About This File
This is a "Trap Mod" (classic trap, not modern), sort of like Deviously Cursed Wasteland/DD Enchantings. Except instead of spawning restraints, it will cause an effect. Effects can be caused by quick-looting or opening a container and looting (where the game pauses) or just from picking up anything loose in the world (read Known Issues for more haha.....).Â
For an absolutely "just ruin my characters life" experience. Typically everything has a good/bad option, chance and value that can be changed in MCM (except "what" is seen as good or bad). Your SAKR state/rating can influence the rate of effects occuring, being in combat can stop, lower or increase the odds.
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Possibile Effects:
Sex Attributes:Â Â Willpower, Arousal, Reputation, Trauma, Orientation (Sub/Dom)
Sex Harassment: NPC spawning + approaches, Photo generation, Hypnosis level
Others:Â Â Â Â Â Â Â Â CombatStripLite: Single Stack Healed/Damaged, Full unequip/Heall All limbs 1 point ("locked" items like DD/KFT aren't unequipped), TatsAfterRape: Random Tattoo Applied (no rape needed), Luck and Intelligence Modifiers.Â
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When an effect occurs, you will get a notification (if enabled) and the screen will shake (if enabled).
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"Soft" Requirements:
Sex Attributes
Sex Harassment
CombatStripLite
Skimpy Armor Keyword Resource
TatsAfterRape
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The mod doesn't "need" the above mods to load but I don't know why you'd bother to use it without at least Harassment or Attributes. If you cannot/do not use SAKR, you may need to change the MCM settings related to it, I haven't tested without it but setting both sliders to 1 should be enough for "no change". The mod also assumes you have all the soft requirements, if you are missing any, set their chance value to 0 in the MCM or you will have more failed rolls than usual.
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Playstyle ideas:
Random sexlife : All sliders at high odds, High Chance Rate, Low Timer
Surprise!:Â Low chances, all effects up at high levels, High Timer
Pickup Punishment: Low timer, high chances, bad effects
Spoiled Cheater: Only good effects enabled
Naughty Combat: Low general chance Rate, Extremely-High Chance in Combat, Low Timer
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Technicalities:
Should be safe to remove mid-game, would be fine to add mid-game, has an MCM with many values to configure like all my things. If you have settings disabled/changed in Harassment/Attributes then parts of this mod may not work as intended, namely if you have Approaches disabled in Harassment, you should disable the chance of this mod spawning NPCs for Harassment. If you don't want any specific effect to be able to happen, set that value to 0.
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It should work between saves (two versions so far....) if it doesnt work you can try:
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stopquest wickedpotionsquestÂ
resetquest wickedpotionsquestÂ
startquest wickedpotionsquestÂ
in the console and it should work again
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Otherwise removing the mod from your list, loading the game without it, save the game, add the mod back to your list, play the game. should hopefully work.Â
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The basic roll works like this (after the initial pick-up roll wins):Â
1. Is it going to be Good or Bad ?
2. What will the Potency/Strength be if it has any?*
3. Sex Attributes or Harassment or Other?
4. What part of that group wins ?Â
5. Give player their "prize"
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Examples : Good Roll Wins, It's an Attribute Roll, It is willpower, Max. Players Willpower is now 100 (assuming Max is set to 100 in MCM)
         Bad Roll Wins, It's Harassment, It is Sex Photos, 5 lewd photos are now distributed across the wastes.
*if something doesn't have a potency it still is rolled for and mentioned in the notifier, potency only currently affects Attributes effects.
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Known issues/things to consider:
-Loose item/World pickups has few restraints, it may fire when you didn't pick up anything. It's better in more recent versions.
-NPC approaches should work most times, spawned NPCs have a higher chance of not approaching but it's much better than earlier versions.
-If the cooldown timer is too low, you can/will get multiple effects from the same container. A minimum cooldown of 0.5 seconds exists between effects in the MCM, you really shouldn't set it below that (even .5 is super low), at 0 you can/will have stacks being rolled against and picking up a big stack like 100 5mm ammo could overload the engine and CTD, if you *really* want to try it you can.Â
-On full strip, the Pipboy is requipped immediately after, even if you didn't have one equipped before. This mod is using unequipall which as far as I can see is the "cleanest" way to strip the player quickly without building a long script and brining in more bugs, it shouldn't be able to touch KFT or DD since they resist that command as well.Â
-Some of the Attributes stats really aren't meant to be played around with a lot (paraphrasing the developers words), and this mod plays around with them a lot. I'd imagine the current hypno level is also not meant to be played with a lot, but it's a videogame at the end of the day, and games are for playing.
-This mod was made for and tested on oldgen Fallout 4 (like my others), I don't know if it works on the newer ones and if it doesn't I can't help.
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-Bone healing may or may not be fixed
A failed event will notify "A sigh of relief...", it shouldn't be too common
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Beta version 0.0.5d in the comments section for CSL bruising/unequipall "fix", I haven't playtested it.Â
Edited by Franco Cozzo
What's New in Version 0.0.5c
Released
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)Â
- 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.Â
0.0.5a + b
b: - fixed morality to be a whole number so it works.
a:Â
- 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.
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Older:Â
0.0.4c
- Altered the Luck and Intelligence backend, should work better now.Â
- 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.Â
Probably needs an uninstall (or disable) mod>load without mod>save>reinstall new version>play  (if updating from .4b) Â
  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.Â
- 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.Â
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.Â
-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.
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