monty359 Posted September 17, 2022 Posted September 17, 2022 8 hours ago, ozooma10 said: Yikes not sure why SoS is so finicky. Realistically I think it's just a lot of mods might be trying to update the SoS settings and some conflicts cause wonkyness. I *think* it should behave the same as OG - SL Aroused, but maybe not ?♂️ . Unfortunately, haven't had much time lately to do Skyrim stuffs. The SKSE and papyrus source is available on github so if any brave souls have any changes/fixes, they can open a pull request and ill be able to take a look and Merge & Update. hi ozooma10, i am not familiar with github, i hope you can still make a small change, regarding detecting clothing not only on slot 32 (bodyslot), but slot 49 and 56 (for bra and panty). If you manage the slots to be modifieble in the MCM, that would be great. Without the smal patch, the mod assumes, the char is naked and many features are disabled. Thanks anyway! RL first, i hope everything works for you in the best way possible!
MysticDaedra Posted September 19, 2022 Posted September 19, 2022 What is "Arousal Multiplier" and what causes it to be increased? I just checked to see why my character is basically perma horny, and saw that the multiplier was at like 195% or something. I see this question was asked several months ago, but never received an answer. I'm using SLSO if it makes a difference.
ebbluminous Posted September 19, 2022 Posted September 19, 2022 3 hours ago, MysticDaedra said: What is "Arousal Multiplier" and what causes it to be increased? I just checked to see why my character is basically perma horny, and saw that the multiplier was at like 195% or something. I see this question was asked several months ago, but never received an answer. I'm using SLSO if it makes a difference. It would be good to have a slider that can determine the maximum multiplier as well.
sidfu1 Posted September 25, 2022 Posted September 25, 2022 looks like sos for aroused can break randomly. unsure what cause it but its not perm its more of on that game session. basicaly your guy wont get hard when horny(sex is fine). and so far fo rme it only hits the PC. ive been trying to keep track of when happens but a bit hard to do. so far it seems to just be random after a zone or game load. its not perm thou but requires a game restart to fix.
starikki Posted September 26, 2022 Posted September 26, 2022 PC's current arousal jump to full a few seconds after SLSO event, triggered by SL defeat. while base arousal and libido at correct number. couldn't figure out why...
Mister X Posted September 27, 2022 Posted September 27, 2022 Heyho, did you ever reconsider to include the masturbation functionality that other Arousal frameworks provide? It can be very handy for users and imho it's just too small as a feature to build a whole mod for it. And as another reason: masturbation is a great way to manage the player arousal, which is one of the main features of every arousal framework, right? I can make it even more simple, here's the code ^^ Spoiler Just put it anywhere in OSLAroused_Main and recompile. No other properties or anything needed, all is done by calls of global functions! Event OnKeyUp(Int KeyCode, Float HoldTime) If (Utility.IsInMenuMode()) return endif If (keyCode == CheckArousalKey && HoldTime > 2.0) If (SexLabAdapterLoaded) SexLabUtil.QuickStart(PlayerRef, AnimationTags = "Masturbation") ElseIf (OStimAdapterLoaded) (OUtils.GetOStim()).Masturbate(PlayerRef, zUndress = True) EndIf EndIf EndEvent
TheUnsaid Posted September 30, 2022 Posted September 30, 2022 (edited) Heads up, but if you get a Missing Masters error in Vortex, it's because the mod absolutely needs Sexlab Aroused, in order to work. You have to use a different mod organizer in order to deploy w/o that because you'll get stuck in pre-deployment events. EDIT: NVM I was wrong. You'll get stuck in pre-deployment events for a while but it'll move on. It took my PC an hour. You'll keep getting the missing masters error, because Vortex auto disables the other ESMs. You have to manually go into plugins and enable them again. Edited September 30, 2022 by TheUnsaid
Talesien Posted September 30, 2022 Posted September 30, 2022 17 hours ago, TheUnsaid said: Heads up, but if you get a Missing Masters error in Vortex, it's because the mod absolutely needs Sexlab Aroused, in order to work. You have to use a different mod organizer in order to deploy w/o that because you'll get stuck in pre-deployment events. EDIT: NVM I was wrong. You'll get stuck in pre-deployment events for a while but it'll move on. It took my PC an hour. You'll keep getting the missing masters error, because Vortex auto disables the other ESMs. You have to manually go into plugins and enable them again. That's sounds odd, I'm pretty sure vortex popped one of his blue message bars for me, telling me that this mod has several plugins and asking me if I want to enable them all. Are you sure you didn't accidentally click that away or answered with no?
TheUnsaid Posted October 1, 2022 Posted October 1, 2022 5 hours ago, Talesien said: That's sounds odd, I'm pretty sure vortex popped one of his blue message bars for me, telling me that this mod has several plugins and asking me if I want to enable them all. Are you sure you didn't accidentally click that away or answered with no? Yes. I have quite a few mods and I'm sure it didn't ask.
