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Pama´s Deadly Furniture (scripts) View File This is an ongoing work to bring actual functionality to Execution/torture devices added by zap ZAP (or any other source if i can get my hands on them). Already implemented: -The Garotte -The Wayrest Guillotine -The MK2 Guillotine -The chopping Block -Gallows -Impaling Machine -Gravity Impaler -Deadly tree stump -Spitroast (and accessories) -Generic painfull script for stuff like static Racks/Crosses/spikey stuff/.... General Features -works on player and NPC´s -Fully interactive. The garotte for example allows to slowly suffocate your victims, or to keep going until their necks break. -Nonlethal mode available which will knock you/NPC out for a adjustable time rather than killing. -Fully reusable -MCM with tons of options (death camera duration, knock out duration, amount of chocking damage to PC/NPC ...) -sound Options -Spells for spawning the devices, as well as commanding NPC´s into them, are included. Hard requirements! (if you complain about any error thats caused by ignoring these, i WILL make fun of you!) Powerofthree´s Papyrus Extender For LE: https://www.nexusmods.com/skyrim/mods/95017 For SE/AE: https://www.nexusmods.com/skyrimspecialedition/mods/22854 Zap8: For LE: https://www.loverslab.com/files/file/4688-zaz-animation-pack-v-80-2017-11-15/ https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/ For SE/AE: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ (You need to scroll down a bit to see the links for version the 8.0 version) Fnis/Nemesis I believe that you can find one of these on your own. mfgConsole (Optional. required for Facial expressions to work properly) For LE: https://www.nexusmods.com/skyrim/mods/44596 For SE/AE: https://www.nexusmods.com/skyrimspecialedition/mods/11669 Installation -Install with mod manager of your choice. -Run FNIS/Nemesis. -when upgarding version, please use a new savegame Demo Location -outside of the regular world. type the following into your console "coc pamaTestZone" How to summon Devices into the World -Go into the MCM and klick "Enable Spells on the first page. (spells are hidden by default to preserve immersion) -you will now find spells for spawning devices, as well as commanding NPC´s into devices under the "Alteration" magic tab. -see images below: Issues/Compatibility : Crash when using Guilloutine/Chopping Block This is caused by Nioverride. A quick workaround: Open Data\SKSE\Plugins\nioverride.ini try to find [Overlays/Face] and make it look like this [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=0 ; Default[3] iSpellOverlays=0 ; Default[1] For special Edition users, this setting can be found in Data\SKSE\Plugins\skee64.ini SMP hair/bodies doing weird stuff when using the gravity Impaler Known issue on my end. Nothing you can do about it. For Sexlab-Defeat users: Use Baka´s version: https://www.loverslab.com/files/file/18689-sexlab-defeat-baka-edition-lese/ The old original version wont work! Devious Devices Not supported and untested. DD is extremely invasive and has an uncanny talent to break other mods. I´m not saying that its absolutely incompatible, but if it DOES cause issues for you, I cannot help you. Troubleshooting -All mods which place the Player or NPC´s under an Essential Alias will be problematic, since these characters cannot be killed by anything -Certain scripted followers or NPC handled by follower frameworks might be impossible to kill or might do weir shit on Death -If heads dont get chopped of, you probably forgot requirement number 1. Or installed the wrong version. -When using the spitroast, its sometimes possible that the head/hair wont change color when being roasted (especially when you are still using LE). This is due to some technical limitations when headparts dont follow common naming conventions. If it happens to you PLAYER CHARACTER, AND you are using SE or AE, feel free to contact me, otherwise there's nothing I can do. If you want to vote on which device i should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me: https://www.patreon.com/Pamatronic https://subscribestar.adult/pamatronic https://pamatronic.fanbox.cc Or join the Discord to get more news on Dev-updates and a steady stream of Images featuring the Stuff. Details for Modders: TheGarotte (pamaGarotteFurniture): The Chopping Block (pamaHeadChoppingBlockFurniture) The Guillotine: The Gallows: The Generic Painfull Furniture (pamaGenericPainfullFurniture): -If you want any modifications or explanations for Use in your own mod, just ask. I´m always happy to help Permissions/License Creative Commons: CC BY-NC-SA -That means you can NOT use it for commercial purposes. -if you want to use/upload it somewhere else, please give proper credit and include a link to the original. Also, check out this Thing. I cant make it into a spawn-able version, but its still neat: Special Thanks / Credits -T.ara for all the Furnitures/animations/Motivation -very Special thanks to Erholung/Ceblue for Fixing the Wayrests collision Model -Kalmah for the permission to use some of his animations -To All my Patrons for the support, love you Guys Submitter Pamatronic Submitted 04/13/2020 Category Modders Resources Requires ZAP8, PowerofThree´s Papyrus Extender, SKSE, FNIS/Nemesis, Mfg Console/Fix Special Edition Compatible Yes
