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SL Triggers Redux View File SLTR lets you run simple scripts without the need to compile and without worrying about Papyrus script dependencies or whether your script will build. SLTR comes with some scripts for you, thinks like giving yourself a little gold, healing yourself, giving yourself a drink. You can also write your own custom SLTScripts. And finally, you can set up triggers, ways to make SLTScripts run in response to game events, like on game load, on changing location, or even tied to custom keymappings of your choice. All of this is configurable via MCM or text files if you prefer. It is ESL flagged to minimize impact on your load order and most dependencies are loaded dynamically, so aside from the requirements of SKSE and PapyrusUtils, everything else is optional depending on what functionality you want. Requirements: SKSE Address Library for SKSE Plugins PapyrusUtil powerofthree's Tweaks Optional: SexLab Framework (if you want SexLab events and commands) SexLab P+ Framework (this version works as well) OStim Standalone Console Util Extended (if you want to execute Skyrim console commands in your scripts) (or another ConsoleUtil variant) MfgFix (if you want facial expression related commands in your scripts) Devious Followers Continued OSLAroused Devious Devices NG/Devious Devices SE Pet Collar Nether's Follower Framework Autonomous Sex Framework More Details Please!: The source code is available at https://github.com/sltriggersredux/sltriggersredux which also has a Wiki. There is also a LoversLab SLTriggers Redux Club available for better organized sharing of SLTR related content (i.e. SLTScripts, mini-games, add-ons). SL Triggers Redux (SLTR, though you may still see references to SLT) is two things: first, it is a scripting engine for the SLTScript scripting language and second, it is an extensible set of triggers that let you set up SLTScripts to be run in response to in-game events. The original focus of SLTR was purely on the four basic SexLab events (Sex Start, Orgasm, Sex End, Separate Orgasm via SLSO), but the framework has been expanded to not be tied solely to SexLab events. In addition, out of the box, you can also set up hotkeys to run scripts on demand, set scripts up to run on the (in-game) hour, and even run scripts directly via console command. These scripts are simple text files with the .sltscript extension, with an easy to understand syntax and a number of examples available to work from. Scripts are comprised of commands. Commands can be functions like "av_set" (to set an Actor Value) or syntactic commands like "goto" (to script execution to a different line). SLTR comes with a base library of functions available for scripting that is growing. That said, it features an extension architecture through which mod authors can implement additional functions that would be available to other users of SLT that also install the extension. This allows the ability to expand the function library without needing it to be added to the core library. You don't have to program the scripts to use them. A selection is available for you to work with from the get-go, plus any you want to copy and modify, and of course you can also share scripts with other SLTR users. (I hold no copyright over any SLTScripts anyone creates, just so you know.) Visit the SLTR wiki for complete details, including script examples and SLT API documentation for your SLTScripts, as well as integration features. Supported Events Events that occur in game (SexLab orgasm, Key press, Fast Travel) can be configured to fire triggers, which in turn can result in running scripts if the filters match. Currently, you can run SLTScripts in response to the following events: Core Keymapping (triggers in response to your choice of hotkey mapping, with optional modifier and DAK support) Top of the Hour (triggers on the in-game hour (or on the next such hour after sleep or travel)) New Session (triggers on each new game load) Player Cell Change (triggers on each Cell change; this happens more frequently than you might think, so be careful about heavy scripts with this, and protect against spamming i.e. player running back and forth across cell boundaries could generate spammed script executions) Player Opened Container (triggers after a Player opens a container; depending on timing of the backing ActiveMagicEffect landing, might not run until after the container is closed) Player Location Change (triggers on each Location change; typically much less frequent than Cell change) Player Equipment Change (triggers when the player swaps equipment) Player Combat State Changed (triggers when the Player's combat status changes) Player Hit Or Is Hit (triggers when the Player is hit; this can result in a lot of executions so be careful with filter selection and heavy scripts) Timer (triggers on a per-minute timer, delayed anywhere from 1 to 60 minutes) Harvesting (triggers when harvesting typical harvestables; e.g. plants, mushrooms, butterflies) Fast Travel Arrival (triggers when you arrive after fast travel) Vampirism Transitions (triggers when: you become a Vampire, you are cured, you transform to a Vampire Lord, and you end the Vampire Lord transformation) Werewolf Transitions (triggers when: you are cursed, you are cured, you transform into a Werewolf, and you end the Werewolf transofmration) Vampire Feeding (triggers when you begin vampiric feeding) Player Swim Start/Stop Player Water Enter/Exit Soul Trapped SexLab (optional) Start Stop Orgasm Orgasm, Separate Stage Start Stage End OStim (optional) Start Stop Orgasm SceneChange Scripts Provided These are some of the SLTScripts provided out of the box with just the Core install. That means you can run any of them from the console, or in response to any trigger, with no additional configuration. Making more SLTScripts available is simple; add them to your 'Data/SKSE/Plugins/sl_triggers/commands/' folder and on your next game launch you will see them. The 'target' of a script might be someone other than the player i.e. if you target them when using the console commands or if an event fires that targets them, like SexLab Separate Orgasm. Core SLTScripts Add perk point.sltscript Alcohol.sltscript Cast Calm.sltscript Cast Fear.sltscript Cast Light.sltscript Change stats (bad).sltscript Change stats (good).sltscript Change stats (mix).sltscript Cry.sltscript CureDisease.sltscript Doomstone Lover.sltscript Eat (sweets).sltscript Give Gold(10).sltscript Harm (-100).sltscript Heal (+100).sltscript Learn skill (Mage).sltscript Learn skill (random).sltscript Learn skill (Thief).sltscript Learn skill (Warrior).sltscript Lovers comfort.sltscript MFG Reset.sltscript Necks