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Toys Poll  

991 members have voted

  1. 1. The most important feature in Toys is...

    • The toys themselves
      309
    • Toys Effects & Buffs, incl. transformation & unique escape methods
      192
    • Toys "Love" features... Rousing, Fondle, Denial, Oversexed, Spontaneous Orgasm
      212
    • Animations... Bound, Blind Fall, Spontaneous Orgasm, Signing, & Other
      278
  2. 2. When using Toys, I normally have...

    • Only Toys Framework installed
      134
    • Toys + DD installed
      94
    • Toys + ZAP installed
      135
    • Toys + ZAP + DD installed
      628


Recommended Posts

Posted

QUESTION: To the people who know papyrus and SE stuff, if you don't mind me being lazy and picking your brain... 

 

How can I adjust the heel height for love scenes in SE?

 

I use this stuff for LE...

        NiOverride.AddNodeTransformPosition(PlayerRef, false, true, "NPC", "Toys_KEY", pos)
        NiOverride.UpdateNodeTransform(PlayerRef, false, true, "NPC")

 

(not the full code of course)

 

I actually thought is working in SE but it's not. Seems like Sexlab is still using this method in SE but I could be misreading when it uses the code plus I did not expect it to work. It does not generate any errors in the log, just does nothing.

Posted
6 hours ago, VirginMarie said:

How can I adjust the heel height for love scenes in SE?

 

Sexlab SE has an MCM option on the Animation Settings page to "Clear high heels height".

 

I always check that option, and it works to align the actors in the sex scene.

Posted
1 hour ago, Herowynne said:

 

Sexlab SE has an MCM option on the Animation Settings page to "Clear high heels height".

 

I always check that option, and it works to align the actors in the sex scene.

ok I will have to trace what that does. I already did that and seems to use what I used, but I must be missing something where does it different if its SE.

Posted

Its gag signing! :D The idea of the animation there, is that you will animate when trying to talk to an NPC if gagged. This is instead of clicking a bunch of crap repetitively during dialogue.

Posted

So I was trying to customize my local copy of Devious Cursed Loot to sometimes pull in Toys instead of the normal items from DCUR.

And I've hit a bit of an issue I'm not sure how to resolve.

So hoping others that are working with the API can pinpoint what I've missed.

 

First Lets start with the things I have in the script in this case I added code segments to the dcur_library file which is where DCUR decides what random items to equp.

Right at the top I have the expected call to the ToysFramework

 

Spoiler

image.png.cae4a51819adab64998325f9260a926b.png

 

The Error I was getting was:

[03/27/2021 - 07:35:21PM] [Zad]: LockDevice called for Nuga: Plug (Filled Soulgem) (Vaginal))
[03/27/2021 - 07:35:22PM] [Zad]: OnEquipped(Nuga: Plug (Filled Soulgem) (Vaginal))
[03/27/2021 - 07:35:22PM] [Zad]: Checking for active unequip operation for [Keyword <zad_DeviousPlugVaginal (0701DD7C)>]
[03/27/2021 - 07:35:22PM] [Zad]: No active unequip operation running for [Keyword <zad_DeviousPlugVaginal (0701DD7C)>]. Proceeding
[03/27/2021 - 07:35:22PM] [Zad]: OnContainerChanged()
[03/27/2021 - 07:35:22PM] [Zad]: LockDevice called for Nuga: Plug (Filled Soulgem) (Anal))
[03/27/2021 - 07:35:22PM] ERROR: Cannot call Pelvis() on a None object, aborting function call
stack:
	[dcur_mainlib (40024495)].dcur_library.dcur_equiprandombelt() - "dcur_library.psc" Line 926
	[dcur_mainlib (40024495)].dcur_library.dcur_EquipRandomItem() - "dcur_library.psc" Line 3307
	[dcur_mainlib (40024495)].dcur_library.processactor() - "dcur_library.psc" Line 6519
	[dcur_mainlib (40024495)].dcur_library.equipitems() - "dcur_library.psc" Line 6616
	[dcur_mainlib (40024495)].dcur_library.dostandardevent() - "dcur_library.psc" Line 6861
	[dcur_mainlib (40024495)].dcur_library.dcur_selectevents() - "dcur_library.psc" Line 6885
	[dcur_mainlib (40024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 7468
	[dcur_mainlib (40024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 7576
[03/27/2021 - 07:35:22PM] ERROR: Cannot call IsSlotAvailable() on a None object, aborting function call
stack:
	[dcur_mainlib (40024495)].dcur_library.dcur_equiprandombelt() - "dcur_library.psc" Line 926
	[dcur_mainlib (40024495)].dcur_library.dcur_EquipRandomItem() - "dcur_library.psc" Line 3307
	[dcur_mainlib (40024495)].dcur_library.processactor() - "dcur_library.psc" Line 6519
	[dcur_mainlib (40024495)].dcur_library.equipitems() - "dcur_library.psc" Line 6616
	[dcur_mainlib (40024495)].dcur_library.dostandardevent() - "dcur_library.psc" Line 6861
	[dcur_mainlib (40024495)].dcur_library.dcur_selectevents() - "dcur_library.psc" Line 6885
	[dcur_mainlib (40024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 7468
	[dcur_mainlib (40024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 7576
[03/27/2021 - 07:35:22PM] WARNING: Assigning None to a non-object variable named "::temp215"
stack:
	[dcur_mainlib (40024495)].dcur_library.dcur_equiprandombelt() - "dcur_library.psc" Line 926
	[dcur_mainlib (40024495)].dcur_library.dcur_EquipRandomItem() - "dcur_library.psc" Line 3307
	[dcur_mainlib (40024495)].dcur_library.processactor() - "dcur_library.psc" Line 6519
	[dcur_mainlib (40024495)].dcur_library.equipitems() - "dcur_library.psc" Line 6616
	[dcur_mainlib (40024495)].dcur_library.dostandardevent() - "dcur_library.psc" Line 6861
	[dcur_mainlib (40024495)].dcur_library.dcur_selectevents() - "dcur_library.psc" Line 6885
	[dcur_mainlib (40024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 7468
	[dcur_mainlib (40024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 7576
[03/27/2021 - 07:35:22PM] [Zad]: No menus are open. Equipping silently.
[03/27/2021 - 07:35:22PM] [Zad]: OnEquipped(Nuga: Plug (Filled Soulgem) (Anal))
[03/27/2021 - 07:35:22PM] [Zad]: Checking for active unequip operation for [Keyword <zad_DeviousPlugAnal (0701DD7D)>]
[03/27/2021 - 07:35:22PM] [Zad]: No active unequip operation running for [Keyword <zad_DeviousPlugAnal (0701DD7D)>]. Proceeding
[03/27/2021 - 07:35:22PM] [Zad]: No menus are open. Equipping silently.
[03/27/2021 - 07:35:22PM] [Zad]: Sending device event DeviceEquippedVaginal Plug(Nuga:1)
[03/27/2021 - 07:35:22PM] [Zad]: Sending device event DeviceEquippedAnal Plug(Nuga:1)

 

The code where the error was happening:

Specifically on the Toys.IsSlotAvailable line.

The word Pelvis is only used in this one spot in the file in case someone was wondering.

 

	;If it isn't Available then Can't equip a belt.
	If Toys.IsSlotAvailable("DCL",Toys.Pelvis,False)
		;Choose a Belt
		int belt=0

		if Toys.IsSlotAvailable("DCL",Toys.Torso,False)
			;The Corset Requires the Torso as well.
			belt=Utility.RandomInt(1,8)
		else
			belt=Utility.RandomInt(1,7)
		endif

		If belt==1
			Toys.HandleToy("DCL", a, Toys.ScantyBelt)
		ElseIf belt==2
			Toys.HandleToy("DCL", a, Toys.HeavyBelt)
		ElseIf belt==3
			Toys.HandleToy("DCL", a, Toys.HeavyBeltExotic)
		ElseIf belt==4
			Toys.HandleToy("DCL", a, Toys.ChastityPiercing)
		ElseIf belt==5
			Toys.HandleToy("DCL", a, Toys.ChastityPiercingGold)
		ElseIf belt==6
			Toys.HandleToy("DCL", a, Toys.ClassicChastityBelt)
		ElseIf belt==7
			Toys.HandleToy("DCL", a, Toys.ClassicPaddedBelt)
		ElseIf belt==8
			Toys.HandleToy("DCL", a, Toys.ClassicBeltedCorset)
		EndIf
		Return true
	EndIf
EndIf
	return false
EndFunction

Now my first thought and VirginMarie's was that I didn't include the line right at the top of the file to reference ToysFramework which allows the calls to it and access to it's functions.

 

So anyone have any idea?

 

This version of dcur_library I'm attaching in case someone wants the script file itself, it does have other modifications I've made that don't relate to these changes they aren't throwing any errors.

