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Posted

Been playing with this mod, noticed that I can't struggle away from horses but can from dogs. Any reason why? Consent for automatic engagements is set to non, I have struggle active and have that p+ upgrade active.

Posted
4 hours ago, quarzo said:

the invite key  feature is amazing, is there any way to work on humans too?

I'm sure there must be, but I don't have any specific recommendations. It might be worth asking in the SexLab Request forum.

 

2 hours ago, Forgetandeatcake said:

Been playing with this mod, noticed that I can't struggle away from horses but can from dogs. Any reason why? Consent for automatic engagements is set to non, I have struggle active and have that p+ upgrade active.

The struggle system is based on relative stamina of attacker and victim. Each time you hit A/D it takes a chunk out of the stamina of both actors. If you get the timing right, you take more of the creature's stamina. If the attacker runs out of stamina first, the PC escapes. Naturally, this gives an advantage to larger creatures like horses, especially early game. You could always pop a stamina potion in the middle if you want to game it.

 

If you have SexLab Defeat installed, you'll see the meters for both PC and creature at the bottom right to judge progress. The Defeat ESP does not need to be enabled in the load order, SLAC just uses the included HUD widget files for the meters.

 

The Struggle options under Dialogue & Interaction allow you to customise the struggle minigame, such as changing the timing and adjusting the multipliers to give an advantage to either the player or creature.

 

I'll be honest, the struggle system is not the greatest, and papyrus is an abysmal system to implement it in. This needs to be revisited at some point in the future.

Posted

I've been having issues with this since I reinstalled my entire mod list.  The auto engagements fail and the debug log says it's because there's no animations.  However, I can use the invite feature and the animations play fine.  It's not a huge deal, I'm just not sure what's causing this issue for the auto engagements when the invite option works fine.

Posted
2 hours ago, Saylorspizza said:

I've been having issues with this since I reinstalled my entire mod list.  The auto engagements fail and the debug log says it's because there's no animations.  However, I can use the invite feature and the animations play fine.  It's not a huge deal, I'm just not sure what's causing this issue for the auto engagements when the invite option works fine.

Check the Aroused Creatures MCM > Help page, which can indicate issues with the installation and configuration.

 

There's a recently identified compatibility issue since SLAC 4.13 (2024). This version integrated calls to functions added in PapyrusUtil 4.0 (2021, SKSE 2.1.2, SkyrimSE.exe 1.6.318) that affect auto engagement. If you are still on an older version of Skyrim, these functions may not be available.

 

If this is not the issue, we'll need to look at a papyrus log for a session in which Aroused Creatures MCM > General Settings > Debug is enabled, and the issue is encountered. 

Posted
1 hour ago, Sailing Rebel said:

Check the Aroused Creatures MCM > Help page, which can indicate issues with the installation and configuration.

 

There's a recently identified compatibility issue since SLAC 4.13 (2024). This version integrated calls to functions added in PapyrusUtil 4.0 (2021, SKSE 2.1.2, SkyrimSE.exe 1.6.318) that affect auto engagement. If you are still on an older version of Skyrim, these functions may not be available.

 

If this is not the issue, we'll need to look at a papyrus log for a session in which Aroused Creatures MCM > General Settings > Debug is enabled, and the issue is encountered. 

I'm actually just stupid.  I did one final check through of my settings and found I ticked "Only allow permitted creatures" which, in my brain, thought it meant only the creatures I selected "Allowed Creatures" tab would have permission.  Not that I had to manually select every creature to allow them.

 

Once I re-read the tooltip for that option and realized what it did, I turned it off and it's working now.  Sorry for taking up your time

Posted

Hi, I'm back again.  This time I'm having an issue where none of the dogs from your more creatures mod are playing the animations during engagements.  My character has the animations, but the dogs simply sit there and go through their idles.  It's only with the dogs as well, as horses play animations just fine.  I've tried disabling then re-enabling and registering my animations in SLAL to no avail.

 

This time I do bring my Papyrus log.  And also my load order just in case.

 

Again, this really isn't urgent, if need be I can just disable the canines in Aroused Creatures for the time being.

Papyrus.0.log loadorder.txt

Posted
20 minutes ago, Saylorspizza said:

Hi, I'm back again.  This time I'm having an issue where none of the dogs from your more creatures mod are playing the animations during engagements.  My character has the animations, but the dogs simply sit there and go through their idles.  It's only with the dogs as well, as horses play animations just fine.  I've tried disabling then re-enabling and registering my animations in SLAL to no avail.

 

This time I do bring my Papyrus log.  And also my load order just in case.

 

Again, this really isn't urgent, if need be I can just disable the canines in Aroused Creatures for the time being.

