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  1. Classic ED-E

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

    162 downloads

    Updated

  2. Cats Paw Modders Resource

    Hey everyone,
     
    It's taken me a long, long time to do this, but I guess now is as good a time as any. I'm releasing this as a Modders Resource. It's essentially a massive building (The Cats Paw Publishing House & Brothel) which I've been working on/off over the past several years. There are multiple cells, interiors, rooms, all based around the concept of a publishing house and brothel. It also has a ton of references to old games like Duke Nukem, Fallout 1 and 2, and other media. It includes:
     
    - Main Reception Area
    - Toilets
    - Games Room
    - Bar
    - Kitchen
    - About 8 different rooms for the girls.
    - A dungeon.
    - Maintenance Area
    - Janitor's Closet
    - Backroom Casting "Audition" Room
    - Security Room
    - 3 Themed HoloSuite Studios
    - Printing Floor
    - Generator Room
    - Storage Room
    - Meeting/Board Room
    - Publishing Office
    - Miss Kitty's Wing
    - Elevator
    - A "Bath" area which is unconnected right now.
     
    It was supposed to be a complex quest mod where you helped Miss Kitty Junior run her business. Sort of like Coito Ergo Sum, which I was unaware of when I stated developing this mod and only became aware of quite late in development. It was supposed to tie in with Odessa's Sexout Soliciting. You can find the location itself in the Strip, next to Vault 21. There are a few placeholder NPCs running around, and the very beginnings of some quests which aren't implemented properly ingame that reflect that. But the main onus of the mod are the assets and the interior space.
     
    Bear in mind, as this is an unfinished, WIP project, there are a lot of bugs and issues. The entire front of the building was placeholder. A lot of assets are missing, and the quests don't work. As I've said, it's more about the actual interiors and the space itself, and what you as a modder may wish to do with it.
     
    Over the years I've realised this is just one of those projects I'm never going to finish. I've been holding onto the files hoping I'd muster the enthusiasm/will to finish it but it just wasn't going to happen. I'd like to offer a massive and sincere apology to both NepoznatiNN and A.J who put tons of time and effort making custom assets for me for this mod. BruceWayne also deserves a mention for the amazing female NPCs he made, which are included in a separate esm file. Many others helped too and I've credited the assets I've included here, all of which are free to use.
     
    Basically, feel free to use this as you will, so far as you credit me for the environment and obviously all the people and assets I made use of myself.
     
    Enjoy, and I'm sorry it took so long to do this!

    244 downloads

    Updated

  3. Fallout 3 / Fallout NV Vehicle Resource

    This is a resource, NOT a direct replacer. Some skill with GECK is required to get these meshes ingame. I believe I had to raise the vehicle heights in Blender so the rims and tires wouldn't clip into the ground, but seeing as I haven't played Fallout in over five years I'm not sure...
     
    Back in early 2012 my house was burglarized and my computer among many other things was stolen. Last week Metro called to inform me that they'd found several of my items including an external 1TB SSD drive that at the time cost me a small fortune. Being more than five years old it's now just a run of the mill drive but a TB is a TB so I tied it into my system. Much to my surprise all my files were still on it.
     
    A couple of the meshes may have originally been other authors work. If I remember correctly, the boxtrucks and the halftrack were mashups I did in Blender. I don't know who the original authors are anymore. I do recall that I stretched the police car mesh model, remodeled a gas station to have gas pumps (or maybe it was some type of fusion pump), remade the bus, (one with skeletons inside one without), made a flatbed semi trailer model and a flatbed boxcar model, added doors to both types of the mobile home trailers (without collision), and made a new model of the frontloader with a raised bucket, other than that most vehicles now have multiple damage options, multiple texture options, side mirrors, glass, fusion type engines, rims, tires, seats, steering wheels, and the occasional skeleton inside. I also remade some of the blown up versions of them.

    182 downloads

    Updated

  4. AnT - AnimTool (New Vegas)

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

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

    1,560 downloads

    Updated

  5. Lipstick [Fallout New Vegas]

    18/05/2017
    Added a patch for those experiencing black face due to ENB, courtesy of MALETIR
    Install this mod, then install his patch, overwrite the files, activate his ESP and put it lower in the load order.
     
    Description
    These are working Lipsticks.
    To obtain them:
    - They can be bought from Chet in Goodspring, Miguel in Westside or Cliff Briscoe in Novac
    - You can COC aLPTestCell and will find them inside a container.
    - You can enable the debug mode on the ini file and receive them at the first execution of the mod (if MCM is installed)
    - You can... uhm... add them via console
     
    There are 8 colors, some of them are really awful.
     
    They can be used 10 times, after that you can throw them in the trashcan because they are exhausted.
     
    In your inventory, they can be found under "Apparel", like armors. After clicking on the lipstick, you will be kicked out from the pipboy, if you had some "obstruction" in the face it should be removed (i.e. a full head helm), after 1-2 seconds if you were in first person you will be forced in third, and an animation will trigger, with the player putting the lipstick on lips.
     
    You can also hotkey it and put it while you are playing, like for regular weapons etc., i.e. you are walking in some casino and you feel your lips require lipstick so you just press the hotkey and the player will put the lipstick while walking etc.etc.
     
    If you are wondering why the lipstick shape or alignment is not very much precise, here 2 good reasons: 1) it is tweaked for the MD preset I use ; 2) in NV there are no working mirrors, I really challenge you to put the lipstick in some decent way without a mirror.
     
    The lipstick provides a boost of +1 Charisma to female couriers and -3 Charisma to male couriers. The "effect" leasts 5 minutes. If for some reason the game removes the lipstick from the lips when it shouldn't, there's a check every 10 seconds which will restore it.
     
    If you drink from most toilets / sinks / water pumps, the lipstick can go away.
     
    For Modders, when the player has lipstick effect, every 10 seconds it dispatches aLPPlayerHasLipstick event. When the lipstick finishes, it dispatches aLPPlayerHasNoMoreLipstick
     
    Installation
    Unpack everything under Data, as always. If you use a mod manager, check if it does its job (well probably only for the Config subfolder, so if you don't care about it you're fine).
     
    Incompatibilities
    - No vanilla records or cells were modified, with the exception of 1 ITM.
    - Some ENBs could have weird reactions with alpha, so the head could seem black - it was reported to me, my ENBs never had issues.
    - Due to the nature of the membrane shader, you'll have a wondrous shining coloured reflection on the back of your head, with some vanilla short hairs. Custom long hairs are strongly suggested...
     
    Requisites
    NVSE 5+
    Lutana (Optional)
    MCM (Optional) - it only requires the dll
     
    Optionals:
    With Lutana installed, some NPCs will have them in their inventory. You can also find them playing the animation of the lipstick, however they won't have their lips color changed, it's just an idle.
    With MCM dll installed, a couple of parameters can be tweaked on the INI file (debug and charisma boost).
     
    Permissions:
    This mod can be considered a resource, not for commercial use. Use it as you prefer, credit me if you think it's good.
     
    Credits:
    hlp and team for NVSE
    Luthien Anarion for Lutana
    Pelinor for MCM
     

    1,732 downloads

    Updated

  6. My Clothcollection 2017 Edit

    This file requires the original to work;
    http://www.loverslab.com/files/file/46-myclothcollection-31-by-alex3874/
     
    You should also look for every update/conversion related to the file on LL even if you don't plan on using them. Other authors seemed to have corrected errors (specifically missing textures) as well.
     
