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Sex Attributes Helper (now does Arousal & Willpower)


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Posted
22 minutes ago, Franco Cozzo said:

Damn I'm a dummy, I didn't even check the esp in f04edit.
image.thumb.png.38149414ee76caf3888a449d02c3c1ca.png
New update incoming

 

Yup that's it! You can still move around like normal but can't fight in that state as if character has hands tied. Not sure how you are going to implement it but a lot of possibilities for it like changing or adding .hkx animation files. Maybe create a SAKR helper that works alongside arouser helper?   

Posted
1 minute ago, Cookiemonsta234 said:

 

Yup that's it! You can still move around like normal but can't fight in that state as if character has hands tied. Not sure how you are going to implement it but a lot of possibilities for it like changing or adding .hkx animation files. Maybe create a SAKR helper that works alongside arouser helper?   

 

I just added it like the rest, without the Armour file I'm pretty useless so the rest I'd be saying what I did before. 

 

You should take a look at the difference between the last 2 versions of the zazsupp.psc, and the zaz page of the MCM config.json, its quite easy to add new things if they have items already, xedit will have the formID needed for MCM and the script. Just if I disappear one day. (not just saying this to you personally but also in general to anyone who may want to add their own down the line)

Posted (edited)
5 minutes ago, Cookiemonsta234 said:

I guess it kinda can work like this in Skyrim advanced cover mod https://www.nexusmods.com/skyrimspecialedition/mods/59649

 

That's a neat mod/idea but I think that would be better as a different sort of mod almost, like a standalone SAKR-extension mod more than an SA-Dependant one. But it's not really my sort of thing, I like my player to be able to move and fight and etc until the very end. 

Edited by Franco Cozzo
Posted
On 1/31/2026 at 1:43 AM, Franco Cozzo said:

 

That's a neat mod/idea but I think that would be better as a different sort of mod almost, like a standalone SAKR-extension mod more than an SA-Dependant one. But it's not really my sort of thing, I like my player to be able to move and fight and etc until the very end. 

I tend to agree. Even if you are aroused, I doubt many women would be worried about it if they were being attacked. Run is a likely step, but given a weapon and tons of ammo? Doubtful. 

Posted

It took me a bit to get an idea on how it all yies together. Overall, it's a nice addition and can certainly liven up gameplay!

 

If I understand correctly damage type multipliers are all about taking a hit? I've hit 100 arousal before and let my character get mauled or attacked as she's over level 140. Arousal never dropped, meaning I remained combat inneffective. 

 

How viable would it be to enable damage both ways? Taking damage can either enhance or weaken arousal. The former would be a masochists playthrough. 

 

For arousal gain when dealing damage that would go well for a sadist. Normal gameplay may be neutral or even a drop in arousal. 

 

Keep up the great work! 

Posted (edited)
3 hours ago, msmfoster said:

It took me a bit to get an idea on how it all yies together. Overall, it's a nice addition and can certainly liven up gameplay!

 

If I understand correctly damage type multipliers are all about taking a hit? I've hit 100 arousal before and let my character get mauled or attacked as she's over level 140. Arousal never dropped, meaning I remained combat inneffective. 

 

How viable would it be to enable damage both ways? Taking damage can either enhance or weaken arousal. The former would be a masochists playthrough. 

 

For arousal gain when dealing damage that would go well for a sadist. Normal gameplay may be neutral or even a drop in arousal. 

 

Keep up the great work! 

 

You should already be able to make hits taken reduce arousal or increase it, I never tested it but it should work both ways, the math for the base hit gain (global damage weight) vs the weapon type may be a bit messy though but it should just work the same as the ingestibles tab if you want it to go to a negative and maybe turn getting kills into a positive instead. By default it already is a sort of masochist playthrough, most of the "negative things" like rads, taking damage, getting stripped, causing arousal and "positive things" calming them down, with killing making the player less aroused (due to seeing someone die not being sexy or something roleplay your own reason).

 

I dont think it possible to have one weapon type reduce arousal and another increase arousal though via the way the math is done in the script, at best the opposite score would reduce the final value to a 0 (before the location and SAKR modifiers which should also end up as a 0 for that roll). 

 

By default taking hits would typically increase arousal and kiilling enemies (including NPCs you just murder) will lower the arousal. The MCM already will allow this as well. 

 

That  "kills lower arousal" default value also seems quite high for me so if you're finding your score lower (and dont want that) after a combat maybe lower it.

 

If the math doesn't work backwards I'll try get a fix working at some time, just let me know. 

 

EDIT: Ok taking damage doesnt work in reverse (but kills can), give me some time. 

