hextun Posted July 17, 2025 Author Posted July 17, 2025 15 hours ago, MannySauce said: I'm using several "rnd_list" to slap together random sentences for "msg_notify", but certain words like "cumshot", "hot", "load" and "orgasm" are getting force capitalized when set into a variable. Unfortunately, there's not much I can do about this. From the CreationKit documentation on StringUtil: https://ck.uesp.net/wiki/StringUtil_Script Collection of generic string utility global functions. (These global functions require SKSE) A comment found at the top of this script, still present as of SKSE64 version 2.2.6, reads: Note about the internal Skyrim implementation of the string classes used for scripting: The strings are case-insensitive. Each BSFixedString is managed in a cache and reused everywhere it is needed. This means that strings like "O" and "o" are technically equivalent. Which string is used depends greatly on which version is found first. We are investigating how to manage this, but for the time being be aware that the distinction between uppercase and lowercase may not exist. It also means that functions below returning an integer for the character may not correspond exactly. Also GetNthChar("Hello Skyrim!", 4) will return a string with either "O" or "o" depending on which might be registered first. All my tests so far have it return the uppercase, even though in the string it is lowercase. We may solve this problem by switching back to returning an integer rather than a string for GetNthChar, but this will still have problems. 15 hours ago, MannySauce said: Also I absolutely jinxed it in a previous post, the tracking actor is still a combat target in v126. It's only happening in the spot I arrive in after a loading door and fast travelling. Is nobody else experiencing this or is my game AI getting cosmic ray'd? I wasn't clear in a previous post; I'm going to be yanking that guy out. No one else has reported it, but it was a stretch to put him in and again, I'd rather deal with other things than try to debug this.
Anunya Posted July 17, 2025 Posted July 17, 2025 A little while ago I saw a mod on Nexus, for Ostim, that leaves players (and/ or NPCs) briefly exhausted after climax. Basically after the scene ends, the player is left in an exhausted pose with movement input disabled (I think, just looking at the video). Is a similar effect possible with SL Triggers Redux? Here's the mod, for reference: https://www.nexusmods.com/skyrimspecialedition/mods/154112?tab=description
hextun Posted July 17, 2025 Author Posted July 17, 2025 7 minutes ago, Anunya said: A little while ago I saw a mod on Nexus, for Ostim, that leaves players (and/ or NPCs) briefly exhausted after climax. Basically after the scene ends, the player is left in an exhausted pose with movement input disabled (I think, just looking at the video). Is a similar effect possible with SL Triggers Redux? Here's the mod, for reference: https://www.nexusmods.com/skyrimspecialedition/mods/154112?tab=description In theory, yes. If I'm not mistaken, it detects the OStim orgasm and then forces you to hold a pose or perform an animation for a period of time, with configuration options for all of this, and then unlocks your controls and/or stops the tired animation. However: - right now, I only have a SexLab event handler; without an OStim event handler, I would need something to trigger the execution of the SLTScript to run - similarly I have not set up any OStim bindings in SLTScript - The mod you linked to also includes its own animations/poses and such, which are content outside of SLTR, so while SLTR can cause the player to play an animation, wait a period of time, equip and unequip items, without something having added those animations and items, the script won't have anything to do But, as an example, this SLTScript, if it were somehow rigged to run on an OStim Orgasm event from the Player, would zero out their stamina regen, set stamina to 1, wait 20 seconds (which, as I note in the comment, could be configured via JSON instead of hard coded), then revert the stamina regen change: set $actualStamRegen resultfrom av_get $system.self "StaminaRate" set $currentStamina resultfrom av_get $system.self "Stamina" inc $currentStamina -1 av_set $system.self "StaminaRate" 0.0 av_set $system.self "Stamina" $currentStamina ; SLTScript offers ways to retrieve persisted values e.g. config values ; It has bindings for JsonUtil and StorageUtil from PapyrusUtils ; As well as it's own $global scoped variables which persist after script calls and are stored with the save ; So this wait time could be configured, for example set $waitTimeInSeconds 20.0 util_wait $waitTimeInSeconds av_set $system.self "StaminaRate" $actualStamRegen You could imagine that at the points where stamina is affected, you could instead insert code to alter poses and such. And if you have a mod like e.g. Conditional Expressions, where animations are run based on conditions like current stamina, changing the stamina like this would actually trigger the animation. As an aside, that sounds like a good excuse for an OStim extension to go with the SexLab extension. I haven't played many OStim based modpacks (only one, briefly, some time ago). 1
hextun Posted July 17, 2025 Author Posted July 17, 2025 2 hours ago, Anunya said: A little while ago I saw a mod on Nexus, for Ostim, that leaves players (and/ or NPCs) briefly exhausted after climax. Basically after the scene ends, the player is left in an exhausted pose with movement input disabled (I think, just looking at the video). Is a similar effect possible with SL Triggers Redux? Here's the mod, for reference: https://www.nexusmods.com/skyrimspecialedition/mods/154112?tab=description Maybe a better question would be: what are you wanting to accomplish? If you want to "replace that mod", you will need assets for animations and poses. If you want to "trigger exhaustion on orgasm", the script I provided would do that. If you want to "disable movement, along with exhaustion on orgasm", I suspect that would require extension of SLTR (though I'd have to investigate) to do the movement inhibiting. If you want to "respond to OStim events", that will require, as I said, something akin to the SexLab extension. 1
Anunya Posted July 18, 2025 Posted July 18, 2025 10 hours ago, hextun said: Maybe a better question would be: what are you wanting to accomplish? If you want to "replace that mod", you will need assets for animations and poses. If you want to "trigger exhaustion on orgasm", the script I provided would do that. If you want to "disable movement, along with exhaustion on orgasm", I suspect that would require extension of SLTR (though I'd have to investigate) to do the movement inhibiting. If you want to "respond to OStim events", that will require, as I said, something akin to the SexLab extension. I was very after the "achieve a similar effect in SL as that mod provides for Ostim" and not the "use SL Triggers for OStim mods" (which I expect would be a lot of work for maybe not that wide a range of use-cases). I'm totally cool with providing "my own" animations/ poses - I'd assume I'd borrow the ones from the OStim mod, use some of the poses from Brastia, or perhaps find something from Gunslicers pose pack (presumably putting them in a folder somewhere where SLTR could refer to them). I would assume some sort of code to push the animation/ pose on the player, but writing such code is beyond me
hextun Posted July 18, 2025 Author Posted July 18, 2025 v127 has dropped, like a thing that has been dropped. Major changes: - JSON support has ended; JSON scripts will not be run and must be converted to .sltscript to work with SLTR - Core event removed: "Player Loading Screen" - it had dubious value and my ghost buddy was being obnoxious and I didn't feel like putting more time into troubleshooting -- auto-migration for any trigger files to the updated event_ids will happen for Core triggers that require it Enhancements: - Added SLA (not OSLA, though presumably they will work via OSLA compatability) functions -- sla_get_version -- sla_get_arousal -- sla_get_exposure -- sla_set_exposure -- sla_update_exposure - uses the API -- sla_send_exposure_event - uses their recommended approach via ModEvent -- sla_get_actor_days_since_last_orgasm -- sla_get_actor_hours_since_last_sex Bugfixes: - Removed some more unneeded logging - Fixed an intermittent error with script queueing - sl_adjustenjoyment should now work (it was expecting the wrong number of arguments) 1
