Popular Post twistedtrebla Posted March 15, 2018 Popular Post Share Posted March 15, 2018 [AAF] Sex Attributes - Framework (2/3/2023) View File Sex Attributes v2.7.2 (for AAF) ~INTRO FO4 Sexual Framework for managing various player's sexual stats! When your player gets sexually assaulted, he/she should not be walking around as if nothing happened. Conversely, if the player just saved the entire Commonwealth, he/she should get a confidence boost that positively affects the things he/she does. This mod aims to bring that idea to life! Your player's successes should bring further boost to her abilities and mental state and your player's sexual assaults should bring further consequences and put him/her in increasingly precarious situations. ~OVERVIEW This mod tracks three pillars of attribute types: physical, psychological, and social. Each can be enabled/disabled in MCM independently. Physical attributes are: Oral wear Vaginal wear Anal wear Arousal Alcohol intoxication level Psychological attributes are: Willpower Self-Esteem Spirit Submissive/Dominant orientation Sex addiction Trauma Social attribute will track the player's sexual reputation. Have sex in public? Your reputation will increase. Additionally, this mod will also increase player's belly size after vaginal (and/or anal/oral) sex. This can be disabled in MCM. ~MAIN FEATURES Oral, Vaginal, Anal Wear are wear and tear for those orifices. Having anal sex will result in anal wear increasing, while having oral sex will result in oral wear increasing Spoiler How it is gained: Having sex. Non-consensual sex will increase wear more. Sex with bigger things (i.e. super mutant) will also increase wear more How it is decreased: Naturally over time. Sleeping will heal the damage at 2x the rate. Arousal is an attribute that indicates how sexually aroused your player is. Spoiler How it is gained: Slowly over time. Other activities, such as drinking, using vibrators (devious devices) can also increase it, during AAF sex How it is decreased: Sleeping, masturbation (AAF animation tagged with "Masturbation"), and having orgasm. Also slowly decreases some time after orgasm Alcohol Intoxication Level is an attribute that indicates how intoxicated your player is from alcohol. Being heavily intoxicated will make your character more suggestible, increasing the chance that NPCs will persuade the player. It will also decrease your intimidation chances, making it harder to intimidate NPCs. Consuming alcohol will also increase the player's arousal level; harder drinks will increase more. If the player is drunk or hammered, they will have harder time remembering things, so they will actually lose less stats from rapes when drunk or hammered. Spoiler How it is gained: Consuming alcohol. Hard liquor like Vodka will increase this more, while weaker drinks like beer will increase this less. How it is decreased: Slowly decreases over time Willpower is your character's ability and determination to overcome challenges in the Commonwealth. Weaker willpower should result in your character easily giving up to pressure or tough challenges while stronger willpower should result in your character being able to overcome tough challenges and having a do-or-die mentality. Spoiler How it is gained: Will slowly regenerate over time. How it is lost: Will be lost when player is a victim of sexual assault. I There are few ways to "spend" willpower. Willpower can be used to hack terminals or pick locks (without chance of failure). It can also be used to give yourself a temporary carry weight boost. f devious devices is installed, players may use willpower to escape out of devious devices. Self-Esteem is your character's confidence level and his/her self image. Spoiler How it is gained: Self esteem will increase for every experience the player gains (Winning fights against enemies, exploring new areas, completing quests, etc). How it is lost: Will be lost when player is a victim of sexual assault Spirit is your character's mental toughness. Weaker spirit means your character's mental state is becoming broken, causing your character to become heavily suggestible and easily manipulated by others. Stronger spirit means your character is more resilient to foreign influences, and have better control of their mental state. Spoiler How it is gained: When self-esteem reaches 100, any new self-esteem the player may gain will spill over to spirit. That means spirit will only increase if the player's self esteem is 100 How it is lost: When self-esteem reaches 0, any new self-esteem the player may lose will be deducted from spirits. That means spirit will only decrease if the player's self esteem is 0 Submissive/Dominant Orientation is your character's natural inclination to submit to or defy others. Being more submissive should result in your character rather enjoying submitting to others while being more dominant should result in your character being defiant and enjoying the position of authority. Sub/Dom orientation is mostly a permanent, independent trait of your character. You can choose your player's starting D/s orientation when running the game for the first time with the mod. After that, your player's D/s orientation will remain fixed. Spoiler There is one way to change D/s orientation, however. If "Personality change" setting is enabled in MCM, then your character will slowly start to become more submissive when being sexually assaulted at 0 spirit. Likewise, he/she will start to become more dominant when gaining experience at 100 spirit. This is to allow roleplay where your player becomes broken and turned submissive from repeated abuse. But since getting to 0 or 100 spirit is already very difficult in itself, your character's D/s orientation is going to be very hard to change, and even harder to reverse. Sex Addiction is your character's addiction to sex. Once addicted, the player's arousal will increase much faster. Spoiler How it is gained: Every consensual sex act will increase sex addiction level. When player's spirit is low, player's sex addiction level will increase even for non-consensual sex act. So it is possible for raiders to enslave you, break you, and turn you into a submissive slut! How it is lost: Will slowly decay over time from not having sex Trauma is incurred when player is a victim of sexual assault. When the player is traumatized, their willpower will regenerate slower, and will lose self-esteem over time. Trauma lasts for 2 days and can only be healed over time, but its negative effects can be coped with with alcohol. The amount of alcohol you need to consume in order to suppress negative effects from trauma depends on the trauma level. In order to fully suppress trauma effects, the player's intoxication level must match trauma level. For instance, if your trauma level is at 4, you need to be drunk (intox lvl 4) in order to not suffer any negative effects of Trauma. If your intox level is lower, you will suffer partial trauma effects. For instance, if your trauma is at 4, and you are Tipsy (intox 2), then you will suffer debuffs equal to trauma level of 2 (4 - 2 = 2). Trauma effects can also be suppressed using chems. All chems (Jet, Mentat, etc) will provide 5-trauma-level suppression for 4 hours. After 4 hours, the drug effects will fade, and player will feel