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  1. NVSE Extender (aka NX)

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

    352,425 downloads

    Updated

  2. 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.

    220,379 downloads

    Updated

  3. 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.

    18,155 downloads

    Updated

  4. 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

    29,257 downloads

    Updated

  5. Fem Run Replacer - Fallout New Vegas

    ----------------------------------------------------------------
    Female run replacer "Jogging Butterfly"
    ----------------------------------------------------------------
     
    - v.20b: Same as before, but now Backward speed is the same of the Forward. There's an optional package with a different Backward animation: if you use some mod that slows down backpedalling (i.e. Project Nevada), you could try to overwrite with this file and see how it goes, it should speed up of a good 70%
     
    - v.20: more relaxed, less exagerated
     
    This changes fast forward, backward left and right, with a 360 relaxed jogging run, it means when you go backward your character won't back-pedal, but instead she will look at you.
     
    The BnB is made by many movements, this could lead to "weirdness" on some breast types, or even some slight clipping in some clothes, or a not nice mesh if the weight is not made at its best.
     
    Here's a video that shows how it appears in game.
     
    New v20 + Optional Sprint - 19/04/2015: deprecated by this.
     

     
     
     
    Old v 13
     

     
     
    ----------------
    Few Infos
    ----------------
     
    It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma
     
    To install, unpack it manually under Data or via your favourite mod manager.
    Keep in mind this is a replacer, so if you already have a run replacer you will overwrite it.
     
    To uninstall, remove its 4 files:
    Data\Meshes\characters\_male\locomotion\female\mtfastforward.kf
    Data\Meshes\characters\_male\locomotion\female\mtfastbackward.kf
    Data\Meshes\characters\_male\locomotion\female\mtfastleft.kf
    Data\Meshes\characters\_male\locomotion\female\mtfastright.kf
     
    Check also the walk here and the idles here.
     
    Notes on the optional sprint: it uses SHIFT to be enabled. If you press SHIFT and then a key, it won't work. You must first run forward and then press SHIFT and keep it pressed. For now it has no AP consumption because it's just for testing purpose. However you will hear female different panting/breathing sounds while sprinting. The sprint speed is about 25% faster than normal running.
    In case you have a sprint mod or Project Nevada, you will have first to unactivate them on the MCM, or map another hotkey to avoid conflict.
     
     
    ------------------
    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.

    20,649 downloads

    Updated

  6. Fem Walk Replacer - Fallout New Vegas

    ----------------------
    Small Update
    ----------------------
     
    V.2b corrected audio textdatas, she seemed crippled to me.
    V.2 removes the different animations on left and right, it simply uses the forward animation but rotated in the right direction.
    The package also includes the mtidle I use. This is a BnB breath idle which doesn't vary too much vanilla, because mtidle is shared between fem and male characters, so I can't simply put a female idle or even the most rude of the Fiends will have feminine attitudes... Anyway, the main goal of this idle is correcting the breast in the wrong position after playin a BnB locomotion animation (which I personally find very annoying)
     
    Here's a video of how left / right plays now
    [FLASH]

    [/FLASH]
     
    -------------------------------------------------------------
    Female walk replacer "Haughty Mare"
    -------------------------------------------------------------
     
    My first attempt to a walk replacer. It changes forward, backward left and right, but only the walk (not the run nor the sneak, swim, etc.). It's mainly a RP thing.
     
    It's a 360° walk, it means when you go backward your character won't back-pedal, but instead she will look at you.
    Left and right are facing in a different direction because I would like a feedback to which direction is better to watch, if the player or not.
     
    The BnB is made by many movements, this could lead to "weirdness" on some breast types, or even some slight clipping in some clothes. I personally used type 3 and 6 and I didn't notice anything strange.
     
    Here's a video that shows how it appears in game.
    [FLASH]

    [/FLASH]
     
    ------------------
    Installation
    ------------------
    It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma
     
    Unpack the content inside your Data. If it asks you to overwrite something, it means you are not using vanilla animations, it means you probably are using Thaumx BnB animation, it means if you will want to uninstall this you could simply overwrite with the BnB mod files.
     
    To uninstall, just remove the added files:
    Data\Meshes\characters\_male\locomotion\female\mtforward.kf
    Data\Meshes\characters\_male\locomotion\female\mtbackward.kf
    Data\Meshes\characters\_male\locomotion\female\mtleft.kf
    Data\Meshes\characters\_male\locomotion\female\mtright.kf
     
    Check also the run here and the idles here.
     
     
    ------------------
    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.

