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Fallout: New Vegas Regular Mods

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  1. Kendo 2's Sexy Leather for Type3

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

    2,684 downloads

    Updated

  2. Sinblood Venomous Armor Type3 Cali Boobs

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

    2,021 downloads

    Updated

  3. BodyMorph

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

    7,200 downloads

    Updated

  4. Old World Blues Self Cannibal

    This is a simple mod that lets you eat your Brain , Heart and Spine after you obtain them in Old World Blues. Message me or post on the topic if there are any bugs in the mod. Ensure its near the end of the load order.
     
    Download Link: https://userscloud.com/idlo9rtg4fjm

    107 downloads

    Submitted

  5. Wild Wasteland Perks

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

    814 downloads

    Submitted

  6. Meyla the Berzerker - female child companion

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

    4,623 downloads

    Updated

  7. F:NV - DW7 Ma Dai Modern DLC Playermodel

    Got too excited when I saw the new koei game, looked around and found out the Warriors games are rippable


     

    This is a test drive, and it works perfectly for Fallout New Vegas.



    -----


     








     
    Found within the lockers of GoodSprings Schoolhouse
     
    -----
    Models rights go to Koei Tecmo

    91 downloads

    Submitted

  8. Life is Strange Facemasks

    Facemasks from Life is Strange



    They have no facial animations and are best used with a seam concealer


     

    I'll continue to update this, as I extract more characters and port them :v


     

    ~1.0~


     

    Chloe & Max


     




     

    They're within Goodsprings Schoolhouse Lockers


    ​------
    credits to Dontnod Entertainment for the models

    761 downloads

    Submitted

  9. Heaven's Motel

    Welcome to Heaven's Motel.
     
    A nice FALLOUT 3 megaton style house (or whatever you wanna call it)
     
    Its located near repconn HQ (one with the "demons" inside), you cant miss it walking to repconn HQ after the Checkpoint its to the right when going down hill
     


     
     
    Requires Fallout NV and Honest Hearts DLC.
     
    This mod is not to be released anywhere else then Loverslab and Gunetwork. If found else where Send me a message VIA inbox.

    219 downloads

    Submitted

  10. Home101

    This is a mod i made awhile back but its an updated version never before released.
    It is a simple players home with plenty of storage.
     
    It is located in-front of Aeritech Office Park
     
    http://fallout.wikia.com/wiki/Aerotech_Office_Park
     
    Go straight back from the door its the house on the left (not the big one, the small one with white fence in front.
     
    Please comment feedback!!!
    What you would like to see in the next house!!
     
    Requires All DLC for Fallout New Vegas besides the weapon packs.
    Just main 4 DLC + Gun runner Arsenal
     
    This mod is not to be released anywhere else then Gunetwork and Loverslab.

    160 downloads

    Updated

  11. Searchlight Airport Home

    This Player home is located in Searchlight Airport, But to get there you use the helicopter next to the gas station in good springs.
     
     
     
    Raz mods are no longer needed and come with the Rar included in the download, I put it as a mirror cause apparently loverslab didn't want me uploading a giant file and ran into problems >_<
     
    Install this mod like you would install anything through NMM. The raz folders go directly in the right place.
     
    Also, bug fixes ha.
     

    Screenshots

     
     
     
     
    This mod is intended for LoversLab and Gunetwork. For use of my mod in other mods PM me
    Also dont go posting it on other places!

    275 downloads

    Updated

  12. Gun Runners Home

    5th mod on Loverslab!!
     
    Gun Runners Home
    Located next to Gun Runners Store
     
    Uses Dead Money house textures!
    Uses OWB television (thats the only reason it needs OWB lol )
     
    Hope you enjoy!!
     
    The pictures are dark due to my ENB. (nevada skies enb stuff)
     
    Requires: Fallout New Vegas
    Dead Money and OWB
     
    Do NOT release this mod or alter it in ANY way.

