Sailing Rebel Posted August 15, 2023 Author Posted August 15, 2023 27 minutes ago, Blake81 said: OK, I checked the Spriggans on Evergreen Grove with the MIC (regular and Matron) and they're all indeed the base game ones. Spriggans don't even have an entry on the Creatures tab of the Creature Framework. However, game isn't allowing me to take a screenshot while on the Console, so can't seem to be able to take a screenshot of it. We'll need to look at a papyrus log for a session in which this issue is encountered, preferably with Aroused Creatures MCM > General Setting > Debug enabled.
JenBones Posted August 16, 2023 Posted August 16, 2023 Great mod and works beautifully for me , except for one thing unfortunately. I'm getting lag spikes developing each time the scan runs. This wasn't the case for the first 40ish hours of gameplay, but out of nowhere I'm getting a 1 second stutter every 30 seconds (my setting). I can confirm its this as I've got every mod that would allow it on debugging mode to see updates in the console, and the lag specifically happens on the scan, or sometimes with weapon equips. I just wondered if this was a known issue that had a fix, or failing that, what the absolute minimum settings were to still encounter scenes. I've knocked it down to only scan 50 feet per 30 secs and still get a stutter, and cleaned the save using fallrim just to make sure but no change. I'll try starting a new game as well and see if it persists there.
Sailing Rebel Posted August 17, 2023 Author Posted August 17, 2023 3 hours ago, JenBones said: Great mod and works beautifully for me , except for one thing unfortunately. I'm getting lag spikes developing each time the scan runs. This wasn't the case for the first 40ish hours of gameplay, but out of nowhere I'm getting a 1 second stutter every 30 seconds (my setting). I can confirm its this as I've got every mod that would allow it on debugging mode to see updates in the console, and the lag specifically happens on the scan, or sometimes with weapon equips. I just wondered if this was a known issue that had a fix, or failing that, what the absolute minimum settings were to still encounter scenes. I've knocked it down to only scan 50 feet per 30 secs and still get a stutter, and cleaned the save using fallrim just to make sure but no change. I'll try starting a new game as well and see if it persists there. Do you have a lot of animations? If so, try reducing the Group Chance to 0% for both PC and NPCs and see if that improves things. The process that checks for available multi-position animations could be bogging down SexLab's animation registry. You could try cleaning the SL config under Rebuild & Clean, but you'll need to reconfigure SL and re-register your SLAL packs. Under AC MCM > General Settings > Performance, you can also reduce the number of creatures checked and number of NPCs each creature is tested with (that's NPCs multiplied by creatures, which quickly adds up). Make sure papyrus logging and AC's debug option are disabled unless you are actively debugging. The debugging code adds a lot of additional work. That said, I'd be concerned that there might be some script errors that could be contributing to poor performance. So if you have a log for a session in which this issue is seen, I'd like to have a look. This mod was developed on an old i5 quad-core for most of its life, and the efficiency has improved in that time (such as putting limits on script attachment). It shouldn't be causing issues, but it's not impossible. 1
JenBones Posted August 17, 2023 Posted August 17, 2023 2 hours ago, Sailing Rebel said: Do you have a lot of animations? If so, try reducing the Group Chance to 0% for both PC and NPCs and see if that improves things. The process that checks for available multi-position animations could be bogging down SexLab's animation registry. You could try cleaning the SL config under Rebuild & Clean, but you'll need to reconfigure SL and re-register your SLAL packs. Under AC MCM > General Settings > Performance, you can also reduce the number of creatures checked and number of NPCs each creature is tested with (that's NPCs multiplied by creatures, which quickly adds up). Make sure papyrus logging and AC's debug option are disabled unless you are actively debugging. The debugging code adds a lot of additional work. That said, I'd be concerned that there might be some script errors that could be contributing to poor performance. So if you have a log for a session in which this issue is seen, I'd like to have a look. This mod was developed on an old i5 quad-core for most of its life, and the efficiency has improved in that time (such as putting limits on script attachment). It shouldn't be causing issues, but it's not impossible. Thanks for giving such a detailed reply! It's entirely possible your mod isn't causing the main bloat, and the ticks from the searches were just the icing on the cake of mismatched mods i'm running. I scanned through my papyrus logs and couldn't actually find anything pertaining to aroused creatures unless it uses a different acronym, but I did discover a mass of errors relating to babo dialogue and skooma whore, so i'll try reinstalling on a new game or maybe just remove them entirely. I also did have the group settings on and hadn't turned the number of creatures or npcs checked down, so I'll definitely give that a go. So many SL mods use cloaking or timed checks that I may just have too many things overlapping and happening simultaneously. Thanks again for getting back to me, I'll do some more testing and get back to you if I discover a culprit. Actually is aroused creatures relatively safe to uninstall midgame? I could disable it on the affected save and see if I still get the lag.
