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Posted

Was curious if at some point a feature could be added to allow hostile creatures as well try to mate with the player/followers/npc's, as long as they aren't in combat with them, and meet the other requirements. Figured it'd be asking to much to build a whole combat based thing onto this, for that we've already got "defeat" anyway ;)

Just wanna be able to randomly have a wolf decide to try and mate with my PC, while still having them be a threat, instead of using "One With Nature" to make them "friendly".

Posted

can someone tell me how the crouch / invite works? I've set it up to crouch for a creature to have me, I've set the right arousal levels I think? but no animals try anything, normal beast SL stuff works though

Posted
33 minutes ago, KM100z said:

can someone tell me how the crouch / invite works? I've set it up to crouch for a creature to have me, I've set the right arousal levels I think? but no animals try anything, normal beast SL stuff works though

I've never tried that particular setup, so I can't really offer guidance other than the settings I've used for ages that work for me.

 

I found what works well for me is to have "invite" be assigned to a hotkey.  For me that is "." on the numpad, and it means I can walk up to any creature and "invite" it with the press of a button.  Since I have my invite arousal set really low it almost always triggers a scene.  If I hold down the invite key for a few seconds before letting it go, it triggers an oral animation.

 

In my settings "crouch" is set to "deny" a creature approach.  This is so when I notice that a creature is about to try to engage with my PC while I'm doing something else or just don't feel like triggering a scene at that moment, I simply activate crouch.  When the creature reaches my PC they simply lose interest and walk away, and often will chase an NPC right after instead.

Posted
35 minutes ago, KM100z said:

can someone tell me how the crouch / invite works? I've set it up to crouch for a creature to have me, I've set the right arousal levels I think? but no animals try anything, normal beast SL stuff works though

The crouch invite is passive rather than active so crouching doesn't activate anything just changes the conditions. You'll need to wait for the next scan before a creature will consider taking advantage. More frequent scans (Aroused Creatures MCM -> General Settings -> Scan Frequency) will make it more responsive but there may be performance issues.

Posted
18 hours ago, Reesewow said:

I've never tried that particular setup, so I can't really offer guidance other than the settings I've used for ages that work for me.

 

I found what works well for me is to have "invite" be assigned to a hotkey.  For me that is "." on the numpad, and it means I can walk up to any creature and "invite" it with the press of a button.  Since I have my invite arousal set really low it almost always triggers a scene.  If I hold down the invite key for a few seconds before letting it go, it triggers an oral animation.

 

In my settings "crouch" is set to "deny" a creature approach.  This is so when I notice that a creature is about to try to engage with my PC while I'm doing something else or just don't feel like triggering a scene at that moment, I simply activate crouch.  When the creature reaches my PC they simply lose interest and walk away, and often will chase an NPC right after instead.

yea that's the only way I got it to work, ie hotkey, and time based.

 

18 hours ago, Sailing Rebel said:

The crouch invite is passive rather than active so crouching doesn't activate anything just changes the conditions. You'll need to wait for the next scan before a creature will consider taking advantage. More frequent scans (Aroused Creatures MCM -> General Settings -> Scan Frequency) will make it more responsive but there may be performance issues.

 

check frequency is auto set to 5 seconds

Posted
7 hours ago, KM100z said:

...

Turn on debugging in the Aroused Creatures MCM and it will display the reason for failed engagements in the console. This will also output to the papyrus log if you have that enabled.

 

The form is "[slac] Creature name (Sex): NPC/Player name (reason for failure)".

Posted
21 hours ago, Sailing Rebel said:

Turn on debugging in the Aroused Creatures MCM and it will display the reason for failed engagements in the console. This will also output to the papyrus log if you have that enabled.

 

The form is "[slac] Creature name (Sex): NPC/Player name (reason for failure)".

if im assuming right...

 

(AC) general settings > debug and skyrim ini >papyrus> enable logging=1 yes?

 

with those unless the log isn't in skyrim/logs? I cant find it and nothing is being displayed on the screen or in the console like that and im on my knees for a good few mins

 

:/

Posted
12 hours ago, Grungebob01 said:

Is there any way to get the creatures to have genitalia?

Make sure you have Creature Framework installed for creature nude model functionality and More Nasty Critters for the nude models themselves.

  • 2 weeks later...
Posted

Not sure if that's even possible, but i'd really like it if the invitation would also work if the crawling animation is running, instead or additionally to sneaking. There are a lot of mods now that make use of that animation without actually sneaking, so i'd really like that.

Anyways, thanks for your work. I love it. :)

Posted

Not sure if you can help but for some reason this wont pop up in MCM, I've been away or awhile and the last version I had was v04.0 Beta 02.7z I tried the upgrade note and it wont pop up and then I tried a clean save and still nothing. if you can think of anything to help thank you 

Posted
On 7/8/2018 at 12:42 AM, Nazzzgul666 said:

Not sure if that's even possible, but i'd really like it if the invitation would also work if the crawling animation is running, instead or additionally to sneaking. There are a lot of mods now that make use of that animation without actually sneaking, so i'd really like that.

