botticelli Posted June 18, 2025 Posted June 18, 2025 (edited) SexLabUtil1 SE View File This is a modified port of @Fotogen's SexlabUtil1 mod with the author's permission. The SE/AE/VR version does no longer require a specific SKSE version since it does no longer rely on a DLL. It now uses JSON format config files rather than INI files. Requirements SKSE (any version, really) needed for JsonUtil, PapyrusUtil, StorageUtil, etc. MCM/SkyUI MfgFix (and, optionally, MfgFix NG) only if you plan to use the spm command (SetPhonemeModifier) BEES, if you are on an old Skyrim SE version (like 1.5.97) and want to use the light master (ESL) version of this mod SexLab Framework for obvious reasons Installation This comes as a FOMOD installer. Use your favourite mod manager to install it. Installation during a running game should not be an issue. Uninstall Uncheck the "Enabled" box in the mod's MCM menu then wait for any running effects to end, save the game, exit and remove the mod. Description - see enclosed pdf document for an extended description Activate various effects when SexLab animations start or stop. Calm, go crazy, buff, debuff, light, etc. ... Minor, utility, side effects. Things that other mods usually skip. All configurable via MCM menu. Use up to 8 slots on each occasion (on start of sex, on orgasm, on end of sex, after sex) to trigger various side effects on anyone involved. See enclosed pdf or below for more details. Spoiler SexLabUtil1 SE (v0.20) What does it do: Activate various effects when SexLab animation starts or stops. Calm, go crazy, buff, debuff, light, etc. ... Minor, utility, side effects. Things that other mods usually skip. All settable in MCM menu. Requirements: whatever is required for SexLab framework 1.66b or higher to function. SKSE and its tool scripts are also required (JsonUtil, StorageUtil, etc.). Some older Skyrim SE versions may need the BEES mod (https://www.nexusmods.com/skyrimspecialedition/mods/106441) for this to function properly. It may work with older SKSE versions. It needs MfgFix / MfgFix NG for the phoneme modifier (spm) to work (https://www.nexusmods.com/skyrimspecialedition/mods/133568). Installation: - unpack attached archive (SexLabUtil1_0.20_SE.7z) - copy contents of Data directory into Skyrim\Data directory - it’s a simple mod, unpack and copy - activate desired effect (open in-game menu, Mod Configuration/SexLab Util One). Everything is off by default. - upgrading: make a clean save. New version is not compatible with older version. How to use (setup): Decide what you want, and when. Example: I want Light effect, when its night time, and it should start at start of sex and last until sex scene ends. How to setup this: open MCM menu open "At sex start" page find an unused "slot". The one that has Effect: “Off” set Effect to Light set Chance to 100% set If day time to Night set Options to Until end of sex MCM options (pages): Global Settings: Enable: enable/disable all effects Messages: Off: no messages Info: a couple of notifications Debug: used for bug hunting Ticker Interval: update timer interval for ticker commands (see slu1cmdtick below) At start of sex: Up to 8 "Slots" where you can setup effect/conditions that will execute when sex scene starts On orgasm: Up to 8 "Slots" where you can setup effect/conditions that will execute when stage (part) of scene is flagged as orgasm At sex end: Up to 8 "Slots" where you can setup effect/conditions that will execute when sex scene ends (or is near end) After sex: Up to 8 "Slots" where you can setup effect/conditions that will execute after the sex scene completes. This is in effect like "At sex end", but you can only select effects that are specially designed to run after a sex scene. Augment: Stunted Stamina: Player gains huge Stamina