manafalls Posted November 22, 2025 Posted November 22, 2025 On 11/19/2025 at 12:09 PM, Yinkle said: This is an Issue with "Dripping when aroused" if you have that mod enabled This should be pinned somewhere at the top of these forums. Everyone runs into this problem, no one knows why they have this problem, because why in the hell would something called "dripping when aroused" make you blink in the blue palace and only the blue palace?? 🤣
ozooma10 Posted November 22, 2025 Author Posted November 22, 2025 58 minutes ago, nopse0 said: 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 ? Can you clarify what wasnt working?
ozooma10 Posted November 22, 2025 Author Posted November 22, 2025 On 11/19/2025 at 1:09 PM, Yinkle said: This is an Issue with "Dripping when aroused" if you have that mod enabled Do you know if this is an issue caused by interaction with this mod specifically, or just a general issue with that mod regardless of arousal framework?
nopse0 Posted November 22, 2025 Posted November 22, 2025 9 minutes ago, ozooma10 said: Can you clarify what wasnt working? Arousal doesn't change, player has 16% or so and all npcs have 0%. And this doesn't change. I stripped naked, had some sex scenes with match maker, but the arousal of the npcs standing around doesn't change at all.
ozooma10 Posted November 22, 2025 Author Posted November 22, 2025 1 minute ago, nopse0 said: Arousal doesn't change, player has 16% or so and all npcs have 0%. And this doesn't change. I stripped naked, had some sex scenes with match maker, but the arousal of the npcs standing around doesn't change at all. Hmm strange It would make sense if arousal wasnt updating in response to SL events, but things like nudity etc... are completely unrealted to SL. I'll take a look at SLP+ since havent ran it before and see if theres any incompatibilities.
nopse0 Posted November 22, 2025 Posted November 22, 2025 (edited) 3 hours ago, ozooma10 said: Hmm strange It would make sense if arousal wasnt updating in response to SL events, but things like nudity etc... are completely unrealted to SL. I'll take a look at SLP+ since havent ran it before and see if theres any incompatibilities. I experimented a bit, and set NudeBaseline=1000.0. The sla_Exposure faction rank then goes up very quickly. But the "SLA Monitor Widget" shows 0% (nothing), and SexLab P+ also shows 0% if I select an npc with the "N" key. Edit: After looking at the SLA Monitor Widget code, the problem seems to be, that the actor isn't in the sla_Arousal faction, and also the SLA function GetActorArousal fails: Maybe the framework detection (Ostim or SexLab) fails with SexLab P+ ? Ps: I enabled LogLevel trace, and in the log everything looks fine, I don't understand why this isn't working: 2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Nina] - ModifyArousal: 100 + 0.5532074 = 100.55321 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ANDIntegration.cpp:124] Actor Nina is nude, score: 1000 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:264] AND Integration: Actor Nina has nudity score 1000 / 1000 (scale 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:282] Actor Whiterun Guard gaining 0.2766037 exposure for seeing Nina naked (base: 2, scale: 0.13830185, nudity: 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Whiterun Guard] - ModifyArousal: 72.102325 + 0.5532074 = 72.65553 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:292] Actor Nina gaining 0.2766037 exposure for being an exhibitionist to Whiterun Guard (scale: 0.13830185, nudity: 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Nina] - ModifyArousal: 100 + 0.5532074 = 100.55321 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ANDIntegration.cpp:124] Actor Nina is nude, score: 1000 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:264] AND Integration: Actor Nina has nudity score 1000 / 1000 (scale 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:282] Actor Horse gaining 0.2766037 exposure for seeing Nina naked (base: 2, scale: 0.13830185, nudity: 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Horse] - ModifyArousal: 90.13321 + 0.5532074 = 90.68642 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:292] Actor Nina gaining 0.2766037 exposure for being an exhibitionist to Horse (scale: 0.13830185, nudity: 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Nina] - ModifyArousal: 100 + 0.5532074 = 100.55321 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ANDIntegration.cpp:124] Actor Nina is nude, score: 1000 Is the reason for the problem this "TODO: Update Faction Rank", is this simply not implemented ? Ah, I understand, this is because "bSendEvent=false" in But when is this supposed to be done, when is the arousal (I mean the faction rank) actually updated ? The comment says this is done in the main update loop, how often is this run ? Solution: ====== Phew, I found a solution. I simply set the 'bSendEvent' parameter of all 'ModifyArousal' calls in 'ArousalSystemSLA::HandleSpectatingNaked' to true, then the arousal faction ranks get updated. (but this also causes a mod event to be sent, well, will see if this chokes my Papyrus VM, at least at the moment it seems to be harmless) Edited November 22, 2025 by nopse0 1
AphroditesEye Posted November 22, 2025 Posted November 22, 2025 I've been using OSL Aroused for a few months now, it's a drastic improvement on the other variations of Sexlab Aroused. It's an easier to predict system, it's clearer on what it is it's actually doing, and I don't get stuck with high arousal constantly when I'm not even doing anything lmfao Thanks for the mod, your work's great, much appreciated.
