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  1. 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. Β  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. Β  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. Β  Requirements Β  Downloadable Content Β  Wasteland Workshop Contraptions Workshop Vault-Tec Workshop Β  Hard Requirements Β  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. Β  Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Β  Soft Requirements Β  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. Β  Nice to Have Β  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. Β  Unrelated But Useful Β  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. Β  Setup Β  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. Β  Build a Transfer Settlements station from /Power/Misc and place it in front of the workshop. Use it to import this Blueprint. Β  Note. Import should be done with Workshop Mode enabled. Β  Notes on Imports Β  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. Β  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. Β  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. Β  Note. This blueprint was tested with Transfer Settlements working under Stable. Β  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. Β  Notes on Power and Performance Β  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. Β  Warning for Dynamic Lighting Users Β  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. Β  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. Β  Note. I cannot guarantee the above will work. Β  A Special Thanks To Β  Thank you to Caladon for creating the template that makes Blueprints installable. Β  Updates Β  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. Β 

    253 downloads

    Updated

  2. JawDrop - Universal Mouth Opener

    About This File
    Β 
    A true jaw-dropping mod! Like… literally.
    Β 
    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.
    Β 
    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 β€” and keep your chosen look active for as long as you want.
    Β 
    ---
    Β 
    Β 
    Β 
    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.
    Β  Β 
    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. Β 
    Β 
    Why you might need this
    Β 
    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.
    Β 
    Works with **AAF 1.0+** (real player character, not a clone). Should also work with NAF.
    Β 

    1315 downloads

    Updated

  3. 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. Β  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. Β  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. Β  Requirements Β  Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Β  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. Β  Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Β  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. Β  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. Β  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. Β  Setup Β  Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Β  Note. Any references to left or right are based on coming down the concrete steps. Β  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. Β  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 Β  Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence. Β  Build a Transfer Settlements console from Power > Miscellaneous at the top of the concrete steps to import this blueprint. Β  Note. Import should be done with Workshop Mode enabled. Β  Tasks After Import Β  Confirm that all power has been restored as expected. Β  Notes on Imports Β  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. Β  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. Β  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. Β  Note. This blueprint was tested with Transfer Settlements working under Stable. Β  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. Β  Notes on Power and Performance Β  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. Β  Warning for Dynamic Lighting Users Β  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. Β  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. Β  Note. I cannot guarantee the above will work. Β  A Special Thanks To Β  Thank you to Caladon for creating the template that makes blueprints installable. Β  Updates Β  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. Β  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. Β  Version 1.0.1 Dog, and cat can now be imported. Β 

    342 downloads

    Updated

  4. 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. Β  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. Β  Β 
    Β  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. Β  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. Β  Requirements Β  Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Home Decor Workshop Pack (Optional) Virtual Workshops – Capital Wasteland (Optional) Β  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. Β  Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements. Β  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. Β  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. Β  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. Β  Setup Β  There are two ways the setup can occur: Β  Minutemen Takeover Setup Β  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. Β  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. Β  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. Β  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. Β  Note. If you have Companion Ivy installed, remove the antenna as Ivy's radio tower will replace it. Β  Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Β  Build a Transfer Settlements console from Power > Miscellaneous in front of the workshop. Β  Non-Minutemen Playthrough Β  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. Β  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. Β  The steps below work for mirelurk eggs, seaweed, dirt, mud, lichen, and anything else the Minutemen would normally clear out. Β  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 Β  Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence. Β  It is highly recommended that you adjust the .ini or get a mod which highlights objects selected in the console. Β  Note. Import should be done with Workshop Mode enabled. Β  Tasks After Import Β  No additional requirements other than confirming that all power has been restored as expected. Β  Notes on Imports Β  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. Β  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. Β  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. Β  Note. This blueprint was tested with Transfer Settlements working under Stable. Β  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. Β  Notes on Power and Performance Β  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. Β  Warning for Dynamic Lighting Users Β  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. Β  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. Β  Note. I cannot guarantee the above will work. Β  A Special Thanks To Β  Thank you to Caladon for creating the template that makes blueprints installable. Β  Updates Β  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. Β  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. Β 

