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Posted
24 minutes ago, Sailing Rebel said:

Creature>Player/NPC

appreciate this, Sailing Rebel.

There are tons of mods which supplement SLAC.

SLEN, SL approach, TDF aroused rape, follower needs just to mention some of those.

All this would interfere with SLAC. 

It's a matter of digging trough the mods to find the suiting combinations.

Posted

Would it be possible to add an option when asking an NPC to engage with the animal so that the PC will join them to make a FFC or MFC scene? 

 

There's not a lot of mods or ways aside from debug mode to trigger those types of scenes.

Posted
47 minutes ago, asianboy345 said:

Would it be possible to add an option when asking an NPC to engage with the animal so that the PC will join them to make a FFC or MFC scene? 

 

There's not a lot of mods or ways aside from debug mode to trigger those types of scenes.

I'll have a think about this. The current system is not flexible enough to do this at all, so it would take some work.

 

... In fact, sitting here looking at the code, I would need to throw out the entire SL thread handling system and animation selection method and start over.

 

As fun as it would be, this looks like a v5 kind of feature.

Posted (edited)

"Sexlab Install Complete" and "Sexlab Enabled" shows "FAIL" in MCM even though Sexlab is correctly activated and installed.

No any other mod overriding SLAC or SL framework.
I have tried New Save and Re-download SLAC. 



image.png.09111f601b10db98b897be1e002887c4.png

Edited by Skyrim_WGuard
Posted
9 hours ago, Skyrim_WGuard said:

"Sexlab Install Complete" and "Sexlab Enabled" shows "FAIL" in MCM even though Sexlab is correctly activated and installed.

No any other mod overriding SLAC or SL framework.
I have tried New Save and Re-download SLAC. 



image.png.09111f601b10db98b897be1e002887c4.png

Are you using any SexLab patches, such as SexLab p+? Some patches may interfere with the detection process.

 

Try enabling and registering an SLAL creature animation pack, and return to the Help page once it's complete.

Posted
2 hours ago, Sailing Rebel said:

Are you using any SexLab patches, such as SexLab p+? Some patches may interfere with the detection process.

 

Try enabling and registering an SLAL creature animation pack, and return to the Help page once it's complete.

 

  • Try enabling and registering an SLAL creature animation pack, and return to the Help page once it's complete.

I ran "Register Animations", "Rebuild Sexlab Animation Registry" and "Reapply JSON settings" again in the SL Animation Loader and it fixed it! Thank you for your quick response.
 

 
Posted

Scene:  Sinding with player (Werewolf):
Anims:  Yes, all there, ready to use, all checked.
Result:
667847966_Jun20202316_52_24.thumb.jpg.aae0d3ac975488b47c77480205f29c6d.jpg


So, basically, a werewolf player can't have fun with another werewolf (NPC or creature), so having a follower werewolf, can't have 2 animals having fun in the forest (or on the road, cave, etc).  Looks like the creature scan won't include actors transformed (so that would mean the vampire lord and another creature will never work).  Either that or the Actor scan can't find transformed an N(PC).  It does try to add the player, which fails due to "failed creature test" after for some reason thinking that the creature's arousal isn't sufficient, which it is: [#####] is not aroused (0/40).

 

Werewolf sex worked fine in LE with the player and another werewolf (either NPC or creature).

 

GuruSR.

Posted
9 minutes ago, GuruSR said:

Scene:  Sinding with player (Werewolf):
Anims:  Yes, all there, ready to use, all checked.
Result:
 


So, basically, a werewolf player can't have fun with another werewolf (NPC or creature), so having a follower werewolf, can't have 2 animals having fun in the forest (or on the road, cave, etc).  Looks like the creature scan won't include actors transformed (so that would mean the vampire lord and another creature will never work).  Either that or the Actor scan can't find transformed an N(PC).  It does try to add the player, which fails due to "failed creature test" after for some reason thinking that the creature's arousal isn't sufficient, which it is: [#####] is not aroused (0/40).

 

Werewolf sex worked fine in LE with the player and another werewolf (either NPC or creature).

