Jump to content

Select a subcategory to view available files.

Files From Subcategories

  1. MuffFluff 3D Pubic Hair

    Muff Fluff - Dynamic 3D Pubic & Armpit Hair for Fallout 4
     
    For Fusion Girl or CBBE
     
    Also With or Without Creation Club requirement. 
     
    ONLY DOWNLOAD ONE VERSION OF THE MOD FROM THE MEGA LINK
     
    Ever notice that every woman in the Commonwealth seems to have unlimited access to razors or waxing, despite those luxuries being gone for 200 years?
    Muff Fluff fixes that.
     
    This mod adds dynamic pubic hair to the female player and NPCs. Hair appears when the relevant area is exposed and disappears when it's covered by clothing. Everything happens automatically during gameplay.
    No baked-in NPC edits. No manually patching hundreds of NPCs. No separate versions of the same character.
    Strip someone down and the hair appears.
    Put their clothes back on and it disappears.
    Simple.
     
     
    Because the hair is implemented through HeadParts Extended, it automatically matches the actor's hair color.
     
    The curtains match the drapes every time.
     
    Tested and fully compatible with AAF animations without any weird stretching or distortion. 
     
     
    *****This is Developed for OLD GEN. This was developed for the Fusion Girl Body.*****
    *****At least one user has said he's running AE and it works perfectly for him. Take that for what its worth.*****
    *****Make sure you have all requirements.*****
    *****Might require a new save, probably at least a new cell to get the scanning to work.*****
    *****Make sure you build the meshes in BodySlide after installing*****
    *****Creation Club Content is Optional*****
     
    *****Now With Hotkeys!!*****
    Updating From an Older Muff Fluff Version
    Version 2.0 is designed to update existing saves. A new game is not required.
    Install the new version directly over the previous version and overwrite the old files.
     
    Do not uninstall Muff Fluff, just load and save without it, and then reinstall.
    As always, make a backup save before updating a scripted mod.
     
    MEGA LINK FOR ALL VERSIONS
     

     
    What's Different in 2.1?
    Basically, I added customizable hotkeys so you can change the pubic hair style or armpit hair style of an NPC without going into the MCM. Just put them under your crosshair and hit the hotkey. 
     
    What's Different in 2.0?
     
    The underlying system has been completely rewritten.
    Previous versions periodically scanned loaded NPCs and used body slots to determine whether hair should be visible.
    That system is gone.
    Muff Fluff is now event-driven. NPCs react only when relevant clothing is equipped or removed.
    There is:
    No recurring NPC scan No constant polling No processing weapon equips as clothing changes No requirement to hijack body slots 39 or 53 for Muff Fluff This should greatly reduce unnecessary Papyrus activity and clothing conflicts.
    There may still be a brief 1-2 second delay when clothing is changed while Fallout updates the actor. Sorry. It was the necessary trade-off to a hopefully much more lightweight mod with fewer performance stutters.
     
    Scroll Down for Patches to common clothing mods. If you want to make a patch for a mod that isn't here yet, just send me the .esp or post it in the support forum.
     
    Features:
     
    Player
    The player can use MCM to:
    Enable or disable pubic hair Select from multiple pubic hair styles or no style at all Enable or disable armpit hair Select from multiple armpit hair styles or no style at all  
    Hair visibility updates automatically based on equipment.
     
     
    NPCs
    Female NPCs receive randomized pubic hair and armpit styles through SPID.
    Each NPC keeps the style assigned to them.
    Hair appears when exposed and disappears when covered.
    The MCM also allows you to point at an NPC and change their pubic hair and armpit hair style.
    Male NPCs can receive armpit hair. - Be sure to build the armpit hair meshes on the male body in Body Slide.
    Changes are applied immediately.
     
    How It Works
    The mod uses HeadParts Extended to add body hair as headparts rather than body overlays.
    Because the pubic hair is set up as HeadParts instead of a typical armor mesh, the hair color of the actors hair will automatically match the color of their pubes. In other words, the curtains match the drapes every time.
    Visibility is controlled by keywords.
     
    Making Outfits Compatible
     
    The pubic hair is tied to underwear type clothing items. But any item of clothing or armor can be modified to allow for the pubes to appear and disappear as intended.
    The compatibility work is done through armor slots. So yes, you’re going to have to use xEdit to make changes to the ARMO records. It’s stupid easy
     
    First , Right click on the name of the plugin and select 'Add Masters' Then select Muff Fluff to add this mod as a Master file. (unavoidable, but it's ok)
     

     
    Then, Open the Keywords record in MuffFluff.esp. Then open the Armor records for your mod in xEdit. 
     

     
    Copy the Keyword you want to add to the outfit - either Pubic Hair or Armpit Hair
     

     
    Navigate to: the ARMO record for the clothing item you want to modify. Go to the KWDA - Keywords line, right click, and select 'Add'

     
    In the Null Reference slot, double click and then hit Ctrl+V to paste the Keyword record into the empty Keyword slot
     
     
    You should see the Keyword added to the Armor item in the Keywords spot.
     

     
    That's all that's required.
    No other scripting on your part.
    Just proper keyword usage depending on the style of clothing you're using.
     
    General rule of thumb is this:
     
    If the item covers the groin, add:
    MF_HidesPubicHair
     
    If it covers the armpits, add:
    MF_HidesArmpitHair
     
    If it covers both:
    Add both.
     
    That's it.
     
    To save you some time, I've added some .esps below for some popular clothing mods that I've already updated with my own personalized body slot assignment system. I created this because there's no universal formula for mod creators to assign body slots to clothing items, which makes for a lot of overlaps. This system allows for a much broader amount of clothing items that can be worn at once. If you want to use it, cool. If not, cool. But each of the .esp files in the Patch section have been modified to add slot 39 to the outfits it should be added to for this mod. Hope they help.
     

     
    ___________________________________________________________________________________________________________________________________________________________________________________
     
    Patches
     
    DonEb14n
     
    Clothes Pack v2.0 by DonEb14n.esp
     
    Clothes Pack 2 by DonEb14n.esp
     
    Clothes Pack 3 by DonEb14n.esp
     
    Clothes Pack 4 by DonEb14n.esp
     
    Clothes Pack 5 by DonEb14n.esp
     
    Clothes Pack 6 by DonEb14n.esp
     
    Collection of tops v2.0.esp
     
    Dikr -
     
    Absolutely Skimpy Attire
    ASA.esp
     
    Dickyftw
     
    Dicky's Pinup Outfit
    Dickys Pinup Outfit.esp
     
     
    DeserterX
     
    DX_NaughtySecretary.esp
     
    DX_Pornstar_Fashion.esp
     
    HN66
     
     HN66Fo4_EasyGirl_BS.esp
     
    HN66Fo4_TRS.esp
     
    Nezzar
     
    NezzarUltimateCollection.esp
     
    Ousnius
     
    Lacy Underwear.esp
     
    Sporty Underwear.esp
     
    Kharneth1
     
    Venus Nine Baseball Uniform
    Venus_Nine_FG.esp
     
    Stylish Bloomer
    Stylish_Bloomer_FG.esp
     
    Osare
     
    OsareUndies.esp
     
    The Dude Abides:
     
    tdaFO4 Vanilla.esp
     
    Derpsdale
     
    TERAPunk.esp
     
    FrenchMaidFO4-CBBE.esp
     
    VTAW
     
    VtawUtilityPack1.esp
     
    VtawWardrobe1.esp
     
    VtawWardrobe2.esp
     
    Vtawleatherdress.esp
     
    VtawWardrobe4.esp
     
    VtawWardrobe5.esp
     
    VtawWardrobe5 HeelSound.esp
     
    VtawWardrobe6.esp
     
    VtawWardrobe6 HeelSound.esp
     
    VtawWardrobe7.esp
     
    VtawWardrobe7 HeelSound.esp
     
    VtawWardrobe8.esp
     
    VtawWardrobe8 HeelSound.esp
     
    VtawWardrobe9.esp
     
    VtawWardrobe9 HeelSound.esp
     
    VtawWardrobe10.esp
     
    VtawWardrobe10HeelSounds.esp
     
    VtawAsari.esp
     
    VtawGothicDressNe.esp
     
     
    Squirrel97
     
    VtawWardrobe5 Previews HO3.esp
     
    VtawWardrobe6 Previews HO3.esp
     
    VtawWardrobe7 Previews HO3.esp
     
    VtawWardrobe8 Previews HO3.esp
     
    VtawWardrobe9 Previews HO3.esp
     
    VTAW Wardrobe Crafting by themodleyfool
     
    VtawUtilityPack1Crafting.esp
     
    VtawWardrobe4Crafting.esp
     
    VtawWardrobe5Crafting.esp
     
    VtawWardrobe6Crafting.esp
     
    VtawWardrobe7Crafting.esp
     
    VtawWardrobe8Crafting.esp
     
    VtawWardrobe9Crafting1.esp
     
    VtawWardrobe9Crafting2.esp
     
    VtawWardrobe10Crafting1.esp
     
    VtawWardrobe10Crafting2.esp
     
    UNKUT
     
    K-Girl outfits.esp
     
    kziitd
     
    Outfit Of Hookers.esp
     
    Master Tailor patches
    Master Balance for DonEb14n by Nachomastero
    Mbalance_CP1v2DonEb14n.esp
     
    Mbalance_CP2Doneb14n.esp
     
    Mbalance_CP3DonEb14n.esp
     
    Mbalance_CP4DonEb14n.esp
     
    Mbalance_CP5DonEb14n.esp
     
    Mbalance_CP6DonEb14n.esp
     
    Mbalance_CoTv2.0.esp
     
    Master Balance for VTAW by Nachomastero
     
    Mbalance_Vtawleatherdress.esp
     
    Mbalance_VtawUtilityPack1.esp
     
    Mbalance_VtawWardrobe1.esp
     
    Mbalance_VtawWardrobe2.esp
     
    Mbalance_VtawWardrobe4.esp
     
    Mbalance_VtawWardrobe5.esp
     
    Mbalance_VtawWardrobe6.esp
     
    Mbalance_VtawWardrobe7.esp
     
    Mbalance_VtawWardrobe8.esp
     
    Requirements
    F4SE SUP F4SE Head Parts Extended Spell Perk Item Distributor  
      Compatibility
    Because Muff Fluff uses headparts, it can conflict with mods that dynamically modify NPC headparts or rebuild faces at runtime.
    One known example is Diverse Bodies Redux.
    The mod will still function, but NPC appearance mods that alter headparts may occasionally overwrite each other depending on load order and timing.
     
    Performance
    Hopefully Fixed. Please report any problems.
     
