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Posted
On 5/13/2025 at 8:17 AM, MannySauce said:

Ok I'm fairly sure my end-nothing-nothing-works issue is another save game incompatibility. On a new game it's not present, but there still is the whole "nothing works until you save and reload" during that.

 

Hey there... haven't forgotten about you. Just to confirm, on a new save, all clean, fresh install, you can create a hotkey and map it to a script and it will not work until you save and reload?

Posted (edited)
3 hours ago, hextun said:

 

Hey there... haven't forgotten about you. Just to confirm, on a new save, all clean, fresh install, you can create a hotkey and map it to a script and it will not work until you save and reload?

 

Yep.

 

EDIT:

 

Ran some quick tests again just to make sure.


Setup 1:

Skyrim v1.6.640 with SKSE v0.2.2.3
Address Library v11
Backported Extended ESL Support v1.2
ConsoleUtilSSE NG v1.5.1
PapyrusUtil v4.4
More Informative Console v1.2.2
SkyUI v5.2SE
SL Triggers Redux v120

Setup 2 (same results):

Skyrim v1.6.1170 with SKSE v0.2.2.6
Address Library v11
ConsoleUtilSSE NG v1.5.1
PapyrusUtil v4.6
More Informative Console v1.2.2
SkyUI v5.2SE
SL Triggers Redux v120

- Launched game
- "coc riverwood" from main menu
- Enabled debug in the MCM and set up the Core trigger
- Clicked it which added a Trigger# MGEF to my character which isn't doing anything
- Clicked until I had 10 Trigger# MGEF
- Saved and closed game
- Relaunched game and loaded the save
- Received the gold notification when I loaded in
- Got 10 gold per Trigger# MGEF that disappeared, but sometimes Trigger1 and 2 are still stuck and do not resolve on repeat save&load

 

slt_log_collection.zip

Edited by MannySauce
Tested again. Also added logs.
Posted

By way of a status update... things haven't fallen through a crack in the earth. I've been trying to make fudge. No, no that fudge. 

 

This fudge. Which is itself a fork of the original fudge, solely to get it to compile. Why you ask?

 

I'm pretty sure I know at least what general change caused the recent issues; it was my attempts to modify how I handle the multiple heaps and the callstack, for auto-recovery from save and such. Essentially I think some of the issue stems from an architectural direction I chose because of certain limitations in the Papyrus engine, and the fact that coming from a very non-Papyrusy programming background, it's been an uncomfortable transition. Fun and challenging, but I dislike some of the compromises I feel I have had to make.

 

The FUDGE project I linked to was created by the same person who created CommonLibSSE-NG, which may not mean anything to you, but it's the underpinning for a LOT of SKSE mods. Chops asserted. Anyhow, the thing *I* was intrigued by was the promise that it allows you to create effectively first class script objects in Papyrus, able to be allocated at runtime and serialized with other scripts. There are a lot of other features it offers but that one hooked me the most because it would trivialize my stack handling.

 

I want. I want bad.

 

Thing is, it was last touched in 2022, and in recent years I have only seen postings about being unable to build it. I've figured out some of why that has happened and have also developed a severe hatred for the Microsoft VCPKG system, and I'm trying to get it back to building order.

 

If I can, I will be able to much more easily address a number of issues and limitations. So... I apologize for the lack of updates. If I can't get satisfaction with this soon, I'll cry a bit, get over it, and get back to working on SLT with a different approach.

Posted
On 5/18/2025 at 4:07 AM, jiudg said:

I found that some equipment scripts only put the equipment into the backpack。

 

Can you be a little more specific? Some of the functions intentionally just add an item and others actually equip it. Is there a case where you are expecting something to be equipped or used but it is not?

Posted
On 5/18/2025 at 10:50 AM, Nevropath said:

Hi @hextun

 

I made a slight modification to one of your script to apply overlay with racemenu. I'm no coder so it might be optimized, but it works.

 

Here is psc, pex and a command file for example, if you want to keep it for your next version.

 

The example need AlpiaMakeUp slavetats pack to work

Apply Tears example.zip 408 B · 0 downloads sl_triggersCmdLibSLT.zip 72.34 kB · 0 downloads

 

Hi @Nevropath, first off, thank you SO MUCH for contributing. Seriously, community contribution is a huge deal.

