Budroi Posted August 12, 2014 Posted August 12, 2014 Are you using Lovers Victim? Lovers Victim is not working correctly anymore with recent versions of SexLab. If you are using Lovers Victim, if you uncheck the brawls in the MCM menu your issue should resolve. *This info might not be 100% accurate but LV is what has caused any brawl issues I've had since the moment I upgraded to SexLab 1.57 and later releases. *For me, turning off the brawls in the LV MCM fixed any brawl issues I had.
everforever Posted August 13, 2014 Posted August 13, 2014 Fantastic mod, actually stopped those annoying fights during the rape. I was wondering if it is possible to dismiss with my follower using this mod. (I'm using Amazing Follower Tweaks). And if it is possible to create this option in this picture below. I don't speak English
Fotogen Posted August 13, 2014 Author Posted August 13, 2014 Fantastic mod, actually stopped those annoying fights during the rape. I was wondering if it is possible to dismiss with my follower using this mod. (I'm using Amazing Follower Tweaks). And if it is possible to create this option in this picture below. I don't speak English Dismiss follower: no, don't have a command for that. Option: you can set "If actor race : Partner Humanoid".
Eikichi Onizuka Posted August 14, 2014 Posted August 14, 2014 For the sake of the people in this thread http://www.loverslab.com/topic/23601-idea-sobbing-after-rape/ Please add an option to play debug.SendAnimationEvent(victim,"IdleChildCryingStart") You have the mod which they need, if you add this one additional item. Open console, select player (or any NPC), type "sae IdleChildCryingStart" (sans quotes) and there will be crying . @Fotogen insert this Idle animation in your fantastic mod, please
ttpt Posted August 14, 2014 Posted August 14, 2014 That's basically already in the mod, it's the CryAfter.ini.samp file, just rename it to CryAfter.ini, then go to the MCM under Misc and reload the effects. It'll be available in the "after sex" section along with stagger. It's the sample file for animation events, so you can also add other animation events using the basic format as that file.
WaxenFigure Posted August 14, 2014 Posted August 14, 2014 Turns out the IdleChildCryingStart animation is only available if you have Dawnguard or Dragonborn installed, I originally thought it was a vanilla animation but it comes with both of those DLCs instead.
BillyT Posted August 16, 2014 Posted August 16, 2014 Can anyone else confirm that heal +1 with the duration set to until sex ends isn't working?
Fotogen Posted August 16, 2014 Author Posted August 16, 2014 New version. More custom commands: - extra commands for actor values (set, restore/damage) - change global variables (mod, set limit, min/max) - change some Skyrim settings (uses SKSE Utility.SetINIxxx function)
Fotogen Posted August 16, 2014 Author Posted August 16, 2014 Can anyone else confirm that heal +1 with the duration set to until sex ends isn't working? In new version of Util1 you can check Heal5.ini.samp file. If you activate it (copy, paste, rename so it has .ini extension), you can have Heal+5 effect. Or change numbers and have Heal+<any number>. You can also remove some commands to heal only Magicka or Stamina or ...
Budroi Posted August 16, 2014 Posted August 16, 2014 so with the new setup of allowing multiple commands would this be how it works? Sorry I am not very good with programming so I am kinda flying blind here. 1 ini with: ;werewolf no regen debuff [Main]Name=Rape Effect Health RegenPage=0Type=cmdId=420Cmd=addspell:skyrim.esm:000a1a3e ;message given when effect applies[Main]Name=Msg:Feels goodPage=0Type=msgId=421Cmd=msg:Being raped leaves you weakened.
Fotogen Posted August 16, 2014 Author Posted August 16, 2014 This will be better: [Main]Name=Rape Effect Health RegenPage=0Type=cmdId=420Cmd=addspell:skyrim.esm:000a1a3e+msg:Being raped leaves you weakened Single INI with multiple commands. Commands are separated by + (plus sign). An improved version would be: [Main]Name=Rape Effect Health RegenPage=0Type=cmdId=420Cmd=addspell:skyrim.esm:000a1a3e+msg:Being raped leaves you weakened CmdEnd=remspell:skyrim.esm:000a1a3e+msg:Better now Cmd entry will be executed at start. CmdEnd entry will be executed at end. So if you set in MCM menu duration to lets say 10 minutes, you get spell at start and then spell is removed after 10 minutes. An alternate version would be (you need newest version for this): [Main]Name=Rape Effect Health RegenPage=0Type=cmdId=420Cmd=setav:HealRate:0+msg:Being raped leaves you weakened CmdEnd=setav:HealRate:0.7+msg:Better now This will set actors value(AV) 'HealRate' to 0 at start and put it to 0.7 at the end. HealRate is 'health regeneration'. You can also experiment with actors values in Skyrim console. For example 'player.getav HealRate' (sans ') will display your current HealRate. To set it (in console), you can use 'player.setav HealRate 0.7' for example. You can also use this to fix your char if something goes wrong Here are all other actor value codes (like HealRate): http://www.creationkit.com/Actor_Value_List . Lots of stats, attributes to debuff you char. Use console to test what those 'actor values' do, and then create INI. Use + to chain multiple commands. You can have as many commands as you want, as long as line is not longer then 512 characters (or 1024, can remember).
