Jump to content

Recommended Posts

Posted
1 hour ago, Shiki_Ale said:

Hello, i have an issue where the MCM menu doesn't show at all, even after reinstalled the mod.

Make sure that there are exclusions configured in any antivirus apps for the download folder for your mods, the mod manager instance or staging folders, and the game installation folder.

 

Download the mod again and make sure that it is whole and uncorrupted (right-click > [show more options] > 7-zip >Test Archive). If there is an issue, check your security configuration again and try using a different browser.

 

If the download is good, reinstall and test again. If it's still not showing up, test in a new game. If it works in the new game then there is an issue with the save file. Try completely uninstalling AC, load the save, wait for two hours in the wait menu, then save again and reinstall.

 

If the problem persists, please post a papyrus log for a session in which the issue is encountered.

Posted (edited)

Running into an issue. Auto-engagements trigger despite the creature not being above the specified threshold. Turned debug on and it said something like "X passes check for arousal 24/0 and Player 17/0" where the 24 and 17 are the arousal levels at the point of the check. The threshold in the MCM is set at 50 and Creature only. I've tried fiddling with the slider, changing the arousal requirements to both but doesn't seem to help. Am I doing something stupid which is easily fixable or would I need to uninstall and reinstall the mod? Checked the save file with ReSaver as well and no issues highlighted.

 

EDIT: Nevermind, it was me doing something stupid. I thought the "Naked Reduction Modifier" meant the percentage by which the required arousal would be reduced i.e. if set to 100%, it would reduce the arousal required by 100% so I set it to 0%. So yeah, that was it.

Edited by jammygames
Posted

Hey, I have a small request, because some engagements happen at a very bad time: check for DHLP suspend event and don't trigger attacks if it's active. For example, Submissive Lola triggers this event for several quests, and during some of them PC is naked, so creatures can interrupt the intended flow sometimes. Some other mods also rely on this event, so it looks like a pretty decent way to prevent unfortunate mod collisions.

Posted
2 hours ago, Vigor said:

Hey, I have a small request, because some engagements happen at a very bad time: check for DHLP suspend event and don't trigger attacks if it's active. For example, Submissive Lola triggers this event for several quests, and during some of them PC is naked, so creatures can interrupt the intended flow sometimes. Some other mods also rely on this event, so it looks like a pretty decent way to prevent unfortunate mod collisions.

Perhaps you could also check and change the existing MCM settings for SLAC?

Posted
3 hours ago, Vigor said:

Hey, I have a small request, because some engagements happen at a very bad time: check for DHLP suspend event and don't trigger attacks if it's active. For example, Submissive Lola triggers this event for several quests, and during some of them PC is naked, so creatures can interrupt the intended flow sometimes. Some other mods also rely on this event, so it looks like a pretty decent way to prevent unfortunate mod collisions.

I'll need to take a look at this, but it should be possible.

Posted
On 11/29/2023 at 4:40 PM, Sailing Rebel said:

Make sure that there are exclusions configured in any antivirus apps for the download folder for your mods, the mod manager instance or staging folders, and the game installation folder.

 

Download the mod again and make sure that it is whole and uncorrupted (right-click > [show more options] > 7-zip >Test Archive). If there is an issue, check your security configuration again and try using a different browser.

 

If the download is good, reinstall and test again. If it's still not showing up, test in a new game. If it works in the new game then there is an issue with the save file. Try completely uninstalling AC, load the save, wait for two hours in the wait menu, then save again and reinstall.

 

If the problem persists, please post a papyrus log for a session in which the issue is encountered.


Thans you, it worked !
but, some animals doesn't have penises, while some yes.
for example, dogs, skeever, or spider .
i do have everything correctly installed tho.

Posted
5 minutes ago, Shiki_Ale said:

Thans you, it worked !
but, some animals doesn't have penises, while some yes.
for example, dogs, skeever, or spider .
i do have everything correctly installed tho.