    588 downloads

    Updated

  5. Multi-Player-Menu (MPM)

    WARNING: Work-In-Progress (early stages). Bugs are expected β€” use at your own risk.
    Β 
    Multi Player Manager (MPM) β€” v1.3.0
    Have you felt the Commonwealth was too easy for one survivor? MPM lets you run multiple player identities in one save β€” each with their own inventory, LooksMenu preset, and MCM options β€” and swap between them from a terminal hub / MCM.
    Β 
    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 β€” 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)
    Β 
    Why:
    One save, many survivors. Failures and swaps stay part of the journey instead of always reloading the same character.
    Β 
    Requirements (hard):
    - Fallout 4 (current F4SE-supported build; built against 1.11.221 / F4SE 0.7.8)
    - F4SE β€” https://www.nexusmods.com/fallout4/mods/42147
    - Address Library for F4SE Plugins β€” https://www.nexusmods.com/fallout4/mods/47327
    - Mod Configuration Menu (MCM) β€” https://www.nexusmods.com/fallout4/mods/21497
    - LooksMenu β€” https://www.nexusmods.com/fallout4/mods/12631
    - MCM Settings Manager β€” https://www.nexusmods.com/fallout4/mods/56195
    Β 
    Soft dependencies (optional features only):
    Torture Devices:Β https://www.loverslab.com/files/file/3341-torturedevices/
    Auction House:Β https://www.loverslab.com/files/file/34256-auctionhouse-fallout-4/
    Bound In Public:Β https://www.loverslab.com/files/file/26548-aaf-bound-in-public-8312023/
    KFT:Β 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/
    Β 
    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.
    Β 
    Incompatibilities:
    - Start Me Up (MPM provides its own alternate start)
    - AAF Violate
    Β 
    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).
    Β 
    Known quirks:
    - Start mirror: Nora may not visibly swap with Nate up front, but you can still edit her β€” not game-breaking.
    - After deploy/swap, the weapon may briefly draw/sheathe before settling.
    Β 

    58 downloads

    Updated

  6. Pervert Russian translate

    Π ΡƒΡ‡Π½ΠΎΠΉ ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄ этого ΠΌΠΎΠ΄Π°. ΠŸΠ΅Ρ€Π΅Π²ΠΎΠ΄ ΡΠ°ΠΌΠΎΡΡ‚ΠΎΡΡ‚Π΅Π»ΡŒΠ½Ρ‹ΠΉ, Π½ΠΎ всС зависимости, описания ΠΈ обсуТдСния Ρ‚Π°ΠΌ. Π’ ΠΏΠ»Π°Π½Π°Ρ… ΠΏΠ΅Ρ€Π΅Π²ΠΎΠ΄ ΠΏΡ€ΠΎΠΏΠ°Ρ‚Ρ‡Π΅Π½Π½ΠΎΠ³ΠΎ ΠΏΠΎΠ΄ Π½Π΅Π³ΠΎ HARDSHIP ΠΈ TSEX
    Если ΡƒΠ²ΠΈΠ΄ΠΈΡ‚Π΅ ΠΊΠ°ΠΊΠΈΠ΅-Ρ‚ΠΎ странности, Π±Π°Π³ΠΈ ΠΈ Π½Π΅Ρ€Π°Π±ΠΎΡ‚Π°ΡŽΡ‰ΠΈΠ΅ скрипты, ΠΏΠΈΡˆΠΈΡ‚Π΅. Π•ΡΡ‚ΡŒ Π²Π΅Ρ€ΠΎΡΡ‚Π½ΠΎΡΡ‚ΡŒ, Ρ‡Ρ‚ΠΎ накосячил.
    И Π΄Π°, ΠΌΠΎΠΆΠ΅Ρ‚ Ρ€Π΅Π·Π°Ρ‚ΡŒ Π³Π»Π°Π· смСна обращСния "Ρ‚Ρ‹" ΠΈ "Π²Ρ‹". Π― Π²Ρ‹Π»ΠΎΠ²ΠΈΠ», Π³Π΄Π΅ Π½Π°ΡˆΡ‘Π», Π½ΠΎ Π²ΠΏΠΎΠ»Π½Π΅ ΠΌΠΎΠ³ Ρ‡Ρ‚ΠΎ-Ρ‚ΠΎ ΠΎΡΡ‚Π°Π²ΠΈΡ‚ΡŒ. Π‘ΡƒΠ΄Ρƒ ΠΈΠ³Ρ€Π°Ρ‚ΡŒ сам ΠΈ, ΠΏΠΎ ΠΌΠ΅Ρ€Π΅ прохоТдСния, ΠΈΡΠΏΡ€Π°Π²Π»ΡΡ‚ΡŒ ΠΎΠΏΠ΅Ρ‡Π°Ρ‚ΠΊΠΈ.
    Β 
    Β 
    Β 

    918 downloads

    Updated

  7. 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 β€” 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.
    Β 
    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.
    Β 

