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Posted
4 hours ago, Lucifeller said:

Just a heads up, it looks like Sexlab Utility Plus conflicts with PSQ PlayerSuccubusQuest's soul trap effect on partners that get drained to death. It will almost always misfire. Might want to look into it... I would love to use SLU+, but I don't want to give up the incredibly useful soultrap effect from PSQ, so I'm hoping a fix can be found...

Is being years since I use PSQ for last time and by then the PSQ scripts wasn't compatible with the Separate Orgasm option of the SexLab Framework. Probably still is incompatible with that option unless you be using the SLSO and it's patch for PSQ.

 

You have 3 choices:

1. Disable the Separate Orgasm option on the SexLab MCM.

2. Install the SLSO and it's patch for PSQ

3. Find a fix for the PSQ that brings you all the drain effects without issues when the Separate Orgasm option is enabled. By the way I made one by then and share it on it's discussion thread but was too long time ago and I don't know if will work with the current version of PSQ.

 

 

Posted
9 hours ago, OsmelMC said:

Is being years since I use PSQ for last time and by then the PSQ scripts wasn't compatible with the Separate Orgasm option of the SexLab Framework. Probably still is incompatible with that option unless you be using the SLSO and it's patch for PSQ.

 

You have 3 choices:

1. Disable the Separate Orgasm option on the SexLab MCM.

2. Install the SLSO and it's patch for PSQ

3. Find a fix for the PSQ that brings you all the drain effects without issues when the Separate Orgasm option is enabled. By the way I made one by then and share it on it's discussion thread but was too long time ago and I don't know if will work with the current version of PSQ.

 

 


I don't use the separate orgasm option to begin with, so I don't think it was that... I'm using this version for what it's worth.


It's the only mod I know of that allows me to actually have a succubus form to transform into. Succubus Heart is nice, but lacks that option.

Posted
5 hours ago, Lucifeller said:

It's the only mod I know of that allows me to actually have a succubus form to transform into. Succubus Heart is nice, but lacks that option.

Are you tried the Children of Lilith. PSQ was too advanced for it's own good, hard to configure and even properly configured still a lot of things don't work. Since was abandoned by the author, the Mod is being inspection for other Mods but nobody is taking responsibility on PSQ so is pretty much dead.

 

I can't fix PSQ but you are free to try this fix. I don't know if the fix will work because I can't even remember what it does.

 

PSQ - SexLab Inflation Framework Patch (2019_03_25).7z

Wow, apparently is also a patch for SexLab Inflation. If you don't have SexLab Inflation, then you have to install it even if you don't want the patch.

 

 

 

 

Posted
On 8/27/2022 at 8:32 PM, OsmelMC said:

Are you tried the Children of Lilith. PSQ was too advanced for it's own good, hard to configure and even properly configured still a lot of things don't work. Since was abandoned by the author, the Mod is being inspection for other Mods but nobody is taking responsibility on PSQ so is pretty much dead.

 

I can't fix PSQ but you are free to try this fix. I don't know if the fix will work because I can't even remember what it does.

 

PSQ - SexLab Inflation Framework Patch (2019_03_25).7z 39.08 kB · 79 downloads

Wow, apparently is also a patch for SexLab Inflation. If you don't have SexLab Inflation, then you have to install it even if you don't want the patch.

 

 

 

 


I see. Thank you. I did consider Children of Lilith, but alas it's not quite the flavor I was looking for (and unless I misread something the succubus transformation only works from MCM which is pretty clunky). I appreciate your attempt to help though.

Posted
59 minutes ago, Lucifeller said:


I see. Thank you. I did consider Children of Lilith, but alas it's not quite the flavor I was looking for (and unless I misread something the succubus transformation only works from MCM which is pretty clunky). I appreciate your attempt to help though.

You misread, you get a minor power to transform. I admit I preferr the hotkey from PSQ, but CoL is still under development, so perhaps that might come to eventually.

Posted
8 minutes ago, Talesien said:

You misread, you get a minor power to transform. I admit I preferr the hotkey from PSQ, but CoL is still under development, so perhaps that might come to eventually.


