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Posted

I'm having a really weird issue. I had the mod working perfectly before, but now it's all messed up. But for some reason, I'm not able to use the 'invite creature' hotkey. I'll set it and press the button a million times and nothing happens. At all. I can start creature dialogue though... with everything except horses. Any time I go to interact with one, it wont let me interact at all. I'm not even able to ride my own horse. Not unless I turn off "Allow dialogue with horses." Also, animals will not automatically engage me. Like ever. At all. Even though I have it set to "prefers PC" and creature arousal requirement set to "creature only." I'm just really confused. There is a bunch of weird issues that don't seem connected all happening all at once. Any assistance would be nice.

Posted
8 hours ago, OneLuckyDragon said:

I'm having a really weird issue. I had the mod working perfectly before, but now it's all messed up. But for some reason, I'm not able to use the 'invite creature' hotkey. I'll set it and press the button a million times and nothing happens. At all. I can start creature dialogue though... with everything except horses. Any time I go to interact with one, it wont let me interact at all. I'm not even able to ride my own horse. Not unless I turn off "Allow dialogue with horses." Also, animals will not automatically engage me. Like ever. At all. Even though I have it set to "prefers PC" and creature arousal requirement set to "creature only." I'm just really confused. There is a bunch of weird issues that don't seem connected all happening all at once. Any assistance would be nice.

  • Check the Aroused Creatures MCM > Help page to see if there are any obvious configuration issues.
  • Load the default profile via the AC MCM > Profiles page.
  • Ensure that nothing is overriding the mod's files.
  • Try reinstalling the mod in case some of the files have been corrupted.

Otherwise, enable papyrus logging and the AC MCM > General Settings > Debug option, and provide a papyrus log for a session in which the issues are encountered. We'll see if we can identify what's happening.

Posted
25 minutes ago, monty359 said:

Hi @Sailing Rebel, if you still looking for ideas for the mod, could you implement a feature, that allows to define a key binding for the mod ON/OFF or for pause/unpause?

 

Thanks for your great work!

First thing to establish is when and why you need this.

 

It may be that you are encountering a situation that can be addressed in a more immersive way than having to manually turn the mod off and on again. This might be through existing configuration options, or something I can build into it to the next update.

Posted
4 hours ago, Sailing Rebel said:

First thing to establish is when and why you need this.

 

It may be that you are encountering a situation that can be addressed in a more immersive way than having to manually turn the mod off and on again. This might be through existing configuration options, or something I can build into it to the next update.

Some quests have heavily scripted scenes and any automatic started animation can break them. I use additional to AC the ABMM for random animations. ABMM has a toggle for pausing the mod, but for AC i need to go into the MCM. My idea be able to toggle the mods ON/OFF, when i encounter a long scene. Ideally, it would be possible to map one key for all the "automatic engagement" mods.

 

Thanks!

Posted
2 hours ago, monty359 said:

Some quests have heavily scripted scenes and any automatic started animation can break them. I use additional to AC the ABMM for random animations. ABMM has a toggle for pausing the mod, but for AC i need to go into the MCM. My idea be able to toggle the mods ON/OFF, when i encounter a long scene. Ideally, it would be possible to map one key for all the "automatic engagement" mods.

 

Thanks!

Which scripted scenes are these specifically? Are these mod scenes or something from the base game?

 

By default, AC should be ignoring any actor involved in a quest scene, including the player.

Posted
1 hour ago, Sailing Rebel said:

Which scripted scenes are these specifically? Are these mod scenes or something from the base game?

 

By default, AC should be ignoring any actor involved in a quest scene, including the player.

Mods mostly, Balazars bitch is the most resent one, but there are others too, vanilla game is not so resilient enough too. The scene with Ohdaving comes to mind, had to reload it, because he took a liking on some female guard during the scene in Dragonreach (AC mod).

 

AC ignores or even stops, when the PC is in a dialogue, but in scenes, when a conversation happens not via dialogue, but via comments (when you do not get the dialogue menu and NPC walking and doing stuff, while speaking, i can not describe it better).

Posted
15 hours ago, Sailing Rebel said:
  • Check the Aroused Creatures MCM > Help page to see if there are any obvious configuration issues.
  • Load the default profile via the AC MCM > Profiles page.
  • Ensure that nothing is overriding the mod's files.
  • Try reinstalling the mod in case some of the files have been corrupted.

