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ScRappies Matchmaker


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Posted

That's a setting in SexLab. Either increase the timers, or disable auto advance.

If you are using SexLab p+, there was an error that aggressive animations using the old code to have each stages' duration set to 0.

Posted

this mod is working great except for NPC/NPC interactions. a few days ago it seemed to be fine with every NPC and creature to my settings, but after installing a handful of other mods now only creatures can/want to be engaged by NPCs. I cannot recreate the bug even after disabling the mods added after (ASoS and AI overhaul) and changing/sorting my load order for what feels like hours. NPCs will sense the cow in whiteruns arousal for example, and start animations, but NPCs give no notifications except they're engaging/being engaged by a creature, never another NPC. the NPCs will occasionally stop an animated task or conversation, run to another NPC, stare at them for a moment, then begin walking back to their previous task, as if they were trying to engage another humanoid actor but couldn't register something somewhere and start an animation or give a notification. the only mods I have that I think could conflict are ABMM, sexlab aroused, aroused creatures, and maybe AI overhaul? I have no quest mods, new dialogue, new NPCs, etc. everything is mostly vanilla friendly besides some textures and new, basic animations (no combat or magic reworks at all), and these new mods centered around arousal and matchmaking. I have the settings checked, load order checked, even a bashed patch just because, and reading through others issues I didn't seem to find this one exactly.

do any of these mods have any known conflicts I'm unaware of? or is something still just missing me, because I'm running out of ideas and I want to use this mod 

Posted (edited)
7 hours ago, YourMomsaDad said:

this mod is working great except for NPC/NPC interactions. a few days ago it seemed to be fine with every NPC and creature to my settings, but after installing a handful of other mods now only creatures can/want to be engaged by NPCs. I cannot recreate the bug even after disabling the mods added after (ASoS and AI overhaul) and changing/sorting my load order for what feels like hours. NPCs will sense the cow in whiteruns arousal for example, and start animations, but NPCs give no notifications except they're engaging/being engaged by a creature, never another NPC. the NPCs will occasionally stop an animated task or conversation, run to another NPC, stare at them for a moment, then begin walking back to their previous task, as if they were trying to engage another humanoid actor but couldn't register something somewhere and start an animation or give a notification. the only mods I have that I think could conflict are ABMM, sexlab aroused, aroused creatures, and maybe AI overhaul? I have no quest mods, new dialogue, new NPCs, etc. everything is mostly vanilla friendly besides some textures and new, basic animations (no combat or magic reworks at all), and these new mods centered around arousal and matchmaking. I have the settings checked, load order checked, even a bashed patch just because, and reading through others issues I didn't seem to find this one exactly.

do any of these mods have any known conflicts I'm unaware of? or is something still just missing me, because I'm running out of ideas and I want to use this mod 

 

so I don't know what I did to fix it... but it seems to be working fine now. I installed a few other mods that have nothing to do with NPCs or logic and now it's working with both NPCs and creatures, besides a few M/M animations even though I had them disabled through the setting, but that's not as big a deal. it's fixed now so nvm I guess.

 

sexlab matchmaker isn't working for me at all, and this is a nice substitute instead

 

great work on the mod!

Edited by YourMomsaDad
Posted
On 6/3/2024 at 8:06 AM, Someone92 said:

That's a setting in SexLab. Either increase the timers, or disable auto advance.

If you are using SexLab p+, there was an error that aggressive animations using the old code to have each stages' duration set to 0.

is there a fix for sexlab p+? I already turned of auto advance stage and timer on max and it doesn't change anything.

Posted

The issue was apparently fixed in SexLab p+ 2.9.2.1. You should have only experienced if you used the Discord beta version. Also, if the issue persists even with Auto Advance disabled the issue seems to be separate.

Have you tried disabling every other SexLab mod? There are a few SexLab mods that make changes to SexLab timers, they might break something when they try to change something. Or, do you have any mods that overwrite SexLab scripts?

