ArgyleSmith Posted January 12, 2025 Posted January 12, 2025 10 hours ago, ozooma10 said: Hmm it could be that nothing is triggering your arousal to rise over time (which would get it to be above 60 and start increasing the libido (which would raise the baseline) can you try setting the minimum libido to 100? And see how that behaves? Hmm how do you feel like you expect it to behave? Arousal just always going up with time? My recollection is that arousal should be able to exceed libido and pull libido upward over time. My game does not permit arousal to exceed libido unless I manually set it above libido. That behavior, I think, may come from OSL's setting that caps arousal until virginity is lost. I think setting the arousal gain to maximum (10) sets a reasonable expectation that arousal may exceed libido set at 60 over a couple of days for the non-virgin player character. That's certainly been my experience using OSL in the past. I'll try your suggestion of setting libido to 100 and see what happens. Cheers!
ArgyleSmith Posted January 12, 2025 Posted January 12, 2025 58 minutes ago, ArgyleSmith said: I'll try your suggestion of setting libido to 100 and see what happens. Cheers! Setting minimum libido to 100 (we were talking about minimum, yes?) had the expected result. Character arousal advanced toward libido as per the percentages set in the MCM. Quickly bored with that experiment, I set minimum libido to zero. The already-high libido and baseline arousals started to converge with the slightly lower arousal figure. So, that's all expected behavior, AFAICT. But when I go around the pub and survey the occupants, the default minimum arousal of 80 for npcs appears (with the bard the lone exception) to cap arousal at 80. Everyone's right in that neighborhood (79.999etc). Shouldn't the min libido at 80 permit a fairly wide range of arousal generally in the 80-100 range (excepting characters who lost arousal post orgasm or the like)?
ozooma10 Posted January 12, 2025 Author Posted January 12, 2025 16 minutes ago, ArgyleSmith said: Setting minimum libido to 100 (we were talking about minimum, yes?) had the expected result. Character arousal advanced toward libido as per the percentages set in the MCM. Quickly bored with that experiment, I set minimum libido to zero. The already-high libido and baseline arousals started to converge with the slightly lower arousal figure. So, that's all expected behavior, AFAICT. But when I go around the pub and survey the occupants, the default minimum arousal of 80 for npcs appears (with the bard the lone exception) to cap arousal at 80. Everyone's right in that neighborhood (79.999etc). Shouldn't the min libido at 80 permit a fairly wide range of arousal generally in the 80-100 range (excepting characters who lost arousal post orgasm or the like)? Hmm I think the thing missing in your case is some "external" force that will increase the arousal outside of the mods "passive" arousal adjustments (ex. being around naked people, wearing devices, scene activity, any other mods you have that add arousal etc...) Since if the libido is 80, arousal will want to move to 80, but without any external event adding arousal/raising the baseline, it wont *exceed* that value naturally. (which is why ex. setting libido to 100 will make arousal *always* want to passively move towards 100, rather than whatever the lower value was. All that being said, I do think it makes sense to think about some way for arousal to naturally always move to 100 (or fill up over time). I think thats closer to the behavior of original sla, and probably what a good number of peoples assumptions are about how it should behave.
ArgyleSmith Posted January 12, 2025 Posted January 12, 2025 (edited) 14 minutes ago, ozooma10 said: Hmm I think the thing missing in your case is some "external" force that will increase the arousal outside of the mods "passive" arousal adjustments (ex. being around naked people, wearing devices, scene activity, any other mods you have that add arousal etc...) Since if the libido is 80, arousal will want to move to 80, but without any external event adding arousal/raising the baseline, it wont *exceed* that value naturally. (which is why ex. setting libido to 100 will make arousal *always* want to passively move towards 100, rather than whatever the lower value was. I neglected to mention baseline arousal in all cases continued to closely mirror libido. Baseline arousal takes into account other factors, such as functionally naked pc waiting tables, yes? I'm expecting that to boost npc arousal values over min libido and gradually drag libido above minimum libido. The system makes sense in that baseline arousal takes influencing factors into account, with arousal following baseline arousal as the greatest gravitational pull and following libido as the secondary gravitational pull. Either of the gravitations might increase or decrease (arousal) over time. A setting that makes sense is allowing a low rate of increase to permit the possibility of self-controlled characters keeping their libidos in check. And, conversely, a high rate of increase to make it unlikely the character can maintain self control. My two cents! Thanks for the mod. I'll tweak the default settings and see if I can get something working so that I can tolerate it for a long playthrough. Thanks for your work on the mod, whatever the result. Edited January 12, 2025 by ArgyleSmith added a word for clarification
The_XXI Posted January 12, 2025 Posted January 12, 2025 23 hours ago, ozooma10 said: Its based off Keywords, so easiest way should be to add the relevant keywords from either mod to the items What kind of keywords can I use? Only the ones that are displayed on this tab? I equipped the item with the word sla_analplug, but I didn't notice any changes.
