hextun Posted September 15, 2025 Author Posted September 15, 2025 And here we go, v0.960 is released (sorry, I did mean to drop it yesterday, just got sidetracked). The changelog, for your reading entertainment: Spoiler Savegame compatible 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) enhancement: new SexLab/SexLab P+ script for SexLab Survival: SLS Destroy Random License.sltscript: deletes 1 randomly selected SLS license from the player, if one is present enhancement: new add-on: SLS Wet License Destruction Requirement: SexLab Survival (SLS) While in water, you have an increasing chance per second to lose a random SLS license due to water damage Staying out of water dries you out over time Lose a max of 3 licenses while soaked Shallow water poses zero risk of destruction but accumulates wetness bugfix: slt console command CTD when script list too large bugfix: SexLab/SexLab P+/OStim: "Race:" and "Partner Race:" filters not treating Player as Humanoid
Dm0n Posted September 15, 2025 Posted September 15, 2025 7 hours ago, hextun said: No worries; it's actually fairly common for a number of mods, because that conversion can be tricky if you're not used to it. First, here's a wiki page I have for relative FormIDs and FormID strings. I added a bit just a moment ago by way of some examples. It has sections covering how to determine the relative FormID as well as the supported strings. Let me know if that page sorts you out or not. I'm open to feedback on the documentation. So, I knew we skip all zeros in septims like 0000000f to f, and 0xfeabc = 0xabc, but still missed whole point. I guess the only way i'll understand it only with big ass red arrows and pointers like in math books for kids when they teach to multiplicate and divide and stuff... Okay, got some sleep. So I just need a hex to dec converter? And a right input?🤔
hextun Posted September 15, 2025 Author Posted September 15, 2025 2 hours ago, Dm0n said: So, I knew we skip all zeros in septims like 0000000f to f, and 0xfeabc = 0xabc, but still missed whole point. I guess the only way i'll understand it only with big ass red arrows and pointers like in math books for kids when they teach to multiplicate and divide and stuff... Okay, got some sleep. So I just need a hex to dec converter? And a right input?🤔 Can you give me an example FormID and I can walk you through the analysis? 1
MannySauce Posted September 16, 2025 Posted September 16, 2025 Ahoy, are the trigger conditions (the MCM stuff) listed anywhere on the wiki?
Dm0n Posted September 16, 2025 Posted September 16, 2025 19 hours ago, hextun said: Can you give me an example FormID and I can walk you through the analysis? I'll gather all the id's and other stuff i need and write again.
hextun Posted September 16, 2025 Author Posted September 16, 2025 13 hours ago, MannySauce said: Ahoy, are the trigger conditions (the MCM stuff) listed anywhere on the wiki? That idea. Is. AWESOME. Seriously, why didn't I consider that already? Alright, I'll work on putting something up. Frankly, it should be documented and included in the mod along with any other documentation.
Guns_n_Noses Posted September 17, 2025 Posted September 17, 2025 Is there any way to detect the amount/status of cum Overlays from SL or SLPP? Would be nice to have
just let me download Posted September 18, 2025 Posted September 18, 2025 On 9/15/2025 at 6:36 AM, hextun said: Your trigger is configured correctly to do what you are trying to do, namely, run a script in response to the Player starting an OStim scene. I'll double check on my end but that's surprising. And you said "no longer"... so it was working at one point? Any changes of note between working and not working, like an update of SLTR versions? Load order or modlist changes? In the meantime, would you mind going into the main page of the MCM and enabling the OStim debug flag and then trying your trigger again with the desired configuration and report back the output from sl-triggers.log? I know I just released 0.960 so by all means update, though I wouldn't expect anything in this release to affect that trigger. Hi, sorry I haven't gotten back to your reply for a while. I updated to 0.960 before I did this test, then turned on hopefully the correct debug settings. I did a quick test like so, using the settings I showed before on the screenshot (Player Relationship: Player) 1. I started a solo Ostim scene by holding the up arrow 2. After the Ostim UI fully loaded, I ended the scene. 3. I checked the console - the Toggle Detection script didn't fire I tested again, this time after changing Player Relationship: All 1. I did Step 1 and 2 exactly as above 2. I checked the console - the Toggle Detection script fired Here is the log from the quick test session. All I did was the actions described above. sl-triggers.log
