Juicetown Posted May 19, 2023 Posted May 19, 2023 I'm attempting to modify the script from the 'Cum Alchemy' and I'm a little confused as to how $self and $partner are set for a specific trigger. Is self always the entity that initialized the scene? so as an example, If the an NPC initiates a scene on the player is the NPC the $self? Anyway below is the script, it works most of the time, but some times it will backfire and kill the player/follower. The portion I am having issues with is the 'Kill' label at the end, any help would be greatly appreciated! { "cmd" : [ ["msg_notify", "Humanvials"], ["actor_state", "$partner", "GetCombatState"], ["set", "$3", "$$"], ["actor_race", "$partner", ""], ["set", "$1", "$$"], ["actor_name", "$self"], ["set", "$4", "$$"], ["actor_name", "$partner"], ["set", "$5", "$$"], ["if", "$1", "&=", "High Elf", "Altmer"], ["if", "$1", "&=", "Argonian", "Argonian"], ["if", "$1", "&=", "Wood Elf", "Bosmer"], ["if", "$1", "&=", "Breton", "Breton"], ["if", "$1", "&=", "Dark Elf", "Dunmer"], ["if", "$1", "&=", "Khajiit", "Khajiit"], ["if", "$1", "&=", "Nord", "Nord"], ["if", "$1", "&=", "Imperial", "Imperial"], ["if", "$1", "&=", "Orc", "Orsimer"], ["if", "$1", "&=", "Redguard", "Redguard"], [":", "Altmer"], ["item_add", "$player", "cum alchemy.esp:191552", "1", "0"], ["goto", "end"], [":", "Argonian"], ["item_add", "$player", "cum alchemy.esp:191548", "1", "0"], ["goto", "end"], [":", "Bosmer"], ["item_add", "$player", "cum alchemy.esp:191550", "1", "0"], ["goto", "end"], [":", "Breton"], ["item_add", "$player", "cum alchemy.esp:191546", "1", "0"], ["goto", "end"], [":", "Dunmer"], ["item_add", "$player", "cum alchemy.esp:191551", "1", "0"], ["goto", "end"], [":", "Khajiit"], ["item_add", "$player", "cum alchemy.esp:191547", "1", "0"], ["goto", "end"], [":", "Imperial"], ["item_add", "$player", "cum alchemy.esp:191544", "1", "0"], ["goto", "end"], [":", "Nord"], ["item_add", "$player", "cum alchemy.esp:191543", "1", "0"], ["goto", "end"], [":", "Orsimer"], ["item_add", "$player", "cum alchemy.esp:191549", "1", "0"], ["goto", "end"], [":", "Redguard"], ["item_add", "$player", "cum alchemy.esp:191545", "1", "0"], [":", "end"], ["if", "$3", ">", "1", "kill"], [":", "kill"], ["av_damage", "$partner", "Health", "9999999999"], ["msg_notify", "$4", " - ", "$5"], ["goto", "realend"], [":", "realend"] ] }
IZZZZZZI Posted May 20, 2023 Posted May 20, 2023 22 hours ago, Juicetown said: I'm attempting to modify the script from the 'Cum Alchemy' and I'm a little confused as to how $self and $partner are set for a specific trigger. Is self always the entity that initialized the scene? so as an example, If the an NPC initiates a scene on the player is the NPC the $self? Anyway below is the script, it works most of the time, but some times it will backfire and kill the player/follower. The portion I am having issues with is the 'Kill' label at the end, any help would be greatly appreciated! { "cmd" : [ ["msg_notify", "Humanvials"], ["actor_state", "$partner", "GetCombatState"], ["set", "$3", "$$"], ["actor_race", "$partner", ""], ["set", "$1", "$$"], ["actor_name", "$self"], ["set", "$4", "$$"], ["actor_name", "$partner"], ["set", "$5", "$$"], ["if", "$1", "&=", "High Elf", "Altmer"], ["if", "$1", "&=", "Argonian", "Argonian"], ["if", "$1", "&=", "Wood Elf", "Bosmer"], ["if", "$1", "&=", "Breton", "Breton"], ["if", "$1", "&=", "Dark