bitten(+1).sltscript Show Limited RaceMenu.sltscript Sound - Levelup.sltscript Toggle Collision.sltscript Toggle God Mode.sltscript SexLab SLTScripts (included when selecting either of SexLab/SexLab P+) CumControl.sltscript DD Unlock All.sltscript DF Reset All.sltscript DF Set Debt to 0.sltscript Disease.sltscript Heart beat(A).sltscript Sex is crime.sltscript SL Aggressive Sex With Player - Anal.sltscript SL Aggressive Sex With Player - Oral.sltscript SL Aggressive Sex With Player - Vaginal.sltscript SL Masturbate Self.sltscript SL Sex With Player - Anal.sltscript SL Sex With Player - Oral.sltscript SL Sex With Player - Vaginal.sltscript SLS Destroy Random License.sltscript SLS Evict from Markarth.sltscript SLS Evict from Riften.sltscript SLS Evict from Solitude.sltscript SLS Evict from Whiterun.sltscript SLS Evict from Windhelm.sltscript SLS Magic Curse Add.sltscript SLS Magic Curse Remove.sltscript SLS Revoke All Licenses.sltscript SLS Revoke Random License.sltscript SLS Send to Kennel - Markarth.sltscript SLS Send to Kennel - Riften.sltscript SLS Send to Kennel - Solitude.sltscript SLS Send to Kennel - Whiterun.sltscript SLS Send to Kennel - Windhelm.sltscript SLS UnEvict from Markarth.sltscript SLS UnEvict from Riften.sltscript SLS UnEvict from Solitude.sltscript SLS UnEvict from Whiterun.sltscript SLS UnEvict from Windhelm.sltscript Time Control.sltscript Time Slow.sltscript Vision blurred.sltscript OStim SLTScripts (included when selecting OStim) OStim Disease.sltscript OStim Heart beat(A).sltscript OStim Masturbate Self.sltscript OStim Sex is crime.sltscript OStim Sex With Player.sltscript OStim Time Control.sltscript OStim Time Slow.sltscript OStim Vision blurred.sltscript General Adult-oriented SLTScripts (included when selecting any of OStim/SexLab/SexLab P+) Contamination - MME_Lactacid.sltscript Contamination - Transformative Elixir.sltscript PetCollar - Add Keyless.sltscript PetCollar - Add.sltscript PetCollar - Remove Keyless.sltscript PetCollar - Remove.sltscript Add-Ons/Mini-Games Available These are add-on packs or mini-games implemented through SLTR. These may alter gameplay or introduce new mechanics. Typically these involve combinations of SLTScripts, pre-built triggers, and sometimes configuration files. PetCollar Game - (Requires: SexLab, PetCollar; Contents: SLTScript, trigger, JSON) At the start of SexLab scenes, your followers will (somewhat) randomly choose to equip and unequip the "Keyless Pet Collar" from the PetCollar mod. This is the one which cannot be picked or removed by the wearer. Consumption Lifestyle - (Requires: Transformative Elixirs; contents: SLTScript, trigger) When the non-stealth varieties of Transformative Elixirs appear in containers the player interacts with, they will automatically pull them into their inventory and consume them. Additionally, a periodic timer will run which will look for these items and consume them. Speaking of Copyright and Licensing / Attribution: All work associated with "SL Triggers Redux" aka "SLTR" aka "SLT" (in relation to it's origin) is derived from the original, SL Triggers, by Fotogen. I received approval to continue development. More info available on the SLTR Wiki. All other work that exists as part of this project as well as the associated SKSE C++ plugin project (when it's not hosted here) is and always will be MIT Licensed. All SLTScripts created by anyone else are subject to their copyright and I hold none over them. Code and data related to container activation was graciously provided by @Bane Master from Deviously Enchanted Chests; they deserve any credit for the efficacy of the container activation logic and I'll take the heat for the issues with my implementation. As agreed, this code and data, as part of this project, will remain MIT Licensed. Installation: If You Are Updating From An Older Version If you are moving from Fotogen's original SL Triggers, you will need a new save. If you are updating from one version of SLTR (this mod) to a newer version, check the CHANGELOG, but I'll likely still recommend a new save. Regardless, especially for small version jumps, it doesn't hurt to try first without a new save. That said, I have often found that both Fotogen's and mine seem to be able to survive the following: Save your game and quit Skyrim Remove the old version Run Skyrim, load your save, click through the warning, save, and quit again Perform any necessary cleanup (e.g. some versions no longer understand old script formats like JSON) Install the new version Run Skyrim and enjoy your new version However, in case of support, if a problem persists beyond that, the next logical step would be to test on a new save if possible. If You Are Installing For The First Time Using MO2 Is Recommended I personally use ModOrganizer2/MO2 and even then, often just through whichever modlist I'm using via wabbajack. If using MO2, dragging an SLTR install .zip into the downloads tab should be sufficient to make it available to install into your list. Similarly dragging it into your active load order should be sufficient to have it installed and running when you next play. It doesn't (at this time) have any particular load order requirements so feel free to move it about as you need. If, However, You Are Doing A Manual Install SLTR itself is a typical mod install with a SKSE plugin. It installs into Data\ as you would expect Mod And Plugin Logging Output Mod logging output will appear in whichever folder SKSE is configured to output to. On a typical Windows 10 Steam install, for example, I think this ends up in your 'Documents\My Games\Skyrim Special Edition\SKSE\sl-triggers.log' folder. Generally I also send log output from Papyrus script through the plugin, so all log output should be located in that one file. Once It Is Installed Once installed, you should now find in your 'mods' folder a new sub-folder, 'sl_triggers' (or whatever you named it during install). The mod folder structure at install should look something like: interfaces\ - containing e.g. translation files scripts\ - containing compiled .pex files SKSE\ CustomConsole\ - config file for ConsoleUtil-Extended to provide improved console commands Plugins\ sl_triggers\ commands\ - pre-made SLTScripts you can link to triggers without having to do any coding commandstore\ - folder available for SLTScript usage as well as shared persisted files (other locations are not excluded) extensions\ sl_triggersExtensionCore\ - trigger definitions (JSON) for events handled by the 'Core' extension new triggers for the 'Core' extension will be created here (but may end up in your overwrite or other folder specified for output files) you can place your own JSON files (as long as the filename can be a valid string in the Skyrim