GuruSR Posted June 28, 2023 Posted June 28, 2023 6 hours ago, Sailing Rebel said: 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. Is there no way to determine gender of creatures with Sexlab? So the F and M I was letting through were probably the reason for the wrong ones, but what if there is no CF or such, only A1 and A2 and Werewolf and FemWerewolf? GuruSR.
Tlam99 Posted June 28, 2023 Posted June 28, 2023 SL gender check is different to vanilla. To trigger a scene you would need to make a double check. Is creature for SL and is female/male for vanilla check and assign the positions according to vanilla gender in the animation trigger. Like CC, SL preselects CC animation (if one exists, they are rare) and positioning after vanilla gender check. However, the main culprit is no/almost no animations.
Sailing Rebel Posted June 29, 2023 Author Posted June 29, 2023 3 hours ago, GuruSR said: Is there no way to determine gender of creatures with Sexlab? So the F and M I was letting through were probably the reason for the wrong ones, but what if there is no CF or such, only A1 and A2 and Werewolf and FemWerewolf? SexLab.GetGender(akActor) will return 2 for male creatures and 3 for female creatures. slac_Utility.FilterAnimationListGender() will filter a provided animation list, such as from SexLab.GetCreatureAnimationsByRaceTags(), based on the numbers of male and female NPCs and creatures. This depends on having appropriately defined animations installed. It will return an empty array if there are no matches. Ideally the system needs to check for available animations before starting a pursuit, so they are not starting scenes that cannot be completed. At the moment, SLAC assumes there are always FC animations for any given race, as that is the norm. But when it comes to MC, additional checks need to be made because of their rarity. The situation is going to be the same for CC animations.
GuruSR Posted July 1, 2023 Posted July 1, 2023 On 6/28/2023 at 8:10 PM, Sailing Rebel said: SexLab.GetGender(akActor) will return 2 for male creatures and 3 for female creatures. slac_Utility.FilterAnimationListGender() will filter a provided animation list, such as from SexLab.GetCreatureAnimationsByRaceTags(), based on the numbers of male and female NPCs and creatures. This depends on having appropriately defined animations installed. It will return an empty array if there are no matches. Ideally the system needs to check for available animations before starting a pursuit, so they are not starting scenes that cannot be completed. At the moment, SLAC assumes there are always FC animations for any given race, as that is the norm. But when it comes to MC, additional checks need to be made because of their rarity. The situation is going to be the same for CC animations. Sexlab returns 2 for male and 3 for female creatures, same genders used in Oblivion, but I actually do a Math.LogicalAnd(gender,1) and that produces 0 or 1. My concern is, there is no designation between M or F creatures, that I can see, maybe someone can shed some light. So what I've been doing is making creatures pass F or M, what I did see in an area, I spawned equal amounts of male and female werewolves, they were busy having sex with each other and occasionally the player got involved (either as a human or werewolf). The only issue is, the females are often put into male roles, which means Sexlab is believing that creatures can wear strapons, so I'm wondering if there is a way to tell Sexlab to only work with animations that don't allow females in male roles (with a strapon). That in itself would solve the issues I'm seeing, plus SL Werewolves' assault with a female werewolf cause the human to take a male role without a strapon, but trying that as a werewolf to a female werewolf, it knows there is no FxF animations for creatures, so I'm not sure how that is being done. GuruSR.
Sailing Rebel Posted July 1, 2023 Author Posted July 1, 2023 (edited) 2 hours ago, GuruSR said: is a way to tell Sexlab to only work with animations that don't allow females in male roles (with a strapon). As far as I know, the only way to do this is to filter the animation list yourself. The gender based animation filtering function in SLAC mentioned previously can do this. So you would fetch an animation list using race and tags, filter it using creature genders, then feed the result into the SL thread (or a graceful handling of the situation if there are no suitable animations). Edited July 1, 2023 by Sailing Rebel syntax
Afrodeeziac Posted July 2, 2023 Posted July 2, 2023 SLAC is only getting the 'default' creature animations (I'm assuming these are default, not sure exactly what mod they're from; e.g. for dogs: (Dog) dominate, (Dog) missionary, (Dog) Doggystyle) despite having Leito/Billy/etc. in the animation registry. I don't know papyrus but I can code in several languages so I looked into the scripts myself, and to me, it seems as though it should be getting the full registry as SLAC pulls it straight from SexLab. (NOTE: scenes started from other mods do include the aforementioned animations, but SLAC does not.) Do you know if any others have encountered this problem? Is it perhaps fixed in a newer version? (I'm using 4.05.7). Any help/advice is appreciated. Thanks for your time and hard work!