    1396 downloads

    Updated

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

    RMR Config β€” 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.
    Β 
    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.
    Β 
    Requirements
    Β 
    Core β€” mandatory
    Fallout 4 1.10.163 F4SEΒ 0.6.23 Mod Configuration MenuΒ 1.39 β€” Registrator2000 LooksMenuΒ 1.6.20 β€” Expired BodySlide and Outfit StudioΒ 5.8.2 β€” ousnius ZeX - ZaZ Extended SkeletonΒ 6.0 β€” TheBottomhoodofSteel ZeX - Fusion GirlΒ 1.75+ β€” TheBottomhoodofSteel Rad Morphing ReduxΒ 2.5.0, installed with at least 20 slider sets β€” LenAnderson ZeX moved Fusion Girl and the skeleton off Nexus β€” 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.
    Β 
    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 β€” no error, just fewer effects. More than 20 is fine; the spare sets stay empty and cost nothing at runtime.
    Β 
    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.
    Β 
    Triggers
    RMR does nothing on its own. Install the ones whose effects you want β€” any trigger you skip just leaves its slider sets idle, the rest keeps working.
    RMR Trigger: Rads 1.0.0 β€” LenAnderson β€” drives sets 1-3 RMR Trigger: Cleavage 1.2.0 β€” LenAnderson β€” drives sets 4-5 RMR Trigger: Arousal 1.0.0 β€” Franco Cozzo β€” drives sets 6-8 RMR Trigger: S.P.E.C.I.A.L. 1.0.0 β€” LenAnderson β€” drives sets 9-17 Two of those pull in a dependency of their own:
    Cleavage needs SUP F4SE Plugin 11.70 β€” Sovereignty Arousal needs AAF Sex Attributes - Framework 2.8.0 β€” 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.
    Β 
    Nice to have, not required
    Β 
    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 β†’ Rad Morphing Redux β†’ Reload MCM settings. Fill in the Cleavage slots β€” see After installing. Β 
    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 β€” 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 β€” a copy of the original ships as docs/rmrconfig/RadMorphingRedux.ini.original, so you can drop that back over the top to reset.
    Β 
    What it does
    All 17 sets are player only (iApplyTo=0) and female only (iSex=1).
    Β 
    Rads β€” wasting away
    Cleavage β€” clothed vs. bare
    Arousal
    S.P.E.C.I.A.L.
    Β 
    Things worth knowing
    Β 
    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
    Β 
    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 β€” read them off:
    Wear the outfit you want to trigger cleavage Open MCM β†’ Rad Morphing Redux β†’ 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 β†’ RMR Cleavage β†’ Slots, actor Player Same function, same numbering, so what RMR shows is exactly what you type. Separate multiple slots with a pipe character.
    Β 
    Tuning
    Everything is editable in MCM, or in the ini directly β€” 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 β€” 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.
    Β 
    Credits
    LenAnderson β€” Rad Morphing Redux, the Rads / SPECIAL / Cleavage triggers, and RMR Helper Franco Cozzo β€” RMR Trigger: Arousal TheBottomhoodofSteel / ZeX β€” Fusion Girl and the ZaZ Extended Skeleton twistedtrebla β€” AAF Sex Attributes EgoBallistic β€” AAF Family Planning Enhanced, and Chosen Clue for the original Haberdasher β€” HBD_MorphDebug Invictusblade β€” the original Rad Morphing that RMR is based on This is only a configuration file for their work.
    Β 

    165 downloads

    Updated

  9. Vault 144 Quest Russian Translation

    ВрСбуСтся ΡƒΡΡ‚Π°Π½ΠΎΠ²ΠΈΡ‚ΡŒ ΠΎΡ€ΠΈΠ³ΠΈΠ½Π°Π»ΡŒΠ½Ρ‹ΠΉ ΠΌΠΎΠ΄, ΠΏΠΎΡ‚ΠΎΠΌΡƒ Ρ‡Ρ‚ΠΎ Π² Π°Ρ€Ρ…ΠΈΠ²Π΅ Ρ‚ΠΎΠ»ΡŒΠΊΠΎ esm ΠΈ скрипты. ΠŸΠ΅Ρ€Π΅Π²ΠΎΠ΄ΠΈΠ» всС с рассчСтом Π½Π° ΠΈΠ³Ρ€Ρƒ ТСнским пСрсонаТСм. Если ΡƒΠ²ΠΈΠ΄ΠΈΡ‚Π΅ ΠΊΠ°ΠΊΠΈΠ΅-Ρ‚ΠΎ странности Π² ΠΏΠ΅Ρ€Π΅Π²Π΅Π΄Π΅Π½Π½Ρ‹Ρ… Ρ„Ρ€Π°Π·Π°Ρ…, нСсоотвСтствия сцСнам ΠΈΠ»ΠΈ Ρ‡Ρ‚ΠΎ-Ρ‚ΠΎ Π² этом Π΄ΡƒΡ…Π΅, ΠΏΠΈΡˆΠΈΡ‚Π΅ ΠΈ ΡΠΊΡ€ΠΈΠ½ΡŒΡ‚Π΅.Β 

