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Posted
2 hours ago, vinceagashi said:

I'm a bit spooked by this mod currently, but if I use it again I will definitely pay more attention to exactly what I am doing and have papyrus logs enabled.

TY. No pressure, it would just be nice to know.

 

It's entirely possible that the issue is baked into the existing save. So it may not even be possible to enable debugging in the current game if the MCM cannot be opened.

 

I'll see about adding an alternate option to enable AC's debug mode for the next release.

Posted
6 hours ago, Sailing Rebel said:

There is no explicit frequency or cooldown for automatic group engagements.

 

There is a configurable percentage chance that an auto-engagement will try to find additional partners: AC MCM > PC/NPC Auto Settings > Creature Group > Group Chance. This is affected by a number of factors, most notably the proximity of other creatures of the same species and their arousal levels. So even if the chance is set to 100%, if there are no suitable partners in the vicinity it won't happen,

Thanks.  I was seeing Frostbite spiders only using 2 NPC animations without seeing a single 3 NPC sex animation even though there were 5 spiders present and I'd increased their arousal to 100 each and locked via another mod.   So that's why I asked.  And I'd set the range to 200 which pretty much had every spider within range. 

 

Posted
4 hours ago, Celedhring said:

Thanks.  I was seeing Frostbite spiders only using 2 NPC animations without seeing a single 3 NPC sex animation even though there were 5 spiders present and I'd increased their arousal to 100 each and locked via another mod.   So that's why I asked.  And I'd set the range to 200 which pretty much had every spider within range.

We'd need to look at a papyrus log with the AC debug option enabled to be sure, but it's likely that the other animations are being filtered out for some reason. I would guess that they are not tagged as aggressive (or they are tagged as aggressive, depending on the engagement type). But it could also be a desync in the SexLab registry, which would need to be reset in the SL config.

 

You could try temporarily disabling animation filtering under AC MCM > Other Options > Testing, which will remove the aggressive/consensual filter.

Posted (edited)

Have been having trouble getting the "Armor & Clothing" options to work. My character will be in any of the disabled clothing types, and will still be engaged. I'm under the assumption that all three boxes being unchecked would mean my character would only be engaged naked. But that doesn't seem to be the case. My character is in clothing equipment (slot 32 clothing equipped) and with the box "Allow Clothing" unchecked, she is still being engaged.

 

Is there something I am overlooking?

 

Bahh leave it to me to find the solution minutes after posting. By registering my clothing with the mod, it stopped all engagements. Not sure why my clothing wasn't being detected as slot 32 to prevent it. Hopefully I won't have to do that with all modded-clothing pieces.

Edited by Nohrin
Posted
2 hours ago, Nohrin said:

Have been having trouble getting the "Armor & Clothing" options to work. My character will be in any of the disabled clothing types, and will still be engaged. I'm under the assumption that all three boxes being unchecked would mean my character would only be engaged naked. But that doesn't seem to be the case. My character is in clothing equipment (slot 32 clothing equipped) and with the box "Allow Clothing" unchecked, she is still being engaged.

 

Is there something I am overlooking?

 

Bahh leave it to me to find the solution minutes after posting. By registering my clothing with the mod, it stopped all engagements. Not sure why my clothing wasn't being detected as slot 32 to prevent it. Hopefully I won't have to do that with all modded-clothing pieces.

Did you have the armor set as naked in SL Aroused? This overrides the Aroused Creatures armor restrictions.

 

In fact, looking at the code, I think I'm going to revisit this condition set now and see if there is a clearer solution from an end-user perspective. I'm definitely going to remove the SL Aroused naked faction override, it's not obvious in the settings but completely obviates the user's direct choices.

Posted
22 hours ago, Sailing Rebel said:

Did you have the armor set as naked in SL Aroused? This overrides the Aroused Creatures armor restrictions.

No, I never used that setting in Aroused. Never had success with it. 

 

As a suggestion, if you could include a way to mark an item (ideally any item, not just bodyslot 32)  to be used to prevent engagements, that would be great. Basically the opposite of collars. 

Posted
4 hours ago, Nohrin said:

No, I never used that setting in Aroused. Never had success with it. 

 

As a suggestion, if you could include a way to mark an item (ideally any item, not just bodyslot 32)  to be used to prevent engagements, that would be great. Basically the opposite of collars. 

Does the item actually show up in the Treat As option in the armor settings? If it does, then changing its type there should work.

 

Which armor mod / item was it? I'll take a look and see what it's doing.

Posted

Updating everything for AE. Got this reinstalled and everything appears to be working - except ....

