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Posted
24 minutes ago, tonitrulupus said:

If i remember correctly you mod will show in the MCM, its not coming up, able to have sex and everything its just not coming up in the MCM

  1. Uninstall the mod.
  2. Load the last save.
  3. Wait one hour in the wait menu.
  4. Make new save.
  5. Reinstall the mod
  6. Load the last save.

If there is still an issue, please post a papyrus log for a game session which the MCM is missing.

Posted
2 hours ago, tonitrulupus said:

corrupted the save

 

Sorry about that. Unfortunately, this is a symptom of the mod's increasing complexity. If you are happy with starting a new game, that's fine. Otherwise, you can try this rather long-winded workaround to the corruption issue on the existing save:

  1. With Aroused Creatures installed, go to a small interior cell with no creatures.
  2. Wait for one hour in the Wait menu, then save and quit.
  3. In your mod manager, disable the Aroused Creatures ESP only. But do not uninstall the mod files yet.
  4. Launch the game, and at the main menu open the console and enter coc qasmoke. This will load a default character in a test cell.
  5. Open the Escape menu and load the last save from there. If this does not work, then it may not be possible to safely remove Aroused Creatures in this save.
  6. Remain in the interior cell and wait for one hour again, then save and quit.
  7. In your mod manager, uninstall the mod completely and try to load the last save from the main menu. If this does not load, then try through the coc qasmoke escape menu again.
  8. Wait one hour again, then save and quit.
  9. Reinstall Aroused Creatures and load the last save.

Make sure you have SSE Engine Fixes installed, as this can remove instances of false save corruption from the equation, though it does not fix problems caused by removing mods mid-game.

 

At this stage, I'm beginning to think we might need to advise users to only install after a new game.

Posted
3 hours ago, Sailing Rebel said:

 

Sorry about that. Unfortunately, this is a symptom of the mod's increasing complexity. If you are happy with starting a new game, that's fine. Otherwise, you can try this rather long-winded workaround to the corruption issue on the existing save:

  1. With Aroused Creatures installed, go to a small interior cell with no creatures.
  2. Wait for one hour in the Wait menu, then save and quit.
  3. In your mod manager, disable the Aroused Creatures ESP only. But do not uninstall the mod files yet.
  4. Launch the game, and at the main menu open the console and enter coc qasmoke. This will load a default character in a test cell.
  5. Open the Escape menu and load the last save from there. If this does not work, then it may not be possible to safely remove Aroused Creatures in this save.
  6. Remain in the interior cell and wait for one hour again, then save and quit.
  7. In your mod manager, uninstall the mod completely and try to load the last save from the main menu. If this does not load, then try through the coc qasmoke escape menu again.
  8. Wait one hour again, then save and quit.
  9. Reinstall Aroused Creatures and load the last save.

Make sure you have SSE Engine Fixes installed, as this can remove instances of false save corruption from the equation, though it does not fix problems caused by removing mods mid-game.

 

At this stage, I'm beginning to think we might need to advise users to only install after a new game.

I had other mods that was not working either, is had a mod called skyfall alternate start, I did removed that and both your mod and the other came right up so I am wondering if it was causing some sort of conflict. I have seen weird stuff with some of these mods so it wouldn't surprise me if it was the culprit.

 

Posted
4 minutes ago, ????? said:

Hey I have the problem that I cant start the invite animation, everything else works...

After trying to start an engagement, go to the Aroused Creatures MCM > Help page, which will list recently failed engagements with failure codes. Highlight a code to see an explanation and possible solution at the bottom of the interface.

Posted
1 hour ago, Afrodeeziac said:

Is there a way to get this mod to register animations from additional animation packs? It doesn't seem to pick up the Billy or BakaFactory animations. 

Aroused Creatures will use animations from SLAL packs.

 

First thing to note is that, by default, Aroused Creatures makes a clear distinction between consensual and aggressive animations. And most of the default situations AC will trigger are aggressive. If you only have a couple of animations for a creature race that are tagged as aggressive, you'll only ever see those in non-consensual engagements.

 

There may be animations in your installed packs that are not appropriately tagged.

 

Through the Aroused Creature MCM > Aggressive Animations page, you can go through recent animations and swap them between aggressive and consensual. There is also a sub-page where you can filter all available creature animations for races and tags.