ozooma10 Posted November 22, 2025 Author Posted November 22, 2025 4 hours ago, nopse0 said: I experimented a bit, and set NudeBaseline=1000.0. The sla_Exposure faction rank then goes up very quickly. But the "SLA Monitor Widget" shows 0% (nothing), and SexLab P+ also shows 0% if I select an npc with the "N" key. Edit: After looking at the SLA Monitor Widget code, the problem seems to be, that the actor isn't in the sla_Arousal faction, and also the SLA function GetActorArousal fails: Maybe the framework detection (Ostim or SexLab) fails with SexLab P+ ? Ps: I enabled LogLevel trace, and in the log everything looks fine, I don't understand why this isn't working: 2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Nina] - ModifyArousal: 100 + 0.5532074 = 100.55321 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ANDIntegration.cpp:124] Actor Nina is nude, score: 1000 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:264] AND Integration: Actor Nina has nudity score 1000 / 1000 (scale 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:282] Actor Whiterun Guard gaining 0.2766037 exposure for seeing Nina naked (base: 2, scale: 0.13830185, nudity: 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Whiterun Guard] - ModifyArousal: 72.102325 + 0.5532074 = 72.65553 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:292] Actor Nina gaining 0.2766037 exposure for being an exhibitionist to Whiterun Guard (scale: 0.13830185, nudity: 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Nina] - ModifyArousal: 100 + 0.5532074 = 100.55321 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ANDIntegration.cpp:124] Actor Nina is nude, score: 1000 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:264] AND Integration: Actor Nina has nudity score 1000 / 1000 (scale 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:282] Actor Horse gaining 0.2766037 exposure for seeing Nina naked (base: 2, scale: 0.13830185, nudity: 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Horse] - ModifyArousal: 90.13321 + 0.5532074 = 90.68642 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:292] Actor Nina gaining 0.2766037 exposure for being an exhibitionist to Horse (scale: 0.13830185, nudity: 1) [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ArousalSystemSLA.cpp:94] [Nina] - ModifyArousal: 100 + 0.5532074 = 100.55321 [2025-11-22 19:55:30.682] [Global] [trace] [14220] [ANDIntegration.cpp:124] Actor Nina is nude, score: 1000 Is the reason for the problem this "TODO: Update Faction Rank", is this simply not implemented ? Ah, I understand, this is because "bSendEvent=false" in But when is this supposed to be done, when is the arousal (I mean the faction rank) actually updated ? The comment says this is done in the main update loop, how often is this run ? Solution: ====== Phew, I found a solution. I simply set the 'bSendEvent' parameter of all 'ModifyArousal' calls in 'ArousalSystemSLA::HandleSpectatingNaked' to true, then the arousal faction ranks get updated. (but this also causes a mod event to be sent, well, will see if this chokes my Papyrus VM, at least at the moment it seems to be harmless) Thanks for looking into this, hmm very strange. So the faction should directly be getting updated in the GetArousal, so even though that modifycall wont trigger GetArousal, I would expect any of the other calls to trigger a faction update (in GetArousal it *always* updates the faction, but yeah the false in the modify causes the modify call to not also trigger a GetArousal call). (the faction update is this line: Utilities::Factions::GetSingleton()->SetFactionRank(actorRef, FactionType::sla_Arousal, newArousal); Im not sure why the faction wasnt getting updated but passing true caused it to start working (more because there are many other code paths that should be calling getArousal). But