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Fotogen

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  1. 1. Its a start. Just a start 2. Many things can be done and will be done 3. Don't have VR. Can't test it. I'm blind here. Sorry
  2. SL Triggers(v01) [2019-04-14] View File Sexlab Triggers (v01) What does it do: Activate various effects when SexLab animation starts or stops. Cast a spell, add items, change stats, etc ... Minor, utility, side effects. Things that other mods usually skip. You can also create custom macros to activate commands. Cast spells from other mods, add items, do someting with perks, change actor values, etc .. Instalation: - unpack zip - copy whats in Data folder into Skyrim Special Edition\Data folder - its a simple mod, unpack and copy - activate triggers in MCM. By default nothing happens. How to setup things: - open MCM, select Sexlab Triggers - page Main: enable/disable the whole thing - page Triggers 1-5, 6-10, ...: here you setup "triggers". - you have 5 triggers(can also call them "slots") per MCM page - for each slot you setup condition and then what to do, execute if condition is right - and thats about it Conditions: - chance: Probability, chance that command will execute. 0-100%. Hint: set 0 if you want to disable it - on event: Begin: execute on SL start event, Orgasm: on SL orgasm event, End: on SL end event - if actor race: race of actor. Any: all will do, Humanoid: humans and elfs and so on, Creature: not Humanoid, and so on - if actor: role of actor, like Any: anuthing will do, Aggressor: is bad person, Victim: bad things happened, Not part of rape: good things - if gender: male, female - if sex type: a couple of conditions based on animation "tag" like: Vaginal, Anal. - if day time: is it at day or night - if location: is it inside or outside - do command 1, 2, 3: pick what to do if conditions have been fulfiled. You can pick 3 different(or the same) commands. Commands: - is a file that has instruction of what to actualy do - name of the file is suppose to describe what command does. Like "Give Gold(10)", gives you 10 gold. - are settings, macros, scripts inside Data\SKSE\Plugins\sl_triggers\commands folder with.json extension - to add new commands just drop a file here. If you don't what it, delete it or change extension so its not json - its a .json file that has to be formated ... just use an existing one as an example - its and array of array of strings. Sort of like lines of function calls. You can also look at it as simple "bat" or "cmd" file - all commands that I made are usuable, but are also examples Note: Its SexlabtUtil1 "Version 2". Not port from LE version. New. This mod is very WIP. Its more alpha, prototype. Stil have to do lots of stuff. Its SE only. Will not bother with 32bit(LE). Skyrim limits. SkyrimSE CAN handle more. Submitter Fotogen Submitted 04/14/2019 Category Adult Mods Requires Sexlab framework Special Edition Regular Edition Compatible  
  3. Version 1.0.0

