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Posted
2 hours ago, Sailing Rebel said:

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.

It's saying it doesn't meet the threshold for engagement, but I have the same setup for NPCs and PC and it works perfectly for NPCs, engagement is enabled and I loaded the default configuration. 
The animations also don't work on PC, when I start something by talking to a creature and choosing what I want to do, my character starts a random animation that I didn't choose and the creature just goes away while my character continues doing a random animation alone. Maybe all these errors are the same problem, but I have no idea.

20231212051650_1.jpg

20231212051701_1.jpg

Posted
14 hours ago, Rafelps said:

It's saying it doesn't meet the threshold for engagement, but I have the same setup for NPCs and PC and it works perfectly for NPCs, engagement is enabled and I loaded the default configuration. 
The animations also don't work on PC, when I start something by talking to a creature and choosing what I want to do, my character starts a random animation that I didn't choose and the creature just goes away while my character continues doing a random animation alone. Maybe all these errors are the same problem, but I have no idea.

Enable papyrus logging and the Aroused Creatures MCM > General Settings > Debug option. Then let auto engagement run for a while. Post the log and we'll see what it's doing.

 

The broken animations triggered through dialogue suggests that there may be a problem with SL, or perhaps interference from another mod.

Posted (edited)

So I wasn't having an issue till the update to 1.6.1130. The invite button doesn't work anymore. Creatures will still go after other npcs though. I can click N and see the arousal level. But I can't have dialogue with any animal except dogs. I can't invite them though. Can't invite anything. Is it me? I've been trying to figure this out for a while now and am stumped. 

 

Update: I cant even steal the horse. I keep clicking on it and nothing happens. 

Another Edit: I have disabled every mod one by one and tested everything. It all works until I put this mod in. After I put this mod in, I can't steal or interact with horses at all. Can't use the invite trigger either. 

Edited by YuYuHakusho
Update
Posted (edited)
On 12/15/2023 at 6:01 AM, YuYuHakusho said:

So I wasn't having an issue till the update to 1.6.1130. The invite button doesn't work anymore. Creatures will still go after other npcs though. I can click N and see the arousal level. But I can't have dialogue with any animal except dogs. I can't invite them though. Can't invite anything. Is it me? I've been trying to figure this out for a while now and am stumped. 

 

Update: I cant even steal the horse. I keep clicking on it and nothing happens. 

Another Edit: I have disabled every mod one by one and tested everything. It all works until I put this mod in. After I put this mod in, I can't steal or interact with horses at all. Can't use the invite trigger either. 

It looks like there are serious problems for this mod in 1.6.1130.

 

When using the new master plugins, some references to slac_Utilty.pex are being lost. Switching back to the masters from 1.6.640 allows it work again. This will show as an error pop-up when loading a save regarding script version, and will be displayed as an issue in the Aroused Creatures MCM > Help page.

 

I don't have an explanation for this right now.

 

Update: after further testing, it seems this issue is not consistent. I was able to trigger it with both the old and new masters in 1130. Having said that, I was also able to get it working normally with both. Still not sure what causes the loss of references on the scripts, but it seems that repeatedly loading the game after installing AC, will eventually allow it to work.

 

Note that AC v4.12 has a built-in 10-second delay before activating after installation. So you will need to wait that long before checking the help menu. If there is an issue with the script versions, then do not save. Restart and try again.

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

It looks like there are serious problems for this mod in 1.6.1130.

 

When using the new master plugins, some references to slac_Utilty.pex are being lost. Switching back to the masters from 1.6.640 allows it work again. This will show as an error pop-up when loading a save regarding script version, and will be displayed as an issue in the Aroused Creatures MCM > Help page.

 

I don't have an explanation for this right now.

 

Update: after further testing, it seems this issue is not consistent. I was able to trigger it with both the old and new masters in 1130. Having said that, I was also able to get it working normally with both. Still not sure what causes the loss of references on the scripts, but it seems that repeatedly loading the game after installing AC, will eventually allow it to work.

 

Note that AC v4.12 has a built-in 10-second delay before activating after installation. So you will need to wait that long before checking the help menu. If there is an issue with the script versions, then do not save. Restart and try again.

So just making sure I have this right, the solution is to keep loading into my game over and over until it decides to behave?

