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Spectacle Island Resort and Cabaret
By msmfoster
A Transfer Settlements blueprint that aims to make Spectacle Island usable and productive. It creates a series of luxury cabins, adds jetties, a greenhouse, and a central building housing shops and a cabaret-style floor that works nicely with singing settlers. This mimics the look of resorts that were popular during the fifties and sixties. Details on the changes below: Adds several cabins of various sizes with independent power and defences. Pool area with poolside bar. Large greenhouse with defences and lighting. Two-story building built on the ruins of the large house. Features a wrap-around balcony, featuring four tier 3 stores, full kitchen, and a cabaret-style club. Visitor jetty with a ferry to take people across. Large two-building jetty with a dedicated gym, storage, and docked fishing trawlers. Rebuilt shed using the existing footprint. Settlement Features 32 bunks. 160+ food. 800+ defences. 360 power. 120 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. Pool area, jetty, and greenhouse serve primarily to flatten the terrain. There is a door leading into the area under the pool area in case a settler gets lost. Settlers appear able to move freely, with some difficulty observed on the cabaret's second level. 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 Enclave Remnants 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. Singing Settler. Stage and performer in the pub and some flooring. 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 Stripper Pole. Adds assignable stripper poles for the cabaret. 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 is relatively straightforward. Remove brush, garbage, rubble, and buildings in the area demarcated: Starting from the boat shed and deck near the fast travel point. Ending at the red boat with a medical kit. Scrap the other boats surrounding it. Ending at the entry onto the beached container ship. To two-level hut in the wooded area along the ridge. Make sure to preserve: The boat shed itself, getting rid of the surrounding dock and deck. Preserve the concrete foundation border surrounding the shed with a greenhouse addition. The rest will be re-introduced as standard elements. Build a Transfer Settlements console from Power > Miscellaneous right in front of the greenhouse/garage combination. 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. Want to have permanent bikini-clad settlers hanging around the pool? Do the following: Position yourself at a prime location by the pool. E.g., right by the showers. From the console type: Player.PlaceAtMe 20593 5 This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console. Repeat the above for more settlers using the idles. The above will not increase your settler population nor effect settler happiness. 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. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.2 Boats are now properly imported. Added warehouse floor on the first floor of the cabaret. Version 1.0.1 Added an electric door for the garage attached to the greenhouse. Repaired the electrical systems within the bunk houses. Fixed cases where imports could break the power distribution entirely. Added immersive laundry. Boats are now part of the blueprint. They no longer need to be preserved and placed after import.429 downloads
Updated
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Perverted Electrics
By Samhsay
This is a small add-on for Real Handcuffs. It allows you to reduce sexual arousal with electric shocks. Each shock slightly reduces dominance, and the submissive character will become aroused by the shocks. The reverse mechanic is also available. Electric shocks to NPCs increase dominance and arouse the dominant character.
HARD REQUIRES
Real Handcuffa
Sex Attributes
SOFT REQUIRES
Scripted Face Tints
KNOWN ISSUES
It seems that sometimes a hit applies the effect multiple times, which can cause a stat spike. I recommend setting the Dominance change values very low. Otherwise, one hit can make you a slave.
FUTURE PLANS
In the future, I want to add reactions from others to the heroine's sadism or masochism. But to do that, I need to understand how the dialogue works. I think I need to look at the Sexual Harassment code. There was a reaction to Devious Devices.
337 downloads
Updated
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Fusion girl's non realistic skin
By kziitd
Personal taste of fusion girl skin
All the textures (_d) have been color adjusted, so I don't think it is suitable for other matching, unless you are familiar with the image software, you can try to unify the hue yourself
The head is 1K and the body 4K
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Thanks to the author of fusion girl
Zaz and TheBottomhoodofSteel
Thanks to all the authors of skin mod I downloaded
I can't remember which ones I used to color and modify, so I'm sorry.
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For the sake of simplicity
Download the latest version directly to replace all
147524 downloads
Updated
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Transfer Settlements - Longfellow Estates at Archers Point
By msmfoster
Transforms Longfellow's rugged island into a premier seaside locale. Featuring the iconic Lynn Woods Tower as a historic lighthouse and a fully refurbished boardwalk, this build offers a stark, brightly-lit contrast to the gloom of the Fog. The build is dotted with nude elven archer statues, hence Archers Point.