hextun Posted September 23, 2025 Author Posted September 23, 2025 On 9/17/2025 at 7:22 PM, just let me download said: Hi, sorry I haven't gotten back to your reply for a while. I updated to 0.960 before I did this test, then turned on hopefully the correct debug settings. I did a quick test like so, using the settings I showed before on the screenshot (Player Relationship: Player) 1. I started a solo Ostim scene by holding the up arrow 2. After the Ostim UI fully loaded, I ended the scene. 3. I checked the console - the Toggle Detection script didn't fire I tested again, this time after changing Player Relationship: All 1. I did Step 1 and 2 exactly as above 2. I checked the console - the Toggle Detection script fired Here is the log from the quick test session. All I did was the actions described above. sl-triggers.log 20.58 kB · 1 download I see the problem, and apparently OStim users masturbate (their PCs) more than SexLab users, because this problem is pervasive for both. Basically, it appears to be a long-standing bug regarding solo sessions trigger Player-targeted scripts. I'll have an update out soon. 1
hextun Posted September 23, 2025 Author Posted September 23, 2025 v0.965 is out the door and on its way to god knows where. Seriously, someone should keep an eye on it just to keep it safe. It's pretty young, you know. Of note: it fixes the bug reported by @just let me download, so that the "Player Relationship:" filter being set to "Player" or "Not Player" won't fail just because it's a solo session. New toys: For you SexLab/SexLab P+ users: new functions sl_count_cum / sl_count_cum sl_clear_cum / sl_clear_cum sl_add_cum / sl_add_cum new script SL Masturbate Self.sltscript And for you OStim folks: new function ostim_quickstart - I haven't created bindings for the (many... many... MANY) functions that can retrieve random animation names, so for now you'd have to either accept a random value or know which you want and provide it new scripts OStim Disease.sltscript OStim Heart beat(A).sltscript OStim Masturbate Self.sltscript - it still pops up a dialog to ask if you want to pick a partner, at least in my tests, but you can pick 'None'; not sure how to get around this yet OStim Sex is crime.sltscript OStim Sex With Player.sltscript OStim Time Control.sltscript OStim Time Slow.sltscript OStim Vision blurred.sltscript 2
hextun Posted September 23, 2025 Author Posted September 23, 2025 On 9/17/2025 at 11:31 AM, Somecrazydude said: Is there any way to detect the amount/status of cum Overlays from SL or SLPP? Would be nice to have And yeah, sl_*_cum functions were added because of @Somecrazydude. 1
just let me download Posted September 24, 2025 Posted September 24, 2025 Thank you for the update - you are the best. Glad I helped find a long-existing bug lol. 1
Selloh Posted September 24, 2025 Posted September 24, 2025 Hi! I recently downloaded the mod, so thanks for the update. I've tried searching the wiki and support for what each of the provided scripts do, but I'm having trouble finding what that is. Most are self explanatory, but others like the 'Contamination' are lost on me. Is there a list somewhere explaining what each script does?
murf Posted September 24, 2025 Posted September 24, 2025 Is it possible to intercept the sexlab redress function? I wish to add a few seconds of delay time to let me "admire" all of the cum shot on people before it is covered up immediately by armor/clothing. An example would be great as I am still struggling/grasping at how all of this works.
hextun Posted September 24, 2025 Author Posted September 24, 2025 (edited) 11 hours ago, Selloh said: Hi! I recently downloaded the mod, so thanks for the update. I've tried searching the wiki and support for what each of the provided scripts do, but I'm having trouble finding what that is. Most are self explanatory, but others like the 'Contamination' are lost on me. Is there a list somewhere explaining what each script does? For your (and @MannySauce's) edification. And everyone else's too, I don't discriminate! Script Descriptions Events, Triggers, and Filters Edited September 24, 2025 by hextun I bought vowel 2
hextun Posted September 24, 2025 Author Posted September 24, 2025 10 hours ago, murf said: Is it possible to intercept the sexlab redress function? I wish to add a few seconds of delay time to let me "admire" all of the cum shot on people before it is covered up immediately by armor/clothing. An example would be great as I am still struggling/grasping at how all of this works. Not with SLTR, no. I don't see anything in the SexLab API that would let you intercept the redress request and to delay it for a bit (or even cancel it outright). You could consider a script that runs at the end and re-strips the target, waits your few seconds, then re-equips whatever was stripped. Or if I (or anyone really) created bindings for the SexLab strip functionality, you could restrip/re-unstrip that way. But I don't know of a good way to delay the unstripping post-event.
