Franco Cozzo Posted January 3 Posted January 3 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: 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 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 4
ectrshgpp Posted January 5 Posted January 5 Hello, Cannot find the MCM menu. What is its name ? Seems to work as displaying info in HUD. Thanks!
Franco Cozzo Posted January 6 Author Posted January 6 7 hours ago, ectrshgpp said: Hello, Cannot find the MCM menu. What is its name ? Seems to work as displaying info in HUD. Thanks! It should be "Sex Attributes Arousal Helper"
Spaceguest991 Posted January 6 Posted January 6 So this mod is looking pretty good to me, I would like if I a bit more control over which chems add arousal. Like for example I'd like to make it so chems like jet add arousal but perhaps mentats lower arousal or perhaps the other way around
Cookiemonsta234 Posted January 7 Posted January 7 (edited) Wow! This is cool is it possible to add these effects when arousal reaches a certain level? Edited January 7 by Cookiemonsta234 1
judge007 Posted January 7 Posted January 7 57 minutes ago, Cookiemonsta234 said: Wow! This is cool is it possible to add these effects when arousal reaches a certain level? These particle effects are included with UAP, EAP and Indarello's patch already. 1
Franco Cozzo Posted January 7 Author Posted January 7 (edited) 8 hours ago, Spaceguest991 said: So this mod is looking pretty good to me, I would like if I a bit more control over which chems add arousal. Like for example I'd like to make it so chems like jet add arousal but perhaps mentats lower arousal or perhaps the other way around You may be able to make new lists using robco to overwrite the ones I made, like put the chems you want to gain into customgroup1 and the ones you want to lose into customgroup2, or maybe target the current chems list for one of them, I dont know really, I haven't really tested if that will work or not (it should) but apparently robco patcher isnt too difficult to use. Otherwise you'd need to make different formlists (lists of items) and globals in the construction kit. If you do it this way, you will need to change the current list first, and possibly need a save from before you installed this version (anything 1.5 til now) to test on. If it was easier to do it "per-chem" I would have done that, the only way I can think of doing it that way though would have been to add each item in the script itself individually but then you'd also need a slider for each chem as well. I know people hate being told "do it yourself" but it really isn't that difficult, its more time consuming than anything. The google AI tool is actually pretty decent at papyrus scripting and also seems to search bethesdas documentation sometimes as well. The script you'd want to work on is the ingestiblehelper.psc in the data/source/user folder, copy paste that into google's AI tool and ask it how to change what you want and ask it to guide you through using the construction kit as well. All the math/notifications I believe is handled by the coreengine.psc which you could also just send to the AI and it should just read it. I was originally going to do something similar, like break the item lists up more which is why it had pre-war food instead of clean/dirty (it was 2 reasons I removed pre-war foods) , but I was having issues working with all the lists and since I was just vibecoding it all it seemed to work with fewer lists than more. Edited January 7 by Franco Cozzo 1
Franco Cozzo Posted January 7 Author Posted January 7 (edited) The MCM is missing Essential AID gain, you can add this somewhere in there, I'd suggest underneath the AID gain. { "type": "slider", "text": "Essential Aid Gain", "help": "Stimpaks, Rad-X, Radaway", "valueOptions": { "sourceType": "GlobalValue", "sourceForm": "SexAttributesIngestibleHelper.esp|0x984E", "min": -50.0, "max": 50.0, "step": 0.1 } }, I've attached a fixed/better MCM that also has some other fixed text and help but nothing worth releasing a new version over. The path should be (yourmodsordatafolder)\SexAttributesIngestibleHelper1.7\MCM\Config\SexAttributesIngestibleHelper --edit-- not needed for newer versions config.json Edited January 9 by Franco Cozzo
Franco Cozzo Posted January 7 Author Posted January 7 (edited) 22 hours ago, Cookiemonsta234 said: Wow! This is cool is it possible to add these effects when arousal reaches a certain level? Really cool idea, I just uploaded a new version thanks. Edited January 7 by Franco Cozzo 1
Cookiemonsta234 Posted January 8 Posted January 8 (edited) 2 hours ago, Franco Cozzo said: Really cool idea, I just uploaded a new version thanks. Yea there were stuff like piss particles in link I sent that UAP never used at least I do not recall it ever using it. I always wanted something like the effect to happen outside of AAF like a kink or fetish if character is exposed in certain areas. If you download the particle mods and equip them on character the effect will show Edited January 8 by Cookiemonsta234
