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About This File

A framework to diversify sex appeal and forget about shallow charisma measurements

 

Disclaimer

 

Spoiler

 

Also, this is really my first mod I considered seriously. And it's built entirely via F4Edit mostly in F4Edit with some painful intervention in CK (god damn that thing). And I often have no clue about what I'm doing. And some stuff may not work.

And if you are en experienced modder and the idea is interesting to you and you have some time to help me with my questions - please drop me a message.

If you are a modder that is interested in integrating SAF - you have the support to the best of my abilities!

 

 

What Is It

 

Sexual Appeal Framework (SAF) is a resource that can be used to bring the "Sexual Appeal" term into the game. Key point is: it is a resource. By itself it will do almost nothing The idea is that by now almost every mod that deals with sexual appeal of a character at best implements its own way of addressing it or at worst just relies on the charisma S.P.E.C.I.A.L; It's about time that's changes

 

Features

 

SAF attempts to integrate into the game world and seemingly affect RP experience for the player. It is not a battle mod and I doubt I will ever make any sort of combat-related effects to it (though I'm open to suggestions, provided those are in line with the mod vision and are interesting enough). Currently, there are several following features:

 

Game world SA effects

Currently, only drugs effects are supported. Consuming drugs will penalize the SA values for quite some time. For the RP purpose the duration of these penalties are not tied to the duration of the original drug and are longer - you can expect that the appearance takes a much harder toll from drugs than the internal body health. This can be disabled in MCM.

 

Tagging

This allows to define your items SA effects. You can specify any SA attribute with a value and then equipping this item will grant the corresponding bonus to the specified attribute.  You can rename an item normally on a workbench or use Rename Anything to do it on the fly. More about tagging feature you can read in a dedicated post.

 

Persuasion effects

Allows SAF to add a modifier to game internal values for persuasion success chances. The idea behind this is that Charisma still governs the base check but with SA it will have more (or less) "weight". For positive SA, easier speech checks are affected more and harder checks are affected less. For negative SA - in reverse, i.e. harder checks will be affected more and easier checks - less.

 

Integration with other mods

Some of the mods can be affected by SAF (or, in reverse, SA values can be influences by something in those mods). At the current version, v1.12-beta, Hardship and SA Attributes are supported, (see recommended mods section). The effects are:

 

  • SA Attributes: Sexual wear will affect SA for certain body / face parts. Oral wear will affect lips / tongue SA; vaginal wear will affect vagina / belly SA; anal wear will affect butt / back SA. Half of oral wear SA modifier will be applied to face SA; quarter of vaginal & anal wear will be applied to body SA
  • Hardship: crossing certain thresholds of total SA score will change the appearance. The scale is done by total SA as follows: -100..-50 ugly; -50 .. 50 plain; 50 .. 100 good looking

 

Requirements

 

  • Sex Appeal Framework (SAF) will need all DLCs installed
  • F4SE - without that tagging feature will not work (and further updates will rely on F4SE)

 

Installation

 

  • Just install it with any mod manager
  • If you see conflicting files for LL_Fourplay - it doesn't matter which to load first, the library should be identical (it is packed in SAF in case you don't have any other mods using it)

 

Updating

Please pay attention to the changelog. Depending on that:

 

  • If nothing is mentioned about clean save, you can proceed with just installing the update as is
  • If it is stated that clean save is required, then you will need*:
    • Before updating, load your existing save with SAF and in the MCM chose "Uninstall"
    • Wait till SAF is uninstalled and then save your game
    • Uninstall SAF with your mod manager of choice. Load your game (ignore the prompt about missing file "SexAppealFramework.esp" ) and save it again
    • Download the updated SAF version and install it with your mod manager of choice
    • Load your game and wait till SAF installs itself. Check that the version corresponds to the updated one.
Spoiler

* Unfortunately, I'm not aware of a way to create easy in-game update tool (i.e. self-updating feature). SAF has many objects that are persistent and retain their state so simply restarting quests doesn't help. If you're a modder who knows how to solve this - I'd welcome your support.

 

Important: the mod is in beta stage which means that errors and mishaps are to be expected. For that reason for all beta builds of the mod the debug level is set to the maximum by default. If you don't want that, you can use MCM page to change the debug level. It is recommended to keep it at least at level 40 because the mod is still in beta and if things go wrong it will not be possible to retrieve useful information from the log when debug level is low.

 

Framework Module (SAF)

 

Main requirement for anything else. Defines all attributes, dependencies between them, magic effect, object mods etc.

