Deanevea Posted August 28, 2025 Posted August 28, 2025 I did not get an option for se or ae when I installed. CTD when starting a game with the error: Â Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FF82E63F5C0 OSLAroused.dll+004F5C0
Siudhne Posted August 30, 2025 Posted August 30, 2025 (edited) Small and simple request: Add one-time libido on orgasm. That way, we could configure orgasms to be beneficial short term (arousal loss) but detrimental if used too excessively. Edited August 30, 2025 by Siudhne
vranina Posted September 18, 2025 Posted September 18, 2025 Hello. I'm completely new to skyrim and I don't know anything. How exactly does this mod work? Do NPCs get aroused and what? Maybe some other mods use this data?
Talesien Posted September 19, 2025 Posted September 19, 2025 22 hours ago, vranina said: Hello. I'm completely new to skyrim and I don't know anything. How exactly does this mod work? Do NPCs get aroused and what? Maybe some other mods use this data? Technically, arousal mods like OSL do nothing on their own, at least nothing the user will notice. They simply track the state of the PC and NPC's and the situations they are in to determine if arousal goes up or down (and a few other things) and make that data available to other mods that might then act on that info. Some arousal mods also have options for NPC's with high arousal to exhibit certain behaviors (males getting a hard on for example), that's rather rudimentary though, I usually disable that stuff and rely upon other mods for that. Basically you don't install an arousal mod on its own, that would gain you nothing. You install it, because it is a requirement for one mod or another (well for a lot here on LL's ^^).
TdarkK Posted October 3, 2025 Posted October 3, 2025 Anyone else have a problem where keywords reset after a few session?
safado Posted October 3, 2025 Posted October 3, 2025 (edited) 1 hour ago, vbbbbbb said: Anyone else have a problem where keywords reset after a few session?  If you have problems with keyword assignment, you can try using Quick Armor Rebalance (QAR).  You will need to import the keywords from any non-vanilla mod first.  Keyword assignment window.  It is fast.  First, opening QAR can be done by typing 'qar' as a console command - or you may use the Power or MCM provided as options in the installation. Spoiler   Copy from description page, highlighted Orange the keyword feature. Spoiler Note - If using QAR's item distribution system - support for additional mods can be found in Quick Armor Rebalance - Additional Mod Integrations. This expands distribution to containers in new lands, adds new item enchantments on loot, and new spells to distributed staves. About This utility exists so that you can rapidly convert custom armor to conform to normal Skyrim items. For example, taking a set of armor that looks like mage robes but has the stats of ebony armor and converting it to actually have the stats and keywords of a mage robe. Or the opposite, taking a mage robe and giving it armor then daedric - how you want to use it is entirely up to you. This is not restricted to armor sets that only have the normal 4 item slots (chest/head/hands/feet) - it's written so that when additional pieces exist, the stats will be distributed among the various pieces so that the totals will closely reflect the original armor set. In addition, you can have it add or modify recipes to reflect your changes, and you can have it be automatically distributed throughout the world as loot or from vendors. Features Works on items in bulk - adjust entire sets at once, not one at a time Change basic armor and weapon values, using values from base Skyrim items Updates relevant keywords to work with perks Add or update crafting and tempering recipes Distribute items to containers, individually or as entire sets Remap armor slots Quickly give your character items or entire armor sets - or just try them on Integration with Dynamic Armor Variants, see this article for details Easily add or remove keywords from any mod to items (keyword changes can also be exported to KID or SkyPatcher) All changes carry across saves Changes are also built to be shared with others, if you're inclined to do so Lots of settings to customize its behavior Almost everything can be tweaked in the config files How to Use First, opening QAR can be done by typing 'qar' as a console command - or you may use the Power or MCM provided as options in the installation.  Note: Image is from 1.0 version, but is still close enough to explain how it works. Hopefully the above image is self-explanatory, but if not: The core process is 3 steps:  Pick the mod containing the armor you want to modify Pick a set of vanilla armor you want to convert it to Click apply Assuming you haven't fiddled with any other settings, all items in the mod will be converted to have stats based around the conversion target. If you do want to tweak any of the parameters, details are below. Non-Obvious Things You Probably Want to Know All changes are saved external to your Skyrim save file. Any additions or changes to distribution will only take effect when restarting Skyrim. Apply only works on items that are shown and checked in the right list - so you can easily work on a subset with filters, or exclude specific items by unchecking them. In addition, the right list has the following features: Double-clicking an item will give and equip that item on your character Alt + Double-clicking an item will give and equip the associated set to your character Shift + Alt + Double-clicking an item will select the associated set in the list There is a Settings menu with additional useful features. The button for it only appears when you hover over the window title bar. While the UI is open, it blocks the input to Skyrim. The arrow in the upper left corner will collapse the UI, and will allow input to Skyrim again - but you'll