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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. (TTW) Chargen Quest Overhaul

    Overhauls parts of the Chargen Quests in Vault 101, with the center of attention being neat goodies you can get once Amata wakes you up.
     
    Changes:
    -During Baby Steps, you're now given a child's outfit so it doesn't look so awkward when using a 1st person camera mod.
    -During Future Imperfect (where you take the GOAT), your normal haircut will now show, rather than the default hairstyle.
    -When Amata wakes you up during Escape!, there is a unique piece of equipment somewhere in your room (either clothing or a weapon), this is different for every job you're assigned as result of your GOAT exam, so be sure to pick different options every time you play

    1,001 downloads

    Submitted

  2. [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.

    282 downloads

    Updated

  3. [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

    361 downloads

    Updated

  4. 50 Caps A Day

    hey everyone this is just a simple mod that gives the player character 50 caps every 24hrs. the reason i made this was for immersion reasons and was only intended for my personal use so if you like it great if you don't just skip it.
     
    if anyone wants me to add more values simply leave a comment and ill eventually upload any number of caps you like.
     
    and one last thing anyone saying "oh but we have console commands har Har har" i don't care this was intended for me because i dont like having thousands of caps at level 1 and there may be more people like me so here you go.
     
     
    ,falloutveteran
     
    dont use my esp anywhere else without my permission which is pointless anyways.

    230 downloads

    Submitted

  5. A bunch of UDFs

    Description:
     
    This is much or less the translation with UDFs of my Cammy, the first thing I did using NVSE some months ago.
    It doesn't do anything on its own, since it's just UDFs that handle some math.
    This ESM (ESP marked as ESM) comes as it is and mainly for modders' reference.
    There are a bunch of functions I usually call in my ESPs, mainly for cutscenes/machinima, but they're pretty generic and they can be used in different environments. They all are prefixed with aCam.
    They all are tested, but due to the difficulty in handling some stuff I can't exclude there are bugs or unexpected results under specific conditions. Or my mistakes, of course.
     
     
    Use:
    Just drop the ESP-marked-as-ESM it inside your FONV\Data folder and activate it, then you know what you need to do.
     
    Unuseful notes about movement:
     
     
     
    Compatibility:
     
    1.2 PS is compatible with companions mods and pipboys mods (huh, finally).
     
     
    Permission:
     
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
     
     
     
    Credits:
    Jaam
    Doctasax's tutorials
     
     
    Examples:
    A bunch of ingame frames taken when I apply some functions and the result I achieve.
     

    https://www.youtube.com/watch?v=G5G-Ps6Zmuc&feature=youtu.be

    163 downloads

    Updated

  6. 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:


    873 downloads

    Submitted

  7. 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:
     

    2,164 downloads

    Updated

  8. 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/
     













































































    991 downloads

    Updated

  9. 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.

    630 downloads

    Submitted

  10. Alice in Wasteland - The Rabid Hole

    http://www.youtube.com/watch?v=tlIEPe1wDbw

     
     

     
    Alice in Wasteland - The Rabid Hole is an uvoiced tale, inspired by some movies (neither Alice in Wasteland nor Alice in Wonderland...). It is composed by a main quest and seventeen side quests, with different ways to complete them. There's also a hidden quest and a bonus quest that will lead to a little reward if the main quest will be finished in a certain way.
    There are some hard fights, but it's mainly dialogues, situations, thinking how to put together every single piece of the puzzle, trying to figure how to reach the end.
     
     

     
    It doesn't take a lot from the story of Alice in Wonderland. The characters are references from the tale, also they sometimes could tell you sentences from the book. But everything else is inspired from some movies I love.
     
    Beyond that, it brings an important concept I've gained reading that story, the same feeling I had watching those movies. What you see, what is happening, what NPCs tell you: everything can be read in different ways.
     
    And about the lore... It doesn't care about Enclave, BoS, NCR, Legion and everything happening in the Mojave, NPCs live their own separated story and it seems as they don't care about anything else. No, it's not in lore and it isn't supposed to be. And... well, there will be some bit of magic in the air, but... it's a tale.
     
     

     
    This is essentially what I had in mind and I tried to follow when I did this mod:
     
    - I love Fallout's sense of freedom and I tried to stick to it as much as it was possible for me.
    - I tried to give the player the opportunity to use different approaches. The GOOD one is the hardest one, as always. The BAD one can be easier sometimes, but also more dangerous: you can end up in a cul-de-sac, breaking the quest, as it can happen in the vanilla too. But until you won't break the main quest it's all ok.
    What really counts for me is giving the opportunity to do it, it's tied with that freedom concept I was trying to achieve. No essential people (only the "mothers" are essentials...), few doors impossible to be open, you can attack whoever you want, rob them, it won't be the quest itself that will judge your actions, the consequences will be quite natural. Sometimes a bad approach could even be useful.
    - All the speech challenges are hidden and you won't take XP from them: this means that playing with two different characters you'll see "natural" changes in the dialogues with the NPCs.
    And remember that you can only ask about things you actually know: you can't ask mr.X about mr.Y if you still have not met him or heard about him.
    - Male and female characters will have a slight different playthrough and dialogues.
    - The pipboy will be used as a log, in first person: you'll find "that guy told me to go there" and not simply "go there".
    - What you see, usually, is what you perceive: you'll meet a "well dressed man" and he will be such until he won't tell you his name, or someone else who knows him. I find Perception is very important, i think it's the way your character has to tell you what's happening, this doesn't mean it is really the truth.
    - There won't be arrows to point you to your destination. But usually the informations given are enough, if they're not it means you can still achieve more informations in some way. Or it means I forgot something, yes. Anyway, you shouldn't end up roaming the whole Mojave looking for a spot, at least not the main ones.
    - I didn't place a lot of notes written in first person. I preferred putting some "details": they, all together, help picturing the whole situation.
    - Freedom applied to the quest: as I said you can finish them in different ways, but since few places will be closed, you can do some quests even if you... still don't have them, simply they'll trigger different situations.
     