    36 downloads

    Submitted

  10. 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. Β  Currently Supported Mods: Β  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. Β  Variants Β  There are two major variants: Β  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. Β  Frequently Asked Questions Β  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. Β  Note. If using the Skimpy Armour Keyword Injector, you will need to run the FO4Edit script to generate the final patch. Β  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. IncludesΒ larger collections like HN66 Easy Girl and Eli's Armour Compendium.Β  Β  Note. If you know of any other good repositories, let me know and I’ll add them. Β  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. Β  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. Β  Note. The Skimpy Armour Keyword Editor is currently the only tool capable of editing existing .ini files. Β  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. Β  Besides, Devious Devices have some perfectly nice dresses on offer. Β  Will this add to my load order? No. It simply places the .ini files into the expected location for RobCo Patcher.Β  Β  Changelog Β  1.0.6 Β  Thanks to @rilieAP for the following except for TERA Business Casual and Latex Nurse Uniform: Β  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 Β  1.0.5 Β  Thanks to @Mimirue17 for the following: Β  Casdin Caravan Armor Mashup DX Dark Mistress DX Fetish Fashion Part 1 DX Fetish Fashion Part 2 DX Pornstar Fashion (CBBE) Β  1.0.4 Β  Thanks to @JohnyBurner for the Fallout 4 vanilla-clothing variant: Β  Fallout 4 - Vanilla Set Base Game Jinga Apathy Jinga Pool Outfit Vtaw Hailey Combat Suit Vtaw Wardrobe No. 10 Β  1.0.3 Β  Thanks to @Samhsay for the non TCN items: Β  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
    Β  1.0.2 Β  Thanks to @SamhsayΒ the following clothing items are available: Β  Tactical Combat Swimwear (CBBE) Β  1.0.1 Β  Thanks to @SamhsayΒ the following clothing items are available: Β  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 Β 

    2295 downloads

    Updated

  11. RohZima Fallout 4 Sex Animations for AAF

    Here is my AAF sex animations pack for FO4.
    Β 
    Known Issues:
    Β 
    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.
    Β 
    Extra Info:
    Β 
    Install the mod just like any AAF mod.
    Β 
    I'll add more furniture anims and more group activities...
    Β 
    I am an active long time modderΒ PatreonΒ 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.
    Β 
    Current List of Animations:
    Β 
    Β 
    Thanks:
    Β 
    Dago, Ulf, Kziitd, Elzee, AAF discord... Andrelo.
    Β 
    Goodbye:
    Β 
    Hope you enjoy the mod, and let me know if you find any other issues or have suggestions.
    Β 
    -Roh
    Β 
    Β 