 

Second, and this is to you and anyone else so inclined, while I understand it's pretty common to pass updates back and forth on the LL forums like this as attachments, and I will continue to respect that, keep in mind that this is all set up on github as well so if you visit the SL Triggers Redux github repo, you can submit a pull request with your changes. :)

 

Third, having said that, I think I'm going to try to use your contribution as an example for a Function Library Extension. I understand not everyone is a coder, but if you are like @Nevropath and able to compile a Papyrus script file, I guarantee you can, with only a little more effort, wrap your work up in a self-contained Function Library Extension and make it available to others. If I see enough I'd be thrilled to add a page on the github wiki as a central distribution point as well.

Posted
5 minutes ago, hextun said:

 

Hi @Nevropath, first off, thank you SO MUCH for contributing. Seriously, community contribution is a huge deal.

 

Second, and this is to you and anyone else so inclined, while I understand it's pretty common to pass updates back and forth on the LL forums like this as attachments, and I will continue to respect that, keep in mind that this is all set up on github as well so if you visit the SL Triggers Redux github repo, you can submit a pull request with your changes. :)

 

Third, having said that, I think I'm going to try to use your contribution as an example for a Function Library Extension. I understand not everyone is a coder, but if you are like @Nevropath and able to compile a Papyrus script file, I guarantee you can, with only a little more effort, wrap your work up in a self-contained Function Library Extension and make it available to others. If I see enough I'd be thrilled to add a page on the github wiki as a central distribution point as well.

 Ok, I'll try to submit it to the repo.

 

I'm working on another version, with more functions to add, modify transparency, and remove several overlays. 

 

I'll submit it to the repo. You'll be able to make a specific script from that if you want. It is beyond my capabilities... :)

Posted

Hello, when I play the game, as long as the module function is triggered during the laboratory, the female NPC will put on all the clothes that were originally taken off. Why is this? What module may conflict with this?

Posted
On 5/23/2025 at 4:01 AM, Afeiteng said:

Hello, when I play the game, as long as the module function is triggered during the laboratory, the female NPC will put on all the clothes that were originally taken off. Why is this? What module may conflict with this?

 

I have to be honest, I"m not sure what you are referring to in some respects.

 

"during the laboratory" - I'm not sure this was the phrasing you were aiming for, or I do not know which laboratory you are referring to.

"module function is triggered" - currently there are 7 triggers available, 4 for SexLab and 3 for Keypress, TopofTheHour, and NewSession; are you saying this affects all of them? 

"the female NPC will put on all the clothes that were originally taken off" - I think there is a SexLab option for whether victims get dressed after sex; I think I saw something related to vampires feeding and whether you put your clothes back on after that sort of scene, but that may have been from Submissive Lola; in any event, most of the time my actors are clothed after a scene unless it's an enslavement scene or something

Posted

State of the mod address - I've been ranging a bit, looking for a solution to my architectural roadblock. You may recall I had mentioned FUDGE. I'm backing away from that for now; while I have no doubt that much of what I want from it can be obtained, the FUDGE concept poses an interesting challenge.

 

Long boring developer sidetrack...

 

Spoiler

The idea behind the FUDGE framework is fantastic; make SKSE plugins FAR more flexible and powerful and easier to write than they are now, and empower Papyrus scripting to the next level. 

The nature of how it was done and how they were building it as a plugin was also ... just... my inner developer is drooling, okay?

 

So typically, you write a SKSE plugin in C++ and you are either writing directly against the SKSE API or you are using the CommonLibSSE(-NG) API. And you usually statically link CommonLib and other bits because if you didn't, you would be stuck dealing with .dll hell. Side-sidetrack incoming...

 

Spoiler

We dynamically link when we figure there will be a .dll already present (or that we ship) that will provide key functionality. If the .dll gets updated, all users gain. Yay. But then, if 4 of 5 are using .dll v1.9 and 5 is using v1.1 and v1.9.1 comes out and accidentally introduces a breaking change for anyone on v1.8 or older, 4 of 5 mods will be fine and the other will not. It's why CommonLibSSE(-NG) is statically linked. When done that way, each linked plugin or app has their own copy of the library code. Bloated memory? Yeah. No updates if another mod updates? Yup, that too. But I never have to worry about someone else's update breaking my mod. Another reason to dynamically link, however, can be when there should only be one instance of functionality operating at a time.