pool, but Stamina regeneration is practically stopped Stunted Magicka: Player gains huge Magicka pool, but Magicka regeneration is practically stopped Stunted Health: Player gains huge Health pool, but Health regeneration is practically stopped (Stunted: you gain +9001 stamina/magicka/health, regeneration is lowered by 500%) Misc: Reload effects: reload list of effects from folder data\SKSE\Plugins\SexlabUtil1\ Use this when you change your custom effects or add new ones. Slots: Slot is basically an if/then statement. Here you specify condition (when) and what to do if condition is right. Effect: what to do if condition is right. Chance: chance, probability. 0 - 100%. 0% is equivalent to "off", 100% is always active. If actor: Any: no check, any will do Aggressor: if actor is flagged as aggressor/attacker (rape) Victim: if actor is flagged as victim in rape Consensual partner: if actor is not part of rape (consensual sex) If actor race: Any: no check, any will do Humanoid: playable race, actor has ActorTypeNPC flag Creature: all critters Undead: actor has ActorTypeUndead flag. Skeletons, zombies, etc. Player: actor is the player Not player: actor is not the player Follower: actor is currently following the player (in faction CurrentFollowerFaction) Not Follower: actor is not currently following the player (not in faction CurrentFollowerFaction) Partner Humanoid: other/partner has playable race, actor has ActorTypeNPC flag Partner Creature: other/partner is any critter Partner Undead: other/partner has ActorTypeUndead flag. Skeletons, zombies, etc. Partner Player: other/partner is the player Partner Not player: other/partner is not the player Partner Follower: other/partner is currently following the player (in faction CurrentFollowerFaction) Partner Follower: other/partner is not currently following the player (not in faction CurrentFollowerFaction) If gender: Any: no check, any will do Male: if actor is male (including Sexlab’s “Treat as Male” flag) Female: if actor is male (including Sexlab’s “Treat as Female” flag) If sex type: Any: no check, any will do Vaginal: if animation has Vaginal flag/keyword Anal: if animation has Anal flag/keyword Oral: if animation has Oral flag/keyword Breastfeeding: if animation has Breastfeeding flag/keyword If morality: Any: no check, any will do Low: if inside CK, actors Morality property is less then No crime High: if inside CK, actors Morality property set to No crime If day time: Any: no check, anytime will do Day: its day Night: its night If location: Any: no check, anywhere will do Inside: inside house, building, dungeon Outside: outside, open area Options: option for a specific effect, timer, duration Default: usually it’s once/instant 1 sec/once/instant: effect should trigger only once or has minimum duration (as short as possible) 10 sec: effect should last for 10 seconds 30 sec: effect should last for 30 seconds 60 sec: effect should last for 60 seconds 10 min: effect should last for 10 minutes 1 hour: effect should last for 1 hour 1 day: effect should last for 24 hours Until end of sex: effect should last until sex ends (while sex scene is active) Built-in effects: what do you want (see data\SKSE\Plugins\SexlabUtil1\SexLabUtil1.json)? Off: nothing Calm: lowers aggression. Will stop combat. Calm Attacker: each time actor gets hit, attacker gets a jolt of Calm Heroism: increase confidence. Actor is less likely to run away Frenzy: actor becomes aggressive, may attack anyone for no reason Fear: lower confidence. Actor is more likely to run away Regeneration Stamina +20%: increased Stamina regeneration Regeneration Stamina -20%: decreased Stamina regeneration Regeneration Health +20%: increased Health regeneration Regeneration Health -20%: decreased Health regeneration Regeneration