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Posted
13 minutes ago, DoroLL said:

It seems OSLA needs a new game, update from SLA29 will crash. I'll do that next time.

There is a combo bug in SexLab and older versions of SLA that cause it to stop processing any arousal changes when an SL animation thread fails to close properly. This issue persists until the game is saved and reloaded, and if it happens once, it will probably keep happening.

 

This is a slightly modified version of an old SLA version that should keep things running:

 

SexLabArousedSSELoose.7z

 

Can't be certain it will work in your game (I'm not sure of the source version - it was from five years ago). But ultimately, you should switch to OSLA when you can.

 

12 minutes ago, DoroLL said:

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.

Well, if you're close enough to an aroused and friendly slaughterfish, SLAC should do its thing...

Posted

I'm having quite an unusual issue: My (female) PC keeps getting pursued by a creature with an empty name. Just now it caught the PC and played a F/M humanoid/humanoid animation, with the male position being invisible/not having a mesh at all (can't select via mouse from console).

 

It seems that Skyrim Save System Overhaul utilizes a dummy actor with an empty mesh for… something? This dummy actor has the race "dunMiddenEmptyRace" (Skyrim.esm+0B214B). SexLab (P+ 2) apparently recognizes this actor as a valid humanoid for some reason, but I haven't yet had an issue with any other mod besides SLAC.

Posted
1 hour ago, Sailing Rebel said:

There is a combo bug in SexLab and older versions of SLA that cause it to stop processing any arousal changes when an SL animation thread fails to close properly. This issue persists until the game is saved and reloaded, and if it happens once, it will probably keep happening.

 

This is a slightly modified version of an old SLA version that should keep things running:

 

SexLabArousedSSELoose.7z 150.89 kB · 1 download

 

Can't be certain it will work in your game (I'm not sure of the source version - it was from five years ago). But ultimately, you should switch to OSLA when you can.

 

Well, if you're close enough to an aroused and friendly slaughterfish, SLAC should do its thing...

I was able to update to OSLA, thank you.

Posted (edited)
14 hours ago, eldr3d said:

I'm having quite an unusual issue: My (female) PC keeps getting pursued by a creature with an empty name. Just now it caught the PC and played a F/M humanoid/humanoid animation, with the male position being invisible/not having a mesh at all (can't select via mouse from console).

 

It seems that Skyrim Save System Overhaul utilizes a dummy actor with an empty mesh for… something? This dummy actor has the race "dunMiddenEmptyRace" (Skyrim.esm+0B214B). SexLab (P+ 2) apparently recognizes this actor as a valid humanoid for some reason, but I haven't yet had an issue with any other mod besides SLAC.

See if you can find the actor in the failed engagement lists on the Aroused Creatures MCM > Help page. All actors fail engagements at some point, even if it's just because of low arousal levels, so it will eventually show up there. You could temporarily raise the creature arousal threshold to help populate the list if necessary.

 

If you can find it in that list, click on the failure code, and it should offer the option to select the actor as a target. When you accept, it will reload the page with that actor selected for cleaning. Below the clean option, there is a permission option, click on that to select "Blocked". That should prevent that creature from causing issues in future.

 

Edit: I should point out that this feature is new in 4.15. You will need to update if you are on an earlier version.

Edited by Sailing Rebel
Posted (edited)
12 hours ago, Sailing Rebel said:

See if you can find the actor in the failed engagement lists on the Aroused Creatures MCM > Help page. All actors fail engagements at some point, even if it's just because of low arousal levels, so it will eventually show up there. You could temporarily raise the creature arousal threshold to help populate the list if necessary.

 

If you can find it in that list, click on the failure code, and it should offer the option to select the actor as a target. When you accept, it will reload the page with that actor selected for cleaning. Below the clean option, there is a permission option, click on that to select "Blocked". That should prevent that creature from causing issues in future.

 

Edit: I should point out that this feature is new in 4.15. You will need to update if you are on an earlier version.

 

Thank you! I've also reported this to P+, but this is a good stopgap solution.

Edited by eldr3d
Posted (edited)
17 hours ago, Sailing Rebel said:

There is a combo bug in SexLab and older versions of SLA that cause it to stop processing any arousal changes when an SL animation thread fails to close properly. This issue persists until the game is saved and reloaded, and if it happens once, it will probably keep happening.