    16,681 downloads

    Updated

  7. Meyla the Berzerker - female child companion

    UPDATE: In my latest and, I assume, final update to the mod, I gave Meyla a new hair style as well as some other minor changes that probably nobody will notice or care about. Her weapons are more balanced and stuff.
    I know what you may be thinking, "What's the point of this update, and why now, and who cares?"
    Well to answer those questions in order: I really wanted to make that hair style, it took me a really long time to figure out how, and I care.
     
    Meyla is a very useful fully voiced companion with 3 sets of custom armor and weapons that you can change by talking to her.
    -Her default 'berzerker' style with a double-edged axe and throwing hatchets
    -Her 'stealth' style with an electrified knife and a silenced SMG
    -The 'brute' style with a two-fisted bladed gauntlet and a plasma shotgun
    Each fighting style also effects her stats. Aside from that, she does all the standard things a companion does.
    She can be found in Jacobstown, in the bungalow closest to the lodge.
    There is also a secondary extra companion called B.A.L.L.A.R.M.S v8, an advanced girl robot from the future. She is equipped with a tesla laser gun and displacer glove. She will not use or equip any armor or weapons you give her and she turns invisible when she sneaks.
    She can be found on the first floor of the Repconn Headquarters.
    This mod only requires "children of the wasteland" to be playable.
    So, I guess that's about it. I would appreciate any feedback and I hope anyone who gives this a chance enjoys it.

    4,623 downloads

    Updated

  8. 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.

    7,203 downloads

    Updated

  9. 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.

    4,101 downloads

    Updated

  10. Idles and behaviours - Fallout New Vegas

    14/06/2016 - Instead that correct the issues and make an update, I rewrote the entire plugin from scratch. So, THIS VERSION WILL BE DEPRECATED.
    The new version can be found at this link: http://www.loverslab.com/files/file/2973-behaviours-fonv-idles-run-headtracking-etc/
     
    ---------------------------------------------
    Idles and behaviours - W.I.P.
    ---------------------------------------------
     
    This is my attempt to bring some more life to my character.
    The idles trigger on their own following certain conditions.
    There's a MCM which allows to enable / disable the ones we don't like and some other categories.
    Some functions inside the MCM won't work (you click and nothing happens) because I ripped the code before the upload. This because the idles are just a small part of a bigger project, but in the meantime I wanted to see if the idles are appreciated and if they work fine with other people.
    I tweaked every file to reach my goals (idle + movement together), but I'm using this as reference. I never tested with vanilla walk, but since vanilla is less animated, it should even give less problems.
    THE IDLES ARE MADE FOR FEM CHARACTERS: however, you can play them as male character too. The mod tricks you because when you load the game as female it will automatically enable the idles, vice-versa as male it will disable them. But all you need is going on the MCM and re-enable them, if you want.
     
    Actions are another thing I'm trying to script. Actually they are not enabled in the ESP, the only one is "Pinching the pipboy": when you are in third person, instead of opening the pipboy you will trigger an animation, and it will open only at the end of it (see second video on bottom of the page)
     
    I ADMIT IT IS A PREMATURE UPLOAD, but I don't deny I would love some feedback and that's why I'm putting it online.
     

    --------------------
    Requirements
    --------------------
     
    - BNB compatible skeleton, i.e. Deedes, Thaunx or Astymma.
    - NVSE 4.6b1 or superior
     

    ------------------
    Installation
    ------------------
     
    Unzip the content under Data and tick the ESP.
     

    ---------------
    Uninstall
    ---------------
     
    .PSE eht kcit dna ataD rednu tnetnoc eht piznU
     

    ---------------------------
    Incompatibilities
    ---------------------------
     
    Can't think to anything right now.
     
    ---------------------------------------
    Small video of few idles
    ---------------------------------------
     
    [FLASH]


    [/FLASH] 
    --------------------------------------
    My ingame escape plan
    --------------------------------------
     
    The idles have some main conditions. First person won't work. Sneaking won't work. So, one of these two conditions can be used as your ingame fast escape plan when you're tired of them. OR simply disable them on the MCM Also, in combat they won't work. IsRunning: only 6 of the 21 general idles will work, the ones which are less invasive, you won't have any issues with them.
    Last, equipping or unequipping a weapon should break momentary their execution.
     
    -------------------------------------------
    Few more in-depth details
    -------------------------------------------
    Between an idle and another, there's a certain delay before the engine will pick a new one. The time is == to the delay you set on MCM (10 seconds default) + 1-6 second/s, after that it will have a window of 3 seconds to pick an idle. If the previous animation is still running and the timer expires, it will await the next cicle.
    Every idle has a certain percentage to trigger, tweaked with my taste. This means that you could even not see a certain idle for a long time. The priority is, as always in vanilla, from top to bottom, it means the first idles will have more probability to trigger anyway.
     