Magicka +20%: increased Magicka regeneration Regeneration Magicka -20%: decreased Magicka regeneration Heal (+1): restore ST/HP/MG by 1 point every <ticker interval> seconds Heal (+10): restore ST/HP/MG by 10 point every <ticker interval> seconds Heal (+100): restore ST/HP/MG by 100 point every <ticker interval> seconds Heal (+1000): restore ST/HP/MG by 1000 point every <ticker interval> seconds Harm (-1): damage ST/HP/MG by 1 point every <ticker interval> seconds Harm (-10): damage ST/HP/MG by 10 point every <ticker interval> seconds Harm (-100): damage ST/HP/MG by 100 point every <ticker interval> seconds Harm (-9999): drop ST/HP/MG to only 1 point every <ticker interval> seconds Alcohol: get and use something to drink every <ticker interval> seconds Poison: get and use something harmful every <ticker interval> seconds Food: get and use something to eat every <ticker interval> seconds Disease: actor my catch a standard disease or vampirism (if partner is vampire) every <ticker interval> seconds Pickpocket: steal something if Pickpocket skill is high enough every <ticker interval> seconds Absorb Life: absorb vital stats (ST/HP/MG). Increase yours, lower partners every <ticker interval> seconds Learn Skill: learn a random skill from your partner if your skill is lower than partner’s every <ticker interval> seconds Learn Spell: learn a random spell if you don’t have it yet every <ticker interval> seconds Light (campfire): adds some light Skills improve slower (-30%): All your skills improve slower (not useful for NPC) Skills improve faster (+30%): All your skills improve faster (not useful for NPC) Effects that are only available on "After sex" page Cry: actor will play a short idle Stagger: actor will stagger, drop down Adding custom effects: Create a new (or edit one of the existing) JSON file in folder data\SKSE\Plugins\SexlabUtil1\. The total number off effects across all options is limited to 127! Any file must have the .json extension and must be formatted using json format as follows: Example (part of SexLabUtil1.json.sample): { “zSpellCast” : { "slu1name" : "Spell: Candlelight", "slu1phase" : 0, "slu1type" : 0, "slu1cmd" : { "1" : { "1" : [ "spell", "275236|Skyrim.esm" ] // 0x043324 = Candlelight } } } Description of example above: “zSpellCast” internal Key, required, must be unique across all json files, make sure to choose some unique prefix for your custom effects since the spelling is a problem with Bethesda. The first mod in your load order that defines any given string also defines its spelling. If e. g. you define a key “Spell” and some other mod already defined it as “spell” then JsonUtil will not be able to find your effect since getting the section name from the file will translate it to lower case. Using it later to read the file will not find anything since JSON is case-sensitive. It also does not help to define all keys in lower case for obvious reasons. slu1name= displayed name of the effect, used in MCM menu slu1page= 0 - effect can be selected on start, orgasm, at end page 1 - effect can be selected on After Sex slu1type= 0 – commands following the regular command pattern, this is the only value here as of now, may be extended in later versions slu1cmd= what should this effect do at effect start, in this example “spell” - cast a spell “275236|skyrim.esm” – spell form, note that the ID is given in decimal notation, use e. g. Windows Calculator in programmer mode to get the decimal value of any hex ID from CK or console (in this case 0x043324). Only use and convert the last 6 hex digits of any ID you pick from CK or console. Possible Cmd options: slu1cmd this will activate at start slu1cmdtick this will activate every <ticker interval> seconds slu1cmdend this will activate at the end of custom effect