 

This is a slightly modified version of an old SLA version that should keep things running:

 

SexLabArousedSSELoose.7z 150.89 kB · 1 download

 

Can't be certain it will work in your game (I'm not sure of the source version - it was from five years ago). But ultimately, you should switch to OSLA when you can.

 

Well, if you're close enough to an aroused and friendly slaughterfish, SLAC should do its thing...

OSLA is working very well. Field creatures have also been given tens of arousal values. Creature arousal value setting 30, From Whiterun to Lake Ilinalta, PC was assailed by rabbits and elk. I'm very satisfied :)

Edited by DoroLL
Posted

Don't suppose anyone has seen this with the struggle meter? I downloaded sexlab defeat and disabled the esp to get the textures for the struggle meter, and it works, when struggling it depletes. But the stamina meter for creature (I think that's the one on the bottom) doesn't fill up (remains empty throughout) while the one for the character (on the bottom) doesn't appear at all.

 

I moved the widget to be more centred, with default settings the struggle meter looked correct but the stamina bar was going off screen. I tried disabling immersive hud and moreHud but that didn't change anything.

SALC struggle UI.png

Posted
17 minutes ago, Forgetandeatcake said:

Don't suppose anyone has seen this with the struggle meter? I downloaded sexlab defeat and disabled the esp to get the textures for the struggle meter, and it works, when struggling it depletes. But the stamina meter for creature (I think that's the one on the bottom) doesn't fill up (remains empty throughout) while the one for the character (on the bottom) doesn't appear at all.

 

I moved the widget to be more centred, with default settings the struggle meter looked correct but the stamina bar was going off screen. I tried disabling immersive hud and moreHud but that didn't change anything.

The top pink bar is the creature, the bottom green one is the PC.

 

Not seen this issue before. Is this the version of Defeat linked in the description? Is anything overriding the Defeat or Aroused Creatures files? Is there a possibility that the PC's stamina was depleted before starting the animation?

Posted
2 hours ago, Sailing Rebel said:

The top pink bar is the creature, the bottom green one is the PC.

 

Not seen this issue before. Is this the version of Defeat linked in the description? Is anything overriding the Defeat or Aroused Creatures files? Is there a possibility that the PC's stamina was depleted before starting the animation?

The Defeat was the wrong version, it was for the LE. I have updated it, but it looks the same. Nothing is overriding Defeat or aroused creatures, and I doubled checked the rest of the install it looks good.

 

I can still escape the animation, and I checked that I had stamina first by power attacking, then by using the console to check how much stamina I had. So definitely had Stamina to begin with.

 

I also tried some things like disabling the Horse Stamina mod, but that didn't do anything. 

 

Posted
1 hour ago, Forgetandeatcake said:

The Defeat was the wrong version, it was for the LE. I have updated it, but it looks the same. Nothing is overriding Defeat or aroused creatures, and I doubled checked the rest of the install it looks good.

 

I can still escape the animation, and I checked that I had stamina first by power attacking, then by using the console to check how much stamina I had. So definitely had Stamina to begin with.

 

I also tried some things like disabling the Horse Stamina mod, but that didn't do anything. 

It may help to look at a papyrus log from a game in which the General Settings > Debug option is enabled, and the issue is encountered.

Posted
12 hours ago, Sailing Rebel said:

It may help to look at a papyrus log from a game in which the General Settings > Debug option is enabled, and the issue is encountered.

Papyrus.0.log

That's the log. I've been trying to read it, but not sure what I'm looking for.

 

StartCreatureSex player struggle enabled: engaged TRUE, consent False, partners 1, can struggle TRUE

Notify (SexStart) (2/6) result: You are being assaulted by an aroused dog - tags: 

 

I can see it's started, but not how the struggle widget is called or if there are any errors associated with calling it.

Posted
46 minutes ago, Forgetandeatcake said:

Papyrus.0.log 638.77 kB · 0 downloads

That's the log. I've been trying to read it, but not sure what I'm looking for.

 

StartCreatureSex player struggle enabled: engaged TRUE, consent False, partners 1, can struggle TRUE

Notify (SexStart) (2/6) result: You are being assaulted by an aroused dog - tags: 

 

I can see it's started, but not how the struggle widget is called or if there are any errors associated with calling it.