Papyrus VM) here without needing to use the MCM this also allows you to share triggers created by others sl_triggersExtensionSexLab\ - trigger definitions (JSON) for events handled by the 'SexLab' extension new triggers for the 'SexLab' extension will be created here (but may end up in your overwrite or other folder specified for output files) similarly, this works for any extension; for now there are only 'Core' and 'SexLab' offered by the mod sl_triggersExtensionCore-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle Core triggers sl_triggersExtensionCore-libraries.json - DO NOT EDIT; JSON configuration for Core function libraries sl_triggersExtensionSexLab-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle SexLab triggers sl_triggersExtensionSexLab-libraries.json - DO NOT EDIT; JSON configuration for SexLab function libraries containers.json - JSON configuration for Containers (provides support for the Core trigger: On Player Activate Container) you can modify this file to add containers from other mods that will be detected; it includes some examples you can also define which containers will be considered "Common" for filtering purposes; some defaults are included settings.json - created at first launch to avoid being overwritten during updates sl-triggers.dll - SKSE plugin; CommonLibNG-SSE based; uses Address Library; should support most used versions source\ scripts\ - containing source .psc files for the .pex files sl_triggers.esp sl_triggers_CHANGELOG.txt sl_triggers_function_library.md - Markdown documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_function_library.txt - Text documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_sltscripts.txt - Basic information about SLTScript; for the best documentation visit the [wiki](https://github.com/lynnpye/sl_triggers/wiki). In-Game Configuration If you have SkyUI installed, you should have an MCM available as 'SL Triggers Redux'. Any extensions registering themselves with SLTR will be listed on the left. The main SLTR MCM screen has an 'Enabled' option (on by default), a 'Debug' option, and a number of Granular Debug options, all of which are off by default. This will cause very little logging output. Even with all 'Debug' options off, during SLTScript parsing, if errors or important warnings or info need to be reported, they will be sent to that log. If your SLTScript isn't behaving as expected, check the log first. All of the 'Debug' options will output to the log file and will absolutely impact performance, both of your SLTScript and likely the game itself. This can be useful when troubleshooting your scripts, but don't leave it on for general play. Selecting an extension displays it's triggers if it has any defined, and gives you the option to create more. Each trigger has filter options on it's card for you to customize when the scripts should be applied. In game, if you are using the MCM to create new triggers, or as any new files are generated by SLTR (like new .json files if you create SLTScript that does so), they will be generated in the 'overwrite\' folder as for any mod; if you want to manage those files, you will need to manually copy them into whatever new location you want them in. You can also "soft delete" a trigger, marking it inactive until either you restore it or go in and physically remove the trigger file. Until restored it will remain inactive. About Performance: Effort has been made to avoid scripts from stressing the system more than necessary, but there are still limitations. Each script will be run on an Actor in game (the Player or an NPC) as an ActiveMagicEffect i.e. as from a Spell. Any one Actor can have no more than 30 scripts running on them at one time. Scripts can be long-running if you make them so, so be careful not to let things run away. Okay, But How Do I Run A Script! Running Scripts Manually: You can use the console to list available scripts and run them. From the console, use: slt list To list the available scripts. To run a given script, use: slt run "scriptname" The quotes are only necessary if the script name has spaces. So, to give yourself a free 10 septims, try: slt run "Give Gold(10)" Setting Up a Keymapping: If you have a script you want to be able to run at the press of a button, set up a Keymapping trigger. This is most easily done through the MCM. Go to the "SL Triggers Redux" MCM and choose the "SLTR Core" extension. Then click "Add New Item" on the right. Choose "Keymapping" as the event type, then select the key you wish to map it to. Finally, click the "Do 1" drop down and select a script to run. Exit the MCM and you should be able to run that script on demand just by pressing your mapped key! What Is Different From the Original? Fotogen's original sl_triggers effort is great and still works well. Plus I had already added some of these features (like the Keymapping and Top of the Hour event handling) to it. - Extensible - It is very easy to expand functionality to add more operations to be available in your scripts with the new command libraries; Papyrus script developers can create their own .psc file with global functions to add new operations that will be available to any script run on the system - New script format - The original format used JSON which is conveniently supported in the Skyrim environment but not convenient for development; the new .ini format is easier to read and works conveniently with syntax highlighting for some of the features - More than SexLab - I know, SexLab is the SL in SLT; but the framework supports any event to fire a script - ModEvent support for Script Execution - Mod authors can send mod events with a script name and SLT will run the script on the targeted Actor (or the Player if no target is available) - API support - You can also access the same features through an API if you prefer - Console command support - Some features available from the console - Additional SLTScript language features: subroutines, script-to-script execution with call arguments, named variables This is a renewal of development on the original SL Triggers by Fotogen. I received approval to continue development. Submitter hextun Submitted 04/30/25 Category Framework & Resources Requirements Required: SKSE https://skse.silverlock.org/ Address Library for SKSE Plugins https://www.nexusmods.com/skyrimspecialedition/mods/32444 PapyrusUtil https://www.nexusmods.com/skyrimspecialedition/mods/13048 Optional: SexLab Framework https://www.loverslab.com/files/file/20058-sexlab-se-sex-animation-framework-v166b-01182024/ if you want SexLab events and commands SexLab P+ Framework https://www.loverslab.com/files/file/25318-sexlab-p/ this version works as well Console Util Extended https://www.nexusmods.com/skyrimspecialedition/mods/133569 