 

... done with side-sidetrack. Well, the FUDGE package, which you would use as a dependency when generating your own plugin, sets up a FOMOD installer. This installer would not only be setup to install your plugin's .dll and any other resources, it would allow a user of your mod to also install FUDGE itself, which MUST be dynamically linked and can ONLY have one copy running in your game. Two FUDGE mods? Only one ends up installing FUDGE. Or maybe the latest version of FUDGE would eventually win. Anyway, all FUDGE plugins would share the one latest install of FUDGE.

 

Why? Because among other things FUDGE hooks a lot of the Virtual Machine internals so that it can inject it's own Papyrus scripts into the VM. If multiple mods all shipped FUDGE statically and all tried to hook those points I'm pretty sure things would go hilariously wrong. The FUDGE module itself handles all of those injections AND also offers other features, hooking things for console commands and the like.

 

Here's the thing. SLTScript is slow. Not awfully so but not great. Not as fast as actual Papyrus script would be. Plus, as I've mentioned elsewhere, many of the design changes I have had to make to accommodate the limitations of the VM with regard to dynamic allocation have created complications in my stack handling. 

 

And, let's all put on our big boy/girl/whomever pants/clothing-of-choice-or-nothing-whatever-this-is-a-metaphor-stop-trying-so-hard and admit it... if you can write SLTScript you can write Papyrus script. If you are writing an SLTScript, you are already a programmer.

 

Let me repeat for those in the back.

 

..tap tap..

 

IF YOU ARE WRITING AN SLTSCRIPT, YOU ARE ALREADY A PROGRAMMER.

 

There's nothing fancy about it. Heck, Papyrus script also has the goofy one-line-per-command limitation unlike languages like Typescript or C.

 

So I figured why limit you/me/us to using SLTScript, the slower doubly-interpreted language, if we could write directly in Papyrus script. I'll even rewrite the library of code that I have for SLTScript bindings, so you would just call the same functions in many cases. I've been wanting to let you/me/us write Papyrus script for sl_triggers since before I started SLT Redux.

 

Technically, right now you can. If you were to use ConsoleUtil-Extended to take some Papyrus code and turn it into a custom console command, you could then create a very simple SLTScript that just calls 'console("yourcustomconsolecommand")'. Done.

 

But that requires another mod and, you know, effort.

 

Anyway... FUDGE hooks a lot of VM points, and that means nothing else can. Now, as far as I know, few mods do, though I know there are a few out there that hook in areas very close, like the various dynamic script mods and such. In any event, to get the very cool abilities FUDGE offers, I would have had to not only get the build to work but I felt like I would need to respect the original design, and ship a separate plugin for the VM functionality because otherwise it felt incredibly inhospitable as a mod author. Like, that's a plugin developer community level thing I think. And I am not (currently anyway) that person.

 

As a result, I can say that the day the FUDGE framework becomes a proper reality with broad community support is the day I will happily switch over and use it as a dependency. But until then I felt uncomfortable leveraging something that touched so much of everything with so much potential for stomping on other mods, all while now being the maintainer for something I didn't write and wasn't trying to maintain in the first place.

 

... and done, moving on. So, I moved on from FUDGE but not from the need to improve the architecture and not from my desire to, frankly, allow direct Papyrus scripting instead of using SLTScript. Which is when I ran across caprica, an open source Papyrus compiler. Which is when I got another goofy idea...

 

Could I statically link caprica, let folks drop a .psc file into their mod folder, and have the caprica engine build it on the fly, then ask the VM to load it?

 

Well yesterday I got the answer to the first question and yes, a statically linked caprica in sl-triggers.dll is capable, during gameplay, of compiling a .psc file into a .pex file. Granted, it drops it into the overwrite folder, but it did build.

 

I'll be looking into the dynamic loading next.

 

If this happens, and if it works out (I still have to make sure compile time dependencies can be met for example), then you will no longer be tied to SLTScript and instead would be running straight up Papyrus script with full access to the entirety of the VM and all exposed APIs. I would also, of course, keep the library of functions available for you to call against.

 

If it doesn't work out, I'm still investigating some changes that will help considerably, they just might not be quite as cool. :)

 

Anyway, just wanted to keep folks updated. Carry on and stay...um... triggered... my.. yeah, that doesn't work.

Posted
14 hours ago, hextun said:

 

I have to be honest, I"m not sure what you are referring to in some respects.

