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About This Club

SLTriggers Redux users! Got an add-on, mini-game, or game mechanic implemented in whole or in part with SLTriggers Redux? Have an SLTScript that you want to share? Want to show folks how to do something you figured out? Post here! (for https://www.loverslab.com/files/file/41492-sl-triggers-redux/)
  1. What's new in this club
  2. The "Random Sex: Enabled" checkbox on the first tab has to be enabled in order for ASF to generate random sex events. Can you try toggling that on and see how it goes?
  3. SL P+ version 2.18.1 from discord ASF newest version| ASF Settings: I set up some SLTriggers for ASF related to prompt options, but they don't work without the prompt ever happening. Related mods installed: SLTriggers ASF - SexLab Aroused (Arousal Mod Integration) ASF - BOS Activators (Addon) ASF - Scene Positions (Addon) ASF - Initiators Everyone (Addon) ASF - Furniture Lite ASF - Acheron (Integration) ASF - Skip Beast & Elder Races (Addon)
  4. You don't get any popups from ASF? Can you provide some details? SexLab version ASF version ASF settings (there are MCM options to enable/disable various of the potential prompts) I've used it extensively myself (if you try to refuse, you lose gold) so I'm interested if it's not working for someone.
  5. INTRODUCTION This is a set of scripts and mods which emulate player captivity / enslavement after defeat. What does it do? These scripts: Leash the player if they're the victim of aggressive sex Set the player's factions so that most intelligent enemies won't then immediately murder them Doesn't interfere with anything else Is escapable by simply removing (you have to drop, not just unequip) their collar - with the caveat that doing so will immediately make your captors enemies again unless you're wearing some other heavy restraints. Requirements Leash Framework a defeat mod (I use Defeat (the BaneMaster edition) (Optional) a mod to handle any interactions while captive (I use deviously enslaved and the player whore dialogue options from Notice Me Senpai) Installation Add the two .sltscript files to your SKSE\Plugins\sl_triggers\commands folder In SLTriggers config, add: Helpless.sltscript -> on player equipment change (at 100%) LeashPlayer.sltscript -> on sexlab start with player victim (at whatever % you want depending on how frequently you want to be held captive, with whatever limitations to aggressors fit your taste) How can I escape? Drop (don't unequip) the collar. If something else is preventing you from doing so (for example, an armbinder), get rid of that first. What might go wrong? It messes with enemy factions, so there's the potential that it'll make some of them angry at you in ways that could interfere with normal game functionality (for example, if there's a quest that relies on one of the listed factions being friendly) As a side effect, anytime you're wearing heavy bondage you will be set as friendly to most enemy factions (the ones in the list in helpless.sltscript). How can I customize this? The easy one is factions. They're set in a list. Add any more you want to (for example, if you want regular creatures to become nonhostile, add that faction. If you want giants to still invite you to fly the friendly skies while captive, remove that faction). You can also set your events to trigger on things other than what I've expected. Potentially this could also be set up to affect NPCs, but without a lot of careful thought I expect that will end in an experiment that would make a budding epidemiologist proud. Make sure to add any problematic factions to the denylist in LeashPlayer.sltscript. These factions won't leash your player (because e.g. guards leashing your player while you're in jail could be problematic). Will this crash my game? Possibly. However: These scripts are intended only run on relatively uncommon events: Equip and starting scenes. They're written to handle most of their processing up front, and quickly close out if the circumstances don't suit their logic. They're mostly written to be idempotent. There's a denylist for problematic factions As usual, I recommend not using this on a long-running save you care about until you've tested it for a while with your setup and understand its behavior and limitations. There will be bugs. Taking people captive and abusing them is immoral. Correct. I recommend never doing so in real life. Where are the scripts? In the below spoiler tag: Troubleshooting The global helplessness variable they set to achieve the optimization in #2) can get out of sync. If that's the case, add to the top of the 'helpless' script, save the script, unequip all your devices, then remove it from the script and save again and it should start working again. Updating the denylist It may be problematic for some NPCs to leash your player. If you find one, add their faction to the denylist. For example, if I have a mod that adds Mr. Beeblebrox, President of the Universe to my game, but if he leashes my character they end up going on adventures in space instead of Skyrim, I can click him in console, check his factions, and add one to the denylist on a new line below the existing one in LeashPlayer.sltscript, like so: This doesn't work for me Sorry about that. Please feel free to edit the scripts so that they do. License TLDR: Do what you like, but let others do the same, keep it on the site, and don't blame me if something goes wrong. Details In the below spoiler tag:
  6. ASF seems to never trigger the accosted popup
  7. Version 1.0.0