    Hopefully this gets added to the original version as an update at sometime in the future.
     
    I started rebuilding Fallout New Vegas after years away and I wanted MyClothCollection by Alex3874 as a possible replacer for some of the in game clothes. I remember a lot of problems in the file from the original and I wrote the author at the time with a fairly detailed correction list. Some of the problems may have been corrected but I found several are still present in the latest version I could find.
     
    (Please note I am using the T6M conversion for the original. If you look at all the different conversion files on LL you will see different textures being added. My edit only covers what I couldn't find in the other files.)
     
    Changes;
     
    ESP
    In the Esp I redirected the coolhair51.nif to the proper file path.
     
     
     
    TEXTURES
    Character- I added 2 body texture sets that where missing that the esp called for in game. This may be due to a download problem but it happened twice so I added them as a simple precaution.
     
    Bikini- The American flag was backwards in my game.
     
    Gantz- I added a left glove texture. See Mesh for reason.
     
    Loxis clothes- The textures in zxdong seemed to be place markers. (Solid colors that made little sense.) I found what I think are the actual dds files and placed them accordingly.
     
    Mantrapbear- The collar texture was pulling from a texture that was ok but miniture belt buckles and gaps were showing so I made a modified version.
     
    Nida Schuuetlich- Textures missing. Pulled original from Nexus Mods.
     
    Trooper Outfit- Boot texture missing. Copied a replacement from a exact duplicate boot texture already in the file.
     
    Yes Mistress- LeatherCatsuit missing. Copied a replacement from a generic leather texture already in the file.
     
    MESHES
    Characters- Coolhair51.nif was pointing at wrong texture paths.
     
    Trooper Outfit- In both Type3BB Clothes All and Falloutgamecloths every nif texture path points at "OUTFTI" instead of "OUTFIT". Corrected in both sets.
     
    Bikinni armor- Corrected texture paths for necklace.
     
    FO3-Oblivion- Conversions for Type3- Corrected texture path on right hip charm.
     
    Gantz- The nif file for the left glove seemed to be missing the object. I downloaded the original from nexus and another site. All are missing the object. (I don't know if this is on purpose.) I found a similar glove in the file and used the original texture to match the right glove. It's better than nothing but not great.
     
    Ladoutfit- Corrected texture path for the _n.dds path.
     
    Mantrapbear- This mesh now points to the collar texture I made.
     
    Yes Mistress Lux edition- Corrected texture paths.
     

    Hopefully this gets added to the original version as an update at sometime in the future.

    589 downloads

    Updated

  7. Commander Shepard Companion

    Commander Shepard from the Mass effect series as you own intergalactic follower.


     
     
     
     
     
     
     

    Commander Shepard is located in Goodsprings, she has the complete companion set up including:


     
     
     

    • Companion Wheel



    • Dialogue for all options



    • Fully function lip



    • Idle chatter



    • Custom Perk



    • Combat dialogue



    • and more to come in the future...


     
     
     

    Note: Fixed random Shepard voice


     

    Example video:






    1,899 downloads

    Updated

  8. O'Connor

    I know i was silent for a long time about this companion, but i actually have made a lot progress and would love for all to see! Unfortunately though, this companion will not be continued due to all my files somehow being deleted (which means Ive lost all progress) and life has gotten in the way!

    If anyone wants to use this companion and do something (i have no idea what you could actually do with him) with him, be my guest as long as i am credited for the original creation! Thank you!


    This is a fully voiced companion for Fallout New Vegas, he can be found at the 188 Trading Post. Please note (Nothing is final) the voice actor and the companion will change in the future.

    Bugs!
    Not teleporting to the lucky 38 when told to get lost but walking instead!
    Not switching to melee when prompted!
    Inventory wont open sometimes!
    ...there are probably more bugs, but i haven't even done any testing in a awhile so i wouldn't know!

    86 downloads

    Updated

  9. FEEL - Facial Expression Editor (Limited *pfft*) [FONV]

    - UPDATE -
     
    09/04/2017
    V.4 - Added a correction on the code during the initialization.
     
    23/03/2017
    V.3 - REQUISITES CHANGED, check description. Introduced new check version with JIP and corrected small typo on player selection with R
     
    27/02/2017
    V.2 - Added a full reset. Now when you press DEL to reset the values, it should also reset your face.
     
    - DESCRIPTION -
    An in-game facial expression editor, if you used something like that in Skyrim then you're already used to it.
     
    You open an Edit mode, it goes in TFC (Fly cam), an UI with the list of phonemes appears on the screen, you choose a phoneme, you choose a value, you apply it, your character's face will change.
     
    So why "limited"? because after a while that you are using it, you probably will start wondering "what if..." "can you..." - well, the answer is 99% of times No. Just because what was viable was already made. And I'll add, "unfortunately", because it could have given a lot of pretty opportunities. However, while I can't change the game engine's behaviours, I can still change the "mechanics", the way I wrote the editor, if it helps the user's experience, so please drop me a line with a feedback if you have an idea to share.
     
    - KEYBIND -
    All the keys can be changed via MCM. Here's the default ones:
    I - Enters / Exits the Edit mode, to edit the facial expression. It also calls the TFC (flycam) if you're not on it.
    Up / Down arrow - browses through the list of the phonemes
    Left / Right arrow - decreases / increases the value of the highlighted phoneme
    Left Shift - Hold it to speed up the previous actions
    Return (the main one, not the one on the numpad) - Applies the highlighted value
    Del - Zeroes all the values (which doesn't mean it resets your facial expression v.2 should reset the face too)
    Page Up - Changes category / page .There are 3 categories: phonemes, modifiers, expressions
    Numpad numbers 1-6 - They allow to store a preset. To STORE a new preset, you must HOLD the key for a couple of seconds, until you hear a sound and a message on top right of the screen will warn you. To LOAD a preset, you must TAP the key and you'll hear a different sound, and a message on top right of the screen will warn you.
    R - cycles through the targets in the list (see later). The selected npc will have a blue cloud on it for a couple of seconds.
     
    - USAGE -
    I will describe the usage with an example, so you can understand part of the limits by yourself.
    - I press "I" and I go in edit mode, to change the player's expression.
    - I put my freecam in front of the face, I modify the Aah phoneme value, I press Return to apply it.
    - I don't like it, so I increase that value, I press again Return to apply it.
    - I move on another phoneme, i.e. Big Aah, I select a value, I press Enter to apply it.
    - Now I want to see how the Big Aah would show without the Aah, so I go back on the Aah, I select a zero value, I press Return to apply it.
    - I proceed in this way until I find a good expression, then I HOLD the Numpad 1 for a couple of seconds, until I hear the sound and the message tells me that it's stored.
    - Now I want to make a new expression, I press Del to zero all the values, BUT FIRST I memorize which ones I changed, i.e. Aah, Big Aah and Ooh, because I will have to go over them one by one and apply the zero pressing Return and since v.2 this should also reset my facial expression.
    ...
    - Now I stored some expressions. I prepare myself to make a screenshot, I load back the first stored expression TAPPING Numpad 1, the sound effect and the message on top right will tell me that it's loaded, but the face won't be changed - to do that, I will have to browse through every single modified phoneme and press Return to apply them.
     
    - TARGETING -
    If you simply press I, you'll go in Edit mode and the player will be the only target.
    If you press I while having a NPC on your crosshair, you'll go in Edit mode with both the player and that npc as viable targets.
    If you press I and you are using Sexout, it will load Sexout's targets (actor A, B and C) in the list of viable targets - UNTESTED, please report issues.
     
