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Sex Attributes Helper (now does Arousal & Willpower) View 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: Current possible known issues: "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 Submitter Franco Cozzo Submitted 01/03/26 Category Other Requirements Hard: Sex Attributes 2.8.0 Soft : Skimpy Armor Keyword Resource, CombatStripLite, AAF_Violate, Hard with included extension: Better Living Through Cumistry
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Hot Pockets View File Now *you* can be pickpocketed, and more! Strip-Pocketing, "Driveby" DD/KFT/RH Equipping, Chems/Alcohol/Arousal force-applying and Instant Tattoos + Cummed on (while sleeping)! Now can affect you while you're sleeping or awake! Backstory/Lore/The TL-of-DR: Wait, you think you're the only one who can steal? The wasteland is full of poor and desperate people, many of them can't even survive a few steps away from their own beds, some are a day from becoming a raider, few used to be, so what do you think will happen when some oddball smartass who seems to have infinite wealth comes to town, handing over what seems like endless amounts of valuables to anyone with enough caps to take it from them? You'd better keep your eyes open, your weapon ready and your pockets closed. Better sleep light, since they can also get you while you rest! This mod adds NPC pickpocketing the Player-Character to Fallout 4, NPCs will target Caps, Food, Drink, Guns, Armor*, Chems+Health items (yes both in the same group), Ammo, Misc (default off) or Junk. They can also reverse pickpocket, slipping you some chems, or some booze, an arousal potion maybe, maybe they'll just slip a collar on you instead? How about a tattoo? If you are dressed like you're asking for it, you're more than likely to get it taken from you. Adjust your item groups and chances of things happening to your liking or playstyle, want them to take a handful of 0.1 weight items when they steal? Or just one because they're expensive and precious to you? It's your loot buddy, you can lose it however you see fit. * armor means anything your character can equip typically (across this entre page) If you want an even more lore-like reason, the NPC knows you're pickpocking from them in those games, come on they can see you when you're right next to them, they're not allowed to move at all, thats against the rules. How about these thief NPCs? Maybe they have a little CHIM of their own? Maybe they know one of the rules you need to follow is that if you attack them, you're not getting your stuff back since all their friends will attack you and you'll die or load the game, and you both know it. It isn't very fleshed out at the moment and needs a lot of work and additions. Right now the only way to get your loot back after it has been taken is killing the NPC, pickpocketing them back or other classic methods. If anyone was curious as to why? I was playing Skyrim with its own Devious Devices forever ago and wondered why no one had done similar in regards to being reverse-pickpocketed DD or having clothing stolen by people who want to sneak a peek? Anyway, now its done, on Fallout 4 at least. As far as I know this is the first mod of this type that has been created for Fallout 4 or Skyrim. Base features: -Get stolen from from most/all item types by NPCs, from 1 item per steal to a lot of things stolen from you, eventually making your Hot Pockets, no pockets at all. -Get chems/alcohol/tattoos/restraints etc applied by NPCs instead of/alongside being pickpocketed (mostly social/"bad" drugs). -Get stolen from and/or chems/drugs/tattoo's etc applied while you sleep. NPCs can be real (so you have a chance of recovering what was stolen) or just take your stuff and vanish forever. -If you have your weapon out and are looking at them approaching you, they will reconsider. -"Only in conversation" optional mode, so no thief will be chosen to do anything unless you are talking to someone else, the thief can still steal after you left conversation however if they haven't already. -Sex Attributes Support: NPCs may apply bonus arousal (+20) to the player if they are sub-90, Arousal Level is one of the possible modifiers for if the mod fires. -Equipped items, 0-Weight items, "Below X-Value" items can all be disabled as theft targets; Bobbypins, base-game magazines, holotapes, notes and *most* quest items are hard-protected by a formlist. (If you find any from the base game+base DLC that are not, let me know, none of the DLC Community Content quest items are currently protected and I play old-gen so I don't know if new ones were added) -Devious Devices : Collars, Wristcuffs, Vibrators, Plugs, Hoods, Gags < all equal chance, other groups didn't make sense to be able to just casually put on someone before they're aware what's happening. Can probably be expanded to have different weights to each group later, likely won't be "cleaned" to remove specific items from any group. DD items shouldn't be stolen or double stacked. -KFT : Arm bindings, Gags/Hoods, "Anything from the mod". Can be used with the DD chances at the same time but not recommended. -Real Handcuffs : Collars/Handcuffs 80-20 chance for the normal/harder levellists from the mod, so 80% chance of normal handcuffs 20% hinged/high security. 