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Version 1.0.0
28 downloads
This is a simple Python script that will sort the contents of your saves folder so you can easily pick out saves/characters you want to keep or get rid of. Simply run the script, paste in the path to your saves folder, paste in the path to where you want your saves to be sorted, and let it do its thing. Made and tested with Python 3.11, but there's no reason it wouldn't work on earlier versions too. I've also included an exe version, but it was made with auto-py-to-exe so your antivirus will probably throw a hissy fit about it. Probably not worth the trouble. -
Skyrim Save File Sorter View File This is a simple Python script that will sort the contents of your saves folder so you can easily pick out saves/characters you want to keep or get rid of. Simply run the script, paste in the path to your saves folder, paste in the path to where you want your saves to be sorted, and let it do its thing. Made and tested with Python 3.11, but there's no reason it wouldn't work on earlier versions too. The only external library it uses is tqdm to show progress bars, but if you don't feel like installing that then it'll run just fine without. I've also included an exe version, but it was made with auto-py-to-exe so your antivirus will probably throw a hissy fit about it (which is a good thing. You really shouldn't be running random executable files you find on the internet). Probably not worth the trouble. Submitter _Starfruit Submitted 04/06/2024 Category Other Requires Python Special Edition Compatible Not Applicable
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I was just messing around with an idea for something simple to do with armour mods that has what I think is a relatively big impact, and that is having a push-up effect to things like bras. Script is extremely small, (litterly 12 lines), and can help fix the sagging issues of large boobs ingame without having to do things like make a "clothing" variant to your bodyslides which can cause clipping issues if you had multiple clothing items around the boobs but only 1 would be supporting them. Havn't tested it with corset's yet but it should have a similair effect. Not that on it's own this doesn't do anything, you have to manually add the script files I have provided to the armour you want to cause the pushup effect while worn. Without Script With script With script and item removed. What lines are in the script (Super short) Scriptname AKT_PushupOR extends ObjectReference Const Keyword Property AKT_KW_BC Auto Const Event OnEquipped(Actor akActor) BodyGen.SetMorph(akActor, true, "Boobs Push Up", AKT_KW_BC, 1) BodyGen.SetMorph(akActor, true, "Boobs Gravity", AKT_KW_BC, -1) BodyGen.UpdateMorphs(akActor) endEvent Event OnUnequipped(Actor akActor) BodyGen.SetMorph(akActor, true, "Boobs Push Up", AKT_KW_BC, 0) BodyGen.SetMorph(akActor, true, "Boobs Gravity", AKT_KW_BC, 0) BodyGen.UpdateMorphs(akActor) endEvent ATM only works with ZeX Fusion Girl Requires Looksmenu, ZeX, F4SE, ect If this doesn't work for you, the most likely reason is the keyword has to be defined by an ESP, the keyword I used for this can be found in my other mod SPECIAL based bodies. AKT_Pushupbra script.zip
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About the actors position in the array, the StartSex function guideline says position 0 is the “passive position”, so for mf sex i’d put female at 0 and male at 1. If i understood correctly, if they were swapped i’d see the female character doing the male, is that what it means? For 3+ people, it’s unclear if there’s a criteria I’m trying to do an mff, I used the GetAnimationsByType function, putting in 3 people,2 females,1 male as parameters. But regarding the actors array, how does it assign the role in the animation? Is it like, the higher the number the more dominant? Like if i had 5 people (the maximum allowed), mffff, male should be position 4?