trauma effects again. Spoiler How it is gained: Being a victim of sexual assault. Each rape act will increase its intensity by 1, stacking up to 5 times. When player is raped while already having trauma, the existing trauma level will increase by 1, and the 2-day heal timer will restart. Each intensity increases the negative effects. How it is lost: Not being a victim of sex assault for 2 days Sex Reputation is how the people view the player sexually, regardless of whether or not the player really is how he/she is perceived Spoiler How it is gained: When someone "eligible" observes the player having sex, the player's reputation will increase. The more people that observes, the more reputation will increase. "Eligible" NPCs are NPCs that are likely to gossip and spread the word about the player. Technically, it's any human that is not a raider, or gunner, or companion. How it is lost: Will slowly decay over time, as people forget Reset Stats Doctor Neura is an advanced neurologist who is able to reset your character's psychological attributes, at the cost of some caps. The cost is equal to player's level times 100. If your player is broke and can't afford it, Neura is willing to do it with whatever money the player has; how generous! She is located in Memory Den of Goodneighbor and usually hangs out near Dr Amari. ~ADDITIONAL FEATURES Cumflation Player's belly will increase slightly after having sex. Increases more if the sex partner was a mutant or giant creatures like Deathclaw. Belly morph will slowly deflate over time. But if player is wearing vaginal plugs, it will not defalte. PTSD If the player gets raped and her spirit gets broken, the player will develop PTSD against the type of NPC that raped her. Types of NPC supported are Animals, Ferals, Gunners, Mutants, Raiders, and Synths. When player gets into combat with the type of NPC she has PTSD for, she will start to panic a bit, decreasing AP regen. Also player takes 20% increased damage against NPCs that she has PTSD for. PTSD can be removed only in 2 ways: either treatment from Dr Neura, or bringing spirit back up to 80. Mind Break If the player is forced to orgasm during rape, her mind can slowly start to break down from the mix of pain and pleasure. Player will need to rest a bit (default 3 real life minutes) after an orgasm to "recover" a bit. If the player orgasms before having recovered, her mind will start to break down from too much pleasure too frequently. The threshold for how many orgasms are needed to reach the point of mind break can be customized. Once reached, the player will be in a temporary mind broken state where she will be susceptible to brainwashing. Any further rapes during mind break state will make her more submissive, and greatly increase her sex addiction levels. The player also has a chance to develop perversion for the type of NPC that forced her to orgasm. Perversion Player can develop an orgasm addiction (or perversion) with the NPC that raped her during a state of mind break. The perversion intensity can stack up to 3 times. Once perversion is developed, player start to crave having sex/orgasm with that same type of NPC every couple days. This desire needs to be satisfied, or player will receive a debuff. While the player is having cravings and is in combat against NPC types for which she has perversion, her resolve will weaken from temptation and she will slowly lose willpower, until either the enemy is dead, or player leaves combat. Perversion is removed if the player manages to abstain from having orgasm again with those NPC types for 60 game days (can be customized) ~NPC INTERACTION MECHANICS Ever felt that vanilla game's Charisma-based speech check was very one dimensional and boring? This mod brings possibilities for more variety! This mod alone doesn't change anything, as it's just a framework for it. But other mods can use APIs provided by this mod to greatly diversify player's interaction with NPC. Intimidation Allows players to intimidate NPCs! Intimidation success chance is based on a combination of player's dominant/submissive orientation plus self-esteem. More dominant and high self-esteem will result in higher intimidation chance. NPC Persuasion NPCs can now persuade the player! There are three persuasion difficulties: Easy, Medium, and Hard. For example, Easy would be something like, "Hey, give me a Nuka Cola!", while Medium could be "Go clear settlement #999", and Hard could be "Come give me a handjob." NPC's persuasion chance is based on the persuasion difficulty and player's spirit. Lower spirit players will be much more vulnerable to persuasion by NPCs. Intimidation and NPC persuasion chances can be customized in this mod's MCM page. Mods using NPC interaction mechanics: Sexual Harassment - NPCs will approach player and demand sex ~STAT CHANGES Physical Oral: 0 ~ 100 Spoiler 0 ~ 19.99: no stats change 20 ~ 29.99: -2% Persuasion 30 ~ 39.99: -4% Persuasion 40 ~ 49.99: -5% AP regen, -6% Persuasion 50 ~ 59.99: -10% AP regen, -8% Persuasion 60 ~ 69.99: -1 CHAR, -15% AP regen, -10% Persuasion 70 ~ 79.99: -2 CHAR, -20% AP regen, -12% Persuasion 80 ~ 89.99: -3 CHAR, -30% AP regen, -15% Persuasion, +2% Dmg Taken 90 ~ 100: -4 CHAR, -50% AP regen, -20% Persuasion, +5% Dmg Taken Vaginal: 0 ~ 100 Spoiler 0 ~ 19.99: no stats change 20 ~ 29.99: -2% Sneak 30 ~ 39.99: -5% Sneak 40 ~ 49.99: -2% Movespeed, -8% Sneak 50 ~ 59.99: -5% Movespeed, -12% Sneak 60 ~ 69.99: -1 AGI, -10% Movespeed, -16% Sneak 70 ~ 79.99: -2 AGI, -15% Movespeed, -20% Sneak 80 ~ 89.99: -3 AGI, -1 END, -20% Movespeed, -25% Sneak, +2% Dmg Taken 90 ~ 100: -4 AGI, -2 END, -30% Movespeed, -30% Sneak, +5% Dmg Taken Anal: 0 ~ 100 Spoiler 0 ~ 19.99: no stats change 20 ~ 29.99: +25% Cone-of-Fire 30 ~ 39.99: +50% Cone-of-Fire 40 ~ 49.99: -2% Movespeed, +75% Cone-of-Fire 50 ~ 59.99: -5% Movespeed, +100% Cone-of-Fire 60 ~ 69.99: -1 STR, -10% Movespeed, +150% Cone-of-Fire 70 ~ 79.99: -2 STR, -15% Movespeed, +300% Cone-of-Fire 80 ~ 89.99: -3 STR, -1 END, -20% Movespeed, +500% Cone-of-Fire, +2% Dmg Taken 90 ~ 100: -4 STR, -2 END, -30% Movespeed, +800% Cone-of-Fire, +5% Dmg Taken Arousal: 0 ~ 100 Spoiler 0 ~ 29.99 (Not aroused): no stats change 30 ~ 59.99 (Aroused): -1 INT -1 PER 60 ~ 100 (Desperate for sex): -3 INT -3 PER, Possible to gain sex addiction level for rapes, self esteem lost from rape decreased by 50% Alcohol Intoxication Level: 0 ~ 5 Spoiler 0 (Sober): no stats change 1 (Buzzed): Can suppress trauma level 1 2 (Tipsy): Can suppress trauma level 2, +5% NPC Persuasion chance, -5% Intimidation chance 3 (Intoxicated): Can suppress trauma level 3, +15% NPC Persuasion chance, -15% Intimidation chance 4 (Drunk): Can suppress trauma level 4, +30% NPC Persuasion chance, -30% Intimidation chance, stats lost from rape decreased by 50%, arousal lost from sex decreased by 50% 5 (Hammered): Can suppress trauma level 5, +60% NPC Persuasion chance, -60% Intimidation chance, stats lost from rape decreased by 90%, arousal lost from sex decreased by 90% Psychological Willpower: 0 ~ 100 Spoiler 0 (No willpower) : -3 PER, -3 INT, -30% Spirit Gains & +30% Spirit Losses 0.01 ~ 20 (Weak willpower) : -2 PER, -2 INT, -20% Spirit Gains & +20% Spirit Losses 20.01 ~ 40 (Low willpower): -1 PER, -1 INT, -10% Spirit Gains & +10% Spirit Losses 40.01 ~ 59.99 (Avg