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  1. Dance Pill - New Vegas Resource

    A small dance modder resource for whoever need it.
    I included an ESP just if you want to try it ingame.
    As you go in game, "Dance Pill" will be added in your inventory, under Aid (it's an ingestible)
    Your controls are disabled for almost a minute, don't dance when deathclaws are around
    Miss Torrini's song isn't included for obvious copyright reasons, the file included is an empty file sound, in case you can't dance without a background music you just need to overwrite it with a song file, it must be .wav and it must be called in the exact name, so the ESP can load it.
     
    I'm sorry, both me and my computer can't do any better, the picture should explain enough well my actual resigned feeling
     
    Thousand thanx to Umpa and all the help he gave me
     
    [FLASH]
     

     
    [/FLASH]
     
    Permissions:
    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.

    230 downloads

    Updated

  2. 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.

    20,591 downloads

    Updated

  3. Sneeze Reset - Fallout NV

    The only workaround I found to reset the engine automatic pickidle when it glitches and stops working after a script call, conceiled behind a funny sneeze. This is mainly intended as proof of concept for animators and modders in general who suffer of this glitch (i.e. this and others on Nexus).
    M/F random sneeze sounds added for fun. The slight graphic glitch during the sneeze seems hardcoded and impossible to be bypassed (not the shake effect, that's an IMOD added by me. I mean the camera flipping 180 degrees very fast for 2 times). Can be invoked in game via X key held for a couple of seconds. Requires NVSE version 4+.
     
    Permissions:
    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.

    162 downloads

    Updated

  4. Small Animator - Fallout NV

    ------------------
    Description
    ------------------
     
    A smaller version of AnimTool, not much more to say. It allows to invoke on the fly 9 different animations ingame, using 9 different hotkeys. Everything's configurable via MCM.
    Actually there are included 3 unarmed combat animations (a spin kick, a kick, a punch with the palm of the hand) and six vanilla dances. To change them, just replace the files located in the path Data\Meshes\characters\_male\IdleAnims\aPA. You must use the same exact name of the existing files, so you must replace them.
     
     
    ------------------
    Installation
    ------------------
     
    Use a mod manager or unzip everything under data, as always
     
     
    ----------------------
    Requirements
    ----------------------
     
    NVSE only. However the 3 unarmed combat animations are BnB, so you need a compatible skeleton
     
     
    ------------------------
    Not much more
    ------------------------
     
    [FLASH]

    [/FLASH]
     
     
    ------------------
    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.

    681 downloads

    Updated

  5. Jogging [New Vegas]

    A small request, maybe someone else could find it useful.
     
    This script introduces a force in the opposite direction when you are running. As consequence, you will run slower, but your animation speed will be the same. This more or less tries to emulate the different speed effect you achieve with controller pads.
     
    It only slow downs forward and backward movements, side movements will be at the normal speed.
     
    To slowdown the run just hold the hotkey (default Q, can be redefined via MCM)
     
    You can change the amount of speed on the MCM >>> higher Smoothness = lower speed
     
    To install, just unpack it on Data, as always, and check the ESP on the Load Order (or use a mod manager). Position on the Load Order is uninfluent.
    To uninstall, just remove the ESP from the folder and make a clean save.
    Recent NVSE (4+) is required.
    MCM is optional, it's required to reconfigure the parameters.
     
    No vanilla ID modifies - I can't think to any possible conflicts.
     
    Comparative video to show what I was meaning, if it's not so much clear:
     

     
     
    Permissions:
    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.

    254 downloads

    Updated

  6. Goodsprings Home

    This player home today will be located in Goodsprings!
     
    To find this gem, you just need to follow the road going to the Gas Station from the good Doctors house
     
    Screenshots:
     
     
     
     
     
    This house comes with my Usual set up. Bedroom/Kitchen/Armory!
     
    Requirements
    Fallout New Vegas
    Old World Blues DLC
     
     
    My mods are not to be released or altered in any personal way without my permission.
     
     
    Bugs:
    Plants outside are consider stealing. Will change tomorrow. Lol forgot to change it XD

    792 downloads

    Updated

  7. Home In The Mojave

    This player home is technically not a home at all. but the courier basically takes it in as there home.
     
    It's an Abandoned NCR Armory!
     
    It comes with a box for Each armor type, Each ammo type, Each weapon type, and an extra box! cause you can never have to many boxes!
     
