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Posted
10 minutes ago, Gorodskoy Tip said:

Animatons work for player, but not for creatures. They just use their idle animations. I have Nemesis and Nemesis Creature Behaviour Compatibility Patch. What should I do?

You must use FNIS for creature animations. There is no alternative.

 

The current version of Nemesis does not work with creatures at all. The Nemesis Creature Behaviour Compatibility patch is for a very particular situation and, as indicated on the download page, does not enable creature animations.

 

If you need to use both FNIS and Nemesis together, I think there are a couple of guides available on Nexus about how to make that work.

Posted
On 10/17/2023 at 7:21 PM, Sailing Rebel said:

You must use FNIS for creature animations. There is no alternative.

 

The current version of Nemesis does not work with creatures at all. The Nemesis Creature Behaviour Compatibility patch is for a very particular situation and, as indicated on the download page, does not enable creature animations.

 

If you need to use both FNIS and Nemesis together, I think there are a couple of guides available on Nexus about how to make that work.

Thanks, it works now

 

Posted
48 minutes ago, SadisticRiceCake said:

Is there a way for  you to command wild/stolen horses to go after your captive/bound enemy NPCs?

In theory, yes. It may depend on the disposition of the NPCs, which depends on the mods handling them in that situation.

 

In the Dialogue & Interaction > Creature Dialogue settings, make sure that Enable All Creature Commands, Allow Silent Creature Dialogue, and Allow Dialogue With Horses are all enabled, which will allow dialogue with non-follower horses. But you should then be able to target-select the NPC (N, by default) then talk to the horse to command them. This will still depend on the arousal levels and available animations.

 

If any of the participants are rejected as hostile by the game, or the dialogue option does not appear due to hostility, then you could try Other Settings > Testing > Allow Hostile/Combat Engagements to bypass the checks. But keep in mind that this could have an impact on normal combat.

Posted
2 hours ago, Sailing Rebel said:

In theory, yes. It may depend on the disposition of the NPCs, which depends on the mods handling them in that situation.

 

In the Dialogue & Interaction > Creature Dialogue settings, make sure that Enable All Creature Commands, Allow Silent Creature Dialogue, and Allow Dialogue With Horses are all enabled, which will allow dialogue with non-follower horses. But you should then be able to target-select the NPC (N, by default) then talk to the horse to command them. This will still depend on the arousal levels and available animations.

 

If any of the participants are rejected as hostile by the game, or the dialogue option does not appear due to hostility, then you could try Other Settings > Testing > Allow Hostile/Combat Engagements to bypass the checks. But keep in mind that this could have an impact on normal combat.

Many thanks :D

  • 2 weeks later...
Posted

Hi! I'm not sure what version of the mod I have, but I downloaded it over a year ago. If I would like to update to the newer version, can I do it in the middle of a saved game? And if so, how should I do the update? Thx

Posted
2 hours ago, -Karen- said:

Hi! I'm not sure what version of the mod I have, but I downloaded it over a year ago. If I would like to update to the newer version, can I do it in the middle of a saved game? And if so, how should I do the update? Thx

There is a section in the mod description with advice and instructions on updating mid-game.

 

First, before actually performing an update, make sure that it's worth the trouble. There is a change log at the bottom of the mod description and historical change logs in the first post of this thread, so you can compare features and fixes. Updating any mod comes with risks, even if it's just introducing bugs that weren't there before. So, if the version you have installed is working correctly, and you are not interested in any new features, then consider just waiting until the next playthrough to update.

Posted
2 hours ago, Sailing Rebel said:

There is a section in the mod description with advice and instructions on updating mid-game.

 

First, before actually performing an update, make sure that it's worth the trouble. There is a change log at the bottom of the mod description and historical change logs in the first post of this thread, so you can compare features and fixes. Updating any mod comes with risks, even if it's just introducing bugs that weren't there before. So, if the version you have installed is working correctly, and you are not interested in any new features, then consider just waiting until the next playthrough to update.

"If something works, don't touch it.? Ok, thanks for the advice!

 

Posted

Hi! I was wondering if you could provide a patch for Scrab's P+? Currently, due to how SLAC determines how SL is finished installing it reports as failed/missing.
I think you'd need to check for this instead. Also, from looking at the source code you're using some deprecated functions such as SexLab.GetCreatureAnimationsByRace. While they should work, updating to the P+ equivalents is recommended.

