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Sailing Rebel

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  1. This doesn't sound like a SLAC interaction. Check if you have any other mods that might be trying to start SL animations with creatures. Summoned creatures may be excluded from auto-engagement under Aroused Creatures MCM > PC/NPC Auto Settings. Check the Aroused Creatures > Help page for possible installation or configuration issues, and for failure codes for recent engagement attempts.
  2. This mod is for Skyrim Special Edition (1.5 and 1.6). Ensure that installation has completed successfully and there are no missing animation files. Run Pandora and deal with any reported issues.
  3. That's essentially the issue. We can give SLP+ (OGSL is another thing altogether) any set of 2-5 actors, including creatures, and it will try to find an animation for them, if there is one... But which creatures? Which combo might have an animation? An exhaustive search in either direction (starting with creature combos or with an animation that needs slots filled) would be a cumbersome bit of Papyrus and would likely be doing all that work for a very small number of available animations.
  4. Yeah, that sort of unintended interaction can be a pain. At the user level, you can select the problem creatures with N, then go to the Aroused Creatures MCM > Help > Clean Actor where they can be blocked from auto-engagement. But this has to be done one-at-a-time. I'm working on a user-configurable, open-ended compatibility system that should allow bulk exclusion of actors from specific mods (if it works). But I don't have a timeline on that yet.
  5. Not currently. It's something I think about every time I'm in the FindExtraCreatures() function. Right now, this function limits searches to creatures of the same race, just because it's faster. I'd like to make multi-race engagements happen, if I can find a way to do it that won't leave every scan churning through countless unusable combinations, just for chance of being able to use something from a relatively small subset of animations. Is there a specific animation pack you are thinking of?
  6. Locate and translate Data/Interface/Translations/SexLab Aroused Creatures_LANGUAGE.txt All of those files are provided in English, as there is no fallback language for the MCM.
  7. If you are just starting modding now, I strongly recommend using the latest version of Skyrim SE (version 1.6.1170). This is going to have better support and future development. SLO Aroused NG shouldn't be causing crashes. Make sure that all requirements have been installed.
  8. Had quick look at this, and it appears that warning can be ignored. Right now RaceMenu's SKEE64.dll in 4.20 (and 4.19) is reported by SKSE with the name "skee" and a version number of 1, which doesn't really make any sense. plugin skee64.dll (00000001 skee 00000001) loaded correctly SLP+ MCM is looking for a more sensible "SKEE64" with a version number of 7 or grater, which is why there is an X displayed. But this is presumably just a proxy for the NIOverride functions needed to apply overlays. It doesn't affect anything outside the MCM. Those functions are available in the current RaceMenu, and SLP+ uses them regardless of the check result.
  9. Use the Target Select key on a creature, then go to Aroused Creatures MCM > Help > Clean Actor > Auto Engage Permission and set the creature to Blocked. This will prevent that creature from being auto-engaged, but still allows direct or dialogue invitation. Check the Recent Engagement Failures lists on the Help page. Hover over a failure code in the list to see an explanation and possible solution at the bottom of the interface. This may explain why auto engagements are not starting. There may be compatibility issues with 1.5.97, which is no longer tested for. In particular, PapyrusUtil has seen some new functions added in the last five years that were not back ported. We'd need to look at a papyrus log to know.
  10. Okay, I think the problem here is that this particular DLC quest puts the player in a running scene and leaves them there until the either the scene is ended by a script or Mirrak is defeated. Looking at the code, the scene is supposed to end when Miraak leaves (detaches from the cell), so it may be possible to clean this up by using the wait menu, fast travelling, or using a loading door. Scenes convey exclusive control of the involved actors, preventing them from participating in any other scenes or progressing quests that need them in scenes. It should only be used when exclusive control is required. SLAC respects this (which is why engagements are bing rejected in this case) and uses scenes itself to indicate to the game and other mods when it needs control of actors. You can enabled the Allow Actors in Scenes option under Aroused Creatures MCM > Other Settings > Fixes, which should allow direct and dialogue invitation, and horse refusal engagement to go ahead in this case. It should be noted that this option has the potential to soft-lock quests, including the main quest, so it should be disabled as soon as possible. It could even break the DLC2SoulSteal scene if an engagement is triggered at the wrong time. If that happens, reloading a previous save is the safest way to fix it. Honestly, that scene is just badly designed. There is no reason for the player to be in it at all. Edit: Researching this a bit more, it looks like the vanilla quest script itself is bugged, getting stuck in a while loop that prevents the scene from ending. If that's the case here, this mod might fix it: https://www.nexusmods.com/skyrimspecialedition/mods/97155
  11. 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.
  12. What we're looking for is the standard papyrus log: My Games\Skyrim Special Edition\Logs\Script\Papyrus.0.log
  13. 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?
  14. 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.
  15. 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.
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