Details on this build: Added the Lynn Woods Tower as a historic lighthouse on the rocks. Lit and visible from afar, even in fog. Replaced the boardwalk with a functional version which now leads straight to the beach. Added gift shop housing general/clothing store and gym. Added dedicated medical facility with surgical bays. Replaced the Longfellow's Cabin with a combination bar and workshops. Longfellow can now enjoy a cold one any time to the day. Added bunkhouses throughout. The two by perimeter serve as weapon platforms for fog threats. Wrought iron fence beach-to-beach. Bubble turrets on concrete posts defend openings/outer areas. Large pump house with windows located along the shore. Windows and lights make it clearly visible to those huddling for warmth at Far Harbour. Added beach side decor: Lifeguard shack, seaside bar, parasols, and deck chairs. Placed several large Skyrim statues of nude elf archers throughout. Radiators/power lines run underground in key areas for remote lighting without view obstruction. Every building has independent power. Settlement Features 32 bunks. 150+ food. 1150+ defences. 420 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. Requirements Downloadable Content Far Harbour Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants 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. Beach Workshop. Core elements related to making this a viable beach side resort. 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. Advanced Bubble Turret Set (Realistic No Power version). Additional defensive capability around the fence line. 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. TRX Trixter Statues Collection. 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. Setup Clearing the area can be done quickly. Still, save often just in case you scrap a cliff or dirt terrain that may lead to visual glitches. Be sure to maintain cliffs and dirt mounds to avoid visual glitches. Clear trees from the line drawn by the tree trunk that has fallen over the path leading into the settlement all the way back to the end of the point. Note. Visual glitches have been noted when scrapping terrain near the path leading to Longfellow's cabin. Build a Transfer Settlements console from Power > Miscellaneous on the rocks in front of Longfellow's Cabin. 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. Want to have permanent bikini-clad settlers hanging around the beach? Do the following: Position yourself at a prime location by the beach. E.g., fire pit. From the console type: Player.PlaceAtMe 20593 5 This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console. Repeat the above for more settlers using the idles. 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. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.0 Initial release of this build.36 downloads
Submitted
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Comic Crafting (for PiCSeL's Standalone/Spicy Periodicals)
By Franco Cozzo
Allows you to turn Burned Grognak/Manta-Man/Unstoppables comics or Burned Trade/Lifestytle/Fashion magazines into a random comic from PiCSeL's Standalone Custom Magazines and/or Picsel's Spicy Periodicals at any Chemistry Workbench so now you have a reason to collect/hold onto them (outside of them being worth 1 cap and weighing nothing).
Simple mod, you craft an Aid item at the Chem Workbench, then you "consume" the item and it gives you a random Picsel comic/mag.
Two versions for each, requiring either 4 or 10 of the same burned magazine/comic to make a new one. Both versions are in their respective zip files, use only one at a time (4 or 10, you can use both crafting mods at the same time). The magazine you get is random from the mod, it doesn't matter what you used to make it. All are esl-flagged.
10 seems to make the most sense thematically, but 4 makes the most sense for rarity/fun balance (I play with SKK loot reduction so they're all much less common for me). I found while testing if you use the created item too fast it seems to fail to work, or at last fail to show on the screen, so while you can create them in stacks, try not to "consume" them rapidly in succession.
Standalone Custom Magazines category is "Magazine Crafting 1"
Spicy Periodicals category is "Magazine Crafting 2"
Standalone Custom Magazines uses : ComicCrafting(PicSels)v2.7z
Spicy Periodicals uses : PicselsSpicyPeriodicalsCraft.7z
Permissions:
Do what you want with it, just no Nexus. I'll probably keep this updated if I'm still playing Fallout 4 and the two mods get updated otherwise I won't care anyway.
Obviously requires their base mods:
If you want to test it without trying to find the burned magazines:
Do " player.additem 00132974 10 ", where 00132974 is the item you want to add and 10 is the amount
00132974 (Manta-Man)
00132977 (Grognak)
00132979 (Unstoppables)
0019569E (trade)
0019569F (lifestyle)
001956A0 (fashion)
328 downloads
Updated
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Picsel's Spicy Periodicals
By spicydoritos
A collection of new adult magazines, dynamically placed into the game world.
Picsel’s Spicy Periodicals
In the world this mod represents, our sporadic moral discomfort with sexualized advertising would seem hilariously antiquated. Nora’s society had long since progressed the trend to its obvious conclusion. Coupled with the tacit approval of a government desperate for future soldiers, advertising and erotica became essentially synonymous. From suggestive poses, to explicit nudity, to outright intercourse, a flood of indecent marketing fueled the era’s consumer frenzy. No surprise that even publishers of ostensibly non-sexual magazines should succumb to the trend. For a culture so awash in salacious imagery, the merest whiff of prudishness might tar an otherwise upstanding corporation as communist sympathizers.
Main Features
This mod adds over 270 brand new, adult-themed magazines to the Commonwealth. These aren’t intended to be porno mags. Rather, most are everyday hobby, lifestyle, and fantasy periodicals with explicit cover art and themes. All covers were crafted exclusively for this mod by the brilliant @picsel, whose other work may be familiar to LL users already.
You can find the magazines in one of two ways: in containers via script-injected leveled lists, or dynamically placed in the open world as you explore. MCM settings let you adjust the drop rates for both methods. No cells were edited in the making of this mod. No vanilla records were overwritten. Cross-mod compatibility should be nearly universal. Last but not least, the plugin is esl-flagged for ease of inclusion in mod-heavy game profiles.
The Magazines
Q&A
Modder Notes
Hard Requirements
-Vanilla Fallout 4
-MCM
Thanks and Credits
All thanks go to @picsel, co-author of the mod and creator of all magazine covers contained herein. If you like this style of content, I heartily recommend his array of other magazine replacers.