 

If you would rather not bother, and just want to see any type of animation in any situation, animation filtering can be adjusted under Aroused Creature MCM > Other Settings > Animation Selection. For example, disabling Restrict Consensual Animations will allow those animations to be used in aggressive engagements.

 

If you are still not seeing the expected animations, try rebuilding the animation registry under SexLab MCM > Rebuild & Clean.

Posted

Nachdem ich diesen Mod installiert hatte war nie mehr eine Creatur Arouselt. Man kann es also auch gegen zu Geile Viecher einsetzen

Posted
17 hours ago, Arousel said:

Nachdem ich diesen Mod installiert hatte war nie mehr eine Creatur Arouselt. Man kann es also auch gegen zu Geile Viecher einsetzen

Maschinenübersetzung:

 

Informationen darüber, warum Engagements möglicherweise fehlschlagen, finden Sie in der Aroused Creatures MCM > Help.

 

Die Erregungsniveaus werden von SexLab Aroused gesteuert. Die Werte steigen, wenn man Nacktheit ausgesetzt ist und Zeuge sexueller Handlungen wird. Reduzieren Sie in den SexLab Aroused MCM-einstellungen die Cell Scan Frequency auf 15, um die Reaktionsfähigkeit auf Erregungsänderungen zu erhöhen. Stellen Sie ein, dass die Rüstung des Spielers als nackt behandelt wird, um die Erregung schneller zu steigern.

 

Wenn das Erregungsniveau nicht zunimmt, liegt möglicherweise ein Problem mit SexLab Aroused vor. Ich habe festgestellt, dass die derzeit verfügbare Version von SexLab P+ anhaltende Probleme mit SexLab Aroused verursacht, die möglicherweise die Funktionsfähigkeit beeinträchtigen.

Posted (edited)
8 minutes ago, Electric Aether said:

Is it safe to update mid game?

If it ain't broke, don't fix it!

 

There is always the possibility that updating a mod will go wrong or produce unwanted results. If Aroused Creatures is working the way you want, and you are not interested in any of the new features, then it is safest to stick with the installed version until your next playthrough.

 

Otherwise, there is detailed guidance on updating in the mod description.

Edited by Sailing Rebel
Posted

Just uploaded a new version of Aroused Creatures SE v4.12 (MCM version 40029) (2023-06-09)

 

This is primarily bug fixes and improvements to the new notifications system. There are also some minor performance improvements in some areas.

 

While there is a new policy on script initialisation in the wake of recent reports of the Aroused Creatures MCM failing in some new games, the measures are not really a fix, as we still have not identified the actual cause. The new policy is to delay all calls from the controlling player script for ten seconds after initialisation. This delay only happens during a new game or after first installation and should be invisible to the user (Aroused Creatures does not show new game/install notifications by default). Actual mod maintenance can still take around thirty seconds after this delay.

 

SexLab Aroused Creatures SE v4.12 (40029) (2023-06-09):

  • Fixed: NPC dialogue group option only engaging selected creature.
  • Fixed: Target selection not always collecting actor references for notification system testing under Other Settings.
  • Fixed: Unwanted spaces added in notification interpolations.
  • Fixed: Notifications loading and generation performance shortfall.
  • Fixed: Notification testing target actors taking reversed rolls.
  • Fixed: Lagging display of animation tags info in Aggressive Animations MCM page.
  • Fixed: Pursuit escape notifications not displayed.
  • Fixed: Pursuit fail/scare/escape notifications not displaying correctly in some circumstances.
  • Added: Notification tags to identify unique/non-unique NPCs allowing for more flexible syntax.
  • Added: Held torches are now treated as weapons for the purposes of auto-engagement restrictions.
  • Added: Options to allow automatic pursuit and engagement of PC and NPCs while menus are open. Found under Other Settings > Testing. These should be used with caution as they can cause issues with quest progression and character animation.
  • Added: Clearer indication in log and console of notifications JSON file loading situation, i.e. updating due to FileVersion change or forced through FileVersion set to 0 less or via MCM Notifications Testing option.
  • Changed: Mod initialisation now only registers a 10 second update event with no other calls. This is intended to reduce script load for new games and perhaps mitigate issues some users have encountered with script suspension or the mod simply failing to operate at all. This is untested as a solution as the issue has so far not been reproducible in the development environment, and the root cause remains unidentified.
  • Changed: Engagements with queued suitors will be treated as consensual while obeying aggressive (rough) animation selection. Engagements with creature joining the queue after the suitors will use the PC/NPC Auto Settings > Queuing consent options.
  • Changed: Allow skipping reload of notifications JSON when loading a save if the JSON FileVersion is unchanged and is not less than 1 or missing. This should speed up the maintenance process on loading saves so AC is functional sooner.
  • Changed: MCM General Settings reorganised to reduce empty space.
  • Other: Removed unused legacy dialogue script file. Some unused scripts remain in the mod as they are attached to objects such as spells, the data for which can persist in save files after removal. Deleting the scripts or spell records could generate errors and potentially contribute to save corruption. These scripts do not otherwise affect the mod or game at all so leaving them in is harmless.
  • Other: Minor changes and corrections to slacNotifications.json and MCM localisation file.
Posted
4 hours ago, Kang Colly said:

just started a new game just like the desc said 
buy yeah it said mcm added 1 new menu 
but the mcm didnt show up on list

Just to be clear, the current advice in the instructions is to install the mod after starting a new game, so after the first real save.

 

It can take up to a minute for the MCM to fully process new mods.

 

If this issue is persistent, then I'd be really grateful if you could share the mod list and a Papyrus log for an affected new game.

Posted

I'm having an error where after a creature tries to get with me, I get a message saying "you could not make it work" and some other variations of it.
I have creature animations enabled and can manually start scenes, but I can't gen any to start via this mod.

Posted
44 minutes ago, Xanthor said:

I'm having an error where after a creature tries to get with me, I get a message saying "you could not make it work" and some other variations of it.
I have creature animations enabled and can manually start scenes, but I can't gen any to start via this mod.

First thing to do is check the Aroused Creatures MCM > Help page, which lists possible issues with the installation and configuration. It also lists recently failed engagements, with codes to indicate the cause of the failure. Highlight any entry on this page to see an explanation and possible solution at the bottom of the interface.

 

The "Could not make it work" notification usually indicates that SexLab could not find any valid animations for that creature race. If you are sure you have suitable animations installed and enabled via SLAL, then try resetting SexLab. Go to the SexLab MCM > Rebuild & Clean, use the Clean System option and follow the guidance in the pop-ups. SexLab will need to be reconfigured and and SLAL packs re-registered afterwards.

 

If there is still an issue then we'll need to look at a Papyrus log. This would need to be from a session where this problem is presented while the Aroused Creatures MCM > General Settings > Debug is enabled.

Posted

Would it be possible to add summoned Dremora to the dialog options of this mod? I have another mod that lets me open a dialog with Dremora pets but even at full arousal they only return the "This creature is not interested" response.

Posted
5 hours ago, Sleepytime said:

Would it be possible to add summoned Dremora to the dialog options of this mod? I have another mod that lets me open a dialog with Dremora pets but even at full arousal they only return the "This creature is not interested" response.

Dremora are not creatures, just NPCs, despite the (frankly incorrect) ActorTypeCreature keyword. They use the standard NPC skeleton and animations. That means they use the regular character animations in SexLab.

 

Aroused Creatures is only designed to handle creature animations and doesn't dip into the character animation pool at all. So Demora may get the dialogue options because of the creature keyword, but Aroused Creature cannot, and is not supposed to handle them.

 

A mod that provides SL dialogue options for NPCs and followers will be a better choice in their case. But be aware that because of the hazy definition of Dremora, some mods (including Aroused Creatures itself) may have difficulty including or excluding them safely.

Posted
9 minutes ago, Sailing Rebel said:

Dremora are not creatures, just NPCs, despite the (frankly incorrect) ActorTypeCreature keyword. They use the standard NPC skeleton and animations. That means they use the regular character animations in SexLab.

 

Aroused Creatures is only designed to handle creature animations and doesn't dip into the character animation pool at all. So Demora may get the dialogue options because of the creature keyword, but Aroused Creature cannot, and is not supposed to handle them.

 

A mod that provides SL dialogue options for NPCs and followers will be a better choice in their case. But be aware that because of the hazy definition of Dremora, some mods (including Aroused Creatures itself) may have difficulty including or excluding them safely.

