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Dripping When Aroused NG


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Dripping When Aroused NG

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**DO NOT UPGRADE FROM v1.x.x: v2.0+ REQUIRES A CLEAN SAVE OR NEW GAME**

 

(2.x.x can be upgraded in place)

 

The classic arousal effect mod: Dripping when aroused SE, by Ed86, updated for the modern mod list.

  • Now OStim SA and TNG compatible.
  • SL and SOS still function but no longer required.
  • NPC Cloak replaced with SPID Magic Effect.
  • ESL and Form 44 for your pleasure.

Enjoy!

 

Requirements

Integrations (soft dependency)

  • Oninus Lactis NG
    • Better milk effects for DW
    • Adjustable emitters
    • Manual trigger available
    • Tracks offset customizations for player and 10+ NPCs
    • OStim/SL/FG independent, ESL, Form 44, localized, API for modders
  • TNG (v4.0.4 or newer for size detection)
  • Conditional Expressions Extended (DW compatibility patch (for apropos2) is built-in, no patch required)
  • MinAI for CHIM (Sends DW context to AI)

SPID Tips

 

* To run this mod for PC only, simply remove the DW_DISTR.ini and NPCs will not be given the magic effect.

 

** For improved performance, apply the effect to fewer NPCs: Edit the DW_DISTR.ini to be more restrictive on who gets the effect. Look at SPID resources to craft a DISTR that works for your play style. This will cut down your processing load for high population cells.

  • Spell = 0x860~DW.esp|ActorTypeNPC|||U/F/-C   <--would distribute the DW Effects Spell to Unique, Skyrim Female, non-Child NPCs - Male NPCs would not have breathing effects, Child actors don't get effects anyway, non-unique actors would get no effects.
  • Spell = 0x860~DW.esp|ActorTypeNPC|BanditFaction||-C   <--would distribute the DW Effect Spell to all non-Child Bandits of both sexes. You get the idea.

 

Dripping When Aroused NG v2.0+ NEW FEATURES

 

Installation

  • Flower Girls support has been removed
  • No choices - just install on a clean save (no previous version ever installed <2.0 )

New sound system manager:

  • Set a maximum for number of active NPC breathing effects
  • Prioritizes followers and NPCs closer to Player for sound
  • Self healing sound slot allocation prevents duplicate/stacked sounds playing
  • NPC Breathing defaults to female only (breathing effects can be configured for F only, M only, both, or disabled. For M breathing effects you will need to replace the silent Male breathing WAVs with actual sounds and ALSO change the SPID DISTR file to give Effects_Spell to males (remove the "F"). If you enable BOTH in the MCM dropdown, males will try to take up sound slots and play silent WAVs if you give them the Effects_Spell. So, don't do that unless you are going to provide sounds.

Effects Management

  • Effect starts have been de-synchronized
  • ModEvent system implemented for more reliability and responsiveness (pause effects during anim, resume effects, force scan and process effects, etc)
  • Individual NPC Overrides! See below

New MCM features:

  • Import/Export Configuration Settings to JSON
  • Debug Log Messages Enable/Disable
  • Uninstall Button - Stops all effects and unloads all scripts, best effort. Wait 1 min for any orphaned effects to end then save.
  • Added/fixed toggles to:
    • Silence NPC breathing sounds during animations
    • Silence Player breath/heart sounds during animations
    • Pause visual effects during animations
    • Manage treatment of futa actors
  • New individual NPC MCM settings override page
    • Select NPC under crosshair to add to overrides JSON
    • Toggle each effect individually for up to 32 NPCs
    • The basic hidden Effects_Spell is distributed at run time by SPID. NPCs must have the basic Effects_Spell to get any effects in game or to use overrides. Disable/Enable effects globally through MCM config page as usual to set default behavior. Now you can override those global settings for a select group of NPCs. Want breath effects on just a few NPCs? Want to silence just your companions? Want everyone to have breath effect but only your favorite follower to drip? Now you can do this!

Improved mesh visibility in dark areas (blinking NPCs still occurs on drip in places like Solitude Blue Palace bedroom area)

NonVirginNPCList now actually works and is populated with some known mothers and wives at run time (JSON can be edited)

Localization translations improved and added PT-BR

Male NPCs and Mannequins are now filtered out by default in SPID DISTR file. If you want gag or breath effects on male npcs, you will need to remove the "F" in the DISTR file SPID filter (and install non-silent breath sounds for males).


  • Submitter
  • Submitted
    09/29/2024
  • Category
  • Requirements
    Sexlab or OStim, SPID and SKSE
  • Regular Edition Compatible
    No
  • Install Instructions

 

Posted

This should be safe to install mid-playthrough unless you have a previous version of DW installed.

 

If you are already running an older Dripping When Aroused, just stick with that until you are ready for a new game.

