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Posted

I'm trying to make a simple command to play a "gulping" sound effect. Specifically to add to oral animations on orgasm. I don't know much scripting but I figured I could just take the Sound - Levelup command and alter it to play a different sound instead. But I don't know how to find the ID of sound effects in the game. Is there a console command I should use to find the ID? Can I just set it to play a .wav file I put somewhere?

Posted (edited)
On 11/25/2025 at 12:18 PM, slayerx590 said:

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.

 

There should be a command called "alcohol" or something that makes the player drink something, you can copy that command and just replace the id with whatever

Edited by bandetlol
Posted
6 hours ago, Hightower4589 said:

I'm trying to make a simple command to play a "gulping" sound effect. Specifically to add to oral animations on orgasm. I don't know much scripting but I figured I could just take the Sound - Levelup command and alter it to play a different sound instead. But I don't know how to find the ID of sound effects in the game. Is there a console command I should use to find the ID? Can I just set it to play a .wav file I put somewhere?

I just used the alcohol command and it works fine. I thought that it would have other effects like making me drunk but it doesn't.

 

The effect is pretty damn close to what I'm looking for already. An improvement would be to include the consume soup sound effect for some variance, and make it so the sound plays twice with a short delay. I'll have to read up on the notes and try to figure it out sometime, if anyone has some guidance on it feel free to share.

Posted
7 hours ago, Hightower4589 said:

I just used the alcohol command and it works fine. I thought that it would have other effects like making me drunk but it doesn't.

 

The effect is pretty damn close to what I'm looking for already. An improvement would be to include the consume soup sound effect for some variance, and make it so the sound plays twice with a short delay. I'll have to read up on the notes and try to figure it out sometime, if anyone has some guidance on it feel free to share.

 

can you share the trigger? did you just use the base one?

Posted
On 11/27/2025 at 6:56 AM, Fraying9981 said:

 

can you share the trigger? did you just use the base one?

It was working with SL Triggersv12, but not with this redux version. If you want the same effect as me try using the original SL Triggersv12 and set it to orgasm, male, oral, and set the event to alcohol. See if that works for you.

 

Posted (edited)
On 9/27/2025 at 11:48 AM, nilead said:

 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.

 


I did a thing and read the wiki. This will let you integrate SkyrimNetDirectNarration into sl_triggers. I think I did all the steps correctly. It seems to work fine.

There are two four additional functions, 
SkyrimNetRegisterDialogue
SkyrimNetRegisterDialogueToListener

But they don't actually make a target say those lines audibly in game. It just makes SkyrimNet record it as if they said whatever you put in it.

Also added in:
SkyrimNetUpdateActorDynamicBio

SkyrimNetGenerateDiaryEntry

 

An example to use it would be:

SkyrimNetDirectNarration $"The player just told this NPC that they hate their guts." $system.player $system.partner

raydonn-sl_triggerskyrimnet.7z

Edited by Mushano
Update .7z file.
Posted (edited)
12 hours ago, Mushano said:

I did a thing and read the wiki. This will let you integrate SkyrimNetDirectNarration into sl_triggers. I think I did all the steps correctly. It seems to work fine.

Aaand there goes my free time, thanks a bunch.

Edited by nilead
Posted

My SLT Redux seems to throw a lot of errors like

 

  1. [2025-12-05 19:20:18.571] [log] [warning] [core.h:290] No available magic effects in pool for target
  2. [2025-12-05 19:20:18.612] [log] [error] [core.cpp:115] No available magic effects to apply script:
  3. [2025-12-05 19:20:18.612] [log] [warning] [sl_triggers.cpp:755] Too many SLTR effects on actualTarget([Actor < (00000014)>]); attempting to delay script execution

 

Its really a lot sometimes, like more than 10 of these in a row within a minute. How to fix?