    - PROBLEMS / LIMITS -
    - If you Apply two values too fast, the second one will reset the previous. The necessary time for the game engine to apply it, is about a second.
    - If you Apply many values too fast, even if only the last one will be applied, every command will still be queued and will need (number of operations x 1 second) seconds to end up the queue. Queue is persistent through saves, so don't think to trick it loading a save, you just need to wait
    - A facial expression is PERSISTENT THROUGH SAVES: if you have a open mouth, you'll have to close it. If you don't, and you simply load a previous game, you still will see the mouth open.
    - A facial expression is NOT PERSISTENT if you exit the game or go back to main menu. This also clues you something important - whatever you do, you can't do any real damage, don't be scared.
    - It shouldn't clash with any mods that use Special Idles, so it should be compatible with them (i.e. Sexout)
    - It should clash with FAFF and any other mods that introduce a reset of facial expressions inside an animgroup (i.e. I can think to... uhm... animated chems or something like that). If they give you troubles, remove the added animgroups (like, mtidle etc.)
    - There could be some cases where some specific expressions don't apply - you could need a different skeleton, let's talk about it.
    - My ARES doesn't morph Eee phoneme. Didn't inspect too much the reason.
     
    - REQUIREMENTS -
    - Last NVSE
    - JIP NVSE
    - MCM (optional but strongly recommended)
    - JIP UIO
     
    - INSTALLATION -
    Extract the content under Data and activate the plugin, or use your favourite mod manager.
     
    - PERMISSIONS -
    I guess it's a final version, you can do whatever you want with it, if it's non-commercial / doesn't involve money.
     
    - CREDITS -
    hlp for NVSE
    Pelinor for MCM
    Doctasax for uMCM
    JIP for UIO and JIP NVSE
    panthercom for testing

    505 downloads

    Updated

  10. Small Animator [Fallout New Vegas]

    25 march 2017 - Uploaded a fast change so that now it requires JIP NVSE instead than Lutana. Clean save suggested. If you have troubles, please let me know.
     
    ---------------
    Introduction
    ---------------
     
    This is like the... third or fourth animator I do. It's a tool I use often, and everytime I find they can be done better so I redo everything from scratch...
     
    However, this time I feel this is my Definitive Animator and probably the only one I'll update (especially if Lutana will have changes).
     
    -------------
    Description
    -------------
     
    In short, this mod gathers the animation files installed by other mods and allows to play them on the player or to some target. It is fully configurable via MCM. After being installed, it will be disabled by default, so it needs to be enabled via MCM, as the Welcome message will warn. Inside MCM, under OPTIONS, you can select I NEED HELP to gather few more infos about the mod, directly in game.
     
    To acquire a target, you need to point to an actor and TAP the Main Hotkey (Default I). If no actors are present, Player will be selected as target.
    HOLDING the Main Hotkey will call the Idle menu. The animations are chosen scrolling with W/S or mousewheel, then to confirm TAP Main Hotkey again or press left mouse button.
    Loop mode ON / OFF can be chosen with Grab (default Z)
     
    ------
    Video
    ------
     

     
    ------------------------
    Gathering animations
    ------------------------
     
    By default, the mod will load only the animation files inside its subfolder "aSA":
    Data\meshes\characters\_male\idleanims\aSA
    I included a bunch of files in that folder, just to try the mod on the fly. They require a compatability skeleton.
     
    However it is possible to tell the mod to gather the other animation files on its own: on MCM, under OPTIONS, there's "Use all IdleAnims subfolders", after selecting this option it will be possible to choose which subfolders to include, choosing FOLDERS on the left menu
     
    ------------
    Requisites
    ------------
    NVSE 5beta2+
    JIP NVSE (old 1.3 was requiring Lutana)
    UIO
    MCM
    (Optional - but, in general, strongly suggested) - some compatible skeleton, like Deedes, Astymma or BodyMorph.
     
    --------------
    Default Keys
    --------------
     
    >>> IN GAME
    Main Hotkey (Default I) >>> TAP: acquire target; HOLD: open Idle Menu
    Reset Hotkey (Default O) >>> TAP: soft reset; HOLD: hard reset
    Trigger favorite animations: Numpad 1-9
     
    >>> IN IDLE MENU
    Forward / Backward or Mouse Wheel: scroll up / down (mousewheel is faster)
    Grab: Loop mode ON/OFF
    Confirm: Main Hotkey (Default I) or Left Mouse Button
    Bind favorite animations: Numpad 1-9
    Hard Reset: Reset Hotkey (O)
     
    >>> IN HUD CONFIGURATION
    Follow the infos on the screen
     
    -----
    Q/A
    -----
     
    Q. An example of how to use it?
    - Download an animation mod (i.e. search POSE in some mod repository and you'll find a lot of them.
    - Extract the content as you usually would do, but don't activate the ESP since you don't need it.
    - Go in game, go in Small Animator MCM.
    - In the first sub-menu OPTIONS, choose "Use all IdleAnims subfolders"
    - In the third sub-menu FOLDERS, check that the pose mod's folder is checked (every folder should be checked by default, so in case un-check those you don't want to include)
    - Go back in game, keep I pressed and choose on the menu the pose you want to trigger. Enjoy!
    - Eventually, download more poses / animations and follow the same procedure.
     
    Q. Can the menus be more responsive?
    - Go in MCM - OPTIONS - SMOOTHNESS - Reduce that value
     
    Q. My computer's old!
    - Go in MCM - OPTIONS - SMOOTHNESS - Increase that value. The mod will be less smoother but will eat less resources.
     
    Q. I quitted MCM, a sign appeared on the screen "LOADING ANIMATIONS", it leasted some seconds, during this time I couldn't move, everything was freezed.
    - You probably loaded 5000 animation files in 200 subfolders, like me. Reduce them in the FOLDERS menu.
     
    Q. Why should I hold the button for so much time?
    - Why don't you reduce that time? MCM - OPTIONS - HOLD TIME - Reduce that value for your heart content
     
    Q. I'm trying to trigger a first person animation, but everytime it kicks me in third person!
    - MCM - OPTIONS - Uncheck FORCE 3RD PERSON
     
    Q. I don't like the position of the list / the fonts used..
    - MCM - OPTIONS - CONFIGURE HUD
     
    Q. I have DARNUI, I can't see the menu right!
    - MCM - OPTIONS - CONFIGURE HUD
     
    Q. It uses the same hotkey of <insert mod name>!
    - MCM - HOTKEYS - Configure them as you prefer
     
    Q. Why Enable / Disable?
    - If you don't use the mod, and you disable it, it will eat less resources
     
    --------------
    Credits
    --------------
     
    hlp - NVSE
    Luthien Anarion - Lutana
    JazzIsParis - UIO
    Pelinor - MCM
     
    --------------
    For modders
    --------------
     
    A possible way to force hide the hud (but not block the mod) is BuildREF xx002D73 and Call it passing 1 as parameter. Passing 0 it will come back to normality.

    544 downloads

    Updated

  11. Hairs - Races Auto - Patcher [FONV]

    24/03/2017 - Added JIP NVSE version.
     
    Description
    Everytime you install custom hairs or custom eyes, if you want them to be used in your favourite custom race you must open the GECK and add them in the list - basically you must patch them manually.
     
    This small script does it for you, everytime you load the game.
     