Posted
5 hours ago, YuYuHakusho said:

So just making sure I have this right, the solution is to keep loading into my game over and over until it decides to behave?

Well, since then I've not been able to reproduce the issue at all. The only thing that changed was reapplying the antivirus exclusions for the Skyrim installation folder and the MO2 instance folder. That might be worth trying. After updating the exclusions, redownload and reinstall AC.

 

If you are still having problems, any papyrus logs you can share from affected sessions might help identify possible solutions.

  • 2 weeks later...
Posted

Hey rebel, just droping in. Hopeing you had a nice holiday! Im not sure if your expanding this mod outside of bug fixes. Ive tried my hand at expanding some of the dialouge branches for the invite but im not having much luck getting it to work. I think it would be neat to have seperate dialouge for vaginal invite and anal invatations. Im just not getting it to show up in game. If you ever decide to expand that, at least theres another idea to toss in the hat. i know these game updates have messed up alot of things for people and that keeps you busy. I still run the final Se build before AE as its more stable. Maybe they will finally leave the game alone now.

Posted
13 minutes ago, skyrim482 said:

Hey rebel, just droping in. Hopeing you had a nice holiday! Im not sure if your expanding this mod outside of bug fixes. Ive tried my hand at expanding some of the dialouge branches for the invite but im not having much luck getting it to work. I think it would be neat to have seperate dialouge for vaginal invite and anal invatations. Im just not getting it to show up in game. If you ever decide to expand that, at least theres another idea to toss in the hat. i know these game updates have messed up alot of things for people and that keeps you busy. I still run the final Se build before AE as its more stable. Maybe they will finally leave the game alone now.

Yeah, I'll look at this. The system is messy already, so adding a bit more mess isn't going to hurt.

 

If you want to do this yourself, then you would be duplicating the sex type topics in the slac_CreatureDialoguePlayerBranch branch, and then adding an empty topic info to each topic. The tricky part is adding and compiling the topic info fragments. You can copy the fragment code from one of the other options and change the animation tags, but you'll need to do some work to get it to compile, including getting the SkyUI SDK scripts.

 

The usual with dialogue topics not showing up in-game is the conditions in the topic infos.

Posted
11 hours ago, Sailing Rebel said:

Yeah, I'll look at this. The system is messy already, so adding a bit more mess isn't going to hurt.

 

If you want to do this yourself, then you would be duplicating the sex type topics in the slac_CreatureDialoguePlayerBranch branch, and then adding an empty topic info to each topic. The tricky part is adding and compiling the topic info fragments. You can copy the fragment code from one of the other options and change the animation tags, but you'll need to do some work to get it to compile, including getting the SkyUI SDK scripts.

 

The usual with dialogue topics not showing up in-game is the conditions in the topic infos.

I have had no issues rephrasing dialouge from diffrent mods. I dont know what im doing but trying to learn as far as expanding to new options. I was copy and pasting branches and just writing in test as topics to see if they made it in the game but I was un sucessful. I didnt realize you needed to recompile scripts for that.

Posted
3 hours ago, skyrim482 said:

I have had no issues rephrasing dialouge from diffrent mods. I dont know what im doing but trying to learn as far as expanding to new options. I was copy and pasting branches and just writing in test as topics to see if they made it in the game but I was un sucessful. I didnt realize you needed to recompile scripts for that.

Ah, I'm forgetting how my own mod works. The topics in slac_CreatureDialoguePlayerBranch are specifically linked from the preceding Topic Info.

 

So you shouldn't need to duplicate any branches, just add new Topics and Topic Infos to the existing slac_CreatureDialoguePlayerBranch. Then you have to go back to the slac_CreatureDialogueOptions branch and update the "Do you want me?" Topic Info to link the new options in the Link To table on the right.

 

And, yes, the actual animation selection and triggering is through scripts, so you'll need to work with those to get new behaviour out of it.

Posted
On 12/27/2023 at 1:33 PM, Sailing Rebel said:

Ah, I'm forgetting how my own mod works. The topics in slac_CreatureDialoguePlayerBranch are specifically linked from the preceding Topic Info.

 

So you shouldn't need to duplicate any branches, just add new Topics and Topic Infos to the existing slac_CreatureDialoguePlayerBranch. Then you have to go back to the slac_CreatureDialogueOptions branch and update the "Do you want me?" Topic Info to link the new options in the Link To table on the right.