80% chance of a normal/mk2-3 collar, 20% chance of a throbbing mk2-3. Watch out for overlap, also this is more "dangerous" than most DD/KFT. -Tattoos After Rape basic support : NPCs can apply a tattoo as a reverse action. -Commonwealth Moisturizer basic support: Can wake up a little gooey.... -SAKR (original) support (Exposed or Skimpy Detection) and 2 player-chosen slots that should work if you don't use SAKR for nudity (untested) -Thief can (chance) go invisible (good at sneaking!) -Lower weight items are typically taken in stacks/groups, the scaling can be altered -Some basic location support -Activation based off certan states of your character, wealth, health, equipement, armed. Can become compoundingly difficult/frequent. -Small knocked effect on-action (can be disabled but is very non-offensive) -Timers; one to call a new Thief/timeout the old one, one to delay the call -Optional "Fade-to-Black" when the NPC "uses/equips" something on the player. -Gamble+Option heavy: Chance of occurance with modifiers and chance modifiers for each group, many things to choose from. -Simple debug notifier enable/disable via MCM It is meant to be played with Sex Attributes for the base Arousal increase effect + my Arousal Helper mod for the Forced-Chems/Alcohol to be more effective, Devious Devices and/or Kziitd Fetish Toolset and/or Real Handcuffs for the force-equipping and SAKR for skimpy/nudity detection and Tattoos after rape for tattoo handling and finally Commonwealth Moisturizer for cum when you wake up, using this with Sex Harassment may cause a lot more butt-smacks so adjust your frequencies as NPCs will get right up into you sometimes and may end up behind you. If the mod doesnt function right away just disable/enable it from the MCM/Hotkey and it should work. Extra stuff that may be nice to know but you could find out later yourself without reading: Known/Possible Issues+Bugs: (Most possibles are assumptions based off how it is made/from testing/guesses), bugs will hopefully get fixed: Ok cool have you thought about??: (In the mystical future) Using the hard reset (near the bottom of page 1) in the MCM usually is enough to shut down/restart the mod for updated versions instead of needing to clean a save, not always though. Turn notifications to 1 before clicking to see the state of the mod (on/off). Otherwise load your save without the mod, save, load with the mod. Submitter Franco Cozzo Submitted 03/06/26 Category WIP / Beta Requirements Core DLC, Maybe F4SE, hopefully nothing else. If you dont use DD/SAKR/SAttributes/TatsAfterRape etc etc set their sliders to 0/dead in the MCM.
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Wicked Effects (Alpha) View 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.....). 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. Possibile Effects: Sex Attributes: Willpower, Arousal, Reputation, Trauma, Orientation (Sub/Dom) Sex Harassment: NPC spawning + approaches, Photo generation, Hypnosis level Others: 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. When an effect occurs, you will get a notification (if enabled) and the screen will shake (if enabled). "Soft" Requirements: Sex Attributes Sex Harassment CombatStripLite Skimpy Armor Keyword Resource TatsAfterRape 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. Playstyle ideas: Random sexlife : All sliders at high odds, High Chance Rate, Low Timer Surprise!: 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 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. It should work between saves (two versions so far....) if it doesnt work you can try: stopquest wickedpotionsquest resetquest wickedpotionsquest startquest wickedpotionsquest in the console and it should work again 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. The basic roll works like this (after the initial pick-up roll wins): 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 ? 5. Give player their "prize" 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. 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. -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. -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. -Bone healing may or may not be fixed A failed event will notify "A sigh of relief...", it shouldn't be too common Beta version 0.0.5d in the comments section for CSL bruising/unequipall "fix", I haven't playtested it. Submitter Franco Cozzo Submitted 03/19/26 Category WIP / Beta Requirements Sex Attributes Sex Harassment SAKR
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Version 0.0.8
6786 downloads