    To start the main quest, take a look in Freeside. But if you are playing the vanilla NV, you can also forget about this mod and simply wander around the Mojave to find the few new spots etc. they are part of the landscape. Just like in vanilla side quests, you don't need to do them following a certain order.
     
     

     
    I tested very much the mod, mainly with a female character. My main concern were the fights, they weren't easy in my opinion and I nerfed enemies a lot. The weapons you carry with you are what really makes the difference.
     
    If you find a hard place you can still level up and go there later, as in vanilla game.
    Anyway here some examples:
     
    - I tried it around level 15, Hard settings: I did it, but still there were some places not really easy. If you like hard challenges, and your Mojave economy isn't made easier because of some mods (as adding expensive weapons etc.), I suggest you to be around this level. But you should have nice equipment.
    - I tried it around level 5, Hard settings with basic weapons: it was really a pain, but still I went through a bunch of contents.
    - I tried it around level 32, with Project Nevada, Very Hard settings and a lot of weapons: I found it easy.
    - I tried it around level 22, with ED-E, Project Nevada, Very Hard settings: a nice ammo consuption as always, but a companion definetely makes your life easier.
    - After nerfing the fights, last playthrough: I did it at level 7, Hard settings, Delilah, PN and AWOP (without nerfing the loot): I ended it at level 11, I found it not very hard. I preferred sticking with this difficulty, I like the story, I think it's more important than the fights themselves.
    For what concerns the abilities, it is done in a way that many kinds of players should be able to do it, no matter their stats. The only real requisite is a base of 25. Essentially, 25 Lockpick and 25 Repair. Low levels should still be able to play it. High level players will find ways to skip some parts of the mod thanks to their stats or moneys, but... less fun.
     
    There's only a certain point where it can happen that you "don't feel ready": this means exactly that, you are not ready. Not for your level, but for your combat abilities. Not a huge value anyway. There's an alternative end which requires some stats, just like in vanilla.
    Playing as it was the first time, it took me about 8 hours to complete it and unlock all the contents, with many reloads because I was dying etc. because I'm soooo slow, I take my time exploring and reading everything.
     
    I suggest to leave your companions at home. No, better: essentially, they can come, but there are some things in Chapter IV that "shouldn't" be made for companions, it's a matter of concept. Also, in chapter III a companion will break your... "view". But it won't break your quest, don't worry... Anyway, places are navmeshed and you already know how it works: when you snap your fingers they will follow you, always. So... when you find a hard fight, you can still bring some backup with you.
     
     

     
    I'm a fan of survival mods and low loot. I thought very much about this aspect. I think I didn't place a lot of stuff around, but I did sometimes, following some rules I gave to myself.
     
    The quest provides something useful for your playthrough. But it could be a nice ammo consumer, based by your difficulty level. There are some spots and quests that aren't useful for the main one: they are there as a source of equipment and moneys.
    You won't gain a lot of experience from the quests. Still, I took 1-4 levels (depending by my level of course) when I killed all the enemies and I unlocked all the contents.
     
    The only time you'll gain a bigger experience will be at the very last, especially triggering a certain end. As I said, there are more ways to finish the main quest. Essentially, if you'll finish it and you still will have A question haunting your mind, it means you still didn't do everything. But the ability to unlock the contents depends by how you played through the quest.
    In some cases you'll be able to trigger a couple of extra contents that should in some ways answer to that and also you'll be able to build your own house: not a luxury aseptic attic, it will be my concept of confortable wasteland home.
     
     

     
    - 01/04: added TTW Compatibility Patch. Thanks to nyaallich for this. Adding this .esp on the bottom of the Load Order will move the Alice door to the modified station of TTW. You will be able to enter both in Alice station (the one with the rabbit graffiti near) and TTW station.
    - 28/02: v3 is online.
    Many grammar corrections by Chancellor Kremlin
    Knockdown fix by Chancellor Kremlin
    Solved an issue where "the black guy" stalking AlChestBreach was breaking the start of the mod
    Soundtrack included as loose file
    MAYBE Beatrix fix (can't test it, it's just a feeling)
     
    Installation Instructions:
     
