min lasting spell, enough time to escape.

That's good to know!

 

Since the original Defeat debuff was an ability, it was most likely relying on scripting to remove or disable it. Seems that script might not be too reliable.

 

My personal preference for such things is to make them fail-safe by (as you've done in your patch) giving them a specific duration. Then, if they need to go longer, I use a script to re-apply them.

 

I would actually drop that duration to 1 min. Life in Skyrim is too short.

Posted
7 hours ago, Sailing Rebel said:

fail-safe by

This discussion made me looking into other spells in defeat, why sometimes the enemies are friendly.

There are other spells as ability, like true calm. Set this to 5 min (5 min is ok, because animations etc.)

Ported to single cell and saved. Made changes and reload. 

Suddenly the struggle bar appeared while in single cell.... It was stuck because the spell never terminated.

Now it's working fine. Surrender, after scene run away, come back, enemy hostile again, as it should be.

Abilities is something what should be handled with care because of the special features of it.

Posted
11 hours ago, Tlam99 said:

This discussion made me looking into other spells in defeat, why sometimes the enemies are friendly.

There are other spells as ability, like true calm. Set this to 5 min (5 min is ok, because animations etc.)

Ported to single cell and saved. Made changes and reload. 

Suddenly the struggle bar appeared while in single cell.... It was stuck because the spell never terminated.

Now it's working fine. Surrender, after scene run away, come back, enemy hostile again, as it should be.

Abilities is something what should be handled with care because of the special features of it.

 

Which version of Defeat?  There's lots ....

 

@Bane Master is this something you might want to check on your 5.3.6 version?

Posted (edited)

raped uses a scripted MGEF,

being raped the non scripted MGEF. So there will be no dispel().

What I do now, is add as condition equipped unarmed for this MGEF.

 

 

Edit:

Not sure if the being raped is applied, however, it works now.

Take your dropped weapons and flee. After a while the struggle bar appears. Fill it and the enemies will be hostile again.

The struggle bar is no more logged out by the MGEF being raped.

Edited by Tlam99

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