Fraying9981 Posted July 18, 2025 Posted July 18, 2025 (edited) 16 minutes ago, hextun said: v127 has dropped, like a thing that has been dropped. Major changes: - JSON support has ended; JSON scripts will not be run and must be converted to .sltscript to work with SLTR - Core event removed: "Player Loading Screen" - it had dubious value and my ghost buddy was being obnoxious and I didn't feel like putting more time into troubleshooting -- auto-migration for any trigger files to the updated event_ids will happen for Core triggers that require it Enhancements: - Added SLA (not OSLA, though presumably they will work via OSLA compatability) functions -- sla_get_version -- sla_get_arousal -- sla_get_exposure -- sla_set_exposure -- sla_update_exposure - uses the API -- sla_send_exposure_event - uses their recommended approach via ModEvent -- sla_get_actor_days_since_last_orgasm -- sla_get_actor_hours_since_last_sex Bugfixes: - Removed some more unneeded logging - Fixed an intermittent error with script queueing - sl_adjustenjoyment should now work (it was expecting the wrong number of arguments) That's awesome! If you are looking for integrations here are some ideas: - Apropos 2: adds wear and tear for every sex act (simple int or float) with debuffs (spells). This is to add long-term impact of every act. SL triggers would improve the framework greatly by expanding on this wear & tear logic with additional events/scripts - Devious Followers Willpower/resistance system (int or float): also a good framework that tracks player stats depending on various actions and events, used by other mods like Spank that ass, but no other I'm aware unfortunately. Edited July 18, 2025 by Fraying9981 1
hextun Posted July 21, 2025 Author Posted July 21, 2025 On 7/18/2025 at 12:17 PM, Fraying9981 said: That's awesome! If you are looking for integrations here are some ideas: - Apropos 2: adds wear and tear for every sex act (simple int or float) with debuffs (spells). This is to add long-term impact of every act. SL triggers would improve the framework greatly by expanding on this wear & tear logic with additional events/scripts - Devious Followers Willpower/resistance system (int or float): also a good framework that tracks player stats depending on various actions and events, used by other mods like Spank that ass, but no other I'm aware unfortunately. I use both of those when I can! For what it's worth, SexLab Survival also works with DFC Willpower. For example, under... Misogyny effects I think... there is an option where periodically you might get pushed or knocked down. This can also trigger willpower loss. Similarly, SLS can either work with Spank That Ass or has it's own limited ass-slapping mechanic, that also reduces willpower. There is also a Catcall option where you will be wolf-whistled at when walking by for a willpower loss. There is also the devious effect of being in milking or bondage furniture which will reduce willpower based on how long you were in the device. And finally there is an option to adjust the scale of any willpower impacts, so you can make them less frequent/more impactful or vice versa. In terms of integration, do you mean function library support (more function calls for your SLTScript) to interact with the mod (read and possibly write values, update state, etc.) or do you mean triggers (i.e. reacting to something in the mod, preferably an event it fires, or perhaps periodically checking state)?
Anunya Posted July 21, 2025 Posted July 21, 2025 I installed SL Triggers Redux and gave it a look and started thinking about what I'd like to do with it once I get through building my current modlist. One feature that the old SL Triggers had that I didn't see in Redux (though I could've missed it?) is the ability to display a text string. I found it good for helping roleplaying (and to remember what events were triggered) by adding a bit of text like "the orgasm makes you feel amazing" or "that really hurt" and the like.