Edited by Franco Cozzo
Posted (edited)
5 hours ago, Franco Cozzo said:

 

You should already be able to make hits taken reduce arousal or increase it, I never tested it but it should work both ways, the math for the base hit gain (global damage weight) vs the weapon type may be a bit messy though but it should just work the same as the ingestibles tab if you want it to go to a negative and maybe turn getting kills into a positive instead. By default it already is a sort of masochist playthrough, most of the "negative things" like rads, taking damage, getting stripped, causing arousal and "positive things" calming them down, with killing making the player less aroused (due to seeing someone die not being sexy or something roleplay your own reason).

 

I dont think it possible to have one weapon type reduce arousal and another increase arousal though via the way the math is done in the script, at best the opposite score would reduce the final value to a 0 (before the location and SAKR modifiers which should also end up as a 0 for that roll). 

 

By default taking hits would typically increase arousal and kiilling enemies (including NPCs you just murder) will lower the arousal. The MCM already will allow this as well. 

 

That  "kills lower arousal" default value also seems quite high for me so if you're finding your score lower (and dont want that) after a combat maybe lower it.

 

If the math doesn't work backwards I'll try get a fix working at some time, just let me know. 

 

EDIT: Ok taking damage doesnt work in reverse (but kills can), give me some time. 

No worries! I feel there's a bit of room for confusion, and there are situations where there's room for interpretation. 

 

Here are a few examples:

 

As currently setup

  • Global Damage Weight: +
  • Damage Type Modifiers: + 

In this case you should gain arousal. Fairly straight forward.

 

Negative Modifiers

  • Global Damage Weight: +
  • Damage Type Modifiers: - 

In this case you should lose arousal when hit.

 

Double Negative

  • Global Damage Weight: -
  • Damage Type Modifiers: - 

In this case you should gain arousal because of the negative elements cancelling themselves out.

 

Realistically you should not allow Damage Type Modifiers to be negative. They should just be straight multipliers on the base loss or gain, so the text should be adjusted to reflect the fact they are multipliers.

 

As you stated, taking damage does not reverse arousal, even with negative modifiers. It's fine, you are working out the kinks, but I was looking for a method where my character regains combat capability by taking damage. Because for a LOT of people, taking a bullet to the ass should tame their libido.

 

I would also recommend you change things for clarity:

  • Make it clear that damage is related to the player. As in damage you take.
  • Make it clear that kill is a player kill. Fairly minor, but sometimes being explicit helps.

You may also want to consider removing loss or gain in the language when sliders can go positive or negative. Make it consistent though, Kill Arousal Loss is reversed from most others. Hence negative is always arousal loss, positive is always gain. 

 

That's just me thought. I could be completely out to lunch and that's okay. 

Edited by msmfoster
Posted
1 hour ago, msmfoster said:

Realistically you should not allow Damage Type Modifiers to be negative. They should just be straight multipliers on the base loss or gain, so the text should be adjusted to reflect the fact they are multipliers.

 

As you stated, taking damage does not reverse arousal, even with negative modifiers. It's fine, you are working out the kinks, but I was looking for a method where my character regains combat capability by taking damage. Because for a LOT of people, taking a bullet to the ass should tame their libido.

 

I would also recommend you change things for clarity:

  • Make it clear that damage is related to the player. As in damage you take.
  • Make it clear that kill is a player kill. Fairly minor, but sometimes being explicit helps.

You may also want to consider removing loss or gain in the language when sliders can go positive or negative. Make it consistent though, Kill Arousal Loss is reversed from most others. Hence negative is always arousal loss, positive is always gain. 

 

That's just me thought. I could be completely out to lunch and that's okay.

 

The latest version I uploaded an hour or so ago you can lose arousal being hit in combat, and I believe the damage modifiers work in reverse as well so a melee attack can reduce arousal and a gun attack can increase it if you wanted. I wasn't sure it would be posible but since the math is that way it seems to work. 

 

I just wanted to provide the most options for people with the mod which is why basically everything can go negative or positive that way people wont get annoyed that something cant be set to 0 or that something they wanted to reduce or increase arousal was doing the opposite, the combat part was an oversight really, literally 1 character change to "fix it" (but it needs a clean/ed save still to function because of the joys of the engine and baked saves). I assumed contextually it all made sense since all the Gain sliders are generally in the positive and if you put a negative you'd get a negative "gain" instead. 

 

The "Damage" is actually "Arousal Damage", the mod doesnt affect HP damage or weapon damage or anything related to that, sorry if that wasn't clear, I can see how that may confuse people but I guess I just assumed again contextually that people would "know" that it's all for arousal. 

