Psalam Posted November 13, 2018 Posted November 13, 2018 All I want to do is to do a SexLab Quick Start in a fragment in a Quest after dialogue. I have the "Quest" and the Dialogue set but the actual papyrus fragment text can not be as easy as SexLab.QuickStart (PlayerRef, ActorRef) can it? For completeness, the Quest does GetIsID with a single NPC.
Holzfrau Posted November 13, 2018 Posted November 13, 2018 I think you're going to at least need a property on there so it knows what SexLab is: SexLabFramework Property SexLab Auto
Psalam Posted November 13, 2018 Author Posted November 13, 2018 Thanks. I knew it couldn't be that easy. I seem to have worked out the vanilla game modding (lots of tutorials for that) but integrating with SexLab Arioused and SexLab Framework has eluded me. I've tried looking at quests and psc files etc. from existing mods but I am getting the impression that there are almost as many ways to skin this cat as there are mod authors. Since I haven't found any consistency (I'm not blaming anyone here but myself) I am completely at sea.
Holzfrau Posted November 13, 2018 Posted November 13, 2018 4 minutes ago, Psalam said: Thanks. I knew it couldn't be that easy. I seem to have worked out the vanilla game modding (lots of tutorials for that) but integrating with SexLab Arioused and SexLab Framework has eluded me. I've tried looking at quests and psc files etc. from existing mods but I am getting the impression that there are almost as many ways to skin this cat as there are mod authors. Since I haven't found any consistency (I'm not blaming anyone here but myself) I am completely at sea. Unfortunately, the SexLab GitHub has been down for quite some time, so there's no official documentation for it any more. The comments in SexLabFramework.psc are pretty thorough though, so I usually work off of those.
Psalam Posted November 13, 2018 Author Posted November 13, 2018 Which is what led me to my question. The statement there was that you could launch QuickStart with a single line of code. I am just trying to get independent confirmation.
Tyrant99 Posted November 13, 2018 Posted November 13, 2018 Here's a process for adding script to dialogue: Click into EndFragment area, hit spacebar, then click out. (This generates a TIF File) Click OK on the dialogue to temporarily close it. (Usually works best before modifying TIF) Go back into dialogue, advanced tab, rename script (usually best to rename immediately, name something that makes sense) Right click on script and hit edit. Below all the fragment stuff, type: SexLabFramework Property SexLab Auto Optionally type underneath that: Actor Property PlayerRef Auto ; (otherwise you'll use slightly less efficient Game.GetPlayer() to ref the Player) Save the script to compile your new properties. In end fragment field: Sexlab.Quickstart(PlayerRef, AkSpeaker) ; AkSpeaker refers to whoever you're in dialogue with. If you didn't do PlayerRef property then do: Sexlab.Quickstart(Game.GetPlayer(), AkSpeaker) instead of the above. Click into the properties. Hit autofill for Player. Click into the Sexlab property and select the Quest (only 1 thing should be available, the Quest the script is attached to). Hit OK on your dialogue, it should compile without issue as long as you didn't make a mistake.
Psalam Posted November 13, 2018 Author Posted November 13, 2018 Spoiler 1 minute ago, Hugh Reckum said: Here's a process for adding script to dialogue: Click into EndFragment area, hit spacebar, then click out. (This generates a TIF File) Click OK on the dialogue to temporarily close it. (Usually works best before modifying TIF) Go back into dialogue, advanced tab, rename script (usually best to rename immediately, name something that makes sense) Right click on script and hit edit. Below all the fragment stuff, type: SexLabFramework Property SexLab Auto Optionally type underneath that: Actor Property PlayerRef Auto ; (otherwise you'll use slightly less efficient Game.GetPlayer() to ref the Player) Save the script to compile your new properties. In end fragment field: Sexlab.Quickstart(PlayerRef, AkSpeaker) ; AkSpeaker refers to whoever you're in dialogue with. If you didn't do PlayerRef property then do: Sexlab.Quickstart(Game.GetPlayer(), AkSpeaker) instead of the above. Click into the properties. Hit autofill for Player. Click into the Sexlab property and select the Quest (only 1 thing should be available, the Quest the script is attached to). Hit OK on your dialogue, it should compile without issue as long as you didn't make a mistake. Thanks for the detail Hugh.