    > Primary Needs animations
    They trigger only in Hardcore mode. Hunger triggers a stomach ache animation, sleep deprivation triggers a rubbing eyes animation. There are 4 stages of hunger and 4 of sleep deprivation, which correspond to more probability to trigger these animations.
    When triggered, these animations won't allow the player to attack and move. They least very little time, but it's good to know.
     
    > Hit animations
    They have their own group and it can be activated via MCM. They trigger an animation under certain conditions of the player, of her injuries. If one of the two legs is broken, they won't work anymore.
    --- Hit Head: < 60% head condition
    --- Hit Leg: <60% mobility (3 different idles, for left and right leg condition) - THEY WILL STOP YOU FROM MOVING
    --- Hit Torso: <60% torso condition
    --- Pain: two different cry animations when the health is < 25%
     
    > Standing Idles
    --- No walk
    No walk idles will trigger when the player is not moving. Also, they have a low priority, so if you move they will interrupt momentary, then they will continue if you stop (if they were still running, of course)
    ------ Swat
    ------ Hands on Hips
    ------ Hands Behind
    ------ Single Hand on Hip
    ------ Crossed Arms custom 01
    ------ Breathing
     
    --- Walk
    Walk idles will trigger if the player is moving. THEY WON'T TRIGGER IF THE PLAYER IS RUNNING. IsRunning condition doesn't mean if you are actually running... it means if you have Caps Lock inserted (so if you would move, you would run), or if you have Caps Lock not inserted but you are holding the Shift key.
    TL;DR if you are walking, you will trigger these ones. Also, due to the tweaked priority, they will continue even if you move, i.e. you can smoke a cigarette while walking etc.etc.
    ------ (16 different idles)
    ------ The only 2 ones which have different conditions are Smoking (it wants Cigarette or Packet of cigarette in inventory, it won't work with Carton of cigarette) and Scared (it can trigger in the wastes - not interiors - from 22 PM to 5 AM - idle and priority tested, not the condition itself.
     

    ----------
    W.I.P.
    ----------
     
    This is a W.I.P. , the idles are just a small part of what I'm trying to achieve. Here's a video that shows a couple more idles (not interesting) and introduces Actions. The "pinching the pipboy" is already active in the ESP I uploaded, you can disable it via MCM if it annoys you. The other scripts should be disabled.
     
    [FLASH]


    [/FLASH] 
    The nice part of this is it doesn't touch vanilla, so it doesn't create incompatibilities or potential conflicts with other mods.
    I don't have a long time to script and test this, and due to the original approach of the scripting I can't really foresee unexpected results, that's why I won't upload these Actions until they will be tested properly.
     

    ------------------
    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.

    4,370 downloads

    Updated

  11. Extravagant Half Masks FNV

    Extravagant Half Masks modders resource ported to FNV.
     
    Usage:
    If you use these in your mod, be sure to credit the original authors.
     
    Credits and Thanks:
    Textures by demonizzer
    Meshes by Jquarl

    18,199 downloads

    Updated

  12. Shake The Dope Out

    D- ...do you have any jet? Jet.
     
    Massively expands Jet. Adding multi-dosing, comedowns, like in FO2
     
    - 6 Levels of Jet High (Minor buzz -> overdose)
    - 5 Levels of Jet Comedown (minor hangover -> dangerous)
    - 10 Levels of Jet Addiction (Tolerance)
    - 4 Levels of Jet Withdrawal (minor -> mind destroying)
     
    Taking Jet boosts you jet levels, the higher it is, the better the high. High levels give big stat bonuses, and occasionally extra perks in combat (bullet time, DR, low health regeneraton). Over time it decreases, and when it gets back to zero you get the comedown, which sets it to a negative value. You can take a load more jet then to get back up, but you can't run from the comedown forever.
     
    Your tolerance level (addiction) starts at 0, as you take more it increases (game days limits speed). The higher your tolerance, the lower jet boosts you, the faster it wears off, and the worse the comedowns get.
     
    After developing addiction and going cold turkey, withdrawal sets in at varying speeds and increasing levels, dependent on addiction level. At severe levels, expect insomnia, hallucinations and impulsively starting conversations with NPCs asking if they have jet. If they do, you may be unable to say no. You're going to have to trade something.
     
    Jet is very moreish, with addiction you may impulsively take jet if you have it.
     
    After going Cold Turkey for a while, your jet addiction level decreases slowly back to 1. It can never return to 0.
     
