Wolfe6900 Posted July 18 Posted July 18 Panic Meter View File Panic Meter: A Fallout 4 immersion mod that tracks how shaken your character is during and after combat. Panic rises in fights, lingers afterward, and can affect aim, stamina, body language, sleep, and how you recover. REQUIREMENTS: - Fallout 4 - F4SE (for gun accuracy penalties) - Mod Configuration Menu (MCM) WHAT IT DOES: While you are in combat, a hidden Panic value (0-100%) slowly climbs. Endurance slows how fast it rises. Getting hit spikes panic immediately, and the lower your health, the faster both combat gain and hit spikes climb (up to about 2x near death by default). When combat ends, panic decays very slowly (about 1% every 10 seconds by default). Agility helps recovery a bit. Once panic has reached 10%, normal recovery and calming items will not drop it below that "uneasy floor." Only a full night of sleep can clear that baseline tension. This keeps a low, constant edge of nervousness until you actually rest well. The on-screen meter appears only when panic is above 0% (and only if the HUD is enabled in MCM). HOW PANIC AFFECTS YOU: Effects ramp with the meter. Defaults: - Perception / accuracy start fading early as panic rises - AP drain and speed penalties kick in at higher tiers - Overlay / HUD flash effects start at 80%+ - Camera / controller shake only at 100% - At 50%+: nervous 3rd-person stance (captive-style body language) - Flavor notification lines as panic climbs (optional) At 80%+ insomnia: trying to sleep may only give a restless 1-hour nap instead of a full rest. HOW TO LOWER PANIC: - Leave combat and wait (slow natural recovery) - Drink alcohol - Use Mentats or Calmex - Eat certain comfort foods (e.g. Noodle Cup, Fancy Lads, Cram, etc.) - Sleep - full sleep helps most and can break the 10% uneasy floor - MCM Debug: Reset Panic Meter to 0 HOW TO USE: 1. Install with your mod manager (MO2 / Vortex) so PanicMeter.esp, Scripts, Interface, and MCM folders load. 2. Make sure F4SE and MCM are installed and running. 3. Start or load a game. The quest starts automatically. 4. Open the Pause menu -> Mod Config -> Panic Meter to tune settings. Suggested first look in MCM: - General: enable mod, flavor lines, show/hide HUD - Rate: how fast panic rises / falls - Effects: toggles and intensity for debuffs, overlay, shake - Sleep & Calm: insomnia, uneasy floor, item calm amounts - Nervous: 3rd-person stance / fidget options - Debug: add +25 panic for testing, reset to 0, restore defaults MCM QUICK REFERENCE (DEFAULTS): Enable Panic Meter On Show Panic Meter HUD On Combat gain ~0.85% / sec (scaled by Endurance + low health) Hit spike ~2.5% per hit (less if blocked; more if power attack) Near-death multiplier up to 2.0x at critical health Recovery ~0.10% / sec (~1% per 10 sec) Uneasy floor 10% (full sleep can go below) Overlay / flash 80%+ Aim shake 100% only Nervous stance 50%+ NOTES: - Disabling the mod in MCM stops new effects and hides the HUD, but keeps your current panic value until you reset it. - Overlay visuals need a spell / ImageSpace assigned on the quest in the Creation Kit (properties PanicOverlaySpell / PanicOverlayISM). Without those filled, gameplay effects still work; the flash overlay simply will not appear. - Optional fidget idles also need Idle forms assigned on the quest in CK. The nervous stance works without that. - Gun accuracy changes use F4SE InstanceData. Without F4SE, other systems still function. TROUBLESHOOTING: - Meter missing after load: reload once, or add panic via MCM Debug. The HUD reinjects on load; it stays hidden at 0% panic. - Settings look wrong after an update: MCM -> Debug -> "Reset All Settings to Defaults". - No accuracy effect: confirm F4SE is launching Fallout 4. Submitter Wolfe6900 Submitted 07/18/26 Category WIP / Beta Requirements Fallout4, F4SE, MCM
Samhsay Posted July 20 Posted July 20 What kind of file is the one with the .ppj extension? It's the first time I've seen one like that in a mod.
judge007 Posted July 20 Posted July 20 1 hour ago, Samhsay said: What kind of file is the one with the .ppj extension? It's the first time I've seen one like that in a mod. Visual Studio
judge007 Posted July 20 Posted July 20 @Wolfe6900 Just a heads-up . . . This mod and Lewd Talks conflict with each other, whichever one has higher priority will operate, while the other one quits functioning. Nice work.