    You'll be able to load any hairstyle and eyes, and it will spread it on any race you have installed. IIl will execute when you load the game, when you'll arrive in the main menu - the game will freeze when loading the arrays, and when it has finished it will show you a message box. NOTE: if you'll open the console at this point, you'll be able to see how many eyes / hairs were added to records.
    If you have slowdowns / freezes after the message box, they're not caused by this mod. How much time it will take? it varies by some factors. It makes many operations, it can make *some thousand* operations. I tried with ARES + Mojave Delight + Mojave Delighted + Mikoto, it took about 4 seconds to load everything. Considering how big Mikoto is, it was a very fine result for me. If your loading times are too high, then consider to reduce the number of races / hairs or not use this small mod.
     
    The mod also provides you an item under Apparel, named [Mirror-Hairs ] and [Mirror-Eyes]. f you click on them, it will close the pipboy and after 1-2 seconds it will open the barber menu for hairs and the plastic surgeon menu for eyes, so you'll be able to change your hairstyle.
     
    Requisites
    - NVSE 5+
    - JIP NVSE
     
    Installation
    Drop the ESP under Data and activate it. To uninstall, simply remove it and make a clean save.
     
    Issues and Conflicts
    Sincerely, I can't think to any possible downsides right now. Let me know if you'll have issues posting your experience on the thread.
     
    For hairs, maybe you could have some improper hairstyles if you play with child races, it's not made for child races. If you find any issues please use the thread to warn me.
     
    A note about eyes: there are some mods that introduce a new kind of eye, with a different UV. Basically, its texture can't be adapted over a vanilla eye and vice-versa. Translated in practical terms, it means that since this mod knows nothing about which model you install and it only merges them all together, you'll find yourself with some eyes that look well and some other eyes that have obviously a wrong texture over them. You can't do anything about it. To use a fantasy comparison, it's like if you install UNP body on Skyrim and then you want to use CBBE textures over it.
     
    Update: there are essentially a couple of issues I managed to find during further tests.
     
    - One is well known since always, you can read about it on some race pages too (i.e. Mojave Delight if I remember well). It is about the fact that under some circumstances you can't change eyes and hairs together. If you want to change eyes, you should first choose some vanilla hair and then change eyes and then change hair back to your custom model. I say "under some circumstances" because for Mojave Delight and its eyes / hairs it always happened to me, but on other races it doesn't, so I still can't say what's the real cause.
     
    - The second is a lil more strange. It's still about eyes, they cause me random freezes if I change them on the fly in game. As it is, it seems game engine related, and it depends by the kind of custom race I'm using. For example, with vanilla race and custom eyes + hairs I didnt' have problems, while on ARES I had it often.
     
    This, for me, means that you probably will be able to use every hair and eye you want (but keep in mind the point number One for some races) during the character creation, but changing them later could lead to problems, so save your game before changing something to avoid to loose where you arrived, because of the freeze. This also means that you probably could avoid further freezes if you swap race, but it causes other downsides, in every Bethesda game changing race resets things like attributes / skills etc.
     
    TL;DR THERE SHOULDN'T BE ISSUES DURING CHARACTER'S CREATION, BUT THERE COULD BE SOME IF CHANGING THE ASPECT LATER. I'LL LEAVE THE TWO MIRRORS ON THE PLAYER'S INVENTORY, BUT BEFORE SWAPPING YOUR ASPECT ON THE FLY (mainly eyes), PLEASE MAKE A SAVE FIRST.
     
    Also, it could be that some mods like NVAC or some specific tweaks / settings could reduce or avoid this issue, it could be nice to make further tests with these.
     
    Credits
    hlp for NVSE 4+
    JazzIsParis for JIP NVSE
    Luthien Anarion for Lutana
    raschau on Nexus for the idea of adding eyes
     
    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.

    1,338 downloads

    Updated

  12. Bribe The NCR To Reduce Infamy

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

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

    740 downloads

    Updated

  13. Writable Logbook [Fallout NV]

    ------------
    Update
    ------------
     
    NOTE on update: if you come from a previous version (especially <2.7), you could experience strange behaviours, a clean save would be necessary.
    v5.1 - Corrected an issue where a customized UI aspect could have been resetted during initialization; some slight script changes.
    V5 - Adds the possibility to use the logbook with alternative starts (i.e. Project Brazil, DUST). Automatically corrects the data, whatever the modder decided.
    V4.0 UPDATE
    IT STILL REQUIRES THE MAIN FILE (v.3) TO BE INSTALLED BEFORE IT! This is just an incremental update.
    - Groovatron compatibility granted
    - For modders: as per request, now 2 events are dispatching
    --- aLBOpenLogbook
    --- aLBCloseLogbook
    - Solved a small issue preventing TTW users who updated NV to receive their logbook
    V3.0
    Since ENB users can have problems in erasing characters with Backspace, I added the left arrow to erase the last character you are editing.
    Uploaded another interface file, the previous one was wrong. Not a big deal, however it was not the one intended and it was different from the pics)
    V2.9
    Added hotkey to open the LogBook without opening the pipboy (configurable via MCM - Default L)
    V.2.8
    Patched for TTW, now it shouldn't be possible to cause issues forcing the logbook to appear in inventory. It will be added after the quest Escape! in DC
    V.2.71
    Re-packaged the folders, I did a typo in the folder name, probably preventing a mod manager to install it correctly
    V.2.7
    Corrected critical issue mainly for non-Lutana users
    V.2.5
    I changed idea, I did a new version.
    - Added options to custom the UI, inside MCM, along with some pre-made themes. People using a custom UI graphic (i.e. Darn UI) should hopefully now be able to adapt the interface to their needs. If then a Darn UI user will send me the parameters to set MCM, I'll add it as pre-made theme for Darn UI.
    - Switched the day time back of 5 days (thank you RogueMage)
    - Added an initialization quest: now it will start after the first tutorial quest inside doc mitchell's house.
     
    V.2
    - Corrected little script things
    - Corrected a major issue where the logbook was erased everytime you were quitting and then playing again
    - AnT is in the safe list now
    - Introduced possibility to save the logbook on a file (Thank you Luthien)
     
    v.2 is probably the last stable version before removing the state of Beta.
    The optional requirement of Lutana was changed from v10 to v11 (updated around 26-27th february, check Lutana's page)
    This allowed me to introduce a new function in MCM that will save the LogBook inside a file. The file will be in Data\Config\LogBook, and it will be named with the name of your character. So basically you can have more logbooks if you play with more characters at the same time.
    What the save will do:
    > It will create the file if it doesn't exist. It will overwrite the existing entries
    What the save won't do:
    > If you save the file, then you manually erase a line using R and then you save again, you won't see the difference. This because the save is not differential, it will only store new values but not erased values. So, if you erased many lines and you want to update your logbook file, simply erase it and create a new one in game using the MCM option.
     
    ------------------
    Description
    ------------------
     
    A writable Logbook for New Vegas made by Odessa and me. It will be automatically added to your inventory once you finish the first quest "Ain't that a kick in the head) in NV, or "Escape!" in TTW. You will find it under Apparel, like armors and outfits. Once you'll click on it, you will be kicked out from pipboy and after an instant it will open. From v.5, it is possible to have a LogBook via MCM, to grant compatibility with those using mods like Project Brazil or Dust.
     
    At start you will have only the cover, you will have to add a new page entry pressing the key N. The new page will contain the actual date, expressed as "number of days since you started the game", like a logbook. You can add a new page only once a day.
     