Fraying9981 Posted July 21, 2025 Posted July 21, 2025 1 hour ago, hextun said: I use both of those when I can! For what it's worth, SexLab Survival also works with DFC Willpower. For example, under... Misogyny effects I think... there is an option where periodically you might get pushed or knocked down. This can also trigger willpower loss. Similarly, SLS can either work with Spank That Ass or has it's own limited ass-slapping mechanic, that also reduces willpower. There is also a Catcall option where you will be wolf-whistled at when walking by for a willpower loss. There is also the devious effect of being in milking or bondage furniture which will reduce willpower based on how long you were in the device. And finally there is an option to adjust the scale of any willpower impacts, so you can make them less frequent/more impactful or vice versa. In terms of integration, do you mean function library support (more function calls for your SLTScript) to interact with the mod (read and possibly write values, update state, etc.) or do you mean triggers (i.e. reacting to something in the mod, preferably an event it fires, or perhaps periodically checking state)? Awesome, yes I was thinking about sls too. Basically i was thinking we could have normal triggers but modify DF willpower i.e. access the variable from SLT script, like do for arousal for example, to update it. Wdyt
hextun Posted July 21, 2025 Author Posted July 21, 2025 8 hours ago, Anunya said: I installed SL Triggers Redux and gave it a look and started thinking about what I'd like to do with it once I get through building my current modlist. One feature that the old SL Triggers had that I didn't see in Redux (though I could've missed it?) is the ability to display a text string. I found it good for helping roleplaying (and to remember what events were triggered) by adding a bit of text like "the orgasm makes you feel amazing" or "that really hurt" and the like. I believe you're looking for msg_notify. There is also msg_console (to print to the console) and deb_msg (to print directly to sl-triggers.log). Check out the wiki at https://github.com/lynnpye/sl_triggers/wiki and in particular the function library page, with a list of all available functions, with descriptions and usage examples. I have not removed any of the functions that already existed in the original; I have only expanded on the function set. So if there was a function available in the old version it should still be available in SLTR. That said, if we're talking about a patch that was never folded back into the original, I would not have that. I mean, probably not. Unless they just happened to add the same function that I added with the same name and everything. Which seems pretty far-fetched. 1
hextun Posted July 22, 2025 Author Posted July 22, 2025 v128 is posted for your Skyrimming pleasure. New in this update: - Keymappings that don't need a modifier (e.g. just keymapped to F12, not shift-F12) will no longer fire if the key is pressed with a modifier (Left or Right, Control or Shift or Alt) - All Core And SexLab events now have 3 new filters: - Is Weapon/Spell Equipped? - Is Armor/Clothing Equipped? - Is Weapon/Spell Drawn? - SexLab triggers now have the expanded Location filter (including e.g. Safe, City, Wilderness, Dungeon, Jail, Player Home, etc. - New Core trigger: Timer: to run every 1-60 real time minutes - timers start over on new game or loading of a save; if you are 59 minutes into a 60 minute timer and relaunch, you are now 60 minutes away again - New SLT functions: - global_getvalue - global_setvalue - to interact with GlobalVariable (GLOB) records - e.g. you can work with Devious Followers willpower via the "_DWill" (editor ID) Global Keyword - global_getvalue "_DWill" ; $$ now has your willpower - global_setvalue "_DWill" 20.0 ; you now have 20 willpower Plus some other stuff. I also updated the PetCollarGame and Test script add-ons.
hextun Posted July 22, 2025 Author Posted July 22, 2025 I'm going to persist the timer progress. I'm annoyed at myself for not having done so.
Anunya Posted July 22, 2025 Posted July 22, 2025 4 hours ago, hextun said: I believe you're looking for msg_notify. There is also msg_console (to print to the console) and deb_msg (to print directly to sl-triggers.log). Check out the wiki at https://github.com/lynnpye/sl_triggers/wiki and in particular the function library page, with a list of all available functions, with descriptions and usage examples. I have not removed any of the functions that already existed in the original; I have only expanded on the function set. So if there was a function available in the old version it should still be available in SLTR. That said, if we're talking about a patch that was never folded back into the original, I would not have that. I mean, probably not. Unless they just happened to add the same function that I added with the same name and everything. Which seems pretty far-fetched. LOL Yes, that's probably what I am looking for
hextun Posted July 22, 2025 Author Posted July 22, 2025 There is a bug in the CumControl.sltscript as it shipped. It should be: sl_isin $system.self if $$ == true return endif rnd_int 0 100 if $$ > 50 set $noCumMessage resultfrom rnd_list "Mysterious forces are preventing you from cumming!" "Suddenly your clit feels hypersensitive." "Your clit stands rigidly at attention and yet cummies seem so far away..." "Mara refuses your desire for an orgasm." "Daedric forces surround your clit, enveloping it, engorging it..." msg_notify $noCumMessage deb_msg $"CumControl msg: no: {noCumMessage}" msg_console $"CumControl msg: no: {noCumMessage}" sl_disableorgasm $system.self 1 else set $yesCumMessage resultfrom rnd_list "You feel your clit has been released from control." "You have a sudden urge for cock." "You feel like you could cum again." msg_notify $yesCumMessage deb_msg $"CumControl msg: yes: {yesCumMessage}" msg_console $"CumControl msg: yes: {yesCumMessage}" sl_disableorgasm $system.self 0 endif
nilead Posted July 22, 2025 Posted July 22, 2025 Im looking to start a new character, and among mods im looking to update is SL Triggers. Several questions - can i port my old command list for original SLTriggers? Its nothing fancy, equipping items from Kzitiid toolset/Pred liquid pack etc on SLSO events, and if so - how would i go about it? Another angle - i see massive updates in terms of functionality, active developments is obviously a good thing, but are there any estimations on when it gets to update-friendly state? Clean resaving is wonky as is, and falrim tools act up on me lately. Would love to play around with this, but... well, my MCM record alone takes almost 40 minutes to run. Its not exactly friendly towards often restarts.