have two mouse cursors. You can block input to Skyrim again while holding Alt - this is useful if you want to re-open QAR but don't want to pan the camera around or otherwise click Skyrim stuff. Holding down the Middle Mouse button while QAR is open will also allow normal input to Skyrim - useful to pan the camera or reposition your character. You can delete all changes to a mod by Ctrl + Alt + clicking it in the mod list. You will need to restart Skyrim to undo any changes. Or you can delete or edit the files by hand. You can also blacklist a mod by Ctrl + Alt + right-clicking it in the mod list. Right-clicking certain sliders switches them to "Flat change mode", where items will be adjusted based on a specific value instead of a percentage. For armor sets, this is applied over the whole set. The following keyboard shortcuts exist for the right item pane:  Enter toggles equipping of the selected items Space toggles selection of the current focused item Alt+Space toggles the enable/disable of the selected items Delete removes any given items in the selection Backspace removes the most recent item(s) given to the player, and can be used to undo the history of given items Parameter Details   Modifying Keywords - This adds and removes specific relevant keywords to make them match the conversion armor set. Some keywords are slot specific. This also includes changing underlying "Cloth/Light/Heavy" armor type which isn't exactly a keyword but fits here. Modifying Stats - The sliders allow you to tweak the values the armor gets (or disable changing them entirely). This is a percentage of the base armor set, NOT the current armor. For example, if you are converting a set to Steel armor, setting the armor rating to 150% will update the armor to have 150% of Steel's armor rating. Modify Temper/Crafting recipes - This will replace any recipes with whatever the recipe the base item has, with the number of components scaled down if appropriate (but never below 1). If the converted item doesn't have a recipe, the second checkbox allows you to automatically generate one. If the base set doesn't have a recipe (eg. clothing sets), the third checkbox will still modify or create a recipe by making it free. Note that if the custom armor has a recipe book, this will remove that requirement but that behavior can be changed in the Settings menu. Stat Distribution Curve - This determines how sets with mis-matched pieces distribute their stats. When custom armors have more then the basic 4 pieces, in order to best match the conversion base armor it needs to decide how best to split those stats - for instance in a set with chest, pants, and shoulder items, this determines the way those 3 items get their final values. Two curves are provided: QAR and QAR Merged. The main difference is QAR Merged will assume any missing slots should be ultimately treated as a part of the chest slot and thus the chest piece can inherit the stats of the helm/gauntlets/boots when they are not present. Distribution Details First, know that distribution only takes effect when restarting Skyrim. Enabling distribution allows custom armor items to be automatically distributed as loot or on vendors. There's only a couple of settings here to keep it simple, but to keep it simple I unfortunately had to decide what the appropriate distribution numbers were. I've tried to keep it balanced and lore friendly, but if you want to change it (or see details) you can change or replace them in the config files. If you just want custom armor to appear as loot without thinking about details, leave the settings on Treasure - Universal and Common. The first drop down is intended to loosely represent where the item is likely to be found in the world. It is NOT the same as the conversion armor type (which is only about the stats of the item).  Clothing items are relatively common place and not treasure, and will be found where you'd expect. Treasure - Ordinary is meant to represent everything that is likely to be found or made in the current era. As its from the current era, it will NOT be found in Ancient Nordic or Dwarven ruins. Treasure - Dwarven or Ancient Nord is the opposite, it will only be found in places expected to have items from those civilizations. Treasure - Mage is armor mages are more likely to collect, but it is not restricted to them The second drop down is the rarity, a hard-coded Common (75%), Uncommon (20%) or Rare (5%) chance. This chance is relative to other items in their grouping, so if you only have 1 rare item and no commons or uncommons, then it will still appear frequently. The third factor in distribution comes from the base armor you've selected. This splits loot up into 7 tiers loosely based on the levels set for the base items in Skyrim, so an armor set converted to Ebony armor should only appear around when Ebony armor would randomly appear in the game. The Pieces checkbox allow items to appear individually, whereas the Set checkbox allows them to appear as an entire set at once. Note that this is a set (1 item per armor slot), not every item in the mod. This feature exists because if you have a significant amount of custom armors, it is actually quite difficult to find an entire matching set. Full sets will appear far less then pieces, generally only in boss chests. The Matching Sets option is there to keep sets together. For example, if a mod has 4 color variants, it will attempt to keep the pieces of sets you find as all the same color - and this way you shouldn't have to manually sort out which pieces belong to a set. Note that this is largely based on the item names, and every mod has their own naming convention, so may produce incorrect sets - feel free to point me at problematic ones and I'm willing to take a look at them. Also note that modular armors that are meant to be mixed and matched probably do NOT want this setting enabled. Technical Details Should