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    1. Fallout 4 Snow Weather

      Description
      ###########
       
      This mod adds a snow weather to the game for use with the required mod, Fallout 4 Seasons - Winter.
       
      PERFORMANCE
      ###########
       
      I noticed a small FPS loos during heavy snowfall in the city ruins near Goodneighbor, but that area is notoriously resource heavy anyway so it could just be placebo.
       
       
      Updating
      ########
       
      Not necessary at the moment.
       
       
      Installing
      ##########
       
      INSTALL FALLOUT 4 SEASONS - WINTER FIRST 
       
      https://www.nexusmods.com/fallout4/mods/5810/?tab=files
       
      Manual/NMM/MO
       
      Extract to your Fallout 4 directory.
       
       
      Compatibility
      #############
       
      You must not be running ANY weather mod WHATSOEVER nor using any other environmental overhauls.
       
       
      Future Plans
      ############
       
      ?????
       
      Permissions
      ###########
       
      You may NOT reupload this file to other sites, link to it from other sites for your own profit, or host on private/secure servers like Google Drive, Dropbox, Mediafire, Mega, or other file hosting websites. You may not modify and upload to another site.

      I specifically forbid tesall.ru, skyrim.2game.com, devillord.tistory.com, and NexusMods to host this file in any way. This game modification for Fallout 4 is protected under international copyright laws. A DMCA will be filed against any website privately or publicly hosting this file other than that which I specify are allowed.
      Currently allowed websites are:
      loverslab.com
       
      I've been doing this for a long time. I know what I'm doing. Keep the bullshit comments to a minimum.
       
      Copyright © 2017 the following usernames: HorseRider (tesrenewal.com) RogueLizard (PornHub.com and E621.net) ZurinArctus85 (NexusMods.com) RussianPrince (Loverslab.com) 53XYH0R53 (Reddit), The Black Fox (Steam)
       
      如果您从任何非原创网站上阅读此文件,此文件已被盗,并且托管网站是非法托管文件。 为避免法律上的麻烦,请向当局报告国际版权欺诈。
       
      Other NexusMods names: thisaccountisuseless, MicrowaveBurrito77, ShadoW, KitchenCrusader

      0 downloads

      Submitted

    2. No More Shitty Rubble + FPS GAINZ

      Description
      ###########
       
      This mod removes all the shitty rubble from the Commonwealth. I hate how useless the rubble is, it's low quality meshes with equally low-effort textures and does nothing but cost performance and look like complete shit.
       
      This mod edits about 302 meshes in total, zeroing out the NIF file with a blank slate.
       

       
      PERFORMANCE
      ###########
       
      I noticed about 5fps gain in a few crowded places on my low end laptop and 5-10s load time decrease, my desktop is a $2700 workstation so I didn't really notice anything.
       
      Laptop specs:
      i5 7300HQ
      8GB DDR4 2400
      GTX 1050 4GB
      Samsung 860 Evo 256GB SSD
      Seagate Firecuda 2TB SSHD
       
      Desktop Specs:
      Intel Xeon E5 1650 v2 4.6GHz
      32GB DDR3 2133
      GTX 1070 Ti 2100MHz
      2x PNY CS900 RAID0
      Seagate Barracuda 2TB HDD
       
       
      Updating
      ########
       
      Not necessary at the moment.
       
       
      Installing
      ##########
       
      Manual/NMM/MO
       
      Extract to your Fallout 4 directory.
       
       
      Compatibility
      #############
       
      Unknown, please inform me of all issues.
       
       
      Future Plans
      ############
       
      ?????
       
      Permissions
      ###########
       
      You may NOT reupload this file to other sites, link to it from other sites for your own profit, or host on private/secure servers like Google Drive, Dropbox, Mediafire, Mega, or other file hosting websites. You may not modify and upload to another site.

      I specifically forbid tesall.ru, skyrim.2game.com, devillord.tistory.com, and NexusMods to host this file in any way. This game modification for Fallout 4 is protected under international copyright laws. A DMCA will be filed against any website privately or publicly hosting this file other than that which I specify are allowed.
      Currently allowed websites are:
      loverslab.com
       
      I've been doing this for a long time. I know what I'm doing. Keep the bullshit comments to a minimum.
       
      Copyright © 2017 the following usernames: HorseRider (tesrenewal.com) RogueLizard (PornHub.com and E621.net) ZurinArctus85 (NexusMods.com) RussianPrince (Loverslab.com) 53XYH0R53 (Reddit), The Black Fox (Steam)
       
      如果您从任何非原创网站上阅读此文件,此文件已被盗,并且托管网站是非法托管文件。 为避免法律上的麻烦,请向当局报告国际版权欺诈。
       
      Other NexusMods names: thisaccountisuseless, MicrowaveBurrito77, ShadoW, KitchenCrusader

      156 downloads

      Updated

    3. Vault-Tec Breeding Posters - Adult Version

      Hi all,
       
      WHAT:
      This is the adult version of my Vault-Tec Breeding Posters.
      It consists of currently 6 posters, craftable in the workshop under Decorations->Vault->Posters for 2 cloth each.
      I keep those separate, since I believe, that this version is not very lore friendly, and those who don't want the adult version should be able to get the regular version without this.
      The non-adult version can be found here: Non-Adult Mod
       
      That said, both mods can be used together without complications or duplicates.
       
      WHY:
      Do you really have to ask?
       
      Version 3.0 is here. The MURRICA Update. This features a lot of patriotic (nationalistic) flavored Posters. ALSO: RAIDER UPDATE. As a little bonus, and ince a few people asked fot this. 6 totaly new Posters, themed for a raider slave market.
      With this, the adult mod contains 28 Posters, as usual in pristine and dirty versions.
      Have Fun
       
      If you have ideas for some additional posters or critisism for this six, please leave a comment.
      I would like to have some more posters, maybe also themed a little bit different ones for you, so your ideas are welcome.
       
      DISCLAIMER:
      Some of the Posters are rather ... political incorrect. Be warned.
       
      Sincerly,
      Kiara

      10,760 downloads

      Updated

    4. Vault-Tec Breeding Posters

      Hi all,
       
      WHAT:
      This is a simple mod, which (currently) adds 29 Posters under Decorations->Vault->Posters. These Posters are themed around pregnancy and reproduction, while I tried to maintain the original style of Vault tec Propaganda posters. See preview file for an idea. The Posters are available in a new and an dirty state and cost 2 cloth each.
       
      WHY:
      As I was building my own Vault, I felt like missing the typical bigger scheme of Vault-Tec. Since we are here on LL, I thought of something like a repopulation program. For this purpose I made these posters to add the flair to the Vault, while preserving a typical style of those Vault-Tec Propaganda advertisements.
       
       
      I have made an adult version too: Adult Version
      Both mods can be used together without conflicts or duplicates.
      But I wanted to keep them separate, since I still think, that the non-adult version is much more lore friendly, and some people might only want to use one or the other.
       
      Some People asked for some raider(slavery) stuff. Have a look at the adult version for that
       
      If you have ideas for some additional Posters or critisism for this, please leave a comment.
      I would like to have some more Posters, maybe also themed a little bit different ones for you, so your ideas are welcome.
       
      Version 4.0 is the MURRICA UPDATE. I wanted to catch the war-time patriotism displayed in the fallout universe and take it into the posters. With this update, the mod now contains 29 different posters in pristine and dirty as usual. Hope you have fun with it.
       
      DISCLAIMER:
      Some of the Posters are rather ... political incorrect. Be warned.
       
      Sincerly,
      Kiara

      3,081 downloads

      Updated

    5. AAF Violate (Vergewaltigen) und NPCs haben zzufällog Sex - Übersetzung

      Siehe Dateien.
      Übersetzung in Deutsch
       
      AAF Violate V0.44 - Deutsch (Komplett) von Tay
       
      AAF AutonomyEnhanced v106 - Deutsch von Tay
       

      79 downloads

      Submitted

    6. AAF Violate

      AAF Violate
       
      This is a conversion of FP_Violate to AAF, with several modifications and updates.  This conversion was started by @Jahem_kinkaid and has now been taken over by @EgoBallistic.
       
      The original FP_Violate was made by vinfamy.  AAF Violate was originally based on FP_Violate 2.5.1.
       
      DESCRIPTION
       
      Being defeated in combat can now result in your character and companions being violated rather than killed.  Violators may also take your valuable gear, leading to a quest to exact vengeance and retrieve your stolen possessions.  Likewise, you now have a chance to violate and rob your defeated enemies.
       
      This mod contains over 150 lines of dialogue contributed by Karma199696, Vauria, sophiextime and others.
       
      FEATURES
      Full control of options via MCM Combat Defeat: Violation of your character and optionally of your companions when you lose in combat Companions: Choose whether your companions can be violated.  Decide whether only male, only female, or both genders can be victims Assailants: Restrict the gender of your assailants to male, female, or both.  Limit assailants to a few races or allow any race to be an assailant Robbery: Choose whether assailants can steal your gear Enemy Surrender: When your enemies' health drops below a threshold, they may surrender and become your victim Devious Devices integration: optionally allow your assailants to slap you into Devious Devices restraints Threesomes: Choose whether assailants can gang up on your character and companions Perversion: Allow your character to start begging for more after a selectable number of assaults Exhaustion: Decide when you've had enough and your assailants abandon you Tags: Optionally enable animation tags (requires an AAF tags file such as Halstrom's Animation Position Tags mod)  
      FREQUENTLY ASKED QUESTIONS (FAQ)
       
      Q: How do I control the number of violations that take place?
       
      A: This is determined by two things: the number of aggressors, and the Exhaustion MCM setting.  Normally, violations will end either when every aggressor has had a turn, or  when the player has been violated a number of times equal to the Exhaustion setting, whichever occurs first.  A "turn"' for aggressors means being part of an animation, whether individually or as part of a threesome.  So with 4 aggressors and an Exhaustion setting of 4, the scene will end after the player has been double-teamed two times, since all 4 aggressors will have had a turn.
       
      Enabling the "Sex until exhaustion" MCM setting changes this, so that the violations continue until the player has been violated a number of times equal to the Exhaustion setting, regardless of the number of aggressors.
       
      Q: How do Companions factor into the number of violations?
       
      A: When a companion is part of an animation, that counts as a turn for the aggressors.  So if the player has one companion with them, and there are 4 aggressors, the scene could end when the player and the companion have each been double-teamed, since all 4 aggressors will have been part of an animation.
       
      If the "Player can be raped" setting is turned off, then Exhaustion applies to companions instead of the player.  So the number of animations should be about the same.
       
      Q: How does Perversion work?
       
      A: Perversion is the number of times a victim can be violated before they start enjoying it.  When they become Perverted, their facial expressions will change and their dialogue will have them begging for more rather than insulting the violators and begging them to stop.  There are no lasting effects; once the violation scene ends, all Perverted characters return to normal.
       
      Q: What races can be aggressors in violations?
       
