Sailing Rebel Posted November 24, 2014 Author Posted November 24, 2014 I really wanted to include Nude Creatures support to allow creatures to display arousal outside of SL animations but I just can't figure out how to access script functions from another non-master mods. This is what I did to call a script function from SLA without making it a master Bool Property ArousedInstalled = false Auto Hidden slaFrameworkScr Property SLA Auto Hidden Int ArousedI = Game.GetModByName("SexLabAroused.esm") If ArousedI != 255 Log("SexLab Aroused is installed ",true) ArousedInstalled = true SLA = (Game.GetFormFromFile(0x04290F, "SexLabAroused.esm") as slaFrameworkScr) ; Block Spider Arousal SLA.SetActorArousalBlocked(hidSpider01,true) SLA.SetActorArousalBlocked(hidSpider02,true) Else ArousedInstalled = false EndIf Okay, I must have been doing something wrong because I wasn't able to call any of the functions with the reference returned by this technique. I thought it was because there were two scripts attached to the SLNC quest and I just didn't know how to specify, but it seems to be working in the same situation for SLA here. I'll give it another go. Thanks.
germanicus Posted November 24, 2014 Posted November 24, 2014 Thanks for the update. I was wondering if the MCM menu is fixed in the new beta since it's empty in the first release. Which version are you seeing the empty MCM in? Both the previous full release (v02.1) and the new beta (v03.0 Beta 01) appear to be functioning correctly. Are you getting any errors in the papyrus log when you try to open the MCM? Are there any other MCM menus affected? I apologize for not giving the full explanation. I had no problem with MCM menu in all previous versins. The Beta 3.0. 1 was installed on the clean save, according to your description. Once the game registered one new MCM menu, I waited few minute, found your mod listed in the menu, but when clicking on settings button, all was empty. I spent the whole 3 Skyrim days, nothing showed in the menu. All other menus in MCM works fine. I, unfortunately didn't looked into my log file. temporarily I uninstalled the mod until we find the solution. I had your 2.01 version for a long time and it worked fine, even with fishburger's Aroused redux mod.
Sailing Rebel Posted November 24, 2014 Author Posted November 24, 2014 I apologize for not giving the full explanation. I had no problem with MCM menu in all previous versins. The Beta 3.0. 1 was installed on the clean save, according to your description. Once the game registered one new MCM menu, I waited few minute, found your mod listed in the menu, but when clicking on settings button, all was empty. I spent the whole 3 Skyrim days, nothing showed in the menu. All other menus in MCM works fine. I, unfortunately didn't looked into my log file. temporarily I uninstalled the mod until we find the solution. I had your 2.01 version for a long time and it worked fine, even with fishburger's Aroused redux mod. Sorry about that. I'm not able to reproduce this at my end. I completely uninstalled all SLAC files manually and installed from the downloaded beta just to make sure. In a new game, and also in a clean save I was able to see the MCM and engagements appeared to function as expected. The AC MCM should be available within seconds of loading in to an existing game. There may be some issue with soft dependencies and your particular installation that I've not accounted for. If you ever try again I'd appreciate it if you could post any errors you find in the log.
germanicus Posted November 24, 2014 Posted November 24, 2014 Thank you. I just reinstalled the mod again on the clean save. Will let you know the results as soon I play the game.
germanicus Posted November 24, 2014 Posted November 24, 2014 It's working now. The problem was in NMM's bad installation and the LOOT didn't recognized that mod was installed the first time and wasn't list the mod in load order. This time, it did, and Menu is fully operational now. Thanks again for your help.
Sailing Rebel Posted November 24, 2014 Author Posted November 24, 2014 Some notes on performance tweaking in the Beta version: Most important options are NPCs to Check in General Settings -> Performance and Both Aroused in PC/NPC Settings. NPCs to Check is the number of NPCs that each creature will check on every tick. So 2 creatures in range of 4 NPCs plus the PC will result in 10 tests with each cloak application. Setting this to 1 will mean that it operates in the same fashion as version 02.1 where each creature will check one NPC and the PC so 10 tests become 4. The downside to using 1 is that creatures, for some reason, can become fixated on a particular NPC and keep checking them each time even if they are unavailable (sitting, already animating, etc). This can reduce the reliability of engagements. However, if Both Aroused is toggled on for PC and NPCs (must be both of them) then these NPC tests will only happen if the creature's arousal is high enough. This cuts out a whole lot of unnecessary condition checking and provides the biggest performance gain. Collar use also increases the weight of each NPC check so disabling Only Collared Victims in Other Settings -> Collars will provide some marginal improvement. If Ignore Duration in General Settings -> Performance is set to 0 then creatures with no animations will continuously look for victims and running the full checking sequence even though they cannot animated. This is a problem around farms and other areas with goats, chickens, cart horses, etc. So this should always be kept at 1 or more. In testing I used AFT to collect six women and place them in an animal sex dungeon a perfectly legitimate specialised leisure environment with twelve creatures and did not notice any lag spikes on a 5 second cloak frequency with NPCs to Check set to 4, Both Aroused disabled and using collars. The only lag appeared to be the result of having so many actors trying to path around each other in a small space. I do run a medium-high end rig so YMMV.