be compatible with AE/SE all versions (VR awaiting verification). Safe to install, update, or remove at any time. As an SKSE plugin it has no scripts of significance and should cause no save bloat. CPU use is very minimal. All CPU use of significance is either at the time of opening Skyrim before the main menu appears, or in direct response to using the QAR UI. The addition to Skyrim launch time should be negligible unless you have an insane amount of custom armors to be changed (estimates from my machine are around 100,000 changes to add 1 second of launch time). Technically distribution also adds more time to resolve loot lists but that shouldn't be noticeable in any circumstance. For complete disclosure, there are several hooks called to handle specific issues. These should not have a noticeable impact on performance. They are:  Retrieving warmth values for armor pieces Loading armor piece model files to remap the slot values in the NIF When containers are filled or refilled to check if enchantments should be added to any items Memory use is similarly minimal. Most of note is that item distribution will generate many new loot lists, but these are still an insignificant cost of memory. Stability has no currently known issues, but for completeness here are things that are likely to be impacted if I'm wrong:  There was a crash from giving items to the player while the inventory menu was open (the crash was delayed until you hovered over an item with your mouse). This was resolved by blocking item giving when the inventory menu is open, but potentially other menus could have similar problems. QAR only does stuff when launching Skyrim and in direct response to using its UI. The only other thing it's likely to affect is when loot lists are being distributed. If the game crashes or has other issues outside these things, it is extremely unlikely to be from QAR. Not a direct QAR issue, but allowing QAR to generate a lot of recipes may cause performance issues with crafting menus. Compatibility should generally not be an issue, but here's how it interacts with other things:  ESPs that change stats will not conflict and are in fact incorporated by QAR. For example Weapons Armor Clothing and Clutter Fixes changes the stats of various Skyrim armors - these changes will be automatically used and reflected in any item changed by QAR, even when installed mid-playthrough. Other SKSE mods that potentially change stats such as SkyPatcher are the most likely to have inconsistent conflicts with QAR when set to modify the same items. Mods that alter items in script such as Proteus will take effect when the game loads and thus will overwrite any changes QAR makes to the same items. Some conflicts with Survival Control Panel - for armors QAR is changing, it will override any changes made by SCP. This includes SCP's ability to modify the ratings on individual items unfortunately. For items QAR doesn't edit warmth ratings on SCP works fully. Questions Q: Will changes carry across saves? A: Yes, all changes are stored outside of any particular save. Q: Can you add support for distribution to X mod? Q: Can you add or change X in the data lists? A: Almost everything is exposed in config files. Anyone is free to edit, replace, or create new config files with their desired settings. The two main exceptions are Rarity and the Armor Table and Grinding Stone keywords being hardcoded. Q: The stats for armor don't exactly match the base set stats? A: This is mostly due to rounding. For armor rating, Skyrim rounds up on every piece individually before adding them together to get your total armor. Thus if you have an armor set that is 10 pieces instead of the default 4, it's almost certain to get a few extra points. The helm slot is also source of inconsistencies because different armors use slots 30, 31, and/or 42 resulting in things not matching up well - I've tried to make it work well, but could probably be improved further. Q: When are additional config files needed? A: Almost everything is exposed in the config files, so if you want to customize QAR's behavior you can. However, the most likely case you'd need additions is to fully support distribution when new containers are introduced. New containers that are being added from Base Object Swapper will automatically be detected and need nothing further (although you can still customize them if desired). On the other hand, new lands that add new container types with their own loot lists would need a config file for QAR to add loot to those containers. Q: Is survival mode supported? A: Yes, for non-VR versions of Skyrim. This includes mods that use the built in warmth system like Sunhelm. Frostfall is also supported to a lesser extent by having its keywords added to the primary armor slots. Q: Can distributed items appear with enchantments? A: The current version has this feature, but it is still in testing so it is disabled by default. While I have yet to encounter any issues, nor has anyone reported any, my recommendation is to only enable it if you're willing to help test it and understand there's a risk of potential save corruption. Q: Will you add distribution to NPCs as outfits? A: Unlikely. A lot of the foundation exists to support it, but determining what NPCs should get a particular armor set is a complex decision. As such it may be beyond the scope of QAR and best left to SkyPatcher, SPID, or similar. Q: Can I distribute changes I make with QAR? A: Yes! I did my best to keep things easy and friendly to use for different Skyrim mod lists. Simply take files from the SKSE\Plugins\QuickArmorRebalance\changes\local folder, and PLEASE move them to a folder named shared (instead of local) instead. This will allow users to keep or replace any changes you share with their own without issue. Please note that any significant changes to the loot configurations may make them incompatible, and I'd also recommend not using any CC armor sets as base if you want to redistribute them. Q: Any mod recommendations to pair with this? A: One thing that would compliment QAR well is a mod that provides basic cloth crafting and tempering so that QAR has recipes to work with. Another would be something to distinguish wardrobes that are located in cities from those located in random dungeons, currently they're the same and thus wardrobes in dungeons will get far too much clothing distributed to them. I'm not aware of either of these existing, but I think it would be great if they did.   Edited October 3, 2025 by safado 1
