MadMansGun Posted June 4, 2024 Posted June 4, 2024 as far as i know the mods should not be effecting each other.
Staticmeteor776 Posted June 4, 2024 Posted June 4, 2024 1 hour ago, MadMansGun said: as far as i know the mods should not be effecting each other. Thats good to know that its not causing the issue.
Staticmeteor776 Posted June 4, 2024 Posted June 4, 2024 Papyrus.0.log Here is the Log it produced. something interesting to note is that even if the mod is disabled in MCM it still effects the anims
MansBester Posted June 4, 2024 Posted June 4, 2024 I updated to the new version as i recently swapped to SL+. It seems like group animations after updating is not working at all, unsure if there was anything changed to trigger it? 1
Sailing Rebel Posted June 4, 2024 Author Posted June 4, 2024 3 hours ago, Staticmeteor776 said: Papyrus.0.log Here is the Log it produced. something interesting to note is that even if the mod is disabled in MCM it still effects the anims Looks like it's the Aggressive tag that's the problem. Load up the Werewolf race in the SLAC MCM > Aggressive Animations page and make sure the right animations are tagged Aggressive. The mod appears to be filtering for the "Aggressive", "Bestiality" and "Rough" tags. SLAC only manages the "Aggressive" tag, so it can't help with animations that are missing the other two. On a side note: the PerkPointsPerLevel.psc script is generating a lot of errors. It's probably from this mod. Looks like it's not seen any updates in seven years or more. This will most likely not be safe to remove mid-game, so you may want to mark it for removal before starting your next game.
Sailing Rebel Posted June 4, 2024 Author Posted June 4, 2024 4 hours ago, MansBester said: I updated to the new version as i recently swapped to SL+. It seems like group animations after updating is not working at all, unsure if there was anything changed to trigger it? Confirming that. I'll see about getting it fixed for the next update. Thanks for the report!
skyrim482 Posted June 15, 2024 Posted June 15, 2024 On 6/1/2024 at 6:13 PM, Sailing Rebel said: @skyrim482 Options for this will be added in the next release. Should be in the next couple of weeks. Ty for your work !
Zezin96 Posted June 19, 2024 Posted June 19, 2024 So I've run into a problem where the "allowed creatures" tab is completely empty showing "0 out of 0" pages. I know it's not a matter of running FNIS or not loading the animations because I'm able to trigger the animations with other mods. Just not this one. Any idea what might be happening?
Sailing Rebel Posted June 20, 2024 Author Posted June 20, 2024 1 hour ago, Zezin96 said: So I've run into a problem where the "allowed creatures" tab is completely empty showing "0 out of 0" pages. I know it's not a matter of running FNIS or not loading the animations because I'm able to trigger the animations with other mods. Just not this one. Any idea what might be happening? Sounds like either an SL version compatibility issue, or a desync in the SL registry. Check the SLAC MCM > Help page for any obvious problems. To get an idea of what's going on, we'd need to look at a papyrus log from a session in which the SLAC MCM > General Settings > Debug option is enabled and the Allowed Creatures page is opened.
MadMansGun Posted June 20, 2024 Posted June 20, 2024 allow creatures is probably not enabled in sexlab's mcm. Quote 5. make sure you have "Allow Creature Animation" checked in SexLab's MCM settings. 6. turn off "Match Creature Gender" in sexlab's MCM settings, if this setting is enabled some animations won't play. 7. did you forget to install the FNIS Creature Pack? install it and rerun the GenerateFNISforUsers.exe, then do steps 5 & 8 NOTE: if you do have the Creature Pack but some creatures are just playing idle animations during sex or not moving try clicking on "De-Install Creatures" in FNIS, after it's done running click on "Update FNIS Behavior" (doing this will delete all the creature behavior files generated by FNIS and remake new ones...that is assuming you DO have the FNIS Creature Pack installed) 8. you may need to reload the animations, go to the Animation Loader's MCM and then: 8.1. click on the "Disable All" button. 8.2. click on "Rebuild Animation Registry", then Wait for the message to pop up*. 8.3. click on "Reload JSON". 8.4. click on "Enable All". 8.5. click on "Count Animations" and make sure nothing is over 1000, turn off some animations if they are. 8.6. click on "Register Animations", then Wait for the message to pop up*. *if you like you can press "~" on your keyboard to open the console so you can watch it Register everything, just make sure you close it before you try to click on anything.