Permissions
Feel free to re-post, re-host, patch, translate, and/or incorporate any portion of this mod (including scripts, plugin, and visual assets) into your own mods as long as the result is freely available and not paywalled. Just give credit back to the authors and the original LL post. No support offered for sites outside of LL.
20499 downloads
Updated
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Transfer Settlements - Dalton Fisheries and Farm
By msmfoster
A Transfer Settlements blueprint that raises Dalton Farm to the level one would expect of a family that owned most of the island. The site is transformed into a blend of commercial and tourist elements yielding high defence, population, and food generation.
Details of the Build Two-storey home built atop the cliffs overlooking the water. This provides medical facilities, a gym, and houses a club featuring a singing settler. Small galley-style kitchen in the main home. The dilapidated homes near the road have been replaced with viable commercial spaces: a general store/clothing shop combination and a dedicated barber shop. This is also conveniently right by the default fast travel point. The rocky area by the road skirting the buildable area now fits two inline greenhouses. The beach area now supports an expanded dock area with three long shacks for bunks. Bathroom facilities on the jetty for settlers. The outside looks like a fishing shack, but inside Institute wall and floor pieces are used to create a sterile look. Cobblestone floor pieces have been added over the rocky area bordering the beach. This provides additional pathing for the settlers to make their way back and forth. While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site. Key Statistics 38 bunks. 125+ food. 750 defence. 300 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 visible glitches observed with this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants 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. 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. 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 Dogmeat and settlers can use for basic actions. 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. 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. Remove clutter, trash, foliage, and deadfall. Be careful when clearing out rocks along the beach; when removing a cluster near the radioactive barnacles, there's an off-coloured rock that is actually part of the supporting cliff the house will be built upon. Note There are several radioactive barnacle traps on the beach with two being located at the end of the existing dock by the settlement workshop. Sometimes the effects will not dissipate and harm settlers. To stop this from happening, scrap them entirely, and be sure to be on god mode while doing so. 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 in front of the settlement workshop. 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 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. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.1 Switched to Immersive Laundry. Added a fishing vessel at the end of the jetty. Removed trading post.179 downloads
- transfer settlements
- far harbour
- (and 1 more)
Updated
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Transfer Settlements - Covenant Build-a-Home
By msmfoster
A Transfer Settlements blueprint that preserves most of Covenant while increasing defence, space utilisation, and adds a washroom facility. The concept is that Covenant once served as show homes for a local builder. This explains the high density of houses, proximity to roads, and the fence. Details on this build: Three homes have been converted to maximise bunk utilisation. General store building now supports a tier 3 Restaurant, General Store, and Medical. Guard area and section of the wall removed to create washroom facilities. Sharp increase in turret stands for an all-around defensive. Addition of a clothing and armour store under the balconies. The weapons store is located outside by the main bunkhouse. Power poles are maintained due to inability to scrap associated lines. Power between buildings routes using them to maintain the look and feel. Dedicated picnic area for settlers to lounge. Settlement Features 20 bunks. 70+ food. 365+ defences. 180 power. 30 water. Tier 3 Medical, Restaurant, Clothing, Armour, Weapons, and General Store. Dedicated gym nook. 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. May be mild glitching when entering and leaving the bathroom. Requirements Downloadable Content Far Harbour Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants 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. Nice to Have 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. 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 the homes of furniture and fixtures with exception of long bar and smaller variant facing the wall. See section below to clear out the terminal. Remove the white picket fence, clutter, and hedge within the compound. See section below to clear out the turret stands. Remove the guard area and single section of wall behind it. * Remove the Covenant sign, as a new one will be built above the washrooms. Clear out the outer perimeter of trash. Make sure to keep the following: The large tree in the centre of the compound. The power poles and lines. If you have Companion Ivy installed remove the one closest to the Covenant sign. 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 in front of the largest tree. 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. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.1 Added washer and dryer from Immersive Laundry. Ensured turret stands were all from homemaker for easier import.167 downloads
Updated
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Mutated Mandy
By Tcat5051
Greetings All , Now added Mutated Mandy and the downsized version 3.5 "Even More" This update is the smallest chest size, almost normal but she is called mutated for a reason, I now consider this mod open source free to all . This is just a body preset that can also be used as a general female body re-placer, it is a NSFW ( Adult ) of my version of a female body that has absorbed a few two many rads, if you object to adult content please skip this mod . I make no claim to any expertise as a modeler ,I made this for myself and decided to share it ,
its a NSFW mod meant for Adults.
This is Mutated Mandy , she is a CBBE\VaginaMorphsPhysics\ Preset body re-placer for body-slide . she has XXX large Super Nips , cameltoe and and ahhumm ,another feature ,I use her as a general body replacement as I just like the way she looks in game , also no clothing , have been unable to get my outfit studio working so if someone can make some clothing for her , like to see them .