 

When I am in a scene,  the animal is using a human voice. MNC voices are all listed but the only options I can change a dog to are the human options. 

Posted
53 minutes ago, Lux Lux said:

Updating everything for AE. Got this reinstalled and everything appears to be working - except ....

 

When I am in a scene,  the animal is using a human voice. MNC voices are all listed but the only options I can change a dog to are the human options. 

Aroused Creatures is not doing anything with audio in SL animations, so this is likely an issue with SexLab itself or other mods adding voices.

 

This could be a sync issue in the SexLab registry. You could try SexLab MCM > Rebuild & Clean > Clean System to reset everything. Note that you will need to reconfigure SexLab and re-register any animation packs afterwards.

 

Otherwise, I would recommend generating a papyrus log for a session in which this is encountered and posting it along with a mod list and description to the SexLab support thread.

Posted

Just uploaded SexLab Aroused Creatures SE v4.10 (MCM version 40022).

 

This time around, updating is a one-way process. Technically it always was, but now changes are being made to the settings that will mess up the configuration when rolling back. Save a configuration profile and make a named save before updating.

 

A year's worth of changes in this one, individually minor, but in agregate they should provide a significant improvement. You may recognise a few of these from suggestions made here in the support thread, like automatic engagement after horse bucking, options for blocking or allowing follower NPCs and creatures for auto-enaggement, compatibility option to disable AC-handled stripping, and so on.

 

Threre are very likely to be bugs due to the limitation on available testing time. Please report anything you find, preferably with a Debug mode Papyrus log. Thanks.

 

SexLab Aroused Creatures SE v4.10 (40022) (2022-12-22):