    405 downloads

    Sexlab Triggers (v01) What does it do: Activate various effects when SexLab animation starts or stops. Cast a spell, add items, change stats, etc ... Minor, utility, side effects. Things that other mods usually skip. You can also create custom macros to activate commands. Cast spells from other mods, add items, do someting with perks, change actor values, etc .. Instalation: - unpack zip - copy whats in Data folder into Skyrim Special Edition\Data folder - its a simple mod, unpack and copy - activate triggers in MCM. By default nothing happens. How to setup things: - open MCM, select Sexlab Triggers - page Main: enable/disable the whole thing - page Triggers 1-5, 6-10, ...: here you setup "triggers". - you have 5 triggers(can also call them "slots") per MCM page - for each slot you setup condition and then what to do, execute if condition is right - and thats about it Conditions: - chance: Probability, chance that command will execute. 0-100%. Hint: set 0 if you want to disable it - on event: Begin: execute on SL start event, Orgasm: on SL orgasm event, End: on SL end event - if actor race: race of actor. Any: all will do, Humanoid: humans and elfs and so on, Creature: not Humanoid, and so on - if actor: role of actor, like Any: anuthing will do, Aggressor: is bad person, Victim: bad things happened, Not part of rape: good things - if gender: male, female - if sex type: a couple of conditions based on animation "tag" like: Vaginal, Anal. - if day time: is it at day or night - if location: is it inside or outside - do command 1, 2, 3: pick what to do if conditions have been fulfiled. You can pick 3 different(or the same) commands. Commands: - is a file that has instruction of what to actualy do - name of the file is suppose to describe what command does. Like "Give Gold(10)", gives you 10 gold. - are settings, macros, scripts inside Data\SKSE\Plugins\sl_triggers\commands folder with.json extension - to add new commands just drop a file here. If you don't what it, delete it or change extension so its not json - its a .json file that has to be formated ... just use an existing one as an example - its and array of array of strings. Sort of like lines of function calls. You can also look at it as simple "bat" or "cmd" file - all commands that I made are usuable, but are also examples Note: Its SexlabtUtil1 "Version 2". Not port from LE version. New. This mod is very WIP. Its more alpha, prototype. Stil have to do lots of stuff. Its SE only. Will not bother with 32bit(LE). Skyrim limits. SkyrimSE CAN handle more.
  4. MCM, Sexlab, Animation settings(something) ... Allow creature animations. Maybe Restrict aggressive animations.
  5. Have little spare time, but its in development. It wont be a simple port, but "version 2.0". Its why its taking a bit longer. Won't be using .ini files, but .json for example(with PapyrusUtil thats part of SL).
  6. If its not skeleton, animation(didn't run FNIS), mesh or texture, its mods that: - abuse OnLocationChange event. Skyrim gets overload when you change area with its own stuff. Get worse if its a big area. Add a couple of mods that do things on location change and ... - run scripts on actors that are in "unloaded" areas
  7. ... if self.GetActorRef() .... endIf ... is enough. That (a == none) or (a != none) is a trick from languages that have "pointers", memory address. Asembler, low level C and stuff. Papyrus has no such thing (memory address), so using that (== none) is just wrong use of language. I mean if you use Papyrus, do it Papyrus style. If you use C, do it C style. Don't mix. Only bad things can happen.
  8. Cast a spell on NPC with 1h duration and then in dialogs check if actor has that magical effect (HasMagicEffect, HasMagicEffectKeyword)?
  9. elist is not console command. Its script, function within a mod. A function within Sexlabutil1Cmd.psc, function applyList. Unfortunately this function has a line(921): "_actor.AddItem(pot, 2, True)". That "2" is a problem. Its a "count", how many food items to add. Why is there a "2" ... i can't remember :/ Fix would be: - change line with "_actor.AddItem(pot, 2, True)" to "_actor.AddItem(pot, 1, True)". And then recompile script - wait for a new version of this mod that will have "count" as customizable parameter so you'd have "Cmd=elist:SexlabUtil1.esp:1000B:1" - you could, if it fits, make a custom command: - base would be command "item". This command adds a new item into inventory and can then "equip" it. It you equip a food, you actualy eat it. Same goes for potions, "use" is "drink" (food is actualy potion). Ini would looke like this: [Main] Name=Food(My) Page=0 Type=cmd Id=555 Cmd=item:skyrim.esm:64b41:1 CmdTick= This would add and use 1 item (skyrim.esm:64b41, FoodPotato). You could change it so it adds one random item: [Main] Name=Food(My) Page=0 Type=cmd Id=555 Cmd=item:skyrim.esm:64b41:1&item:skyrim.esm:64b43:1 CmdTick= This should add potato or apple pie. That "&" mains "one of". First command or second command or third and so on. "Cmd=item:skyrim.esm:64b41:1&item:skyrim.esm:64b43:1&item:skyrim.esm:5055e:1" would be Potatoe or Apple pie or Stros M'Kai Rum for example.
  10. "SendModEvent( "SXP", "GainXP", 100 )" Look into zSendEvent.ini.samp file. Change it, rename it (different name, must have ini extension), click reload in MCM menu. Line that has: Cmd=send:SXP:GainXP:100.0 ... is important. "After animation gets interupted" Yes, some other mod, quest or even generic AI sandbox stuff "grabed" actor and took over. I don't create any special quest/behavior. I just "play idle". You can see "24 hours" magical effect, because I cast a spell (with attached script) on actor that executes command(s). When commands are done or based on MCM settings (where you set duration), I remove spell. So, someone else (quest) can grab actor or Skyrim decides to "drop" spell. If spell is on NPC, sometimes Skyrim just drops (dispels) spells. For animation to stick, you'd need a proper quest.
  11. There is modperkp command. Create new INI file in data\INI\SexlabUtil1.exp folder. Duplicate one of the existing ones. Most of the magic that this mod does is in those INI files. Change existing ones or create new ones. Content of this new file would be something like this: [Main] Name=Get +1 perk point Page=0 Type=cmd Id=444 Cmd=modperkp:1 Save file with .ini extension. In MCM menu for this mod, section Misc, click 'Reload effects' to refresh effects from disk.
  12. Uploaded new version. New commands. Combat: - alarmassault : actor behave as if assaulted - alarmtrespass : actor behave as if they caught the other actor trespassing - combatstop : remove actor from combat - combatstop2 : stops all combat and alarms against this actor - combatstart : starts combat with the other actor Relationship: - rrset : set relationship rank with other actor - rrinc : Increase/decrease relationship rank with other actor Faction: - factionrm: Remove from faction - factionset: Set faction rank - factioninc: Increase/decrease faction rank
  13. Not in current version. But can add it. Should not be hard. I need to release new version with a couple of new commands anyway. Soon.
  14. It's still there. Go to MCM manu, at set it. At sex start, Effect: Light, Chance: 100%, Options: Until end of sex. Other conditions are up to you.
  15. Current limit is 125 animations. You plan to remove this limit. That's good. But by how much? New limit will be 250, 10000, unlimited? How much RAM will you use if someone adds a couple of thousand animations? Skyrim is 32-bit app, add lots of other mods ... out of memory? Arrays are fine, if they are small. Adding new record (expand, realloc array, copy elements to new array) is fast if array is small, but gets very slow once array gets bigger. Then there's also 'search'. I never start animation like 'start 10th anim' (so by index), its always 'GetAnimByTag' or GetAnimByName. No problem with linear search (to find anims index/id by tag) if array is small. But if number of animations gets bigger ... I'd go with something that is like a proper database. Records, index, ... if possible even on disk (and with cache for faster access of most/last used animations). SQLite?
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