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Fallout: New Vegas Regular Mods

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These Fallout: New Vegas mods of a non-adult nature

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  1. Acies YunDao Hair Pack

    A port of almost every hair from here: https://www.nexusmods.com/skyrim/mods/88416
    Also check that link to see the hairs included.
    I didn't add the hairs to any race, you have to add them yourself or use Hair Patcher mod:
    Might have some clipping
    Feel free to do whatever you want as long as it's not monetized or sold for money. Mods should be free for all.
    Copied from the original mod page:
    KS Hairdos
    Outfit Studio to manipulate and refit the meshes.
    Nifskope to edit the meshes.
    xEdit to add the meshes to the game.



  2. Simply: eyeglasses w/ Helmets

    This is going to require some explaining:
    The Four eyes "trait" is considered an "enchantment" and has a single slot available to any headpiece for whatever enchantment needs to be on that headgear (i.e glasses have the Four Eyes Trait and the Riot Helmet from the Lonesome road DLC has a special enchantment that enables the player to effectively have night vision)…
    naturally I could not overwrite previous enchantments without losing what makes them special so I removed a tag that overrides the eyeglasses slot, did a brief bit of testing with the NCR Ranger Helmet (with good results) and in theory the same change having been made to all other helmets (let me know if I missed one) should have the same effect.
    … its a shame I cant make the eyeglasses invisible with the condition that they are under the helmet (I might be able to but I haven't found a way yet)
    TL;DR - eyeglasses can be worn with helmets to appeal to those who took the four-eyes trait.
    also - this mod was made with THIS mod in mind



  3. SecurityCertifiedPerkV1AWOP.rar

    SecurityCertifiedPerkV1AWOP.rar - AWOP integration (that means you need AWOP)
    +25%Damage to Pistols            (Rank 1)
    +25%Damage to Energy Pistols(Rank 2)
    -25%Damage to SMG/s Rifles
    side note:
    Does not affect shotguns/Heavy Weapons/Etc.
    https://www.nexusmods.com/newvegas/users/1080388 - AWOP Base



  4. SecurityCertifiedPerkV1.rar

    SecurityCertifiedPerkV1.rar - no AWOP required
    +25%Damage to Pistols            (Rank 1)
    +25%Damage to Energy Pistols(Rank 2)
    -25%Damage to SMG/s Rifles
    side note:
    Does not affect shotguns/Heavy Weapons/Etc.



  5. Acies Atomic Heart Twins

    Atomic Heart Twins ported to FNV. The mod comes with the robot full body, a wearable jacket and bodysuit that is only compatible for the robot body.
    Find a case with the outfits on Doc Mitchell porch.
    NV Compatibility Skeleton
    Maybe not needed but it's what I use and I can't do anything if it doesn't work without it.
    Known Issues:
    The weighting makes it resemble clothes more than metal but I'm not skilled enough to fix this.
    Do as you like, using common sense and as long as you don't profit off of it. If you use any asset from here you can't charge anyone for them, etc. Everything should remain free and accessible to everyone.
    Atomic Heart Twins https://twitter.com/predator14_96/status/1629257205017968640?s=20