 

"during the laboratory" - I'm not sure this was the phrasing you were aiming for, or I do not know which laboratory you are referring to.

"module function is triggered" - currently there are 7 triggers available, 4 for SexLab and 3 for Keypress, TopofTheHour, and NewSession; are you saying this affects all of them? 

"the female NPC will put on all the clothes that were originally taken off" - I think there is a SexLab option for whether victims get dressed after sex; I think I saw something related to vampires feeding and whether you put your clothes back on after that sort of scene, but that may have been from Submissive Lola; in any event, most of the time my actors are clothed after a scene unless it's an enslavement scene or something

When the sexlab starts, the NPCs will take off their clothes first, and then put their original clothes back on. And the male remains naked, and the female immediately puts on the clothes she just took off   I tried several different jsons, include  EquipSquirt or Squirt Milk,  all with the same problem。Sorry I don't speak English, this is Google Translate

modlist.txt

Posted

Hello I am confused, I come from the old triggers, we don't need the old version right? Also, right now I installed the new one, brand new save, but all I have on the MCM is the basic triggers menu with the reset and enabled options. I don't see any of the other mods like Separate Orgasms, etc. Do I have to add those manually? if so how?

Posted (edited)
6 hours ago, Dakhma said:

Hello I am confused, I come from the old triggers, we don't need the old version right? Also, right now I installed the new one, brand new save, but all I have on the MCM is the basic triggers menu with the reset and enabled options. I don't see any of the other mods like Separate Orgasms, etc. Do I have to add those manually? if so how?

 

I was also confused at first but since the screenshots imply you can configure it, I tried clicking Add New Item. That will add an event that you can configure just like in the regular version. Would have been more intuitive to add at least one empty event by default, to leave an impression of a working MCM.

Edited by Omnishade
Posted
2 hours ago, Omnishade said:

 

I was also confused at first but since the screenshots imply you can configure it, I tried clicking Add New Item. That will add an event that you can configure just like in the regular version. Would have been more intuitive to add at least one empty event by default, to leave an impression of a working MCM.

Where do you see add new item? I don't see that choice at all on the MCM. All I have  enabled? Debug messages and reset SL Triggers

Posted
On 5/26/2025 at 12:41 PM, hextun said:

 

I have to be honest, I"m not sure what you are referring to in some respects.

 

"during the laboratory" - I'm not sure this was the phrasing you were aiming for, or I do not know which laboratory you are referring to.

"module function is triggered" - currently there are 7 triggers available, 4 for SexLab and 3 for Keypress, TopofTheHour, and NewSession; are you saying this affects all of them? 

"the female NPC will put on all the clothes that were originally taken off" - I think there is a SexLab option for whether victims get dressed after sex; I think I saw something related to vampires feeding and whether you put your clothes back on after that sort of scene, but that may have been from Submissive Lola; in any event, most of the time my actors are clothed after a scene unless it's an enslavement scene or something

 

As far as I remember, it could be triggered by adding and equipping something on the NPC during SL animation. 

Posted
8 hours ago, Dakhma said:

Where do you see add new item? I don't see that choice at all on the MCM. All I have  enabled? Debug messages and reset SL Triggers

 

On the second page.

Posted
18 hours ago, Omnishade said:

 

I was also confused at first but since the screenshots imply you can configure it, I tried clicking Add New Item. That will add an event that you can configure just like in the regular version. Would have been more intuitive to add at least one empty event by default, to leave an impression of a working MCM.

 

You raise a good point! And honestly, this could do with more screenshots. I'll need to add that to the list... *hmmhmmhmm*

Posted
On 5/28/2025 at 1:23 PM, Dakhma said:

Hello I am confused, I come from the old triggers, we don't need the old version right? Also, right now I installed the new one, brand new save, but all I have on the MCM is the basic triggers menu with the reset and enabled options. I don't see any of the other mods like Separate Orgasms, etc. Do I have to add those manually? if so how?

 

Hello, greetings and welcome!

 

So, to start with, the "old triggers" still works just fine, just as a reminder. So don't feel it's broken or anything and that you *must* move. :)

 

That said, nope, this is fully standalone. In fact, you need a completely new save; if Fotogen's SLT has ever been installed on your save, it will not work. In fact, up until recently my update pace had been pretty rapid; there were many of my own updates that were not save game compatible. (Hint: the next release of SLT Redux will, hands down, absolutely NOT be save compatible).