Hmm. Might give it a try next time. Although Deadly Drain Enhanced seems to also have added a whole lot.

Posted
On 8/26/2022 at 9:10 AM, OsmelMC said:

True and false... You will need to be used to the Papyrus Scripts or that will take you eon's. The difference between the BETA 8 and the current version is like day and night.

 

 

I'm almost sure that is related with the event "OnNiNodeUpdate" because isn't the first time that issues like this is reported on Mods that use the scripts to change the texture's.

 

For i see, this is work for the author of the EBD.

 

 

The thing to do is find the EBD scripts were the "FixFaceTexture" function is being used and add the event "OnNiNodeUpdate" to call another "FixFaceTexture". Of course the event need to be registered with the "RegisterForNiNodeUpdate()" function on the "OnEffectStart" event and probably few others things.

 

Hello,

 

I finally got a chance to work on this a bit. I tried the following

 

EVENT OnEffectStart(Actor akTarget, Actor akActor) 
	ApplyEBDEffects(akActor)
	UnregisterForNiNodeUpdate()
	RegisterForNiNodeUpdate() 
	Debug.Notification("OnEffectStart")
EndEvent

Event OnNiNodeUpdate(ObjectReference orActor)
	Debug.Notification("OnNiNodeUpdate")
	ApplyEBDEffects(orActor as Actor)
EndEvent

 

The ApplyEBDEffects function contains everything that was in OnEffectStart in the original script, including the FixFaceTexture() calls. When I load a save I see a lot of "OnEffectStart" debug notifications, but I can't get an "OnNiNodeUpdate" to trigger, including when starting an SL scene. Is there something else I need to do to register?

Posted
16 minutes ago, Piranha91 said:

 

Hello,

 

I finally got a chance to work on this a bit. I tried the following

 

EVENT OnEffectStart(Actor akTarget, Actor akActor) 
	ApplyEBDEffects(akActor)
	UnregisterForNiNodeUpdate()
	RegisterForNiNodeUpdate() 
	Debug.Notification("OnEffectStart")
EndEvent

Event OnNiNodeUpdate(ObjectReference orActor)
	Debug.Notification("OnNiNodeUpdate")
	ApplyEBDEffects(orActor as Actor)
EndEvent

 

The ApplyEBDEffects function contains everything that was in OnEffectStart in the original script, including the FixFaceTexture() calls. When I load a save I see a lot of "OnEffectStart" debug notifications, but I can't get an "OnNiNodeUpdate" to trigger, including when starting an SL scene. Is there something else I need to do to register?

You probably should do that on all the ActiveMagicEffects scripts. I don't know which one will continue active time enough to receive the node update of the SexLab.

 

Also check the papyrus log's for errors on those scripts, i being using the event listener  of that event on reference aliases and quest scripts but never tried with Magic Effects so is possible that the logs said something like "RegisterForNiNodeUpdate() no founded or missing"

 

you can also find a way to execute the spell on the actors after the end of the animation but SexLab is not the only mod using that function.

Posted (edited)
On 9/3/2022 at 11:23 AM, OsmelMC said:

You probably should do that on all the ActiveMagicEffects scripts. I don't know which one will continue active time enough to receive the node update of the SexLab.

 

Also check the papyrus log's for errors on those scripts, i being using the event listener  of that event on reference aliases and quest scripts but never tried with Magic Effects so is possible that the logs said something like "RegisterForNiNodeUpdate() no founded or missing"

 

you can also find a way to execute the spell on the actors after the end of the animation but SexLab is not the only mod using that function.

 

Could you elaborate or provide an example for the listener? Do you just mean the "OnNiNodeUpdate" event?