    Spoiler here if you cant figure out how to get into the Armory
     
     
    This one is located in Boulder City
     
    Screenshots:
     
     
    (if the screenshots dont work heres links, they wasn't showing up for me!)
    http://i.imgbox.com/d8XEhySC.png
    http://i.imgbox.com/KQgoi9NY.png
    http://i.imgbox.com/hherjSLa.png
    http://i.imgbox.com/CmgwCD8b.png
    http://i.imgbox.com/a9xKizTr.png
     
    Requirements:
    JUST Fallout New Vegas
    No other mods/DLC
     
    My mods are NOT to be released anywhere else then LoversLab.
    Ask for Permission of use if you want to mod them

    217 downloads

    Submitted

  8. SuperCola

    I'm not wanting this to be a god mod, I want to make it a balanced way to progress a more melee path without bulking up in armor & big guns. But it's Super Powers, not necessarily Lore friendly. maybe if it proves popular I'll make a MCM menu with sliders for the effect of Level vs Karma vs Radiation etc.
     
    It basically endows your Player or any NPC drinking it with buff effects to their Abilities, Resistances & Healing based on their Karma, XP Level, and Sunlight. To a lesser extent powers are also effected by Drug use, Pocket Picking, People Killed, Eaten & Pants Exploded.
     
    There's an evil version cola that works in reverse of course, powers are dependant on bad karma, darkness and people killed etc. Both are found next to Doc M's chemistry set.
     
    Radiation is the weakness of both Power Sets. Radiation, by Centaur Spit, Glowing Ones, Radioactive Ponds etc.
     
    You don't need it but might want to add one of the following:
     
    It checks NX variables for Lust and Arousal too and applies them positively or negatively depending on if you are good or evil. I think it checks against some SCR formlists but doesn't require SCR. These functions have no effect if neither SCR or Spunk/Lust is installed.
     
    Superman Outfit:
    http://newvegas.nexusmods.com/downloads/file.php?id=41072
     
    SuperGirl Outfit:
    http://newvegas.nexusmods.com/downloads/file.php?id=41077
     
    This is a vast improvement on my old version which was full of issues, but I haven't done a great deal of testing so am interested to know how people find it so I can make further improvements. Unlike the old version this won't screw up your stats, you can just turn off or uninstall to remove all the effects.
     
    http://www.loverslab.com/files/file/1892-supercola/

    81 downloads

    Updated

  9. 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

  10. Nina

    TEMPORARY ISSUE with the voice, my bad... it can be easily and manually solved, see under Technical



     
    Nina is a small quest mod, a pretext to introduce and place in the Mojave a voiced (...barked?) and lip-synced (...muzzle-synced?) female dog companion I created for another mod. The result is a half hour / one hour quest I created following the same rules of freedom and RP I usually adopt, with the exception that this time the goals are marked on the map.
    There are a total of 5 new cells and about twenty enemies to kill, but they are quite hard and well equipped. The only real pre-requisite for the player is 25 science (even if there's still a way to avoid that). DUE TO MY INABILITY IN FINDING VOICE ACTORS, THE TWO NPCs YOU WILL HAVE TO TALK WILL NEED SUBTITLES...
    It starts near Goodspring, in a shack near the Canyon Wrechage, west of Primm. It can be start by new players, but concerning the difficulty of the enemies it would be better if the player levels a little before going too far in the quest stages (north of the map).
    The shack can be used as player home: it has an usable working bench (the wooden table), a working mirror (to change hairstyle), a bedroll, a fireplace and various containers.
    The small quest has a precise path of clues, but it can still be done in more ways, the few steps can be faced concerning the NPC attitude and it has no ways to be broken, all the places are accessible since the begin and the player is not forced in the decisions.
    The last fight will be quite hard in my opinion: some enemies will heal themselves, other will buff themselves, everyone is well armed.
    IN A COUPLE OF STAGES YOU WILL NEED NINA WITH YOU! So don't fire Her even if She's annoying you.
     