      A: By default, i.e. with the "Default Races" setting enabled in MCM, aggressors can be Human, non-feral Ghoul, Synths, and Super Mutants.  If the "Default Races" setting is turned off, then dog races, feral Ghouls, and Deathclaws are added to the list.
       
      Q: Does this mod require Four-Play or the original Four-Play Violate?
       
      A: No.  This mod only uses AAF, and does not require the AAF Four-Play Proxy.  It is completely independent of the original FP_Violate, and the two cannot be used together.
       
      Q: Is this mod compatible with XYZ that does similar things?
       
      This mod can be used alongside RSE, but they will clash unpredictably unless the CSA feature in RSE is completely turned off.  It works fine alongside Knockout Framework.  The only issue you can run into is that, depending on how AAF Violate is configured, an actor might surrender before they are knocked out.  This is not really a problem, and you can always use the MCM to reduce or eliminate the chance that the actors will surrender.  If you set the chance to zero for enemies, for example, then they will never surrender and you will always be able to knock them out right away.
       
      REQUIREMENTS
       
      Mandatory:
      Advanced Animation Framework, version beta 24 or later Mod Configuration Menu (technically only a soft requirement; it is possible to configure everything by setting global variables in console) Animation Packs.  The exact packs you need will depend on the options you select for gender, threesomes, races, etc.  Atomic Lust, BP70, Crazy's, Farelle, Leito, SavageCabbage, VaderMania, Mutated Lust, all work nicely with this mod.  
      Optional:
      Devious Devices.  AAF Violate will automatically detect if this is installed. Roggvir's DD Items Manager to control which Devious Devices items can be randomly applied Animation Position Tags.  Required if use of tags is enabled in the MCM.  
      CHANGELOG:
       

      8,366 downloads

      Updated

    7. Synth Player Gynoid AlphaTest

      This is a very early work. Be prepared for bugs and suffering.
       
      "The bombs... the vault... I felt cold... I'm awake again... but I feel nothing... SHAUN!! NATE!! Why am I seeing these numbers in my vision? WHAT DID THEY DO TO ME?"
       
      Its basic features are functional with no crashing or bugs that I know of. It should not activate till you exit the CryoPod but can also be used on any saved game of any level. Basically by installing this you agree to become one of my test minions and submit detailed reports on issues and papyrus log files when needed if possible

      How to enable Debug Logging and where to find the files: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging
      It should look something like this: Papyrus.0.log
      Those logs should be for the last 4 save games. My messages should all have the Prefix "SynthPlayer:"
      With all the other mods cleaned out using Notepad++ Search "SynthPlayer:" it looks like this: PapyrusCleaned.0.log
       
       
      Basically the goal is to simulate the player awakening from crysleep replaced into a Synth, a Gen 2.5 Prototype Gynoid Sexbot to be more specific. It is Player only and wont be expanded to other actors. As the unit becomes more experienced, abilities to override Vault-Techs Asimov like safety protocols and be more combat orientated will increase. Currently the mod assumes you appear completely human, although later Robots and Synths may detect you as an escaped Synth.

      This is not meant or survival mod as being a bot you should not suffer hunger disease, poison etc, by the time I disable all that, your playing in normal mode anyway
       

      Bad News - Less Electricity resistance, but it improves as you level. Normal healing like Stimpacks doesn't work on you.
      Good News - . You are immune to Poisons and regenerate damage and use Rads to generate power. Action Points, Endurance, Agility, Intelligence, Perception, Movement and Jumping Speed are increased as you get higher in Status
       
      Damage Regeneration = Requires power also occurs more efficiently when not moving, sitting or sleeping.
       
      OverClocking gives you a Status/Level Boost for a short time when activated by key or Combat detection. The Duration in seconds and Percentage of Unit Status boost is set from the MCM sliders and has a 100 second cooldown afterwards.
       
       
      There is a MCM menu for Settings and HUD displaying the following:
       
      UnitStatus = Basically the current operational status of the Gynoid, health and other systems etc. It Buffs Physical stats, Action points, Speed and Jump Height.
       
      Power = Electricity, you need it. Drained by Running/Sprinting/Jumping/Sex etc. Power affects Movement and Jumping rates. Slow recharges from soaking any Rads you have, rad can now be useful, but they can still kill you and create overheating. Though if you have Rads you can't fully heal and if you are fully charged you can't process anymore rads. Conversion of Rads happens asted when stationary, and faster again when seated or sleeping. You can also use the Torture Devices Extractor Chair or Synth Reclaimation chair at the cost of some LubriCool or Plugs Of The Commonwealth Buttplug Cores. You can also charge from Fusion cores using Power Armor. if you enter Power armor both batteries will average out the charge between them, so you could end up losing power to charge the Power Armor or using its power to charge you.  There should be wearable Insertable Fusion Core option if you have any Fusion Cores in your inventory. When depleted they should become Depleted Cores. Similar for Plugs of the Commonwealth Butt Plug Fusion Cores.
       
      CoreTemp = 0-100 degrees Celsius plus a small level buff, Heat generated by external temperature, heavy armor rating and running, Rads, Arousal, Fertilty. Reduced by Stationary, sitting, sleeping or swimming. External temperatures are 18degrees indoors, 8 degrees while swimming and varying 18 +/-12 degrees outdoors dependant on time of day. The more armor rating you wear the hotter you will get too.

      NutriLube = Is the total NutriLube you have in your body, it repairs, cools and lubricates. It is lost from damage or during sex or high arousal, restored by drinking it or making it. NutriLube affects Movement and Jumping. The Gynoid has 1000ml of storage in body + 1000ml in Breasts, 500ml in the Butt, 500ml in the Womb and up to 1000ml in the Belly and the NutriLube enters the Belly and transfers gradually through the Butt, Breasts then into the Body as needed at roughly 1ml per second. Excessive Lubricant will cause bloating and swelling in areas using LooksMenu Morphing. There are sliders in MCM to adjust the amount of Morphing for each area. I have avoided using the Pregnancy Belly bodymorph node thingy so it should not conflict with it. Finally a use for all those Coolant containers, you can craft NutriLube from Semen, Coolant and Oil. You can craft Coolant from Alcohol and Abraxo. You can consume Coolant, Abraxo and Oil by crafting it into Cups or Glasses. Food, Soda and Water Consumption generate waste which is planned to be linked to pooping in RSE, but I'll make that an optional feature. Waste is stored in the stomach and Butt area. The Butt Waste and NutriLube storage sizes are adjustable in MCM for those who want more or less of either. You should see digestible Abraxo, Coolant and Cooking Oil in your AID tab if you have any normal versions in your inventory.
       
      Firewall = (Non-Functional) Resistance to Hacking by Synths and Robots and the Gynoids SexualProcessor, reduced by Gynoids Arousal, Lust and Submissiveness. Killing things especially Synths and Humans will result in Behaviour errors and corrective shocks if your Firewall is low.
       
      Sexual Processor = (WIP) The Gynoid is a Sexbot, the Sexual processor is basically the units Lust to engage in Sexual activity and may gradually override the Gynoids options and responses, I plan to actually alter settings and other factors in mods like RSE, FPA, Perversions etc so the player will have less control. It is going to be like a virus in your system, you may start becoming Sadistic or Masochistic or desiring Supermutants, or whatever just to sate your programmed desires.

      Arousal = (WIP) How close to Orgasm, Arousal and Orgasm expels LubriCool and increases the Sexual Processor Control.

      UpperServos = Arms health, when damaged to low levels abilities like Combat may be lost but damage does regenerate. Systems disabled re-enable at twice the Percentage they disable, so if Combat is disabled at 10% it will re-enable at 20%.
       
      MobilityServos = Legs health, when damaged to low levels abilities like FastTravel, Sprint, Jump, Running and Movement may be lost but damage does regenerate.
       
      TorsoChassis = Torso health, also damaged by overheating and sex. Later will effect cooling and recharging system efficiency, but damage does regenerate.
       
      CranialStatus = Head health, also damaged by overheating, when damaged to low levels abilities like Sneak and VATS may be lost but damage does regenerate.
       
      VisualSensors = Eyes health, when damaged to low levels abilities like "Look At" may be lost but damage does regenerate.
       
       
      Storage System:
      These storage areas may stretch to 200% of the full amount. After this the fluids will transfer to another storage location.
      If Body, Breasts or Butt storage locations are less than 100% they will transfer the appropriate liquid from another location.
      Excess will be sent to waste system. Excess waste can result in emergency waste release.
      Body - 1000ml of NutriLube, may also be contaminated by Injected/Inhaled Chems
      Breasts - 1000ml of NutriLube (adjustable in MCM for those who don't want Breast expansion)
      Butt - 500ml of NutriLube (adjustable in MCM for those who don't want Butt expansion)
      Butt - 500ml of Solid Waste (adjustable in MCM for those who don't want Butt expansion)
      Belly - 200ml of Womb, when Pregnant contains offspring size and NutriLube. Possibly contaminated with Oil and NutriLube from Robots or Synths and Semen from Biologicals
      Belly - 200ml of Bladder, Liquid Waste
      Belly - 200ml of Stomach, Storage containing Food, Water, Soda, NutriLube, Cum, Oil, Coolant, Abraxo, Alcohol and Ingested Chems.
       
      The Stomach converts its contents into other substances with some wastage generated.
      Coolant and Oil make NutriLube
      Abraxo and Alcohol make Coolant
      Food, Water and Cum make NutriMilk
      Food and Sodas make Waste
      Waste is removed by using RSE's Peeing and Pooping animations with a manual hotkey in MCM. It's frequency can be adjusted or turned off with the MCM sliders.
       
      Clothing:
      Devious Devices Corsets, Chastity Belts, Chastity Bras and Catsuits will restrict or reduce expansion of Butt, Breasts and Belly.
       
      MCM Settings:
      In the HUD there are settings that don't do much yet but will be hijacked by the SPU meaning you will be able to set them at start but may lose the ability to adjust them when the SPU has control:
      VocalInterationResponse: How much the Unit is aroused or Pained by Oral Sexual interaction
      UpperStorageInterationResponse: How much the Unit is aroused or pained by Boobs Sexual interaction
      PrimaryPortInterationResponse: How much the Unit is aroused or pained by Genital Sexual interaction
      WastePortInterationResponse: How much the Unit is aroused or pained by Anal Sexual interaction
      DermalInterationResponse: How much the Unit is aroused or pained by skin contact
      Human Appearance Slider: This tells my mod how human the Gynoid appears. I have no idea what body mod you may be using. This will eventually alter the chances of NPC's and opponents like BOS treating you as a human. may be adjusted by extreme expansion amking you look inhuman.
      You can adjust the spacing of most of the top left status messages in MCM to make them less frequent, currently default is 15unit changes prompt a message.
       
      Male Gynoids:
      Although this is aimed at females I plan to allow for Futa/Male Androids, but wont be doing any testing, let me know if anything doesn't work or make sense for males and I will see if I can make it work. I have already set some of the sounds to alter for male players. I'll have to add a toggle in to disable the womb stuff, some things really depend on know ing what type of sex is occurring, which will only come from AAF. Yeah, I could do a whole balls swelling with Cum thing later
       
      This is mainly scripted with few records altered so should not conflict with any other mods.
       
