hextun Posted August 1 Author Posted August 1 v0.988 has been post-eth-ed. Feeleth thou free to downloadeth at thine leisure. The changeloggery: 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) update: cursor_ref now in lang support enhancement: added $request.core.cursor_ref: provides Form under cursor at time of script launch for any script differs from 'cursor_ref' which provides current Form under cursor useful to know exactly which Actor was being pointed at when the script was first called slightly faster than using cursor_ref but only useful when you want the original actor under crosshairs enhancement: new Leash Framework bindings leash_getminleashlength leash_getmaxleashlength leash_setminleashlength leash_setmaxleashlength enhancement: new commands sltr_get_scripts_list - returns the list of available SLTScripts enhancement: new SLTScripts: RunScript - displays all available SLTScripts and allows you to select one to run LeashManager - uses Actor under crosshair to manage potential holder/wearer for executing leash commands bugfix: form_doaction, objectreference_doaction, quest_doaction will no longer cause script execution to hang enhancement: new system variable: $system.is_available.sexlabpp true if SexLabPP module is installed and functioning update: $system.is_available.sexlab is true if either SexLab OR SexLabPP is installed and functioning use $system.is_available.sexlabpp to determine which version is explicitly installed if necessary Splanations: - $request.core.cursor_ref - just like the (still available) command 'cursor_ref', which obtains the object/actor currently under the crosshairs, $request.core.cursor_ref also does so, *but* will always return whatever object/actor was under the crosshairs at the time the script was triggered. It is also somewhat faster than using the cursor_ref command. In most cases I suspect you will prefer to use this. The reason to still perhaps want to use 'cursor_ref' is, for example, if you happen to have a long enough running script that the object/actor under the crosshairs may *change* and you *want* to know that. Also if you don't want to go back and change existing scripts, which I totally understand. - the new Leash Framework bindings were made available and were an easy grab so I grabbed - sltr_get_scripts_list - returns the list of currently available SLTScripts that you could run (i.e. shows the same list you see with the console command 'slt list'); I used this to power the RunScript script I added (you can thank @Fraying9981) - LeashManager is now officially shipped *and* comes with a fix that will attempt to remove the leash from all leashed actors when you use the Unleash All function - if you happened to have used form_doaction, objectreference_doaction, or quest_doaction (somewhat esoteric functions, I know) you probably have noticed by now that your scripts stopped being scripts and become doorstops; that's because there has been a LONG standing bug that I just fixed; my apologies and you're welcome - $system.is_available.sexlabpp - returns true IFF SexLabPP is currently installed and operational; will return false if neither SexLab module was installed or if you only have base SexLab and not SexLabPP; you can use this to safely determine if you are on SexLab or SexLabPP in your script - note that $system.is_available.sexlab will still return true if you are using SexLabPP - note further that both $system.is_available.sexlab and $system.is_available.sexlabpp are based on both having the appropriate module installed for SLTriggers Redux *and* having the appropriate SexLab/SexLabPP mod installed; if for some reason you have SexLab/SexLabPP installed but installed SLTriggers Redux *without* choosing to install the relevant compatibility, both will return false
orgs1n Posted August 2 Posted August 2 (edited) So I was looking for an immersive way to pillow talk: sleep with someone, and you they let you in on their secrets. The standard "Learn skill" scripts, however, were too random for my taste. When my PC sleeps with Faendal, she expects to learn about Archery. From Drevis, she might pick up an Illusion trick or two. So I vibecoded the script attached here. It runs across all NPC's in the event, finds the highest skill, and awards the PC 1 point in that skill. SL Triggers Redux - Learn Highest Skill.7z Caveat: the script runs quite slowly (52") if you don't apply the tweaks recommended in the OP. Enjoy, and thank you, @hextun, for the mod! Edited August 2 by orgs1n 1
thorax339 Posted August 10 Posted August 10 Saw this mod a while ago (Save and Execute Console Commands) and figured it can be a decent way to use the "Slt run" command for scripts if you want to run it on multiple events without making multiple triggers. For example i got a relatively short script running on Game load, door transition, location chance without needing 3 triggers setup to do so. Definitely not a good idea for long scripts but my very short Obody preset update script is perfect for it to keep weight change visuals up to date. Thought id mention it incase its useful to anyone else
MMending Posted August 13 Posted August 13 Perhaps this has already been asked and answered, but do you think it would be possible to use this mod to make Soul Gem Oven semi-work with OStim by having a trigger cause a new gem incubation?
