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Anyone have luck calling functions in SexLab Aroused?


Fredas

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Posted

Semi-important aspect of the mod I'm putting together is its interactivity with SexLab Aroused.  Specifically, I check on the arousal level from said mod, and use that data to influence how my mod works.  Well, since I don't want to be married to a mod that currently doesn't have any configurability (that I know of), I decided to also throw in a keyboard command that increases the player's arousal by a flat number, so that the arousal effect can be triggered at will.

 

There's the problem, though.  The example scripts provided by the author of SexLab Aroused suggest that the following function is what one would use to dictate a modification to the arousal level:

 

UpdateActorExposure(akSpeaker, ANumber)

This doesn't work.  Actor "exposure" for the player remains unaffected.  Another script made use of this:

 

SetActorExposure(same syntax)

This also doesn't work.  The mod is definitely installed; that's one of the things my own mod checks on.

 

The author of this mod seems to be on hiatus, so I'm basically hoping someone would be willing to test this mod in whatever esoteric steps are required, and figure out how one is in fact supposed to institute modifications to the player's "exposure" level according to SexLab Aroused.

 

Posted

Devious Devices uses Aroused fairly extensively: Feel free to look at the code from it if you're looking for usage examples.

slaUtilScr Property Aroused Auto

Aroused.UpdateActorExposure(akActor, 5, "The reason to be logged")

Aroused is decently configurable: It contains an MCM menu with a number of options.

Posted

Devious Devices uses Aroused fairly extensively: Feel free to look at the code from it if you're looking for usage examples.

slaUtilScr Property Aroused Auto

Aroused.UpdateActorExposure(akActor, 5, "The reason to be logged")

Aroused is decently configurable: It contains an MCM menu with a number of options.

 

I ended up having to start a new game in order to cause the config menu to show up.  Lesson learned.  The actual configuration I'm particularly after is the ability to turn off the NPC scan / arousal monitoring, since it's extra overhead that I (and my mod) don't need.

 

I was hoping that starting from scratch would also fix the problem I'm having where slaUtilScr (actually slaFrameworkScr) is completely ignoring my calls to its functions.  It did not.  The line you give above should at the very least return a debug notification, but I don't even get that much.  The script compiles so it's definitely finding what it needs, but the function calls just refuse to work.  See anything wrong with the following?

 

slaUtilScr Property Aroused Auto
Aroused.UpdateActorExposure(Game.GetPlayer(), 5, "ARGH")
Posted

 

Devious Devices uses Aroused fairly extensively: Feel free to look at the code from it if you're looking for usage examples.

slaUtilScr Property Aroused Auto

Aroused.UpdateActorExposure(akActor, 5, "The reason to be logged")

Aroused is decently configurable: It contains an MCM menu with a number of options.

 

I ended up having to start a new game in order to cause the config menu to show up.  Lesson learned.  The actual configuration I'm particularly after is the ability to turn off the NPC scan / arousal monitoring, since it's extra overhead that I (and my mod) don't need.

 

I was hoping that starting from scratch would also fix the problem I'm having where slaUtilScr (actually slaFrameworkScr) is completely ignoring my calls to its functions.  It did not.  The line you give above should at the very least return a debug notification, but I don't even get that much.  The script compiles so it's definitely finding what it needs, but the function calls just refuse to work.  See anything wrong with the following?

slaUtilScr Property Aroused Auto
Aroused.UpdateActorExposure(Game.GetPlayer(), 5, "ARGH")

 

There is indeed an option for that: It's the "NPC Cloak Effect" or some such.

 

That script should work fine: Ensure that the player isn't in the arousal lock / block factions (Which could cause it to fail silently)

 

Posted

There is indeed an option for that: It's the "NPC Cloak Effect" or some such.

 

Cloak effect is needed for the mod to function, according to the menu.  Below that is "naked armor for NPC" which optionally checks NPCs for custom naked armor.  There isn't specifically a "NPC Cloak Effect" available, although that does sound like the function I'm after (disabling the mod's functionality on NPCs).

 

That script should work fine: Ensure that the player isn't in the arousal lock / block factions (Which could cause it to fail silently)

 

Both are at default (not checked).  Here, what I've reduced my script to in order to isolate this joy:

 

 

Scriptname BScript02 extends Perk
 
slaFrameworkScr Property Aroused Auto
 
Event OnInit()
int Mods = Game.GetModCount()
int i
While i < Mods
string Modname = Game.GetModName(i)
If Modname == "SexLabAroused.esm"
; HasSLA = 1
Debug.Notification("SexLabAroused.esm found.")
Utility.Wait(6.0)
EndIf
i += 1
EndWhile
BMain()
endEvent
 
Function BMain()
actor akActor = Game.Getplayer() as actor
int argh = Aroused.GetActorExposure(akActor)
Debug.Notification("Player exposure is " + argh)
Utility.Wait(6.0)
Aroused.UpdateActorExposure(akActor,40,"blah")
Utility.Wait(1.0)
argh = Aroused.GetActorExposure(akActor)
Debug.Notification("Player exposure is " + argh)
int argh2 = Aroused.GetActorArousal(akActor)
Debug.Notification("Player arousal is " + argh2)
EndFunction

 

(You'll have to pardon me if I refuse to indent that mess twice after the first post deleted everything I typed after /code.)

 

What I should get from the above is some handy feedback on SexLabArousal's exposure / arousal variables for the player character.  What I instead get is: "SexLabAroused.esm found." "Player exposure is 0" "Player exposure is 0" "Player arousal is 0".  The actual SLA status in MCM would beg to differ; it pegs exposure / arousal in the 40s.

 

I'd like to think that the compiler is the final word on whether or not things are where they supposed to be; if it compiles, all should be golden.  But this is starting to drive me a little batty.

 

Posted

 

Did you set the property for the "slaFrameworkScr" variable to the Aroused Framework function after you compiled the script? Otherwise it will still be equal to None and will obviously not work though it should be pretty obvious in the Papyrus log.

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