    - Requirements: Fallout NV and NVSE. Archive Invalidation enabled for the textures.
    - Install: manually extract the archives (Alice - Assets, Video and Alice.esm) under Data folder, then tick the Alice.esm in your load order. You will have: Alice.bsa and Alice ESM inside Data, four bik files under DataVideoAlice. Better if the ESM is on the bottom of your load order.
    - Uninstall: manually remove from Data folder the files Alice.esm and Alice.bsa; manually remove the four Chapter files from the sub-folder VideoAlice.
    - Cleaned and checked errors with FNVEdit and PU.
    - Conflicts: I tried with AWOP and NVInteriors, everything was good. But I'm aware it could conflict with other mods. I THINK it could create a little issue with CotW in a certain quest, I'll test that when I'll have some more time.
    - General issues: even if I tested it many times, I'm aware that due to the complexity of some things there will be errors. Essentially I started this quest when this summer I wanted to learn how to use the GECK and the other things concerning general modding. If you have troubles don't hesitate to write me. If you find it will change the name of certain cells (in a different language than english), please PM me with details, it's a thing I couldn't check on my own.
    - Console: its use is dangerous, really weird things can happen. Following the main quest, you can TGM but avoid to TCL, COC, UNLOCK doors that can't be open or SETAV SPEEDMULT.
    - ENB users: I'm one of you, I love ENB. But I used IMODs, some effects can't be visible if you are using certain ENBs. I suggest you to turn them off. Also, the lights are tweaked for vanilla without ENB.
    If still you want to use them, nothing bad will happen of course: if you get stuck for some seconds, it's simply because a fade to black effect is running.
    - I really can't figure if the quest itself is hard. So I included some extra documents under Downloads. One is the list of the quests: useful if you want to see if you did everything, not a great spoiler. Then, I included the list of the locations: this is a spoiler, I would avoid that, you will loose the sense of the exploration, the quest already should provide all the infos to reach these places. I also included some General Tips if you feel lost at start and you don't want to give up: the first page is general tips, the second page is Chapter I small walkthrough, the last page is what you could do to continue the quest if you still are lost. As last resource I included the complete walkthrough: I know it could be frustrating when you are stuck and you can't realize if you had an issue with the quest or if you still can't figure what to do, that's why I included it. It's the definitive spoiler, you will loose all the fun, so... don't use it until you are crying or banging your head against the monitor. Or both.
     
     

     
    - Eronel, Kendo and Xazomn to allow me drawing one of the characters based on their amazing Mojave Delight.
    It was definetely too much important for me. As I always love thinking... "if Beauty had a name, it would be Mojave Delight"
     
    - A Big Thank you to Chancellor Kremlin for his grammar corrections
     
    - A big Thank you to LL for this hosting
     
    - A big Thank you to Bethesda for the amazing playground
     
    - A big Thank you to the modders and their creations. It is thanks to them if this past summer I started exploring the wonderful world of modding
     
    - A big Thank you to LL's nice scripters and everyone that found a minute to answer my questions, you really showed me the light everytime I was ending in a dark tunnel with the GECK
     
    - A big Thank you to Desert Bufalo and his neverending search for perfection
     
    - A big Thank you to DigitalMemories, Randagio, The Doctor, Snake, Spikes and Cary
     
    - A big Thank you to "Suiko" and "Evan": in some ways... if it wasn't for you, I would have never found this passion
     
    - A big Thank you to those I forgot
     
    Permissions:
    PM me if you need anything.
     
     
     
     
     

    - The files are split due to file size limits -



    You only need Main, Assets and Videos


    4,133 downloads

    Updated

  11. Another Kick in the Head

    Instead of always dying, this mod adds an effect that simulates you being knocked out, robbed and then rescued- bandits are now more interested in your loot than your life, and like the NV intro, death isn't inevitable.
    You will lose some of your equipment, but it can be recovered from either your attackers, a stash box or wasteland merchants.
     
    Since you'd otherwise load game, it makes 'dying' a lot worse, and stops the game getting too easy because you have all the best gear. The wasteland becomes a much more threatening place and you start to think twice before entering combat if you can avoid it, and selling rather than stashing your spare gear.
     
    There is a short dream sequence between your knockout and rescue. Most of these become available only after completing different game events and link in to them. Some dreams are connected in an overarching story. The dreams are lore friendly, although sometimes there are surreal elements (they aren't real after all).
     
    The mod features a difficulty option which affects how much gear you lose, optionally companions may lose gear too.
     
    Who you are rescued by depends on your location and standing with the various factions, your 'hero' will give you some new equipment dependent on the same factors and what you have left to get you back on your way- you will always have a weapon and armor. You may also be required to complete a quest to repay them and get back some of your gear, or risk minor infamy.
     
    There are 14 possible Heroes, if the local one is unavailable (enemy/dead etc) or you fail an easy luck save then there is sometimes a small luck chance to be rescued by the next closest hero or by the Mysterious Stranger (with perk), otherwise you will wake up wounded and alone at some nearby shelter, having lost more equipment than otherwise- Your character blacked out and managed to crawl there.
     
    Local enemies and opportunist characters may steal some of your caps, equipped and aid items.
    The Merchants who may have your stuff are random major ones.
    If knocked out by bandits, the Loot Box will be in one of the bases of the faction who knocked you out.
     
    When your health drops to an adjustable low level, your character begins to black out and while this occurs any further hits may trigger a knock out. (In engine terms, damage taken is greatly reduced whilst blacking out which prevents you from dying and instead triggers the knock out effect). You will sometimes still die as normal, especially with options set low and/or massive damage.
     
    Mod options:
     
     
    Compatability:
     
     
    Requirements and Extensions
     
    The main .esm requires only its included data and New Vegas with NVSE (the script extender, like most mods)
     
     
    Sexout extension plugin
    This optional plugin adds some additional dreams... details and availability is here
    ----
     
    Known Issues
    - Up to 7 non-vanilla companions are supported at once. If you have more than 7 non-vanilla companions hired at the same time then problems may arise. In some dreams non-vanilla companions might briefly appear and then disappear when moving through doors.
     