TdarkK Posted October 4, 2025 Posted October 4, 2025 11 hours ago, safado said:  If you have problems with keyword assignment, you can try using Quick Armor Rebalance (QAR).  You will need to import the keywords from any non-vanilla mod first.  Keyword assignment window.  It is fast.  First, opening QAR can be done by typing 'qar' as a console command - or you may use the Power or MCM provided as options in the installation.  Reveal hidden contents   Copy from description page, highlighted Orange the keyword feature.  Reveal hidden contents Note - If using QAR's item distribution system - support for additional mods can be found in Quick Armor Rebalance - Additional Mod Integrations. This expands distribution to containers in new lands, adds new item enchantments on loot, and new spells to distributed staves. About This utility exists so that you can rapidly convert custom armor to conform to normal Skyrim items. For example, taking a set of armor that looks like mage robes but has the stats of ebony armor and converting it to actually have the stats and keywords of a mage robe. Or the opposite, taking a mage robe and giving it armor then daedric - how you want to use it is entirely up to you. This is not restricted to armor sets that only have the normal 4 item slots (chest/head/hands/feet) - it's written so that when additional pieces exist, the stats will be distributed among the various pieces so that the totals will closely reflect the original armor set. In addition, you can have it add or modify recipes to reflect your changes, and you can have it be automatically distributed throughout the world as loot or from vendors. Features Works on items in bulk - adjust entire sets at once, not one at a time Change basic armor and weapon values, using values from base Skyrim items Updates relevant keywords to work with perks Add or update crafting and tempering recipes Distribute items to containers, individually or as entire sets Remap armor slots Quickly give your character items or entire armor sets - or just try them on Integration with Dynamic Armor Variants, see this article for details Easily add or remove keywords from any mod to items (keyword changes can also be exported to KID or SkyPatcher) All changes carry across saves Changes are also built to be shared with others, if you're inclined to do so Lots of settings to customize its behavior Almost everything can be tweaked in the config files How to Use First, opening QAR can be done by typing 'qar' as a console command - or you may use the Power or MCM provided as options in the installation.  Note: Image is from 1.0 version, but is still close enough to explain how it works. Hopefully the above image is self-explanatory, but if not: The core process is 3 steps:  Pick the mod containing the armor you want to modify Pick a set of vanilla armor you want to convert it to Click apply Assuming you haven't fiddled with any other settings, all items in the mod will be converted to have stats based around the conversion target. If you do want to tweak any of the parameters, details are below. Non-Obvious Things You Probably Want to Know All changes are saved external to your Skyrim save file. Any additions or changes to distribution will only take effect when restarting Skyrim. Apply only works on items that are shown and checked in the right list - so you can easily work on a subset with filters, or exclude specific items by unchecking them. In addition, the right list has the following features: Double-clicking an item will give and equip that item on your character Alt + Double-clicking an item will give and equip the associated set to your character Shift + Alt + Double-clicking an item will select the associated set in the list There is a Settings menu with additional useful features. The button for it only appears when you hover over the window title bar. While the UI is open, it blocks the input to Skyrim. The arrow in the upper left corner will collapse the UI, and will allow input to Skyrim again - but you'll have two mouse cursors. You can block input to Skyrim again while holding Alt - this is useful if you want to re-open QAR but don't want to pan the camera around or otherwise click Skyrim stuff. Holding down the Middle Mouse button while QAR is open will also allow normal input to Skyrim - useful to pan the camera or reposition your character. You can delete all changes to a mod by Ctrl + Alt + clicking it in the mod list. You will need to restart Skyrim to undo any changes. Or you can delete or edit the files by hand. You can also blacklist a mod by Ctrl + Alt + right-clicking it in the mod list. Right-clicking certain sliders switches them to "Flat change mode", where items will be adjusted based on a specific value instead of a percentage. For armor sets, this is applied over the whole set. The following keyboard shortcuts exist for the right item pane:  Enter toggles equipping of the selected items Space toggles selection of the current focused item Alt+Space toggles the enable/disable of the selected items Delete removes any given items in the selection Backspace removes the most recent item(s) given to the player, and can be used to undo the history of given items Parameter Details   Modifying Keywords - This adds and removes specific relevant keywords