MannySauce Posted July 22, 2025 Posted July 22, 2025 Just wanted to point out that outside of one test script and two comments in here, "elseif"'s existence isn't acknowledged anywhere else, not even in the .sltscript language file.☝️🤓
hextun Posted July 23, 2025 Author Posted July 23, 2025 17 hours ago, nilead said: Im looking to start a new character, and among mods im looking to update is SL Triggers. Several questions - can i port my old command list for original SLTriggers? Its nothing fancy, equipping items from Kzitiid toolset/Pred liquid pack etc on SLSO events, and if so - how would i go about it? Another angle - i see massive updates in terms of functionality, active developments is obviously a good thing, but are there any estimations on when it gets to update-friendly state? Clean resaving is wonky as is, and falrim tools act up on me lately. Would love to play around with this, but... well, my MCM record alone takes almost 40 minutes to run. Its not exactly friendly towards often restarts. Hi there! First, welcome to SLTR! Here's a wiki! It includes examples and a function reference (which is also included as a .txt and .md file in the mod download). Second, while JSON support was just dropped in favor of the SLTScript (.sltscript) format, the conversion is generally pretty simple. - SLTScript is a simple text format, so you would first remove all of the JSON-specific bits (i.e. enclosing [], {}, commas between elements, etc.) - What you should be left with is a text file with one line per JSON command-line, and each of those elements white-space separated. - Replace the ":","label" constructs with [label] - Remove everything from double-quotes *except* actual strings of text So, for example, you would turn this (JSON) (the original Alcohol.json that shipped with SLT 12): { "cmd" : [ ["rnd_list", "skyrim.esm:216158", "skyrim.esm:853342", "skyrim.esm:181082", "skyrim.esm:329930", "skyrim.esm:201531", "skyrim.esm:201532", "skyrim.esm:1079946", "skyrim.esm:901490", "skyrim.esm:758231" ], ["set", "$1", "$$"], ["item_adduse", "$self", "$1", "1", "0"] ] } into this (SLTScript): ; you have comments with semi-colons ; rnd_list being a function does not require being in quotes rnd_list "skyrim.esm:216158" "skyrim.esm:853342" "skyrim.esm:181082" "skyrim.esm:329930" "skyrim.esm:201531" "skyrim.esm:201532" "skyrim.esm:1079946" "skyrim.esm:901490" "skyrim.esm:758231" ; variables do not need to be in quotes set $1 $$ ; $self => $system.self ; $player => $system.player ; $partner => $system.partner ; $partner2 => $system.partner2 ; $partner3 => $system.partner3 ; $partner4 => $system.partner4 item_adduse $system.self $1 1 0 Additionally: ; this is what a label now looks like [infiniteLoopStart] ; you have named variables now set $msg "This is an infinite loop." msg_notify $msg goto [infiniteLoopStart] To your third question, I will say I am trying to make updates savegame compatible. When I test on my own saves, if I get any wonkiness and cannot determine exactly what caused it, I preemptively flag the release as not savegame safe; I would rather hand you gold and tell you it's pigshit than the other way around. Not that SLTR is gold, just sayin'. I will say, however, that v129 currently has no savegame compatibility breaking changes that I can see. Though so far it's only a couple of bugfixes. As for a roadmap of some kind: - I see SLTR architecturally as follows: - Script engine: parses and interprets the SLTScripts, coordinates the activity, and calls the bound functions to interact with mods and the game; it does not do filtering, it simply runs what is asked of it - I have spent most of my time here - This is where a lot of things can change that require a new save - Changes to data structures, for example, that I'm not paid well enough to write import functions for for what is otherwise just a version bump of something still undergoing quite a bit of work - But this has slowed as I've grown more comfortable with the feature set as it stands - But I still want to add list/map support - Integration Support - Trigger Handlers: Core and SexLab extensions are examples here; objects/scripts that send script requests to SLTR in response to events; they also perform any filtering (e.g. this script only runs during daytime) - SexLab was the only "handler" at first - One of my earliest changes