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Hey folks, got a little SLTScript for you. This one is a wrapper around modav. Run this targeting an actor (player or otherwise) and you will be presented with a list of actor values, as well as a "- Cancel -" option which will, of course, cancel the script, and a "- Custom -" option which will then pop up a text entry field where you can enter an actor value you want to work with. Otherwise pick one from the list (e.g. Health, HealthRegen, Magicka, Destruction, CarryWeight). Then a text entry field will pop up for you to enter the amount you wish to apply via modav. Once you've done so, hit enter and the actor value should then be applied. Drop this into the commands/ folder as normal (ModAV.sltscript) and then you can target it via, for example, a key press event which will target the player, or by selecting an actor in the console and using "slt run ModAV". ModAV.sltscript: ; ModAV.sltscript string[] $avlist listadd $avlist "- Cancel -" "- Custom -" "Health" "Magicka" "Stamina" "HealRate" "MagickaRate" "StaminaRate" "HealRateMult" "MagickaRateMult" "StaminaRateMult" "ReflectDamage" "SpeedMult" "CarryWeight" "MeleeDamage" "UnarmedDamage" "DamageResist" "PoisonResist" "FireResist" "ElectricResist" "FrostResist" "MagicResist" "DiseaseResist" "AbsorbChance" "OneHanded" "TwoHanded" "Marksman" "Block" "Smithing" "HeavyArmor" "LightArmor" "PickPocket" "Lockpicking" "Sneak" "Alchemy" "Speechcraft" "Alteration" "Conjuration" "Destruction" "Illusion" "Restoration" "Enchanting" set $avindex resultfrom uilib_showlist "Select an ActorValue to Modify" $avlist if $avindex == 0 uilib_shownotification "Cancelling ModAV" return elseif $avindex == 1 set $avtarget resultfrom uilib_showtextinput "Enter a Custom ActorValue" else set $avtarget $avlist[$avindex] endif if $avtarget &= "" uilib_shownotification "Cancelling ModAV" return endif set $modvalue resultfrom uilib_showtextinput "Enter the ModValue Amount" uilib_shownotification $"Calling Actor.ModActorValue for AV({$avtarget}) with value({$modvalue})" actor_doconsumer $system.self ModActorValue $avtarget $modvalue
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[Template] Perform action based on target's race
hextun replied to hextun's topic in SLTriggers Redux's Discussion
You're correct. If you open xEdit and find the Race record you are interested in, you can use its NAME attribute, which is what will be returned from actor_race for actors of that race. In fact, you could technically do this: set $actor_race resultfrom actor_race $system.self "" goto $actor_race ; if you got here, the goto failed because a matching label for the race could not be found msg_console $"{$system.currentScriptName}: unhandled race {$actor_race}" goto [end] [High Elf] ; do Altmer/High Elf thing goto [end] ;... [Dremora] ; do Dremora thing goto [end] [end] I'm not sure why I didn't recommend that in the first place. Doing it this way means fewer if checks in cases where the race in question is further down the list. -
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[Template] Perform action based on target's race
Temmerian replied to hextun's topic in SLTriggers Redux's Discussion
Thanks for sharing these templates, this one look interesting as it could give a wide variety of outcomes in the one trigger. How would I format it if I had other custom races or races like Dremora, Golden Saints, etc. It looks like the Full name record for the race is being used based on what is in the left = section at the top and a label is being matched to that for scripting. I don't see the editor ID or the form ID being used here. My plan to adapt my own version of this template is to use it to give unique messages with flavor text from the actor and a gift from them matching the race background. So I guess my question is, am I on the right track with that. To expand this am I finding full name records, matching labels (of my own creation or finding these tags somewhere??) and adding to the basic goto/end arguments at the bottom of the script? -
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SL Triggers Being a Cow Blended Lactacid Scripts
Galactase commented on thorax339's file in SLTriggers Redux's Files
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SL Triggers Being a Cow Blended Lactacid Scripts