    256 downloads

    Updated

  13. (TTW) Chargen Quest Overhaul

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

    1,006 downloads

    Submitted

  14. TTW Colored Tranquility Lane

    Just a simple mod which adds color to the Tranquility Lane Simulation so you can have all the bright colors the assets deserve to catch.
     
    Sorry for the interiors still being black and white, now fixed

    370 downloads

    Updated

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

    Butch Deloria Companion for New Vegas
    (fully voiced)

     
    Description

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

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

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

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

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


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

    738 downloads

    Submitted

  16. TTW - Train Station Access Via Inventory

    Cheat mod that will allow you to purchase or simply take a train ticket to or from each wasteland and transport you into the train.
     
    Use it to verify that you've installed TTW correctly, because you have to constantly create new characters for testing or some other reason, or because you feel like being a dirty, dirty cheater.
     
    If you start in the Capital Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have exited Vault 101 and the Following in His Footsteps quest has started. The DC to Goodsprings option will only display if you have completed Doc Mitchell's Ain't That a Kick in the Head quest.
     
    If you start in the Mojave Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have finished Ain't that a Kick in the Head.
     
    NOTE: If you transport from DC to Goodsprings or from NV to Vault 101, the travel does not account for time the way that the train ride, which takes two weeks, does. It is instantaneous. Additionally, a ticket is NOT added to your inventory if you select one of these options as that you are effectively skipping the train.
     
    Vault Girl Images are NOT included in this mod. If you're interested, download the Complete Vault Girl Interface mod by tragiverse.

    875 downloads

    Updated

  17. JASPM

    JASPM 1.0
     
    What it is, how it happened
     
    JASPM stands for "Just Another Stash Pack Merge". Well, it started out as one.
    The 4 packs' plugins are obviously screaming to be merged, so that's what I did at first, for myself, but due to the packs' use of record injection, simply merging invites incompatibilities with mods that alter the items etc, so I duplicated the formIDs to mimic the same thing.
     
    While I did that, I noticed just how completely sloppy the stash pack system was made:
    - You get spammed with 4 messageboxes.
    - FalloutNV.esm continually checks which packs you have installed, every 5 seconds throughout the game session, although once on load would be enough. It uses a silly script too
    - Each of the packs' quest scripts continually run, every 5 secs throughout the game session, to add the items if checking with the FNV handler quest determines you either run the pack for the first time, or un- and reinstalled it. Again, once would be enough.
    - Not only does the vault canteen script spam you with the notification that you're drinking from it, every 5 minutes in the game, but it also runs this quest script whether you have the canteen on you or not.
    I'm not even talking about, or touching, the fails with stats and weapon mods for the weapons.
     

    What it does
     
    There are other mods that change how these items end up in your game. Me, I don't go for adding them to the world or in levelled lists - these are after all only useful in the beginning of the game, and I don't like cluttering my wasteland. Others simply give you a message menu so you can decide which one you want, or all, but then you can never get the others if you change your mind later.
     
    When JASPM first loads, you also get a message menu, you can choose either one, all, or none. Whichever ones you don't choose get added to the wardrobe in Doc M's bedroom.
     
    There are 2 versions here, one 'vanilla' that can just replace your stash pack esm's, and one that's compatible with YUP by copying Yup's edits as well (these are Yukichigai's own, which he says are permissions-free). The one for YUP relies on YUP to inject most of the items so its fixes get loaded with that, the other one does it himself exactly like the stash packs did.
    .
    They both:
    - disable NV's monitoring quest
    - don't spam you with "shit you just installed is installed" messages, don't add them to your game either
    - don't run the individual packs' quests because without the pack esms present and these plugins not adding them they don't exist
    - only start the canteen quest when it is added to your inventory, stop the canteen quest if you no longer have it next time it runs
    - remove the canteen message spam
     
    Install
     
    - remove the stash pack esms
    - make sure you have some way of loading the bsas, either by renaming them similar to vanilla's, renaming them to start with "JASPM", or let MO handle them if you use that
    - pick the JASPM you want
    - if you have the one for YUP, load that after YUP
     
    Issues, incompatibilities, headaches, heartaches, heartburn, indigestion, constipation...
     