to make them match the conversion armor set. Some keywords are slot specific. This also includes changing underlying "Cloth/Light/Heavy" armor type which isn't exactly a keyword but fits here. Modifying Stats - The sliders allow you to tweak the values the armor gets (or disable changing them entirely). This is a percentage of the base armor set, NOT the current armor. For example, if you are converting a set to Steel armor, setting the armor rating to 150% will update the armor to have 150% of Steel's armor rating. Modify Temper/Crafting recipes - This will replace any recipes with whatever the recipe the base item has, with the number of components scaled down if appropriate (but never below 1). If the converted item doesn't have a recipe, the second checkbox allows you to automatically generate one. If the base set doesn't have a recipe (eg. clothing sets), the third checkbox will still modify or create a recipe by making it free. Note that if the custom armor has a recipe book, this will remove that requirement but that behavior can be changed in the Settings menu. Stat Distribution Curve - This determines how sets with mis-matched pieces distribute their stats. When custom armors have more then the basic 4 pieces, in order to best match the conversion base armor it needs to decide how best to split those stats - for instance in a set with chest, pants, and shoulder items, this determines the way those 3 items get their final values. Two curves are provided: QAR and QAR Merged. The main difference is QAR Merged will assume any missing slots should be ultimately treated as a part of the chest slot and thus the chest piece can inherit the stats of the helm/gauntlets/boots when they are not present. Distribution Details First, know that distribution only takes effect when restarting Skyrim. Enabling distribution allows custom armor items to be automatically distributed as loot or on vendors. There's only a couple of settings here to keep it simple, but to keep it simple I unfortunately had to decide what the appropriate distribution numbers were. I've tried to keep it balanced and lore friendly, but if you want to change it (or see details) you can change or replace them in the config files. If you just want custom armor to appear as loot without thinking about details, leave the settings on Treasure - Universal and Common. The first drop down is intended to loosely represent where the item is likely to be found in the world. It is NOT the same as the conversion armor type (which is only about the stats of the item).  Clothing items are relatively common place and not treasure, and will be found where you'd expect. Treasure - Ordinary is meant to represent everything that is likely to be found or made in the current era. As its from the current era, it will NOT be found in Ancient Nordic or Dwarven ruins. Treasure - Dwarven or Ancient Nord is the opposite, it will only be found in places expected to have items from those civilizations. Treasure - Mage is armor mages are more likely to collect, but it is not restricted to them The second drop down is the rarity, a hard-coded Common (75%), Uncommon (20%) or Rare (5%) chance. This chance is relative to other items in their grouping, so if you only have 1 rare item and no commons or uncommons, then it will still appear frequently. The third factor in distribution comes from the base armor you've selected. This splits loot up into 7 tiers loosely based on the levels set for the base items in Skyrim, so an armor set converted to Ebony armor should only appear around when Ebony armor would randomly appear in the game. The Pieces checkbox allow items to appear individually, whereas the Set checkbox allows them to appear as an entire set at once. Note that this is a set (1 item per armor slot), not every item in the mod. This feature exists because if you have a significant amount of custom armors, it is actually quite difficult to find an entire matching set. Full sets will appear far less then pieces, generally only in boss chests. The Matching Sets option is there to keep sets together. For example, if a mod has 4 color variants, it will attempt to keep the pieces of sets you find as all the same color - and this way you shouldn't have to manually sort out which pieces belong to a set. Note that this is largely based on the item names, and every mod has their own naming convention, so may produce incorrect sets - feel free to point me at problematic ones and I'm willing to take a look at them. Also note that modular armors that are meant to be mixed and matched probably do NOT want this setting enabled. Technical Details Should be compatible with AE/SE all versions (VR awaiting verification). Safe to install, update, or remove at any time. As an SKSE plugin it has no scripts of significance and should cause no save bloat. CPU use is very minimal. All CPU use of significance is either at the time of opening Skyrim before the main menu appears, or in direct response to using the QAR UI. The addition to Skyrim launch time should be negligible unless you have an insane amount of custom armors to be changed (estimates from my machine are around 100,000 changes to add 1 second of launch time). Technically distribution also adds more time to resolve loot lists but that shouldn't be noticeable in any circumstance. For complete disclosure, there are several hooks called to handle specific issues. These should not have a noticeable impact on performance. They are:  Retrieving warmth values for armor pieces Loading armor piece model files to remap the slot values in the NIF When containers are filled or refilled to check if enchantments should be added to any items Memory use is similarly minimal. Most of note is that item distribution will generate many new loot lists, but these are still an insignificant cost of memory. Stability has no currently known issues, but for completeness here