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SL Triggers(v12) [2022-06-05]


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Posted
13 hours ago, eldr3d said:


Hey there! Is this working now? Could you share it?

For equipping devices (or any ARMOR items) after or before a sex scene, I use the mod Scent of Sex.  It has options for "must wear" and "must not wear" which you can incorporate into the sex rules.  So, for instance, you can create a rule to trigger a sex scene if the player is not wearing shoes and not wearing iron ring slave boots then equip iron ring slave boots on the player after the scene ends.  Some generic categories are available (like "shoes" but also any specific wearable item in current inventory can be put in a rule.

  • 2 weeks later...
Posted

I'm trying to create an effect that will soul trap the npc after sex is done. I've tried using spell_cast and spell_dcsa with the soul trap spell and soul trap spell effect but I'm still not getting the soul trap to happen.

Posted

Sexlabutil1 had an option to put an effect on an actor for a customizable timespan (used it mainly to calm victims or aggressors), would it be possible to create a command like this here? the calm spell is too short lived and the visual effect is kinda annoying.

  • 1 month later...
Posted

maybe someone here can help me with this, because im absolutely pulling my hair out. what im trying to achieve is very simple: i want godmode to begin when a sex scene starts, and to end when the scene ends. simple. this is the command i made to do that. apparently it is wrong:

 

{
    "cmd" : 
    [
    ["console", "$self", "tgm"]
    ]
}

 

thats it. thats the whole thing. i have it set at event start to run with 100% likelihood, and again at end, with the same.

 

it always triggers twice. the console says "God Mode Enabled", immediately followed by "God Mode Disabled". Same thing at scene end. enabled, instantly disabled.

ive tried adding a wait function. didnt help. im only using FIVE trigger slots, so its pretty easy to keep track of. it isnt being called twice anywhere. its just running twice. ive tried disabling the slot which runs it on event end, to no effect.

 

what error have i made?

Posted

All triggers run on all actors in SL scene.  So if there would be 2 actors in SL scene, it would kinda trigger twice.

 

To pervent this, you set up conditions in MCM. to be like "If actor race: Player". So it only runs on Player.

 

Maybe?

 

Posted
23 minutes ago, Fotogen said:

All triggers run on all actors in SL scene.  So if there would be 2 actors in SL scene, it would kinda trigger twice.

 

To pervent this, you set up conditions in MCM. to be like "If actor race: Player". So it only runs on Player.

 

Maybe?

 

thanks, that seems to have done it!

  • 2 weeks later...
Posted

 Some questions to more experienced users:

Anyone figured out if you can manipulate SLSO enjoyment using this one? How would a line doing that look?

Is it possible to check for global variable? SLS hunger seem to use those, and thats why im trying to check for.

  • 5 weeks later...
Posted (edited)

Hi, looking for help for my mod, been trying to get Ectoplasm to be added to player yet it doesn't work. All other named creatures work but unnamed creatures/humans don't. I don't understand because the condition is set to 'not' (monster name), so theorically, it should jump to "ECTO" when it's not an armored troll (or the other 30 named creatures), yet when it goes to ECTO nothing triggers. I created MSG_notify commands for debug but it doesn't trigger either. Like the whole ECTO section doesn't work. Tried renaming it, doesn't work. Even added a positive condition (&=, then jump to END), didn't work.

 

Here's the code so far. Been staring at it for hours.

    [":", "Next31"],
    ["if", "$$", "&!=", "Riekling Chief", "Next32"],
    ["item_add", "$self", "dragonborn.esm:96032", "1", "1"],
    ["msg_notify", "Mated with Tribekin and recieved Riekling Spear..."],
    ["goto", "ECTO"],
    [":", "Next32"],
    ["if", "$$", "&!=", "Armored Troll", "ECTO"],
    ["item_add", "$self", "skyrim.esm:241010", "1", "1"],
    ["msg_notify", "Mated with Armored Troll and covered in Troll Fat..."],
    ["goto", "END"],
    [":", "ECTO"],
    ["item_add", "$self", "skyrim.esm:240995", "1", "1"],
    ["msg_notify", "Covered in Cum..."],
    ["goto", "END"],
    [":", "END"]
    ]
}

 

EDIT: Nevermind... seems to be a hard limit of 32 named events.

Edited by Seraphim2000
Posted (edited)

Is it possible to make a command like player.removefromfaction XX123456 independent of the mods loading order?

Edited by vjnmrf
  • 4 weeks later...
Posted

Would it be possible to toggle a MCM setting with this? I am wondering if I could set it so on animation start it turns off a mod in the MCM and then after the animation ends it turns it back on.

  • 2 weeks later...
Posted

 Hm. Set off to add different outcomes to scenes depending on player performance via SLSO.

For that, i needed an orgasm counter for a current scene. Sounds reasonable, set up a corresponding faction as a persistent container.

While On orgasm (SLSO) seemt do to the job fine in adding PC to said faction, counter does not seem to work.

Spoiler

{
    "cmd" : 
    [
        ["actor_getfactionrank", "$player", "Extra Armor Effects.esp:230301"],
        ["set", "$2", "$$"],
        ["inc", "$2", "1"],
        ["actor_setfactionrank", "$player", "Extra Armor Effects.esp:230301", "$2"],
        ["msg_notify", "Partner orgasm counter is", "$2"]
    ]
}

From what i assumed - a rank of "-1" indicates that character is not in a faction, so this should get PC into faction on first call with a rank of 0, and then increase rank on each event untill another command does faction rank reset.

Practicly, it does not seem to work. While notify does click for 1st and 2nd events, checking rank in console returns "-2". Beyond that, any events above 2nd still return 2 in notify.

