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Posted
21 minutes ago, hextun said:

 

Cry.sltscript uses, among other things, "actor_playanim", which is a wrapper around Papyrus's Debug.SendAnimationEvent(). https://ck.uesp.net/w/index.php?title=SendAnimationEvent_-_Debug

 

That function takes an ObjectReference (in this case the PlayerRef) and an "event name".

 

Per the UESP docs: SendAnimationEvent uses "Anim Events" under the Idle Manager, not the IDs. For example, to make an actor play the animation of attacking left, you must use "AttackStartLeftHand", not "LeftHandAttack" (its ID).

 

This means two things for you:

- You must link your .hkx file via an IDLE record in an .esp in order for Skyrim's Havok implementation to get a shot at running your animation
- You must reference the animation event, not the editorID. For IDLE records it is often found in the ENAM attribute of the IDLE record and I'm given to understand the canonical version of the data is stored within the .hkx itself

 

Note: the UESP docs have several interesting things of note, including this lovely gem: This bypasses the check on ObjectReference that prevents sending events to actors. If you use it to send an event to actors, you will most likely mess up the actor permanently as the internal actor data may no longer match their animation state.

 

So, be careful. :)

Thanks for the reply. I think this is going on the back burner for now.

Posted
11 hours ago, hextun said:

 

Hi @HugzSX,

 

Are you referring to the ability to configure which OStim actions map to one of Anal/Oral/Vaginal?

 

If so, when you install the OStim extension, it should also install <mod install folder>/SKSE/Plugins/sl_triggers/ostim-configuration.json, which, by default, looks like:

 

{
    "stringList": {
        "actions_vaginal": ["vaginalsex", "vaginal"],
        "actions_oral": ["blowjob", "deepthroat", "cunnilingus", "lickingvagina", "lickingpenis"],
        "actions_anal": ["analsex", "analnsex", "anal"]
    }
}

 

Either modify that copy in place (easy, not recommended) or do something like use MO2 to create an empty mod with the same file structure, but overriding that one file, and add any actions you want to associate with the given tag.

Not this, I am asking how (if at all possible) to add new animation tags to the SL Triggers MCM. The only options for tags are "Oral" "Vaginal" and "Anal", maybe I want "Boobjob" or "Footjob", general category/type tags to use the in-built triggers/scripts. I am specifically using the "SLTR SexLab" tab, not OStim, I love OStim, but it doesn't have nearly enough mods for me. I'm basically just trying to setup some basic pre-define triggers as I am not familiar with or interested in proper scripting and mod development.

Posted
23 hours ago, hextun said:

 

Триггер: SexLab End
Фильтры:
— Отношения с игроком: Player
— Скрипт 1: SexAfterEffect.sltscript

 

SexAfterEffect.sltscript:
 

; запускает консольную команду, которая отталкивает игрока от него самого на 0 метров, что должно привести к его падению
console $system.player "player.pushactoraway 14 0"

; здесь много вариантов; вы можете изменить диапазон случайных чисел или просто установить для них конкретное значение, или даже сделать их все одинаковыми
set $mod_health resultfrom rnd_int -10 -1
set $mod_magicka resultfrom rnd_int -10 -1
установите $mod_stamina результат из rnd_int -10 -1

av_mod $ система.здоровье игрока $mod_health 
av_mod $ система.магия игрока $mod_magicka 
av_mod $ система.Выносливость игрока $mod_stamina

; измените это значение на любое количество секунд, которое вы хотите подождать 
util_wait 60.0

; очевидно, что следующие строки могут измениться в зависимости от того, что вы изменили выше (т. Е. Если вы объединили в одну переменную)
установите значение $mod_health -1 * $mod_health
установите значение $mod_magicka -1 * $mod_magicka
установите значение $mod_stamina -1 * $mod_stamina

av_mod $system.player Здоровье $mod_health
av_mod $system.player Магина $mod_magicka
av_mod $system.player Выносливость $mod_stamina

 

Thank you so much, you can't imagine how long I've been trying to do this.
Thank you, thank you, thank you!!!!

Posted
23 hours ago, HugzSX said:

Not this, I am asking how (if at all possible) to add new animation tags to the SL Triggers MCM. The only options for tags are "Oral" "Vaginal" and "Anal", maybe I want "Boobjob" or "Footjob", general category/type tags to use the in-built triggers/scripts. I am specifically using the "SLTR SexLab" tab, not OStim, I love OStim, but it doesn't have nearly enough mods for me. I'm basically just trying to setup some basic pre-define triggers as I am not familiar with or interested in proper scripting and mod development.

 

Ah... that would require an update on my end to support that... and I'm kinda inclined to do so. When I revamped the setup MCM code way back when, I added support for all of the MCM widgets, but have only really been using the picklists and numeric sliders. One I haven't delved into is the textbox input.