XarisZ Posted October 2, 2022 Posted October 2, 2022 Does anyone know if this mod now works with Sexlab Approach Redux ?
Dsmas Posted October 9, 2022 Posted October 9, 2022 (edited) I updated the SKSE plugin, I'm not actually sure if OSL Aroused uses the structs that changed size, but I marked it as so anyway, just to be safe. Here's the diff and the built release dll is attached. Things seem to work. diff --git a/CommonLib/AE b/CommonLib/AE index 6e518bd..d1e3b37 160000 --- a/CommonLib/AE +++ b/CommonLib/AE @@ -1 +1 @@ -Subproject commit 6e518bdd3ea28d2ac73f27d4bdc839bf1cb989b9 +Subproject commit d1e3b372973e3b3b2b70694320dbafcb0c98dc33 diff --git a/src/main.cpp b/src/main.cpp index 498b075..597b033 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -53,7 +53,8 @@ extern "C" DLLEXPORT constinit auto SKSEPlugin_Version = []() { v.PluginVersion(Plugin::VERSION); v.PluginName(Plugin::NAME); - v.UsesAddressLibrary(true); + v.UsesAddressLibrary(); + v.UsesUpdatedStructs(); v.CompatibleVersions({ SKSE::RUNTIME_LATEST }); return v; diff --git a/vcpkg/AE b/vcpkg/AE index 4147b34..472e9f1 160000 --- a/vcpkg/AE +++ b/vcpkg/AE @@ -1 +1 @@ -Subproject commit 4147b343c27f601cd41a8331d41c90756352f311 +Subproject commit 472e9f1a8bc5349ec21926fcfc6b2eb917cba01f OSLAroused_SKSE.dll Edited October 9, 2022 by Dsmas 6
Lillen B. Posted October 10, 2022 Posted October 10, 2022 On 10/9/2022 at 12:57 AM, Dsmas said: I updated the SKSE plugin... OSLAroused_SKSE.dll 524 kB · 19 downloads Naisu! That's working for me as well on 1.6.640. Many thanks, @Dsmas
VahzahVulom Posted October 13, 2022 Posted October 13, 2022 @ozooma10 can you please add creature support
ozooma10 Posted October 15, 2022 Author Posted October 15, 2022 Hey Everyone, Sorry for not updating the skse plugin after update. For some reason I thought it would automagically handle the client update and haven't had a skyrim setup to actually test. Most my free time lately has been focused on OSS contributions outside of modding. Im currently away from my dev setup, but when I return home sometime next week ill spin everything up again and push an update to make sure it all works on latest build. 3
unlimitis Posted October 15, 2022 Posted October 15, 2022 56 minutes ago, ozooma10 said: Hey Everyone, Sorry for not updating the skse plugin after update. For some reason I thought it would automagically handle the client update and haven't had a skyrim setup to actually test. Most my free time lately has been focused on OSS contributions outside of modding. Im currently away from my dev setup, but when I return home sometime next week ill spin everything up again and push an update to make sure it all works on latest build. My hero
ShimizuModding Posted October 17, 2022 Posted October 17, 2022 (edited) any workaround for the NPC arousal update to happen without having to RCTRL every one of them Edited October 17, 2022 by ShimizuModding
ozooma10 Posted October 17, 2022 Author Posted October 17, 2022 4 hours ago, ShimizuModding said: any workaround for the NPC arousal update to happen without having to RCTRL every one of them I think the easiest way is to get one of the monitor mods that shows you the arousal of nearby NPCS (which will regularly request their arousal values, which triggers update). It seems like @crajjjj 's SL Widgets might be the most promising, I haven't tested if it helps with this issue, but if anyone wants to be the guinea pig and see if it helps work around the issue would be awesome As a rough timeline for updates for this mod: 1. Update dll this week (likely thursdayish) 2. Add explicit support for auto-updating nearby NPC's arousal [Ie make this workaround unnecessary] No timeline, but I should have a rough idea when i update dll above. 3. Creature support after the above 2 are in and stable. (Similarly likely cant give a timeline until #2 above is complete) Also just as a note to prepare everyone, I doubt I will have much capacity to thoroughly test the above features (and as usual will likely only be testing off latest AE client version), so whenever those roll out it would be massively appreciated for any adventurous folks who care about those features to just do a fly through test of behaviors and make sure they work as intended. 2