Otherwise, enable papyrus logging and the AC MCM > General Settings > Debug option, and provide a papyrus log for a session in which the issues are encountered. We'll see if we can identify what's happening.

First of all, thank you so much for the quick response.

Went through all of your suggestions, and unfortunately,
- I already reinstalled it a couple times and nothing changed.
- Reloading the default profile didn't seem to do anything
- I went to the help page and it was all green
- And as far as MO2 is telling me, none of the files are being overwritten

I did forget to mention that I have recently had an issue with MCM helper, so I just turned it off. It's a shot in the dark since I didn't see it listed under AC's dependencies, but would that have had anything to do with it?
I'm trying to get Papyrus logging working now.

Posted
On 2/13/2024 at 10:55 AM, Sailing Rebel said:

What's the failure code for the engagement in Aroused Creatures MCM > Help > Recent Creature Engagement Failures?

Sorry it took a bit to get back. It was a code along the lines of "no animations for this specific race'. I tried the match maker spells and it also fizzled out on a wolf I had tamed with that specific mod. I was able to use both this mod and a matchmaker with a normal default wolf though.

 

Maybe the dupe of the animals that mod makes are their own unique races somehow? I will have to pull it up in xEdit and take a look tomorrow.

Posted (edited)

 

Under the allowed creature settings i have no races to select. In the help tab it says SexLab Creature Races - FAIL. Creature animations are checked in SexLab and animations registered and checked. Rebuild and clean had no effects despite trying a couple of times. FNIS Creature pack, CreatureFramework, MoreNastyCritters etc are installed. I get no error messages upon running FNIS. Any ideas?

Edited by Shadow_UO
Posted
14 hours ago, monty359 said:

Mods mostly, Balazars bitch is the most resent one, but there are others too, vanilla game is not so resilient enough too. The scene with Ohdaving comes to mind, had to reload it, because he took a liking on some female guard during the scene in Dragonreach (AC mod).

 

AC ignores or even stops, when the PC is in a dialogue, but in scenes, when a conversation happens not via dialogue, but via comments (when you do not get the dialogue menu and NPC walking and doing stuff, while speaking, i can not describe it better).

Did you have the Allow Combat/Hostile Engagements enabled during the Odahviing scene, or was it after he's released? If this was after release, then it's pretty much as intended :). But you can exclude dragons for auto engagement under Allowed Creatures, which might be wise anyway, as they are kind of unreliable.

 

I'll probably add some kind of on/off hotkey for auto engagement in the next update for those that need it. In the meantime...

 

Scenes where the player is not included as a scene alias will allow the PC to be automatically engaged. These scenes are difficult to test for reliably. You can prevent this by making sure Allow Weapons is disabled under PC Auto Settings > PC Only, then drawing your weapon (or spells, or torches, or fists) during those scenes. You can go further by enabling Weapons Prevent Auto Engagement under Other Settings > Fixes. This will skip all auto engagement checks for both PC and NPCs while a weapon is drawn.

 

I'm reluctant to start adding more mod-specific compatibility options. The next update will include basic support for the DHLP Suspension event that some mods are using, but I think that should be it.

 

The ideal solution is for mod authors to start using running quest scenes to claim control of actors when they need to prevent other mods interfering. Checking for running scenes is something mods like this need to be doing anyway, just to avoid issues with the base game. For instance, AC checks to make sure each participant to not already included in a scene, and only then adds them to its own pursuit scenes, until SexLab takes over. In fact, I'm looking at extending the scene claim throughout the animation process to keep hold of the actors for chained animations.

Posted
1 hour ago, Shadow_UO said:

Under the allowed creature settings i have no races to select. In the help tab it says SexLab Creature Races - FAIL. Creature animations are checked in SexLab and animations registered and checked. Rebuild and clean had no effects despite trying a couple of times. FNIS Creature pack, CreatureFramework, MoreNastyCritters etc are installed. I get no error messages upon running FNIS. Any ideas?

Make sure you've loaded any creature animation packs via SLAL.

 

Are you using SexLab P+? I'm still working on compatibility with this fork.

 

Make sure nothing is overriding the Aroused Creatures files.

 

Otherwise, I'll need to see a papyrus log with the AC MCM > General Settings > Debug option enabled for a session in which the issue is encountered.

