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SLSO x SSR patch ( Sexlab Separate Orgasm + Sexlab Squirt Reborn )


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Posted

 

hello sry i didnt understand how squirt reborn should work with separate orgasm,can u explain me it plz ^^

 

 

 

It makes it so the peaches squirt out peach juice when girls have orgasms via SLSO.

 

ah thats it,then doesnt work on my game for some reason,theres something to tweaks to get it work?

Posted

 

 

hello sry i didnt understand how squirt reborn should work with separate orgasm,can u explain me it plz ^^

 

 

 

It makes it so the peaches squirt out peach juice when girls have orgasms via SLSO.

 

ah thats it,then doesnt work on my game for some reason,theres something to tweaks to get it work?

 

 

No tweaks.  It works in my game so all I can ask is: did you install it correctly?  do you have squirt reborn installed?

  • 2 weeks later...
Posted

Hey, I tried this patch and it's working great on the squirts but I seem to have another problem now. For some reason if a npc has two squirts in a quick succession she will equip her clothes during animation and I have to use unequipall to get them off. But shortly she will re-equip them again when orgasming. I'm not sure if its another mod conflicting but it started appearing after I installed this patch.

Posted

Hey, I tried this patch and it's working great on the squirts but I seem to have another problem now. For some reason if a npc has two squirts in a quick succession she will equip her clothes during animation and I have to use unequipall to get them off. But shortly she will re-equip them again when orgasming. I'm not sure if its another mod conflicting but it started appearing after I installed this patch.

 

I have the same problem.

  • 2 months later...
Posted

 

Hey, I tried this patch and it's working great on the squirts but I seem to have another problem now. For some reason if a npc has two squirts in a quick succession she will equip her clothes during animation and I have to use unequipall to get them off. But shortly she will re-equip them again when orgasming. I'm not sure if its another mod conflicting but it started appearing after I installed this patch.

 

I have the same problem.

 

 

That issue seems to be present from the original SexLab Squirt Reborn mod, and seems to be a weird behaviour related to dynamically removing items from inventories (you'll also often see it in the form of NPCs reequipping shields that you removed from their inventory via console). I'm looking into it--even though SLSR is abandoned, the original mod author had some ideas to fix it and I'm hoping they're still around to respond.

 

In the meantime, turning the multiple orgasms chance in SLSO to 0 should be a sufficient stopgap, since the bug only appears when a character has two or more orgasms in rapid succession (as the script removes the squirt "armour" and reequips it).

  • 7 months later...
Posted

Hi,  you should write in the discription that it works with the SSR loose version. For me it overwrite only with the loose version of SSR... also i m a MO user

  • 6 years later...
Posted (edited)
On 10/4/2017 at 6:36 AM, OTC said:

 

That issue seems to be present from the original SexLab Squirt Reborn mod, and seems to be a weird behaviour related to dynamically removing items from inventories (you'll also often see it in the form of NPCs reequipping shields that you removed from their inventory via console). I'm looking into it--even though SLSR is abandoned, the original mod author had some ideas to fix it and I'm hoping they're still around to respond.

 

In the meantime, turning the multiple orgasms chance in SLSO to 0 should be a sufficient stopgap, since the bug only appears when a character has two or more orgasms in rapid succession (as the script removes the squirt "armour" and reequips it).

SexLab Squirt Reborn - Downloads - SexLab Framework LE - LoversLab page 8

 

As I am a digital moron who has the orgasm redress problem I thought tht this might give some superior being a clue on how to fix it😁

BTW The "reveal Hiddens" actually work despite being a  copy/paste.

xxxxxxxxxxxxxxxxxxxxxxx

 

i´m sorry, but i can not alter any script, and i think, changing the effects from armorparts to Magic effects will require a complete rebuild of the mod. First, i have no scripting skills and second, script-compiling with my CK-installation did not work. I don´t know why. Errors everytime. But, for me, it´s ok if my PC is the only world-watering-fountain out there.

Not a complete rebuild. For the most part it would just require opening up P71_SlSqR_OrgasmMagic.psc, replacing all EquipItem() calls with AddSpell() calls and all relevant UnequipItem() calls with RemoveSpell() calls than recompiling. The rest would be purely CK work.