 

I do have errors in the Papyrus log as you suggested:

 

EVENT OnEffectStart(Actor akTarget, Actor akActor)
	If (akActor)
		ApplyEBDEffects(akActor)
		UnregisterForNiNodeUpdate()
		RegisterForNiNodeUpdate() 
		
		ActorBase akActorBase = getProperActorBase(akActor)
		Debug.Notification("OnEffectStart")
		Debug.Trace("OnEffectStart for " + akActorBase.GetName())
	EndIf
EndEvent

Event OnNiNodeUpdate(ObjectReference orActor)
	ActorBase akActorBase = getProperActorBase(orActor as Actor)
	Debug.Notification("OnNiNodeUpdate")
	Debug.Trace("OnNiNodeUpdate for " + akActorBase.GetName())
	ApplyEBDEffects(orActor as Actor)
EndEvent

 

[09/04/2022 - 05:53:45PM] ERROR: Unable to call UnregisterForNiNodeUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].EBDHelperScript_SynthEBD.UnregisterForNiNodeUpdate() - "<native>" Line ?
	[None].EBDHelperScript_SynthEBD.OnEffectStart() - "EBDHelperScript_SynthEBD.psc" Line 34
[09/04/2022 - 05:53:45PM] ERROR: Unable to call RegisterForNiNodeUpdate - no native object bound to the script object, or object is of incorrect type
stack:
	[None].EBDHelperScript_SynthEBD.RegisterForNiNodeUpdate() - "<native>" Line ?
	[None].EBDHelperScript_SynthEBD.OnEffectStart() - "EBDHelperScript_SynthEBD.psc" Line 35
[09/04/2022 - 05:53:45PM] OnEffectStart for Uthgerd the Unbroken

 

I saw that Forms also have a RegisterForNiNodeUpdate() event, so I tried

 

EVENT OnEffectStart(Actor akTarget, Actor akActor)
	If (akActor)
		ActorBase akActorBase = getProperActorBase(akActor)
		Debug.Notification("OnEffectStart")
		Debug.Trace("OnEffectStart for " + akActorBase.GetName() + ": Begin")
		
		ApplyEBDEffects(akActor)
		akActor.UnregisterForNiNodeUpdate()
		akActor.RegisterForNiNodeUpdate()
				
		Debug.Trace("OnEffectStart for " + akActorBase.GetName()+ ": End")
	EndIf
EndEvent

 

Here I no longer get the "no native object bound" errors in the log, but I never see a trace for "OnNiNodeUpdate". I also tried registering akActorBase with the same result. Is there another way to approach this?

Edited by Piranha91
Posted (edited)
46 minutes ago, Piranha91 said:

Here I no longer get the "no native object bound" errors in the log, but I never see a trace for "OnNiNodeUpdate". I also tried registering akActorBase with the same result. Is there another way to approach this?

 

None error on the logs but is registered for the actor instead of the Magic Effect. Sadly isn't supported on the ActiveMagicEffec so you will need a Reference Alias or a Quest script to do al the process.

 

My PC is finally working and I will be able to check this soon. Right now I am busy updating the Mods I use and checking the Bugs reported to finally release the SLU+ full version. Give me a couple of days.

Edited by OsmelMC
Posted (edited)
1 hour ago, OsmelMC said:

 

None error on the logs but is registered for the actor instead of the Magic Effect. Sadly isn't supported on the ActiveMagicEffec so you will need a Reference Alias or a Quest script to do al the process.

 

My PC is finally working and I will be able to check this soon. Right now I am busy updating the Mods I use and checking the Bugs reported to finally release the SLU+ full version. Give me a couple of days.

Sure, no rush. Thank you for taking a look at it. To be completely honest, I don't fully understand how NPCs receive the EBD magic effect. I have my own SynthEBD scripts that get distributed via MGEF->Spells assigned via Spell Perk Item Distributor (I'll need to figure out how to make those respond to OnNiNodeUpdate as well), but EBD was written before that was available and I'm not sure how the EBDHelperScript gets attached to NPCs.

Edited by Piranha91
Posted

Hey Osmel, thanks for your help the other day regarding the SLSO add-on mod I am creating.

 

Hoping to get your opinion on the easiest way to tell SLSO to make the Male have a second orgasm (immediately after the first).

 

Is it an event I need to send? Or just data to the Widget?

I am tying this in with two other mods (Fertility Mode and Cumshot). I want them to know the Male is firing an extra load, so I thought if SLSO triggers the orgasm, then Cumshot and FM will notice and do their appropriate reactions.

 

Thanks again.