yeah I cant think of a reason to not update faction on Modify, the flag is more intended to avoid sending the papyrus ModEvent. But really I think you helped find a bug since the main update loop only calls GetArousal on all the actors around the player but not the player itself. And if you dont have any mods directly querying arousal from the sla interface (but rather depending on just factions) there may be a case where player gets stale and wont update until something does directly query arousal (ie check arousal hotkey or a mod that does use the interface). Thanks Im going to go through the sla mode and try to harden some of these wonky cases. I think went overboard on trying to minimize script calls and can try and keep things in sync more aggresively
Yinkle Posted November 22, 2025 Posted November 22, 2025 (edited) 5 hours ago, ozooma10 said: Do you know if this is an issue caused by interaction with this mod specifically, or just a general issue with that mod regardless of arousal framework? It's due to some oddity in the blue palace (and the bards college iirc) with the nif that attaches to the body, with the dripping effect. The author of dripping when aroused tried to figure it out but no dice. Nothing to do with which arousal framework is in use, as far as I'm aware. Edited November 22, 2025 by Yinkle
coolnesssssss420 Posted November 24, 2025 Posted November 24, 2025 Is there an Ostim Standalone - OSL Aroused patch I don't know about? In-game in the MCMs I'm told there is one, or something like it. It's not necessarily detecting Ostim from what I can tell - dunno if it's necessary as everything seems to work fine but I was curious.
coolnesssssss420 Posted November 24, 2025 Posted November 24, 2025 6 minutes ago, coolnesssssss420 said: Is there an Ostim Standalone - OSL Aroused patch I don't know about? In-game in the MCMs I'm told there is one, or something like it. It's not necessarily detecting Ostim from what I can tell - dunno if it's necessary as everything seems to work fine but I was curious. Nevermind. The mod works flawless, I'm just dumb and got it mixed up with another one.
randomUser2019 Posted November 24, 2025 Posted November 24, 2025 In other variants of SL Aroused there is a flavour text that shows up depending on the arousal state. Things like "My desires are driving me". But I noticed they aren't in OSL Aroused. Is there another mod that adds that sort of stuff in (not just Apropos since that's mainly just sexlab-related)? Or could it be reintroduced to OSL Aroused?
Yinkle Posted November 24, 2025 Posted November 24, 2025 9 hours ago, randomUser2019 said: In other variants of SL Aroused there is a flavour text that shows up depending on the arousal state. Things like "My desires are driving me". But I noticed they aren't in OSL Aroused. Is there another mod that adds that sort of stuff in (not just Apropos since that's mainly just sexlab-related)? Or could it be reintroduced to OSL Aroused? Please no, but if so - disabled by default MCM option 2
Talesien Posted November 24, 2025 Posted November 24, 2025 1 hour ago, Yinkle said: Please no, but if so - disabled by default MCM option This, very much this. I detested that spam.
Talesien Posted November 24, 2025 Posted November 24, 2025 11 hours ago, randomUser2019 said: In other variants of SL Aroused there is a flavour text that shows up depending on the arousal state. Things like "My desires are driving me". But I noticed they aren't in OSL Aroused. Is there another mod that adds that sort of stuff in (not just Apropos since that's mainly just sexlab-related)? Or could it be reintroduced to OSL Aroused? While I heavily disliked that feature, this mod: https://www.loverslab.com/files/file/26096-deviously-accessible/ adds something similar if memory serves (I might be mistaken, but pretty sure it does).