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Version 2.4.0
122,953 downloads
This is an ongoing work to bring actual functionality to Execution/torture devices added by zap ZAP (or any other source if i can get my hands on them). Already implemented: -The Garotte -The Wayrest Guillotine -The MK2 Guillotine -The chopping Block -Gallows -Impaling Machine -Gravity Impaler -Deadly tree stump -Spitroast (and accessories) -Generic painfull script for stuff like static Racks/Crosses/spikey stuff/.... General Features -works on player and NPC´s -Fully interactive. The garotte for example allows to slowly suffocate your victims, or to keep going until their necks break. -Nonlethal mode available which will knock you/NPC out for a adjustable time rather than killing. -Fully reusable -MCM with tons of options (death camera duration, knock out duration, amount of chocking damage to PC/NPC ...) -sound Options -Spells for spawning the devices, as well as commanding NPC´s into them, are included. Hard requirements! (if you complain about any error thats caused by ignoring these, i WILL make fun of you!) Powerofthree´s Papyrus Extender For LE: https://www.nexusmods.com/skyrim/mods/95017 For SE/AE: https://www.nexusmods.com/skyrimspecialedition/mods/22854 Zap8: For LE: https://www.loverslab.com/files/file/5211-zaz-animation-pack-v80-plus/ For SE/AE: https://www.loverslab.com/files/file/5957-zaz-animation-packs-for-se/ (You need to scroll down a bit to see the links for version the 8.0 version) Fnis/Nemesis I believe that you can find one of these on your own. mfgConsole (Optional. required for Facial expressions to work properly) For LE: https://www.nexusmods.com/skyrim/mods/44596 For SE/AE: https://www.nexusmods.com/skyrimspecialedition/mods/11669 Installation -Install with mod manager of your choice. -Run FNIS/Nemesis. -when upgarding version, please use a new savegame Demo Location -outside of the regular world. type the following into your console "coc pamaTestZone" How to summon Devices into the World -Go into the MCM and klick "Enable Spells on the first page. (spells are hidden by default to preserve immersion) -you will now find spells for spawning devices, as well as commanding NPC´s into devices under the "Alteration" magic tab. -see images below: Issues/Compatibility : Crash when using Guilloutine/Chopping Block This is caused by Nioverride. A quick workaround: Open Data\SKSE\Plugins\nioverride.ini try to find [Overlays/Face] and make it look like this [Overlays/Face] ; "Face [Ovl#]" and "Face [SOvl#]" ; Determines how many face overlays there should be iNumOverlays=0 ; Default[3] iSpellOverlays=0 ; Default[1] For special Edition users, this setting can be found in Data\SKSE\Plugins\skee64.ini SMP hair/bodies doing weird stuff when using the gravity Impaler Known issue on my end. Nothing you can do about it. For Sexlab-Defeat users: Use Baka´s version: https://www.loverslab.com/files/file/18689-sexlab-defeat-baka-edition-lese/ The old original version wont work! Devious Devices Not supported and untested. DD is extremely invasive and has an uncanny talent to break other mods. I´m not saying that its absolutely incompatible, but if it DOES cause issues for you, I cannot help you. Troubleshooting -All mods which place the Player or NPC´s under an Essential Alias will be problematic, since these characters cannot be killed by anything -Certain scripted followers or NPC handled by follower frameworks might be impossible to kill or might do weir shit on Death -If heads dont get chopped of, you probably forgot requirement number 1. Or installed the wrong version. -When using the spitroast, its sometimes possible that the head/hair wont change color when being roasted (especially when you are still using LE). This is due to some technical limitations when headparts dont follow common naming conventions. If it happens to you PLAYER CHARACTER, AND you are using SE or AE, feel free to contact me, otherwise there's nothing I can do. If you want to vote on which device i should do next, Want exclusive early access to new Stuff, or Just like my work, consider supporting me: https://www.patreon.com/Pamatronic https://subscribestar.adult/pamatronic https://pamatronic.fanbox.cc Or join the Discord to get more news on Dev-updates and a steady stream of Images featuring the Stuff. Details for Modders: TheGarotte (pamaGarotteFurniture): The Chopping Block (pamaHeadChoppingBlockFurniture) The Guillotine: The Gallows: The Generic Painfull Furniture (pamaGenericPainfullFurniture): -If you want any modifications or explanations for Use in your own mod, just ask. I´m always happy to help Permissions/License Creative Commons: CC BY-NC-SA -That means you can NOT use it for commercial purposes. -if you want to use/upload it somewhere else, please give proper credit and include a link to the original. Also, check out this Thing. I cant make it into a spawn-able version, but its still neat: Special Thanks / Credits -T.ara for all the Furnitures/animations/Motivation -very Special thanks to Erholung/Ceblue for Fixing the Wayrests collision Model -Kalmah for the permission to use some of his animations -To All my Patrons for the support, love you Guys -
