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Posted
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!

Posted

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.

Posted
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.

Posted

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.

Posted

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...

Posted

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

 

Posted (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 by TheUnsaid
Posted
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?

Posted
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.

Posted (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 by Dsmas
Posted

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.

Posted
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

Posted
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.

Posted
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?

Posted
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 :/

Posted (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 by zarantha
Posted
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

 

  • 2 weeks later...
Posted

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?

 

Posted

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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