 

Spoiler

image.thumb.png.3a8fbae0d5efe872eab471447c1fb5d8.png

 

Posted (edited)

I am using SexLab P+, and $system.partner seems already to be None when the "End" trigger triggers. I tried both variants

actor_race $system.partner ""
set $actorRace $$

and

set $actorRace resultfrom actor_race $system.partner ""

Both don't work with the "End" trigger, $actorRace is only != "" if I use the "Stage End" or "Orgasm" triggers. Can you do something about this ? Because when using "Stage End", I get multiple cum potions im multi-stage scenes, and when using "Orgasm" the number of potions also varies (no orgasm => 0, multiple orgasms => multiple potions). 

 

Edit: A workaround is to start the script with the "Begin" trigger, and then wait until the scene is over.

set $actorRace resultfrom actor_race $system.partner ""
[wait]
util_wait 1.0
sl_isin $system.self
if $$ = true wait
msg_notify "You catch some " $actorRace " sperm in a bottle!"

 

Edited by nopse0
Posted
21 hours ago, nopse0 said:

I am using SexLab P+, and $system.partner seems already to be None when the "End" trigger triggers. I tried both variants

actor_race $system.partner ""
set $actorRace $$

and

set $actorRace resultfrom actor_race $system.partner ""

Both don't work with the "End" trigger, $actorRace is only != "" if I use the "Stage End" or "Orgasm" triggers. Can you do something about this ? Because when using "Stage End", I get multiple cum potions im multi-stage scenes, and when using "Orgasm" the number of potions also varies (no orgasm => 0, multiple orgasms => multiple potions). 

 

Edit: A workaround is to start the script with the "Begin" trigger, and then wait until the scene is over.

set $actorRace resultfrom actor_race $system.partner ""
[wait]
util_wait 1.0
sl_isin $system.self
if $$ = true wait
msg_notify "You catch some " $actorRace " sperm in a bottle!"

 

 

This may require some additional documentation somewhere.

 

Currently any context-aware SexLab variables are unavailable at the time of a "Sex End" event. The sex has ended. There are no partners. :( Thing is, I know what you meant and you know what you meant, so what do?

 

Well, not a whole lot, and not directly i.e. using an "End" trigger and not the "Start with wait til End" workaround you found, not without some recoding. The SexLab API itself doesn't have this access; again, the event fires once the scene is done, so SexLab API references to retrieve partners and such resolve nothing because according to SexLab nothing is happening. So to work around this directly, for any given "End" trigger, the "Start" would need to have been noted and the partners (and any other context relevant info such as tags) would need to be noted, along with enough information to then track until the "End" event is triggered. And to do it fully would need recording of each actor and their relative values, not to mention the possibility of chained scenes, like with Public Whore events.

 

 

So at the moment, yes, if you want to use any SexLab contextual variables at the time of an "End" event, you'll have to use "Start", store the requisite values, and wait for the end. :(

 

Not a bug, per se, but definitely not well documented.

 

Posted
On 12/5/2025 at 5:54 AM, eicosa said:

My SLT Redux seems to throw a lot of errors like

 

  1. [2025-12-05 19:20:18.571] [log] [warning] [core.h:290] No available magic effects in pool for target
  2. [2025-12-05 19:20:18.612] [log] [error] [core.cpp:115] No available magic effects to apply script:
  3. [2025-12-05 19:20:18.612] [log] [warning] [sl_triggers.cpp:755] Too many SLTR effects on actualTarget([Actor < (00000014)>]); attempting to delay script execution

 

Its really a lot sometimes, like more than 10 of these in a row within a minute. How to fix?

 

  Reveal hidden contents

image.thumb.png.3a8fbae0d5efe872eab471447c1fb5d8.png

 

 

There is a hard limit on the number of the SLTscripts that can be run on any given actor. I'll have to double check but I think it's currently 30. Think of it as having 30 slots that can be running a script at any given time.

 

If a trigger, or multiple triggers, are triggering frequently enough, resulting in an SLTscript being run each time, and if the SLTscripts aren't finishing fast enough, you can end up with all slots full but having 1 or more pending requests.