Sailing Rebel Posted July 2, 2023 Author Posted July 2, 2023 53 minutes ago, Afrodeeziac said: SLAC is only getting the 'default' creature animations (I'm assuming these are default, not sure exactly what mod they're from; e.g. for dogs: (Dog) dominate, (Dog) missionary, (Dog) Doggystyle) despite having Leito/Billy/etc. in the animation registry. I don't know papyrus but I can code in several languages so I looked into the scripts myself, and to me, it seems as though it should be getting the full registry as SLAC pulls it straight from SexLab. (NOTE: scenes started from other mods do include the aforementioned animations, but SLAC does not.) Do you know if any others have encountered this problem? Is it perhaps fixed in a newer version? (I'm using 4.05.7). Any help/advice is appreciated. Thanks for your time and hard work! By default, SLAC will restrict the use of consensual animations to avoid inappropriate animations being used for aggressive engagements. The consensual disposition of individual creature animations can be changed in the Aroused Creatures MCM > Aggressive Animations page. Alternatively, these restrictions can be disabled for either PC or NPCs under Other Settings > Animation Selection.
skyrim482 Posted July 2, 2023 Posted July 2, 2023 Hey is there any way for your current horse or dog followers to be allowed to be suiters? It seems like the suiter system ignores them because they are following you already. They should be able to "passive approach" in some way when they are in the mood vs a aggresive persuit or invite being the only option. I am using nethers follower framework which could be affecting that if it was an a feature already. Cheers
Sailing Rebel Posted July 3, 2023 Author Posted July 3, 2023 21 hours ago, skyrim482 said: Hey is there any way for your current horse or dog followers to be allowed to be suiters? It seems like the suiter system ignores them because they are following you already. They should be able to "passive approach" in some way when they are in the mood vs a aggresive persuit or invite being the only option. I am using nethers follower framework which could be affecting that if it was an a feature already. Cheers All that the suitors option does is apply a follow package to affected creatures if the conditions are met. As you've noted, since creature followers are already following, this would have no effect at all on them. By default, Creature Framework will allow creatures to become visibly aroused when they meet a configurable arousal level. This can be set to something below the threshold for auto engagement, but above the threshold for invitation. So the player can see when a follower creature is interested and can be engaged. The player's current horse is skipped in a few AC functions such as dialogue for compatibility with horse mods like Immersive Horses and Convenient Horses. The option there is to use hotkey invite rather than dialogue, or swap IH/CH for something like Simple Horse, which does not require these compatibility measures. Follower frameworks should not be a problem. The AC dialogue options should appear with the framework options.
astor Posted July 3, 2023 Posted July 3, 2023 I haven't been in SKyrim for a while, but when i came back and updated my mods, this mod's MCM is broken and i cannot fix it:
Sailing Rebel Posted July 4, 2023 Author Posted July 4, 2023 4 hours ago, astor said: I haven't been in SKyrim for a while, but when i came back and updated my mods, this mod's MCM is broken and i cannot fix it: Looks like a missing translation file. Which language are you using?
Sailing Rebel Posted July 4, 2023 Author Posted July 4, 2023 1 hour ago, astor said: english. Is that both the system language, and the game language? There are occasional problems with mixed language settings. Otherwise, check that the downloaded mod archive is whole and uncorrupted: right-click the file > [other options] > 7-zip > Test Archive. If not, then download again and re-test. If the archive is good, reinstall and ensure that nothing is overriding its files. What may have happened is that some or all of the translation files under Data/Interface/Translations may have been deleted or corrupted. The MCM localisation system does not have any kind of fallback measure, so if the selected language file is unavailable, it will show raw tokens as seen in the screenshot. 1
astor Posted July 4, 2023 Posted July 4, 2023 I reinstalled and the translation file was correctly installed this time. Not sure what happened the first time, but thank you for pointing me in that direction.