 

If I switch the Tag: filter from a picklist to a textfield, you would enter a comma delimited set of tags, acting as a whitelist. This would not only let you choose tags beyond just the 3 currently available, it would also allow you to have multiple tags, joined as an OR (i.e. 'Anal' OR 'Vaginal', whereas currently you have to choose one or the other).

 

I have version update logic available so I believe I should be able to easily add code to auto-convert anyone's old triggers to use the new format.

 

I just also know that it becomes a little less user friendly, as users won't immediately know what tags they have available to them.

 

I would probably version bump to 1.0 as well since I don't think there's any reason to dance that dance any longer.

Posted
1 hour ago, hextun said:

 

Ah... that would require an update on my end to support that... and I'm kinda inclined to do so. When I revamped the setup MCM code way back when, I added support for all of the MCM widgets, but have only really been using the picklists and numeric sliders. One I haven't delved into is the textbox input.

 

If I switch the Tag: filter from a picklist to a textfield, you would enter a comma delimited set of tags, acting as a whitelist. This would not only let you choose tags beyond just the 3 currently available, it would also allow you to have multiple tags, joined as an OR (i.e. 'Anal' OR 'Vaginal', whereas currently you have to choose one or the other).

 

I have version update logic available so I believe I should be able to easily add code to auto-convert anyone's old triggers to use the new format.

 

I just also know that it becomes a little less user friendly, as users won't immediately know what tags they have available to them.

 

I would probably version bump to 1.0 as well since I don't think there's any reason to dance that dance any longer.

I love AND/OR operands. Is it not possible that you could include a 'legacy' tag option as well? I'm not sure how feasible it is, but honestly (no offense) the MCM is already a bit difficult to parse for me at times (and I'm actually a little familiar with coding, mcm settings, the general computer science stuff).

Posted

I´m trying to map a console command to a hotkey, though I´m not sure if this type of command even works:

setini "factivatepicklength:interface" 2000

because of setini the second part apparently has to be in quotation marks for the console to recognize it but I can´t seem to figure out how to get SLTR to "create" quotationmarks 
within the command itself when the script is executed.
I do have consoleutil installed and did get other commands to work, just not setini ones, which always return "missing parameter"

Posted (edited)

Hello!, I am not sure why but the mod is not working for me, I can't find it in the mcm, this is what happened:

first I downloaded the other Sl Triggers by Fotogen, it was working and all but then I found your mod. so I deleted the other mod, I removed everything from Overwrite. then I downloaded your mod on a save that didn't have Fotogen's mod in it. but It didn't show up in my mcm.

so I tried to start a new game, but same result, nothing.

just for testing I removed Sl triggers redux, and I redownloaded Fotogen's triggers. and now even Fotogen's triggers isn't showing up in my mcm!, on a clean save or a new game.

not sure what is happening exactly.

I removed Fotogen's mod, and downloaded Redux again after shutting down my pc and restarting. still nothing even after waiting for over 10 minutes in game.

there is nothing in the Overwrite related to sl triggers. only a Sl triggers Log file in the SKSE folder in my Documents. this is what it contains:
[2025-11-15 15:31:24.904] [log] [info] [skse_events.cpp:239] CombatEvent sink initialized, enabled(false)
[2025-11-15 15:31:24.904] [log] [info] [skse_events.cpp:240] EquipEvent sink initialized, enabled(false)
[2025-11-15 15:31:24.904] [log] [info] [skse_events.cpp:241] HitEvent sink initialized, enabled(false)
[2025-11-15 15:31:24.904] [log] [info] [skse_events.cpp:242] ActivateEvent sink initialized, enabled(false)
[2025-11-15 15:31:24.904] [log] [debug] [Trampoline.cpp:225] Default Trampoline => 0B / 64B (00.00%)
[2025-11-15 15:31:24.904] [log] [debug] [Trampoline.cpp:225] Default Trampoline => 14B / 64B (21.88%)
[2025-11-15 15:32:41.014] [log] [info] [engine.cpp:242] PrecacheLibraries starting
[2025-11-15 15:32:41.016] [log] [info] [engine.cpp:144] adding (sl_triggersCmdLibAdult-libraries.json/sl_triggersCmdLibAdult/sl_triggersCmdLibAdult/-1000)
[2025-11-15 15:32:41.016] [log] [info] [engine.cpp:144] adding (sl_triggersExtensionCore-libraries.json/sl_triggersCmdLibCore/sl_triggersExtensionCore/10000)
[2025-11-15 15:32:41.017] [log] [info] [engine.cpp:144] adding (sl_triggersExtensionOStim-libraries.json/sl_triggersCmdLibOStim/sl_triggersExtensionOStim/-500)
[2025-11-15 15:32:41.017] [log] [info] [engine.cpp:144] adding (sl_triggersExtensionSexLab-libraries.json/sl_triggersCmdLibSexLab/sl_triggersExtensionSexLab/-500)
[2025-11-15 15:32:41.017] [log] [info] [engine.cpp:168] 5 libraries available, processing
[2025-11-15 15:32:41.064] [log] [info] [engine.cpp:247] PrecacheLibraries completed
[2025-11-15 15:32:41.064] [log] [info] [core.h:274] Script pool initialized: 0 spells, 0 magic effects
[2025-11-15 15:33:29.935] [log] [info] [skse_events.cpp:293] sl-triggers starting session -887180471
[2025-11-15 15:34:12.443] [log] [info] [skse_events.cpp:293] sl-triggers starting session 1150442445
 

