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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

    DESCRIPTION
    A port of almost every hair from here: https://www.nexusmods.com/skyrim/mods/88416
    Also check that link to see the hairs included.
     
    HOW TO GET
    I didn't add the hairs to any race, you have to add them yourself or use Hair Patcher mod:
    https://www.nexusmods.com/newvegas/mods/68016
     
    KNOWN ISSUES
    Might have some clipping
     
    PERMISSIONS
    Feel free to do whatever you want as long as it's not monetized or sold for money. Mods should be free for all.
     
    CREDITS AND THANKS
    Copied from the original mod page:
    KS Hairdos
    ApachiiSkyHair
    SGhair
    fox
    国民老公
    佬司机
    电场
    咸鱼菇
    Arbalest
    NinaCookie
    Chokolocco
    coco
     
    TOOLS AND RESOURCES USED
    Outfit Studio to manipulate and refit the meshes.
    Nifskope to edit the meshes.
    xEdit to add the meshes to the game.

    690 downloads

    Submitted

  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

    67 downloads

    Updated

  3. 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.

    27 downloads

    Submitted

  4. 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.
     
    Credits:
    https://www.nexusmods.com/newvegas/users/1080388 - AWOP Base

    21 downloads

    Updated

  5. Acies Atomic Heart Twins

    Description:
    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.
     
    Requirements:
    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.
     
    Permissions:
    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.
     
    Credits:
    Atomic Heart Twins https://twitter.com/predator14_96/status/1629257205017968640?s=20
     
    Screenshots:


    904 downloads

    Submitted

  6. Acies Clothes Pack

    Alternate Drive Download Link
     
    Description:
    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.
     
     
    Requirements:
    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.
     
    Permissions:
    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.
     
    Credits:
    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
     
    Screenshots:
     

    2,262 downloads

    Updated

  7. Acies Hair Pack

    Acies' Fallout Hair Pack
     
    VERSION
    1.0
     
    DESCRIPTION
    77 new hairs ported from The Sims.
     
    HOW TO GET
    I didn't add the hairs to any race, you have to add them yourself or use Hair Patcher mod:
    https://www.nexusmods.com/newvegas/mods/68016
     
    KNOWN ISSUES
    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.
     
    PERMISSIONS
    Feel free to do whatever you want as long as it's not monetized or sold for money. Mods should be free for all.
     
    CREDITS AND THANKS
    Original meshes and textures by Newsea.
     
    TOOLS AND RESOURCES USED
    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:
    https://aciesgecko.carrd.co/
     













































































    1,035 downloads

    Updated

  8. 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.

    144 downloads

    Updated

  9. YRegen - a regeneration mod

    1. SHORT DESCRIPTION:
     
    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
     
    3. FULL DESCRIPTION:
     
    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.
     
    4. CHANGELOG:
     
     
    Let me know if you find any bugs or have ideas how to make it better.

    322 downloads

    Updated

  10. [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:
    [OPTIONS]
    >>> 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)
    [RACES]
    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:
    MojaveDelight.esp:415A=0
    MojaveDelight.esp:415C=0
    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.


    Requisites
    - NVSE
    - JIP NVSE


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

    284 downloads

    Updated

  11. [New Vegas] Inspector

    Description
    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.


    Options
    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).


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


    Installation
    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
     
    Changelogs
    V5
    Added new page "Active Effects" for creatures and actors. Corrected small error in previous version.
    V4
    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.
    V3
    Added recipes for MISC items (abraxo, egg timer etc.) and ALCH items (food, drinks etc.), they're in second page
    V2
    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.
    V1
    First release

    365 downloads

    Updated

  12. Pace Yourself

    WHAT IT IS
     
    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.
     
    REQUIREMENTS

    NVSE 5.1.4
    JIP 55+
    JohnnyGuitar 2+
     
    CUSTOMIZABLE

    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.
     
    PERMS
    Dedicated to the public domain with CC.0
     
    DISCLAIMER
    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.
     
    CREDITS
    As always, kudos to the coders who made the script functions I use.
     

    68 downloads

    Submitted

  13. 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.
     

    233 downloads

    Updated

  14. 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. 

    2,271 downloads

    Submitted

  15. 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
     
     
     
     
    ?

    377 downloads

    Updated

  16. 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
     
     
     
     
     
    ?