    Credits
    A massive thank you to @Vioxsis for creating the meshes and figuring out that using headparts allows for color changing hair meshes, and for giving me permission to use her mod assets in this mod. Here’s her original mod:
     
     
    Another massive thank you to @lee3310. His Head Parts Extended mod made this entire approach possible. Also for his help testing and confirming that what I wanted to do with the NPCs would actually work.
     
    Finally, a massive thank you to @donnerwetter for creating the armpit hair meshes for Skyrim. I asked her for permission to use her assets but she hasn't been on LL since January 2025.
     
    I can't reach her on X and don't know of any other way to reach her. If she has a problem wity my porting her mod assets to Fallout 4 and using the .nif files in this mod, then I'll take it down and reload without them. I hope she doesn't mind, and i hope she's out there living her best life. Check out her original mod for Skyrim here: https://www.loverslab.com/topic/189235-dws-3d-underarm-hair-for-3ba/
     
    Armpit Hair
    The armpit meshes still aren't perfect.
    They can stretch in extreme poses and could use better positioning and bone weights. Normal gameplay should generally look fine.
    If you're good at working with .nif files or Outfit Studio and want to improve them, go nuts.
     
    Permissions:
    I do this for fun, so please feel free to use anything from this mod in your own projects. You have my permission to do whatever you want with this mod that doesn't involve paid work.  Just give credit where credit is due.

    If anyone is talented at creating .nif files, and wants to make leg hair meshes, it would be an easy matter to update the mod to include script logic for that mesh also.
     
     




     
    Fallout 4 Body Slot Index.txt Clothes Pack 5 by DonEb14n.esp Clothes Pack 6 by DonEb14n.esp TERAPunk.esp

    1256 downloads

    Updated

  2. LooksMenu Tanline Overlays

    Description
        This mod adds 3 LooksMenu overlays for men and 4 for women for you to add. At first, their intensity is very little and are hardly visible on darker skins. Worry not, you can pile them up by adding them multiple times via LooksMenu to get a greater effect. Mix and match!
     
    They work for BodyTalk, CBBE (as well as TWB and likely Fusion Girl) and JaneBod (and its extended version, of course).
     
    There's two versions of this file: one with loose files and one packed. I highly recommend the latter due to a vastly reduced file size. Unless you use JaneBod, download the cbbe-* package.
     
    Credits
    Monno for creating the bikini some overlays were based on and aubrii for porting it to FO4. DemiDemonArt for BodyTalk v4 and its outfits. Caliente for creating CBBE. Nightasy for creating JaneBod. dup3w4sh1ngt0n for creating Vanilla Wares, from which I based the underwear overlays.   
    Permissions
        Feel free to use any part of this mod for whatever purpose! Credits, of course, would be appreciated; but not needed.
     
    Tools used
    GIMP Blender Material Editor by Ousnius

    408 downloads

    Updated

  3. LooksMenu Breast Vein Overlays

    Description
    At last, some LooksMenu overlays for JaneBody as I couldn't find any. This is a simple, sloppy port of pema123's breast veins overlays made for Skyrim.
     
    Currently, you have six options, where there's two variants of each pattern.
     
    There's a loose version and a bsa-packed version. I recommend using the latter as it is much smaller in file size.
     
    Don't forget to activate the plugin JBOverlays.esp!
     
    Credits
    pema123 for creating the original textures and having open file permissions
    krisser143 for "How to make LooksMenu body overlays" tutorial
     
    Tools used
    GIMP
    Material Editor by Ousnius

    1110 downloads

    Updated

  4. Transfer Settlements - Jamaica Plain Victory Garden and Home

    A Transfer Settlements blueprint that aims to make Jamaica Plain usable while working within the confines of the space. While it would be nice to remove the damaged buildings and abandoned home to create a coherent design, it tends to cause visual glitches that ruin the experience.   Details on this build: Repaired the brick structure making both levels usable, and added an additional display area for clothing advertisements. Repaired the wall on the second level of the home linking to the second level of the brick building, the latter of which houses the medical facilities. Cleared out the parking area and turned it into a greenhouse. This permits high food production and supports turrets for additional security. The empty space between the liveable buildings and retaining walls now supports a three-storey brick structure. This addition supports shops, bunks, bathrooms, and a kitchen. Replaced the damaged roads and sidewalks surrounding the liveable buildings with cobblestone pieces.   Note. A third level was added to the brick building but it is purely decorative. There are no stairs leading to it and it is generally only accessible through jumping off the addition's roof.   Settlement Features   18 bunks. 70+ food. 525+ defence. 180 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, dog, and child included in the build. No visual glitches observed from this build.   Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Mid-Century Modern Furniture Set (Optional) Virtual Workshop – Desert Island (Optional)   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive elements used along the greenhouses' outside-facing walls.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
        Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward   Clear out all clutter, brush, and trash. Remove all walls within the brick structure except for the angled one. The rest will be replaced for consistency. Remove the damaged wall on the first and second level of the wooden home. Remove the sidewalks and roads in the area surrounding wooden home. Anything below the parking lot retaining walls should be scrapped. Beyond the retaining walls there's a large tree, remove it. In the parking area the retaining wall bends in. Remove those bends along with the associated concrete posts.   To remove the tree, do the following:   Select the tree. Disable MarkForDelete   Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.   Build a Transfer Settlements console from Power > Miscellaneous on the roof of the boarded up home.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm all power has been restored.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Updates   Version 1.0.2
    Adjusted Erotic Art to work with my Classic Erotic Art Retexture. Double up ceiling for consistency. Added public showers with appropriate signage. Adjustments to decorates and lighting. Fixed two potential failure points in power distribution. Results in a cleaner look and feel.   Version 1.0.1 Switched to Immersive Laundry. Cloned wall to repair damaged wall on first level of wooden home. Fixed up the retaining wall leading into the parking area.   

    252 downloads

    Updated

  5. Transfer Settlements - Kingsport Lighthouse and Visitor Centre

    Kingsport Lighthouse is transformed into a functional lighthouse-and-visitor-centre settlement that preserves its isolated coastal charm while supporting high settler count and food production. The main home serves as the shop hub, the dock as bunkhouses, and an outbuilding provides visitor bathroom facilities.   Details Repaired roof and expanded second level of the main home. Removed damaged dock sections, extended the dock, and added a fishing shack. Added outbuilding on the rocks for visitor washroom facilities. Cleaned up the lighthouse interior for sleeping accommodations and electric lighting. Placed a pallet in the docked fishing vessel for two extra bunks. Added a large Skyrim statue near the waterline (may explain the shipwrecks in the area).   Settlement Features 24 bunks. 100+ food. 485 defences. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers can move throughout and even make use of the beds inside the lighthouse. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Advanced Bubble Turret Set (Realistic No Power version). Used within the main structure and lighthouse in case of respawns. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area can be quick. Still, save often just in case you accidentally scrap something important like the main home.   Clear out the main home entirely of clutter and furniture. Additionally remove the damaged roof, and damaged wall leading to the narrow end. Clear out the contents of the fishing shack, and damaged portion of the dock. This includes the barrels and wooden frame. Remove the clutter, including rocks and shrubs from the surrounding area, including the red truck and the road beneath it. Be sure to maintain the rock face for the various cliffs. Move the large tree near the home. Push it beyond the boundaries of the build area using Place Everywhere.   If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console: Select the tub. Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.   Build a Transfer Settlements console from Power > Miscellaneous on the road leading into the settlement at the edge of the build area.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   No additional requirements other than to confirm that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Updates   Version 1.0.2 Adjusted Erotic Art to work with my Classic Erotic Art Retexture. Double-up ceiling for a consistent look across my settlements. Added a tree to account for an idle that cannot be removed. Replaced the roof so it aligns properly. Added a power switch to power on and off the recruiting beacon without going to the roof. Cleaned up lighting using SOE light sources.   Version 1.0.1 Added a Skyrim statue on the cliff near the water line. Adjusted the wiring for the lighthouse. Much of it is now hidden for a cleaner look.  

    213 downloads

    Updated

  6. Transfer Settlements - Egret Yacht Squadron

    Egret Tours Marina reimagined as a fancy yacht squadron. A single large structure houses stores, medical facilities, and a club. Wasteland elegance amid the ruins.    
      Details on this build: Removed derelict buildings, workshop, warehouse/boat launch; replaced with large coherent structure. First level: shops, club, kitchen, medical, pump room, enclosed courtyard. Second level: bunks, washrooms, greenhouse. Third level: large workshop area, rooftop garden. Converted diner to barbershop. Converted boat shed to gym, and clipped in a warehouse electric door. Floated fishing trawler that is ready in all respects to go to sea. Replaced boat launch retaining walls for a consistent facade. Added large Skyrim statue near entrance as showpiece.   Note. Warehouse glass pieces add a reflection component that may tank your framerate when you are in the courtyard or greenhouse area. See Unrelated But Useful for more information on mods that may help.   Settlement Features 28 bunks. 115+ food. 470+ defense. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build other than at a distance when the entire structure has not yet loaded.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants (Turrets) Halloween (Optional) Coffee and Donuts Workshop Pack (Optional)   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.   Setup   Clearing the area is relatively straightforward. Remove the warehouse, sidewalks, and outbuildings. Remove the upper retaining walls entirely including the railings.   Maintain the following: Docks and stairs that transition to the upper retaining wall. Diner and refueling station (remove the sliding panels blocking two windows). Boat shed, but clear out it's contents. Power pole by the warehouse.   Clear out the remaining clutter, including junk cars.   Build a Transfer Settlements console from Power > Miscellaneous facing on the road coming into Egret Tours Marina facing the bridge.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   No additional requirements other than to confirm that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and do not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Updates   Version 1.0.2  
    Adjusted Erotic Art to work with my Classic Erotic Art Retexture. Double up ceiling for consistency. Blueprint now includes the entire retaining wall sets to make it easier to scrap. Re-added idle animations.   Version 1.0.1  
    Duplicated boat for precise placement during import. Duplicated and replaced retaining walls to create unified facade. Added pier surface to the top boardwalk to improve navmesh. Added a statue at the entrance along with additional lighting. Added Immersive Laundry. Removed Singing Settler lockers to avoid frequent wardrobe malfunctions. Replaced sliding panels within the diner with window duplicates. Clipped in a warehouse electric garage door for the boat shed. Closed up and repaired the third deck for a cleaner look.  