Elf", "Dunmer"], ["if", "$1", "&=", "Khajiit", "Khajiit"], ["if", "$1", "&=", "Nord", "Nord"], ["if", "$1", "&=", "Imperial", "Imperial"], ["if", "$1", "&=", "Orc", "Orsimer"], ["if", "$1", "&=", "Redguard", "Redguard"], [":", "Altmer"], ["item_add", "$player", "cum alchemy.esp:191552", "1", "0"], ["goto", "end"], [":", "Argonian"], ["item_add", "$player", "cum alchemy.esp:191548", "1", "0"], ["goto", "end"], [":", "Bosmer"], ["item_add", "$player", "cum alchemy.esp:191550", "1", "0"], ["goto", "end"], [":", "Breton"], ["item_add", "$player", "cum alchemy.esp:191546", "1", "0"], ["goto", "end"], [":", "Dunmer"], ["item_add", "$player", "cum alchemy.esp:191551", "1", "0"], ["goto", "end"], [":", "Khajiit"], ["item_add", "$player", "cum alchemy.esp:191547", "1", "0"], ["goto", "end"], [":", "Imperial"], ["item_add", "$player", "cum alchemy.esp:191544", "1", "0"], ["goto", "end"], [":", "Nord"], ["item_add", "$player", "cum alchemy.esp:191543", "1", "0"], ["goto", "end"], [":", "Orsimer"], ["item_add", "$player", "cum alchemy.esp:191549", "1", "0"], ["goto", "end"], [":", "Redguard"], ["item_add", "$player", "cum alchemy.esp:191545", "1", "0"], [":", "end"], ["if", "$3", ">", "1", "kill"], [":", "kill"], ["av_damage", "$partner", "Health", "9999999999"], ["msg_notify", "$4", " - ", "$5"], ["goto", "realend"], [":", "realend"] ] } How i can see, your "if $3 > 1 not peform right, because you forvard this command to "kill", but if condition is false trigger will not go to "kill" and will perform next line. And it is.... "kill" Right condition, if i understand your wish , will creat line [goto realend] between if $3>1 and [:, kill]. So if condition will be false, trigger will jump to end.
Juicetown Posted May 21, 2023 Posted May 21, 2023 15 hours ago, IZZZZZZI said: How i can see, your "if $3 > 1 not peform right, because you forvard this command to "kill", but if condition is false trigger will not go to "kill" and will perform next line. And it is.... "kill" Right condition, if i understand your wish , will creat line [goto realend] between if $3>1 and [:, kill]. So if condition will be false, trigger will jump to end. Thanks! yeah I caught that shortly after I posted. I was able to get this function to kill hostile actors after the scene to function consistently too. I ended up making 2 scripts one for player scenes and one for non player scenes.
eicosa Posted May 25, 2023 Posted May 25, 2023 On 1/22/2023 at 4:13 AM, dweezer said: As I was made recently aware of the v12 version of triggers and that I had compiled for v11 originally somehow, here's the modified v12 version of sl_triggersCmd with my functions added. sl_triggersCmd.pex 42.97 kB · 22 downloads sl_triggersCmd.psc 47.33 kB · 23 downloads Hi dweezer, love your morph script and it usually works fine. I'm finding recently though that some of the morphs get permanently applied to the character and theres no way to reset them. eg. my trigger json seems to correctly say ["actor_body", "$self", "morphbody", "PussyOpen", "0"] Its not just this one morph, its like 10 morphs, and they all got stuck. I tried code like this to reverse the morphs,: ["msg_notify", "-- Clear Morphs --"], ["actor_body", "$self", "getmorph","BellyLowerSwell2"], ["set", "$1", "-1", "*" "$$"], ["actor_body", "$self", "morphbody", "BellyLowerSwell2", "$1"], (ie, if the morph is 0.75, reduce it by 0.75? if morphbody works that way?) But this didnt work either. I know the Trigger itself is running because the msg shows. Any ideas?