Posted
On 6/8/2024 at 11:27 PM, Someone92 said:

The issue was apparently fixed in SexLab p+ 2.9.2.1. You should have only experienced if you used the Discord beta version. Also, if the issue persists even with Auto Advance disabled the issue seems to be separate.

Have you tried disabling every other SexLab mod? There are a few SexLab mods that make changes to SexLab timers, they might break something when they try to change something. Or, do you have any mods that overwrite SexLab scripts?

I dont seam to be able to find SexLab p+ 2.9.2.1, i can only find SexLab p+ 1.8.2.3. I also not running sexlab p+,

im running

-SexLabFrameworkSE_v163_BETA8

-Sexlab Aroused NG v0.2.0

-SexLab EagerNPCSERev2

-SexLab More Creatures SE v1.02 - Non-Essential Respawning

-SexLab Aroused Creatures SE v04.12

  • 2 months later...
Posted (edited)

Lovely mod, but I have a bit of a problem with the way the scene cooldowns work. I would really like it if there was a limit on the number of scenes per day, or if there was a cooldown that worked for the whole cell, not for a specific actor. Because right now, for example, even with a 6 hour cooldown, npcs continue to start scenes with each other too often (many combinations of two actors). I don't want to limit it on arousal because osl works too inconsistently.

Another problematic point is that with P+ the scenes start immediately and so very often the actor gets stuck in the furniture. Especially in chairs. I wish there was an option that would send the npcs to the nearest bed or just to a place where they wouldn't be in the line of sight of 2+ other npcs. This movement would at least solve the problem of getting stuck in chairs half the time.

Edited by MarkStain
  • 2 weeks later...
Posted
On 4/13/2023 at 4:24 PM, Scrab said:

 

Do you use SOS Addons for females? If so, you need to enable the additional filter for Futas/Fem Crt. and check Futa gender there

The "futa detection" isnt really.. good and has a lot of false positives as I recently discovered ?

 

Was there ever any update or fix for this that makes the mod work using a 3D pube add-on?

 

I've tried with both TNG and SOS, and both break the mod for female NPCs. Not a huge loss, but would be nice if there was a consistent workaround. I've tried enabling futa options, but that never made anything work for me.

Posted

The mod works really well but the only feature that I haven't been able to make it work is the "actor stay interested after scene". Ever since I moved to SE/AE I couldn't make it work at all even if I increased the chance to 100%; only one scene per engagement. It worked in LE though. I really wish to know what could be interfering with this feature, if anyone has any idea. AE version 1.6.1170 and everything else corresponding to that version btw. Maybe it's because of game version, or SL version?

Posted

Had a similar issue until a few days ago.

 

Under "Treading", choose a high value for "Add Actor Chance". I am not sure if it is per actor or per scene, but setting it to a low value means many scenes stop very early.

Posted
13 minutes ago, Someone92 said:

Had a similar issue until a few days ago.

 

Under "Treading", choose a high value for "Add Actor Chance". I am not sure if it is per actor or per scene, but setting it to a low value means many scenes stop very early.

Isn't that one a different feature though? And I think I left it at default value (50% or so) which is already quite high.

And it's not like the scene stopped early, but the NPCs don't randomly engage again like how it did in LE.

Posted (edited)

Oh, you mean that the same actor can take another go during the same scene?

I did not had issues with that. There is also a MCM setting for that. Maybe you have set that too low / to 0%?

 

If that does not help, try a new game.

If that still does not work, try to back up and then remove the saved MCM settings. maybe the MCM save file is corrupted (don't know at the moment where it is saved).

Edited by Someone92
Posted

As I mentioned, I tested it at 100% yet only one scene per engagement. Trying new game also doesn't work, and no MCM settings saved to remove since I'm still testing stuff. Other features works fine. Funnily enough it worked with no hassle in LE.

I still can't understand whatever that might be interfering with that specific feature. Perhaps looking around the source code might yield some answer.

Posted

Scrab is on 1.6.1170.

 

Support and updates for 1.5.97 going forward is only for those with a tier 15 Patreon, and work on 1.5.97 compatibility will only continue if enough people support that plan to make it financially sustainable.