      Requirements (No hard requirements, no idea how it will go if you don't have some installed:
      F4SE, I think I only use it for one function so far but will use for others later.
      HUD Framework, you wont see any status without it, not a hard requirement though as it seems a bit buggy for some.
      MCM if you want to change settings.
      No DLC required, it does soft load some assets if installed.
       
      This is designed to interface with the following to this degree so far:
      LooksMenu - This is required for the Boob, Belly and Breast inflation, it also morphs the body Muscles dependant on the Strength Stat. Not all outfits are set up for morphing as far as I can see.
       
      AAF - Yes it detects sex and adds Cum, increases SexProcessor and Arousal.

      FourPlay - Yes it detects sex and adds Cum, increases SexProcessor and Arousal.
       
      Family Planning Enhanced - Detects Fertility, Pregnancy will draw extra power, NutriMilk, etc, and reduces physical abilities.
       
      Devious Devices - Not a great deal so far but working on Institute devices to reduce Firewall and slowly hack the Gynoid. Chastity Bra, Chastity Belt and Corset should prevent Bodymorphing in relevant parts. Corset and Catsuits will increase Core temperature.

      Torture Devices - Extraction and Reclamation Chair which will be used recharge at the cost of gathering coolant from the Gynoid. Stimulation from the Milking Chair and HydroPillory

      Four Play Attributes - The Stats affect Firewall and wear is repaired.
       
      Realistic Saliascious Encounters - Disables Basic and Advanced needs as they aren't relevant to a Gynoid. Uses the peeing and pooping Animations ,it should work fine with both FourPlay and AAF versions.
       
      Perversions - Plans to link into the Orgasm feature and adjust some settings.
       
      Plugs Of The Commonwealth - The FusionCore is usable as a recharging item. And may cause additional SexProcessor/Arousal Buff/Debuff dependant on the MCM Anal penetration response setting
       
      Glory Hole - Reduces SelfEsteem and Dominance, Cum is an ingredient needed to make NutriMilk.
       
      ASIA - Charging from some of the upgrade chairs, more stuff to come, this should work fine with both FourPlay and AAF versions.

      Bugs:
      As its an Alpha, you will get FREE STUFF added for testing purposes and to retain playability, ideally they should not be needed to play this mod.
      There is something funny going on between this and other HUDFramework mods causing zero readings and no updating. Make sure you install the FPAttributes HUD in a save before adding this mod and it seems to solve it.
      There is a script reset in MCM that may solve issues if you have updated from older versions. Some bugs I've found due to the engine require clean saves.
       
       
      Future Plans:
      Adding a game start Bootup sequence to gradually raise all values from zero to current operational status and make it feel a little more immersive.
      Use Fusion Generators to charge somehow. Makeshift Batteries? Settlement Generators?
      AAF support, just waiting for it to stabilise a bit and have the detection I need for Sex types and Races etc, hopefully Fade to Black at least for Robots till animations are made.
      Hijack the Family Planning Fertility settings so it is controlled by the Gynoids SPU.
      Place Reclaimation chargers around the Commonwealth and reduce the charging effect of Rads. Or maybe I use the Vault Tech Single person Nuke Shelters. Hopefully I can do that by script once I work out the co-ordinates. A Reclaimation chair may be the only way to get the Institute Chastity Belt removed once added.
      Other Synths and Robots will use you for a Battery or LubriCool source, they will milk your swollen boobs before bloating your Belly with materials to create more before maybe releasing you.
      Gen 1 Synths just want to drain power from you by fucking you. May add DD Institute devices to you.
      Gen 2's require NutriLube and attempt to hack you during sex to make you more submissive. May add DD Institute devices to you.
      Robots? Any of the above I guess. May add DD Institute devices to you.
      Assaultrons? Got to be something special for them.
      The Rust Devils will want you of course too and who knows what the Mechanist's plans are for you?
      The Institute will want you for experiments, you may not know you are programmed to collect something like FEV Hound sperm so will automatically submit when you find one.
      You may catch a Virus from a Radio Station, Terminal, Holotape or Power Armor.
      Pumps and valves that transfer LubriCool between areas may fail leading to uncontrolled bloating or shortages.
      Adding the ability to hack robots and other Synths.
      Adding features like Nightvision that use power of course.
      Finding upgrade components that can increase systems efficiency, those Military Circuit boards will be handy.
      Most healing other than Stimpacks will be disabled, I'm only leaving them in for emergency use, the aim is to play without them so just Roleplay that for now
      I have no plans to use a body race or similar or make it a requirement, Mesh/Textures is pretty much beyond my ability, I mainly just script code
      Lastly get my SInstitute idea happening again and linked to this.
      Any new ideas are welcome or suggestions on improvements.

      File versions are by date so 180510 is 10th of May 2018, not 5th of October 2018 unless you are American
       
      PERMISSIONS:
      Translations are cool, just don't claim my stuff is yours.
      No uploading elsewhere than LoverLab.
      No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy.
      If I disappear or am inactive on Lovers Lab for over 3 months, others are free to take over my mods, don't claim its yours unless you do a reasonable amount of upgrading, then just thank me in the credits

      3,070 downloads

      Updated

    8. Femout4 - All NPCs Now Futanari

      TL:DR; Turns all NPCs into futanari.
       
       
       
      Comment thread here-
       
      http://www.loverslab.com/topic/83110-femout4-all-npcs-now-futanari/
       
      *V4 is the latest file. It should be safe to update with ongoing saves.*
       
       
       
      The main mod and screenshots are hosted on the Nexus due to large file size. Get it here-
       
      http://www.nexusmods.com/fallout4/mods/26098/
       
      The Nexus version only converts NPCs into females. You will need to install it as a pre-requisite for any and all patches found on this page.
       
      This is the page for patches for Femout4 to convert all NPCs into futanari. These patch several loverslab mods together to make all NPCs use schlongs during Four-Play sex scenes. However, NPCs won't have schlongs outside of sex scenes; this is because Four Play doesn't have transgender support yet, and there aren't any good full-body futanari mods available yet.
       
      The patch should apply futanari schlongs from Bag of Dicks to feminized male NPCs during sex scenes for Four Play. It should also apply them to females when they are in a penetrative role during sex scenes.
       
      It should also replace strapons with futanari schlong from Bag of Dicks.
       
      Currently, the patch will NOT apply schlongs during regular gameplay, or to females when they are being penetrated in Four-Play sex scenes. This will be corrected when someone makes a futanari body that is compatible with sex frameworks.
       
      The current version of the mod is just a temporary version, until I can find a way to make all NPCs have permanent futanari schlongs that will be compatible with sex frameworks.
       
       
       
      DOWNLOADS
       
       
      Femout4 Patch Futanari V4.7z - This is the futanari patch for Femout4.
       
      Femout4 V1 Patch RSE 3.7.8.7z - Additional patch for RSE 3.7.8 to fix ghoul eyes. Optional. I forgot to add masters to the file so remember to load it after Femout4.esp and any RSE plugins.
       
      Femout4 Patch Alpha Female Futanari Males Only.7z - Additional patch for if you use 'Femout4 Alpha Female Body for Males Addon' from the Nexus page. This version only adds schlongs to feminized males. Needs you to also install 'Femout4 Patch Futanari V4.7z'.
       
      Femout4 Patch Alpha Female Futanari Both Genders.7z - Same as above, except it also adds schlongs to regular females as well as feminized males. Use this or the above, not both. Also needs you to install 'Femout4 Patch Futanari V4.7z'.
       
       
      ALPHA FEMALE BODY FOR MALES ADDON
       
      On the Nexus page for the main mod I have added the 'Femout4 Alpha Female Body For Males Addon' which makes feminized males use a seperate female body type (Thanks to HarmonicaBlues for letting me use the assets from his Alpha Female Body mod). They will be extremely buff and muscular with this installed. Females will still use whatever female body type you have installed and will be much less muscular. This allows futa/female dimorphism, if you're into that kind of thing.
       
      There are two mutually exclusive futanari patches for 'Femout4 Alpha Female Body For Males Addon'. 'Femout4 Patch Alpha Female Futanari Males Only.7z' will add schlongs only to feminized males with the Alpha Female body. 'Femout4 Patch Alpha Female Futanari Both Genders.7z' will add schlongs to both genders. This will allow you to choose between either futa/futa or futa/female sex in your game.
       
      If you want BOTH genders to be buff, then just install the regular Alpha Female Body mod (not the one on the Femout4 page, use the one on it's own mod page here by HamonicaBlues). You don't need an additional patch to make it compatible with Femout, but you still need a patch to add schlongs. In this case, you should just use 'Femout4 Patch Futanari V4.7z' to install schlongs and you don't need either of the other two Alpha Female futa patches.
       
       
       
       
       
       
      Skyrim version is found here-
       
      http://www.loverslab.com/files/file/3485-skyfem-skyrim-feminized/
       
       
       
      REQUIRES
       
      Femout4 0.15beta (available on Nexus)
      http://www.nexusmods.com/fallout4/mods/26098/?
       
      Four Play Nudesuits v2.18 by Chosen Clue
      http://www.loverslab.com/files/file/4206-four-play-nudesuits/
       
      Bag of Dicks (Equipable penises for Fallout 4) - Fourplay Compatible v1.5
      http://www.loverslab.com/files/file/4133-bag-of-dicks-equipable-penises-for-fallout-4-fourplay-compatible/
       
      Strap-on's of fallout 4 V2
      http://www.loverslab.com/files/file/3949-strap-ons-of-fallout-4/
       
       
      RECOMMENDED
       
      Magazines Retex: from pimp to futanari - To improve magazine textures and add many futanari pics to the game
       
       
       
       
       
       
       
       
      CREDITS
       
      Credit goes to the original mod authors. This merely patches them to work together with my mod.

      1,633 downloads

      Updated

    9. re - texture paintings

      required mods :
      https://www.nexusmods.com/fallout4/mods/1714 - Vault meat paintings
      https://www.nexusmods.com/fallout4/mods/22014 - FAC paintings
      just a re texture of paintings
      after install required mods  copy SetDressing in Fallout4/Data/Texture
       

      126 downloads

      Updated

    10. [AAF] Animation Position Tags (APT)

      This adds a heap of AAF tags to animations, these tags allow mods to choose animations dependant on positions they add tags to animations like "Kissing", "Blowjob" or "Missionary".
      Don't bother downloading this unless you are needing it or want to use it in your mod.
       
      If you rename Halstrom_tagData and also rename it to the same in the first line you can replace it with your own custom xml too.  Though if you run mine as well it will cause issues with SexStatSystem.

      Mods using this so far:
      [AAF] RSE 180901 onwards
      [A.A.F.] M.C.G. (Wear and Tear, V.Fudge and Statistics) 1.7.10 BETA onwards
      SynthPlayer 180828 onwards
       
      Animations Tagged so far:
      Crazy
      Leito
      Atomic Lust / Mutant Lust
      Farelle
      Savage Cabbage - Be sure you have the latest version as it is causing issues for people with older versions
      Vadermainia - Be sure you have the latest version as it is causing issues for people with older versions
      ZazOut4 Pillory
      GreyUserBP's Bondage animations (Requires EgoBallistics Mod to use them)
       
      Let me know if I've missed any too.
       