danyi520 Posted July 6, 2023 Posted July 6, 2023 您好,作者想卸载这个模组,但通过管理器卸载它会损坏我的存档。我不确定您的卸载方法所需的文件在哪里,但我尝试搜索但一无所获
Sailing Rebel Posted July 6, 2023 Author Posted July 6, 2023 2 hours ago, danyi520 said: 您好,作者想卸载这个模组,但通过管理器卸载它会损坏我的存档。我不确定您的卸载方法所需的文件在哪里,但我尝试搜索但一无所获 From the FAQ: Quote Why is my save corrupt after uninstalling Aroused Creatures? Do not uninstall mods mid-playthrough! Consider simply disabling Aroused Creatures in the MCM (General Settings > Performance > Mod Active) and leaving it installed until your next playthrough. With the mod disabled like this it will have no further affect on your game. If you must uninstall it then: Go to a small interior cell with no creatures, deactivate Aroused Creatures in the MCM: General Settings > Performance > Mod Active. Wait for one hour in the Wait menu, then save and quit. In your mod manager, disable the Aroused Creatures ESP only. But do not uninstall the mod files yet. Load the last save and wait for one hour again, then save and quit. Uninstall the mod files completely in your mod manager, then reload the last save. If at any point in this process, the save is reported as corrupt, then open the console at the main menu and enter coc qasmoke. When you load in, open the escape menu and load the last save from there. If this does not work and your save continues to be reported as corrupt, and you cannot roll back to a save from before AC was installed, then your only option is to leave the mod installed and deactivate it in the MCM until your next playthrough.
kamithemoon Posted July 9, 2023 Posted July 9, 2023 I haven't seen this happen yet, but does this mod work on bandits that have not yet gone hostile? Like if I was sneaking around Dimhollow crypt, could I run into a death hound pounding away at one of the vampires girls? If that's true, does anyone know of a mod that adds additional creatures to dungeons so I could see this happen more often? Or perhaps a mod that summons non-hostile animals like rabbits and such so I could potentially sneak summon them in the middle of a bandit camp as a... distraction.
Sailing Rebel Posted July 9, 2023 Author Posted July 9, 2023 3 minutes ago, quietlychamil said: I haven't seen this happen yet, but does this mod work on bandits that have not yet gone hostile? Like if I was sneaking around Dimhollow crypt, could I run into a death hound pounding away at one of the vampires girls? If that's true, does anyone know of a mod that adds additional creatures to dungeons so I could see this happen more often? Or perhaps a mod that summons non-hostile animals like rabbits and such so I could potentially sneak summon them in the middle of a bandit camp as a... distraction. By default, the Aroused Creatures MCM > General Settings > Allow Enemy Creatures option will be enabled. This should allow enemy creatures to engage NPCs they are allied with or neutral to. I've not come across any mods that spawn more creatures alongside enemy NPCs. I imagine it would be a balancing nightmare.
kamithemoon Posted July 9, 2023 Posted July 9, 2023 1 hour ago, Sailing Rebel said: By default, the Aroused Creatures MCM > General Settings > Allow Enemy Creatures option will be enabled. This should allow enemy creatures to engage NPCs they are allied with or neutral to. I've not come across any mods that spawn more creatures alongside enemy NPCs. I imagine it would be a balancing nightmare. Thanks for the response. I think the reason why I don't see this ever happening is because there's generally no reason for random NPCs to be aroused, in addition to the fact that there is generally not a mix of bandits with friendly animals about. I vaguely remember there being a mod out there that forces NPCs to have preseeded arousal stats and to keep their values longer to try and circumvent this issue but I can't find it at the moment. Instead, I thought it might be easier to create a SPID distribution file to add collars to female bandits and such. However, I was poking around in xedit and couldn't find information on collars in the armor files as they don't actually exist. I've never really used the collars before, but I thought they were actual amulets?
Sailing Rebel Posted July 9, 2023 Author Posted July 9, 2023 29 minutes ago, quietlychamil said: Thanks for the response. I think the reason why I don't see this ever happening is because there's generally no reason for random NPCs to be aroused, in addition to the fact that there is generally not a mix of bandits with friendly animals about. I vaguely remember there being a mod out there that forces NPCs to have preseeded arousal stats and to keep their values longer to try and circumvent this issue but I can't find it at the moment. Instead, I thought it might be easier to create a SPID distribution file to add collars to female bandits and such. However, I was poking around in xedit and couldn't find information on collars in the armor files as they don't actually exist. I've never really used the collars before, but I thought they were actual amulets? Keeping NPC and creature arousal up is just a matter of configuring SexLab Aroused to encourage exposure. Set the PCs armor to naked, turn off the LoS and naked requirements, and set the frequency to every 15 seconds. You can also lower the arousal thresholds in Aroused Creatures, so they are reached sooner and more often. Since the thresholds go all the way down to zero, you can have anywhere been no engagements and continuous engagements.
kamithemoon Posted July 10, 2023 Posted July 10, 2023 3 hours ago, Sailing Rebel said: Keeping NPC and creature arousal up is just a matter of configuring SexLab Aroused to encourage exposure. Set the PCs armor to naked, turn off the LoS and naked requirements, and set the frequency to every 15 seconds. You can also lower the arousal thresholds in Aroused Creatures, so they are reached sooner and more often. Since the thresholds go all the way down to zero, you can have anywhere been no engagements and continuous engagements. I hadn't thought about that. That could work. It'll affect my towns too but I could always remove the more creatures mod so that engagements could only reliably happen outside city walls. If possible though, I'd still like to figure out this whole SPID thing so I can have my cake and eat it too, which is to have lusty engagements outside the city but minimal, chaste engagements around civilized people.