if you want to execute Skyrim console commands in your scripts (or another ConsoleUtil variant) MfgFix https://www.nexusmods.com/skyrimspecialedition/mods/11669 if you want facial expression related commands in your scripts Devious Followers Continued https://www.loverslab.com/files/file/11732-devious-followers-continued-se/ for Devious Followers related functions OSLAroused https://www.loverslab.com/files/file/20867-osl-aroused-arousal-reborn-sse-ae/ for OSLAroused specific functions (not SexLabAroused) Devious Devices NG https://www.loverslab.com/files/file/29779-devious-devices-ng/ for Devious Devices NG functions Devious Devices SE https://www.loverslab.com/files/file/5878-devious-devices-se/ for Devious Devices functions Regular Edition Compatible No Install Instructions If You Are Updating From An Older Version If you are moving from Fotogen's original SL Triggers, you will need a new save. If you are updating from one version of SLTR (this mod) to a newer version, check the CHANGELOG, but I'll likely still recommend a new save. Regardless, especially for small version jumps, it doesn't hurt to try first without a new save. That said, I have often found that both Fotogen's and mine seem to be able to survive the following: - Save your game and quit Skyrim - Remove the old version - Run Skyrim, load your save, click through the warning, save, and quit again - Perform any necessary cleanup (e.g. some versions no longer understand old script formats like JSON) - Install the new version - Run Skyrim and enjoy your new version However, in case of support, if a problem persists beyond that, the next logical step would be to test on a new save if possible. If You Are Installing For The First Time Using MO2 Is Recommended I personally use (ModOrganizer2/MO2)[https://www.modorganizer.org/] and even then, often just through whichever modlist I'm using via (wabbajack)[https://www.wabbajack.org/]. If using MO2, dragging an SLTR install .zip into the downloads tab should be sufficient to make it available to install into your list. Similarly dragging it into your active load order should be sufficient to have it installed and running when you next play. It doesn't (at this time) have any particular load order requirements so feel free to move it about as you need. If, However, You Are Doing A Manual Install SLTR itself is a typical mod install with a SKSE plugin. It installs into Data\ as you would expect Once It Is Installed Once installed, you should now find in your 'mods' folder a new sub-folder, 'sl_triggers' (or whatever you named it during install). Mod logging output will appear in whichever folder SKSE is configured to output to. On a typical Windows 10 Steam install, for example, I think this ends up in your 'Documents\My Games\Skyrim Special Edition\SKSE\sl-triggers.log' folder. Generally I also send log output from Papyrus script through the plugin, so all log output should be located in that one file. The mod will be Enabled by default and all Debug features off. This will cause very little logging output. Even with all 'Debug' options off, during SLTScript parsing, if errors or important warnings or info need to be reported, they will be sent to that log. If your SLTScript isn't behaving as expected, check the log first. In game, if you are using the MCM to create new triggers, or as any new files are generated by SLTR (like new .json files if you create SLTScript that does so), they will be generated in the 'overwrite\' folder as for any mod; if you want to manage those files, you will need to manually copy them into whatever new location you want them in. The mod folder structure at install should look something like: interfaces\ - containing e.g. translation files scripts\ - containing compiled .pex files SKSE\ CustomConsole\ - config file for ConsoleUtil-Extended to provide improved console commands Plugins\ sl_triggers\ commands\ - pre-made SLTScripts you can link to triggers without having to do any coding commandstore\ - folder available for SLTScript usage as well as shared persisted files (other locations are not excluded) extensions\ sl_triggersExtensionCore\ - trigger definitions (JSON) for events handled by the 'Core' extension new triggers for the 'Core' extension will be created here (but may end up in your overwrite or other folder specified for output files) you can place your own JSON files (as long as the filename can be a valid string in the Skyrim Papyrus VM) here without needing to use the MCM this also allows you to share triggers created by others sl_triggersExtensionSexLab\ - trigger definitions (JSON) for events handled by the 'SexLab' extension new triggers for the 'SexLab' extension will be created here (but may end up in your overwrite or other folder specified for output files) similarly, this works for any extension; for now there are only 'Core' and 'SexLab' offered by the mod sl_triggersExtensionCore-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle Core triggers sl_triggersExtensionCore-libraries.json - DO NOT EDIT; JSON configuration for Core function libraries sl_triggersExtensionSexLab-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle SexLab triggers sl_triggersExtensionSexLab-libraries.json - DO NOT EDIT; JSON configuration for SexLab function libraries containers.json - JSON configuration for Containers (provides support for the Core trigger: On Player Activate Container) you can modify this file to add containers from other mods that will be detected; it includes some examples you can also define which containers will be considered "Common" for filtering purposes; some defaults are included sl-triggers.dll - SKSE plugin; CommonLibNG-SSE based; uses Address Library; should support most used versions source\ scripts\ - containing source .psc files for the .pex files sl_triggers.esp sl_triggers_CHANGELOG.txt sl_triggers_function_library.md - Markdown documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_function_library.txt - Text documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_sltscripts.txt - Basic information about SLTScript; for the best documentation visit the wiki. In-Game Configuration If you have SkyUI installed, you should have an MCM available as 'SL Triggers Redux'. Any extensions registering themselves with SLTR will be listed on the left. The main SLTR MCM screen has an 'Enabled' option (on by default), a 'Debug' option, and a number of Granular Debug options, all of which are off by default. All of the 'Debug' options will output to the log file and will absolutely impact performance, both of your SLTScript and likely the game itself. This can be useful when troubleshooting your scripts, but don't leave it on for general play.