 

And, yes, the actual animation selection and triggering is through scripts, so you'll need to work with those to get new behaviour out of it.

Ok thanks im going to try to play around with it when I have time. Some more dialogue would defintley spice things up for me.

Complicated idea 2.. I realize it would be tricky but is it possible to have interested suitors forcegreat the player if their arousal is at a certain %. ? They follow as normal at say 50 arousal if thats what you have it set as, but at like 80 arousal they forcegreat the player to try to "present themselves" to entice the player to consensual engagment before going agressive at the regular engament threshould.

Posted
8 hours ago, skyrim482 said:

Ok thanks im going to try to play around with it when I have time. Some more dialogue would defintley spice things up for me.

Complicated idea 2.. I realize it would be tricky but is it possible to have interested suitors forcegreat the player if their arousal is at a certain %. ? They follow as normal at say 50 arousal if thats what you have it set as, but at like 80 arousal they forcegreat the player to try to "present themselves" to entice the player to consensual engagment before going agressive at the regular engament threshould.

I'm reluctant to use force greet for this kind of thing. The problem is that force greet is, by its nature, non-consensual in that it grabs the player's controls. My reasoning here is that non-consensual grabs like this should only be for non-consensual engagements - situations where the PC is not supposed to have any choice. If there is no choice, there is no point having dialogue options.

 

If the PC wants choice, then they can use the dialogue options. And with the Suitors feature, they will know which creatures are going to be receptive.

Posted (edited)

Hello, sorry to add more work to your workload, but no matter what I do I get the [-1] error and no animations happen

so far I have reinstalled SexLab (made sure with 7zip that it wasnt corrupt), went into the game and cleaned it with the Modlist, and tried different versions of sexlab

 

I am on AE, and for some reason when I go into sexlab it shows that the installation happened just fine, but when I go into aroused creatures it tells me that it was not done whatsoever

 

''installing will show more menus on SexLab'' and I have all of the menus already, and everything seems to be working properly on sexlabs's end, for some reason aroused creatures

does not want to accept that it is installed whatsoever

 

all other requirements besides ''install'' and ''activate'' are on green, how can I fix this?

 

(while the cow says noanims, anything that actually does have them still give the same error, like dogs)

 

20240104165742_1.jpg.af678dbd369fad3d87ecca0a309b76ee.jpg

20240104164527_1.jpg

 

20240104164547_1.jpg

Edited by Toiboobies
Posted
1 hour ago, Toiboobies said:

Hello, sorry to add more work to your workload, but no matter what I do I get the [-1] error and no animations happen

so far I have reinstalled SexLab (made sure with 7zip that it wasnt corrupt), went into the game and cleaned it with the Modlist, and tried different versions of sexlab

 

I am on AE, and for some reason when I go into sexlab it shows that the installation happened just fine, but when I go into aroused creatures it tells me that it was not done whatsoever

 

''installing will show more menus on SexLab'' and I have all of the menus already, and everything seems to be working properly on sexlabs's end, for some reason aroused creatures

does not want to accept that it is installed whatsoever

 

all other requirements besides ''install'' and ''activate'' are on green, how can I fix this?

 

(while the cow says noanims, anything that actually does have them still give the same error, like dogs)

Ensure that nothing is overriding SexLab or Aroused Creatures files.

 

Try SexLab MCM > Rebuild & Clean > Clean System and follow the guidance in the pop-ups. You'll need to reconfigure SL afterwards and re-register your SLAL packs.

 

If there is still an issue, please enable papyrus logging and Aroused Creatures MCM > General Settings > Debug, then post a papyrus log for a session in which the issue is encountered.

Posted
10 hours ago, Toiboobies said:

everything seems to be working properly on sexlabs's end, for some reason aroused creatures

 

How can you tell if sexlab is working at all beside just being installed if your animations count in both categories is ZERO (according to screenshot provided)?