    199 downloads

    Updated

  7. Transfer Settlements - Taffington Boathouse Restored and Expanded

    Taffington Boat House is an interesting location that could have easily been great had they increased the build area. This Transfer Settlements blueprint uses the existing space to: Expand the boardwalk. Fix up the existing building including the roof and overhangs. The main structure now houses shops and medical facilities, including a surgical area. Adds another bunkhouse with a laundry area, working bathroom, and a large space for workshops. Moves the boathouse slightly to accommodate the roof repair. Adds two greenhouses over the road.   Note. For some easy experience points, get the attention of the bloodbugs and stingwings nearby and draw to the settlement's defences.   Settlement Features 23 bunks. 110+ food. 485 defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers appear able to move throughout but occasionally get stuck in the original home. Power mostly runs through conduits and under the boardwalk to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Mid-Century Modern Furniture Set (Optional) Virtual Workshop – GNR Plaza (Optional)   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive element used along the greenhouses' outside-facing walls and inside the main structure in case creatures respawn. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area can be done quickly. Save often just in case you accidentally scrap something important like a wall.   Clear out the boathouse completely. Remove the damaged part of the roof and overhangs of the main home, remove the tub, and bathroom walls. Remove the boardwalk entirely, including pylons and posts. Clear the area of clutter and junk.   If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console: Select the tub. Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.   Build a Transfer Settlements console from Power > Miscellaneous near the edge of the build area on the road near the boat ramp.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   No additional requirements other than to confirm that all power has been restored as expected.   You may need to adjust the glass in the windows for the bunkhouse. Just move them forward or back a bit until you have the desired effect. Glass also prevents the player from accidentally going through the window.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is save to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Updates   Version 1.0.3 Adjusted Erotic Art to work with my Classic Erotic Art Retexture. Closed up the attic Added some Anniversary Edition lighting (Optional)   Version 1.0.2 Properly duplicated pylons and posts.   Version 1.0.1 Electric doors were attached to workshop. Replaced washers and dryers with those from Immersive Laundry. Pylons and supports are now duplicated and pre-placed. Gas light added atop the pylons to more closely match the original look and feel.  

    299 downloads

    Updated

  8. SMP Head

    Description
     
    Simple as that, this is male head meshes with SMP support. There are two versions: vanilla and A-Human race.
     
    To actually have effect, body that support SMP and has proper penis/hands/anything collisions has to be used.
     
    Head mesh versions avaible:

    -Vanilla
    -A-Human race
    -Ace Male Race
     
    At this point A-Body V2 Alpha has SMP support.
     
    Keep in mind that results may be not perfect because of mouth/penis positioning has to be very precise for it to look fancy. Use SAM and experiment with Jaw morphs and character's facegen for best results.
     
     
    Requirements
     
    -F4 FSMP
    -(Optional) A-Human race - only for A-Human race version.
    -(Optional) Ace male Race - only for Ace Male Race version. Please note that Ace has very different mouth position and very different morphs that are inconsistent for proper penetration, so results will not be perfect.
     
     
    Credits
     
    Jarari for F4 FSMP.
    Predator-RJ for otiginal Skyrim SMP head, which I used as inspiration (and honestly borrowed some XML values from).
     
     
     

    745 downloads

    Updated

  9. Triggerwoman Alive or Brothel is Best Home

    This is a patch for the Triggerwoman mod, which turns the brothel "Secrets of Chestnut Hill" into the most useful place in the Commonwealth, and will also allow you to simultaneously play Triggerwoman and Triggerwoman Reborn.
     
    The patch adds a female doctor named Arianna to the brothel, as well as plenty of food, weapons and ammo for the vendors. In addition, this patch moves the door from the "Old Neighborhood Club" to another location, which should remove the conflict with the Triggerwoman Reborn mod.
     
    The English and Russian versions of the patch are presented here.
     
    If you have the Family Planning Enhanced v2.710 mod installed, you can download an additional patch that will add contraceptives from this mod to brothel sellers. Maybe the contraceptive patch will work for FPE Redux v4.025, but I'm not sure about that. The IDs seem to match, but I have no way to verify this in game.
     
    Important note:
    Triggerwoman has not only quests, but also an active brothel "Secrets of Chestnut Hill", where Nora can earn money without any conditions. At the same time, there is always a bed in the brothel where Nora can sleep, as well as vendors from whom she can buy food. That is, this place is a good home for the player, combined with work. There are many mods that add a home for the player, but Triggerwoman is the only mod that allows you to work from home without going outside. In order to start working there, you just need to talk to Ruby, whom you will meet as soon as you enter the brothel.
     
    Well, since the "Secrets of Chestnut Hill" are secret, it doesn't have a marker on the map. So you need to look for a brothel here:
     
    Since Triggerwoman Reborn, created as an improved version of Triggerwoman, has a door in the same place as in Triggerwoman, both of these mods have become incompatible. I was sorry to lose such a useful mod, and I created this patch to remove the conflict between these mods. That's where the door to the "Old Neighborhood Club" from Triggerwoman is now:
     
    I also made the brothel even more useful, especially in survival mode.
     
    What has been changed:
    Secrets of Chestnut Hill
    Added a female doctor. Her name is Arianna. She is a real doctor with all the features of a vanilla doctor. She can cure the player, and she can even have an abortion if Family Planning Enhanced (any version) is installed. Added products for the saleswoman Carol. Now she has a lot of different food and "energy" drinks on sale. Added products for the saleswoman Kiara. Now she has several types of weapons on sale and a lot of ammo for them. She also sells Stimpacks and other drugs, as well as alcohol and water (clean and dirty). If a additional patch for contraceptives is installed, then each saleswoman will have 500 condoms and 10 contraceptives on sale. Added two showers. Initially, there were only sinks and toilets, there was nowhere to wash. Old Neighborhood Club
    Added two beds. If NPCs are not sleeping on them at the moment, then you can get enough sleep with a bonus. Added two showers. Initially, there were only sinks and toilets, there was nowhere to wash. I moved the front door. The entrance to the club is now located on the other side of the house (see screenshots at the top of the page). This should fix the conflict with the Triggerwoman Reborn mod (I haven't checked yet, please let me know if it helped if you've already checked). Beacon Hill Crew
    Added one shower. Initially, there were only sink and toilet, there was nowhere to wash.  
    Note: if you install my patch SWAP Vanilla plumbing fixtures to CWSS, all sinks, toilets and showers will turn into working sinks, toilets and showers that can be used for their intended purpose.
     
    Requirements:
    Triggerwoman - necessarily, hard requirement.
     
    Load order:
    Triggerwoman.esp (the main file of the Triggerwoman mod)
    TriggerwomanFurniturePatch.esp (the patch from this page)
    TriggerwomanContraceptivesFromSellersPatch.esp (if you have the Family Planning Enhanced v2.710 mod installed)
     
    Recommendation:
    SWAP Vanilla plumbing fixtures to CWSS - replacement of vanilla bathtubs, sinks, and toilets with CWSS work units.
    GET DIRTY (take a bath) 2.0 - makes the player get dirty over time. A great reason to take a CWSS shower.
    Get Dirty - Debuffs Patch - after installing this patch, it will make real sense to use a shower or a bath. This patch adds debuffs when the body is dirty, and adds buffs when the body is clean.
    AAF Dirty Sex 1.1 - dirties the player during sex. It fits the brothel theme very well.
    Family Planning Enhanced v2.710 - It will force the player to be more responsible about their work. In a brothel, of course. Although, with the right approach, it can bring additional income in the form of caps.
     
    Triggerwoman Reborn - I think this mod can now be recommended for use with Triggerwoman.
     
    Warning! The "Universal Working Bathroom Fixtures" patch that Heinzelman recommended for the Triggerwoman Reborn mod is incompatible with my "SWAP Vanilla plumbing fixtures to CWSS" patch, which I recommend for installation. If you already have "Universal Working Bathroom Fixtures" installed, then you do not need to install "SWAP Vanilla plumbing fixtures to CWSS". In this patch, you will wash dishes in kitchen sinks, and with my patch, you can drink from kitchen sinks. In addition, all the sinks in my patch provide purified water. But most importantly, do not install both of these patches at the same time! If you want to replace one CWSS patch with another, then you need to follow these steps:
     
     
    Thanks:
    Heinzelman for creating the Triggerwoman mod, which has such a wonderful place as "Secrets of Chestnut Hill"
    ElminsterAU for creating xEdit and keeping it updated through years
     

    255 downloads

    Submitted

  10. Transfer Settlements - Institute Surveillance Station Home Plate

    Home Plate is the de facto home for the player within Fallout 4, but the base build can be pretty limiting. This Transfer Settlements blueprint uses a mixture of Settlement Objects Expansion Pack elements that maximises space and enhances overall aesthetics. The overall effect is an early Institute design similar to what you would find within the FEV laboratory.   My goals for this blueprint were: Increase the available floor space, resulting in a second and third level. To create a space that appears to be livable, including a kitchen and bathrooms. Designed to support mods that enable parties or entertaining clients. E.g., Hardship by Tentacus. Furniture selection to further support Advanced Animation Framework (AAF) scenes. Limited settlement support, such as shops. Limited defences in the form of bubble turrets, in case NPCs get violent. Have power available throughout without the distribution being visible or by using Workshop Framework. Create a more coherent and consistent look.   Note. Similar layouts have been used to support Human Resources. The antenna was wired in and clipped through the walls to broadcast availability, with the additional safe and terminal added wherever it fit. If I recall, locals would also avail themselves of the service.   Requirements   Downloadable Content   Wasteland Workshop Contraptions Workshop Vault-Tec Workshop   Hard Requirements   Transfer Settlements. To import this Blueprint. Scrap Everything. To clear out Home Plate down to the corrugated walls. Settlement Objects Expansion Pack. Main building elements needed to make this possible.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements   Homemaker. Decorations, furniture, and miscellaneous objects. Craftable Working Sinks and Showers Redux. Working sinks, showers, and kitchen. Advanced Bubble Turret Set. Unobtrusive defensive elements. Erotic Art and Erotic Art Expanded. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Signing Settler. Used extensively in other settlements, but for this Blueprint it is restricted to the addition of carpeting.   Nice to Have   Videos of the Wasteland. Working televisions. Invisible Furniture. Adds invisible markers that Dogmeat and Settlers can use for basic actions. Torture Devices. Addition of associated torture devices. ZaZOut4 REPACK. Crosses and pillories. Crazy Sex Animations. Invisible mats that allow the characters to do certain sexual tasks. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.   Unrelated But Useful   Place Everywhere. Allows you to make minor adjustments if necessary. Home Plate Workshop Settlement. A full workshop for Home Plate to manage caravans and shops.   Setup   Scrap everything within Home Plate. The easiest way to do this is to run ScrapAll from the console. This is the only settlement where this works without creating adverse effects.   Build a Transfer Settlements station from /Power/Misc and place it in front of the workshop. Use it to import this Blueprint.   Note. Import should be done with Workshop Mode enabled.   Notes on Imports   Transfer Settlements recommends leaving the area after import and not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into Vault 111 a few minutes after arrival. Once inside wait an additional few minutes before saving.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes Blueprints installable.   Updates   Version 1.0.1 Minor adjustments to walls and doors to prevent clipping. Added Immersive Laundry support. Added a cat and a dog to the build. Made adjustments to the Erotic Art optimized for my Classic Erotic Art Retexture.  