Like to find someone that can turn this into an NPC or Companion ,
It uses whatever skintone you are using . This is as far as I am going with this project anyone who wants to take it up go ahead .
Some say the nips and butt are a bit much , I say its a radiation mutation and looks great in the game hahah !
Features over enhanced female anatomy , The goal was to make it easy to see in the game and I certainly did that , no issues or errors so far and I have been running this mod about 4 months,changes seem to appear on all of the body sizes maintaining the variety in body shop but you might try going to a zero slide after a time if not to keep the variety , requires body shop and may require extended slides) Have been using CBP Physics for Fallout 4. but have tested it with others with no issues.
( More Eye Candy than a Strip Club ! )
no known conflicts, problems or bugs at this time .
For those who haven't done this before you need Bodyshop then go to :
? Drive , Program Files (x86) , steam , steamapps , common , Fallout 4 , Data , Tools , BodySlide , SliderPresets
and add the file . Then open your BodySlide , check the drop down list ( Outfit/Body ) for CBBE , I use CBBEVaginaMorphPhysics ( for bounce ) Load the Preset ( milkcow ) check the preview , click Build and Done !
milkcow2.0B.xml
2422 downloads
Updated
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RohZima Fallout 4 Sex Animations for AAF
By RohZima
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
387217 downloads
Updated
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FO4 Amputator
By JB.
FALLOUT 4 AMPUTATOR
The mod is up for adoption
It has the basic script functions, meshes, textures, materials and currently works for the player. It also works for the npc but it is not a supported feature because right now the mod does not track the npcs, only the player.
I put it in adoption because my scripting knowledge is very basic.
It comes with MCM so you can use all its functions.
It works for CBBE and FG. It can also work for men but the meshes must be realigned in bodyslide (I already left the meshes for men, only that someone must align them in bodyslide).
It has soft compatibility with AAF -for the doppelganger-.
To amputate npcs:
Right now you can only heal yourself using the MCM.
Hard Requirements:
F4SE
HYDRA F4SE
MCM
Zex Skeleton with Screen Archer support! ❗
Meshes:
TheKite (right arm armband)
DoctorKeiko (left arm armband)
Karna5 (alternative meshes)
For modders.
;------------------------------------------------------------------------------------------------- ;----------------------- THIRD PARTY API ---------------------------------------- ;------------------------------------------------------------------------------------------------- Function Test() Amputator:AmputatorMainScript AmputatorScript AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript Var[] AkArgs = new Var[1] AkArgs[0] = PlayerREF AmputatorScript.CallFunction("AmputateRightArm", akArgs) ;AmputatorScript.CallFunction("AmputateRightArm",akArgs) ;AmputatorScript.CallFunction("AmputateBothArms",akArgs) ;AmputatorScript.CallFunction("ResetLimbs",akArgs) EndFunction
It has two custom event where it basically notifies that the amputation global has changed.
Function LoadAmputator() AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript If AmputatorScript RegisterForCustomEvent(AmputatorScript, "OnAmputationEvent") RegisterForCustomEvent(AmputatorScript, "OnLegsAmputationEvent") EndIf EndFunction Event Amputator:AmputatorMainScript.OnAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs) Int Armstatus = akArgs[0] as Int ;0= Not amputated ;1= left arm amputated ;2= amputated right arm ;3=both arms amputated EndEvent Event Amputator:AmputatorMainScript.OnLegsAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs) Int Legstatus = akArgs[0] as Int ;0 = no legs amputation ;1 = legs amputation EndEvent
36169 downloads
Updated
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Momiji And Hayabusa Followers. Add on and standalone.
Adds Momiji and Ryu Hayabusa of DOA fame and something about Ninja Gaiden.
Fusion Girl and CBBE
Two versions for Each.
The mod is intended to be an add on to the Kasumi Follower mod. The mod is designed for them to interact with each other.
The main version REQUIRES KASUMI FOLLOWER (found here).
Standalone version is meant to be if you don't use Kasumi.
They are found at Abernathy farms, on the opposite side of the barn as Kasumi. (Yes there is dialogue to address this).
Momiji and Hayabusa have multiple outfits and you can change their default weapons through dialogue once you talk to them.
Momiji's default weapon is her sniper rifle, Ryu's is the Dragon Sword.
Both have randomized outfit versions and you can craft a reminder note and place it in their inventory for them to change their outfits on their own.
They have no unique quest but can assist with kasumi's quest if you haven't finished it yet.
I'm probably missing some info so i'll just add it later. It's Friday time to chill.
Now Fully Voiced as ov Version V1 Add on Versions. Voiced like the rest used my Speechify Studio account that I have full license to use as part of my subscription.
Oh- Momiji has her own custom body as does Ryu. The outfits were built around Fusion Girl. in the main files there is a pre-set of her body if you want to use it to make more outfits for her. The bodyslide files are only if you want to change her body shape to something you prefer. If you don't want to change her body you won't need them.
Yes, I will eventually release these and the previous outfits from Kasumi (some most are in the pub) and Tina as a "player use" standalone.
