2.10b

- Moved all the Commonwealth Moisturizer checks to actor values instead of equipped items, this should fix the invisible cum issue. 
- Reduced some consumable willpower defaults (alcohol and chems were basically cheating at default levels, you can change them back yourself)

2.10a

- Hopefully fixed Moisturiser timer so it can be changed/saved between loads (If you're finding you are getting "invisible cum", it likely is still equipped, your best bet is to remove it (all) in the debug of Commonwealth Moisturizer then unregister for events, leave the MCM, then re-enable for events.)

2.10

- Added Willpower changes from AAF Scenes (Big thanks to @cookiemonsta234 who provided most of the code)
     - I have only partly tested this, please let me know if you notice any bugs
- Moved most (all?) notification options to the top of their respective groups 

2.00a

- Reverted swimming back to a single event since I'm unable to get it to work on a timer, going above/below the water may still force it to trigger more than once, as it was before


2.00 "Sex Attributes Arousal and Willpower Helper" is too long of a name for a mod.  

- Upgraded all functionality that made sense to be able to work with FPA_Value_Willpower as well
      -This includes everything but the Zaz-animations. Everything should just work the same hopefully, including every modifier for the values. You probably will want to mess around with the default values for Willpower a bit, I typically just used reverse-arousal values for combat and others.
- Arousal / Willpower effects from this mod can be disabled from the Maintenance Page so you can use both/either
- Willpower has its own notifier option
- Commonwealth Moisturizer supoort: cum on the skin can increase/decrease Arousal/Willpower 
- Fixed swimming values so they work correctly, swimming now also has a timer so it is no longer "once per event"
- Renamed mod name to make more sense because of the Willpower addition. Please don't run this at the same time as an older version, you likely will need a new/clean save for this as well. I understand the headache this will cause with people using Mod Settings Manager but it's a rare event, I doubt I'll be changing the name again after this. If you really don't want this you need to rename the mod back to the older name and use the older BTLC addon (all that was changed in this was the dependency name), you will also need to rename the .esp name in the MCM config.json (search and replace is your friend here).
- MCM may have spelling issues and other minor changes, you probably will hate 2x notifications for every action.

1.905.3a
-onKill can again go gain or loss instead of just loss, sorry. 
    Should be fine to just drop-in-and-play for the 1.905.3 version.

1.905.3

-Added (optional + chance) auto-surrender if you're arousal is .01 below the "too horny to fight" level or above, this requires AAF_Violate. Two modes: Every ~10 seconds in caution/danger the "chance" is re-rolled OR Taking a hit while you are at/above the "too horny" level. Taking a hit in combat will also re-roll the chance for both. .01 is a safeguard amount, honestly if you're that close to the level is it really any different?
-Actually fixed combat-arousal to work consistently. 
-Combat wasn't allowing negative values and is now (again?)

Ok this time the combat kills/damage to enemy and taking hits works between saves, load games and notifications being turned off or on. The limiter only affects taking hits from the enemies, not giving them. I changed some of the default combat values but it is likely "harder" overall now to keep your character "calm".

If it seems to have stopped working after updating to a more recent version: 
Hard(Manual) Save for a backup, Disable or Uninstall the mod (Left hand side of MCM, not right), Load Game (yes you are aware the mod is missing), Save Game, ReInstall or Enable the Mod, Load game, Mod should be fine to keep playing now. 


1.905.1

- Fixed notifier on save game not working
- Fixed adrenaline for good I swear its not broken this time you'll see I did it right this time