    254 downloads

    Updated

  11. JawDrop - Universal Mouth Opener

    About This File
     
    A true jaw-dropping mod! Like… literally.
     
    Originally made to force the player’s mouth open during oral animations, Jaw Drop has grown into a full facial expression control tool for AAF scenes.
     
    Some animations forget to open the mouth, close it too early, or use an expression that doesn’t fit the moment. This mod lets you override that — and keep your chosen look active for as long as you want.
     
    ---
     
     
     
    Functional controls
    Mouth Open – configurable jaw/mouth morph set with intensity slider (0–100). Teeth Bare – independent teeth/lip tension morphs; stacks with Mouth Open. Eyes Closed – eyelid morphs with intensity slider; uses LL_FourPlay SetAllowBlinking(false) for a true closed-eye look (no FatherDeath archetype). All three are independent toggles and can be combined. Emotions
    Three hotkey slots: Emotion 1 / 2 / 3. Each slot has an MCM dropdown to choose any vanilla AnimFaceArchetype (Afraid, Happy, Angry, In Pain, etc.). Emotions use ChangeAnimFaceArchetype once on toggle (no per-tick refresh). Turning an emotion off restores Neutral; does not clear mouth/teeth/eyes morphs. Switching emotion slots replaces the previous archetype cleanly.
       
    AAF integration
    Soft dependency on AAF API. Listens to scene/animation end events and resets face state when a scene finishes. Lightweight refresh timer (~1.5 s) only for MFG morphs so AAF does not wipe mouth/teeth/eyes mid-scene. Face archetypes are not re-applied every tick (avoids keyword spam / broken caa state). MCM
    Functional section: hotkeys + intensity sliders for Mouth, Teeth, Eyes. Emotions section: hotkey + type dropdown per slot. Debug notifications toggle. Updated keybinds call the new toggle functions. (need to re-assign if updated) Technical / quality
    Clear functions reset only the morphs used by that preset. Blink lock is released on eyes-off, load game, and full face reset. flagged ESL, wont take up mod slot. Optional recommendation: Expressive Expressions (or similar) for stronger archetype visibility on the player Requirements
    Fallout 4 (with your usual F4SE stack as needed) LL_FourPlay (for reliable closed eyes) AAF (optional but recommended for auto-reset after scenes) MCM (for configuration) Notes
    Vanilla face archetypes on the player remain relatively subtle without an expressive face .tri mod. Do not spam caa in a tight loop; Jaw Drop applies archetypes only on toggle.  
     
    Why you might need this
     
    Blowjob animations that leave the jaw clamped shut, pleasure faces that look wrong for a rough scene, or any moment where the default expression breaks immersion. One hotkey, and the face stays the way *you* set it.
     
    Works with **AAF 1.0+** (real player character, not a clone). Should also work with NAF.
     

    1361 downloads

    Updated

  12. Transfer Settlements - Highrise Living at Hangman's Alley

    Hangman's Alley is a challenging settlement to build with. This Transfer Settlements blueprint uses highrise Settlement Objects Expansion Pack elements that maximises space and enhances overall aesthetics. The overall effect is a compact, clean, and defensible settlement.   Details of the Build High-rise pieces used to integrate the structure into the existing alleyway. First deck features a space for shops, booths, workshops and bunks. Second deck is composed of a gym, and additional bunk spaces. Third deck is reserved mostly for mutfruit planters. The third entry space at the top of a wooden set of stairs has been further sealed using Homemaker brick pieces. Heavy turret presence at both entry points, and additional turrets hidden in dead spaces to defend against opponents spawned within the settlement.   Key details 22 bunks 90+ food 600+ defence 240+ power 35+ water All Tier-3 stores (Medical, Restaurant, Clothing, General) Dedicated gym area Vault-Tec drink dispensers, and slot machines Fully working sinks, showers, and fridges Power routed through conduits to minimise visible wiring Cat, and dog included Minimal visual glitches observed from this build. Settlers appear to have little trouble moving around the build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall.   Note. Any references to left or right are based on coming down the concrete steps.   Clear out the area of trash, shrubs, and visible sidewalks within the area below the concrete stairs. Remove any makeshift walls and buildings. The sole exception is the chained door at the top of the refuse pile. Keep that one intact, as it prevents opponents from attacking from there. Remove the workbenches, fridge, and fire barrel. Remove the supports located by the fridge on the right. Remove the overhang located by the weapons workbench on the left, including the thin matching fringe that goes along that wall. Two elements of that fringe will require MarkForDelete to remove. There are two rusted trunkings visible in the alley. Remove the one furthest away from the weapons workbench. This will likely require you to select the object and MarkForDelete from the console. Remove the lowest level of window outcroppings on the left wall, including those around the corner. The blueprint will add build elements to prevent visual glitches. To remove an explosion hazard, mark the truck in the console and MoveTo Player the vehicle to within the settlement. This allows you to scrap it. Alternatively, blow it up ahead of time.   A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., fringes, trunking). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous at the top of the concrete steps to import this blueprint.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. The steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Updates   Version 1.0.3 Added a recruitment beacon on the rooftop of the surrounding buildings. Switch to turn on and off is below it by the scavenger station. Re-added some missing lights and added some SOE light sources for additional illumination. Optimized build to use my Classic Erotic Art Retexture.   Version 1.0.2 Adjusted turret positions to ensure they have no effect on player and NPC movement. Slight power tweaks to ease import. Switched to Immersive Laundry.   Version 1.0.1 Dog, and cat can now be imported.  

    345 downloads

    Updated

  13. Transfer Settlements - The Castle - Minutemen Rest and Recreation Centre

    A Transfer Settlements blueprint that not only repairs the walls of the Castle, but adds a three-storey annex, along with bars and entertainment for the Minutemen. Not only is the end result armed to the teeth, the recreational facilities encourage settler interaction.   This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.    
      Details on this build: Repairs all of the walls using the Homemaker retaining wall elements. This creates a cleaner look that incorporates the cobblestone sidewalk pieces already part of the base build. Three-storey annex that is linked through an entrance in the wall and on the top storey. Houses bunks, bathrooms, and a full gym. Medical bays and a large ward to treat the troops (additional bunk space). Large room reserved for Tier 3 Clothing, General, Armour, and Weapons stores. Siren's Song, a club featuring a large bar, couches, and a singing settler. The General's Quarters features a bar, pole dancers, slot machines, and entertainers. Radio shack has been replaced by a bunker. Glass windows have been added to handle adverse weather. Catwalks have been replaced with warehouse equivalents. Cleaner look, permitting the idles that cannot be scrapped to work with the new structure.   Settlement Features 50 bunks. 100+ food. 975+ defence. 420 power. 120 water. All Tier 3 stores. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with some difficulty observed in getting to the first and second storey of the annex. Cat and dog included in the build. No visual glitches observed from this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Home Decor Workshop Pack (Optional) Virtual Workshops – Capital Wasteland (Optional)   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, glass, railings, foundation liners, cooking stations, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler, and scene rugs (carpeting). Alex Stripper Pole. Adds assignable stripper poles. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground.   Nice to Have Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   There are two ways the setup can occur:   Minutemen Takeover Setup   In this scenario, the Minutemen have taken the Castle and cleaned it up for you. For this to happen, you need to leave the area and return.   Clearing the area is relatively straightforward. Remove brush, garbage, rubble within the build area. I also typically remove the railings at the top and those outside the main gates.   Take your time when removing the walls and roof of the radio shack. You may inadvertently remove key equipment to run Minutemen Radio, such as the antenna.   Within the armoury, maintain the tables containing artillery scape and plans, the shelves with turrets, and smaller shelf on the left side when facing the door. Additionally, keep the table in place. The rest can be scraped and will be replaced on import.   Note. If you have Companion Ivy installed, remove the antenna as Ivy's radio tower will replace it.   Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall.   Build a Transfer Settlements console from Power > Miscellaneous in front of the workshop.   Non-Minutemen Playthrough   In this scenario, the Minutemen do not yet exist or you cleared the area yourself and do not want to bring Preston in. In additional to what is listed above, this leaves you with the mirelurk mess to deal with, which cannot be scrapped normally.   Fortunately, there is a way to remove the elements and make the Castle a viable settlement. It simply takes time and patience to do so, but the process is straightforward.   The steps below work for mirelurk eggs, seaweed, dirt, mud, lichen, and anything else the Minutemen would normally clear out.   A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., eggs, seaweed, and so forth). You can use the mouse's scrollwheel to find the appropriate target. Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   It is highly recommended that you adjust the .ini or get a mod which highlights objects selected in the console.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   No additional requirements other than confirming that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Updates   Version 1.1.0 Moved power conduits above the ceiling to hide them entirely. Added advanced bubble turrets to strengthen defences around certain areas. Added pubic showers near the exit. Added more decorating elements and lighting. Added a firing range. The sand bags will break apart, spill sand, or explode. Adjusted food production. Switched to bunks within the bunkhouse increasing bed level to 51. Switched Erotic Art to use my own textures.   Version 1.0.1 Put new catwalks in due to idles that cannot be scrapped. Cleaner look and feel than the originals. Scrapped the Singing Settler lockers as these tend to cause wardrobe malfunctions. Switched to Immersive Laundry. Doubled up the flooring under the gym.  

    595 downloads

    Updated

  14. Multi-Player-Menu (MPM)

    WARNING: Work-In-Progress (early stages). Bugs are expected — use at your own risk.
     
    Multi Player Manager (MPM) — v1.3.0
    Have you felt the Commonwealth was too easy for one survivor? MPM lets you run multiple player identities in one save — each with their own inventory, LooksMenu preset, and MCM options — and swap between them from a terminal hub / MCM.
     
    What it does:
    - Up to 10 player slots (inventory + appearance presets; shared skills/XP by default)
    - Institute lab alternate start with a terminal to configure/deploy loadouts
    - MCM for per-player options, widgets, and MSM profile hooks
    - Defeat outcomes (reload, stay as the defeated player, swap-defeat lookalike, late/random fate) with MCM weights — optional soft integrations for captured / Bad End / auction-style flows; optional follower support
    - Widgets: Defeat, KFT Struggling, BIP Struggling and etc., incorporated to better immersion on the struggling process.
    - Panic Meter + Wear & Tear System: Widget to monitor the Player's Panicking and Sexual Health. (No need for WSS install separately)
     
    Why:
    One save, many survivors. Failures and swaps stay part of the journey instead of always reloading the same character.
     