yatol Posted November 14, 2018 Posted November 14, 2018 what's the point to try to figure out how to do something that is already done? download defeat open one dialog unzip the .pex with champollion if no .psc wih it put that in your quest dialog (or give defeat pex to your dialog if that do what you want)
Psalam Posted November 14, 2018 Author Posted November 14, 2018 Spoiler 3 hours ago, yatol said: what's the point to try to figure out how to do something that is already done? download defeat open one dialog unzip the .pex with champollion if no .psc wih it put that in your quest dialog (or give defeat pex to your dialog if that do what you want) I agree and I have tried to do just that (not specifically with Defeat) and not found anything that looked like what is listed in SexLab Framework. From many people I would assume that they just didn't know how many papyrus scripts and fragments are found in a typical mod, I know you know better. More often than not one refers to another and another (this is good programming but makes it hard to sort out). As I said, I finally gave it up and asked (I know, I'm a man and shouldn't ask for directions). Anyway, I'm going to try Hugh Reckum's suggestion when RL gives me the chance. Assuming it works and I have the same problem with SLAR (how the hell do you get the value for how aroused an NPC is) I will be back after I nail down the whole ForceGreet thing (that's vanilla and I've made some progress on that).
Psalam Posted November 18, 2018 Author Posted November 18, 2018 Okay I got the papyrus flags stuff done (thank God for weekends and electricity). So I went back to trying to make this papyrus fragment stuff work according to the directions given above by Hugh Reckum. I got as far as "save the script to compile your new properties" where I got my first ever successful compilation. That is where the good news ends. I then typed in the Quickstart command (see screenshot) and, in order to hit properties I have to compile again - needless to say unsuccessfully. So, what did I do wrong this time?
Psalam Posted November 18, 2018 Author Posted November 18, 2018 Okay, so I played around with this and the CK info and figured out that if after I save my first compilation I can go over to the properties then. When I do that I can autofill player and pick SexLab from the drop down box (something like SexLab Framework Quest). But when I add my one line of script I still get a compilation error (but a different one. I believe this indicates that there is an error in that one line of code. Does anyone know what it might be?
Psalam Posted November 18, 2018 Author Posted November 18, 2018 How about an add-on? I was looking through SexLab Framework psc files and it appears that QuickStart may require a third entry: string AnimationTags = "" following the two actors specified. Is that true? If so, are those the same animation tags that I have come to know and love as in Prison Overhaul Patched? I ask because the SexLab Framework verbiage seems to be alluding to something else.
worik Posted November 18, 2018 Posted November 18, 2018 45 minutes ago, Psalam said: following the two actors specified. Is that true? from my reading and understanding: yes. Though I havn't tried it, yet. You are much further than I am. 48 minutes ago, Psalam said: string AnimationTags = "" Once (upon the time), I had seen a reference list. But I guess that was in the missing wiki. I guess you could give it a try with those you already know. It should be nothing more than an internal search filter in all your available animations ?
Tyrant99 Posted November 18, 2018 Posted November 18, 2018 That line of code will go in the end fragment section. After you have properties compiled, close the script, the code that will 'run' needs to be in the beginning or ending fragment section at bottom of dialogue window. You needed the properties in the script first or it wouldn't know what Sexlab. meant and wouldn't compile. Take that line out of the script, you only want the properties for now, drop it in the end fragment section instead. After you put it in the end fragment section, then hit OK on the dialogue, it will automatically compile it and place it in the correct spot in your script. - Look at the script afterwards and you'll see. Also, FYI, in general, code sections such as that can't be placed randomly in a script, they need to be encapsulated in something, usually a function or event, in this case it will be a 'fragment' function.