are things that are likely to be impacted if I'm wrong:  There was a crash from giving items to the player while the inventory menu was open (the crash was delayed until you hovered over an item with your mouse). This was resolved by blocking item giving when the inventory menu is open, but potentially other menus could have similar problems. QAR only does stuff when launching Skyrim and in direct response to using its UI. The only other thing it's likely to affect is when loot lists are being distributed. If the game crashes or has other issues outside these things, it is extremely unlikely to be from QAR. Not a direct QAR issue, but allowing QAR to generate a lot of recipes may cause performance issues with crafting menus. Compatibility should generally not be an issue, but here's how it interacts with other things:  ESPs that change stats will not conflict and are in fact incorporated by QAR. For example Weapons Armor Clothing and Clutter Fixes changes the stats of various Skyrim armors - these changes will be automatically used and reflected in any item changed by QAR, even when installed mid-playthrough. Other SKSE mods that potentially change stats such as SkyPatcher are the most likely to have inconsistent conflicts with QAR when set to modify the same items. Mods that alter items in script such as Proteus will take effect when the game loads and thus will overwrite any changes QAR makes to the same items. Some conflicts with Survival Control Panel - for armors QAR is changing, it will override any changes made by SCP. This includes SCP's ability to modify the ratings on individual items unfortunately. For items QAR doesn't edit warmth ratings on SCP works fully. Questions Q: Will changes carry across saves? A: Yes, all changes are stored outside of any particular save. Q: Can you add support for distribution to X mod? Q: Can you add or change X in the data lists? A: Almost everything is exposed in config files. Anyone is free to edit, replace, or create new config files with their desired settings. The two main exceptions are Rarity and the Armor Table and Grinding Stone keywords being hardcoded. Q: The stats for armor don't exactly match the base set stats? A: This is mostly due to rounding. For armor rating, Skyrim rounds up on every piece individually before adding them together to get your total armor. Thus if you have an armor set that is 10 pieces instead of the default 4, it's almost certain to get a few extra points. The helm slot is also source of inconsistencies because different armors use slots 30, 31, and/or 42 resulting in things not matching up well - I've tried to make it work well, but could probably be improved further. Q: When are additional config files needed? A: Almost everything is exposed in the config files, so if you want to customize QAR's behavior you can. However, the most likely case you'd need additions is to fully support distribution when new containers are introduced. New containers that are being added from Base Object Swapper will automatically be detected and need nothing further (although you can still customize them if desired). On the other hand, new lands that add new container types with their own loot lists would need a config file for QAR to add loot to those containers. Q: Is survival mode supported? A: Yes, for non-VR versions of Skyrim. This includes mods that use the built in warmth system like Sunhelm. Frostfall is also supported to a lesser extent by having its keywords added to the primary armor slots. Q: Can distributed items appear with enchantments? A: The current version has this feature, but it is still in testing so it is disabled by default. While I have yet to encounter any issues, nor has anyone reported any, my recommendation is to only enable it if you're willing to help test it and understand there's a risk of potential save corruption. Q: Will you add distribution to NPCs as outfits? A: Unlikely. A lot of the foundation exists to support it, but determining what NPCs should get a particular armor set is a complex decision. As such it may be beyond the scope of QAR and best left to SkyPatcher, SPID, or similar. Q: Can I distribute changes I make with QAR? A: Yes! I did my best to keep things easy and friendly to use for different Skyrim mod lists. Simply take files from the SKSE\Plugins\QuickArmorRebalance\changes\local folder, and PLEASE move them to a folder named shared (instead of local) instead. This will allow users to keep or replace any changes you share with their own without issue. Please note that any significant changes to the loot configurations may make them incompatible, and I'd also recommend not using any CC armor sets as base if you want to redistribute them. Q: Any mod recommendations to pair with this? A: One thing that would compliment QAR well is a mod that provides basic cloth crafting and tempering so that QAR has recipes to work with. Another would be something to distinguish wardrobes that are located in cities from those located in random dungeons, currently they're the same and thus wardrobes in dungeons will get far too much clothing distributed to them. I'm not aware of either of these existing, but I think it would be great if they did.   thanks imma give it a try
xzdhbyt Posted October 5, 2025 Posted October 5, 2025 Please make a sub-mod for SLSO.🥲 I really need it.Many people need it.
ozooma10 Posted October 15, 2025 Author Posted October 15, 2025 On 10/5/2025 at 12:24 AM, xzdhbyt said: Please make a sub-mod for SLSO.🥲 I really need it.Many people need it. What do you mean by a sub mod?
no_way Posted October 22, 2025 Posted October 22, 2025 Any idea why my current arousal is decreasing in a scene where I'm getting eaten out by two chicks? got defeated with acheron, PD took over, etc and now scene going on. I have victims gain arousal checked but down down down my arousal goes, even as my enjoyment goes up through SLSO.