Papyrus.0.log 555.58 kB · 0 downloads loadorder.txt 26.45 kB · 0 downloads

I've just encountered this today when testing in OGSL. The usual advice is to use the Clean System option in SexLab > Rebuild & Clean, and follow the advice in the pop-ups. Unfortunately, it did not work this time.

 

What fixed it for me was deleting the Pandora output and running FNIS instead.

 

I've not had the same issue in SLP+ using the same mods with Pandora.

Posted
10 hours ago, Sailing Rebel said:

I've just encountered this today when testing in OGSL. The usual advice is to use the Clean System option in SexLab > Rebuild & Clean, and follow the advice in the pop-ups. Unfortunately, it did not work this time.

 

What fixed it for me was deleting the Pandora output and running FNIS instead.

 

I've not had the same issue in SLP+ using the same mods with Pandora.

I found out what was causing my issue.

 

While on Scrab's discord to get what I needed for SLP+, I saw people mention that the 2.6 version of Pandora was breaking canines and to downgrade to the 2.4 version to fix it.

 

Sure enough, I downgraded via the github and now my canine animations are working again using the same mod list.  So for now just have to make sure not to upgrade pandora until the issue is fixed.

Posted
22 hours ago, Sailing Rebel said:

There's a recently identified compatibility issue since SLAC 4.13 (2024). This version integrated calls to functions added in PapyrusUtil 4.0 (2021, SKSE 2.1.2, SkyrimSE.exe 1.6.318) that affect auto engagement. If you are still on an older version of Skyrim, these functions may not be available.

 

Could you please clarify what functions exactly this comment refers to? Thank you in advance.

Posted
1 hour ago, PippinTom said:

Could you please clarify what functions exactly this comment refers to? Thank you in advance.

Apologies. I normally assume I'm talking to non-technical users.

 

PapyrusUtil version 4.0 added several new function groups: RemoveDupe(), GetDiff(), GetMatching().

 

SLAC now makes use of GetMatchingString() to escape excess processing of allowed creature SL raceKeys. You'll find this in slac_Config.psc > UpdateRaceKeys(). This is run when loading a save, loading a profile, closing the MCM after making changes to the allowed creatures, or purging the raceKey lists through the Other Settings.

 

Now that I'm looking at it, I might add a condition for PU version on this, but I won't be rolling out the downgrader to test it.

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

Now that I'm looking at it, I might add a condition for PU version on this, but I won't be rolling out the downgrader to test it.

 

Thank you for clarification, I believe I've already encountered GetMatchingString somewhere, in another mod, and somehow managed to deal with that call, alternatively. Or not. Will check soon.

 

Edited by PippinTom
rephrased
Posted
9 hours ago, Sailing Rebel said:

PapyrusUtil version 4.0 added several new function groups: RemoveDupe(), GetDiff(), GetMatching().

 

SLAC now makes use of GetMatchingString() to escape excess processing of allowed creature SL raceKeys.

 

Weird, all those are available in Papyru Utils shipped with SLF 1.63 package (SSE 1.5.97). So you must have been referring to much older Skyrim than I thought. So I may relax now ; )

Posted
2 hours ago, PippinTom said:

Weird, all those are available in Papyru Utils shipped with SLF 1.63 package (SSE 1.5.97). So you must have been referring to much older Skyrim than I thought. So I may relax now ; )

Yes, it's going to be games and mod lists that have not been updated in four years that are affected by this. But the version condition should allow the next release of SLAC it to operate with the older version of PU SE anyway (albeit with a little less efficiency).

Posted
1 hour ago, Sailing Rebel said:

mod lists that have not been updated in four years

 

...wow, when I've read this I realized how fast time flows (down the toilet). 

And almost instantly decided it's time to move on with an upgrade, as I see no good reason not to anymore (at least not atm) ; )

Posted

Just uploaded a new release of Aroused Creatures: SexLab Aroused Creatures SE v4.15 (2025-03-12).

 

This is largely fixes and improvements.

 

In response to an issue one user encountered, where an invisible creature could not be targeted to be blocked for auto-engagements, you can now select creatures by clicking on the failure code for the creature in the MCM > Help page to target them, then change their permission above.

 

You can now bypass enabled horse dialogue by holding LShift while activating them. Will need to look at making this customisable in future.

 

The fixed exhaustion effect can now be applied at the end of any engagement, not just those with failed struggles.

 

You may get some extra LL notifications while I work on the mod description. Sorry about that.

