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Posted

I've found an like your Utility Plus mod but noted that you seem to be hard coding in patches for many mods to use the furniture those mods provide.  I think you'd save yourself a lot of work by moving all those mods and their furniture references to a file in JSON or INI format that you can use and loop through each item in the file and thus only have to add lines to the file in order to support additional mods and it would also make it possible for people to add support for mods they have and want support for without having to bug you to find those mods and add support.

 

Make it a folder with multiple files where the name of the file is the same as the name of the ESM/ESP/ESL for the mod and you make it so that people can submit files they create for mods saving yourself even more work. 

 

Posted
8 hours ago, Piranha91 said:

Is it possible to download old version of SL? I feel like the best way to figure out the issue is to backtrack to the last compatible version and see what's changed since then.

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.

Posted
38 minutes ago, WaxenFigure said:

I've found an like your Utility Plus mod but noted that you seem to be hard coding in patches for many mods to use the furniture those mods provide.  I think you'd save yourself a lot of work by moving all those mods and their furniture references to a file in JSON or INI format that you can use and loop through each item in the file and thus only have to add lines to the file in order to support additional mods and it would also make it possible for people to add support for mods they have and want support for without having to bug you to find those mods and add support.

 

Make it a folder with multiple files where the name of the file is the same as the name of the ESM/ESP/ESL for the mod and you make it so that people can submit files they create for mods saving yourself even more work. 

 

That's true and looks like I going to follow your suggestions "eventually" but I have another priorities on the scripts right now and even if I make the function to import that and the Strap-on is almost sure that i will be the only one filling those JSON files unless be part of the official SexLab Framework.

 

The Furnitures are more than the FormID reference, also need the offsets and set the internal offsets of each furniture is a work of try and error that not many people are willing to do.

 

Everyone can include functions on his Mods to add his furnitures, bed's and strapon's to the SexLab without edit the SexLab scripts and is really easy but you don't find Mods doing that. So right now is not a priority, but definitely will be on the development of the SexLab Framework v1.65 that should include my furniture system and Ahegao expressions.

 

 

Posted
4 hours ago, 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.

 

Thanks, I will try this on my end and see if I can get a fix made. Much appreciated!

Posted (edited)
18 hours ago, OsmelMC said:

 

I can't explain it on details right now because my PC is still broken and I don't remember the details. Also I don't know your Mod. If a Mod author ask me for help, I usually check his scripts and do the changes myself but since I can't use my PC...

 

Anyway, i will try to check your scripts!

 

 

Checked...

The problem is on the EBD scripts. It's scripts apply the texture's throw spell's and for i see on some point he tried to use the same function that is probably causing the issue but now is commented. 

 

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.

 

I can't test or compile that so probably be better if the author of the EBD see this.

 

I'm gonna send a PM about this. I'm kind of assisting Piranha where I can, but you and he are significantly more advanced in this department than I am. 

Edited by Sniperpls
Posted

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...

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.

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