    Requirements (hard):
    - Fallout 4 (current F4SE-supported build; built against 1.11.221 / F4SE 0.7.8)
    - F4SE — https://www.nexusmods.com/fallout4/mods/42147
    - Address Library for F4SE Plugins — https://www.nexusmods.com/fallout4/mods/47327
    - Mod Configuration Menu (MCM) — https://www.nexusmods.com/fallout4/mods/21497
    - LooksMenu — https://www.nexusmods.com/fallout4/mods/12631
    - MCM Settings Manager — https://www.nexusmods.com/fallout4/mods/56195
     
    Soft dependencies (optional features only):
    Torture Devices: https://www.loverslab.com/files/file/3341-torturedevices/
    Auction House: https://www.loverslab.com/files/file/34256-auctionhouse-fallout-4/
    Bound In Public: https://www.loverslab.com/files/file/26548-aaf-bound-in-public-8312023/
    KFT: https://www.loverslab.com/files/file/32791-kft-kziitd-fetish-toolset/
    Bad End Animation Pack: https://www.loverslab.com/files/file/8183-aaf-bad-end-animation-pack/
     
    Install:
    Mod Organizer 2: drop the MPM_v1.3.0 folder in as a mod (or extract so MultiPlayerMenu.esp sits under Data). Enable MultiPlayerMenu.esp. Launch with f4se_loader.exe.
    New Game recommended (MPM lab alternate start). Existing saves are unsupported.
     
    Incompatibilities:
    - Start Me Up (MPM provides its own alternate start)
    - AAF Violate
     
    Appearance tip:
    Overwrite LooksMenu presets Male_MPM_01…10 / Female_MPM_01…10 (mirror at start or showlooksmenu player 1, then save over those names).
     
    Known quirks:
    - Start mirror: Nora may not visibly swap with Nate up front, but you can still edit her — not game-breaking.
    - After deploy/swap, the weapon may briefly draw/sheathe before settling.
     

    69 downloads

    Updated

  15. Pervert Russian translate

    Ручной перевод этого мода. Перевод самостоятельный, но все зависимости, описания и обсуждения там. В планах перевод пропатченного под него HARDSHIP и TSEX
    Если увидите какие-то странности, баги и неработающие скрипты, пишите. Есть вероятность, что накосячил.
    И да, может резать глаз смена обращения "ты" и "вы". Я выловил, где нашёл, но вполне мог что-то оставить. Буду играть сам и, по мере прохождения, исправлять опечатки.
     
     
     

    924 downloads

    Updated

  16. GAPE

    A simple bridge between Sex Attributes and Expanded Holes.
    Every time the Wear value increases (typically after a sex scene), this mod applies a gape effect from Expanded Holes. The dilatation amount scales with current Wear — higher Wear means a larger gape and a longer-lasting effect.
    Gaping becomes noticeable around Wear 60.
    The effect is temporary: dilatation gradually retracts over time and the body returns to normal. The next time Wear increases, the gape is applied again.


    Warning: If you use Fusion Girl, you need to download and install PotC FGMP v1.20a FOMOD, then run BodySlide and build the nude body morph+. Otherwise, the gape effect will not be visible.

    The mod contains only a modified SA script and does not take up the ESP slot.
     
    Hard requirements:
    Sex Attributes
    Expanded Holes
    for FG users:
    PotC FGMP v1.20a


    I recommend first installing the exaple dcc patch, which is found in the expand holes files. This simple mod will apply anal dilation after inserting and removing the anal plug from the PotC mode.
     

    1463 downloads

    Updated

  17. RMR Config - Fusion Girl (FPE-safe)

    RMR Config — Fusion Girl (FPE-safe)
    A ready-made MCM configuration for Rad Morphing Redux 2.5.0 on Fusion Girl, covering four triggers at once (Rads, SPECIAL, Cleavage, Arousal) without ever touching a slider that Family Planning Enhanced drives. It is just one file: MCM/Settings/RadMorphingRedux.ini. No ESP, no scripts, no meshes. Drop it in, load a game, hit Reload MCM settings, done.
     
    Why you might want it
    Setting RMR up by hand means looking up internal slider names in ZeX-FusionG.xml, working out that thresholds are percentages of the trigger and not raw stat values, and discovering the hard way that negative morph targets silently do nothing on current LooksMenu. This config has all of that already sorted out and commented inline.
    It is also deliberately built to coexist with Family Planning Enhanced: not a single one of the twelve Fusion Girl sliders FPE writes to appears anywhere in it. Pregnancy and RMR run past each other without fighting.
     
    Requirements
     
    Core — mandatory
    Fallout 4 1.10.163 F4SE 0.6.23 Mod Configuration Menu 1.39 — Registrator2000 LooksMenu 1.6.20 — Expired BodySlide and Outfit Studio 5.8.2 — ousnius ZeX - ZaZ Extended Skeleton 6.0 — TheBottomhoodofSteel ZeX - Fusion Girl 1.75+ — TheBottomhoodofSteel Rad Morphing Redux 2.5.0, installed with at least 20 slider sets — LenAnderson ZeX moved Fusion Girl and the skeleton off Nexus — LoversLab is their current home, so use those pages. LooksMenu, BodySlide, MCM and SUP F4SE have no official LoversLab release; anything you find there is a reupload, so stick to Nexus for those four.
     
    The slider-set count matters.
    t is a FOMOD question when you install RMR. This config uses Slider0 through Slider16 (17 sets). Pick fewer than 20 and the higher sets are silently ignored — no error, just fewer effects. More than 20 is fine; the spare sets stay empty and cost nothing at runtime.
     
    Your bodies and outfits must be built in BodySlide with "Build Morphs" ticked.
    Without the .tri files nothing can morph, no matter how the config looks.
     
    Triggers
    RMR does nothing on its own. Install the ones whose effects you want — any trigger you skip just leaves its slider sets idle, the rest keeps working.
    RMR Trigger: Rads 1.0.0 — LenAnderson — drives sets 1-3 RMR Trigger: Cleavage 1.2.0 — LenAnderson — drives sets 4-5 RMR Trigger: Arousal 1.0.0 — Franco Cozzo — drives sets 6-8 RMR Trigger: S.P.E.C.I.A.L. 1.0.0 — LenAnderson — drives sets 9-17 Two of those pull in a dependency of their own:
    Cleavage needs SUP F4SE Plugin 11.70 — Sovereignty Arousal needs AAF Sex Attributes - Framework 2.8.0 — twistedtrebla The Arousal trigger reads the global FPA_Value_Arousal (0x01E80D) from FPAttributes.esp. Without Sex Attributes it logs a missing-dependency trace and stays silent.
     
    Nice to have, not required
     
    Installation
    Install as a normal mod (MO2/Vortex), or just drop MCM/Settings/RadMorphingRedux.ini into your Data folder. In MO2, place it below RMR 2.5.0 in the left pane so it wins the file conflict. Otherwise RMR's own default config takes priority. Load your save, open MCM → Rad Morphing Redux → Reload MCM settings. Fill in the Cleavage slots — see After installing.  
    MCM edits this file in place.
    Once you change anything in RMR's MCM, MCM writes your setting straight back into MCM/Settings/RadMorphingRedux.ini — and under MO2 that means this mod's own copy of the file, not something in Overwrite. USVFS routes a write to an existing virtual file back to the real file in the winning mod; Overwrite only ever receives files that no enabled mod provides.
    Two things follow. The comments survive, because MCM updates individual keys rather than rebuilding the file. But your copy is no longer pristine — a copy of the original ships as docs/rmrconfig/RadMorphingRedux.ini.original, so you can drop that back over the top to reset.
     
    What it does
    All 17 sets are player only (iApplyTo=0) and female only (iSex=1).
     
    Rads — wasting away
    Cleavage — clothed vs. bare
    Arousal
    S.P.E.C.I.A.L.
     
    Things worth knowing
     
    Thresholds are percentages, not stat values
    Calibrate the rads thresholds to your character
    Negative targets do not work
    iMorphCalculation is set to 1
    Family Planning Enhanced
    Companions are not included
    ────────────────────────────────────────
    After installing
     
    Fill in the Cleavage slots, or sets 4 and 5 will never fire.
    Slot numbers here are not the Creation Kit biped slot numbers you see in mod descriptions. Both RMR and the Cleavage trigger call Actor.GetWornItem(slot) with a counter running 0-61, which is a different numbering. Don't guess — read them off:
    Wear the outfit you want to trigger cleavage Open MCM → Rad Morphing Redux → Equipped Items, or the "Click to show worn clothes" button at the top of any slider set page Note the number next to the garment Enter it in MCM → RMR Cleavage → Slots, actor Player Same function, same numbering, so what RMR shows is exactly what you type. Separate multiple slots with a pipe character.
     
    Tuning
    Everything is editable in MCM, or in the ini directly — it is heavily commented.
    fTargetMorph is absolute percentage points on the slider: 100 = +1.00 morph. The MCM slider steps in 10s; the ini accepts anything. Slider names are the internal name attribute from Tools/BodySlide/SliderCategories/ZeX-FusionG.xml, including spaces — Boobs Yuge, not BoobsYuge. Separate them with a pipe, no spaces around it. Sliders shared between sets add up. Boobs Big appears in sets 7 and 14 on purpose: max arousal and CHA 10 together give +40. All 45 slider names in this config were verified against ZeX-FusionG.xml.
     
    Credits
    LenAnderson — Rad Morphing Redux, the Rads / SPECIAL / Cleavage triggers, and RMR Helper Franco Cozzo — RMR Trigger: Arousal TheBottomhoodofSteel / ZeX — Fusion Girl and the ZaZ Extended Skeleton twistedtrebla — AAF Sex Attributes EgoBallistic — AAF Family Planning Enhanced, and Chosen Clue for the original Haberdasher — HBD_MorphDebug Invictusblade — the original Rad Morphing that RMR is based on This is only a configuration file for their work.
     

    183 downloads

    Updated

  18. Vault 144 Quest Russian Translation

    Требуется установить оригинальный мод, потому что в архиве только esm и скрипты. Переводил все с рассчетом на игру женским персонажем. Если увидите какие-то странности в переведенных фразах, несоответствия сценам или что-то в этом духе, пишите и скриньте. 