  6. Acies Clothes Pack

    Alternate Drive Download Link
    I am releasing the clothes I have been using on my screenshot since the pack is relatively big. Well actually it went a little out of hand, so the file is large to download. I has about 15 outfits I have been picking from all kinds of sources. I'd appreciate if someone would post alternative download links that are less of a hassle.
    Any Type body. I use Type4 for seamless races.
    NV Compatibility Skeleton
    High Heels Script (not required but the heels will clip on the floor without it)
    Item Explorer to get the outfits, since they aren't added to any in-game location
    Maybe not needed but it's what I use and I can't do anything if it doesn't work without it.
    Known Issues:
    I am only releasing this because people want the outfits I ported, but these aren't perfect, have clipping, some are too high poly and will lag your game. I don't intend to fix any of that, this is more like a dump than an actual work. Some outfits might have missing meshes, I don't know. Nothing will be fixed, so the pack comes as is. Feel free to fix, release, improve it etc.
    Do as you like, using common sense and as long as you don't profit off of it. If you use any asset from here you can't charge anyone for them, etc. Everything should remain free and accessible to everyone.
    Minidresses https://www.nexusmods.com/skyrim/mods/47376
    Succubus outfit https://www.nexusmods.com/skyrim/mods/49535
    Horns https://www.nexusmods.com/skyrim/mods/14221
    French Maid https://www.nexusmods.com/fallout3/mods/10556
    Queen Marika https://www.patreon.com/posts/full-inu-queen-77578364
    SPB Bunny https://www.loverslab.com/files/file/2174-spb-heart-girl-for-unp-jiggle/
    ED Horns https://twitter.com/Eriayai/status/1163161407954837505
    Ninin Outfits https://niniskyrim.blogspot.com/2019/11/nini-stuff-12.html
    Bazoongas After School https://eiheispot1.blog.fc2.com/blog-entry-596.html
    Atronach https://www.nexusmods.com/skyrim/mods/114429
    Devious Devices https://www.loverslab.com/files/file/15078-devious-devices-le-52/
    Hermit Huntress Outfit https://www.nexusmods.com/skyrimspecialedition/mods/12852



  7. Acies Hair Pack

    Acies' Fallout Hair Pack
    77 new hairs ported from The Sims.
    I didn't add the hairs to any race, you have to add them yourself or use Hair Patcher mod:
    I made this for the Mojave Delight race, which uses the vanilla headmesh, so it should be compatible with vanilla heads.
    But there will be irremediable clipping sometimes.
    Feel free to do whatever you want as long as it's not monetized or sold for money. Mods should be free for all.
    Original meshes and textures by Newsea.
    SimPe to extract the meshes and textures from the original mods.
    Outfit Studio to manipulate and refit the meshes.
    Nifskope to edit the meshes.
    xEdit to add the meshes to the game.
    You can find all my mods here:



  8. NVSE Extender (aka NX)

    This is a plugin for NVSE, providing new script functions for modders.
    This FOMOD install requires my custom FOMM build from right here @ loverslab. The original/vanilla FOMM will not install executable files like dll's. At least, if I remember correctly, it won't. I don't know if NMM will install them either.
    Extender Version: 18
    Released: 5-Jan-2019
    Requires NVSE 4.5.7 or later
    Project source code: nvse extender. Send myself or jaam a message here or there if you'd like to contribute to the project. We are both admins.
    What does it do?
    NVSE Extender provides additional functions available to modders. Some will provide information via the console as well. It uses the save/load notifications to save (and load!) its data whenever the game is saved.
    How do I install it?
    Download the FOMOD for the version you want and install it with FOMM. You do not need the other files, and you only need ONE fomod.
    Advanced users:
    What functions are available?
    There are many functions available. I need to redo this documention to list and explain them all.
    Current implemented function list:
    Can I include this with my mod, upload it elsewhere, etc?
    Sure. You can do whatever you want with it.
    If you screw up your players by installing an older version than they already have, you deserve a slap. If you upload it somewhere else and claim to be the author, you can field the bug reports and write the fixes, while rotting in hell.
    I'm all about letting people do whatever they want with stuff I create, but be responsible about it and don't be a dick.
    What does the future hold?
    Many other functions are planned, they are discussed in the support thread.