So I’m attempting to make what I though would be a simple mod for my future playthroughs. The mod would consist of a ring that essentially when equipped, would play a sound. Once the ring is unequipped, the sound would then stop playing. The ring itself populates in-game, however it does not play any sound :(. Also, this mod is going to be for Xbox one, Skyrim AE. These are my steps. I’ve created the ring (from the stock silver ring in CK). Created a sound descriptor with said sound that I will be using. Created a sound marker. The script that I made is probably dead wrong, but it’s all I could find on YouTube/creationskit wiki/tesalliance/and some Reddit posts This is what I got: scriptname extends ObjectReference ObjectReference Property PlayerREF auto Sound Property soundname auto Event OnEquipped(Actor akActor) soundname.play(PlayerREF) EndEvent - I added the properties for the script through the CK. moved the files to a dummy data folder to archive it, with what I assume would be the correct file paths data/sound/fx/mod/ scripts/ (for the pex) source/scripts/ (for the psc) . The was a mod I was kinda using as guide called Breathing Skyrim Female SSE. The scripts in it seem to be conditional, and with multiple sounds triggered by certain conditions. All I’m really looking for is the ring to play one sound that I have, loop, and stop when it is unequipped. Anyone who would like to share some knowledge on the subject would be greatly appreciated! Thank you.
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Furniture Alignment Correction for NPC´s (No esp) View File This is a very small script which can be attached to furnitures, to correct the position of NPC´s entering said furnitures. If you have ever used something from Zap, you should know the problem. this mod ads the script "pamaFurnitureAlignmentHelper" attach it to any furniture added by a mod, and the problem should be gone. install with mod manager of your choice or drop manually into data folder (Or your own mod Folder if you want to make new furnitures yourself.) The propertys can safely be ignored. only use them for Furnitures which have An Offset to their entry points. (vast majority of Furnitures don't have one. IF they do, you can find the values for them with nifscope in their respective .nif Files) Full sourceCode: enjoy! Submitter Pamatronic Submitted 06/16/2020 Category Modders Resources Requires SKSE Special Edition Compatible Yes
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I have been searching high and low for a mod that allows me to forbid a sim from using any furniture and/or have an autonomous preference for sitting on the floor. I have LittleMsSam's mod that lets you claim chairs for certain people but it only works on some things and it doesn't allow you to blanket forbid furniture. I have reached out to Kritical and mentioned the idea but I don't think it's something on their schedule as of yet. This is totally fine as they are working on great stuff already! However, I'm just really dying to find something that gives me that functionality for my slave characters. Any suggestions?
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SexLab Fertility Mode Arousal View File What: A simple plugin to run a simple script that raises arousal during the Fertile period of Fertility Mode just prior to ovulation. The increase to arousal is quite significant over the course of a day. A roughly 120 point increase over 24 hours at the default exposure rate of 2. Alongside a high time-rate, this will demand sexual release at a time that could be risky for a wandering maiden. Or, maintain a state of arousal that might be dangerous traveling the lands of Skyrim, Why: After finishing a playthrough as a werewolf with Creatures in Heat installed (arousal based on moon phase) I found that I didn't have a mod which dynamically raised arousal like CIH. With little difficulty I could pretty much avoid any consequences from high arousal in the mods I use. I could stay cold forever so long as my time-rate was managed. This goes against my desire to have all those fun LL mods engage with gameplay, not just be a side distraction. A second thought on my mind, even during the WW playthrough, was the disconnect of having a mod (FM3) that simulated the reproductive cycle, but didn't engage with arousal. I play without the Fertility Mode widget off so there's a bit of surprise to finding out, oops, you're fertile. Maybe pressing "Whatever you desire is fine" every time in SLEN wasn't a good