Posted (edited)
1 hour ago, dePog said:

Hey Osmel, thanks for your help the other day regarding the SLSO add-on mod I am creating.

 

Hoping to get your opinion on the easiest way to tell SLSO to make the Male have a second orgasm (immediately after the first).

 

Is it an event I need to send? Or just data to the Widget?

I am tying this in with two other mods (Fertility Mode and Cumshot). I want them to know the Male is firing an extra load, so I thought if SLSO triggers the orgasm, then Cumshot and FM will notice and do their appropriate reactions.

 

Thanks again.

 

The orgasm event can be called through the event but the event will trigger the orgasm on all the actors at the same time the best is use the function on the sslActorAlias or edit the enjoyment on the same script through the function for that but the function exit only on my SLU+.

In all the cases the orgasm have a internal time condition that prevent too many orgasm in a short time. I think the min time between orgasm is 10 seconds but I have to check.

 

 

I'm not sure what you want but probably is the possibility of have few shots on the same orgasm in which case the best will be edit the Mod "SexLab Cumshot" to show a random amount of cum with each orgasm.

 

Edited by OsmelMC
Posted
15 hours ago, OsmelMC said:

 

None error on the logs but is registered for the actor instead of the Magic Effect. Sadly isn't supported on the ActiveMagicEffec so you will need a Reference Alias or a Quest script to do al the process.

 

My PC is finally working and I will be able to check this soon. Right now I am busy updating the Mods I use and checking the Bugs reported to finally release the SLU+ full version. Give me a couple of days.

these are really good news, I hope this new version fixes that weird hotkey issue in the MCM. I'm not sure if you remember, but many people here commented that there was a issue with the MCM not letting us change the hotkeys.

 

Also, have you tried using Base Object Swaper to implement the furniture feature?

Posted (edited)
4 hours ago, KingstonPrince7 said:

these are really good news, I hope this new version fixes that weird hotkey issue in the MCM. I'm not sure if you remember, but many people here commented that there was a issue with the MCM not letting us change the hotkeys.

 

Already checked and was fine. I was able to set, remove and change that hotkey ay others without issues. 

 

The problem don't seems to be on the SLU+. 

Edited by OsmelMC
Posted
4 hours ago, KingstonPrince7 said:

Also, have you tried using Base Object Swaper to implement the furniture feature?

Good for change some of the chairs that are wrong but some one have to do it.

 

By the way most of the chairs on the game are placed on tables. Those chairs have collision issues precisely because are on tables, but those chairs don't have idles to in and out through the front so are easy to identify and aren't included on my chair list anymore. The problem is when you find a chair with front In/out idle on a table, or when you found a chair without the front idle far from anything that can cause clipping issues in which case should be replaced by the right chair type. That usually happens with the custom Mods because the vanilla author's are being more careful about.

Posted

Hello, I was wondering if there was an latest patch for Ahegao HDT tongues for the scripts " sslbase expressions and voices " for sex lab utility since they both overwrite each other on this thread? I tried the latest version of utility and the equipping and placement of the tongues did not work so I'm hoping there is an patch on here.  

Posted
7 hours ago, SexyTop69 said:

Hello, I was wondering if there was an latest patch for Ahegao HDT tongues for the scripts " sslbase expressions and voices " for sex lab utility since they both overwrite each other on this thread? I tried the latest version of utility and the equipping and placement of the tongues did not work so I'm hoping there is an patch on here.  

Nope, "Ahegao HDT tongues" is probably the best Mod for ahegao but the reason why SLU+ include it's own Ahegao expressions is because both mods are incompatible and will never be 100% compatible.

 

You can force the Ahegao HDT tongues over the SLU+ or you can wait until the new SLU+ version be released in few days.

 

WARNING: aside that few error are expected if you force the Ahegao HDT tongues over the SLU+, also Ahegao HDT tongues have it's own expression system that makes useless the SexLab Expressions and that's why both mods are incompatible.

Posted

hello. I'm glad I have a place to ask this. If i choose the lip sync option, mouth will move when moan, but it's not smooth.
I searched past posts. I applied the modified script file on the 'The Still Prevalent Lip Sync Issue' page, but to no avail.