    You can browse along the pages using the four arrows or using WASD (NOTE: direct code, not controls)
     
    You can edit a page browsing over it and then pressing E: at that point, you will enter in EDIT mode, a green line will highlight the line you can edit. To edit the highlighted line, you can press <Enter>, a cursor will appear on the line and you will be able to write. <Enter> again will confirm your sentence. To quit EDIT mode you will press E again. You can press R to remove a line, except for the very first entry (the one named "NOTHING SO FAR" when you create a new page). You can add a new line pressing N, the line will be added just under the point where you actually are (the green hightlight line). If you press down arrow over the last line, you will automatically add a new line at the end (exactly as if you were pressing N and you were in the last position).
     
    To exit the logbook you must press Q in GameMode and ESC in MenuMode.
     
    NOTE: the keys could seem a lil hard to remember, but they are all written as description near the logbook, when you open it, so you can't make mistakes.
     
    -----------------------------------------
    GameMode vs MenuMode
    -----------------------------------------
     
    GameMode is "realtime", the game doesn't stop. It's more realistic, it will show an animation of your character pinching on the pipboy. If you are using a pipboy replacer / remover, it still shouldn't be that bad.
    Since you can be attacked, there's a safe script that will kick you out from the logbook if a creature is near you
    GameMode requires Lutana and it's a lil more script intensive.
     
    MenuMode is paused game, just like when you open your pipboy or you talk with someone or you sleep. No animations will be triggered nor you can't be attacked. However, in any case you won't be able to open the logbook if are already in combat or an enemy is near.
    MenuMode doesn't require Lutana and it's a lil less script intensive.
     
    --------
    MCM
    --------
    MCM is not mandatory, however it would make easier choosing the few extra options
    1) Debug mode: flag it to check the console spam and understand something more when there are problems.
    2) I've lost my logbook: will give you another logbook if you have lost yours (because it's not considered quest item so you can drop it in a container)
    3) MenuMode: if flagged, will select MenuMode; if unflagged, will select GameMode. If Lutana is not installed, you won't be able to unflag it.
    4) AZERTY bug: this is just for those lucky ones using QWERTY but Beth was really thinking they were using AZERTY
     
    Manual enabling options via console:
    1) Set "xx000AE0".bDebug to 1
    2) Player.AddItem xx000ADD 1
    3) Set "xx000AE0".bLogMode to 1 >>> *** SEE NOTE BELOW!
    4) Set "xx000AE0".iKeyb to 1
     
    *** NOTE: setting to 1 means enabling MenuMode. DO NOT FORCE THIS VALUE TO ZERO IF YOU DON'T HAVE LUTANA!
     
    ----------------------
    Requirements
    ----------------------
    - NVSE v4.5+
    - JazzIsParis UIO
    - MCM (Optional)
    - Lutana (Optional) v11+.
    - 45+ fps (Optional). More it's lower and less it's smooth when you write.
     
    ------------------
    Installation
    ------------------
     
    Install the requirements and then use your favourite mod manager to install this package, or unzip the content inside Data as always.
    If you are updating, please do a clean save.
     
    NOTE for DARNUI users, or whatever custom UI you are using: you can custom the UI alignment using the MCM options, I included a picture that shows the parameters. It's not super easy but if you can manage to make some template for Darn UI I will include them as standard templates in a future update
     
    ------------------------------------------------
    Known Issues and extra notes
    ------------------------------------------------
     
    Until it's Beta, Debug Mode will be enabled by default. Can be disabled via MCM or console.
    Darn UI will probably have a misplacement on the strings, due to the different size. I'll be happy to make a patch if some Darn UI user will drop me a line and will have small patience to send me a screenshot and try the patch.
     
    ------------------
    Permission
    ------------------
     
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
     
    -----------
    Credits
    -----------
     
    Odessa
    Jaam, Luthien, JazzIsParis
    Prideslayer and Doctasax
     
    --------------------------------------
    Video example in game
    --------------------------------------
    [FLASH]


    [/FLASH]

    392 downloads

    Updated

  14. Weapons Hot Keys [FONV]

    Description
    Yesterday I've installed the last Lutana, and this small script is the result. I wanted it since a long time, and I loved to share it.
     
    This mod has 2 purposes:
    1) Automatically store and restore the weapon hotkeys when you enter / exit casinos
    2) Allow to store / restore on the fly 3 different presets for the weapon hotkeys
     
    The first one is done automatically, all you can do is deactivate it via MCM if you don't want it. The three places where this automatic script fires are the Ultra Lux, the Gomorrah and the Tops. I can easily add more places if it's necessary.
     
    The second one is done manually. It -is- very simple, but I have some hard time to explain it right now. Later in the description I'll do a practical example, which is how I use it in game.
     
    Requisites
    MANDATORY: NVSE 5+
    MANDATORY: Lutana 16 (march 2016) - new versions could not work
    OPTIONAL: UIO
    OPTIONAL: MCM
     
    However, the optionals are STRONGLY RECOMMENDED. Without them, weird things can happen, like cows with 2 heads roaming Mojave etc.
     
    Installation
    Drop everything under your \Data, as usual, or use a Mod Manager that is so kind to do it for you. But it must do it diligently and in a correct way of course.
     
    Uninstallation
    Remove the files and make a clean save, traces of the mod will be removed automatically.
     
    Initial recommendations
    This is not mandatory, but it's still a nice thing to do for scripted mods.
    Before installing, go inside a calm interior and save your game, then install the mod, then reload that save and wait few seconds: the mod will make its own initial settings and if no bad things happen then you're ready to go.
     
    Regarding this specific mod: at first, I suggest to go on MCM and make your own initial setup - decide if you need both the features, or unflag what you don't use (it reduces script workload). Then, unflag Debug if it's flagged and you don't have issues. Then, if you decide to use the preset hotkeys, configure the hud position with its option. Also, define how many seconds the menu must stick on the screen. Last, decide what keys bind to the 3 presets if you don't like the default ones (NumPad 1, 2 and 3)
     
    How to use it
    To STORE the hotkeys on a preset, HOLD the preset hotkey for a couple of seconds, until you'll hear a beep sound.
    To SEE what you stored on a certain preset, TAP the preset hotkey: a menu will appear on the screen, showing the keys and the weapons. The menu will close on its own after few seconds (the Menu Time parameter on MCM).
    To RESTORE the hotkeys on a preset, TAP the preset hotkey WHILE the menu is open. Or if the menu is not open, simply TAP-TAP (double tap) the preset hotkey. You then will hear a beep sound (even if slightly different from the store sound)
     
    What you CAN'T do:
    TAP a preset hotkey to check what you stored on a certain preset, and THEN HOLD that preset hotkey because you assume that it will replace it with your current setup. No, you can't, if you do that you won't STORE but will RESTORE instead. So, after that you checked the menu, wait few seconds that it will go away and THEN HOLD the preset key to STORE your current setup.
     
