Jump to content

Recommended Posts

Posted
17 hours ago, emaki5 said:

If someone could please assist me?
I think solution is simple (for a pro) but I spent like hours browsing and I am still clueless.

 

I need function that will save targeted number during sl scene, like number 5 for example, so that I can load that number with another function again later in game.

 

I am not sure if it is globalvalue, or json or something else. Pls help.

 

I just need that number to be available during game for load and edit.

Does not matter if it is saved in newly created file or whatever option is possible.

 

Big thanks to whoever is free to help!

 

So that I understand, you want a script that will store a value so that it is available in another script (or the same script called another time)?

 

Global variables should work for you. Global variables, once set, are available (and editable) in any script.

 

set $global.emaki_favorite_number 5

 

You can also assign from another variable:

 

set $global.emaki_favorite_number $some_other_variable_you_set_earlier_in_the_script

 

And then later use it, in this or any other script in the same save:

 

set $which_value $global.emaki_favorite_number

 

That would allow for access inside an .sltscript. If you want to make it conventionally available to other mods through e.g. StorageUtil or JsonUtil in PapyrusUtils, SLTScript has bindings for both JsonUtil and StorageUtil. You can also read/modify GLOB record values if that's what you're looking for.

 

Does that help?

Posted
40 minutes ago, hextun said:

 

So that I understand, you want a script that will store a value so that it is available in another script (or the same script called another time)?

 

Global variables should work for you. Global variables, once set, are available (and editable) in any script.

 

set $global.emaki_favorite_number 5

 

You can also assign from another variable:

 

set $global.emaki_favorite_number $some_other_variable_you_set_earlier_in_the_script

 

And then later use it, in this or any other script in the same save:

 

set $which_value $global.emaki_favorite_number

 

That would allow for access inside an .sltscript. If you want to make it conventionally available to other mods through e.g. StorageUtil or JsonUtil in PapyrusUtils, SLTScript has bindings for both JsonUtil and StorageUtil. You can also read/modify GLOB record values if that's what you're looking for.

 

Does that help?


Damn, thank you so much! This opened world of opportunities and it really helps! :)
One additional follow up question please.
I want to also set global values that SexLab Disparity mod uses
One of 5 Disparity globals is named "
_fwb_GLOBTracker0"

I tried with
set $global._fwb_GLOBTracker0 5

 

but it does not seem to work. Any suggestions?

Posted
2 hours ago, Celestia 666 said:

has anyone come across an issue with slp+ triggers ending scenes on trigger activation?, ive been trying to figure out why its occuring, ive set up a trigger that force uses a potion on player orgasm and on sex start and everytime either of them fire it cancels the scene in the process

 

This may sound silly, but just to be clear, if you disable those two triggers, do you still experience the problem? If you change the trigger to do something like "msg_console" to output a simple message indicating the script was called, but it does nothing else, do you still experience the problem?

 

I can't think of anything that happens, outside of calling the "sl_endthread" command (at which point, well, you asked to end the scene), that would cause SLTR to prematurely end a scene. The sl_endthread implementation isn't actually called by any SLTR code (i.e. it only exists as a binding to be used in .sltscript files), and the underlying call to StopAnimation() isn't replicated anywhere else in my code. :( Not to say you aren't experiencing it or that it's not SLTR, but at the moment, I can't think of what would be doing it.

 

You could also enable debug output in the SLTR MCM; basic Debug output should give a fair bit of info about what's generally going on, but you could also try Debug_Cmd and/or Debug_Cmd_RunScript. Debug_Extension_SexLab might be of use, but at the level you're talking about I have my doubts. Technically, Debug_Cmd_Functions determines output related to actual commands being executed, but I'm pretty sure there's no debug output in sl_endthread... yeah, just checked, no additional debug output there, so it would add a lot of spam for limited value *I think*, but might be of use if the other options don't help. Anything else is likely going to be noise for you.

 

Reminder: Note that logging output is all sent to <My Documents>\My Games\Skyrim Special Edition\SKSE\sl-triggers.log 
        (or whichever folder you have your SKSE logs directed to)

 

The debug flags will tack on, in some cases ridiculously verbose, additional output to sl-triggers.log.