ozooma10 Posted October 17, 2022 Author Posted October 17, 2022 On 10/9/2022 at 1:57 AM, Dsmas said: I updated the SKSE plugin, I'm not actually sure if OSL Aroused uses the structs that changed size, but I marked it as so anyway, just to be safe. Here's the diff and the built release dll is attached. Things seem to work. diff --git a/CommonLib/AE b/CommonLib/AE index 6e518bd..d1e3b37 160000 --- a/CommonLib/AE +++ b/CommonLib/AE @@ -1 +1 @@ -Subproject commit 6e518bdd3ea28d2ac73f27d4bdc839bf1cb989b9 +Subproject commit d1e3b372973e3b3b2b70694320dbafcb0c98dc33 diff --git a/src/main.cpp b/src/main.cpp index 498b075..597b033 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -53,7 +53,8 @@ extern "C" DLLEXPORT constinit auto SKSEPlugin_Version = []() { v.PluginVersion(Plugin::VERSION); v.PluginName(Plugin::NAME); - v.UsesAddressLibrary(true); + v.UsesAddressLibrary(); + v.UsesUpdatedStructs(); v.CompatibleVersions({ SKSE::RUNTIME_LATEST }); return v; diff --git a/vcpkg/AE b/vcpkg/AE index 4147b34..472e9f1 160000 --- a/vcpkg/AE +++ b/vcpkg/AE @@ -1 +1 @@ -Subproject commit 4147b343c27f601cd41a8331d41c90756352f311 +Subproject commit 472e9f1a8bc5349ec21926fcfc6b2eb917cba01f OSLAroused_SKSE.dll 524 kB · 105 downloads Thanks for sharing an updated dll! Curious if you ran into any issues with building the src, or any steps that are missing from the skse plugin readme that would be helpful for getting it up and running?
Talesien Posted October 17, 2022 Posted October 17, 2022 5 hours ago, ozooma10 said: 1. Update dll this week (likely thursdayish) You considered moving to CommonLibSSE NG (https://github.com/CharmedBaryon/CommonLibSSE-NG)? Would save you from maintaining several versions (soon someone will ask for a GoG version of this ... like me ^^).
Huddee4 Posted October 18, 2022 Posted October 18, 2022 On 10/9/2022 at 7:57 AM, Dsmas said: I updated the SKSE plugin, I'm not actually sure if OSL Aroused uses the structs that changed size, but I marked it as so anyway, just to be safe. Here's the diff and the built release dll is attached. Things seem to work. diff --git a/CommonLib/AE b/CommonLib/AE index 6e518bd..d1e3b37 160000 --- a/CommonLib/AE +++ b/CommonLib/AE @@ -1 +1 @@ -Subproject commit 6e518bdd3ea28d2ac73f27d4bdc839bf1cb989b9 +Subproject commit d1e3b372973e3b3b2b70694320dbafcb0c98dc33 diff --git a/src/main.cpp b/src/main.cpp index 498b075..597b033 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -53,7 +53,8 @@ extern "C" DLLEXPORT constinit auto SKSEPlugin_Version = []() { v.PluginVersion(Plugin::VERSION); v.PluginName(Plugin::NAME); - v.UsesAddressLibrary(true); + v.UsesAddressLibrary(); + v.UsesUpdatedStructs(); v.CompatibleVersions({ SKSE::RUNTIME_LATEST }); return v; diff --git a/vcpkg/AE b/vcpkg/AE index 4147b34..472e9f1 160000 --- a/vcpkg/AE +++ b/vcpkg/AE @@ -1 +1 @@ -Subproject commit 4147b343c27f601cd41a8331d41c90756352f311 +Subproject commit 472e9f1a8bc5349ec21926fcfc6b2eb917cba01f OSLAroused_SKSE.dll 524 kB · 116 downloads it didnt work for me, i switched that dll in osl folder and it still burps out error
zarantha Posted October 19, 2022 Posted October 19, 2022 (edited) @ozooma10 Looks like DD 5.2 beta 8 changed some arousal stuff in zadlibs. Not sure if means anything to osl, or if it can be ignored and only the one line needs edited. zadlibs.psc Spoiler ;Event DeviceActorOrgasmExp example ;* ScriptName SomeScript extends ParentScript ;* ;* Event OnInit() ;* RegisterForModEvent("DeviceActorOrgasmExp","ReceiveFunction") ;* EndEvent ;* ;* Function ReceiveFunction(Form akSource,Form akFormActor,Int aiSetArousal) ;* Actor akActor = akFormActor as Actor ;* ;process function ;* EndFunction Function SendOrgasmEvent(Actor akActor, int aiArousalSet = -1) SendModEvent("DeviceActorOrgasm", akActor.GetLeveledActorBase().GetName()) ;new event Int loc_handle = ModEvent.Create("DeviceActorOrgasmEx") if loc_handle ModEvent.PushForm(loc_handle, self) ;Event source (zadlibs), in case that some other mode might call this function from different place ModEvent.PushForm(loc_handle, akActor) ;Actor ModEvent.PushInt(loc_handle, aiArousalSet) ;Arousal after orgasm ModEvent.Send(loc_handle) endif EndFunction ; Cause actor to have an orgasm. ;;; Function ActorOrgasm(actor akActor, int setArousalTo=-1, int vsID=-1) ;;; actor akActor, ; The actor to operate on. ;;; int setArousalTo=-1, ; The arousal value the actor should