 

What Is "Sexual Appeal" (SA)


SAF defines SA as a multilayered set of actor values which can be used to describe the appeal of a certain part of the body or face. Multilayered idea means that there are several aggregating actor values which are inheriting the influencing values of the underlying actor values. At the moment, it is implemented as:

 

Spoiler

 

 

  • Total Sexual Appeal (AVIF XX000800) : A total score of the sexual appeal. Influenced by Body Sexual Appeal and Face Sexual Appeal
  • Face Sexual Appeal (AVIF XX000801) : A total score of the face sexual appeal. It's comprised of the following actor values:
    • Face Skin Sexual Appeal
    • Eyes Sexual Appeal
    • Eyelashes Sexual Appeal
    • Brows Sexual Appeal
    • Nose Sexual Appeal
    • Lips Sexual Appeal
    • Teeth Sexual Appeal
    • Tongue Sexual Appeal
    • Ears Sexual Appeal
    • Chins Sexual Appeal
    • Neck Sexual Appeal
    • Hair Sexual Appeal
    • Cheeks Sexual Appeal
  • Body Sexual Appeal (AVIF XX000802) : A total score of the body sexual appeal. It's comprised of the following actor values:
    • Body Skin Sexual Appeal
    • Arms Sexual Appeal
    • Palms Sexual Appeal
    • Fingers Sexual Appeal
    • Legs Sexual Appeal
    • Hips Sexual Appeal
    • Ankles Sexual Appeal
    • Feet Sexual Appeal
    • Butt Sexual Appeal
    • Belly Sexual Appeal
    • Back Sexual Appeal
    • Crotch Sexual Appeal
    • Breasts Sexual Appeal
    • Nipples Sexual Appeal
    • Shoulders Sexual Appeal
    • Waist Sexual Appeal

 

 

So there are 32 attributes in total of which 13 are underlying for the face and 16 are underlying for the body.

 

On the mod start-up, the in-built way to enforce the dependency between the attributes will engage. It will enforce the following dependency table:

Spoiler
  • All face-related attributes will gradually add to the face SA
  • All body-related attributes will gradually add to the body SA
  • Face or body aggregating attributes will follow the table:
    • +10 to total sex appeal for values 0..30
    • +20 to total sex appeal for values 30..55
    • +30 to total sex appeal for values 55..75
    • +40 to total sex appeal for values 75..90
    • +50 to total sex appeal for values 90..100+
  • This is mirrored for negative attribute values (i.e. the scale is the same from 0 to -100 and the influence is negative)

 

Attributes Rules

 

 

  • Accessibility: the attributes should only be manipulated via SAF API calls. If you attempt to do so otherwise, SAF will restore the values. For instance, calling Actor.SetValue() or using console equivalent will do nothing and the attribute value will be restored
  • Dependencies: when modifying an underlying layer attributes, their influence will be cascaded up to the main SA attribute. SAF API calls will reflect that in the respective returned values.
  • Boundaries: The attributes are bound to change between -100 and 100. If you will try to use SAF API to modify it beyond bound, it will truncate the value to the corresponding limit (100 for positive, -100 for negative values)

 

 How To Integrate SAF?

 

This section is only meaningful for modders.

Spoiler

Overview

Short story - you can read the API methods documentation in the SAF_Kernel script.

A quick example:

 


 Quest SAF_QUST_Kernel   = Game.GetFormFromFile(0x000014C0, "SexAppealFramework.esp") as quest
 ScriptObject SAF_Script = SAF_QUST_Kernel.CastAs("SAF:SAF_Kernel")
 if !SAF_Script
    ; API was not loaded - react on it somehow
       return
 endif

 Var[] updateArgs = new Var[3]
 updateArgs[0]    = target
 updateArgs[1]    = attribute
 updateArgs[2]    = modifier

 float value = SAF_Script.callFunction("modifyAttributeValue", updateArgs) as float
 ; Do something with value / react on change / etc

 

(This section of this post will be updated with more information)

 

Supported API methods (v1.0.0-beta)

 

float Function getAttributeValue(Actor target, ActorValue attribute,  bool threadSafe = true, string callerId = "Default")

Gets the value of attribute for target.