idea. Generally, the body wants to make a baby and it will do whatever it can to make that happen when the time is right. Hence, raise arousal during the particularly vulnerable days of the cycle. How: With some, probably, really terrible code. I tried to keep it as simple as possible, but this is the very first time I've ever made code from "scratch". I tinker quite a bit within the framework of other author's code. I'd like to imagine I'm a smart. It seems to work for me. I can't guarantee it won't brick your cousin's Switch when you install it. Specifically, the code attaches itself to the Fertile buff in Fertility Mode Fixes and Tweaks. It will start when you get the buff, end when it goes away. You might need to have the Fertility Buff/Debuffs active in the Fertility Mode MCM for the buff to be active (and my mod will work) This, as far as I am aware, is ONLY PRESENT in FM3 F&T. This will not work, afaik, with the basic Fertility Mode. I might find a way to do that if enough people don't use FM3FT. In my opinion Fixes and Tweaks was the best thing to happen to Fertility Mode. It really changes the game with how well it runs. This alongside the extra features helps me overlook the fact that Futa's don't inseminate in this version. Though, I'm pretty sure subhuman0100 is aware and wants to fix that. Script source is bundled in the mod. Have a look. If you think it's garbage please let me know. Gently, I'm sensitive. Requires: SexLab Aroused Redux SSE (should work with the Babo/Baka Edit) Fertility Mode 3 SSE Fertility Mode 3 Fixes and Tweaks (read the mod page extensively if not already installed) Submitter Papersword Submitted 08/24/2021 Category Framework & Resources Requires SexLab Aroused Redux, Fertility Mode, Fertility Mode V3 Fixes and Tweaks Regular Edition Compatible No
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How would I add delays between conversation "points" as opposed to it just reading them off one after the other? At the moment, when I hit new game, it teleports me to the new cell and the npc I created starts talking, going down the list of text I gave him, the problem is he goes so fast that the voiced dialogue is over before the fade from black is even finished. Ideally, is there a way to add a delay in the Result Script between conversation points? Or would it need to be done in the quest script itself? Also, how do I make the npc play an animation the whole time the conversation is going on? Is that done in the conversation scripts or the AI Package? Picture for clarity:
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XEdit Scripts - Automate Utilities (SLA, SLS, + other stuff) View File Check for NPC Tint Masks.pas Checks a mod's NPCs for face tint files in the directory you specify. Edit "sTintMaskPath" to point to your mod's FaceGenData\FaceTint directory. Make sure it ends in a backslash. The texture file name gets appended to it. e.g. "mods\[My MO2 mod dir]\Textures\Actors\Character\FaceGenData\FaceTint\[My Mod's ESP/ESM file name]\" IMAD removal.pas This file will create a image space modifier removal bat file "removeimods" in your SSE game directory. If you change your load order you will have to rerun this. To use it. Load the target ESM/ESP files in SSE Edit. This can be your entire load order. CRTL+Click the target ESM/ESP files. Or CTRL+A for your entire load order. Right click on any of the target ESM/ESP files and select "Apply Script...". Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the IMAD removal PAS script. Save it and name it. Run it Each "rimod" command is followed by the source mod in a comment. e.g. rimod 0401EB05; DLC2DBBookLevelIod [IMAD:0401EB05] - [04] Dragonborn.esm rimod 04023F86; DLC2HMDaedraExpImod [IMAD:04023F86] - [04] Dragonborn.esm rimod 04024FBC; DLC2HMDaedraExpImod02 [IMAD:04024FBC] - [04] Dragonborn.esm rimod 040317D8; DLC2MiraakTeleportIMODStatic [IMAD:040317D8] - [04] Dragonborn.esm rimod 04031D26; DLC2StandingStoneReleaseImod [IMAD:04031D26] - [04] Dragonborn.esm While in game you can use "bat removeimods" to remove all image space modifiers. If the something that is applying the modifier is still active it will come back. You can then ALT+TAB out of the game and edit the bat file and remove "rimod" commands to find the troublesome mod. TAWOBA SLS JSON.pas Generates a BikiniArmors.json file for SexLab Survival. Before you start. Right click on any file under "SKSE\Plugins\StorageUtilData\SL Survival\" in MO2's Data Tab and select "Reveal in Explorer". Copy the full path to SL Survival's Storage Util's directory. You'll need this later Making a "BikiniArmors.json" file with SSE Edit. Load the TAWOBA mod in SSEEdit Right of the TAWOBA ESP file name and select "Apply Script..." Select "<new script>" from the list of available scripts dropdown You'll see the New Script Template. Copy all. Delete it. Paste the TAWOBA