Wolfe6900 Posted July 20 Author Posted July 20 10 hours ago, judge007 said: @Wolfe6900 Just a heads-up . . . This mod and Lewd Talks conflict with each other, whichever one has higher priority will operate, while the other one quits functioning. Nice work. Thanks for the point out! I'll throw it up on the main site. 1
spicydoritos Posted July 20 Posted July 20 (edited) This is an interesting addon for folks like me who want to play as a regular suburbanite instead of Black Widow (or Jason Bourne). I look forward to testing it out. On 7/18/2026 at 5:30 PM, Wolfe6900 said: Overlay visuals need a spell / ImageSpace assigned on the quest in the Creation Kit (properties PanicOverlaySpell / PanicOverlayISM). Without those filled, gameplay effects still work; the flash overlay simply will not appear. Can you elaborate on this note? It looks like you already filled those quest properties. Minor Wishlist Items: -esl-flag the plugin -Flavor lines output via messagebox instead of hardcoded (easier to personalize/translate). -An API function for other mods to increase/decrease panic via script. I'd love to write a little companion plugin to reduce panic after consensual sex. Edited July 20 by spicydoritos
Wolfe6900 Posted July 20 Author Posted July 20 10 minutes ago, spicydoritos said: This is an interesting addon for folks like me who want to play as a regular suburbanite instead of Black Widow (or Jason Bourne). I look forward to testing it out. Can you elaborate on this note? It looks like you already filled those quest properties. Minor Wishlist Items: -esl-flag the plugin -Flavor lines output via messagebox instead of hardcoded (easier to personalize/translate). -An API function for other mods to increase/decrease panic via script. I'd love to write a little companion plugin to reduce panic after consensual sex. Yeah, so right now, I used some 'explosions' as the flashing effects when you're getting high panic. You could change them in the CK if you change the properties if you wanted, but not important (unless you wanted a different effect to display at high panic). I didn't play around too much with different properties or testing what was best in-game, but it's there if modders later take this mod up and want to tweak it. If you'd like to make some changes, feel free to. I just kind of spam ideas out there and don't care too much if someone adopts the mod and makes it their own.
Holden McGroin Posted July 20 Posted July 20 A nice to have would be to have the HUD either hotkey toggleable, or moveable. Where it is now covers other messages.
firebinder Posted July 21 Posted July 21 Interesting mod. Definitely changes gameplay. I found the gain rate to be too high and the recover rate too low for my tastes, but easily adjusted to suit in the MCM. My only real complaint is that the HUD panic meter is in the upper left corner - where it interferes with game messages that appear there, so you might want to move it. One suggestion - seems to me while sneaking and you have the [CAUTION] message up, your panic ought to increase slowly - and then when it goes to [DANGER] your panic should go up much faster. Another suggestion - perhaps make it a bit situationally aware. For example if you are in combat with one raider, okay that might cause a little panic. If you are in combat with ten raiders that should likely cause a lot more panic. Likewise if the opponent is a radstag, that should probably cause less panic than say a deathclaw. 1
Samhsay Posted July 21 Posted July 21 This mod would be a perfect fit for Violate. 100% panic + 0 willpower = "I can't fight anymore." But no one knows how to trigger a surrender from the outside. 1