    Existing items should still be in inventory after changing, they kept the same FalloutNV.esm formIDs so to the game you should be good. You will get the choice menu anyway.
     
    Other mods changing anything about the stash pack that have either or all of the stash packs' esms as a master won't work (missing master). That's on them - since the packs use record injection, they should've too.
    Will be incompatible with other mods depending on FalloutNV's monitoring quest script to know if you have a pack. That's on them too. IsModLoaded is your friend. Luckily I don't think many mods look that up.
     
    If you don't have all stash packs, picking an option that gives you the items of one you don't have will give you items without assets (meshes, textures, statics) because you don't have the BSAs. Picking that option is on you. Not picking ones you don't have will end up adding such items to Doc M's wardrobe. If you're raiding it later on, don't forget you don't have the BSAs.
     
    If mods editing the unique items refer to the falloutNV.esm formIDs, then whichever conflicts you see are the exact same as if you either had the packs installed for the vanilla version, or had both the packs and YUP installed for the YUP version. Figure it out. The only exception is the weathered pistol - YUP adds a duplicate to your inventory with better weapon mods, my YUP version adds the same thing.
     
    Permissions stuff : feel free to do whatever you like with it
     
    For the cheaters
     
    To run the choice menu again after you already have, type
    set "xx000DBB".iInit to 0
    startquest xx000DBB

    181 downloads

    Updated

  18. Havok Bouncer for Deedes' "The Skeleton" [FONV]

    An OPTIONAL file for Deedes' wondrous "The Skeleton".
     
    It's a very small script that can be used INSTEAD of the TheSkeleton-CorpseFix.ESM
     
    Differencies:
    - It doesn't modify any vanilla ID
    - It solves the "raising dead" glitch on corpses from mods too
    - It works at runtime, so it's slower to start: it requires about 1-2 seconds to poke every corpse everytime you change cell.
     
    I did a small video that shows the difference in game:
     

     
    Requirements:
    - NVSE 4.5+
    - MCM
     
    Install:
    Unpack the content inside Data, or use a mod manager. It's a single file, so to uninstall it you simply delete the esp.
    The first time you go in game, it must be ACTIVATED in MCM, because it is DEACTIVATED BY DEFAULT.
    Remember: use this one OR Deedes' Skeleton-Corpses Fix, not both. While it won't cause troubles, it will create an additional work for your system that could be avoided.
     
    Technical:
    It's a simple scanner, whose frequency can be configured on the MCM. Everytime there's a cell change, it scans with depth 1 for corpses and fills an array. Later, it will walk the array in gamemode (frequency configurable via MCM, under the voice "smoothness") and will poke every raised corpse, so that it will bounce back on the ground. The impact should be very minimal on your system, however I would love feedbacks.
     
    Incompatibilities:
    I can't think to any possible incompatibility right now.
     
    Credits:
    All the credits go to Deedes, hlp and Pelinor.

    297 downloads

    Updated

  19. FPS Counter [FONV]

    ----------------
    Short description
    ----------------
    A simple-but-fully-configurable in-game FPS counter, to check the framerate, mainly for statistic and debug purposes. Or to make fun of your friends with bad rigs, showing them how high your FPS counter can go.
     
    This counter tracks down the time a frame leasts inside an effect, so it's strictly related to script execution and nothing about graphic. However, since graphic and scripts are related on their owns, you should see similar values to those you could see (for example) with Fraps.
     
    ------------
    MCM Options
    ------------
    - Enable FPS Counter: pretty explanatory... it allows to enable/disable the mod. The first time you load the mod it's disabled by default.
     
    - FPS Counter Position: clicking on this option, you will be kicked out from MCM and you will be able to decide the hud position. All the controls are written on the screen once you select this option, so don't worry to remember them, however the keys are: arrows or the control movements(WASD) move the hud, speed up the hud movement keeping Run pressed (SHIFT), change the font using Activate / Reload (E/R), enable / disable the infos on the screen using Grab (Z), confirm with Jump (SPACE) or Pipboy (TAB), reset to default pressing Auto-Run (Num Lock).
     
