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(ALPHA) Sexlab Aroused NG


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Hey, I just wanted to say that this mod, in its current state, offers the best experience I've ever had with any of the (dozens) of mods like this one. I don't know how much of it is the current modder's (ponzipyramid) direct work, but either way, I just wanted to say thank you. Really appreciate what you're doing here. Really enjoy how many options you have in the settings and how intricate the calculations can be. I think it adds to the immersion (might be a hot take) and I appreciate how versatile and responsive it is.

Edited by mattvm
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On 11/13/2023 at 2:35 AM, UsernameTaken666 said:

support for that is not mentioned anywhere, so *shrug*. 

"I may be able to add some conversion logic for OSL down the line but this isn't an immediate priority. "

Only line referring to it from desc seems to say "don't hold your breath"

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WetFunctionRedux - can't see the arousal stats from this mod. But it looks like the other mods are working.
If anyone knows why, please write me back. I'd like to use this mod, but I wouldn't want to find out later that some other mod doesn't see the arousal stats as well. I mean, this mod, is it full compatibility with other mods or not?

Edited by Soldream
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1 hour ago, judahel said:

is it possible to have an animation speedscale CONTROLLER by arousal this time...

sinc this is in development?

GJ

I'm sure this has been explained umpteen times on LL that this presenty cannot be done due to a function within the LE game not being ported to SE when Toddy made SE.

Keep asking for it will not change this reality...

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On 11/21/2023 at 1:22 PM, Soldream said:

WetFunctionRedux - can't see the arousal stats from this mod. But it looks like the other mods are working.
If anyone knows why, please write me back. I'd like to use this mod, but I wouldn't want to find out later that some other mod doesn't see the arousal stats as well. I mean, this mod, is it full compatibility with other mods or not?

 

Generally, this mod supports any other mod that uses the framework script but I can't guarantee compatibility out of the box with mods that don't. ABBA seems to be fetching arousal data from the cloak script which is precisely what this mod eliminates to reduce script lag so it'll need to be patched. The same is true of other mods, I can make these patches but they'll be gradual.

 

1 hour ago, judahel said:

is it possible to have an animation speedscale CONTROLLER by arousal this time...

sinc this is in development?

GJ

 

Might be something that could be implemented in P+'s plugin but animation controls are out of scope for this mod. If they are added (or maybe already there) it should probably be doable.

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@ponzipyramid I noticed that every time I enter a new cell every actor's arousal is always 0. Any chance to make it so it's slightly random, without exaggerating? Like 50% chance to have it between 0 and 30; 30% chance to have it between 31 and 60; 15% chance to have it between 61 and 80 and finally 5% chance to have it between 81 and 100.

This is literally the only thing I dislike about your version. Everything else is simply much better.
It could also be that I have wrong settings installed within the MCM. Maybe you could help me with it if that's the case?

Edited by Bizarro
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On 11/25/2023 at 9:21 AM, Bizarro said:

@ponzipyramid I noticed that every time I enter a new cell every actor's arousal is always 0. Any chance to make it so it's slightly random, without exaggerating? Like 50% chance to have it between 0 and 30; 30% chance to have it between 31 and 60; 15% chance to have it between 61 and 80 and finally 5% chance to have it between 81 and 100.

This is literally the only thing I dislike about your version. Everything else is simply much better.
It could also be that I have wrong settings installed within the MCM. Maybe you could help me with it if that's the case?

 

I can probably add something like this, only concern is making sure the values don't vary too wildly and to ensure I don't eat up too much of the save file (which maxes out at 128 MB with Engine Fixes). I've got to do some cell change tracking for a different project. If I figure it out there, I'll transfer that here.

 

41 minutes ago, suction said:

Am I still required to add Baka Keywords manually through SSEEdit, or does the MCM cover it? Thanks.

 

There are MCM options but LMK if they don't work.

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Adjusting the settings doesn't seem to change the Orgasm Fatigue mechanic. Setting time rate to 0 is supposed to disable, doesn't. Setting it to .1 is supposed to reduce by half after .1 days, it still reduces with time but not even close to that rate. Also the description of the numerical "fatigue" amount doesn't reference fatigue at all? Just arousal which seems unrelated.

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Might be a dumb question, meaby i'm doing something wrong on my end. The keywords used for babodialoge are those baka keywords, aren't they? If so, than i can't edit them using mcm, as i only have the default keywords like SLA_Bikini SLA_Naked and so on, but no baka / babo keywords to select from. What am i missing or are they completely different?