thorax339 commented on thorax339's file in SLTriggers Redux's Files
Sorry for the late reply, didn't realize I wouldn't get notified on these comments. I only know of one for Blended Lactacid called "Blended Lactacid Boost". Not sure where i found it tho (i currently do not use it). I personally have a Skypatcher ini set up to add some Lactacid and Blended Lactacid to some leveled lists. Skypatcher-Lactacid.rar Not sure if this is the best method but its one that has been working for me. in the ini file i left in most of the leveled lists i added to for reference. There is one in there from OBIS so you might need to remove that if you dont use OBIS. The rest are default skyrim leveledlists. I left this out of the main page as at the time i was still unsure about using this but ill leave it here in the comments. -
Another script for Nether's Follower Framework (NFF) in which two or more followers decide to gang bang the dragonborn. I recommend putting it in SLTR Core on a Timer trigger. Set to a low percentage or else you won't be able to play the game. NFF Followers Gang Bang.zip
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SL Triggers Being a Cow Blended Lactacid Scripts
Galactase commented on thorax339's file in SLTriggers Redux's Files
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ASF - Among other things, when ASF determines the player, in particular, should be accosted, a popup will open, with 'Accept', 'Refuse', 'Cancel' as options by default with 'Acquiesce' and 'Decline' as optional choices you can enable in the MCM. Aside from having the choice of 'Accept' or 'Acquiesce' lead to a scene involving the requestor, by itself ASF doesn't do anything else. But what it does do is send a mod event out containing which choice the player made, whether they consented to have sex or not, and the requesting Actor. So I added a new trigger, along with a new SLTriggers Redux MCM tab, Adult General, and in it have added the new 'ASF (Autonomous Sex Framework)' event option. You then have the filters you would expect and the option to run a trigger. Here's the MCM: And here is the ASFHandleRefusal.sltscript, which will move player gold to the requestor, with the amount determined by the requestor level: msg_console "ASFHandleRefusal start" set $rname resultfrom actor_name $request.adult.asf.requestor set $rlvl resultfrom actor_state $request.adult.asf.requestor "GetLevel" set $steal resultfrom item_getcount $system.player $system.forms.gold set $rlvl resultfrom rnd_int 1 $rlvl set $steal $steal * $rlvl set $steal $steal / 100 msg_notify $"{rname} takes {steal} gold since you refused them." item_remove $system.player $system.forms.gold $steal false $request.adult.asf.requestor msg_console "ASFHandleRefusal done" Get it while it's hot.
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Been studying the code in GitHub and it's very well done. Totally backing this mod, cheers to hextun! Yes I'm completely mental with these two attached scripts but they were fun to write and playtest. This would be for a RP where the PC has a "toxic" relationship. Drunk Boyfriend: If a male actor with relationship rank of 3 or greater is nearby he will rape the player. Disgusted Girlfriend: Taunts the boyfriend with random messages (e.g., "You're not done yet?"). Feel free to add your own. I tested with various follower mods. Boyfriend script should be configured as an event on a timer. Girlfriend can be on a SL Begin, End, Orgasm, or Separate Orgasm doesn't matter. There was a funny mod in FO4 called something like "Bad Boyfriend" or Harassment (?) that gave me the idea. Toxic Relationship.zip
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Just a couple of scripts I wrote today to test this mod out and to play around with Nether's Follower Framework (NFF) integration. I added new items for each to SLTR Core and used a Timer Based trigger. If it's not too frequent (say every 60 mins with a 25% chance) then it's more immersive than you'd think. NFF Followers.zip
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The Wiki: https://github.com/sltriggersredux/sltriggersredux/wiki SLTScript Function Library: https://github.com/sltriggersredux/sltriggersredux/wiki/Function-Libraries SLTScript Scripting: https://github.com/sltriggersredux/sltriggersredux/wiki/Scripts A copy is also included in the download.