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Version 0.983
14886 downloads
The source code is available at https://github.com/sltriggersredux/sltriggersredux which also has a Wiki. There is also a LoversLab SLTriggers Redux Club available for better organized sharing of SLTR related content (i.e. SLTScripts, mini-games, add-ons). What Does It Do: SLTR lets you run simple scripts without the need to compile and without worrying about Papyrus script dependencies or whether your script will build. SLTR comes with some scripts for you, thinks like giving yourself a little gold, healing yourself, giving yourself a drink. You can also write your own custom SLTScripts. And finally, you can set up triggers, ways to make SLTScripts run in response to game events, like on game load, on changing location, or even tied to custom keymappings of your choice. All of this is configurable via MCM or text files if you prefer. It is ESL flagged to minimize impact on your load order and most dependencies are loaded dynamically, so aside from the requirements of SKSE and PapyrusUtils, everything else is optional depending on what functionality you want. Requirements: SKSE Address Library for SKSE Plugins PapyrusUtil powerofthree's Tweaks Optional: SexLab Framework (if you want SexLab events and commands) SexLab P+ Framework (this version works as well) OStim Standalone Console Util Extended (if you want to execute Skyrim console commands in your scripts) (or another ConsoleUtil variant) MfgFix (if you want facial expression related commands in your scripts) Devious Followers Continued OSLAroused Devious Devices NG/Devious Devices SE More Details Please!: SL Triggers Redux (SLTR, though you may still see references to SLT) is two things: first, it is a scripting engine for the SLTScript scripting language and second, it is an extensible set of triggers that let you set up SLTScripts to be run in response to in-game events. The original focus of SLTR was purely on the four basic SexLab events (Sex Start, Orgasm, Sex End, Separate Orgasm via SLSO), but the framework has been expanded to not be tied solely to SexLab events. In addition, out of the box, you can also set up hotkeys to run scripts on demand, set scripts up to run on the (in-game) hour, and even run scripts directly via console command. These scripts are simple text files with the .sltscript extension, with an easy to understand syntax and a number of examples available to work from. Scripts are comprised of commands. Commands can be functions like "av_set" (to set an Actor Value) or syntactic commands like "goto" (to script execution to a different line). SLTR comes with a base library of functions available for scripting that is growing. That said, it features an extension architecture through which mod authors can implement additional functions that would be available to other users of SLT that also install the extension. This allows the ability to expand the function library without needing it to be added to the core library. You don't have to program the scripts to use them. A selection is available for you to work with from the get-go, plus any you want to copy and modify, and of course you can also share scripts with other SLTR users. (I hold no copyright over any SLTScripts anyone creates, just so you know.) Visit the SLTR wiki for complete details, including script examples and SLT API documentation for your SLTScripts, as well as integration features. Supported Events Events that occur in game (SexLab orgasm, Key press, Fast Travel) can be configured to fire triggers, which in turn can result in running scripts if the filters match. Currently, you can run SLTScripts in response to the following events: Core Keymapping (triggers in response to your choice of hotkey mapping, with optional modifier and DAK support) Top of the Hour (triggers on the in-game hour (or on the next such hour after sleep or travel)) New Session (triggers on each new game load) Player Cell Change (triggers on each Cell change; this happens more frequently than you might think, so be careful about heavy scripts with this, and protect against spamming i.e. player running back and forth across cell boundaries could generate spammed script executions) Player Opened Container (triggers after a Player opens a container; depending on timing of the backing ActiveMagicEffect landing, might not run until after the container is closed) Player Location Change (triggers on each Location change; typically much less frequent than Cell change) Player Equipment Change (triggers when the player swaps equipment) Player Combat State Changed (triggers when the Player's combat status changes) Player Hit Or Is Hit (triggers when the Player is hit; this can result in a lot of executions so be careful with filter selection and heavy scripts) Timer (triggers on a per-minute timer, delayed anywhere from 1 to 60 minutes) Harvesting (triggers when harvesting typical harvestables; e.g. plants, mushrooms, butterflies) Fast Travel Arrival (triggers when you arrive after fast travel) Vampirism Transitions (triggers when: you become a Vampire, you are cured, you transform to a Vampire Lord, and you end the Vampire Lord transformation) Werewolf Transitions (triggers when: you are cursed, you are cured, you transform into a Werewolf, and you end the Werewolf transofmration) Vampire Feeding (triggers when you begin vampiric feeding) Player Swim Start/Stop Player Water Enter/Exit Soul Trapped SexLab (optional) Start Stop Orgasm Orgasm, Separate Stage Start Stage End OStim (optional) Start Stop Orgasm SceneChange Scripts Provided These are some of the SLTScripts provided out of the box with just the Core install. That means you can run any of them from the console, or in response to any trigger, with no additional configuration. Making more SLTScripts available is simple; add them to your 'Data/SKSE/Plugins/sl_triggers/commands/' folder and on your next game launch you will see them. The 'target' of a script might be someone other than the player i.e. if you target them when using the console commands or if an event fires that targets them, like SexLab Separate Orgasm. Core SLTScripts Add perk point.sltscript Alcohol.sltscript Cast Calm.sltscript Cast Fear.sltscript Cast Light.sltscript Change stats (bad).sltscript Change stats (good).sltscript Change stats (mix).sltscript Cry.sltscript CureDisease.sltscript Doomstone Lover.sltscript Eat (sweets).sltscript Give Gold(10).sltscript Harm (-100).sltscript Heal (+100).sltscript Learn skill (Mage).sltscript Learn skill (random).sltscript Learn skill (Thief).sltscript Learn skill (Warrior).sltscript Lovers comfort.sltscript MFG Reset.sltscript Necks bitten(+1).sltscript Show Limited RaceMenu.sltscript Sound - Levelup.sltscript Toggle Collision.sltscript Toggle God Mode.sltscript SexLab SLTScripts (included when selecting either of SexLab/SexLab P+) CumControl.sltscript DD Unlock All.sltscript DF Reset All.sltscript DF Set Debt to 0.sltscript Disease.sltscript Heart beat(A).sltscript Sex is crime.sltscript SL