duke83 Posted August 14 Posted August 14 Hello, does anyone knows what version of Sl-triggers-redux I can use for Skyrim SE 1.5.97 and sexlab framework 1.63. Thanks in advance
hextun Posted August 15 Author Posted August 15 On 8/13/2026 at 6:11 PM, MMending said: Perhaps this has already been asked and answered, but do you think it would be possible to use this mod to make Soul Gem Oven semi-work with OStim by having a trigger cause a new gem incubation? I'd have to check the SGO API options. Funnily enough I *had* been playing with that API but ended up pulling it back out because it wasn't doing what I had hoped (I was looking for ways to accelerate a pregnancy and trigger birth), though that may just have been me not figuring out how to work with that API. Also, SGO or SGO:IF? And I think I would probably just publish this as an independent download (as opposed to integrating it directly within the base install).
hextun Posted August 15 Author Posted August 15 22 hours ago, duke83 said: Hello, does anyone knows what version of Sl-triggers-redux I can use for Skyrim SE 1.5.97 and sexlab framework 1.63. Thanks in advance The Nefaram list only recently moved from1.5.97 to 1.6.x and I have been using SLTR with it without problem, so...any of them? And while I do target SexLab Framework 1.66, I would be willing to bet that 1.63 would work fine, though to be fair I have not tested with it. Should be able to install SLTR in an existing game without problem and try it out.
MMending Posted August 16 Posted August 16 On 8/15/2026 at 2:25 PM, hextun said: I'd have to check the SGO API options. Funnily enough I *had* been playing with that API but ended up pulling it back out because it wasn't doing what I had hoped (I was looking for ways to accelerate a pregnancy and trigger birth), though that may just have been me not figuring out how to work with that API. Also, SGO or SGO:IF? And I think I would probably just publish this as an independent download (as opposed to integrating it directly within the base install). Regular SGO, I wasn't able to get IF to work with my current setup. If this could be integrated in Triggers, even as a optional download (or perhaps especially since it is a niche request) then it would pretty much perfect my game.
iiziilel2 Posted August 17 Posted August 17 Hi I remember back in 2018, when I was playing LE, there was an SLT script that could randomize animation speed during a SexLab scene. I was wondering if it’s still possible to make something like that work with this mod. IIRC, I think I downloaded the script from the original SLT post, but I can’t find that post anymore. My idea is to extend the functionality of the original random-speed script that I used to use. I was thinking about having four modes: Random Speed: Randomize the speed within a configurable range, e.g. 75–125%. Excitement-Based: Randomize the speed based on the SLSO excitement bar. For example, if excitement is below 50, the speed range would be 75–100%, and if it’s above 50, the range would be 100–125%. Stamina-Based: Basically the same as #2, but use stamina instead of excitement. Struggle Mode: Take both stamina and excitement into account. For example, if excitement is high but stamina is low, the animation speed range would become wider to simulate the character struggling to keep up. For all four modes, the user should still be able to freely configure the thresholds, speed ranges, and other values. Would it be possible to implement something like this by utilizing this mod?
gdfll Posted Thursday at 09:15 AM Posted Thursday at 09:15 AM Hi Hextun, I decided to move from the original triggers to the much extended redux, version (nice work!). I found most old scripts are converted, but two I used not : Light Campfire, and Light Evil. Seems they refer to something in the old sl_triggers.esp, and I assume whatever that was, is no longer present. I assume that I will find a way around it when I start learning the redux version more. Another thing, with the old triggers version I encountered the 32 label limit the hard way, is this still a limit ?