willpower) : no stats change 60 ~ 79.99 (High willpower) : +1 PER, +1 INT, +10% Spirit Gains & -10% Spirit Losses 80 ~ 99.99 (Strong willpower) : +2 PER, +2 INT, +20% Spirit Gains & -20% Spirit Losses 100 (Soaring willpower): +3 PER, +3 INT, +30% Spirit Gains & -30% Spirit Losses Self-Esteem: 0 ~ 100 Spoiler 0 (No self-esteem) : -3 CHA, -3 LUCK, +15% Dmg Taken, -50% willpower regen 0.01 ~ 20 (Weak self-esteem) : -2 CHA, -2 LUCK, +10% Dmg Taken, -75% willpower regen 20.01 ~ 40 (Low self-esteem): -1 CHA, -1 LUCK, +5% Dmg Taken, -90% willpower regen 40.01 ~ 59.99 (Avg self-esteem) : no stats change 60 ~ 79.99 (High self-esteem) : +1 CHA, +1 LUCK, -5% Dmg Taken, +20% willpower regen 80 ~ 99.99 (Strong self-esteem) : +2 CHA, +2 LUCK, -10% Dmg Taken + 50% willpower regen 100 (Soaring self-esteem): +3 CHA, +3 LUCK , -15% Dmg Taken, +100% willpower regen Spirit: 0 ~ 100 Spoiler 0 (Broken) : -30% Persuasion success chance, +30% Buy price, -15% Sell price, -30% Self-Esteem Gains & +30% Self-Esteem Losses 0.01 ~ 20 (Vulnerable) : -20% Persuasion success chance, +20% Buy price, -10% Sell price, -20% Self-Esteem Gains & +20% Self-Esteem Losses 20.01 ~ 40 (Insecure): -10% Persuasion success chance, +10% Buy price, -5% Sell price, -10% Self-Esteem Gains & +10% Self-Esteem Losses 40.01 ~ 59.99 (Normal) : no stats change 60 ~ 79.99 (Secure) : +10% Persuasion success chance, -5% Buy price, +10% Sell price, +10% Self-Esteem Gains & -10% Self-Esteem Losses 80 ~ 99.99 (Resilient) : +20% Persuasion success chance, -10% Buy price, +20% Sell price, +20% Self-Esteem Gains & -20% Self-Esteem Losses 100 (Unbreakable): +30% Persuasion success chance, -15% Buy price, +30% Sell price, +30% Self-Esteem Gains & -30% Self-Esteem Losses Sub/Dom Orientation: -50 ~ 50 Spoiler -50 ~ -30 (Extremely Submissive): PROS: +3 END, No wear and tear damage penalty for aggressive sex, immune to self-esteem drains from wearing Devious Devices CONS: -30% Persuasion success chance, +30% Buy price, -15% Sell price -29.99 ~ -20 (Submissive) : PROS: +2 END, -75% reduced penalty for wear and tear damage from aggressive sex, immune to self-esteem drains from wearing Devious Devices CONS: -20% Persuasion success chance, +20% Buy price, -10% Sell price -19.99 ~ -10 (Slightly Submissive) : PROS: +1 END, -50% reduced penalty for wear and tear damage from aggressive sex, -50% self-esteem drain rate from wearing Devious Devices CONS: -10% Persuasion success chance, +10% Buy price, -5% Sell price, -9.99 ~ 9.99 (Neutral) : CONS: Base self-esteem drain rate from wearing Devious Devices 10 ~ 19.99 (Slightly Dominant) : PROS: +10% Persuasion success chance, -5% Buy price, +10% Sell price CONS: +25% increased penalty for wear and tear damage from aggressive sex. Frustration Debuff lvl 1, +50% self-esteem drain rate from wearing Devious Devices 20 ~ 29.99 (Dominant) : PROS: +20% Persuasion success chance, -10% Buy price, +20% Sell price CONS: +50% increased penalty for wear and tear damage from aggressive sex. Frustration Debuff lvl 2, +100% self-esteem drain rate from wearing Devious Devices 30 ~ 50 (Extremely Dominant) : PROS: +30% Persuasion success chance, -15% Buy price, +30% Sell price CONS: +100% increased penalty for wear and tear damage from aggressive sex. Frustration Debuff lvl 3, +200% self-esteem drain rate from wearing Devious Devices Slut (Addicted to Sex): 0 ~ 100 Spoiler 0 ~ 59.99 (Healthy) : No buffs or debuffs 60 ~ 100 (Slut): - 4 Intelligence, 2x Sex reputation gain from being observed. -50% stats lost from being victim of sex assault (since the player kind of enjoys it), arousal increases by 2x, arousal no longer decreases during sleep Trauma: 0 ~ 5 Spoiler 0 (No Trauma) : no buffs or debuffs 1 (Traumatized) : -10% willpower regeneration, 1% of self-esteem lost from rape additionally lost every hour 2 (Increasingly Traumatized) : -20% willpower regeneration, 2% of self-esteem lost from rape additionally lost every hour 3 (Greatly Traumatized) : -30% willpower regeneration, 3% of self-esteem lost from rape additionally lost every hour 4 (Extremely Traumatized) : -40% willpower regeneration, 4% of self-esteem lost from rape additionally lost every hour 5 (Overwhelmingly Traumatized) : -50% willpower regeneration, 5% of self-esteem lost from rape additionally lost every hour Frustration Debuff: Spoiler The Frustration debuff comes in 3 levels, with higher level adding more severe debuffs. Frustration debuff occurs after rape for dominant players because the player becomes frustrated that he/she was bested by low-life thugs. For being distracted, player will temporarily suffer debuff resulting in reduced int, perception, and luck. This debuff will last approx. 4 in-game hours and will expire. This is meant to balance out dominant personality's permanent buffs to speech and barter. Level 1 will reduce intelligence, perception, and luck by 1 each Level 2 will reduce intelligence, perception, and luck by 2 each Level 3 will reduce intelligence, perception, and luck by 3 each Social Sexual Reputation: 0 ~ 100 Spoiler 0 ~ 19.99 (None) : No buffs or debuffs 20 ~ 39.99 (Naughty): +1% Buy price, -1% Sell price, 40 ~ 59.99 (Promiscuous) : +5% Buy price, -5% Sell price, 60 ~ 79.99 (Prostitute) : +10% Buy price, -10% Sell price, -10% Persuasion success chance 80 ~ 100 (Slut) : +30% Buy price, -30% Sell price, -30% Persuasion success chance ~INTEGRATION This mod aims to be a framework that other mods can use to offer different choices (or lack of choice) for the player. Currently, the following are mods integrated with Sex Attributes: Devious Devices Wearing Devious Devices reduces player's self-esteem over time. Dominant players will receive further penalty and lose more, while submissive players will lose less, or even not lose any at all. Submissive players will get aroused from wearing devious devices. Wearing anal plugs, vaginal plugs, or nipple piercings will greatly increase arousal for all players. You can also remove devious devices by using willpower. You can set a hotkey for showing the DD removal menu. When you press the hotkey, a menu will be shown where you can select which type of devious device to remove from your character. Real Handcuffs Like Devious devices, wearing Real Handcuffs will reduce player's self-esteem over time. Dominant players will receive further penalty and lose more, while submissive players will lose less, or even not lose any at all. Mods Using Sex Attributes: Sexual Harassment Offers dynamic NPC dialogues that change based on player's attributes. The player can use willpower to resist NPCs, and NPCs can take advantage of player depending on player's attribute deficiencies. ~PLUGINS Sex_AttributesHUD A simple plugin mod that displays the player's attributes in HUD. This allows you to easily view the player's attributes. This plugin uses HUDFramework, which makes it a requirement. If you dont install this plugin, then you don't need HUDFramework. Note that if you do install SexAttributesHUD and wish to uninstall it later, press the uninstall button in that mod's MCM menu. Otherwise, you will get HUD widgets that stay even if you remove the .esp file. This plugin can fail to work if you have other mods that use HUDFramework, e.g. Transfer Settlements. HUDFramework is known to be a very fragile system and does not play