      Requirements:
      None, but it won't do anything without AAF, animations and mods that read the tags.
       
      Installation:
      The latest version should be able to be installed using any mod manager as normal as its only one file, no esp.
      And now thanks to CGI, there is a FOMOD version that should work with any ModManager.
       
      Scope:
      This is an effort to set some sort of standard for animation attributes by editing Animation XML files using the Tags in AAF feel free to discuss or add suggestions.
      I'm no expert by any means and basically doing it because no one else has and I feel it needs to be done for AAF to progress further in FO4.
      Please feel free to point out my numerous errors and better ways to do things
      Many mods like Pregnancy want to know where cum is going or what orifices are being used.
      I'm still considering changes to tag names etc, so if any modder starts to use these, please let me know, I will make a list in this post of mods using it.
      Just overwrite the Animation packs positioning XML with my version, I'm hopng to work out a non overwriting way of doing it next, now I seem to have it testing ok.

      Example XML Edit:
      <position id="F-Dance03-01TwerkStart" tag="Held0,Love0,Stim1,Dom0,Dancing"/> <position id="FM-Bed01-01Handjob" location="Single_Bed" tag="Held1,Love3,Stim1,Dom-3,PenisToHand"/> <position id="FMMMM-Floor01-01Gangbang" tag="Held9,Love0,Stim9,Dom-9,PenisToVagina,PenisToAnus,PenisToMouth,PenisToHand"/> Location Tags:
      Leitos: NoFurn,
      Vadermania: NoFurn, Table,
      Crazy: NoFurn, SingleBed, DoubleBed,
      Farelles: NoFurn,
      Rufgt: NoFurn, Double Bed, Power Armor Station, Alternative PA Station, Cryo Pod, AWKCR Power Armor Station, AWKCR Compact PA Station, Atomic Cryo Pod SOE,
      SavageCabbage: NoFurn, Single_Bed, Bunk_Bed, Double_Bed, ArmChair, ChairHigh, ChairMedium, ChairLow, ChairVeryLow, Seat, Stool, Couch, Couches, Desk, RoundTable, MediumTable, PoolTable, TiresBed, SMBed, Stocks, Shackles, Throne, HydroPillory, Pillory, WallChurch
       
      Sex Position Tags:
      Standing
      Kneeling
      FromBehind
      FromFront
      FromSide
      Missionary
      Cowgirl
      PowerBomb
      Wheelbarrow
      Spooning
      Cunnilingus
      Scissor
      69
      Blowjob
      Handjob
      Footjob
      Jackoff
      Masturbation
      Spanking
      Hugging
      Cuddle
      Kissing
      Dancing
      Caught
      Climax

      OtherTags:
      pose - Poses
      aggressive - for Combat Sex etc
      Loving - For Lovers only
      Neutral - Either Combat Sex or Lovers
      Bound - For cuffed, tied etc not using furniture
       
      Restrained Tags:
      Held0 = Free, no actors or bindings
      Held1 = receiver 1% restrained, the receiver has a 99% chance to change positions or control the animation, usually a willing participant etc, on bottom in missionary position etc
      Held3 = Held in some way like Doggystyle
      Held5 = Held in firm hold or pinned down,
      Held7 = Held in firm hold or pinned down by multiple actors, spitroast,
      Held9 = receiver 99% restrained, little chance of breaking free, receiver has no control over what is happening to them, they are bound, wall shackles etc
       
      Arousal Tags:
      Stim-9 = extreme pain, iced water
      Stim-7 =
      Stim-5 =
      Stim-3 =
      Stim-1 = unwanted contact
      Stim0
      Stim1 = Spooning, touching
      Stim3 = Fondling, caressing
      Stim5 = Missionary sex
      Stim7 =Doggy style sex
      Stim9 = Wild Sex
       
      Loving/Romance Tags:
      Love-9 = This could cause a major reduction in relationship status (rape)
      Love-7 =
      Love-5 =
      Love-3 =
      Love-1 = This could reduce any relationship status slightly
      Love0 =
      Love1 = This slowly could progress the receiver to be  emotionally attached to the giver, blowjob
      Love3 = missionary sex
      Love5 =
      Love7 = spooning, cuddling
      Love9 = The receiver could more rapidly form an emotional need with the giver, kissing

      Dominance/Submission Tags:
      Dom-9 = position for receiver is submissive on bottom
      Dom-7 = giving blowjob
      Dom-5 =
      Dom-3 = spanked
      Dom-1- position for receiver is slightly submissive, missionary sex on bottom
      Dom0 =
      Dom1 = position is slightly dominating, missionary sex on top
      Dom3 = spanking
      Dom5 =
      Dom7 =
      Dom9 = position is very dominating
       
      Sex Type Tags:
      These all assume the first actor is the receiver and additional tags are for additional actors relating to the receiver unless they are reversed then they become relating to that actor.

      HandToVagina
      HandToMouth
      HandToChest
      HandToAnus
      HandToPenis
      HandToStrapOn
      HandToEither
      FeetToPenis
      LegToPenis
      LegToVagina
      MouthToMouth
      MouthToChest
      MouthToPenis
      MouthToStrapOn
      MouthToVagina
      MouthToAnus
      MouthToEither
      ChestToMouth
      ChestToPenis
      ChestToStrapOn
      ChestToAnus
      VaginaToHand
      VaginaToLeg
      VaginaToMouth
      VaginaToChest
      VaginaToPenis
      VaginaToStrapOn
      VaginaToVagina
      StickToStick - Stick could be StrapOn or Penis and is determined by the sex of the Actor
      StickToHand
      StickToFeet
      StickToLeg
      StickToMouth
      StickToChest
      StickToVagina
      StickToAnus
      StickToEither - Could be either Vagina orAnus depending on preference
      PenisToPenis
      PenisToHand
      PenisToFeet
      PenisToLeg
      PenisToMouth
      PenisToChest
      PenisToVagina
      PenisToAnus
      PenisToEither - Could be either Vagina orAnus depending on preference
      StrapOnToHand
      StrapOnToMouth
      StrapOnToChest
      StrapOnToVagina
      StrapOnToAnus
      StrapOnToEither - Could be either Vagina orAnus depending on preference
      AnusToHand
      AnusToMouth
      AnusToChest
      AnusToPenis
      AnusToStrapOn
      AnusToAnus
       
      SpankToButt - spanking
      SpankToChest - spanking
      MilkingBreasts
      MilkingVagina
      MilkingPenis
      MilkingAnus
       
      To read them in the mod we need to do something like this which may be wrong because I learnt Arrays on a Commodore VIC20:
       
      Event AAF:AAF_API.OnAnimationStop(AAF:AAF_API akSender, Var[] akArgs) Debug.Notification("AAF OnAnimationStop Event Heard!") ; The status: int status = akArgs[0] as int ; The Actors involved: Actor[] actors = Utility.VarToVarArray(akArgs[1]) as Actor[] Actor rActor0 = actors[0] as Actor Actor rActor1 = actors[1] as Actor Actor rActor2 = actors[2] as Actor Actor rActor3 = actors[3] as Actor ; The Position playing: String position = akArgs[2] as String ; *** Unpack the tags which are in akArgs[3] and populate the new array "sTags" with them Var[] aArrayTags = Utility.VarToVarArray(akArgs[3]) String[] aTags = aArrayTags as String[] String sTags0 = atags [0] as String String sTags1 = atags [1] as String String sTags2 = atags [2] as String String sTags3 = atags [3] as String
      If the above script was used on this below:
      <position id="Staged Leito_MM_ Blowjob" animationGroup="Staged_Leito_MM_Blowjob" tags="Restrained1,PenisToMouth">
       
      It should return:
      sTag0 == "Restrained1"
      sTag1 == "PenisToMouth"
      sTag2 == None
      sTag3 == None
       
      File versions are by date so 180510 is 10th of May 2018, not 5th of October 2018 unless you are American

      Thanks To:
      F4SE people
      Dagobaking for his help learning how this voodoo works
      CGI for general help and creating the FOMOD version
      and Test Minions
       
      PERMISSIONS:
      No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy.
      Otherwise do whatever you want with this except selling it, Animators are free to use it themselves to replace their templates, less work for me when updates then

      17,849 downloads

      Updated

    11. [FO4] Various AAF XML files

      These XML allow extra combinations with the existing animations, so you can have more possibilities when choosing actors / animation / furniture. I'm making some XML files while I'm learning how things work. I'll dump them here if they seem interesting enough. Please let me know what you think.
       
      Installation
      Download the archive you want to install and unpack it inside your Fallout 4\Data folder, so that the XML files will end up inside \AAF subfolder.
      To uninstall, just do the contrary: go inside Fallout 4\Data\AAF and remove the files added by these packages.
       
      Requirement:
      - AAF
      - SavageCabbage vanilla pack. If you have the full, I think it works anyway, I'm just not using its animations
      - Leito FF patch (which will want you to install Vioxis Strapon too)
       
      Packages:
      - FF: adds FF interaction to SavageCabbage animations, in the same way that Leito patch does.
      File Names: SavageCabbage_FF_animationData and SavageCabbage_FF_positionData
      - Ground: adds some SavageCabbage animations on the ground (floor) instead than using furnitures. This is for both FM and FF.
      File Names: SavageCabbage_Ground_animationData and SavageCabbage_Ground_positionData
      - Crowd: unrestricts gender for M, allowing any F+strapon to play M role. This means FFM, FMM, FFF, FFFF, FMFF etc.
      File Names: SavageCabbage_Crowd_animationData and SavageCabbage_Crowd_positionData
      - Vs: it adds furnitures compatibility with the amazing V's Stylish Decor. Not only it classifies the groups of SC's animations, it also will add new groups to allow some mix among them. IF YOU INSTALL THIS ONE, OF COURSE YOU'LL ALSO NEED V'S STYLISH DECOR AS REQUIREMENT
      File Names: SavageCabbage_Vs_animationData, SavageCabbage_Vs_furnitureData and SavageCabbage_Vs_positionData
       
      Issues:
      - If you have an error, first of all please remove the file and see if the error goes away.
      - V's are aligned by me, I based it to my char, if you have misalignment please post a pic and we can see what we can do.
      - Huge alignment issue: try to cycle all the animations and retry the one who gave you the problem. If it persists, try another time. If still persist, please post a picture.
      - Small alignment issue: please post a picture and let's see if we can correct.
       
      Thank you to all these who worked or still work in the previously mentioned mods.
      Feel free to do whatever you want with these notepad files.

      1,733 downloads

      Updated

    12. RSE: Realistic Salacious Encounters (09-30-18)

      RSE has its own DISCORD SERVER now, located HERE! If you're having issues
      with the mod or just want to chat with your fellow RSE fans, this is the place
      to go for immediate, real-time, satisfaction!
       