    Future Plans
     
     
     
    Credits
     
     
    Sharing
    You are welcome to link to this page but please do not upload these files (except data pack sounds) or versions of them you have modified yourself anywhere without my explicit permission. I am actively developing this mod.
     
    -----
     
    Upgrade Note
     
    August 2
    - DLC extension is now redundant and does nothing. AKH and included data updated.

    4,034 downloads

    Updated

  12. 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

    1,560 downloads

    Updated

  13. 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

    29,016 downloads

    Updated

  14. AutoClicker

    Index finger cramping up on you? Annoyed at having to click on things all the time when in menus? Try AutoClicker, the tiniest mod I ever made.
     
    When in any kind of menu, AutoClicker will try to click on any clickable button that you hover over, about once a second. Feel free to adjust the quest frequency in the geck to suit your tastes - I'm not making an MCM menu for something this small.
     
    Don't start complaining about how AutoClicker clicks on stuff without waiting for you to give the go-ahead, that's exactly the point. You can, however, stop it from clicking at any time by holding the key you use to crouch.
     
    It won't work on menu elements that are not clickable, or have no <id> tag. (Sadly, this includes many mod-added menus, such as MCM sliders and the like). Still, it *should* work fine in most vanilla menus. And if not, well, then not. At least it saves you some RSI-inducing clicks in others.
     
    Tested fine in the main menu, the pip boy, & the skills & perks menus that show up on level-up. I have no idea if it somehow messes up other sorts of menus like lockpicking and hacking. If so, I'll probably hear about it.
     
    Requires NVSE 5.0.3+ & the JIP plugin (18+, but hey, download 34 while you're at it).
    Kudos to hlp & JIP.
     
    Public Domain.
     
    (Image used is PD too, from http://www.clker.com/clipart-3730.html)

    59 downloads

    Updated

  15. 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.
    http://xeniusmods.tumblr.com/downloads/fallout/xce
     
     
    Here are a few links to some of the clothing and what not that goes with this for anyone interested in checking them out.
     
    http://www.nexusmods.com/fallout3/mods/2630/?
     
    http://www.nexusmods.com/fallout3/mods/7301/?
     
    http://www.nexusmods.com/fallout3/mods/3905/?
     
    http://www.nexusmods.com/fallout3/mods/4803/?
    And here is to the original mod.
     
    http://www.nexusmods.com/fallout3/mods/1185/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D1185&pUp=1

    2,952 downloads

    Updated

  16. Baja Island Home For Fallout NV - by Rez

    Update: Just Uploaded a "World Of Pain" Patch for users of that mod (Optional File). This will change the Plane location to just outside Jean's Sky Diving, Also having a new Map Marker. There was only One Plane in the Vanilla Jeans Sky Diving area.. Now there is two. This Patch can also be used by Non World Of Pain users for just having a different Plane Location.
     
    Fireworks Plugin Video
     

     
    Rez's Baja Island Home
     
    BTW a couple have asked .. Baja is pronounced and defined
     
    (Bah - huh) as in Baja California
     
    a narrow peninsula in NW Mexico between the Gulf of California and the Pacific, forming two territories of Mexico. 1,434,000; 55,634 sq. mi. (144,090 sq. km). Capitals: Mexicali (Northern Territory) and La Paz (Southern Territory).
    Its where alot of the rich living in Vegas have summer homes. Most are Abstract style with cabana outrooms.
     
    This is a Player Home built on the Baja Islands south of California. Everything except 4 or 5 models "as listed in the credits" Are all New Custom Made models for this Mod. and are made by Myself. Figured with all the time and effort people put into making great looking NPCs that just sometimes don't look right in the Fallout world, well now you have a place they will fit right in. And Yes this mod is not lore friendly. Just a fun Mod to change things up.
     
    The Island Home has many new features, I will let you find them yourself. But every room has working light switches and the house looks GREAT at night.
     
    There is a plane just south of Goodsprings (has map marker) that will take you to the Island.
     
    There was alot more I wanted to do with this mod, but to short on time to do it all. I'm sure some of the talented modders out there will run with it.
     
    I built this mod in part to try and break into the Gaming Industry. I've been modding for along time but figured it was time to step it up.
    Always looking for side work in the D.C area of the US. Maybe this will bring some my way.
     
    Hope you all enjoy.
     
    REZ
     
    also Kudos for really good user pics.
     
    Here is a User Video Blackrose678 was nice enough to make.
     
     
     
    Install
     
    Just copy the Data folder included in this download into your FalloutNV Data Folder
    Activate the esp
     
    *it has its own weather and such built in, so you don't have to worry about it raining inside the home for those using weather mods.
     
    * Also I left the Mod in esp form for those wanting to customize it for themselves. But the game reads it as an ESM file due to me setting the ESM flag. This is for Navmesh reasons. This mod leaves Very Little to almost no footprint to your Fallout NV game, All new worldspace. So it can be safely installed and played during an existing game. No need for starting a new game.
     
     
     
     
     
    Credits
     
    Pinioncorp for Candle stick Modders Resource
     
    http://fallout3.nexu...s.com/mods/9349
     
    ITOS for the Fridge and barstool model
     
    http://newvegas.nexu....com/mods/42835
     
    Kirava2 for the Ceiling Fan model
     
    http://fallout3.nexu....com/mods/14276
     
    odin_ml for the Light switch model
     
    http://fallout3.nexu....com/mods/12677
     
    REZ for all other Custom models and mod development
     
     
    Permissions.
     