  • Added: Max SexLab Animations option to prevent new automatic engagements if there are too many SL animations already running. This might help limit the performance impact of concurrent automatic animations.
  • Added: Options for customising the position of the struggle meter under Dialogue & Interactions > Player Struggle.
  • Added: Options for separately selecting the preferred positions in animations for male/female actors with male/female creatures.
  • Added: Separate roll selection options for male/female PC/NPC and male/female creatures under Other Settings, e.g. setting Male Roll With Male Creature to Female will mean male NPCs are be treated as female for animation selection. These apply to both auto and elective engagements.
  • Added: Option to attempt automatic engagement between PC and horse after riding refusal. This is dependant on the creature arousal threshold and consent options under PC Auto Settings. Having a lower refusal threshold than creature arousal threshold will mean the horse will not always engage after bucking.
  • Added: Sex restriction options for creatures for direct and dialogue invitation under Dialogue & Interaction. Inviting a disallowed sex will produce a simple "not interested" notification (if notifications are enabled), dialogue options will not appear for disallowed sexes.
  • Added: Option to allow/disallow creatures queuing for engaged male actors (PC/NPC Auto Settings > Male NPC Arousal & Consent).
  • Added: Minimum arousal threshold option for hostile and combat engagement testing states. These options will still break combat.
  • Added: Separate PC/NPC options to allow disallow followers/non-followers for auto-engagement under PC/NPC Auto Settings > Allowed NPC/Creature Followers.
  • Added: Pop-up warning on game load when there is a mismatch between the Utility, Player and Config scripts. This is intended to help users trying to use incompatible Aroused Creatures patches. The warning can be suppressed under Other Settings > Fixes. Script mismatches will also be indicated on the Help page.
  • Added: Option to disable AC-handled stripping under Other Settings > Compatibility > Disable AC Stripping. This means that actors will not strip for invite animations and will dress and undress between queued engagements.
  • Added: Compatibility option for Toys devices under Other Settings > Compatibility > Disallow Toys Blocked. NOT TESTED! This just blocks engagement for actors wearing a device or set of devices that prevents any penetrative sex. If vaginal, anal or oral is possible then engagements will proceed, even if there are no animations specific to the unblocked form of sex.
  • Added: Allow enabling AC debug mode by adding a file named "debugslac.txt" to the Data/SKSE/Plugins/ArousedCreatures folder. Starting a game or loading a save while this file is present will enable debugging immediately and without informing the user. Important: this technique can only be used to enable debug mode, removing the file will not disable it.
  • Added: Notifications for ending engagements and queue progression. These are shown if the appropriate Show Notifications option is enabled under Other Settings.
  • Added: Option to allow/prevent suitors from abandoning the player for another partner.
  • Changed: IMPORTANT - there has been some rationalisation in the way sex is selected and stored in the MCM options. This means that upgrading to this version will change the way sex selection is stored. If downgrading to previous versions of Aroused Creatures some sex selection options may be incorrect. You may want to make a backup profile before updating to this version in case you wish to roll back to a previous version later (though this is not recommended - if downgrading you should return to a save in which that version was installed).
  • Changed: Previous global FF/MM restriction under General Settings can now be found as separate PC/NPC options under PC/NPC Auto Settings. These restrictions only apply to auto engagements.
  • Changed: Moved Trans and Animation Selection options from PC/NPC Auto Settings to Other Settings as these configurations apply to all situations, not just auto engagements.
  • Changed: Removed Allow Male Receiver options from PC/NPC Auto Settings, replaced by separate position preference options for male/female PC/NPC and male/female creatures. Now found under Other Settings as they apply to all animation filtering.
  • Changed: "Mod Active" is now labeled "Mod Enabled" in the MCM to make it clearer what this option does.
  • Changed: Aroused Creatures MCM version now shown in Help page. This is the internal version tracking value used primarily for triggering update functions.
  • Changed: Increased max Engage Radius from 200ft to 384ft to match max cloak/scan radius. Setting it this high is generally a bad idea as it makes pursuits more likely to time-out but that doesn't mean it should not be an option.
  • Changed: Allowed signal, session, and persistent data to be stored globally in some cases rather than requiring a defined Form.
  • Changed: Converted some MCM options from modal menus to clickable text where there are five or fewer options.
  • Changed: Some additional engagement failure reporting for direct invitation filtering (creature sex and running engagements).
  • Changed: Allow Combat Engagements now allows engagements with actors in bleedout.
  • Changed: Line Of Sight, if enabled, will now only be checked at the beginning of pursuit started through auto-engagement. Due to the unreliability of the HasLOS() Papyrus function this relies upon, the option has been moved to the Other Settings page to de-emphasise it for users.
  • Changed: Increased debugging output for animation filtering. Since this is a very busy bit of code, this could result in significant delays for animation spin-up while debugging is active.
  • Changed: Stripping and invite animations for dialogue engagements are no longer skipped for male PCs. The invite animation options under Dialogue & Interactions determines the result.
  • Changed: Allow Combat Engagements now overrides the Combat Cooldown option under Other Settings > Fixes.
  • Changed: Removed extraneous queue progression code from auto engagement checks. This is now handled entirely through mod events.
  • Changed: Creature races disallowed for auto-engagement will no longer become suitors.
  • Changed: Suitors now use the Creature Dialogue arousal threshold level, rather than the direct invitation threshold.
  • Changed: Current suitors will not abandon the player if the player's arousal drops after joining. They will still leave if their own arousal drops below the Creature Dialogue threshold.
  • Changed: Invite Opens Dialogue now obeys the invite creature sex requirement.
  • Changed: PC and NPC notification options moved from PC/NPC Auto Settings to Other Settings, as the options are not exclusive to automatic engagements. The PC/NPC Auto Settings page is also close to the option limit and the space may be needed for other settings.
  • Changed: SexLab Aroused naked armor faction no longer overrides the armor restrictions defined in PC/NPC Auto Settings > Armor & Clothing
  • Changed: Check Frequency renamed Scan Delay to better indicate its current function (delay between subsequent scans).
  • Changed: General Settings > Cooldown default reduced to 0.
  • Fixed: Disallow Charmed compatibility options not functioning for creatures.
  • Fixed: PC/NPCs remaining stripped after failed animation under some circumstances such as a failed SL animation thread with the last creature in a queue.
  • Fixed: Incorrect race key string in direct invitation notification.
  • Fixed: Voluntary aggressive (rough) animations started through dialogue triggering struggle UI.
  • Fixed: Consensual rough animations being treated as non-consensual in SL stats.
  • Fixed: Male NPC Arousal threshold under PC/NPC Auto Settings not recorded in saved profiles.
  • Fixed: Allow Hostile Engagements option not properly handled in actor testing. This may have allowed hostile creatures to start pursuits in some circumstances (usually masked by location restrictions).
  • Fixed: Legacy collars not correctly added to collars form list on last update. Probably too late now, but fixed anyway.
  • Fixed: Collars FormList length only limited in display, not actual added forms. This could have led to stability issues if there were more than 256 collars registered. New soft cap is 100.
  • Fixed: Dead actors reported as valid targets for engagement when using Target Select.
  • Fixed: Aroused Creatures still registered for input, animation, and mod events after being disabled in the MCM.
  • Fixed: Disabling Aroused Creatures in the MCM not stopping horse activation blocking/unblocking behaviour.
  • Fixed: Various corrections in MCM option descriptions.
  • Fixed: Force greet package still sticking under some circumstances, causing creature to slowly follow the player. There are now two passive regular checks for this on looking away from an actor and on each round of scanning.
  • Fixed: Force greet clean up logging missing actor ID.
  • Fixed: "Either With Invite" Required Arousal options not applying reliably for male actors.
  • Fixed: Unwilling creatures joining queues to be assaulted by male roll partners.
  • Fixed: No failure codes reporting in logs under some circumstances when unable to add a creature to a queue.
  • Fixed: Male arousal threshold default incorrectly applied to collared arousal in slider UI.
  • Fixed: Devious Devices compatibility option not cleared when removing Devious Devices from the load order. This might generate None errors in the log and may affect stability. Reminder: Do not remove mods mid-game!
  • Fixed: Some spelling and syntax errors in notifications. There are probably more...
  • Fixed: Suitors auto-engaging NPCs. For now, suitors will not abandon the player to chase an NPC unless timing out or being chased away with drawn weapons (if enabled). This may require a specific option in future.
  • Fixed: Using dialogue to engage a creature while another creature is already instructed to pursue an NPC causes the two creatures to trade places.
  • Fixed: NPC pursuit option in Creature Dialogue allowing creatures to switch targets mid-pursuit.
  • Fixed: Dead creature inventories blocked in some cases. Note that Convenient Horses may also cause blocking of horse corpses - not fully investigated, possible BlockActivation conflict.
  • Fixed: Removed redundant default option code from MCM script. Toggle options, by their nature, cannot have defaults. That said, there may be room for implementing something like Shift-Click to set to default.
  • Fixed: None refs in debug output for NPC scanning debug results.
  • Fixed: Blocking package debug reporting on creatures only reporting SLAC packages. This has been removed as it just made searching the logs for actual bugs more difficult.
  • Fixed: Follower dialogue option showing for unloaded creatures.
  • Removed: Old SexLab Nude Creatures compatibility scripts.
  • Issue: Failure code descriptions on Help page occasionally do not match up with the displayed code.
  • Issue: There is a lot more debug output these days, especially in animation filtering, which can seriously impact performance in some cases and will certainly bloat the papyrus log. Do not enable the Debug option unless you are actually trying to debug Aroused Creatures.
Posted
51 minutes ago, Sailing Rebel said:

Added: Option to attempt automatic engagement between PC and horse after riding refusal. This is dependant on the creature arousal threshold and consent options under PC Auto Settings. Having a lower refusal threshold than creature arousal threshold will mean the horse will not always engage after bucking.

Awesome! thank you for adding this! I'm guessing npc's/followers can get auto engaged too (or is it my wishful thinking). Would be awesome to see those random events occur like the nobles riding horses.

Posted (edited)
4 hours ago, pinkfluf said:

Awesome! thank you for adding this! I'm guessing npc's/followers can get auto engaged too (or is it my wishful thinking). Would be awesome to see those random events occur like the nobles riding horses.

I agree, it would be entertaining.

 

But at the moment, NPCs can't be bucked from their horses. I'm disinclined to mess with this too much as I've seen some funky stuff with mounted actors, like animations getting messed up, behaviours conflicting, actors getting stuck, horsed flying, etc. As a result, mounted actors are deliberately ignored by AC to avoid such issues.

 

So for now this is only the player's horse.

 

There is definitely room for some kind of radiant quest mod that adds such encounters in a more controlled fashion, like assisting a stranded noble with their horny transport.

Edited by Sailing Rebel
Posted

some feedback on latest version.

 

Tag filter runs now really fast, 5x faster ? 

Overall response in MCM faster.

No bugs so far, proceed with testing.

Ty SR

Posted
6 hours ago, Tlam99 said:

some feedback on latest version.

 

Tag filter runs now really fast, 5x faster ? 

Overall response in MCM faster.

No bugs so far, proceed with testing.

Ty SR

TY. Glad to hear it.

Posted

Discovered a bug in the new engagement ending notifications. These may incorrectly report an ending for oral sex after non-oral engagements with queued creatures if the queue formed after the PC started sex through dialogue and selected an oral option.

 

This is a very specific bug and probably not worth a hotfix without some more fixes to go with it.

 

I'm also considering possible methods of pushing all these notifications out to a JSON file, where it will be easier to customise and translate without having to recompile the scripts. This is not as simple as it sounds, the engine is really not optimised for string searching, so having to match tags and perform token interpolation and may be too performance-heavy just for some saucy notification text that players may not even be using. We'll see.

Posted

What settings do I have to change to get them to engage the male NPCs. They seem to strictly go for females.

Posted
4 hours ago, QBat said:

What settings do I have to change to get them to engage the male NPCs. They seem to strictly go for females.