 

Otherwise, I can only say that for my part, I've tested extensively on SexLab (not P+) and ... a lot, but not extensively? Is that a thing? .. on SexLab P+, and have not encountered this myself.

Posted (edited)
12 minutes ago, emaki5 said:


Damn, thank you so much! This opened world of opportunities and it really helps! :)
One additional follow up question please.
I want to also set global values that SexLab Disparity mod uses
One of 5 Disparity globals is named "
_fwb_GLOBTracker0"

I tried with
set $global._fwb_GLOBTracker0 5

 

but it does not seem to work. Any suggestions?

 

SLTScript "global" variables are just SLTScript variables; they aren't GLOB records, but I can certainly understand the confusion. :)

 

But, there are two functions that will work to get and set GLOB record values.

 

https://github.com/sltriggersredux/sltriggersredux/wiki/Function-Libraries#global_getvalue

https://github.com/sltriggersredux/sltriggersredux/wiki/Function-Libraries#global_setvalue

 

So, this script will read the value from the "_fwb_GLOBTracker0" GLOB record and store in the SLTScript variable $fwb_glob_0, which you can then interact with in the script.

 

set $fwb_glob_0 resultfrom global_getvalue "_fwb_GLOBTracker0"

 

And this will set the value back in, presumably after potential alteration.

 

global_setvalue "_fwb_GLOBTracker0" $fwb_glob_0

 

Or, more directly:

 

global_setvalue "_fwb_GLOBTracker0" 5

 

And if you wanted to possibly store the name of the GLOB in a variable, and therefore use that variable to change which GLOB you are working with:

 

set $glob_editor_id "_fwb_GLOBTracker0"

... some time later

set $fwb_glob_0

... even later

global_setvalue $glob_editor_id $fwb_glob_0

 

This should do what you want; and let me know what you think of the SLD change too. :)

Edited by hextun
Posted
10 minutes ago, hextun said:

 

SLTScript "global" variables are just SLTScript variables; they aren't GLOB records, but I can certainly understand the confusion. :)

 

But, there are two functions that will work to get and set GLOB record values.

 

https://github.com/sltriggersredux/sltriggersredux/wiki/Function-Libraries#global_getvalue

https://github.com/sltriggersredux/sltriggersredux/wiki/Function-Libraries#global_setvalue

 

So, this script will read the value from the "_fwb_GLOBTracker0" GLOB record and store in the SLTScript variable $fwb_glob_0, which you can then interact with in the script.

 

set $fwb_glob_0 resultfrom global_getvalue "_fwb_GLOBTracker0"

 

And this will set the value back in, presumably after potential alteration.

 

global_setvalue "_fwb_GLOBTracker0" $fwb_glob_0

 

Or, more directly:

 

global_setvalue "_fwb_GLOBTracker0" 5

 

And if you wanted to possibly store the name of the GLOB in a variable, and therefore use that variable to change which GLOB you are working with:

 

set $glob_editor_id "_fwb_GLOBTracker0"

... some time later

set $fwb_glob_0

... even later

global_setvalue $glob_editor_id $fwb_glob_0

 

This should do what you want; and let me know what you think of the SLD change too. :)

 

So I am just speechless lol
Thank you so much!

It adds value to Disparity now.
I mean, I have been playing Skyrim with mods for 12+ years, and I think I used old Triggers from start.

Adding this possibility to track random things and based on that give buffs and debuffs is something else lol.

There are so many options now that I do not know where to start.

Also, I see that I won't be needing few other mods I used before lol, thanks to this.

 

Thanks again!
 

 

Posted

Hi everyone, 
I need some help with setting up this tool.
I'm looking for a setup to get cum vial when a male in a sexlab scene has a orgasm (SLSO). When I choose as event orgasm (SLSO) I  get vial when female is cumming but nothing from male. Any other setting gives no vial from both actors.

thanks in advance

Posted
7 hours ago, hextun said:

 

This may sound silly, but just to be clear, if you disable those two triggers, do you still experience the problem? If you change the trigger to do something like "msg_console" to output a simple message indicating the script was called, but it does nothing else, do you still experience the problem?

 

I can't think of anything that happens, outside of calling the "sl_endthread" command (at which point, well, you asked to end the scene), that would cause SLTR to prematurely end a scene. The sl_endthread implementation isn't actually called by any SLTR code (i.e. it only exists as a binding to be used in .sltscript files), and the underlying call to StopAnimation() isn't replicated anywhere else in my code. :( Not to say you aren't experiencing it or that it's not SLTR, but at the moment, I can't think of what would be doing it.