 

The framework attempts to delay that request a little while longer, to let currently running scripts complete.

 

If you are running into this that frequently, there are several things that come to mind which might cause that:

1) you really do have triggers that are firing off frequently enough that scripts are being queued faster than they can be executed (note: this isn't necessarily your fault; could be bad design on my part; see below)

2) at least one script that is being triggered is not quitting, like ever

3) eh, something else

 

Some things you can do:

1) SLTR Reset should send an event to all running SLTScript MGEF objects telling them to quit. That should clear currently running scripts, but might not clear the queue. Which I am now thinking I should go investigate rq. This would be a stopgap anyway, because...

2) You probably have 1 or more triggers and/or scripts that are contributing to the problem, so removing/disabling them and then readding/reenabling them one at a time, once the resets have cleared running scripts and you aren't seeing the messages any more, might help you narrow down the problem.

 

What triggers do you have currently configured? Any custom scripts?

Posted
17 hours ago, Fraying9981 said:

how do you lock a DD item on an actor?

 

 

Should just be a matter of using the typical equipment add/equip functions, no? DD can be configured to prompt you for messing with the lock beforehand.

 

Don't use the "cannot remove this" flag though; it won't do what you think. Or it will if you think it will not work correctly. :)

Posted (edited)
1 hour ago, hextun said:

Should just be a matter of using the typical equipment add/equip functions, no? DD can be configured to prompt you for messing with the lock beforehand.

 

 

Thank you and welcome back! I hope you have been doing well, was worried you were busy because not replying as crazy fast as before :D

  • So I can try that yes, I'm just concerned that DD you know comes with 2 items afaik, the visual item and the locked item mechanism. that's why I'm asking. I want to avoid generating bugs but I'll try the simple equip as you suggest then.
  • do you think its possible to add a keystroke -> equip dd on crosshair target via SLT?

 

 

back to my earlier question too: is there a way to change animation played during a scene?

scene_start -> switch to animation name "XYZ" or [any animation with tag "ABC] 

that would be amazing! I'm trying to rebuild a harrassment mod for any npc: start with groping animation then after a timer: switch to sex.

Edited by Fraying9981
Posted
On 12/7/2025 at 5:16 AM, hextun said:

What triggers do you have currently configured? Any custom scripts?

 

Yep, a work in progress script. I think when i last tried it, it had some syntax error, so maybe it never finished. It had several points where it should exit, but hopefully i've fixed it up since then!

 

More recently, i ticked the Soft Reset button in SL Triggers MCM, hoping it would work like a hot-reload of my scripts, but instead it just broke the MCM and none of the actual trigger or core pages would show up anymore. 

Posted
13 hours ago, eicosa said:

 

Yep, a work in progress script. I think when i last tried it, it had some syntax error, so maybe it never finished. It had several points where it should exit, but hopefully i've fixed it up since then!

 

More recently, i ticked the Soft Reset button in SL Triggers MCM, hoping it would work like a hot-reload of my scripts, but instead it just broke the MCM and none of the actual trigger or core pages would show up anymore. 

Well that's something I'll need to investigate. :/

Posted (edited)

hey @hextun hope you are doing well!

 

Any chance you can add a way to switch/decide SL animations on start?
That would be 🔥🔥🔥

 

I'm trying to rebuild a NPC to NPC version of this one using SL triggers + Scrappies Matchmaker!

 

 

Edited by Fraying9981
  • 2 weeks later...
Posted
On 12/26/2025 at 4:51 PM, Fraying9981 said:

is there a simple command or function to end a scene?

 

No, though that sounds like a good idea to add assuming the SL API supports it. 

Posted

Is there a way to trigger something, when the player masturbates (solo-scene) ? I didn't try it, but I believe this currently isn't possible, because in the conditions the $system.partner is checked, and in a solo scene there is no partner. 

Posted

I started using Obody and was trying to get around the issue of weight changes not updating the body as i have mods that update weight. A solution i was thinking of was to run an obody function to reapply the preset every now and then. A crude method but just wanted to see if it was possible.