    403 downloads

    Submitted

  17. 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.
     
     
     
     
     
    ?

    159 downloads

    Updated

  18. 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.

    https://www.youtube.com/watch?v=ciIVuUzhs2o

    36 downloads

    Submitted

  19. Classic ED-E

    Classic Chassis for ED-E to make him appear as a classic eyebot from fallout 2 based heavily on the cancelled Van Buren concept art.
     
    Original models and textures Created by SteelHardBurger
     
    This mod was originally in the Monster mod
                       Created By: DogTown1
     
    I merely sourced the files and applied them to all stages of ED-E's upgrading process
     
          There is a minor float issue on his placement in the primm nash residence
     
    Installation
     
        Simply drop the provided file in your favorite mod loader or directly unpack to the data folder
                            make sure to tick that esp if need be. (FloatedBoiImp)
     
    {I am currently awaiting the "yay or nay" from the original creator, so given that I will remove this mod at his request}
     
    Remorselessly Yours, ~Mamel~

    162 downloads

    Updated

  20. Gun Cabinet by Rez

    Gun Cabinet by Rez
     
    This isn't much but just Forgot I had made this awhile back and never used.
     
    Just a Gun Cabinet Model I had made since I did not like the vanilla one. Figured someone could use it.
     
     
    Mesh Only uses vanilla textures. Can place in game with geck or build a replacer.
     
     
    EDIT: Also added a re placer file, This will change all the wooden gun cabinets to my model.
    Also added a Other Options Folder with a Broken Glass Version and Empty Version
     
     
    Full Resource and can be used without permission.
     
    Enjoy
     
    ~Rez

    259 downloads

    Updated

  21. falloutNV ak103 port

    this mod adds a new gun a scoped version and an unscoped version you will find data for silenced versions you can try fix them while i try myself but its a bug carried over from this port they have sound now since i edited them but no bullets fire from them i know its probably a simple fix but im a noob at times
     
    i made this mod more of a starter kit with 2 guns 1000 rounds of each type of 5.56mm ( trust me that isnt alot with these guns )
    i also left a trenchcoat 20 stimpaks ncr armor ( it says ncr infantry armor in my game thats another replacer mod im using )
     
    location : goodsprings in the docs home
     
    installation : use nmm , fomm or manual
     
    disclaimer this is a port from an fallout 3 mod that uploader didnt make the fallout 3 version and to be honest he didnt need permission the nexus have left him with the fallout 3 version for over a year which is strange because they love banning people so by me uploading this im not doing anything wrong this is a port so keep in mind i made a new esp and esm edited the textures and meshes so its basically a different file anyways enough of me ranting here is the fallout 3 versions page
    http://www.nexusmods.com/fallout3/mods/19084/?
     
    and be sure to tick both the esm an esp in my file sorry if thats a problem but i plan on fixing it soon (esp offers more stuff i.e ammo , 20 stimpaks )
     
    https://www.youtube.com/watch?v=fXw150CbrDo&feature=youtu.be
     
    sorry about my game standard look for some reason my texture mods went off
     
     
    this is my old character in these pictures so go easy on me it was my first modded character lol ( these silenced versions are still being fixed )



    390 downloads

    Submitted

  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.
     
    Description:
    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.
     




     
    Requirements:
    BodyMorph 1.1.0+, of course.
    NVSE.
    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.
     
    Notes:
    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.
     
    Changelog:
     

    7,402 downloads

    Updated

  23. SmallerTalk

    SmallerTalk version 1.2.6
     
    I have taken ownership of Prideslayer's SmallerTalk and have added a few new features to it that will, and this has been proven fairly
    extensively through testing some very hard to talk to NPC's, make SmallerTalk a replacement for SmallTalk for any mod that needs the
    functionality SmallTalk provides.
     
    Why use SmallerTalk instead of SmallTalk?
    SmallTalk overrides vanilla records, SmallerTalk does not.
    SmallTalk is huge and causes you to watch the entire load sequence, SmallerTalk does not.
    SmallTalk does not handle dialogues it doesn't have a replacement for, SmallerTalk does.
    SmallTalk cannot fix NPC's that have forced goodbyes, SmallerTalk can.
    SmallTalk propagates all vanilla dialogue errors fixed by community and official patches/dlc's, SmallerTalk does not.
     