The model changes are handled by Creature Framework. Try re-registering all mods in its MCM.

Posted

hello, I want to ask, why everytime I using the pursuit, the creature only push me but the scene didnt play ? (not T-Pose)
but when I disable the pursuit, it's fine...

Posted
6 hours ago, wilson03333 said:

hello, I want to ask, why everytime I using the pursuit, the creature only push me but the scene didnt play ? (not T-Pose)
but when I disable the pursuit, it's fine...

Under SexLab MCM > Animation Settings, make sure the Disable Starting Teleport is unchecked. This option tries to have actors approach each other rather than teleport, but it's not very reliable with creatures. If you want to leave this option on, then an animation should eventually start after a lot of jostling, but it can take a while.

 

If this is not the problem, then I'd need to see a papyrus log for a session in which Aroused Creatures MCM > Debug is enabled and the issue is encountered.

Posted
18 hours ago, Sailing Rebel said:

Under SexLab MCM > Animation Settings, make sure the Disable Starting Teleport is unchecked. This option tries to have actors approach each other rather than teleport, but it's not very reliable with creatures. If you want to leave this option on, then an animation should eventually start after a lot of jostling, but it can take a while.

 

If this is not the problem, then I'd need to see a papyrus log for a session in which Aroused Creatures MCM > Debug is enabled and the issue is encountered.

I have already uncheck the Disable Starting Teleport but still same. Where can I get the Papyrus Log ?

Posted
2 hours ago, sonory13 said:

When I enable the debug, I still didnt see any notification about something error., But here is my Papyrus log

Try increasing the PC / NPC Auto Settings > Pursuit > Capture Radius. This is the distance that the creature must be from their target for a pursuit to complete.

 

There is a perk mod in there that is continuously generating errors. This could be slowing things down.

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

Try increasing the PC / NPC Auto Settings > Pursuit > Capture Radius. This is the distance that the creature must be from their target for a pursuit to complete.

 

There is a perk mod in there that is continuously generating errors. This could be slowing things down.

i have already increase the Capture Radius to 55 Feet or 100, still didnt work xD

Papyrus.0.log Papyrus.1.log Papyrus.2.log Papyrus.3.log

Edited by sonory13
Posted
2 hours ago, sonory13 said:

i have already increase the Capture Radius to 55 Feet or 100, still didnt work xD

AC is not generating any errors at all, so this is not a script issue.

 

In the previous log, I could see the pursuit starting and timing out. But there is no indication of why the pursuit did not end as expected (presuming that the two actors were close enough at the end).

 

Make sure that nothing is overriding AC. Try in a new game, this might be a problem with the current save. Try a fresh installation of the mod.

Posted
6 hours ago, Sailing Rebel said:

AC is not generating any errors at all, so this is not a script issue.

 

In the previous log, I could see the pursuit starting and timing out. But there is no indication of why the pursuit did not end as expected (presuming that the two actors were close enough at the end).

 

Make sure that nothing is overriding AC. Try in a new game, this might be a problem with the current save. Try a fresh installation of the mod.

This is a New Game btw, but it's ok, thanks a lot for your help xD

Posted

I'm back, bringing unfortunate news. It would appear that SLAC doesn't work with P+, only if you invite creatures using the hotkey. I've attached a papyrus log and essentially what I did was stand in front of a male horse and set it's arousel to 100, then waited.

Papyrus.1.log

Posted (edited)
5 hours ago, Miss Corruption said:

I'm back, bringing unfortunate news. It would appear that SLAC doesn't work with P+, only if you invite creatures using the hotkey. I've attached a papyrus log and essentially what I did was stand in front of a male horse and set it's arousel to 100, then waited.

The feature that is blocking this in the current version is creature race filtering. AC pulls the races with animations from the SL internals. P+ uses an entirely different system.

 

To see where this affects AC, search for "sslCreatureAnimationSlots" in slac_Config.psc and slac_Utility.psc.