 

You could also enable debug output in the SLTR MCM; basic Debug output should give a fair bit of info about what's generally going on, but you could also try Debug_Cmd and/or Debug_Cmd_RunScript. Debug_Extension_SexLab might be of use, but at the level you're talking about I have my doubts. Technically, Debug_Cmd_Functions determines output related to actual commands being executed, but I'm pretty sure there's no debug output in sl_endthread... yeah, just checked, no additional debug output there, so it would add a lot of spam for limited value *I think*, but might be of use if the other options don't help. Anything else is likely going to be noise for you.

 

Reminder: Note that logging output is all sent to <My Documents>\My Games\Skyrim Special Edition\SKSE\sl-triggers.log 
        (or whichever folder you have your SKSE logs directed to)

 

The debug flags will tack on, in some cases ridiculously verbose, additional output to sl-triggers.log.

 

Otherwise, I can only say that for my part, I've tested extensively on SexLab (not P+) and ... a lot, but not extensively? Is that a thing? .. on SexLab P+, and have not encountered this myself.

Thanks, tested I out switching the triggers around and found that the issue occurs when any consumable is force given during a scene, (problem reoccurred when using the alcohol script but not the gold script).

I also found that its not a problem with SLP+ its self but rather scenes triggered by combat defeat (I'm using Acheron + yametae kudesai), it seems to be somehow either interrupting or overriding its script causing the scene and defeat scenario to end on trigger. haven't tested with other combat defeat mods so i'm not sure if its just Acheron that is the issue or if its defeat mods in general that's doing it.

but its definitely combat defeat mod triggered scenes that's causing the issue as everything works fine in scenes triggered by other mods such as SL aroused redux related mods.

Posted
17 hours ago, andi23 said:

Hi everyone, 
I need some help with setting up this tool.
I'm looking for a setup to get cum vial when a male in a sexlab scene has a orgasm (SLSO). When I choose as event orgasm (SLSO) I  get vial when female is cumming but nothing from male. Any other setting gives no vial from both actors.

thanks in advance

 

Extension: SL SexLab
Event: "Orgasm, Separate"
Chance: 100
Player Relationship: Partner Player
Sex: Male                          

; Note: OMG, I just realized I have a terrible typo here in the MCM for the "Sex" filter; it should read "To run the script on a target, the Actor must have the selected sex". I apparently left in the "a scene partner of" when I was copying/pasting.

 

This set of trigger filters should cause attached scripts to run on an Actor if they:
- orgasm
- and are the partner of the player
- and are male

Your script would then target $system.player (assuming you are adding this to the Player's inventory).

Is this your configuration for the trigger and script? If not, give this a try. If so, please post your script. Also:

    Reminder: Note that logging output is all sent to <My Documents>\My Games\Skyrim Special Edition\SKSE\sl-triggers.log 
        (or whichever folder you have your SKSE logs directed to)
        

You can also try setting debug flags in the MCM and checking sl-triggers.log to see what's happening.

Out of curiosity, are there any other triggers that you have configured? Are any of them also configured for the "Orgasm, Separate" event? If so, are they working?

Posted
12 hours ago, Celestia 666 said:

Thanks, tested I out switching the triggers around and found that the issue occurs when any consumable is force given during a scene, (problem reoccurred when using the alcohol script but not the gold script).

I also found that its not a problem with SLP+ its self but rather scenes triggered by combat defeat (I'm using Acheron + yametae kudesai), it seems to be somehow either interrupting or overriding its script causing the scene and defeat scenario to end on trigger. haven't tested with other combat defeat mods so i'm not sure if its just Acheron that is the issue or if its defeat mods in general that's doing it.

but its definitely combat defeat mod triggered scenes that's causing the issue as everything works fine in scenes triggered by other mods such as SL aroused redux related mods.

 

So first off *bow to the tester*. That is remarkably specific; keen eye for the troubleshooting. :)

 

Second, thank you for following up. :)

 

Posted
19 hours ago, emaki5 said:

 

So I am just speechless lol
Thank you so much!