Edited by nomairalsafady
Posted
On 11/13/2025 at 4:46 AM, Tiff199191925 said:

I´m trying to map a console command to a hotkey, though I´m not sure if this type of command even works:

setini "factivatepicklength:interface" 2000

because of setini the second part apparently has to be in quotation marks for the console to recognize it but I can´t seem to figure out how to get SLTR to "create" quotationmarks 
within the command itself when the script is executed.
I do have consoleutil installed and did get other commands to work, just not setini ones, which always return "missing parameter"

 

Hi there, sorry about the delay. :)

 

Quotation marks can be escaped by doubling them inside the string, such as:

 

console "setini ""factivatepicklength:interface"" 2000"

 

Posted
23 hours ago, nomairalsafady said:

Hello!, I am not sure why but the mod is not working for me, I can't find it in the mcm, this is what happened:

first I downloaded the other Sl Triggers by Fotogen, it was working and all but then I found your mod. so I deleted the other mod, I removed everything from Overwrite. then I downloaded your mod on a save that didn't have Fotogen's mod in it. but It didn't show up in my mcm.

so I tried to start a new game, but same result, nothing.

just for testing I removed Sl triggers redux, and I redownloaded Fotogen's triggers. and now even Fotogen's triggers isn't showing up in my mcm!, on a clean save or a new game.

not sure what is happening exactly.

I removed Fotogen's mod, and downloaded Redux again after shutting down my pc and restarting. still nothing even after waiting for over 10 minutes in game.

there is nothing in the Overwrite related to sl triggers. only a Sl triggers Log file in the SKSE folder in my Documents. this is what it contains:
[2025-11-15 15:31:24.904] [log] [info] [skse_events.cpp:239] CombatEvent sink initialized, enabled(false)
[2025-11-15 15:31:24.904] [log] [info] [skse_events.cpp:240] EquipEvent sink initialized, enabled(false)
[2025-11-15 15:31:24.904] [log] [info] [skse_events.cpp:241] HitEvent sink initialized, enabled(false)
[2025-11-15 15:31:24.904] [log] [info] [skse_events.cpp:242] ActivateEvent sink initialized, enabled(false)
[2025-11-15 15:31:24.904] [log] [debug] [Trampoline.cpp:225] Default Trampoline => 0B / 64B (00.00%)
[2025-11-15 15:31:24.904] [log] [debug] [Trampoline.cpp:225] Default Trampoline => 14B / 64B (21.88%)
[2025-11-15 15:32:41.014] [log] [info] [engine.cpp:242] PrecacheLibraries starting
[2025-11-15 15:32:41.016] [log] [info] [engine.cpp:144] adding (sl_triggersCmdLibAdult-libraries.json/sl_triggersCmdLibAdult/sl_triggersCmdLibAdult/-1000)
[2025-11-15 15:32:41.016] [log] [info] [engine.cpp:144] adding (sl_triggersExtensionCore-libraries.json/sl_triggersCmdLibCore/sl_triggersExtensionCore/10000)
[2025-11-15 15:32:41.017] [log] [info] [engine.cpp:144] adding (sl_triggersExtensionOStim-libraries.json/sl_triggersCmdLibOStim/sl_triggersExtensionOStim/-500)
[2025-11-15 15:32:41.017] [log] [info] [engine.cpp:144] adding (sl_triggersExtensionSexLab-libraries.json/sl_triggersCmdLibSexLab/sl_triggersExtensionSexLab/-500)
[2025-11-15 15:32:41.017] [log] [info] [engine.cpp:168] 5 libraries available, processing
[2025-11-15 15:32:41.064] [log] [info] [engine.cpp:247] PrecacheLibraries completed
[2025-11-15 15:32:41.064] [log] [info] [core.h:274] Script pool initialized: 0 spells, 0 magic effects
[2025-11-15 15:33:29.935] [log] [info] [skse_events.cpp:293] sl-triggers starting session -887180471
[2025-11-15 15:34:12.443] [log] [info] [skse_events.cpp:293] sl-triggers starting session 1150442445
 

 

Well, let's see here... the log output is the standard output for startup with no debug flags enabled, but it at least shows that the .dll is being loaded and it looks like you installed both OStim and SexLab extensions. FWIW, that's totally valid, but from what I gather, atypical. It won't hurt to have one for a framework not installed, it just won't ever respond to any events for the triggers you write for that extension/framework.