well when multiple mods using it are installed. Also, this plugin hasn't been updated, and thus some of the newer attributes (such as arousal) will not be supported. ~REQUIREMENTS AAF and all its requirements, including animations, themes (Optional) HUDFramework - only if you install my HUD plugin mod (Optional) MCM - if you want to be able to change settings (Optional) Devious Devices (and all its requirements) - for integration with DD (Optional) Real Handcuffs - for integration with RH NOTE: Make sure your Fallout 4 Game version is 1.10.162 or newer (due to Creation Kit update not being backwards compatible). If your game version is older, the game will not recognize the mod. ~INSTALLATION Like you would any other mod, NMM (or equivalent) or manual. Install Sex_Attributes for base mod. Also install Sex_AttributesHUD if you want to see attribute values in HUD ~UNINSTALLATION BEFORE uninstalling the mod, turn OFF effects for physical and psychological (if you have buffs/debuffs on your character). Otherwise, your character might get permanent buff/debuffs. ~PERMISSIONS In the event that people are awaiting needed maintenance and/or new features, and I've gone MIA (say >4 months), I give permission to others to take the mod and its source code (included) and expand on it/maintain it. Just make sure it remains within the scope of the original mod - a modular, simple, framework for player's attributes. Submitter twistedtrebla Submitted 03/15/2018 Category Framework & Resources Requires AAF 31 Link to comment
twistedtrebla Posted March 15, 2018 Author Share Posted March 15, 2018 (edited) MODDER'S RESOURCE Note that only the functions documented below are treated as external APIs. Meaning only those will be guaranteed backwards compatibility. So it is heavily discouraged to be calling functions from Sex Attributes script that are not listed below, as their function signatures may change without notice and may cause issues in your script/mod. 1) How to read attribute values from mod Sex Attributes is largely driven by global variables. Here is an example to get 4 values tracked by Sex Attributes: int wear = (Game.GetFormFromFile(0x01000FAA, "FPAttributes.esp") as GlobalVariable).getValueInt() int willpower = (Game.GetFormFromFile(0x01000FAB, "FPAttributes.esp") as GlobalVariable).getValueInt() int selfesteem = (Game.GetFormFromFile(0x01000FAC, "FPAttributes.esp") as GlobalVariable).getValueInt() int spirit = (Game.GetFormFromFile(0x01007A67, "FPAttributes.esp") as GlobalVariable).getValueInt() int orientation = (Game.GetFormFromFile(0x01000FAD, "FPAttributes.esp") as GlobalVariable).getValueInt() int sexReputation = (Game.GetFormFromFile(0x101944F, "FPAttributes.esp") as GlobalVariable).getValueInt() int trauma = (Game.GetFormFromFile(0x101E80B, "FPAttributes.esp") as GlobalVariable).getValueInt() int intoxicationLevel = (Game.GetFormFromFile(0x101E80C, "FPAttributes.esp") as GlobalVariable).getValueInt() int arousal = (Game.GetFormFromFile(0x101E80D, "FPAttributes.esp") as GlobalVariable).getValueInt() ; Perversion craving level. Player may gain perversion toward certain types of NPCs. ; If the player hasn't had orgasm with those NPCs for some time, they will develop perversion cravings int cravingLevelAnimal = (Game.GetFormFromFile(0x102EB07, "FPAttributes.esp") as GlobalVariable).getValueInt() int cravingLevelFeral = (Game.GetFormFromFile(0x102EB08, "FPAttributes.esp") as GlobalVariable).getValueInt() int cravingLevelGunner = (Game.GetFormFromFile(0x102EB09, "FPAttributes.esp") as GlobalVariable).getValueInt() int cravingLevelMutant = (Game.GetFormFromFile(0x102EB0A, "FPAttributes.esp") as GlobalVariable).getValueInt() int cravingLevelRaider = (Game.GetFormFromFile(0x102EB0B, "FPAttributes.esp") as GlobalVariable).getValueInt() int cravingLevelSynth = (Game.GetFormFromFile(0x102EB0C, "FPAttributes.esp") as GlobalVariable).getValueInt() ; Perk for checking if player has PTSD with certain types of NPC Perk ptsdAnimal = Game.GetFormFromFile(0x102D411, "FPAttributes.esp") as Perk Perk ptsdFeral = Game.GetFormFromFile(0x102D410, "FPAttributes.esp") as Perk Perk ptsdGunner = Game.GetFormFromFile(0x102D40E, "FPAttributes.esp") as Perk Perk ptsdMutant = Game.GetFormFromFile(0x102D40D, "FPAttributes.esp") as Perk Perk ptsdRaider = Game.GetFormFromFile(0x102D40C, "FPAttributes.esp") as Perk Perk ptsdSynth = Game.GetFormFromFile(0x102D40F, "FPAttributes.esp") as Perk ; See if player is a "slut" Perk slut = Game.GetFormFromFile(0x1019452, "FPAttributes.esp") as Perk if slut != none && playerRef.hasPerk(slut) ; Player is a slut! endif ; See if player is desperate for sex Perk desperate = Game.GetFormFromFile(0x101A38C, "FPAttributes.esp") as Perk if desperate != none && playerRef.hasPerk(desperate) ; Player is desperate for sex! endif 2) Register for value updates You can be notified when the values are changed. FP_Attributes will fire a custom event whenever any of the values are changed. Here's an example: FPA:FPA_Main fpa_event Function SampleFunction() Quest Main = Game.GetFormFromFile(0x00000F99, "FPAttributes.esp") as quest fpa_event = Main as FPA:FPA_Main RegisterForCustomEvent(fpa_event, "OnWearUpdate") RegisterForCustomEvent(fpa_event, "OnWillpowerUpdate") RegisterForCustomEvent(fpa_event, "OnSelfEsteemUpdate") RegisterForCustomEvent(fpa_event, "OnSpiritUpdate") RegisterForCustomEvent(fpa_event, "OnOrientationUpdate") RegisterForCustomEvent(fpa_event, "OnCombatWithPerversionEnemy") EndFunction Event FPA:FPA_Main.OnWearUpdate(FPA:FPA_Main akSender, Var[] akArgs) int wear = akArgs[0] as int ; do something here EndEvent Event FPA:FPA_Main.OnWillpowerUpdate(FPA:FPA_Main akSender, Var[] akArgs) int will = akArgs[0] as int ; do something here EndEvent Event FPA:FPA_Main.OnSelfEsteemUpdate(FPA:FPA_Main akSender, Var[] akArgs) int esteem = akArgs[0] as int ; do something here EndEvent Event FPA:FPA_Main.OnSpiritUpdate(FPA:FPA_Main akSender, Var[] akArgs) spirit = akArgs[0] as int ; do something here EndEvent Event FPA:FPA_Main.OnOrientationUpdate(FPA:FPA_Main akSender, Var[] akArgs) int orient = akArgs[0] as int ; do something here EndEvent ; Event that fires when the player is in combat with enemy(ies) with whom the player has active perversion effects (or perversion craving). ; Note that it only fires if the player is having *cravings* from perversion (hasn't had orgasm for couple of days with those NPCs), ; and wont fire if the player has perversion but isnt having cravings. ; First arg is a float that indicate's the player's current willpower (after it drained a bit) ; Second arg is the highest level of perversion (range 1 - 3) from player's current combat targets. ; Example: Say the player is fighting both Raider and Gunner, and has perversion cravings for both. ; If perversion level for raider is 1, while gunner is 3. This will return 3. ; This event will typically fire once every 15 seconds while the player is in combat. ; Will stop firing if player leaves combat, or isn't fighting enemies anymore with whom the player has perversion cravings. Event FPA:FPA_Main.OnCombatWithPerversionEnemy(FPA:FPA_Main akSender, Var[] akArgs) float currentWillpower = akArgs[0] as float int highestActivePerversionLevel = akArgs[1] as int EndEvent Note: you do not need to include FP_Attributes as dependency in your mod in order to read global variables or receive events. If you want a working sample, try looking at the source code for FP_AttributesHUD (in the download page). It uses almost identical code as above to get values from FP_Attributes. 