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8 hours ago, kiothecloud said:

Are u using it on an existing game or used this to replace the redux version? If not try reseting ur sexlab and this mod settings in MCM

 

I tried it on a new Game with new Sexlab. Its not my Save, I just replaced it with OSL and that works fine, even without resetting anything.

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On 12/12/2023 at 9:02 AM, Andarus said:

 

I tried it on a new Game with new Sexlab. Its not my Save, I just replaced it with OSL and that works fine, even without resetting anything.

 

If you're still interested in trying out SLANG, can you post your SKSE log (My Games/Skyrim Special Edition/SKSE/SexlabArousedNG.log)?

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11 hours ago, ponzipyramid said:

 

If you're still interested in trying out SLANG, can you post your SKSE log (My Games/Skyrim Special Edition/SKSE/SexlabArousedNG.log)?

 

[2023-12-07 22:41:26.838] [Global] [info] [20980] [Main.cpp:58] SexlabArousedNG 0.0.0.1 is loading...
[2023-12-07 22:41:26.839] [Global] [info] [20980] [Main.cpp:49] Cosave serialization initialized.
[2023-12-07 22:41:26.839] [Global] [info] [20980] [Main.cpp:36] Papyrus functions bound.
[2023-12-07 22:41:26.839] [Global] [info] [20980] [Main.cpp:64] SexlabArousedNG has finished loading.
[2023-12-07 22:44:11.370] [Global] [info] [20980] [ArousalManager.cpp:263] revert
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:302] load
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:313] Version correct
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:316] Loading 9 effects... 
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:323] Loading 35 data sets... 
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:347] finished loading
[2023-12-07 22:49:03.831] [Global] [info] [20980] [ArousalManager.cpp:278] save
[2023-12-07 22:49:03.832] [Global] [info] [20980] [ArousalManager.cpp:296] finished saving

 

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On 12/7/2023 at 11:54 AM, Andarus said:

Not sure what I am doing wrong, but my Arousal is always 0.

 

I think the new 1.6.1130 update broke a lot of mods. Although the NG mods are supposed to be immune to this due to relying on the Address Library, the folks making the address library are having problems with this update. I think the Devious Devices NG also broke. 

 

"Address Library is in a testing phase, and powerofthree has reported that many existing SKSE DLL mods do not work with it. This is because this update, although smaller than the AE update from 2021, is still bigger than what Address Library can fully handle: there have been some ID changes and game structure changes that break stuff."

 

https://www.reddit.com/r/skyrimmods/comments/18btob5/updated_information_about_the_new_skyrim_update/

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2 hours ago, lavatube said:

 

I think the new 1.6.1130 update broke a lot of mods. Although the NG mods are supposed to be immune to this due to relying on the Address Library, the folks making the address library are having problems with this update. I think the Devious Devices NG also broke. 

 

"Address Library is in a testing phase, and powerofthree has reported that many existing SKSE DLL mods do not work with it. This is because this update, although smaller than the AE update from 2021, is still bigger than what Address Library can fully handle: there have been some ID changes and game structure changes that break stuff."

 

https://www.reddit.com/r/skyrimmods/comments/18btob5/updated_information_about_the_new_skyrim_update/

 

The DLL mostly takes care of heavy processing with limited reliance on RE'd addresses. I've gotten positive feedback regarding it working on 1130 but I'm not entirely sure that's what what's causing this.

 

On 12/14/2023 at 4:47 AM, Andarus said:

 

[2023-12-07 22:41:26.838] [Global] [info] [20980] [Main.cpp:58] SexlabArousedNG 0.0.0.1 is loading...
[2023-12-07 22:41:26.839] [Global] [info] [20980] [Main.cpp:49] Cosave serialization initialized.
[2023-12-07 22:41:26.839] [Global] [info] [20980] [Main.cpp:36] Papyrus functions bound.
[2023-12-07 22:41:26.839] [Global] [info] [20980] [Main.cpp:64] SexlabArousedNG has finished loading.
[2023-12-07 22:44:11.370] [Global] [info] [20980] [ArousalManager.cpp:263] revert
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:302] load
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:313] Version correct
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:316] Loading 9 effects... 
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:323] Loading 35 data sets... 
[2023-12-07 22:44:29.470] [Global] [info] [20980] [ArousalManager.cpp:347] finished loading
[2023-12-07 22:49:03.831] [Global] [info] [20980] [ArousalManager.cpp:278] save
[2023-12-07 22:49:03.832] [Global] [info] [20980] [ArousalManager.cpp:296] finished saving

 

 

Can you post a Papyrus script log and your mod list as well? There's a chance another mod is overriding SLANG.

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