 

I'm assuming you are on latest redux (0.972); if not, please update.

 

In the <SLTriggers Redux>/SKSE/Plugins/sl_triggers/ folder create a settings.json if one does not exist. Open settings.json and set the contents as follows:

 

{
    "string" : 
    
        "debug_extension" : "TRUE",
        "debug_extension_core" : "TRUE",
        "debug_extension_list" : "TRUE",
        "debug_extension_ostim" : "TRUE",
        "debug_extension_sexlab" : "TRUE",
        "debug_setup" : "TRUE",
        "debugmsg" : "TRUE",
        "enabled" : "TRUE"
    }
}

 

Save settings.json, close the file, and start your copy of Skyrim as you would normally. This should add debug output for the extensions and for baseline mod activity.

 

You *should* get a *lot* more output when you start a new game, including things about the extensions starting up and listening for events and so on.

 

One thing to double check... if you are using MO2, I have sometimes had situations where I installed and enabled a mod but because I was using two mods that had files with the same name (i.e. override files or cases where you might have had both sl_triggers and SLTriggers Redux installed but only one enabled) the actual .esp was not enabled in the Plugins tab. So, for the sake of completeness, I would ask you to double check that the .esp files for the mod and any installed extensions are enabled in the Plugins tab. :)

 

Anyway, give that a go and let me know how it.. goes. :/ If that doesn't work, I would be looking at a "nuke the site from orbit" approach because truly there is nothing resilient about either of these mods that should interfere with new saves, suggesting that somewhere, some files have been mixed up or something isn't enabled.

Posted
On 11/16/2025 at 4:22 PM, hextun said:

 

Well, let's see here... the log output is the standard output for startup with no debug flags enabled, but it at least shows that the .dll is being loaded and it looks like you installed both OStim and SexLab extensions. FWIW, that's totally valid, but from what I gather, atypical. It won't hurt to have one for a framework not installed, it just won't ever respond to any events for the triggers you write for that extension/framework.

 

I'm assuming you are on latest redux (0.972); if not, please update.

 

In the <SLTriggers Redux>/SKSE/Plugins/sl_triggers/ folder create a settings.json if one does not exist. Open settings.json and set the contents as follows:

 

{
    "string" : 
    
        "debug_extension" : "TRUE",
        "debug_extension_core" : "TRUE",
        "debug_extension_list" : "TRUE",
        "debug_extension_ostim" : "TRUE",
        "debug_extension_sexlab" : "TRUE",
        "debug_setup" : "TRUE",
        "debugmsg" : "TRUE",
        "enabled" : "TRUE"
    }
}

 

Save settings.json, close the file, and start your copy of Skyrim as you would normally. This should add debug output for the extensions and for baseline mod activity.

 

You *should* get a *lot* more output when you start a new game, including things about the extensions starting up and listening for events and so on.

 

One thing to double check... if you are using MO2, I have sometimes had situations where I installed and enabled a mod but because I was using two mods that had files with the same name (i.e. override files or cases where you might have had both sl_triggers and SLTriggers Redux installed but only one enabled) the actual .esp was not enabled in the Plugins tab. So, for the sake of completeness, I would ask you to double check that the .esp files for the mod and any installed extensions are enabled in the Plugins tab. :)

 

Anyway, give that a go and let me know how it.. goes. :/ If that doesn't work, I would be looking at a "nuke the site from orbit" approach because truly there is nothing resilient about either of these mods that should interfere with new saves, suggesting that somewhere, some files have been mixed up or something isn't enabled.

lol I just wanted to say, while I was reading the the mod's description page, all I was thinking is "wow, this person is so chill and patient, must be a teacher". its a bit rare. 
anyway, first I have never downloaded Ostim!, must have clicked on it by mistake while installing sl_Triggers I don't know.
the result is still the same. what I did is this:

1_I removed sl triggers redux, cleared the overwrite folder, and cleared the sl triggers log. 

2_I reinstalled sl triggers redux (0.972), and I made sure the plugins are checked, then I started a new game.

3_I went to riverwood, and I waited for about 5 minutes, no sl triggers in the MCM.