  9. Babe Nude Body Replacer

    This is the Babe Mk3 body, originally on the Nexus. I wanted to try uploading it here in hopes it would get some renewed attention. Since it hasn't had any support for a while now and the Type 3 has been dominating the Fallout world. It's available in both a C-Cup and D version, in two files that contain all the needed meshes and textures. It was made for Fallout 3 but as you can see by the screenshots, it works perfectly with NV as well. Just follow the same installation procedure. There are a few clothing and armor options available at the moment over on the Nexus. Such as the Gantz armor and the Gypsy clothing mods. Both shown in the pictures. Also there is a complete conversion of all the vanilla Fo3 armors and clothing available. Unfortunately thats about all that available at the moment until someone decides to make more. Finally, i'd like to thank the talented authors of this mod, Brurpo and Luchaire. All credit goes to them for making this mod. You can find a link here to the original body as well as it's author. If i made any mistakes or anything here, just let me know and i'll try to correct them. This is my first time uploading a mod anywhere.
    I also suggest taking a look at this. It's a texture enhancement for fallout bodies called XCE. I used it to get the effect in the pics and it does help pretty up the body and give it a bit more realism.
    Here are a few links to some of the clothing and what not that goes with this for anyone interested in checking them out.
    And here is to the original mod.



  10. Respawn

    A simple little, but useful mod to change the respawn time for npc/creatures in the Mojave wasteland of FNV. It is addressed to those who don't like the incessant and unrealistic default time respawn of FNV set on 72 hours/3 days. I created it with GECK, everyone can easily edit it with FNVEdit, at will of course. This one is set on about one year (game time).
    This one is a esp file flagged as esm, but it can be also used as simple esp file.



  11. YRegen - a regeneration mod

    A small mod I made when learning how to use MCM and timer scripts.
    I decided to create a regeneration mod, since I never found one with all the features I wanted.
    2. CURRENT VERSION: 26.03.2020
    The mod offers an ability to control the regeneration of the character. Configurable through MCM.
    It allows you to:
    set the base Healing Rate of the character set an Endurance multiplier and choose it's type (either Endurance value or Fallout 1/2 Healing Rate) set a multiplier for Fast Metabolism perk make regeneration only work out of combat set a bonus regeneration for sleep set a multiplier for Well Rested perk turn on and off limbs regeneration set limb regeneration multiplier turn on and off crippled limbs regeneration allow sleep to heal crippled limbs set minimum hours of sleep required to heal crippled limbs You can set the multipliers to either multiply each other or to be added together so that you can emulate Fallout 1/2 style Healing Rate.
    Healing Rate of 1 means regeneration of 0.066 HPs per hour.
    Let me know if you find any bugs or have ideas how to make it better.



  12. [New Vegas] Hair Patcher Two - 15 dec 2019

    If you never used the Hair Patcher:
    In games like FONV, when you install mods of hair / eyes / races you need to make patches to make these work together. Mind you, it's quite easy to patch them, however you could decide to let the hair patcher handle it for you. But this comes to a cost: the more races / hair / eyes you introduce, the more it slows the loading of the game. I don't mean when you load a savegame, I mean the first time you load the game, the time needed to arrive at the Main Menu.

    If you were fine with the previous Hair Patcher, you can stick with it; or, you can check the few new differences with the Hair Patcher Two, and then decide. I rewrote most of it and I feeled it was better keep them separated.
    Differencies with the previous one:
    Hair Patcher Two comes with a .ini file, located inside \Data\Config, called HairPatcher.ini
    You can edit it with a common text editor, like Windows Notepad, or Notepad++. These are the settings:
    >>> DEBUG: if 1, it will enable debug mode. You don't need it.
    >>> MESSAGE: it will show you a message on the main menu, where it tells you how much time it took to process, the quantity of hairs / eyes / races and the IDs of the mirrors, if you need them. It's enabled (=1) by default.
    >>> HAIRS: this is very important. If you set it to 0, the mod won't process the hair styles. This is very helpful when you install a mod with eyes, and you don't really need to process hairs, setting this to zero will reduce drastically the loading time.
    >>> EYES: same as for HAIRS, but for EYES. Just don't put both to zero, or the mod won't patch anything.
    >>> MIRROR: on every new save, you will always receive a couple of Mirrors, one to change hairstyle and one to change eyes. However, if you lose them, you won't receive them again, you should add them via console. This parameter is an alternative to that: if you set this value to ZERO, the next time you will load the savegame you will receive a new couple of Mirrors (assuming you don't have them already in your inventory)
    This section initially is empty, it will populate on its own the first time you will load the game. Later, if you'll change your load order/add/remove mods, this section will change eventually when necessary, but well this is not important. What's important is that you can manually edit the value of the races, to exclude them from processing, greatly increasing the loading time.
    Let's make an example. After running the game, you'll find something like this in this section:
    MojaveDelight.esp:415A='Posh' #1
    MojaveDelight.esp:415C='Posh' #2
    FalloutNV.esm:424A=African American
    Now, let's assume that you installed Mojave Delight but you want to play with an African American and you're only interested on the hairs and eyes contained in that mod. All you need to do is delete the name of the race on the right, and replace it with a zero (0), like this:
    FalloutNV.esm:424A=African American
    The next times you'll start the game, the hair patcher won't tell you "I found 3 races", but it'll tell you "I found 1 race", and the script will only do one third of the necessary operations.