 

After a couple hours of attempting to write a script i basically didn't get anywhere. Even looking at example scripts and copy pasting a slif script i saw in here didn't even work for me.

 

I am a bit lost on what to try as i looked at the pet collar scripts and compared to the sl triggers library to see that the script is using events from another mod. in Obody i only found 1 "onevent" option which i couldn't get anywhere with. Obody itself recommends using "OBodyNative.AssignPresetToActor" which i tried initially but also couldn't get anywhere.

 

for testing i was using a "player opening container" event at 100% and for the script it was just trying to utilize the obody function / event to trigger directly onto the player.

 

Tried searching the thread and looking in the scripts club to try and see if i could work it out but i just cant seem to understand how to get the script to access other mods and possibly what the best options are for log outputs as all the logs were telling me is if something was resolved or unresolved.

 

Im not even sure if the Obody functions can even be accessed but i dont see anywhere that says "no" in logs just that nothing happened.

 

Any advice?

Posted
23 hours ago, nopse0 said:

Is there a way to trigger something, when the player masturbates (solo-scene) ? I didn't try it, but I believe this currently isn't possible, because in the conditions the $system.partner is checked, and in a solo scene there is no partner. 

 

Assuming you want this for OnStart:

 

Trigger:

SexLab: OnStart

Chance: 100

Player Relationship: Player

 

This will run every time the player has any sex. At the top of your SLTScript add:

if $system.partner != none
  return
endif

 

The first thing it will check is if there is a partner. If there is (i.e. it is not "none") the script will immediately return/exit.

Posted
23 hours ago, thorax339 said:

I started using Obody and was trying to get around the issue of weight changes not updating the body as i have mods that update weight. A solution i was thinking of was to run an obody function to reapply the preset every now and then. A crude method but just wanted to see if it was possible.

 

After a couple hours of attempting to write a script i basically didn't get anywhere. Even looking at example scripts and copy pasting a slif script i saw in here didn't even work for me.

 

I am a bit lost on what to try as i looked at the pet collar scripts and compared to the sl triggers library to see that the script is using events from another mod. in Obody i only found 1 "onevent" option which i couldn't get anywhere with. Obody itself recommends using "OBodyNative.AssignPresetToActor" which i tried initially but also couldn't get anywhere.

 

for testing i was using a "player opening container" event at 100% and for the script it was just trying to utilize the obody function / event to trigger directly onto the player.

 

Tried searching the thread and looking in the scripts club to try and see if i could work it out but i just cant seem to understand how to get the script to access other mods and possibly what the best options are for log outputs as all the logs were telling me is if something was resolved or unresolved.

 

Im not even sure if the Obody functions can even be accessed but i dont see anywhere that says "no" in logs just that nothing happened.

 

Any advice?

 

Are you referring to the NIOverride functions to modify the node sizes e.g. Breasts, add 1.2, that sort of thing?

 

I have SLTScript bindings for them: https://github.com/lynnpye/sl_triggers/wiki/Function-Libraries#nioverride

 

References to "morphName" have to do with the node name you want to modify. References to "keyName" are how NIO/OBody/RaceMenu knows that *this* change to "Breasts" was added by "XYZMod" whereas this *other* change to "Breasts" was added by "ABCMod". So the "keyNames" would have been "XYZMod" and "ABCMod".

 

This script will set the "Breasts" node with key name "SLTZb01" to a value of 1. If no such key/node value exists it will be created. If it does exist, its value will be updated. The call to "nio_updatemodelweight" is intended to update the weight data after morphing.

 

nio_setbodymorph $system.player "Breasts" "SLTRZb01" 1
nio_updatemodelweight $system.player

 

and this script would clear that change, i.e. removing it:

 

nio_clearbodymorph $system.player "Breasts" "SLTRZb01"
nio_updatemodelweight $system.player

 

Is this what you were looking for?

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