      RSE for Fourplay has been discontinued and removed from this download page.
      A replacement page for legacy users will go live in the coming days.
       

       
      What is RSE?
       
      RSE is a game changing overhaul that adds more depth than the Marianna Trench to Fallout 4. It is to quote it's users, a story
      maker, a Ferrari engine, the one mod you will never play without again. RSE allows you to tailor over 220 different parameters
      via the MCM! RSE allows you to live in a more lived-in game world, post-war. From simple sexual game mechanics from an
      Arousal System, the first of it's kind in Fallout 4, to things such as sexual afflictions and psychoses. There is a modified version
      of Vinfamy's Autonomy so that your NPCs can randomly wander off for some adult play time. There is a rather robust Infamy
      System with a corresponding Atonement and Redemption System. RSE includes player Solicitation and the ability to build
      Brothels in your settlements (and includes RSE's own brothel settlement attacks Random Events!). There are Fetishes, Perversions,
      sexually transmitted diseases, like the lite version of Wastelander's Rash! There are pregnancy related side effects like morning
      sickness, combat related miscarriage and late term pregnancy fatigue, all linked via API to Chosen Code's Family Planning Enhanced.
      RSE is Devious Devices aware and ready to slap your player character in restraints with the flip of a toggle in the MCM! RSE also
      includes Combat Surrender and Abductions, formerly known as Combat Sexual Assault and Abductions, where the player and
      companions can be sexually abused when losing in battle, leading to consequences such as robbery, battery and being abducted.
      RSE also has a Nemesis System that is linked uniquely to the CSA (Combat Surrender and Abductions) module. RSE also includes
      another landmark first by including Basic Needs, which requires the player to go the bathroom, either in the wilds or in settlements
      on craftable toilets, that NPCs may use as well! Going hand in hand with Basic Needs, is RSE's own version of Survival Mode called
      Advanced Needs, which is better tailored and more balanced than vanilla survival mode. RSE has way more on offer than this! It has
      so many small touches that will bring your game to life and you will, as everyone says, never play without it again!
       
      Advanced Needs features list can be viewed HERE.
       
      What is this RCO that is coming in RSE v4.0?
       
       
      Notes about RSE under AAF:
       
      RSE v3.9.x.x.x builds are to be considered BETA. There are quirks with how AAF handles functions that under fourplay worked flawlessly
      and as such, these functions may not work as intended, as you are used to or outright fail altogether. This will be the case until the
      addressable issues in AAF are coded and tested. RSE is 100% ready for AAF to stabilize at this time. Once the framework issues are
      corrected, then RSE will undergo another API overhaul to start using animation tags so that specific animations can be called by their
      corresponding activity type. For now, know that I know there are reportable issues and all I, or anyone else, can do is to wait for AAF
      to be bug-fixed.
       
      UPDATE: RSE is now stable under AAF, since BETA 9. Conversion to use positions and tags will begin soon!
       
      Includes download links for:
      Latest AAF build of RSE v3.9 FINAL The old RSE user's guide (not very relevant anymore) Requires:
      AAF AAF Animation packs Family Planning Enhanced for AAF Roggvir's DD Items Manager (Optional) Devious Devices (Optional) Knockout Framework v1.1.0 Halstron's Animation Properties Files.  
      INSTALLATION:
       
       
      PATCHES:
       
      Some mods require patching to resolve conflicts or to extend RSE functions into them. On this thread,
      you will find patches for CWSS, Horizon and more. Note that patches used will need to be place UNDER
      RSE in your load order in order for them to function as intended.
       
      Notes about updating from previous versions:
       
      If you are a previous user of RSE and are going to be updating to a newer version, pay attention to any noted requirement to do a clean save
      for existing games, especially if you are an Advanced Needs player. Since Advanced Needs mimics some aspects of Survival Mode, there are
      modifications done to the player records, such a player carry weight limit, potentially your speed multiplier and certainly RSE adds a host of
      buffs and debuffs to you that you would not want to have stuck on you once you remove RSE to update. So, when you are going to update,
      prior to performing a clean save using Fallrim Tools or Resaver, you will want to toggle the RSE Reset Tool in the MCM to on and then exit
      the MCM back into the game and wait for RSE to tell you that everything has been reversed on the player record. At that point, you can save
      and exit you game, to do whatever you are going to do in terms of cleaning your save and updating to the newest version of RSE.
       
      Review:
       
       

      33,694 downloads

      Updated

    13. JB Fair & Square

      DO YOU HAVE MORE SLAVES THAN YOU KNOW HOW TO DO IT? DO YOU WANT TO MAKE ENSLAVING MORE REWARDING THAN JUST PRESSING "R"?
      Well, I have what you need then!
      Presenting Just Business FAIR & SQUARE, another addon that aims to make enslaving more rewarding and immersive!
       
      What this addon does?
      Instead of you activating hunter mode, aiming your gun to a poor unsuspecting victim, now you have to work to profit. Get a Syringer Rifle, go to the chem workbench with 2 aluminium, buffout, fertilizer and a grape mentats (Be sure to have the Chemist perk level 1), craft the newest Supressant Syringe under "syringer ammo" tab, equip on your syringer and happy hunting!
       
      You didn't disable the conventional "hunter mode" button, is it supposed to be like that?
      It is. I tried to keep everything as the same as the master mod. Just with some additions:
       
      I can enslave Supermutants... How's this?
      I've added Supermutant support (tried ferals to but their head dissapear and that's just troublesome). However, animals and creatures are disabled too (It would have made not goddang sense).
       
      I think the requirements are too steep...Can I suggest to make some changes?
      Of course! I tried to keep it "fairly fair", but maybe I exaggerated a bit. Feel free to point me out on that
       
      Requirements?
      JustBusiness from Ignotum_Virum and his requirements, I think you should try too Syringer Weapon Rework, available on Nexus. I find that it makes the syringer a totally available weapon for main use. 
       
      CREDITS:
       
      ONCE MORE IGNOTUM_VIRUM FOR THE CREATION OF THE MAIN MOD.
      BETHESDA SOFTWORKS FOR EVERYTHING ELSE. 

      152 downloads

      Updated

    14. Sexual Harassment (10/9/2018)

      Sexual Harassment
      v1.0.0 BETA (for AAF)
       
      > INTRO
      NPCs will approach, harass, and demand sex from players!
       
      This mod features dynamic dialogues. Depending on the player's attributes (using Sex Attributes), the player's response options and success chance for each options change. Dominant players will find themselves being able to intimidate the NPCs, and finding greater success with it. Submissive players might find themselves willfully submitting and having difficulty resisting. NPCs may try to persuade the player and influence them into agreeing to doing sexual favors for them. Or in the end, it may come down to who has more willpower to overpower the other in a test of will!
       
      > FEATURES
      Naked Approaches
      When players walk around naked, NPCs may approach the player for sex, thinking she's a hooker, or is just asking for it. When NPCs approach player for sex, player will initially be given 4 options (3 in some cases): Plead, Resist, Intimidate, Submit.
      Plead: Try to appeal to the harasser's humanity and convince him to let you go! You may just get lucky with a harasser who's half decent, who will let you go without trouble. This has a success chance equal to your charisma, which is quite low. If unsuccessful, the harasser will then try to persuade the player and trick her. The persuasion chance is determined by the player's spirit (higher spirit means lower chance for NPC to succeed in persuasion). If harasser successfully persuades the player, the confused player will agree to let the harasser rape her. If unsuccessful, the player will keep resisting, and it comes down to a showdown between two willpowers. Every approaching harassers will be given a random willpower score. The harasser's willpower score vs player's willpower will determine who gives up first, either NPC walking away, or player giving in to the harasser's unrelenting advances.
      Resist: This option is only available if you have at least 5 willpower, and costs 5 willpower to select. If you don't have the willpower for it, it will be replaced with just another "plead" option. This has a baseline success chance of 50%. If successful, harasser will leave. If unsuccessful, the harasser will try to persuade the player - same dialogue tree as the Plead. This has a greater chance to succeed initially compared to Plead - 50% vs % equal to Charisma, but costs willpower. The dialogues and chances that come after plead failure and resist failure are identical.
      Intimidate: Dominant (and neutral) players may consider this option instead. The success chance is based on the player's dominance level, plus self-esteem. A self-esteem of 100 will give +25% chance to succeed, while self-esteem of 0 will give -25% chance to succeed. Submissive players can also choose this option, but since they have a much lower chance to succeed, it may not be worth it. If successful, harasser will leave the player. If unsuccessful, harasser will proceed to rape the player. Regardless of the outcome, choosing this option will slightly increase the player's dominant orientation
      Submit: If plead, resist, and intimidate all seem like risky options, then submitting may be the only option. Submissive players will not consider this as a rape as it is a willful submission, This means less wear-and-tear and no self-esteem or willpower lost from the sex act. Neutral or dominant players, however, will consider this as a rape, since they are just not wired that way. Choosing this outcome will slightly increase the player's submissive orientation.
       
      The chances mentioned above are all configurable in MCM. Note that intimidation and NPC persuasion chances are baked into FP Attributes, so to change that, you need to go to FO Attributes MCM page.
       
      Clothed Approach
      You can enable clothed approach, where NPCs will still approach player even while clothed. The chance that this will happen can be customized in MCM. You can let the mod dynamically calculate the chance, based on player's spirit and D/s orientation. Spirit and D/s orientation will contribute up to +/- 50% chance each. So that means if you are at 0 spirit with -50 submissive orientation, you will get additional 100% chance that NPCs will approach you while clothed (you can set a modifier to this in MCM). Whats more, you can tell the mod to use RSE's Infamous Standing perk! If enabled, mod will increase the clothed approach chance to whatever value you desire if the player is infamous. Note that all these are disabled by default and can be enabled in MCM.
       
      Dom Approaches
      A dominant NPC will approach the player and demand sexual submission. This happens even while the player is clothed, so watch out, submissives! If your player is submissive, she may have a really hard time resisting this! 
      When doms approach the player, the player will have 3 dialogue choices: Intimidate, Refuse, Submit
      Intimidate: Works identically to intimidate option for naked approaches. Nothing new here
      Submit: Works identically to submit option for naked approaches. Also nothing new
      Refuse: Refuse the dom's demands. But beware, some doms won't take no for an answer, and will try to overpower the player's will! When the Dom refuses to walk away, the player is then given 2 choices: resist or surrender. Resist has a dynamic willpower cost depending on player's D/s orientation. The more submissive the player is, the higher willpower cost will be to resist. If you don't have the willpower for it, you are only given surrender options. (Be warned, however, since you already refused the dom once, he will be angry at your defiance and punish you, meaning this will be considered a rape even if you are submissive.) If you resist and succeed, the dom may walk away at that point. Or, the dom may keep persisting! Depending on how crazy of a dom it is, you may have to resist up to 3 times. Do you think you have the willpower to last that long and resist until the end? If you dont think so, maybe you should submit from the beginning, and not anger the dom.
       
