Jump to content

Recommended Posts

Posted
1 hour ago, roulk said:

Has anyone had issues where creature sex with follower NPC's doesn't happen-- as in, it's initiated, but the animations don't start? 

Or where the doggystyle animation on the player only occurs kind of when it wants to-- it's initiated, but doesn't play correctly?

CF "only" handles creature arousal. If you have problems with animations then it's going to be somewhere else.

 

Are you sure you have animations? Installed the mods, enabled them in SLAL, and then told SLAL to register them with SexLab?

Are the problems only with specific animations or with everything?

How's your script lag? Is there so much running that it would cause problems for SexLab, which is script-heavy?

Posted
3 hours ago, tasairis said:

CF "only" handles creature arousal. If you have problems with animations then it's going to be somewhere else.

 

Are you sure you have animations? Installed the mods, enabled them in SLAL, and then told SLAL to register them with SexLab?

Are the problems only with specific animations or with everything?

How's your script lag? Is there so much running that it would cause problems for SexLab, which is script-heavy?

I mean, the animations play, I've seen them happen, so I assume that means they're installed (they wouldn't be playing if they weren't installed, right?). It's just a coin toss on if specific animations are going to play properly or if they're going to get stuck on start up, or the actors might not get lined up properly. 

For NPC's, my follower just stays in her "invitation" animation while the creature (horse) does nothing. Sound effects are going as if something's happening. 

I'm not sure how to check for script lag. I have a ton of mods active, so I wouldn't be surprised if some of them were fighting with each other. 

Posted
18 hours ago, roulk said:

I mean, the animations play, I've seen them happen, so I assume that means they're installed (they wouldn't be playing if they weren't installed, right?). It's just a coin toss on if specific animations are going to play properly or if they're going to get stuck on start up, or the actors might not get lined up properly. 

For NPC's, my follower just stays in her "invitation" animation while the creature (horse) does nothing. Sound effects are going as if something's happening. 

I'm not sure how to check for script lag. I have a ton of mods active, so I wouldn't be surprised if some of them were fighting with each other. 

Does kinda sound like script lag. Pull up your save file in ReSaver and see how many Active Scripts there are.

Posted
On 8/25/2020 at 1:11 PM, tasairis said:

Does kinda sound like script lag. Pull up your save file in ReSaver and see how many Active Scripts there are.

I don't know how to do that. I had the Resaver mod installed a moment ago, but I'm not sure what to click without breaking something. I get kind of paranoid about this kind of stuff. 

 

For what it's worth, something new happened the other night: the option to ask my follower to fuck the horse appeared for the first time ever. Once she was aroused enough, I could tell her specifically how do to it, but every time she got close, the notice would say "Jeanne cannot approach the horse" or something, and nothing would happen. When I played tonight, the option wasn't there at all. Not sure what happened. 

Posted
13 hours ago, roulk said:

I don't know how to do that. I had the Resaver mod installed a moment ago, but I'm not sure what to click without breaking something. I get kind of paranoid about this kind of stuff.

Start program, load save, wait for it to open, look in list for "Active Scripts".

 

13 hours ago, roulk said:

For what it's worth, something new happened the other night: the option to ask my follower to fuck the horse appeared for the first time ever. Once she was aroused enough, I could tell her specifically how do to it, but every time she got close, the notice would say "Jeanne cannot approach the horse" or something, and nothing would happen. When I played tonight, the option wasn't there at all. Not sure what happened. 

That would be a question for the mod's support thread.

Posted
6 hours ago, tasairis said:

Start program, load save, wait for it to open, look in list for "Active Scripts".

 

That would be a question for the mod's support thread.

Okay, used the program, loaded my most recent save, and got this message:

Potential problems were identified

There are 129 unattached instances.

There are 105 undefined elements.

 

Specifically for active scripts, it says (5). That doesn't seem like too many, but should I list what the plugins are?

