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Posted

I don't exactly know why, maybe the creature support, but version 2.7.1 of this mod makes my game crash if i travel to solstheim. Went back to 2.5.1 and problem went away.

Posted
1 hour ago, BDHice said:

I don't exactly know why, maybe the creature support, but version 2.7.1 of this mod makes my game crash if i travel to solstheim. Went back to 2.5.1 and problem went away.

 

Makes little sense to me, the mod does not touch a cell or worldspace. What version of C++ and skyrim are you using? 

Posted
6 hours ago, eflat01 said:

 

Makes little sense to me, the mod does not touch a cell or worldspace. What version of C++ and skyrim are you using? 

 

skyrim 1.6.1170

SKSE64 2.2.6

C++ several installed but latest one is the 2015-2022 14.42.34433, others are 14.42.34438, 2013 12.0.40660, 12.0.30501, 2012 11.0.61030, 2010 10.0.40219, 2008 9.0.30729.6161 and 2005 8.0.61001. i don't know if its important so i mentioned every version installed.

 

i also don't think its this mod direct fault, maybe there are too many actors to account for when loading solstheim but i couldnt say, i dont know too much of how skyrim works.

 

i also have a crash report from the trainwreck mod if it means anything; i for one only tried to reverse the osl update because of the mentions of the crash report but i cant actually understand anything in it haha, so i just tried it and that worked.

 

 

2025-02-18-02-02-01.log

Posted
6 hours ago, BDHice said:

 

skyrim 1.6.1170

SKSE64 2.2.6

C++ several installed but latest one is the 2015-2022 14.42.34433, others are 14.42.34438, 2013 12.0.40660, 12.0.30501, 2012 11.0.61030, 2010 10.0.40219, 2008 9.0.30729.6161 and 2005 8.0.61001. i don't know if its important so i mentioned every version installed.

 

i also don't think its this mod direct fault, maybe there are too many actors to account for when loading solstheim but i couldnt say, i dont know too much of how skyrim works.

 

i also have a crash report from the trainwreck mod if it means anything; i for one only tried to reverse the osl update because of the mentions of the crash report but i cant actually understand anything in it haha, so i just tried it and that worked.

 

 

2025-02-18-02-02-01.log 60.9 kB · 0 downloads

 

Been a while since I read a dump... 0x7FF6E6141DAC   SkyrimSE.exe+09A1DAC     call qword ptr [rax+158h] 

 

Would it crash when you did any fast traveling also? 

 

 

Posted (edited)
10 hours ago, eflat01 said:

 

Been a while since I read a dump... 0x7FF6E6141DAC   SkyrimSE.exe+09A1DAC     call qword ptr [rax+158h] 

 

Would it crash when you did any fast traveling also? 

 

 

Yes, i tried with fast traveling and paying the captain in windhelm, both resulted in crash.

 

I didn't mentioned it before but i went back to 2.5.1 only because i updated from that version to 2.7.1, i don't know if any version in between would also correct the crash.

 

edit: only when fast traveling to solstheim, any fast traveling in main game is ok.

Edited by BDHice
Posted

Hello,
I moved from SexLab Aroused Redux SSE to your new osl aroused last version on a new game.
It works well for people but i notice that all the creatures are excited. It didn't do that on the original version.
What information could i provide you to see where the problem is coming from?
Thanks.

 

Posted
5 hours ago, alain31 said:

Hello,
I moved from SexLab Aroused Redux SSE to your new osl aroused last version on a new game.
It works well for people but i notice that all the creatures are excited. It didn't do that on the original version.
What information could i provide you to see where the problem is coming from?
Thanks.

 

Author added support for creatures to work correctly in version 2.6.1 (i think), either what you are seeing is that or are you saying they stay aroused forever?

did you check the arousal values?

try using the arousal monitor mod to check.

 

This should show in a corner the arousal values of nearby npc's, maybe start there.

Posted
11 hours ago, BDHice said:

Author added support for creatures to work correctly in version 2.6.1 (i think), either what you are seeing is that or are you saying they stay aroused forever?

did you check the arousal values?

try using the arousal monitor mod to check.