    A new chem pusher is added in Freeside, Westside and North Vegas Square.
     
    ---
     
    This mod is great for anyone who always fantasized about being a desperate hard drug fiend!
     
    Or... well, it is fun too. Maybe.
     
    --------
     
    Requirements
     
    NVSE 4.5.7 or later
     
    Optional
    NX
    Sexout '84 or later
     
    Conflicts
     
    This mod must be loaded after anything that modifies the vanilla items: Jet, Dixon's Jet, and UltraJet. (SexoutDrugging does not, so no issues there).
     
    TTW
     
    It will work, although it is NV focused.

    4,855 downloads

    Updated

  13. 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

    2,972 downloads

    Updated

  14. 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:
     

    7,422 downloads

    Updated

  15. 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!

    2,256 downloads

    Updated

  16. 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

    4,471 downloads

    Updated

  17. Playable Companion Clothes

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

    8,962 downloads

    Updated

  18. Wild Wasteland Perks

    Just a fun little mod I made because I lost a bet to someone a while ago. I figured that instead of keeping this on my Nexus, I could upload it on LoversLab as well because we all appreciate a good laugh every once in a while.
     
    Questions you may have:
     
    What does this mod do, exactly?
    It replaces the descriptions of all perks and traits to something more goofy. That's all, really. There's two versions: the Vanilla and GOTY. Download Vanilla if you don't have all DLC's, download GOTY if you want all descriptions of the base game and the official DLC's to be changed.
     
    What's happening with the mod from here on out?
    Not much. Unless, of course, people show high demand for stuff like a TTW version, in which case I'll probably make one of those as well.
     
    Why nothing sex related?
    Because I can.

    815 downloads

    Submitted

  19. 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


    4,177 downloads

    Updated

  20. Kendo 2's Sexy Leather for Type3

    THE REPLACER VERSION adds a reworked version of the vanilla female leather armor. The waist has been narrowed, more definition added to the ass, and the man-hand leather gloves replaced with my personal versions based on dimon99's smaller female hands. There is an optional file that adds sexy elevator boots too. There is NOT a male model replacer.
     
    THE FULL VERSION adds two new models for both Type3 (CaliBoobs) and Breeze Males (it will work with vanilla males too). Both sexes get reworked textures and normal maps. I also included a matching eye patch for both sexes.
     
    The armors are available from a fully-voiced vendor on the street in Freeside, close to Mick and Ralph's.
     
    Credits:
    dimon99 for Type3 and the smaller female hands meshes
    humannature66 for the manicured nails meshes
    Breeze for Breeze Males
    Kendo 2 for everything else
     
    Permissions:
    None. This is not a resource.
     
    Effective 13 March 2016
    I will no longer be providing mod support or otherwise communicating publicly on Lover’s Lab. All support questions and other comments will be handled HERE. My absence from Lover's Lab either by accident or design is not to be interpreted as permission to use my uploaded content as resource material. This shall commence immediately, effective 13 March 2016.

    2,684 downloads

    Updated

  21. Mad Moxxi and Fiends Cyberpunk Outfits

    Mad Moxxi and Friends Cyberpunk Outfit for Type 3
     
    Non-port, from scratch outfit based on characters from Gearbox’s Borderlands games.
    Compatible with Breeze and all the Dimonized variants – Type 3, Type 6, etc.
    FILE DESCRIPTION
     
    This mod contains no assets taken from Borderlands. All meshes and textures are either personally created using Blender and GIMP, or adapted from other assets for the Fallout games. I think a simple glance at the texture files will show they are not professionally done, haha.
     
    This mod adds three outfits and sets of headware into the game, as well as adding three playable races. The Moxxi Race adds the preset shown in the screenshots. The Moxxi Race is specifically female, as is the outfit. The Psycho race and outfits come in male and female.
     
    The new version includes Tiny Tina, as a playable child race. The outfit is also equipable by adults, although not fit to the adult body. The headgear has child and adult variants, due to the different shapes of the head. (The pose in the title pic is included -- playidle jotinapose01)
     
    The new update also includes Tina's bunny bombs, dropable detonator bombs, with a re-textured bunny detonator. There are a few included with the outfits, and they are craftable at a work bench with a high enough explosives level.
     
    Outfit Location
    The outfits are located in a suitcase in the Goodsprings Gas station, on the shelf straight forward from the door upon entering.
     
    The primary file is marked as an esm, so the playable races do not have the bad neck seam issues. I have also uploaded a version of the file that only includes the outfits, does not add the races, and is just an esp. It is in the optional files.
     
    I have another file that will change Red Lucy into Moxxi. She will not match the preset, in favor of preserving her original facial familiarity.
     