 

GuruSR.

Yes, beast form is a blind-spot for this mod. It's a tricky one. Technically the actor is a creature at this point since they need to use creature animations, but all the internal systems assume they are an NPC, so they end up in the NPC scans and are sent to the NPC condition stack, which then rejects them because they are a creature, and even if they make through that the SexLab function call will try to set them up in the human position.

 

Sorry, this is one of those things I've been putting off because implementing a workaround would be a huge PITA.

 

Maybe OsmelMC's patch (which adds creature-on-creature) could do it? You'd need to check the support thread for that.

Posted
4 hours ago, Sailing Rebel said:

Yes, beast form is a blind-spot for this mod. It's a tricky one. Technically the actor is a creature at this point since they need to use creature animations, but all the internal systems assume they are an NPC, so they end up in the NPC scans and are sent to the NPC condition stack, which then rejects them because they are a creature, and even if they make through that the SexLab function call will try to set them up in the human position.

 

Sorry, this is one of those things I've been putting off because implementing a workaround would be a huge PITA.

 

Maybe OsmelMC's patch (which adds creature-on-creature) could do it? You'd need to check the support thread for that.

 

I actually didn't see a patch for this version?  Wasn't sure which one was which, somewhat cryptic in the file names, the 4.12 I saw was a conversion from SE to LE.

 

I would have thought the scans were done via keywords (for creature, npc, etc).  Those should work as creature, not sure how that has been done.  Any code I should look at?

 

GuruSR.

Posted
1 hour ago, GuruSR said:

I would have thought the scans were done via keywords (for creature, npc, etc).  Those should work as creature, not sure how that has been done.  Any code I should look at?

 

Scans are performed through a chain of cloak spells and effects which add keyword-carrying magic effects (ending in slac_ScanCreatureTargetEffect and slac_ScanNPCTargetEffect) to potential candidates, and are used auto-fill aliases on the slac_Scan and slac_ScanNPC quests that actually collect them. You'd need to check conditions on everything in that chain.

 

Conditions on creatures are usually negative to try and be as inclusive as possible in situations where keywords may not be reliable, ie a creature will be any actor that does not have the ActorTypeNPC keyword.

 

After that, each actor is run through the slac_Utility.CheckVictim() (for PC/NPCs) and slac_Utility.CheckCreature() which both test for npc/creature distinction among other validity and configuration tests. You would also need to go through the slac_Utilty.CheckForAutoEngagement() function that matches up NPCs and creatures for auto-engagement. Note that the PC is added to the NPC pool at this point, after the scan.

 

Then there are the elective trigger conditions in all the slac_Topic* scripts for dialogue, and the slac_PlayerScript which handles hotkey events.

 

The slac_Utiltiy.FindExtraCreatures() function, which tries to match up additional creatures to available 3p+ animations, may also need some attention - or just comment out the guts of it to save a migraine.

 

Back in CK actors are added to scenes in the slac_Pursuit_00/1, slac_CreatureDialogue and slac_FollowerDialogue quests for pursuit behaviour. These would need to be checked for functionality when beast form actors take the "victim" or "attacker" rolls. For instance, the dialogue lines may need to be disabled for them.

 

Finally (?) there is the slac_Utility.StartCreatureSex() function which filters animations and adds actors to the SexLab thread. This would need some attention to make sure it's looking for the right thing and counting the beast form actors correctly.

 

And after all that begins the testing and debugging, which generally takes up the most time.

 

Well... you can see why I'm dragging my feet on this...

Posted (edited)
On 6/21/2023 at 12:23 AM, Sailing Rebel said:

 

Scans are performed through a chain of cloak spells and effects which add keyword-carrying magic effects (ending in slac_ScanCreatureTargetEffect and slac_ScanNPCTargetEffect) to potential candidates, and are used auto-fill aliases on the slac_Scan and slac_ScanNPC quests that actually collect them. You'd need to check conditions on everything in that chain.

 

Conditions on creatures are usually negative to try and be as inclusive as possible in situations where keywords may not be reliable, ie a creature will be any actor that does not have the ActorTypeNPC keyword.