 

Actually, now that I'm looking a the source code, it seems I already have everything mostly in place to handle MagicEffect based squirts so long as they are implmented as Abilities. P71_SlSqR_OrgasmMagic.AddEffect() just needs to be edited to look like this:

  Reveal hidden contents
Form Function AddEffect(Actor akActor, FormList akActiveList, Float afStart)        ; Helper Function
    Form kObj = akActiveList.GetAt(Utility.RandomInt(0, akActiveList.GetSize() - 1))
    kEfects[iFill] = kObj
    iFill += 1

    If (kObj as Armor)
        Armor kOldItem = akActor.GetWornForm((kObj as Armor).GetSlotMask()) as Armor

        If (!kOldItem || kOldItem.HasKeyWord(SlSqEffectKeyword))
            akActor.EquipItem(kObj, false, true)
            SendSquirtEvent("SlSqR_SquirtStart", akActor, kObj)

            If (bDebug)
                Debug("Applying " + kToString(kObj) + " Effect to " + kToString(akActor) + ". Starting offset: " + afStart + ".", 1)
            EndIf
        ElseIf (bDebug)
            Debug(GetFileName(SlSqMainQ) + " has detected an item (" + kToString(kOldItem) + " belonging to " + GetFileName(kOldItem) + ") equipped on " + akActor + " that conflicts with the squirt effect item " + kToString(kObj) + ". The squirt effect will not be equipped and its corresponding SlSqR_SquirtStart Event will NOT be sent, however its corresponding SlSqR_SquirtEnd Event may still be Sent. This Error should be reported to the author of " + GetFileName(kObj) + " so that notes on compatibility can be made.", 2)
        EndIf
    ElseIf (kObj as Spell)
        akActor.AddSpell(kObj)
    EndIf

    Return kObj
EndFunction

 

 

and P71_SlSqR_OrgasmMagic.DoTimedSquirt() need to be tweeked to look like this:

  Reveal hidden contents
Bool Function DoTimedSquirt(Actor akActor, FormList akActiveL)
    Float fStart
    Float fEnd

    If (bUseTiming)
        fStart = fOrgasmOffsets[0] + Utility.RandomFloat(0, fOrgasmOffsets[1])
        Utility.Wait(fStart)
    EndIf

    Form kE = AddEffect(akActor, akActiveL, fStart)

    If (bRemoveOnEnd)
        If (bUseTiming)
            fEnd = Floor(SexLabQuestFramework.StageTimer[4] - fStart - fOrgasmOffsets[2] - Utility.RandomFloat(0, fOrgasmOffsets[3]), 0)
        Else
            fEnd = Floor(SexLabQuestFramework.StageTimer[4] - 0.5, 0)    ; Gives the game a 0.5 second buffer.
        EndIf
        Utility.Wait(fEnd)

        If (iFill)            ; Make sure the Fill array is filled, and if not, abbort. Provents threading issues that could be caused by the squirt key.

            If (kE as Armor)
                akActor.UnequipItem(kE, False, True)
            Else
                akActor.RemoveSpell(kE as Spell)
            EndIf
            SendSquirtEvent("SlSqR_SquirtEnd", akActor, kE)

            If (bDebug)
                Debug("Unequipping " + kToString(kE) + " Effect from " + kToString(akActor) + ". Ending offset: " + fEnd, 1)
            EndIf
            
            Return True
            
        EndIf
    EndIf

    Return False
EndFunction

 

 

It looks like the MCM is already set up to handle non-armor based effects so that should pretty much be it.

 

If your interested it might be worth doing a complete reinstall of the CK and see if that helps with your compiler problems.

 

 

Heyo, I'm willing to put in the grunt effort to get the squirts to work as a MagicEffect. Can you just let me know what needs to be changed in the CK?

 

EDIT: Checking in the CK, there appears to be a MagicEffect for one of the squirts called "SlSqtGush01Eft," used by the spell "SlSqGush01Spell." Is this an example of what converting all the items to MagicEffect instead of Armour would look like? 

 

EDIT 2: Alright, I've been able to throw your premade "SlsqGush01Spell" into the Formlist, and it's showing up in the MCM menu. In addition, your code you supplied appears to be firing properly--I threw in some debug messages that only trigger when the mod applies a kObj that is a spell, and by all accounts the mod is recognizing the new spell as indeed a spell and not an armour piece. However, there is currently no effect being shown for some reason. Will have to investigate.

 

Also, in the AddEffect codeblock you supplied, Papyrus will only compile it if you write it as such:

Form Function AddEffect(Actor akActor, FormList akActiveList, Float afStart)        ; Helper Function
    Form kObj = akActiveList.GetAt(Utility.RandomInt(0, akActiveList.GetSize() - 1))
    kEfects[iFill] = kObj
    iFill += 1

    If (kObj as Armor)
        ; snip
    ElseIf (kObj as Spell)
        akActor.AddSpell(kObj as Spell) ; only compiles if "kObk as Spell) is the argument
	Debug.MessageBox("Adding Spell Effect!") ; just one of my crappy debug messageboxes
    EndIf

    Return kObj
EndFunction

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Hopefully someone can fix this : )

Edited by Will55

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