WORKSHOP ADD ON (Only for the Kasumi Add-On Version For Now)
Adds some minimal workshop functionality. I intentionally left it very minimal so it doesn't conflict with any of her dialogue options.
They does not count towards a settlements maximum followers,
You can assign her to Caravan and Move them.
They will not use some workshop higher functions but will participate in the animations.
I am doing this as a test as I don't want to add the workshopnpc script to the follower in the base mod in case there are issues.
NOTE: you do not have permission to upload, modify, This mod to any other site without my express written permission. Ask me, I will probably say yes unless its behind a paywall or monetary gain. But I want to know what is going on.
Kasumi follower mod:
4920 downloads
Updated
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Extended Creature Skeletons
By sXEEL
Working extended creature skeletons. Artists can now create full-fledged animations featuring creatures. Still, skinning of the models is required for in-game use.
Currently, these are only available for the dog and feral ghoul. I also can't guarantee that your game won't have any bugs like model freezes, etc.
You can use these developments in your projects as you wish.
605 downloads
Updated
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Fusion Girl & Cridowskin - Neck Seam Fix
ALL CREDITS GO TO THE ORIGINAL AUTHORS
By default, the beloved Fusion Girl comes with a harsh neck seam, which directly comes from the normals (perceived smoothness) created when separating body pieces to work with Bethesda's "magic". Some skinning issues are annoyingly hard to avoid but the meshes and textures do change a lot in favor of consistent visuals.
This mod tries to fix it, along with introducing some changes to textures based on the awesome Cridowskin - made for CBBE, which I've adapted to work on FG (IMO the mod that's the most fitting to the original artstyle of the game).
So here's what's changed regarding both mods.
Fusion Girl:
- normals (model seams) around the BaseFemaleHead.nif and FemaleheadRear.nif edited for perfect smoothness
- UV's on the BaseFemaleHead.nif edited to work in tandem with my Get Dirty textures properly
- material on FemaleheadRear.nif swapped to the proper "femalerear" one (comes with the main body material by default)
Cridowskin:
- includes the basic body, face, neck and hands textures (4k and 2k) for the "basehumanfemale" model
- Diffuse, Specular and Normal maps edited to mitigate any remaining seam issues by baking-in some noise in Blender
- introduced a little more visible "bumps" on the pubic hair normalmaps from Cridow
- slightly more reddish soles
- [smooth body + pubic hair + sweat/wetness + 2k face] combo set as default (sorry, guys, it's a post-apo world after all)
DISCLAIMER: I'm renouncing the creative rights to any of the edits I made - the files used as a base belong to the original mod authors.
Instructions:
- Install Fusion Girl, then Cridowskin with all their requirements (including a working 2k Faces setup)
- Put this mod below to overwrite the head models and base female textures (loose files always take priority)
893 downloads
Updated
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Get Dirty - Texture Overhaul for Fusion Girl
ALL CREDITS GO TO THE ORIGINAL AUTHORS
I found the textures that come with Get Dirty to be incompatible with the way Fusion Girl is set up.
I've remade these from scratch, this time being aware of the body seams and the fact the effect shader reuses the same texture on body, face and hands models.
It was necessary to also change the UV mapping of the face model borders (works best with a custom female player texture set) so proper replacements are provided.
Technically you can use any other FG assets combined with my dirt overlays for GD alone, but it's likely you'll get more a more pronounced neck seam, along with a foot stamp on the character's forehead, lol (can be hidden with proper hair, though). I recommend getting the whole package working together.
For all the foot fetishists, the dirt on the soles appears first with only some slight darker spots on knees and elbows. So, go barefoot if you fancy. Second and third level are progressively more harsh.
The screenshots present the last stage.
Disclaimer: The additional body textures are designed for 2k Faces and use Cridow's body textures as a base. All the credit for these assets goes to them and the textures might change slightly if necessary, but right now I'm renouncing the creative rights to all the edits/corrections I made.
Instructions:
- install Fusion Girl and Get Dirty and all requirements
- install Cridowskin with 2k Face and a full 2k Face setup
- install files in any order in your mod organizer (or replace manually), but overwriting Get Dirty (and any body mods if using the complete package)
583 downloads
Submitted
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Wicked Effects (Alpha)
By Franco Cozzo
This is a "Trap Mod" (classic trap, not modern), sort of like Deviously Cursed Wasteland/DD Enchantings. Except instead of spawning restraints, it will cause an effect. Effects can be caused by quick-looting or opening a container and looting (where the game pauses) or just from picking up anything loose in the world (read Known Issues for more haha.....).
For an absolutely "just ruin my characters life" experience. Typically everything has a good/bad option, chance and value that can be changed in MCM (except "what" is seen as good or bad). Your SAKR state/rating can influence the rate of effects occuring, being in combat can stop, lower or increase the odds.
Possibile Effects:
Sex Attributes: Willpower, Arousal, Reputation, Trauma, Orientation (Sub/Dom)
Sex Harassment: NPC spawning + approaches, Photo generation, Hypnosis level
Others: CombatStripLite: Single Stack Healed/Damaged, Full unequip/Heall All limbs 1 point ("locked" items like DD/KFT aren't unequipped), TatsAfterRape: Random Tattoo Applied (no rape needed), Luck and Intelligence Modifiers.