    How SmallerTalk works:
    SmallerTalk has a non-vanilla greeting and a non-vanilla response. It hooks the use of the ActivateControl (typically the "E" key) and if the target is not
    in combat, is not a creature, is not dead and IS an actor... it performs "StartConversation player, SmallerTalkGreeting" and sets a variable that is used by the greeting as a selection criterion so the NPC uses it. It does NOT in any way alter activation so it won't mess with activation scripts nor stop standard dialogue whatsoever. What it does do is cause a conversation with an NPC who has nothing but "goodbye" flagged dialogue responses that proceeds as follows:
     
    NPC: What's up?
    YOU: Nothing much... and you?
    NPC: Same ol', same ol'...
     
    ...
    and then it does not close the dialogue. Any mods you have that hook into GREETING that would display options such as SewerSlave, SexoutSex,
    HowAbout, UseableCigarettes and other mods of that type will then display their dialogue topics.
     
    More Information
    NEW In 1.2.6... Prefaced all debug messages with "SmallerTalk: ".
     
    NEW In 1.2.5... Ability for mods to have NPCs ignored by SmallerTalk. 2 options... add NPC to SmallerTalkIgnoreList (formid list) or SmallerTalkIgnoreFaction (faction) with rank 0.
     
    NEW In 1.2.4... Randomized dialogue (10 random greetings and 10 random responses) available as an MCM option, default is OFF
     
    In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON
     
    In 1.2.2... Reverted to armor tokens so they could be set non-playable and not appear in vendor inventories.
     
    In 1.2.1... Fix for weapons disappearing and becoming unusable.
     
    In 1.2.0... PROPERLY checking for GetSleeping now
     
    In 1.1.9... Can set timer delay from 1 to 10 seconds in MCM screen (default = 3).
     
    In 1.1.8... entirely new dialogue initiation code using a dialogue token, won't stomp on vanilla dialogue that was flagged as both SayOnce and Goodbye.
     
    In 1.1.7... the MCM config option to disable SmallerTalk while sneaking.
     
    In 1.1.6... critter support with body language dialogue in place of speaking... can be disabled(default)/enabled through MCM
     
    Altered Companion Wheel functionality response to disregard Cass so you won't see "we done?" , you'll get the SmallerTalk greeting-response, this is
    because Cass was EXTREMELY resistant to SexoutSex dialogue.
     
    Some NPC AI was locking up after using SmallerTalk on them. This is an attempted fix, please let me know if you have any more AI lockup issues.
    Added double protection AI reset Token. Fixed code error.
     
    With MCM you can enable or disable the mod from the MCM menu.
    With MCM you can enable or disable debug messages from the MCM menu.
    MCM is NOT required by the mod but the mod does support its use.
     
    SmallerTalk can display debug information. Typically it can be displayed by typing "set .doDebug to 1" or turned off (default) by typing "set .doDebug to 0".
     
    One
    situation with the companion wheel has a special handler... in the case
    of trading using the companion wheel, I have set SmallerTalk to NOT do
    its conversation and instead respond with "We done?" and exit the
    dialogue. This was an unintuitive use of SmallerTalk and was
    disorienting to testers so it was changed. Cass exempted from this.
     
    If tapping the activate key (typically the "E" key) does not start the SmallerTalk conversation or an NPC proves unwilling to start the conversation... simply hold down the activate key for 3 seconds while keeping your crosshair on the NPC and then release... that WILL initiate the SmallerTalk conversation even with the most recalcitrant NPC's who possess factions like ForceNoGreeting like wastelander template NPC's, AWOP Wastelanders, freeside generics, and such.
     
    Modders wishing to test SmallerTalk versioning from within their code to see if the user is using the right version can check the global value "SmallerTalkVersionNumber" and/or the mod description. The mod description will be in the form "v1.0.0" and the global will be a float such as "1.00". The two will be kept in sync with each new release as they happen.
     
    Feel free to provide feedback, testing results and bug reports in this thread.

    219,041 downloads

    Updated

  24. AnT - AnimTool (New Vegas)

    11/06: Added an alternative version (it's just an update, main package is required).
    It adds a new option in MCM that allows to bind a new hotkey (Emergency Key). When this key is pressed in game, it will remove AnT key binding on the numpad, and when pressed again it will re-enable it of course.
    This was made because a user made me notice that other mods can use the numpad (i.e. SO Positioning) and there are not so many practical keys to bind on the keyboard.
     