    - Mode: you can choose between FPS (frames per second) or MS (milliseconds, the time every frame leasts)
     
    - Refresh time: this parameter could be controversial, so please be careful to its interpretation. If you are unsure, just keep it very low (0.05-0.1), as per default.
    I introduced it only to catch spikes and understand their intervals. The way the mod works is grabbing EVERY frame time and choose the smallest value among the <Refresh Time> interval. This means that if you set the max value (2 seconds) you could notice that the FPS value drastically drops down. THIS DOESN'T MEAN YOUR FPS IS THAT LOW, this means that during the interval of 2 sec. you had at least one frame with that low framerate (= a "spike").
     
    - Threshold: under this FPS value, the counter will become red. It's just a way to catch the low values more easily.
     
    -------------
    Requirements
    -------------
    - NVSE 4.6+ (note: in date 12/05/2015 it is the Beta version on Silverlock)
    >>>> It wouldn't be bad installing the most recent one, you can find it on hlp's thread on Beth forum (note: in date 12/05/2015, it is the link to v5.0 beta 1 from his Dropbox).
    - UIO
    - MCM
     
    Personal note about requirements: if, in general, you feel you dont' want to install requirements like the ones stated above, for whatever reason you could have ("they're not safe!", "my computer's old and slow!", "once my cousin installed it and it broke his level 50!", <insert here some other unfounded excuse>), if you love modding then you should really start to think about it seriously. Requirements like these are top-notch modding, made by professional modders, created to break the barriers of common modding, introducing new wonderful features. And this is the same for every other extension you can find around, like JIP or Lutana. In my opinion, they should be considered on the same level of VANILLA, when people make a NV installation.
     
     
    -----------
    Installation
    -----------
    Unpack everything inside your Data folder. To uninstall, remove those few files and make a clean save.
    Please report if you have issues so that we can solve them together.
     
     
    ------------
    For modders
    ------------
    aFPSLowFPS event dispatched everytime it goes under the threshold value.
     
     
    ------
    Video
    ------
     

     
     
     
    -------
    Credits
    -------
    hlp for NVSE
    JIP for UIO
    Pelinor for MCM
     
     
    -----------
    Permissions
    -----------
     
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    380 downloads

    Updated

  20. Interiors for NV

    Description:
     
    These are some of the interiors I used and still use, merged in a single ESP. Some are better cluttered than other ones (new ones are usually better), but generally they're not that "empty" since I like cluttering. They can be used for different purposes / modified / whatever you want, just read permission.
     
    Maybe in the future I'll add more of them, but for now there are only 35 fully navmeshed cells, essentially:
     
    - Two basements
    - Two big buildings: 2 floors and 3 floors
    - Three "dungeon" kinds: a heavy cluttered shopping center with a main hall and 3 separated cells, a shop that leads to a cave, a dark lab / slaughterhouse with a good quantity of gore
    - Fourteen houses: different tilesets, various kinds (houses/rooms/motel rooms), some vanilla recluttered, some new shapes, some classy and some dirty
    - One utility / industrial kind
    - Three shacks (one with a cave below on a separate cell)
    - Three shops (two made by two separated cells)
    - A train station interior
     
     
    Technical:
     
    - All the cells are prefixed with aai + name/category + number, their names contains a small description
    - The lights are as I liked them, maybe they're not for everyone's taste, they're balanced for vanilla. Emittance should be setted (I didn't check if it kept it after the copy)
    - Doors are not linked, even the ones to the sub-cells, so you can use only a part of them.
    - Full navmesh > needs to be finalized when linked
    - I removed scripts, activators, markers, audio markers and thousands unique IDs, replacing with vanilla, I hope I didn't miss anything, in case let me know
    - Even if I changed all the unique assets with vanilla ones, the cell called aaIBuilding01 still needs an extra tile to fill a small gap. To notice it, you must climb the stairs and watch over your head at the end of these. I included the mesh in the archive, but I didn't create a new ID so that everyone will call it as he prefer concerning his mod. That tile should fit good snapping the grid
     
    - Since I modified them to be vanilla compatible, to copy an interior inside your ESP you just need to:
    >>> Load your ESP and this one, flag your ESP as active.
    >>> Don't touch anything, just load the new cells in the render window and take a look, choose the one you like.
    >>> Duplicate that cell, rename it as you wish, save.
    >>> Reload your ESP all alone now: it should contain the new renamed cell inside.
     