It adds value to Disparity now.
I mean, I have been playing Skyrim with mods for 12+ years, and I think I used old Triggers from start.

Adding this possibility to track random things and based on that give buffs and debuffs is something else lol.

There are so many options now that I do not know where to start.

Also, I see that I won't be needing few other mods I used before lol, thanks to this.

 

Thanks again!
 

 

 

Given you have 5 (or 10 if you aren't a purist about sticking to only the GLOB or only the StorageUtil options) levers to play with, you can create a potentially very complex set of interactions that can affect a lot of your stats, working alongside all of the other levers SLD gives you.

 

And I know folks feel like the SLD MCM UI is complex but.. you know... *looks over at the SLTR MCM* .. it's cool.

Posted

Version 0.976 is up.

 

Biggest news: util_scan_cell_npcs ; uses MiscUtil from PapyrusUtils and calls the ScanCellNPCs function.

 

Also: Language support files got a refresh. Removed a few erroneous items. Added a bunch of missing ones. Your syntax highlighting (and mine) need no longer suffer.

 

Also also: Tweaked the script scheduling to better handle going over 30 concurrent scripts on a target. Baaaasically, when a script ends it will check the actor's request queue and if it sees anything it will go ahead and try to dispatch another MGEF after a brief delay. And when you try to queue up a script, I toss that Actor into a checklist; periodically I cull the checklist and any actor that still has pending requests gets a MGEF attempt. I feel this both handles the overrun case as well as some situations where the queue was desyncing.

 

And the MCM help info for the "Sex: " filter has been corrected; it erroneously said it was for the partner's sex, not the target's sex.

Posted
5 hours ago, hextun said:

 

Extension: SL SexLab
Event: "Orgasm, Separate"
Chance: 100
Player Relationship: Partner Player
Sex: Male                          

; Note: OMG, I just realized I have a terrible typo here in the MCM for the "Sex" filter; it should read "To run the script on a target, the Actor must have the selected sex". I apparently left in the "a scene partner of" when I was copying/pasting.

 

This set of trigger filters should cause attached scripts to run on an Actor if they:
- orgasm
- and are the partner of the player
- and are male

Your script would then target $system.player (assuming you are adding this to the Player's inventory).

Is this your configuration for the trigger and script? If not, give this a try. If so, please post your script. Also:

    Reminder: Note that logging output is all sent to <My Documents>\My Games\Skyrim Special Edition\SKSE\sl-triggers.log 
        (or whichever folder you have your SKSE logs directed to)
        

You can also try setting debug flags in the MCM and checking sl-triggers.log to see what's happening.

Out of curiosity, are there any other triggers that you have configured? Are any of them also configured for the "Orgasm, Separate" event? If so, are they working?

i tried this configuration without success. I'm using this script taken from this thread.

HumanVials.zip

Posted (edited)
9 hours ago, andi23 said:

i tried this configuration without success. I'm using this script taken from this thread.

HumanVials.zip 616 B · 0 downloads

maybe try adding 0x______ to the formID's for example

item_add $system.player "0x191545|cum alchemy.esp:" 1 0

also maybe check in xedit to make sure the esp definitely has spacing between cum alchemy, if u haven't already done so.

hope that helps

Edited by Celestia 666
Posted
22 hours ago, hextun said:

Version 0.976 is up.

 

Biggest news: util_scan_cell_npcs ; uses MiscUtil from PapyrusUtils and calls the ScanCellNPCs function.

 

Also: Language support files got a refresh. Removed a few erroneous items. Added a bunch of missing ones. Your syntax highlighting (and mine) need no longer suffer.

 

Also also: Tweaked the script scheduling to better handle going over 30 concurrent scripts on a target. Baaaasically, when a script ends it will check the actor's request queue and if it sees anything it will go ahead and try to dispatch another MGEF after a brief delay. And when you try to queue up a script, I toss that Actor into a checklist; periodically I cull the checklist and any actor that still has pending requests gets a MGEF attempt. I feel this both handles the overrun case as well as some situations where the queue was desyncing.

 

And the MCM help info for the "Sex: " filter has been corrected; it erroneously said it was for the partner's sex, not the target's sex.

 

Ugh... I'll be releasing 0.977 shortly to fix a stupid bug. 

