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Sex Attributes Helper (now does Arousal & Willpower) 2.10b


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About This File

Ingesting, Rads, Combat, SAKR state, location + more can affect Arousal+Willpower levels. 

SAKR+CSL support + Dripping/Gushing etc via Arousal value + Violate "Too Horny/Weak" Auto Surrender + Commonwealth Moisturizer (Cum) on Skin effects + Nude Modesty

                                 (external mod/s needed (you probably have most of them already)) the only "Hard" Requirement is Sex Attributes.

 

Basically it breaks out the Arousal *and* Willpowers values and allows them to be modified by a heap more things (as seen in the images above and below as a wall of text). 

 

Before you jump in

 

You will likely need to change sliders around to your preferences, however your playstyle will affect what you need to change, it likely is "too easy" at the current settings.

 

Food that adds rads will have 2 ticks, one for the food itself, and one for the radiation. Getting hit with a Radium Rifle is a similar affair, Rads + Combat arousal/willpower damage. Locations and Adrenaline and SAKR score modifiers all functioning at the same time will increase the gains/losses in each direction (unless you do an opposite), so keep all this in mind before you increase things too much.  

 

This mod cannot "see" or change arousal gained from other mods, only what it changes itself.

 

List of what is available:

 

-All sliders can be 0'd with fair steppings (usually 0.1), so you have total control over what and what doesn't affect your pawn. Most sliders than can go negative, do, so actions can reduce arousal/willpower instead of increasing it are easy to achieve, and vice versa.
 

-Almost anything your character can consume, can affect their Arousal+Willpower stat, positive or negative. This is broken up into goods via formlists, zero rad food, food with rads, waters, sodas, chems, other medicines. Few certain things were ignored like the Vault 81 cure just because I don't think they matter/couldn't think of what list to put them in.

   -An optional addon to add non-RobCo patcher Better Living Through Cumistry support is included (requires original mod obviously)

 

-Taking Rad damage can increase your characters values (direct), losing rads can decrease arousal/willpower (or vice versa, like everything)

 

-SAKR support so the game can detect when you are skimpy/exposed boobs/crotch, skimpy clothing has a % gain modifier, exposure gives passive gains (33% for chest exposed, 66% for crotch, 100% of passive gain rate if both). You can get the skimpy modifier at the same time as being partially nude, but when you are fully exposed the modifier stops working.

 

-An arousal level dripping-when-aroused type of system. Dripping, Squirting, Gushing, Cumming, Leaking Cum, CumFarting?. Modesty?? (needs mod/s below). Set your own arousal level for the effect to be equipped (its an item that gets equipped, it shouldn't get in the way).

 

-Cum on your skin from Commonwealth Moisturizer can change your players Arousal/Willpower.

 

-AAF scenes involving the player+orgasms can affect their Willpower. Arousal is already handled by Sex Attributes itself. Thanks to @Cookiemonsta234 who provided most of the code.

 

-When the player has an exposed top and/or bottom and the 'Covering Hands' mod is installed, the player can be combat-locked (toggle) and will cover themselves.

  The options for this are as follows: Arousal Only, Semi-Nude (top or bottom missing), Nude, Semi-Nude+Arousal Rating, Fully-Nude+Arousal Rating

   This can be equipped at the same time as the above animations (which only 1 will work at any given time in addition to this)

      -- The mod "Perverted Mechanics" has more complete support for modesty and uses a different/conflicting animation. It is not recommended to use this covering hands support at the same time as that mod. This should not be an issue if you set the arousal value to 101 in this mod ((default)), to disable the animation being equipped from this side). That mod also has its own SAKR arousal-changing values and possibly other things that may interact here so take care to not double up to avoid problems. Both mods should operate fine with each other outside of this (I use both and recommend that for covering animations instead of this).


-Location support, so areas can alter arousal/willpower by % of what you'd be gaining (like a raider camp or a vault). It can be a little jank with updating and being accurate with what you're seeing vs where it tells you that you are. Typically needs a location change for settings to take hold. I did not manually name all these locations, they're pulling from fallout 4's base code, all I did was group them.

 

-Combat Arousal: on getting hit you can gain or lose arousal/willpower, depending on "what" sort of damage it was, most basic damage types covered, kills and attacks on the enemy can alter your arousal/willpower as well. Gambles and weapons have different amounts of arousal gain, amounts controllable via MCM, there is also a Maximum Arousal level which when reached you will be unable to use your weapons (of course the value can be changed).

 

-Your maximum arousal-to-attack limit can also trigger you to surrender to your enemies due to being too damn horny or weak willed (if you have Violate).

 

-Combat strip lite support : Each item stripped, add/remove X arousal/willpower

 

-Adrenaline ranks can affect gain/loss (survival only)

 

-Swimming can change your players values over time, more time spent, more effect.