    37 downloads

    Submitted

  19. Skimpy Armour Keyword Archive

    This is a growing archive of RobCo Patcher .ini files designed for use with the Skimpy Armour Keyword Resource (SAKR). These patches are also fully compatible with the Skimpy Armour Keyword Injector.   Currently Supported Mods:   Anarchist Outfit (CBBE) Angeli Techsuit (CBBE) Azur Lane Atago Baggy TankTop (CBBE) Bikini Soldier Boston Riot Armour BZW Tactical Goth Casdin Caravan Armor Mashup Commonwealth Mini Dresses Commonwealth Shorts (CBBE) Courser X-92 Power Suit Crimson Punk Crimson Rider Prostitute Outfit Devious Devices Desert Punks DX Dark Mistress DX Fetish Fashion Part 1 DX Fetish Fashion Part 2 DX Pornstar Fashion (CBBE) DX Vintage Summer Eve Outfit MGS Snake Eater (CBBE) French Maid Good Vibrations (CBBE) Grease Rat Garbs (CBBE) Gunner Armor Expansion (CBBE) Gunner Operator Jinga Apathy Jinga's Closet No. 3 Jinga Pool Outfit K-Girl Outfits Kziitd Outfit of Hookers Kziitd Fetish Toolset Latex Nurse Uniform Lazman's Jumpsuits Minutemen Enforcer Armor (Vanilla) MM69's Ghoul Hunter More Clothes and Textures (CBBE) Nanosuit Obi's Cozy Classic Outfit (CBBE) Obi's Goth GF Outfit (CBBE) Obi's Random (CBBE) Obi's Sportswear Obi's Urban Cat Outfit (CBBE) Obi's Vault Suit Post Nuclear Outfit (CBBE) Precursor Suit (CBBE) Private Military Company Raider Accessories Raider Punk Outfit Slooty Vault Suit (CBBE) Summer of 69 Dress (CBBE) Tactical Combat Swimwear (CBBE) TankTop (CBBE) TCN Panties and Heels TCN's Pasties Pack No.1 TCN's Pasties Pack No.2 TCN's Bikinis TCN's Dresses TCN's Ero Tech TCN's Kinky Wear TCN's Lingerie TCN's More Panties TCN's Office Skirts TCN's Panties TCN's Platform Boots TCN's Shirts TCN's Sleeveless Dresses TCN's Thick High Heel Sandals TCN's Thong High Heels TERA Business Casual TERA Punk (CBBE) TERA Nurse Uniform (CBBE) Transparent Zip Suit The Apocalypse Vault Suit Fusion TheKite Charred Vault Suit TheKite Combat Zone Stripper Outfit TheKite Diamond City Scoop Digger TheKite Institute Health Care Division TheKite Milita Woman TheKite Railroad Handmaiden (CBBE) TheKite Vault-Tec Slavesuit Toxic Raider Armour Vtaw Atom Cats Mechanic Vtaw Brotherhood of Steel Infiltrator Vtaw Bunny Ultimate Vtaw Cammy (CBBE) Vtaw Cop (CBBE) Vtaw Death Blossom (CBBE) Vtaw Cow Girl Vtaw Crimson Wings Vtaw Cross The Line (CBBE) Vtaw Dia (CBBE) Vtaw Dominatrix (CBBE) Vtaw Fashion Dress Vtaw Gothic Dress Vtaw Hailey Combat Suit Vtaw Kaine (CBBE) Vtaw Maxy Dress Vtaw Nyantech (CBBE) Vtaw Onyx (CBBE) Vtaw Pinup Dress Vtaw Skin Suit (CBBE) Vtaw Summer Mini Dress Vtaw Sweet Rebel (CBBE) Vtaw Ultimate Freyna Vtaw Umbra (CBBE) Vtaw Valby Ultimate Vtaw Wardrobe No. 10 Waxwing Outfit WT Jacket (CBBE) Note. Links above point to Fusion Girl conversions unless stated otherwise. The requirements will take you to the original versions.   Variants   There are two major variants:   Lewd. Lewd variants are provided for clothing items that have more revealing options. Some can be modified at an armour workbench, while others, like Bikini Soldier, require Outfit Studio. Items that are lewd by default, such as the TheKite Vault-Tec Slavesuit, do not have a separate Lewd variant. Lewd will override the ones in base to avoid conflicts. Vanilla. Provides a clean interpretation of the vanilla content. For now this is restricted to Fallout 4 itself. Other known archives base their tags based on the Classy Chassis Outfit variants.   Frequently Asked Questions   How do I use these? Install the Skimpy Armour Keyword Resource (SAKR), then install either RobCo Patcher or the Skimpy Armour Keyword Injector. Finally add the clothing item patches that match the armour you use.   Note. If using the Skimpy Armour Keyword Injector, you will need to run the FO4Edit script to generate the final patch.   Do you have more? This collection is actively growing. You can also check these excellent repositories: Rubber Duck’s SAKR Repository. Collection includes DLC and big clothing packs. Krazyone’s SAKR - Skimpy Armor Keyword Resources Addons. Smaller collection for more niche items. NGamma's Skimpy Armor Keyword RobCo Patches. Includes larger collections like HN66 Easy Girl and Eli's Armour Compendium.    Note. If you know of any other good repositories, let me know and I’ll add them.   Do you want more? Yes! If you create or improve any SAKR patches, feel free to send them my way. I’ll test them with the Skimpy Armour Keyword Editor and add them to the archive.   How do I make my own? You can use either Rubber Duck’s SAKR/RCP Gen or my Skimpy Armour Keyword Editor. Both tools include instructions.   Note. The Skimpy Armour Keyword Editor is currently the only tool capable of editing existing .ini files.   Why support Devious Devices and Kziitd Fetish Toolset? Many mods grant bonuses or effects based on nudity or exposure. These patches ensure that when you equip chastity belts or other fetish gear, you no longer incorrectly register as Exposed. This is especially useful for perks in Milking Human Kindness and Provocative Perks.   Besides, Devious Devices have some perfectly nice dresses on offer.   Will this add to my load order? No. It simply places the .ini files into the expected location for RobCo Patcher.    Changelog   1.0.6   Thanks to @rilieAP for the following except for TERA Business Casual and Latex Nurse Uniform:   Angeli Techsuit (CBBE) Azur Lane Atago Courser X-92 Power Suit Crimson Rider Prostitute Outfit French Maid Good Vibrations (CBBE) Jinga's Closet No. 3 K-Girl Outfits Latex Nurse Uniform Lazman's Jumpsuits Nanosuit Obi's Urban Cat Outfit (CBBE) TERA Business Casual Transparent Zip Suit Vtaw Cross The Line (CBBE) Vtaw Atom Cats Mechanic Vtaw Bunny Ultimate Vtaw Cammy (CBBE) Vtaw Cop (CBBE) Vtaw Death Blossom (CBBE) Vtaw Dia (CBBE) Vtaw Dominatrix (CBBE) Vtaw Kaine (CBBE) Vtaw Nyantech (CBBE) Vtaw Onyx (CBBE) Vtaw Skin Suit (CBBE) Vtaw Summer Mini Dress Vtaw Sweet Rebel (CBBE) Vtaw Ultimate Freyna Vtaw Umbra (CBBE) Vtaw Valby Ultimate   1.0.5   Thanks to @Mimirue17 for the following:   Casdin Caravan Armor Mashup DX Dark Mistress DX Fetish Fashion Part 1 DX Fetish Fashion Part 2 DX Pornstar Fashion (CBBE)   1.0.4   Thanks to @JohnyBurner for the Fallout 4 vanilla-clothing variant:   Fallout 4 - Vanilla Set Base Game Jinga Apathy Jinga Pool Outfit Vtaw Hailey Combat Suit Vtaw Wardrobe No. 10   1.0.3   Thanks to @Samhsay for the non TCN items:   Kziitd Outfit of Hookers Obi's Random (CBBE) Obi's Sportswear Obi's Vault Suit TCN's Panties and Heels TCN's Pasties Pack No.1 TCN's Pasties Pack No.2 TCN's Bikinis TCN's Dresses TCN's Ero Tech TCN's Kinky Wear TCN's Lingerie TCN's More Panties TCN's Office Skirts TCN's Panties TCN's Platform Boots TCN's Shirts TCN's Sleeveless Dresses TCN's Thick High Heel Sandals TCN's Thong High Heels The Apocalypse Vault Suit Fusion
      1.0.2   Thanks to @Samhsay the following clothing items are available:   Tactical Combat Swimwear (CBBE)   1.0.1   Thanks to @Samhsay the following clothing items are available:   Boston Riot Armour Minutemen Enforcer Armor (Vanilla) Desert Punks Raider Accessories Gunner Operator Post Nuclear Outfit (CBBE) Toxic Raider Armour BZW Tactical Goth Grease Rat Garbs (CBBE) Eve Outfit MGS Snake Eater (CBBE) Commonwealth Mini Dresses Raider Punk Outfit Private Military Company Gunner Armor Expansion (CBBE) Waxwing Outfit Summer of 69 Dress (CBBE) Crimson Punk WT Jacket (CBBE) Commonwealth Shorts (CBBE) Baggy TankTop (CBBE) TankTop (CBBE) TERA Punk (CBBE) Slooty Vault Suit (CBBE) Precursor Suit (CBBE) Obi's Cozy Classic Outfit (CBBE) Obi's Goth GF Outfit (CBBE) Anarchist Outfit (CBBE) Vtaw Gothic Dress TERA Nurse Uniform (CBBE) More Clothes and Textures (CBBE) MM69's Ghoul Hunter  

    2315 downloads

    Updated

  20. RohZima Fallout 4 Sex Animations for AAF

    Here is my AAF sex animations pack for FO4.
     
    Known Issues:
     
    Sounds effects are working (breathing/slapping), no voices though. I'm not planning to do voices. No vagina animations, I'm looking at another kinda solution.
     
    Extra Info:
     
    Install the mod just like any AAF mod.
     
    I'll add more furniture anims and more group activities...
     
    I am an active long time modder Patreon support is deeply appreciated and is what keeps me contributing to this mod scene since 2017. Endorsements and comments etc are great too! I give a reward to patrons by releasing updates earlier on patreon - thanks to their support I have no intention to quit and a strong desire to improve and offer more content.
     
    Current List of Animations:
     
     
    Thanks:
     
    Dago, Ulf, Kziitd, Elzee, AAF discord... Andrelo.
     
    Goodbye:
     
    Hope you enjoy the mod, and let me know if you find any other issues or have suggestions.
     
    -Roh
     
     

    408758 downloads

    Updated

  21. CWSS London patch

    A small ESL flagged patch between FOLON and CWSS. 
     