was to add Core - I have been making a concerted effort to expand here e.g. Cell Change, Location Change, Equip Change, Combat State Change, and now Timer most recently - But it could definitely use more - Not to mention specifically more handlers for more mods - Generally, expanding here should not require new saves - Function Libraries: provides the callable functions available in SLTScript; currently only provided by Core and SexLab extensions but can be provided independently of extensions - I have expanded here as well, both with attempts at generic large-scale bindings (actor/objectreference/form_dogetter/doaction/doconsumer/dofunction) and individual mod coverage (osla_*) - But this is definitely an area ripe for expansion, and in the same as with handlers; more functions to interact with more mods - Generally, expanding here should not require new saves - Phase: Establish baseline language feature set - Lacks only list/map support to establish what I would like as a baseline - Though technically, it's currently minimally functional - estimate: 90-95% complete (well tested) - Phase: Integration Support (i.e. adding "support" for integration, not the integration itself) - I would like to see it tested by someone who is not me - But right now, I've achieved enough here - You can interact with SLTR via direct script (i.e. the API script I provide), via mod event, and via console command - Literally any mod author right now could already start sending mod events to SLTR to run scripts if they so chose - Similarly modpack developers could add integrations right now to run scripts in response to third party mods, without me needing to change anything - This makes me very pleased - estimate: 100% complete (untested) - Phase: Base Game Integration (i.e. adding triggers/bindings for vanilla events) - I have no usage data, so I have no idea how popular any of the triggers I have already added are (i.e. am I the only one using Keymapping? Top of the Hour?) - I have added triggers that were requested (which I also wanted) e.g. Combat State, Equipment Change - There are some events which won't likely do perhaps what players want simple due to the current architecture of SLTR - You won't be able to prevent the container being opened via Container Activate because the spell won't cast until after the container is closed - So you can't replace DEC with SLTR, just sayin' - I want to provide bindings (somehow) for way more of the existing CreationKit APIs - I don't have a good estimate for completion here, but if I had to? - estimate: 10-15% complete (somewhat tested, i.e. I know Keymapping works well, but Top of the Hour needed love recently and I think I would have caught it sooner if I used it more myself) - Phase: Third Party Integration (i.e. adding triggers/bindings for mods) - This is open-ended: basically, each mod I might do integration work for is its own phase - Currently, I have trigger support for: - SexLab (the original four: Start/Stop/Orgasm/Separate Orgasm) - Currently, I have function support for: - SexLab - MfgFix - PapyrusUtil (i.e. wrappers around JsonUtil and StorageUtil, separate from the original json_* functions) - Devious Devices - Devious Followers - OSLAroused - SexLabAroused (and compatible mods such as OSLA) - SexLab Separate Orgasms - The existing implementation doesn't really handle real version differences - I say I provide "SexLab support" and am rightfully asked "SexLab or SexLab P+"? - Of course, the answer is "both" when I use scripts whose names have not changed and use only functions and properties whose typing and usage have also not changed - But wouldn't it be nice if, for example, you downloaded SLTR and then selected the additional mod support packages you wanted, like SexLab vs SexLabP+? - And then you would perhaps even have a more complete set of bindings? - And with the ability to have function libraries override one another, you could also create compatibility where e.g. the P+ version only adds a few functions and changes a few others, using a higher priority, but otherwise lets the base version through - Plus, right now, internally, anything remotely NSFW lands in the "CmdLibSexLab" - Organizationally it makes me cringe because e.g. Devious Devices should be in a "CmdLibDD" or something - I did it to myself - It needs a reorg and expansion - I literally