    All Models besides those listed in the credits are all new custom made models from scratch.
    This is now a Full modders resource.. just credit the authors in the credits if their content is used.
    .
     
    Updated to Version 5: Adds a missing Texture that was the culprit for the mirrored water issue. Water is now fixed with this update. Sorry bout that guys.
     
    Updated to Version 4: Fixes water conflicts with other mods.
     
    Update: Version 3 is now released, This fixes a Small navmesh issue people where having when using followers. I have uploaded a new Version 3 Full Version and also just an update file for those with version 2 or lower. I have also included a new World Of Pain Patch upgrade for version 3. those using version 2 or lower will need to upgrade.
     
    Update: Uploaded Version 2, This new version is the Full version including the missing meshes for the first release. If you already downloaded and installed version 1. Then just overwrite with this new version.
     
     
    ~ ReZ

    655 downloads

    Updated

  17. Behaviours [FONV] - Idles, run, headtracking etc.

    16/07/2016 - Uploaded Beta 2.5 READ INSTRUCTIONS ON BOTTOM, PLEASE
     
    26/06/2016 - I manage to update a new version (2.4), this time on LL too
     
    SHORT DESCRIPTION
    This mod introduces some features for the character, all modular and singularly selectable via MCM. It started with idles, that was my main goal, then I added more features to handle better compatibility.
    The actual features as for V2 are:
    - Idles: activate and see the character animating when you're not doing anything
    - Variable speed run: allows to run faster / slower depending by the angle of your camera. At min value (looking in the direction of your feet), you will walk
    - Head-Tracking: passive behaviour of the character, sometimes it will turn the head looking at some npc - Experimental
    - Sitting: you can sit down wherever you want. Look down and hold Activate (default E)
     
    I'm working on this in parallel to the Staminamod, I'm focusing to make them work together and looking for some more realism and interactivity for my game. However it's important to know that I play in third person and this mod is designed with that in mind.
     
    There's NO GENDER RESTRICTION, because the idles are pretty much neutral, however you can untick on MCM those you don't like
     
    FAST START
    Install it, go on MCM, click Import (if you have Lutana) and load my default settings. Alternatively, activate the features that interest you and play.
     
    REQUIREMENTS
    - Latest NVSE, alwaysMANDATORY in my mods
    - MCMtoo, it is MANDATORY
    - UIOis OPTIONAL: with it, you'll be able to see the widget showing the run speed
    - Lutana is OPTIONAL: with it, you'll be able to save / restore your MCM settings (since there are many) and identify your skeleton
    - A compatible skeleton, like Deedes' The Skeleton or Astymma
    - Alternatively, Bodymorph / Sexout skeleton (any versions): it's the only skeleton that allows HxT (head-tracking)
    - This skeleton, also, is specific for this mod since v2.5
     
    Note: even if optional, these components are strongly recommended
     
    INCOMPATIBILITIES
    Behaviours will stop working when an animation is forced via script - this is a "feature" of the game engine. Anyway you can reset them sitting down. In short, scripted animations can still be viable, it all depends by the frequency you invoke them and if you're patient to reset after
     
    DETAILED DESCRIPTION
    Behaviours
    They are what I call "passive animations"
     
    - General Idles
    A list of idles that can be played by the character under certain conditions. They can be singularly selected / deselected on the specific MCM sub-menu GENERAL IDLES. Actually there are 20 different idles.
     
    - Primary Needs
    These work only if Hardcore Mode is activated. Actually there are 2 different idles, they will play for a lack of food, lack of sleep or dehydration. They tend to block the player for a couple of seconds.
     
    - On Hit Idles
    They play if the player is injuried on body parts, there's one or more animations per body part. Also, the player will cry from time to time if the health is low. As for Primary Needs, these are slightly more invasive than General Idles.
     
    - DN (Do Nothing)
    These idles are not written inside the MCM. They will play everytime that another idle is not playing. They are subtle movements, the character will turn the head on right, or *sighs*, or look at left... etc.etc.
    Actually there are 12 DN animations. The MCM option HIGH PRIORITY will allow DN animations to have twice the chances to be played - so General Idles will play half of the times
     
    - HxT (Head-Tracking)
    Head Tracking is not possible in Fallout, let's deal with it
    I'm tweaking it the best I can, but it's always a workaround so it's not perfect. The range of the head is +-70 degrees. The distance necessary to acquire a possible target can be defined in MCM (HxT MAX DISTANCE on MCM). The player will "forget" about a target after a certain time (HxT REM TIME on MCM). It requires this skeleton to work.
     
    There will be a cyclical attempt to play every kind of animation, every (x) seconds, where x is a random number between the 2 values MIN DELAY TIME and MAX DELAY TIME defined on MCM.
    The way the character chooses animations depends by some factors and by a certain priority I gave inside the mod.
     


    https://drive.google.com/file/d/0B3LZT60RR7SXRVFkemVVUU81MkU/view?usp=sharing

    Actions
    In the current version there are only 2 actions, I count (and hope) to increase them in the future. The problem with actions is that not everything can be scripted because many things can screw the Behaviours, and I wouldn't like that.
     