 

If you aren't seeing "Core" and "SexLab" on the left, something is very wrong with the SLT Redux install and it is not able to figure out what extensions it has. That said, even if you had nothing but a basic SKSE (non-SexLab) install, you should have still seen the SexLab options on the left. So again, very broken.

 

A couple of things to try. First, and this should not be required on a new save, but try the "Reset SL Triggers" option. That tries to manually run some things that would normally be run at start, and also sends signals to shut anything down that was running. Save and restart for the full experience. 

 

If that doesn't work (and frankly, even if it does) I would like to know more about your install/setup. 

- Is it a modpack? If so, which? And if so, is it modified?

- Has the original Fotogen version of SL Triggers ever been installed *in any save at all in the modpack you are playing*? Like... install old, make save, delete save, remove old, install new, make save... even that scenario. I ask because I have experienced with other mods, and I think a few with mine, situations where somehow mod data "infects" other, even older, saves. No explanation for it. But would like confirmation on your end about the possible sequence of events.

- Could you list any other particulars like SKSE version and game version if the modpack isn't easily looked up?

Posted

Bit of an update... first of all, have you coded in C++ today? What's that? Still have both legs? Not bleeding out on the floor? Oh, my... you've clearly not had enough

 

 ACCESS VIOLATION

 

today.

 

Wait... but don't let that make you worry about what I'm working on... *cough*...

 

Well folks, we're getting closer to the next release. I'm overhauling a few things to make aspects of the execution stack handling simpler. Mostly it's involving moving functionality into the plugin and out of Papyrus script. You might think that moving the coding from Papyrus script, with a forgiving case-preserving/case-ignoring lexer and virtual immunity to null pointer access, would make things harder. But when you are attempting to emulate a Papyrus scripting engine inside a Papyrus scripting engine, I'll take my dose of C++ and go play in the corner with proper objects, real memory allocation, and a proper sense of control over

 

  ACCESS VIOLATION

 

Bit of an update... first of .. wait... seriously though, it's been fun picking C++ back up from.. um... 1995. Oh Mr. Stroustrop, what have they done with your baby. 

 

I don't have much else... I'm currently in the process of migrating the parser to the C++ side of the house. I've got the infrastructural bits coded out. Now it's time to make a language happen.

 

Also... if I were to manage to statically link the "caprica" open source Papyrus compiler into the plugin and give you the option of dropping uncompiled .psc files into a folder with the notion that, as long as it had a "Function Main(string[] args) global" defined and didn't try to call any other scripts that might be loaded, I would try to compile it on the fly  and ask the VM to load it... would that be of interest to anyone?

And also, I'm planning to add a new command "papyrusexec <scriptname> <globalfunctionname>" or something to that effect, which will... go ahead... guess. So even if you didn't have the caprica option, you would still be able to precompile to .pex, drop it into place, and just run it. I would just like to close the last gap to keep users from needing to go elsewhere to complete the functionality loop.

 

That said, .psc compilation can be non-trivial, especially if you are trying to let someone do it live.

 

As a proof of concept, for what it's worth, I did manage to get a .pex compiled, from my plugin, using the static link of caprica. It also crashed to desktop when I started trying to reference other complex scripts, so, work to be done. :)

 

And by the way, any one of you that has created your own SLTScript, be it .json or .ini. *waves hands* I hear by anoint you into the Group of People Who have Programmed. Yup, you're programmers now. Simple language? Cheesy easy environment? Absolutely. But you sat down, looked at an instruction set, wrote your selection down, and made a computer do what you wanted. Thus; programmer.

 

I say this because some of y'all act like doing Papyrus script programming is somehow a quantum leap over what you're messing with here, but it's not. Or rather, to the extent you want to do some of the things you're doing in SLTScript, it's not that much more difficult in Papyrus. And I would add that if I did make an effort to ship this functionality, I would also be trying to make the existing library of functions callable still. So you wouldn't have to recreate all of that functionality.

 

Anyway... just food for thought. Better than thoughts for food I suppose. Enjoy your day!

Posted (edited)
1 hour ago, hextun said:

 

Hello, greetings and welcome!