  • 2 weeks later...
Posted

I've looked around the script and found everything's fine. I've kept an eye on console command when an animation ends and it says msos-something-manager enabled the participating actors, so the feature should work. But they just stands around for half a second or so and then back to normal schedule. I wonder what could be interferring with this feature.

Posted (edited)

At first this mod seemed promising: Despite the major deficiency of it not having a faction filter for rules (so i.e. you cannot make rules for bandits only), i was able to indirectly achieve the behaviors i wanted in my game. And this mod is way more lightweight and simple than it's competitors.

 

Then i realized this mod has a gameplay-breaking flaw so obvious, it's hard to believe this was not considered: This mod does not check if actors are already in a sexact! So for example: If the PC is in a sexscene started by another mod, this mod will happily send aggressors rushing the PC, try to start a sexscene even though the PC is already in a scene. This will result in the current scene ending suddenly, and the pursuer's scene also not starting. Basically sexlab just goes: "WTF is going on here? Let's just stop everything to be safe."

 

For the time being i have disabled all features of this mod, and will be replacing it soon. Yes it's more lightweight than the alternatives, but what does that help when it's broken on such a basic level?

Edited by libertyordeath
Posted

Hello. Im using VR version of the game. Nothink happening at all. I check mod settings and I cant change locations, everywhere stays DISABLE. I know that so I need create a profile but I cant. In Profile tab all is empty.

Posted (edited)

When I stop Scrappiesin the MCM for quest reasons, etc, it regularly switches itself back on. Is this a known thing or just I problem my end.

Edited by Nuka Cherry
Posted

I mean to remember that someone reported this issue beforehand. Dunno if any reason for that behavior was found.

 

Saving the settings should not include the on/off switch, but for testing purposes save the MCM with the mod disabled.

  • 2 months later...
Posted

just discovered this mod, absolutely love it fantastic but, can anyone share their profile preset that is working please, i got the mod working first time, then after i tweak some stuff trying to enable creature sex, i fuck up,,,

  • 2 weeks later...
Posted
On 12/17/2022 at 10:11 AM, randommaninzawarudo said:

So after fiddling around I think I have found the problem which seems mostly due to sexlab. For whatever reason sexlab seems to assign all creatures as female and thus the matchmaker can't match creatures (even though there are options for female creatures in the mod, might have been better if the mod just skip creature gender check altogether). This seems like a very old sexlab bug that was never fixed.

 

EDIT: But for some reason when initiating a scene with creature using Sexlab's debug spell, Sexlab still know that it's a male creature. Now I don't even know where else to look but the script for selecting partner.

Is there a way to fix this, or should this mod just not be used for creature engagements? Sorry for necroposting, I can't find a solution to this issue anywhere. Creatures will not engage at all, and human engagements are unreliable at best, even with extensive accommodation (setting all settings to minimum engagement requirements).

  • 1 month later...
Posted

Mod looks great but I can't seem to get it to work. 

I have: 
ScrappiesMatchmaker - 1.5.1.1
SexLabFrameworkAE_v166b
SexLab Framework PPLUS - V2.12.0
OSL Aroused 2.7.1

I created a profile and set everything such that I expected an orgy to break out at any moment - but nothing.
I don't see any messages, nor anything in the console.
I noticed someone higher in the thread mentioned a dialogue option in the MCM to allow starting scenes through dialogue, but I don't see that anywhere.
Starting a scene using the matchmaker spells in SL works fine.

Any ideas?

Posted

Is there an active profile in the cell you are currently in? For the MCM's page name, but the second or third you should be able to set where which profile is active.

Iirc in the first MCM page you can set the general chance an event happens. By default it should be 60%. Set it to 100% for testing purposes.

Make sure in iirc preferences your desired "partners" have an interest in your desired "initiators".

Posted

trying to test this but I can't get NPC-Player matching. Set probabilities to 100% and double checked all the filters are right but can't get tame werewolf to match with player.

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