 

 

 

dcur_library.psc

Posted
1 hour ago, iamwookie said:

So anyone have any idea?

 

Since the Log shows nothing from toys (assuming you have the verbose logging turned on, its that way by default), we know that the Toys Functions are not being reached by your script at all. This log entry confirms that...

ERROR: Cannot call IsSlotAvailable() on a None object

 

You have this somewhere in your code right?

ToysFramework Property Toys Auto

 

Did you fill its property in, using the Creation Kit or xEdit? If not, this is your problem. The none object in that error, is the blank property.

 

Posted
21 minutes ago, VirginMarie said:

 

Since the Log shows nothing from toys (assuming you have the verbose logging turned on, its that way by default), we know that the Toys Functions are not being reached by your script at all. This log entry confirms that...



ERROR: Cannot call IsSlotAvailable() on a None object

 

You have this somewhere in your code right?

ToysFramework Property Toys Auto

 

Did you fill its property in, using the Creation Kit or xEdit? If not, this is your problem. The none object in that error, is the blank property.

 

 

You can see in my post in the spoiler that I used for the image that I do indeed have that in the code right near the top of the file on line 25.

 

Since we know this is the line throwing the error

        if Toys.IsSlotAvailable("DCL",Toys.Torso,False)

Given the values that IsSlotAvailable is expecting, that means for some reason Toys.Torso isn't returning the ToyType that it should be returning to send to the function.

 

 

Exactly which property are you referring to with Creation Kit/XEdit?

This is in the scripts with one script referring to another Creation Kit doesn't have a script editor so I've just been using notepad++ and have it setup to compile scripts for me.

As far as XEdit I'm not sure what part of this script would be in XEdit that wouldn't be covered by the Toys Framework itself given it's a referenced call to that mod that is being used.

 

 

Posted
23 minutes ago, iamwookie said:

Given the values that IsSlotAvailable is expecting, that means for some reason Toys.Torso isn't returning the ToyType that it should be returning to send to the function.

If IsSlotAvailable were in use, you would have log entries prefixed with [Toys]. There are no log entries generated by Toys. You only see logs from the papyrus engine and other mods. The function has not been reached by your code at all.

 

23 minutes ago, iamwookie said:

Exactly which property are you referring to with Creation Kit/XEdit?

 

ToysFramework Property Toys Auto ... is the property. It's not been filled in, thus you get the "none" in your error, and thus your code cannot talk to ToysFramework.

 

You might want to try a tutorial like Bethesda Tutorial Papyrus Introduction to Properties and Functions - Creation Kit

 

 

xEdit is a tool that most authors use in one way or another. It can be used to edit .esp instead of creation kit, just as an alternative.

 

Posted
1 hour ago, VirginMarie said:

If IsSlotAvailable were in use, you would have log entries prefixed with [Toys]. There are no log entries generated by Toys. You only see logs from the papyrus engine and other mods. The function has not been reached by your code at all.

 

 

ToysFramework Property Toys Auto ... is the property. It's not been filled in, thus you get the "none" in your error, and thus your code cannot talk to ToysFramework.

 

You might want to try a tutorial like Bethesda Tutorial Papyrus Introduction to Properties and Functions - Creation Kit

 

 

xEdit is a tool that most authors use in one way or another. It can be used to edit .esp instead of creation kit, just as an alternative.

 

 

I've used the SSE version of xEdit many time..

 

Well that tutorial was at least good for something it showed me where scripts are attached in Creation Kit,

Only to find it's Already in there because I added it to the Script......

 

image.png.b21b925434835f36fcffbfb546e5c57a.png

 

Any other ideas?

Posted
7 minutes ago, iamwookie said:

Only to find it's Already in there because I added it to the Script......

Its in there but not filled. See where it says "default"? That's an empty property. Edit it. There will be only one option to select. Use that. Save your updated ESP. Now you can talk to Toys.

Posted

Ok got it filled in,

image.png.d3f5a39f5f58c78de30e92c69fbeccac.png

 

And it's still giving the same errors like it isn't talking to the framework at all.