Posted
17 hours ago, roulk said:

Okay, used the program, loaded my most recent save, and got this message:

Potential problems were identified

There are 129 unattached instances.

There are 105 undefined elements.

 

Specifically for active scripts, it says (5). That doesn't seem like too many, but should I list what the plugins are?

129/105 is a bit high. Generally those things can be removed, but they don't tend to cause problems so if you're not sure then you can leave them.

 

5 active scripts is normal. If there were some sort of script lag that was backing up the engine, I would expect that number to be higher as things back up.
I forget if you mentioned it already, but how does your Papyrus log look? Jump down to the bottom: do you see a lot of errors? Each line starts with a timestamp; do you see lots of lines being written all at the same time?

 

From there is kinda goes into regular mod troubleshooting: take a look at your mods in-game that do things in the background (eg, Aroused Creatures scans every once in a while) and try disabling them. See if the game lightens up. If so, try enabling them and instead increasing the amount of time between the scans.

  • 2 weeks later...
Posted

Why am I getting an error message about downgrading and "Things will be broken"? I haven't downgraded anything. All I did was adjusting my load order by moving BDIC after More Nasty Critters.

Posted
37 minutes ago, saltshade said:

Why am I getting an error message about downgrading and "Things will be broken"? I haven't downgraded anything. All I did was adjusting my load order by moving BDIC after More Nasty Critters.

MNC has a new CF version included, BDIC maybe also, but the old version? 

Posted
5 hours ago, Pfiffy said:

BDIC maybe also, but the old version? 

no that mod should not have CF in it.....but i have not looked at that one in a long time.

Posted
Just now, MadMansGun said:

no that mod should not have CF in it.....but i have not looked at that one in a long time.

he has one CF script in the download of new version... And I'm gettin prepared to tell a lot of ppl how they get it working again.....

Posted
6 hours ago, Pfiffy said:

he has one CF script in the download of new version... And I'm gettin prepared to tell a lot of ppl how they get it working again.....

BDIC seems to have the old version. I moved the install files of MNC after it and the error message is gone. I don't think BDIC have to be after MNC in the left side of MO2 to work. I don't get why he has a CF script in it. If he didn't do any changes to it, he shouldn't include it at all, or at least update it to the latest version of CF.

Posted
21 minutes ago, saltshade said:

BDIC seems to have the old version. I moved the install files of MNC after it and the error message is gone. I don't think BDIC have to be after MNC in the left side of MO2 to work. I don't get why he has a CF script in it. If he didn't do any changes to it, he shouldn't include it at all, or at least update it to the latest version of CF.

Please test if CF is still working. Target an animl and press 'n' and look if it appears in CF's puppeteer.

Posted
4 hours ago, Pfiffy said:

Please test if CF is still working. Target an animl and press 'n' and look if it appears in CF's puppeteer.

Yes, it appears in the puppeteer menu and I can change its arousal state. I can't get dicks to show only in animations though, so I have to use the always erect mod.

Posted

Human animations work and play properly, however it only animates the player character, not the creature character when playing a "non-human x player" animation (I.e Trolls, Vampire Queen/Lord, ect) which is rather frustrating. Is this a bug or is there a way to fix this?

Posted
2 minutes ago, ShadowWolf1 said:

Human animations work and play properly, however it only animates the player character, not the creature character when playing an animation which is rather frustrating. Is this a bug or is there a way to fix this?

Reregister the anims in SLAL and check if Creature anims are enabled in SL. Follow the steps in MMG's guide for MNC. 

Posted
5 hours ago, Pfiffy said:

Reregister the anims in SLAL and check if Creature anims are enabled in SL. Follow the steps in MMG's guide for MNC. 

Nope, still nothing. It isn't working. The player character does the animation, but the creature character just sits there as if nothing is happening.  And now the game crashed, fuck this I am just going to uninstall this particular mod since everything else works fine, but this...

Posted
On 8/30/2020 at 4:51 PM, tasairis said:

129/105 is a bit high. Generally those things can be removed, but they don't tend to cause problems so if you're not sure then you can leave them.