      Like Naked Approaches, doms will follow the player until the player responds. If the player keeps ignoring, the dom may just proceed to rape the player. 
       
      If you have RSE installed, you can use infamy value to dynamically increase Dom approach chance.
       
      Fan Approaches
      Your player has become famous! As a result, some NPCs may want to give players some treat. A fan/admirer will approach player and offer a special drink! Not all NPCs are evil, I suppose. You are given 2 choices: Refuse, Accept
      Accept: Accept the NPCs kind gesture and drink the special drink he made for you. It will give you a temporary buff!
      Refuse: Refuse the NPCs drink offer. But sometimes, the NPC will try to persuade the player to take it. This is a medium difficulty persuasion. If NPC persuasion is successful, the player will only be given options to take it. If not, the player can refuse again, or take it this time. Should you take the drink? You'd have to ask yourself how much you trust drinks from a stranger.

      Like Naked and Dom approaches, fans will follow you, but will not proceed to rape you if you ignore (he's your fan after all). He'll just keep following you and annoy you.
       
      You can dynamically increase fan approach chance based on players level. Higher level will lead to higher chance for fans to approach. You're famous! (you can disable this and use a flat chance of course) 
       
      > FUTURE PLANS
      Devious devices approach
      Vanilla sex approach
       
      > INTEGRATION
      This mod is heavily integrated with Sex Attributes (a hard requirement). As such, you don't need to manually select sex type (consensual vs aggressive) for sex triggered by this mod. This mod communicates with SexAttributes to relay that info, so no need for manual selection! (if you have no idea what this means, just disregard and play!) 
       
      > REQUIREMENTS
      AAF and all its requirements, including animations
      [AAF] Animation Position Tags
      Sex Attributes 2.0.0 or higher
      F4SE
      (Optional) MCM - if you want to be able to change settings
       
      Recommended:
      Combat Strip Lite - Introduces chances for enemies to strip your player naked in combat!
       
      > INSTALLATION
      Like you would any other mod, NMM (or equivalent) or manual.
       
      > UNINSTALLATION
      Since this mod doesn't modify player's stats, you should be safe uninstalling it normally.
       
      > PERMISSIONS
      This mod is as open source as it can get. That means you can, and are encouraged to, take source code from this mod and adapt it into your mod. Copy implementation word for word, or just take ideas from it and add your own twist, it doesn't matter! This mod is primarily designed to be a demonstration of how Four-Play Attributes can be used to diversify player's interaction with NPCs. As such, please feel free to use every piece of feature or code in this mod for yourself. If you want, you can even build off of this mod as a starting point and add your own features! Just call it something else though, to avoid confusion.
       
      > FAQ
      I'm standing naked in the middle of Diamond City and nothing is happening.
      You might have to wait a little. To improve performance, this mod only scans every once in a while to see if player is nude and there are eligible NPCs around. Also, after an NPC approach, there is a cooldown that prevents more approaches to give players time to figure out her life (and leave the area). The cooldown is configurable in MCM.
       
      Can this be used for male players?
      Yes. But at this time, the dialogue is targeting female players. So it will work, but you will have to get used to being called "girl" or "lady". Also, currently all harassers are male, of ghoul or human race. I may expand that, or I may not. Depends on how much time I have.
       
      I don't see any dialogues! My player and NPC just stare at each other
      You need to enable dialogue subtitles from the game's setting menu. 
       
      Help! My harasser keeps following me!
      The harasser will keep following you until you respond to him. He will not be ignored! If you keep ignoring and walking away from him, he may just decide to skip the dialogue and rape you on the spot. So, do yourself a favor and have a chat
       
      I changed the persuasion/intimidate/___ chance to ___, but I still keep failing!
      Note that any settings you change in MCM won't take affect for the dialogue that's currently in progress. That's because the mod actually calculates all the chances and predetermines the outcomes for the different dialogue forks at the start of an NPC approach. That's right, your player's fate is already sealed by the time theres a harasser approaching!

      17,367 downloads

      Updated

    15. AAF_SexStatSystem (SSS) (ALPHA)

      This is a really basic plugin for AAF_STATS (STATS) that reads the player having sex and modifies Lust and Arousal and Triggers Orgasm which improves Happiness.
      It gives buffs/debuffs for High Arousal, High Lust, High Pain, High Stimulation, Low Stamina and post Orgasm.
      It currently only works on the Player.
      Later versions will stop the animation when orgasm occurs etc.
       
      Requirements:
      AAF 10.0 or later
      Animation Tag Properties (APT)
      AAF_STATS (STATS) 180925.0

      Basically the concept is this:
      Lust is how much desire the Actor has to have Sex and an Orgasm.
      Arousal is physical arousal caused by Stimulation so wetness for females and erectness for males.
      When Arousal reaches 100% the Orgasm process starts.
      Lust starts dropping during orgasm.
      Orgasm length is determined by the amount of Lust that has built up or if Orgasm reaches 100%.
      When Orgasm ends, Lust, Arousal and Orgasm are all set to 0% and Happiness is increased according to the length of the Orgasm.

      The basic Arousal code for other Script Monkeys :
       


      SexHealth and Stamina are also reduced by Sex but they don't do anything yet.
      Sexperience increases from sex.
      Domination  is reduced or increased according to Scene tags

      1,856 downloads

      Updated

    16. AAF_STATS (ALPHA)

      This adds a common set of Stats displayed in AAF that I hope all Sex mods will eventually use.
      There is a MCM menu to set the NPC and Player Preferences.
      Currently its only covering the Player and uses the NPC setings
       
      Requirements:
      AAF 10.0 or later
      Animation Tag Properties (APT)
      MCM
       
      Included and working now with AAF's Stat system displaying in the Wizard are the following Stats from ActorValues, 100% would be a normal peak human level:
       
      Stimulation% (-999 to 999) - How much an actor wants to have sex, 100% find a suitable partner or masturbate, 900% would be find anything to have sex with
      Lust% (0 to 999) - How much an actor wants to have sex, 100% find a suitable partner or masturbate, 900% would be find anything to have sex with
      Arousal% (0 to 999) - How much the actor is physically Aroused and close to orgasm, hit 100% and Orgasm should start
      Orgasm% (0 to 999) - How far through Orgasm the Actor is, it really should stop at 100%, but maybe it doesn't?
      Dominance% (-999 to 999) - How Dominant/Submissive an Actor is, -100 for fully Submissive, 100% for fully Dominant
      SexHealth% (0 to 999) - The current sexual physical readiness or wear state
      Sexperience% (0 to 999) - How much Sexual Experience an Actor has, 0 is Virgin, 100 is average middle aged married person.
      Happiness% (-999 to 999) - How unhappy to happy an Actor is
      Stamina% (0 to 999) - How fatigued an actor is 0% would be fall asleep
      Potency% (0 to 999) - How potent the Actors Semen is to cause Pregnancy
      Fertility% (0 to 999) - How Fertile an actor is to produce Ova, 900% would mean a possible 9 Ova (this would not preclude them splitting though)
      Pregnancy% (0 to 999) - How close to birthing a pregnant Actor is (100% should be where birthing starts) 

      There will be sorting of the Stats  display order and hiding of Potency or Fertility by Gender when version 18 or later of AAF is released.

      These are stored as Actor Values, there is one value that is the HUD and the other is the live STAT.
      The HUD version only updates at the end of the animation so is not a lot of use.
      The live STAT is modified by using the corisponding MOD adjustment.
      So to change Arousal you would read the current MODArousal in case another Plugin is already changing it, add your change then Write it back into MODArousal.
       
      This is a community project, I'm just kicking it out there, any ideas or thoughts on the Stats and Lists please feel free to discuss. Feel free to populate it or submit your preference lists here too.

      2,074 downloads

      Updated

    17. Sex Attributes - Framework (10/9/2018)

      Sex Attributes
      v2.0.0 BETA (for AAF)
       
      ~INTRO
      FO4 Sexual Framework for managing player's psychological attributes and offering different consequences and outcomes!
       
      When your player gets sexually assaulted, he/she should not be walking around as if nothing happened. Conversely, if the player just saved the entire Commonwealth, he/she should get a confidence boost that positively affects the things he/she does. This mod aims to bring that idea to life! Your player's successes should bring further boost to her abilities and mental state and your player's failures should bring further consequences and put him/her in increasingly precarious situations.
       
      ~FEATURES
      This mod tracks two independent attribute types: physical and psychological. Each can be enabled/disabled in MCM independently.
      Physical attribute will track the player's oral, vaginal, and anal health. Have sex? Your wear and tear level increases, and adds physical debuffs to your character.
      Psychological attribute is the bread-and-butter of this mod and is divided into 4 pillars: Willpower, Self-Esteem, Spirit, and Submissive/Dominant orientation.
       
      Willpower is your character's ability and determination to overcome challenges in the Commonwealth. Weaker willpower should result in your character easily giving up to pressure or tough challenges while stronger willpower should result in your character being able to overcome tough challenges and having a do-or-die mentality.
      Stat-wise, lower willpower will result in lower perception, intelligence, and luck (lower pickpicking and hacking skills).
      Higher willpower will result in higher aforementioned stats.
      Willpower slowly regenerates over time, and is the most volatile psychological attribute; it can be viewed as a currency. The player loses willpower each time he/she is a victim of sexual assault. Willpower regeneration rate is affected by the player's spirit. 
       
      Self-Esteem is your character's confidence level and his/her view of self. Lower self-esteem should result in struggling to convince others and not believing in oneself while higher self-esteem should result in easily convincing others and being confident in one's ability.
      Stat-wise, lower self-esteem will result in lower charisma, slower AP regen, and increased damage taken (based on the theory that if you think you're going to die, you are more likely to die, and if you think you are going to make it, then you are more likely to make it).
      Higher self-esteem will result in higher charisma, faster AP regen, and decreased damage taken.
      Self-Esteem does not regenerate over time and only changes based on player's actions (successes/failures). Self-Esteem is increased by gaining experience (Winning fights against enemies, exploring new areas, completing quests, etc). Self-Esteem is decreased each time the player is a victim of sexual assault. Self-Esteem gain amount is affected by the player's spirit. 
       
      Spirit is your character's resistance and resilience. Weaker spirit should result in your character being heavily suggestible and influenced by others while stronger spirit should result in your character being more stable, and resistant to external influences.
      Stat-wise, lower spirit will result in weaker bartering skills and persuasion chances.
      Higher spirit will result in stronger bartering skills and persuasion chances.
      Spirit does not regenerate over time and is very difficult to move in either direction. As such, it is the most permanent psychological attribute. The only way to accrue spirit points is to gain experience while already at 100 self-esteem. Any experience gained while at 100 self-esteem will "spill over" into spirit. Similarly, the only way to lose spirit points is to be assaulted while already at 0 self-esteem. Spirit increases and decreases at a 5% rate of self-esteem. That means if you were to lose 10 self-esteem points (from sexual assault) while at 0 self-esteem, you'd be losing 0.5 spirit point. Willpower affects how fast/slow spirit points are gained/lost.
       