Siudhne Posted November 4, 2025 Posted November 4, 2025 (edited) Using the old arousal mode, was wondering why timerate is so high, but it seems it is bugged as hell. Not obvious at first glance because you need to check it in the MCM, but for example: Before sex my timerate is at 56, once sex starts it's down to 6, after orgasm its up to 13. Expectation: timerate on orgasm is set to 3, so it should be 59. Sometimes it jumps from 50 to 90 for no apparent reason. Edited November 4, 2025 by Siudhne
ozooma10 Posted November 13, 2025 Author Posted November 13, 2025 On 11/4/2025 at 6:53 AM, Siudhne said: Using the old arousal mode, was wondering why timerate is so high, but it seems it is bugged as hell. Not obvious at first glance because you need to check it in the MCM, but for example: Before sex my timerate is at 56, once sex starts it's down to 6, after orgasm its up to 13. Expectation: timerate on orgasm is set to 3, so it should be 59. Sometimes it jumps from 50 to 90 for no apparent reason. Hmm im not sure ive observed wild issues, but i have caught a couple potential bugs with the old SLA calculations that could cause wierd issues when skipping time. Working on an update with various bug fixes. Do you have like an explicit repo steps so I can verify that any issue your having is fixed (I will also try and replicate what you mentioned) 1
ozooma10 Posted November 13, 2025 Author Posted November 13, 2025 Working on an update with some bug fixes and optional A.N.D. support to have better manipulation based around dress state (rather than just naked/erotic)(https://www.loverslab.com/files/file/34298-advanced-nudity-detection/) Trying to go through and identify and fix any outstanding bugs but as usual. If anyone has ran into or knows of any issues please mention it again so i can take a fresh look. Once that updates out hoping to kind of take a step back and rethink how it all works together to better address the underlying recurring issues people seem to run into with arousal (unexpected value changes, not knowing why things work the way they work, just overall very convoluted and confusing behaviors. Its kind of been on the back docket for a long time but never really felt ready to approach it. I think I originally had a goal of addressing that with the whole "OSL mode" arousal mechanics, and i think it maybe helped with some of that, but I think there is still a lot that leaves to be desired. So hoping to take a look with a fresh perspective and kind of all the lessons ive learned along the way on what are the "impactful" bits for players, how to balance backwards compatibility while being able to get rid of some of the heavy baggage that "arousal frameworks" have built up over the years. Grain of salt and all, you should believe when you can play it not me blabbing about it, but would love if anybody that has opinions/frustrations on dealing with arousal/what doesn't work/ what causes issues / what would be cool to have wants to share thoughts it would be greatly appreciated. I really do want to try and continue to rise the bar of expectations for these types of mods and make your experience as enjoyable as possible.   As always thank you everyone for the support and patience over the years! 9
BigOnes69 Posted November 14, 2025 Posted November 14, 2025 14 hours ago, ozooma10 said: Working on an update with some bug fixes and optional A.N.D. support to have better manipulation based around dress state (rather than just naked/erotic)(https://www.loverslab.com/files/file/34298-advanced-nudity-detection/) Trying to go through and identify and fix any outstanding bugs but as usual. If anyone has ran into or knows of any issues please mention it again so i can take a fresh look. Once that updates out hoping to kind of take a step back and rethink how it all works together to better address the underlying recurring issues people seem to run into with arousal (unexpected value changes, not knowing why things work the way they work, just overall very convoluted and confusing behaviors. Its kind of been on the back docket for a long time but never really felt ready to approach it. I think I originally had a goal of addressing that with the whole "OSL mode" arousal mechanics, and i think it maybe helped with some of that, but I think there is still a lot that leaves to be desired. So hoping to take a look with a fresh perspective and kind of all the lessons ive learned along the way on what are the "impactful" bits for players, how to balance backwards compatibility while being able to get rid of some of the heavy baggage that "arousal frameworks" have built up over the years. Grain of salt and all, you should believe when you can play it not me blabbing about it, but would love if anybody that has opinions/frustrations on dealing with arousal/what doesn't work/ what causes issues / what would be cool to have wants to share thoughts it would be greatly appreciated. I really do want to try and continue to rise the bar of expectations for these types of mods and make your experience as enjoyable as possible.   As always thank you everyone for the support and patience over the years! You done yet? LOL. Just joking Thanks for all you do. You elevate this aspect of modding every time you embrace it. Keep up the good work.Â
pleasetryme Posted November 16, 2025 Posted November 16, 2025 does anyone or is there a mod for ostim standalone that reads the arousal from this awesome mod and make npcs near you ride you lol, also when i target someone and press the right ctrl key it shows there arousal and its great and they have a like pink arousal bar for a while i am in vr is their or a mod that will show females arousal around me with a pink bar per one and there name and it can be left on would love that
tamai Posted November 18, 2025 Posted November 18, 2025 (edited) Quote but would love if anybody that has opinions/frustrations on dealing with arousal/what doesn't work I dont know if its one of my mods im using but one thing I always had an issue with(not tested this new update yet), but i fixed it by changing from OSL arousal modes to something else in the menu was the frustration of not being able to lose arousal...How I want to play the game is treat arousal like any other need, when hungry i eat, when aroused i masturbate everytime i try to do that and my character finishes, the arousal doesnt go down or if it does it barely goes down at all. Its like imagine trying to eat and still being hungry? Again I dont know if its just one of my mods so i cant say for sure yet. Edited November 18, 2025 by tamai
ElvinJG81 Posted November 18, 2025 Posted November 18, 2025 Anytime there is sex happening in the Blue Palace the NPCs involved start blinking in and out of existence.