 

After that, each actor is run through the slac_Utility.CheckVictim() (for PC/NPCs) and slac_Utility.CheckCreature() which both test for npc/creature distinction among other validity and configuration tests. You would also need to go through the slac_Utilty.CheckForAutoEngagement() function that matches up NPCs and creatures for auto-engagement. Note that the PC is added to the NPC pool at this point, after the scan.

 

Then there are the elective trigger conditions in all the slac_Topic* scripts for dialogue, and the slac_PlayerScript which handles hotkey events.

 

The slac_Utiltiy.FindExtraCreatures() function, which tries to match up additional creatures to available 3p+ animations, may also need some attention - or just comment out the guts of it to save a migraine.

 

Back in CK actors are added to scenes in the slac_Pursuit_00/1, slac_CreatureDialogue and slac_FollowerDialogue quests for pursuit behaviour. These would need to be checked for functionality when beast form actors take the "victim" or "attacker" rolls. For instance, the dialogue lines may need to be disabled for them.

 

Finally (?) there is the slac_Utility.StartCreatureSex() function which filters animations and adds actors to the SexLab thread. This would need some attention to make sure it's looking for the right thing and counting the beast form actors correctly.

 

And after all that begins the testing and debugging, which generally takes up the most time.

 

Well... you can see why I'm dragging my feet on this...

 

 

SLNCMainQuestScript.psc wasn't found, so I used the ones from SLNC 3.3, just the psc to get it to compile, I've also been working on the wrong script, /data/Source/Scripts is where they compile from, ugh, no worries, I'll do some testing, now that I've got all that mess sorted out.

 

GuruSR.

Edited by GuruSR
Posted
36 minutes ago, GuruSR said:

 

I have an idea I want to try, but trying to compile the utility it complains slncmainquestscript.psc isn't found, not sure what I should do to get around that, any suggestions or should I just find one earlier in this thread and use that instead just to get it to compile?

 

GuruSR.

Wow, not seen that in a while. It's from the defunct SexLab Nude Creatures, a creature model-swap mod which predates Creature Framework. It used to be the SLAC would hook into it to swap models based on arousal levels before CF came along.

 

Not sure why you are seeing that now. It's not been in the dev environment for years. Is it possible you are compiling the old LE scripts?

 

Nothing in the up-to-date scripts should be referencing any function in that script. So if you are sure you don't have any older scripts in there, then you could just create slncMainQuestScript.psc with just one line: Scriptname slncMainQuestScript extends Quest

Posted
16 minutes ago, Sailing Rebel said:

Wow, not seen that in a while. It's from the defunct SexLab Nude Creatures, a creature model-swap mod which predates Creature Framework. It used to be the SLAC would hook into it to swap models based on arousal levels before CF came along.

 

Not sure why you are seeing that now. It's not been in the dev environment for years. Is it possible you are compiling the old LE scripts?

 

Nothing in the up-to-date scripts should be referencing any function in that script. So if you are sure you don't have any older scripts in there, then you could just create slncMainQuestScript.psc with just one line: Scriptname slncMainQuestScript extends Quest

 

I ended up copying the scripts over from Scripts/Source to Source/Scripts and that seemed to solve the issue, since Skyrim SE/AE wants them in Source/Scripts.

 

It compiled without a complaint and no slnc code in there.

 

GuruSR.

Posted
6 minutes ago, GuruSR said:

 

I ended up copying the scripts over from Scripts/Source to Source/Scripts and that seemed to solve the issue, since Skyrim SE/AE wants them in Source/Scripts.

 

It compiled without a complaint and no slnc code in there.

 

GuruSR.

SE Creation Kit uses \Data\Source\Scripts by default (the utility of which I've never understood). This can be changed in the CreationKit.ini:


[Papyrus]
sScriptSourceFolder = ".\Data\Scripts\Source"

 

But just moving the files shouldn't cause any issues unless you plan to distribute the result in patch form.

 

If you are doing a lot of work in these scripts, then I would recommend using VSCode with the Papyrus language support and Papyrus Compiler extensions. Getting out of the CK environment can remove a lot of headaches. I also use the GitLens extension for version management, which can be a lifesaver.