dweezer Posted May 25, 2023 Posted May 25, 2023 5 hours ago, eicosa said: Hi dweezer, love your morph script and it usually works fine. I'm finding recently though that some of the morphs get permanently applied to the character and theres no way to reset them. eg. my trigger json seems to correctly say ["actor_body", "$self", "morphbody", "PussyOpen", "0"] Its not just this one morph, its like 10 morphs, and they all got stuck. I tried code like this to reverse the morphs,: ["msg_notify", "-- Clear Morphs --"], ["actor_body", "$self", "getmorph","BellyLowerSwell2"], ["set", "$1", "-1", "*" "$$"], ["actor_body", "$self", "morphbody", "BellyLowerSwell2", "$1"], (ie, if the morph is 0.75, reduce it by 0.75? if morphbody works that way?) But this didnt work either. I know the Trigger itself is running because the msg shows. Any ideas? I think it's because it's still feeding in a value in and I didn't set anything to specifically clear out morphs (or how to handle zeroing out a morph). For this attachment, I did just add in a commandlet for clearing all morphs in one go on an actor as a quick-fix, and you don't have to give a value to do so. Let me know if you need a command for only one morph at a time as well. Usage: "actor_body", "$self" / "$partner", "clearmorphs" sl_triggersCmd.pex sl_triggersCmd.psc 1
satanfist Posted May 29, 2023 Posted May 29, 2023 (edited) Hi, I've got a question concerning 'rndlist' configuration. I've got a script and I want to reduce the chance of a item of cloth being chosen to say 25%. { "cmd" : [ ["msg_notify", "You're feeling rather Saucy!"], ["rnd_list", "[Caenarvon] Cosplay Pack Schooldays.esp:0E0C","", "[Caenarvon] Cosplay Pack Schooldays.esp:0E38",""], ["set", "$1", "$$"], ["set", "$2", "Ebonscale.esp:0D68"], ["item_equip", "$self", "$1", "0", "1"], [":","eqf"], ["actor_qnnu", "$self"], ["util_waitforend", "$self"], ["item_remove","$self", "$1", "1", "1"], ["item_equip", "$self", "$2", "0", "1"], ] } This works but papyrus complains, [05/29/2023 - 02:52:55PM] ERROR: Cannot access an element of a None array stack: [Active effect 15 on (00000014)].sl_TriggersCmd._getFormId() - "sl_TriggersCmd.psc" Line ? [Active effect 15 on (00000014)].sl_TriggersCmd.oper() - "sl_TriggersCmd.psc" Line ? [Active effect 15 on (00000014)].sl_TriggersCmd.exec() - "sl_TriggersCmd.psc" Line ? [Active effect 15 on (00000014)].sl_TriggersCmd.OnUpdate() - "sl_TriggersCmd.psc" Line ? I tried both "" and "[Caenarvon] Cosplay Pack Schooldays.esp" formats with the same error. Is it possible and if so what is the correct syntax? I would be lost without SL Triggers in my game ? Edited May 29, 2023 by satanfist
Fotogen Posted June 2, 2023 Author Posted June 2, 2023 On 5/29/2023 at 6:38 PM, satanfist said: ["rnd_list", "[Caenarvon] Cosplay Pack Schooldays.esp:0E0C","", "[Caenarvon] Cosplay Pack Schooldays.esp:0E38",""], You get error in log, because 2 out of 4 values are blank/empty/none and you want to equip it. On 5/29/2023 at 6:38 PM, satanfist said: I tried both "" and "[Caenarvon] Cosplay Pack Schooldays.esp" formats with the same error. Is it possible and if so what is the correct syntax? "" is blank/none. "[Caenarvon] Cosplay Pack Schooldays.esp" is missing object id. So result will be none. And becuase its "none", papyrus will complain. Maybe try something like this: { "cmd" : [ ["rnd_int", "0", "100"], ["if", "$$", ">", "25", "end"], ["msg_notify", "You're feeling rather Saucy!"], ["rnd_list", "[Caenarvon] Cosplay Pack Schooldays.esp:0E0C", "[Caenarvon] Cosplay Pack Schooldays.esp:0E38"], ["set", "$1", "$$"], ["set", "$2", "Ebonscale.esp:0D68"], ["item_equip", "$self", "$1", "0", "1"], ["actor_qnnu", "$self"], ["util_waitforend", "$self"], ["item_remove","$self", "$1", "1", "1"], ["item_equip", "$self", "$2", "0", "1"], [":","end"] ] } Code first get a random number from 0 to 100 and then skips everything if number is greater then 25. So only 25% chance that anything is actualy done. 2