rubber_duck Posted January 8 Posted January 8 Is there any chance this mod can be ESL-flagged ESP so it saves plugin spots? I like where you're heading with it, but it seems like a miscellaneous mod and as such I bet it'd be better off as ESL-flagged ESP. Granted, I can always flag it myself, but that'd probably cause issues with scripts, MCM and whatnot. Keep up the great work! 1
Franco Cozzo Posted January 8 Author Posted January 8 9 hours ago, rubber_duck said: Is there any chance this mod can be ESL-flagged ESP so it saves plugin spots? I like where you're heading with it, but it seems like a miscellaneous mod and as such I bet it'd be better off as ESL-flagged ESP. Granted, I can always flag it myself, but that'd probably cause issues with scripts, MCM and whatnot. Keep up the great work! I just tried (with xedit) and it totally broke the MCM and finding/changing all the formIDs would take an amount of effort/time. But the mod still seemed to work (the little i tested) as an ESL-flagged ESP (with a broken MCM). If anyone else wants to do it I wouldn't mind at all, it just seems like ESL-ifying them is better when the mod is more finished? Unless theres a script that can do the MCM as well, but even then it seems like it would need to be run again for every update, which wouldnt a big issue if it was automated but theres heaps of MCM entries and the thought of manually fixing that each time is traumatic. I checked out the ESLifier for skyrim but I got stuck pretty early (plugins.txt), is there one that "just works and does everything" for fallout 4 ? I'm not really much of a programmer or anything, I got stoned the other day and decided to finally make a mod that made chems give arousal like alcohol did for Sex Atributes and it blew up into this over a week with a lot of help from googles AI tool.
Franco Cozzo Posted January 9 Author Posted January 9 (edited) On 1/8/2026 at 12:53 PM, Cookiemonsta234 said: Yea there were stuff like piss particles in link I sent that UAP never used at least I do not recall it ever using it. I always wanted something like the effect to happen outside of AAF like a kink or fetish if character is exposed in certain areas. If you download the particle mods and equip them on character the effect will show There's no .esm for the particles so adding it to the mod would be a lot more work than adding what I already did since most of the work was already done for me. It shouldnt be too much for me to add those as well if they had an esm and equip rings like the others but I couldn't see them done anywhere. You *may* be able to get around it by just renaming the ones you want to use and replace some of the other ones already in-use? ^ i just tried this and it didnt work for me (just realised I didnt try moving the liquids folder but i dont know how to do that) Edited January 10 by Franco Cozzo
Franco Cozzo Posted January 10 Author Posted January 10 On 1/8/2026 at 10:50 PM, rubber_duck said: Is there any chance this mod can be ESL-flagged ESP so it saves plugin spots? I like where you're heading with it, but it seems like a miscellaneous mod and as such I bet it'd be better off as ESL-flagged ESP. Granted, I can always flag it myself, but that'd probably cause issues with scripts, MCM and whatnot. Keep up the great work! I figured it out, turns out I was just a big dummy, thanks!
Dojo_dude Posted January 11 Posted January 11 Isn't stuff like urine linked to animations too? I'm sure some bad end animations have it? Or im mixing up Skyrim... lol 1
ectrshgpp Posted January 11 Posted January 11 Hi, FYI, Using SexAttributesArousalHelper1.902, i've got the following msg from wrye batch "Incorrect ESL Flag" The following plugins have an ESL flag, but do not qualify. Either remove the flag with 'Remove ESL Flag', or change the extension to '.esp' if it is '.esl'. • SexAttributesArousalHelper.esp Thank for the good work ! 1
judge007 Posted January 11 Posted January 11 10 minutes ago, ectrshgpp said: Hi, FYI, Using SexAttributesArousalHelper1.902, i've got the following msg from wrye batch "Incorrect ESL Flag" The following plugins have an ESL flag, but do not qualify. Either remove the flag with 'Remove ESL Flag', or change the extension to '.esp' if it is '.esl'. • SexAttributesArousalHelper.esp Thank for the good work ! +1
Franco Cozzo Posted January 11 Author Posted January 11 Maybe I need to re- 25 minutes ago, ectrshgpp said: Hi, FYI, Using SexAttributesArousalHelper1.902, i've got the following msg from wrye batch "Incorrect ESL Flag" The following plugins have an ESL flag, but do not qualify. Either remove the flag with 'Remove ESL Flag', or change the extension to '.esp' if it is '.esl'. • SexAttributesArousalHelper.esp Thank for the good work ! 15 minutes ago, judge007 said: +1 Turns out I need to re-esl it. The latest version should be fine but let me know if it isn't. Thanks for letting me know about that, mod organiser 2 wasn't telling me anything so I just assumed it was fine.