 

The tracking if a kill is by the player specifically vs an ally is a little more tricky since it works the same way the engine does for tracking them, I've seen some mods out there that can give finer control to this but I haven't seen if they make this function better or not. I lowered the default a bit for the last release in secret (dont tell anyone) since I found I was getting hit a lot less than I was killing, but since it can all be changed it's a whatever thing. 

 

Also nothing wrong with sharing thoughts and ideas/opinions, if you didn't mention it before I would have never known that combat damage couldn't reduce arousal.  So, thank you.

 

I'll look into cleaning the MCM language at some time if theres another release. In the meantime, the config.json file in the MCM folder of the mod is plaintext and you can change the text in there to whatever you want plus restrict/change the sliders as well to your liking, just be careful of all the " " and { } and the rest or MCM will show an error on the mods page (but you can edit the text, save it, re-open the MCM in the game while its still running and it should refresh/work, doing this too much can  cause a one-off CTD opening MCM though).

Most steppings can go to 0.001 figures, probably lower, but if you have the range too high (like 0-1000, .01 steps) MCM doesn't like it and will start to snap back to previous amounts or do weird things like going to max/min and then you need to manually click < or > a few times to make it stick at the value you wanted. 

 

1 hour ago, Samhsay said:

Just delete it and your nude girl will fight.

  Hide contents

Skr.png.21c03125b113860d9a026ac9738cc446.png

But... Is covering linked to arosual? Not SAKR or armor slots?

 

I don't think he was talking about this part. When that animation item is equipped (since it is a piece of armor) *regardless of arousal level* , the player will be unable to use weapons and you will need to do that change in your screenshot to the mod for you to be able to use weapons with it.

The covering hands is not my mod and if I were to change that for this one (I know you aren't asking me to) it would make it a hard dependancy which I'm trying to avoid for this, otherwise everyone using this mod would also need to get that.

 

So basically, covering is linked to the covering hands item being equppied, not SAKR or Arousal or Armor slots and can be totally avoided by leaving the slider for it at 101 for that one specifically and/or just not installing that mod. 

 

Theres a value that can be set in the Combat tab that sets a limit for when the character is too aroused to fight back, I think I set it to 100 by defauilt (or maybe 101) which may have been what he was talking about. 

Posted (edited)
10 hours ago, msmfoster said:

 

 

If I understand correctly damage type multipliers are all about taking a hit?

 

For arousal gain when dealing damage that would go well for a sadist.

I had it backwards myself, the first slider is the multiplier. The weapon types are the base damage.

 

So when the player is hit, the script sees if it is a melee attack or a projectile weapon or whatever and that is the base, then it is * by the multiplier to pass the final score to the core for location and etc. I'll set it to 1 for whenever the next release is out since I guess it is kind of pointless/confusing.

 

I've attached a cleaner MCM, I've only changed wording on the combat page it should be a bit more clearer now. It goes in SexAttributesArousalHelper\MCM\Config\SexAttributesArousalHelper 

 

Dealing damage I'm not sure of, it would probably need to be the tiniest amount of arousal changed per hit, especially on top of a kill arousal change since some enemies can take 1 hit and sometimes if you only have a pipe weapon and they're a legendary they can take a heap more. Doesn't seem like it would be impossible to add though.

config.json

Edited by Franco Cozzo
Posted
40 minutes ago, Franco Cozzo said:

The "Damage" is actually "Arousal Damage", the mod doesnt affect HP damage or weapon damage or anything related to that, sorry if that wasn't clear, I can see how that may confuse people but I guess I just assumed again contextually that people would "know" that it's all for arousal. 

 

 

Arousal damage? I figure you were tracking arousal changes based on damage the player receives. 

 

Side question, this mod has changed names a few times? Or is there a legitimate reason to install willpower, ingestion, and arousal? 

Posted (edited)
1 hour ago, msmfoster said:

Arousal damage? I figure you were tracking arousal changes based on damage the player receives. 

 

Side question, this mod has changed names a few times? Or is there a legitimate reason to install willpower, ingestion, and arousal? 

It's much more simplistic, it just sees if the player was hit at all and works off that weapon type. Going off damage recieved would be difficult to read and balance, especially with armor stopping damage and the players HP increasing / taking more damage as they level up while the arousal stat stays between 0-100. 

 

The first release of this mod was SexAttributesIngestiblesHelper, that's all I planned to do originally since I only wanted chems to change the arousal value. It's already part of every version afterward, I just renamed it further down the line after I added more stuff.  