nopse0 Posted November 30, 2025 Posted November 30, 2025 (edited) On 11/22/2025 at 10:14 PM, ozooma10 said: Thanks for looking into this, hmm very strange. So the faction should directly be getting updated in the GetArousal, so even though that modifycall wont trigger GetArousal, I would expect any of the other calls to trigger a faction update (in GetArousal it *always* updates the faction, but yeah the false in the modify causes the modify call to not also trigger a GetArousal call). (the faction update is this line: Utilities::Factions::GetSingleton()->SetFactionRank(actorRef, FactionType::sla_Arousal, newArousal); Im not sure why the faction wasnt getting updated but passing true caused it to start working (more because there are many other code paths that should be calling getArousal). But yeah I cant think of a reason to not update faction on Modify, the flag is more intended to avoid sending the papyrus ModEvent. But really I think you helped find a bug since the main update loop only calls GetArousal on all the actors around the player but not the player itself. And if you dont have any mods directly querying arousal from the sla interface (but rather depending on just factions) there may be a case where player gets stale and wont update until something does directly query arousal (ie check arousal hotkey or a mod that does use the interface). Thanks Im going to go through the sla mode and try to harden some of these wonky cases. I think went overboard on trying to minimize script calls and can try and keep things in sync more aggresively Hello again, I wrote above, I solved my problem by setting 'bSendEvent' to true in the 'ModifyArousal' calls in 'ArousalSystemSLA::HandleSpectatingNaked'. But this triggers a mod event is send each time ModifyArousal is called in HandleSpectatingNaked. That's too heavy, if a lot of people are around. I got stack dumps, and one time even a CTD. A better solution is to do this in the 'SetArousal' function: float ArousalSystemSLA::SetArousal(RE::Actor* actorRef, float value, bool bSendEvent) { if(!actorRef) { return 0.f; } value = std::clamp(value, 0.0f, 100.f); //TODO: Update Faction Rank ArousalData::GetSingleton()->SetData(actorRef->formID, value); //Also update LastCheckTime (Which represents ExposureDate) LastCheckTimeData::GetSingleton()->SetData(actorRef->formID, RE::Calendar::GetSingleton()->GetCurrentGameTime()); //Trigger arousal to update (Also handled sending the events) if (bSendEvent) { GetArousal(actorRef, bSendEvent); } else { GetArousal(actorRef, false); } return value; } This way the arousal faction ranks get updated, but no mod events are send if bSendEvent=false. This works much better, no stack dumps, and faction ranks are always up-to-date. (Ps: The above "if .. else" can be simplified ) Edited November 30, 2025 by nopse0
zer02 Posted November 30, 2025 Posted November 30, 2025 (edited) use ver.sky - 1.597 Morenastycrit - req- SexlabAroused.esp CreatureFrame- req- SexlabAroused.esp Install - "OSL Aroused" Disable OAroused.esp in NMM -=-=-=-=-=-=- Launch game ....and Crash on Desktop. Disabled: SexlabAroused.esp, OSLAroused.esp, CreatureFrame, Morenastycrit Launch - game stability. Need Help ! I'm not deleting my comment - to help those who are also faced with a similar situation. 😔I apologize to everyone, the problem is being solved at the moment, probably the reason is in mod Creature Framework. For some reason, I have an incomprehensible Creation Framework v.3.1. 😬 (solution - More Nasty Critters the file list has the same Creature Framework v3.1 after installing it, the system does not start with our OSLAroused mod.) I just found out what the prefix "NG" means in mods. Skyrim: LE, SE, AE, NG...... God, don't we have enough problems with mods?! We bury ourselves in problems. Edited November 30, 2025 by zer02
Talesien Posted December 1, 2025 Posted December 1, 2025 (edited) 10 hours ago, zer02 said: I just found out what the prefix "NG" means in mods. Skyrim: LE, SE, AE, NG...... God, don't we have enough problems with mods?! We bury ourselves in problems. I honestly doubt you understand what NG means, possible in part because some mod authors who also didn't understand it muddied the water with attaching it to mods it should not have been added to. Basically, NG denotes an skse mod (one with an actual dll, not just a mod who uses some skse function) whose dll has been compiled against the CommonLibSSE NG (NG meaning Next Generation). The idea behind this variation of the regular CommonLibSSE library is that mods using the NG version should (and usually are) compatible with all