Sailing Rebel Posted August 17, 2023 Author Posted August 17, 2023 6 hours ago, JenBones said: Thanks for giving such a detailed reply! It's entirely possible your mod isn't causing the main bloat, and the ticks from the searches were just the icing on the cake of mismatched mods i'm running. I scanned through my papyrus logs and couldn't actually find anything pertaining to aroused creatures unless it uses a different acronym, but I did discover a mass of errors relating to babo dialogue and skooma whore, so i'll try reinstalling on a new game or maybe just remove them entirely. I also did have the group settings on and hadn't turned the number of creatures or npcs checked down, so I'll definitely give that a go. So many SL mods use cloaking or timed checks that I may just have too many things overlapping and happening simultaneously. Thanks again for getting back to me, I'll do some more testing and get back to you if I discover a culprit. Actually is aroused creatures relatively safe to uninstall midgame? I could disable it on the affected save and see if I still get the lag. In general, it's not safe to uninstall any plugin mid-game. AC in particular gets some flack for causing save corruption after removal. There is some advice in the FAQ in the mod description on possible workarounds for mid-game removal. Otherwise, the best thing to do it disable the mod in the MCM General Settings, this will stop all automated activity and the mod should no longer contribute to any script load. If you are looking specifically for AC errors in the papyrus logs, search for "slac_", this is the prefix for all the scripts in the mod. 1
Sailing Rebel Posted August 17, 2023 Author Posted August 17, 2023 That update you may have been notified about was just me doing some housekeeping - moving older versions and change log entries to the top of the support thread. Unfortunately, there is no way to flag such maintenance as not being an actual update. 4
aspirine2 Posted August 18, 2023 Posted August 18, 2023 why is this mod reading only 1 animation from my SL library for riekling while it reads other creatures animation normally!? many thanks in advance
Sailing Rebel Posted August 18, 2023 Author Posted August 18, 2023 7 hours ago, aspirine2 said: why is this mod reading only 1 animation from my SL library for riekling while it reads other creatures animation normally!? many thanks in advance This might be down to tagging and the nature of the scene. If there is only one animation tagged as aggressive, then that's all that will be used in non-consensual engagements. Aggressive tagging for individual animations can be changed in the MCM under Aggressive Animations. You can also just disable the restrictions for aggressive/consensual animations under Other Settings > Animation Selection. If there is still an issue, it may be a de-sync in the SL registry, which can be reset under SexLab MCM > Rebuild & Clean. 1
Blake81 Posted August 20, 2023 Posted August 20, 2023 On 8/15/2023 at 5:52 PM, Sailing Rebel said: We'll need to look at a papyrus log for a session in which this issue is encountered, preferably with Aroused Creatures MCM > General Setting > Debug enabled. OK, here you go. Tried first with two regular spriggans (didn't work), then I moved to another location and tried with a Hentai spriggan (worked). I checked the log myself, and couldn't notice anything. Hopefully you will see something. Papyrus.0.log
Sailing Rebel Posted August 20, 2023 Author Posted August 20, 2023 35 minutes ago, Blake81 said: [08/20/2023 - 11:22:26AM] Error: Cannot call PlayInviteAnimation() on a None object, aborting function call stack: [slac_Utility (29003322)].slac_utility.PlayInviteAnimation() - "slac_Utility.psc" Line 3723 [alias playerAlias on quest slac_Main (29001827)].slac_playerscript.OnKeyUp() - "slac_PlayerScript.psc" Line 580 The above error is worrying, as it indicates that something in the Aroused Creatures installation is missing, out-of-date, or corrupt. Make sure you have no patches installed for Aroused Creatures, and that nothing is overriding its files. Check that the downloaded mod archive is whole and uncorrupted (right-click > [other options] > 7-zip > Test archive), then reinstall it. Can't say why SL is rejecting the Spriggen. All the SL-based tests up to the attempted start of the animation should screen out actors that cannot be animated. These tests allow AC to fail gracefully and not even try to start an SL scene. Instead, it's getting through all the filters, all the condition, SL-based and otherwise, and then SL itself is dropping it. This suggests that the problem is with SexLab. And I honestly can't tell why from that log. I would suggest checking on any patches and overrides for SexLab as well, as they may be contributing to the issue.