    - Running
    You can change the speed of your run, based by the X axis of the camera. Basically, if you look your feet (MCM option MAX ANGLE) you'll go slower and if you'll look the horizon (MCM option MIN ANGLE) you'll go faster. When your speed is at minimum, you'll start walking. If you have UIO installed, you can enable a small widget to show your actual run speed.
     
    - Sitting down
    Look at your feet, hold Activate (default E) for a couple of seconds, a red X will appear where you're going to sit and then you'll sit down. Simple as that. How much inclination the camera must have? How much you must look at your feet? MAX ANGLE, the angle defined under Running, even if you don't use that option. How much time you must hold E? it can be defined by the MCM option HOLD TIME.
     
    FUTURE PLANS
    - More animations
    - Based by how it will go the next version of NVSE, I'd love to add a custom sprint
    - Events (animations based by the surroundings)
     
    CREDITS
    hlp for NVSE
    JIP for JIP NVSE and UIO
    Luthien Anarion for Lutana
    Pelinor for MCM
    Nickolos1818for testing
    Hitman for the roll animation
    Xilandro for the lean concept and parameters
     
    PERMISSIONS
    My general rule on permissions - you can do whatever you want but not for commercial use; if it's marked as Beta/WIP, then do not use it, it's better if you contact me and we cooperate; if you use something from my mods, some credit would be nice, but if you can please inherit the permissions, so that others will be able to use your mod too, mods deserve to be spreaded.
    Included assets can be used only in New Vegas
     
    June 2016: this mod is still updated by me
     

     
    BETA 2.5
    List of changes:
    > The speed bar widget now will fade out when not used
    > Introduced hotkey to enable / disable progressive run, as per request
    > First person Lean - you can poke your head out and shoot enemies while staying behind a wall. REQUIRES THIS SKELETON
    > Third person Roll - when standing (not walking / running), you can roll left or right to avoid bullets. On MCM you can select how much DT buff you receive from rolling
    Both these new functions are bound by default to Q and E keys, you can change them on MCM. Note that Q on vanilla is the key for autorun, so if you want to keep that key you should rebind.
     
    This is classified as Beta because it will be completed with the next version of NVSE and Lutana
    It changes some important scripts, so it would be better to make a clean save
    It is a replacer for some animgroups - be careful to what it overwrites, do not hesitate to ask for help if something's not clear

    4,442 downloads

    Updated

  18. Bittercup Companion TTW

    Bittercup Companion TTW


    Based on the original for FO3.
    Updated for TTW plus working companion wheel.
    Altered her appearance to be more Bittercupy.
    Gives her a new gothy custom outfit. (Thanks to Alex, Nagothm, and Loogie.)
    She now uses the TypeN body. (TypeN NOT required for this mod however!)
    More and varied idle chatter.
    Changes outfits when swimming. Defaults to a custom bikini. Changeable via the tactics dialog.
    Comments if forced to walk around "without apparel".

    Latest (Beta) Features
     
    FO3 Main Quest
    Tranquility Lane: Waits next to the exit until the player is done with the simulation, then rejoins.
    Vault 87/Raven Rock: Is kidnapped with the player and shoved in the same cell. Will recover after Autumn leaves and gets her gear back when the player does.

    FO3 DLCs
    Zeta: Gets captured and gets her own cell and joins up with the player after escape. Will also join the player on the spacewalk if following OR will show up with the others after the player completes the spacewalk.
    Anchorage: Waits outside the pod room until the simulation is finished, then rejoins the player.
    Point Lookout: Goes trippy with the player at the bog scene and gets brain surgery. Returns to normal when the player does.

    FONV DLCs
    OWB: Gets locked up in the medical center. (Same place Christine got locked up.) Needs the force field zappy gun to get her out.

    To Do (Not yet in Beta!)
    Point Lookout
    The Pitt
    Old World Blues
    Dead Money
    The Thorn
    Point Lookout cut-scene entry fix.. thing.

    Requires
    TTW
    Mojave Delight Only the resources, esp is NOT required!

    2,246 downloads

    Updated

  19. BodyMorph

    A new version of this mod is available here.
     
     
     
    Introducing for your modding pleasure, BodyMorph, by A.J. and myself.
     
    This is a body modification library that allows body parts to be scaled, in realtime, for the player and for individual NPCs. You can think of it as a sort of "back end" that allows adjustment up and down of 16 (at present) bones. Note that as this is a beta/wip, not all bones yet have morphs, and some that do exist may not work correctly.
     
    The interface is primarily UDF driven with very few functions required for basic support.
     
    Of course, the full sourcecode is hosted here on git.loverslab.com and the wiki is already populated with enough documentation to get rolling.
     
    INSTALLATION
    Just use FOMM and let it overwrite what it needs to. This will, at most, be the skeleton -- A.J. has created us a new custom skeleton, with all the bones we believe we need, as well as a ton of new ones that this mod uses to achieve the actual bodypart scaling.
     
    USAGE
    Players will need a "bodymorph aware" mod for this to do anything for them, it's similar to sexout in that regard, though if they wish to experiment with it the console can be used to manipulate the NX variables on the player or any other actor.
     
    Please see the first reply in the support thread, by A.J., for a demo plugin that can adjust the player scales -- and a fancy video!
     
    Modders should see the wiki for more detailed documentations and a simple example.
     