     
    COC:
     
    I didn't include COC Markers. If you still want to take a look ingame, you probably will land on the ceiling. Anyway, these are the names of the cells to COC:
    aaiBasement01, aaiBasement02
    aaiBuilding01, aaiBuilding02
    aaiDungeon01, aaiDungeon02, aaiDungeon02a, aaiDungeon02b, aaiDungeon02c, aaiDungeon03
    aaiHouse01 to aaiHouse14
    aaiIndustrial01
    aaiShack01, aaiShack02, aaiShack02a, aaiShack03
    aaiSoph01, aaiSoph01a, aaiSoph02, aaiSoph02a, aaiSoph03
     
     
    Permissions:
     
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    183 downloads

    Updated

  21. Interior retexture - 3 set

    These are some little retextures I did while creating Alice. Nothing great, if you hear me, but maybe someone could still like them and use them. I mainly did them to reduce the sensation of deja vu I usually have when I enter in new buildings ("oh... this is not a station, this is the Sarsaparilla Factory!").
     
    Keep in mind this:
    - Some textures are twice the resolution of vanilla
    - Some textures lack of Normal Maps because I liked vanilla ones over them, it allowed me to reduced the size
    - A LOT of textures lack of MipMaps (because of the size thing...) but you can easily do them in few clicks with GIMP or Photoshop. Or don't use them if you can stick with it.
     
    Unpack the content inside Data, it will create meshes\LL\etcetc. and textures\LL\etcetc. I included meshes with already the path changed, so it's less work for you. They could have different names, but still they include the original name on them, so you can easily understand which tile are they corresponding when you'll create a new tile ID in the GECK.
     
    There are 3 sets, here some pictures of how they appear ingame:
     
     
     
     
     
    Permissions:
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    104 downloads

    Updated

  22. Kiss

    This was a fast 400 frames couple animation I did while I was trying my camera plugin. It's quite inaccurate and needs to be cleaned, I did just to take a look at the camera effect so I didn't care a lot about details. But someone liked it and told me if I could share it, so here it is.
    Here's how it appears in game:

     
    I included both the nif exports and the Blender file, mounted on vanilla bodies and skeleton.
     
    As a newbie, I see animations imports / exports quite abstruse to work with, as many other things in Blender. I did this following the great tutorial made by Labrat (I can't find the link... but it's here in LL). So, if you like animations and rabbits don't scare you, I really suggest you to take a look at that tutorial.
     
    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.

    1,568 downloads

    Updated

  23. Remote Control Explosive Car - Beta

    SHORT DESCRIPTION
    If you want to try this, just watch this video AND read KNOWN ISSUES below

    https://www.youtube.com/watch?v=_jmdZja36hI&feature=youtu.be

     
    UPDATE
    It now requires this to be downloaded separately, to increase compatibility. You place it inside your Data folder, activate it and put it before in your Load Order.
     
    LONG DESCRIPTION
    While waiting for Nina, I did this mod as a proof of concept, it was a nice way to test the reliability of some UDFs I did few days ago. This is classified as Beta because I just uploaded to have more tests on the "core" itself, trying that on other NV installations. Anyway, if it will work fine, this "bomb" will be craftable and I will hide the schematics inside a short quest involving some fiend bloodbath.
     