Linxx Posted January 13, 2025 Posted January 13, 2025 (edited) 9 hours ago, The_XXI said: What kind of keywords can I use? Only the ones that are displayed on this tab? I equipped the item with the word sla_analplug, but I didn't notice any changes. I think you need this or similar mod. I have it installed and my list of keywords is 25+ long. Edit: Or maybe all my keywords are from babodialogue, the list is long tho. Edited January 13, 2025 by Linxx
Gudulba Posted January 13, 2025 Posted January 13, 2025 (edited) On 1/19/2024 at 8:41 AM, Gudulba said: I have done some more testing. Versions 2.5 and 2.5.1 are definitely incompatible with Devious Devices SE for me. With those versions installed, putting on any devious device lacks the popup that is supposed to show up (like for manipulating locks etc.) and the device cannot be removed anymore as the corresponding message popup doesn't show up, either (like for unlocking, examining the device etc.) I have tried both with the Devious Device 5.2 option and the None option in the FOMOD. When I roll back to version 2.3, everything is working fine. Version 2.4 is also fine regarding Devious Devices. Anyone else having this issue? On 1/17/2024 at 8:55 AM, Gudulba said: I have just updated from 2.3 to 2.5. When I load the save game, I get this popup: A fatal error has occured with your installation of Devious Devices. Incomplete uninstall attempt perhaps? Aborting update chain. Is this a message from OSL Aroused? Have never seen it before. And the OSL update is the only thing that I have changed that I am aware of. I use SexLab SE for 1.5.97 and Devious Devices 5.2. Unfortunately, for me the last working version is 2.4. Versions 2.5 and 2.6 show the following issues (upgrading on an existing save from version 2.4): I get this popup: A fatal error has occured with your installation of Devious Devices. Incomplete uninstall attempt perhaps? Aborting update chain. Putting on any devious device lacks the popup that is supposed to show up (like for manipulating locks etc.) and the device cannot be removed anymore as the corresponding message popup doesn't show up, either. What could be the cause for this? Edited January 13, 2025 by Gudulba
ozooma10 Posted January 13, 2025 Author Posted January 13, 2025 4 hours ago, Gudulba said: Unfortunately, for me the last working version is 2.4. Versions 2.5 and 2.6 show the following issues (upgrading on an existing save from version 2.4): I get this popup: A fatal error has occured with your installation of Devious Devices. Incomplete uninstall attempt perhaps? Aborting update chain. Putting on any devious device lacks the popup that is supposed to show up (like for manipulating locks etc.) and the device cannot be removed anymore as the corresponding message popup doesn't show up, either. What could be the cause for this? Hmm can you try seeing if it properly initializes in a new save? That error is from DD, not sure why it would be triggering. One thing you can try is manually adding the "zadlibs.pex" script from 2.4 to a 2.6 install. (or adding it as a separate mod that ovewrites DD/OSL version.) Also if you can send papyrus log when you try and load and get that error would be helpful.