SLS JSON PAS script. Change "sJsonPath := 'E:\';" to SL Survival's Storage Util's directory. Make sure it ends with a backslash. "BikiniArmors.json" gets appended to it later. Save it and name it. Run it The script uses the ArmorMaterialXXXXXX keywords to sort and categorize the armor. TAWOBA SL Aroused and Survival.pas Automates a large portion of adding SLA and SLS keywords to armor. Instructions for using the xedit script: The Xedit script searches the armor's name for keywords to determine what SLA keywords are applied. The SLS keyword "_SLS_BikiniArmor" is applied to every piece of armor. The SLA keyword "EroticArmor" is applied to any match when the armor's name contains one of the following words boots thong pants bikini skirt thigh harness "SLA_BootsHeels" gets added to any piece if armor with the words "boots" in its name. "SLA_ThongLowleg" added with "thong" in its name. "SLA_MicroHotpants" added with "pants" in its name. "SLA_MiniSkirt" added with "skirt" in its name. "SLA_ArmorHarness" added with "harness" in its name. "SLA_Brabikini" added with "bikini" and "top" in its name. "SLA_ArmorHalfNakedBikini" added with "bikini" and "top" but not with "dwarven" in its name. Feel free to modify and share! Submitter jbezorg Submitted 05/11/2021 Category Other Requires Sexlab Aroused Redux, Sexlab Survival Regular Edition Compatible Yes
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I'm trying to save the script in GECK but no matter waht I do It won't save something has got to be wrong with the script. I wouldn't know because I'm shit. scn Sheeeh int bIsSheeehPressed Begin GameMode if bIsSheeehPressed != IsKeyPressed 50 set bIsSheeehPressed to IsKeyPressed 50 if bIsSheeehPressed playsound zSheeehfx 1 endif endif End
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So, I´ve been trying to change an actors face color with nioverride. To do this, I´ve come up with this snippet NiOverride.AddNodeOverrideString(target, fem, partNameHEad, 9, 0, textureHeadCurrent, false) NiOverride.AddNodeOverrideint(target, fem, partNameHEad, 7, -1, 0x3c0b00, false) partNameHead is the headnode name aquired by using this function: string Function GetHeadNode(Actor aAct) ActorBase ab = aAct.GetActorBase() int i = ab.GetNumHeadParts() string headNode While i > 0 i -= 1 headNode = ab.GetNthHeadPart(i).GetName() If StringUtil.Find(headNode, "Head") >= 0 return headNode EndIf endWhile return "" EndFunction But now I have the following problem: While this piece of code works on the player and the majority of NPC´s, there are a few select npcs where it just wont work on. These for example Or this one I cant apply overrides, nor can I get their actual textures by using "NiOverride.GetNodePropertyString(act, false, partNameHead, 9, 0)" Any Idea on what I might be overlooking?
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I found a script in this old post and it works almost perfectly. I can set the animation i want, set it to end in the stage i want. The only thing not working is setting the beginning stage. AnimationObject.Stage = 1 It only works if i set it to 1 (which is redundant). If i set it to 2 or 3 etc the scene fires, and the actors just stay there immobile one inside the other and nothing. After some time this unanimated scene ends. How can i get this to work?
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Hi, i need some help with Sexlab scripting. When i try, lets say to display a message after a sexlab scene, the message triggers at the start of the scene. So im trying to find a solution to delay the next actions of the script after the scene ends. So i looked on hooks. Here is an example script. I cant put the event in the "End:Papyrus Fragment" little square (inside the function). If i put the event after the EndFunction in the "\script name\edit source" of the topic info window it compiles. On the Topic info window after i have to press cancel and close it, otherwise the text in the End:Papyrus Fragment window will replace the "edit source" Script. But even if i do that it still doesnt work in game. Does anyone know what i need to do?
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Hi I hope to add condition for current dialogue topic NPC, to check if the Actor is prisoner in jail or not. (so, if the actor (NPC) in jail as prisoner, the dialogue topic will be shown) Then I supposed, there may be faction to check it,, then I can use getInfaction as condtion check,, , but I can not find the faction for the purpose... Then I tried to use another faction,,, , but can not find good way to check it for NPC... Is there way to easy check it, like other factions, (isInBed etc) and get return value ? 🤔 What I hope to do is,, when I go jail, and there is prisoner, I hope to show the dialogue topic, with other condtion check >> it will start something.. any related advice is welcom...