When an effect occurs, you will get a notification (if enabled) and the screen will shake (if enabled).
"Soft" Requirements:
Sex Attributes
Sex Harassment
CombatStripLite
Skimpy Armor Keyword Resource
TatsAfterRape
The mod doesn't "need" the above mods to load but I don't know why you'd bother to use it without at least Harassment or Attributes. If you cannot/do not use SAKR, you may need to change the MCM settings related to it, I haven't tested without it but setting both sliders to 1 should be enough for "no change". The mod also assumes you have all the soft requirements, if you are missing any, set their chance value to 0 in the MCM or you will have more failed rolls than usual.
Playstyle ideas:
Random sexlife : All sliders at high odds, High Chance Rate, Low Timer
Surprise!: Low chances, all effects up at high levels, High Timer
Pickup Punishment: Low timer, high chances, bad effects
Spoiled Cheater: Only good effects enabled
Naughty Combat: Low general chance Rate, Extremely-High Chance in Combat, Low Timer
Technicalities:
Should be safe to remove mid-game, would be fine to add mid-game, has an MCM with many values to configure like all my things. If you have settings disabled/changed in Harassment/Attributes then parts of this mod may not work as intended, namely if you have Approaches disabled in Harassment, you should disable the chance of this mod spawning NPCs for Harassment. If you don't want any specific effect to be able to happen, set that value to 0.
It should work between saves (two versions so far....) if it doesnt work you can try:
stopquest wickedpotionsquest
resetquest wickedpotionsquest
startquest wickedpotionsquest
in the console and it should work again
Otherwise removing the mod from your list, loading the game without it, save the game, add the mod back to your list, play the game. should hopefully work.
The basic roll works like this (after the initial pick-up roll wins):
1. Is it going to be Good or Bad ?
2. What will the Potency/Strength be if it has any?*
3. Sex Attributes or Harassment or Other?
4. What part of that group wins ?
5. Give player their "prize"
Examples : Good Roll Wins, It's an Attribute Roll, It is willpower, Max. Players Willpower is now 100 (assuming Max is set to 100 in MCM)
Bad Roll Wins, It's Harassment, It is Sex Photos, 5 lewd photos are now distributed across the wastes.
*if something doesn't have a potency it still is rolled for and mentioned in the notifier, potency only currently affects Attributes effects.
Known issues/things to consider:
-Loose item/World pickups has few restraints, it may fire when you didn't pick up anything. It's better in more recent versions.
-NPC approaches should work most times, spawned NPCs have a higher chance of not approaching but it's much better than earlier versions.
-If the cooldown timer is too low, you can/will get multiple effects from the same container. A minimum cooldown of 0.5 seconds exists between effects in the MCM, you really shouldn't set it below that (even .5 is super low), at 0 you can/will have stacks being rolled against and picking up a big stack like 100 5mm ammo could overload the engine and CTD, if you *really* want to try it you can.
-On full strip, the Pipboy is requipped immediately after, even if you didn't have one equipped before. This mod is using unequipall which as far as I can see is the "cleanest" way to strip the player quickly without building a long script and brining in more bugs, it shouldn't be able to touch KFT or DD since they resist that command as well.
-Some of the Attributes stats really aren't meant to be played around with a lot (paraphrasing the developers words), and this mod plays around with them a lot. I'd imagine the current hypno level is also not meant to be played with a lot, but it's a videogame at the end of the day, and games are for playing.
-This mod was made for and tested on oldgen Fallout 4 (like my others), I don't know if it works on the newer ones and if it doesn't I can't help.
-Bone healing may or may not be fixed
A failed event will notify "A sigh of relief...", it shouldn't be too common
Beta version 0.0.5d in the comments section for CSL bruising/unequipall "fix", I haven't playtested it.
1501 downloads
- sexual harassment
- sex attributes
- (and 1 more)
Updated
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Bunch of Main Menu replacers
By Franco Cozzo
Just a few main menu replacers I knocked up since I was getting tired of the ones I already had and wanted some more in rotation. All grabbed from danbooru.
Requirements: RandomMainMenu and the Bink2 Video Codec Upgrade, without the codec update it will just be a black video.
https://www.nexusmods.com/fallout4/mods/74187?tab=description
https://www.nexusmods.com/fallout4/mods/89478?tab=description
If you dont want to use RMM for some reason, rename the video to MainMenuLoop.bk2 and the music to mus_maintheme.xwm for the one you want to use.
If you dont want the sound effects just dont copy/extract the "music" folder/files or delete them if they're already extracted.