Blake81 Posted August 20, 2023 Posted August 20, 2023 (edited) OK, is there some kind of "Uninstall" or "Cleanup" process I must do before I reinstall besides checking the integrity of the file? I honestly don't think I have any Sexlab patches, either. I had OsmelTweaks for Creature on Creature, but I stopped using that after I updated to the latest SLAC. Also, should I share my modlist here to see if there's something on it that might be messing things up? Edited August 20, 2023 by Blake81
Sailing Rebel Posted August 20, 2023 Author Posted August 20, 2023 4 minutes ago, Blake81 said: OK, is there some kind of "Uninstall" or "Cleanup" process I must do before I reinstall besides checking the integrity of the file? I honestly don't think I have any Sexlab patches, either. I had OsmelTweaks for Creature on Creature, but I stopped using that after I updated to the latest SLAC. Also, should I share my modlist here to see if there's something on it that might be messing things up? Removing patches mid-game could cause serious issues. I would actually treat patching AC as a one-way trip for that save. If you are able to completely uninstall AC, and still load and make a new save, that would be the way to go prior to reinstalling a fresh download. There are some notes in the FAQ in the mod description on working around possible save file corruption. If the save is reported as corrupt, or crashes on load, and the workarounds don't help, then you'll have to reinstall AC without a clean save. I can't say if that will repair the broken properties on those scripts. Beyond that, you'll have to put up with the reduced functionality for that save.
LeNukeman Posted August 27, 2023 Posted August 27, 2023 Good day, I have a some sort of problem with aroused creatures mod: Everything is functioning normal, I did installed it correctly, and I did installed everything else I needed to make the mod functional but by some reason it does NOT seem to recognize the animation files. It just says: no animations found or something. In the aroused creatures help section it says all green, yet claims that there is no animation files, even tho I have installed the animation files in the first place. Oh yeah I also made papyrus log as well. Papyrus.3.log And I did try every possible option, I tried reinstalling mods, I made sure nothings conflicting with other mods nor overriding other mods, I prayed for Jesus, I tried to downgrade aroused creatures mod, and even uninstalling some mods. And yes, I did ran fnis as well. So can someone help ya boy out? Pretty please?