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Hello, I was creating some custom quest in the Creation Kit, but I was wondering how to make a dialogue add gold to the player at the end of it. I don't know anything of Papyrus coding. I would need a simple fragment that adds to the player a certain amount of gold at the end of a dialogue. Could anyone help me with that, please? Please, explain as clearly as you can, since everything I know about codings regards C and C++. Thank you!
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I think there should be way. but how I read CK docuemnts, I can not find correct way, to link next info in same dialog.😶 what I hope to do is simple .. in one dialog I have 2 topics A is start topic. 2 need to follow the start topic. 1. In one dialog, Start topic,A >> PC say something >> NPC reply 2. attached script for the topic A run (there seems no clear difference, I atatched it Begin / End in Topic info view. (I start sex , then use End to finish sex often) 3 after script finish, it , I expect topic will move (link to) next topic B , (PC say something >> NPC reply) but It never work for me.. in dialog view it is like this... When sexlab start sex,, I quickly see next topic B shown and soon disappear,,(as if I click cancel , but I do not hold any key and click) so after all I can not see next Topic B. Is there way,, after finish all attached script (sexlab animation End) >> it show next topic B which I linked? of course if I do not attach any script, then just link to Topic B, it shown as I expect.. (so i can make branch topic etc...) at current I need to separate all topic as top level dialog,,(If I need to show it after sex) it seems non sense,, so hope to know correct way.. if it need to control by script what I need? or there is some important option, to show link topic B after script finish?
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When I start FM animations, about Positions[0] >> Female role, Positions[1] >> Male role.. it work, even though I set 2 Female,,, (so Position[1] seems use strapon) then I add 3rd Actor (Male / Female),, for FMM animation,, I think it seems positions[0] = F role,, and other Postions act as Male role (though How 3rd Male act is different by each FMM animations,) I add 3rd Female actor, for 3P FFM tag animation.... about this case,,, what position is good for 3rd Female Actor? and which position is most reasonable for Male actor? I may only set FFM tag (by use getanimationsbytag fanction,, ( F=2 M=1 C =0) to set sslBaseAnimations[] then plan to use it.. So I hope to know most natural Actor position for 2female and 1male... Positions[1] and Positions[2] will be used for Female role about FFM animation? (animator make animiation so?) ==== My problem seems , the problem Animation json not correctly set , then Male and Female act opposite role.. F = actor0 , F = actor1, M = actor 2. seems worked for me..(do not see case which not work)
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I know very little about tes5edit. i know how to apply filters, how to copy references and how to edit values manually I found this script, and i was trying to modify it so i could use to convert 1000 furnitures into misc items. but when i ran the code it doesn't convert, i wonder i what i'm doing wrong
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I have seen great mods such as femout and A Girls World but i want to try to make a script for fallout which works Just like Skyfem but for fallout as it autimatically will change the mod npc's as well. i have been looking at the skyfem script and im just checking if i should where should i start with? xedit or creation kit(or even Synthesis)? just want to see if its even possible.
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Hello. Recentlyx i was working on some mods again. (even two). and well. i have encountered with a strange error in both mod with scripting. Mod1. So can anybody tell me why this script is unwilling to work? apparently it cries for Float Property DamageThreshold = 50.0 the thing is. if i put the 50 in brackets. like this: ( 50 ) then it cries for '('. So i do not get it. Mod2. basicly a tattoo pack. the code is correct and compiled with that old mod which can create tattoo pack for Skyrim. but the thing is i cannot see it in the game even if i resaved the esp to 44 version. I guess i just need a different script. or different way?
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I'm currently making a dialogue mod. I've already figured out how to run sexlab scenes, it's not a very difficult job with scripts. But I found a mod https://www.loverslab.com/topic/102119-sexlab-horrible-harassment-expansion-lese/Such a piece of code is offered as integration, but when you add it to the dialogue in the quest, it does not work: Function SLHHActivate(Actor pTarget, Actor pTargetFriend = None); Basically you don't need pTargetFriend. pTarget will become a criminal, who will try to rape you. Keyword SLHHScriptEventKeyword = Game.GetFormFromFile(0x0000C510, "SexLabHorribleHarassment.esp") as Keyword SLHHScriptEventKeyword.SendStoryEvent(None, pTarget, pTargetFriend) endFunction What should the script look like so that at the end of the dialogue the scene from slhh starts?