3) How to set attribute values Here are the APIs you can call to set different attribute values. Not that setting Spirit is discouraged, and not shown here. Spirit is only intended to be changed via self-esteem. Spirit is gained from self-esteem gains at 100 self-esteem and is lost from self-esteem lost at 0 self-esteem ; Grab FPA script object Quest FPA_Main = Game.GetFormFromFile(0x00000F99, "FPAttributes.esp") as quest ScriptObject fpa_script = FPA_Main.CastAs("FPA:FPA_Main") ; Increase orientation by 1 var[] orVar = new var[1] orVar[0] = 1 fpa_script.CallFunction("ModifyOrientation", orVar) ; Decrease willpower by 5 var[] willVar = new var[1] willVar[0] = -1 * 5 fpa_script.CallFunction("ModifyWillpower", willVar) ; Increase Self-Esteem by 5 var[] seVar = new var[1] seVar[0] = 5 fpa_script.CallFunction("ModifySelfEsteem", seVar) ; Increase Sex Addiction Level by 5 var[] saVar = new var[1] saVar[0] = 5 fpa_script.CallFunction("ModifySexLevel", saVar) ; Increase Sex Reputation Level by 5 var[] srVar = new var[1] srVar[0] = 5 fpa_script.CallFunction("ModifySexReputation", srVar) ; Increase Sex Reputation Level by 5, but dont go over 50 var[] srcVar = new var[2] srcVar[0] = 5 srcVar[1] = 50 fpa_script.CallFunction("ModifySexReputationWithUpperCap", srcVar) ; Increase Arousal Level by 5 var[] srVar = new var[1] srVar[0] = 5 fpa_script.CallFunction("ModifyArousal", srVar) ; Increase Arousal Level by 5, but dont go over 60 var[] srVar = new var[2] srVar[0] = 5 srVar[1] = 60 fpa_script.CallFunction("ModifyArousalWithUpperCap", srVar) 4) NPC Interaction APIs FP:Attributes offers APIs that other mods can use to diversify player's interaction with NPCs. It offers two APIs for determining player's intimidation success chance, and NPC persuasion success chance. Of course, mods can create their own formula for calculating outcomes of these two, but using the APIs here allows a much more streamlined experience for users. ; Grab FPA script object Quest FPA_Main = Game.GetFormFromFile(0x00000F99, "FPAttributes.esp") as quest ScriptObject fpa_script = FPA_Main.CastAs("FPA:FPA_Main") ; Get intimidate success chance. Returned value will be between 0 to 100 int intimidateChance = fpa_script.CallFunction("GetIntimidateSuccessChance", new var[0]) as int ; Get NPC persuasion success chance. Returned value will be between 0 to 100 Var[] params = new Var[1] params[0] = 3 ; Hard persuasion. 1 = Easy, 2 = Medium, 3 = Hard int persuadeChance = fpa_script.CallFunction("GetNPCPersuasionChance", params) as int 5) Other API calls If your mod triggers four-play sex scenes, you can tell FP:Attributes to treat the scene you're triggering as consensual or aggressive. This makes it easier for the user, as they don't have to manually tell the mod what type of sex it is for every sex act. ; Grab FPA script object Quest FPA_Main = Game.GetFormFromFile(0x00000F99, "FPAttributes.esp") as quest ScriptObject fpa_script = FPA_Main.CastAs("FPA:FPA_Main") ; Treat next sex act (involving player) as aggressive - with player as victim fpa_script.CallFunction("SetNextSexAsAggressive", new var[0]) ; Treat next sex act (involving player) as consensual fpa_script.CallFunction("SetNextSexAsConsensual", new var[0]) ; Dont increment trauma on next sex act (involving player) even if it's non-consensual fpa_script.CallFunction("SetNextSexNoTrauma", new var[0]) ; Dont trigger player orgasm on next sex act even if the player's arousal reaches 100 during sex. fpa_script.CallFunction("SetNextSexNoOrgasm", new var[0]) ; Trigger player orgasm fpa_script.CallFunction("TriggerOrgasm", new var[0]) Edited February 1 by twistedtrebla 3 Link to comment
VaunWolfe Posted March 15, 2018 Share Posted March 15, 2018 Is there any plan for a corruption system? Link to comment
SirCrazy Posted March 16, 2018 Share Posted March 16, 2018 Under this system being submissive (even by choice) offers nothing but negatives. Personally I would prefer for each state to have both strengths and weaknesses. For example: a submissive would Wear and Tear at a lower rate because they are less likely to injure themselves by fighting back against their aggressors and are more likely to just go with the flow. A submissive would regenerate Willpower and Self-Esteem at a slower rate but also lose it at a slower rate because he\she likes being used. Perhaps an extreme submissive could gain Self-Esteem from frequent use/abuse because in his/her mind they are viewed as desirable by others and would lose Self-Esteem by not being used/abused enough. If your mod offers nothing but large negatives for submissive play, I don't see many submissive players using your mod. 4 Link to comment
twistedtrebla Posted March 16, 2018 Author Share Posted March 16, 2018 3 hours ago, VaunWolfe said: Is there any plan for a corruption system? What do you mean by that? Can you elaborate? 1 hour ago, SirCrazy said: Under this system being submissive (even by choice) offers nothing but negatives. Personally I would prefer for each state to have both strengths and weaknesses. For example: a submissive would Wear and Tear at a lower rate because they are less likely to injure themselves by fighting back against their aggressors and are more likely to just go with the flow. A submissive would regenerate Willpower and Self-Esteem at a slower rate but also lose it at a slower rate because he\she likes being used. Perhaps an extreme submissive could gain Self-Esteem from frequent use/abuse because in his/her mind they are viewed as desirable by others and would lose Self-Esteem by not being used/abused enough. If your mod offers nothing but large negatives for submissive play, I don't see many submissive players using your mod. Thanks for the input. You are right that being submissive is nothing but negative. I think we are talking about two different ideas of being "submissive". The "submissive" here is the kind where the player is beaten and forced into submission, not the D/s consensual kind that's more of a choice. It would make sense if D/s type submission would bring its ups and downs. But here, becoming submissive is a consequence to being beaten by raiders/enemies, and being twisted by them. I don't see how being sexually assaulted could be beneficial to the player. It also goes against the main idea behind the mod, which is defeats and failures putting the character in increasingly difficult position, while successes putting the character in better position. If being submissive was equally enticing (even in other ways) as being dominant, then there's really no reason to avoid getting defeated in combat. Heck, you might even intentionally lose combat just to get the perks of being submissive. This mod aims to make the game harder every time the player gets defeated. But I do like the idea of wear and tear increasing at a slower rate if the player is submissive. I might consider that. Perhaps theres a better word than "submissive/dominant orientation". The word "orientation" implies the player is more or less naturally born that way, instead of being bent and twisted by the player's assailants. Maybe "submissive/dominant perversion" is a better word for it. 1 Link to comment