Now *you* can be pickpocketed, and more! Strip-Pocketing, "Driveby" DD/KFT Equipping, Chems/Alcohol/Arousal force-applying. Backstory/Lore/The TL-of-DR: Wait, you think you're the only one who can steal? The wasteland is full of poor and desperate people, many of them can't even survive a few steps away from their own beds, some are a day from becoming a raider, few used to be, so what do you think will happen when some oddball smartass who seems to have infinite wealth comes to town, handing over what seems like endless amounts of valuables to anyone with enough caps to take it from them? You'd better keep your eyes open, your weapon ready and your pockets closed. This mod adds NPC pickpocketing the Player-Character to Fallout 4, NPCs will target Caps, Food, Drink, Guns, Armor*, Chems+Health items (yes both in the same group), Ammo, Misc (default off) or Junk. They can also reverse pickpocket, slipping you some chems, or some booze, an arousal potion maybe, maybe they'll just slip a collar on you instead? If you are dressed like you're asking for it, you're more than likely to get it taken from you. Adjust your item groups and chances of things happening to your liking or playstyle, want them to take a handful of 0.1 weight items when they steal? Or just one because they're expensive and precious to you? It's your loot buddy, you can lose it however you see fit. * armor means anything your character can equip typically (across this entre page) If you want an even more lore-like reason, the NPC knows you're pickpocking from them in those games, come on they can see you when you're right next to them, they're not allowed to move at all, thats against the rules. How about these thief NPCs? Maybe they have a little CHIM of their own? Maybe they know one of the rules you need to follow is that if you attack them, you're not getting your stuff back since all their friends will attack you and you'll die or load the game, and you both know it. It isn't very fleshed out at the moment and needs a lot of work and additions. Right now the only way to get your loot back after it has been taken is killing the NPC, pickpocketing them back or other classic methods. If anyone was curious as to why? I was playing Skyrim with its own Devious Devices forever ago and wondered why no one had done similar in regards to being reverse-pickpocketed DD or having clothing stolen by people who want to sneak a peek? Anyway, now its done, on Fallout 4 at least. As far as I know this is the first mod of this type that has been created for Fallout 4 or Skyrim. Base features: -Get stolen from from most/all item types by NPCs, from 1 item per steal to a lot of things stolen from you, eventually making your Hot Pockets, no pockets at all. -Get chems/alcohol applied by NPCs instead of/alongside being pickpocketed (mostly social/"bad" drugs). -Get stolen from and/or chems/drugs/tattoo's applied while you sleep -If you have your weapon out and are looking at them approaching you, they will reconsider. -"Only in conversation" optional mode, so no thief will be chosen to do anything unless you are talking to someone else, the thief can still steal after you left conversation however if they haven't already. -Sex Attributes Support: NPCs may apply bonus arousal (+20) to the player if they are sub-90, Arousal Level is one of the possible modifiers for if the mod fires. -Equipped items, 0-Weight items, "Below X-Value" items can all be disabled as theft targets; Bobbypins, base-game magazines, holotapes, notes and *most* quest items are hard-protected by a formlist. (If you find any from the base game+base DLC that are not, let me know, none of the DLC Community Content quest items are currently protected and I play old-gen so I don't know if new ones were added) -Devious Devices basic support - Collars, Wristcuffs, Vibrators, Plugs, Hoods, Gags < all equal chance, other groups didn't make sense to be able to just casually put on someone before they're aware what's happening. Can probably be expanded to have different weights to each group later, likely won't be "cleaned" to remove specific items from any group. DD items shouldn't be stolen or double stacked. -KFT Basic Support : Arm bindings, Gags/Hoods, "Anything from the mod". Can be used with the DD chances at the same time but not recommended. -Tattoos After Rape basic support : NPCs can apply a tattoo as a reverse action. -SAKR (original) support (Exposed or Skimpy Detection) and 2 player-chosen slots that should work if you don't use SAKR for nudity (untested) -Thief can (chance) go invisible (good at sneaking!) -Lower weight items are typically taken in stacks/groups, the scaling can be altered -Some basic location support -Activation based off certan states of your character, wealth, health, equipement, armed. Can become compoundingly difficult/frequent. -Small knocked effect on-action (can be disabled but is very non-offensive) -Timers; one to call a new Thief/timeout the old one, one to delay the call -Optional "Fade-to-Black" when the NPC "uses/equips" something on the player. -Gamble+Option heavy: Chance of occurance with modifiers and chance modifiers for each group, many things to choose from. -Simple debug notifier enable/disable via MCM It is meant to be played with Sex Attributes for the base Arousal increase effect + my Arousal Helper mod for the Forced-Chems/Alcohol to be more effective, Devious Devices and/or Kziitd Fetish Toolset for the force-equipping and SAKR for skimpy/nudity detection and finally Tattoos after rape for tattoo handling, using this with Sex Harassment may cause a lot more butt-smacks so adjust your frequencies as NPCs will get right up into you sometimes and may end up behind you. If the mod doesnt function right away just disable/enable it from the MCM/Hotkey and it should work. Extra stuff that may be nice to know but you could find out later yourself without reading: Known/Possible Issues+Bugs: (Most possibles are assumptions based off how it is made/from testing/guesses), bugs will hopefully get fixed: Ok cool have you thought about??: (In the mystical future) On MCM Page 2 at the bottom. "Pickpocket/Reverse Options" : KFT - Random Rope or Tape bondage should read "KFT - Any Bondage" it will be updated on the next release.-