Sailing Rebel Posted July 10, 2023 Author Posted July 10, 2023 (edited) 29 minutes ago, quietlychamil said: I hadn't thought about that. That could work. It'll affect my towns too but I could always remove the more creatures mod so that engagements could only reliably happen outside city walls. If possible though, I'd still like to figure out this whole SPID thing so I can have my cake and eat it too, which is to have lusty engagements outside the city but minimal, chaste engagements around civilized people. You can use SSEEdit to delete the city cells and interiors from More Creatures, and just leave the exterior Tamrial cells. Edit: And I'm completely forgetting that you can filter out auto engagement in cities using the Location options in Aroused Creatures > PC/NPC Auto Settings. Edited July 10, 2023 by Sailing Rebel
kamithemoon Posted July 10, 2023 Posted July 10, 2023 21 minutes ago, Sailing Rebel said: You can use SSEEdit to delete the city cells and interiors from More Creatures, and just leave the exterior Tamrial cells. Edit: And I'm completely forgetting that you can filter out auto engagement in cities using the Location options in Aroused Creatures > PC/NPC Auto Settings. Thanks, Sailing Rebel! I do actually want to see engagements in cities, I just wanted them to be rare as opposed to engagements in the wilderness. But I'm guessing the SPID route wouldn't work well? I see options for collars in the MCM and I remember being able to make them before but I don't seem able to anymore and I can't find references to them in xedit. But I'll try your suggestions. I'm on VR and I saw your VR options. Is there anything I can test on my end for you? Auto engagements work fine but does VR make dialogue wonky?
Sailing Rebel Posted July 10, 2023 Author Posted July 10, 2023 26 minutes ago, quietlychamil said: Thanks, Sailing Rebel! I do actually want to see engagements in cities, I just wanted them to be rare as opposed to engagements in the wilderness. But I'm guessing the SPID route wouldn't work well? I see options for collars in the MCM and I remember being able to make them before but I don't seem able to anymore and I can't find references to them in xedit. But I'll try your suggestions. I'm on VR and I saw your VR options. Is there anything I can test on my end for you? Auto engagements work fine but does VR make dialogue wonky? Not an expert on SPID, but it should work. The collar system should function more or less as it always has. Just make sure either the PC or a target-selected NPC is wearing it so that it will show up under Other Settings. There is a bug in the current version that will cause all collars to be displayed as "Amulet" in the MCM after being added, but this is just a display error and doesn't affect functionality. IIRC, the VR issue is that SKSE does not send events when moving the reticle over actors and objects. This means the normal monitoring of which creature you are trying to talk to will not work. The workaround just tries to collect the targeted actor when you hit a key (interact, target select, invite). If this doesn't work, then dialogue with horses and normally silent creatures may not be available.
kamithemoon Posted July 10, 2023 Posted July 10, 2023 (edited) 12 minutes ago, Sailing Rebel said: Not an expert on SPID, but it should work. The collar system should function more or less as it always has. Just make sure either the PC or a target-selected NPC is wearing it so that it will show up under Other Settings. There is a bug in the current version that will cause all collars to be displayed as "Amulet" in the MCM after being added, but this is just a display error and doesn't affect functionality. IIRC, the VR issue is that SKSE does not send events when moving the reticle over actors and objects. This means the normal monitoring of which creature you are trying to talk to will not work. The workaround just tries to collect the targeted actor when you hit a key (interact, target select, invite). If this doesn't work, then dialogue with horses and normally silent creatures may not be available. Oh, well I can at least say that the option to have the invite key open up a dialogue menu works well. I tested it on a horse and chicken without issue. Since VR users can't see their invite animations on their characters anyways, this works just fine for me. It might be easier though if it was bound to a cool spell instead of a hot key as we're currently limited to only 9 hotkeys that we can bind with gestures but is otherwise fine. Maybe something like, "Communicate with animal," but really though, it's fine. The only issue I have with SPID is I can't seem to identify what the collar is. I don't see an id for it. Edited July 10, 2023 by quietlychamil
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