    9 downloads

    Just a couple scripts i decided to whip up with the new leash framework. archive comes with 4 files: 3 scripts: LeashEquip: This script is intended to be used with the open container trigger to have a chance at equipping the chain leash onto the player. Devious Cursed Loot style. LeashTake: This script is intended to be used with timer based triggers and will search for nearby npcs to take the players chain leash if it is equipped. Also has chances to unleash the player if they are leashed and also remove the chain if not currently leashed to an npc. LeashTakeKID: Same as the "LeashTake" script but works in conjunction with a KID file to allow any of the leashes included with the leash framework mod to be used. archive also comes with 1 KID file for applying the keyword "Leashable" to the leashes that come with the Leash Framework Mod Scripts are basically done with no intention of updating them unless Leash Framework adds its own keywords to the leashes at which point the main script will be updated and the KID version removed. Requirements SL triggers redux ofc. Leash Framework Keyword Item Distributor (KID) :Only if using the KID version of the script
  8. SLTriggers Redux is *extremely* Papyrus intense, so anything you can do to improve scripting performance will have a *dramatic* impact on SLTScript performance. To that end, I strongly recommend the following to maximize the performance of your SLTScripts. - Install Papyrus Tweaks NG - In SKSE/Plugins/PapyrusTweaks.ini (a reference copy of which is available in the Files tab on Nexusmods) make the following changes: - iMaxOpsPerFrame = 2000 - bSpeedUpNativeCalls = true - bIgnoreMemoryLimit = true For reference, I use several modlists for testing, including Skyrim Modding Essentials (SME), available on Wabbajack. This is a somewhat bare list meant as a springboard for creating your own modlist. While it includes Papyrus Tweaks NG, it only includes the unmodified reference copy of PapyrusTweaks.ini. I install SLTriggers Redux with the "Test Scripts" enabled. To run them, open your console in game and: - prid player - slt run zz_sltr_regression_test This will begin a set of SLTScripts which will send output to your sl-triggers.log file. I keep Notepad++ running, use "View | Always On Top", and "View | Monitoring (tail -f)" on sl-triggers.log so that I can see the output in real time and watch for failures, as well as knowing when the scripts have completed. Using the baseline reference copy of PapyrusTweaks.ini on SME, the full suite of regression test scripts takes roughly 140 seconds to run. Using just those 3 changes to PapyrusTweaks.ini, the execution time drops to just over 14 seconds. Not a 10% reduction in execution time but a whopping 90% reduction. I totally agree that SLTScripts are slow compared to actual compiled Papyrus, but you can get a lot of performance by making these changes.
  9. 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
  10. 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.
  11. 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?
  12. Blended Lactacid Boost is my creation it probably just showed up in the BAC thread once upon a time. I ended up adjusting the Devious Followers Lactacid deal to do Blended Lactacid instead but I'll take a look at this to get some more lactacid in my game. Thank you!
  13. 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.
  14. 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
  15. I made my own mod that increases Blended Lactacid occurrence in containers, but do you know of any that adds more regular Lactacid, since you mentioned it in the description?
  16. Version 1.1.0

    108 downloads

    Scripts converted for use with SLTriggers Redux
  17. Version 1.0.0

    93 downloads

    CreatureVials and HumanVials scripts converted for use with SLTriggers Redux
  18. 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.
  19. 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
  20. 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
  21. 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.
  22. 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.
  23. Version 1.0.1

    40 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
  24. Version 1.2.0

    51 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 are auto setup into triggers with recommended events and chances. 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. I am so bad at updating these files correctly.
  25. Hey, no worries. I appreciate having this feature at all even if it does miss the occasional trigger or two. If you ever do get around to it then I'll be using it for sure! Thanks again for the work and for sharing.
  26. 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.
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