There doesn't appear to be anything wrong in the log. Typically, I'll start by searching for "slac_" which should highlight relevant script errors, but that log is clean.

 

Do you have any other mods that interact with player stamina?

 

Is there anything overriding ski_widgetbase.pex? Check the MO2 Data tab and enter the file name in the Filter at the bottom. The name of the mod providing it should be listed to the right of the file name.

Posted
20 hours ago, Sailing Rebel said:

There doesn't appear to be anything wrong in the log. Typically, I'll start by searching for "slac_" which should highlight relevant script errors, but that log is clean.

 

Do you have any other mods that interact with player stamina?

 

Is there anything overriding ski_widgetbase.pex? Check the MO2 Data tab and enter the file name in the Filter at the bottom. The name of the mod providing it should be listed to the right of the file name.

I had to unpack the sky UI bsa to check that but no, nothing overwriting.

 

I also spent the evening turning off mods, checking a new save, to see what's up, and after a while I realised that simply starting a new game solves the issue. So I'm hoping the root of the issue was an error with the save since I had been adding stuff to it. Plus there is a new release of DD NG out so I figure I can install that, do any updates I need and start fresher.

 

Awesome mod btw, and thanks for the support. Framing as character who trys to escape encounters, for feedback I'm not sure how I feel about the pursuit notification (with it on it can feel easy but with it off it feels impossible. might just need to get good). Maybe an option to delay it? Or a generic notification so you don't know if it's you or an npc and you have to figure it out based on their reactions (the "oh no" reaction npcs have).

 

And the struggling, maybe an option to randomise the input timing? Meaning each time you struggle you have waste time and stamina figuring it out. Would make encounters with weaker animals "fairer" (for the animal at least 😄).

Posted (edited)
51 minutes ago, Forgetandeatcake said:

I had to unpack the sky UI bsa to check that but no, nothing overwriting.

 

I also spent the evening turning off mods, checking a new save, to see what's up, and after a while I realised that simply starting a new game solves the issue. So I'm hoping the root of the issue was an error with the save since I had been adding stuff to it. Plus there is a new release of DD NG out so I figure I can install that, do any updates I need and start fresher.

 

Awesome mod btw, and thanks for the support. Framing as character who trys to escape encounters, for feedback I'm not sure how I feel about the pursuit notification (with it on it can feel easy but with it off it feels impossible. might just need to get good). Maybe an option to delay it? Or a generic notification so you don't know if it's you or an npc and you have to figure it out based on their reactions (the "oh no" reaction npcs have).

 

And the struggling, maybe an option to randomise the input timing? Meaning each time you struggle you have waste time and stamina figuring it out. Would make encounters with weaker animals "fairer" (for the animal at least 😄).

Glad you found a solution, but wish I knew what caused that.

 

I agree with the notification being a giveaway. I'll have a think about this.

 

There are a couple of things you could look at in terms of configuration.

 

One thing you could do is give yourself more visual feedback on the arousal state of nearby creatures by reducing the arousal level in Creature Framework, along with the invitation/dialogue invitation levels. When you see an aroused creature, you can choose to keep your distance to make it more likely they'll pick an NPC instead, engaging them consensually, having a follower take care of them, or talking to them to draw their attention to a particular NPC. This way, getting jumped by a creature becomes more about missing an environmental cue than a text notification.

 

Another thing is you could edit the Data/SKSE/Plugins/ArousedCreatures/slacNotifcations.json file to make the pursuit notification generic - just delete what's there and replace with a non-specific message that doesn't distinguish between PC and NPCs. Example:

"PursuitStart":[
	"IsPair|An aroused {creaturename} is pursuing a victim",
	"IsGroup|Some {creatureraceplural} are pursuing a victim"
],	

A guide and syntax for editing the notifications can be found in Data/scripts/source/slac_Notify.psc.

 

Yeah, the struggle sucks as it is. The papyrus implementation is just awful and unresponsive, which makes me not want to add more calculations to it. I've been thinking about replacing it with this QTE modder's resource. Not sure yet if that would be better in this use case.

Edited by Sailing Rebel
Details
  • 2 weeks later...
Posted
3 hours ago, waiyan said:

How do I trigger two humans one creature scene?

Unfortunately, this is not currently supported.