Aggressive Sex With Player - Anal.sltscript SL Aggressive Sex With Player - Oral.sltscript SL Aggressive Sex With Player - Vaginal.sltscript SL Masturbate Self.sltscript SL Sex With Player - Anal.sltscript SL Sex With Player - Oral.sltscript SL Sex With Player - Vaginal.sltscript SLS Destroy Random License.sltscript SLS Evict from Markarth.sltscript SLS Evict from Riften.sltscript SLS Evict from Solitude.sltscript SLS Evict from Whiterun.sltscript SLS Evict from Windhelm.sltscript SLS Magic Curse Add.sltscript SLS Magic Curse Remove.sltscript SLS Revoke All Licenses.sltscript SLS Revoke Random License.sltscript SLS Send to Kennel - Markarth.sltscript SLS Send to Kennel - Riften.sltscript SLS Send to Kennel - Solitude.sltscript SLS Send to Kennel - Whiterun.sltscript SLS Send to Kennel - Windhelm.sltscript SLS UnEvict from Markarth.sltscript SLS UnEvict from Riften.sltscript SLS UnEvict from Solitude.sltscript SLS UnEvict from Whiterun.sltscript SLS UnEvict from Windhelm.sltscript Time Control.sltscript Time Slow.sltscript Vision blurred.sltscript OStim SLTScripts (included when selecting OStim) OStim Disease.sltscript OStim Heart beat(A).sltscript OStim Masturbate Self.sltscript OStim Sex is crime.sltscript OStim Sex With Player.sltscript OStim Time Control.sltscript OStim Time Slow.sltscript OStim Vision blurred.sltscript General Adult-oriented SLTScripts (included when selecting any of OStim/SexLab/SexLab P+) Contamination - MME_Lactacid.sltscript Contamination - Transformative Elixir.sltscript PetCollar - Add Keyless.sltscript PetCollar - Add.sltscript PetCollar - Remove Keyless.sltscript PetCollar - Remove.sltscript Add-Ons/Mini-Games Available These are add-on packs or mini-games implemented through SLTR. These may alter gameplay or introduce new mechanics. Typically these involve combinations of SLTScripts, pre-built triggers, and sometimes configuration files. PetCollar Game - (Requires: SexLab, PetCollar; Contents: SLTScript, trigger, JSON) At the start of SexLab scenes, your followers will (somewhat) randomly choose to equip and unequip the "Keyless Pet Collar" from the PetCollar mod. This is the one which cannot be picked or removed by the wearer. Consumption Lifestyle - (Requires: Transformative Elixirs; contents: SLTScript, trigger) When the non-stealth varieties of Transformative Elixirs appear in containers the player interacts with, they will automatically pull them into their inventory and consume them. Additionally, a periodic timer will run which will look for these items and consume them. Speaking of Copyright and Licensing / Attribution: All work associated with "SL Triggers Redux" aka "SLTR" aka "SLT" (in relation to it's origin) is derived from the original, SL Triggers, by Fotogen. I received approval to continue development. More info available on the SLTR Wiki. All other work that exists as part of this project as well as the associated SKSE C++ plugin project (when it's not hosted here) is and always will be MIT Licensed. All SLTScripts created by anyone else are subject to their copyright and I hold none over them. Code and data related to container activation was graciously provided by @Bane Master from Deviously Enchanted Chests; they deserve any credit for the efficacy of the container activation logic and I'll take the heat for the issues with my implementation. As agreed, this code and data, as part of this project, will remain MIT Licensed. Installation: If You Are Updating From An Older Version If you are moving from Fotogen's original SL Triggers, you will need a new save. If you are updating from one version of SLTR (this mod) to a newer version, check the CHANGELOG, but I'll likely still recommend a new save. Regardless, especially for small version jumps, it doesn't hurt to try first without a new save. That said, I have often found that both Fotogen's and mine seem to be able to survive the following: Save your game and quit Skyrim Remove the old version Run Skyrim, load your save, click through the warning, save, and quit again Perform any necessary cleanup (e.g. some versions no longer understand old script formats like JSON) Install the new version Run Skyrim and enjoy your new version However, in case of support, if a problem persists beyond that, the next logical step would be to test on a new save if possible. If You Are Installing For The First Time Using MO2 Is Recommended I personally use ModOrganizer2/MO2 and even then, often just through whichever modlist I'm using via wabbajack. If using MO2, dragging an SLTR install .zip into the downloads tab should be sufficient to make it available to install into your list. Similarly dragging it into your active load order should be sufficient to have it installed and running when you next play. It doesn't (at this time) have any particular load order requirements so feel free to move it about as you need. If, However, You Are Doing A Manual Install SLTR itself is a typical mod install with a SKSE plugin. It installs into Data\ as you would expect Mod And Plugin Logging Output Mod logging output will appear in whichever folder SKSE is configured to output to. On a typical Windows 10 Steam install, for example, I think this ends up in your 'Documents\My Games\Skyrim Special Edition\SKSE\sl-triggers.log' folder. Generally I also send log output from Papyrus script through the plugin, so all log output should be located in that one file. Once It Is Installed Once installed, you should now find in your 'mods' folder a new sub-folder, 'sl_triggers' (or whatever you named it during install). The mod folder structure at install should look something like: interfaces\ - containing e.g. translation files scripts\ - containing compiled .pex files SKSE\ CustomConsole\ - config file for ConsoleUtil-Extended to provide improved console commands Plugins\ sl_triggers\ commands\ - pre-made SLTScripts you can link to triggers without having to do any coding commandstore\ - folder available for SLTScript usage as well as shared persisted files (other locations are not excluded) extensions\ sl_triggersExtensionCore\ - trigger definitions (JSON) for events handled by the 'Core' extension new triggers for the 'Core' extension will be created here (but may end up in your overwrite or other folder specified for output files) you can place your own JSON files (as long as the filename can be a valid string in the Skyrim Papyrus VM) here without needing to use the MCM this also allows you to share triggers created by others sl_triggersExtensionSexLab\ - trigger definitions (JSON) for events handled by the 'SexLab' extension new triggers for the 'SexLab' extension will be created here (but may end up in your overwrite or other folder specified for output files) similarly, this works for any extension; for now there are only 'Core' and 'SexLab' offered by the mod sl_triggersExtensionCore-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle Core triggers sl_triggersExtensionCore-libraries.json - DO NOT EDIT; JSON configuration for Core function libraries sl_triggersExtensionSexLab-attributes.json - DO NOT EDIT; JSON-based definitions for the SLTR MCM to handle SexLab triggers sl_triggersExtensionSexLab-libraries.json - DO NOT EDIT; JSON configuration for SexLab function libraries containers.json - JSON configuration for Containers (provides support for the Core trigger: On Player Activate Container) you can modify this file to add containers from other mods that will be detected; it includes some examples you can also define which containers will be considered "Common" for filtering purposes; some defaults are included settings.json - created at first launch to avoid being overwritten during updates sl-triggers.dll - SKSE plugin; CommonLibNG-SSE based; uses Address Library; should support most used versions source\ scripts\ - containing source .psc files for the .pex files sl_triggers.esp sl_triggers_CHANGELOG.txt sl_triggers_function_library.md - Markdown documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_function_library.txt - Text documentation for available SLTScript functions provided by SLTR (other functions may be provided by third party extensions and function libraries) sl_triggers_sltscripts.txt - Basic information about SLTScript; for the best documentation visit the [wiki](https://github.com/lynnpye/sl_triggers/wiki). In-Game Configuration If you have SkyUI installed, you should have an MCM available as 'SL Triggers Redux'. Any extensions registering themselves with SLTR will be listed on the left. The main SLTR MCM screen has an 'Enabled' option (on by default), a 'Debug' option, and a number of Granular Debug options, all of which are off by default. This will cause very little logging output. Even with all 'Debug' options off, during SLTScript parsing, if errors or important warnings or info need to be reported, they will be sent to that log. If your SLTScript isn't behaving as expected, check the log first. All of the 'Debug' options will output to the log file and will absolutely impact performance, both of your SLTScript and likely the game itself. This can be useful when troubleshooting your scripts, but don't leave it on for general play. Selecting an extension displays it's triggers if it has any defined, and gives you the option to create more. Each trigger has filter options on it's card for you to customize when the scripts should be applied. In game, if you are using the MCM to create new triggers, or as any new files are generated by SLTR (like new .json files if you create SLTScript that does so), they will be generated in the 'overwrite\' folder as for any mod; if you want to manage those files, you will need to manually copy them into whatever new location you want them in. You can also "soft delete" a trigger, marking it inactive until either you restore it or go in and physically remove the trigger file. Until restored it will remain inactive. About Performance: Effort has been made to avoid scripts from stressing the system more than necessary, but there are still limitations. Each script will be run on an Actor in game (the Player or an NPC) as an ActiveMagicEffect i.e. as from a Spell. Any one Actor can have no more than 30 scripts running on them at one time. Scripts can be long-running if you make them so, so be careful not to let things run away. Okay, But How Do I Run A Script! Running Scripts Manually: You can use the console to list available scripts and run them. From the console, use: slt list To list the available scripts. To run a given script, use: slt run "scriptname" The quotes are only necessary if the script name has spaces. So, to give yourself a free 10 septims, try: slt run "Give Gold(10)" Setting Up a Keymapping: If you have a script you want to be able to run at the press of a button, set up a Keymapping trigger. This is most easily done through the MCM. Go to the "SL Triggers Redux" MCM and choose the "SLTR Core" extension. Then click "Add New Item" on the right. Choose "Keymapping" as the event type, then select the key you wish to map it to. Finally, click the "Do 1" drop down and select a script to run. Exit the MCM and you should be able to run that script on demand just by pressing your mapped key! What Is Different From the Original? Fotogen's original sl_triggers effort is great and still works well. Plus I had already added some of these features (like the Keymapping and Top of the Hour event handling) to it. - Extensible - It is very easy to expand functionality to add more operations to be available in your scripts with the new command libraries; Papyrus script developers can create their own .psc file with global functions to add new operations that will be available to any script run on the system - New script format - The original format used JSON which is conveniently supported in the Skyrim environment but not convenient for development; the new .ini format is easier to read and works conveniently with syntax highlighting for some of the features - More than SexLab - I know, SexLab is the SL in SLT; but the framework supports any event to fire a script - ModEvent support for Script Execution - Mod authors can send mod events with a script name and SLT will run the script on the targeted Actor (or the Player if no target is available) - API support - You can also access the same features through an API if you prefer - Console command support - Some features available from the console - Additional SLTScript language features: subroutines, script-to-script execution with call arguments, named variables This is a renewal of development on the original SL Triggers by Fotogen. I received approval to continue development. -
Hi, I have an inn with few NPCs. There are inn keepers, bosses, bards, etc... I have few problems that I couldn't understand. Maybe, you can help me. One of my NPC, who is boss/innkeeper, whirls around and sticks like that. She has several sweep idle marker and different kind of idle markers, several factions. Because having lots of idle markers, this problem might occur? Another problem is: NPCs disappear and reappear somewhere else. Maybe, at the idle marker that they own. It's like teleportation. I didn't make any setting for it. Maybe, there is a setting that I don't know, and/or couldn't figure out yet. NPCs are running. Sometimes, they walk, sometimes they run. Is there a way to avoid them to run? This problem is SexLab based question. For that reason, you don't need to answer that. So, why I ask that question to you? Because, I asked them first. Nobody's answered me. I just give a shot. Sorry... There is a SexLab script that I use. It has two functions: Undress and redress. It works good. I use it for my downstairs/basement floor. On the main floor, all of NPCs should remain dressed. However, because a problem in SexLab, some NPCs remain naked at the main floor. To avoid this problem, I got a help, and I learned that I have to use "ArenaEntranceTrigger", create a package that has all of my NPCs in it. In my another mod, it works. However, it doesn't work in this mod. What problem can be? If you can help me anyway, I'll appreciate...