be set to post-orgasm ;;; int vsID=-1, ; Vibrating sound ID. If provided, will stop vibration sound. Function ActorOrgasm(actor akActor, int setArousalTo=-1, int vsID=-1) ;SendModEvent("DeviceActorOrgasm", akActor.GetLeveledActorBase().GetName()) SendOrgasmEvent(akActor,setArousalTo) if setArousalTo < 0 setArousalTo = Utility.RandomInt(0, 75) EndIf int sID = OrgasmSound.Play(akActor) Sound.SetInstanceVolume(sid, Config.VolumeOrgasm) Aroused.SetActorExposure(akActor, setArousalTo) Aroused.UpdateActorOrgasmDate(akActor) if !IsAnimating(akActor) bool[] cameraState = StartThirdPersonAnimation(akActor, AnimSwitchKeyword(akActor, "Orgasm"), true) int i = 0 while i < 20 i+= 1 if !IsVibrating(akActor) && vsID != -1 Sound.StopInstance(vsID) vsID=-1 EndIf Utility.Wait(1) EndWhile EndThirdPersonAnimation(akActor, cameraState, true) Else if !IsVibrating(akActor) && vsID != -1 Sound.StopInstance(vsID) vsID=-1 EndIf EndIf EndFunction ============================================================================ ;Event DeviceEdgedActorEx example ;* ScriptName SomeScript extends ParentScript ;* ;* Event OnInit() ;* RegisterForModEvent("DeviceEdgedActorEx","ReceiveFunction") ;* EndEvent ;* ;* Function ReceiveFunction(Form akSource,Form akFormActor) ;* Actor akActor = akFormActor as Actor ;* ;process function ;* EndFunction Function SendEdgeEvent(Actor akActor) SendModEvent("DeviceEdgedActor", akActor.GetLeveledActorBase().GetName()) ;new event Int loc_handle = ModEvent.Create("DeviceEdgedActorEx") if loc_handle ModEvent.PushForm(loc_handle, self) ;Event source (zadQuest), in case that some other mode might call this function from different place ModEvent.PushForm(loc_handle, akActor) ;Actor ModEvent.Send(loc_handle) endif EndFunction ; Cause an actor to experience being edged. Function EdgeActor(actor akActor) ;SendModEvent("DeviceEdgedActor", akActor.GetLeveledActorBase().GetName()) SendEdgeEvent(akActor) int sID = EdgedSound.Play(akActor) Sound.SetInstanceVolume(sid, Config.VolumeEdged) PlayThirdPersonAnimation(akActor, AnimSwitchKeyword(akActor, "Edged"), 19, permitRestrictive=true) EndFunction I've added in one more change to that script that was overlooked and didn't get added this time, so the SE script doesn't match the LE script right now. This is what i'll be compiling against for the DD SE beta 8 conversion: zadLibs.psc Edited October 19, 2022 by zarantha 1
rmaku Posted October 21, 2022 Posted October 21, 2022 On 10/17/2022 at 11:48 AM, ozooma10 said: I think the easiest way is to get one of the monitor mods that shows you the arousal of nearby NPCS (which will regularly request their arousal values, which triggers update). I use SLAM... it works like a charm
Hakuna_Matata Posted October 31, 2022 Posted October 31, 2022 I am still having a problem when working with The Ancient Profession succubus perk Feeding Orgy. Basically that perk gives you a cloak while you are feeing on someone, that causes all NPCs in the vincinity to masturbate. The issue is that OSL Aroused thinks my sex never stops, even when I go into Sexlab>Debug>Stop all animations. The cloak basically does a StartSex with an actor list of 1 on each of the NPCs. How can that cause issues with OSL Aroused? Isn't this what is supposed to happen? The cloak has a condition on the MGEF for faction membership in the sexlab "being animated" faction. Anyway, my working theory is that maybe there is a race condition where the cloak applies the MGEF that calls StartSex while the previous one has not yet added the NPC to the animate faction. Could that be the case here? Maybe OSL Aroused sees the StartSex but the StartSex only sends a signal to the framework and the framework will later detect that sex had already started but OSL Aroused is still waiting to hear back that this sex has terminated?
powersexking Posted November 1, 2022 Posted November 1, 2022 At the end of sexual activity, arousal is zero. But how do I get libido to drop quickly after sexual activity is over? When libido is high, the excitability rises again. How should I set libido rate of change? When the sex scene ends and orgasm is achieved, the excitement level is zero. But can libido be zeroed as well? Excitability goes to zero, but libido is still high. So the excitement level rises again.
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