Alternatively, I could try and patch SLAC myself and host it here.

Posted
2 hours ago, Miss Corruption said:

Hi! I was wondering if you could provide a patch for Scrab's P+? Currently, due to how SLAC determines how SL is finished installing it reports as failed/missing.
I think you'd need to check for this instead. Also, from looking at the source code you're using some deprecated functions such as SexLab.GetCreatureAnimationsByRace. While they should work, updating to the P+ equivalents is recommended.

Alternatively, I could try and patch SLAC myself and host it here.

The installation check actually looks for available animations, rather than checking flags which have proven unreliable in the past.

 

This installation test is an indicator only, and does not affect other functions. Of course, if this test does not return any usable animations, then there may be other issues that will prevent normal operation.

 

P+ is still under development, and the upcoming version is supposed to be a major rewrite. I'm reluctant to start targeting this branch with potentially complex code rewrites until it has stabilised.

 

If you would like to patch it yourself, please feel free. SLAC is released under a GPLv3 licence. The code for testing SL installation can be found in slac_Config.psc around line 2256 (search for ElseIf page == "$SLAC_Help").

Posted
22 hours ago, Sailing Rebel said:

The installation check actually looks for available animations, rather than checking flags which have proven unreliable in the past.

 

This installation test is an indicator only, and does not affect other functions. Of course, if this test does not return any usable animations, then there may be other issues that will prevent normal operation.

 

P+ is still under development, and the upcoming version is supposed to be a major rewrite. I'm reluctant to start targeting this branch with potentially complex code rewrites until it has stabilised.

 

If you would like to patch it yourself, please feel free. SLAC is released under a GPLv3 licence. The code for testing SL installation can be found in slac_Config.psc around line 2256 (search for ElseIf page == "$SLAC_Help").

After looking through your source code I can understand why you are reluctant. I've dabbled a bit trying to port it over myself and it would involve a lot of you want to ditch all deprecated functions. If you do however decide to port it, I'd recommend joining Scrab's discord for testing and communication.

Posted
35 minutes ago, Miss Corruption said:

After looking through your source code I can understand why you are reluctant. I've dabbled a bit trying to port it over myself and it would involve a lot of you want to ditch all deprecated functions. If you do however decide to port it, I'd recommend joining Scrab's discord for testing and communication.

Yeah, it'll be a pain picking everything out. And I'm not even going to look at that until P+ has a stable and supportable release to work from.

 

If I'd had some inkling of there being multiple animation frameworks, I would definitely have abstracted the API calls to make swapping easier... In hindsight, probably should have done that anyway...

Posted
1 hour ago, Sailing Rebel said:

Yeah, it'll be a pain picking everything out. And I'm not even going to look at that until P+ has a stable and supportable release to work from.

 

If I'd had some inkling of there being multiple animation frameworks, I would definitely have abstracted the API calls to make swapping easier... In hindsight, probably should have done that anyway...

I'll notify you when everything is considered stable, we'll see what comes next.

Posted
On 11/2/2023 at 4:51 PM, Sailing Rebel said:

The installation check actually looks for available animations, rather than checking flags which have proven unreliable in the past.

 

This installation test is an indicator only, and does not affect other functions. Of course, if this test does not return any usable animations, then there may be other issues that will prevent normal operation.

 

P+ is still under development, and the upcoming version is supposed to be a major rewrite. I'm reluctant to start targeting this branch with potentially complex code rewrites until it has stabilised.

 

If you would like to patch it yourself, please feel free. SLAC is released under a GPLv3 licence. The code for testing SL installation can be found in slac_Config.psc around line 2256 (search for ElseIf page == "$SLAC_Help").

 

Just as an FYI then in case it comes up later before p+ support is added, this is how the help page displays with Sexlab P+ phase 2. The currently downloadable phase 1 doesn't have these problems. Phase 1 is p+ version  1.8.2.5 and lower. If someone has version 2.x or higher, they are phase 2.

image.png.0406087cfbea75bc886b0299305a57d6.png

 

So far, I've seen messages that the creature is not interested in you, and the creature does not know what to do even though it's aroused when using the invite hotkey, Sorry for not having the exact messages handy. This is on a brand new game after p+'s install completed, and there are creature animations in the new sexlab registry.