 

The first parameter of util_scan_cell_npcs is supposed to default to the player if you don't specify anything or specify the none sltscript keyword. It does not. If you do not upgrade just remember to use $system.player explicitly for the first parameter or it won't work.

 

 

Posted
11 hours ago, Celestia 666 said:

maybe try adding 0x______ to the formID's for example

item_add $system.player "0x191545|cum alchemy.esp:" 1 0

also maybe check in xedit to make sure the esp definitely has spacing between cum alchemy, if u haven't already done so.

hope that helps

adding 0x didn't help. Just to be sure: you are talking about cum alchemy esp, right? 

Do I have to do something else then adding the script into sl trigger command folder?

Posted (edited)
1 hour ago, andi23 said:

adding 0x didn't help. Just to be sure: you are talking about cum alchemy esp, right? 

Do I have to do something else then adding the script into sl trigger command folder?

 

You're using the ESPFE (light mod) version aren't you?

 

When I converted the scripts, I just used the FormID values already present. Unfortunately, they are configured for use with the ESP (not ESPFE) version.

 

Here are updated versions of both. I have modified all Cum Alchemy FormIDs to use editorIDs. There was a use of an absolute FormID from the Dragonborn DLC which I also converted in all cases found. Please try these new versions and let me know how it goes.

 

 

 

I had not updated Give Vial to use editorIDs however, so I have reattached that.

 

 

Edited by hextun
updated links to the club links
Posted
59 minutes ago, hextun said:

 

You're using the ESPFE (light mod) version aren't you?

 

When I converted the scripts, I just used the FormID values already present. Unfortunately, they are configured for use with the ESP (not ESPFE) version.

 

Here are updated versions of both. I have modified all Cum Alchemy FormIDs to use editorIDs. There was a use of an absolute FormID from the Dragonborn DLC which I also converted in all cases found. Please try these new versions and let me know how it goes.

 

 

 

I had not updated Give Vial to use editorIDs however, so I have reattached that.

 

 

it's strange, I'm not allowed to download this files

Posted
20 minutes ago, andi23 said:

it's strange, I'm not allowed to download this files

 

Those are links to the SLTriggers Redux LL club. I'll be honest; I set it up to let folks share and find things more easily (instead of having to trawl through forum posts to find download links), but I have no idea how it works.

 

If you don't mind, could you try joining the club and then doing the download? It may just be a permissions issue whereby only club members may download files. I don't want that, I don't need that, but I do want a place where everyone can more or less self manage that activity, which doesn't leave me too many options.

Posted
24 minutes ago, hextun said:

 

Those are links to the SLTriggers Redux LL club. I'll be honest; I set it up to let folks share and find things more easily (instead of having to trawl through forum posts to find download links), but I have no idea how it works.

 

If you don't mind, could you try joining the club and then doing the download? It may just be a permissions issue whereby only club members may download files. I don't want that, I don't need that, but I do want a place where everyone can more or less self manage that activity, which doesn't leave me too many options.

still the same. Scripts are just triggered in case of female orgasm and all options are on "any". Also scripts like "give gold". Seems to be a male is not recognized as male.

 

 

Posted (edited)
19 minutes ago, andi23 said:

still the same. Scripts are just triggered in case of female orgasm and all options are on "any". Also scripts like "give gold". Seems to be a male is not recognized as male.

 

 


please attach a copy of your trigger JSON

 

also please let me know what version of the mod you are using and whether you are using SLP+ or SexLab

Edited by hextun
Posted
1 hour ago, andi23 said:

 

Sorry, I should have been more descriptive; I would like the JSON file that was created when you set up your trigger. It will be named trigger001.json and will have been created in your overwrite folder (or whatever folder your modlist or setup is configured for output during gameplay, i.e. it will not have been created in the SLTriggers Redux mod folder).

 

The folder structure will, however, be the same as that under SLTriggers Redux mod folder, so look for something like 'overwrite/SKSE/Plugins/sl_triggers/extensions/sl_triggersExtensionSexLab/trigger001.json' or something.

 

If you created more than one trigger, or just want the info, you can go into the MCM and find your trigger and the filename should be listed at the top of the trigger entry as the trigger name. You can see the trigger name "trigger001.json" in the screenshot:

scr2.png

 

Find the trigger file, wherever it got saved, and please post it here. :)

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...