TeamJimmyJohns Posted September 16, 2024 Posted September 16, 2024 (edited) I've posted over in the Sexlab P+ thread, since I'm not sure which place is more relevant to my issue, but I'll repeat it here to see if my issue is more exclusively with Sexlab Aroused Creatures or P+ itself: Playing Skyrim 1.6.1170, trying to use Sexlab Aroused Creatures with Bakafactory's edited Sexlab Aroused Redux. On 1.5.97 SLP+, this combo worked just fine. However, I decided to redo my modlist for 1.6.1170 so I could have compatibility with a fresh install on my Steam Deck and share mod list + saves. Now, when Aroused Creatures would attempt to start an animation event from the automated interactions, I get an error in console stating "cannot sort actors to active scene" after the character strips, and the animation fails and the character re-dresses. The "Help" MCM page on SLAC shows no failures, so I'm not sure if it's SLAC? I can still have an animation occur if I manually invite the creature with SLAC's invite function, though, so it's exclusively with the auto-engage feature. How should I interpret this error, and what can I try to troubleshoot it? I'm about to try upgrading Baka's older Sexlab Aroused Redux version to ponzipyramid's Sexlab Aroused NG in order to maintain Baka's added keywords, since my concern is that backend for aroused creatures is what's failing (because it's not updated for Skyrim AE), but I'm not certain if that's entirely the root cause. Edited September 16, 2024 by TeamJimmyJohns
Sailing Rebel Posted September 16, 2024 Author Posted September 16, 2024 46 minutes ago, TeamJimmyJohns said: I've posted over in the Sexlab P+ thread, since I'm not sure which place is more relevant to my issue, but I'll repeat it here to see if my issue is more exclusively with Sexlab Aroused Creatures or P+ itself: Playing Skyrim 1.6.1170, trying to use Sexlab Aroused Creatures with Bakafactory's edited Sexlab Aroused Redux. On 1.5.97 SLP+, this combo worked just fine. However, I decided to redo my modlist for 1.6.1170 so I could have compatibility with a fresh install on my Steam Deck and share mod list + saves. Now, when Aroused Creatures would attempt to start an animation event from the automated interactions, I get an error in console stating "cannot sort actors to active scene" after the character strips, and the animation fails and the character re-dresses. The "Help" MCM page on SLAC shows no failures, so I'm not sure if it's SLAC? I can still have an animation occur if I manually invite the creature with SLAC's invite function, though, so it's exclusively with the auto-engage feature. How should I interpret this error, and what can I try to troubleshoot it? I'm about to try upgrading Baka's older Sexlab Aroused Redux version to ponzipyramid's Sexlab Aroused NG in order to maintain Baka's added keywords, since my concern is that backend for aroused creatures is what's failing (because it's not updated for Skyrim AE), but I'm not certain if that's entirely the root cause. That's strange. Try setting group chance to 0% under PC/NPC Auto Settings. See if that helps. A papyrus log generated while SLAC MCM > General Settings > Debug is enabled might help identify the source of the issue.
TeamJimmyJohns Posted September 16, 2024 Posted September 16, 2024 3 hours ago, Sailing Rebel said: That's strange. Try setting group chance to 0% under PC/NPC Auto Settings. See if that helps. A papyrus log generated while SLAC MCM > General Settings > Debug is enabled might help identify the source of the issue. Found it! Apparently it was an overly-restrictive animation filter setting over on Sexlab P+. Now, at least the dwarven centurion I was using for testing animates properly when it auto-engages the player character, but I'm getting an issue with the character stuck in default T-pose with errors in SexlabUtil.log stating " Actor 14 has no compatible positions for scene...". It's likely just more issues with Sexlab P+ though so I'll go bug them instead. Thanks again!
Sailing Rebel Posted September 17, 2024 Author Posted September 17, 2024 14 hours ago, TeamJimmyJohns said: Found it! Apparently it was an overly-restrictive animation filter setting over on Sexlab P+. Now, at least the dwarven centurion I was using for testing animates properly when it auto-engages the player character, but I'm getting an issue with the character stuck in default T-pose with errors in SexlabUtil.log stating " Actor 14 has no compatible positions for scene...". It's likely just more issues with Sexlab P+ though so I'll go bug them instead. Thanks again! Glad you got that sorted. In regard to the animation issue, if you are using the Automated SLSB Conversions, make absolutely certain you have the correct versions of the selected SLAL packs installed. Reinstalling Automated SLSB Conversions to add new packs can be problematic. It's easy to forget the configuration from last time and miss enabling a pack or enable one that it is not installed. I personally found it easier to install the conversions mod multiple times, one for each SLAL pack.