Budroi Posted August 16, 2014 Posted August 16, 2014 An improved version would be: An alternate version would be (you need newest version for this): I do have it already, thank you. I love this mod. I don't think I could play skyrim without it.Name=Rape Effect Health RegenPage=0Type=cmdId=420Cmd=setav:HealRate:0+msg:Being raped leaves you weakened CmdEnd=setav:HealRate:0.7+msg:Better now This will set actors value(AV) 'HealRate' to 0 at start and put it to 0.7 at the end. HealRate is 'health regeneration'. You can also experiment with actors values in Skyrim console. For example 'player.getav HealRate' (sans ') will display your current HealRate. To set it (in console), you can use 'player.setav HealRate 0.7' for example. You can also use this to fix your char if something goes wrong Here are all other actor value codes (like HealRate): http://www.creationkit.com/Actor_Value_List . Lots of stats, attributes to debuff you char. Use console to test what those 'actor values' do, and then create INI. Use + to chain multiple commands. You can have as many commands as you want, as long as line is not longer then 512 characters (or 1024, can remember). Is there anyway to make the effect stack? example - duration set to ten minutes in mcm: raped: health regen = 0, start 10 minute timer *****new message = you feel physically weakened after sex (after 5 minutes) raped: health still 0, + stamina regen = 0, add 10 minutes *****new message = You feel tired ;15 minutes remain (immediately following last rape) raped: health and stamina regen still 0 + magicka regen =0 add 10 minutes *****new message = your mind has clouded over :final result health, stamina, magicka regen = 0 with a 25 minute timer after 25 minutes end effects to regens and display new message = your body and mind have recovered after being raped.
everforever Posted August 16, 2014 Posted August 16, 2014 Fantastic mod, actually stopped those annoying fights during the rape. I was wondering if it is possible to dismiss with my follower using this mod. (I'm using Amazing Follower Tweaks). And if it is possible to create this option in this picture below. I don't speak English Dismiss follower: no, don't have a command for that. Option: you can set "If actor race : Partner Humanoid". Thanks for the info Now with this new version (SexLabUtil1 [2014-08-16] 0.15) is possible to dismiss my follower?
delicioustree Posted August 16, 2014 Posted August 16, 2014 Are you open to ideas? I was wondering if it would be possible to call back to another mod, play a sound file and have "on naked" events? Here is a scenario I was thinking. On actor naked Check if actor SOS size >8 or (9-20 array) if yes, apply fear, harm and/or degen at sex start, play voice during scene (or until orgasm, then revert to default) I'm open to trying to do it myself if it is not something you had envisioned for the mod. any tips?
Fotogen Posted August 17, 2014 Author Posted August 17, 2014 ... I'm open to trying to do it myself if it is not something you had envisioned for the mod. any tips? Not planning something like for this mod. Main idea for this mod is: - when sex, triggered by Sexlab framework, starts/ends then do something And thats it. I also don't want that this mod would be directly dependent on any other mod. OK, Sexlab framework is a must, for obvious reasons. But thats it. Pre-req for this mod is, and always will be, only SL framework. I mean no 'direct' dependency. If it can be done in a dynamic, optional way, like I can cast a spell from other mod, then yes. But I will not link any other ESM into this mod. Nothing wrong if you make a new mod. Go, do it. Tips? Be afraid, be very afraid ... OK, tip: - have a simple idea. Start simple. Have solid 'core'. Keep It Simple. - and do it. - do a mod that is 'done'. Maybe it will not have all the bells and whistles, but at it will be done. 'Core' must be there. Do cosmetics for version 2+ - again, do mod from start to finish - too many mods around here that are never finished. Author start, all entusiastic ... and then it fades away ... Oh, and I learned how to do (and NOT do) TES mods by looking how other mods work.
Fotogen Posted August 17, 2014 Author Posted August 17, 2014 ... Is there anyway to make the effect stack?.. If I understand correctly what you want, then no. On effect does not depend on the other. I don't have a code that would check if one effect is already active. You can have: if rape -> do debuffing Can not have: if rape and debuff from before is active -> do extra debuffing Can I add this? Not in SexlabUtil1. Current code, design, can't handle that. Now its very simple: Sexlab framework sends event, I start an 'effect'. To do what you want, I'd have to redesign the whole mod. And that would be 'another' mod.
