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Sex Attributes Helper (now does Arousal & Willpower)


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Posted

The game testing this is not permanent. Only way I can take these settings I like to the next game, when I start it, is to write down everything or screenshot then make adjustments that way. From time to time, Fallout has a tendency to "freeze" when alt-tabbing in and out of the game which requires me to killing the game in task manager. Just a thought on the settings transfer I mentioned.

Posted
2 hours ago, Dreizza said:

The game testing this is not permanent. Only way I can take these settings I like to the next game, when I start it, is to write down everything or screenshot then make adjustments that way. From time to time, Fallout has a tendency to "freeze" when alt-tabbing in and out of the game which requires me to killing the game in task manager. Just a thought on the settings transfer I mentioned.

Maybe try the beta version for the MCM settings manager from their discord, I was having issues with it a while back and this solved most of them, mine still takes a little time since i have something like 4000+ settings it needs to re-check and load, and applying them sometimes needs 2-3 applys but at least it "works", its a bit of a hassle to find exactly where the newer version is on their discord  https://www.nexusmods.com/fallout4/mods/56195?tab=posts the 2nd post on the mods page has the link

image.png.2e5099afcc4f1fe13825bfdf8b91d543.png

This image should help.

 

Also CTDs from alt tabbing can usually be solved for most older games by changing them from fullscreen to borderless fullscreen. It takes a tiny bitmore system resources but lets you alt tab a lot more freely with less delay and chance of crashing since the video driver doesn't need to unload/reload everything. 

 

Posted (edited)

Hello, I just wanted to give an update. I tried disabling this mod, and still got the animation

I noticed the "spray" anim's were coming from EAP, which has a zaz .esp. I turned it off in plugins.

The "spray" was forward but there is a reverse spray as well. I guess I am confirming it is not from your mod, but I wonder if I had too many mods using the same mechanic.(?)

I use almost all your mods, (Hot Pockets, Bump Strip, Wicked Effects, Bound by Greed) Would "SA Helper" be too much? I only took it out because of what I thought was a wrong animation, (male like?) and that because I put this mod in so close to putting in EAP, I did not suspect it to begin with. That was my mistake.

 

Also, on Leito staged, fixed, it doesn't seem to matter where I put it in load order with EAP, some animations are just borked (erection) and some are perfectly ok. Some of the bork shows in a staged animation that has several correct animations, only to transition to a borked pekker. This is not your fault, I am just passing the information along. So I just put up with the bork, or hit "alt" for a new animation, which in most cases gives me a working animation.

Edited by Madscout
Posted (edited)

I wanted to comment on the Black Screen" effect also. My opinion, which is as a layman, is that sometimes too many calls are happening at once and the game just holds it's breath.

I mean I have PVPK, on top of TSex, on top of violate and throw in "Indecent Captivity" which depending on where you are will call for animations also, and if multiple things are happening at once, I think the game just doesn't know where to go, so it just sits there in a black screen. Most of the time and if you know what mod is calling the shots you can go to the mcm and use its "remove black screen" function, but you can only do that if you know what has hung up.

Edited by Madscout
Posted (edited)
3 hours ago, Madscout said:

Also, on Leito staged, fixed, it doesn't seem to matter where I put it in load order with EAP,

 

If you use EAP you don't need to install Leito Staged erect fix. EAP handles it.

 

Reference here:  

 

Edited by Cookiemonsta234
Posted
14 hours ago, Madscout said:

Hello, I just wanted to give an update. I tried disabling this mod, and still got the animation

I noticed the "spray" anim's were coming from EAP, which has a zaz .esp. I turned it off in plugins.

The "spray" was forward but there is a reverse spray as well. I guess I am confirming it is not from your mod, but I wonder if I had too many mods using the same mechanic.(?)

I use almost all your mods, (Hot Pockets, Bump Strip, Wicked Effects, Bound by Greed) Would "SA Helper" be too much? I only took it out because of what I thought was a wrong animation, (male like?) and that because I put this mod in so close to putting in EAP, I did not suspect it to begin with. That was my mistake.