satanfist Posted June 2, 2023 Posted June 2, 2023 (edited) On 6/2/2023 at 3:13 AM, Fotogen said: You get error in log, because 2 out of 4 values are blank/empty/none and you want to equip it. "" is blank/none. "[Caenarvon] Cosplay Pack Schooldays.esp" is missing object id. So result will be none. And becuase its "none", papyrus will complain. Maybe try something like this: { "cmd" : [ ["rnd_int", "0", "100"], ["if", "$$", ">", "25", "end"], ["msg_notify", "You're feeling rather Saucy!"], ["rnd_list", "[Caenarvon] Cosplay Pack Schooldays.esp:0E0C", "[Caenarvon] Cosplay Pack Schooldays.esp:0E38"], ["set", "$1", "$$"], ["set", "$2", "Ebonscale.esp:0D68"], ["item_equip", "$self", "$1", "0", "1"], ["actor_qnnu", "$self"], ["util_waitforend", "$self"], ["item_remove","$self", "$1", "1", "1"], ["item_equip", "$self", "$2", "0", "1"], [":","end"] ] } Code first get a random number from 0 to 100 and then skips everything if number is greater then 25. So only 25% chance that anything is actualy done. Thanks for your reply and suggestion. I'll try it out. I did however get it to work without papyrus errors, in a similar way. I removed the blank/none option ("") from the rnd_list statement and set the chance in the (SL Triggers) MCM to 50%. If the script runs there is a 50% chance of choosing one of the two items. If it doesn't, then the PC/NPC (self) will be naked. Chance 50% at Begin; { "cmd" : [ ["msg_notify", "You're feeling rather Saucy!"], ["rnd_list", "[Caenarvon] Cosplay Pack Schooldays.esp:0E0C","[Caenarvon] Cosplay Pack Schooldays.esp:0E38"], ["set", "$1", "$$"], ["item_equip", "$self", "$1", "0", "1"], [":","eqf"], ["actor_qnnu", "$self"], ["util_waitforend", "$self"], ["item_remove","$self", "$1", "1", "1"], ] } Chance 100% at End; { "cmd" : [ ["msg_notify", "I'm Saucy!"], ["rnd_list", "DrifterArmorAndOutfitByXtudo.esp:0857", "DrifterArmorAndOutfitByXtudo.esp:083F", "DrifterArmorAndOutfitByXtudo.esp:0840", "DrifterArmorAndOutfitByXtudo.esp:0841", "DrifterArmorAndOutfitByXtudo.esp:0842"], ["set", "$1", "$$"], ["set", "$2", "Ebonscale.esp:0D68"], ["item_equip", "$self", "$1", "0", "1"], ["item_equip", "$self", "$2", "0", "1"], [":","eqf"], ["actor_qnnu", "$self"], ["util_waitforend", "$self"], ] } Note: The last three lines i.e. [":","eqf"], ["actor_qnnu", "$self"], ["util_waitforend", "$self"], may not be necessary in the above... P.S. There may also be a compatiblity issue with the SL Framework I'm using. I normally use 1.63 for skyrim SE 1.5.97, but I'm currently trialling Scrab's P Plus revision and it's in early development. The stripping/equipping options during SL scenes are currently limited. Thanks again for your hard work and support, Sl Triggers rocks! Feedback: Your suggestion works great and I adapted my script to utilize the rnd_int statement at the end of the script. To add some more realism to the game by either removing or wearing the item after the animation ends. { "cmd" : [ ["msg_notify", "You're feeling rather Saucy!"], ["rnd_list", "[Caenarvon] Cosplay Pack Schooldays.esp:0E0C","[Caenarvon] Cosplay Pack Schooldays.esp:0E38"], ["set", "$1", "$$"], ["item_equip", "$self", "$1", "0", "1"], [":","eqf"], ["rnd_int", "0", "100"], ["if", "$$", ">", "25", "end"], ["actor_qnnu", "$self"], ["util_waitforend", "$self"], ["item_remove","$self", "$1", "1", "1"], [":","end"] ] } Thanks again for your help. Edited June 4, 2023 by satanfist Feedback on suggested code