 

Since invite is working, it's only the check for allowed creature races that is blocking right now. So for a quick fix you could comment out the code in the slacConfig.AllowedCreatureRace(), slacConfig.AllowedCreatureActor(), slacConfig.AllowedCreatureActorAll(), and slacConfig.AllowedCreatureActorAny()functions and have them all just return True. This will likely result in failed engagements for races without animations. This will also mess up the Allowed Creatures MCM, and make it pointless.

 

For a more comprehensive fix, we would need to completely replace the code using sslCreatureAnimationSlots to use the P+ system.

 

Edit: Just spotted another problem. It seems P+ also returns a 0/1 int for creature sex, rather than the usual 2/3 that we get from regular SL. While sensible, this is going to affect mods expecting the old values. A "quick" fix for this might be to convert all tests for creature sex to moduli, i.e. SexLab.GetGender() % 2 == 0 for male, and SexLab.GetGender() % 2 == 1 for female.

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

The feature that is blocking this in the current version is creature race filtering. AC pulls the races with animations from the SL internals. P+ uses an entirely different system.

 

To see where this affects AC, search for "sslCreatureAnimationSlots" in slac_Config.psc and slac_Utility.psc.

 

Since invite is working, it's only the check for allowed creature races that is blocking right now. So for a quick fix you could comment out the code in the slacConfig.AllowedCreatureRace(), slacConfig.AllowedCreatureActor(), slacConfig.AllowedCreatureActorAll(), and slacConfig.AllowedCreatureActorAny()functions and have them all just return True. This will likely result in failed engagements for races without animations. This will also mess up the Allowed Creatures MCM, and make it pointless.

 

For a more comprehensive fix, we would need to completely replace the code using sslCreatureAnimationSlots to use the P+ system.

 

Edit: Just spotted another problem. It seems P+ also returns a 0/1 int for creature sex, rather than the usual 2/3 that we get from regular SL. While sensible, this is going to affect mods expecting the old values. A "quick" fix for this might be to convert all tests for creature sex to moduli, i.e. SexLab.GetGender() % 2 == 0 for male, and SexLab.GetGender() % 2 == 1 for female.

Thanks for the comprehensive explanation! If I remember correctly, P+ doesn't separate creature slots and human slots, but I'll gave to ask Scrab to be sure. It might also be better to switch to `SexLab.GetSex` instead, as it supports more, as seen here:

https://github.com/Scrabx3/SexLab/blob/animation/Source/Scripts/SexLabFramework.psc#L213-L220

Posted
6 hours ago, Miss Corruption said:

Thanks for the comprehensive explanation! If I remember correctly, P+ doesn't separate creature slots and human slots, but I'll gave to ask Scrab to be sure. It might also be better to switch to `SexLab.GetSex` instead, as it supports more, as seen here:

https://github.com/Scrabx3/SexLab/blob/animation/Source/Scripts/SexLabFramework.psc#L213-L220

 

Yeah, that's not much better. Suddenly, the creature sex index is pushed up by one to make room for the futa option: male == 3 (2 in OG SL).

 

I think it might be more sensible to just be real about creates being male (0) or female (1) and use other means to identify them as creatures, rather than sex. At the SL modding end, that means having a local GetSex that interprets the returned index depending on the framework and call.

Posted (edited)

I have a problem, the creatures only target NPCs and not my character, no matter what number I choose for the PC's/creature arousal threshold.

Edited by Rafelps
Posted
11 minutes ago, Rafelps said:

I have a problem, the creatures only target NPCs and not my character, no matter what number I choose for the PC's/creature arousal threshold.

Make sure that Auto engagement is enabled for the PC and that it's not restricted by sex, armor or location.

 

Check the Aroused Creatures MCM > Help page which lists recently failed engagements. Highlight a failure code to see an explanation at the bottom of the UI.

 

If in doubt, load the default configuration under Profiles.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...