 

Also, on Leito staged, fixed, it doesn't seem to matter where I put it in load order with EAP, some animations are just borked (erection) and some are perfectly ok. Some of the bork shows in a staged animation that has several correct animations, only to transition to a borked pekker. This is not your fault, I am just passing the information along. So I just put up with the bork, or hit "alt" for a new animation, which in most cases gives me a working animation.

I use all my mods at the same time personally, except for BigLittle. None of them really cross over in functionality and they don't do cross-calls even if some are trying to access other mods, there's no inter-dependencies. Thanks for the conifrmation though.

 

14 hours ago, Madscout said:

I wanted to comment on the Black Screen" effect also. My opinion, which is as a layman, is that sometimes too many calls are happening at once and the game just holds it's breath.

I mean I have PVPK, on top of TSex, on top of violate and throw in "Indecent Captivity" which depending on where you are will call for animations also, and if multiple things are happening at once, I think the game just doesn't know where to go, so it just sits there in a black screen. Most of the time and if you know what mod is calling the shots you can go to the mcm and use its "remove black screen" function, but you can only do that if you know what has hung up.

 

I don't think this mod calls a fade/black screen for any time, I know Hot Pockets and Wicked Effects can but you can also disable the effect on those mods, if there is any script lag during those times they can cause more lag/possibly break, if theyre set for too long in the script/s as well they can sometimes do a re-load instead of just a fade, at least it happened while I was trying to make them. If the screen itself is just going black mid-gameplay then I have no idea what would be causing that outside of driver or engine issues. 

 

It's always handy to have papyrus debugging on when you're running a lot of mods, especially if you're having mod issues. I'm not sure what fallout/custom .ini needs to be edited for that, I typically just use bethini for it. 

Posted (edited)

Tried version 2.0 on new gameplay but get non stop popup I cosnumed irradiated water and tham I'm dripping with cum (new save no sex )


I'm not consuming weater and doesnt have any cum on me.

Edited by riveth
Posted
8 hours ago, riveth said:

Tried version 2.0 on new gameplay but get non stop popup I cosnumed irradiated water and tham I'm dripping with cum (new save no sex )


I'm not consuming weater and doesnt have any cum on me.

Yeah the swimming is broken and will fire forever if your rad resistence changes at all until that returns to normal. I'll upload a version with the older functionality. 

 

The cum part I was having issues with as well since the mod is just looking if they have any semensuit armour equipped and CommMoist (I believe) seems to equip/re-equip it on its own sometimes when the player gets hit (player.showinventory). There's a button in the CommMoist mods MCM that stops the re-equip for the current "suit", but you'd need to re-register some point afterward. I'm not sure of a cleaner way of detecting cum on the player or if there is one. 

 

image.png.bb09a0695d57f5f77aa15e1e491900bf.png

Posted

the covering animations keep equiping and unequiping even when i have the setting for it at 101. I cannot equip and pull my weapon out. The animation also interrupts AAF scenes. when unequiping Covering Hands, it drops the pipboy out of screen and does not let you exit the menu. I was not having this issue until i updated the mod to the latest version.

 

Thank you for the mod, it has been great so far.

Posted
5 minutes ago, Deadpan_Yusk said:

the covering animations keep equiping and unequiping even when i have the setting for it at 101. I cannot equip and pull my weapon out. The animation also interrupts AAF scenes. when unequiping Covering Hands, it drops the pipboy out of screen and does not let you exit the menu. I was not having this issue until i updated the mod to the latest version.

 

Thank you for the mod, it has been great so far.

 

Yeah its due to updating without a clean save game I think. If you're just updating from 2.0 to 2.0a you're better just staying with the 2.0 and disabling swimming notifications/values unless you really want to start a new game. 

Posted (edited)

@Franco Cozzo , this may not be the right place for this question. However, with the number of your mods I have installed I will ask.

Do any of your mods cause an increase in the players "walk speed", or does that sound like PVPK?