Posted
12 hours ago, Sailing Rebel said:

SE Creation Kit uses \Data\Source\Scripts by default (the utility of which I've never understood). This can be changed in the CreationKit.ini:


[Papyrus]
sScriptSourceFolder = ".\Data\Scripts\Source"

 

But just moving the files shouldn't cause any issues unless you plan to distribute the result in patch form.

 

If you are doing a lot of work in these scripts, then I would recommend using VSCode with the Papyrus language support and Papyrus Compiler extensions. Getting out of the CK environment can remove a lot of headaches. I also use the GitLens extension for version management, which can be a lifesaver.

I'll see about switching the script folder over (if it'll help with the CK more), been manually copying them, but right now, running into an issue with the utility script, can't seem to hit the properties, it fails, will moving the script folder fix that?

 

Also, you might want to read this below:

[06/25/2023 - 12:30:10AM] [slac] Updating suitors...
[06/25/2023 - 12:30:10AM] [slac] Updating suitors complete (0/5)
[06/25/2023 - 12:30:11AM] [slac] FindCreatures: Checking 1/20 Sandra (1/3) [00000014]
[06/25/2023 - 12:30:11AM] [slac] FindCreatures: Checking 2/20 Werewolf Savage (0/2) [3B00591F]
[06/25/2023 - 12:30:11AM] [slac] FindCreatures: Checking 3/20 Werewolf (0/2) [00071BE4]
[06/25/2023 - 12:30:12AM] [slac] Quest alias scan found 3 out of 20 creatures in 1secs
[06/25/2023 - 12:30:12AM] [slac] Auto engagement check is starting
[06/25/2023 - 12:30:13AM] [slac] Sandra (1/3) [00000014] (female) passes basic arousal test: PCs arousal needs to be checked (20) 0.352001 secs
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 1/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 2/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 3/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 4/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 5/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 6/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 7/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 8/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 9/10 [no actor]
[06/25/2023 - 12:30:23AM] [slac] FindNPCs: Checking 10/10 [no actor]
[06/25/2023 - 12:30:24AM] [slac] FindNPCs located 0 actors within 119.999992ft of Sandra (1/3) [00000014]
[06/25/2023 - 12:30:24AM] [slac] Sandra (1/3) [00000014] is selecting from 0 potential partners
[06/25/2023 - 12:30:24AM] [slac] Sandra (1/3) [00000014] is sorting 0 potential partners
[06/25/2023 - 12:30:24AM] [slac] Sandra (1/3) [00000014] has finished sorting 0 potential partners
[06/25/2023 - 12:30:24AM] [slac] Sandra (1/3) [00000014] (female) could not find anyone (10.879999 secs)
[06/25/2023 - 12:30:24AM] [slac] Suitor test: Sandra (1/3) [00000014] is not aroused (20/40)
[06/25/2023 - 12:30:24AM] [slac] Suitor: Sandra (1/3) [00000014] failed creature test
[06/25/2023 - 12:30:25AM] [slac] Werewolf Savage (0/2) [3B00591F] (male) passes basic arousal test: PCs arousal needs to be checked (16) 0.335999 secs
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 1/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 2/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 3/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 4/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 5/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 6/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 7/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 8/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 9/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs: Checking 10/10 [no actor]
[06/25/2023 - 12:30:26AM] [slac] FindNPCs located 0 actors within 119.999992ft of Werewolf Savage (0/2) [3B00591F]
[06/25/2023 - 12:30:26AM] [slac] Werewolf Savage (0/2) [3B00591F] is selecting from 0 potential partners
[06/25/2023 - 12:30:26AM] [slac] Werewolf Savage (0/2) [3B00591F] is sorting 0 potential partners
[06/25/2023 - 12:30:26AM] [slac] Werewolf Savage (0/2) [3B00591F] has finished sorting 0 potential partners
[06/25/2023 - 12:30:26AM] [slac] Werewolf Savage (0/2) [3B00591F] (male) could not find anyone (1.455997 secs)
[06/25/2023 - 12:30:26AM] [slac] Suitor test: Werewolf Savage (0/2) [3B00591F] is not aroused (16/40)
[06/25/2023 - 12:30:26AM] [slac] Suitor: Werewolf Savage (0/2) [3B00591F] failed creature test
[06/25/2023 - 12:30:27AM] [slac] Werewolf (0/2) [00071BE4] (male) passes basic arousal test: PCs arousal needs to be checked (98) 0.335999 secs
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 1/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 2/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 3/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 4/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 5/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 6/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 7/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 8/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 9/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs: Checking 10/10 [no actor]
[06/25/2023 - 12:30:30AM] [slac] FindNPCs located 0 actors within 119.999992ft of Werewolf (0/2) [00071BE4]
[06/25/2023 - 12:30:30AM] [slac] Werewolf (0/2) [00071BE4] is selecting from 0 potential partners
[06/25/2023 - 12:30:30AM] [slac] Werewolf (0/2) [00071BE4] is sorting 0 potential partners
[06/25/2023 - 12:30:30AM] [slac] Werewolf (0/2) [00071BE4] has finished sorting 0 potential partners
[06/25/2023 - 12:30:30AM] [slac] Werewolf (0/2) [00071BE4] (male) could not find anyone (2.927998 secs)
[06/25/2023 - 12:30:31AM] [slac] Suitor test: Werewolf (0/2) [00071BE4] is too far from player (4026.339600 > 2559.995850)
[06/25/2023 - 12:30:31AM] [slac] Suitor: Werewolf (0/2) [00071BE4] failed creature test
[06/25/2023 - 12:30:31AM] [slac] Creature process duration: 18secs
[06/25/2023 - 12:30:31AM] [slac] Next update in 5.000000 seconds