 

The Willpower is an edited version of the main mod and wont work with it at the same time, they're using almost identical scripts and share the same quest names and a bunch of global values. It just targets FPA_Value_Willpower instead of FPA_Value_Arousal. I won't be updating it (might rename the mod page later idk). I assume swapping between the mods mid-game wont work.

 

I just had the thought that it would be possible to change barely anything and make the mod work with something else, sort of like a proof of concept that it could be done. Technically you'd only need to compare the differences between the versions source files that are included to see easily what you would need to change to make it work for basically any mod in the same way. So if you had a mod that had its own single value, you could change those 2-3 points in the scripts, recompile and save and then search-and-replace some words in the MCM and this mod would work with the other mod as a "value" helper. 

 

I'm just leaving all the files available for download if anyone wants to see the differences or use the source or if something was broken ages ago. If LL thinks its too much data they can delete them but they're only a few KB each. The latest version is all you'll need. 

Edited by Franco Cozzo
Posted
22 minutes ago, Franco Cozzo said:

It's much more simplistic, it just sees if the player was hit at all and works off that weapon type. Going off damage recieved would be difficult to read and balance, especially with armor stopping damage and the players HP increasing / taking more damage as they level up while the arousal stat stays between 0-100. 

 

The first release of this mod was SexAttributesIngestiblesHelper, that's all I planned to do originally since I only wanted chems to change the arousal value. It's already part of every version afterward, I just renamed it further down the line after I added more stuff.  

 

The Willpower is an edited version of the main mod and wont work with it at the same time, they're using almost identical scripts and share the same quest names and a bunch of formIDs. It just targets FPA_Value_Willpower instead of FPA_Value_Arousal. I won't be updating it (might rename the mod page later idk). I assume swapping between the mods mid-game wont work.

 

I just had the thought that it would be possible to change barely anything and make the mod work with something else, sort of like a proof of concept that it could be done. Technically you'd only need to compare the differences between the versions source files that are included to see easily what you would need to change to make it work for basically any mod in the same way. So if you had a mod that had its own single value, you could change those 2-3 points in the scripts, recompile and save and then search-and-replace some words in the MCM and this mod would work with the other mod as a "value" helper. 

 

I'm just leaving all the files available for download if anyone wants to see the differences or use the source or if something was broken ages ago. If LL thinks its too much data they can delete them but they're only a few KB each. The latest version is all you'll need. 

That clarifies a lot. Thank you. Overall, I think you and I saw damage as the same thing. Based on vanilla quests like 'Hole in the Wall' its clear damage and hit is not a precise science. 

 

I used ReSaver to remove all instances of the mod and will see if I can get your new variant to work. Let you know how it goes!

Posted

Is there any way to (re)start the scripts. After starting from a 'cleaned' save the MCM works but nothing from the mod seems to trigger. Including messages about changing locations. 

Posted (edited)
3 hours ago, msmfoster said:

Is there any way to (re)start the scripts. After starting from a 'cleaned' save the MCM works but nothing from the mod seems to trigger. Including messages about changing locations. 

You can try, I had the same issue and had to start a whole new game for it but didn't try resaver since I'm always starting new characters anyway. A save before you used any version of the mod should work as well. If I could update the mod without needing that each time it would be good.

 

You'd want to try (uppercase/lowercase doesnt matter)

 

Stopquest FPA_CoreE

Stopquest FPA_Combat_Quest

 

then maybe

 

ResetQuest FPA_CoreE

ResetQuest FPA_Combat_Quest

and

StartQuest FPA_CoreE

StartQuest FPA_Combat_Quest

 

Not sure if the "resetquest" is needed or helps or harms, also not sure if the order matters. You can also use "sqv FPA_CoreE" or similar to see if a quest is "running", if it is and nothings being reported then its broken somewhere but I dont believe I would be able to do much from this end to fix it. 

 

The rest of the quests the mod has are below but they weren't changed in the update. I only tried the core and combat myself before starting a new game, you could try disabling/restarting/starting all of them, I don't think it will make any difference, however I'm not super experienced at this.

 

FPA_Actions_Quest
FPA_AtomBombBaby
FPA_CombatSL
FPA_Ingestibles

FPA_NoShoot

FPA_ZazSupps

 

the Core E(ngine) handles the final roll and I think the lvl2 debug notifier logic is there too, almost all the Quests feed their base to it.

Combat Quest is all the combat stuff

Actions Quest is Swimming, SAKR, Location

AtomBombBaby is the Radiation things

Ingestibles is all the food/drinks/chems 

CombatSL is Combat Strip Lite

ZazSupps is the effects

NoShoot is the arousal-lock

Edited by Franco Cozzo
Posted
15 hours ago, Franco Cozzo said:

You can try, I had the same issue and had to start a whole new game for it but didn't try resaver since I'm always starting new characters anyway. A save before you used any version of the mod should work as well. If I could update the mod without needing that each time it would be good.