Wich evidently tells of my lack of undestanding in either/both SL triggers and Skyrim faction system.

 What am i missing? Could it be that another SL_Triggers command using the same $2 aliased variable interfere? 

Posted

Hi, can someone help me please ?

i want to bind a key to trigger get " next animation sexlab " because the function of sexlab is  broken with my modlist :(

so i hope someone can write a command trigger next animation and bind it to a hotkey

Posted
46 minutes ago, harems said:

Hi, can someone help me please ?

i want to bind a key to trigger get " next animation sexlab " because the function of sexlab is  broken with my modlist :(

so i hope someone can write a command trigger next animation and bind it to a hotkey

Don't think there is a keybind option in SL Triggers - Would of likely have already been done if it could do that.

Posted
25 minutes ago, ebbluminous said:

Don't think there is a keybind option in SL Triggers - Would of likely have already been done if it could do that.

 

I think we have keybind already, but i dont know the command to make " next set animation "
do you know above command ?

Posted
4 hours ago, harems said:

 

I think we have keybind already, but i dont know the command to make " next set animation "
do you know above command ?

Are you sure? I've never seen a keybind Sexlab Trigger.

 

Same for the animation part. This is not a magic mod that can do anything, it has limits.

Posted
8 hours ago, ebbluminous said:

Are you sure? I've never seen a keybind Sexlab Trigger.

 

Same for the animation part. This is not a magic mod that can do anything, it has limits.

yes, i have using keybind trigger, but do you know the command console for the function " next set animation " in sexlab :(

i just want to know this because my hotkey in sexlab is not working

Posted
4 hours ago, harems said:

yes, i have using keybind trigger, but do you know the command console for the function " next set animation " in sexlab :(

i just want to know this because my hotkey in sexlab is not working

If I knew that command I would of said. As I say, I am not even sure if there is such a command for this mod.

Posted

Quick question: when I put "harm 100" it affects me, is there a way I can get it to harm NPCs my character sleeps with? It's for a succubus character. 

Posted (edited)

I tried to add and remove items from the level list to simplify scripting,

but the item_remove command does not seem to recognize it.

In this case, the item is added but not removed.

{
"cmd" :
[
["set", "$0", "SleepTight.esl:xxx(<=I made this a levellist)",
["item_addex", "$self", "$0", "1", "1"],
["item_equipex", "$self", "$0", "0", "1"],
["actor_qnnu", "$self"],
["util_waitforend", "$self"],
["item_unequipex", "$self", "$0", "0"],
["item_remove", "$self", "$0", "1", "1"],
[":","end"]
]
}

 

Is this an invalid script?

 

If so, is there a way to remove all items with specific keywords without specifying a formID?

Edited by 10dukhu
Posted (edited)

Can anyone tell where I can find the ID's the topic author used. I want to add the AOE version of calm and I don't know what the Id is being used as its not a normal I'm used too.

Thanks for any help!

Edited by gegiles
  • 2 weeks later...
Posted
On 5/25/2024 at 7:57 AM, nilead said:

 Hm. Set off to add different outcomes to scenes depending on player performance via SLSO.

For that, i needed an orgasm counter for a current scene. Sounds reasonable, set up a corresponding faction as a persistent container.

While On orgasm (SLSO) seemt do to the job fine in adding PC to said faction, counter does not seem to work.

  Hide contents

{
    "cmd" : 
    [
        ["actor_getfactionrank", "$player", "Extra Armor Effects.esp:230301"],
        ["set", "$2", "$$"],
        ["inc", "$2", "1"],
        ["actor_setfactionrank", "$player", "Extra Armor Effects.esp:230301", "$2"],
        ["msg_notify", "Partner orgasm counter is", "$2"]
    ]
}

From what i assumed - a rank of "-1" indicates that character is not in a faction, so this should get PC into faction on first call with a rank of 0, and then increase rank on each event untill another command does faction rank reset.

Practicly, it does not seem to work. While notify does click for 1st and 2nd events, checking rank in console returns "-2". Beyond that, any events above 2nd still return 2 in notify.

Wich evidently tells of my lack of undestanding in either/both SL triggers and Skyrim faction system.

 What am i missing? Could it be that another SL_Triggers command using the same $2 aliased variable interfere? 

I think it's running twice, one for each actor, add a check for player.

  • 2 weeks later...
Posted

Is there a way to script in simulated key presses? I'm trying to get a script that opens showracemenu and automatically closes it, and I'd either need to know how to close that menu or simulate entering the same keys r + enter. 

  • 2 weeks later...
Posted

 @Fotogen Is there way to resolve a leveled list and then equip the resulting items into the NPC. I basically tried to use the set command as in this post:

 

On 6/5/2024 at 11:35 PM, 10dukhu said:

I tried to add and remove items from the level list to simplify scripting,

but the item_remove command does not seem to recognize it.

In this case, the item is added but not removed.

{
"cmd" :
[
["set", "$0", "SleepTight.esl:xxx(<=I made this a levellist)",
["item_addex", "$self", "$0", "1", "1"],
["item_equipex", "$self", "$0", "0", "1"],
["actor_qnnu", "$self"],
["util_waitforend", "$self"],
["item_unequipex", "$self", "$0", "0"],
["item_remove", "$self", "$0", "1", "1"],
[":","end"]
]
}

 

Is this an invalid script?

 

If so, is there a way to remove all items with specific keywords without specifying a formID?

 

But all I managed was to put the literal leveled list into the NPC's inventory if you can believe that.

 

rnd_list would be an option, but it's actually very cumbersome to use when trying to work with several list with hundred on items on them.

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