    CURRENT STATUS
    - 13 bones (Breasts, ForeArms, Hands, Head, Neck, Neck1, Pelvis, Penis, Shoulders, Spine, Spine1, Spine2, UpperArms)
    - 13 sizes per bone, from 0.70 to 1.30 in steps of 0.05.
    - Large morphs, or many small morphs on one character, result in subtle height changes. We are working on thi
     
    CREDIT
    A.J. deserves all credit for this, as simple player-only morphing is something I and many others struggled with in FONV for a long time, and got nowhere. The skeleton and all the morphs are painstakingly created by A.J., I'm just the code monkey that wrote the ESP scripts, and an FNVEdit script to make my ESP authoring easier.

    7,143 downloads

    Updated

  20. BodyMorph 1.x [Fallout NV]

    This is the continuation from THIS THREAD, separated for a matter of practicity.
     
    >Short summary
    BodyMorph is a framework which allows to change the aspect of in-game humans (PC and NPCs). The core handles the changes, but it doesn't do anything by itself. So, to see its effects you'll have to install specific plugins for that, which will be located in separated pages (i.e. BodyMorph Selector And RaceBodyMorph)


    >Avaiable Plugins:
    RaceBodyMorph - A fully configurable plugin to randomize npcs. Requires latest NVSE and MCM
    BodyMorph Selector - A basic tool which allows to target a NPC (or PC if noone is targeted) and edit the single bone values via hud. Requires latest NVSE, MCM and UIO
     
    >Skeleton:
    The mod comes with custom 1st and 3rd skeleton. It is compatible with the major skeletons (Astymma, Thaunx BnB body, probably BnB extended too). It is *not compatible* with extra peculiar bones (i.e. tail or wings from Deedes' "The skeleton", resize bones of Malos' resizer - or more in general with any extra bone that I don't know, give me a holler if you need some compatibility added).
     
    FOR MODDERS: DO NOT RIG or DO NOT ANIMATE with this skeleton. This is not law, it's just a suggestion, this skeleton's not made to be used in that way. But you probably already know it.
     
    This skeleton is compatible with this mod
     
    >Installation:
    Same as for the previous version. It's a FOMOD, so if you use a mod manager like FOMM you should be able to install it with a click (suggested). Alternatively, you can extract the content under Data using 7zip (not suggested)
    Requisites:
    - Latest NVSE (5+)
    - NVSE Extender (NX)
    - MCM (maybe not mandatory but strongly recommended)
    - Lutana (Optional)
     
    >Compatibility and downsides:
    Mods that alter skeleton.nif could not be compatible. It's not always easy to understand if a skeleton is or is not compatible, between 2 mods, so don't forget to ask for advices to the modders who did the mods or to some user who knows about it.
    Skeleton's compatible with Sexout, it should be the same one.
    It is also compatible with BnB, it shares the same bones.
     
     
     
     
    IMPORTANT NOTE: ACTUALLY THE WHOLE LOWER BODY IS NOT ACTIVE, i.e. you can't morph thighs, or at least you can change values but you won't see any difference. This should be solved in the future, but it requires a pretty heavy patch and the introduction of a custom body replacer.
     
    >MCM:
    MCM has plenty of options, but I'd want to spend few lines about the bones selections. It is strongly suggested that you deselect all the bones that don't interest you. For example, you find that shoulders are useless? then deselect them on MCM. You only want to tweak the arms on the player, while the npcs should be randomized in all the bones? then select only the arms for the player and all the bones for the npcs (options are separated on MCM). Same thing for the bones which are typical for gender (i.e. breast for fems and penis for males), selecting "Both" wouldn't make sense. In game, you won't see the effect anyway, but deselecting them on MCM is important to optimize the performances of the whole mod.

    17,947 downloads

    Updated

  21. BodyMorph Selector [FO NV]

    >Description
    A small plugin for BodyMorph which allows to modify values for actors' bones (both PC and NPCs).
    You aim someone, tap the hotkey, it will blink red, then you hold the hotkey for a couple of seconds and the menu will appear in game. If you don't aim anyone, then the player will be selected (it will blink green).
    You can browse the node list with forward / backward (W / S) and change the values with left / right (A / D)
    The list of nodes is picked from the filtered list on the MCM menu, means that if you disabled "arms" you won't be able to select here too.
     
    When you change value, it won't be instantaneous, it requires a variable quantity of time which could be 1 second or more. You can decide to not wait for the changes and simply choose your value, i.e. if you need to pass from 0 to -10 you don't have to wait for every step, just reach -10 and wait for the last morph queued and see if you like the result.
     
    When you've finished, jump (default space) will quit the menu. The menu will also be force quitted if an enemy engages you while you're editing, however it's not a bad idea doing it in a calm place.
     
    When modifying NPCs, you can experience an issue where the morph seems not working. It's not so uncommon, it usually happens if the npc is already doing something, i.e. leaning on a wall.
     
    > MCM
    Enable / Disable mod: ...
    Hotkey: allows to define a new hotkey to tap / hold
    Hud aspect: will allow to configure the small hud position on the screen. It will be always centered horizontally, you only will be able to move it vertically. You can also change the font and the space among lines - this is useful for users with DarnUI or other font replacers, so they can adapt the hud to whatever font they want. All the keys to use these options are specified in a message when you click on the MCM option.
    Hold time: the amount of time you must hold the Hotkey to let the menu appear.
    Debug mode: it spams my messages on console - you should disable it if you don't have problems.
     