Posted
7 hours ago, MaxusMaximus26 said:

i need some help i duno if im jsut dumnb or so but it wont work for me the sexlab creature races  is always false ive re installed everything multiple times and im now on attempt 4 of whiping the mods and starting over it will never change am i doing something wrong ?

Missing creature race data sounds like you may have SexLab P+ installed. I'm working on some SLP+ compatibility for the next release.

Posted
17 hours ago, Sailing Rebel said:

Did you have the Allow Combat/Hostile Engagements enabled during the Odahviing scene, or was it after he's released? If this was after release, then it's pretty much as intended :). But you can exclude dragons for auto engagement under Allowed Creatures, which might be wise anyway, as they are kind of unreliable.

 

I'll probably add some kind of on/off hotkey for auto engagement in the next update for those that need it. In the meantime...

 

Scenes where the player is not included as a scene alias will allow the PC to be automatically engaged. These scenes are difficult to test for reliably. You can prevent this by making sure Allow Weapons is disabled under PC Auto Settings > PC Only, then drawing your weapon (or spells, or torches, or fists) during those scenes. You can go further by enabling Weapons Prevent Auto Engagement under Other Settings > Fixes. This will skip all auto engagement checks for both PC and NPCs while a weapon is drawn.

 

I'm reluctant to start adding more mod-specific compatibility options. The next update will include basic support for the DHLP Suspension event that some mods are using, but I think that should be it.

 

The ideal solution is for mod authors to start using running quest scenes to claim control of actors when they need to prevent other mods interfering. Checking for running scenes is something mods like this need to be doing anyway, just to avoid issues with the base game. For instance, AC checks to make sure each participant to not already included in a scene, and only then adds them to its own pursuit scenes, until SexLab takes over. In fact, I'm looking at extending the scene claim throughout the animation process to keep hold of the actors for chained animations.

 

No, it is not enabled. Ohdaving was not hostile anymore. It happened after his release from captivity. Normally he should go to the entrance and wait for the PC to speak with him, but an animation was started. Afterwards he did not walk to the entrance anymore. I "moveto player" him to the entrance, but something was already broken, because after the dialogue the scene did not proceed (Ohdaving did not fly away carrying the PC). After reload and deactivating AC, everything went as scripted.

 

DHLP is nice thing and i hope more modders will implement it in their mods. Vanilla would still be blind to this function, will it?

 

Thanks for considering the implementation of the ON/OFF feature. There are mods out there, that already have it and in my opinion it is a "very nice to have" feature.

 

Thanks for your great work!

Posted
1 hour ago, MaxusMaximus26 said:

What is sexlabP+ i duno what that is or where to instal it does it come automatically with the pinned version 

You don't have it installed then. SexLab P+ is an updated version of SexLab that is currently in development.

 

Make sure that you actually have some creature animation packs installed and registered through the SLAL MCM.

 

If there is still an issue, please share a papyrus log for a session in which Aroused Creatures MCM > General Settings > Debug is enabled.

Posted
2 hours ago, monty359 said:

No, it is not enabled. Ohdaving was not hostile anymore. It happened after his release from captivity. Normally he should go to the entrance and wait for the PC to speak with him, but an animation was started. Afterwards he did not walk to the entrance anymore. I "moveto player" him to the entrance, but something was already broken, because after the dialogue the scene did not proceed (Ohdaving did not fly away carrying the PC). After reload and deactivating AC, everything went as scripted.

Yeah, that sounds like dragons alright, they really don't respond well to having their current AI package interrupted. I recommend disabling them under Allowed Creatures. You'll still be able to engage them through dialogue or hotkey invitation, though with the same potential issues.

Posted
19 minutes ago, MaxusMaximus26 said:

I figured something out this mod isnt the isue its the nasty creature pack itselve that wont work for some reason the spells fizzle meaning the animations wont load i have to ask the mod cretor dor help

Try resetting the SexLab animation registry in its MCM under Rebuild & Clean.

 

If that doesn't work, try Clean System on the same MCM page. SL will need to be reconfigured, and any SLAL pack re-registered afterwards, including MNC.

Posted
47 minutes ago, MaxusMaximus26 said:

yea tried that i got a papyrus log and for soem reasion even if i install the nasty criters mod and do everything it doesnt register the target (wolf for me in this case) as a valid actor. 

Papyrus.0.log 352.93 kB · 0 downloads

The Aroused Creatures debug option was not enabled for that log, so there is no AC-related output. But AC is not throwing any errors.