 

Again, this is an FYI only, I'm fully aware this is not supported and I'm not asking for help. 

Posted
20 hours ago, zarantha said:

 

Just as an FYI then in case it comes up later before p+ support is added, this is how the help page displays with Sexlab P+ phase 2. The currently downloadable phase 1 doesn't have these problems. Phase 1 is p+ version  1.8.2.5 and lower. If someone has version 2.x or higher, they are phase 2.

image.png.0406087cfbea75bc886b0299305a57d6.png

 

So far, I've seen messages that the creature is not interested in you, and the creature does not know what to do even though it's aroused when using the invite hotkey, Sorry for not having the exact messages handy. This is on a brand new game after p+'s install completed, and there are creature animations in the new sexlab registry.

 

Again, this is an FYI only, I'm fully aware this is not supported and I'm not asking for help. 

This has been fixed and SLAC now works out of the box with SexLab P+ 2.2.0.4 (at least the invite feature, I haven't tested others but they should).
You won't need to patch SLAC unless you want to take advantage of P+'s features.

Posted
7 hours ago, striker123 said:

I have an issue where the creature is not becoming aroused and Aroused Creatures not appearing in MCM. What could be the issue?

Download the mod again and make sure that the archive is whole and uncorrupted (right-click > 7zip > Test Archive), then reinstall it.

 

There is a reported issue that has been affecting some users. Unfortunately, I've not been able to reproduce it at my end and so haven't been able to identify the cause. If you can provide a mod list and papyrus log from an affected game, it might provide some clues. The workaround may be to install the mod after starting a new game.

Posted

Ok so first of all I do not have the help tab in the mcm menu at all and when both parties are at 100% arousal it keeps saying that it does not want to mate with the pc character what is going on?

Posted (edited)
6 hours ago, Wubb_Wubbs said:

Ok so first of all I do not have the help tab in the mcm menu at all and when both parties are at 100% arousal it keeps saying that it does not want to mate with the pc character what is going on?

If there's no help page, then either it's an old version of AC (before v04.0 RC 1), or some of the mod's files are being overwritten.

 

Redownload the latest version and reinstall, and make sure nothing is overriding it.

Edited by Sailing Rebel
Posted
10 hours ago, Sailing Rebel said:

If there's no help page, then either it's an old version of AC (before v04.0 RC 1), or some of the mod's files are being overwritten.

 

Redownload the latest version and reinstall, and make sure nothing is overriding it.

Ok so i have everything installed and everything works fine but every dicky is not there I even went in the other creature mod and reloaded the dickys and still nothing sorry for asking for help over and over :<

Posted
1 hour ago, Wubb_Wubbs said:

Ok so i have everything installed and everything works fine but every dicky is not there I even went in the other creature mod and reloaded the dickys and still nothing sorry for asking for help over and over :<

This will be an issue with Creature Framework, distributed from the More Nasty Critters SE mod page.

 

Make sure all requirements are installed, including a compatible version of jContainers.

 

More Nasty Critters provides the models and Creature Framework handles applying them during animations. The usual fix is to go into the Creature Framework MCM and use the Re-register All Mods option. If there is still an issue, try searching the MNC support thread for similar issues

  • 2 weeks later...
Posted (edited)

Small QoL request.

For non-pursuit automatic engagements, add a confirmation pop-up.

Something along the lines of:

[Name] would like to mate. Accept? 
		Yes/No

Since non-pursuit engagements are or can be consensual, it seems odd to me that you can't accept or decline them.

Edited by nasrumnir
Posted
On 11/19/2023 at 8:08 PM, nasrumnir said:

Small QoL request.

For non-pursuit automatic engagements, add a confirmation pop-up.

Something along the lines of:

[Name] would like to mate. Accept? 
		Yes/No

Since non-pursuit engagements are or can be consensual, it seems odd to me that you can't accept or decline them.

I'm reluctant to add that kind of hard-stop interruption in a mod that supposed to provide a level of immersion.

 

What you can do with the current version is disable auto engagements for the PC, then enable the Dialogue & Interactions > Suitors options, along with the Invite hotkey and creature dialogue options for non-followers and silent creatures. This way, creatures meeting the invite arousal threshold will follow the PC, but will not engage them. Then you can choose to engage them by talking to them, or by using the direct invite hotkey.

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