 

While it would certainly be a good feature, it will require a complete rewrite of some critical code, so there is no timeline on that yet.

Posted

I've discovered an issue, presumably more with Sexlab itself than with this mod, but it relates to Deathhounds. I don't know how exactly Sexlab determines the race/type of creature participating in an animation, but for one reason or another Sexlab considers them wolves. The problem is that Deathhounds aren't "rigged" for wolf animations, but for dog animations. Generic "canine" animations work, all "Dog" animations work if you force them to trigger, but "Wolf" animations just result in the Deathhounds just standing there. I've been able to find only 2 threads on the entire internet that address this, but they're from ~2014. I don't know even remotely how to fix this. I didn't even know where to post it. Perhaps @MadMansGun could chime in?

Posted
13 minutes ago, Jorklunds said:

I've discovered an issue, presumably more with Sexlab itself than with this mod, but it relates to Deathhounds. I don't know how exactly Sexlab determines the race/type of creature participating in an animation, but for one reason or another Sexlab considers them wolves. The problem is that Deathhounds aren't "rigged" for wolf animations, but for dog animations. Generic "canine" animations work, all "Dog" animations work if you force them to trigger, but "Wolf" animations just result in the Deathhounds just standing there. I've been able to find only 2 threads on the entire internet that address this, but they're from ~2014. I don't know even remotely how to fix this. I didn't even know where to post it. Perhaps @MadMansGun could chime in?

(normal/stock) Deathhounds are wolves and use the wolf behavior file, but however there was a bug/error in there race that made female Deathhounds (that normally don't exist) use the dog behavior file.

 

so watch out for any mods that edit them, because there is a chance that someone could be editing the males to use dog behaviors instead of fixing the females to use wolf behaviors.

Posted
46 minutes ago, MadMansGun said:

(normal/stock) Deathhounds are wolves and use the wolf behavior file, but however there was a bug/error in there race that made female Deathhounds (that normally don't exist) use the dog behavior file.

 

so watch out for any mods that edit them, because there is a chance that someone could be editing the males to use dog behaviors instead of fixing the females to use wolf behaviors.

Ahh, thank you! I had a feeling you would have an answer. I disabled a mod that did literally exactly what you described and it's now fixed.

Posted (edited)

Английский не мой родной язык.
У меня проблема, я не могу заставить своего спутника заняться сексом с животным. Спутник дает согласие и идет к животному, а затем дает сообщение, как это исправить.

 

555.png

Edited by poka_ne
Posted
1 hour ago, poka_ne said:

Английский не мой родной язык.
У меня проблема, я не могу заставить своего спутника заняться сексом с животным. Спутник дает согласие и идет к животному, а затем дает сообщение, как это исправить.

This is usually caused by issues with the SexLab configuration, or missing animations for the selected creature race.

 

Check the Aroused Creatures MCM > Help page.

Posted
52 minutes ago, Sailing Rebel said:

Обычно это вызвано проблемами с конфигурацией SexLab или отсутствием анимации для выбранной расы существ.

 

Проверьте страницу MCM Aroused Creatures > Помощь.

all settings are there. Animations work because the main character works, problems only with companions

 

Posted
7 minutes ago, poka_ne said:

all settings are there. Animations work because the main character works, problems only with companions

Aroused Creatures MCM > Help > Recent NPC/PC Engagement Failures will show codes indicating why animations are not starting for actors.

 

If there is still an issue, we will need to look at a papyrus log from a game in which the Aroused Creatures > General Settings > Debug option is enabled.

Posted

is there a way to increase max group settings to more than three, im sure my character can take more than two wolves at a time.

Posted
1 hour ago, Oblex said:

is there a way to increase max group settings to more than three, im sure my character can take more than two wolves at a time.

The maximum number of actors in any SL scene is five.

 

PC/NPC Auto Settings > Creature Group > Group Max Extras is the number of creatures in addition to the initial pairing (PC/NPC + Creature). So setting this to three will allow for a full set of actors.

 

The actual number of additional creatures is randomly selected from 1 to the configured max. Even setting this to 3 will not guarantee that any particular engagement will involve five actors.

 

Make sure you have some 5P animations installed. At the moment, SLAC only looks for group animations that involve the same race of creature. This is due to performance limitations in papyrus.

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