I initially found it useful since there seemed to be times when I did not have the "will" to fight, and player would not equip weapon.

I did a "resetinputenablelayer 2" which is where the layer sits (2). I initially thought I had a break of some kind, but remembered it as one of the mechanics of one of the mods, so I quit resetting it and it does come and go, ( weapon equipping ). 

I mean it comes and goes, as I am sure it was meant to.

 

But the speed of march, is getting comical, which is why I am looking for the culprit, or the trigger for this.

Is this a thing you know of? I am always at a walk and only do I use "run" rarely.

But currently using run is WAY TOO fast.

Edited by Madscout
Posted (edited)
On 3/1/2026 at 4:17 AM, Franco Cozzo said:

 

Sure, if it isn't too much work I'll do it in a future update.

 

 

You should be able to just disable it in MO2/NMM and it would stop working, at least I assume. If you'd want to be sure maybe set all the notifiers/changers to 0 and/or stop the all the quests (linked) in the console before doing it but it only affects 1 outside value so I don't think it should cause issues ( I hope)? 

 

I can confirm that all I had to do to upgrade, was to disable the mod, make a save, load the game, make a save, update the mod, load the game no problems. And this was going from v1.905.3a right to v2.00a.

 

edit: I did turn off the zaz esp. I still get sprays, but they are related to animations. I turn it off to help my fps.

Edited by Madscout
Posted
17 hours ago, Madscout said:

@Franco Cozzo , this may not be the right place for this question. However, with the number of your mods I have installed I will ask.

Do any of your mods cause an increase in the players "walk speed", or does that sound like PVPK?

I initially found it useful since there seemed to be times when I did not have the "will" to fight, and player would not equip weapon.

I did a "resetinputenablelayer 2" which is where the layer sits (2). I initially thought I had a break of some kind, but remembered it as one of the mechanics of one of the mods, so I quit resetting it and it does come and go, ( weapon equipping ). 

I mean it comes and goes, as I am sure it was meant to.

 

But the speed of march, is getting comical, which is why I am looking for the culprit, or the trigger for this.

Is this a thing you know of? I am always at a walk and only do I use "run" rarely.

But currently using run is WAY TOO fast.

 

I think the only mod of mine that changes move speed is BigLittle which isn't really recommended for a normal playthrough anyway. Also after making that a I found mods that handle speed-to-size-ratio changes way better than what I implemented. 

 

player.getav speedmult (see what it is at)

player.setav speedmult 100 (should work)
player.forceav speedmult 100 (if the above doesnt work)

 

these are typically the commands I've used before to reset the speed, but mostly when DD leg restraints were giving me issues after removing them and the re-equip/unequip trick wasn't working. There's a second speed option in the console that can be used from memory but I can't remember what it is.

Posted

@Franco Cozzo, thank you for the help on the walking speed issue. When I checked it, it was at -879. I changed it to 110 but had to use "forceav".

The negative number puzzled me to be moving so fast, but that's what it was. Using 110 is tolerable, and just a bit faster without running out of my shoes ;) .

Posted
On 5/13/2026 at 12:52 PM, Franco Cozzo said:

 

Yeah its due to updating without a clean save game I think. If you're just updating from 2.0 to 2.0a you're better just staying with the 2.0 and disabling swimming notifications/values unless you really want to start a new game. 

I'm having the same issue as stated to what you initially replied to but I have started a fresh new game and despite trying to turn off the covering animation settings or even doing what you have stated here, the covering anims remain stuck and im forced to just not use them in my load order (shame as its a nice immersive touch), perhaps it could be something to do with perverted mechanics but the known issues section does say that said mod does the covering stuff better and yet to no avail even in combat the covering hands are stuck

Posted (edited)
1 hour ago, not a BT shirt said:

I'm having the same issue as stated to what you initially replied to but I have started a fresh new game and despite trying to turn off the covering animation settings or even doing what you have stated here, the covering anims remain stuck and im forced to just not use them in my load order (shame as its a nice immersive touch), perhaps it could be something to do with perverted mechanics but the known issues section does say that said mod does the covering stuff better and yet to no avail even in combat the covering hands are stuck

I haven't actualy used my own mods version of the Covering Animation since Perverted Mechanics released it's own. I have mine set to disabled and have that version of the animations installed as well (overwriting the version from this thread), I'll try take a look at them in a day or so. I just haven't updated that part of the mod for a while so I assumed it would be "just fine" but something might be a bit broken somehow even if that entire page is just reading and not changing anything.