    407800 downloads

    Updated

  12. Skimpy Armor Keyword Resource REDUX

    πŸ“„Please note: This mod is a fork and development of the originalΒ Skimpy Armor Keyword Resource mod by @twistedtrebla.Β Before diving into the detailed description, I’d like to thank the author for the SAKR idea and for his wonderful mods!
    Β 
    βš™οΈRequirements
    OldGen game (1.10.163). F4SEΒ (OG ver) CommonLibF4 (OG ver) Optionally but recommended:
    FO4Edit M8r98a4f2's Complex Item SorterΒ for using clothes autopatcher. Β 
    πŸ’₯Motivation
    I’m a big believer in natural, seamless gameplay where mechanics emerge organically from the player’s actions β€” without any β€œmagic buttons”. Pressing a hotkey to β€œactivate slut mode” or β€œswitch to hunter mode” completely shatters immersion and turns role-playing into a clunky simulator full of toggles. What I loved about the original SAKR idea was treating the degree of clothing exposure as a quantifiable stat. This lets modders tie it directly into dialogues, quests, perks, spells, and effects. NPCs can react to your outfit automatically β€” no manual switches required.
    Β 
    β˜• Why even bother with this?
    On its own, it doesn't do much. Like any framework, it first needs to be supported by modders (who need to make patches for clothing and mods that will use it).
    Β 
    🎯 For modders:
    Use the new ActorValue ClothesExposureValue in your quests, dialogues, perks, spells, MGEFs, conditions, etc. Build mechanics that depend on how revealing (or conservative) the character’s outfit is.
    Β 
    🎯 For players:
    Eventually you’ll get natural, immersive reactions: NPCs responding to your outfit, your character reacting to others, or even NPCs reacting to each other. Things flow smoothly without breaking gameplay β€” e.g., to earn caps as a prostitute, you just dress like one… no magic button needed.
    Β 
    πŸ€ͺ In simple terms:
    This is a powerful concept, but scaling it globally is tough. For everything to shine, two things must happen:
    Modders need to patch armors/clothing with exposure keywords. Modders need to create content that actually reads and reacts to ClothesExposureValue. The possibilities are endless: perks that get stronger the more exposed you are, dialogues unlocked only when dressed provocatively enough, raunchy NPC chit-chat, enemy behavior (raiders might let a scantily-clad β€œworking girl” into their camp instead of shooting on sight), companion reactions (e.g., Ivy refusing anything with low exposure), and so on. The only real limit is modder creativity and adoption.
    Β 
    β­•Main issues with the original mod:
    Only supported female player characters (and only the player). No easy way to use it in other mods without heavy Papyrus wrappers. Couldn’t track exposure on NPCs. Hard-coded keywords β€” impossible to expand or tweak without recompiling. Not an ESL-flagged plugin. Β 
    βœ…Β What’s been improved / added in this REDUX fork:
    Plugin converted to ESL β€” doesn’t eat into your precious 255 plugin limit. Core logic ported to C++ (F4SE plugin) β€” niceΒ performance and deeper engine integration. New ActorValue ClothesExposureValue added to all actors (player + every NPC). Value auto-updates on cell load / equip change. Fully usable in perks, dialogue conditions, magic effects, quests β€” zero Papyrus scripts needed. Track changes via the event OnExposeValueChange(Actor akActor, int aiValue). Full male support β€” added matching _MALE keyword sets; exposure now works for any gender. JSON-based configuration β€” all keywords, categories, and exposure levels are loaded from an external JSON file. Add new keywords, tweak values, or override logic without touching the plugin or recompiling anything. Β 
    🧐 How it works (simple explanation)
    Every actor now has a hidden stat similar to Strength or Agility β€” ClothesExposureValue β€” that measures how revealing their current outfit is. Everything happens under the hood: the value updates automatically when gear changes. Modders can read it anytime (via conditions or scripts), and listen for updates via the event. For players, it’s simple: dress skimpy (or modest) depending on what you want to achieve in-game.
    Β 
    πŸ€–Description of the mechanics of calculating exposure
    Β 
    ⚠️Clothing patching
    Β 
    Instead of RobCo patchers that are difficult to control, Complex Sorter from M8r is used. But you can use RobCo if you like it more.
    Ready-made plugins for Complex Sorter are provided, which add the necessary keywords to popular clothing from well-known mods.
    If desired, you can easily supplement or modify the patches for your build.
    Β 
    Complex Sorter rules are used to automatically add keywords to items from popular mods. Ready-made plugins are included in the archive. They work as follows:
    find items by name, EditorID, or other criteria; add the corresponding SAKR keywords. have fallback for every A-Torso and U-Torso armor - if there is no specific rules then add fullTop and fullBottom keywords. Β 
    If you want to add support for other clothing, edit the Complex Sorter rules or create your own patch in xEdit
    Β 
    @KinataHoruΒ has made a great web tool that will make creating patches even easier!
    Β 
    Π‘++ source code is here
    Β 
    If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!ο»Ώ

    1789 downloads

    Updated

  13. CWSS London patch

    A small ESL flagged patch between FOLON and CWSS.Β 
    Β 
    Requirements: Fallout LondonΒ and CWSS v4.011
    Β 
    patch is in ENG and RU versions
    Β 
    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.Β 
    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.Β 
    Β 
    This patch also includes a modified script of Wash Out That CumΒ 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.
    Β 
    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.Β 
    Β 
    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).Β 
    Β 
    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.Β 
    Β 
    Credits and thanks:
    Steve40Β for creating CWSS and permission to use his resources
    Β 
    TeamFOLONΒ for creating Fallout London and permission to use their resources, especially toΒ DoubleYouΒ for sparing his time and talking to rest of the team on my behalf
    MegururuΒ for creating Wash Out That Cum and giving out his resources to be used by community
    ElminsterAUΒ for creating xEdit and keeping it updated through years
    Β 
    Nifskope teamΒ for creating Nifskope and publising tutorials for it