pihwht Posted March 16, 2018 Share Posted March 16, 2018 Remember the good old days when Willpower was a thing in Bethesday games like Oblivion? I'm not sure why willpower would have an effect on Charisma/Attractiveness. We have all known attractive butterfly people who flit from idea to job to love affair lacking 'willpower' but blessed with self-esteem. I would say tha SirCrazy has it right. If only a 'dominate' can be successful in the game, there is not much reason for any sort of variety or nuanced play. Much of charisma and agility in the game is about deceit: black widow, pacity, and the whole sneak complex are wrapped around fooling and misleading npcs and creatures. If the effecs of submissiveness, dishonesty, slyness, straightforwardness, and dominance are not balanced in some way they would be very unsatisfying. Remember traits in New Vegas? The alternative strart mod lets you use them with fo4. They all strengthen a character while imposing penalties: balance. Sounds like it could be a nice addition, but it can't be all good for a prarticular style. Raped and threatened with abduciton by the Legendary Raider, my current character, Joyce, paid him off and then killed him while he was bragging about his prowess. She would have been stupid to fight back bravely after she and her follower were beaten and raped. (As an amusing, accident incident in that exchange, Joyce's follower, Athena 4, after being raped redressed, turned to the raider and laughed.) 1 Link to comment
SirCrazy Posted March 16, 2018 Share Posted March 16, 2018 Thanks for the explanation, I see what you mean now and everything makes sense. Perhaps you could use Dominant / Defeated (or Psychologically Broken [or just Broken {or Slave}]). Link to comment
twistedtrebla Posted March 16, 2018 Author Share Posted March 16, 2018 20 minutes ago, SirCrazy said: Thanks for the explanation, I see what you mean now and everything makes sense. Perhaps you could use Dominant / Defeated (or Psychologically Broken [or just Broken {or Slave}]). Hmm those are better words. I like "broken". Maybe I can reintroduce submissive/dominant as a separate independent attribute that affects the other attributes in some way, but each offer its own pros and cons. I'll have to think about how it can be done, but thanks for getting the ball rolling Link to comment
pihwht Posted March 16, 2018 Share Posted March 16, 2018 The arc with rse is a little fuller than " beaten by raiders/enemies, and being twisted by them" in that the player character can gain revenge. Unless the player chooses to leave the character in a defeated, diminished state, she eventually triumphs over her abusers. Link to comment
Guest O.Cobblepot Posted March 16, 2018 Share Posted March 16, 2018 14 hours ago, twistedtrebla said: This mod aims to make the game harder every time the player gets defeated. Perfect:) personaly,i love just "negatives" part of the mods,because "positives" breaks fun of the game very fast somehow:/ Link to comment
dboura Posted March 16, 2018 Share Posted March 16, 2018 20 hours ago, pihwht said: Remember the good old days when Willpower was a thing in Bethesday games like Oblivion? I'm not sure why willpower would have an effect on Charisma/Attractiveness. We have all known attractive butterfly people who flit from idea to job to love affair lacking 'willpower' but blessed with self-esteem. I would say tha SirCrazy has it right. This would go back to D&D's definition of Charisma. While attractiveness is a part of it, leadership and such are also aspects to Charisma. Someone could be ugly and still be Charismatic with their speech, confidence, and body language. On the flip side, someone could be supermodel material as far as looks but remain non-charismatic because of their lack of confidence, speech and body language. Willpower would ultimately effect that portion of Charisma. Link to comment
SirCrazy Posted March 16, 2018 Share Posted March 16, 2018 I think I found a another word: "Damaged". How damaged or not the player becomes over time will depend on their actions. I like broken too, perhaps you could use both? Damaged/Dom Orientation: -50 ~ 50 -50 ~ -30 (Broken): -50% Persuasion success chance, 150% Buy price, 50% Sell price, No willpower regen -29.99 ~ -20 (Damaged) : -30% Persuasion success chance, 130% Buy price, 70% Sell price, 25% willpower regen -19.99 ~ -10 (Defeated) : -10% Persuasion success chance, 110% Buy price, 90% Sell price, 50% willpower regen -9.99 ~ 9.99 (Neutral) : no stats change 10 ~ 19.99 (Confident) : +10% Persuasion success chance, 90% Buy price, 110% Sell price, 150% willpower regen 20 ~ 29.99 (Assertive) : +30% Persuasion success chance, 70% Buy price, 130% Sell price, 200% willpower regen 30 ~ 50 (Dominant) : +50% Persuasion success chance, 50% Buy price, 150% Sell price, 300% willpower regen 1 Link to comment
dev1antM1nd Posted March 16, 2018 Share Posted March 16, 2018 21 hours ago, twistedtrebla said: Hmm those are better words. I like "broken". Maybe I can reintroduce submissive/dominant as a separate independent attribute that affects the other attributes in some way, but each offer its own pros and cons. I'll have to think about how it can be done, but thanks for getting the ball rolling First, I like you to know that your work is really appreciated. It definitely adds a new dynamic to the game and allows Mods that can be created using the framework and create synergy across all the mods. Yes, it's best not to tie the dominance and submission into the existing character attributes directly the way you did right now. If all the dominance has is positives and submission negatives, there is really no point for anyone going down the path of submission at all. I would think many people's guilty pleasure is to take the submission path, forced against their will. It's best to make dominance and submission as the two sides of the same coin. People can enjoy the game fully taking either path to the similar extent. When it comes to combat, especially using a projectile weapon, one's dominance/submission attribute should really not affect one's combat capability and survivability. 2 Link to comment
pihwht Posted March 17, 2018 Share Posted March 17, 2018 1 hour ago, dboura said: This would go back to D&D's definition of Charisma. While attractiveness is a part of it, leadership and such are also aspects to Charisma. Someone could be ugly and still be Charismatic with their speech, confidence, and body language. On the flip side, someone could be supermodel material as far as looks but remain non-charismatic because of their lack of confidence, speech and body language. Willpower would ultimately effect that portion of Charisma. You are certainly right about d&d, but fallout is not d&d and the attribute is mush more superficial. You certainly could create a mod that rewrote the basic attributes and perks. There are several. 1 Link to comment
NNS10 Posted March 17, 2018 Share Posted March 17, 2018 Interesting consequence system. Do the bonuses to SPECIAL stats apply even if the modified value exceeds 10 (the normal maximum)? Link to comment