 

-Multiplier/Gamble options exist for a heap of the sliders as well, so you could set a low value with a low chance and a large multiplier for a shock as an example


-Practically all of the basic in-game and DLC ingestible items have been listed so it should just work out of the box and not ruin anything else you have going on, plus there's an easy to use MCM. It should have robco patcher support (I created 3 extra nodes to latch onto) so anything else people want to use with it (like to add more items) should be able to use those nodes to hook onto, I dont even know if they are needed I actually don't know how to use robco, I just didn't want to create another dependency. It should work out of the box with BLTC but that is untested, as are all robco things.

 

The robco lists are : CustomGroup1 CustomGroup2 CustomGroup3 globals: CustomGroup1Gain CustomGroup2Gain CustomGroup3Gain

 

Permissions and Dev info:

Spoiler

This mod, and mods made from it, are not be posted on Nexus (or the equivalents), and no derivatives are to be "sold" or "for sale". 

 

If you know easy fixes for me to do, let me know. Or easy implementations of other mods as well. If you want to just do it yourself and can do it without changing the rest of the mod then just go ahead and share it, same as if you want to just fix or add on more features (but please not remove or break old ones), I personally don't know what else I could add/fix at my skill level. If you do release a helper for a different mod please share it in the comments for everyone to enjoy as well.

 

The scripts have been set up in a way that you, with a tiny bit of work, could swap out the FPA_Value_(Arousal/WillPower) for a different value from a different mod (or still within Sex Attributes like Sex Reputation or whatever). All you need to change is the FPA_Value_X to Your_Own_Thing, with the associated references to the Arousal in the CoreEngine *and* the ZazSupp script (since it its looking for the arousal/willpower level to determine when it should be active) if you want it to fully work, the other modules shouldn't need to be touched, and the only things in CK other than 2 script compiles you should be doing (for this) are maybe changing default values in the Globals. The MCM is a lot easier with a few search-and-replaces in a test editor as well. By default the mod still requires SA, but you could figure out how to get around that too I assume if you get that far (but considering most Fallout 4 mods on LL use it I don't see why you'd bother).

 

Future ideas that could happen and seem to need to be done before 2.0 (please someone else do this)
-Wellrested bonus affecting end result
-Tiredness levels affecting end result - there are 5 tiredness levels 
-Infection(s) affecting end result - you can have multiple infections at once on survival
-Support for Get Dirty - dirtier = faster arousal gain? 

 

Current possible known issues:

Spoiler

-Needs a clean/cleaned save between versions or the Covering Animation will probably make your game unplayable, if you have 2.0 then 2.0a is not worth making a clean/new save for, just turn swimming notifications and values off for a 99.9% similar experience. If you have a "dirty" save and are getting broken Covering Animations / Weird Zaz Effects, then just rollback to an earlier save and update the mod when you start a new game.

-Commonwealth Moisturizer detection works on looking for the armour from that mod, for some reason the armour can be equipped but invisible when the player gets hit, the debug in the CommMoist MCM lets you disable/enable re-equipping, this will have to do until I figure out a better solution.

-CombatStripLite uses 0-low damage explosions to knock back the player and enemies at close range in third person, these can also count as hits on the enemy. (I have an edited version in my BumpStrip mod if you want to change that, it still needs the original CSL)
-Cursed DD Enchantings paralyze knockdown effect sometimes counts as the player taking a hit or three
-Other mods/game effects using a similar 0-damage hit on the player will likely trigger at least 1 hit

-Robco lists may not work (untested by me, possibly never used by anybody)

-SAKR passive + SAKR mult at the same time may not work (At different times these still work which seems more than fine to me really?)

-The optional covering animation may/will break AAF scenes. The mod "Perverted Mechanics" has a more developed covering system, it should be fine to use with this mod for the rest of the effects, just try not to double up on the features if you want to use both. 

-Some of the default values may seem "wrong", but that's ok since you can and should change them.

-2.00 was just released and it added a lot in the back-end, there may be unidentified bugs.

-This page may have many references to Arousal that also should have Willpower mentioned alongside, the only part that wasn't changed was the Zaz-Effects + covering animation page.

 

"Seems ok 2 me 4 now"

You will want to play with scoring.  

 

 

The obviously required framework:


Optional but highly recommended:

 

SAKR for SAKR stuff

Combat Strip Lite for Combat Strip Lite Support

Better Living Through Cumistry for ingestible support
UAP for Effects when aroused                                                                    |

Bad End Animation Pack (Release_BadEnd_v01_05.zip) for more effects   |  Possible alternates can be used with a little work for both packs

Covering Hands (Modesty TD animation edit)    - may replace an existing holding-broken-arm animation

AAF Violate for "Auto-Surrender when too horny" support.

Commonwealth Moisturizer  for cum hornyness/will changes

 

 

 

Edited by Franco Cozzo


What's New in Version 2.10b

Released

2.10b  (if updating load a save without the mod enabled, save the game, load the game with the mod enabled, or resave or whatever)

 

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

 

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.)

       - If you already got the 2.10rc and are updating from that, enter in console:

             Stopquest FPA_Actions_Quest

             RestartQuest FPA_Actions_Quest

             StartQuest FPA_Actions_Quest

 

2.10rc

- 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.

 


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