hextun Posted Thursday at 12:44 PM Author Posted Thursday at 12:44 PM 3 hours ago, gdfll said: Hi Hextun, I decided to move from the original triggers to the much extended redux, version (nice work!). I found most old scripts are converted, but two I used not : Light Campfire, and Light Evil. Seems they refer to something in the old sl_triggers.esp, and I assume whatever that was, is no longer present. I assume that I will find a way around it when I start learning the redux version more. Another thing, with the old triggers version I encountered the 32 label limit the hard way, is this still a limit ? You're right, I did remove the two light spells that were available in the original sl_triggers and removed the scripts that referenced them. In order to do something similar with SLTriggers Redux would require having suitable/similar SPEL records available to reference, which I'm not sure where that would come from. Is this something you made use of? -- The upper bound for your label count should be closer to 128, if not higher. The label info is stored in a set of arrays that are managed through PapyrusUtils. The VM has a limit of 128 elements in such an array, though the various PapyrusUtils manipulation functions allow larger numbers. I haven't tested for anything larger than that count.
hextun Posted Thursday at 12:49 PM Author Posted Thursday at 12:49 PM On 8/17/2026 at 5:53 AM, iiziilel2 said: Hi I remember back in 2018, when I was playing LE, there was an SLT script that could randomize animation speed during a SexLab scene. I was wondering if it’s still possible to make something like that work with this mod. IIRC, I think I downloaded the script from the original SLT post, but I can’t find that post anymore. My idea is to extend the functionality of the original random-speed script that I used to use. I was thinking about having four modes: Random Speed: Randomize the speed within a configurable range, e.g. 75–125%. Excitement-Based: Randomize the speed based on the SLSO excitement bar. For example, if excitement is below 50, the speed range would be 75–100%, and if it’s above 50, the range would be 100–125%. Stamina-Based: Basically the same as #2, but use stamina instead of excitement. Struggle Mode: Take both stamina and excitement into account. For example, if excitement is high but stamina is low, the animation speed range would become wider to simulate the character struggling to keep up. For all four modes, the user should still be able to freely configure the thresholds, speed ranges, and other values. Would it be possible to implement something like this by utilizing this mod? Funny thing... I really thought I had implemented some sort of animation speed adjustment command. I checked and I guess I had not. If you ever run across the script you are referring to, I would love to look it over. Examining both my code and the code from the original sl_triggers v12, I don't see anything about adjusting that speed.
gdfll Posted Thursday at 01:08 PM Posted Thursday at 01:08 PM (edited) 23 minutes ago, hextun said: Is this something you made use of? - Indeed, used them to light up the animations, so they were also good visible in dark locations. And the color indicating the type of animation. About labels, 128 sounds more than enough, although, 640kbyte was also thought to be more than anyone would ever need... Edited Thursday at 01:08 PM by gdfll
Kelp, Posted 17 hours ago Posted 17 hours ago Some files are conflicting with Violens - kill move, should I let sl triggers redux overwrite the files from violens?
hextun Posted 11 hours ago Author Posted 11 hours ago 5 hours ago, Kelp, said: Some files are conflicting with Violens - kill move, should I let sl triggers redux overwrite the files from violens? see the comment linked above. This is explicitly how UILIB is intended to be used. 1
Kelp, Posted 1 hour ago Posted 1 hour ago (edited) 9 hours ago, hextun said: see the comment linked above. This is explicitly how UILIB is intended to be used. Oh my bad, I forgot to check the comments first :>, thanks for the clarification. Btw, if you don't mind, can you help me have a look at these scripts? I have no experience in coding, and these was made by prompting Gemini with provided sources from the github, so I'm not sure whether it will work as intend. My idea is: during a sexlab p+ scene, the actor(s) will randomly try to edge (lowering their pleasure gauge), the chance starts low in the beginning but increases as the pleasure gauge raises (and decreases as the stamina gets lower). At the same time, the actor(s) will also try to tease pc, making pc's pleasure gauge to also have "random" massive jumps; the chance for this will increase as the gauge increase as well as the pc's stamina decreases, but will not become too high. Additionally, the script will also track the orgasm counts during the scenes and apply a debuff to maximum stamina after the scene finishes, the more times the actor orgasms, the stronger the stamina debuff. Custom_OrgasmTracker - Copy.txt Custom_SceneEnd - Copy.txt Custom_SceneLoop - Copy.txt Edited 1 hour ago by Kelp,
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