Posted
16 minutes ago, pornfox96 said:

Is SPID required if I just want to use this for my character?

 

SPID should only be required to distribute the effects to NPCs.

Posted
27 minutes ago, just let me download said:

Great work, glad to see another Ostim-compatible mod released! I'm using Ostim SA (current version) and OSLAroused but the PC breathing sounds continue in scenes even though the disable checkbox is checked off. Anyone else have this as well?

 

The bit of code that checks the MCM setting and disables the visual/breathing effects for OStim scenes is identical to the SL code. It should work.

Posted
8 hours ago, stnfnk said:

This should be safe to install mid-playthrough unless you have a previous version of DW installed.

 

If you are already running an older Dripping When Aroused, just stick with that until you are ready for a new game.

Great to see this mod get some TLC!

 

I managed to upgrade successfully from the old version and all is functioning as expected.

What worked for me (Not responsible for any broken games &/or dreams😞

Spoiler

Clean a save with Resaver, entering DW.esp as the filter. Select DW.esp, right-click and use the purge option. Rename when saving, do not overwrite your existing save with Resaver ...ever! I just added _DW at the end of file name. Example:

Save168_135CDB90_0_4F6E6920427572756261646F_Tamriel_001523_20240929180747_3_1_DW.ess

 

Disable the old DWA mod in your mod manager, start the game and load the cleaned save. Once the save loads, open an MCM menu for another mod & then go back to the game and allow a bit more time for startup/maintenance scripts to complete) then make another save.

 

Clean the new save you just made with Resaver. Then enable the new version of this mod.

 

If MCM is slow to update, usually just opening the MCM menu of a multi-page mod like Blush When Aroused or Sexlab in MCM then going back to the game is enough to get it to update faster. If it still will not update one might need to use console command setstage SKI_ConfigManagerInstance 1 . If you have MenuMaid2 it can also be used to force an MCM update.

 

Thanks very much for the update!

Posted
22 hours ago, stnfnk said:

This should be safe to install mid-playthrough unless you have a previous version of DW installed.

 

If you are already running an older Dripping When Aroused, just stick with that until you are ready for a new game.

Damnit, that was the first question i had. I remember from an earlier playthrough (different modsetup) that DW is very difficult to remove from a running game.

 

My second question would be: Sure, the performance gain from using SPID instead of a cloak is nice. But SPID if used wrongly can also cause viral savegame corruption (example: Pregnancy Normalmap Swapper). The risk of corruption happens, when using SPID to attach effects to NPCs, without there being means to "cleanup" obsolete/stuck/orphaned instances of "the thing".

 

So the question is: Will the DW-effect which this mod adds via SPID, be automatically removed if orphaned or obsolete? I'm talking about things like NPCs being unloaded while the effect is still running.

Posted (edited)
1 hour ago, libertyordeath said:

Damnit, that was the first question i had. I remember from an earlier playthrough (different modsetup) that DW is very difficult to remove from a running game.

 

My second question would be: Sure, the performance gain from using SPID instead of a cloak is nice. But SPID if used wrongly can also cause viral savegame corruption (example: Pregnancy Normalmap Swapper). The risk of corruption happens, when using SPID to attach effects to NPCs, without there being means to "cleanup" obsolete/stuck/orphaned instances of "the thing".

 

So the question is: Will the DW-effect which this mod adds via SPID, be automatically removed if orphaned or obsolete? I'm talking about things like NPCs being unloaded while the effect is still running.

 

That's a good question. I don't think DW/SPID ever removes the magic effect (ApplyEffects) from NPCs. The effect spells themselves each have a limited duration and there is a check to see if DW scripts are loaded before attempting to fire them.

 

My understanding is that NPC Cloak is no longer considered an acceptable method and that SPID is superior for performance and save game integrity. Do you have any tips for using SPID for this 'correctly'?

 

DW NG has changed all FormIDs in the .esp to make it ESL and a bunch of scripts have changed. So, yeah, if a previous version of DW is already baked into your save, use caution.

Edited by stnfnk
Posted (edited)
4 hours ago, stnfnk said:

 

That's a good question. I don't think DW/SPID ever removes the magic effect (ApplyEffects) from NPCs. The effect spells themselves each have a limited duration and there is a check to see if DW scripts are loaded before attempting to fire them.

I've been running original DW for over 100 gamehours, so i just checked my current save in resaver:

 

The spell is attached to only 10 NPCs right now, and the Magic Effect to 6 people. Given how long i've been playing with DW, i would guess the "limited duration" results in skyrim automatically removing it on expiration? Because if not, then i should be seeing hundreds of NPCs with the spell in resaver.

 

Question is: Does SPID do the same? It must have at least the option for infinite duration - or it just lets you spam spells with whatever settings you like - because otherwise the Pregnancy Normalmap Swapper fiasco should not have been possible.