Sailing Rebel Posted August 27, 2023 Author Posted August 27, 2023 @LeNukeman Spoiler [08/27/2023 - 11:21:51PM] error: Method GetStripSettings not found on sslSystemConfig. Aborting call and returning None stack: [SexLabQuestFramework (14000D62)].sslactorlibrary.StripActor() - "sslActorLibrary.psc" Line 190 [SexLabQuestFramework (14000D62)].sexlabframework.StripActor() - "SexLabFramework.psc" Line 565 [slac_Utility (18003322)].slac_utility.StripActor() - "slac_Utility.psc" Line 2924 [ (18016B66)].slac_Pursuit_00_Scene_Script.Fragment_23() - "slac_Pursuit_00_Scene_Script.psc" Line 47 [08/27/2023 - 11:21:51PM] error: Cannot access an element of a None array stack: [SexLabQuestFramework (14000D62)].sslactorlibrary.StripActor() - "sslActorLibrary.psc" Line 190 [SexLabQuestFramework (14000D62)].sexlabframework.StripActor() - "SexLabFramework.psc" Line 565 [slac_Utility (18003322)].slac_utility.StripActor() - "slac_Utility.psc" Line 2924 [ (18016B66)].slac_Pursuit_00_Scene_Script.Fragment_23() - "slac_Pursuit_00_Scene_Script.psc" Line 47 [...] [08/27/2023 - 11:22:04PM] SEXLAB - GetByRace(ActorCount=3, RaceRef=[Race <DLC1HuskyBareRace (02018B36)>]) [08/27/2023 - 11:22:04PM] SEXLAB - AnimCache: MISS -- 3:Canines|Dogs [08/27/2023 - 11:22:05PM] SEXLAB - AnimCache: Using slot: 4 [08/27/2023 - 11:22:06PM] SEXLAB - Thread[0] - Entering Making State [08/27/2023 - 11:22:06PM] error: Unbound native function "CanAnimate" called [...] [08/27/2023 - 11:22:38PM] warning: Assigning None to a non-object variable named "::temp131" stack: [SexLabQuestFramework (14000D62)].sslactorlibrary.ValidateActor() - "sslActorLibrary.psc" Line 549 [SexLabThread00 (14061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ? [slac_Utility (18003322)].slac_utility.StartCreatureSex() - "slac_Utility.psc" Line 2658 [alias PlayerAlias on quest slac_Main (18001827)].slac_playerscript.OnKeyUp() - "slac_PlayerScript.psc" Line 654 [08/27/2023 - 11:22:38PM] error: Cannot set the faction rank with a None faction stack: [ (00000014)].Actor.SetFactionRank() - "<native>" Line ? [ (00000014)].Actor.AddToFaction() - "Actor.psc" Line 593 [SexLabQuestFramework (14000D62)].sslactorlibrary.ValidateActor() - "sslActorLibrary.psc" Line 550 [SexLabThread00 (14061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ? [slac_Utility (18003322)].slac_utility.StartCreatureSex() - "slac_Utility.psc" Line 2658 [alias PlayerAlias on quest slac_Main (18001827)].slac_playerscript.OnKeyUp() - "slac_PlayerScript.psc" Line 654 [08/27/2023 - 11:22:38PM] SEXLAB - Notice: ValidateActor(Jenny) -- FALSE -- They are not supported for animation. [08/27/2023 - 11:22:38PM] Info: SEXLAB - FATAL - Thread[0] AddActor(Jenny) - AddActor(Jenny) -- Failed to add actor -- They are not a valid target for animation stack: <unknown self>.Debug.TraceStack() - "<native>" Line ? [SexLabThread00 (14061EEF)].sslthreadcontroller.fatal() - "sslThreadModel.psc" Line 1923 [SexLabThread00 (14061EEF)].sslthreadcontroller.AddActor() - "sslThreadModel.psc" Line ? [slac_Utility (18003322)].slac_utility.StartCreatureSex() - "slac_Utility.psc" Line 2658 [alias PlayerAlias on quest slac_Main (18001827)].slac_playerscript.OnKeyUp() - "slac_PlayerScript.psc" Line 654 There appears to be a serious issue with the SexLab installation. And possibly the Aroused Creatue installation. Completely uninstall SL. Make sure that the downloaded mod archive is whole and uncorrupted (right-click the archive > [Other Options] > 7-zip > Test Archive). If there is a problem with it, then download and test again. If/when the archive is good, reinstall SL and make sure nothing is overriding it. If there are still issues, repeat the process with Aroused Creatures.
bluetortoise Posted August 29, 2023 Posted August 29, 2023 all the dogs and horses everywhere makes stealing and breaking into houses really difficult....