El_Duderino Posted January 13, 2025 Posted January 13, 2025 (edited) 12 hours ago, Gudulba said: What could be the cause for this? Are you by any chance using DD NG? I've noticed that the ZadLibs.pex shipping with the latest beta of NG is around 13kB smaller than that that is included with OSL. DD NG moved a lot of core functionality to the .dll, so there might be a conflict between the two. @ozooma10 which version of DD are you developing on? EDIT: Goodness me, I've just seen that you are already discussing this very topic with krzp on the NG discord. I seem to have been a bit "late to the party" here. My apologies -- next time, I'll check the NH channel before I post anything here on a hunch. Edited January 13, 2025 by El_Duderino
Gudulba Posted January 14, 2025 Posted January 14, 2025 (edited) 16 hours ago, ozooma10 said: Hmm can you try seeing if it properly initializes in a new save? That error is from DD, not sure why it would be triggering. One thing you can try is manually adding the "zadlibs.pex" script from 2.4 to a 2.6 install. (or adding it as a separate mod that ovewrites DD/OSL version.) Also if you can send papyrus log when you try and load and get that error would be helpful. Ok, so I did some testing yesterday. I couldn't reproduce the DD error message anymore (I am using DD 5.2), but devious devices still wouldn't work with 2.6 out of the box (putting on any devious device lacks the popup that is supposed to show up (like for manipulating locks etc.) and the device cannot be removed anymore as the corresponding message popup doesn't show up, either.): - When I copied zadLibs.pex from 2.4 into 2.6 (zadLibs.pex file missing in 2.6), devious devices were working fine again! - In the 2.6 archive, there is no zadLibs.pex file, only the psc source file. In the 2.4 archive, there is a zadLibs.pex file for DD 5.1. and DD 5.2. Is this intended? - For what it's worth, I get A LOT of these Papyrus errors (see spoiler section) with 2.4 (DD working) AND 2.6 out of the box (DD not working): [01/13/2025 - 05:46:11PM] Error: Cannot call Config() on a None object, aborting function call stack: [zadQuest (1800F624)].zadbq00.OnUpdateGameTime() - "zadBaseDeviceQuest.psc" Line 12 I yet have to test with a new game. UPDATE: I have just noticed that the zadLibs.pex file is there in archive 2.6.1. I will test with this version tonight. Spoiler Papyrus.0.log Edited January 14, 2025 by Gudulba
c2o0o0l8 Posted January 15, 2025 Posted January 15, 2025 (edited) I find that the periodic update of arousal is not taking arousal multiplier into account. I modified the skse plugin and re-compiled it. Just want to share it here. (I assume the github repo is not updated) OSLAroused.7z Edited January 15, 2025 by c2o0o0l8
ozooma10 Posted January 15, 2025 Author Posted January 15, 2025 3 hours ago, c2o0o0l8 said: I find that the periodic update of arousal is not taking arousal multiplier into account. I modified the skse plugin and re-compiled it. Just want to share it here. (I assume the github repo is not updated) OSLAroused.7z 179.87 kB · 0 downloads Repo at https://github.com/ozooma10/OSLAroused Should be up to date (the -skse repo was old since got merged into that repo, removed from description to make clear). Hmm not sure I understand the bug, if you create a PR can take a look
c2o0o0l8 Posted January 15, 2025 Posted January 15, 2025 2 hours ago, ozooma10 said: Repo at https://github.com/ozooma10/OSLAroused Should be up to date (the -skse repo was old since got merged into that repo, removed from description to make clear). Hmm not sure I understand the bug, if you create a PR can take a look I don't have the permission to publish a branch for the repo. The change is just at src\Managers\ArousalManager.cpp: 72. float t = (1.f - std::pow(epsilon, gameHoursPassed)) * PersistedData::ArousalMultiplierData::GetSingleton()->GetData(actorRef->formID, 1.f);
ozooma10 Posted January 15, 2025 Author Posted January 15, 2025 7 hours ago, c2o0o0l8 said: I don't have the permission to publish a branch for the repo. The change is just at src\Managers\ArousalManager.cpp: 72. float t = (1.f - std::pow(epsilon, gameHoursPassed)) * PersistedData::ArousalMultiplierData::GetSingleton()->GetData(actorRef->formID, 1.f); Hmm yeah I think it was intentionally not applied to the growth over time, but rather just "arousal" events from other mods. (So similar to ExposureRate in sla) Arousal Rate of Change can be adjusted to change the rate it grows over time. I think some of the docs/wording can be improved to better reflect what it should impact (since right now it incorrectly states any arousal gains)
c2o0o0l8 Posted January 16, 2025 Posted January 16, 2025 8 hours ago, ozooma10 said: Hmm yeah I think it was intentionally not applied to the growth over time, but rather just "arousal" events from other mods. (So similar to ExposureRate in sla) Arousal Rate of Change can be adjusted to change the rate it grows over time. I think some of the docs/wording can be improved to better reflect what it should impact (since right now it incorrectly states any arousal gains) I find PC's arousal increasing is much faster than NPCs because it is constantly updating while NPC only update when PC is around. So I want to offset that by giving PC a multiplier like 0.5
housewalker123 Posted January 17, 2025 Posted January 17, 2025 game crashes when entering the bannered mare. it gets fixed when i remove osl aroused https://pastebin.com/4XsqwK5J
ozooma10 Posted January 17, 2025 Author Posted January 17, 2025 2 hours ago, housewalker123 said: game crashes when entering the bannered mare. it gets fixed when i remove osl aroused https://pastebin.com/4XsqwK5J Are you installing a different arousal mod when it works? My guess is a mod has a dependency on SLAroused that is causing the crash. And when you remove OSL, it also "disables" that mod since it no longer has its dependency (causing it to not crash). Try minimizing modlist to just OSL + core mods (like SL), see if it crashes, then add back other mods until it does to identify the "true" origin.