    Requirements: Fallout London and CWSS v4.011
     
    patch is in ENG and RU versions
     
    CWSS is one of the "must have" mods, which I always use. And there are several universal fixtures type of patches to it. Unfortunately all of them are for vanilla game. So I was hoping to have on for FOLON one day. Unfortunately it did not come out, so I decided to make one myself. And while making it I though to myself that it would be more immersive if instead of placing everywhere CWSS native furniture models, I would place models native to FOLON. So, I modified FOLON nifs in Nifskope, so they work with CWSS scripts. Or in some cases I modified CWSS nifs by importing trishapes from FOLON nifs into them. As a result this patch have several sinks, toilets and couple of baths which look like models from FOLON, but are usable like the ones from CWSS. 
    I placed them instead of FOLON native statics around the world, primarily at indoor locations. I did not replaced everything and everywhere, but a lot of locations have at least one functional toilet. Sometimes they go in pair with showers or baths. These functional appliances appear mostly at locations inhabited by sentient beings, like hooligans, Jack Tars, cultists, Millers Man etc. You got the idea, if a place is not abandoned, then the inhabitants would probably fix the restrooms. Or if its abandoned, but not long ago, like when you find a relatively fresh corpse in there. Sometimes you will find some at locations abandoned long ago with skeletons and stuff, but there were also some criterias applied. Like for instance, if the model of static is in good condition (toilet bowl is attached to the toilet tank, sink is not fractured, bath is not flipped or buried, etc), then it can be replaced. Or if a location has a water cooler, then I did not bothered myself with placing functional sink in there. 
     
    This patch also includes a modified script of Wash Out That Cum because... well, because of reasons. Basically I just added two baths from patch to the list of furnitures Wash Out That Cum supports. CWSS is already among them as you know. But if don't need Wash Out That Cum, you may ignore Scripts folder of the patch.
     
    A NOTE: these are not craftable furnitures. I mean if you have a main CWSS mod, and you have one, then you do not need any other craftable toilets. 
     
    Regarding CTDs, I did not encountered them while testing, at least not a single crashlog that would point to CWSS or this patch. But as usual, it is preferable that you place this patch somewhere at the bottom of loadlist (since its an ESL plugin, you would naturally do so). 
     
    Problems: One of the baths have water activator going out of bath walls as I denoted on one of the screenshots. I didn't quite figured out why its happening. I created a separate activator, by modifying one created by Steve40, changed its size through transform, applied transformation, changed the collision (at least i remember doing it), changed object boundaries, in Nifskope activator fits perfectly inside the bath, etc. TLDR, I tried a lot of things, but the water activator appear in game in its original size and keeps pissing me off. So at least for now it will remain like this. Also toilet seat on one of the toilets goes up a little bit weird, I apologise for that. 
     
    Credits and thanks:
    Steve40 for creating CWSS and permission to use his resources
     
    TeamFOLON for creating Fallout London and permission to use their resources, especially to DoubleYou for sparing his time and talking to rest of the team on my behalf
    Megururu for creating Wash Out That Cum and giving out his resources to be used by community
    ElminsterAU for creating xEdit and keeping it updated through years
     
    Nifskope team for creating Nifskope and publising tutorials for it

    158 downloads

    Updated

  22. Latex Nurse Uniform (FG)

    A skimpy latex nurse I made for educational purposes.
     
    I only created a fusion girl variant for now, but you are free to port it however you like (see permissions)
     
    The uniform comes in three color variants and includes:
    Mini-skirt Top Nurse Hat Lingerie (Variants: Nylon, Lace, Fishnet) Choker (Variants: Plain, Studded) High-Heels  
    Requirements
    Fusion Girl High Heels System Bodyslide  
    Permissions
    I'm releasing this under CC4, which means you can do whatever you want with it, but you need to give credits.
     
    Acknowledgements
    I used the following assets in this (also CC4):
    "Studded Punk Collar" (https://skfb.ly/6UuAI) by SpaceCat Blender Lace Material by Chroma3D  
    Disclaimer
    I made this to learn Blender. Please tell me if you are having issues.
     
    There's still a lot of issues, clipping, messy morphing, needlessly huge textures and whatnot, but I ran out of time so here we are. If you can give me tips, go ahead! I might be doing a new revision to fix things in the future!
     
     

     

    241 downloads

    Updated

  23. Skimpy Armour Keyword Injector

    A FO4Edit script that injects Skimpy Armour Keyword Resource (SAKR) keywords into patched copies of relevant Armour (ARMO) records. This process uses the existing RobCo Patcher .ini infrastructure as the source of keywords, but does not require RobCo Patcher.   Key Features   Accepts your entire load order (every single loaded plugin) in one go. Creates the patch, adds all required masters, and injects keywords in a single run. Uses your existing RobCo Patcher .ini files. Requires no new tools to run. Creates a tiny, ESL-flagged patch. Typically under 500 KB for a setup with 400 mods. Fuzzy FormID matching. Works regardless of load order, ESL flags, or overrides. Pre-emptively adds required masters to ensure compatibility with other keyword injectors such as Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter. Creates a new patch file per run to avoid keyword drift. Recommended for consistency when .ini files change. This requirement can be bypassed if the patch is already loaded in FO4Edit. Extensive, configurable logging. Uses dialogue boxes to notify the user of abnormal runs. E.g. No keywords to inject or nothing to patch. Zero performance impact in-game as the patch is generated by FO4Edit beforehand.   Why This Exists   Skimpy Armour Keyword Resource was designed to work with RobCo Patcher, which adds keywords at runtime. But:   The Next-Gen Update (2024) broke RobCo Patcher. Users waited months for the Next-Gen alpha version of the patcher. The Anniversary Edition has an alpha version of the patcher.   This script removes RobCo Patcher from the equation entirely while leveraging the existing configuration files.   No more waiting. No more runtime overhead. Just SAKR support.   Requirements   FO4Edit. Tested on 4.1.5f. Skimpy Armour Keyword Resource (SAKR). Required in your load order. Rubber Duck's SAKR Repository, or NGamma's SAKR RobCo Patches or Equivalent. Provides the required keywords to inject.   How to Use   Install the script under Scripts in your FO4Edit install. (Optional) Install the blank .esp if you use a mod manager. Do NOT load ZZZ_SAKR_Direct_Injection.esp when starting FO4Edit. If loaded, the script will remind you of this requirement and allow you to bypass if desired. In FO4Edit:
      Press Ctrl+A to select all plugins. Right-click on any mod and Apply Script. A new window will appear. Choose Fallout4 - SAKR Direct Injection v1.2.0 and click OK. Wait ~60--90 seconds (tested with 400+ loaded mods and 2.5M records). Save. Let your mod manager (Vortex/MO2) deploy the new patch. Run the game and go try on some outfits!   Tip. For testing, select a few clothing mods to speed up script processing.   Cleanup After Use   A normal run adds several masters to ensure the winning record is copied and injected. It is recommended that you:   Save ZZZ_SAKR_Direct_Injection.esp; Right-click on the mod and select, Clean Masters to remove unnecessary masters.   While optional, the above keeps the patch tidy and avoids Missing Masters warnings when changing your mod order within a mod manager.   Confirmation Tests   The screenshots on the download pages outline various scenarios to confirm the patch works. These tests cover ESLs, base-game items, heavily overridden packs (preview patches), and exposure score changes.   Shot in Kziitd Fetish Toolset. Result 100 % skimpy because that mod has no .ini in the Rubber Duck repository. Shots in a Vtaw Wardrobe 6 bikini with or without the top. Highlights the changes in exposure levels and scores. Shot in a COCO Bikini Collection showing exposure and scores change, indicating the .ESL was successfully patched. Shot in Summer Shorts with appropriate scores. Showing that base-game clothing items were successfully patched. Shots in various Vtaw Wardrobe 6 clothing with varying scores. Additionally some are blurry as they triggered Exhibitionist Streak from Provocative Perks because the player is not skimpy enough.   Frequently Asked Questions   Do I need RobCo Patcher installed?   No. This script does not require RobCo Patcher to be installed and the patch negates its requirement for use with the Skimpy Armour Keyword Resource once generated.   Will this break if I add new outfits later?   No. Just re-run the script --- the new items will be included in the patch automatically assuming you have associated RobCo Patcher .ini files to inject the keywords.   Why does it stop if the patch file is loaded?   There is no reliable way for FO4Edit to unload and remove a mod while loaded. To prevent corrupting the patch, the script confirms the patch is unloaded prior to generating a fresh patch.   However, you can opt to bypass this check entirely at the risk of introducing keyword drift over an extended period of time. There are legitimate reasons for doing so:   You accidentally ran the script against a mod with no clothing items. You prefer to be surgical in your application of the patch and run it for individual mods or collection. You are trying this for the first time and the default patch (empty by default) is loaded. You manually cleaned the patch yourself and want to proceed.   For the above, you will simply be given an option to proceed.   I hate getting asked if I want to continue when the patch is already loaded.   You can disable this check entirely by setting bFORCE_CLEAN_ESP to False in the script. However, this may lead to keyword drift, especially if you are fine-tuning the .ini files to suit your gameplay.   Can I keep the old patch and append changes?   Yes. See above.   Is this safe with 500+ plugins?   Yes. Tested with 500+ mods / 3.2 million records. Process took under 180 seconds to generate a clean patch, but the time required varies based on system specifications.   Will it work on Anniversary Edition?   Yes. While not explicitly tested on Anniversary Edition, FO4Edit 4.1.5f which was used to develop this script fully supports that version.   I still want to keep RobCo Patcher for other features (material swaps, slot masking, etc.)   This script does not stop you from continuing to use RobCo Patcher.   Both can coexist perfectly, but to prevent duplicate keyword injection, simply delete or move the RobCo Patcher .ini files used for SAKR keywords.   Bonus side-effects of removing those .ini files:   RobCo Patcher has fewer records to process reducing runtime overhead May reduce the chances of RobCo Patcher crashing.   Is this compatible with Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter?   Yes. The script will add these as masters and carry forward any modified or injected keywords. However, this patch needs to be lower in your load order override their records.   Some of my clothing packs have no .ini file for it. How can I make these?   Rubber Duck has made a SAKR RCP Tool that generate the RobCo Patcher files along with extensive documentation.   I keep seeing Error Assigning To and Mapping Errors in my logs.   Message such as the one below occurs because the script cannot know for certain every mod that it will need to add a master.   Error assigning to [ \ [FA] ZZZ_SAKR_Direct_Injection.esp \ [1] GRUP Top "ARMO" \ [77] Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] \ [19] Object Template \ [2] Combinations \ [34] Combination \ [2] OBTS - Object Mod Template Item \ [8] Keywords \ [0] Keyword #0] from [ \ [A7] Synth_Fem.esp \ [4] GRUP Top "ARMO" \ [2] Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] \ [19] Object Template \ [1] Combinations \ [34] Combination \ [2] OBTS - Object Mod Template Item \ [8] Keywords \ [0] Keyword #0]: [Exception] Load order FileID [A5] can not be mapped to file FileID for file "ZZZ_SAKR_Direct_Injection.esp   In such cases the keywords will not be injected. However the Script naturally takes precautions to avoid this:   Preemptively loads any non-ESL flagged ESM/ESP as a Master. This will cut out most of these errors. Provides an ability to add a custom list of masters. Update the sADDMASTERS constant to include a comma delimited list of additional mods you need to load as masters.   Between the above, the script should all relevant masters, and inject keywords without fault.   Can I modify or fork your code?   Yes. The script is released under the two-clause BSD licence which is a permissive free software licence.   Configurable Items   The following constants may be changed to alter the script's behaviour. You only need to touch these constants if you have a very custom setup. Most users will be able to ignore these options entirely. There are listed in alphabetical order.   bADDALLMASTERS   Default: True   Automatically adds all non-ESL flagged ESP and ESM files with ARMO records as masters. This ensures that injection will occur most of the time.   Tip. Clean up the loaded masters in the mod after running the script and saving the contents.   sADDMASTERS   Default: '' A comma delimited list of mods that need to be mastered beyond those added as part of the standard script processing. This constant becomes critical when disabling bADDALLMASTERS.   iDEBUG_LEVEL   Default: DEBUG_INFO Adjust the level and verbosity of logs generated. Available levels are:   DEBUG_FATAL DEBUG_ERROR DEBUG_WARN DEBUG_INFO DEBUG_VERBOSE DEBUG_PATHING   bDRYRUN   Default: False Kept for historical reasons. With a patch-file workflow there are no risks to the game and other mods, but it remains useful for pathing.   bESLFLAG   Default: True By default the ZZZ_SAKR_Direct_Injection.esp will be created as an ESL-flagged ESP. This means that the patch will not tie up a slot on your limited load order at the cost of reduced entries. Set to False if you need to inject keywords into more than 4095 items.   bBALLISTIC   Default: True Injects Ballistic Weave related keywords to the item in addition to SAKR. This can be useful for certain mods that expect this slot to exist for their own use and increase available clothing items.   bFORCE_CLEAN_ESP   Default: True Deletes and recreates the patch every run. Prevents drift when .ini files change. Set False if you prefer incremental patching on selected mods.   sLOGFILE   Default: '' Set the path of an external file that the log will be written to.   iMERGE   Default: False By default the script will drop any conflicting keyword injection. This prevents situations where a competing .ini has conflicting keyword injections to make. Any such conflicts will be logged at the end of the process to identify and sort out conflicts.   If set to True the script will merge the conflicts together into one line. However, there are potential risks.   A perfect example of this is Eli's Armour Compendium and Classy Chassis Outfits - Eli's Armour Replacer. The former includes lore friendly and non-lewd clothing items, whereas the latter will spice things up. They both use Eli_Armour_Compendium.esp and a matching identifier leading to the following situation where an item now has keywords for:   0000081A. Top Full 0000081E. Tank Top 00000821. Top Tight 0000080E. Pants Long 0000080F. Pants Shorts   The above contains clearly contains keywords that are at odds with each other and should not co-exist. The resulting score will be wildly off from expected behaviour. Hence merge mode is provided for advanced users who understand the risks.   When set to False the script generates a report at the end of the run. This permits you to find and correct these conflicts to ensure the desired outcome.   sPATCH_ESP   Default: ZZZ_SAKR_Direct_Injection.esp Name of the generated patch. ZZZ prefix keeps it at the bottom of the load order.   bSTRIPEXT   Default: True When parsing rules the script will perform a check against ESP/ESL/ESM variants of the mod name. This catches situations where the author provided different versions of the same mod.   iRECURSION   Default: 5 Maximum directory depth when scanning for .ini files to prevent infinite loops.   sROBCOPATH   Default: F4SE\Plugins\RobCo_Patcher\armor\ Default location of RobCo armour .ini files (overridden by sSCANPATH if used).   bSAKRSTATIC   Default: False Use static keyword list (True) or read directly from SAKR.esm (False). False is the default as it adjusts to future releases of the mod.   sSCANPATH   Default: '' Hardcoded location for the RobCo Patcher .ini files. Use '' to use game defaults.   sSAKR_ESP / sGAME_ESP / sPATCH_AUTHOR   Self-explanatory and should never need changing.   License   Copyright (c) 2025, M.S.M. Foster Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: list of conditions and the following disclaimer.
    Redistributions of source code must retain the above copyright notice, this 2. Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation
    and/or other materials provided with the distribution.

