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SexLab HDT High Heels Handler


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Posted
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!!! NOTE THAT THE HDT HIGH HEELS HANDLER IS INCLUDED IN SEXLAB AS OF VERSION 1.60 !!!

 

This is a really simple mod for those of you who like some CFNM (clothed female, nude male) action while the girls are wearing their HDT high heels. It does nothing more than remove the HDT spell during sex and reapply it once the sex act has completed, if the actor is wearing HDT high heels.

 

I have also allowed for the actor change functionality of SexLab, but I am not using any mods that change actors midway through a sex act. I've thoroughly code reviewed it and it should work, but no guarantees there.

 

This mod hooks into the SexLab global events and pulls the HDT magic effect using getFormFromFile(), so there is no direct dependency on the HDT High Heels esm. So Ashal, you are more than welcome to take this code and incorporate it into SexLab.


 

Posted

neat having to keep unequipping and then equipping shoes after sex is one of the reasons i have but rarely use high heels in skyrim

Posted

I didn't even identify this as a cause, but i make so much sense why many alignments were off vertically, I'd be consistently re-editing ingame (great feature, but kind of tedious) to adress this.

Posted

I will test it again but I found a smaaal incompatibility.

The mod works normall, HDT effect get re-equiped after sex...Except after the animation triggered from TDF aggresive prostitution where the client approaches the player. If the player approaches the client, it works. 

Posted

I will test it again but I found a smaaal incompatibility.

The mod works normall, HDT effect get re-equiped after sex...Except after the animation triggered from TDF aggresive prostitution where the client approaches the player. If the player approaches the client, it works. 

 

Hmm... I'm off all week so I'll try to take a look. I hook into the AnimationStart, AnimationEnd and ActorChangeEnd events in SexLab, maybe this mod is using some different mechanism that doesn't result in one of these events being fired.

Posted

Updated. Turns out I was using the actor list associated with the SexLab AnimationEnd event, which is known for sometimes firing after the actor list is cleared by SexLab. *Sigh* that's why I put the 75 element actor array in my script in the first place. Anyway, I'm now using my internal actor list to reapply the HDT spell following a sex act, please let me know if this works any better.

 

Just install the new update over the top of the existing mod. No changes to the important parts of the script.

Posted

Still seeing issues in my own game when running Random Sex @ 10 seconds around a bunch of followers. Looks like there's some issues with the hdtHighHeelEffect script as I'm seeing a bunch of stack traces in the papyrus logs. Going to try rewriting the hdtHighHeelEffect code to properly use states to see if that helps. If it does I'll try to contact the HDT high heels modder to see if an official fix can be applied.

Posted

I did briefly saw an issue on a folower where the efeect was applied-removed-reaplied constantly causing the follower to "jump" up and down. Didn;t payed much attention to it and havent extensively checked it to see if ti happens again. Is this the same issue you are having?

Will propably have more info on it some time later

 

Posted

So it turns out that the HDT magic effect maintains the state of the high heels, which is a no-no as the instance is shared among anything that makes use of the magic effect. As a result the actor is not being raised or lowered when they're supposed to be, especially if the spell effect is activated or deactivated on more than one actor at the same time.

 

I will put up a fixed version here (also removes a whole bunch of onUpdate() code, which might've been an abortive attempt to fix these kinds of multi-threading issues), but will attempt to contact HydrogenSaysHdt to get an "official" fix out on the Nexus.

 

Note you will need to unequip and equip any high heels on your followers when you update HDT high heels, or at least I had to...

 

EDIT: Further testing indicates I need to handle onLoad() correctly. Will put up a new version in a bit.

Posted

New version up, including a fixed version of HDT High Heels. Had to restore the onUpdate() code but since it's mainly used to preserve the HDT state across saves, I updated the registerForSingleUpdate() time from the ridiculous 0.1 seconds to 2 seconds to reduce the load on the Papyrus sub-system.

 

I have abused this code in my own game for the last three hours, including a half hour of 10-second random sex with seven of my followers wearing HDT high heels. No errors were seen.

Posted

Any special procedure for updating from existing HDT highheel system to this new one? or just overwrite and go?

Updating mods with scripts are scary!

Posted

Any special procedure for updating from existing HDT highheel system to this new one? or just overwrite and go?

Updating mods with scripts are scary!

 

Yeah, this one you can just overwrite the files, won't be any issues.

 

However, you really should use a mod manager if you aren't already. It takes care of cleaning up script files for you when you decide to remove the mods, and it also has the added benefit of letting you know if multiple mods try to make changes to the same file, which would create a conflict.

  • 2 weeks later...
Posted

I have done a load of work on the HDT Papyrus code over the last week or two.

 

- Eliminated the need for the onUpdate() code by kicking off a refresh quest off the onPlayerLoadGame() event.

- Figured out the sequencing of onEffectStart() and onLoad() so that high heels are correctly refreshed during unload/load cycles.

- Remove HDT effect when riding horses.

- Looking to do some work on the MCM menu, as an example there is no setting for the workbench.

- Testing, testing, testing...

 

So far everything looks good, but will probably not release an update prior to this weekend.

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