    - NVSE
    - JIP NVSE

    You can both do it manually, extracting the archive inside \Data, or using a mod manager.



  13. [New Vegas] Inspector

    It's a small mod which gives you few informations about the reference you are pointing with your crosshair. These informations go from the base ID, to the position, the angle, the cell, part of the inventory (if Actors or Containers) etc.

    Examples: you find a flying tree and you don't know what mod moved it. Or, more complicated, some aspects of the game are unbalanced and you need to inspect deeper (especially when using complete overhauls)

    To activate it, just press the Hotkey while not having anything under your crosshair, you'll see INSPECTOR ACTIVE on your screen. When the UI is active, you just need to point your crosshair to some reference and if you are close enough (=activation distance) then the infos will appear on the screen. Everytime you'll move your crosshair over a new reference, the infos will automatically update. To close the interface, just go into a Menu (i.e. Pipboy, Main Menu) or point your crosshair to nowhere and press the Hotkey again. The only MenuMode exception is the console: when you open it, the interface won't close and the informations will stay on the screen.

    By default, the Hotkey is the bar on the numpad ( / ), but it can be changed with a key (see later), or replaced with the Control for Aim / Blocking (default Alt or Right Mouse button)

    Some references (Actors, Creatures, Containers) can have more pages of informations. To access them, stick with your crosshair on them and press the Hotkey ( / by default) more and more to turn the pages. Since this could be complicated if you're doing it on a moving actor, you can target it and see the first page of the inspector, and then immediately open the console so the game will stop and you can browse through the pages (again, with the Hotkey) safely.

    I did it few days ago as request from a user, I ended up adding few more features I needed myself. If you need to add few extra infos, please let me know and let's see if it's doable.

    You can set them on MCM. If you don't use MCM you can edit with a notepad the config file inside Data\Config\aDT\Settings.ini
    - Enable Mod: when you disable this, the hotkey will stop working
    - Debug Mode: will spam something in console, don't use it if unnecessary
    - Modifier: if you choose HOTKEY, in the next option you can choose to assign whatever key on your keyboard (default is / on the NumPad). If you choose CONTROL, the hotkey will be the Control for Block / Aim (default is Alt, or Right Mouse button)
    - Vertical Alignment: the number of pixels from the top of the screen to the Inspector's informations
    - Horizontal Alignment: it can be Left, Middle or Right
    - Vertical Line Spacing: you can decide the space from a line to another, in pixels. This is useful to tweak when you change font. Default is 22 for Font 3
    - Font: allows to use one of the 8 fonts.
    - Alpha Background: the transparent black background you see on the Inspector, 0 is invisible and 255 is full black.
    - All the other flags under Interface Options: they decide what to output on the Inspector

    The same options are basically replicated inside Data\Config\aDT\Settings.ini, for those not using MCM. In the INI, the hotkey will always take precedence: to switch to the Aim/Block control you must set Key to 0 (zero).