Sandra is the Werewolf PC.  What I should do is figure out how to merge the creatures found *if* there is no NPCs available, so it can test them.  This way, regular animals in the wild should jump on each other.  :)

 

GuruSR.

Posted
6 hours ago, GuruSR said:

This way, regular animals in the wild should jump on each other.

If this is the result you are after than I would have a look at what OsmelMC SLAC patch is doing since that adds this functionality.

 

The log shows that the PC is detected as a both a creature and an NPC, but nothing else in the engagement range is detected as an NPC. This indicates that the NPC scan is still filtering out creatures (that are not also NPCs) in the quest alias conditions.

Posted
8 hours ago, Sailing Rebel said:

If this is the result you are after than I would have a look at what OsmelMC SLAC patch is doing since that adds this functionality.

 

The log shows that the PC is detected as a both a creature and an NPC, but nothing else in the engagement range is detected as an NPC. This indicates that the NPC scan is still filtering out creatures (that are not also NPCs) in the quest alias conditions.

 

Ah, OsmelMC SLAC patch, the one I saw was ancient, not sure if there is a current one that matches this version?

 

Also, since the PlayerRef is pushed at #0 on the NPC scan, I check to see if the player is a creature, if so, it doesn't get pushed, as the Quest aliases never find the instigator because it is a cloak spell (avoids the player, that I've seen).  The visual effects happen on the debug, but the player doesn't have ActorTypeNPC (has PlayerKeyword instead).  Not sure how to get the player to show up on those without the NPC addition.  So, instead, I push the Player into #0 on Creatures if it is one and on NPCs if it isn't, so where the player is, there are only 3 werewolves there plus the player (make 4), though 1 is out of range of the others.  What I'm going to do is scan the Creatures for range and eliminate those that aren't, then merge the victim list in with the creatures on the end, see what happens.  :)  Still trying to determine where the issue with a creature is causing the auto to not happen, so maybe I'll find that after it tries.

 

GuruSR.

Posted

748391776_Jun25202317_00_53.jpg.39df7add45dc165e2bab90c91dbffdfd.jpg

 

Well, it definitely is working what I did.  The player *is* in that mix, seems Spectators with Creatures on, lets more show up, forgot about that 5th werewolf (female), the other male must be too far away, but I have to block the player as a suitor (maybe a setting later to allow it), as apparently she was going to chase after "Werewolf", no clue which one that was, so she failed to find it.