    Practical in-game example (how I usually use it)
    - I set some weapons on the hotkeys. Generally I reserve 1 for melee, 3 for shotgun, 4 for automatic, 5 for rockets, 6 for nades, 7 and 8 are extra
    - I then STORE it on the first hotkey (default Numpad 1). To do that, HOLD the Numpad 1 for a couple of seconds, until you hear a *beep* sound
    - After that, I open again the pipboy and I go under Apparel. I store some outfits on the hotkeys, i.e. a combat set and a "sunday clothes" set, you know, for roleplay when you walk on the Strip...
    - Then I STORE it on the second hotkey (default Numpad 2), HOLDING the Numpad 2 for a couple of seconds, till the *beep* sound.
    - Last, I open pipboy and set some drugs / stimpaks on the hotkeys, i.e. 1 for stimpaks, 3 for psycho, 4 for jet, etc.
    - Then I STORE it on the third and last hotkey (Default Numpad 3), HOLDNG the Numpad 3 for a couple of seconds, till the *beep* sound.
     
    Now, in game, everytime I need to switch weapons, I'll have to recall the Preset 1. To do that, I'll TAP-TAP (double tap) the Numpad 1. Then, if I go to the Strip, I'll change my outfit so I'll TAP - TAP Num Pad 2 and then I'll choose the hotkeys for some classy outfit. Then, if I'm fighting and I'm hit, I'll TAP - TAP Numpad 3 and then I'll press 1 to inject myself a stimpak.
     
    Possible issues
    - The mod doesn't work
    It's pretty generic... however, in order:
    1) Check if you really have the requisites installed and working
    2) Check if the files are in the correct folders
    3) Please report your experience on the thread, possibly checking the console messages after you enabled Debug on MCM
     
    - The mod doesn't store / restore some items, sometimes, randomly
    During my tests, it never happened to me. However, if it will ever happen, I won't be able to do anything because it all relies on some miracle made by some function, and not by me.
     
    - Conflicts?
    Mmmh, nothing I could think about. Pretty hard that it could conflict, no vanilla ID were touched.
     
    - DarnUI et similia?
    On MCM, you can change the aspect of the hud, the ratio, the fonts etc. So if the default hud is not nice, you can configure it in game as you prefer.
     
    - Gamepad?
    90 % of the mod uses "controls" and not "keys", so if you can bind the 3 presets hotkeys on some gamepad button, I think you're ok.
     
    Credits
    hlp for NVSE
    Luthien Anarion for Lutana
    JazzIsParis for UIO
    Pelinor for MCM
     
    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.

    163 downloads

    Updated

  15. Stamina [FONV]

    - 03/06/2016: CRITICAL UPDATE - v2.5 is up; added safecrack to manually force PN values after uninstall if something goes wrong
    - 28/5/2016: CRITICAL UPDATE - v2.4 is up
     
    Description
    A mod that introduces a stamina / fatigue bar in the game, with its own hud on the screen, fully configurable via MCM. You'll get tired while doing normal actions, like run, sprint (if PN is installed, instead than using APs), swimming, grabbing items, wearing heavy armors or heavy weapons, shooting (because of recoil) etc. etc.
    Can be used by other mods, no need to be a requisite.
    Compatible with Project Nevada Sprint
     
    Fast start
    - Load the game, wait few seconds, then go on MCM and activate the mod under GENERAL(picture)
    - Go under ADVANCED and choose IMPORT (picture)
    - Whatever list of files you'll find, select ANICE.INI and load it (picture)
    - Go on MCM, under PLUGINS, check that everything is alright (picture)
    - Under ADVANCED, check that DEBUG is NOT selected (picture)
    - Play! Play!
     
    Purpose
    I had two main purposes. One was trying to introduce some mechanics that were allowing me to differentiate more the character's builds, because in my game I wasn't feeling enough differencies between a trained / strong character and an untrained / weak-but-smart character (leading to high INT as an easy choice and a better deal). The second was coming from Skyrim, and how I'm completely in love for my gameplay there (mainly based on Requiem), so I'd love to bring some of its features on NV, introducing few extra features concerning realism and immershun.
    Actually, I still make tweaks and add features, so I don't expect that everything is perfect and smooth.
    Here's an ingame test of v2.1 (the previous one), with old options based on Anice template:
     

     
    (The bar's on top right, the first one is not much visible at low resolutions when the sun is shining and I turn my ENB off to grab videos)
     
    MCM
    The mod's prenty configurable, there's many options in MCM to tweak better the game experience.
     
    - GENERAL
    General aspect and basic options.
    Picture
     
    - OPTIONS
    It contains the parameters (consuption) used by the formulas in the scripts, for the interaction between the environment and the stamina bar.
    Picture
     
    - ADVANCED
    This section contains advanced tweaking. Some of these parameters shouldn't be touched if you don't really know what you are doing.
    Picture
     
    - PLUGINS
    This section shows relationships with external plugins
    Picture
     
    Install / Uninstall
    Install requisites:
     
    - Latest NVSE (mandatory)
    - MCM (mandatory)
    - JIP UIO (mandatory)
    - JIP NVSE (strongly recommended)
    - Lutana.
     
    Then install the mod, check under PLUGINS if everything is fine, eventually check console to see if there are issues.
     
    To make a cleaner uninstall, go under ADVANCED, then click the option UNINSTALL. Follow instructions on the screen, save, quit, uninstall, reload that save, make a new save.
    v2.5 - I introduced a safecrack to prevent that Project Nevada AP draining isn't restored after the uninstall.
    To manually force its value, open console and write PLAYER.CIOS xx00FC2D, where xx is the number of the stamina mod in the load order.
    That ID is also written in MCM (under Plugins), if Debug mode is active. Also described during the uninstall.
     
    Updates
    Due to the scripted nature of the mod, I strongly suggest a clean save everytime there's an update. Since most of the options can be exported, it shouldn't be too much a chore.
     
    Interactions
    - You can import / export your personal settings (templates).
    Templates are located on Data\Config\Stamina. To create a new template, simply copy paste one of these and rename it.
    Ten files is the max that will be loaded, in alphabetical order.
     
    - You can use a custom bar without making a replacer. Put 2 files (a foreground and a background) inside the proper folder, located in
    Data\Textures\interface\Stamina.
    The files must be named with a specific prefix, see Picture. Size is 320x40.
    Ten files is the max that will be loaded, in alphabetical order.
    The fish bar I included is more like a joke.
     
    - For modders:
    A small example ESP is included in the download section.
    A bunch of infos in this TXT
     
    Credits and Permissions
     
    hlp for NVSE
    JIP for JIP NVSE and UIO
    Luthien Anarion for Lutuna
    Pelinor for MCM
    Adam, TommInfinite, CK for testing
    The two wondrous Daytunas' sisters of ARES, for being such kind testing scapegoats
     
    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.
     
    May 2016: this mod is still updated by me

    372 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

    4,442 downloads

    Updated

  17. Flags - Placeable Map Markers [FONV - TTW]

    -----------------
    Description
    -----------------
    Flags is a small mod I did the past days using some map marker functions of Lutana plugin. If you own the miscellaneous item "Flag pole" (introduced by this mod), then a new option under the Apparel pipboy section will appear, named "[Place flag]". This option grants you the possibility to plant a flag on the ground. A new map marker will appear in that location and you will be asked to put a name for it. To avoid excessive spam of markers, there's a condition which says that another map marker can't be closer than 3000 units.
     
    After your flag is on the ground, you will be able to interact with it, clicking on its pole. You will be able to rename the map marker, change the icon on the pipboy, change the banner on the flag (see below), remove the flag and check how many flags are avaiable.
     
    To obtain flag poles, you can craft them at the workbench, but the recipe will appear only if you own the book "You're C.A.R.P.E.N.T.E.R." in your inventory.
     