I can edit the lip sync in sexlab mcm options. However, even after changing it several times, it could not be smoothed out. Is this problem unsolvable?

Posted
12 minutes ago, powersexking said:

hello. I'm glad I have a place to ask this. If i choose the lip sync option, mouth will move when moan, but it's not smooth.
I searched past posts. I applied the modified script file on the 'The Still Prevalent Lip Sync Issue' page, but to no avail.

I can edit the lip sync in sexlab mcm options. However, even after changing it several times, it could not be smoothed out. Is this problem unsolvable?

 

In my game is smooth enough for my taste.

For i can see on your animation your biggest issue is the amount of time that the mouth stay open.

Most be configuration or some mod overwriting my mod files

 

 

Right now almost everything can be configured on the SexLab MCM. Rollback all the changes you did on the scripts and do this: 

 

1. Go to the "Expression Editor" page of the SexLab MCM and make click on the option that is on the right top called "To Edit OpenMouth & Lip Sync"

 

2. On the "OpenMouth & Lip Sync" page that you can see now scroll down to the bottom and you will see the 6 Lip Sync options.

 

3. The option "Move Time" is the one that allow you control the time that the mouth stay open. Try with 4.0 seconds. And set the "Sound Control" option on "CUT ON TIME" to make sure that the sound get stopped before close the mouth.

 

There you can control almost all except for the speed as the mouth move, but that's another story. First try with the configuration and if is not enough ask me again. The scripts are easy to change but is very delicates and any wrong modification can cause biggest issues. If the configuration is not enough and you are willing to become my tests subject i can tell you what change on the scripts but I will need feedback because I can't make the test with high FPS and not matter what values i set on the scripts, my PC at 30 FPS always show the same velocity to get the mouth open (slow motion).

Posted
On 9/6/2022 at 11:59 AM, OsmelMC said:

Nope, "Ahegao HDT tongues" is probably the best Mod for ahegao but the reason why SLU+ include it's own Ahegao expressions is because both mods are incompatible and will never be 100% compatible.

 

You can force the Ahegao HDT tongues over the SLU+ or you can wait until the new SLU+ version be released in few days.

 

WARNING: aside that few error are expected if you force the Ahegao HDT tongues over the SLU+, also Ahegao HDT tongues have it's own expression system that makes useless the SexLab Expressions and that's why both mods are incompatible.

 

Oh thank you for letting me know. I actually didn't know SLU had it's own Ahegao tongues coming soon. Why would you say Ahegao HDT tongues is better than the version that you are implementing in SLU?

Posted
8 hours ago, OsmelMC said:

 

In my game is smooth enough for my taste.

For i can see on your animation your biggest issue is the amount of time that the mouth stay open.

Most be configuration or some mod overwriting my mod files

 

 

Right now almost everything can be configured on the SexLab MCM. Rollback all the changes you did on the scripts and do this: 

 

1. Go to the "Expression Editor" page of the SexLab MCM and make click on the option that is on the right top called "To Edit OpenMouth & Lip Sync"

 

2. On the "OpenMouth & Lip Sync" page that you can see now scroll down to the bottom and you will see the 6 Lip Sync options.

 

3. The option "Move Time" is the one that allow you control the time that the mouth stay open. Try with 4.0 seconds. And set the "Sound Control" option on "CUT ON TIME" to make sure that the sound get stopped before close the mouth.

 

There you can control almost all except for the speed as the mouth move, but that's another story. First try with the configuration and if is not enough ask me again. The scripts are easy to change but is very delicates and any wrong modification can cause biggest issues. If the configuration is not enough and you are willing to become my tests subject i can tell you what change on the scripts but I will need feedback because I can't make the test with high FPS and not matter what values i set on the scripts, my PC at 30 FPS always show the same velocity to get the mouth open (slow motion).

 

Thank you for answer. I restored the script file as it was and tested it the way you told me.

But sadly it hasn't improved. I'm using Conditional Expressions Extended 1.3.10 (SE) for expressions.

Will this cause problems? I actually haven't been able to solve this problem for a very long time, so I gave up almost 3 years. It's okay if there's no way.

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