Sailing Rebel Posted June 21, 2024 Author Posted June 21, 2024 (edited) Just uploaded SexLab Aroused Creatures SE v04.14. This update includes a number of user-requested feature and compatibility options. A major change this time is the addition of a "claim scene". This is a running quest scene that engaged actors will be added to until SLAC is finished with them. This open-ended compatibility feature supports mods checking for scene participation before involving actors in potentially conflicting activities. Oh, and today is SLAC's 10th anniversary since its first publication as an LE mod. SexLab Aroused Creatures SE v04.14 (40032) (2024-06-21): Added: Actor claiming scene. This is a method to allow other mods to check if it's safe to use this actor. For instance, if akActor.GetCurrentScene() is anything other None, then the actor should not be used for anything. This is something mods should be doing anyway, simply to avoid interfering with normal quest scenes. SLAC checks scene participation before starting anything, will claim an actor when they start an SL animation, and keeps that claim until any queued animations are complete and the actor is free to return to normal behaviour. Added: Options to disable all actor claiming or just claiming of suitors and queued creatures, and for releasing all currently claimed actors. Added: Compatibility option for Display Model under Other Settings > Compatibility. Added: Options to only allow specifically permitted creatures and/or NPCs in Auto Settings. Actors can be marked as Blocked, Permitted or Default by using the Target Select Key on them and changing their state in the Help page. Added: Option to allow or prevent Suitors based on PC crouching state. This only controls when they begin following the PC and does not affect creatures that are already following. Added: Option to only allow suitors to approach while the PC is naked. This only looks at slot 52 and will respect the Naked override for that armor in Auto Settings. Currently, armor class is ignored. Added: Option to allow follower creatures and the player's horse to become suitors. Fixed: Group animations not working when using SLP+. Fixed: Consecutive horse refusal bucking animations without dismount in some circumstances. This includes a 30s delay for subsequent dismount attempts and a check to ensure that the mount is a horse, since that is the rearing animation being used. Fixed: Creature dialogue options appearing for some talking activators. Fixed: Help > Match Creature Genders option info reporting old option location. Fixed: Outdated reference to depreciated Allow Male Receiver option in failure code info. Changed: Dragons disallowed for auto-engagement by default (AC MCM > Allowed Creatures) Changed: Gender and Consent MCM options under PC/NPC Auto Settings now grouped to gain an option slot for Only Permitted Creatures (we are still right up against the MCM option slot limit of 128 on this page). Changed: Active Quest Scene indicator under Other Settings > Fixes will now show the scene for any targeted actor, or the player if none is targeted. This is still buggy, possibly due to some asynchronous activity in the scene management system, so it may take time for the actual scene ID and quest info to be displayed. Changed: Reduced log spam when both PC and NPC auto engagements are disabled. Changed: Slight update to logo for the mod's 10th anniversary. Edited June 24, 2024 by Sailing Rebel Formatting 8
gabiapa Posted June 22, 2024 Posted June 22, 2024 Hi...i have a problem... SLAC tell me that fail with races and i must reset sexlab framework.. i did and solve the problem... for 2 min, again race problems... i try to disable animations reset framework and enable again and register from slal.. this solve the problem too... for 2 min... the problem comes again. I have MNC, anubs creatures, billy creatures, reinstall ALL sexlab mods again but nothing. Someone can help me?
skyrim482 Posted June 22, 2024 Posted June 22, 2024 Thank you for your continued work and update friend! 1
Sailing Rebel Posted June 22, 2024 Author Posted June 22, 2024 1 hour ago, gabiapa said: Hi...i have a problem... SLAC tell me that fail with races and i must reset sexlab framework.. i did and solve the problem... for 2 min, again race problems... i try to disable animations reset framework and enable again and register from slal.. this solve the problem too... for 2 min... the problem comes again. I have MNC, anubs creatures, billy creatures, reinstall ALL sexlab mods again but nothing. Someone can help me? This sounds like an issue with the SexLab installation. If you are using any SL patches (mods that override the SL scripts) try a new game without them and see if this fixes it. If it does, then check the patch's support thread and see if anyone else is seeing the same issue. If the problem persists, then try redownloading and reinstalling SL. Otherwise, the SL support thread may be able to help. Be prepared to provide papyrus logs.
throwaway219 Posted June 24, 2024 Posted June 24, 2024 Which setting controls the minimum arousal for NPCs to initiate creature engagements? There are quite a lot of NPC-related settings, but the tooltips all seem to indicate that they are the threshold to BE engaged.