    HOW IT WORKS
    Take this bomb inside a trunk just in front of Doc Mitchell's house, on a wall. They are "ingestibles", it means you will find them under "Help" (or is it Aid?) in GECK, just like food.
    When you use it and close the pipboy, you will be forced to equip a detonator, there's no way to remove it. After 1-2 seconds (it varies by game delays), a small buggy will be deployed on your feet, you will hear a sound like something that falls on the ground. DON'T CLICK your left button! or it will detonate just on your feet
    At this point, you can decide to go a bit more far and detonate it, so it can be used just like a remote control mine, just like C4, or you can point your crosshair on the little car and activate it. A small menu will allow you to take the car back (so the detonator will be removed by your hands) or start driving the car (with the option Activate).
    To drive you can use WASD just like you move your character. Still, if you press Fire, the car will detonate.
    On top left there's a small hud that shows the damage of the car hull. If a monster will attach the car, when the health reaches zero it will detonate automatically.
    Also, if while you drive the car your character with the remote control is attached by an enemy, the controls will go back to you and the car will detonate automatically (so be careful).
    If you deployed the car and an enemy is attacking you, you won't be able to Activate it and drive against him, no matter if he's very far, if he's in the Combat condition you can't drive the car.
    I guess that's all.
     
    FUTURE PLANS (if everything works fine, much or less)
    - Solving known and unknown bugs
    - Putting a small quest to gain the schematics so that the car will be craftable
    - Nerfing the explosion (fatman explosion is just a placeholder, it was nice to see)
    - Putting a max range of the controller, definetely shorter in interiors
    - Increase compatibility
     
    INSTALLATION
    Requires last NVSE, what is it... 4.2something.
    Drop the content inside your Data folder, activate both the ESM (CamUtil.esp) and the ESP (BoomBoom.esp).
    If some program tells you "hey it's marked as esm but it's an esp!", answer it that yes, you can read.
     
    UNINSTALLATION
    .(pse.mooBmooB) PSE eht dna (pse.litUmaC) MSE eht thob etavitca ,redlof ataD ruoy edisni tnetnoc eht porD
    Basically, do the contrary of what you did when you installed it.
     
    KNOWN ISSUES
    - Since it's a beta, when you deploy the car till you detonate it, your console WILL SPAM A LOOOOT OF MY MESSAGES! can you disable them? yes but I don't tell you how. They don't hurt you and could help me if something goes wrong with you.
    - ALMOST FULLY INCOMPATIBLE WITH PIPBOY REPLACERS! for now I'm sure that Readius works fine (next thing I'll fix) should be fixed
    - INCOMPATIBLE with non-vanilla companions, just leave them grazing at home (next next thing I'll fix, at least for the most common ones) should be fixed
    - PROJECT NEVADA: if you sprint with the detonator on your hand, the car will detonate, so CAREFUL!
    - I can't really call it "script intensive", but well there are scripts running. If your installation is slow, something could not work fine. If you're unsure, please create new savegames and don't overwrite old ones.
    A good way to understand if you're in danger: if the car doesn't do what it's supposed to do, like in the video, you're in danger.
    At that point, really, DON'T overwrite your savegames. Please.
     
    CREDITS and PERMISSION
    Doctasax for his wonderful UDF tutorial
    REZ for his wonderful buggy mesh resource
     
    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.

    211 downloads

    Updated

  24. A bunch of UDFs

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

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

    164 downloads

    Updated

  25. Fem Walk Replacer - Fallout New Vegas

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

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

    [/FLASH]
     
    ------------------
    Installation
    ------------------
    It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma
     
    Unpack the content inside your Data. If it asks you to overwrite something, it means you are not using vanilla animations, it means you probably are using Thaumx BnB animation, it means if you will want to uninstall this you could simply overwrite with the BnB mod files.
     
    To uninstall, just remove the added files:
    Data\Meshes\characters\_male\locomotion\female\mtforward.kf
    Data\Meshes\characters\_male\locomotion\female\mtbackward.kf
    Data\Meshes\characters\_male\locomotion\female\mtleft.kf
    Data\Meshes\characters\_male\locomotion\female\mtright.kf
     
    Check also the run here and the idles here.
     
     
    ------------------
    Permission
    ------------------
     
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    16,681 downloads

    Updated

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