4_I exited the game, and then I added the settings.json file as instructed. (it wasn't there so I created the file) I started the game, started the new save. and waited for about 10 minutes. still no MCM for triggers. and this is the sl triggers log:
[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:302] CombatEvent sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:303] EquipEvent sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:304] HitEvent sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:306] HarvestedEvent sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:307] SoulsTrapped sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [debug] [Trampoline.cpp:225] Default Trampoline => 0B / 64B (00.00%)

[2025-11-18 20:38:48.088] [log] [debug] [Trampoline.cpp:225] Default Trampoline => 14B / 64B (21.88%)

[2025-11-18 20:40:10.313] [log] [info] [engine.cpp:241] PrecacheLibraries starting

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibAdultGeneral-libraries.json/sl_triggersCmdLibOSLAroused/sl_triggersCmdLibAdultGeneral/-1000)

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibAdultGeneral-libraries.json/sl_triggersCmdLibSLIF/sl_triggersCmdLibAdultGeneral/-1000)

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibBase-libraries.json/sl_triggersCmdLibBase/sl_triggersCmdLibBase/11000)

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibBase-libraries.json/sl_triggersCmdLibNFF/sl_triggersCmdLibBase/10000)

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibBase-libraries.json/sl_triggersCmdLibRacemenuNIO/sl_triggersCmdLibBase/10000)

[2025-11-18 20:40:10.316] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibSexLabDependent-libraries.json/sl_triggersCmdLibSexLabDependent/sl_triggersCmdLibSexLabDependent/-1000)

[2025-11-18 20:40:10.316] [log] [info] [engine.cpp:143] adding (sl_triggersExtensionCore-libraries.json/sl_triggersCmdLibCore/sl_triggersExtensionCore/10000)

[2025-11-18 20:40:10.316] [log] [info] [engine.cpp:143] adding (sl_triggersExtensionSexLab-libraries.json/sl_triggersCmdLibSexLab/sl_triggersExtensionSexLab/-500)

[2025-11-18 20:40:10.316] [log] [info] [engine.cpp:167] 9 libraries available, processing

[2025-11-18 20:40:10.378] [log] [info] [engine.cpp:246] PrecacheLibraries completed

[2025-11-18 20:40:10.378] [log] [info] [core.h:274] Script pool initialized: 0 spells, 0 magic effects

[2025-11-18 20:41:14.785] [log] [info] [skse_events.cpp:401] sl-triggers starting session 2097250062

 
I was just looking forward to trying your mod, very nice features. but its not a big deal if there is nothing to be done lol,  thx for responding.
Posted
3 hours ago, nomairalsafady said:

lol I just wanted to say, while I was reading the the mod's description page, all I was thinking is "wow, this person is so chill and patient, must be a teacher". its a bit rare. 
anyway, first I have never downloaded Ostim!, must have clicked on it by mistake while installing sl_Triggers I don't know.
the result is still the same. what I did is this:

1_I removed sl triggers redux, cleared the overwrite folder, and cleared the sl triggers log. 

2_I reinstalled sl triggers redux (0.972), and I made sure the plugins are checked, then I started a new game.

3_I went to riverwood, and I waited for about 5 minutes, no sl triggers in the MCM.

4_I exited the game, and then I added the settings.json file as instructed. (it wasn't there so I created the file) I started the game, started the new save. and waited for about 10 minutes. still no MCM for triggers. and this is the sl triggers log:
[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:302] CombatEvent sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:303] EquipEvent sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:304] HitEvent sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:306] HarvestedEvent sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [info] [skse_events.cpp:307] SoulsTrapped sink initialized, enabled(false)

[2025-11-18 20:38:48.088] [log] [debug] [Trampoline.cpp:225] Default Trampoline => 0B / 64B (00.00%)

[2025-11-18 20:38:48.088] [log] [debug] [Trampoline.cpp:225] Default Trampoline => 14B / 64B (21.88%)

[2025-11-18 20:40:10.313] [log] [info] [engine.cpp:241] PrecacheLibraries starting

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibAdultGeneral-libraries.json/sl_triggersCmdLibOSLAroused/sl_triggersCmdLibAdultGeneral/-1000)

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibAdultGeneral-libraries.json/sl_triggersCmdLibSLIF/sl_triggersCmdLibAdultGeneral/-1000)

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibBase-libraries.json/sl_triggersCmdLibBase/sl_triggersCmdLibBase/11000)

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibBase-libraries.json/sl_triggersCmdLibNFF/sl_triggersCmdLibBase/10000)

[2025-11-18 20:40:10.315] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibBase-libraries.json/sl_triggersCmdLibRacemenuNIO/sl_triggersCmdLibBase/10000)

[2025-11-18 20:40:10.316] [log] [info] [engine.cpp:143] adding (sl_triggersCmdLibSexLabDependent-libraries.json/sl_triggersCmdLibSexLabDependent/sl_triggersCmdLibSexLabDependent/-1000)

[2025-11-18 20:40:10.316] [log] [info] [engine.cpp:143] adding (sl_triggersExtensionCore-libraries.json/sl_triggersCmdLibCore/sl_triggersExtensionCore/10000)