Staticmeteor776 Posted June 24, 2024 Posted June 24, 2024 On 6/4/2024 at 2:21 AM, Sailing Rebel said: Looks like it's the Aggressive tag that's the problem. Load up the Werewolf race in the SLAC MCM > Aggressive Animations page and make sure the right animations are tagged Aggressive. The mod appears to be filtering for the "Aggressive", "Bestiality" and "Rough" tags. SLAC only manages the "Aggressive" tag, so it can't help with animations that are missing the other two. On a side note: the PerkPointsPerLevel.psc script is generating a lot of errors. It's probably from this mod. Looks like it's not seen any updates in seven years or more. This will most likely not be safe to remove mid-game, so you may want to mark it for removal before starting your next game. Is there any way to make change how the mod reads tags? the only mods that do not show up are the ones without those three tags
Sailing Rebel Posted June 24, 2024 Author Posted June 24, 2024 1 hour ago, throwaway219 said: Which setting controls the minimum arousal for NPCs to initiate creature engagements? There are quite a lot of NPC-related settings, but the tooltips all seem to indicate that they are the threshold to BE engaged. First, what you are looking for is Required Arousal, which can be Creature Only, PC/NPC Only, Either, Both, or Either With Invite. The selection here determines which thresholds will be used when testing for engagements. Then you should look at the Consent setting, which determines the nature and "direction" of the engagement. If it's non-consensual, the attacker will pursue the victim, typically the creature pursuing the NPC. If it's consensual, the actors will both approach each other. 1
Sailing Rebel Posted June 24, 2024 Author Posted June 24, 2024 58 minutes ago, Staticmeteor776 said: Is there any way to make change how the mod reads tags? the only mods that do not show up are the ones without those three tags You would need to edit and recompile the mod's scripts to change the tags used to when starting animations.
unwashed biomass Posted June 26, 2024 Posted June 26, 2024 (edited) Is there any possibility to make AC being aware and use FMC, FFC, FFCC (and such) animations in future updates? Edited June 26, 2024 by unwashed biomass
Sailing Rebel Posted June 26, 2024 Author Posted June 26, 2024 1 hour ago, unwashed biomass said: Is there any possibility to make AC being aware and use FMC, FFC, FFCC (and such) animations in future updates? This one is tricky. Right now, the core system only expects a single NPC. There just isn't a slot that can support another one. I'm planning to rework the SexLab animation triggering code to make it less dependent on assumed actor positions. This is only intended to support Creature/Creature animation in SexLab P+, but it will also take things a step closer to supporting more than on NPC. The mod almost certainly will not support automatic engagements with multiple NPCs, as getting contextually appropriate results is likely to be difficult. If it works at all, it will be through elective engagements using dialogue only. So, we'll see...
ctuck61 Posted June 27, 2024 Posted June 27, 2024 Wow, this mod is 10 years old?!?! Good job!! I run it in most of my play throughs. Thanks for all your hard work. 2
DashMeUp Posted June 30, 2024 Posted June 30, 2024 PC invite suddenly doesn't work. I get the "couldn't make it work" message or "..doesn't know what to do with you". I haven't changed anything
Sailing Rebel Posted June 30, 2024 Author Posted June 30, 2024 1 hour ago, DashMeUp said: PC invite suddenly doesn't work. I get the "couldn't make it work" message or "..doesn't know what to do with you". I haven't changed anything This suggests an issue with SexLab's registry, which can become corrupted on occasion for no discernable reason. Use the options under SexLab > Rebuild & Clean to clear the caches, reset the animation registry, and if those don't work, clean the system.
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