flavors of Skyrim SE (so from the 1.5.97 SE over 1.6.359, 1.6.640, 1.6.1130 to the most current 1.6.1170, the 1.6x versions usually getting dubbed AE). The old CommonLibSSE were always only suitable for one specific version of the game so a mod author would need to compile different versions of his dll for every game version he wishes to support. (And users had to make sure they grabbed the right one for their game version.) CommonLibSSE NG removes that requirement. In theory, it should (after skse got updated) even work for possible future versions of the game without the need of getting recompiled and potentially even refactored. Time will tell ... (or not if we are lucky 😛). * So, far from adding to the confusion, if used correctly NG tells you, you don't need to worry about what game version this mod is made for, as it will work with all (except LE). *And yes to all mod authors out there writing C++ skse plugins, I'm aware I oversimplified a few things, but I guess for most non-coders it's already a bit too technical. Edited December 1, 2025 by Talesien 3
eflat01 Posted December 1, 2025 Posted December 1, 2025 (edited) 20 hours ago, Talesien said: I honestly doubt you understand what NG means, possible in part because some mod authors who also didn't understand it muddied the water with attaching it to mods it should not have been added to. Basically, NG denotes an skse mod (one with an actual dll, not just a mod who uses some skse function) whose dll has been compiled against the CommonLibSSE NG (NG meaning Next Generation). The idea behind this variation of the regular CommonLibSSE library is that mods using the NG version should (and usually are) compatible with all flavors of Skyrim SE (so from the 1.5.97 SE over 1.6.359, 1.6.640, 1.6.1130 to the most current 1.6.1170, the 1.6x versions usually getting dubbed AE). The old CommonLibSSE were always only suitable for one specific version of the game so a mod author would need to compile different versions of his dll for every game version he wishes to support. (And users had to make sure they grabbed the right one for their game version.) CommonLibSSE NG removes that requirement. In theory, it should (after skse got updated) even work for possible future versions of the game without the need of getting recompiled and potentially even refactored. Time will tell ... (or not if we are lucky 😛). * So, far from adding to the confusion, if used correctly NG tells you, you don't need to worry about what game version this mod is made for, as it will work with all (except LE). *And yes to all mod authors out there writing C++ skse plugins, I'm aware I oversimplified a few things, but I guess for most non-coders it's already a bit too technical. Yes, NG usually indicates a plugin but I seen it's not uncommon for some mod developers to post NG in their mod sometimes even when they rely on a dll like from Po3, i.e. Papyrus extender, BOS, etc... those dll's are skse plugins built using CommonLibSSE NG which is just as the name implies a library or resources. NG really means is it was developed via use of CommonLibSSE NG which is a fork that allows cross compatibility when creating a SKSE 64 plugins for SE, AE and VR. Previously when writing a dll plugin for SKSE you had to write some code to determine what version of skse it was and specifically adjust your plugin for it. iow, plugins needed to define SKSEPlugin_Version by use a SKSEPlugin_Query to be set up and be detected by SKSE as a plugin. CommonLibSSE NG allows the coder not to have to write for a specific skse. What to do instead? Where you once had to use add_library for specific a specific skse lib instead they use add_commonlibsse_plugin in CMakeLists.txt and CMake will create a shared library target, configuring a CommonLibSSE NG linkage, and auto-generate the content injecting that into the plugin. So the plugin will interface with any later versions of skse. edit: btw... when I started playing Skyrim again a year or so ago I had to look up what NG was myself... and I had written a couple dll's for skse almost a decade ago. 😉 Edited December 1, 2025 by eflat01