 

If the above assumptions are true, then all you need to ensure is the DW-NG spells expire when no longer needed, and Skyrim will "collect the garbage"? On the other hand, what happens to the active effects then? You said they are never removed, but in my save there's only 6 instances after 100+ gamehours?

 

I know someone with more indepth knowledge of this. Will drop the user a PM.

 

 

4 hours ago, stnfnk said:

 

My understanding is that NPC Cloak is no longer considered an acceptable method and that SPID is superior for performance and save game integrity.

No. I could be wrong, but my understanding is SPID makes stuff faster and easier, but not safer. On the contrary, the ease-of-use kinda motivates modders to be careless, thinking "SPID will just take care of it". In reality SPID - to my knowledge - takes care of nothing except distribution: The modder is still fully responsible for everything but "spreading" - including garbage.

 

If the above is factually incorrect, please someone correct me.

 

Edited by libertyordeath
Posted

Can you add the MCM auto-save and load function to the mod? DW is a mod from a few years ago and it does lack the MCM save and load function that most mods have now.

Posted (edited)
1 hour ago, libertyordeath said:

I've been running original DW for over 100 gamehours, so i just checked my current save in resaver:

 

The spell is attached to only 10 NPCs right now, and the Magic Effect to 6 people. Given how long i've been playing with DW, i would guess the "limited duration" results in skyrim automatically removing it on expiration? Because if not, then i should be seeing hundreds of NPCs with the spell in resaver.

 

Question is: Does SPID do the same? It must have at least the option for infinite duration - or it just lets you spam spells with whatever settings you like - because otherwise the Pregnancy Normalmap Swapper fiasco should not have been possible.

 

If the above assumptions are true, then all you need to ensure is the DW-NG spells expire when no longer needed, and Skyrim will "collect the garbage"? On the other hand, what happens to the active effects then? You said they are never removed, but in my save there's only 6 instances after 100+ gamehours?

 

I know someone with more indepth knowledge of this. Will drop the user a PM.

 

 

No. I could be wrong, but my understanding is SPID makes stuff faster and easier, but not safer. On the contrary, the ease-of-use kinda motivates modders to be careless, thinking "SPID will just take care of it". In reality SPID - to my knowledge - takes care of nothing except distribution: The modder is still fully responsible for everything but "spreading" - including garbage.

 

If the above is factually incorrect, please someone correct me.

 

 

Like I said, the effect spells themselves are on a duration timer <=60 seconds, same as original. The new SPID DISTR puts a magic effect on all NPCs in cell that runs a script. The ApplyEffects script does five things OnUpdate():

 

  1. Check if NPC is 3D loaded, unregister for update if not.
  2. Cast the dripping spell on correct gender actors.
  3. Cast a gag dripping spell for actors equipped with ZAZ/DDi gag.
  4. Add the Breath spell to any NPC without it.
  5. Set next update time between 2-7 seconds. (jitter to distribute load)

 

1-4 are the same code as the original cloak.

 

I'd welcome any additional info on SPID best practices or improvements, thanks for reaching out to your resource. I could slow down the updates for even less load if that's an issue.

 

* If anyone wishes to run this for PC only, you can simply remove the DW_DISTR.ini and NPCs will not be given the magic effect.

 

** If anyone is planning to run this with massive numbers of NPCs in active cell, maybe look into making the DW_DISTR.ini more restrictive on who gets the effect.

Edited by stnfnk
Posted
20 minutes ago, h_wushen said:

Can you add the MCM auto-save and load function to the mod? DW is a mod from a few years ago and it does lack the MCM save and load function that most mods have now.

 

This is a good suggestion. I don't know how to do that, can anyone help?

Posted
4 hours ago, stnfnk said:

I don't think DW/SPID ever removes the magic effect (ApplyEffects) from NPCs. The effect spells themselves each have a limited duration and there is a check to see if DW scripts are loaded before attempting to fire them.

 

I'd say it was doing something wrong if it had to manually remove magic effects or spells, especially if it was doing it in a radius around an actor. Only uses for something like that that I could think of is a purifying aura in a plague mod, but even then you'd probably want to cast a spell to remove another spell, just so you can have some visual effects of it happening.

 

4 hours ago, stnfnk said:

My understanding is that NPC Cloak is no longer considered an acceptable method and that SPID is superior for performance and save game integrity. Do you have any tips for using SPID for this 'correctly'?

 

While not a user of SPID for various reasons, I imagine what it essentially is, is a shared cloak implemented in c++. By shared I mean instead of having 10 cloaks from 10 different mods checking in a radius to add their mod-specific spells, you can have one (SPID) fast cloak adding all 10 at once. Whether SPID is capable of running on another actor or not I do not know. If SPID is player-only then there definitely is still a legit use for cloaks.