Make sure that Male NPCs are permitted in the PC/NPC Auto settings, and also check the Male NPC settings at the bottom of that page.

 

In SexLab MCM > Animation Settings, Enable Match Creature Genders to enable tracking of female creatures.

 

You'll need to install one or more female creature SLAL pack for the male NPCs to use.

 

Finally, the game spawns very few female creatures, so you'll need something that add female creatures or allows you to spawn them manually.

Posted
10 hours ago, Sailing Rebel said:

Make sure that Male NPCs are permitted in the PC/NPC Auto settings, and also check the Male NPC settings at the bottom of that page.

 

In SexLab MCM > Animation Settings, Enable Match Creature Genders to enable tracking of female creatures.

 

You'll need to install one or more female creature SLAL pack for the male NPCs to use.

 

Finally, the game spawns very few female creatures, so you'll need something that add female creatures or allows you to spawn them manually.

Thanks! But is there a way so that the male NPC just take the female position? I was actually looking for male creature on male npc.

Posted
6 hours ago, QBat said:

Thanks! But is there a way so that the male NPC just take the female position? I was actually looking for male creature on male npc.

Male/female animation selection can be selected under Other Settings.

 

I was going to suggest a workaround for allowing Male NPCs to be pursued like females (setting them as trans-female in SL and having Trans M>F being treated as female in AC). But instead I turned up a pretty major bug in AC's trans handling system. Looks like it hasn't been working at all since v4.09. Surprised it didn't get reported in all this time. The bug means that any non-comparative trans check will return the actor's vanilla sex, so it only worked when the check is made against creature partner, which is not default.

 

I really need to push out a fix for that, but I'm right in the middle of testing this new notification system, so I'll need to reach a safe stopping point first.

 

I might also take some time to look at just allowing males to be pursued regardless of trans settings, though there are some permutations there that might get complicated (options for pursuit by female creatures, creature pursuit vs male NPC pursuit, etc).

Posted

There seems to be one more tiny thing that doesn't work since 4.09 ? - bug in profile export and/or import of light armor checkmark's state in auto engagements section - it is always OFF after import even if it was ON while exporting.

 

Posted
3 hours ago, PippinTom said:

There seems to be one more tiny thing that doesn't work since 4.09 ? - bug in profile export and/or import of light armor checkmark's state in auto engagements section - it is always OFF after import even if it was ON while exporting.

Confirming that. Caused by a typo in the profile saving script.

 

TY for the report!

Posted
3 hours ago, Sailing Rebel said:

typo in the profile saving script

 

Thank you, indeed looks like "AllowHeavyLight" was an issue here. I have no idea why I didn't search for it myself before... extreme lazyness I guess ?

 

btw: its kinda weird that jsonutil is case-sensitive thou

Posted
17 minutes ago, PippinTom said:

 

Thank you, indeed looks like "AllowHeavyLight" was an issue here. I have no idea why I didn't search for it myself before... extreme lazyness I guess ?

 

btw: its kinda weird that jsonutil is case-sensitive thou

Not at all. Any help is welcome.

 

The case-insensitivity seems to be purely an engine optimization thing, probably to save those 10-year-old consoles a Mb of RAM, and it can be a pain.

 

It might be nice if mods that handle strings outside the engine, like PU and SkyUI, had an option for case-insensitive matching to keep things simple. Probably way too late to change that behaviour now.

Posted

First, thanks for the latest update!

 

While the mod is working fine for me, I have noticed one small bug. Not so sure if I have handled it correctly.

 

As you can see from below, I have tagged a few animations as "Aggressive". I also used "Adapt" in the PC/NPC Auto Settings. However, when "non-consensual" encounters triggered, only "(Dog) Dominate" is picked.  And when I pressed "0" during animation, only this one is listed from animation selection.

 

Is there any way to fix this?

 

image.png.2aee6cf9e085970d535eface9cdc591e.png

Posted
1 hour ago, Crazydiamond said:

First, thanks for the latest update!

 

While the mod is working fine for me, I have noticed one small bug. Not so sure if I have handled it correctly.

 

As you can see from below, I have tagged a few animations as "Aggressive". I also used "Adapt" in the PC/NPC Auto Settings. However, when "non-consensual" encounters triggered, only "(Dog) Dominate" is picked.  And when I pressed "0" during animation, only this one is listed from animation selection.

 

Is there any way to fix this?

Try clearing the animation cache under SexLab MCM > Rebuild & Clean.

 

To see why particular animations are being selected or rejected, we would need to look at a Papyrus log with the Aroused Creatures Debug option enabled.

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