Jump to content

Recommended Posts

Posted (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
  • Submitted
    06/18/2025
  • Category
  • Requirements
    SexLab SE - Sex Animation Framework v1.66b - 01/18/2024
  • Regular Edition Compatible
    No
  • Install Instructions

 

Edited by botticelli
Posted
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. 

Posted
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: 

 

  • 1 month later...
Posted

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

  • 2 weeks later...
  • 3 months later...

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...