Another Example: { "zEquipTongue" : { "slu1name" : "Equip Tongue 7", "slu1phase" : 0, "slu1type" : 0, "slu1cmd" : { "1" : { "1" : [ "item", "3442|tongues.esp" ], // 0x000d72 "2" : [ "equip", "3442|tongues.esp" ] // 0x000d72 } }, "slu1cmdend" : { "1" : { "1" : [ "unequip", "3442|tongues.esp" ], // 0x000d72 "2" : [ "remitem", "3442|tongues.esp" ] // 0x000d72 } } } } This will add an item, then equip it at start and then do the reverse at end (unequip, remove). Format of the command lists An executable command is a JsonList [ … ] with the command at its first position followed by parameters (see description of commands below) An executable command list is a series of 1..N executable commands. Since those need keys (like “1”, “2”, etc.), I recommend using numbers to avoid the spelling issue. If you need more than 9, make sure to use double digits on all of them (“01”, “02”, etc.). An executable command selector is a series of 1..N executable command lists. At run time, one of those is chosen randomly if there are more than one. These also need keys and the same goes here as for the command lists (“1”, “2”, etc.). Each of the command options from above may exist. If it does, it needs to follow the executable command selector pattern. Of course, not defining any command option will render this definition useless. Activating multiple commands: You can activate more than one command if you put more than one in the command list E.g.: "1" : { "1" : [ "modweight", -50 ], "2" : [ "wait", 10.0 ], "3" : [ "modweight", 50 ] } This will reduce the actor’s weight, then wait for 10 seconds and then increase the actor’s weight again Activating one random command: You can activate one command out of many if you put them in separate lists. E.g.: "1" : { "1" : [ "modweight", -50 ], }, "2" : { "1" : [ "modweight", 50 ] } This will increase or decrease the actor’s weight. You can combine multiple commands and randomize them. E.g.: "1" : { "1" : [ "item", "3442|tongues.esp" ], // 0x000d72 "2" : [ "equip", "3442|tongues.esp" ] // 0x000d72 }, "2" : { "1" : [ "item", "209075|Skyrim.esm" ], // 0x0330b3 "2" : [ "equip", "209075|Skyrim.esm" ] // 0x0330b3 } Gets tongue or helm. The LE version of this mod limited the randomizing of command lists to just 2 command lists. This is no longer required. Command description Possible commands (slu1cmd…=) are (optional Parameters in italics): Spells: spell cast a spell [ “spell”, <formID> ] E.g.: [ “spell”, “275236|skyrim.esm” ] // 0x043324 = Candlelight addspell add a spell to actor. Useful for abilities. [ “addspell”, <formID> ] E.g.: [ "addspell", "193461|Skyrim.esm" ] // 0x02f3b5 = AbFlameAtronach remspell remove a spell from actor. Useful for abilities. [ “remspell”, <formID> ] E.g.: [ "remspell", "193461|Skyrim.esm" ] // 0x02f3b5 = AbFlameAtronach Items: item add item into inventory [ “item”, <formID>, bEquip = false, bSilent = true ] E.g.: [ "item", "240995|Skyrim.esm" ], // 0x03ad63 = Ectoplasm remitem remove item from inventory [ “remitem”, <formID> ] E.g.: [ "remitem", "240995|Skyrim.esm" ], // 0x03ad63 = Ectoplasm elist equip a random item from a form list. [ “elist”, <formListID> ] E.g.: [ "elist", "63|SexLabUtil1.esl" ], // 0x00003f = zSL_Alcohol equip equip an item from inventory. [ “equip”, <formID>, bSilent = true ] E.g.: [ "equip", "209075|Skyrim.esm" ] // 0x0330b3 unequip unequip an equipped item [ “unequip”, <formID>, bSilent = true ] E.g.: [ "unequip", "209075|Skyrim.esm" ] // 0x0330b3 Perks: addperk add a perk [ “addperk”, <perkID> ] E.g.: [ "addperk", "64|SexlabUtil1.esl" ], // 0x000040 = zSL_PerkSkillsDebuf remperk remove a perk [ “remperk”, <perkID> ] E.g.: [ "remperk", "64|SexlabUtil1.esl" ], // 0x000040 = zSL_PerkSkillsDebuf modperkp modify number of perk points actor has [ “modperkp”, iMod ] E.g.: [ “modperkp”, 2 ] Animations: sae Send Animation Event, plays idle [ ”sae”, sIdleName ] E.g.: [ ”sae”, ”IdleForceDefaultState” ] // (stop animation, sort of a reset) E.g.: { “1” : [ “sae”, “IdleChildCryingStart” ], “2” : [ “wait”, 30.0 ], “3” : [ “sae”, “IdleForceDefaultState” ] } (actor starts crying for 30 seconds and then stops) Actor values, stats: modav Modify Actor Value, increase/decrease maximum value for AV (actors value) [ ”modav”, sValueName, iMod ] E.g.: [ ”modav”, ”carryweight”, 100 ] Note: see https://ck.uesp.net/wiki/Actor_Value for list of AVs setav Set Actor Value, set base value for specified AV [ ”setav”, sValueName, iNewValue ] E.g.: [ ”setav”, ”carryweight”, 300 ] Note: see https://ck.uesp.net/wiki/Actor_Value for list of AVs chgav Restore or damage current actors value. Positive numbers will restore/heal, negative numbers will damage/harm [ ”chgav”, sValueName, iMod ] E.g.: chgav:health:7 (heal for 7 points) Note: see https://ck.uesp.net/wiki/Actor_Value for list of AVs absorbav absorb (take from other actor and give to self) actors value [ ”absorbav”, sValueName, iPercent ] E.g.: { “1” : [ “absorbav”, “Health”, 0 ], “2” : [ “absorbav”, “Magicka”, 0 ], “3” : [ “absorbav”, “Stamina”, 0 ] } (absorb all vital stats) Parameter iPercent: 0 = use sexlab skill, 1-100: percentage of current AV Target’s actor value will not be damaged below 1! Note: see https://ck.uesp.net/wiki/Actor_Value for list of AVs modweight change actors weight [ ”modweight”, fMod ] E.g.: [ ”modweight”, 50.0 ] Resulting weight will be clamped between 0.00 and 100.0. nisetnode call NetImmerse.SetNodeScale [ ”nisetnode”, sNodeName, fScale ] E.g.: [ ”nisetnode”, ”NPC Belly”, 50.0 ] spm call MfgConsoleFunc.SetPhonemeModifier. This needs MfgFix (https://www.nexusmods.com/skyrimspecialedition/mods/11669)! [ ”spm”, iMode, iID, iValue ] E.g.: [ ”spm”, 0, 1, 40 ] Mode: 0 = Phoneme, 1 = Modifier, see https://ck.uesp.net/wiki/ModifyFaceGen for a list of phonemes and modifiers qnnu QueueNiNodeUpdate, refresh actor. Use after nisetnode, modweight, etc.. [ ”qnnu” ] alarmassault Have this actor behave as if assaulted [ ”alarmassault” ] alarmtrespass Has this actor behave as if they caught the other actor trespassing [ ”alarmtrespass” ] combatstop Removes this actor from combat (i. e. actor.StopCombat()) [ ”combatstop” ] combatstop2 Stops all combat and alarms against this actor (i. e. actor.StopCombatAlarm()) [ ”combatstop2” ] combatstart Starts combat with the other actor, if applicable (not after Masturbation events) [ ”combatstart” ] E.g.: combatstart rrset Set relationship rank with other actor [ ”rrset”, iRank ] E.g.: [ ”rrset”, -4 ] // (make other actor Archnemesis) See https://ck.uesp.net/wiki/GetRelationshipRank for a list of rank values. rrmod Increase/decrease relationship rank with other actor [changed from rrinc in 0.17] [ ”rrmod”, iMod ] E.g.: [ ”rrmod”, 1 ] // (become more friendly with other actor) factionrm Remove from faction [ ”factionrm”, <factionID> ] E.g.: [ ”factionrm”, “378957|Skyrim.esm” ] // 0x05c84d = PotentialFollowerFaction factionset Set faction rank [ ”factionset”, <factionID>, iRank ] E.g.: { “1” : [ ”factionset”, “378957|Skyrim.esm”, 0 ], “2” : [ ”factionset”, “378958|Skyrim.esm”, -1 ] } (adds to PotentialFollowerFaction and CurrentFollowerFaction) factionmod Increase/decrease faction rank [changed from factioninc in 0.17] [ ”factionmod”, <factionID>, iRankMod ] E.g.: [ ”factionmod”, “378957|Skyrim.esm”, 1 ] (increases rank in PotentialFollowerFaction) Sound: sound play a sound (Audio\Sound Marker in CK) [ ”sound”, <soundMarkerID>, iDuration, fVolume ] E.g.: [ ”sound”, “1021473|Skyrim.esm”, 10, 1.0 ] // 0x0f9621 (plays QSTShadowmereAppearMarker for 10 seconds at full volume) fVolume ranges from 0.0 to 1.0 and