Samhsay Posted July 21 Posted July 21 (edited) It would be cool to add some things: 1. The ability to customize the scale colors. 2. The ability to customize the scale's position on the screen. This mod would be a perfect fit for Violate. 100% panic + 0 willpower = "I can't fight anymore." But no one knows how to trigger a surrender from the outside. 3. Add a global panic value that could be accessed from another mod. 4. The SexAttributes mod has an API to check if a player has PTSD involving certain types of NPCs. Panic levels could be made to rise more sharply in such situations. Edited July 21 by Samhsay 1
Samhsay Posted July 21 Posted July 21 (edited) I suspect I’ve found a way to force a surrender in the Violate source code. Line 9 of the FPV_SAProxyScript file. FPV_OnHit Property FPV_Script Auto And in the event, we can see the function call for the return. But this return is due to a perverse implementation. Event FPA:FPA_Main.OnCombatWithPerversionEnemy(FPA:FPA_Main akSender, Var[] akArgs) float currentWillpower = akArgs[0] as float int highestActivePerversionLevel = akArgs[1] as int Bool DebugOn = (AFV_Global_Debug.GetValue() == 1.0) AFVTrace(DebugOn, "AFV report: OnCombatWithPerversionEnemy event received") If currentWillpower <= AFV_Global_FPA_Willpower_Threshold.GetValue() && highestActivePerversionLevel > 0 && \ PlayerRef.GetSitState() == 0 && !PlayerRef.IsFlying() && Game.IsActivateControlsEnabled() && Game.IsMovementControlsEnabled() && \ Utility.RandomInt(0,99) <= AFV_Global_FPA_Chance.getValueInt() AFVNotify(true, "You give in to your perversion...") AFVTrace(DebugOn, "AFV report: force surrender due to SA Perversion") FPV_Script.ConsensualSurrender() Utility.Wait(2.0) EndIf EndEvent We need this line FPV_Script.ConsensualSurrender() But this return is due to a perverse implementation. Open the FPV_OnHit file and locate the ForceSurrender() function next to the ConsensualSurrender() function. We conclude that to trigger a forced surrender during a panic, we need to write two lines: FPV_OnHit Property FPV_Script Auto FPV_Script.ForceSurrender() All my speculations may well be deeply flawed, but there is hope that I am right. Edited July 21 by Samhsay 1
dav42 Posted July 21 Posted July 21 2 hours ago, Samhsay said: All my speculations may well be deeply flawed, but there is hope that I am right. @MSM_Alice has something similar in MSMA SexFight using the FPV_OnHit script to trigger surrender, not sure if it is working. I'm assuming that script is attached to the player already, assuming you just cast the PlayerRef as FPV_OnHit and call ForceSurrender or ConsensualSurrender. Haven't tested it myself.
Samhsay Posted July 21 Posted July 21 quest violate = Game.GetFormFromFile(0x00000F99, "AAF_Violate.esp") as quest Alias FPV_Script = violate.getAlias(0) var[] vio = new var[0] FPV_Script.CallFunction("ForceSurrender", vio) I just tested it and it works. However, it makes sense to retrieve the values of the violate global variables regarding the suspected rapists to avoid spam in debug.notifications about the inability to surrender. 1
JonX67 Posted July 21 Posted July 21 This is a nice immersive addition to my mod-list! I currently ran into an issue, though: The panic effects/perks (nervous stance - with some quite weird behaviour of 1st and 3rd view camera! - and very slow movement) aren't going away, even if the panic meter went down to 10% again. Also, not after a good 8 hours of sleep. The pano-meter vanishes, the bad effects stay. I re-setted every setting to default. Switched the mod on and off via MCM. To no effect though. Any idea how to solve this? Thanks already in advance.