[2025-11-18 20:40:10.316] [log] [info] [engine.cpp:143] adding (sl_triggersExtensionSexLab-libraries.json/sl_triggersCmdLibSexLab/sl_triggersExtensionSexLab/-500)

[2025-11-18 20:40:10.316] [log] [info] [engine.cpp:167] 9 libraries available, processing

[2025-11-18 20:40:10.378] [log] [info] [engine.cpp:246] PrecacheLibraries completed

[2025-11-18 20:40:10.378] [log] [info] [core.h:274] Script pool initialized: 0 spells, 0 magic effects

[2025-11-18 20:41:14.785] [log] [info] [skse_events.cpp:401] sl-triggers starting session 2097250062

 
I was just looking forward to trying your mod, very nice features. but its not a big deal if there is nothing to be done lol,  thx for responding.

 

Thank you! I'm sure there are folks who know me that would get a chuckle at the thought of me being a teacher, but I appreciate the comparison. :)

 

Hrm... if you're in MO2, would you mind moseying over to the "Plugins" tab on the right, then finding the sl_triggers.esp and sl_triggersSexLabExtension.esp and making sure they are both toggled on?

 

image.png.41c36189e3648de520f096cc2c8b6a70.png

 

Like I said, I've seen situations where I've installed a mod and for some reason it de-selects the plugins even when I enable the mod. Rare, but it's happened to me as well as my friends Jackalope, tooth_fairy, and a_modest_faith_in_humanity.

 

What? The voices said they're real.

 

Anyhoo... you can also check in skse64.log (should be in the same folder with sl-triggers.log) for references to "sl_triggers" which should show the .esp files it finds. If you don't see them, or the log shows error messages, then you've found a new path for resolution. Otherwise, you could also try searching for "sl_triggers" and "sl-triggers" in all text files in that same log folder. Mostly you'll get "sl-triggers.log" hits, but should see skse64.log and possibly PapyrusUtilDev.log hits.

 

Posted
31 minutes ago, hextun said:

 

Thank you! I'm sure there are folks who know me that would get a chuckle at the thought of me being a teacher, but I appreciate the comparison. :)

 

Hrm... if you're in MO2, would you mind moseying over to the "Plugins" tab on the right, then finding the sl_triggers.esp and sl_triggersSexLabExtension.esp and making sure they are both toggled on?

 

image.png.41c36189e3648de520f096cc2c8b6a70.png

 

Like I said, I've seen situations where I've installed a mod and for some reason it de-selects the plugins even when I enable the mod. Rare, but it's happened to me as well as my friends Jackalope, tooth_fairy, and a_modest_faith_in_humanity.

 

What? The voices said they're real.

 

Anyhoo... you can also check in skse64.log (should be in the same folder with sl-triggers.log) for references to "sl_triggers" which should show the .esp files it finds. If you don't see them, or the log shows error messages, then you've found a new path for resolution. Otherwise, you could also try searching for "sl_triggers" and "sl-triggers" in all text files in that same log folder. Mostly you'll get "sl-triggers.log" hits, but should see skse64.log and possibly PapyrusUtilDev.log hits.

 

loll 😄
you know I have that door problem, I lock the door, I make sure its locked, then after turning around and walking just 2 steps, my brain is like (did I lock the door?) lol
same here I was sure that the 2 plugins of the mod are checked in MO2 😅.

 

and yeah I was also looking into the Skse64.log, there are a couple of lines the last one related to sl triggers is this:

plugin sl-triggers.dll (00000001 sl-triggers 02000000) loaded correctly (handle 21)

 

although there is nothing about sl_triggers in PapyrusUtilDev.log

 

I don't know,, maybe the one thing I didn't try yet is disabling every other mod, and leaving only sl_triggers with its requirements. 

I have about 200 mods installed, I don't think its considered heavy seeing that some people install over 1000+ mods lol.

 

Posted
4 hours ago, nomairalsafady said:

loll 😄
you know I have that door problem, I lock the door, I make sure its locked, then after turning around and walking just 2 steps, my brain is like (did I lock the door?) lol
same here I was sure that the 2 plugins of the mod are checked in MO2 😅.

 

and yeah I was also looking into the Skse64.log, there are a couple of lines the last one related to sl triggers is this:

plugin sl-triggers.dll (00000001 sl-triggers 02000000) loaded correctly (handle 21)

 

although there is nothing about sl_triggers in PapyrusUtilDev.log

 

I don't know,, maybe the one thing I didn't try yet is disabling every other mod, and leaving only sl_triggers with its requirements. 

I have about 200 mods installed, I don't think its considered heavy seeing that some people install over 1000+ mods lol.