 

You'd want to try (uppercase/lowercase doesnt matter)

 

Stopquest FPA_CoreE

Stopquest FPA_Combat_Quest

 

then maybe

 

ResetQuest FPA_CoreE

ResetQuest FPA_Combat_Quest

and

StartQuest FPA_CoreE

StartQuest FPA_Combat_Quest

 

Not sure if the "resetquest" is needed or helps or harms, also not sure if the order matters. You can also use "sqv FPA_CoreE" or similar to see if a quest is "running", if it is and nothings being reported then its broken somewhere but I dont believe I would be able to do much from this end to fix it. 

 

The rest of the quests the mod has are below but they weren't changed in the update. I only tried the core and combat myself before starting a new game, you could try disabling/restarting/starting all of them, I don't think it will make any difference, however I'm not super experienced at this.

 

FPA_Actions_Quest
FPA_AtomBombBaby
FPA_CombatSL
FPA_Ingestibles

FPA_NoShoot

FPA_ZazSupps

 

the Core E(ngine) handles the final roll and I think the lvl2 debug notifier logic is there too, almost all the Quests feed their base to it.

Combat Quest is all the combat stuff

Actions Quest is Swimming, SAKR, Location

AtomBombBaby is the Radiation things

Ingestibles is all the food/drinks/chems 

CombatSL is Combat Strip Lite

ZazSupps is the effects

NoShoot is the arousal-lock

I'll try this out and let you know. To make it easier to upgrade. Would it make sense to add a debug function that stops all of these and disconnects (think a safe uninstall) and then one to restart the process? It may allow users to follow your upgrades without new games or saves. 

Posted
3 hours ago, msmfoster said:

I'll try this out and let you know. To make it easier to upgrade. Would it make sense to add a debug function that stops all of these and disconnects (think a safe uninstall) and then one to restart the process? It may allow users to follow your upgrades without new games or saves. 

 

Stopping the quests before removing and saving then loading the new version of the mod would be the same as using a debug feature I assume, I believe that is how other mods do it. If I remember I'll try it before some next update (wont be for a few days at best, I do like the idea of doing-hits to enemies affecting the arousal-level as an option even though I wouldnt use it myself, but it needs a re-work of the current taking-hits function at the same time) and see if it helps since its not too much work to add a function that just runs a stop on all of them.

Posted
5 hours ago, Franco Cozzo said:

 

Stopping the quests before removing and saving then loading the new version of the mod would be the same as using a debug feature I assume, I believe that is how other mods do it. If I remember I'll try it before some next update (wont be for a few days at best, I do like the idea of doing-hits to enemies affecting the arousal-level as an option even though I wouldnt use it myself, but it needs a re-work of the current taking-hits function at the same time) and see if it helps since its not too much work to add a function that just runs a stop on all of them.

I made up three scripts. First disables all functions, another resets, and the last starts them up. It just allows me to add a mild delay between stages.

 

It seems to work fine, although I'll need to let my character get mauled for a bit to see if numbers drop. 

 

Still, location registration is showing up fine now, which wasn't the case post upgrade. 

Posted (edited)

Hello

The "Exposed" notification stopped working in the new version of the mod.

Tested on a completely naked body and clean (new) save.

Edited by Mr. Sunshine
Posted

I messed something up when making the last update (or maybe before). If you dont need the covering animation support or taking damage to reduce arousal you're probably best on the 1.903 base version since I think that was the most "working" release. I'll do a fix + add some minor stuff sometime later.

Posted
7 hours ago, Franco Cozzo said:

I messed something up when making the last update (or maybe before). If you dont need the covering animation support or taking damage to reduce arousal you're probably best on the 1.903 base version since I think that was the most "working" release. I'll do a fix + add some minor stuff sometime later.

Never even clued in that it was not working. I am doing a Whore of Atom run-through, using all those perks from Milking Human Kindness that requires you to be exposed. 

 

Still it's a nice feature and a great way to remind a player they are exposed. 

Posted
13 hours ago, msmfoster said:

Never even clued in that it was not working. I am doing a Whore of Atom run-through, using all those perks from Milking Human Kindness that requires you to be exposed. 

 

Still it's a nice feature and a great way to remind a player they are exposed. 

The functionality was still working I think, just the notifications are busted, also noticed some issues with the combat ones too but it may just be on my side. The 1.903 version also had working adrenaline I believe so I probably compiled against/updated an older version of a script for the latest version.

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