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Are you able to reassign keys in any other mods' menus? If not, then check that nothing is overriding the SkyUI files (In MO2 you may need to enabled Tools > Settings > Workarounds > Archive Parsing and reload the Data tab). Otherwise, we'll need to look at a papyrus log for a session in which the Aroused Creatures MCM > General Settings > Debug option is enabled and the issue is encountered. Edit: Also, check that SkyUI is up-to-date. There was a bug in a previous version that prevented confirmation dialogues from opening. Which could impact hotkey assignment.
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Try cleaning the PC in the SLAC MCM Help page. That should trigger the slacAnimation.RestoreIK(akActor) function which will use ClearLookAt(). Of course, that will just be a temporary fix if it works, but it will tell you if the script changes will work. This is a tricky one. SLAC will generally only use ClearLookAt() on the player when triggering an invite animation. The function is used to avoid the strange wiggling from trying to both use the applied idle while applying look-at IK to the head and spine. After that, SLAC will not re-apply any look at function to the player. So the look-at manipulation begins and ends with the invite animation. This means the actual SetLookAt() that is causing problems here is probably coming from something else that might be failing during the SexLab animation. So editing the scripts might alleviate this, which is great, but it won't address the underlying issue of another mod failing to manage the look-at functions properly. The reason that SLAC does not ClearLookAt() for the player at the end of an SL animation is to avoid interfering with SLs IK management and any PC head tracking mods that might be installed. Yes, it's a necessary evil that the requirements for compiling SLAC have now inherited all the requirements for SLP+. I have CK configured to use an external folder for PSC files and dump everything I could possible need in there so it won't contaminate the game installation. CreationKit.ini: [Papyrus] sScriptSourceFolder="E:\Modding\Skyrim\Compiler\CK Merged Source" In the "CK Meged Source" folder I include: Vanilla Scripts SKSE SkyUI SkyUI SDK SexLab Framework SexLab PPlus Framework Acheron AEL Struggle JContainers Kris's Papyrus Extender Lovense API Mfg Fix PapyrusUtil Powerofthree's Papyrus Extender RaceMenu SexLab Aroused SexLab Aroused Creatures UIExtensions VRIK Player Avatar Hope that helps.
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Its possible. I'm seeing some responses in the support thread for that would about issues with horse interaction. Otherwise, we might need to look at a papyrus log for a session in which the Aroused Creatures > Debug option is enabled and the issue is encountered. But that will only provide limited possible indicators. You could try using More Informative Console on an affected horses and dig through their Packages, Magic Effects, Aliases, Factions, etc, to see what other mods are doing with it.
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The error in the console, "StartSex: not enough actors", is unusual. It should not be possible for it to get that far with no actors in the call. Reinstall SLAC and make absolutely sure nothing is overriding its files. If that does not work, we'd need to look at a full papyrus log for a session in which this issue is encountered.
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Not sure if the experimental MNC build is supported by the current Automated SLSB Conversions yet. Enable the matchmaker spells in the SexLab MCM and use those to try and start an animation with a creature. If this does not work, then there is likely an issue with the SLP+ installation or configuration. If it does work, then the issue may be with SLAC. In that case we'll need to look at a papyrus log for a session in which the Aroused Creatures MCM > General Settings > Debug option is enabled.
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Dialogue with horses is specifically blocked by default to avoid conflicts with expected behaviour and ensure compatibility with horse mods. Even with horse dialogue enabled, some conditions will prevent dialogue with the player's horse to avoid breaking things. Some horse mods use a "talking activator" to intercept activation of horses. SLAC will try not to interfere with this as it can lead to unexpected results. You can try configuring the Invite key to open creature dialogue, which can work around this situations.
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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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