 

float Function getSexAppealValue(Actor target, bool threadSafe = true, string callerId = "Default")

Get the value of Total SA for the target

 

float Function getSexAppealFaceValue(Actor target, bool threadSafe = true, string callerId = "Default")

Gets the value of Face SA for the target

 

float Function getSexAppealBodyValue(Actor target, bool threadSafe = true, string callerId = "Default")

Gets the value of Body SA for the target

 

float Function modifyAttributeValue(Actor target, ActorValue attribute, float value, bool threadSafe = true, string callerId = "Default")

Modifies the attribute for target by value

 

float Function setAttributeValue(Actor target, ActorValue attribute, float value, bool threadSafe = true, string callerId = "Default")
Sets the attribute of target to value

 

float Function getModifierValue(Actor target, ActorValue attribute, float modifier, bool threadSafe = true, string callerId = "Default")

Gets the actual value of the modifier that will be applied if attempting to change the SA value by that modifier. Usage of this method is highly encouraged (or maybe it's even a necessity) to avoid bugs when modifying SA values with the intent to later revert those changes.

 

Supported API events (v1.0.0-beta)

 

OnAttributeUpdate

Fired every time the attribute was changed. Will receive the following data: [target, attribute, oldValue, newValue, callerId]

  • Target: the actor which has their SA attribute changed
  • Attribute: the attribute of target that was changed
  • oldValue: the value of attribute of target before change
  • newValue: the value of attribute of target after change
  • callerId: calling thread name

 

Additional notes

 

  • Notes on caller id:
    • It will be transferred through all calls in SAF and used in debug tracing
    • It will be used as an identifier for the thread that called the method in case thread safety is enabled
    • Even for same callerId, calls are distinct: if there are several calls with the same callerId, their order is respected in the queue   
  • Notes on thread safety:
    • Setting to true means all the calling threads will wait till existing update is done. Trade off - slower operations.
    • Setting to false will generally work faster, but may lead to unpredictability. Not recommended in concurrent scenarios.
    • Threads will be put into the queue which means the order of their calls will be respected
    • Threads will wait for a maximum of  30 seconds seconds after which they will proceed even if the queue was not empty
    • Threads queue is global for SAF, not for a method, meaning that other thread safe calls will wait in the same queue
    • Limit for the queue size is 127, if it gets larger, new operations will be rejected
    • As the thread is global for SAF, so is the limit, including core SAF stuff, meaning doing a loop with a thread-safe call is usually a bad idea

 

 

Q&A


 

Spoiler

 

Q: What about UI, will you add some UI to SAF?

A: I will .. eventually. If I will get support from people from mods like <Pipboy Tabs> or <Active Effects>. I recommend the latter for now if you want to use SAF and see your effects & SA values.

 

Q: I want to integrate SAF into my mod

A: Please drop me a message. I'm not a modder but I might be of some use to you.

 

Q: I want that SAF is integrated with mod <insert name here>

A: If you're not an author of this mod, please still let me know about what ideas you have in regards to what SAF can do for that mod. I might try to implement that.

 

Q: Is SAF script-heavy?

A: It is. Up to the point I had to implement thread safety and thread queuing. It does support an extensive debug options though so if you encounter a bug - chances are - you can do a bug-report that I will be able to understand and quickly fix it.

 

Q: Is SAF safe to install mid-game?

A: It should be. I'm unaware of why would it not be safe to do that

 

Q: Is it safe to uninstall SAF mid-game?

A: It should be, but I'm working on the ways for native uninstallation functionality.

 

Q: Will you add more effects for SA?

A: Eventually. Most likely via integrating with other mods which will provide a meaningful way for SAF to play into game world. By itself SAF was never designed to provide any "bonuses" - it's about SA (sex appeal), not super-powers that magically give PC some terminator-like abilities. So the SAF makes the more sense & presence the more "social" mods is it integrated with.

 

Q: Why is it "beta", will it break my game?

A: It can break your game. I can imagine it running into deadlocks at some point, but the damage should be limited to SAF functionality. Though on heavy scripted saves it can run into troubles. It is beta because it was not tested by enough people. When it will be and I have feedback from the esteemed modders here - I will make the adjustments so it's no longer in beta state.

 

 

 

Recommended mods

 

I am (trying to) working on some sort of UI integration for the SAF/SAFI because it's difficult to see the attributes and effects in-game without resorting to console commands. Until I figured out how to do that, I strongly recommend using UI mods, such as Active Effects - it might not be what I have in mind but it provides a good way to see the current state.

 

Since version 1.6 SAF supports tagging which means that renaming items on the fly could come handy. I like Rename Anything for doing that.