 

[03/28/2021 - 01:13:25AM] ERROR: Cannot call Wrists() on a None object, aborting function call
stack:
	[dcur_mainlib (40024495)].dcur_library.dcur_equiprandomarmbinder() - "dcur_library.psc" Line 2360
	[dcur_mainlib (40024495)].dcur_library.dcur_EquipRandomItem() - "dcur_library.psc" Line 3343
	[dcur_mainlib (40024495)].dcur_library.processactor() - "dcur_library.psc" Line 6547
	[dcur_mainlib (40024495)].dcur_library.equipitems() - "dcur_library.psc" Line 6644
	[dcur_mainlib (40024495)].dcur_library.dostandardevent() - "dcur_library.psc" Line 6889
	[dcur_mainlib (40024495)].dcur_library.dcur_selectevents() - "dcur_library.psc" Line 6913
	[dcur_mainlib (40024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 7496
	[dcur_mainlib (40024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 7604
[03/28/2021 - 01:13:25AM] ERROR: Cannot call IsSlotAvailable() on a None object, aborting function call
stack:
	[dcur_mainlib (40024495)].dcur_library.dcur_equiprandomarmbinder() - "dcur_library.psc" Line 2360
	[dcur_mainlib (40024495)].dcur_library.dcur_EquipRandomItem() - "dcur_library.psc" Line 3343
	[dcur_mainlib (40024495)].dcur_library.processactor() - "dcur_library.psc" Line 6547
	[dcur_mainlib (40024495)].dcur_library.equipitems() - "dcur_library.psc" Line 6644
	[dcur_mainlib (40024495)].dcur_library.dostandardevent() - "dcur_library.psc" Line 6889
	[dcur_mainlib (40024495)].dcur_library.dcur_selectevents() - "dcur_library.psc" Line 6913
	[dcur_mainlib (40024495)].dcur_library.dcur_calculatecursedloot() - "dcur_library.psc" Line 7496
	[dcur_mainlib (40024495)].dcur_library.OnUpdate() - "dcur_library.psc" Line 7604

 

Likely doesn't matter but

Code from that area:

ElseIf DDorToy==2
	if Toys.IsSlotAvailable("DCL",Toys.Wrists,False)
		int pick
		pick=Utility.RandomInt(1,2)
		
		If pick==1
			Toys.HandleToy("DCL", a, Toys.ClassicArmbinder)
		ElseIf pick==2
			Toys.HandleToy("DCL", a, Toys.Yoke)
		EndIf

		return true
	EndIf
EndIf
return false
endfunction

 

Has anyone implemented this framework at all besides the Toy Story mod you made that might be able to shed some light on this?

It's likely something really minor/simple causing this.

 

 

Posted
13 minutes ago, iamwookie said:

And it's still giving the same errors like it isn't talking to the framework at all.

Because it clearly is not. ERROR: Cannot call IsSlotAvailable() on a None object tells you this.

Maybe you did not click "OK" to save it. Clicking the "X" in the top corner for example is a cancel.

Maybe you did not save the esp

Maybe you did not restart the game so that it loads the updated esp

Maybe you are using a mod manager and its not reading the esp from where you think it is

 

But I can tell you, your problem is that property.

Posted
5 minutes ago, VirginMarie said:

Because it clearly is not. ERROR: Cannot call IsSlotAvailable() on a None object tells you this.

Maybe you did not click "OK" to save it. Clicking the "X" in the top corner for example is a cancel.

Maybe you did not save the esp

Maybe you did not restart the game so that it loads the updated esp

Maybe you are using a mod manager and its not reading the esp from where you think it is

 

But I can tell you, your problem is that property.

 

Oh I believe you it likely is the issue, just trying to figure out why at this point.

Actually the screenshot shows that it was saved.

The properties window is after saving 

Skyrim wasn't open while I was in creation kit making the edits.

I verified the esp file in the skyrim data folder was updated after saving, the timestamp on the file changed.

 

Anyways I'll keep trying to figure this out tomorrow or I guess I should say later today at this point.

 

Posted

QUESTION about Scenes in Combat

Beta 2 introduced an unintended side-effect. Spontaneous Orgasms and Exhausted are now able to occur during combat. I've fixed that for next release, but playing it that way in my play testing has being interesting, particularly for Exhausted where it maybe makes more sense to fall to the ground and squirm in exhaustion when there is still active combat. If the orgasm is "spontaneous", maybe that one makes sense too!

 

During the 2 scenes, you can't be harmed, but you will get hit lots, get bloody, and if you wear any toy that "breaks" (transforms) from hits, its not going to take long to break (which maybe helps you survive the battle lol). You can also use spacebar (by default) to skip the scene early at any point. The Spontaneous Orgasm will lower your arousal, usually making melted/transformed toys revert back, changing the dynamics of your battle if that toy maybe no longer has the hard core magical binding effect, for example.