Sailing Rebel Posted November 24, 2014 Author Posted November 24, 2014 This is what I did to call a script function from SLA without making it a master Quisling, I have the NC model swap working in-game. My implementation buggy as hell right now but it's solid progress. Thanks for the advice.
Pinute Posted November 24, 2014 Posted November 24, 2014 I really like this mod, but there aren't enough doggies running around. Does anyone have suggestions for mods that add sexlab compatible animals to settlements?
Sailing Rebel Posted November 25, 2014 Author Posted November 25, 2014 I really like this mod, but there aren't enough doggies running around. Does anyone have suggestions for mods that add sexlab compatible animals to settlements? Hentai Creatures in More Nasty Critters will let you summon various creatures that you can leave around the world. Not ideal having to do this manually but having a few stray dogs around the cities makes things more lively. SexLab Animal Sex will add creatures to various city and interior cells including followers for some NPCs.
circ Posted November 25, 2014 Posted November 25, 2014 Hydra-something's Slavegirls also adds atleast one stray dog type dog to every city, maybe to settlements too can't remember.
visby Posted November 25, 2014 Posted November 25, 2014 I really like this mod, but there aren't enough doggies running around. Does anyone have suggestions for mods that add sexlab compatible animals to settlements? Their is Dogs of Skyrim I haven't tried it yet myself and it may have issue with nasty creatures as the models would be different from those provided.
malpolon Posted November 25, 2014 Posted November 25, 2014 Wouldnt it be possible to add Stray Dogs by console command?
andrea fin Posted November 25, 2014 Posted November 25, 2014 there is a fucktoy critters 'mod' (its an esp the guy made for an experiment to learn the CK apparently). if you have that installed you can type help fucktoy in the console and see a list of all the critters and the codes to player.placeatme. problem i found was horses have no genitalia when dropped in game from fucktoy critters. hentai creatures (i have more nasty critters installed) allows to summon creatures and leave them in towns. they can spontaneously vanish and i dont know why - sometimes you just see a message about a hentai creature not loaded - banishing. using console to summon dogs might be ok, but wolves tend to be hostiles dont they? i have to try placing a cave bear in town from console from the game not a mod see if there is havoc lol. also, im not sure if this affects fucktoy critters but i assume so, but it affects hentai creatures; if you have the beta spectator crowds mod, then all the animals will run towards any sex act in town. and after the hentai ones stay where the action was. you can use the dialogue options to tell them to follow you and lead them back where they were but you cant talk to the fucktoy critters that i remember. also hentai creatures can be banished or used as followers, fucktoy critters have to be killed or removed with console commands once placed. hope this helps.
Sailing Rebel Posted November 25, 2014 Author Posted November 25, 2014 they can spontaneously vanish and i dont know why. In the current version of HC If you instruct a summoned creature to train then they will continue to try and train even when not loaded (this is what causes them to be automatically despawned). There does not appear to be a way to stop them training other than banishing them. The trick is not to use the train option at all, that way they will stick around for the full playthrough. Aroused Creatures should fulfil the training effect in a fairly organic manner. The collar options in AC can restrict the available victims in the same manner if required and the arousal threshold can be lowered to increase the number of engagements.
Pinute Posted November 25, 2014 Posted November 25, 2014 Wow, thanks all! I started to do a multi-quote to thank everyone but it was just too long. So, Sailing Rebel, circ, visby, andrea fin Thanks much! I think the animal sex mod is the one I remember, I'll check it out when I get home.
germanicus Posted November 26, 2014 Posted November 26, 2014 I just drop by to say that this update is brilliant. Love the comments on the top of the screen when sex is initiated. Great work SaillingR.
malpolon Posted November 26, 2014 Posted November 26, 2014 Works well with dogs added by console, but the "invite" option (i suppose you have to go into sneak mode) doesnt seem to work.