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For those of you who have not use it before, SexLab Disparity : is a mod hosted here on LoversLab that allows you to configure buffs/debuffs for many game values (e.g. Health, Health Regen, skills like Conjuration, OneHanded, etc) as well as a variety of more adult themed values, based on a large number of monitored values related to items worn, the state of things such as MME, Apropros2 and so on, and then keep them updated by polling every so often, all configurable via MCM. It includes a "Limits" page where you can control the maximum amount of change SLD can apply (so even if multiple different buffs give +50, if you have a Limit of +50, it will never exceed +50 for that stat). If you have used SimplyBalanced before, this is similar in that it applies a wide range of buffs, albeit scaled based on various inputs. I just posted an update to SexLab Disparity, 14.5, that adds 10 new values to monitor: 5 GLOB (GlobalValue) records added via the SLD .ESP, and 5 StorageUtil keys that it will monitor. It's not an "officially supported" version, so I bear responsibility for it. Using SLTScript functions like global_getvalue and global_setvalue, you can get and set the GLOB records using the editorIDs "_fwb_GLOBTracker0"-"_fwb_GLOBTracker4". Using the "storageutil" function you can do the same with the StorageUtil keys "_fwb_SUTracker0"-"_fwb_SUTracker4": storageutil set none "_fwb_SUTracker0" float 33.3 storageutil get none "_fwb_SUTracker0" float What this gets you? If you have wanted a way to, with SLTR, keep a set of buffs or debuffs going, but manipulate them from time to time, consider adding SLD to your modlist and using one of the trackers (GLOB or SU, whichever you're more comfortable with). Then you could remove all of the SLTR script you might have added for updating actor values (assuming they're values SLD handles currently) and just monitor and manipulate a single (or more if you're doing something complex) value, letting SLD handle updating the amount of buff/debuff to add.
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Version 1.0.1
27 downloads
Exposes a couple of SkyrimNet commands to use within SL_Triggers Redux. SkyrimNetDirectNarration $string $actor source $actor target (optional) SkyrimNetRegisterPersistentEvent $string $actor source $actor target (optional) SkyrimNetGenerateDiaryEntry $actor source SkyrimNetUpdateActorDynamicBio $actor source SkyrimNetGenerateNPCThought "String of Thought" $Actor Also 2 functions that works, but doesn't work in the way you would want it to. It registers the dialogue event, but you won't see it in-game. SkyrimNetRegisterDialogue $actor source $string SkyrimNetRegisterDialogueToListener $actor source $actor target $string -
Version 1.2.0
41 downloads
After playing around with the basic scrips i decided to work on more of a proof of concept feature for bac (Being a Cow.) so the scripts can be a bit slow and may also not work if spam opening many containers This feature is meant to tie into the start of bac where the player slowly becomes curious about Lactacid and Blended Lactaction which drives them to eventually try it themselves. Scripts: bac_curious: This script runs on the "Top of the Hour" trigger and will increase or decrease curiosity depending on if the player had Blended or regular Lactacid in their inventory bac_curiousDrinkLactacid: This script runs on the "Top of the Hour" trigger after bac_curious and depending on curiosity levels have a chance to drink Blended or regular Lactacid bac_curiousSeeLactacid: This script runs on the "Player Opened Inventory" trigger and will increase curiosity if the container contains Blended or regular Lactacid. At higher curiosity levels will also automatically loot them. bac_curiousdebug This script will display the values of the 3 global variables. Run via console command: slt run "bac_curiousdebug" Requirements: Being a Cow and all its requirements Recommended: Any mod that will add Blended and regular Lactacid to more npcs and containers. -
SL Triggers Body Inflation Scripts
someperson1423 commented on Gooberissimo's file in SLTriggers Redux's Files
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SL Triggers Body Inflation Scripts
Gooberissimo commented on Gooberissimo's file in SLTriggers Redux's Files