Psalam Posted November 18, 2018 Author Posted November 18, 2018 Spoiler Spoiler 9 minutes ago, worik said: from my reading and understanding: yes. Though I havn't tried it, yet. You are much further than I am. Once (upon the time), I had seen a reference list. But I guess that was in the missing wiki. I guess you could give it a try with those you already know. It should be nothing more than an internal search filter in all your available animations ? Sure, but I'd like to get it right. What "female", "consensual" for my purposes not "creature" (doesn't work with QuickStart anyway) or "rape"?
Psalam Posted November 18, 2018 Author Posted November 18, 2018 Spoiler 2 minutes ago, Hugh Reckum said: That line of code will go in the end fragment section. After you have properties compiled, close the script, the code that will 'run' needs to be in the beginning or ending fragment section at bottom of dialogue window. You needed the properties in the script first or it wouldn't know what Sexlab. meant and wouldn't compile. Take that line out of the script, you only want the properties for now, drop it in the end fragment section instead. Just drop it in the end fragment section, then hit OK on the dialogue, it will automatically compile it and place it in the correct spot in your script. - Look at the script afterwards and you'll see. Also, FYI, in general, code sections such as that can't be placed randomly in a script, they need to be encapsulated in something, usually a function or event, in this case it will be a 'fragment'. To which line of code are you referring? From what I saw of QuickStart struggling through SexLab Framework that "piece of code" that I listed: string AnimationTags = "" looks like it belongs in the Quickstart command. I think it should look something like this: QuickStart(PlayerRef, AkSpeaker, string AnimationTags = "consensual") Or have I fouled it up again?
worik Posted November 18, 2018 Posted November 18, 2018 16 minutes ago, Psalam said: Sure, but I'd like to get it right. I would start with something simple like "blowjob" or "vaginal" ?
Psalam Posted November 18, 2018 Author Posted November 18, 2018 Okay Worik it now looks like this while I await instructions on how to make SexLab work. I got the vanilla stuff down. As I keep saying it's SexLab and SexLab Aroused that are driving me crazy. Edit: Blowjob might work but my goal here is to have a follower who is hot for sex, any sex. Edit2: And yes I am keeping a personal log of what I do when it works.
Tyrant99 Posted November 18, 2018 Posted November 18, 2018 You don't need to specify that 3rd argument, but you can if you want. Main issue is you're putting the line in the wrong place: Put it here instead: Also, hitting OK on dialogue and going back in after tends to work better than the 'compile' button underneath the fragment sections.
Psalam Posted November 18, 2018 Author Posted November 18, 2018 Spoiler 4 minutes ago, Hugh Reckum said: You don't need to specify that 3rd argument, but you can if you want. Main issue is you're putting the line in the wrong place: Put it here instead: So I don't have to hit compile. I just close the dialogue looking like this: And I'm done. If I've done this right then when I walk up to this follower and ask her for sex, she'll say yes (that's all vanilla) and then a sex scene will follow.
Tyrant99 Posted November 18, 2018 Posted November 18, 2018 Yep, hit the OK button though (not close or cancel).
Psalam Posted November 18, 2018 Author Posted November 18, 2018 Spoiler 2 minutes ago, Hugh Reckum said: Yep, hit the OK button though (not close or cancel). Thank you for the confirmation. And so as not to be "that guy" who gets helped and doesn't say thank you: Thank you for your time, Thank you for helping me get papyrus (and SKSE) unpacked, Thank you for my first 3 successful compilations, And thank you for helping me get SexLab working (in advance). Whew, if Quickstart is the easy way I can't wait to get started on StartSex!!! ?
worik Posted November 18, 2018 Posted November 18, 2018 26 minutes ago, Psalam said: Okay Worik it now looks like this while I await instructions on how to make SexLab work. Sorry, I was absent minded. serious RL nutrition problems leading to terrible unhappiness... etc ... But I am curious now if that works
Psalam Posted November 18, 2018 Author Posted November 18, 2018 Spoiler 1 minute ago, worik said: Sorry, I was absent minded. serious RL nutrition problems leading to terrible unhappiness... etc ... But I am curious now if that works I sent you a PM. Hope it doesn't disappoint.
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