 

Mods which SAF is currently integrated with. None of these are mandatory, but if detected, SAF will gracefully attempt to integrate with them:

 

 

Future plans

.. and limits of what sort of integration is possible from within SAF

 

This section is mostly meaningful for modders. But if you have ideas - please share!
 

Spoiler

 

I am planning to gradually expand influence that SA attributes have. However, much unlike combat modes, it is not easy to do. SAF is intended to be social, meaning - it's not possible to just tweak some values / add perks and weapons here and there to have an impact. There have to be other mods which take advantage of what SAF has to offer. To have a good and consistent integration of SAF, there have to exist two things:

 

  • Input integration. This means "game world" --> "SAF" sort of thing. Something in the game world that influences SA attributes / behavior. This is usually easy because I'm mostly limited to the ideas here regarding what can influence SA values / effects. Thankfully, in vanilla game there are a lot of triggers and events to chose from. And this is exactly why the tagging feature was created - to allow input integration with absolutely any armor mod one could imagine. Now, for the part where other mods can influence SAF - this is tricker. Because for that the mods should provide some sort of API, ideally a clean one, for me to attach to and react. Some mods do this very well, some don't. An example of a good one is Sex Attributes - it emits events that I can connect with.
  • Output integration. This mean "SAF" --> "game world" sort of thing. Once the actor has some SA attributes defined (and maybe, in case of PC, worked hard to get those) - it is natural to expect that to have some visible effect on the game world. Obtaining SA for the sake of SA is pointless unless you're a hardcore RP person. This is where the biggest limitation I mentioned above comes - SAF needs other mods to enable this game world influence. This means I will need to integrate with those mods and this is the most challenging task if mods don't provide an API to do so. The core principle here is - to not break the external mod + not make it a hard dependency of SAF. So far, not many mods I found that I can do such integration on my own. And this is all on top of an elephant in the room - I also would need a permission from the mod author to proceed even if I have found a way to do it.

 

An example of the mod I can do an output integration relatively fine is Hardship. That is because its appearance value is designed to be defined rarely (if not once) and it's a self-contained thing - it doesn't influence anything but dialogues there. Threrefore it's possible for me to write into it from SAF and it will not break scripts in Hardship / introduce any quirks in places like MCM.

 

An example of the mod where I can't do similar to Hardship stuff is - FP Harassment. Much like Hardship it introduces a lot of global variables that I'm tempted to change from SAF, but that can potentially break the mod because those variables are also write-able by the mod itself (like gradual approach chances or MCM setup). This means that the clean way of integrating SAF with FP Harassment would be from within that mod itself - for instance introducing another factor for increasing/decreasing chances of approach depending on SA values. But this is not something I can do myself since I do not own that mod. This is where the limitation of what I can do from within SAF lies.

 

 

Known Issues

 

  • If trying to get SA values in a non thread safe ways, it is possible to catch SAF mid-update especially if several update processes were fired with no delay. It is not harmful, though, because eventually (1-2 seconds) those updates will always catch up because SAF ensures consistency via threads queue
  • If trying to set SA values in a non thread safe ways, it can break things in theory (for now). I will work on eliminating ways to do it but I can't account for everything at once.
  • SAF persuasion feature may conflict with mods changing persuasion mechanics, like Binary Speech Checks. In this case I recommend to disable the persuasion feature.
  • Propagation delay. Yes, this is a thing, especially on a heavily modded games. Bad news are - your SA values are likely to arrive with a noticeable delay (sometimes in a measure of several seconds - enough for you to see it in your pip-boy or console if you closely track them). Good news are - it is consistent, meaning that whatever changes should happen - will happen. Read: if you think that SA change "didn't work" - wait a bit. It will arrive. Tested on my game with 300+ mods and every time that was the case.
    • Additional note here: the consistency despite propagation delay is only true when SAF calls are made in a thread-safe way. By default, SAF itself does it this way, but if there will be future mods what integrate with SAF and won't opt in for thread-safety (since it's much slower) - all bets are off.

 

(Console setav / getav and Co are non-thread safe ways to work with SA)


What's New in Version 1.13-beta

Released

1.13-beta

Update: just install the new version

 

New feature - drug effects. Toggle in MCM (default is OFF). With this enabled, drugs will affect SA values for PC. All drugs effects are negative. Note, that the duration of SA effect of the drug is not related to the duration of the drug itself - i.e. it is quite likely that the drug native effect has ended while its SA effect is still present. This is intentional to underline the effects that drug can have on the body visually even if the inner change caused by it is no longer in place. Drugs are categorized as:

  • Medicine drugs. These have the lightest and shortest effects. Last 300 seconds.
  • Light drugs. Last 600 seconds.
  • Medium drugs. Last 900 seconds.
  • Heavy drugs. These have the strongest and longest negative effects. Last 1200 seconds.