Anyways, thanks for your work. I love it. :)

I'm not sure if it's possible to detect if a particular set of walking animations is being used. If you have some example mods using non-sneaking crawl I'll take a look and see if there is a way to detect when they are active.

 

What I actually wanted to do with invite was use a set of custom animations in which the player would present themselves to the creature or maybe even some paired fondling animations for specific creatures. The hindrance there is coming up with good animations and also adding them outside of SL which is not something I've done before.

42 minutes ago, Darkreg70 said:

Not sure if you can help but for some reason this wont pop up in MCM, I've been away or awhile and the last version I had was v04.0 Beta 02.7z I tried the upgrade note and it wont pop up and then I tried a clean save and still nothing. if you can think of anything to help thank you 

It can take a minute or two for SKYUI to register a new menu. You'll need to wait for the notification in the top left.

 

Are you sure you are using the appropriate version? You'll find the SE version here.

 

Otherwise I'll need to see a papyrus log to see what's going wrong.

Posted

Some mods i know that they use crawling animations: Amputator framework and other mods using it like slaverun reloaded, SD+, Shout like a Virgin. Devious Followers uses the new crawling animation from DDi 4.1, since that's tied to a certain device it should be the easiest to detect but afaik no other mods use it yet and there it might rather cause trouble if it's used for scenes instead of generic stuff.

*edit: and ofc the mod i linked, it replaces the vanilla sneaking animation with crawling, technically no difference but might serve as an example to test, probably easier than other mods. 

Honestly i would prefer the invite as it works now - the thought that dogs & horses see you walking on all fours and see that as an invitation in combination with mods forcing you to crawl is pretty much exactly what i'd like to have. :) More than an actually intentional invitation by my toon, although that might be additional. But if you want to do both, i think ZAP has a pose where you're on your knees, butt in the air and head on the floor, that would work too i guess, some of the birthing animations used in SGO (rather poses), not sure if they're custom made by dark console or a resource you could use. Maybe this has something too.

Posted
2 hours ago, Nazzzgul666 said:

Some mods i know that they use crawling animations: Amputator framework and other mods using it like slaverun reloaded, SD+, Shout like a Virgin

Shout Like a Virgin does not use Amputator. The crawl animation is integrated in the mod. And the sprint variation is another animation integrated.

 

Detecting if a specific animation is in use is not possible regardless of if a mod is using Amputator etc, or not. You could detect a specific device but that's not going to help cover the majority.

 

The only way would be for mod authors to have the option to send a mod event so that this mod can do it's thing. I'd probably use such mod event if it got implemented.

Posted
14 hours ago, Sailing Rebel said:

I'm not sure if it's possible to detect if a particular set of walking animations is being used. If you have some example mods using non-sneaking crawl I'll take a look and see if there is a way to detect when they are active.

 

What I actually wanted to do with invite was use a set of custom animations in which the player would present themselves to the creature or maybe even some paired fondling animations for specific creatures. The hindrance there is coming up with good animations and also adding them outside of SL which is not something I've done before.

It can take a minute or two for SKYUI to register a new menu. You'll need to wait for the notification in the top left.

Taking a "invite" pose when the invite key is pressed sounds awesome - possibly it would be as simple as using the idle pose for the "catwoman" crawling animation from the Nexus that has really open permissions and only playing it for a few seconds when invite is pressed.

 

I don't think detection of crawling in many cases would be easy to do - sneak replacers wouldn't leave a trace (plus the MCM menu sneak = invite already exists).  Alternate animation using mods like SD+ and recently Devious Followers I believe call for the replacement animation via script, but without a universally agreed upon mod event being active at the same time I don't think you could detect that the normal walking animation has been replaced by a crawl (as opposed to something like FNIS Sexy Moves walks).

 

The DD petsuit would be easy to detect as I believe it has specific keywords attached.  It stretches a bit crazily when worn by actors in a sex scene, but otherwise doesn't interfere.  The only mods that currently use that suit us it in scripted scenes however, altho we'll have to see what the next version of DCUL brings. :classic_tongue:

 

Cool to see you active in your mod threads SRB, this mod has been rock-solid for me for a long time and more than one modder has used it as a code-base for more complex Sexlab scenes.  Thanks for the great work.