    Topless Equality Version
     
    In the interest of . . . gender awareness, I have included in the files a version where the female is not wearing a top, to match the male. If you'd prefer to use this one, then you can rename the files included in the mod. Go into the following folder: data/meshes/jonasclothes/borderlands. There is a file "psychooutfitf", and a "psychooutfitf_topless". To switch versions remove the first, and then rename "psychooutfit_topless" to "psychooutfitf". Both variants are available in my compilation mod Kristinas Closet, which is currently only on the Nexus.
     
    FUTURE PLANS
     
    I may continue to add to this file as I feel like. You're welcome to leave requests but do not expect them or demand them to be filled. I make these whenever I feel like making them. I would guess that my next will be Mordecai.
     
    I will not convert to Type6, Alice, BNB or whatever, but fully support somebody else doing such. Just please kindly ask me, if for no other reason than I like to know what’s going on. I’ve never turned down anybody yet, but it’s the polite thing to do. I will not allow or condone a sexy Tina variant. She is 13 years old.
     
    FILE REQUIREMENTS
     
    REQUIRED FILES
    Breezes Males for NV --- http://newvegas.nexusmods.com/mods/35451
    And Type 3 or Type 6 variant female replacer
     
    INSTALLATION – If FOMM or NMM causes you problems, then follow these manual install instructions.
     
    Download 7-zip or winrar
     
    Extract the files, drag and drop the Data folder in your New Vegas folder and allow for merge and overwrite as necessary. By default install, the New Vegas folder is located here:
    c:\program files (x86)\steam\steamapps\common\Fallout New Vegas
     
    Activate the “jomadmoxxi” data file in FOMM, NMM or the launch menu.
     
    DE-INSTALLATION -- erase the esp “jomadmoxxi”. Find in your data folder the appropriate characters/borderlands and jonasclothes/borderlands mesh and texture folders. Delete the orderlands folders. If this is your only mod of mind, you can delete the entire jonasclothes folder. Feel sad.
     
    Thanks and Acknowledgements
     
    Dimon99 for the Type 3 body, backsteppo for some modifications to that.
    R18PN (Kurese) – Who made the original meshes and textures for the stocking, and the bra.
    Backsteppo – Who made the original gunbelt used.
    GlossHouse, especially Xazomn and Kendo2, who made the Moxxi race texture and the heart pendant, respectively.
    Modder Nuska for the women of the wasteland project, where I got Tina's face texture from.
    LazMonk and rans13bg, who made the Tribal Tattoos for Type 3 and Roberts respectively, used for the psycho race.
    Lovers Lab for hosting all this stuff.
     
    Enjoy
     
    jonas

    1,430 downloads

    Updated

  22. 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)

    6,889 downloads

    Updated

  23. Mailamea's Hair Pack -Fallout Style-

    This mod is not mine, I am just re-uploading it into the download section.


     
     
     

    Mailamea's Hair Pack -Fallout Style-
     
    "Because Strolling within the Mojave Wasteland with fashion is now essential"


     
     
     
     

    DESCRIPTION:


     
    Mailamea's Hair Pack is the repack of Miniakiba's SKS Ren Hair Collection for Oblivion ported to Fallout: New Vegas.

    3,499 downloads

    Updated

  24. Clean Quick Saves

    Reusing the same save game slots causes an increasingly severe performance drop, due to the shoddy Gamebryo engine.
     
    This simple mod allows you to make clean quick saves in a new slot each time, and also quick load them via keys bindable in MCM.
     
    Save game names are in the format "Location Date Time"
     
    You can use the vanilla F5 / F9 keys, just make sure to unbind them in the vanilla options or they'll both trigger at once.
     
     
    Requires MCM and NVSE 4.5+.

    1,483 downloads

    Updated

  25. Sinblood Venomous Armor Type3 Cali Boobs

    This is NOT a full NV version of Sinblood's original FO3 mod. The only meshes I redid are the outfit, the gloves and a new ground mesh for the collar.
    The outfit and collar are located in the Goodsprings School House, on top of the safe.
    Credits go to dimon99 for the original Type Cali body, Luchaire for TypeV and Sinblood for original FO3 outfit.
    DO NOT upload this or any of my other work to Nexus.
     
    Effective 13 March 2016
    I will no longer be providing mod support or otherwise communicating publicly on Lover’s Lab. All support questions and other comments will be handled at Bad Apple Mods. My absence from Lover's Lab either by accident or design is not to be interpreted as permission to use my uploaded content as resource material. This shall commence immediately, effective 13 March 2016.

    2,021 downloads

    Updated

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