    Everything you need to start using this mod is located south of Goodspring, inside a buried building, near the place where Barton Thorn asks you to kill geckos. However there's a "Cheat Trunk" that you can enable via MCM or console, it will spawn a chest with all the items in front of Chet's shop in Goodspring.
    (note: after enabling the cheat flag, if the chest doesn't spawn, it could be necessary to save / reload or fast travel somewhere / back)
     
    --------------
    Location
    --------------
     
    An unmarked buried building south of Goodspring, near the place where you need to kill geckos for Barton Thorn. It was once a workshop used by carpenters to craft things. In this place you can achieve the book "You're C.A.R.P.E.N.T.E.R." which allows you to craft the new items. If you go there by night, it's very dark and somewhat scary. If you have a follower, probably it won't follow you down there, they'll remain outside and laugh because you felt down inside the building. Not a big deal, it's just a couple of rooms, you probably will remain alone for no more than 25 seconds, don't be sad!
     
    --------------
    Banners:
    --------------
     
    When you first plant a flag, it will have a black banner, but you can change it choosing from a small list of factions. It is mainly aesthetic, but it could be used to gain an extra buff if you enabled the Buff option inside the MCM. Different faction >>> different buff.
    On MCM there's also an option to visualize the buff effect: the ones affected by the buff of the flag will light on - it was mainly to test who and when someone is affected.
     
    The player will always receive the buff, no matter what faction he is friend or what. But the near npcs, they will receive a buff concerning their factions. So for example if there's a war between NCR and Legion, and you put a Legion flag, the Legion characters in range will receive an extra buff.
     
    The buff range has a radius of 2000 units and it leasts about 30 seconds when it's active. It won't stack (i.e. you can't take a buff then change fast the flag so you take another buff)
     
    List of factions and relative buffs:
    > Black flag - No buff
    > Brotherhood of Steel - Increase Fire / Poison / Rad resistance by 15
    > Great Khan - +25 Damage Resistance; +10 Action Points
    > Legion - +1 Agility; +1 Perception; +5 Melee Damage
    > NCR - +1 Endurance; +1 Strenght; +5 Damage Threshold
    > Followers of Apocalypse - +1 Intelligence; Restore Health +2/sec
    > Lucky 38 - +2 Luck; +5% Crit.Chance
     
    -------------
    Crafting
    -------------
    The pole flags can be crafted, along with few other general goodies. Even if you can craft all the flags you want, there's a max limit in how many
    of them you can plant. This limit is 50, and you can see the remaining flags using the option on the flag menu "Avaiable flags". This limit could be increased in the future, for now I thought it was big enough.
     
    I introduced the possibility to craft few other items, like crates, barrels, a portable bedroll and even some flammable barrels that will explode if you shoot them, so I could make a better small camp near my flags.
    All these items more or less require Spare Parts (=Scrap Metal), so I also introduced new recipes to breakdown common clutter to scrap metal.
     
    They can be crafted at the workbench and they have their own category to be filtered, but since the crafting list is always cluttered with thousand recipes and I can't suffer that, I made all the recipes dependent by the crafting book called "You're C.A.R.P.E.N.T.E.R.": if you have this book in your inventory, then you will see the recipes. If you drop this book, then you won't see the recipes anymore. I placed 2 copies inside the buried building, be careful to not loose them. In case, there are more copies inside the Cheat Trunk.
     
    These new "special items" you can craft, they are scripted. You should only drop a quantity of 1, everytime, because if you'll use the slider and put a higher quantity, only one will appear in game and you will loose the other ones, so be careful.
    When one of these items is on the ground, if you activate it standing up you will interact with them (i.e. sleep on the bedroll, open a crate to put things inside etc.), but if you activate them when you are sneaking then you will pick them again. If you placed some things inside a container, these things will go back automatically in your inventory.
     
    List of clutter you can dismantle to obtain Scrap Metal: Pot, Dog Bowls, Coffee Kettle, Firehose Nozzle, Hammer, Iron, Lawnmower Blade, Leaf Blower, Lunch Box, Paint Guns, Pan Cooking, Pressure Cooker, Steam Gauge, Tin Cans, Bent Tin Cans, Toaster, Vacuum Cleaner, Wood Chipper
     
    List of items you can craft: portable bedroll, small and big wooden crate (container), ammo crate (container), dufflebag (container), wooden barrel (container), pole flag (...), flammable barrel (explosive)
     
    --------
    MCM
    --------
     
    MCM is not mandatory but it's strongly recommended. The few options inside allow you to enable / disable debug mode in case of problems, the buff effect of the flag, the visual magic effect and enable the cheat trunk. This is a trunk in front of Chet's in Goodspring, it contains every item added by the mod, so you can avoid the small quest too if you are not in the mood.
     
    If you don't own MCM, you can still set variables using the console, to 0 (Disable) or to 1(Enable):
    Set "xx000ae7".bDebug To 0 / (or 1) >>> Disable/Enable the debug mode, descriptions spamming on console.
    Set "xx000ae7".bBuff To 0 / (or 1) >>> Disable/Enable the buff provided by the flags
    Set "xx000ae7".bBuffEffect To 0 / (or 1) >>> Disable/Enable the visual effect you see on actors when they are affected by the buff
    Set "xx000ae7".bCheatTrunk To 0 / (or 1) >>> Disable/Enable the cheat trunk in front of Chet in Goodspring.
     
    ...where xx is the index of the mod in the load order.
     
    -----------------
    Installation
    -----------------
     
    - Install NVSE (Mandatory 4.5+ something)
    - Install Lutana plugin (Mandatory 9+, uploaded 11/02/2015 or newer)
    You can find a temporary copy here. It must be manually copied inside Data\NVSE\plugins
    - Install MCM (Optional, but recommended)
    - Use a mod manager to install the archive or unpack manually everything under Data, as you usually do.
     
    As from version 1.2, TTW was made compatible. If during the first initialization TTW is found in your LO, the script will automatically moves the ruined building near Megaton. Also, the cheat chest is moved outside Vault 101.
     
    --------------
    Conflicts
    --------------
     
    The only vanilla cell which was modified is outside the playing zone, so basically no vanilla record were changed. I can't think to anything else right now.
     
    RECOMMENDATION: don't forget that it's always a good idea to not save while a scripted sequence is running. For this reason, avoid saving during those 5 seconds from where you click on the option [Plant flag] to when the flag is really planted.
     
    ---------------------
    Known issues
    ---------------------
     
    - When you drop one of the new scripted items (crates, barrels etc.etc.) you can't do it in a quantity higher than 1. For example, if you want to drop 4 crates, you must drop 4 times 1 crate. If you choose 4 in the slider, you will loose the other 3. Flag poles are the only exception.
     
    - There are cases where the cheat trunk doesn't appear, it should be enough to fast travel somewhere and then fast travel back in Goodspring, or Save / Reload the game.
     
    - When you name the flag, you will see "enter character name": this is because I'm using the player's name box to change it, that description can't be changed.
     
    - When you slip down inside the buried building, probably your companion won't follow you automatically. Not a big deal, there's only a couple of rooms down there.
     
    -----------
    Credits
    -----------
     
    - Jaam and Luthienanarion for the script extenders
     
    ------------------
    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.
     
    -----------------------------------------------------------------------------------
    Everything that could happen in game with this mod
    -----------------------------------------------------------------------------------
     
    [FLASH]


    [/FLASH]

    208 downloads

    Updated

  18. Wasteland Stress

    Adds a Stress mechanic to Fallout: New Vegas's Hardcore Mode.
     