    - NVSE
    - Latest JIP (release 30/11/19)
    - UIO
    - MCM (Optional)

    You can both do it manually, extracting the archive inside \Data, or using a mod manager.

    Known Issues
    There's a bunch of meshes which can't be targeted, so the Inspector won't find them. Fortunally I found not many for now. I'm still thinking what to do with them.
    I.e. treejoshANV.nif, some cactus
    Added new page "Active Effects" for creatures and actors. Corrected small error in previous version.
    Added check if a reference has a script attached, with the ref ID of the script. It's on the bottom, in the group of the Extra var.
    Rearranged few lines of script.
    Added recipes for MISC items (abraxo, egg timer etc.) and ALCH items (food, drinks etc.), they're in second page
    Added Export button on MCM, so that you can save your actual configuration and you won't have to reconfigure it next time you'll start a new game. Small fix on a script. If possible, make a clean save.
    First release



  14. Playable Companion Clothes

    Looks like KDC took down his mod that set companion outfits to playable so you could dress them how you like. I remade it from scratch.
    It comes in two flavors - a regular New Vegas one and a TTW one covering the vanilla TTW companions. The TTW version is all-inclusive so there's no reason to have two ESPs clogging up your load order, and it of course requires TTW to be installed. There is no special requirement for the NV version.



  15. TES Artifacts

    I had these Skyrim weapons that I ported over to New Vegas on my hard drive for +5 years and almost completely forgot about them. Finally, I decided to share them with anyone who interested in having Skyrim weapons in their Fallout: NV playthrough. I also made an esp file that will add these weapons to the game world with almost similar enchantments from past Elder Scrolls games.
    You can find each artifact in remote locations throughout the Mojave wastelands waiting to be found.
    - Volendrung can be obtained from the Devil's Gullet, you'll first have to defeat a Super Mutant Overlord to gained this powerful weapon.
    - The Mace of Molag Bal can be found inside a Deathclaw infested cave call Dead Wind Cavern, it can be found right beside a dead prospector.
    - Mehrunes' Razor is located inside of Bloodborne cave and is on top of a large rock towards the end of the cave. It requires a bit of jumping to reach.
    - Keening is found at an irradiated area call Toxic dumpsite and can be pick up immediately where all the containers sit in the center.
    - Sunder is located at Nellis Air Force Base inside one of the buildings call Nellis workshop.
    - Wuuthrad can be found on the outskirts of Jacobstown on the left side of the hills near an unmarked location call Griffith Peak. It requires a bit of jumping to reach.
    Each artifact also has a unique effect.
    - Volendrung can send enemies flying and paralyze them temporarily and reduces their health by 5 points for 20 seconds. 
    - The Mace of Molag Bal will drain an enemy strength for 10 seconds and can KO enemies temporarily knocking them out. Also, it does bonus damage against limbs.
    - Mehrunes' Razor has a new effect call Daedric Banishing which is a replica of the Oblivion enchantment which will increase the death chance the higher your luck is, from 1% to 10%. Also, each hit ignores 15 points of DT.
    - Keening will empower you with Keening's Craft which increases your overall S.P.E.C.I.A.L. stats and heals you slowly over time. However, you will be inflicted with a mortal wound that reduces your health by 50 pts.
    - Sunder will empower you with Sunder's Craft which increases your overall S.P.E.C.I.A.L. stats and regenerates AP slowly over time. However, you will be inflicted with a mortal wound that reduces your health by 50 pts.
    - Wuuthrad is especially deadly to robots and power armor users and can deliver a tremendous amount of electrical damage to them.



  16. Pace Yourself

    Pace Yourself is a small utility that you can use to remind yourself you've been playing for a certain amount of time and should probably stop for a while. You can then simply dimiss the message, choose to be reminded again later, or leave yourself a note that will be displayed next time you start the game in order to remember what you were about to do.