Hi,
Thank you for your reply.
In fact i see it because the creatures are practically all with erect schlongs.
I use creature framework with SexLab Aroused Redux SSE baka version before and i almost only saw it in scenes before.
Now with the new osl aroused reborn the creatures put the skin erect in combat or in normal mode. I'm going to try to see this better with the mod you told me about.

Posted (edited)

LewdMarks Aroused doesn't seem to work with this mod. Works fine with SL Aroused (baka edition) that I was using before.
Was a corrupted save not working properly. Works fine with a new game. Not sure exactly what caused the issue on the old save, as I updated quite a few things that said they were fine to update. *shrug*


(on a side note, how does one make the link to a mod give the little preview that I see others using?)

Edited by Klist
Posted
7 hours ago, Klist said:

LewdMarks Aroused doesn't seem to work with this mod. Works fine with SL Aroused (baka edition) that I was using before.
Was a corrupted save not working properly. Works fine with a new game. Not sure exactly what caused the issue on the old save, as I updated quite a few things that said they were fine to update. *shrug*


(on a side note, how does one make the link to a mod give the little preview that I see others using?)

i just paste the link, the preview gets embeded automatically in my case and i can see the little preview before posting.

Posted

Sorry if this has been asked already, but is there a mod/addon to OSL-A which has implemented the options to modify arousal through potions, drinks, wounds, etc..?

Posted (edited)
13 hours ago, bouli00 said:

Sorry if this has been asked already, but is there a mod/addon to OSL-A which has implemented the options to modify arousal through potions, drinks, wounds, etc..?

 

Not that I know of.

 

I also do not know if there is a function or event which allows a mod to manipulate arousal. If there is, would seem easy enough to build a mod which did so... 

 

If you thought about it: Potions, natural aphrodisiacs, drugs or even alcohol... and everything could have a different potency via keywords.

Then the more alcohol you drink the hornier you get, starting at a slight buzz... through tipsy, well until you drank too much just before you pass out. Spiced wine could be spicier than meade. 😉 

 

Of course if a PC were dabbling with making love potions etc... they could go to town crazy  reverse pick-pocketing npc's everywhere.😈

Edited by eflat01
Posted (edited)

What can I do to stop my character from putting his hand  betwen his Legs it only does this when this mod is active 

20250309014035_1.jpg

Edited by randy1990
Posted
1 hour ago, randy1990 said:

What can I do to stop my character from putting his hand  betwen his Legs it only does this when this mod is active 

Are you using Toys&Love?

Posted
42 minutes ago, randy1990 said:

no but i have dd 

DD does not have the fondle self mechanic T&L does, so that's not it then. It was just a shoot in the blue, and it appears it missed, sorry. ^^

Posted
10 hours ago, randy1990 said:

its a idle animation 

Ok, but to be honest, the shoot into the blue was, partly because I've read comments like that often on the T&L thread, but also because you are not providing any information, so guessing is all that can be done.
You say it does not happen with OSL active, so what other Arousal mod do you use instead of OSL in those instances? Or none at all? This mod does very little on his own, it's just collecting and providing info for other mods to act on. If you are not using another arousal mod after deactivating OSL, it's pretty obvious another of your mods is acting on the Arousal info provided by OSL to activate that idle. In that case OSL works as intended and you need to identify that other mod and see if this behavior can be adjusted.
If you are using another Arousal mod instead and it does not happen with that one, which one? Also, in that case, does it happen with both Arousal modes (i.e. OSL and Sexlab Arousal) or just one of them?

Posted
20 hours ago, randy1990 said:

What can I do to stop my character from putting his hand  betwen his Legs it only does this when this mod is active 

 

 

I believe  right-cntrl is the default key to examine the PC and a targeted NPC and you can set or clear arousal values on the PC and NPC's.

 

You must have an aroused idle animation mod installed. and if the mod uses OAR you can set a rule to exclude the player on them. 

 

i.e. find the json and you'll see...  