 

I am seeing a female and a male werewolf having male on male werewolf sex (expecting a dildo), any thoughts on how to fix that?

 

GuruSR.

Posted
1 hour ago, GuruSR said:

I am seeing a female and a male werewolf having male on male werewolf sex (expecting a dildo), any thoughts on how to fix that?

Assuming this is with Match Creature Genders enabled in SL, you'll probably need to deliberately filter the creature-on-creature animations for creature gender.

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

Assuming this is with Match Creature Genders enabled in SL, you'll probably need to deliberately filter the creature-on-creature animations for creature gender.

 

I'm somewhat thinking that is the case (sort of)?  Sometimes it works, sometimes it doesn't, not sure why, as the image above where you see 4 having sex, the player is one of the females there, the other group did it themselves.

 

But, I am seeing that issue:

[06/25/2023 - 09:02:32PM] [slac] Found victims for Werewolf Savage (0/2) [3B00591F] total 1 in 1.72 secs, pref:0 - Sandra (1/3) [00000014](8ft)
[06/25/2023 - 09:02:34PM] [slac] Auto Engagement arousal check Passed - arousal type either aroused - Werewolf Savage (0/2) [3B00591F] 16/0 and Sandra (1/3) [00000014] 20/0, non-consensual False
[06/25/2023 - 09:02:34PM] SEXLAB - GetByRaceGenders(ActorCount=2, RaceRef=[Race <WerewolfBeastRace (000CDD84)>], MaleCreatures=1, FemaleCreatures=1, ForceUse=False)
[06/25/2023 - 09:02:34PM] SEXLAB - AnimCache: HIT[3] -- 2:Werewolves:1:1 -- Count[7]
[06/25/2023 - 09:02:34PM] [slac] filtering anims - require: MC reject:)
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Deer on Werewolf Standing,Anal,DoggyStyle,Werewolf,A2,Elk,Deer,A1,Interspecies,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolf on Deer Standing,Anal,DoggyStyle,Werewolf,A2,Elk,Deer,A1,Interspecies,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Canine on Werewolf Loving,Standing,Anal,DoggyStyle,Werewolf,FemWerewolf,A2,wolf,Dog,Canine,A1,Interspecies,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolves Missionary Loving,Vaginal,Missionary,Werewolf,A2,FemWerewolf,A1,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolffy Style (Straight) Loving,Standing,Anal,DoggyStyle,Werewolf,A2,FemWerewolf,A1,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolves Cowgirl Loving,Anal,Cowgirl,Werewolf,A2,FemWerewolf,A1,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolves Blowjob Loving,Standing,Oral,Blowjob,Werewolf,A2,FemWerewolf,A1,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] Werewolf Savage (0/2) [3B00591F] (male) Sandra (1/3) [00000014](no male anim) - 3.615997 secs
[06/25/2023 - 09:02:35PM] [slac] Suitor test: Werewolf Savage (0/2) [3B00591F] is not aroused (16/40)
[06/25/2023 - 09:02:35PM] [slac] Suitor: Werewolf Savage (0/2) [3B00591F] failed creature test
[06/25/2023 - 09:02:35PM] [slac] Creature process duration: 4secs

 

So these animations are missing MC, but clearly support 2 creatures, so is that just a mistake on those animations?  Because as you can see, Sexlab gave the right list.  Though I keep seeing Sexlab giving animations for 2 males with 1 female and 1 male creature, so the female plays a male with... well, nothing there.  Guess Sexlab doesn't understand creatures can't use dildos?

 

GuruSR.

Edited by GuruSR
Posted
9 hours ago, GuruSR said:

 

I'm somewhat thinking that is the case (sort of)?  Sometimes it works, sometimes it doesn't, not sure why, as the image above where you see 4 having sex, the player is one of the females there, the other group did it themselves.