Budroi Posted August 17, 2014 Posted August 17, 2014 ... Is there anyway to make the effect stack?.. If I understand correctly what you want, then no. On effect does not depend on the other. I don't have a code that would check if one effect is already active. You can have: if rape -> do debuffing Can not have: if rape and debuff from before is active -> do extra debuffing Can I add this? Not in SexlabUtil1. Current code, design, can't handle that. Now its very simple: Sexlab framework sends event, I start an 'effect'. To do what you want, I'd have to redesign the whole mod. And that would be 'another' mod. OK thanks I thought so.
Formion Posted August 17, 2014 Posted August 17, 2014 Ok, one question I think from what I understand that we can actually add items as effects.. I think this is a really cool thing, but I wanted to ask where we get teh item codes. Just open console and use the code for the item in there?
Fotogen Posted August 17, 2014 Author Posted August 17, 2014 Ok, one question I think from what I understand that we can actually add items as effects.. I think this is a really cool thing, but I wanted to ask where we get teh item codes. Just open console and use the code for the item in there? You can add items from other modes. You can also remove items, equip and unequip... Look into EquipHelm.ini.samp, EquipTogue.ini.samp or GetEcto.ini.samp for simple examples. You need to know the name of the mod that has item and items code. Format for item is mod_name:item_id. Mod name should be easy I quess. To get item ID, you can use skyrim console. The usual: help "something" 4 ... test if ID is OK by getting item with: player.additem <ID> 1. If you got what you wanted in your inventory, then ID is good.
Formion Posted August 17, 2014 Posted August 17, 2014 Ok, one question I think from what I understand that we can actually add items as effects.. I think this is a really cool thing, but I wanted to ask where we get teh item codes. Just open console and use the code for the item in there? You can add items from other modes. You can also remove items, equip and unequip... Look into EquipHelm.ini.samp, EquipTogue.ini.samp or GetEcto.ini.samp for simple examples. You need to know the name of the mod that has item and items code. Format for item is mod_name:item_id. Mod name should be easy I quess. To get item ID, you can use skyrim console. The usual: help "something" 4 ... test if ID is OK by getting item with: player.additem <ID> 1. If you got what you wanted in your inventory, then ID is good. So it is the id I can find from console. Thank you very much.
Formion Posted August 18, 2014 Posted August 18, 2014 Ok, I've been checking things out and I think that this is an excellent utility for Sexlab. It should allow people to customize their game the way they want (for most things) So, I was checking things a bit in the console, and came acrossand MGEF line from Paradise Halls labeled WhipEffect or Script (need to check again). Now, as far as I can tell this is either the wound decal for the whip form Paradise Halls, or the false bleedout that the whip causes to allows you to put a collar on the actor. It got me thinking. If it is the false bleedout, would it be possible to use this mod to call it as a custom effect after sex? Say, after an agressive animation, the vistim has this effect on them for X seconds. Which theoretically should allow you to enslave them just by rape. Anyone knows what the MGEF lines in console are and if it is possible to call them with a custom effect? Thanks
Fotogen Posted August 18, 2014 Author Posted August 18, 2014 ... Anyone knows what the MGEF lines in console are and if it is possible to call them with a custom effect? Thanks In Skyrim, "spell" is made of 1 or more magic effects (MGEF). With Util1 you can proc/cast spells. If you can find spell, your good to go.
Formion Posted August 19, 2014 Posted August 19, 2014 Oh wow... I sure am asking lots of stuff lately.... In any case one last thing (I hope) since I checked and couldn't find an answer to this. If the esm or esp that needs to be referenced in teh .ini is multiple words seperated by spaces, how do you type it in? For example if tehre is a spell "Green Magelight" that come from an .esp called "Green Magelight Spell.esp", how can that be referenced? Since I think a line like this: Cmd=spell:Green Magelight Spell.esp:XXXXXXXX just doesn't work.
Fotogen Posted August 19, 2014 Author Posted August 19, 2014 Oh wow... I sure am asking lots of stuff lately.... In any case one last thing (I hope) since I checked and couldn't find an answer to this. If the esm or esp that needs to be referenced in teh .ini is multiple words seperated by spaces, how do you type it in? For example if tehre is a spell "Green Magelight" that come from an .esp called "Green Magelight Spell.esp", how can that be referenced? Since I think a line like this: Cmd=spell:Green Magelight Spell.esp:XXXXXXXX just doesn't work. If mod has spaces in its name, you type in spaces. Only character that are a problem are : + and & You sure you typed in the right id? XXXXX doesn't look right. Google can't find that mod, so can't check. And did you hit 'Reload effects' button in MCM menu under Misc? Just asking because *I* forget that alot.
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