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If no SL mods are working, then something is wrong with the SLP+ installation. You'll need to ask in either the SLP+ support thread or discord. If it's just Aroused Creatures not working, then we'll need to look at a papyrus log from a session in which the Aroused Creatures MCM > General Settings > Debug option is enabled.
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The NOTHREAD failure code indicates a problem with SexLab itself. It means that an attempt was made to start an animation and SL failed or rejected it. SLAC has a lot of preliminary checks that would normally stop it from reaching this failure state. It seems like there is something seriously wrong with the SLP+ installation for it to get that far.
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The quest will not necessarily appear in your log. Quests are used as controllers for a lot of functionality an behaviours besides the RPG elements. For instance, that Carved Brink quest we were looking at just plays a scene in which two goblins say a couple of things, and it won't appear in the log. It's completed just be letting them finish their dialogue. At this stage we'd have to have a look at a papyrus log for a game in which the Aroused Creatures > General Settings > Debug option is enabled and the Target Select key is used on Meeko.
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I had a quick look at the CB plugin, and I'm not confident that this is the source of the problem. The scene ID only involves two specific goblin actors, so it's not going to be interfering with Meeko. The bug in the MCM might be misidentifying the ID as well as the source. You may need to use More Informative Console to check Meeko's active packages and aliases to see what quests he may be involved in. You could also enable the Aroused Creatures > General Settings > Debug option, then use the Target Select key on him. If he is blocked, this will provide additional info to the Papyrus log and in-game console, hopefully including a more accurate quest ID for the running scene.
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Stopping scenes or quests like that via console can prevent the rest of that mod from working. It might block future quest progression or disable features. You may be able to identify which quest the scene belongs to in xEdit and try to progress it to get to the end of that quest, or at least far enough into it to end that particular scene.
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The mod ID in the MCM is a bug. It's being thrown off by ESL-flagged mods. I'll get that fixed for the next update. HPGScene08 appears to be from Carved Brink. If you find an actor permanently stuck in this scene, it may indicate a bug in that mod. Actors can only occupy one running scene at a time, getting stuck in a never-ending scene can be game-breaking. You can use the Allow in Scenes option under Other Settings > Fixes, but it may also be necessary to disable pursuits under PC/NPC Auto Settings, since the pursuit scene cannot run at the same time as the blocking scene. It would be best to try and track down why that scene is still running, and it if may just be broken. There is an Unofficial Carved Brink Patch on Nexus, but I have no idea if addresses this specific issue. CB hasn't been updated since 2019, so there may not be much support available.
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If MatchMaker is not working, it typically means there are no animations installed for that creature race with a male actor.
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Well, maybe you could change some of the dialogue lines in those mods to make them less aggressive? It all ends in an SL animation, how we get there is largely cosmetic.
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TLDR; I suspect it might be easier to look at what is preventing other "random sex" mods from functioning and trying to fix those, rather than retrofiting SLAC. Currently, the simplest and most reliable way to detect creatures is to look for actors without the ActorTypeNPC keyword. This is applied on the scan quests in the auto-fill alias conditions. Note that there are two scan quests, one for creatures and one for NPCs which looks for actors with ActorTypeNPC. By itself, the keyword is not enough to be sure what you have is a creature, but it narrows the field. SexLab itself is used to check the actor race and determine if they are an NPC or creature, and whether or not they have valid animations. There are several places in the code that would screen out non-creatures. Most notably the OGSL code uses creature-specific functions like SexLab.GetCreatureAnimationsByActors() which will return nothing if there is no creature in the set of actors. SLP+ is a little more agnostic and will return animations for any set of actors with a single function. You'll also need to look at the various conditions for establishing if an actor is a valid creature. So you would be searching the code for HasKeyword, AllowedCreature*. You might also need to look at the aliases and scene conditions for the pursuit and dialogue quests which may use creature/NPC detection as a proxy for general validity (been a while since I was in there). If you are looking to create a mod like SLAC, but for NPCs, I would look at the scanning code to establish how that works (it's pretty dumb - just starting a quest with a bunch of auto-fill aliases and then iterating through them). Then look at the testing functions CheckNPCFast, CheckNPCNormal, and maybe CheckNPCAuto which are used to make sure that an NPC can and should be animated. From that you can get a set of usable actors. Then you just need code to actually start the animations. This is a little convoluted in SLAC with both OGSL and SLP+ functions and mediating the differing tagging and animation selection systems. It might be easier to understand by starting from scratch and checking back for dealing with specific problems. SLAC is released under GPLv3, so you can use the code and resources in whole or in part for a new mod, so long as it is distributed under the same license.
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Ensure that nothing is overriding SLAC's files in MO2. Firewalls control connections via your network, it is unlikely to affect your mods. The things to address are install location, and antivirus The game and all modding tools must be installed outside Program Files and other protected folders. This is to avoid issues with Windows User Access Control (UAC) which can prevent executables from running and block access to files. All folders involved in modding must be excluded in any antivirus apps, including the default Windows Virus & Threat Protection. Antivirus can arbitrarily block, delete or corrupt files, and its behaviour can change at any time as virus definitions are updated in the background. The folders to exclude include: The game installation folder. The mod manager installation folder. The mod manager instance or staging folders. Folders containing any other modding tools. All modding download locations. Since these measures are deliberately opening a hole in the system's security, it is important to ensure that nothing is running as admin to at least protect your system files. Only download mods and tools from legitimate and verifiable sources.
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That message is showing the script version as "0". This means the required script is missing, corrupt or blocked. Ensure the measures described in the installation instructions have been followed to prevent interference from Windows UAC and Antivirus. Uninstall SLAC and deleted the archive. Re-download and reinstall.
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Creature Summoner is distributed via the More Nasty Critters downloads.
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OGSL does not have any built-in arousal mechanism. SLP+ has some sort of arousal system, but I've not looked into this yet. In most cases, users will be installing a separate arousal framework. These frameworks watch for SL animations, along with nudity and other events, and manage actor arousal levels based on these. The thing to keep in mind while troubleshooting the issues you are seeing is that nearly all mods using arousal will be accessing a common arousal faction (sla_Arousal) which is provided by the SexLabAroused.esm plugin. For compatibility, all the arousal framework mods need to keep that ESM and need update that faction in-game. I suspect that the problem you were seeing were caused by a script issue in OSL Aroused that was preventing that faction from updating. I've tried the latest OSL Aroused (2.9.2) and did not see the sort of problems you were. This suggests something was going wrong with OSL Aroused in particular in your game. Still, hope the rebuilding the list goes more smoothly.
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It looks as though OSL Aroused is not updating the actor's arousal faction for some reason. The arousal level it is display is not from the faction rank, but probably some internal calculation or storage. If the faction is not updated, SLAC arousal-based functionality will not work. Check the MCM and see if there are any configuration options that might be getting in the way. Try SexLab Arousal mode and see if that makes any difference. Some users have reported issues with later versions of OSL Aroused. Try version 2.6. Check the papyrus log, see if it's throwing any errors.
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