    154 downloads

    Updated

  14. Latex Nurse Uniform (FG)

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

    225 downloads

    Updated

  15. 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. Β  Key Features Β  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. Β  Why This Exists Β  Skimpy Armour Keyword Resource was designed to work with RobCo Patcher, which adds keywords at runtime. But: Β  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. Β  This script removes RobCo Patcher from the equation entirely while leveraging the existing configuration files. Β  No more waiting. No more runtime overhead. Just SAKR support. Β  Requirements Β  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. Β  How to Use Β  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:
    Β  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! Β  Tip. For testing, select a few clothing mods to speed up script processing. Β  Cleanup After Use Β  A normal run adds several masters to ensure the winning record is copied and injected. It is recommended that you: Β  Save ZZZ_SAKR_Direct_Injection.esp; Right-click on the mod and select, Clean Masters to remove unnecessary masters. Β  While optional, the above keeps the patch tidy and avoids Missing Masters warnings when changing your mod order within a mod manager. Β  Confirmation Tests Β  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. Β  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. Β  Frequently Asked Questions Β  Do I need RobCo Patcher installed? Β  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. Β  Will this break if I add new outfits later? Β  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. Β  Why does it stop if the patch file is loaded? Β  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. Β  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: Β  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. Β  For the above, you will simply be given an option to proceed. Β  I hate getting asked if I want to continue when the patch is already loaded. Β  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. Β  Can I keep the old patch and append changes? Β  Yes. See above. Β  Is this safe with 500+ plugins? Β  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. Β  Will it work on Anniversary Edition? Β  Yes. While not explicitly tested on Anniversary Edition, FO4Edit 4.1.5f which was used to develop this script fully supports that version. Β  I still want to keep RobCo Patcher for other features (material swaps, slot masking, etc.) Β  This script does not stop you from continuing to use RobCo Patcher. Β  Both can coexist perfectly, but to prevent duplicate keyword injection, simply delete or move the RobCo Patcher .ini files used for SAKR keywords. Β  Bonus side-effects of removing those .ini files: Β  RobCo Patcher has fewer records to process reducing runtime overhead May reduce the chances of RobCo Patcher crashing. Β  Is this compatible with Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter? Β  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. Β  Some of my clothing packs have no .ini file for it. How can I make these? Β  Rubber Duck has made a SAKR RCP Tool that generate the RobCo Patcher files along with extensive documentation. Β  I keep seeing Error Assigning To and Mapping Errors in my logs. Β  Message such as the one below occurs because the script cannot know for certain every mod that it will need to add a master. Β  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 Β  In such cases the keywords will not be injected. However the Script naturally takes precautions to avoid this: Β  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. Β  Between the above, the script should all relevant masters, and inject keywords without fault. Β  Can I modify or fork your code? Β  Yes. The script is released under the two-clause BSD licence which is a permissive free software licence. Β  Configurable Items Β  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. Β  bADDALLMASTERS Β  Default: True Β  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. Β  Tip. Clean up the loaded masters in the mod after running the script and saving the contents. Β  sADDMASTERS Β  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. Β  iDEBUG_LEVEL Β  Default: DEBUG_INFO Adjust the level and verbosity of logs generated. Available levels are: Β  DEBUG_FATAL DEBUG_ERROR DEBUG_WARN DEBUG_INFO DEBUG_VERBOSE DEBUG_PATHING Β  bDRYRUN Β  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. Β  bESLFLAG Β  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. Β  bBALLISTIC Β  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. Β  bFORCE_CLEAN_ESP Β  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. Β  sLOGFILE Β  Default: '' Set the path of an external file that the log will be written to. Β  iMERGE Β  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. Β  If set to True the script will merge the conflicts together into one line. However, there are potential risks. Β  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: Β  0000081A. Top Full 0000081E. Tank Top 00000821. Top Tight 0000080E. Pants Long 0000080F. Pants Shorts Β  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. Β  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. Β  sPATCH_ESP Β  Default: ZZZ_SAKR_Direct_Injection.esp Name of the generated patch. ZZZ prefix keeps it at the bottom of the load order. Β  bSTRIPEXT Β  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. Β  iRECURSION Β  Default: 5 Maximum directory depth when scanning for .ini files to prevent infinite loops. Β  sROBCOPATH Β  Default: F4SE\Plugins\RobCo_Patcher\armor\ Default location of RobCo armour .ini files (overridden by sSCANPATH if used). Β  bSAKRSTATIC Β  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. Β  sSCANPATH Β  Default: '' Hardcoded location for the RobCo Patcher .ini files. Use '' to use game defaults. Β  sSAKR_ESP / sGAME_ESP / sPATCH_AUTHOR Β  Self-explanatory and should never need changing. Β  License Β  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.
    Β  Changelog Β  1.2.0 Β  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. Β  1.1.0 Β  Added bBALLISTIC which will add Ballistic Armor keywords along with SAKR keywords. Β  1.0.1 Β  Updated keyword conflict reporting. Now indicates the filenames, and lists conflicting rules. Β  1.0.0 Β  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. Β 

    2993 downloads

    Updated

  16. Wolfe's Struggle Systems

    NOTE:
    This mod does nothing by itself. It needs to be called by another mod.
    Β 
    To Test:
    "coc wss2"
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    Wolfe's Struggle Systems:Β 
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    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.
    Β 
    There's 3 Files:
    Β 
    WolfesStruggleMod_v1.0.0.zipΒ (WSS) - The Main Mod. Framework for calling a struggle animation on the Player.Β This will not work without an external mod that connects to it.Β 

    WolfesKFTQTESystem_v1.0.0.zipΒ (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).
    Β 
    WolfesKFTQTEAggressor_v1.0.0.zipΒ (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)
    Β 
    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.
    Β 
    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
    Β 
    Recommended/Highly Suggested:
    - Kziitd Fetish Toolset 1.0 Beta 3 (Required for WKQS/WKQA, optional for WSS)
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    Load order:
    Place this mod below AAF, F4SE-dependent plugins, and MCM. Keep your animation packs below AAF as usual.