Wolfe6900 Posted July 21 Author Posted July 21 3 hours ago, JonX67 said: This is a nice immersive addition to my mod-list! I currently ran into an issue, though: The panic effects/perks (nervous stance - with some quite weird behaviour of 1st and 3rd view camera! - and very slow movement) aren't going away, even if the panic meter went down to 10% again. Also, not after a good 8 hours of sleep. The pano-meter vanishes, the bad effects stay. I re-setted every setting to default. Switched the mod on and off via MCM. To no effect though. Any idea how to solve this? Thanks already in advance. I'll mess with it to see if I can work a fix. Haven't debugged too long into the 'when it's low' category, but thanks for the point out! 1
MSM_Alice Posted July 22 Posted July 22 (edited) 22 hours ago, dav42 said: @MSM_Alice has something similar in MSMA SexFight using the FPV_OnHit script to trigger surrender, not sure if it is working. I'm assuming that script is attached to the player already, assuming you just cast the PlayerRef as FPV_OnHit and call ForceSurrender or ConsensualSurrender. Haven't tested it myself. Hello @Wolfe6900 @Samhsay If useful, here is what i have learned about working with AAF violate as a third party mod Aside FPV_Script.ConsensualSurrender() and FPV_Script.ForceSurrender() which do exactly that you suggest the yare doing There is also FPV_Script.ForceOutcome(), if you want to force-end the Violate session for whatever reason. The events RegisterForCustomEvent(FPV_Script, "Vin_Event_Suspend") RegisterForCustomEvent(FPV_Script, "Vin_Event_Resume") are super useful, they tell you when the player has surrendered ( the suspend event) , and when the surrender ended and things resume normally ( resume event, it fires when the pacification time has ended, enemies re-aggro, either normally or because the player has done something during it that was unsavory for the attackers like opening the pipboy) IF you want to make the distinction from when the total surrender length and check the specific segment where the most important events have already occured, and now you are in the "pacification section " you can check for AVF_ISMajorFunctionActive = Game.GetFormFromFile(0x2006BF4, "AAF_Violate.esp") as GlobalVariable That one is true when important things are happening within Violate, false otherwise, For instance if you got the "suspend" event but did not yet get the "Resume event" then, in that context, if the actors are not involved in aaf scenes ( lack the AAF_Busy keyword), or they are not the specific Violate dialogue scenes/saying their topics. and if AVF_ISMajorFunctionActive is 0/false: you are likely in the peace window ("must get away") after the event. Checking for that variable and the status of Suspend/resume events has been a pretty reliable check for me if I am in the "epilogue" part of Violate event flow. Let me know if you want any insight about how I get access to the aggresor/victim actor reference list. Edited July 22 by MSM_Alice 2
JonX67 Posted July 22 Posted July 22 15 hours ago, Wolfe6900 said: I'll mess with it to see if I can work a fix. Haven't debugged too long into the 'when it's low' category, but thanks for the point out! Thanks a lot for your efforts and good luck! :)
riveth Posted July 23 Posted July 23 (edited) How about weapon drop at panic 100%? This and (if it is even possible) toggle autorun would look like genuine panic attack 🙂 Btw need to try this with conjunction with this mod https://www.nexusmods.com/fallout4/mods/52522?tab=description Edited July 23 by riveth 2
Dojo_dude Posted July 24 Posted July 24 Another idea could be to confined this mechanic to a Nuka-World/Combat Zone style fighting arena?
firebinder Posted July 28 Posted July 28 Actually this mod is great for kind of forcing proper role-play, especially for characters theoretically new to the wasteland and combat in general. Which leads me to another suggestion. Make the character's level a factor. A green low level character might panic at every gunshot, while an experienced high level character might be unfazed by even extended combat. To some extent a player can do this already by manually adjusting the Gain and Recovery sliders in the MCM, but it would be nice if it did it automatically. 2
schwarzbrand Posted July 28 Posted July 28 9 hours ago, firebinder said: Actually this mod is great for kind of forcing proper role-play, especially for characters theoretically new to the wasteland and combat in general. Which leads me to another suggestion. Make the character's level a factor. A green low level character might panic at every gunshot, while an experienced high level character might be unfazed by even extended combat. To some extent a player can do this already by manually adjusting the Gain and Recovery sliders in the MCM, but it would be nice if it did it automatically. What about an level and perk-based variant. A person not trained to guns gets faster in panic as an "Gunslinger" for example. The same maybe with armor. A trained person maybe ignores an hit and others do surrender quiet without beeing touched.
bigbabyzubas Posted July 28 Posted July 28 Love the concept; it would make battling very interesting to see my character shit a chicken. 1
Wolfe6900 Posted August 3 Author Posted August 3 On 7/29/2026 at 1:03 AM, bigbabyzubas said: Love the concept; it would make battling very interesting to see my character shit a chicken. Thanks! Trying to make the game feel more about survival rather than wondering out like a hero.
Wolfe6900 Posted August 3 Author Posted August 3 On 7/23/2026 at 4:38 PM, riveth said: How about weapon drop at panic 100%? This and (if it is even possible) toggle autorun would look like genuine panic attack 🙂 Btw need to try this with conjunction with this mod https://www.nexusmods.com/fallout4/mods/52522?tab=description I like the 100% weapon drop. I've added this toggle feature for another mod I'm working on. Trying to work a whole new system incorporating WSS, WKQA & WKQS. It will probably be a while until it's out, but this widget serves as a good checkpoint. 3
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