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Sailing Rebel

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  1. In general, I tried to keep the creature markers to spots where there is space for NPCs to go around them... in vanilla. If the cell is modded, especially if the navmesh is significantly different, there are likely to be issues. The safest way to deal with modded city cells is to delete those cells from the More Creatures ESP. You could also use More Informative Console to ID the individual creatures and delete them from the cells in xEdit (as always when doing this, delete the creatures, not the markers). Not used Play With Animals before, but if it's dynamically picking up nearby creatures in quest aliases and scripts, then disabling them mid-process could cause issues. SLAC deals with this by having multiple checks at various stages to ensure that the creature is still there and still usable. Other mods may not be able to respond like this. So, while disabling can solve immediate problems, it is usually best to edit the ESP to get better and more persistent results customised to your modded game.
  2. Collars have to be added manually. The system registers collar types, not individual collars. So if you add one iron collar, all other irons collars will be treated the same.
  3. SLAC is not throwing any errors in that log. I just tested with More Horses and bucking works as expected with both MH-specific horses and purchased horses. So this appears to be an issue with Requiem and/or Minor Arcana. Unfortunately, I'm not in a position to test with these. It also looks like there could be issues with the Creature Framework and Aroused - a bunch of function and property warnings that suggest mismatched scripts. Might want to check the installations and make sure nothing is overriding them.
  4. The logic for bucking the player is pretty simple, so there is not much to go wrong. The only thing I can see that might disconnect is the relationship between the game registering the player's last ridden mount and the current mount. Under normal circumstances, the current mount will always be the last. But perhaps a modded mount might avoid that somehow. Is the Whiterun horse itself modded in any way? A papyrus log might help in this case.
  5. Make sure no SL animations are running and check Aroused Creatures MCM > General Settings > Performance > Current SexLab Animation Count. If this is anything other than 0/15 then it means there is a stuck thread and the actor that is listed as engaged is probably stuck in it. As mentioned, saving and loading should stop and clear all SL animation threads If it keeps happening, it would suggest there is an issue with the SexLab installation, a bug in SexLab itself, or something in another SL mod that is triggering this problem.
  6. This is a bug in SL that causes actors to get stuck in an SL thread after an animation. It should clear after saving and reloading. You might also try using the Rebuild & Clean > Stop Animations, or even Clean System (though this will require reconfiguring SL afterwards). Have to say, I've not seen this in the current version of SL. Last time I saw this was in the 1.8 version of SLP+, and it was pretty persistent there when it happened, even through save and load. Seems to not be an issue in 2.5+ available from the Discord.
  7. Just did some testing. It looks like this is a compatibility issue with SL. Probably something to do with the custom races, as you suspected. Interestingly, I was able to engage Fury-tamed creatures with SLP+ (2.6 or later).
  8. What does the AC Help page say about the tamed creatures in the recently failed engagement lists?
  9. I've tested with Menu Maid 2 and still can't reproduce this. Tried renaming and reordering the menus, and the options were still usable. So something else must be contributing, perhaps the MM2 configuration itself. Could you try temporarily hiding/renaming the Data/SKSE/Plugins/MenuMaid2.ini and MenuMaid2_ConfigEditorids.ini files? See if that resets MM2 and allows the options to work again.
  10. First, forget SE/AE, it's misleading. There is no "AE" version of Skyrim. The so-called Anniversary Edition is just a DLC mod pack for Skyrim Special Edition. The version of the game is the same whether the DLC is installed or not. The only thing that counts is the version number of SkyrimSE.exe (right-click > Properties > Details > Product Version). SKSE and all SKSE plugin mods (those that add DLLs) must be strictly and explicitly compatible with that version. Aroused Creatures does not have a DLL and is not dependent on a specific Skyrim SE version. However, it is dependent on a SexLab (P+) version ranges for function compatibility. For instance, it will not work with SLP+ versions before 2.5. There will be a warning on the Help page if an incompatible SL version is detected.
  11. I'm not sure. It's mentioned in the Pandora issue tracker as completed, but the response is ambiguous, and I don't see it mentioned anywhere else. It's possible that the devs just consider PCEA to be out-of-date and not worth providing compatibility, since we now have OAR. Beyond that, the options will be to not use PCEA, try to do the same thing with OAR, or go back to Nemesis + FNIS.
  12. I've not been able to reproduce this in 4.13. I can cycle through all six options multiple times without issue. The options for Allow Same Sex are [0] => "Allow None", [1] => "Allow MM", [2] => "Allow FF", [3] => "Allow Both". If you're seeing just "Female" in there, then it suggests that we're dealing with an incompatible version of the MCM script. The Allow Same Sex option logic is a bit complicated for what it does, so it's possible that it's going wrong somewhere. Could you check the Papyrus log after the UI issue appears and see if there's any related errors?
  13. OSL Aroused is a known issue, in particular it does not handle creature arousal at all. There may be other issues too. I’ve not investigated further, as it's just not a creature-compatible mod in its current state. Check the AC MCM > Help page in the Failed Engagements list for the NPCs names. Highlight any error codes there to see an explanation and possible solution at the bottom of the interface.
  14. Hard to say for sure. There is no "only when naked" option in recent versions. Instead, this has been broken down into allow/disallow auto-engage for each armor class, with an option to override the class for currently worn armour. These options are found under PC/NPC Auto Settings > Armor & Clothing. By default, AC looks for the class of the armor worn in the slot 32. If the detected class is anything other than 0 (light),1 (heavy) or 2 (clothing), or the armor does not include that slot, the actor is treated as naked. Either wear the armor in question on your character or use the target select key on the NPC and their slot 32 armor should be displayed in the Armor & Clothing section. If there is still an issue, perhaps you can let me know which armor mod is being used. I could see if there is another way of handling it.
  15. You'll need SLP+ v2.5 or later. This is available from the Citadel Discord. But please keep in mind that SLP+ is still in alpha and not feature-complete. There are things that will not work. For instance, the usual SexLab Arousal mods will not function correctly right now, as SLP+ does not currently send orgasm mod events. So arousal will not be reduced by SL animations. Fixing this requires a future update of SLP+ or workaround through re-compilation of the SLA mods to trigger on animation end instead of orgasm. You can disable the SLP+ integration in Aroused Creatures MCM > Other Settings > Compatibility, and it will fall back to regular SL functions which might work. This is not tested with earlier versions of SLP+.
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