twistedtrebla Posted March 17, 2018 Author Share Posted March 17, 2018 1 minute ago, nanashi50 said: Interesting consequence system. Do the bonuses to SPECIAL stats apply even if the modified value exceeds 10 (the normal maximum)? I think so, but Im not 100% sure Link to comment
twistedtrebla Posted March 17, 2018 Author Share Posted March 17, 2018 Four-Play Attributes v 0.2.0 -NEW: Feature to treat sex as aggressive if player's health is below a certain threshold (configurable in MCM). This is to make life a bit easier when being used in conjunction with player defeat mods where player gets sexually assaulted. -NEW: Big changes to existing attributes system: Replaced dominant/submissive orientation with Spirit. Functions very similarly to the old one with some differences. Ranges from 0 - 100. Spirit is the player's overall mental health, mood, and resolve to resist others. When being repeatedly assaulted, the spirit will gradually decrease, whereas when experiencing success after success will gradually increase. Spirit accumulates when player gains experience while at 100 self-esteem. Since self-esteem is capped at 100, 10% of all points (even fraction of points) the player would have received into self-esteem instead gets "overflowed" into spirit. Spirit decreases when player gets sexually assaulted while at 0 self-esteem. Similarly to gains, it functions as an "overflow" for self-esteem lost at 0. Spirit affects willpower regeneration rate. Spirit also affects self-esteem gain rate and loss rate. Redesigned dominant/submissive system. It is now a separate, independent trait that gives pros and cons each. The range is still from -50 to 50, but the effects are slightly different. Being dominant increases barter skills and persuasion chance. But will suffer additional wear and tear damage for aggressive sex. Player also receives a "Frustration" debuff post rape that reduces int, perception, and luck. The debuff's effect is stronger the more dominant the player is (-3 each), and weaker the less dominant the player is (-1 each). It lasts for approx 4 in-game hours. Being submissive decreases barter skills and persuasion chance. But gains increased resistance to wear and tear for aggressive sex. If extremely submissive, player will not receive any penalty for aggressive sex. Also receives a permanent endurance (+1 ~ +3) buff from being accustomed to pain. Mod will initially ask the player to select a starting dominant/submissive orientation for the player. Can select between "Dominant", "Mildly Dominant", "Neutral", "Mildly Submissive", and "Submissive". Selecting neutral does not give you any buffs or debuffs Dominant/submissive orientation is designed to be more of a permanent trait for the player. It can be changed, however: Added an MCM toggle to enable/disable "Personality change". If enabled, player will start to become more submissive when being sexually assaulted at 0 spirit. Also, player will start to become more dominant when gaining experience at 100 spirit. This is to allow roleplay where your player becomes broken and turned submissive. Summary: The three pillars of psychological attributes are now: self-esteem, willpower, and spirit, which all affect each other. Dominant/submissive is an independent trait that aren't affected by the three attributes (unless you have personality change enabled). -CHANGED: Willpower no longer affects self-esteem gain/loss. -CHANGED: Willpower instead affects how fast/slow you accrue points into spirit. -PLUGIN MOD - FPAAttributesHUD: Updated to also show new spirit attribute. CLEAN SAVE REQUIRED 2 Link to comment
mashup47 Posted March 17, 2018 Share Posted March 17, 2018 On 3/15/2018 at 7:55 AM, twistedtrebla said: View File Four-Play Attributes v0.1.0 BETA ~PERMISSIONS In the event that people are awaiting needed maintenance and/or new features, and I've gone MIA (say >4 months), I give permission to others to take the mod and its source code (included) and expand on it/maintain it. Just make sure it remains within the scope of the original mod - a modular, simple, framework for player's attributes. Submitter twistedtrebla Submitted 03/15/2018 Category Modders Resources Requires fourplay This is Very Kind of you but I think you mite wont to change it a bit, so that anyone changing it and re-posting it would have to give credit to you the creator of the source code.? just a an idea Link to comment
twistedtrebla Posted March 17, 2018 Author Share Posted March 17, 2018 37 minutes ago, mashup47 said: This is Very Kind of you but I think you mite wont to change it a bit, so that anyone changing it and re-posting it would have to give credit to you the creator of the source code.? just a an idea Aww, thanks for thinking of me If someone does take over my mod, that means I am no longer around. If I am no longer around, I wouldn't know or care enough that others are giving me credit, hehe. It would be a nice gesture, for sure. But I wont require it. Link to comment
twistedtrebla Posted March 17, 2018 Author Share Posted March 17, 2018 Identified and fixed a bug where incrementally healing from wear and tear would sometimes remove movement speed debuff. Should be fixed in 0.2.1. Clean save shouldn't be required going from 0.2.0 Link to comment
dev1antM1nd Posted March 17, 2018 Share Posted March 17, 2018 12 hours ago, twistedtrebla said: Four-Play Attributes v 0.2.0 -NEW: Feature to treat sex as aggressive if player's health is below a certain threshold (configurable in MCM). This is to make life a bit easier when being used in conjunction with player defeat mods where player gets sexually assaulted. -NEW: Big changes to existing attributes system: Replaced dominant/submissive orientation with Spirit. Functions very similarly to the old one with some differences. Ranges from 0 - 100. Spirit is the player's overall mental health, mood, and resolve to resist others. When being repeatedly assaulted, the spirit will gradually decrease, whereas when experiencing success after success will gradually increase. Spirit accumulates when player gains experience while at 100 self-esteem. Since self-esteem is capped at 100, 10% of all points (even fraction of points) the player would have received into self-esteem instead gets "overflowed" into spirit. Spirit decreases when player gets sexually assaulted while at 0 self-esteem. Similarly to gains, it functions as an "overflow" for self-esteem lost at 0. Spirit affects willpower regeneration rate. Spirit also affects self-esteem gain rate and loss rate. Redesigned dominant/submissive system. It is now a separate, independent trait that gives pros and cons each. The range is still from -50 to 50, but the effects are slightly different. Being dominant increases barter skills and persuasion chance. But will suffer additional wear and tear damage for aggressive sex. Player also receives a "Frustration" debuff post rape that reduces int, perception, and luck. The debuff's effect is stronger the more dominant the player is (-3 each), and weaker the less dominant the player is (-1 each). It lasts for approx 4 in-game hours. Being submissive decreases barter skills and persuasion chance. But gains increased resistance to wear and tear for aggressive sex. If extremely submissive, player will not receive any penalty for aggressive sex. Also receives a permanent endurance (+1 ~ +3) buff from being accustomed to pain. Mod