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Version 12.0.0
62403 downloads
Sexlab Triggers (v12) 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. Requirements: - Sexlab SE framework. Full version, not "light" - (optional) ConsoleUtilSSE (https://www.nexusmods.com/skyrimspecialedition/mods/24858) to execute Skyrim console commands - (optional) MfgFix (https://www.nexusmods.com/skyrimspecialedition/mods/11669) for facial expressions stuff Warning: - you can setup up to 80 triggers - but maybe you shouldn't - the more you setup the slower it will be - try not to leave holes. Don't setup up, for example trigger No.3 and then nothing and then No.60 - when code runs, it remembers the last(highest number) triggers that has "chance" higher the 0 and stops there. A small optimization. If you poke into MCM it gets reset to max(80) 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 - 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 A couple of examples of what you can trigger: - Add perk point.json: Adds a perk point to player. - Alchocol.json: booze. Actor will get and drink one of drinks that counts as alchocol. - Cast Calm.json: cast Calm spell - Cast Fear.json: cast Fear spell - Cast Light.json: cast Candle light spell. - Change stats (bad).json: Health/Stamin/Magicka change by -10 to 0 (perma change on PC) - Change stats (good).json: Health/Stamin/Magicka change by 0 to 10 (perma change on PC) - Change stats (mix).json: Health/Stamin/Magicka change by -5 to 10 (perma change on PC) - Disease.json: Actor is 'attacked' by disease spell every 6 seconds for as long as sex scene is running - Doomstone Lover.json: Add the effect of Lovers doomstone - Eat (sweet).json: eat something sweet - Give Gold(10).json: Actor gets 10 gold. - Harm (-100).json: Actors Health is drained by 100 points - Heal (+100).json: Actors Health, Stamina, Magicka is restored by 100 points - Heart beat(A).json: Play builtin "heart beat" sound - It was bad.json: Apply some debuffs based on animation tag - Learn skill (Mage).json: increase(learn) one random mage skill by 1 point - Learn skill (random).json: increase(learn) one random skill by 1 point - Learn skill (Thief).json: increase(learn) one random thief skill by 1 point - Learn skill (Warrior).json: increase(learn) one random warrior skill by 1 point - Light Campfire.json: cast light effect that persists until end - Lovers Comfort.json: Adds the effect of Lover Comfort. You married, rest with spouse. - MFG Reset.json: When sex ends, reset facial expression (must have MfgFix plugin installed) - Sex is crime.json: Every 10 sec, if someone is watching you doing it and does not have sex, it reports you for crime (5-15 gold) - Sound - Levelup.json: Play builtin "Levelup" sound - Time Control.json: You can control the game speed, and so animation speed with keyboard. (must have ConsoleUtilSSE plugin) - Time Slow.json: slows global time by 50%. Resets time to normal at the end. Uses console command (must have ConsoleUtilSSE plugin) - Vision blurred.json: Blures screen. Lasts until end of SL scene, plus 30 seconds - ZAZ LeakyPussy2B.json: (needs ZAZ) equip something from ZAZ module Extra documentation: - sl_triggers_commands.txt: list, short description of commands I added - sl_triggers_script_description.txt: may be useful if you want to make your own command(s) - sl_triggers_whatsnew.txt: log Note: Its SexlabtUtil1 "Version 2". Not port from LE version. New. Its SE only. Will not bother with 32bit(LE). Skyrim limits. SkyrimSE CAN handle more. -
I want the animation to end during orgasm with a certain chance. After looking through the sexlab triggers faq, I found two lines that transmit events for mods, but I can’t find the end event for the sexlab animation. Or I don’t know how to correctly use the found AnimationEnd and AnimationEnding events in this situation. Can somebody help me with these?
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SL Triggers(v12) [2022-06-05] View File Sexlab Triggers (v12) 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. Requirements: - Sexlab SE framework. Full version, not "light" - (optional) ConsoleUtilSSE (https://www.nexusmods.com/skyrimspecialedition/mods/24858) to execute Skyrim console commands - (optional) MfgFix (https://www.nexusmods.com/skyrimspecialedition/mods/11669) for facial expressions stuff Warning: - you can setup up to 80 triggers - but maybe you shouldn't - the more you setup the slower it will be - try not to leave holes. Don't setup up, for example trigger No.3 and then nothing and then No.60 - when code runs, it remembers the last(highest number) triggers that has "chance" higher the 0 and stops there. A small optimization. If you poke into MCM it gets reset to max(80) 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 - 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 A couple of examples of what you can trigger: - Add perk point.json: Adds a perk point to player. - Alchocol.json: booze. Actor will get and drink one of drinks that counts as alchocol. - Cast Calm.json: cast Calm spell - Cast Fear.json: cast Fear spell - Cast Light.json: cast Candle light spell. - Change stats (bad).json: Health/Stamin/Magicka change by -10 to 0 (perma change on PC) - Change stats (good).json: Health/Stamin/Magicka change by 0 to 10 (perma change on PC) - Change stats (mix).json: Health/Stamin/Magicka change by -5 to 10 (perma change on PC) - Disease.json: Actor is 'attacked' by disease spell every 6 seconds for as long as sex scene is running - Doomstone Lover.json: Add the effect of Lovers doomstone - Eat (sweet).json: eat something sweet - Give Gold(10).json: Actor gets 10 gold. - Harm (-100).json: Actors Health is drained by 100 points - Heal (+100).json: Actors Health, Stamina, Magicka is restored by 100 points - Heart beat(A).json: Play builtin "heart beat" sound - It was bad.json: Apply some debuffs based on animation tag - Learn skill (Mage).json: increase(learn) one random mage skill by 1 point - Learn skill (random).json: increase(learn) one random skill by 1 point - Learn skill (Thief).json: increase(learn) one random thief skill by 1 point - Learn skill (Warrior).json: increase(learn) one random warrior skill by 1 point - Light Campfire.json: cast light effect that persists until end - Lovers Comfort.json: Adds the effect of Lover Comfort. You married, rest with spouse. - MFG Reset.json: When sex ends, reset facial expression (must have MfgFix plugin installed) - Sex is crime.json: Every 10 sec, if someone is watching you doing it and does not have sex, it reports you for crime (5-15 gold) - Sound - Levelup.json: Play builtin "Levelup" sound - Time Control.json: You can control the game speed, and so animation speed with keyboard. (must have ConsoleUtilSSE plugin) - Time Slow.json: slows global time by 50%. Resets time to normal at the end. Uses console command (must have ConsoleUtilSSE plugin) - Vision blurred.json: Blures screen. Lasts until end of SL scene, plus 30 seconds - ZAZ LeakyPussy2B.json: (needs ZAZ) equip something from ZAZ module Extra documentation: - sl_triggers_commands.txt: list, short description of commands I added - sl_triggers_script_description.txt: may be useful if you want to make your own command(s) - sl_triggers_whatsnew.txt: log Note: Its SexlabtUtil1 "Version 2". Not port from LE version. New. Its SE only. Will not bother with 32bit(LE). Skyrim limits. SkyrimSE CAN handle more. Submitter Fotogen Submitted 04/14/2019 Category Other Requires Sexlab framework Special Edition Regular Edition Compatible
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