 

Nice to know.

 

This mod is the best available for now in therms of options, features and troubleshooting. There are several mods for NPCs available, but compared to this mod, they are lacking.

SO my theoretical questions : Would it be possible to implement the handling of normal NPCs too? How big would be the the task? I am not a coding person, so forgive me, if i overshoot here.

 

You wrote above, that you would have to do something for the NPC animations.

 

Thanks anyway.

 

cheers

 

 

 

Posted
19 minutes ago, monty359 said:

 

Nice to know.

 

This mod is the best available for now in therms of options, features and troubleshooting. There are several mods for NPCs available, but compared to this mod, they are lacking.

SO my theoretical questions : Would it be possible to implement the handling of normal NPCs too? How big would be the the task? I am not a coding person, so forgive me, if i overshoot here.

 

You wrote above, that you would have to do something for the NPC animations.

 

Thanks anyway.

 

cheers

It's frustrating, I know.

 

There was an attempt in a previous iteration of the mod to try and include Dremora, but this became more and more complicated as we had to go through the whole system adding conditions that specifically contradicted the hard-won creature restrictions. It was just far too complex and error-prone to justify the result.

 

Scope is also an issue. This is specifically a creature sex mod, but Dremora are NPCs. If we include those NPCs then why not all of them? And suddenly we have a Swiss Army knife SL mod with a feature set that overlaps dozens of other mods.

 

Aroused Creatures is already very complicated, it needs to stay in lane and not expand into other areas.

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

It's frustrating, I know.

 

There was an attempt in a previous iteration of the mod to try and include Dremora, but this became more and more complicated as we had to go through the whole system adding conditions that specifically contradicted the hard-won creature restrictions. It was just far too complex and error-prone to justify the result.

 

Scope is also an issue. This is specifically a creature sex mod, but Dremora are NPCs. If we include those NPCs then why not all of them? And suddenly we have a Swiss Army knife SL mod with a feature set that overlaps dozens of other mods.

 

Aroused Creatures is already very complicated, it needs to stay in lane and not expand into other areas.

Thanks, my question was : What if include all NPCs, not dremora specificaly. I asked it because, if it were possible, we would get the best mod (feature, configuration and trouble shoot) in its kind (like you said: Swiss army knife). It also would be only one mod for creatures and NPCs, so no need for two or even more mods.

 

You know the code of your mod best. If you say, it is too complicated, i accept it

 

Thanks again

 

PS: The mod already scans for aroused NPCs, in order to create creature animations. There is "only" need for logic to start NPC animations. Again, i am not a coding person, so forgive me, if i am writte complete BS.

Edited by monty359
Posted
1 hour ago, monty359 said:

Thanks, my question was : What if include all NPCs, not dremora specificaly. I asked it because, if it were possible, we would get the best mod (feature, configuration and trouble shoot) in its kind (like you said: Swiss army knife). It also would be only one mod for creatures and NPCs, so no need for two or even more mods.

 

You know the code of your mod best. If you say, it is too complicated, i accept it

 

Thanks again

 

PS: The mod already scans for aroused NPCs, in order to create creature animations. There is "only" need for logic to start NPC animations. Again, i am not a coding person, so forgive me, if i am writte complete BS.

You're not wrong, the mod is half-way there... but only half way. One of the reasons that I make this project open source is because I think the code can be reused to do other things, like an NPC>NPC version if someone feels so inclined.

 

The reason that I don't add this as a feature is because it is major scope-creep that adds more bloat to an already unwieldy system with an MCM that looks more like the cockpit of the space shuttle with every update. For instance, the current dialogue system is creature-centric and that would have to be expanded, probably doubled in scale to cover the new feature along with the separate configuration options to customise it. On the coding side, the biggest operation in the mod is the process of pairing up creatures and NPCs. The only reasonable way to approach this as a new feature would be to duplicate that whole process to run in parallel and adapt it to pair up just NPCs. And at that point - whole new dialogue system, whole new scanning process, whole new branches of configuration options - it would be simpler to just create a new mod and tailor it to the NPC>NPC experience. In fact, without creatures, it would be a cleaner and simpler mod.

 

The scope of this mod is and will continue to be Creature>Player/NPC and that is the focus of all the features. Other developers are very welcome to use all or part of this mod as the starting point to do something else.

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