     
     
     

     
    The dog has some peculiar features, some of them will be unlocked with time (but during the beta they're already active).
    If you don't want to read the wall of text, here's a video with some of Nina's features:
     
    https://www.youtube.com/watch?v=YbjrrWO2YwM&feature=youtu.be
     
     

    - After the recruitment, a new item will be given to the player, under the Help section (as for consumables). Clicking on it and exiting the pipboy will trigger a menu with some choices.
    Some will be disabled for testing purposes, other are not for the player... the only two interesting ones for now are the possibility to set the follower as Essential or not (Default is Essential) and the configuration of the whistling key, which is good to do that at start.
    After choosing the option for the whistle hotkey, few seconds later a new message box will ask to keep pressed the new hotkey: if the hotkey is already assigned, IT WON'T BE NOTIFIED, but in case of mistakes you just need to repeat the procedure and choose another key.
    IN CASE OF DOUBLE CLICK ON THE DOG MENU INSIDE THE PIPBOY, it will disappear. But closing the pipboy after few seconds it will reappear, so... no worries!
     
     

    Using the configured hotkey, the player can whistle. If in third person and without a weapon wielded, an animation will occur. The sound of whistles is different between male or female player, and there are 3 different kinds of sound. To whistle, you must keep pressed the hotkey until you will hear the sound. Whistling can't be spammed (it has around 3 seconds of cooldown).
    The type of whistle determines the situation when it's used and the consequent dog reactions, you just need to play a little to understand in which way.
    Whistling is an important feature which has different effects.
    - If the dog is waiting, She will start following you automatically.
    - If the dog is fired and near the player, She will Arouuu (She wants to go with the player!)
    - If the dog is following or doing something on Her own (see Her behaviours below), She will come back to the player. THIS IS VERY IMPORTANT: the dog can get stuck because of nav-mesh and the engine, so whistling will force Her to come back and She will unstuck.
    - In any cases, after a whistle the dog usually answers with a bark ("Here I am!")
    - The whistle can be used as fighting tactic: if the player aims to an enemy and whistle, the Dog will approach it and start a fight when near it. This works even if you are aiming with a scope. If the dog will obey your order, you'll hear Her Grrrrr; if the target is a friend, She won't attack and instead She will Woof-Woof
     
     

    THE COMMANDS WILL BE GIVEN BY DIALOGUE. This is because I really don't believe in the companion wheel, I've never seen a dog with some sort of display where I can click to command Her.
    - The commands are much or less the sames of the other companions: fighting tactics, wait, follow etc. but when She's puppy She won't understand them.
    - SHE WON'T CARRY ANYTHING! Where is She supposed to put all that stuff?!?
    - She must eat. After a while She will be hungry and She will need to eat. You can give Her food by dialogue. If She will answer with Grrr, She's not hungry, but if She will Arf-Arf or Arouuu She will need to eat. There are 4 stages of hunger, you should hear that by the way She will answer (if She Arouuu, She's desperate)
    She won't die for starvation, but She will suffer a progressive debuff on Her stats. Also, at stage fourth She will start attacking brahmin on sight! Merchants and farmers won't be very happy for that...
    - She won't regenerate after combat, as other followers: you can heal Her by dialogue using stimpaks. You won't be able to use super stimpaks until She becomes adult, because She's scared by that big syringue.
    - She can get irradiated, this will lead to another debuff or Her stats. You will see that because She will light on as a Xmas tree. You can cure her by dialogue using Rad-Away.
    - She can look for food if you ask Her, much or less the same thing Dogmeat was doing in FO3. After She finds something edible, She will bring it to you.
    - She can hunt: this is a funny feature in my opinion. She will look for creatures in the nearby cells, all you need to do is following Her. During the hunt it's possible to whistle, to recall Her or manually point Her to a target.
    If, after asking to hunt, she will Arouuu, it means there are no creatures nearbie. IF SHE WON'T HUNT OR SHE WON'T AROUUU, WE'RE IN DANGER! See below under Technical.
    - Even if Her name is Nina, The Courier doesn't know that. So you can give Her the name you want. You just need to select the right option by dialogue (I think I'll call you...) and then insert the name on the box, after that She will be renamed. You can change the name all the times you want.
    - You can set Her a new home location, when She's fired She will go back there. The Default location is the starting shack. If She will be disappointed, She still obey your order. Simply She's making you notice that She doesn't appreciate your choice.
     