      Submissive/Dominant Orientation is your character's natural inclination to submit to or defy others. Being more submissive should result in your character rather enjoying submitting to others while being more dominant should result in your character being defiant and enjoying the position of authority.
      Stat-wise being more submissive will decrease your barter skills and persuasion chance, but increase your resistance to wear and tear damage from aggressive sex and also increase your endurance (from being accustomed to pain).
      Being more dominant will increase barter skills and persuasion chance, but make the player receive increased wear and tear damage from aggressive sex, and become susceptible to "Frustration" debuff when being assaulted. Furthermore, dominant (and neutral) players will lose self-esteem over time when wearing Devious Devices (if installed).
      Sub/Dom orientation is mostly a permanent, independent trait of your character. You can choose your player's starting D/s orientation when running the game for the first time with the mod. After that, your player's D/s orientation will remain fixed.
       
       
      To summarize, each psychological attribute (except D/s orientation) affects the other in some way. Self-esteem feeds into spirit, which then affects self-esteem gain/loss rate. Willpower affects spirit gain/loss rate, while spirit affects willpower regeneration rate. Essentially, self-esteem <-- affects --> spirit <-- affects --> willpower. This system creates an effect where if your player is depleted in self-esteem, spirit, and willpower, it is extremely difficult to reverse that, almost making it a permanent change to the player's psyche.
       
      Reset Stats
      Doctor Neura is an advanced neurologist who is able to reset your character's mental attributes, at the cost of some caps. The cost is equal to player's level times 100. If your player is broke and can't afford it, Neura is willing to do it with whatever money the player has; how generous! She is located in Memory Den of Goodneighbor and usually hangs out near Dr Amari.
       
      ~NPC INTERACTION MECHANICS
      Ever felt that vanilla game's Charisma-based speech check was very one dimensional and boring? This mod brings possibilities for more variety! This mod alone doesn't change anything, as it's just a framework for it. But other mods can use APIs provided by this mod to greatly diversify player's interaction with NPC.
       
      Intimidation
      Allows players to intimidate NPCs! Intimidation success chance is based on a combination of player's dominant/submissive orientation plus self-esteem. More dominant and high self-esteem will result in higher intimidation chance. 
       
      NPC Persuasion
      NPCs can now persuade the player! There are three persuasion difficulties: Easy, Medium, and Hard. For example, Easy would be something like, "Hey, give me a Nuka Cola!", while Medium could be "Go clear settlement #999", and Hard could be "Come give me a handjob." NPC's persuasion chance is based on the persuasion difficulty and player's spirit. Lower spirit players will be much more vulnerable to persuasion by NPCs.
       
      Formula:
       
      Intimidation and NPC persuasion chances can be customized in this mod's MCM page.
       
      Mods using NPC interaction mechanics:
      Sexual Harassment - NPCs will approach player and demand sex
       
      ~STAT CHANGES
      Physical
      Oral: 0 ~ 100
       
      Vaginal: 0 ~ 100
       
      Anal: 0 ~ 100
       
      Psychological
      Willpower: 0 ~ 100
       
      Self-Esteem: 0 ~ 100
       
      Spirit: 0 ~ 100
       
      Sub/Dom Orientation: -50 ~ 50
       
      Frustration Debuff:
       
      ~INTEGRATION
      This mod aims to be a framework that other mods can use to offer different choices (or lack of choice) for the player. Currently, the following are mods integrated with Sex Attributes:
       
      Mods Using Sex Attributes:
      Sexual Harassment
      Offers dynamic NPC dialogues that change based on player's attributes. The player can use willpower to resist NPCs, and NPCs can take advantage of player depending on player's attribute deficiencies. 
       
      Mods Used By Sex Attributes:
      Devious Device
      Wearing Devious Devices reduces player's self-esteem over time. Dominant players will receive further penalty and lose more, while submissive players will lose less, or even not lose any at all.
       
      ~FUTURE PLANS
      Remove Devious Devices with Willpower
       
      ~LIMITATIONS
      Currently, AAF does not provide information regarding who the victim was during Aggressive sex. So there's really no reliable way for this mod to know what type of sex the player indulged in. So you have to tell the mod whether sex acts should be considered consensual or aggressive. I tried to make this as easy as possible by adding an MCM hotkey that you can press to toggle between different sex modes. 
      You can also tell the mod to treat all sex with "Aggressive" tag as player rape. This can be changed in MCM
       
      ~PLUGINS
      Sex_AttributesHUD
      A simple plugin mod that displays the player's attributes in HUD. This allows you to easily view the player's attributes. This plugin uses HUDFramework, which makes it a requirement. If you dont install this plugin, then you don't need HUDFramework.
      Note that if you do install SexAttributesHUD and wish to uninstall it later, press the uninstall button in that mod's MCM menu. Otherwise, you will get HUD widgets that stay even if you remove the .esp file.
       
      ~REQUIREMENTS
      AAF and all its requirements, including animations
      Animation Position Tags - Required for mod to detect which orifice was used during sex. Also for detecting "Aggressive" sex tag
      (Optional) HUDFramework - only if you install my HUD plugin mod
      (Optional) MCM - if you want to be able to change settings
      (Optional) Devious Devices (and all its requirements) - for integration with DD
       
      ~INSTALLATION
      Like you would any other mod, NMM (or equivalent) or manual. Install Sex_Attributes for base mod. Also install Sex_AttributesHUD if you want to see attribute values in HUD
       
      ~UNINSTALLATION
      BEFORE uninstalling the mod, turn OFF effects for physical and psychological (if you have buffs/debuffs on your character). Otherwise, your character might get permanent buff/debuffs.
       
      ~PERMISSIONS
      In the event that people are awaiting needed maintenance and/or new features, and I've gone MIA (say >4 months), I give permission to others to take the mod and its source code (included) and expand on it/maintain it. Just make sure it remains within the scope of the original mod - a modular, simple, framework for player's attributes. 

      21,552 downloads

      Updated

    18. FO4 creature rig.txt files

      These are rig text files for some of the more esoteric critters in Fallout 4

      Acknowledgements:
      I would like to that both ShadeAnimator, for the toolkit that makes these rigs
      useful, and Leito without whose advice I would have given up on this.
       
      Usage:
      You can use these for whatever, and repost them as desired. My only requirement is
      that you can't charge money for animations that use these rigs (or mods that use
      animations that use these rigs, etc).

      Summary:
      This zipped folder contains rig.txt files for use with ShadeAnimator's 3ds max tools.
      You use these files in place of the  'FO4_Human_3rd_Rig' etc when exporting
      animations from 3ds max.
       
      I haven't included anything like the super professional looking 3ds scenes that Crazy
      did with his rigs, on account of my 3ds skills are crap. As far as I can tell, you
      should be able to get a working base scene just by importing the critter nif file
      into 3ds and then selecting the appropriate skeleton.nif as a skeleton in the
      resulting window of options.
       
      These rigs have all been tested in static idle poses in game and should work without
      any obvious mangling. I've tested most of them with some very general movements, but
      I can't guarantee that every bone in each rig will behave as expected. You're welcome
      to report problems, and I'll certainly have a look at them, but they will probably be
      beyond my troubleshooting ability (see above about my knowledge of 3ds max).
       
      Contents:
       
      as of version 1.0, this pack contains rigs for:
      Bloatfly
      BloodBug ('mosquito' in the meshes folder)
      Bloodworm
      MireLurk Hunter
      MireLurk Queen
      MireLurk King
      RadScorpion
      Stingwing
       
      Plans:
      Most of the other creatures in the vanilla game have already been rigged by either Crazy or Leito, and I have no plans to repeat those. AFAIK, there isn't currently a Behemoth rig, but I'm having some technical issues with that one (the whole mesh shows up rotated by 90...think there might be something odd about the way it uses the COM bone). I'll get around to most of the other DLC creatures at some point, but probably not for several months (they're a lower priority that the other projects I'm working on).
       

      53 downloads

      Submitted

    19. Roggvir's DD Items Manager

      Allows the player to control which "Devious Devices" items can be put on
      Toggle which items are allowed or not, and set probability of picking random item from each of the 26 categories
      ...currently ignores actor's sex (female is presumed), but that shouldn't be a problem for now.
       
      - Items are distributed amongst several Categories.
      - When picking items, all Categories are considered.
      - Each Category has a configurable probability/chance of picking ONE randomly chosen item.
      - Individual items can be allowed/forbidden from the picking procedure.
      - Uses lists of "mutualy exclusive items" to prevent picking conflicting items (by function, or visually)
       
      Supported by mods:
      Four-Play Violate v2.5.1 - requires a patch available here RSE: Realistic Salacious Encounters - natively supported by RSE v3.1.9 (and onward)  
      Version 1.0.2 now has MCM menu, so MCM is required for 1.0.2.
      If you do not have MCM installed, stick with version 1.0.1 - the only difference is that 1.0.2 has the MCM menu, while 1.0.1 does not use MCM.
      If you are updating from 1.0.1 to 1.0.2, simply uninstall the old version and install the new one, then in game use the "REPAIR MCM SETTINGS" button. No special cleaning steps neccessary.
       
      INSTALLATION:
       
       
      You should be given the "Devious Devices Manager" item automatically.
      If not, you can craft it at any Chem Station (recipe can be found under Utility).

       
       
      To use the "Devious Devices Manager", click on it as if you are trying to equip it.
      (you can of course bind it to some quick item slot, but i dont think you are gonna use it that often)

       
       
      Toggle Allowed Items.
      Any items you set to OFF, will be ignored by this MOD's procedure for picking random items.

      NOTE: I do want to make a proper user-friendly variant using MCM later, but no guarantees.
       
       
      Review and Configure the Probability settings.
      Each category contains items that are somewhat distinct from items in other categories - by their looks, by their function, sometimes (not always) by used slots.
      When picking up random items, the probability setting affects the chance that ONE random item (allowed only) will be picked from that category.
      The system considers lists of "mutually exclusive items", so it won't try to put on both hood AND a blindfold, and it tries to pick items from EVERY category in sequence (from highest probability to the lowest).

       
      Pick a Category...

       
      ...and set its Probability

       
       
       
      NOW, obviously this wont do much, unless...
      ...some MOD makes use of the provided functionality (for example, a patch for Four-Play Violate v2.5.1 is available on this mods download page).
      Use the following to fetch a list of random items to be put on:
      Rogg:DDManager DDManager = Rogg:DDManager.GetAPI() form[] _items = DDManager.PickRandomItems() ; now you can call the EquipDevice() from DD:DD_Library to equip the items one by one  
       

      21,967 downloads

      Updated

    20. PinUp by Gamoholic

      Hi, this is a PinUp by Gamoholic

      198 downloads

      Submitted

    21. Cowgirl by Gamoholic

      Hi, this is a Cowgirl by Gamoholic

      227 downloads

      Submitted

    22. Advanced Animation Framework

      What is this?

      The Advanced Animation Framework (AAF) provides a variety of tools for modders to play animations from a scalable number of animation packs. Additional behavior controls, relationship features, user interface elements (menus) and statistics tracking are also planned.
      AAF has a similar purpose and technical strategy to CE0's Skyrim mod OSA – Skyrim Ascendancy Engine.
       