housewalker123 Posted January 18, 2025 Posted January 18, 2025 13 hours ago, ozooma10 said: Are you installing a different arousal mod when it works? My guess is a mod has a dependency on SLAroused that is causing the crash. And when you remove OSL, it also "disables" that mod since it no longer has its dependency (causing it to not crash). Try minimizing modlist to just OSL + core mods (like SL), see if it crashes, then add back other mods until it does to identify the "true" origin. nvm ignore my post i misdiagnosed a crash report. it was actually a bad installation of unforgiving skyrim
The_XXI Posted January 18, 2025 Posted January 18, 2025 (edited) On 1/13/2025 at 10:51 AM, Linxx said: I think you need this or similar mod. I have it installed and my list of keywords is 25+ long. Edit: Or maybe all my keywords are from babodialogue, the list is long tho. After installing this mod, other keywords appeared, but if you put on an item with the keyword sla_anal plug, the rate of increase in arousal still does not change. In the Keywords section in MSM, this item is displayed with sla_analplug enabled. Edited January 18, 2025 by The_XXI
ozooma10 Posted January 18, 2025 Author Posted January 18, 2025 4 hours ago, The_XXI said: After installing this mod, other keywords appeared, but if you put on an item with the keyword sla_anal plug, the rate of increase in arousal still does not change. In the Keywords section in MSM, this item is displayed with sla_analplug enabled. Ahh its checking for the zad_DeviousPlugAnal keyword (from DD) Makes sense to check for baka sla keywords too, ill update in next update 1
ozooma10 Posted January 19, 2025 Author Posted January 19, 2025 As a quick update on what Im currently working on for next update since it might be a bit before its ready... Basically have the user able to toggle between "OSL" mode or "SLA" mode for the arousal system Kind of a large change to have the ability for you to be able to specify if you want to use the existing "OSL" arousal mechanics (Libido, BaselineArousal, etc...), or the original SLA mechanics (timerate, sexoveruse, etc...). Reason is largely to try and support people who prefer the original SLA behaviors, as well as improve mod compatibility for some mods that assume those mechanics (although would still require the user to select "SLA" mode for things to behave correctly. Im sure theres cases where one mode works more as intended with mods than the other, but as thats kind of already the case, I figure giving users choice and ability to fallback onto the original mechanics is just an overall net positive. After that update and settles, I am hoping to try and figure out a clearer/more streamlined configuration/MCM setup since it feels very overwhelming currently. Not sure if i will actually be able to crack it, but theres a few smaller features I would like to add and am hesitant to make the MCM menu even more convoluted by adding more stuffs. (Especially since the update above is already making it fairly more complicated). Longer term I am hoping to start working on a new mod to try and maintain some of the momentum i'm trying to keep around Skyrim modding rather than fall off the face of the earth for another year. I am not great at actual gameplay mechanics/design, so would probably be looking at doing a larger type of "compatibility"/"bridge" type mod to try and get things to work where they previously wouldn't. I have a few ideas i haven't committed to yet, but if anyone has anything they've really been wanting to see let me know and I can think about it. 5
monty359 Posted January 20, 2025 Posted January 20, 2025 18 hours ago, ozooma10 said: As a quick update on what Im currently working on for next update since it might be a bit before its ready... Basically have the user able to toggle between "OSL" mode or "SLA" mode for the arousal system Kind of a large change to have the ability for you to be able to specify if you want to use the existing "OSL" arousal mechanics (Libido, BaselineArousal, etc...), or the original SLA mechanics (timerate, sexoveruse, etc...). Reason is largely to try and support people who prefer the original SLA behaviors, as well as improve mod compatibility for some mods that assume those mechanics (although would still require the user to select "SLA" mode for things to behave correctly. Im sure theres cases where one mode works more as intended with mods than the other, but as thats kind of already the case, I figure giving users choice and ability to fallback onto the