set this part up so that I did not have to be the only doing it - Like the first thing I did (see Phase: Integration Support above) - Because if I get hit by Truck-kun, you shouldn't be stuck without integration with SLTR because I'm not around to do it - I have spent way too much of my adult life thinking like this, so yes, literally this was a motivating factor - So I would be beyond thrilled if other mod developers spun up their own extensions to run SLTScript by sending the mod request to SLTR - I should create a couple of examples, an extension and a function library - Phase: SLTScript-based content - Shipped scripts, add-ons, games - Shipped scripts - I have added a few things, but this could definitely use expansion - Add-Ons - Notepad++ and VSCode support - Test scripts - the same scripts which I use myself - can be downloaded and run to verify things are working for you - all tests should pass - Games - PetCollarGame - includes SLTScript, JSON configuration, and pre-built triggers - This could use more entries - Basically, more complex interactions that involve more than just a single SLTScript - could perhaps be considered content in its own right even if only mini-game level 1
hextun Posted July 23, 2025 Author Posted July 23, 2025 16 hours ago, MannySauce said: Just wanted to point out that outside of one test script and two comments in here, "elseif"'s existence isn't acknowledged anywhere else, not even in the .sltscript language file.☝️🤓 Would you believe I shoe-horned it in about an hour before I shipped? I spent 10 minutes adding test script entries for it in 'ZZ_sltr_test_basics.sltscript' and then ran the scripts. Before I ship, do a diff between HEAD and the previous tag, just to make sure I'm cool with everything. And I kept looking at the if/endif logic. And it just suddenly looked so obvious how to add 'else' and 'elseif' that I got all: But, yeah... I know... more documentation updates... *sigh* where the hell's my tech writer damnit?
nilead Posted July 23, 2025 Posted July 23, 2025 32 minutes ago, hextun said: So, for example, you would turn this (JSON) (the original Alcohol.json that shipped with SLT 12): Now this an in-depth answer i didnt expect. Thank you for taking time to reply. Its nice to see sl triggers becoming more of "AnythingTriggers" wich muggles like myself can use to, well, trigger stuff. Given the scope of ambition here, i guess it will be quite some time to get it to LTS state, but thats nature of the beast.
hextun Posted July 23, 2025 Author Posted July 23, 2025 2 hours ago, nilead said: Now this an in-depth answer i didnt expect. Thank you for taking time to reply. Its nice to see sl triggers becoming more of "AnythingTriggers" wich muggles like myself can use to, well, trigger stuff. Given the scope of ambition here, i guess it will be quite some time to get it to LTS state, but thats nature of the beast. I did sort of bury the lede there, didn't I? It won't be too long I think, before SLTR reaches "savegame compatible unless otherwise notified". I think it would be possible for me to draw a line in the sand, if not now then Soontm, where I declare it officially "out of beta", slap a "1.0" on it and at that point make every effort to stick with proper semantic versioning. i.e. I would expect savegame stability for anything below major and minor updates. Adding new functions involve creating them as add-ons (like PetCollarGame) which detaches them from the versioning process naturally, or as patch level changes, i.e. 3.1.23 to 3.1.24, because adding integrations, even to the existing Core extension, shouldn't affect existing features/properties/saves. Usually. Then along comes a bugfix... ¯\_(ツ)_/¯ but efforts are being made. I'm perhaps too cautious in terms of declaring such a thing, perhaps more than I ought to be. 1
Anunya Posted July 23, 2025 Posted July 23, 2025 Three more questions: 1) Can SL Triggers Redux detect loss of Sex Lab virginity status? 2) Can SLTR add or remove Racemenu overlays (warpaint and/ or makeup)? 3) How much flexibility/ extensibility does SLTR have for triggers (as opposed to effects)? I'm hoping to one day to be able to trigger Estrus tentacle attacks from the failure condition in Challenging Spell Learning, and I'm wondering if SLTR has potential in that direction (or whether it's ridiculously outside of scope ).