Posted
2 minutes ago, PippinTom said:

 

How can you tell if sexlab is working at all beside just being installed if your animations count in both categories is ZERO (according to screenshot provided)?

it looked like zero but the lower ones were showing animations

I am right now trying to just reinstall everything as trying to get a papyrus log isnt working, whatever ini I edit (MO2 or not) no log file gets generated

 

the error had changed into the animations actually being absent after a cleanup, so now I was just starting to remove all other mods and just get sexabs(its requirements) and aroused creatures(and its requirements)

 

once I get an animation to work (broken or not), then I can worry about SOS and actually figuring out why if the animation was broken

 

I just want to see them work

Posted
15 minutes ago, Toiboobies said:

animations actually being absent after a cleanup

 

Well, SL cleanup should not remove any already registered animations, just re-register them automatically in the process.

So you must have done something else/weird that unregistered all of your animations (and it wasn't running SL cleanup).

Now you have to register them in SLAL individually or in bulk.

Posted
12 hours ago, Sailing Rebel said:

Ensure that nothing is overriding SexLab or Aroused Creatures files.

 

Try SexLab MCM > Rebuild & Clean > Clean System and follow the guidance in the pop-ups. You'll need to reconfigure SL afterwards and re-register your SLAL packs.

 

If there is still an issue, please enable papyrus logging and Aroused Creatures MCM > General Settings > Debug, then post a papyrus log for a session in which the issue is encountered.

 

2 hours ago, PippinTom said:

 

Well, SL cleanup should not remove any already registered animations, just re-register them automatically in the process.

So you must have done something else/weird that unregistered all of your animations (and it wasn't running SL cleanup).

Now you have to register them in SLAL individually or in bulk.

 

I have managed to flip every rock and actually get sexlabs to be enabled in aroused creatures, it required getting rid of most of my other mods, but it seems to be working alright now

(if I dare do a new cleanup it stops sexlabs from being seen as active again, dear lord)

 

though now I am falling into issues with animations actually playing

and automatic encounters not happening (but if I do invite encounters can happen)

 

player and animal gets stuck in one position with no animations, sounds do play but the issue is ovbious, I am suspecting that I have an outdated XPMSE (or Jcontainers but I am leaving towards XPMSE) because FNIS continues to warn me about it, I dont know where or how I can find an AE version of XPMSE, the place I got mine from was nexusmods and that SE XPMSE seems to be the only version

 

I still cannot get any papyrus logs due to them not appearing even though I have done both the game ini, and custom ini that is needed to be done (On MO2 too because I read that is what you are supposed to do if normal inis dont work)

 

 

 

20240105062254_1.jpg

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Posted
36 minutes ago, Toiboobies said:

(if I dare do a new cleanup it stops sexlabs from being seen as active again, dear lord)

 

51 minutes ago, Toiboobies said:

I still cannot get any papyrus logs due to them not appearing

 

If that's literally true then it's totally not normal hence I think your savegame/setup have (other, unrelated to SLAC) serious issues and ignoring that will lead to more issues in the future. So I would focus on healthy frameworks/mastermods, then remaining modlist/load order first so game starts behaving as expected (without any weird/unexpected action-reaction shit like quoted one), then and only then you can try to troubleshoot particular mods small(er) issues. Otherwise it's potential (and probable) waste of time.

 

Start a new game if you have to check your doings, and do not progress in it until all obvious misbehaviors are gone.

 

That being said  - If SLAC is not a culprit - its topic is not the best place to search for solution. Maybe try with gen-tech support forum?

Posted
1 hour ago, Toiboobies said:

I have managed to flip every rock and actually get sexlabs to be enabled in aroused creatures, it required getting rid of most of my other mods, but it seems to be working alright now

(if I dare do a new cleanup it stops sexlabs from being seen as active again, dear lord)

 

though now I am falling into issues with animations actually playing

and automatic encounters not happening (but if I do invite encounters can happen)

 

player and animal gets stuck in one position with no animations, sounds do play but the issue is ovbious, I am suspecting that I have an outdated XPMSE (or Jcontainers but I am leaving towards XPMSE) because FNIS continues to warn me about it, I dont know where or how I can find an AE version of XPMSE, the place I got mine from was nexusmods and that SE XPMSE seems to be the only version

 

I still cannot get any papyrus logs due to them not appearing even though I have done both the game ini, and custom ini that is needed to be done (On MO2 too because I read that is what you are supposed to do if normal inis dont work)

It sounds like there are some fundamental issues with the installation.

 

First, take care of installation hygiene.

 

Skyrim and all modding tools, including MO2, must be installed outside Program Files and other protected areas of the file system. This is to prevent Windows UAC interfering in the normal operation of mods and tools such as SKSE, FNIS, BodySlide, BethINI, etc.