Talesien Posted November 18, 2025 Posted November 18, 2025 (edited) 1 hour ago, ElvinJG81 said: Anytime there is sex happening in the Blue Palace the NPCs involved start blinking in and out of existence. Sounds more like a problem with the sex framework rather than this mod? Also lacking about all crucial info. What sex framework? Are you using any blue palace overhauls? Are you using any npc overhauls/replacers? As stated though, unless you've specific reason to assume it's connected to OSL, you should report that to the relevant sex frameworks support thread. Edited November 18, 2025 by Talesien
nopse0 Posted November 19, 2025 Posted November 19, 2025 Very good update, the Sexlab Aroused mode works fine now (just as well, or even better, than SLA Redux), no need anymore to use the OSL mode. Really fun now, if I have to whore myself out because of SLTR, I strip naked, stand before an actor and just wait until its arousal reaches 50%, works like a charm (I raised NudeBaseline=200.0 in [ANDIntegration]). I would only wish the scan frequency would be higher (or configurable) to get more immediate results, but that's a minor thing. Â
Yinkle Posted November 19, 2025 Posted November 19, 2025 20 hours ago, ElvinJG81 said: Anytime there is sex happening in the Blue Palace the NPCs involved start blinking in and out of existence. This is an Issue with "Dripping when aroused" if you have that mod enabled 1
Lokikun Posted November 20, 2025 Posted November 20, 2025 On 11/13/2025 at 5:13 PM, ozooma10 said: Grain of salt and all, you should believe when you can play it not me blabbing about it, but would love if anybody that has opinions/frustrations on dealing with arousal/what doesn't work/ what causes issues / what would be cool to have wants to share thoughts it would be greatly appreciated. I really do want to try and continue to rise the bar of expectations for these types of mods and make your experience as enjoyable as possible.   As always thank you everyone for the support and patience over the years!  I don't know if this is even possible. Or if it even belongs in an arousal mod at all. You have mods that add extra arousal on top, but it's spread into all kinds of mods. Like some DD mods add extra arousal for itens. It gets in one of my frustrations with arousal in general that is: you can't have things similar to likes/dislikes/perversions and have it affect characters/npcs arousal growth.  Your character can turn into a exhibitionist and that is mostly it.  No way to have NPCs that get more/less arousal because they like/dislike nords, argonians, naked feet, high heels, seeing people in DDs, tattoos and etc. And no way to have they act on you more because of it. (Yes there are mods that make NPCs act on high arousal) But I'm talking about, scenarios like: - This playthrough Nazeem seems obsessed with heels so he gets more arousal and consequently triggers mods that act on arousal. Maybe he could comment about it too. maybe in this case his morality is considered lower (more chance to use criminal actions) - Or things like Jon Battleborn this time is extremely horny so just walking by the dude is dangerous since he stays close to 100 arousal all the time, he also throws his morals away if he feels he can act on it - Instead of your PC getting mindbroken and only the mod that gave it doing something, It shows up on the PC as a perk/keyword, changes arousal gen and people around can react to it. - Instead of the PC being either a nimpho or has normal arousal gen. Have it become a sliding scale, maybe some more steps between normal and nimpho. With a way for we to see it. (keyword/perk) - These bandits are not interested in sex at all, they're extremely hungry so less arousal. Maybe due to it they're more aggresive. (Arousal is a combat bonus) - Sprigans are reproducing, so they have higher arousal gen and also spread spores that make everyone one around them aroused. So everyone around can lose their minds and decide to do something else other than fighting - Aphrodisiacs and stories it generate, PC/NPC drinks it gets unreasonably horny and ends up getting someone pregnant or commitng/victim of a crime.  Personally I'd like for more arousal perks that change calculations and can give some variations for PCs/NPCs arousal gen. And ways to identify/capitalize on it. Like I said all this rambling is more like multiple mods. I hope this can help with ideas somehow.  Now I have to change my modlist to try OSL with AND support and see how it chages everything in general. Thanks.  Â
Durante Posted November 20, 2025 Posted November 20, 2025 OP, are you aware of SLO Aroused NG what is the difference between your mod and that? It is confusing when there are multiple arousal mods in the community
Talesien Posted November 20, 2025 Posted November 20, 2025 15 minutes ago, Durante said: OP, are you aware of SLO Aroused NG what is the difference between your mod and that? It is confusing when there are multiple arousal mods in the community Interesting, apparently based on Ponzi's code. I thought Scrab had snagged that up to integrate with P+. 1
ozooma10 Posted November 20, 2025 Author Posted November 20, 2025 (edited) 3 hours ago, Durante said: OP, are you aware of SLO Aroused NG what is the difference between your mod and that? It is confusing when there are multiple arousal mods in the community  Main difference is probably in how arousal is calculated  OSL has the "OSL" arousal mode which uses an exponential convergence toward a target baseline. (IE all the Libido/baseline stuff). The goal is to have arousal be much more stable and predictable (although mods can still sometimes make things go crazy, which I think will be my next spike of work to investigate solving).  If you use the "SLA" mode it behaves closer to original sexlab aroused which I believe SLO NG behaves similarly.  From a performance perspective they should be more or less equivalent since they both offload majority of the work to SKSE.  If anybody has experience with both and can help answer this would be greatly appreciated! Would be curious to hear from anyone who's used SLO about why they chose it and if there are any improvements that can be made to OSL that it made. Edited November 20, 2025 by ozooma10 3
nopse0 Posted November 22, 2025 Posted November 22, 2025 I tried out SexLab P+, but OSLAroused doesn't seem to work with this (at least not in SLA mode). Is this because SLP+ has it's own, sort of SLO implementation ?
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