Sage Of The Seventh Dab Posted September 24, 2025 Posted September 24, 2025 Is it/would it be, possible to make a trigger that would detect when the player is restrained in a DD contraption? Like tilted wheel, or pillory, etc... I know there are mods that are supposed to detect if the player is in a contraption and make a nearby npc start a sexlab scene using an animation for that contraption, but I can't ever seem to get them to work. They always just start a random scene. I'm wondering if this mod would be a viable alternative.
murf Posted September 24, 2025 Posted September 24, 2025 7 hours ago, hextun said: Not with SLTR, no. I don't see anything in the SexLab API that would let you intercept the redress request and to delay it for a bit (or even cancel it outright). You could consider a script that runs at the end and re-strips the target, waits your few seconds, then re-equips whatever was stripped. Or if I (or anyone really) created bindings for the SexLab strip functionality, you could restrip/re-unstrip that way. But I don't know of a good way to delay the unstripping post-event. ok. thanks for the info.
hextun Posted September 26, 2025 Author Posted September 26, 2025 Found a (the?) bug in the dd_unlockslot and dd_unlockall functions. Now, when I tell you "I swear I tested this and they worked", I want you to understand that the voices in my head assure me I really did test it and it really did work. Except that one guy over in the dark corner of my head; we don't talk to that guy. Anyhow, whatever I did before, clearly isn't working now. Well, *now* it is, but I haven't yet released that version. Soon. Also, I am increasing the loop delay on the swim/water status check from 100ms to 500ms. I am finding that my game is a bit more stable at this rate. Release soon(tm).
hextun Posted September 27, 2025 Author Posted September 27, 2025 v0.966 is out; you know what to do. I really, really hope you know what to do. If you do, tell me? Savegame compatible 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) bugfix: sl-triggers.dll: increased water/swimming check delay from 100 to 500 ms to reduce system load bugfix: dd_unlockall/dd_unlockslot: not working dd_unlockslot and dd_unlockall should work properly now. And in theory you shouldn't notice anything different with the .dll change; or at least nothing negative. I changed my loop so that instead of checking the water level (if any) every 1/10 of a second, I check every 1/2 of a second. Much less granular and I feel the submerged level value starts to lose some usefulness. That said, I did this because even at the time I had felt it might have been a little aggressive. I also noticed some stuttering and while my personal modlist is pretty heavily modified from it's base, this felt wrong. I figured "well, my background loop was my implementation choice; let's try the original from WIW". So I hooked it up to the same function WIW hooks, Actor.SetMaximumMovementSpeed and found that... it was getting called roughly 10x per second, i.e. virtually no different than my looper. When I saw that it settled it for me to just reduce the timer granularity (i.e. increase the millisecond delay between checks from 100ms to 500ms). I feel that's a reasonable compromise though if it becomes an issue it could be made configurable i.e. an SLTR setting to let you decide your preferred ms delay. Of course, make it too high and it loses usefulness. And I would have to set a minimum to prevent making it spammy accidentally. Anyhow... static 500ms for now; keeping it simple.
nilead Posted September 27, 2025 Posted September 27, 2025 Just stopping by to say thanks - this is an amazing tool for muggles like myself that cant do proper scripting, but still want to tinker around. And its continious development is one of the reasons to check LL for updates.And yeah, the fact that versions seem to come savegame compatible now is so, so much wellcome. PS - still holding hope for SkyrimNET integration, that would open up some wild possibilities. 2
Edzio Posted September 29, 2025 Posted September 29, 2025 (edited) I've made a quick conversion. Let me know if you run into any problems. CumAlchemy-SLTR-ScriptConversion.zip 2.63 kB · I took the time to try converting the Give Vial 1.66 script as well. Give Vial_v1.66.sltscript.zip 1.45 kB · Hi, sorry if it seems like a noob question. Do I need to just install this to make it work or I need to do something extra in SLTR MCM? Edit: So, I added the trigger in the SL MCM tab of SLTR. but i get error in log like this: [2025-09-29 20:17:20.504] [log] [warning] [util.cpp:515] GetForm: data(cum alchemy.esp:191544) appears valid, but dataHandler->LookupForm() returned nullptr [2025-09-29 20:17:20.504] [log] [error] [util.cpp:577] Form not found (cum alchemy.esp:191544) [2025-09-29 20:17:20.539] [log] [error] [sl_triggers.cpp:729] SLTR:(HumanVials.sltscript)[58]: Form not found (cum alchemy.esp:191544) [2025-09-29 20:17:20.557] [log] [error] [sl_triggers.cpp:729] !!!!!!!!!!!!!!!!! SLT: [HumanVials.sltscript][lineNum:58] unable to resolve ITEM with FormId ("cum alchemy.esp:191544") !!!!!!!!!!!!!!!!! Edited September 29, 2025 by Edzio