I think its probably going to be a limitation in how the code is written. So its polling the current SLIF value, doing the math, then updating the SLIF value. But I'd imagine if another orgasm happens while it is still polling or updating. On the next data pull, its going to just poll the old value, then do the math, and update by only 1 trigger, not 2. To get around this, I would probably need to write the code to use a json file to pull and store the values *then update SLIF vs pulling data from slow, slow SLIF. Which I should probably get around to, to have the scripts share max values and such anyhow and also to have an mcm. This assumes getting data and updating data to json is fast enough between triggers though. At least SL Triggers redux has a function for it. As far as a time table goes, who knows unfortunately. -
SL Triggers Body Inflation Scripts
someperson1423 commented on Gooberissimo's file in SLTriggers Redux's Files
Thank you for writing these, just what I've been looking for! I do have one question, I plan on triggering an inflate on SLSO orgasm but it seems like if the script is running while a second trigger occurs then only one instance of the script goes off. From a little bit of testing it takes the script 5-7 seconds to do its thing and with SLSO multiple orgasms enabled then you can get two or three orgasms in that time if it procs. Do you know of any way to get around this? Like a way to speed up the script or to have a duplicate identical script that would trigger in parallel if another trigger occurs while the first one is working? -
Version 1.0.3
40 downloads
These scripts use SLIF to inflate and deflate your character on whatever trigger you want. If you want to edit the maximum inflate size or the rate, you can edit the $xyzmax and $inflaterate on the scripts themselves. You can also just edit the probability of triggering within SL triggers as well. There are two real variants, the nonexponential variant is ironically exponential. Effectively just taking the latest SLIF value, multiplying by 1.2, adding 0.3, and updating SLIF. The Square root versions are emulating a squareroot-like function using n*x/1+n*x. But is handled by doing anew = anow +/- d/dx(function(anow)). Where d/dx(function) is n / (1 + nx)^2. The original two have a bug where if the deflate is below inflate rate, it will just go to partmin. I should fix it, but I'm lazy. Plus the sqrt variant is untested. So... Have fun!! Install By >>Reqs > SL Triggers Redux > SLIF >>Unzip Here > ...\ModOrganizer\Skyrim Special Edition\mods\SLTriggers Redux\SKSE\Plugins\sl_triggers\commands > *If your using some other mod installer, the main thing is unzipping in the sl triggers commands file >>Put it together > In SL Triggers MCM, add a trigger to run the script *Ex Inflate script on orgasm, deflate/shrink script on top of the hour/timer I mostly wrote these because I was peeved by how SL Hormones worked, and there are some other mods that exist, but they have features I don't need and don't want to have to deal with. These scripts also work really well with sl disparity since it can take slif values and apply buffs/debuffs. -
; change this to something other than $system.player (e.g. $system.ostim.partner) to target a different actor for some reason set $target_actor $system.player ; if we are not in a scene, exit ostim_isin $target_actor if $$ == false return endif ; change these two values appropriately to the formid and armor slot of the item to add/equip/unequip/remove set $item_to_equip "modfile.esp:0xDEADBEEF" set $item_slot 32 ; add and equip item_addex $target_actor $item_to_equip 1 true item_equipex $target_actor $item_to_equip $item_slot false false ; wait til done ostim_waitforend $target_actor ; unequip and remove item_unequipex $target_actor $item_to_equip $item_slot item_remove $target_actor $item_to_equip 1 true
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; change this to something other than $system.player (e.g. $system.partner) to target a different actor for some reason set $target_actor $system.player ; if we are not in a scene, exit sl_isin $target_actor if $$ == false return endif ; change these two values appropriately to the formid and armor slot of the item to add/equip/unequip/remove set $item_to_equip "modfile.esp:0xDEADBEEF" set $item_slot 32 ; add and equip item_addex $target_actor $item_to_equip 1 true item_equipex $target_actor $item_to_equip $item_slot false false ; wait til done util_waitforend $target_actor ; unequip and remove item_unequipex $target_actor $item_to_equip $item_slot item_remove $target_actor $item_to_equip 1 true