      Download Location & Instructions
       
      In the interest of stream-lining management of the files and extended mod details, the main AAF file(s) are available on Nexus and the extended details are on the AAF wiki. There is a link in the downloads list to the Nexus AAF page shown as "31304".
       
      The Compatibility Patch, along with a comprehensive guide is now available here.
       
      Donations

      If you are interested in supporting this project, you can donate through my Patreon page.
       
      Additional note about donation model: I have no current plans to change my release / donation model (ie. offering early previews to donors). However, because it is a controversial subject I feel it is necessary to be clear up front with everyone using or involved with AAF that I am reserving the right to change to that (or any other) model at any time at my sole discretion.

      43,020 downloads

      Updated

    23. Potion 66

      Warning one: This mod should be considered WIP and could break things or future updates might contain breaking changes. Having given the warning I think its fairly safe and things that go wrong should only have something weird happen during an encounter.
      Warning two: This is mostly a goofy, I want to see what happens and minor sort of cheat mod so I am not too worried about lore friendliness or really balance impacts right now.
      Warning three: I had some of story and a workshop crime syndicate thing I was building around this, but I came to the conclusion I would rather poke my eyes out than work with the quest and dialogue parts of them creation kit, so these chems were ripped out of that mod so I may have missed testing some things.
      Warning four: This mod mostly means having sex within in combat areas so any alignment issues can be more pronounced. This also means that there is higher chance than normal of you being attacked or your partner being killed during the animations.
       
      The mods basic premise is to add a few chems that for lack of a better word weaponize sex.
       
      The chems added:
       
      Potion 66 - This tries to pacify any npc's that are attacking the player. (All the effects below last about 5 min before they become hostile again if they are still alive).
      If the npc is in the four play allowed race list it has a 100% chance and these 3 things can happen:
      1. 40% chance of causing the npc's to go into a frenzy and try to repeatedly force sex on the player. If after a certain period they are put off, they will start attacking their former comrades before finally just collapsing dead.
      2. 30% chance that become so horny that if they don't get enough sex before the effect wears off they will drop dead. Basically, they will try and force sex with random characters close to them, prioritizing the player if they are within a certain distance.
      3. 30% chance they will become docile until the effect wears off.
      If the npc is not in the four play allowed race list there is a 50% chance they will become docile until the effect wears off.
       
      If the npc is not in the four play allowed race list there is a 50% chance they will become docile until the effect wears off.
       
      For 60 seconds after taking the chem any new npc's that were not effected by the original use will be affected when they attack and hit the player. The player will be in a walking state for these 60 seconds.
       
      One thing to note with Potion 66 if you have your weapon drawn the effects will not work, the idea being you seem too hostile for it to effect those around you.
       
      If attacked by the player while under the effect, the effect will cancel and they will become hostile again.
       
      Potion 66 Black Widow - This will cause the player to pretend to submit to the closet target under the effects of Potion 66 above and have sex with them until you kill them. (This was mostly created if you were using Potion 66 in a area and you really needed to kill that one npc to finish a quest).
       
      Like Potion 66 if you have your weapon drawn the effect will not work.
       
      Potion 66 Protection - This adds damage, energy and radiation resistance allong with some base stat buffs. (Idea of this one is more than anything to be an armour re-placer.) The effect lasts 30 min.
       
      Potion 66 Inspire - This is meant to boost the players current followers damage output.. (Right now it adds a custom perk that gives 200% dmg on anyone following the player). The effect lasts 5 min. On the end of the effect the follower will attempt to force sex on the player.
       
      All the chems can be crafted at a chem station under drugs in packs of 10 for 1 fertilizer.
       
      Things I was thinking about next:
      Add Side effects to prolonged usage. Balance pass.  

      Requirements:
      Four-Play and any of its requirments for file Potion66 V1.2.2 or lower AAF and any of its requirments for file Potion66 V1.2.2 AAF (Super Mutants and Creatures were included as allowed races, so should have an animation pack that includes the corresponding animations.)  

      Optional:
      MCM: https://www.nexusmods.com/fallout4/mods/21497/?  

      Updating should only require replacing the old files with the new files.
       
      V.1.2.2 AAF 
      Added File version to support AAF  
      V 1.2
      Added option to adjust numbers used in the Potion 66 Effects through MCM Bug Fixes (biggest would be a last ditch call to check if an npc is dead before calling four-play).  

      V1.1 Changes
      Fixes to reduce the occurrences of the four play busy error. Changed the chance of the Frenzy Effect from 50% to 40%, Horny Effect from 35% to 30%, Basic Pacify from 15% to 30%. Reduced the damage from the Potion 66 Black Widow by 50% (This probably still needs to be reduced more). Changed that npc's under one of the 3 Potion 66 pacify effects will go hostile when attacked by the player. Other small bug fixes.

      635 downloads

      Updated

    24. [Dev/Test/Beta] LL FourPlay community F4SE plugin v27 2018 10 04

      ;
      ;    Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included
      ;
      ;    Version 27 for runtime 1.10.114    2018 10 04 by jaam and Chosen Clue
      ;    Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_114.dll) is NOT!
      ;        You need to always use a plugin corresponding with the game version you play.
      ;        Plugin should be available just after F4SE has been updated for the modified runtime.
      ;        Runtime versions lower than 1.10.114 will no longer be supported.
      ;        Written and tested against F4SE 0.6.13. You should not use an older version of F4SE.
      ;
      ;
      ;
       
      Known issue: errors in description and untested functionalities.
       
      This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch.
      This is also where the sources for the released plugin will be found.
       
      Current interface and available functions for v22:
      Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 20 for runtime 1.10.89 2018 06 07 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_89.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.89 will no longer be supported. ; Written and tested against F4SE 0.6.9. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 20.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global  

      This is a community resource. It can be used in any way you wish in any mod.
       

      The released version can be re uploaded on other sites as needed but please do not duplicate on this site.
      Any part of the source code not provided as part of F4SE can be reused in your own work as you wish.
       
      Use this topic to comment, request and eventually propose new functionalities on the plugin.
       
      Also in v3:
      Compiled DLL properly named.
      Update to KK after test. Proved insufficient then commented out.
       
      new in v5:
      ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command)
      ; The console command supports an optional second parameter to control rotation speed.
      ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change
      ; Returns the previous value of the selected speed.
      float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global
       
      new in v6:
      ;
      ; String functions
      ; ================
      ;
       
      ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive.
      Int Function StringFind(string theString, string toFind, int startIndex = 0) native global
       
      ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned.
      string Function StringSubstring(string theString, int startIndex, int len = 0) native global
       
      ;Splits the string into a string array based on the delimiter given in the second parameter.
      ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces.
      string[] Function StringSplit(string theString, string delimiter = ",") native global
       
      ; Opposite of StringSplit.
      string Function StringJoin(string[] theStrings, string delimiter = ",") native global
       
      new in v7:
      ;
      ; Array functions
      ; ===============
      ;
       
      ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet.
       
      Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global
       
      String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global
       
      Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global
       
      Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global
       
      Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global
       
      Var[] Function ResizeVarArray(Var[] theArray, int theSize) global
       
      ; if the int theSize is negative, the reulting array is a copy of the original array unchanged.
       
      ;
      ; Misc. Form functions
      ; ====================
      ;
       
      ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only.
      String Function GetRaceEditorID(Race akForm) native global
       
      new in V8:
      ;
      ; Keyword functions
      ; =================
      ;
       
      ; Return the first keyword whose editorID is akEditorID
      Keyword Function GetKeywordByName(string akEditorID) native global
       
      ; Adds a keyword to a form (not a reference). Does not persists.
      bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global
       
      ; Return an array of all keywords loaded in game.
      Keyword[] Function GetAllKeywords() native global
       
      new in v9.0
      ;
      ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included
      ;
       
      ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue
       
      ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT!
      ; You need to always use a plugin corresponding with the game version you play.
      ; Plugin should be available just after F4SE has been updated for the modified runtime.
      ; Runtime versions lower than 1.10.20 will no longer be supported.
      ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE.
      ;
       
      ; Get the value of custom config float option
      Float Function GetCustomConfigOption_float(string name, string section, string key) native global
       
      ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen.
      bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global
       
      ; Returns the name of the plugin that created a form
      String Function OriginalPluginName(Form akForm) native global
       
      ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files.
      Int Function OriginalPluginID(Form akForm) native global
       
      ; Sets the minimum array size required by a mod. Returns false if the current value was greater.
      Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global
      ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini
      ;[Custom Arrays]
      ;uMaxArraySize=nnnnnn
      ;
      ; !! Creating arrays that are too large will adversaly affect your game !!
       
      new in v10:
      fix the FxCam offset so the FlyCam works properly
      reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL
       
      new in v11:
      compatible with runtime version v1.10.26
       
      new in v12:
      compatible with runtime version v1.10.40
       
      new in v13:
      compatible with runtime version v1.10.50
       
      new in v14:
         not needed for current version of four_play (nor the current alpha of FP 1.0)
      any version prior to 14 had an issue  during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value.
      both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly).
       
      new in v15:
      compatible with runtime version v1.10.64
       
      new in v16:
      compatible with runtime version v1.10.75
       
      new in v17:
      compatible with runtime version v1.10.82
       
      new in v18:
      compatible with runtime version v1.10.89
      fixed OriginalFormID
      added DelKeywordFromForm (but it untested at the moment).
       
      new in v20:
      fix for DelKeywordFromForm.
       
      ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order.
      ;    The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[]
      Var[] Function GetCustomConfigOptions(string fileName, string section) native global
       
      ; Set a list of keys and values in a section. Any other existing key will be left alone.
      bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global
       
      ; Reset all the keys and values contained in a section.
      ;    Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section.
      bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global
       
      ; Get all the sections in a file.
      string[] Function GetCustomConfigSections(string fileName) native global
       
      ; For all array functions:
      ;    The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved.
      ;        If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows.
      ;    When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose.
      ;    An empty value should be provided as a zero length string.    TO BE TESTED
       
      ;
      ;    CrossHair functions
      ;    ====================
      ;
      ;    Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently.
      ObjectReference Function LastCrossHairRef() native global
      ;    Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started.
      Actor Function LastCrossHairActor() native global
       
      ;
      ;    Misc functions
      ;    ==============
      ;
      ;    Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim.
      Function PrintConsole(String text) native global
       
      v21: Same as v20 but with the correct DLL.
       
      new in v22:
      compatible with runtime version v1.10.98
       
       
      new in v24:
      compatible with runtime version v1.10.106
       
      new in v25:
      DELETED.
       
      new in v26:
      compatible with runtime version v1.10.111
       
      new in v26:
      compatible with runtime version v1.10.114 (untested for now but should work).
       
      Other files:
      Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin.
      Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers.
       

      31,671 downloads

      Updated

    25. Newpath

      This is a wip and should not be used  it is only being uploaded so someone with more skill can fix my errors

      25 downloads

      Submitted

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