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Sailing Rebel

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  1. I briefly explored this and was not satisfied that the framework was robust enough at the time. The OStim scenes appeared to be very fragile and easily disrupted. In controlled environments it was fine. But in the uncontrolled situations created by SLAC engagements, like running multiple scenes in the middle of busy city cells, OStim scene actors often ended up seriously displaced, desynced, or simply ejected from the scenes. It just wasn't worth the dev work. But I'll certainly check in on it again in future. It would be nice to have the option.
  2. What we're looking for is the standard papyrus log: My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log
  3. The only other thing to try is SexLab MCM > Rebuild & Clean > Clean System. After using that option, SexLab will need to be reconfigured and any SLAL packs re-registered. Otherwise, we'll need to look at a papyrus log to see what's happening. Are the animations listed in the Aggressive Animations page?
  4. I'm currently working with OSL Aroused 2.6.0 (Later version seem to have occasional problems with unexpected arousal increases). This one is simple, no fuss, and the default options are fine. Which is perfect for testing.
  5. Hovering over the error code will give an explanation at the bottom of in the interface. "Arousal" just means that the acrtor did not meet the required arousal threshold for that engagement. Which threshold is being tested depends on the nature of the engagement, but the usual ones are from PC / NPC Auto Settings. "Gender" means that the actor was rejected due to their detected sex based on the Aroused Creatures configuration. Most likely this will be female creatures being filtered out. Again, this is usually from PC / NPC Auto Settings.
  6. Without Match Creature Genders, all creatures are treated as male (or, more technically, as a third universal sex). If you have a lot a female creature in your game, its possible that they are being ignored either due to Aroused Creatures configuration, or a lack of female creature animations. Disabling Match Creature Genders means that they may be treated as male and use male animations. After staying in an area with a lot of creatures for a few minutes, check the Aroused Creatures MCM > Help page, where there is a list of recent engagement failures along with failure codes. Highlight a code to see an explanation at the bottom of the interface. With Match Creature Genders enabled there may be codes for "CreatureSex", "Gender", "Female", "FF" or "NoAnims", which could all be the result of female creatures being rejected for engagements. If you are using SLP+, I've noticed some of the SLSB animation conversions have unexpected sex flags on a few creature animation positions, meaning they will not normally be used. This might then exclude some female creatures if their only available animation position is tagged as male. I don't have a fix for that - I think it would require using the SLSB tool to reconfigure the animation files.
  7. This is an issue that crops up rarely, but with some regularity. It's not isolated to Aroused Creatures, and so far there's no solid explanation for it. Ensure that that game and all modding tools are installed outside Program Files and other protected folders. SLAC needs to access configuration files in the Data folder via SKSE, and this can be blocked by Windows UAC. Antivirus apps can block, corrupt, or delete modding files. So also ensure that exclusions have been configured in any AV app for the game installation folder and all modding related folders, including the downloads folder. After that, uninstall SLAC, redownload it and reinstall. If the issue persists, test in a new game. If it works there, then this may be an issue with that save. Try uninstalling Aroused Creatures, make a new save, and then reinstall it. This can be problematic, as mods of this size often cause a save to be reported as corrupted after removal. If that's the case, then use coc qasmoke in the console and try to load the save from the escape menu. Otherwise, the only option will be to load save from before SLAC was installed.
  8. Thanks for that. I'm not seeing any errors from Aroused Creatures, and I'm not able to reproduce this issue myself. There are a lot of errors from SL Aroused and SLH Game Voices, but these are probably not related. You mentioned using Immersive Interactions. Naturally, that mod does a lot of animation handling, and I'm seeing bug reports for delayed and unexpected animation events, so I'm wondering if it might be causing problems with the SL animation process.
  9. If you can, it might help to see a papyrus log from a session in which the General Settinsg > Debug option is enabled and this issue encountered.
  10. For anyone needing similar safeguards against breaking things like this, here is a cobbled together stack of what I currently do before sending a default animation event: ( akActor != PlayerRef || \ ( !Utility.IsInMenuMode() && \ !UI.IsMenuOpen("Dialogue Menu") && \ !UI.IsMenuOpen("Console") && \ !UI.IsMenuOpen("Crafting Menu") && \ !UI.IsMenuOpen("BarterMenu") && \ !UI.IsMenuOpen("MessageBoxMenu") && \ !UI.IsMenuOpen("ContainerMenu") && \ !UI.IsTextInputEnabled() ) ) && \ akActor.Is3DLoaded() && \ !akActor.IsOnMount() && \ akActor.GetSitState() < 1 && \ akActor.GetSleepState() < 1 && \ !akActor.IsBeingRidden() && \ !akActor.IsWeaponDrawn() && \ Debug.SendAnimationEvent(akActor as ObjectReference,"IdleForceDefaultState") Which I think illustrates how dangerous it can be to send these events. To break that down: If this is the player, make sure menus are not open, otherwise make sure the actor is loaded, is not on a mount, sitting, sleeping, being ridden by another actor, or has a weapon drawn. In implementation, I have those menu tests broken out into a separate function for reuse. Probably the most important condition there is IsOnMount(). Sending a default animation event to mounted actors will break their animations. Sending it to a mounted player will permanently break the game. The player will stand on the horse unable to do anything and there is no fix for this except loading a previous save. There is a potential issue with other asynchronous operations triggering affected actor states after their conditions have been tested. But so far I've not seen that happen in SLAC.
  11. Use the Clean Actor option in the Aroused Creatures MCM > Help page, or try to use a chair or crafting station. SLAC has safeguards to prevent exactly this type of issue (usually caused by sending a default idle animation event while the player has a weapon drawn). I've never seen it happen in testing since adding the safeguards, so I'm inclined to think another SL mod is causing this. If you have any mods that act on all SL animations, maybe something that stops nearby combat, or is used to initiate post engagement animations, then these are potential culprits.
  12. I can't provide support for patched versions of SLAC, as the issue is almost certainly with the patch. Patches are typically very version-specific, so make sure everything has compatible versions installed. For instance, PapyrusUtils added some functions a few years ago that SLAC took advantage of, but this means that current versions will no longer function fully on older games.
  13. If a solution I can implement presents itself, I'll certainly look at it. But really, I need to replace that struggle system entirely.
  14. I'm not able to reproduce it here yet. But it sounds like it's not that predictable. I'm seeing what might be a similar issue in the bug tracker for iWant Status Bars in relation to SL Widgets. I would not have expected these mods to interfere with widgets that are not a part of that framework, but I don't know enough about their internals. I'm wondering if we are seeing some sort of indexing limit for UI elements. Since these mods add so many, maybe they are starting to overflow into a limited address space and interfering with each other. That might explain the unpredictable behaviour, similar to exceeding the game's plugin limit.
  15. Do the struggle meters display normally without the other widget mods? Try moving the meter to a different position on the screen under Aroused Creatures MCM > Dialogue & Interaction > Player Struggle.
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