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
    DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
    FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
    DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
    SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
    CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
    OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
    OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
      Changelog   1.2.0   When bSTRIPEXT is enabled the script will now try ESP/ESL/ESM variants of the mod name when parsing rules. This will match rules in cases where the rules were written for ESP, but have the ESL variant installed.   1.1.0   Added bBALLISTIC which will add Ballistic Armor keywords along with SAKR keywords.   1.0.1   Updated keyword conflict reporting. Now indicates the filenames, and lists conflicting rules.   1.0.0   Added winning overrides to allow the patch to co-exist with other keyword injectors like Armour and Weapon Keywords Community Resource (AWKCR). Added bESLFLAG to toggle the addition of the ESL flag when updating the patch. Added sADDMASTERS and bADDALLMASTERS to add requisite masters to the patch for safe injection. Implemented a fix from iampumpkin for SafeCopy that removes the potential to copy something other than the Winning record. Added bMERGE to allow the user to merge conflicting keywords, or simply log the conflicts in a report. The latter can be used to remove conflicts and select the best keywords.  

    3013 downloads

    Updated

  24. Wolfe's Struggle Systems

    NOTE:
    This mod does nothing by itself. It needs to be called by another mod.
     
    To Test:
    "coc wss2"
     
    Wolfe's Struggle Systems: 
     
    A Fallout 4 struggle / resistance minigame framework built for Advanced Animation Framework (AAF). When triggered, the player must fight back through a real-time QTE while an AAF scene plays. Win to break free and keep your outfit. Lose and the scene escalates.
     
    There's 3 Files:
     
    WolfesStruggleMod_v1.0.0.zip (WSS) - The Main Mod. Framework for calling a struggle animation on the Player. This will not work without an external mod that connects to it. 

    WolfesKFTQTESystem_v1.0.0.zip (WKQS)- This is my adjustment for KFT. Instead of going through a 'Do you wish to struggle?' message when trying to escape KFT restraints, this simply just shows the wiggle bar instead where you need to play a 'wiggle game' to be released. (Requires KFT).
     
    WolfesKFTQTEAggressor_v1.0.0.zip (WKQA) - This allows YOU to become the aggressor. To activate, you'll need to pickpocket an NPC, give them a KFT item and (if not caught pickpocketing) will start a struggle. If won, they equip the KFT item and become a follower. (Requires KFT)
     
    NOTE: These 3 work independently of each other, so you can download which ones (or all) if you'd like. I may work to eventually combine them all into one framework. At the moment, they are all separate projects independent of each other with different purposes.
     
    Hard requirements:
    - Fallout 4
    - F4SE (required for the Scaleform HUD and extended input handling)
    - Mod Configuration Menu (MCM)
    - Advanced Animation Framework (AAF)
    - Savage Cabbage animation pack
     
    Recommended/Highly Suggested:
    - Kziitd Fetish Toolset 1.0 Beta 3 (Required for WKQS/WKQA, optional for WSS)
     
    Load order:
    Place this mod below AAF, F4SE-dependent plugins, and MCM. Keep your animation packs below AAF as usual.

    WHAT IT DOES:
     
    When a struggle is triggered (dialogue, another mod, or a test call), the system:
    1. Snapshots the player (and partner) outfit.
    2. Starts an AAF struggle scene if AAF Compatible is enabled in MCM.
    3. Shows a Scaleform struggle HUD and runs one of three minigame modes:
       - Mash — spam click / attack / jump / sprint to fill the bar.
       - Keyboard — press the prompted letter or gamepad face button.
    4. Resolves win or loss:
       - Win — stops the struggle scene, restores clothing after a short delay, fires outcome events / quest stages.
       - Lose — progressively strips armor and clothing as the meter falls, then plays a defeat AAF scene.
     
    HOW ARMOR AFFECTS THE STRUGGLE:
    Armor is not just cosmetic — it changes how hard the fight is.

    When Armor Affects Start Progress is enabled (default), better coverage gives you more of the bar at the start:
    - Light clothing on the body slot gives a modest boost.
    - Each worn armor piece adds bonus starting progress based on its rating.
    - A strong full set can start you much higher on the meter.
    Resistance while mashing / prompting

    *Worn armor also scales how much progress you gain from successful inputs. Nearly naked = very slow progress. Full coverage = noticeably faster fills.
     
    MODDER'S RESOURCE — HOW TO LINK YOUR MOD
    ========================================
     
     


     

    1534 downloads

    Updated

  25. Killer905 Poses

    Hi!
    I'm killer905 and i try created a Pose Mod.

    Note:
    I'm taking the suggestion for in pose form, but animated ones I plan to do too.

    Remember that in your body type, the limbs may go into the body or be too far away from the body.

    Current Poses:
    Standing: 16
    Kneeling: 1
    Other: 3

    HOW TO USE
    In console type: player.playidle xxx
    ex. player.playidle k905_001

    If you want the npc to use the pose just select them first then type: playidle xxx
    ex. playidle  k905_001
    to make them stop just type: playidle stop (while the npc is selected)

    -=INSTALLATION=-
    Download the pose mod and install manually or with a mod manager of your choice

    -=CONSOLE COMMANDS I RECOMMEND FOR POSING=-
    TFC: Toggles free cam
    TGP: Pauses the game
    TM: Removes HUD
    TCAI: Makes the npc's ignore you
    TAI : freezes the selected npc

    SUCSM: Sets the camera movement speed
    ex. sucsm 1 (higher is faster)

    SETSCALE TO: changes the size of the selected npc/item
    ex. xxxxxxxxx.setscale to 10 (higher is bigger)

    SGTM: Slows or speeds time
    ex. sgtm 1 (higher is faster)

    SET GAMEHOUR TO: Sets the ingame time
    ex. set gamehour to 1 (sets the gamehour to 1am)

    FW 0002B52A: Clears the weather for more visibility

    These commands can move npc/player and items as well 

    modpos x (ex. modpos x 1)
    modpos y
    modpos z

    modangle x
    modangle y
    modangle z


    Credits to:
    pornphile for his rigs and guide
    BREADPIG for better rig
    NCK30 for his help and guide
    dagobaking for the Skyrim-to-Fallout 4 animation/pose converter

    37 downloads

    Submitted

×
×
  • Create New...