Talesien Posted December 9, 2025 Posted December 9, 2025 (edited) On 11/20/2025 at 9:13 PM, ozooma10 said: 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. Since I'm working on a new LO anyway I did test SLO Aroused NG a bit. For starters, it works well enough. As is to be expected it only has the standard SLA arousal mode, not a major problem for me as it is what I use most of the time anyway, due to the OSL mode not interacting to well with some mods. The other main difference is that it uses those old style 'Sliders' for things like Bikini armor, slooty armor, respectable, etc. You can find them on many older Arousal mods and I never understood what they do. For one they behave like checkboxes/switches. The state is either off (0) or on (1-100). So why have a slider if it does not matter if you crank it to 1, 70 or 100? As stated I've no idea what they do exactly, but I know what they do not do. They do not apply the Baka Keywords, so that's a massive step back in my books. SLO also makes do with just the standard SelabAroused.esm, not adding additional plugins. It is possible that one or the other mod works better with this or that mod, like creature framework, radiant prostitution or deviously accessible, to name some mods that did cause troubles or did not like the changing/removing of scripts. I didn't test it to extensively as I'm still building this LO. Edited December 9, 2025 by Talesien
JuliusXX Posted December 10, 2025 Posted December 10, 2025 21 hours ago, Talesien said: Since I'm working on a new LO anyway I did test SLO Aroused NG a bit. For starters, it works well enough. As is to be expected it only has the standard SLA arousal mode, not a major problem for me as it is what I use most of the time anyway, due to the OSL mode not interacting to well with some mods. The other main difference is that it uses those old style 'Sliders' for things like Bikini armor, slooty armor, respectable, etc. You can find them on many older Arousal mods and I never understood what they do. For one they behave like checkboxes/switches. The state is either off (0) or on (1-100). So why have a slider if it does not matter if you crank it to 1, 70 or 100? As stated I've no idea what they do exactly, but I know what they do not do. They do not apply the Baka Keywords, so that's a massive step back in my books. SLO also makes do with just the standard SelabAroused.esm, not adding additional plugins. It is possible that one or the other mod works better with this or that mod, like creature framework, radiant prostitution or deviously accessible, to name some mods that did cause troubles or did not like the changing/removing of scripts. I didn't test it to extensively as I'm still building this LO. I noticed that also Unforgiving Devices is not working with the SLO Aroused.
Unknowing-e Posted December 30, 2025 Posted December 30, 2025 (edited) Not sure if this is a major issue as the mod runs fine with my setup 1.5.97, Sexlab p+ v2.15.6, OSLA v2.8.2 P+ doesnt send orgasmCount, When I get the chance will try to recompile without orgasmCount, and see what happens [12/30/2025 - 10:47:40AM] Error: Incorrect number of arguments passed to function oslaroused_adaptersexlab.OnSexLabOrgasm(Form actorForm,int enjoyment,int orgasmCount). Expected 3, got 2 instead!. Edited December 30, 2025 by Unknowing-e
eflat01 Posted December 30, 2025 Posted December 30, 2025 1 hour ago, Unknowing-e said: Not sure if this is a major issue as the mod runs fine with my setup 1.5.97, Sexlab p+ v2.15.6, OSLA v2.8.2 P+ doesnt send orgasmCount, When I get the chance will try to recompile without orgasmCount, and see what happens [12/30/2025 - 10:47:40AM] Error: Incorrect number of arguments passed to function oslaroused_adaptersexlab.OnSexLabOrgasm(Form actorForm,int enjoyment,int orgasmCount). Expected 3, got 2 instead!. OSL relies on seeing the event, my understanding is earlier versions of Sexlab P+ lose track of the End events and this may be the case with orgasm events? Do you have separate orgasms installed also?
Unknowing-e Posted December 31, 2025 Posted December 31, 2025 7 hours ago, eflat01 said: OSL relies on seeing the event, my understanding is earlier versions of Sexlab P+ lose track of the End events and this may be the case with orgasm events? Do you have separate orgasms installed also? I do not have SLSO installed. This is somewhat a minimum set up for me completely rebuilding my load order. Currently sitting at 99 plugins. Was just checking out the papyrus logs and noticed that these log messages were sent. I did recompile oslaroused_adaptersexlab and removed orgasmCount from the function. Haven't noticed anything wrong so far. But I have limited testing for it
Unknowing-e Posted December 31, 2025 Posted December 31, 2025 Doing some digging, Im thinking this might be from hentairim p+, Theory that using linearenjoyment or whatever its called from the mod. Is causing the P+ to send OnSexLabOrgasm modevents with malformed data. Papyrus only shows the failures not the successes. 1
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