barbadoz Posted June 7, 2023 Posted June 7, 2023 I'm using the Experience mod, and I'm trying to grant 5 experience points to my character when they give someone an orgasm or when sex is ended. Rather than using "player.advlevel 5" in the console after each event, I was hoping to use SL Triggers. Does anyone know the code to enter in a json to make this work? I've tried this but it doesn't appear to function (or at least I don't receive notification that it was successful). { "cmd" : [ ["util_sendmodevent", "SXP", "GainXP", "5"] ] }
Saviorsrd Posted June 16, 2023 Posted June 16, 2023 On 6/7/2023 at 2:57 PM, barbadoz said: I'm using the Experience mod, and I'm trying to grant 5 experience points to my character when they give someone an orgasm or when sex is ended. Rather than using "player.advlevel 5" in the console after each event, I was hoping to use SL Triggers. Does anyone know the code to enter in a json to make this work? I've tried this but it doesn't appear to function (or at least I don't receive notification that it was successful). { "cmd" : [ ["util_sendmodevent", "SXP", "GainXP", "5"] ] } No experience with this mod myself, but I would try the following to make sure the issue isn't with Triggers. If you see the msg, you know Triggers is doing its' job. You can remove the MSG after you've figured that much out. { "cmd" : [ ["util_sendmodevent", "SXP", "GainXP", "5"], ["msg_notify", "Trigger fired"] ] }
ttpt Posted June 19, 2023 Posted June 19, 2023 (edited) I had made a couple of triggers for caged followers a while ago, which by the way you can still check up on that thread, but since I've moved on to FSM (Follower slavery mod) to handle my follower slavery needs, I've finally figured out a working trigger for it. So here's a couple of them. Since this is the triggers mod page you probably know how to set this up, this will basically allow soft support for mods that trigger sex to send the FSM mod event and enslave the target, hopefully your follower, it also checks to only work so long as the target is in the currentfollowerfaction. If the mod triggers on the player for example it shouldn't try to FSM the play, honestly I don't know how FSM reacts in that situation but it's best avoided. Caged Followers could trigger on the player and send them to a random cage somewhere in the world, with no equipment and fully surrounded by hostiles and no way out, so that's why those situations are best avoided. EDIT: SlaveryPartner will enslave the follower to the sex partner but it also has a failsafe to enslave the follower to a random NPC of FSM's choosing, if the original partner is invalid. SlaveryPartnerRandom, will enslave the follower to a random NPC in the world of FSM's choosing, FollowerSlaveryPartner.json FollowerSlaveryPartnerRandom.json Edited June 19, 2023 by ttpt
Tobias Kautz Posted June 21, 2023 Posted June 21, 2023 Is there a way to add different "partners"? Like not only "partner creature", instead "partner giant" or something like this?
Justinof Posted June 30, 2023 Posted June 30, 2023 I see in the function list the command "actor_getgender" but not something for setting the actor gender. Is it possible to change the PC gender (SexLab gender) whit this mod? Or maybe adding a batch file to a hotkey?