Posted

If VirginMarie says it's impossible i guess there's no point in trying. If you count mod size + update frequency vs bug count (and unique stuff added) she's probably the most capable coder on LL so i trust her on that, unfortunatly.^^

Mod events would mean every modder has to add it on its own, but better than nothing. At least it's a chance to get what i want. ;) Using (additionally) animations for invite on the other hand would probably mean it works with hostile creatures too, as a kind of surrender. Maria Eden Prostitution did that using the mentioned animation from ZAP, since ME is quite huge maybe asking zaira for the code or a hint where to find it would be easier than look it up for yourself if you're intrested.

Posted
On 6/20/2018 at 3:27 AM, Sailing Rebel said:

Turn on debugging in the Aroused Creatures MCM and it will display the reason for failed engagements in the console. This will also output to the papyrus log if you have that enabled.

 

The form is "[slac] Creature name (Sex): NPC/Player name (reason for failure)".

I tried having my untamed wolves mate with my followers, but whenever a wolf catches up they lose interest in each other.

In the papyrus log is:

Quote

[07/15/2018 - 12:44:36PM] [slac] <follower> failed victim test: hostile
[07/15/2018 - 12:44:36PM] [slac] wolf and <follower> have lost interest in each other

I tried setting the riquered relationship level to -4 but they still don't engage.

Posted
42 minutes ago, justavisitor said:

I tried having my untamed wolves mate with my followers,

Make sure 'Require LOS' is unticked in the MCM. That can stop things working properly.

Posted
3 hours ago, Grey Cloud said:

Make sure 'Require LOS' is unticked in the MCM. That can stop things working properly.

That's unticked, I haven't changed it from the default.

Posted
On 7/14/2018 at 12:43 PM, Nazzzgul666 said:

...

 

On 7/14/2018 at 2:48 PM, VirginMarie said:

Shout Like a Virgin does not use Amputator. The crawl animation is integrated in the mod. And the sprint variation is another animation integrated.

 

Detecting if a specific animation is in use is not possible regardless of if a mod is using Amputator etc, or not. You could detect a specific device but that's not going to help cover the majority.

 

The only way would be for mod authors to have the option to send a mod event so that this mod can do it's thing. I'd probably use such mod event if it got implemented.

 

23 hours ago, Reesewow said:

Taking a "invite" pose when the invite key is pressed sounds awesome - possibly it would be as simple as using the idle pose for the "catwoman" crawling animation from the Nexus that has really open permissions and only playing it for a few seconds when invite is pressed.

 

I don't think detection of crawling in many cases would be easy to do - sneak replacers wouldn't leave a trace (plus the MCM menu sneak = invite already exists).  Alternate animation using mods like SD+ and recently Devious Followers I believe call for the replacement animation via script, but without a universally agreed upon mod event being active at the same time I don't think you could detect that the normal walking animation has been replaced by a crawl (as opposed to something like FNIS Sexy Moves walks).

 

The DD petsuit would be easy to detect as I believe it has specific keywords attached.  It stretches a bit crazily when worn by actors in a sex scene, but otherwise doesn't interfere.  The only mods that currently use that suit us it in scripted scenes however, altho we'll have to see what the next version of DCUL brings. :classic_tongue:

 

Cool to see you active in your mod threads SRB, this mod has been rock-solid for me for a long time and more than one modder has used it as a code-base for more complex Sexlab scenes.  Thanks for the great work.

 

Thank you ?. Glad to see my bad coding habits being spread about...

 

Where equipped items are concerned, such as Devious Devices, the answer could be as simple as extending the Collared Arousal system to include additional slots.

 

For other cases it would really require soft dependencies which means going through those mods looking for some spell/item/faction to use as a status indicator then pulling that in with Game.GetFormFromFile. That's not always going to be feasible.

 

As for the invite animation I really want something active to make it worth firing and popping out the camera. Turns out that animating women being mounted by horses doesn't offer much incite into creating convincing standing solo animations... who knew?

Posted
5 hours ago, justavisitor said:

I tried having my untamed wolves mate with my followers, but whenever a wolf catches up they lose interest in each other.

...

I tried setting the riquered relationship level to -4 but they still don't engage. 

The issue here is that Aroused Creatures is specifically intended to address engagements with non-hostile creatures as hostile creatures are already covered by the Defeat and Submit mods. The relationship setting was an attempt to provide more accuracy in detecting hostile creatures, it's not intended to allow hostile creatures.

 

Alternatively, the mod One With Nature provides a means of making normally hostile creatures friendly so they can engage you and your followers using Aroused Creatures.

Posted
38 minutes ago, Sailing Rebel said:

The issue here is that Aroused Creatures is specifically intended to address engagements with non-hostile creatures as hostile creatures are already covered by the Defeat and Submit mods. The relationship setting was an attempt to provide more accuracy in detecting hostile creatures, it's not intended to allow hostile creatures.

 

Alternatively, the mod One With Nature provides a means of making normally hostile creatures friendly so they can engage you and your followers using Aroused Creatures.

Thank you, time to remod and start a new save.

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