 

So, to start with, the "old triggers" still works just fine, just as a reminder. So don't feel it's broken or anything and that you *must* move. :)

 

That said, nope, this is fully standalone. In fact, you need a completely new save; if Fotogen's SLT has ever been installed on your save, it will not work. In fact, up until recently my update pace had been pretty rapid; there were many of my own updates that were not save game compatible. (Hint: the next release of SLT Redux will, hands down, absolutely NOT be save compatible).

 

If you aren't seeing "Core" and "SexLab" on the left, something is very wrong with the SLT Redux install and it is not able to figure out what extensions it has. That said, even if you had nothing but a basic SKSE (non-SexLab) install, you should have still seen the SexLab options on the left. So again, very broken.

 

A couple of things to try. First, and this should not be required on a new save, but try the "Reset SL Triggers" option. That tries to manually run some things that would normally be run at start, and also sends signals to shut anything down that was running. Save and restart for the full experience. 

 

If that doesn't work (and frankly, even if it does) I would like to know more about your install/setup. 

- Is it a modpack? If so, which? And if so, is it modified?

- Has the original Fotogen version of SL Triggers ever been installed *in any save at all in the modpack you are playing*? Like... install old, make save, delete save, remove old, install new, make save... even that scenario. I ask because I have experienced with other mods, and I think a few with mine, situations where somehow mod data "infects" other, even older, saves. No explanation for it. But would like confirmation on your end about the possible sequence of events.

- Could you list any other particulars like SKSE version and game version if the modpack isn't easily looked up?

Hello there, thank you for the warm welcome!

 

1. I followed the instructions to the T before reaching out for help. I uninstalled the original SL Triggers, I started clean new save, my modlist is custom made, I have around 1700 mods, tried and tested on my own.

2. There might be a possibility that the old triggers, might have left a file or something but I can't find it. I reviewed all my files in the data folder in MO2 regarding SL_Triggers and the only ones showing up are from your new version.

3. I also checked the game's installation, data folder just in case I missed something but nothing related to SL_Triggers at all. Afterall, I did just recently did a new clean installation of Skyrim.

4. I have tried in game, to do the reset option but nothing shows up at all.

 

EDIT:

Found a rogue file in an old Overwrite folder, deleted it and tested on a new save, it works just fine now. My apologies!

Edited by Dakhma
Posted
1 hour ago, Dakhma said:

Hello there, thank you for the warm welcome!

 

1. I followed the instructions to the T before reaching out for help. I uninstalled the original SL Triggers, I started clean new save, my modlist is custom made, I have around 1700 mods, tried and tested on my own.

2. There might be a possibility that the old triggers, might have left a file or something but I can't find it. I reviewed all my files in the data folder in MO2 regarding SL_Triggers and the only ones showing up are from your new version.

3. I also checked the game's installation, data folder just in case I missed something but nothing related to SL_Triggers at all. Afterall, I did just recently did a new clean installation of Skyrim.

4. I have tried in game, to do the reset option but nothing shows up at all.

 

EDIT:

Found a rogue file in an old Overwrite folder, deleted it and tested on a new save, it works just fine now. My apologies!

 

Thank you for following up and not furthering the curse of "wait! wait! how did you solve your problem RandomInternetStranger1828374!?" :)

 

Purely out of curiosity, what file was it that was hanging around? My inner troubleshooter is curious.

 

Anyhow, I hope you enjoy the mod. 

Posted (edited)
28 minutes ago, hextun said:

 

Thank you for following up and not furthering the curse of "wait! wait! how did you solve your problem RandomInternetStranger1828374!?" :)

 

Purely out of curiosity, what file was it that was hanging around? My inner troubleshooter is curious.

 

Anyhow, I hope you enjoy the mod. 

I think I called victory too fast, the file was the settings.json file in the overwrite folder from the old triggers. I deleted it and started a new save and the menu was working properly. I decided to leave the game to, to finish setting up the load order and all that. Then started a new save again, but this time the menu didn't show up complete again. 

I am testing right now if its a plugin order issue or something else. Should the MCM display everything right away on a new save? or does it take a minute to kick off?

 

EDIT:

okay, it seems like putting the .esp lower in the load order fixed the issue. At least I hope that it works flawlessly for now!

Edited by Dakhma
Posted

I wanted to ask, how can I make this mod: 

 

Work with triggers, so that there is a drinking trigger from an oral event, I don't want to receive an item, I want it to be consumed on trigger.

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