    How it works:
    -Stress piles up every second you spend breathing. (5 Stress/second)
    -Six tiers of stress, with 2500 Stress for every tier.
    -Stress increases even faster under certain conditions (being in combat, having low health, radiation poisoning or low weapon health)
    -Stress can be decreased by either sleeping, using alcohol/relaxing chems or playing a minigame (caravan, blackjack etc.)
    -If you can't keep your stress low, you will experience debilitating side effects (the vanilla hardcore diseases are nothing compared to this.)

    568 downloads

    Updated

  19. AutoClicker

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

    59 downloads

    Updated

  20. Unlocked MCM: advanced MCM scripting templates

    What it is:
     
    This is a script template resource designed to help FNV modders create complicated MCM menus that don't stretch out over multiple, simultaneously running quest scripts. Its main feature is that it keeps the entering of the information entirely separate from the handling of it.
     
    This reduces the amount of code processed when the MCM menu is displayed or anything is adjusted, improves readability & navigation for the modder, allows for almost any aspect of your MCM menu to be adjusted in-game, and avoids silly mistakes on your part when it comes to specifying UI strings because you no longer have to.
     
    The handling of it is done in a compact handling script, which should really be all you'll ever need no matter how many options, submenus or even menus you have. It is entirely set-and-forget. (The standard script provided assumes you have your intel in quest variables, but the system can easily be adjusted to read from and write to any other type of variable storage, see the 'advanced use' folder.)
     
    The entering of it is done separately in a UDF and becomes a one-time deal, unless you change or add options in a mod update, in which case you simply run it once again. A few other aspects that don't need to run all the time, like adding the MCM items to the formlist and creating submenus, have been exported to UDFs as well.
     
    What it ain't:
     
    - a replacement of MCM: you still need MCM
    - a patch to or modification of MCM: it's just an alternate way of doing the scripting that you have to do in your own mod
    - an actual mod: don't try to install this package to your game folder with a mod manager
     
    Why I did it:
     
    - script size
    Rather complicated mods need lots and lots of different types of options for the player to manipulate in MCM. Creating MCM scripts isn't terribly difficult if you follow pelinor's manual & have some basic knowledge of scripting, but you soon run into problems with size and have to splice the code over multiple running scripts, several times in fact as your mod grows and you keep adding new options. This is mostly due to the fact that so far each and every bit of UI intel for every option needs to be entered in manually, using string parameters to the UI functions, and all of that takes up quite a bit of 'compiled script size'.
     
    - readability, ease of use
    If you have multiple types of options scattered over multiple submenus, keeping track of what everything does and stands for becomes a headache. Got distracted for a second, now I'm gawking at some intel pertaining to option 5, let me scroll back up - oh yes, submenu 3..., what was that again?, and what section am I in - default or defaultscale... Crap. Separating the handling of the intel from the entering of it drastically improves readability in itself. The only script you need to navigate is the map population script.
     
    - script overhead
    If you have multiple MCM scripts iterating over x elseif conditions, checking out in which submenu you are or what option you're manipulating for every section you're in, you're really always running chunks of code that are not applicable for the situation at hand. This system only ever processes code that is applicable to the current submenu (reset & default sections) or the current option (all other sections). Not that MCM scripting was ever considered a resource hog because it's in menumode 1013, but every little bit helps.
     
    - adaptability
    Because none of an option's parameters are manually entered in the handling script anymore, but kept in a map structure, it's now possible to change any of them on the fly from another script that adjusts the information in the map structure itself. Any option's title, type, the variable it refers to, a scale's min/max/incr/decimal parameters, or the strings associated with types 1 and 7 - it's all entirely adjustable. The same goes for the number or ordering of options per submenu, or display parameters like indentation, highlighting and coloring. This allows MCM to be used to create dynamic systems.
     
    - some extras
    The templates are set up to automatically set all your variables to the default values you stipulate in the maps when your mod first initializes, and do the same for any new options you add when you update if you mark them as being new.
    The system allows for the state switching of both options and submenus by consulting an optional UDF.
    For each option type associated with a single variable (1/2/2.5/4/5/6), the handling script will also call an optional UDF when the value changes, providing a lot of intel as its parameters. This is necessary for the state switching of submenus, but can be of use for any number of things (see 'adaptability').
     
    Kudos:
     
    pelinor for MCM
    hlp for NVSE4+, as always
    Odessa for most of the 'start log' script and her work on the GECK wiki these past few years
     
    Needed:
     
    NVSE 4.6.3+, ideally 5.0.3 because you should always use the latest version
    MCM 1.5
     
    Recommended:
     
    A sense of what UDFs are.
    A sense of what arrays are.
    Failing that, the ability to follow instructions and follow a template should at least set you on your way.
     
    Permissions stuff: public domain

    302 downloads

    Updated

  21. 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.

    217,114 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)

    6,822 downloads

    Updated

  23. BodyMorph 1.x [Fallout NV]

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


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

    17,947 downloads

    Updated

  24. 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.

    4,362 downloads

    Updated

  25. Deserted Radio Station - Couriers Home

    Welcome to the Deserted Radio Station - Couriers Home Mod
    Version 1.0
    by Morgan Riggs
     
    About
    The Deserted Radio Station is my first mod for Fallout New Vegas. It is a smaller but organized and functional player home.
    The home includes the absolutely amazing mod "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8, for sorting equipment from your inventory to your home.
    The Radio Station is a lore friendly home with a cozy vibe to it. It is located between the strip and Vault 34 upon the hill of Vault 34.
     
    THIS MOD IS NO LONGER BEING UPDATED AND IS CONSIDERED COMPLETE.
     
    Other mods I've made
    WoSD - Weapons of Sex Destruction
    Boxing Gloves retexture - RENO
     

    ATTENTION!
    When you are updating to newer versions please make sure that you equip all your stored items and move your character out of the building and area.
    This is in case of updates that could interfere with your placement of your character or storage of items.
     
    Features
    A lore friendly home for you character
    Fully functional equipment sorting system to sort your inventory to containers in the radio station for both the lower and upper floor. (See the Sortomatic mod for more information on how to use it)
    A nice view overlooking the strip, Helios and Lake Mead
    A map marker for fast travel
    A small quest that gives some history of the place and its previous owner
    A unique weapon found later in the quest. It is slower than the original weapon but has more of a kick to it and uses a different kind of ammo!
    A bird pet static in the radio station
     
    Compatibility / Requirements
    This mod is using various items and clutter from four different expansions of Fallout New Vegas it also uses Sortomatic Mod.
     
    Expansions
    Dead Money
    Old World Blues
    Honest Hearts
    Lonesome Road
     
    Mods
    "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8
    NVSE

     
    BUGS / ISSUES
    If you would notice or experience any bugs please do contact me via private message or in the posting section of this page. All feedback is greatly appreciated!
    Try to get photos or video capture of the bug that you've experienced.
     
    Credits
    Many thanks goes out to
    - tunaisafish and Gribbleshnibit8
    For making an excellent mod tunaisafish and Gribbleshnibit8, Sortomatic - Modders Resource
     
    - Mike Hancho
    For making some excellent mods and tutorials on youtube that actually got me started modding Fallout New Vegas
     
    I hope that you will enjoy this new home, and please take a moment to endorse and give me some feedback so that I can improve and become a better modder.
     
    mod by Morgan Riggs

    395 downloads

    Updated

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