is relative to the game’s global volume settings Global variables: modgv Modify (increase/decrease) global variable [ ”modgv”, <globalVariableID>, fMod ] E.g.: [ ”modgv”, “6205|chesko_frostfall.esp”, 2.0 ] // 0x00183d limitgv Clamp global variable’s value to be within given bounds [ ”limitgv”, <globalVariableID>, fLowerBound, fUpperBound ] E.g.: [ ”limitgv”, “6205|chesko_frostfall.esp”, 10.0, 120.0 ] // 0x00183d Skyrim game settings: setini Set a Skyrim.ini setting [changed from setini[b,f,i,s] in 0.17] [ ”setini”, sType, sSection, sSetting, xValue ] sType can be any of “bool”, “float”, “int”, or “string”, xValue must be of the corresponding type E.g.: [ ”setini”, “float”, “Camera”, “fOverShoulderCombatPosz”, 20.0 ] E.g.: [ ”setini”, “float”, “Havok”, “fInAirFallingCharGravityMult”, 0.1 ] E.g.: { ”1” : [ ”setini”, “bool”, “General”, “bDisableGearedUp”, true ], ”2” : [ ”qnnu” ] } Misc: msg display a text as debug notification [ ”msg”, sText, iColorRGB = 0xffffff = white ] E.g.: [ “msg”, “This feels good...”, 3381504 ] // 0x339900 = green send send simple mod event [ ”send”, sEventName, sStringParameter = “”, fFloatParameter = 0.0 ] E.g.: [ “send”, “yps-HairColorDyeEvent”, “Black”, 0.0 ] wait wait, pause [ ”wait”, fTime, bGameTime = false ] E.g.: [ “wait”, 20.0 ] // wait 20 seconds real time E.g.: [ “wait”, 1.0, true ] // wait 1 hour game time Please note: waiting time for real time is given in seconds, game time in hours! force3d force player view into 3rd person. Only if player is involved [ ”force3d” ] force1p force players view into 1st person. Only if player is involved [ ”force1p” ] Disease: disease tries to infect actor with a random built-in disease, vampirism being a possible outcome if other actor is a vampire [ ”disease” ] Learn/steal: learnskill learn a random skill from other actor if other actors skill is higher than this actors skill. [ ”learnskill”, iChance ] E.g.: [ ”learnskill”, 100 ] Chance = 0 will do the same as Chance = 100! learnspell learn a spell from other actor [ ”learnspell”, iChance ] E.g.: [ ”learnspell”, 100 ] Chance = 0 will do the same as Chance = 100! pickpocket pickpocket gold or a small, cheap item from the other actor if your pickpocket skill is high enough [ ”pickpocket”, iChance ] E.g.: [ ”pickpocket”, 100 ] Chance = 0 will do the same as Chance = 100! Texture overlays (NiOverride from RaceMenu): overlaytc overlay texture change [ ”overlaytc”, sTexturePath, sType, iOverlaySlot ] E.g.: [ ”overlaytc”, “Actors\\Character\\Overlays\\FemaleBodyTattoo_0.dds”, “body”, 0 ] Texture path must be given relative to data\textures. Path backslashes must be doubled (json requirement) sType denotes the body part where to add the texture. Can be any of “body”, “hands”, “feet”, or “face” sOverlaySlot defines the overlay slot to be used relative to sType. Refer to RaceMenu/NiOverride and possibly edit data\SKSE\Plugins\skee64.ini to get more slots overlaycc overlay color change [Changed color parameter from RGBA to RGB and added alpha from 0.17] [ ”overlaycc”, iColorRGB, sType, iOverlaySlot, fAlpha = 1.0 ] E.g.: [ ”overlaycc”, 0, “body”, 0, 1.0 ] sType denotes the body part where to add the texture. Can be any of “body”, “hands”, “feet”, or “face” sOverlaySlot defines the overlay slot to be used relative to sType. Refer to RaceMenu/NiOverride and possibly edit data\SKSE\Plugins\skee64.ini to get more slots overlaygc overlay glow color change [Changed color parameter from RGBA to RGB and added alpha from 0.17] [ ”overlaygc”, iColorRGB, sType, iOverlaySlot, fAlpha = 1.0 ] E.g.: [ ”overlaygc”, 0, “body”, 0, 1.0 ] sType denotes the body part where to add the texture. Can be any of “body”, “hands”, “feet”, or “face” sOverlaySlot defines the overlay slot to be used relative to sType. Refer to RaceMenu/NiOverride