 

This is implemented in a way which does not override native game forms meaning that it's compatible with any mod which modifies game drugs.

 

Older change log:

Spoiler

1.12-beta

Update: just install the new version

 

Added persuasion effects (disabled by default, can be enabled in MCM). With enabled persuasion effects, SA will start influencing the odds of success when attempting to persuade NPCs. The check itself is still done with charisma since SAF was never intended to replace it, however each point of charisma will have more "weight" with higher SA score.

 

Essentially it adds to an internal game multiplier for easy, medium and hard checks. The added part corresponds to one quarter, one seventh and one tenth of SA respectively for positive SA and in reverse for negative SA (yes, negative SA will reduce odds of persuasion). This means that the harder the persuasion check is, the less it will be affected by positive SA / the more it will be affected by negative SA.

 

Since this is done without injecting anything into game dialogues, it will work on any persuasion check natively (including modded persuasion perks and stuff like that). The only conflicts could be with mods that affect persuasion mechanics like Binary Checks, but even in this case SAF will attempt its best to preserve consistency. If you experience issues with some mods - you can simply turn this SAF feature off.

 

1.11-beta

Update: just install the new version

 

Added elementary support for Hardship. Now crossing certain thresholds of total SA score will change the appearance. The scale is done by total SA as follows:

  • -100..-50 ugly
  • -50 .. 50 plain
  • 50 .. 100 good looking

Nothing else was yet changed. This will not lock you out of changing the Hardship Appearance - i.e. you will still be able to change it through that mod menu item, but SAF will recalculate it the next time your SA attributes will change.

 

This is a soft dependency, hence of course, no original mod is required for SAF to work (without the original mod it will just do nothing)

 

1.10-beta

Update: clean save is required.

 

Overhaul of the tagging feature. Now it works similar to the internal cache manager allowing for much more stable and robust experience. New changes mean:

  • Tagging will now be insensitive to items renaming when equipped. When unequipping a renamed item, SAF will properly cancel the modifiers which were defined by the tags at the moment of equipping that item
  • Tagging can now work on NPC. Much the same as SAF is designed. However, you will still need to use the assembler and equip the item that's marked for tagging. This, however, is not recommended due to a burden it might leave on your save. Supported up to 128 NPC
  • Upper/lower bound limits will now be correctly assessed and no longer cause broken attributed values when the tag modifiers go beyond +-100
  • Performance on recalculating tagged values should be much better since unequipping the item will no longer invoke tags parser

 

1.9-beta

Extended MCM options. Added administrative page with following options:

  • Set debug level (50, 40, 30, 20 or 10). Recommended to keep it at least as 40
  • Restart mod
  • Uninstall mod. Note, after doing this you will not be able to have expected interactions within the mod because this stops all scripts. This is irreversible.

 

1.8-beta

  • Urgent fix for the tagging switch (wrong MCM mapping in scripts)
  • Added checks on disabling the tagging feature via MCM. It will now be impossible to disable it if wearing tagged items (this is a fail safe for the case when user tries to disable tagging when wearing tagged items)
  • Added checks on users tag count. If it is already 0, any unequipped tagged items will have no effect (this is a fail safe for the case when user tries to enable tagging when wearing tagged items)

 

1.7-beta

Added the configurable value restriction on the maximum value that the tagged SA modifier can have (default 10 to a maximum of 20). Added a little bit of clarity to assembler to let user know that creation of a taggable item is completed.

 

1.6-beta

With the new feature that's introduced F4SE is now a dependency (mod will still work without it in itself, but the tagging feature won't be available). I will rely on F4SE for future updates, thus installing the mod without F4SE is not recommended and I will not accept bug reports related to that.

 

  • Added the tagging functionality, see the description of the feature here. In short: SAF can be now integrated with almost any armor mod without any need of introducing dependency on that mod (or maintaining it in any shape). This feature is experimental and feedback will be necessary to ensure it works properly. It is disabled by default.
  • Added MCM page for the mod where you can also see the description of the tagging feature and enable it.

 

1.4-beta

Fixed a bug when SAF could become concurrent with its own other modules integrations on first run. Improved logging to avoid missing data on the invoking calls.