 

But, I am seeing that issue:

[06/25/2023 - 09:02:32PM] [slac] Found victims for Werewolf Savage (0/2) [3B00591F] total 1 in 1.72 secs, pref:0 - Sandra (1/3) [00000014](8ft)
[06/25/2023 - 09:02:34PM] [slac] Auto Engagement arousal check Passed - arousal type either aroused - Werewolf Savage (0/2) [3B00591F] 16/0 and Sandra (1/3) [00000014] 20/0, non-consensual False
[06/25/2023 - 09:02:34PM] SEXLAB - GetByRaceGenders(ActorCount=2, RaceRef=[Race <WerewolfBeastRace (000CDD84)>], MaleCreatures=1, FemaleCreatures=1, ForceUse=False)
[06/25/2023 - 09:02:34PM] SEXLAB - AnimCache: HIT[3] -- 2:Werewolves:1:1 -- Count[7]
[06/25/2023 - 09:02:34PM] [slac] filtering anims - require: MC reject:)
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Deer on Werewolf Standing,Anal,DoggyStyle,Werewolf,A2,Elk,Deer,A1,Interspecies,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolf on Deer Standing,Anal,DoggyStyle,Werewolf,A2,Elk,Deer,A1,Interspecies,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Canine on Werewolf Loving,Standing,Anal,DoggyStyle,Werewolf,FemWerewolf,A2,wolf,Dog,Canine,A1,Interspecies,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolves Missionary Loving,Vaginal,Missionary,Werewolf,A2,FemWerewolf,A1,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolffy Style (Straight) Loving,Standing,Anal,DoggyStyle,Werewolf,A2,FemWerewolf,A1,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolves Cowgirl Loving,Anal,Cowgirl,Werewolf,A2,FemWerewolf,A1,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] anim HCoS Werewolves Blowjob Loving,Standing,Oral,Blowjob,Werewolf,A2,FemWerewolf,A1,Creature,HCoS,cc require:False reject:False
[06/25/2023 - 09:02:34PM] [slac] Werewolf Savage (0/2) [3B00591F] (male) Sandra (1/3) [00000014](no male anim) - 3.615997 secs
[06/25/2023 - 09:02:35PM] [slac] Suitor test: Werewolf Savage (0/2) [3B00591F] is not aroused (16/40)
[06/25/2023 - 09:02:35PM] [slac] Suitor: Werewolf Savage (0/2) [3B00591F] failed creature test
[06/25/2023 - 09:02:35PM] [slac] Creature process duration: 4secs

 

So these animations are missing MC, but clearly support 2 creatures, so is that just a mistake on those animations?  Because as you can see, Sexlab gave the right list.  Though I keep seeing Sexlab giving animations for 2 males with 1 female and 1 male creature, so the female plays a male with... well, nothing there.  Guess Sexlab doesn't understand creatures can't use dildos?

 

GuruSR.

SLAC builds a gender tag just before animation filtering in StartCreatureSex(). This process always assumes a male or female NPC is involved. You'll need to change they this works.

Posted
6 hours ago, haze_dj said:

I can use OSLAroused instead of Sexlab Aroused Redux?

In theory, yes.

 

However, in my few test runs with it, I've not seen it actually work - arousal remained 0 for everyone regardless of the situation. Not had the time to investigate what was going on there. YMMV.

 

If it is working with creatures for you, then please let me know.

Posted
On 6/26/2023 at 6:11 AM, Sailing Rebel said:

SLAC builds a gender tag just before animation filtering in StartCreatureSex(). This process always assumes a male or female NPC is involved. You'll need to change they this works.

 

I'm unfamiliar with the Sexlab tags, so is there anything I should be looking to make sure are present?

 

GuruSR.

Posted
1 hour ago, GuruSR said:

I'm unfamiliar with the Sexlab tags, so is there anything I should be looking to make sure are present?

SexLab automatically adds gender tags to all animations. The gender tags use M for male position, F for female positions, and C for creature positions of either sex. So a typical 2-position creature animation would have an "FC" tag. slac_Utility.StartCreatureSex() uses these tags to filter animations and always assumes that the first position is male or female and that all following positions are creatures. You would need to alter this to allow for "CC" animations.

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