The first bunch uploaded is available as a single download in the comments. (its 1.1mb over the max upload for the files section)
I use "Rad Video Tools" (free) > Select Your Video(s) > Bink It! > select Bink 2 (*not* HDR) > Untick "Compress Audio at the bottom" > Bink (Right Hand Side) or Batch (if doing multiples) **
For Audio I open the video in Audacity (needs a plugin, it should tell you what and how to get it) and Export the audio as .wav, then use "Skyrim Audio Converter" from Nexus to convert to .xwm
Make sure the files you create have a similar naming scheme as this mod and others using RMM, or RMM will not see them.
**In RadVideoTools You may need to tick "Click for alpha plane options", then choose option 1 or 2, sometimes the video can be washed out. I used option 2 for these even though it said they didn't exist, it stopped the effect
4986 downloads
Updated
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Bound by Greed - A KFT Trap Mod
By Franco Cozzo
-Chance for Multiple KFT equips-on item loot roll (containers)
-Chance to find KFT keys on corpses/in containers (can increase when wearing KFT) + Chance to lose them on KFT equips (from this mod)
-Gear typically is "upgraded" to the next tier (Tape>Rope>Leather>Metal) if you re-roll the same category
-Can do Arms, Legs, Gags, Yokes, Frogties and Harnesses/Corsets/Stockings as group options. I do not recommend using Frogties at the same time as any others. Harnesses sometimes will overwrite Arms / FrogTies. None of this should matter unless you're wearing devices a lot of the time or set a high Min/Max Multiple.
-Optional Fade In/Out
-Added some "sense" making items to the formlists for escape, let me know if theres any that should be added (Scalpels, Saws, Deathclaw Hand, Institute TriTool, Dinner Knives and some others)
-Lowered caps value of KFT keys
-Notifier + Full reset function (You will likely need this)
-SAKR Support but not required (nudity/sakr score can affect the roll chance)
-This mod does not do Devious Devices
Things to know:
-Consider this an alpha / testing version. There will likely be issues.
-The mod will "track" what was already equipped (by the mod itself) so it can handle the upgrading, I'm sure there's a better system that can be used. Sometimes a roll will say it has equipped something, but it didn't actually equip it, the mod will still think the item was equipped so the next time you re-roll, it will give a higher tier unless this mods reset is applied, you likely will want to use KFTs own remove all devices option from the MCM at the same time. (or just try escape them like normal)
-The mod does not know what KFT you already have equipped if it came from other sources, but it can probably override it.
-KFT applied manually/from other sources is not "seen" by this mod for the scoring, but it may be replaced.
-Harness/corset's can sometimes overwrite arms, Yokes and Arms will conflict, Frogties can conflict with arms and legs. I have protections in place to stop them from fighting too much but due to the occasional failed item you may just have lower level items and then no "upgrades".
-The full reset will reset the internal "what is equipped" system and the rest of the mod, it will not unequip/unlock you, you need to use KFTs MCM page for that.
Permissions: Make the mod better, no seriously if you want to do anything to make this better please do it for the sake of everyone.
Thanks to everyone who worked on making Kziitd Fetish Toolset, it's an awesome mod that deserves more attention.
Requires a working version of:
Kziitd Fetish Toolset
Slightly newer version in the support forum if you want to try it.
629 downloads
Updated
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FusionGirlHeadRearFix
By slivared
It surprised me that no one has done something like this for Fusion Girl yet, so here it is.
This file doesnt do anything by itself, but it will help you get rid of the problem with HeadRear. Here is what you need to do:
1. You should have texture files:
femalebody_d,
femalebody_n,
femalebody_s,
femalebhed_d,
femalebhed_n,
femalebhed_s,
femalebodydirty_d,
femalebodydirty_n,
femalebodydirty_s
2. Remember:
Now the "FusionGirlHeadRearFix" folder is your friend,
now this folder is responsible for which textures in the game
will be displayed on the BODY.
3. Place:
The files femalebody_d, femalebody_n, femalebody_s to
"FusionGirlHeadRearFix" folder in Data/Textures/Actors/Character/FusionGirlHeadRearFix
4. Rename:
femalebhed_d,
femalebhed_n,
femalebhed_s,
to
femalebody_d,
femalebody_n,
femalebody_s,
(p.s. if you want the "dirty skin" to have its own HeadRears (for example, you decided to make the raiders and their "dirty skin" different from yours), the HeadRear files must match THEIR texture)
5. Place:
femalebody_d,
femalebody_n,
femalebody_s,
files to Data/Textures/Actors/Character/BaseHumanFemale
(This is the usual directory of bodies, now HeadRears are stored there. You can still set hand textures, face textures, and so on here.)
6. Done, BUT:
Where do you get the "..._n", "..._s" files from? Oh, my friend...
Fusion Girl doesnt have many variations at this moment (the ones that are "patched" all have a seam on the vagina) and THIS IS A PROBLEM, YEAH.
You can copy the original files and just rename them to whatever you need. For example: if you dont have a "..._n" file (this often happens with "dirty" textures, because Fallout uses normal maps of "normal" textures on "dirty" textures, idk why, you can copy your NORMAL_n textures and rename it to DIRTY_n. -> https://ibb.co/FbXJx2JP
This is what the "femalebhed" file looks like:
In red, I highlighted the area that overlaps with the HeadRear. What is the solution? Well, you can do it like this, it worked great for me, but its just a luck. ↓↓↓
Good luck.