    NVSE 5.1.4
    JIP 55+
    JohnnyGuitar 2+

    Both the messages you send yourself, and when they should be displayed, are easily customizable in the .ini file that comes with it. You can be as passive-aggressive to yourself as you like.

    Every section in the ini comes with the following fields:
    Msg=the actual message that is displayed to you.
    Time=after how many minutes it should be displayed since game start (FirstMsg) or the last time you got a message (the Reminders).
    DismissOption=the text for the button where you simpy want the message to go away
    SnoozeOption=the text for the button where you ask to be reminded again later
    NoteOption=the text for the button where you want to leave a note
    By default, there is one first message, and 3 reminding messages for when you hit the proverbial snooze button before. You can actually add more reminding messages if you want: simply follow the conventions of the previous ones, and leave the SnoozeOption empty for the last one.
    Dedicated to the public domain with CC.0
    Whipped this up in about an hour. Untested, I have other things to do. Should be fine. If not, I'll hear about it. If you want it to do more, or less, or do things differently, you're welcome to do it yourself, see Perms.
    As always, kudos to the coders who made the script functions I use.



  17. NVGeck Syntax Highlighter for NP++

    It's pretty damned handy to write scripts in NP++ with.
    - Separate style for script blocks and loops
    - Separate style for command-style functions (let, set, to, return, label, GoTo, continue etc)
    - Separate style for, and all functions as keywords for NVSE (up to 5.1.2)
    - Separate style for, and all functions as keywords for Lutana (up to 19)
    - Separate style for, and all functions as keywords for JIP (up to 55.10)
    - Combined style for and all functions as keywords for MCM, Project Nevada, NX (up to 16) and JohnnyGuitar (2.35).
    - Combined style for var declarations, globals (vanilla), AV function string parameters (vanilla), and unquoted string parameters to ar_construct.
    - Loops are treated as code blocks that can be folded and unfolded (same goes for if-conditions and script blocks)
    - Elseif & else parts can be folded and unfolded separately.
    - Pretty colors (totally adjustable ofc)
    How To Install:
    - open notepad++
    - Pick "language" in the menu, then "define your language"
    - "import", then find the xml uploaded here, and... import it
    - done
    This highlighter will attach itself to the .geck file extension. You can change that if you want, same as anything else. In Notepad++, the syntax is called "DSGeckSyntax10" because I'm so vain I think this song is about me. No, actually, that's because all these syntaxes are called something similar and if you've gone over a few to figure out what you like, you can't remember which is which.
    It's made with Notepad++ (whatever version I'm using now), which uses UDL 2.1. If you've got an older UDL version, you probably want to upgrade.
    Public Domain



  18. Nuska's Women of the Wasteland

    Since Nuska is gone, and their account is closed too. I figured instead of having someone comment every day for a link to the mod I'd just upload it here.

    If this isn't allowed please let me know. Otherwise would just like this to be easier for everyone to grab.

    All credit goes to Nuska who will be missed. 



  19. Youre One Dirty Little Lady ;) [modders resource]

    Youre One Dirty Little Lady
    [modders resource]
    Clear diffuses I drew dirt on for the T3M variety of bodies
    to make my babes look dirty after a long day of prospecting, adventuring,
    murdering, and traveling in the windy desert that is The Mojave. 
    Apply them by "merging down" with GIMP
    or any other app  that handles .dds 
    or get a friend to do it for you if you don't know how.
    sometime girls just want to get down and dirty!
    am I right or what



  20. The Moon Is A Cheeky Little Fucker

    The Moon Is A Cheeky Little Fucker
    Just a moon retexture that puts cute faces on the moon phases



  21. GTFO Josh Tree

    GTFO Josh Tree
    This completely removes the Josh Trees from the Mojave Wasteland.
    I didnt like them all that much and this boosts my FPS.
    I Wiped all vertices and collision properties in Nifskope
    So if you want an FPS boost go ahead and get it after all ask yourself
    would you rather have some dumb prickly trees or more frames?
    also if you regret installing this I included backup meshes
    in the same mod titled "backup joshtree".
    also its esp free.