Franco Cozzo Posted January 11 Author Posted January 11 11 hours ago, Dojo_dude said: Isn't stuff like urine linked to animations too? I'm sure some bad end animations have it? Or im mixing up Skyrim... lol Turns out the bad end animations had it all set up (armor rings as well) from their esp. 3
judge007 Posted January 11 Posted January 11 1 hour ago, Franco Cozzo said: Maybe I need to re- Turns out I need to re-esl it. The latest version should be fine but let me know if it isn't. Thanks for letting me know about that, mod organiser 2 wasn't telling me anything so I just assumed it was fine. Run your load order through Wrye Bash and use its View - Plugin Checker function, it'll display that information. Check for Errors script in FO4Edit should also do that. 1
Cookiemonsta234 Posted January 30 Posted January 30 Hello are you still working on updating this mod? I wanted to ask if it was possible to also equip this animation kziitd made when arousal reaches a certain level? I guess it would work like the particle effects except this time its a covering animation instead. https://discord.com/channels/425389991481442307/883849887593152592/1399387857193406627
Franco Cozzo Posted January 30 Author Posted January 30 22 minutes ago, Cookiemonsta234 said: Hello are you still working on updating this mod? I wanted to ask if it was possible to also equip this animation kziitd made when arousal reaches a certain level? I guess it would work like the particle effects except this time its a covering animation instead. https://discord.com/channels/425389991481442307/883849887593152592/1399387857193406627 I cant access that discord link, it just loads my basic discord front page. The zaz animations work/were "easy" because they are all equipped items, so if the animations are "equipped" like armour etc the same way it should be possible and I should be able to do it like I did the current ones. If they aren't just equipped then I have no idea how to call animations or character movements at all. I'm not really a programmer, I vibecoded most of the mod and kind of learned how to use the CK from there but I only sort of have a gist of what I am doing. I've kind of taken a break from working on this too, I know it has issues like the location notifier not working anymore even though it worked on the last version and the rads notifier not being able to be disabled without setting the main notifier to 0 or 2 and theres *maybe* another bug that resets the arousal to 0 related to the combat gamble (I'm not sure, I could be tripping). Also other papyrus stuff that I have no idea how to fix. I have some barely-updated version that fixes the papyrus error for the unfound perk (from trying to get wellrested working) and has some value changes that anyone could make themselves in the MCM so it doesn't just make the basic arousal system easy/pointless but that's all I've done to make this any better since then. If you're up for it you can try figure it out / vibecode it yourself, I used googles AI mode tool from the search mostly, not a paid thing. I'm not too worried about people editing or improving the mod and/or uploading extra parts for it here, I just dont want someone to steal the whole thing and release it elsewhere/charge money for it. 1
Cookiemonsta234 Posted January 30 Posted January 30 (edited) 11 hours ago, Franco Cozzo said: I cant access that discord link, it just loads my basic discord front page. The zaz animations work/were "easy" because they are all equipped items, so if the animations are "equipped" like armour etc the same way it should be possible and I should be able to do it like I did the current ones. If they aren't just equipped then I have no idea how to call animations or character movements at all. I'm not really a programmer, I vibecoded most of the mod and kind of learned how to use the CK from there but I only sort of have a gist of what I am doing. I've kind of taken a break from working on this too, I know it has issues like the location notifier not working anymore even though it worked on the last version and the rads notifier not being able to be disabled without setting the main notifier to 0 or 2 and theres *maybe* another bug that resets the arousal to 0 related to the combat gamble (I'm not sure, I could be tripping). Also other papyrus stuff that I have no idea how to fix. I have some barely-updated version that fixes the papyrus error for the unfound perk (from trying to get wellrested working) and has some value changes that anyone could make themselves in the MCM so it doesn't just make the basic arousal system easy/pointless but that's all I've done to make this any better since then. If you're up for it you can try figure it out / vibecode it yourself, I used googles AI mode tool from the search mostly, not a paid thing. I'm not too worried about people editing or improving the mod and/or uploading extra parts for it here, I just dont want someone to steal the whole thing and release it elsewhere/charge money for it. Here is file attached it works like an equipped item. They made a video of it but I don't think think you can upload vids here. Video is here https://civitai.com/posts/26259034 This is how they describe it: I made a preview mod for you, it just replaces the arm injury animation of one of TD's handcuffs. Because I don't know scripting, I can't add content but only replace it. TD is the master, use any mod that extracts items directly from esm/esp/esl to get an item called "Covering Hands", and it will automatically enter the MT hybrid animation after equipping. Because it is TD's script, she can't fight after equipping it. It's