Fotogen Posted July 1, 2023 Author Posted July 1, 2023 On 6/21/2023 at 10:10 AM, Tobias Kautz said: Is there a way to add different "partners"? Like not only "partner creature", instead "partner giant" or something like this? Not in MCM. To complicated. To many races. You can check for a specific race inside script. 1
Fotogen Posted July 1, 2023 Author Posted July 1, 2023 On 6/30/2023 at 11:58 AM, Justinof said: I see in the function list the command "actor_getgender" but not something for setting the actor gender. Is it possible to change the PC gender (SexLab gender) whit this mod? Or maybe adding a batch file to a hotkey? Does not exist in papyrus script. You can use console command (script supports that). But its glitchy. Gender will change. But only body' not head. So you end up as girl with dudes head or dude with girls head. Theres a mod on this forums (cursed transformation something) that tries to fix this 'head' problem with undocumented Racemenu functions, but its also glitchy.
Justinof Posted July 2, 2023 Posted July 2, 2023 (edited) 16 hours ago, Fotogen said: Does not exist in papyrus script. You can use console command (script supports that). But its glitchy. Gender will change. But only body' not head. So you end up as girl with dudes head or dude with girls head. Thanks for the replay. I was not clear whit my question, so let me explain. I play whit a futanari PC. In Sexlab MCM i can assign her the "female" or the "male" gender. This only change the animations she uses whit the partner, not the actual gender she is. What i would to accomplish is to switch automatically her Sexlab gender (animation wise) based on her partner's gender, like this: 1-She use the "female" gender when her partner is male or creature. 2-She switch to the "male" gender when her partner is female (or futanari). I could do this manually but using the MCM menu is tiresome and not really functional when having many partners in a short time. Since SL Triggers use the Sexlab functions, could this be done whit a script? Edited July 2, 2023 by Justinof
kamithemoon Posted July 13, 2023 Posted July 13, 2023 On 7/21/2019 at 4:06 PM, Mushano said: Next is my current work in progress since sexlabdirty talk isn't working for me, and I need to be able to program mm and femdom lines, so apropos is out of the question. This is something you can attach to simulate speech while an actor is having sex. It'll appear as a notification unless Fotogen gives us the ability to put in dialogue boxes. (*wink*wink*). It's easily expandable to include more choices/responses, and is the main reason why I'm so happy with Fotogen's work. I'd upload my whole series, but it's really tailored to my tastes so... You will probably not get to see the whole thing unless I edit it all. Edit: Is there a way to check for sexual preference? Like if they are gay, bi, or straight? Just to help diversify the dialogue. Alright. I finished my template. It's set up for a female aggressor and will take in account her victim's gender. So have it to those who want to fill it in for F-F or F-C encounters. Edit: Last edit. I might as well do the M and C aggressor. I named it start, but you can just rename it for the orgasm or end stages. vagina-f-aggressor-start.json 2.34 kB · 107 downloads m-aggressor-start.json 11.77 kB · 113 downloads c-aggressor-start.json 11.77 kB · 84 downloads f-aggressor-start.json 11.77 kB · 73 downloads Hi @Mushano, I was wondering if you ever completed these? You have up to a total of 60 conditions available for each aggressor but only 10 of the f-aggressor has been written.
Mushano Posted July 14, 2023 Posted July 14, 2023 On 7/13/2023 at 8:55 AM, quietlychamil said: Hi @Mushano, I was wondering if you ever completed these? You have up to a total of 60 conditions available for each aggressor but only 10 of the f-aggressor has been written. It was sort of completed, but also not really. Let's just say that there's a lot of tailored made flavour text that only I would enjoy in it.
kamithemoon Posted July 15, 2023 Posted July 15, 2023 5 hours ago, Mushano said: It was sort of completed, but also not really. Let's just say that there's a lot of tailored made flavour text that only I would enjoy in it. Ah, I understand. Next question then, does the creature file work for you? I can't get it to trigger on my end although the others work fine.