 

Exclusions must be configured in any antivirus apps for the game folder, folders containing any modding tools including MO2, the MO2 instance folders, and the download folder. Ideally, these exclusions should be configured before installing anything. When adding new exclusions later, it may be necessary to completely uninstall, redownload and reinstall affected mods and tools.

 

If you have recently upgraded or downgraded Skyrim, reapply any exclusions before doing anything else.

 

All warnings in FNIS are important, and must be dealt with.

 

The latest version of XPMSSE is the correct one - though you may want to look at the script patches to improve performance and functionality:

https://www.nexusmods.com/skyrimspecialedition/mods/44252

https://www.nexusmods.com/skyrimspecialedition/mods/82774


If jContainers is outdated, then either it will not be loaded in the game, or the game will CTD.

 

I have noticed that SL was less reliable for me in 1.6.1130, I've since rolled back to 1.6.640. I'm reluctant to put too much work into investigating that. Since there are serious bugs in the last game update that impacted Steam integration, there is likely to be another update within a few months that will wipe it all out again.

Posted
3 hours ago, Sailing Rebel said:

It sounds like there are some fundamental issues with the installation.

 

First, take care of installation hygiene.

 

Skyrim and all modding tools, including MO2, must be installed outside Program Files and other protected areas of the file system. This is to prevent Windows UAC interfering in the normal operation of mods and tools such as SKSE, FNIS, BodySlide, BethINI, etc.

 

Exclusions must be configured in any antivirus apps for the game folder, folders containing any modding tools including MO2, the MO2 instance folders, and the download folder. Ideally, these exclusions should be configured before installing anything. When adding new exclusions later, it may be necessary to completely uninstall, redownload and reinstall affected mods and tools.

 

If you have recently upgraded or downgraded Skyrim, reapply any exclusions before doing anything else.

 

All warnings in FNIS are important, and must be dealt with.

 

The latest version of XPMSSE is the correct one - though you may want to look at the script patches to improve performance and functionality:

https://www.nexusmods.com/skyrimspecialedition/mods/44252

https://www.nexusmods.com/skyrimspecialedition/mods/82774


If jContainers is outdated, then either it will not be loaded in the game, or the game will CTD.

 

I have noticed that SL was less reliable for me in 1.6.1130, I've since rolled back to 1.6.640. I'm reluctant to put too much work into investigating that. Since there are serious bugs in the last game update that impacted Steam integration, there is likely to be another update within a few months that will wipe it all out again.

 

 

I understand and what you suggest is pretty possible, I took time to re do pretty much everything, checked every mod, and so far it seems to be I got stuck in a rock and a hard place

out of everything I was getting 2 warnings before, one for Skeleton patch, and one for something else, I fixed the skeleton patch one after many many crashes, but found the second

one now

 

second warning that I cannot get rid of is that Fnis creatures is not SE compatible

>>Warning: \character\behaviors\FNIS_FNISCreatureVersion_Behavior.hkx not Skyrim SE compatible<<

 

and before you need to give energy to suggest these two things

I have disabled every other mod and ran fnis every single time to make sure I knew which mod was giving the warning (Creatures)

I made sure I wasnt installing the LE version of it as this is the link that I downloaded it from

https://www.nexusmods.com/skyrimspecialedition/mods/3038?tab=files

(scrolling down to optionals and getting the SE version of creatures)

 

I am stumped, I dont know HOW an SE mod can be incompatible with SE itself, and google doesnt return answers that helped me

Posted
1 hour ago, Toiboobies said:

second warning that I cannot get rid of is that Fnis creatures is not SE compatible

>>Warning: \character\behaviors\FNIS_FNISCreatureVersion_Behavior.hkx not Skyrim SE compatible<<

That error is unequivocal, the file is not compatible. This could mean that it's the LE version or that it's corrupted.

 

Make absolutely sure nothing is overriding the FNIS or the FNIS Creature Pack files in MO2.

 

After double-checking your AV exclusions, completely uninstall both FNIS and the FNIS Creature Pack. Redownload both, and check that the downloaded archives are whole and uncorrupted (right-click the archive in Windows Explorer > 7-zip > Test Archive). Then reinstall, check the executable settings in MO2, and run Generate FNIS for Users again.

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