 

{
    "name": "Arousal 51-60",
    "description": "When Arousal is with the ranges of 51 and 60.",
    "priority": 9001000,
    "conditions": [
        {
            "condition": "HasKeyword",
            "requiredVersion": "1.0.0.0",
            "disabled": true,
            "Keyword": {
                "editorID": "PlayerKeyword"
            }
        },
        {
            "condition": "IsInFaction",
            "requiredVersion": "1.0.0.0",
            "disabled": true,
            "Faction": {
                "pluginName": "Skyrim.esm",
                "formID": "5C84D"
            }
        },
        {
            "condition": "IsChild",
            "requiredVersion": "1.0.0.0",
            "negated": true
        },
        {
            "condition": "IsInFaction",
            "requiredVersion": "1.0.0.0",
            "Faction": {
                "pluginName": "SexLabAroused.esm",
                "formID": "3FC36"
            }
        },
        {
            "condition": "FactionRank",
            "requiredVersion": "1.0.0.0",
            "negated": true,
            "Faction": {
                "pluginName": "SexLabAroused.esm",
                "formID": "3FC36"
            },
            "Comparison": "<=",
            "Numeric value": {
                "value": 50.0
            }
        }
 

As you can see you can toss in conditions to prevent elder people, races, the player or even filter out a particular npc, etc...

Posted

Sorry to ask a question not strictly related to the mod here but does anyone know of a mod that actually utilizes these values on the OStim side? Something like ABMM but using OStim? There is OStim NPCs but i don't think it really integrates with this, and also is very picky and selective with when it works.

Posted

Would anyone know where the Keywords for the mod are stored? I've reached 64 and now they are no longer adding - so I was looking to do a quick purge of the ones stored (as I have noticed a couple of duplicates and unused Keywords.) Unfortunately, I cannot find where they are saved to be removed.

Posted (edited)
48 minutes ago, Jackeyblob said:

Would anyone know where the Keywords for the mod are stored? I've reached 64 and now they are no longer adding - so I was looking to do a quick purge of the ones stored (as I have noticed a couple of duplicates and unused Keywords.) Unfortunately, I cannot find where they are saved to be removed.

 

I add keyword via Keyword Item Distributor https://www.nexusmods.com/skyrimspecialedition/mods/55728 Because I find having to add Keywords a very common thing. I don't do that through OSL's McM.

 

Then you can add: https://www.nexusmods.com/skyrimspecialedition/mods/106672 in there, I use B.O.O.B.I.E.S but even if you do not adding unused keywords is not going to hurt anything.

 

I write my own Keyword ini files a lot just due to, as you're experiencing you often have to add them manually. It's very easy in an ini file to include one for every set of armor or clothing mod you add in your load... and I like to keep them there. (I name them  <modname>_KID.ini ).

 

i.e. when Concatcat added open dress on nexus... I added in outfits for a SPID. So, while at it added a Keyword ini file for KID in the download section. i.e. https://www.nexusmods.com/skyrimspecialedition/mods/144269

 

To me KID, Spid and SkyPatcher are a must in my game.

 

Edited by eflat01
Posted (edited)

Hello. I just want to report that I'm having random crashes when fast traveling, caused by this mod. It's not a big Problem, but fixing it would be nice. If anyone has an idea on what might be the cause, please tell me. Thanks 

Infos:
Version: 2.7.1
Skyrim AE (newest) 
Heavy modlist

Edited by justsomeguy333333333
Posted (edited)
1 hour ago, justsomeguy333333333 said:

Hello. I just want to report that I'm having random crashes when fast traveling, caused by this mod. It's not a big Problem, but fixing it would be nice. If anyone has an idea on what might be the cause, please tell me. Thanks 

Infos:
Version: 2.7.1
Skyrim AE (newest) 
Heavy modlist

Given you did not provide a crashlog (which you totally should have included), how do you know?

Edited by Talesien
Posted (edited)
6 hours ago, justsomeguy333333333 said:

Hello. I just want to report that I'm having random crashes when fast traveling, caused by this mod. It's not a big Problem, but fixing it would be nice. If anyone has an idea on what might be the cause, please tell me. Thanks 

Infos:
Version: 2.7.1
Skyrim AE (newest) 
Heavy modlist

 

I'm trying to understand how a mod which has no edits to wordspace and cells (which is usually the case for issues like that) nor touches the map or coc scripting may CTD? It really is not making much sense. The only thing I may think of is possibly you may have an older C++ library since most this mod's code is via DLL, but I'd assume that should likely fail on load if the case.

 

I may be wrong but IMO something else is more likely causing the CTD. 

Edited by eflat01

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