 

SexLab Aroused Creatures SE v4.15 (40035) (2025-03-12):

  • Added: Option to apply exhaustion stamina drain effect after PC engagements regardless of struggle results.
  • Added: Option to select target actor for cleaning or blocking in the Help page by clicking on a failed engagement entry.
  • Added: Failure handling when encountering issues loading and saving profiles. This will simply warn the user of an issue. In almost all cases this is going to be caused by problems with the installation location and/or antivirus. A syntax error introduced while manually editing the file may also lead to problems.
  • Added: Some variety in the queue joining notifications.
  • Added: Help menu version check for PapyrusUtil which should be >= 4.0 (SKSE 2.1.2/Skyrim SE 1.6.318).
  • Added: Holding shift while activating a horse will bypass any enabled dialogue and activate them normally (including stealing).
  • Fixed: Modded creatures having no resolvable race name leading to incomplete notifications. These actors will now select randomly from "animal", "beast", "creature" (configurable in the slacNotifications.json).
  • Fixed: Stamina drain not applied after animation involving failed struggle.
  • Fixed: Divide by Zero error in struggle stamina calculations.
  • Fixed: Papyrus errors from MCM help page when using SLP+.
  • Fixed: Slow tag display in the MCM info panel when using SLP+.
  • Fixed: Dialogue quests restarting while mod is disabled.
  • Fixed: Combat state checks continuing even if the mod is disabled.
  • Fixed: Claimed actors sometimes failing normal testing for active scene participation.
  • Fixed: Excessive delay when opening dialogue with horses and other silent creatures.
  • Fixed: Unnecessary CrosshairRef events firing during animations.
  • Fixed: Struggle meter still shown and inputs still processed after disabling struggle in the MCM during animation.
  • Fixed: Rare instances of actors being knocked out of running SexLab scenes when a pursuit starts during scene spin-up and ends with a stagger animation.
  • Fixed: Auto-engagement failing for those with PapyrusUtil versions older than 4.0 (2021). The compatibility condition will have a minor impact on performance for these users.
  • Changed: Increased default exhaustion duration from 15 to 60 seconds.
  • Changed: Player control blocking (switching them to AI mode) will be more aggressive between queued scenes.
  • Changed: Group animations are no longer skipped during auto-engagement for male victims. The logic for this is not fully tested, so there may be some odd situations here and there.
  • Changed: Notifications will not be reloaded when loading a save in which SLAC is disabled. Regardless, notifications are only automatically reloaded if the JSON file version is changed.
  • Changed: Clearer warning message when trying to disable/enable SLAC during maintenance.
  • Changed: Increased debug logging output for profile actions and Target Select.
  • Changed: Players horse excluded from queuing for NPCs.
  • Changed: PC mounting a horse will immediately cancel PC pursuit, clear suitors, stop creatures following the PC after dialogue interaction.
  • Changed: Profile management now blocked until the game load maintenance completes.
  • Issue: Player may be pushed around into awkward locations while they are AI controlled. This was already a minor issue, but may be more obvious with the quicker control blocking between queued animations.
  • Issue: Inappropriate consensual/non-consensual animations playing during engagements when using SLP+. This must be addressed by rebuilding the SLSB scene configuration for the animations in question to remove (or add) the submissive actor flag.
  • Issue: Notifications not displayed during PC animation when using SLP+.
  • Issue: Unconventional interruption of the SL system (such as using Clean System mid-animation) when the PC is involved will skip the normal mod events and result in the player being unable to move. This state can be cleared with Aroused Creatures MCM > Help > Clean Actor, or by saving and reloading.
Posted

OSL Aroused is now the recommended fork of Aroused for SLAC. It seems to be very efficient and reliable.

 

...Maybe a little too reliable?

 

I've noticed that, with default settings in both OSLA and SLAC, auto engagements will be very frequent and will tend to synchronise in an area. So when wandering around Whiterun with SL More Creatures installed, you'll likely get all the creatures trying to engage in rapid succession.

 

I've not settled on a standard configuration yet, so the SLAC defaults remain unchanged for now. But currently I'm running with OSLA Minimum Libido for NPCs at about 50-65 and required creature arousal in Auto Settings at 85. You might also look at adding auto-engagement cooldowns. There is the option of increasing queuing for NPCs which will then take up more attention, expend their arousal, and prevent the PC being constantly interrupted.

Posted

Hello. I use both Aroused Creatures and One With Nature. But dungeon creatures have tens of arousal values, field creatures have an arousal value of 0 and do not auto assault. Is there any way to give random arousal values to field creatures?

Posted
1 hour ago, DoroLL said:

Hello. I use both Aroused Creatures and One With Nature. But dungeon creatures have tens of arousal values, field creatures have an arousal value of 0 and do not auto assault. Is there any way to give random arousal values to field creatures?

Arousal is handled by whichever fork of SexLab Aroused you have installed. Usually, the initial arousal level is randomised at the lower end, or will be set at a specific value.

 

If you are using SexLab Aroused Redux or another older version, the update period is two minutes by default. So you will need to be in range of that creature for at least that long to be sure that the initial value is set and that changes are being calculated. You may want to change the SL Aroused configuration in the MCM to reduce the time between scans to its minimum.