 

That said the rest of the Zaz animations should be fine. I was only getting the stop-start hands bug when I was running off a dirty save mostly but if its happening to people without Perverted Mechanics then there may be something busted that I just wasnt aware of.

 

Edit: I just gave a clean save a try with the both old animations (from here) and the newer ones (from PervertedMechanics, with that mod not in my load list) and both seemed to work as they did before. I'm not sure what's causing the issue really, it could be an incompatibility between them if you use that for other things and this for the covering animation but I just assumed it would be fine disabling one or the other like for the nude-arousal (I use my mod for that part). 

 

Edit Edit: The only other thing I can think is load order but I don't think it would matter really for any of the mods involved, I'm loading the Covering Animation before both mods then Perverted Mechanics is overwriting the Covering Animation with a few files (mostly .txt files). This mod is loading before Perverted Mechanics as well.

So for my load order its: Covering Hands, SAHelper, Perverted Mechanics.        < I have some stuff inbetween each as well, my mod list is a mess but as long as it doesnt CTD.....

But it may not make any difference but it might be worth a shot?

 

I attached some clean saves I use for testing sometimes, I think I got them from nexus a while back if you wanted to try using them instead of a new-new game. They're basically at the end of Vault 111 just at the Vault-Elevator. 

CleanSavesVault.7z

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

I haven't actualy used my own mods version of the Covering Animation since Perverted Mechanics released it's own. I have mine set to disabled and have that version of the animations installed as well (overwriting the version from this thread), I'll try take a look at them in a day or so. I just haven't updated that part of the mod for a while so I assumed it would be "just fine" but something might be a bit broken somehow even if that entire page is just reading and not changing anything.

 

That said the rest of the Zaz animations should be fine. I was only getting the stop-start hands bug when I was running off a dirty save mostly but if its happening to people without Perverted Mechanics then there may be something busted that I just wasnt aware of.

 

Edit: I just gave a clean save a try with the both old animations (from here) and the newer ones (from PervertedMechanics, with that mod not in my load list) and both seemed to work as they did before. I'm not sure what's causing the issue really, it could be an incompatibility between them if you use that for other things and this for the covering animation but I just assumed it would be fine disabling one or the other like for the nude-arousal (I use my mod for that part). 

 

Edit Edit: The only other thing I can think is load order but I don't think it would matter really for any of the mods involved, I'm loading the Covering Animation before both mods then Perverted Mechanics is overwriting the Covering Animation with a few files (mostly .txt files). This mod is loading before Perverted Mechanics as well.

So for my load order its: Covering Hands, SAHelper, Perverted Mechanics.        < I have some stuff inbetween each as well, my mod list is a mess but as long as it doesnt CTD.....

But it may not make any difference but it might be worth a shot?

 

I attached some clean saves I use for testing sometimes, I think I got them from nexus a while back if you wanted to try using them instead of a new-new game. They're basically at the end of Vault 111 just at the Vault-Elevator. 

CleanSavesVault.7z 2.46 MB · 1 download

Alright so i'll try the load order suggestion to see if that fixes it, otherwise i'll do a clean install of the mod(s) then run a fresh new save and hope for the best

  • 2 weeks later...
Posted
On 5/11/2026 at 8:43 AM, riveth said:

Tried version 2.0 on new gameplay but get non stop popup I cosnumed irradiated water and tham I'm dripping with cum (new save no sex )


I'm not consuming weater and doesnt have any cum on me.

Actually I think I have fixed the Commonwealth Mositurizer bug, I'm just testing it at the moment. Turns out I can look at actor values instead of equipped items.

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