terrorofmorrowind Posted July 15, 2023 Posted July 15, 2023 (edited) I'm trying to make a very simple command that changes relation ship rank to the player to lovers status. So far I got this but I don't think that's gonna work because you still need to add a reference in there somewhere. { "cmd" : ["console", "setrelationship rank 4"] } Poked around a lil more and I this should work better: { "cmd" : ["console", "setrelationshiprank", "$self", "4"] } Edited July 15, 2023 by terrorofmorrowind
Attenater Posted July 16, 2023 Posted July 16, 2023 Is it possible to have a command that sets the partners aggression to 0 after sex ends? Alternatively one that casts a long lasting harmony spell?
Mushano Posted July 16, 2023 Posted July 16, 2023 On 7/15/2023 at 12:17 AM, kamithemoon said: Ah, I understand. Next question then, does the creature file work for you? I can't get it to trigger on my end although the others work fine. The creature file does work for me, but there might have been a syntax error in the earlier version that I posted. I noticed one or two of them after I tested each one individually.
kamithemoon Posted July 17, 2023 Posted July 17, 2023 13 hours ago, Mushano said: The creature file does work for me, but there might have been a syntax error in the earlier version that I posted. I noticed one or two of them after I tested each one individually. May I ask you to reshare the files but maybe with just the specific text removed? I'm having a lot of trouble getting them to work on my end. Apparently, only the Female aggressor on Male victim for vaginal works for me. I tried running it through a json checker and it said it was valid but they otherwise won't work. But I'm on VR so it could just be because of my version of Sexlab.
Mushano Posted July 22, 2023 Posted July 22, 2023 On 7/17/2023 at 1:00 AM, kamithemoon said: May I ask you to reshare the files but maybe with just the specific text removed? I'm having a lot of trouble getting them to work on my end. Apparently, only the Female aggressor on Male victim for vaginal works for me. I tried running it through a json checker and it said it was valid but they otherwise won't work. But I'm on VR so it could just be because of my version of Sexlab. Here, I noticed it has been heavily modified from what I once put out, so it would be really hard to scrub things. I'll give you a somewhat clean one that I use for creatures. You can test it out and see if it works for you. Maybe it is a VR thing though. The naming is "Creature-Aggressor-Male-Victim-Oral Sex-Start", so you can guess what it is supposed to be used for. To change it to male or female oriented, you can just change the ["actor_getgender", "$self"], ["if", "$$", "!=", "0", "end"], line near the beginning to 1 instead of 0. Text flavour is all up to you though! c-a-m-v-oral-start.json
kamithemoon Posted July 26, 2023 Posted July 26, 2023 (edited) On 7/21/2023 at 9:36 PM, Mushano said: Here, I noticed it has been heavily modified from what I once put out, so it would be really hard to scrub things. I'll give you a somewhat clean one that I use for creatures. You can test it out and see if it works for you. Maybe it is a VR thing though. The naming is "Creature-Aggressor-Male-Victim-Oral Sex-Start", so you can guess what it is supposed to be used for. To change it to male or female oriented, you can just change the ["actor_getgender", "$self"], ["if", "$$", "!=", "0", "end"], line near the beginning to 1 instead of 0. Text flavour is all up to you though! c-a-m-v-oral-start.json 9.17 kB · 1 download Thanks! I noticed it uses SLSO though which doesn't work well in VR. Can I just delete those lines? And yep, it looks way different then the first iteration you posted. Update: darn, it didn't work. I did see that you switched actor positions in the code where the creature was 1 and the partner was 2. I tried doing that to the original creature triggers but it didn't do anything. If you have a sec, can you take a look at my version of Aggressive female? All I did was add dialogue so I'm not sure why only FM vaginal works and none of the rest. But maybe it's just one of those VR things. Aggressor-F-start.json Edited July 26, 2023 by kamithemoon
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