 

If you are using a different fork of Aroused, I would recommend consulting the mod description and support thread for advice.

Posted
27 minutes ago, Sam19823 said:

whitch version should i use for Skyrim 1.5.97

Aroused Creatures 4.15 should work fine. But I'm not actually testing in 1.5 any more, so let me know if you run into issues.

 

OGSL support for Skyrim 1.5 appears to be dropping off, so you may need to take that into account.

Posted

Hi there, I've been troubleshooting an issue for days now, but I can't seem to solve it. My issue is that I'm not able to 'invite' creatures. I've already set a hotkey for it, and i  even changed it to different hotkey 2 times but still not working, there's no animation no text showing up (yes I have 'play invite animation' set to 'TRUE', and set the 'invite arousal' to 0 to test it out), the creatures are not interested at all when I press or hold the key.

I only have other mods that are a requirement for this mod and almost all the recommended mods, I have no other mods unrelated to this mod so I'm sure it is not compatibility issue. I suspect it is the 'aroused creatures maintenance', because it is always 'in progress', I'm not sure what it means and how to make it 'ok', I had my game running for hours after closing the menu but it is always 'in progress'.

I have tried the matchmaker mods, and the animations are working fine, just don't know why the 'invite' animation is not working. 

(all this is before the newest update of this mod btw)

Thank you for reading all of it, any help is appreciated. 

Posted
3 hours ago, Just_Wan said:

I suspect it is the 'aroused creatures maintenance', because it is always 'in progress', I'm not sure what it means and how to make it 'ok', I had my game running for hours after closing the menu but it is always 'in progress'.

Aroused Creatures not leaving maintenance is an indicator of a serious problem. Typically, maintenance in a new game will be done in about thirty seconds, and is much faster when loading a save.


Test in a new game or a COC game and see if this is a problem with your current save.

 

Enable papyrus logging and the Aroused Creatures > General Settings > Debug option, try to invite a creature, then post the log here. Hopefully this will show us what's happening.


Please make sure that the installation instructions have been followed. Especially regarding antivirus and the install location for the game. AV and Windows UAC can have serious impacts on modding by deleting, blocking, or even corrupting files and preventing complex mods like SLAC working properly.

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

Arousal is handled by whichever fork of SexLab Aroused you have installed. Usually, the initial arousal level is randomised at the lower end, or will be set at a specific value.

 

If you are using SexLab Aroused Redux or another older version, the update period is two minutes by default. So you will need to be in range of that creature for at least that long to be sure that the initial value is set and that changes are being calculated. You may want to change the SL Aroused configuration in the MCM to reduce the time between scans to its minimum.

 

If you are using a different fork of Aroused, I would recommend consulting the mod description and support thread for advice.

Alternative idea. Without reference to aroused value, how about having the probability auto assault?

ps. A rabbit jumps out of the grass and assault you!  I think it's funny.

Edited by DoroLL
Posted
1 minute ago, DoroLL said:

Alternative idea. Without reference to aroused value, how about having the probability auto assault?

The basis for Aroused Creatures is deterministic, so there's not really room for a random element like that. Any random chance becomes a certainty over time, so if SLAC is testing constantly (as it does) with a random chance, there would be regular and predictable engagements - not really random at all.

 

If you don't want to use arousal as a part of the calculation, what you can do is set all the thresholds to 0 and set high individual cooldowns for creatures, PC and NPCs. You won't know when any particular creature will come off cooldown at the same time the PC or NPC does, nor which target they will choose, so it should appear somewhat random.

 

Have you tried the latest OSL Aroused? It's been extremely reliable for me in testing, to the extent that you may even want to tune it down to prevent arousal hitting the thresholds too often.

Posted
1 hour ago, Sailing Rebel said:

The basis for Aroused Creatures is deterministic, so there's not really room for a random element like that. Any random chance becomes a certainty over time, so if SLAC is testing constantly (as it does) with a random chance, there would be regular and predictable engagements - not really random at all.

 

If you don't want to use arousal as a part of the calculation, what you can do is set all the thresholds to 0 and set high individual cooldowns for creatures, PC and NPCs. You won't know when any particular creature will come off cooldown at the same time the PC or NPC does, nor which target they will choose, so it should appear somewhat random.

 

Have you tried the latest OSL Aroused? It's been extremely reliable for me in testing, to the extent that you may even want to tune it down to prevent arousal hitting the thresholds too often.

It seems OSLA needs a new game, update from SLA29 will crash. I'll do that next time.
I noticed for the first time that Billyy's Animations has Slaughterfish. Many animations are not seen in normal play.  I hope you have some good ideas.

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