1.905.0 

-Changed SAKR timer to be player-modifyable, affects SAKR score updates, notifications and also the checks if the players chest / crotch are exposed, changing this rate also changes the rate that passive arousal changes are earned. It was originally set to 5 seconds, now it is 10 by default (you can change it). The arousal is only applied/seen on the tick, so a long timer will not "see" that you were nude for half of the time, only if you are nude on the tick.  Also affects location updates (still needs a location change). Do not set this to 0.
Players that set the timer to higher times may want to alter the Passive Rate up in the console, its hard to scale the MCM range upward with an exponential like time.
-Altered "Covering Hands" support for SAKR state - the Zaz update timer has been sped-up (this is separate from the above SAKR timer), if you aren't going to use Covering Hands you can decrease it:
				Options: Arousal Only, Semi-Nude (top or bottom missing), Nude, Semi-Nude+Arousal Rating, Fully-Nude+Arousal Rating.
				Extra: When the player enters combat, the item is un-equipped on the next rate-tick (may get you killed, consider it your character wondering if they're really ok showing themselves.) The default arousal setting is 0.01 on mode 4 (fully nude + arousal at 0.01 or more). Holding a weapon out BEFORE the effect is equipped will block it, but one you are disarmed or put your weapon away you are stuck until it is removed. This combat-toggle can be disabled if you just want to be stuck unable to fight back.
				Untested : An "only in public" modifier (doesnt seem to be working, let in for now anyway since the mod is working even if this part isnt)
-Changed some default variables (SAKR passive rate up, Combat damages down, Kill down, Hit-on-enemy up, CSL down. HitThrottle increased to .1 from .03, Max gain from any actions increased to 12.5) of course you can change them.
-Reworded SAKR MCM for clarity, renamed Zaz page + other bits and pieces changed, filled in the MCM a little with "helpful" fluff. If any sliders (probably passive arousal gain) act weird, click away and use the < > buttons instead or use the console command instead after closing MCM. 


1.904.1

Un-ruined SAKR but for real and true this time (nasty notifier bug where it was only counting arousal when a notifier was on)

 

1.904.0 "It always needs a new save" edition.

Un-ruined things but for real and true this time (except possibly SAKR 1/2 Passive*Multiplier not happening at the same time but tbh....) 

also: SAKR passive may be a little too low to fire on defaults at 1/2 naked.
Previous improvements kept hopefully
Added hits *from* the player *to* enemies to be an optional modifier  (default 0, may be janky/not work with NPCs and friendlies and indirect damage types)
Included an optional file for Better Living Through Cumistry since I couldn't figure out robco patcher. It just fills the formlist with the varieites, don't enable if you don't have the mod.

- attempted a script/mcm function to flush/clear all the scripts so clean saves werent needed but couldnt get it to work so that idea is still on the backburner.

 

1.903c

Combat hits taken can now actually reduce arousal levels instead of just increasing them (clean save required)

 

1.903b

Unbroke SAKR + Swimming
Fixed some multipliers with the skimpy multiplier, or just unbroke them
Increased passive gain default for arousal by 10x (you can still change it, it seemed too low at .01/tick)
Might need a fresh save, Resaver might just be enough (Hard/Manual Save, Remove Mod, Load, Save, ReSave, Add Mod, Load Game) 
*New possible issue* yay! - Adrenaline Multiplier seems broken 

AI-slop image for fun

 

1.903a

-Added Covering Animation.esp support (the file is in the forum thread) - Likely requires TortureDevices.esp as a master 

If you don't want to add or use this animation you don't need it, just pretend the option doesn't exist, the same as all the support extension, the only master requirement is Sex Attributes.

 

1.903

-You will most likely need a save that has never used an older version of this mod, for this version to work correctly.
-Added Combat-lock, if your arousal goes above the value then you cannot fight (100 default, set above 100 to "disable")
-Fixed Location notifer + made Rad notifier behave
-Fixed Adrenaline, 10 stacks, 5 kills per stack. Each stack add another multiplier to the end result. Only works in survival.
-Fixed Locations if they were broken (unable to make them go into negatives and keep them working, sorry, best you can do is reduce the amount gained/lost to 0 for the area or just reduce it by X%, I had hoped to be able to "reverse" the values in some zones but I couldnt get that to happen.)
-Tweaked some default values so it isnt making it way easier than default for new games, it may be harder/less cheaty now especially since other parts are working correcty. Gambles and some other values have been set to 0/1 so less needs to be changed if people dont like things.
-Cleaned the insides of the mod a little, the papyrus log should have a lot less from this mod now
-MCM stuff

-I hope you enjoy the mod and that I didn't break anything else.