 

I'm wondering if people would actually want these scenes to have the chance of occurring in combat? Maybe an MCM chance slider. What do you think? Maybe use this opportunity of the "unintentional feature" to try it out :P

Posted
1 minute ago, VirginMarie said:

Maybe an MCM chance slider

 

Basically it's an interesting idea and could lead to some funny outcomes.

But I'd say a simple toggle would be enough, together with a chance slider for the scenario all-together. So, 20% chance/h + a toggle for combat or sth alike.

Posted
35 minutes ago, VirginMarie said:

I'm wondering if people would actually want these scenes to have the chance of occurring in combat?

 

Yes, I like the idea!

Posted
37 minutes ago, Mister X said:

 

Basically it's an interesting idea and could lead to some funny outcomes.

But I'd say a simple toggle would be enough, together with a chance slider for the scenario all-together. So, 20% chance/h + a toggle for combat or sth alike.

I do like to avoid overcomplicating in the MCM. Right now it already has the Chance (overall). Its also triggered by your arousal level and that level is in the MCM.

 

Thing is, I can almost do a chance slider as easy as a toggle, and it would be same number of choices in MCM (a chance slider at zero means off). The reason I feel like it would need chance specifically for combat, is that in my play testing, I felt that its a bit too frequent. I'd want it to be half the frequency of what you get out of combat. This way its going to be a rare but amusing surprise.

Posted

hallo not sure if is right spot but last 10 days i ve tried out toy mod it seems to work smoothly no bug encountered ,the only problem is if u have DD system installed with mods related to it itz messed up almost everything,so i will reccomend play toys w/o any DD related mods.

Posted
16 minutes ago, audhol said:

Perfect for wannabe PonyGirls

Gonna be using this in Shout Like a Virgin's Pony Girl during Cart Duty.

 

Shout Like a Virgin Evolved, V8.0 Beta (using Toys on LE and SE) is coming soon!

Posted
1 hour ago, cascen said:

hallo not sure if is right spot but last 10 days i ve tried out toy mod it seems to work smoothly no bug encountered ,the only problem is if u have DD system installed with mods related to it itz messed up almost everything,so i will reccomend play toys w/o any DD related mods.

 

Have any examples you could describe?

 

Do you mean DD mods equipping devices, replacing Toys (which is both expected and intended if such mod is not "Toys aware"), or something else?

 

The expected behavior is...

  • Toys will not replace/swap/remove any DD. Toys is DD aware and treat's DDs like they have a restrictive keyword
  • DD is not "Toys Aware" so will replace toys from Toys, not realizing its doing so (no fault of its own)

For Mod Authors:

  • A DD content mod can be made "Toys Aware" by checking just 2 keywords, without making a dependency (just one line of code)
  • A content mod that uses Toys API, will benefit from the "playing nice" feature built into the API (no need to check for DDs yourself, it will do that for you)
Posted
3 hours ago, cascen said:

hallo not sure if is right spot but last 10 days i ve tried out toy mod it seems to work smoothly no bug encountered ,the only problem is if u have DD system installed with mods related to it itz messed up almost everything,so i will reccomend play toys w/o any DD related mods.

 

@cascen can you tell me more about the kind of problems that you ran into combining DD with Toys? I am planning on running DD and Toys at the same time if at all possible so any info about conflicts will be helpful for me to get my setup working and stable. Also, I am going to be beta testing Should Like a Virgin Evolved when it comes out, and I may be able to offer advice to the developers about improving compatibility if I know which areas to focus my testing on.

Posted

Hey just started checking this mod out, seems pretty neat.

When you play as a male, your mod still thinks you're a female as far as the MCM is concerned, just an FYI.

Looking forward to see where this goes, seems fairly solid so far. Keep it up!

Posted
10 hours ago, blippyp said:

Hey just started checking this mod out, seems pretty neat.

When you play as a male, your mod still thinks you're a female as far as the MCM is concerned, just an FYI.

Looking forward to see where this goes, seems fairly solid so far. Keep it up!

  • The MCM settings you see there, are for a user to tell Toys to treat your character differently than what Toys detected on first use
  • Currently they are grayed out, not active to edit, because Toys beta is only supporting female fully. So its not that the mod thinks you are a female, its that the mod is only supporting a female properly atm
  • Right now we are adding male support which will be included by the time we get to V1. We are also going to try for a few toys, for Male and Futa. Then after v1 Male/Futa will gradually be expanded upon

 

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