original mechanics is just an overall net positive. After that update and settles, I am hoping to try and figure out a clearer/more streamlined configuration/MCM setup since it feels very overwhelming currently. Not sure if i will actually be able to crack it, but theres a few smaller features I would like to add and am hesitant to make the MCM menu even more convoluted by adding more stuffs. (Especially since the update above is already making it fairly more complicated). Longer term I am hoping to start working on a new mod to try and maintain some of the momentum i'm trying to keep around Skyrim modding rather than fall off the face of the earth for another year. I am not great at actual gameplay mechanics/design, so would probably be looking at doing a larger type of "compatibility"/"bridge" type mod to try and get things to work where they previously wouldn't. I have a few ideas i haven't committed to yet, but if anyone has anything they've really been wanting to see let me know and I can think about it. The only thing i miss (in any of arousal variants) is some sort of debuff on orgasmed NPCs, that prevents them of getting higher arousal inside a time window. Some kind of "satisfied" debuff. Here is a scenario: in a town, the PC got the NPCs around her aroused and they animations. After the first, the second starts, but because of the animation length, by the time the third is satisfied, the first, that has finished before, is aroused again. The scenario ends in an endless train. Of course, it is possible to adjust the settings for slower arousal gain, but it changes the play style complete. Having a debuff would open up a lot of new possibilities. How could it be implemented: Just like the arousal removal on orgasm, there could be a buff applied on the NPC (length can be defined in MCM), that sets the arousal gain to 0. In theory, if using a buff, the game should track it and the mod needs only to apply it. The mod does not need to have a list of "satisfied" NPCs. The buff/debuff should have a relatively short timer (1-5 in game hours, or up to 15 real life minutes?). That way, the number of NPCs having the buff will be small. This is only a proposal, if you do not like the idea, or it is outside the scope of your mod, just ignore it. Thanks for your great work! Cheers!
eflat01 Posted January 20, 2025 Posted January 20, 2025 (edited) On 1/13/2025 at 2:51 AM, Linxx said: I think you need this or similar mod. I have it installed and my list of keywords is 25+ long. Edit: Or maybe all my keywords are from babodialogue, the list is long tho. I use that to blanket armor with keywords but that did not show them on OSL Aroused McM Keyword menu. Though sure as heck added them to the armor. The OSL mod install only has the five or six keywords in the ini file I had to edit the OSLAroused.ini and add in the keywords to be able to see the keywords on armor the mod you mentioned adds. In order to see those in the McM. I suppose you could add them by hand in the McM but why? The .ini file sits in the SKSE directory. (include in the 7 zip here) OSLAroused.7z So now they all show in the McM. I had just moved over from SL Aroused Redux to OSL here mid-game, is pretty straight forward to do but I did have to: setStage SKI_ConfigManagerInstance 1 To remove the old Sexlab Aroused menu. Edited January 20, 2025 by eflat01 1
eflat01 Posted January 21, 2025 Posted January 21, 2025 (edited) Note... I believe this mod needs to screen out children from it. I happened to notice Adora (the kid) in Markart was behaving strange - due a mistake in some oar animations (idles) which use arousal to play them - Out of curiosity when I scanned her with the key Rcntl she had a 68 arousal, and fixed the conditions for the idle in oar. I don't know what people do in front of her but something should be done about giving them arousal. Edited January 21, 2025 by eflat01
ozooma10 Posted January 21, 2025 Author Posted January 21, 2025 36 minutes ago, eflat01 said: Note... I believe this mod needs to screen out children from it. I happened to notice Adora (the kid) in Markart was behaving strange - due a mistake in some oar animations (idles) which use arousal to play them - Out of curiosity when I scanned her with the key Rcntl she had a 68 arousal, and fixed the conditions for the idle in oar. I don't know what people do in front of her but something should be done about giving them arousal. Ahh yes thank you I will check the actors in next update
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