585 downloads
Updated
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Hot Rodder Magazine - Immersively Perverted Retextures Project
By NismoMan
What?
Just another retexture of the Hot Rodder Magazine, part of the IPRP "Immersively Perverted Retextures Project".
Features
Lore-friendly-ish Retextures of Hot Rodder Magazines. 2k, BC7 compression Immersively Perverted (TM)
Installation instructions
Use a Mod Manager.
Or Drag and drop the content into the game's Data directory
Requirements
No requirements.
Conflicts
Other texture mods that cover the magazine might overwrite this mod, Make sure this mod overwrites all other retextures.
Credits
Bethesda
Worn Magazine Resource Files by Carreau (Very helpful, used these as base and edited them as needed)
ComfyUI
Adobe Photoshop
264 downloads
- texture
- not safe for work
- (and 4 more)
Submitted
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Transfer Settlements - Murkwater Oil - Pipeline Monitoring Station
By msmfoster
Murkwater Oil - Pipeline Monitoring Station
Murkwater Construction has been re-imagined into an oil pipeline monitoring facility. Given that most of it is swampland, the facility was built on stilts to maintain operations through the apocalypse.
Details on this build:
Created a multi-level coherent structure that incorporates BOS and pre-war industrial pieces to create the illusion of this being a viable facility the settlers found and adapted for use. First deck: Large tailing pond used to grow nearly 60 food in tarberries, additional planters for varied food, dedicated shops and medical facilities. Second deck: Catwalks over the industrial site, bathroom, gym, and bunk room. Third deck: Workshops, monitoring station, power generation. Piping, silos and industrial equipment, and Istacks added to fit in with the theme of Murkwater Oil.
Note. Warehouse glass pieces have a reflection component that may tank your framerate within the industrial area. See Unrelated But Useful for more information on mods that may help.
Settlement Features
32 bunks. 130+ food. 675+ defense. 280 power. 120 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.
Note. Tailing pond may not animate as expected. I've seen some cases where the settlers to to ground level to reach the tarberries instead of floor level. An option to avoid this at import is to filter out the Tarberries (001D1A, 001D1C) and Lake Water (000D9C, 03DE49) from the blueprint and place Homemaker planter tables and food.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Automatron
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, pools, foundation liners, cooking station, and water pumps. Homemaker. Mostly used for decorations, furniture, and miscellaneous objects. Advanced Bubble Turret Set (Realistic No Power version). Sole defensive capability for the settlement itself.
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. Used for some of the 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. 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. 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 straightforward, remove everything. In fact, this is one of the few settlements where ScrapAll works.
Some of the foliage cannot be easily scrapped. To remove it using the console:
Select the offending brush, tree, or bumper of a wrecked truck . 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 in front of the settlement workbench.
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 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.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.0
Initial release of this build.
50 downloads
Submitted
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Transfer Settlements - Highrise Living at Hangman's Alley
By msmfoster
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, dog, and child 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. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
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.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
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.
285 downloads
- transfer settlements
- settlement
- (and 1 more)
Updated
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Rad Morphing Redux Trigger: Arousal
By Franco Cozzo
RMR Trigger for Sex Attributres Arousal value
Mostly a copy/rewrite of the RADs trigger, I don't know what I'm doing.
You probably want to use (for fusion girl):
Nipples Perkiness|Nipples Puffy
but you can use whatever you want (like Boobs Yuge|Bum Chubby)
Nothing more to say really, shoutout to the original RMR creator @LenAnderson
and @nufndash for asking if it was possible
Permissions: RMR isn't my mod, you can do whatever you want with the code/edit I did on this as long as it is in line with the permissions of RMR/Rads Triggers (I believe they are open)
Obviously needs RMR :
as well as
219 downloads
- rad morphing redux
- rmr
- (and 2 more)
Updated
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ZeX - Supermutant Skeletal fixes (V2)
Description
Years ago I made a first version of this mod that attempted to fix the issue of Supermutants not being able to ragdoll completely with Leito's supermutant skeleton for Creature animations. It worked for some people but not consistently for everyone. I was cleaning out old files and found some notes I saved on updating this but it went nowhere and got buried in my backups. I dug it out and figured out the where the issue lied (Explanative spoiler for those who want to read it below) and fixed the issue. So now you can have creature anims and dead supermutants.
Installation instructions
Uninstall any super mutant assets from UAP (including the ESP that disables dismemberment) before installing these.
credits
enginegaming for testing
690 downloads
Submitted
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Vault Script Forge
By Wolfe6900
This is a simple program used to generate scripts, similar to my EZ Scripter on Starfield.
Vault Script Forge has a tutorial (by using the "?" button) on how to create a dialogue and have the NPC lock a door after they say something.
This is created to make it easy to understand for any novice modder and encourage more people to do scripting. It's got a lot of pre-made scripts I find myself consistently using.
58 downloads
Submitted