just a concept demonstration, you can use your own script to add arm injury mechanism to the equipment and use this animation like TD, without any constraints such as being unable to fight. Works for males too. Because the third person world model is just the vanilla hand for male/female. So I guess in theory if works with torture devices you would just need that mod to play the animation. Also, a lot of different possibilities can be used if it works. For example, different masturbation animations or cover animations under certain conditions like if arousal is too high or too low without using AAF. Or maybe it can be used solely with skimpy keywords and when exposed at 100 covering animation play if character is uncomfortable in certain areas or is stripped off from combat strip mod? Or maybe the longer character is exposed the more comfortable they become over time of if they are sluts? I'm just blurting out ideas Covering Animation.zip Edited January 30 by Cookiemonsta234
Franco Cozzo Posted January 31 Author Posted January 31 49 minutes ago, Cookiemonsta234 said: Here is file attached it works like an equipped item. They made a video of it but I don't think think you can upload vids here. This is how they describe it: I made a preview mod for you, it just replaces the arm injury animation of one of TD's handcuffs. Because I don't know scripting, I can't add content but only replace it. TD is the master, use any mod that extracts items directly from esm/esp/esl to get an item called "Covering Hands", and it will automatically enter the MT hybrid animation after equipping. Because it is TD's script, she can't fight after equipping it. It's just a concept demonstration, you can use your own script to add arm injury mechanism to the equipment and use this animation like TD, without any constraints such as being unable to fight. Works for males too. Because the third person world model is just the vanilla hand for male/female. Covering Animation.zip 7.73 kB · 1 download There's no equippable items in there or in TD plus I have no idea how to make it equippable since its not like the droplets which were an effect, its a different sort of beast as it changes the player characters animation. I dont think I'll be able to do this at all. I believe that TD edit you sent is supposed to fire at a certain time, not to be called as an effect. The zaz droplets and etc were all .nif files which are different from this .hkx file, which google tells me are used to control which animations play on events. And if we wanted it to be a constant thing (like when walking/running in 3rd person etc, not just standing still or frozen while the animation plays) it would require further editing and etc which is way out of my skillset, plus I imagine it could also mess with other mods that affect player movement in 3rd person since it would be fighting with them for the current animations. I'm sure there's a way to get it done but it seems like a heap of work from most angles of approach, aside from crippling the players arms when their arousal reaches a limit or equipping invisible handcuffs which would need to be added and edited then probably changed so the player can do everything but fight for gameplay and sanity reasons (which could break handcuff usage from TD or DD) I cant really figure how I could get that animation to work and consistently. I was able to add the ability to stop the player from being able to attack at X arousal though, that way at least if you find something that can do what you want it'll be easier to stop the players side of the combat at the same time without extra scripts.
Cookiemonsta234 Posted January 31 Posted January 31 2 hours ago, Franco Cozzo said: There's no equippable items in there or in TD plus I have no idea how to make it equippable since its not like the droplets which were an effect, its a different sort of beast as it changes the player characters animation. I dont think I'll be able to do this at all. I believe that TD edit you sent is supposed to fire at a certain time, not to be called as an effect. The zaz droplets and etc were all .nif files which are different from this .hkx file, which google tells me are used to control which animations play on events. And if we wanted it to be a constant thing (like when walking/running in 3rd person etc, not just standing still or frozen while the animation plays) it would require further editing and etc which is way out of my skillset, plus I imagine it could also mess with other mods that affect player movement in 3rd person since it would be fighting with them for the current animations. I'm sure there's a way to get it done but it seems like a heap of work from most angles of approach, aside from crippling the players arms when their arousal reaches a limit or equipping invisible handcuffs which would need to be added and edited then probably changed so the player can do everything but fight for gameplay and sanity reasons (which could break handcuff usage from TD or DD) I cant really figure how I could get that animation to work and consistently. I was able to add the ability to stop the player from being able to attack at X arousal though, that way at least if you find something that can do what you want it'll be easier to stop the players side of the combat at the same time without extra scripts. interesting. here in video its shown as an equippable item. Once its equipped the animation plays and when its unequipped the animation stops stops https://www.mediafire.com/file/v0fc2cme4t5slpx/Fallout_4_2025.07.28_-_21.41.24.05.mp4/file 1
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