    03/01/15: Added 2 gorgeous themes for a total of 6, thank you Viktoria
     
    AnimTool (AnT) - Ver. 1.5 AB Re-Up
    ------------------------
    Description
    ------------------------
    Some days ago I started again working on animations and I did this simple tool to try them in game. Then I found that could have been a nice tool for other people too, so here it is.
    Basically, it allows you to invoke an animation after you chosed it from a menu, on you or on a target (NPC or Creature)
    Everything works in GameMode (realtime), because I can't suffer MenuModes. Actually it contains around 300 animations divided in 8 categories.
    Keys and other stuff are configurable via MCM.
    In future, I still intend to change things, like the default key, the list etc.etc. concerning the needs. Also I hope to *find* soon of some function to write and read a file, it would be pretty useful.
     
    ------------------------
    Purpose
    ------------------------
    Machinima, screenshots, testing animations. When I play, I use it for RP (RolePlay: it won't be a karma counter that tells me how good I am... I want to blow kisses to other NPCs. Or taunt them, in case I feel mean. Or drink from a bottle. Or eat something. Etc.etc.).
    So, the main purpose is strictly related to animations. But also I wanted to give the possibility to make custom lists of animations. Basically, if you have some animations and you would like to release them, but you miss a way to invoke them and don't like scripting, you follow a procedure I described inside a pdf and then you re-package everything and re-distribute it.
    The actual limit, in terms of numbers of animations, is 9 categories of 50 animations = 450 animations, + 1 category reserved for AO (=50 AOs)
     
    ------------------------
    How to use it
    ------------------------
    Please watch the video here, until the end:
     

     
    ------------------------
    Installation
    ------------------------
    - Requires last NVSE
    - JIP NVSE. You can find it here
    - JIP UIO is mandatory now, it's pretty stable and works very well. You can find it here JazzIsParis' UIO
    After that, download the Main package v15 AB.zip, unpack it inside your data folder (or use FOMM), activate AnT.esp in your load order. Done.
    Inside the package there are further instructions in case you have troubles.
     
    - Create your own animation package (GECK is optional)
    Download the file "Optional - Custom Anims package" and follow the instructions included in the file
     
    NOTE ABOUT LOAD ORDER: the esp doesn't require a specific position, however it contains a dirty edit that should solve some problems with mods that prevent animations to play (i.e. some pose packs). So, if you put AnT.esp lower in your load order, it should "clean" that issue.
     
    ------------------------
    Incompatibilities
    ------------------------
    Script itself shouldn't have incompatibilities, except pretty absurd cases i.e. you prolly can't open the menu while you are sprinting with some sprint mod or PN...
    But for what concerns huds, they are a delicate beast to handle, that's why I suggest UIO which should tame the beast for you.
     
    - Darn UI changes the fonts. So the strings won't be perfectly formatted. Still, it's perfectly usable, just a bit more ugly.
    - Due to no answer from Gopher, I can't provide explicit compatibility with uHud. However, you can still make a manual install of this after you installed uHud and it should work. Don't forget that if you re-activate uHud, it probably will revert the changes you made manually, so you'll have to re-do them
     
    ------------------------
    Permissions
    ------------------------
     
    This mod can be considered free for non-commercial use only.
     
    However, from this free permission are EXCLUDED any asset I could list down here:
    - antCat6Anim48.kf and antCat6Anim49.kf
    ------------------------
    Credits and love
    ------------------------
    hlp, JazzIsParis, luthienanarion, Odessa, prideslayer, doctasax, tomm434, Umpa, Xilandro

    1,566 downloads

    Updated

  25. NVSE

    This is a custom build of NVSE, required by the alpha/beta versions of the NVSE Extender.
     
    It will remain here until ianpatt or one of the other Silverlock guys updates the official NVSE download page with this version, or a newer version with the features from this one.
     
    I do extremely minor work on this myself, you can thank jaam for most of what gets done here! I'm only making the download page to keep the question/support issues about this version of NVSE in the Extender support thread to a minimum.

    1,431 downloads

    Updated

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