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set $actor_race resultfrom actor_race $system.self "" if $actor_race &= "High Elf" [Altmer] if $actor_race &= "Argonian" [Argonian] if $actor_race &= "Wood Elf" [Bosmer] if $actor_race &= "Breton" [Breton] if $actor_race &= "Dark Elf" [Dunmer] if $actor_race &= "Imperial" [Imperial] if $actor_race &= "Khajiit" [Khajiit] if $actor_race &= "Nord" [Nord] if $actor_race &= "Orc" [Orsimer] if $actor_race &= "Redguard" [Redguard] msg_console $"{$system.currentScriptName}: unhandled race {$actor_race}" goto [end] [Altmer] ; do Altmer thing goto [end] [Argonian] ; do Argonian thing goto [end] [Bosmer] ; do Bosmer thing goto [end] [Breton] ; do Breton thing goto [end] [Dunmer] ; do Dunmer thing goto [end] [Imperial] ; do Imperial thing goto [end] [Khajiit] ; do Khajiit thing goto [end] [Nord] ; do Nord thing goto [end] [Orsimer] ; do Orsimer thing goto [end] [Redguard] ; do Redguard thing [end]
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First, the wiki link for Function Library Development. This is, in my opinion, the single most important feature of SLTR; the ability for users (possibly mod authors if they were so inclined to provide SLTR support) to wrap up new functions as bindings for SLTScripts. Since it involves Papyrus development, including needing things like "header only" .psc files for builds, I'm going to assume you have some idea of what you're doing in that regard. I can help perhaps with some guidance but by and large you'd need to setup and be at least a little comfortable with Papyrus development. You'll want, at minimum, a header version of `sl_triggersCmd.psc`, so you have access to the required functions, but again, at minimum, it would need a definition for `CompleteOperationOnActor()`. The general idea is this: - sl-triggers.dll, on game start, looks in 'SKSE/Plugins/sl_triggers/extensions/' for all '*-libraries.json' files, and parses them, looking for the Papyrus script names it needs to scan. It also notes their priorities. All function libraries are enabled by default. - For each Papyrus script name it finds, it checks the Skyrim Papyrus VM for that script type and then loops through all of the functions defined - It looks for functions matching the declaration (e.g. 'some_function' in this case): Function some_function(Actor CmdTargetActor, ActiveMagicEffect _CmdPrimary, string[] param) global - During SLTScript execution, when the parser determines that a token represents a function name to be called, the plugin is asked to call the appropriate function - The plugin finds the script where the function is defined via hash lookup and dispatches a static call to the VM with the parameters - At this point sl_triggersCmd is sitting in a loop waiting for completion - Calling sl_triggersCmd.CompleteOperationOnActor() at the end of your function notifies sl_triggersCmd to continue execution So, by simply building your script with appropriately configured functions, and providing the -libraries.json file to point to it, you can add your own functions and even distribute your compiled .pex/-libraries.json combo to others. By way of another example, if you install SLTR with OStim or SexLab selected, it also includes the adult-general library, with function libraries for OSLA and SLIF. The following files, which again would be installed with SLTR if you select OStim or SexLab, would constitute a function library and could have been shipped separately. Note that the *Adapter*.psc files are just helpers for the *CmdLib*.psc files. - SKSE/Plugins/sl_triggers/extensions/sl_triggersCmdLibAdultGeneral-libraries.json - scripts/sl_triggersAdapterOSLA.pex - scripts/sl_triggersAdapterSLIF.pex - scripts/sl_triggersCmdLibOSLAroused.pex - scripts/sl_triggersCmdLibSLIF.pex Put another way, I could fall of the face of the planet, and people could still add new function libraries to expand supported bindings for any mod or any other function you'd want to expose.