    WHAT IT DOES:
    Β 
    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:
    Β  Β - Mash β€” spam click / attack / jump / sprint to fill the bar.
    Β  Β - Keyboard β€” press the prompted letter or gamepad face button.
    4. Resolves win or loss:
    Β  Β - Win β€” stops the struggle scene, restores clothing after a short delay, fires outcome events / quest stages.
    Β  Β - Lose β€” progressively strips armor and clothing as the meter falls, then plays a defeat AAF scene.
    Β 
    HOW ARMOR AFFECTS THE STRUGGLE:
    Armor is not just cosmetic β€” 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.
    Β 
    MODDER'S RESOURCE β€” HOW TO LINK YOUR MOD
    ========================================
    Β 
    Β 


    Β 

    1503 downloads

    Updated

  17. 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 Β k905_001
    to make them stop just type: playidle stop (while the npc is selected)

    -=INSTALLATION=-
    Download the pose mod and installΒ manuallyο»Ώ 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
    ο»Ώο»Ώο»Ώex. 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 wellΒ 

    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

    33 downloads

    Submitted

  18. Commonwealth Slavers

    Content Warning
    Β 
    This mod contains entirely fictional events based on fictional characters for adult entertainment purposes only. It shows no real people or events.
    Β 
    All characters are 18 years old or older and no actuals bits were harmed in the making of this mod.
    Β 
    Commonwealth Slavers is a quest mod where the player is enslaved by raiders and forced to do cruel quests for them. This mod is violent, cruel and ruthless. If you are sensitive with this type of content, you should not install it. If this type of content scares you, please back away slowly. Be aware that all claims will be ignored due to this warning.
    Β 
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    COMMONWEALTH SLAVERS
    A SLAVERY MOD
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    The raider gang leader in Corvega had an epiphany: The Sight foretold him power, caps and glory, and to that end he will put into action his plan to unify all the gangs of the wasteland into a single powerful one.
    Β 
    Commonwealth Slavers is a descent into hell where the character is destroyed physically and mentally. But it is your final decision to let yourself be devoured, flee, or light the fire of rebellion and destroy the chains that have taken the Commonwealth.Β 

    When the storm seems to overpower you, hold tight. Tough storms don't last, but strong people do.Β πŸ”₯
    Β 
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    How to start?
    Β 
    A person is injured under the security booth outside Vault 111.
    Β 
    Β 
    Which version of Fallout 4 do I need?
    Β 
    I program this mod and play on Old Gen, but It works on all of the major versions.Β βœ”οΈΒ 
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    Β 
    Recommendations
    Β 
    This is a mod that offers an alternate start so you need a new game where you exit the Vault. Or at least a game where you have not cleared Corvega of enemies. The mod will not start if Corvega is cleared of enemies, and you will get a warning, before the mod shuts itself down.
    Β 
    Through the mod you will get various vanilla perks to improve stealing, stealth, scrapping, chemistry and even to master animals of the wasteland, so it is intended for a real start with no perks. To access the mission that will give you perks for the animals you must activate the option in the MCM, bestial content is disabled by default.
    Β 
    The mod frankly imposes a lot of restrictions once you are enslaved, but you can cheat in the MCM to bypass these restrictions. Under normal conditions, you won't be able to wear clothing, armor, equip yourself with weapons, or access workbenches without permission. And in certain missions you won't even be able to sit, sleep or even take stuffs. I did it this way because I like to have a sense of helplessness in the PC.
    Β 
    Preston, the Mayor, Piper and other characters are not encountered during the course of the mod and only at the end, when you gain freedom, will you be able to meet them and start a vanilla adventure if you want, or start your personal vendetta against your former slavers. If you have Nuka Ride installed you will be offered to flee to Nuka World to seek protection from the Pack and Golden Globes Studio, once the mod ends.
    Β 
    However, you also have the option to remain a slave forever, once the option arises.
    Β 
    It is intended to be played in Survival mode, however, it is not mandatory.Β A new drug is implemented (Slavers Jet) that relieves hunger and the need to sleep, although it gives addiction. You can choose whether your character ends up addicted, which has consequences in both appearance and speech.

