0.0.5d

- May have fixed a CSL "cheat" with the strip effect 

0.0.5c

- Added protections to hopefully stop survival effects from causing rolls on the "loose" pickups. Also included all magazines, holotapes, keys, quest items etc to this. KziitdFetishToolset and Devious Devices items also shouldn't trigger rolls (if you use them).
- Added optional workbench-ignore so you hopefully dont trigger the mod when messing with your gear/getting your loot back (you probably already rolled for it anyway) 
- Added cooldown between failed rolls timer, default is set to a low number so most people wouldn't notice any difference.
- Added third tier to notifier to see failed rolls + previous tiers, fourth tier to see full debug info (to see *why* something didn't trigger a roll).
- Decimal values are actually being looked at for rolls instead of flat numbers (whoops), so sub 1% chances should be above 0% now, something at 2.5% will actually be 2.5% instead of 2% etc.
- Clarified MCM wording for roll chances. 


0.0.5a + b

b: - fixed morality to be a whole number so it works.

a: 
- Fixed a major bug with the calculation of the negative values (they were doing double-negatives a lot of the time for a lot of the Attributes branch what the heck. I'm honestly sorry and this is very embarrasing)
- Added Morality (Random) to NPC spawns (from this mod for Harassment) since they weren't always spawning with the value.
- Sorry I guess there was a version "a" after all....


0.0.5

-World-item pickups is now working albeit a little janky, it can be used instead of the other two pickup chances or in conjunction, has protections for keys and holotapes. It *will* roll against items applied/given to the character and other effects from other mods and the game itself, which may seem like "ghost rolls".
-Added location toggles for Towns/Settlements instead of having them in the code and confusing people (me) as to why the rolls aren't working.

-Got the Harassment approaches working correctly (mostly), if an NPC is spawned their confidence is set 50-99 and NotEligible is set to 0, so they can actually do whatever they are called to do, things like morality and the rest are left up to SH, local NPCs confidence values are also increased but should reset to the previous level after ~25 seconds. It should work most times, but due to how SH internally handles rolls/approaches (to my understanding) not every NPC spawned will be able to do every call. They're still all "bad" rolls since while it may be possible to force a "good" harassment event, it kind of defeats the purpose of that mod itself (risk/suspense/chance). It should still just re-roll if it's a good+harassment roll.  

0.0.4c

- Altered the Luck and Intelligence backend, should work better now. 
- The Reset system button in MCM should actually work now, if you have an older version and your luck/intelligence is damaged you will need to wait out the timer before removing the mod. 

Probably needs an uninstall (or disable) mod>load without mod>save>reinstall new version>play  (if updating from .4b)  
    if you used an older version than .4b you might need a save that hasn't seen this mod at all before.

0.0.4b

- added a quest to re-start the main quest on game load, this should fix it (if you tried 0.0.4a this should work as a drop in hopefully)
- Should work when you load a save game instead of only working at the beginning.
                Needs a save game that hasn't seen this mod before, at least it did for me.

0.0.4

- Added LocTypeWorkshopSettlement to the safe locations so hopefully the mod wont fire in actual safe locations
- Other>Strip All effect "Good" Value is a "Heal 1 point to all limbs", 1: To prevent a failed roll, 2: A reason to risk a few rolls+increase the chances for survival players instead of suffering forever. 1 point is hardly anything and being leg-crippled with no stimpak in survival is the opposite of fun most of the time. 
- Added Tattoos After Rape support + options to "Other" , Make sure you have the correct resolution tattoos for your body/face. I could only find/use a function to wipe ALL tattoos which seemed unfair/cheaty. As of now it will just fail if its good+tattoo, it should roll-over to a "good roll" but I will work on that later.
- Added Luck and Intelligence modifiers to "Other" (newer rolls replace the effect and the timer will reset on each new stack)
- Added mod-reset function, be sure to click this in MCM before removing the mod if Int/Luck are affected.
- Moved things around in the MCM


0.0.3

-Added Combat Strip Lite Good/Bad effects. Will either Heal or cause a Damage stack. (Only tested on strip, not on damaged/broken armour, it just affects the VCSL_DamageLevel value used by CSL).
-Moved "Other" rolls to its own MCM page, now rolls work like this: Good/Bad > Potentcy > Attributes/Harassment/Other > Winning Branch. When potency doesn't matter it is still rolled for. 

If it doesnt work between versions, make a manual/hard save (good habit), disable the mod, load your game, save it, enable the mod, play on.


0.0.2

-Cleaned/Solved the notifier barely working
-Added Sex Attributes chance globalvariable, instead of Other+Harassment+All of the Attributes Rolls competing, it is now Attributes vs Other vs Harassment. Now it will be a lot easier to understand your chances and scale them. 
-Added "full unequip" as the first/currently-only possible outcome for "Other" effects. Your pipboy is also stripped and re-equipped in this, may cause you to have an un-wanted equipped pipboy since I know some mods will unequip them intentionally. Also maybe Fallout London may have an issue I'm not sure on the pipboy use there. Doing unequipall seems like the cleanest/easiest solution otherwise it's a much more lengthy and troublesome stack of code. Just set "other" to 0 if this will cause an issue.
-Added some restrictions on Harassment spawns and cleaned it up so dead/useless NPCs arent seen or used.
-Added Hypnotised-level changes as a possible outcome in the Harassment page, plus sliders for the chance and potency of course (thanks for the idea Lokikun)
-ESL-ified + Cleaned up some wording for clarity in the MCM (MCM may have some incorrect values now but I think I got them all)
-May need a new/clean save, may not.