 

1.3-beta

 

Added the social element of NPC reactions (previously existed in SAFI): now the lower Total SA is, the more annoying / rude / hostile generic dialogue lines will be said by NPCs in Diamond City, Goodneighbor and Bunker Hill. And the higher Total SA is, the less there are annoying lines and some nice lines appear.

 

Fixed: Sex Attributes integration. Previously due to issues with event subscriptions, SAF was only passively reading the changes in FP by itself, but now it properly reacts on the wear change event. Due to that the timer on the main cycle was dramatically increased to only keep it as a backup option.

 

1.2-beta

 

Added new API method, getModifierValue - a necessary tool because of the SA values truncating at their minimum / maximum. See the script source for examples and more details. If you're a modder who wants to integrate with SAF, usage of this method is highly encouraged (or maybe it's even a necessity) to avoid bugs when modifying SA values with the intent to later revert those changes.

 

Added support for Sex Attributes (I hope I got a correct understanding that the mod author is fine with my work; if you're a mod author and are reading this - please feel free to reach out to me if you object, I will remove this integration).

 

Sexual wear will affect SA for certain body / face parts. Oral wear will affect lips / tongue SA; vaginal wear will affect pussy / belly SA; anal wear will affect butt / back SA. Half of oral wear SA modifier will be applied to face SA; quarter of vaginal & anal wear will be applied to body SA.

 

1.1-beta

A forward update directed to adding more features:

  • Added the self-updating sub-routine, the mod will now ensure old stuff will not be running when the mod is updated
  • Improved some logging
  • Changed to simpler versioning.

 

1.0.0-beta

 Brings a huge overhaul of the mod. Will require a new game or cleaning the save from previous versions of SAF in case you have v0.0.* of SAF installed.

 

Soft dependencies are now fully supported.

It is possible to integrate with SAF without hard dependency on it. Details follow in the main post, here is only the sample snippet:

Spoiler


 Quest SAF_QUST_Kernel   = Game.GetFormFromFile(0x000014C0, "SexAppealFramework.esp") as quest
 ScriptObject SAF_Script = SAF_QUST_Kernel.CastAs("SAF:SAF_Kernel")
 if !SAF_Script
    ; API was not loaded - react on it somehow
       return
 endif

 Var[] updateArgs = new Var[3]
 updateArgs[0]    = target
 updateArgs[1]    = attribute
 updateArgs[2]    = modifier

 float value = SAF_Script.callFunction("modifyAttributeValue", updateArgs) as float
 ; Do something with value / react on change / etc

 

 

SAF and SAFI modules are now one mod

Since there is no point in having SAFI separately now that soft dependencies are enabled, they have been merged into one mod. This is not the classic merge of two mods - due to complete rework of SAF, SAFI functionality is being reimplemented from scratch as well.

At the moment, only armor modifications are implemented back from earlier SAFI functionality, but the range of enhancements was doubled (-10 .. 10 up from -5..5)

 

Added full attributes management

Now the SAF will try its utmost effort to ensure that attributes are consistent. This includes features like thread safety, normalization, boundary checks and caching. More details in the main post. It is still possible to break things, of course, but the idea is that the modder who uses SAF is not an adversary and understand what they are doing.

 

0.1.0-alpha

  • Removed (temporary or permanently) all the SAF modules apart from SAFI until I am sure that all the mod authors are fine with my work.

0.0.19-alpha:

  • Updated support for Sex Harassment for the version 1.4.0; The corresponding tagged version should be installed if using this module (v1.3.0 or v1.4.0)

0.0.18-alpha:

  • Added initial support for Sex Attributes (requires v2.3.0 or later):
    • Sexual Arousal will gradually increase sex appeal (+5 Face SA when aroused; +5 Face & Body SA when desperate)
    • Sexual Wear will affect sexual appeal:
    • "healthy" (no wear) state will increase the related parts sex appeal: +5 for vaginal / +5 for butt / +5 for lips, tongue and teeth sex appeal on no corresponding wear
    • Each wear stage will progressively increase the penalty to the sex appeal, up till the point of -5 lips, tongue, teeth, face and even total SA for oral wear / -5 vaginal, belly, body and even total SA for vaginal wear / -5 butt, back, body and even total SA for anal wear

0.0.17-alpha:

  • Minor updates for SAFI module (loading screens)
  • Added support for Devious Devices
    • All devices will have matching SA mod slots attached
    • Most of the cuffs devices will no longer have a "restricted" effect where it makes sense (the shackles will still cause the bound effects for example)

0.0.16-alpha:

  • Added support for Sex Harassment. Sex Appeal can influence approach chances as well as NPC reactions:
    • MCM options for all of the control settings
    • SA influences NPC give up chance (the higher SA is, the less likely will the NPC give up, but can be adjusted and even inverted)
    • SA influences Sex Approach chance (the higher SA is, the more likely the approach, but can be adjusted and even inverted)
    • SA influences Dom Approach chance chance (the higher SA is, the more likely the approach, but can be adjusted and even inverted)
    • SA influences Plead Success chance (the higher SA is, the less likely the plead to succeed, but can be adjusted and even inverted)
    • Possible to influence via Total and/or Face and/or Body SA (or all 3 if enabled)

0.0.15-alpha:

  • Updated support for AAF Sex'Em Up:
    • Now the added pay will be based on Total Sex Appeal / Face Sex Appeal / Body Sex Appeal instead of Charisma / Agility / Endurance respectively
    • Leveled pay is unchanged
    • Adjusted MCM settings to reflect the new scaling (decreased from 200 to 40 since SA attributes have wider range than S.P.E.C.I.A.L.)
    • Added MCM section for SAF SEU module where it is possible to adjust solicitation thresholds:
      • Solicitation threshold (done against total SA): SA required to even attempt solicitation
      • Persuasion easy threshold (done against face SA): SA required to persuade for reward (easy, first check)
      • Persuasion medium threshold (done against face AND body SA): SA required to further persuade for reward (medium, second check)
      • Persuasion hard threshold (done against face AND body AND total SA): SA required to even further persuade for reward (hard, third check)

 

0.0.14-alpha:

  • AAF Hardship support updated to v0.0.3-alpha:
    • Added MCM support for appearance values threshold. Default is 10 and 50 (so below 10 is ugly, above 50 is beautiful, between them is plain)

0.0.13-alpha:

  • Hotfix for AAF Hardship support (wrongly packed scripts)

0.0.12-alpha:

  • Added support for AAF Hardship.
    • If this module is installed, you will no longer be able to select the appearance from the BW Settings menu item
    • SAF will kick in on start up and map the total SA to what Hardship is tracking for the appearance. Current values are:
      • SA <= 10 : Ugly
      • 10 < SA <= 50 : Plain
      • SA > 50 : Good looking

0.0.11-alpha:

  • Added support for Vtaw Utility Pack
    • Most of the armor pieces will have one or several SA mod slots added
    • Top and Bottom pieces (both v1 and v2) some with the empowered mods that are an addition to material swaps - i.e. material swaps will affect the piece SA.

0.0.10-alpha:

  • Update for the SAFI module to the version 0.0.6-alpha. Improved social elements of the SAF impact in the game
    • All generic NPC dialogues will progressively disappear with higher SA values (Total SA for most of them)
    • Some unique NPC dialogues are bound for specific SA actor values
    • Low SA will trigger comments about PC ugliness (using only vanilla lines, so nothing was artificially added)

0.0.9-alpha:

  • Removed AWKCR requirement for SAFI module

0.0.8-alpha:

  • Added integration with Flirty Commonwealth mod as a standalone additional module. For the moment it is only added for Female -> Male version.
    • NPCs will now comment conditionally, not universally as it is in the original mod
    • The more explicit the comment is, the higher is the required SA value check
    • Comments which mention specific body parts will trigger checks against the corresponding SA values
    • All annoying responses will now only be triggered with lower SA (the idea is that if PC is a sexy girl, she will be greeted accordingly and the annoyance will only be shown to PC with low SA)

0.0.7-alpha:

  • Minor updates to the main framework file
  • Added integration with the XXX Of The Commonwealth mod as a standalone additional module (the same it works for AAF SEU)
    • All magazines will provide a perk that increases a certain body part sex appeal by +5, perk has 12 ranks for each magazine you find
    • Asstoungly Awesome: Butt SA
    • Tits Today: Breasts SA
    • Filth from the Vault: Pussy SA
    • Tales of a Junktown Whore: Hips SA
    • Live & Lust: Nipples SA
    • Massachusetts Smut: Tongue SA

0.0.6-alpha:

  • Added the primary effect of sex appeal. The effect is given to the player at the startup as a perk. The perk causes pacification when the player attacks an enemy:
    • 100% pacification of the enemy with SA = 100
    • 50% pacification of the enemy when 66 < SA <= 99
    • 25% pacification of the enemy when  33 < SA <= 66
    • 12.5% pacification of the enemy when 0 < SA <=33
    • The enemy will enter a cooldown state when pacified, but they are pacified for a very long time. This prevents from locking them in the pacified state but will hold them pacified so long as PC does not attack them anymore
  • SA is the total sex appeal
  • Pacification percentage is designed according to the current possibility of raising SA meaning that even past 66 SA isn't doable without resorting to console for now, so the chance for regular gameplay will be 12.5% most of the times or 25% with chems / modded armor

 

0.0.5-alpha:

  • Updated the main framework file to v0.0.3-alpha; the only change is the name of the effects that are handling the core attributes dependencies
  • Updated the framework integration file to v0.0.3-alpha; there are some significant additions:
    • New effects were added to orchestrate sex appeal effects through vanilla perks, radiation and limbs state:
    • Radiation will cause losing 10 to total sex appeal for each 100 rads capping at -50 total sex appeal. If PC has less than 10 rads, they will get +5 bonus to total sex appeal
    • Limbs condition will affect the corresponding sex appeal values:
      • Left/Right hand condition at 100% boosts arms, palms and fingers sex appeal by +5
      • Left/Right leg condition at 100% boosts legs, ankles and feet sex appeal by +5
      • Head condition at 100% boosts face sex appeal by +5
      • Left/Right hand condition at 66%..99% causes -10 to fingers sex appeal; at 33%..66% causes -10 to palms sex appeal; at 0..33% causes -10 to arms sex appeal
      • Left/Right leg condition at 66%..99% causes -10 to feet sex appeal; at 33%..66% causes -10 to ankles sex appeal; at 0..33% causes -10 to legs sex appeal
    • Some perks will now affect sex appeal. For now these are:
      • Ghoulish will negatively affect face, body and total sex appeal progressively
      • Party Boy/Party Girl will positively affect face, body and total sex appeal progressively
      • Female companion perks will grant different sex appeal bonuses (Piper: Face SA, Cait: Body SA, Curie: Total SA)
      • Quick Hands will boost hands-related sex appeal attributes
      • This will not conflict with any mods that affect perks except that the perks descriptions may be inaccurate in that case (but the effect will still work)
    • SAF Integration will now also enforce all the dependencies on startup

 

0.0.4-alpha:

  • Updated the main framework file. Now the dependency between attributes will be enforced on startup. The dependency is managed via the table which is described in the main post - it brings the multi-layered idea of appeal actor attributes where lower tier attributes influence higher tier ones.

 

0.0.3-alpha:

  • Update for the Integration module. Now all the Chems with a duration will influence different Sex Appeal attributes. The philosophy here is:
    • The stronger the chem, the stronger is the negative bonus / the weaker is the positive bonus
    • Basic versions of chems (Mentats, Buffout etc) influence more stats than their upgraded version - again, because they're weaker
    • Combined chems inherit traits of both parent chems, but only partially
    • Combat-oriented chems usually decrease sex appeal values
    • All alcoholic drinks give flat -5 to Face Sex Appeal
    • Some rare chems will give much stronger bonuses
  • All Chems effects scale up with the Chem perks as they are part of the extension for vanilla / DLC chems
  • Food / Drinks are unaffected

 

0.0.2-alpha:

  • Added a shallow support for AAF Sex'em Up
  • Supports Solicitation only for now. The support is on a basic level:
    • Instead of Charisma-based normal speech checks, the corresponding options availability is checked via SAF actor values:
    • To even try to solicit, PC must have SAF_Sex_Appeal_Face AV >=25
    • Easy pay add (first bonus) is replaced with the check SAF_Sex_Appeal_Face AV >=50
    • Medium pay add (second bonus) is replaced with the check SAF_Sex_Appeal_Face AV >=75 && SAF_Sex_Appeal_Body AV >=75
    • Hard pay add (third bonus) is replaced with the check SAF_Sex_Appeal_AV >=90 & SAF_Sex_Appeal_Face AV >=90 && SAF_Sex_Appeal_Body AV >=90
  • All checks are done on the player dialogue choices first meaning that if the conditions aren't met - the choice won't appear; it also means that the NPC cannot say "no" to these choices as the check is done in advance
    • Recommended to use XDI with this because otherwise there will be awkward empty dialogue entries.
  • The support is "shallow" because the pay options will still rely on what the AAF SEU has built-in (bonus added from charisma/agility/endurance/level). For now I have no clue in regards to how to decompile / reattach / recompile scripts in game, nor is it possible in F4Edit to my experience.

 

 

 


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