    > Install
    Use a mod manager or extract the content under Data.
    Requisites:
    - Bodymorph 1.1.0+
    - Latest NVSE (5+)
    - UIO
    - MCM (shouldn't be mandatory but it's useful)

    6,822 downloads

    Updated

  22. Bribe The NCR To Reduce Infamy

    This is a very simple mod, but I thought someone might like it.
     
    When you have high infamy with the NCR, you get the rangers threatening you and warning you have 3 days to improve your reputation or they are bringing you death.
     
    It can be quite difficult to improve your reputation, especially if you have already done a lot of NCR quests, and lore wise, the NCR has plenty of corrupt politicians and brahmin barons exploiting the system. You can't bribe the rangers, they're too clean, but you can go to the Mojave Outpost and talk to Major Knight, who is authorised to sell treasury bonds which is essentially bribing the official justice system. They don't give you fame, but for every 1000 caps you spend, it reduces your infamy by 4%.
     
    Requirements
     
    NVSE v4.2 or later
     
    Why does it require NVSE at all? No good reason, purely to force anyone still using V2 to upgrade, since I feel that having most people still using old versions holds the modding community back
     

    (The screenshot is just to make the page more interesting, its actually from a dream in Another Kick in the Head)

    740 downloads

    Updated

  23. Bug Fix - Birds of a Feather: Baptiste Won't Kill Cass

    Bug Fix / Fan Patch
     
    There is a bug in the quest 'Birds of a Feather' (VMS29a) when you bring Cass to Jean-Baptiste. He will say "Well, looks like you came through after all. She's not half bad looking, is she? It's almost a shame...", and then the conversation ends and nothing happens.
     
    I believe Obsidian intended to remove this greeting dialog, as it's result script is commented out, as is the one on its follow up topic. If it worked, he would kill Cass immediately.
     
    There is a similar second Greeting topic with more or less the same conditions which allows player response of 'kill her' or 'I won't let you kill her' instead, and works, but it can be blocked by the other.
     
    This patch simply adds an impossible condition to the broken line, so it always picks the correct one.
     
    This fix is not in NVEC, as of v3.4DD.

    139 downloads

    Updated

  24. Bug Fix: Et Tumor Brute - Caesar Stuck in Coma

    Update: This fix is now included in NVEC bugfixes since v3.4c. You don't need this if you use that, which I recommend.
     
    ------
     
    When completing the quest Et Tumor Brute by talking to Lucius and offering him Arcade Gannon there is a show stopping bug in the vanilla game:
     
    - The Quest 'Et Tumor Brute' shows completed and you get the experience reward
    - BUT: then a message box pops up regarding you operating medically on Caesar
    - Caesar stays in the coma and the same message box will keep showing if you try to interact with him.
    - It is now impossible to wake Caesar up. Ever.
     
    -------
    I found the exact issue, 100%. They forgot to include 3 lines of code in this particular quest outcome script which are in the other outcomes.
     
     
     
    I have seen various posts around the interweb of people describing this bug but surprisingly no one seems to have made a fan patch for it yet (its not in NVEC).

    105 downloads

    Updated

  25. Butch Deloria Companion for New Vegas (fully voiced)

    Butch Deloria Companion for New Vegas
    (fully voiced)

     
    Description

    This mod brings back Butch Deloria from Fallout 3 to Fallout New Vegas as a player companion.
    Comes equipped with a brand-name Butch Deloria appearance, Tunnel Snakes outfit, Butch's Toothpick and a 10 mm pistol.
    Fully voiced, all badass, and cocky, and arrogant as ever!
     
    You can find him sitting at the bar in Prospector Saloon in Goodspring and after a short dialogue you can hire him.
    If fired, he'll return to the same place.
     
    I tried to voice all of the possible interactions, but regarding this comes from Fallout 3, there might be some slight inaccurancies, like him talking about going to Rivet City for a beer
     

    Installation
     
    It's a .fomod package, so just use FOMM
    There are two package files in the archive: Butch.esm and Butch Override.esp. The first one adds Buth the way he is in Fallout 3 by default. The second one adds some overrides:
    karma checks removed so that you can hire him with any karma; he's set to essential so that he surely won't get killed.

    The .esm file is obligatory, while the .esp is optional and should be unchecked if don't wish to use overrides.

     
    Uninstallation
     
    Delete all of the mod files from your game directories... meh, better use FOMM or any other mod manager to do all this boring stuff automatically
     

    ***
     
    This is actually my first and only try to make a game mod, and the version is 0.1, so there might be some bugs and stuff... However, I've been playing with him for some time already and haven't encountered any problems.


    It's a (one and only) mod I've made a long time ago and had it posted on some Fallout mod site which I can't even remember, so I decided to give it a new life here As I remember, it was deleted from Nexus because it contains some audio files from the original Fallout 3 (Butch's dialogues, obviously). I've been told by some people that Butch doesn't immediately appear in Prospector Saloon and may take some waiting and/or wandering off to other locations for a while for him to actually appear in the game. I've looked into it but couldn't find anything wrong, although I probably didn't really know what to look for... Since the only actual work done by me consisted mostly of some extensive copy-pasting and file renaming, I don't claim any rights on this mod, and you can use or modify it in any way you want without asking for any permissions, although sharing a link to your will be appreciated, I'm curios

    729 downloads

    Submitted

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