 

 

Is this a custom modpack or canned (with customizations)? I've mentioned before that I test with Nefaram (which I also play personall) for "skyrim 1.5.97 plus sexlab", Masterstroke for "skyrim 1.6.whatever plus sexlab", and Skyrim Modding Essentials for "skyrim 1.6.whatever but pretty stripped down, so I can speed up my develop-build-deploy-test cycle". I don't think SME is suitable for normal play. I mean, it is, but why?

 

Anyhow, if it's one of those it should certainly work. If it's not and is available on Wabbajack, I might poke it with a stick to see if it jiggles.

Posted
7 hours ago, hextun said:

 

Is this a custom modpack or canned (with customizations)? I've mentioned before that I test with Nefaram (which I also play personall) for "skyrim 1.5.97 plus sexlab", Masterstroke for "skyrim 1.6.whatever plus sexlab", and Skyrim Modding Essentials for "skyrim 1.6.whatever but pretty stripped down, so I can speed up my develop-build-deploy-test cycle". I don't think SME is suitable for normal play. I mean, it is, but why?

 

Anyhow, if it's one of those it should certainly work. If it's not and is available on Wabbajack, I might poke it with a stick to see if it jiggles.

interesting, I didn't know about those modpacks until I read your reply! 😅
I just started skyrim about 3 weeks ago, I am not using any of those modpacks, I just search for a mod, if I like it I install it, and then I find other mods from the requirements or sometimes from comments. 

and for some mods, I don't even install them if I saw over 20 bug reports, just trying to keep my game working.

I just rely on my Iq and my ability to read, also my cat helps me sometimes to make mods work together, but I am not the best at modding skyrim 😅

 

I will try and do some reinstalling, removing, and downloading something to try and make sl triggers work. its like the game is seeing it but for some reason its refusing to show it in mcm.

Posted

I'm one of those crazy people with a massive mod list. I don't have any issues with this mod in particular but I do have some MCMs that don't always show up. MCM gets a little forgetful if you have too many mods with menus. I just use the console command to reset the MCM menu and that usually fixes it. Not sure if that would help with your issue but worth a try if you haven't already.

 

console command: setstage ski_configmanagerinstance 1

give it a few seconds and it should reset the MCM

Posted
12 hours ago, hextun said:

 

Is this a custom modpack or canned (with customizations)? I've mentioned before that I test with Nefaram (which I also play personall) for "skyrim 1.5.97 plus sexlab", Masterstroke for "skyrim 1.6.whatever plus sexlab", and Skyrim Modding Essentials for "skyrim 1.6.whatever but pretty stripped down, so I can speed up my develop-build-deploy-test cycle". I don't think SME is suitable for normal play. I mean, it is, but why?

 

Anyhow, if it's one of those it should certainly work. If it's not and is available on Wabbajack, I might poke it with a stick to see if it jiggles.

it WORKED!! finally!

I just had to install Backported Extended ESL, or BEES, because my game version is 1.6.353.

some other mod I was looking into was having that in the requirements, 

I can't believe it, not just your mod, also some other mods which I had but they never worked before, now all of them worked!.

 

Thank your very much for the quick support, and sorry if my ignorance in modding caused headache, looks BEES is something everyone knows about but me. 😅

Posted (edited)
3 hours ago, Sage Of The Seventh Dab said:

I'm one of those crazy people with a massive mod list. I don't have any issues with this mod in particular but I do have some MCMs that don't always show up. MCM gets a little forgetful if you have too many mods with menus. I just use the console command to reset the MCM menu and that usually fixes it. Not sure if that would help with your issue but worth a try if you haven't already.

 

console command: setstage ski_configmanagerinstance 1

give it a few seconds and it should reset the MCM

 

I've used Menu Maid 2 to good success. It helps work around the ~120 cap for MCM menus. If it opens and you see no MCM entries, escape back to the game and reopen after waiting a few seconds. It's rare but can occur on script heavy saves.

 

Nefaram and Masterstroke both have active Discord servers and there are devoted channels for modding those modlists (not supported of course, but you can find folks who have added bits and bobs to the list). Both contain prettiness enhancers :) (i.e. shaders, texture replacers, and so on) plus mods to add quests and populate the world more, alongside the lewdities.

 

1 hour ago, nomairalsafady said:

it WORKED!! finally!

I just had to install Backported Extended ESL, or BEES, because my game version is 1.6.353.

some other mod I was looking into was having that in the requirements, 

I can't believe it, not just your mod, also some other mods which I had but they never worked before, now all of them worked!.

 

Thank your very much for the quick support, and sorry if my ignorance in modding caused headache, looks BEES is something everyone knows about but me. 😅

 

*jots down something about everyone getting bees*

 

So you could say it's the "bees knees"? eh? eh? :D

 

I will have to keep that in mind if it comes up as something else to recommend. I should probably add it to the main page under install instructions. :)

 

Edited by hextun
quoted the wrong post :)
Posted

I intend to do a couple more things soon.. -ish.. -ishish...