  22. RaceBodyMorph (NPC BodyMorph Randomizer) 1.0.2

    RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...)
    A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK.
    Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM.
    Use Ctrl+M to quickly access the Activation Menu.

    BodyMorph 1.1.0+, of course.
    NVSE Extender (NX).
    Mod Configuration Menu - Needed to activate and setup the plugin.
    Weighted body, like T3F Body with BnB (look in Files section).
    Weighted armors or clothing, like Bouncing Breasts Type 3 Armors.
    Or T3FBBR BnB Body Replacer + Rough Outfit Conversions.
    There are alot of changes as of version 1.0.0 (January 3, 2016). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so:
    Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph.
    Updating RaceBodyMorph or the core BodyMorph to a new version will deactivate the mod and reset all settings on load, so be sure to use the mod's Save/Load Settings function to save time.



  23. NX Insight (MCM NX Data Viewer)

    NX Insight
    An MCM mod that allows the user to view associated NX data of the target reference (Player if no reference under crosshair).
    NX variables to be displayed are defined inside the INI files located in "Data/Config/NXInsight/SubMenuFolder/INIFile.ini".
    Requires Lutana NVSE plugin to work.
    Directory Structure:
    - SubMenuFolder (SubMenu, MCM has a 10 submenu limit, so 10 folders are possible)
    - INI file (contains section names and NX variables to be displayed)
    Folders inside directory "Data/Config/NXInsight" will act as MCM submenus.
    There are no hard rules on organizing keys inside the INIs, just make sure you got the NX key of the NX variable you want to display right.
    See attachments in the first post for sample INIs.
    INI Format:

    SectionName = Section name
    NXKey = NX key of variable to display
    Enabled = Determines if this variable will be displayed in the MCM, set it to 1.
    Mod Configuration Menu
    NX (NVSE Extender)
    Lutana NVSE
    Having an ini file with the name "System.ini" apparently crashes the game when initialized, probably some engine level stuff conflicting, so avoid the name "System.ini".
    Attached are some INI files for BodyMorph, SOIntimacy and Spunk:



  24. Metal Gear REX modder's resource

    This is a 3D model that I made using the 3D modeling program Blender, of Metal Gear REX from the 1998 game Metal Gear solid.

    I hope that someone can rig, animate, texture it, and then somehow turn it into a vehicle mod in Skyrim special edition.

    Obviously this would be an extremely long, complex, and daunting task, but if you have the technical know-how or are a career professional in the game development field and think you can do it, then by all means, please do!

    I realize that this mesh is somewhat of a mess, and you have permission to polish and clean it up.

    According to this game footage from Metal Gear Solid 4 Guns Of The Patriots, REX"s walks with it's legs slightly outwards and in a steep downward position.

    Also, it's lower legs are move up and down like shock absorbers. They retract slightly when sitting down, and extend slightly when standing up or walking.

    If you're going to animate it walking, study this video very closely and try to replicate it's walk.




  25. Apple Jam Skeleton [FONV]

    Simple 1st and 3rd skeleton resource for FO3 / FONV
    Mods where this is specifically used:
    - BodyMorph
    - Head tracking in Behaviours
    - Lean in Behaviours beta 2.5
    - Any BnB
    - I think Sexout already includes a previous version of this
    List of known incompatibilities
    - Tails and wings
    - Malo resizer
    For modding
    - It's not suggested to be used to rig or to animate, unless you perfectly know what it involves
    - It's a resource, you can do whatever you want with it. However it would be better some cooperation for a new version instead than making brand new mods or include it on other mods, in order to grant more compatibility.
    - No changes in ragdolls, please
    PM me for help or requests



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