     

    - Nina hates crows. She will attack them on sight, you can't do anything against this.
    - When the time passes, Nina grows. She will pass through 4 different stages (4 ages), you can notice it because... well, She becomes bigger, first, and then She will change the sound of bark, from acute to low. Her stats will change, When She will be big She also will be able to knockdown enemies. PS NINA WON'T GROW IF SHE'S LEFT AT HOME... She must be your companion.
    - Nina must... pee. Everyone has to pee from time to time, right? She will look for a tree and She will go there to pee. If there's a combat, first She will fight and then She will pee. On interiors, she won't pee (she's well educated). If you whistle, She won't pee. So, if She gets stuck going to pee, whistle!
    - Nina will get stuck. This is because of the engine / navmesh of the game. Whistle to unstuck Her! Fortunally the more She grow, the less these problems will happen.
    - When Nina's small, She won't be able to climb over the stairs. Since puppies have serious difficulties in that, I find it quite pretty. Don't worry, because She can warp (see below).
    - Warp: if Nina will be too far from you, She will warp automatically behind you. She won't warp if She is going to pee or if you told her to hunt. But since whistling will stop Her current behaviour, She will automatically warp to you.
     
     

     
    While during the tests I didn't find peculiar problems, I'm aware to the fact that a heavy modded environment could cause problems to Her hunt script: I tested with many mods and everything was working fine, but then I activated an ENB and it broke the script.
    How to understand better if your environment is too "heavy" to be handled: If you tell Her to hunt, She will take 10-15 seconds to decide what to do. In case She can't hunt (no enemies near Her), She will Arouuu. IN CASE SHE NEITHER RUNS TO THE CREATURE NOR AROUUU, THE SCRIPT CAN'T BE HANDLED IN TIME BY YOUR ENVIRONMENT. This is a dangerous situation, it could even lead to bad consequences on new savegames
    Anyway, I suggest to not overwrite important saves until She will be out of the beta (next stage will be script optimization)
    CAREFUL: the last place (the factory) is heavily cluttered, it could lead to slowdowns on older computers.
    TEMPORARY VOICE ISSUE AFTER THE INSTALLATION:
    I renamed the file's extension so it wasn't bothering the managers... but this led to break the path for Nina's voice! Two manual solutions:
    - Rename the folder under Data\Sound\Voice\Nina.esp in Nina.esm
    OR
    - Rename Data\Nina.esm file in Nina.esp
    I will correct it in a future patch
     

    The beta is much or less complete, but the Debug mode will be On: messages will appear on top left of the screen.
    Until it's classified as beta, many behaviours of the dog will be already unlocked since the begin, for testing purposes.
    FEEDBACKS WILL BE VERY MUCH APPRECIATED, better if PM.
     

    Unpack manually everything under Data or use FOMM package manager
    NVSE REQUIRED!!!
     

    There could be problems if Nina is hired at the same time with Lenoire from Beyound Boulder Dome. But I never checked it. It's just a feeling.
     
     

    CK for the invaluable help on dialogues and translations
    Viktoria K. for the amazing skin of Nina
    M. for the music
    LoversLab for the host
    Beth / Zenimax for the wonderful playground (doghouse, in this case)
    No permissions granted until it will be out of beta

    312 downloads

    Updated

  11. Gun Cabinet by Rez

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

    259 downloads

    Updated

  12. Orphan Tycoon

    Let's not beat around the bush, everyone wants sex but not everyone wants a baby 9 months down the line. Sure, "you should have used contraception", or "couldn't you have gotten an abortion?", all too commonly, it is a bit late for that. Horror stories are whispered of babies being discarded in dumpsters or sold to cannibals, but we pretend not hear them and tell ourselves "What else can be done? It's not my problem. It can't really be that bad".
     
    Until now. Introducing: Orphan Tycoon
     
    ---
    Now you can find a new home for your unwanted little urchins, and hopefully feel a little less guilty about it.
     
    - Sister Assumpta can be found at the old Mormon Fort, and runs an orphanage in Freeside.
     
    - The Legion run orphanages in the East, and Marcus Drusus at the Fort is always interested to acquire new souls.
     
    ---
     
    Requirements
     
    Sexout Pregnancy
    NVSE 4.5 or later

    1,091 downloads

    Updated

  13. 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

  14. 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.

    4,804 downloads

    Updated

  15. 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+.

    1,473 downloads

    Updated

  16. TTW - Mojave DC Makeover

    TTW Mojave DC Makeover
     
    Prettifies some FO3 NPC's using Mojave Delight resources.
     