 

1) Improve the MCM/configuration experience.

I would like feedback on the MCM experience and would appreciate suggested improvements if possible. Even if I don't choose to use your approach, it can help inform how I choose to address the problems you point out. This should include bringing some of the other configuration bits in; for example, you might wonder why the OStim tag configuration isn't in the MCM. You would be right to wonder. I wonder, too. And maybe how I've split out the triggers isn't so helpful; that is, having each extension separated on the left, with triggers on the right. And maybe it could be faster in general. And maybe specific fields should change; converting the Oral/Anal/Vaginal tag drop down to a text field is something, and I might have it configured to default to all 3 so that you can delete them and add to them from there. Other changes could happen. This is still pre-1.0 so in spite of the absolute rock solid guarantees that I have given (narrator: he hasn't) things could still be at least a little upended and I wouldn't feel too bad. 

 

2) Papyrus function targets in addition/replacement of trigger SLTScripts.

This is, simply put, an optimization for those willing to do a tiny bit of Papyrus script compiling (see possible future path exception/upgrade below). It goes like this: right now when a trigger is supposed to run, a spell is cast on the target actor with a custom magic effect that does a LOT of extra overhead stuff to read the SLTScript, one line at a time, with each line being interpreted to run preset Papyrus functions, sometimes wrapped up with logic. This has a LOT of overhead and you are firmly limited to exactly the functions I provide, but you can do a fair bit and, most importantly, it requires zero compilation before the game launches. But suppose you wrote your own Papyrus function, a static function in a custom script you created. And what if SLTR let you specify that this trigger, instead of running an SLTScript, should just call your function on your script? Suppose, in fact, that you took it upon yourself to implement your SLTScript directly in Papyrus. Then when the trigger calls your function instead of an SLTScript, the same behavior would occur, but without all of the overhead, resulting in a MUCH faster execution time including less impact to your game (i.e. fewer cycles spent handling all SLTScript overhead). I know there's only so many SLTR users, and an even smaller subset that has these skills in the first place, and yet a smaller subset that would be willing to bother. But for both of you... er... for you... whomever you are.. perhaps this could be helpful. Maybe. :)

 

3) That future path exception/upgrade thing I mentioned. Yeah, it's the same "oh look, if you drop a copy of the caprica Papyrus compiler in this folder and set this .ini flag, then it will try to auto-compile any .psc files it finds in this folder and copy the .pex into that folder and now, if you're super careful you could have your Papyrus scripts auto-compiled and available to call in that game session" that I've mentioned before.

 

And point of note, also as mentioned before, I've actually already played with and successfully tested 2) and 3), I just haven't exposed it to users, not having been happy with how to provide the features.

 

Anyhow, I would love feedback on all of these if you're up for it. :)

Posted
47 minutes ago, hextun said:

would like feedback on the MCM experience and would appreciate suggested improvements if possible. Even if I don't choose to use your approach, it can help inform how I choose to address the problems you point out.

 

can you simply add a readme inside the MCM for "partner player", "partner not player" etc. because I keep forgetting all the time what they do?

Posted

Hi everyone, I've been trying this mod out and it's really great, but I'm a complete noob at scripting and anything remotely technical. I've been trying to setup a custom trigger that will add to my PC's vampire feeding value whenever a sex scene occurs with an oral tag and an orgasm from SLSO. So far, from what I understand, I need to setup a trigger that will add to the vampire feed perk every time an oral sex scene orgasm takes place. Am I think about this correctly? IT would be great if someone can help me figure this out. I'm using sexlab and sacrosanct. I tried using the sexlab cumpires mod, but it doesn't seem to work with sacroscant.

Posted
On 11/22/2025 at 2:53 PM, slayerx590 said:

Hi everyone, I've been trying this mod out and it's really great, but I'm a complete noob at scripting and anything remotely technical. I've been trying to setup a custom trigger that will add to my PC's vampire feeding value whenever a sex scene occurs with an oral tag and an orgasm from SLSO. So far, from what I understand, I need to setup a trigger that will add to the vampire feed perk every time an oral sex scene orgasm takes place. Am I think about this correctly? IT would be great if someone can help me figure this out. I'm using sexlab and sacrosanct. I tried using the sexlab cumpires mod, but it doesn't seem to work with sacroscant.

 

Hm, I am simply adding a blood potion to the inventory of the player (vampire) with a certain chance:

 

item_add $system.self "Dawnguard.esm:102131" 1 0

 

Posted
1 hour ago, nopse0 said:

 

Hm, I am simply adding a blood potion to the inventory of the player (vampire) with a certain chance:

 

item_add $system.self "Dawnguard.esm:102131" 1 0

 

oh okay, thanks! If I were to change the"item_add" to "item_equip" will it result in the potion being drunk? I'll try this out.

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