Anunya Posted July 23, 2025 Posted July 23, 2025 Oh, and a suggestion / request for the thread: It'd be great, I think, if people could share cool scripts they write and they get listed/ linked centrally somewhere. It'd be helpful both for people who aren't into scripting themselves (they can grab a wider variety of scripts), and for those who are dipping their toes into scripting (more examples to learn from).
MannySauce Posted July 24, 2025 Posted July 24, 2025 If you were to trigger the same script through the same means a second or more times before the previous instance finishes, does that run a new separate instance or reset the existing one? And target scope vars - do they persist after creation like global scope vars, just being limited to the target?
hextun Posted July 24, 2025 Author Posted July 24, 2025 14 hours ago, Anunya said: Three more questions: 1) Can SL Triggers Redux detect loss of Sex Lab virginity status? 2) Can SLTR add or remove Racemenu overlays (warpaint and/ or makeup)? 3) How much flexibility/ extensibility does SLTR have for triggers (as opposed to effects)? I'm hoping to one day to be able to trigger Estrus tentacle attacks from the failure condition in Challenging Spell Learning, and I'm wondering if SLTR has potential in that direction (or whether it's ridiculously outside of scope ). 1) Right now, no. As far as I can tell, that is a call to SexLabFramework.HadSex(Actor) which I have not provided a binding for. Adding more bindings (or somehow making more available) is a high priority item for me. If you're talking about triggering a script at the time virginity is lost, if you needed to do that, I would recommend having a script start on SexLab Start, detect current virginity status at start (once I have exposed a binding for it), and if it goes from false to true by the end of the scene (util_waitforend) then you "do the thing that should be done when virginity is lost". I don't think I would create a trigger explicitly for that one event (that, barring stat alteration shenanigans, would only ever fire once per save; that would be a lot of infrastructure for one event. 😅 2) Again, right now, no, at least as far as I know. I'm not aware of what that would entail exactly but I'm not aware of anything bound to functions that would affect that and if it's a Racemenu API then I definitely have nothing as I know I have no bindings for Racemenu specifically. Not to say it can't be added, but it's not there now. 3) Well, based purely on the first half of #3, the answer is "TONS OF FLEXIBILITY". But then you say "I want to trigger Estrus tentacle attacks from the failure condition in Challenging Spell Learning" and I need to clarify. - SLTR is basically "a thing that runs scripts", pure and simple. - SLTR has several ways another mod could tell it to run a script - https://github.com/lynnpye/sl_triggers/wiki/Integration - It also has two extensions, Core and SexLab, which register to listen for events and then tell SLTR to run a script. - So "flexibility for triggers" meaning "lots of ways something could TRIGGER a script to run" i.e. "send SLTR a modevent, or use the SLTR API, or use an SLTR console command", yes, SLTR has that - But someone still has to write, e.g. an "OnChallengingSpellLearningFailure()" event handler that checks if conditions are right and then sends a request to SLTR to run a script - And "triggering Estrus tentacle attacks" actually means "I would like SLTScript support to cause an Estrus tentacle attack to happen to the Player" and that will depend on what it takes to cause that to happen - if it's just a matter of sending a mod event, SLTR can do that - if it requires calling an API function on a specific script, SLTR will need bindings to be added (i.e. binding an SLTR command like 'estrus_starttentacles' to the actual Papyrus script calls needed to make it happen) - and there may not be a mechanism (if the mod author did not add one) - of course, if *you* are the mod author for one of these mods, you have the ability to do whatever you want 1
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