 

SexLab, however, is throwing a lot of errors. Looks like it may not have been installed correctly. Redownload SexLab and ensure that the downloaded archive is whole and uncorrupted (i.e. right-click > Show More Options > 7-zip > Test Archive). Reinstall it and make sure it overrides everything. Test in a new game.

 

Otherwise, you may need to request help in the SL support thread.

Posted
1 hour ago, MaxusMaximus26 said:

This was wirhout aroused creatures installed is aroused creature needet for nasty critters to work ? If yes Im gona do a log with both installed 

There was no debugging output for SexLab and I did not see anything MNC-specific. All the serious errors in that log are from SexLab scripts, so that is the most likely source of the issue.

Posted

Suddenly having an issue with the camera locking up with scenes triggered with Aroused Creatures, the camera will lock up horizontally but not vertically? Manually triggered SL scenes work fine

Posted (edited)
10 hours ago, DuckyDuo said:

Suddenly having an issue with the camera locking up with scenes triggered with Aroused Creatures, the camera will lock up horizontally but not vertically? Manually triggered SL scenes work fine

When the camera locks up, could you try cleaning the player in the MCM > Help page? If this works, then the issue will be in the actor clean-up routine.

 

It would also be helpful to see a papyrus log for a session in which the Aroused Creatures MCM > General > Debug option is enabled, and the issue is encountered.

 

There was/is a bug in SexLab that can cause the camera or controls to become locked or broken in some way, when activating an actor that is animating with the player (by hitting E on them). Probably something to do with opening an invisible dialogue UI. Could something like that be happening during the AC engagements?

Edited by Sailing Rebel
spelling
Posted
4 hours ago, DuckyDuo said:

It seems to be fine now? I've had this issue before and it would be temporary, it ends up fixing itself eventually but this time it kept happening (fixed now of course). Though I did fix the classic *Onedrive takes over your documents folder problem* due to it messing with SkyUI's grouping system and next time I loaded in everything's working, so maybe that's what fixed it? It did fix 2 other mods that were having issues so I guess that could've been what solved it. If it happens again I'll try and get the papyrus log.

 

But If you don't mind I do have 2 other issues I've been trying to fix. One is a small issue which is engagement messages no longer appear at all, pretty straight forward problem.

 

The 2nd issue which I'm unsure if it's AC related or not, but certain creatures (only happens to creatures) will enter their idle animations while PC will continue to animate during scenes. When stages advance sometimes it'll play the animation either directly (unsure which) above/below the animation that was originally playing.  It seems to happen significantly more often with creatures like Rieklings, Dragons, Chaurus Hunters etc. A temporary fix is to select stage 1 using SL every time it happens, certain animations  might be more affected

 

Don't feel the need to help troubleshoot this 2nd issue, but if you know or spot any clear reason in the log why this issue or the 1st issue occurs the extra help is always appreciated. Both issues occurred in this log and AC debug was enabled.

There are a lot of errors in the log, especially from the SexLab MCM, Nemesis and XPMSE. It suggests there might be issues with the installations. Perhaps missing, corrupt or blocked files.

 

Make sure that Skyrim and all modding tools are installed outside Program Files and other protected areas of the file system. Also ensure that the game folder and all folders containing mod files and tools are excluded in any antivirus apps.

 

I'm afraid I don't have any guidance on dealing with OneDrive. My solution was to uninstall it completely before it had a chance to do anything. I know removing it later can lead to loss of files.

 

The actors being reset during animations could be caused by another mod, perhaps something that modifies animations, or something casting an invisible non-hostile utility spell that's triggering a small impact effect.

Posted
12 hours ago, gozuma666 said:

I have a question, can wild creatures be seduced? How do I set this up?

By default, Aroused Creatures disables itself during combat and skips hostile creatures. Combat means any time there is a red dot on the compass, and hostile means any creature that is either attacking or fleeing. This means wild prey animals are also excluded.

 

The usual way to make AC use these creatures is to Install One With Nature and set those creature races as allies. But do note that OWN is a little dated now and not comprehensive, it will not work well with things like followers and player horses. It may also need patches for some modded creatures.

 

There are options to disable combat and hostile exclusions under Other Settings, but these are likely to break combat and lead to some ignominious fates.

Posted

ok thanks, I would like to see a sexlab mod, wild creatures give off a pink or red aura can be seduced when it is at 100%.

 

my English is terrible.

 

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