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Version 2.10b
10290 downloads
Consuming goods, rad damage, combat, SAKR state, location + may affect Arousal level. SAKR+CSL support + Dripping/Gushing etc via Arousal value + Violate Auto Surrender + Nude Modesty (external mod/s needed (you probably have most of them already)) Basically it breaks out the Arousal(or willpower) stat and allows it 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, the base settings should be fine (for the Arousal) however your playstyle will affect what you need to change, it likely is "too easy" at the current settings, if you have the Covering Hands mod, just note I set the default for that to be equipped at a very low value which may lead to you taking 1-2 hits if you're close to an enemy and they attack quickly as the timer needs to "tick" to see that you are in combat (caution or danger) to unequip the item. 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 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 instead of increasing it are easy to achieve, and vice versa. -Almost anything your character can consume, can affect their Arousal 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 arousal (direct), losing rads can decrease arousal (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). -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 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, depending on "what" sort of damage it was, most basic damage types covered, kills and attacks on the enemy can alter your arousal 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 limit for combat can also trigger you to surrender to your enemies (if you have Violate). -Combat strip lite support : Each item stripped, add/remove X arousal -Adrenaline ranks can affect gain/loss (survival only) -Swimming support is rudimentary, does a one shot amount of arousal in dirty or clean water when your character is fully submerged/swimming. -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: Current possible known issues: "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.-
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- sex attributes
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Version 0.0.5c
1561 downloads
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). 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 effect. Possibile Effects: Sex Attributes: Willpower, Arousal, Reputation, Trauma, Orientation (Sub/Dom) Sex Harassment: NPC spawning + approaches, Photo generation, Hypnosis level Other (WIP): Full unequip ("locked" items like DD/KFT aren't unequipped) When an effect occurs, you will get a notification (if enabled) and the screen will shake (if enabled). "Soft" Requirements: Sex Attributes Sex Harassment Skimpy Armor Keyword Resource 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". Playstyle ideas: Random sexlife : All sliders at high odds, low cooldown Surprise!: Low chances, all effects up at high levels, high cooldown Pickup Punishment: Low timer, high chances, bad effects Spoiled Cheater: Only good effects enabled 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. The Harassment NPC-spawning typically will attempt to grab a local NPC before spawning a new one. The basic roll works like this (after the initial pick-up roll wins): 1 Roll for: Is it Good / Bad / Other ? 2 Roll for: If it is not "Other" is it for Sex Attributes or Harassment ? 3 Roll for: What part of that mod wins ? |_ is it something with a Min/Med/Max value 3a Roll for: What potency ? Give player their "prize" 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. Known issues/things to consider: Standard non-container world pickups don't trigger NPC pool isn't large 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. 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. 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. MCM screenshots are slightly outdated. 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. "Other" is intended to be mod-internal Wildcards, just stripping as of now, using it as "random from all mods" seems like more of a hassle than a benefit, also we already do that just in a more controlled fashion with the rest of the mod. I have ideas like : Healing/Damage, Cure/Give Addiction(s), Cure/Give Illness. But those don't seem "fun" and curing them border on "cheating" due to the imbalance.-