will initially ask the player to select a starting dominant/submissive orientation for the player. Can select between "Dominant", "Mildly Dominant", "Neutral", "Mildly Submissive", and "Submissive". Selecting neutral does not give you any buffs or debuffs Dominant/submissive orientation is designed to be more of a permanent trait for the player. It can be changed, however: Added an MCM toggle to enable/disable "Personality change". If enabled, player will start to become more submissive when being sexually assaulted at 0 spirit. Also, player will start to become more dominant when gaining experience at 100 spirit. This is to allow roleplay where your player becomes broken and turned submissive. Summary: The three pillars of psychological attributes are now: self-esteem, willpower, and spirit, which all affect each other. Dominant/submissive is an independent trait that aren't affected by the three attributes (unless you have personality change enabled). -CHANGED: Willpower no longer affects self-esteem gain/loss. -CHANGED: Willpower instead affects how fast/slow you accrue points into spirit. -PLUGIN MOD - FPAAttributesHUD: Updated to also show new spirit attribute. CLEAN SAVE REQUIRED Great job in coming up with an update addressing the Dom/Sub and SPECIAL binding issue so fast. I know it's hard to come up with a design while Submissive is an attribute that is overall detrimental to a character's SPECIAL attribute but I think the new changes you made does pull it off. A sub may most likely be sexually assaulted more frequently which leads to losing the self-esteem which leads to slower AP regeneration that affects her/his combat capability. But constantly wining fights can increase self-esteem and offset that. I think this would work. One thing that stands out to me is that multiple stats all add the same impact to the SPECIAL/character ability: . self-esteem affects charisma which affects persuasion and bartering . will power affects persuasion . spirit affects barter skill and persuasion . Dom/Sun affects bartering and persuasion I don't know the business logic in your script but the above is based on your latest feature description. All 4 attributes add effect to the same area seem a bit too excessive. Given that you already designed the 3 main attributes self-esteem, will power, and spirit always affect each other, maybe all you need to do is to leave only one of the 3 attributes that can affect the bartering and persuasion. After all, the other 2 will spill over to the one and still contribute their influence to the effect of bartering and persuasion. And with your 3 main attributes already jointly affect the bartering and persuasion, the Dom/Sub attribute affecting the same thing seems redundant. Maybe some new effect can be introduced to the Dom/Sub attribute so this new system could be more versatile. One thing the system hasn't seemed to explore much is the erotic psychological effect brought from Dom/Sub. A Dom usually draws great pleasure from dominating while a sub experiences euphoria when submitting. Maybe you could design some rule so that a Dom sexually assaults others will create huge buff to her/his capability temporarily while the sub will also get some kind of buff while being taken against their will or just submit. As usual, thanks for creating this framework and it will be great to see Mods begin to use it. 2 Link to comment
dev1antM1nd Posted March 17, 2018 Share Posted March 17, 2018 4 minutes ago, dev1antM1nd said: Great job in coming up with an update addressing the Dom/Sub and SPECIAL binding issue so fast. I know it's hard to come up with a design while Submissive is an attribute that is overall detrimental to a character's SPECIAL attribute but I think the new changes you made does pull it off. A sub may most likely be sexually assaulted more frequently which leads to losing the self-esteem which leads to slower AP regeneration that affects her/his combat capability. But constantly wining fights can increase self-esteem and offset that. I think this would work. One thing that stands out to me is that multiple stats all add the same impact to the SPECIAL/character ability: . self-esteem affects charisma which affects persuasion and bartering . will power affects persuasion . spirit affects barter skill and persuasion . Dom/Sun affects bartering and persuasion I don't know the business logic in your script but the above is based on your latest feature description. All 4 attributes add effect to the same area seem a bit too excessive. Given that you already designed the 3 main attributes self-esteem, will power, and spirit always affect each other, maybe all you need to do is to leave only one of the 3 attributes that can affect the bartering and persuasion. After all, the other 2 will spill over to the one and still contribute their influence to the effect of bartering and persuasion. And with your 3 main attributes already jointly affect the bartering and persuasion, the Dom/Sub attribute affecting the same thing seems redundant. Maybe some new effect can be introduced to the Dom/Sub attribute so this new system could be more versatile. One thing the system hasn't seemed to explore much is the erotic psychological effect brought from Dom/Sub. A Dom usually draws great pleasure from dominating while a sub experiences euphoria when submitting. Maybe you could design some rule so that a Dom sexually assaults others will create huge buff to her/his capability temporarily while the sub will also get some kind of buff while being taken against their will or just submit. As usual, thanks for creating this framework and it will be great to see Mods begin to use it. To the last paragraph I posted about adding buff to Dom/Sub, maybe you can have an alternative. A buff is just something nice to have. One can easily do without. So it's almost inconsequential. Usually in the psychology of Dom/Sub, that could be almost addictive. It's something one would actually crave when one gets deep into it. Thus the buff is a more passive approach. The more active approach is maybe using FO4's existing chem-addicting mechanism. So there is a baseline. While the crave is around the baseline, there is no positive or negative impact. When below it, one would suffer the negative and above, the positive. I think that would make the Dom/Sub effect more meaningful. Just some thought. Link to comment
wdaigle Posted March 18, 2018 Share Posted March 18, 2018 I like the concept. Trying it out. This looks to be right up my alley. The default HUD size and position was, for me, too small and placed where messages display. So, I set the size to 1.8 and arrayed them across the top (10, 210, 410, 610, 810). Altering the settings was easy, worked great, and the position steps were set perfectly, at 10. Now, I like seeing the numbers, it's something I need to know, but I have to refer to the description in the pip-boy to know what it actually means. Don't have a good solution, just sayin'. Link to comment
Martin56 Posted March 18, 2018 Share Posted March 18, 2018 Hi How this is different from magno cum gaudio? Why did you made a second wear and tear system instead of using the one from magno cum gaudio and adding to it? thank you Link to comment
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