    Requires
    TTW
    Mojave Delight Resources only. The esp is NOT required!
    A Type3 compatible body. Such as this, or TypeN. Anything that has Type3 compatible textures.

    FAQ
    What about TTW - Fallout 3 Redesigned? Doesn't that do the same thing?
    That covers a lot more NPC's than mine, however: I handle a lot of NPC's not touched by FO3 Redesigned. (I modified a lot of the DLC NPCs for instance.) I use both together myself. Just pick which you prefer to take precedence and either load mine last or FO3 Redesigned.
    So if the other one exists why update this?
    Any further updates to this will be NPC's not covered by FO3 Redesigned. Chiefly DLC NPCs primarily.

    1,112 downloads

    Updated

  17. Kkorval's Motorcycle textures

    I've decided to upload my motorcycle textures to LL, after viewing a member here showing them off in this thread, http://www.loverslab.com/topic/1815-show-us-your-character/page-30 . Thank you, jonas_opines for reminding me to look for these again, and for using them in your game! These were uploaded to (GASP) Nexus a few years ago (yes, they're mine, dammit!! ), but due to a medical condition I stopped working on the project. So many ideas, so many migraines.
     
    So here they are, along with the PSD so you can make your own.
     
    These can be used in Fallout 3 and FalloutNV, as long as you haven't changes the vanilla motorcycles ingame. If you have Driveable Motorcycles installed, these are replacers for the originals in the mod. The included readme file will explain more.
     
    Note: Changing the motorcycle01.DDS will make ALL undamaged ones the same, unless you create/add to a mod to single out certain ones.
     
    Cheers.

    105 downloads

    Submitted

  18. Redfield Biker_v1.0

    There might be some errors in this mod. This my first time n i give permission to
    everyone to use and edit this. just give me creadit too.lol
    How to get clothes: press: (`) not the brackets. then type:
    (player.additem xx000add #) not the brackets! were the (xx) is the
    load order number. (#) is how mutch u want or need.
    THIS MOD DOESNT COME WITH THEY HEAD OR GLASSES. THE WILL BE COMEING SOON!! :-D
    enjoy :-)
    (\__/)
    (='.'=)
    (")_(")

    370 downloads

    Updated

  19. 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

  20. Rez's Ravaged Tank

    Rez's Ravaged Tank
     
    Found some old Models I had ported some time ago and forgot to release. Here is the Ravaged Tank.
     
    Just Model and Textures. Will have to add with geck.
     
    Edit: forgot to re size. Fixed this and Uploaded new file.
     
     
    Remember this is a port. And is not safe for release on Nexus.
     
     
    Free to do with as you please. No credit or permission needed.

    229 downloads

    Updated

  21. Rez's RE5 Fishing Boat

    Rez's RE5 Fishing Boat
     
    A Port from RE5. Model and Textures. Will have to add to game with Geck.
     
    This is a Port and not safe for release on Nexus.
     
     
    Free to do with as you please. No credit or permission needed.

    146 downloads

    Updated

  22. Rez's RE6 Jet Ski

    Rez's RE6 Jet Ski
     
    A Port from RE6. Model and Textures, Will have to add to game with Geck.
     
    this is a Port and not safe for release on Nexus.
     
     
    Free to do with as you please. No credit or permission needed.

    119 downloads

    Submitted

  23. Syntax Highlighting for Vim - GECK w/ NVSE v4.5.7 + NX/MCM/Lutana

    For the Vim Text Editor
     
    Adds syntax highlighting for Fallout GECK Scripts. Includes all functions, etc, available in vanilla GECK, plus all functions listed in the NVSE docs up to v4.5.7. Also includes all the NX functions of V15, and those added by the MCM and Lutana 6.1.
     
    Note: syntax highlighting requires you to use upper camel case for functions and the same or all lower case for expressions.
     
    Associates with *.gek, *.fos or *.nvs files.
     
    To install, extract contents into your vim run time path. If you don't know what that is, it is probably either C:/Program Files (x86)/Vim/vimfiles or *YOUR-USERNAME*/Documents/vimfiles/
     
     
     
    This file is a tweaked and updated version of one created by Mike Shutler, under ISC license, which had only FO3/FOSE , and no NX / MCM.

    199 downloads

    Updated

  24. 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

  25. 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.

    4,039 downloads

    Updated

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