 

5 active scripts is normal. If there were some sort of script lag that was backing up the engine, I would expect that number to be higher as things back up.
I forget if you mentioned it already, but how does your Papyrus log look? Jump down to the bottom: do you see a lot of errors? Each line starts with a timestamp; do you see lots of lines being written all at the same time?

 

From there is kinda goes into regular mod troubleshooting: take a look at your mods in-game that do things in the background (eg, Aroused Creatures scans every once in a while) and try disabling them. See if the game lightens up. If so, try enabling them and instead increasing the amount of time between the scans.

Kind of kept forgetting about this. For what it's worth, I think the problem might just be with Jenassa herself: she seems to not follow me very closely unless we're in combat. 

 

I did somehow manage to have her and the horse go at it more than once, which was cool. Changed literally nothing, did it for grins and it worked. Nice. 

She won't fuck my dog follower though. She'll accept the order, but the same notification comes up, that she can't get near it or whatever (even if they're literally touching)

I did however get an innkeeper to take the dog, so it's not a general NPC issue I don't think. Just specifically this follower. I could test it out on the Unbroken or someone else for grins, but idk. 

Posted

New CF doesn't work very well. It shows the creatures under the puppeteer but changes don't apply to all creatures, sometimes they get erected, sometimes they don't. The old version worked every time, this new version not so much. Even with arousal set to 0. I think I'll downgrade soon.

Posted

did somehow manage to have her and the horse go at it more than once, which was cool. Changed literally nothing, did it for grins and it worked. Nice. 

She won't fuck my dog follower though. She'll accept the order, but the same notification comes up, that she can't get near it or whatever (even if they're literally touching)

 

Switch off line of sight needed

 

  • 2 weeks later...
Posted

In my game, from limited testing, one on-screen creature will become aroused for an animation. Other on-screen creatures will not. Creatures can be selected from the MCM Puppeteer, but forcing their arousal state to aroused has no effect if another creature is aroused.

Posted

Question: how does more nasty creatures and creature framework interact with additional creature animations?

 

I installed both MNC and CF, and got some additional creature type animations, and ran FNIS in the usual way. Once I register all the animations in SL Animation Loader am I supposed to get more options in the pulldown in CF? I'm only seeing "Disable" and "More Nasty Critters" which presumably does not include the animation I've loaded from elsewhere. When I'm testing it out (starting out enslaved by Falmer), they only ever seem to be using the one same animation when I have more than one Falmer animation in the animation packs I have installed.

 

Is it supposed to just work on it's own or are there settings I need to set (other than enabling and registering the animations in SLAL, which I've done)?

Posted
3 hours ago, Anunya said:

Is it supposed to just work on it's own

yes

 

3 hours ago, Anunya said:

they only ever seem to be using the one same animation when I have more than one Falmer animation in the animation packs I have installed.

sounds like they did not register check to see if you went over the registration limit in sexlab.

or your playing as a male and have "Match Creature Gender" turned on...or it could be the "restrict aggressive animations" setting.

 

....the other possibility is whatever mod is making you "enslaved by Falmer" is using a limited script to start the animations (only using animations that have certain keywords in them).

Posted
6 hours ago, MadMansGun said:

yes

 

sounds like they did not register check to see if you went over the registration limit in sexlab.

or your playing as a male and have "Match Creature Gender" turned on...or it could be the "restrict aggressive animations" setting.

 

....the other possibility is whatever mod is making you "enslaved by Falmer" is using a limited script to start the animations (only using animations that have certain keywords in them).

 

Good to know, thanks! I'm doing a fresh modlist and new, working through every MCM setting and re-registering animations and so on. I'll check the settings you suggested as well (though I'm playing a female character). Hopefully it'll work :)

 

For anyone interested: I'm using Alternate Start to trigger an "I'm enslaved" scenario using Sanguine's Debauchery.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...