hextun Posted September 29, 2025 Author Posted September 29, 2025 Hi, sorry if it seems like a noob question. Do I need to just install this to make it work or I need to do something extra in SLTR MCM? Edit: So, I added the trigger in the SL MCM tab of SLTR. but i get error in log like this: [2025-09-29 20:17:20.504] [log] [warning] [util.cpp:515] GetForm: data(cum alchemy.esp:191544) appears valid, but dataHandler->LookupForm() returned nullptr [2025-09-29 20:17:20.504] [log] [error] [util.cpp:577] Form not found (cum alchemy.esp:191544) [2025-09-29 20:17:20.539] [log] [error] [sl_triggers.cpp:729] SLTR:(HumanVials.sltscript)[58]: Form not found (cum alchemy.esp:191544) [2025-09-29 20:17:20.557] [log] [error] [sl_triggers.cpp:729] !!!!!!!!!!!!!!!!! SLT: [HumanVials.sltscript][lineNum:58] unable to resolve ITEM with FormId ("cum alchemy.esp:191544") !!!!!!!!!!!!!!!!! You answered your first question: that's only the SLTScript, you would need to set up a trigger to run it or run it from the console. The log output indicates that it determined the actor was an Imperial and attempted to find an item in "cum alchemy.esp" with formID 0x2ec38 (191544) but was not able to. Do you have Cum Alchemy installed and is the .esp named "cum alchemy.esp"? If not, that is the problem. If so, you'd have to determine whether the Imperial cum is still located with formID 0x2ec38 (in xedit; and this is relative... so if cumalchemy was installed at mod index 0x2b, then the full in-game formID would be 0x2b02ec38).
hextun Posted September 29, 2025 Author Posted September 29, 2025 (edited) Hi, sorry if it seems like a noob question. Do I need to just install this to make it work or I need to do something extra in SLTR MCM? Edit: So, I added the trigger in the SL MCM tab of SLTR. but i get error in log like this: [2025-09-29 20:17:20.504] [log] [warning] [util.cpp:515] GetForm: data(cum alchemy.esp:191544) appears valid, but dataHandler->LookupForm() returned nullptr [2025-09-29 20:17:20.504] [log] [error] [util.cpp:577] Form not found (cum alchemy.esp:191544) [2025-09-29 20:17:20.539] [log] [error] [sl_triggers.cpp:729] SLTR:(HumanVials.sltscript)[58]: Form not found (cum alchemy.esp:191544) [2025-09-29 20:17:20.557] [log] [error] [sl_triggers.cpp:729] !!!!!!!!!!!!!!!!! SLT: [HumanVials.sltscript][lineNum:58] unable to resolve ITEM with FormId ("cum alchemy.esp:191544") !!!!!!!!!!!!!!!!! I will be including this version of the .dll in the next update, but for now, replace your copy of sl-triggers.dll with this one; it adds a line of output explicitly when it cannot load the mod by the given filename. It would show up like this: [2025-09-29 10:45:55.539] [log] [debug] [sl_triggers.cpp:725] DebMsg> zb06.sltscript Start [2025-09-29 10:45:55.623] [log] [warning] [util.cpp:520] GetForm: mod file (cum alchemy.esp) does not exist [2025-09-29 10:45:55.623] [log] [error] [util.cpp:582] Form not found (cum alchemy.esp:191547) [2025-09-29 10:45:55.639] [log] [error] [sl_triggers.cpp:729] SLTR:(zb06.sltscript)[3]: Form not found (cum alchemy.esp:191547) [2025-09-29 10:45:55.894] [log] [debug] [sl_triggers.cpp:725] DebMsg> zb06.sltscript Stop sl-triggers.zip Edited September 29, 2025 by hextun 1
Gooberissimo Posted October 1, 2025 Posted October 1, 2025 (edited) If I do slt run "Give Gold(10") slt sends a request, however this fails and I get this in the logs "[2025-09-30 20:44:23.604] [log] [error] [core.cpp:115] No available magic effects to apply script: Give Gold(10) [2025-09-30 20:44:24.692] [log] [warning] [core.h:290] No available magic effects in pool for target eeee [2025-09-30 20:44:24.692] [log] [error] [core.cpp:115] No available magic effects to apply script: Give Gold(10) [2025-09-30 20:44:25.779] [log] [warning] [core.h:290] No available magic effects in pool for target eeee [2025-09-30 20:44:25.779] [log] [error] [core.cpp:115] No available magic effects to apply script: Give Gold(10) [2025-09-30 20:44:25.796] [log] [warning] [sl_triggers.cpp:737] Reattempted script(Give Gold(10)) for Actor([Actor < (00000014)>]) attempts(6.000000) - giving up" What can I do? I also tried to run this on an extremely stripped down mo2 profile and still the same no available magic effects in pool error. Edited October 1, 2025 by Gooberissimo
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