Omnishade Posted September 29, 2024 Posted September 29, 2024 Is there a way to disable the maintenance on load for this mod? Sometimes it takes more than one minute to finish and it feels unnecessary to have that papyrus laod while the mod is disabled.
Sailing Rebel Posted September 29, 2024 Author Posted September 29, 2024 3 hours ago, RoninDog said: Is there a way to disable the maintenance on load for this mod? Sometimes it takes more than one minute to finish and it feels unnecessary to have that papyrus laod while the mod is disabled. There may be some fat to trim there, I'll revisit what's happening when loading the mod in a disabled state. Some things need to run when loading in case we need to clean up leftover effects or processes from the last save. But even when fully enabled, the mod should not be experiencing any significant delay when loading a save, seconds at most. The only thing that will seriously slow things down is installing a different slacNotifications.json file or changing the version of the existing one before loading the save. That will force the file to be reloaded and reprocessed during maintenance, which can take a while. Debug mode can also slow things down, though this should only add a few seconds to the maintenance cycle.
Oblex Posted October 1, 2024 Posted October 1, 2024 is there an option or another mod that make the animals have sex among themself automatically? like strolling through the woods finding two wolf occupied banging each other giving me the chance to land a crit both of them with my stealth archer build and making a pair of leather boots with their asses, so they stay together after death as in life. romantic ❤️
Sailing Rebel Posted October 1, 2024 Author Posted October 1, 2024 5 hours ago, Oblex said: is there an option or another mod that make the animals have sex among themself automatically? like strolling through the woods finding two wolf occupied banging each other giving me the chance to land a crit both of them with my stealth archer build and making a pair of leather boots with their asses, so they stay together after death as in life. romantic ❤️ There is OsmelMC Mod Tweaks, which includes a patch for SLAC to allow creature-on-creature auto-engagements. This patch it requires a much older version of SLAC - still available in the downloads, but missing newer features and improvements. This is something I'm planning on eventually building in for a future update, but it would be SexLab P+ only, since that fork of SL is more agnostic regarding the distinction between creatures and humans.
OneTimeDownloader Posted October 5, 2024 Posted October 5, 2024 (edited) So not sure if this has been asked about before regarding actor scenes, but I'm experiencing something weird where it says the active scene the player is in is "SLAC_Claimed" but I'm not being pursued or in a scene. Using the option to clear all actors in AC scenes doesn't remove the player from the scene. It's preventing the mod from working on the player character and I'm not sure how to fix it without enabling actors in current quest scenes which I'm trying to avoid, any suggestions would be appreciated lol I'm only moderately good at fixing mod issues and this one is stumping me Edit to add: I will say my save game is modded to hell and back to there’s a lot of things happening there that could be contributing Edited October 5, 2024 by OneTimeDownloader Adding extra info
Sailing Rebel Posted October 5, 2024 Author Posted October 5, 2024 1 hour ago, OneTimeDownloader said: So not sure if this has been asked about before regarding actor scenes, but I'm experiencing something weird where it says the active scene the player is in is "SLAC_Claimed" but I'm not being pursued or in a scene. Using the option to clear all actors in AC scenes doesn't remove the player from the scene. It's preventing the mod from working on the player character and I'm not sure how to fix it without enabling actors in current quest scenes which I'm trying to avoid, any suggestions would be appreciated lol I'm only moderately good at fixing mod issues and this one is stumping me I'd be interested in seeing a papyrus log for this while the SLAC MCM > General Settings > Debug option is enabled. You can disable the actor claiming mechanism under SLAC MCM > Other Settings > Fixes by unchecking Claim Active Actors. The claim system is used to signal to other mods that the actor should not be interrupted by other processes. It should not stop Aroused Creatures from starting engagements. It's specifically excluded in the scene detection. The Current Scene indication in the MCM is not 100% reliable, as it appears the GetCurrentScene() function may sometimes return a scene that has already ended or that the actor has been recently removed from. Check the MCM Help page for engagement failure codes on the player and nearby creatures. There may be something else preventing the engagements and the scene issue is just a coincidence.
OneTimeDownloader Posted October 5, 2024 Posted October 5, 2024 11 minutes ago, Sailing Rebel said: I'd be interested in seeing a papyrus log for this while the SLAC MCM > General Settings > Debug option is enabled. You can disable the actor claiming mechanism under SLAC MCM > Other Settings > Fixes by unchecking Claim Active Actors. The claim system is used to signal to other mods that the actor should not be interrupted by other processes. It should not stop Aroused Creatures from starting engagements. It's specifically excluded in the scene detection. The Current Scene indication in the MCM is not 100% reliable, as it appears the GetCurrentScene() function may sometimes return a scene that has already ended or that the actor has been recently removed from. Check the MCM Help page for engagement failure codes on the player and nearby creatures. There may be something else preventing the engagements and the scene issue is just a coincidence. Thanks for the response, I was fiddling with it on my own and it ended up clearing on its own somehow. I honestly do not know what triggered it to clear but I disabled and enabled the mod a few times in the MCM which seemed to fix the issue.