 

4 hours ago, stnfnk said:

Do you have any tips for using SPID for this 'correctly'?

 

Regardless of what you do, do tests to verify the results. If its a scripted spell you're distributing, run around whiterun for a minute, leave and wait for however long you expect your code to run (hopefully not even a second). Save and inspect your save in ReSaver. If you see instances of your script you've messed something up. For abilities you can check for the presence of the spell itself using the console command hasspell. For magic effects you'll have to write some Papyrus, or perhaps More Informative Console can show them.

 

For scripted spells that use loops, consider whether you actually need them or not. If you're setting up a while loop with no sleep statements you better make sure its going to be done quickly. No more than 100 iterations on a vanilla Papyrus setup. If your while loop has wait/sleep statements in it, consider instead OnUpdate. Use events when waiting for something, not loops: don't do timers with while loops, you don't need that precision anyways.

 

1 hour ago, libertyordeath said:

Question is: Does SPID do the same? It must have at least the option for infinite duration

 

For some magic effect types there is no duration. Scripts for instance do not care if they're busy doing something.

Posted
4 minutes ago, stnfnk said:

I don't know how to do that, can anyone help?

 

Surely you've seen the Settings Loader mods on the Nexus, there's lots of them.

 

I made my own system though because I don't like the idea of FISSES. That's another disaster waiting to happen. Suppose it depends on how you manage your security whether its ok or not.

Posted
4 minutes ago, traison said:

 

I'd say it was doing something wrong if it had to manually remove magic effects or spells, especially if it was doing it in a radius around an actor. Only uses for something like that that I could think of is a purifying aura in a plague mod, but even then you'd probably want to cast a spell to remove another spell, just so you can have some visual effects of it happening.

 

 

While not a user of SPID for various reasons, I imagine what it essentially is, is a shared cloak implemented in c++. By shared I mean instead of having 10 cloaks from 10 different mods checking in a radius to add their mod-specific spells, you can have one (SPID) fast cloak adding all 10 at once. Whether SPID is capable of running on another actor or not I do not know. If SPID is player-only then there definitely is still a legit use for cloaks.

 

 

Regardless of what you do, do tests to verify the results. If its a scripted spell you're distributing, run around whiterun for a minute, leave and wait for however long you expect your code to run (hopefully not even a second). Save and inspect your save in ReSaver. If you see instances of your script you've messed something up. For abilities you can check for the presence of the spell itself using the console command hasspell. For magic effects you'll have to write some Papyrus, or perhaps More Informative Console can show them.

 

For scripted spells that use loops, consider whether you actually need them or not. If you're setting up a while loop with no sleep statements you better make sure its going to be done quickly. No more than 100 iterations on a vanilla Papyrus setup. If your while loop has wait/sleep statements in it, consider instead OnUpdate. Use events when waiting for something, not loops: don't do timers with while loops, you don't need that precision anyways.

 

 

For some magic effect types there is no duration. Scripts for instance do not care if they're busy doing something.

 

SPID is an "SKSE plugin that can be used to add spells/perks/items/shouts/packages/outfits/keywords/factions to every NPC in the game, using config files." (from mod page)

 

I don't believe SPID has a range/cloak function. I'm using the current cell for NPCs and intentionally distributing the load as described in my post above. It uses OnUpdate(), not while loops.

 

The code for the effect spells is the same as original, they have max duration of <=60 sec., the Magic Effect applied by SPID is what runs the OnUpdate() script to cast the spells on each NPC.

Posted
10 minutes ago, stnfnk said:

I don't believe SPID has a range/cloak function.

 

https://www.nexusmods.com/skyrimspecialedition/articles/6617

 

Distribution of forms is split into two steps:

    Persistent static (not scaling with Player's level) NPCs are distributed to on Main Menu load.
    Dynamic leveled NPCs are distributed to as they are loaded in the world (typically, on cell load).

 

Guess so. Fastest way to nuke your save contender? Still, my earlier statement still applies. Test with ReSaver to make sure your scripted spells are not leaving instances of themselves behind.

Posted
2 minutes ago, traison said:

 

https://www.nexusmods.com/skyrimspecialedition/articles/6617

 

Distribution of forms is split into two steps:

    Persistent static (not scaling with Player's level) NPCs are distributed to on Main Menu load.
    Dynamic leveled NPCs are distributed to as they are loaded in the world (typically, on cell load).

 

Guess so. Fastest way to nuke your save contender? Still, my earlier statement still applies. Test with ReSaver to make sure your scripted spells are not leaving instances of themselves behind.

 

I'm afraid I don't understand your meaning. The spells are unchanged. So, if the original mod left instances around, I'm sure they are still there. Please let me know if that's the case and is some kind of problem.

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