and possibly edit data\SKSE\Plugins\skee64.ini to get more slots Files with extension other than .json (e.g. .sample) are examples. SexlabUtil1 mod only loads files with extension .json. Changes: • 0.20: converted to SE/AE light master (ESL), replaced .INI reading by DLL with JsonUtil and json config file format, DLL is no longer required. ----------------------------------------------------- LE versions below ----------------------------------------------------- • 0.17: new custom commands. faction rank, relationship rank, alarm, start/stop combat • 0.16: all effects are now implemented as custom commands, RaceMenu overlays support • 0.15: some improvements, more custom commands • 0.14: sound custom command, extra conditions • 0.13: expanded custom effects functionality • 0.12: activate effect, get item, etc. from any other mod • 0.11: actor race Undead, skills improve faster/slower, bug fix • 0.10: major rework of everything • 0.9: new effect, changed Heal • 0.8: bug fix (duration didn’t work), new effect • 0.7: major rewrite of code • 0.6b: bug fix • 0.6: Set scale to 1 • 0.5: disable like (stagger/bleedout) effect. Looks like it works with SL v 1.20 • 0.4: pickpocket, soul devour, augment, extra options for disease • 0.3: a couple of generic buffs and debuffs • 0.2b: bug fix with disease • 0.2: changed toggle(on/off) for many effects to percent chance, bug fix, TCL, simple disease support Credits @Fotogen for the original mod (most of which remains unchanged) Submitter botticelli Submitted 06/18/2025 Category Framework & Resources Requirements SexLab SE - Sex Animation Framework v1.66b - 01/18/2024 Regular Edition Compatible No Install Instructions Edited June 18, 2025 by botticelli 1
Fraying9981 Posted June 18, 2025 Posted June 18, 2025 Whats the difference with sex lab triggers, apart from the fact it's all configurable via mcm and not files directly?
ebbluminous Posted June 18, 2025 Posted June 18, 2025 Looking at the description on the base page, this is similar to SexLab Triggers?
botticelli Posted June 18, 2025 Author Posted June 18, 2025 2 hours ago, ebbluminous said: Looking at the description on the base page, this is similar to SexLab Triggers? Well, for starters Fotogen didn't mention Sexlab Triggers when I asked for a SE version of SexLabUtil1 and since I'm used to *that* name and didn't find the other, I did port it myself. So, yes, it's probably very similar. I'd wager SL Triggers to be a bit slower and more resource consuming with the form commands since it still parses form IDs itself instead of leaving that to JsonUtil.
ebbluminous Posted June 18, 2025 Posted June 18, 2025 4 minutes ago, botticelli said: Well, for starters Fotogen didn't mention Sexlab Triggers when I asked for a SE version of SexLabUtil1 and since I'm used to *that* name and didn't find the other, I did port it myself. So, yes, it's probably very similar. I'd wager SL Triggers to be a bit slower and more resource consuming with the form commands since it still parses form IDs itself instead of leaving that to JsonUtil. Fotogen made SL Triggers as well, it is listed under their files. There is someone working on a Redux version of it, to bring about improvements:
gooser Posted July 19, 2025 Posted July 19, 2025 I actually prefer this mod over SL Triggers. I noticed that some of the durations seem wonky though - like a 10 minute duration, equates to like 24 hours of real clock time. Somethings off
Fraying9981 Posted July 19, 2025 Posted July 19, 2025 1 hour ago, gooser said: I actually prefer this mod over SL Triggers. May I ask why?
ClopErDos Posted November 7, 2025 Posted November 7, 2025 When installing via MO2, a DATA folder is created in the mod's body. The structure is incorrect.
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