Sailing Rebel Posted October 5, 2024 Author Posted October 5, 2024 1 hour ago, OneTimeDownloader said: Thanks for the response, I was fiddling with it on my own and it ended up clearing on its own somehow. I honestly do not know what triggered it to clear but I disabled and enabled the mod a few times in the MCM which seemed to fix the issue. The actor may not have been in the quest scene at all, it could just be that the indicator in the MCM is lagging behind the game updates. The claim system is cleared on reloading the game, and there are regular checks on encountered actors to remove them if the claim is no longer valid. This includes removing them at the start of any SLAC engagement, and only claiming them again if the engagement is valid. It's likely something else was causing the initial problem. The Help page in the MCM is the place to start any investigation.
sunadokei Posted October 6, 2024 Posted October 6, 2024 anyone know if this interferes with hunterborn in any way? i'm having trouble trying to get hunterborn to work so i'm going through all my creature related mods to see if there's any compatibility issues between them and hunterborn. i'm a bit too embarrassed to ask directly about this on hunterborn's mod page, for obvious reasons
mongodog11 Posted October 6, 2024 Posted October 6, 2024 (edited) So I summoned a familiar (Conjure Familiar) and tried standing in front of the wolf naked with a super low arousal threshold. But it just doesn't play any animation. The MCM tells me that the familiar is hostile, but if I check ID.getav aggression it returns: "GetActorValue: Aggression >> 0.00" So it is not hostile. I thought I could maybe force it to be non hostile via console, cause it's the same ID every time you summon it. Setting the familiar to "allowed" also doesn't seem to work. I guess the hostile status overwrites it. maybe there is a quick and dirty solution with the console, but idk what aroused creatures check for hostility . EDIT: After using "stopcombat" in the console it seems to work. I fought with it earlier and it never got out of combat mode i guess. Also the familiar despawns during the animation. maybe you could stop the timer during all animations or just make it end when it despawn. depends if the familiar gets "energy" from you when you fuck it to stay around lore-wise Edited October 6, 2024 by mongodog11
Sailing Rebel Posted October 6, 2024 Author Posted October 6, 2024 17 hours ago, sunadokei said: anyone know if this interferes with hunterborn in any way? i'm having trouble trying to get hunterborn to work so i'm going through all my creature related mods to see if there's any compatibility issues between them and hunterborn. i'm a bit too embarrassed to ask directly about this on hunterborn's mod page, for obvious reasons Not tested with Hunterborn, but not had any other reports of compatibility issues. Try disabling SLAC in the MCM > General Settings. This will stop it pinging nearby creatures or trying to include them in scenes. If there is still a problem, then it is unlikely to be SLAC. If there is still a concern that it might be SLAC, test in a new game with SLAC disabled in the mod manager.
Sailing Rebel Posted October 6, 2024 Author Posted October 6, 2024 5 hours ago, mongodog11 said: So I summoned a familiar (Conjure Familiar) and tried standing in front of the wolf naked with a super low arousal threshold. But it just doesn't play any animation. The MCM tells me that the familiar is hostile, but if I check ID.getav aggression it returns: "GetActorValue: Aggression >> 0.00" So it is not hostile. I thought I could maybe force it to be non hostile via console, cause it's the same ID every time you summon it. Setting the familiar to "allowed" also doesn't seem to work. I guess the hostile status overwrites it. maybe there is a quick and dirty solution with the console, but idk what aroused creatures check for hostility EDIT: After using "stopcombat" in the console it seems to work. I fought with it earlier and it never got out of combat mode i guess. Also the familiar despawns during the animation. maybe you could stop the timer during all animations or just make it end when it despawn. depends if the familiar gets "energy" from you when you fuck it to stay around lore-wise Hostility is a somewhat opaque actor signal from the game engine that indicates the actor is in a positive combat state with the actor they are tested against. This might mean that the creature has been tagged as being in combat with the player as they were spawned, but the behaviour was then overridden with a higher priority AI package that makes them appear allied. Summoned creatures can be pretty buggy, and the vanilla ones have short summons times, which is why they are filtered out by default. The Aggression actor value is usually used to determine combat reactions, and is not an indication of current behaviour. You could try One With Nature and set wolves as allied, see if that helps. Perhaps modded summons will be more amenable, though I don't have any specific recommendations there. You could also try allowing hostile creatures in the MCM > Other Settings > Testing, but this will affect normally hostile creatures as well, which might be awkward. 1
Staticmeteor776 Posted October 7, 2024 Posted October 7, 2024 dumb question but what would be the recommended load order for this mod.