Tlam99 Posted August 29, 2023 Posted August 29, 2023 13 minutes ago, bluetortoise said: really difficult.. You need some advice from a vampire.
kamithemoon Posted August 29, 2023 Posted August 29, 2023 On 7/25/2023 at 4:28 AM, Sailing Rebel said: First thing to note is that the player's horse is going to be in their presence for long periods so, just like other followers, their arousal will generally be increasing faster - especially if the PC is nude or wearing armor flagged as revealing. This tends to mean that a long ride will almost always be followed by a long ride, so to speak. Setting the PC Auto Settings > Creature Followers option under "Non-Followers" should prevent the player's horse from auto-engaging. Starting a new game and coming back to this. I wasn't able to stop horse engagements. Setting all PC engagements to off will stop creatures from pursuing my character but it will not stop my horse from automatically relieving himself as soon as I dismount. Any time I've ridden him for more then a minute or so, dismounting him will cause him to automatically mount me. I've managed to check his arousal levels and they're low to zero before this happens. Is there anything else I can try? I'd like to keep PC engagements, if possible, but I'd like to turn off the horse immediately mounting me if I dismount, unless he has high arousal.
Sailing Rebel Posted August 29, 2023 Author Posted August 29, 2023 2 hours ago, kamithemoon said: Starting a new game and coming back to this. I wasn't able to stop horse engagements. Setting all PC engagements to off will stop creatures from pursuing my character but it will not stop my horse from automatically relieving himself as soon as I dismount. Any time I've ridden him for more then a minute or so, dismounting him will cause him to automatically mount me. I've managed to check his arousal levels and they're low to zero before this happens. Is there anything else I can try? I'd like to keep PC engagements, if possible, but I'd like to turn off the horse immediately mounting me if I dismount, unless he has high arousal. Disabled the Sex After Refusal option under Dialogue & Interactions > Player's Horse. If it's still happening, enable papyrus logging and the Aroused Creatures MCM > General Settings > Debug option. Then post a log for a session in with the issue is seen.
Sailing Rebel Posted August 29, 2023 Author Posted August 29, 2023 6 hours ago, bluetortoise said: all the dogs and horses everywhere makes stealing and breaking into houses really difficult.... If it's auto-engagement from Aroused Creatures making this difficult, change the PC/NP Auto Settings > Player Only > Crouch Effect to Prevent. Auto-engagement is normally prevented when the player is trespassing, though there are situations where a pending engagement might still start after entering a trespass area. If it's just the presence of creatures making it difficult, then this is likely an issue with SexLab More Creatures. You might try NARC Remade - No Animals Report Crimes. Or SLMC can be customised using SSEEdit to remove creatures from interiors (essentially just deleting all the interior cells from the mod) - instructions can be found in the SLMC support thread.
Tlam99 Posted August 29, 2023 Posted August 29, 2023 (edited) 31 minutes ago, Sailing Rebel said: f it's just the presence of creatures making it difficult I command one of my followers to keep the animal busy For the rest the mindwipe spell. Edited August 29, 2023 by Tlam99 1
kamithemoon Posted August 29, 2023 Posted August 29, 2023 8 hours ago, Sailing Rebel said: Disabled the Sex After Refusal option under Dialogue & Interactions > Player's Horse. If it's still happening, enable papyrus logging and the Aroused Creatures MCM > General Settings > Debug option. Then post a log for a session in with the issue is seen. Quick test and everything seems to be in order now, thanks! I swear I had that option disabled before though, as it's disabled by default. But regardless, it all seems to world now =D. 1
kamoewarrior Posted September 1, 2023 Posted September 1, 2023 Anyone else having trouble using the invite feature? My creature animations already work with SL Defeat and SL Aroused Creature's arousal level requirement is set to zero for invite option
Sailing Rebel Posted September 1, 2023 Author Posted September 1, 2023 11 hours ago, kamoewarrior said: Anyone else having trouble using the invite feature? My creature animations already work with SL Defeat and SL Aroused Creature's arousal level requirement is set to zero for invite option After trying to invite a creature, go to the Aroused Creatures MCM > Help page and check the recent failed engagements lists. Highlight an entry in the lists to see an explanation and possible solution at the bottom of the UI. 1
Sailing Rebel Posted September 1, 2023 Author Posted September 1, 2023 Just noticed that the creature arousal threshold is not currently being tested in the direct invitations. So any rejections will not be due to arousal levels. This will be fixed in the next version. I'll also add a bypass for the invite animation for creatures that do not meet the threshold and just show a notification to speed this up.
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