Sailing Rebel Posted November 26, 2014 Author Posted November 26, 2014 Works well with dogs added by console, but the "invite" option (i suppose you have to go into sneak mode) doesnt seem to work. Yep, Invite is currently broken. I changed the order of the conditions and didn't take that into account. Another issue is that the soft dependencies will not be properly registered until the game is reloaded. I'll fix these in the next update which should come soon. This update will also include support for Nude Creatures so animals can show their nude models upon reaching a configurable arousal level.
Vuulgar Posted November 26, 2014 Posted November 26, 2014 The last playthrough I used this very fun mod as a Necro/Conjurer and used http://www.nexusmods.com/skyrim/mods/8245/? as a kind of tank. I changed the duration to 5 min and adjusted magicka cost in Creation Kit (60 seconds was a frequent problem with timing). It was a fun fighting style and often after combat the draugr demanded payment for services soon as I sheathed my weapon. This was with Aroused Redux and everything seemed to run very well. Super mod! Control of sex events through weapon out and sneak worked great for me, it works so well I wish there was a mod with exactly this set up but controlled only followers. Thanks again and I am looking forward to trying this new version.
saviliana Posted November 27, 2014 Posted November 27, 2014 So...I'm new to skyrim's sexlab ,would SLAC be able to use redux version of Arouse as header file?
Sailing Rebel Posted November 27, 2014 Author Posted November 27, 2014 So...I'm new to skyrim's sexlab ,would SLAC be able to use redux version of Arouse as header file? It should work fine.
Sailing Rebel Posted November 27, 2014 Author Posted November 27, 2014 The last playthrough I used this very fun mod as a Necro/Conjurer and used http://www.nexusmods.com/skyrim/mods/8245/? as a kind of tank. I changed the duration to 5 min and adjusted magicka cost in Creation Kit (60 seconds was a frequent problem with timing). It was a fun fighting style and often after combat the draugr demanded payment for services soon as I sheathed my weapon. This was with Aroused Redux and everything seemed to run very well. Super mod! Control of sex events through weapon out and sneak worked great for me, it works so well I wish there was a mod with exactly this set up but controlled only followers. Thanks again and I am looking forward to trying this new version. Happy to see it being used in fun ways like this. Another similar play style might be to use three or four summoned wolves (via Hentai Creatures for example). The PC and followers would be supported by their pack in return for... favours. Play as a real Wolf Queen. Could get a little crowded in some locations though. Might be a mod idea there for providing a means of managing a pack of wolves as a whole rather than individually. I wonder if there's a potential requirement there to be able to select individual creatures as partners rather than all available creatures - just in case someone feels like they're taken out of the experience when a nearby horse unexpectedly gets in on the wolf action. Potentially confusing for users, though. I suppose it's more or less achievable with the current build using the Relationship Rank option and console commands to set the RR between the PC and creatures. Needs further thought.
andrea fin Posted November 27, 2014 Posted November 27, 2014 i dont bother with training at all unless i am present. i dont bother with hentai collars after one playthrough where i used on on lydia just for laughs! but i do remember my last game where i never used training options at all at any point, i think it was hentai bare husky and soon after i continued game on exiting breezehome it gave the message about banishing hentai bare husky. its the only time in a lot of hours i have seen it recently so i guess some sort of unique glitch or circumstances happened. its not happened so far in this game, although with the spectator crowds mod i have no idea where on earth the hentai husky is in whiterun on this playthrough. i just have to wait for the message and follow everyone else to find it
Teruke Posted November 27, 2014 Posted November 27, 2014 "high enough arousal will rape or ?seduce? your character"... wait what? I was thinking of something else when i read that...
lionmike Posted November 27, 2014 Posted November 27, 2014 (edited) hi, i just installed your mod (which is awesom btw) ^^ but im having some problems. none of the creatures will rape / initiate sex with my char. if i use the "crouch to invite" function it works nicly, ill get the animations. ill also get the animations if i use the MatchMaker spells. but non of the creatures will initiate sex when i'll just walk past them or stand right next to them. i tried all arousal levels and settings both, for the player and the creatures. edit: i think it was the crouch option - when set to invite, somehow animations were only triggered when invited - and not on any other ocassins. i set it back to no effect and now the dogs jump my char. Edited November 27, 2014 by lionmike
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