sunadokei Posted October 8, 2024 Posted October 8, 2024 On 10/6/2024 at 2:11 PM, Sailing Rebel said: Not tested with Hunterborn, but not had any other reports of compatibility issues. Try disabling SLAC in the MCM > General Settings. This will stop it pinging nearby creatures or trying to include them in scenes. If there is still a problem, then it is unlikely to be SLAC. If there is still a concern that it might be SLAC, test in a new game with SLAC disabled in the mod manager. sorry for the late reply, it turns out that it was just me being stupid. the mods both work completely fine together and i just somehow completely glazed over a very obvious detail of the mod (requiring a knife/sword) 1
Sailing Rebel Posted October 8, 2024 Author Posted October 8, 2024 4 hours ago, Staticmeteor776 said: dumb question but what would be the recommended load order for this mod. It really shouldn't matter as this mod is not overriding any locations, NPCs, items, etc. Having said that, in rare cases some users have reported issues with an empty MCM, perhaps in combination with MCM mods like MCM Helper and/or MCM Maid, that might be fixed by just changing the load order.
sunadokei Posted October 9, 2024 Posted October 9, 2024 back again with another question, sorry. does this mod add tame wolves (and werewolves) to interiors and villages/cities? i noticed every interior and village/city i go to has a bunch of tamed wolves in them and the only one i can think of that might add them is this one. if this mod isn't responsible, then sorry about that. but if it is, how do i turn it off?
Sailing Rebel Posted October 10, 2024 Author Posted October 10, 2024 39 minutes ago, sunadokei said: back again with another question, sorry. does this mod add tame wolves (and werewolves) to interiors and villages/cities? i noticed every interior and village/city i go to has a bunch of tamed wolves in them and the only one i can think of that might add them is this one. if this mod isn't responsible, then sorry about that. but if it is, how do i turn it off? That sounds like More Creatures, which is recommended for adding more friendly domestic creatures that Aroused Creatures can work with, but is not a requirement.
sunadokei Posted October 10, 2024 Posted October 10, 2024 15 hours ago, Sailing Rebel said: That sounds like More Creatures, which is recommended for adding more friendly domestic creatures that Aroused Creatures can work with, but is not a requirement. thank you!
Will55 Posted October 12, 2024 Posted October 12, 2024 (edited) I use SLHH and if someone tries to rape my char and fails (yes, they can if you set it up right), she punishes him by casting on him and a nearby animal (usually a dog) the spell: "Irresistibly Attractive-target" with the expected results. It worked wonders in both SlaveRun and Wartimes (where daddy and the dog got along so well that my char had loads of cum to clean up and gain marks for so doing while the party members did like doggy also as well, keeping them off her back somewhat (literally in some cases) But I have noticed that since the latest update (4.14) this no longer works on the animals and the guy just stands there and wanks. It says that "the spell does not work on the dog" Is this intentional? I ask, as if it is I am dropping back to the previous version (4.13) ASAP as it is a core action in my game. Edited October 12, 2024 by Will55
Dete91 Posted October 13, 2024 Posted October 13, 2024 (edited) I am having this issue where when a dog pursues my character it starts a pillory animation but the character is T-posing. I am using sexlab p+ and pandora as my behaviour engine and I am aware of some issues regarding furniture with pandora. However, when I try to switch animations using the hotkey it will stay in the same animation, despite the fact that there are like 20 other animations to choose from... Has this to do with what AC regards as aggressive animations? I can't toggle them on/off in the AC-MCM because of the sexlab p+ framework that I'm using. Anyone who experiences the same problem, or who can help me resolve this? Many thanks Edit: I did make sure that I installed the correct SLSB conversion, only using Billy's and MNC animation packs right now with their appropriate conversions. Edited October 13, 2024 by Dete91
Sailing Rebel Posted October 14, 2024 Author Posted October 14, 2024 On 10/12/2024 at 8:49 AM, Will55 said: I use SLHH and if someone tries to rape my char and fails (yes, they can if you set it up right), she punishes him by casting on him and a nearby animal (usually a dog) the spell: "Irresistibly Attractive-target" with the expected results. It worked wonders in both SlaveRun and Wartimes (where daddy and the dog got along so well that my char had loads of cum to clean up and gain marks for so doing while the party members did like doggy also as well, keeping them off her back somewhat (literally in some cases) But I have noticed that since the latest update (4.14) this no longer works on the animals and the guy just stands there and wanks. It says that "the spell does not work on the dog" Is this intentional? I ask, as if it is I am dropping back to the previous version (4.13) ASAP as it is a core action in my game. If the MatchMaker spell is not working, it suggests that there are no suitable animations for those actors, or an issue with the SL registry preventing the animations from being selected. It's unlikely to be affected by SLAC.
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