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[Patch/Fix] Wristcuffs "fix" for Devious Devices removal via other mods View File I don't know how common this is for anyone else, if its just part of my specific mod order/setup but I kept feeling ultra-cursed when I got locked in some wristcuffs in game due to being unable to unlock them with willpower or the armor bench. Regardless, if you also had that issue, this should fix it for Sex Attributes and the Bench Unlocker. Changes: -All disconnected-style (free hands but wearing cuffs) wristcuffs now have the same keyword as connected ones (hands together cuffed), basically meaning that Sex Attributes and DD Bench Unlocker should work with all standard disconnected cuffs now -Blindfolds don't block power armor anymore, because it didn't make sense to me. -Removed wristcuffs keyword from dd_harness_chain_locked_rusty + silver since I think that was giving me removal issues too (it still has the suit keyword for removal) -Added gag-effect and blindfold-effect and power-armour blocking to black latex hood (Red has them already and it made sense to add them to black rather than remove them from red) Possible conflicts: -DD Enchantings has a tag to block fast travel on the blindfolds so you will need to choose if you prefer that effect or mine (whichever loads last in your mod order should get preference) -Any mods checking to see if the wristcuffs connected/disconnected and changing that status will likely fail if this is loaded, they won't be checked as "disconnected" -I don't know how the change will effect anything else. Permissions: I probably should have just uploaded this to the DD support thread in hindsight. I can't give permissions for this really beyond saying you can personally do what you want with it as long as it's in line with the rest of the permissions for DD. Requires Devious Devices 2.0_RC9_Beta2_HotFix, should work on other versions Set the mod to load after DD2RC9 Submitter Franco Cozzo Submitted 06/04/25 Category Other Requirements Devious Devices 2 RC9 Beta 2
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Version 1.0.0
561 downloads
I don't know how common this is for anyone else, if its just part of my specific mod order/setup but I kept feeling ultra-cursed when I got locked in some wristcuffs in game due to being unable to unlock them with willpower or the armor bench. Regardless, if you also had that issue, this should fix it for Sex Attributes and the Bench Unlocker. Changes: -All disconnected-style (free hands but wearing cuffs) wristcuffs now have the same keyword as connected ones (hands together cuffed), basically meaning that Sex Attributes and DD Bench Unlocker should work with all standard disconnected cuffs now -Blindfolds don't block power armor anymore, because it didn't make sense to me. -Removed wristcuffs keyword from dd_harness_chain_locked_rusty + silver since I think that was giving me removal issues too (it still has the suit keyword for removal) -Added gag-effect and blindfold-effect and power-armour blocking to black latex hood (Red has them already and it made sense to add them to black rather than remove them from red) Possible conflicts: -DD Enchantings has a tag to block fast travel on the blindfolds so you will need to choose if you prefer that effect or mine (whichever loads last in your mod order should get preference) -Any mods checking to see if the wristcuffs connected/disconnected and changing that status will likely fail if this is loaded, they won't be checked as "disconnected" -I don't know how the change will effect anything else. Requires Devious Devices 2.0_RC9_Beta2_HotFix, should work on other versions Set the mod to load after DD2RC9-
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I'll cashapp $10 to anyone who can make a working FFO4 patch for Sex Attributes so that the furry races from Furry Fallout are detected by things like PTSD from spirit break. From the mod page: "PTSD If the player gets raped and her spirit gets broken, the player will develop PTSD against the type of NPC that raped her. Types of NPC supported are Animals, Ferals, Gunners, Mutants, Raiders, and Synths. When player gets into combat with the type of NPC she has PTSD for, she will start to panic a bit, decreasing AP regen. Also player takes 20% increased damage against NPCs that she has PTSD for." All of the other basic features of this mod work perfectly fine, but not this feature. This feature works perfectly fine with creatures and ferals, but it does not work when broken by a raider or gunner as it should, probably because of the furry races. Normally it gives you a notification and a perk when you are "broken" in this way. I get the message/perk for creatures, but not "human" types. It would not be enough to add the races to the "FormID List", because it is not there. I've tried looking at it in FO4Edit, so a patch would take something more complex that is beyond me. (If it makes any difference, I am specifically using Furry Fallout version 2.3, not the latest 3.2, because I don't like the changes they made to the racial distribution and don't feel like starting a whole new game)