    Β 
    A tip for those who play Horizon by @Evelynith
    Β 
    Β 
    Quests
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    1 Intro quest
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    Β β€œLucky Day” Β 
    17 main quests
    Β 
    β€œThe Truce” β€œThe Hook-Up” β€œPest Control” β€œThe Fighter” β€œThe Hooker” β€œThe Scaver” β€œPet Walk” "The Weapon" "The Runaway Slave" β€œThe Threat” "The Pit" "The Porn Studio" "The Scientist" "The Bomb" "The VIP" Β 
    12 Side Quests
    Β 
    "Green Market" - during Pet Walk, ask Trudy for a job.Β  "The Mule" - during Pet Walk, ask Wolfgang for a job.Β  "The Snuff" (AKA Dead Ending) - adjustable in the MCM.Β  "The Intervention",Β  during Pet Walk, ask Patrick for a job.Β  "The Combat Zone", during Pet Walk, go to the Combat Zone.Β  Β "The Botanist", during Pet Walk, go to Bunker Hill "The Trapper Ship",Β (AΒ Bad Ending) "The Queen Nest" - enable Futa Mode. It startΒ  after 'The Scavver'.Β  "The Milking" - for Futas only, enable Futa Mode.Β  You can help Dr. Duff during "The Hooker".Β  You can help Abbot during "The Hooker". You can recruit Snoopy, the dog, as a companion. Only available if you unlock the True Ending.Β  "The Farm", talk to Blake Abernathy during Pet Walk.Β  "Truckers", go toΒ wicked shipping fleet lockup during Pet Wal, after working for Blake.Β  Β 
    1 Ending quest,Β which is included in 4 quests.Β 
    Β 
    β€œThe Hero” "The Harvester" "The Correctional" "The Harvestress" Β 
    Β 
    Β 
    This Ending is unlocked after you have done n amount of successful repeatable quests (configurable in the MCM).Β  So each time you complete a quest successfully - you may fail some of them - you will receive one point.
    Β 
    Once you have finished the basic missions, you will have an option to go out and roam the wasteland as a reward for doing your chores. However, you will have a time limit and you will also have to bring money to your gang. In this mode you can go anywhere but the locals will not ask you for help (the typical missions to unlock settlements are not activated while you are enslaved).
    Β 
    Likewise, as well as roaming freely after finishing the basic quests, you will be able to make your own clothes.
    Β 
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    Hard Requirements
    Β 

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    Nuka World DLC Far Harbor DLC AAF Β 
    Β I truly recommend the EAP patch.Β Β A complete and updated patch for all AAF animations.πŸ‘Œ
    Β 
    Themes Savage Cabbage Leito Animations Rohzima Animations AAF Darthroman Creature Pack Real Handcuffs Torture Devices Absolutely Skimpy AttireΒ (CBBE orΒ Fusion Girl Version) Sex AttributesΒ  Β 
    Soft Requierements
    Β 

    Β 
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    Hydra F4SE Fuz Roh Doh Brave's Animation CHAKS Amputator FO4Β -Β Amputation events are optional. If you haven't installed this mod there will be no amputation events.Β  Kziitd Fetish Toolset Devious DevicesΒ Β (Bodyslide files for Fusion Girl here)Β  New milking and devious costumesΒ (CBBEΒ orΒ Fusion Girl)Β  Β 
    ☝️ You need specifically the plugin "Milking And Devious Costumes NO WDF.esp" ❗ Pretty important soft.Β  Β 
    Animated TentaclesΒ - Same. Don't install it if you are not interested in this. AAF Creatures Pack - You need this if you have beast content enabled. Custom CameraΒ (No need for Barber and Surgeon Camera Fix)Β  Brawl Bug FixΒ -Β to avoid a vanilla bug during brawls.Β  MCM Scripted Facial Tints -Β Damage and facial dirt if you have Captive Tattos installed together with this mod.Β  Satisfactory Facial PiercingsΒ -Β my mod will wear these cool piercings instead of mine. BP70 Animations (Soft) Bad End Animations (Soft) - Slavers will use this mod if they find it installed. Plugs of the Commonwealth (Soft)- Slavers will use this mod if they find it installed. Lord Escobar Piercings (Soft) - The slavers will decorate you. In their own way. Captive Tattoos (Soft) Commonwealth MoisturizerΒ - Some NPC and factions will reject you if you have cum in your face.Β  Slave and Model PosesΒ (Don't download the ESL version) HN66 EyelashesΒ - If you use my FaceGen file (Commonwealth Slavers - Face Gen).Β  Porcupine Pubic HairΒ - for the trimming services HN66 NailsΒ - More nails option for the nail kit Bad Dragon DildosΒ by Konata. There are dildos in Corvega and the Combat Zone to use and earn tips! TBOS AntoHairPack.Β If you have this mod installed, my mod will detect it and add a pair of hairs to a couple of girls via script. If you don't have it, they'll have vanilla hair. KSHairdosΒ - Hair for some NPCs. LooksMenu Body TattoosΒ - Tattoos for NPCs. Weepy - Tears overlays Β 
    Β 
    Recommended Mods
    Β 

    Β 
    Β 
    Smokeable cigars - My mod will detect if you have that mod installed, and if you have a cigarettes/cigars in your inventory, you can smoke it using the purse as a shortcut! Get Dirty and AAF Dirty Sex - For aesthetic reasons. Be careful! You don't want to swim to get the dirt off. The Get Dirty mod will remove your collar and that will have deadly consequences with my mod. Use the soap instead. I personally recommend you to disable the Dirt Radiation Hazard mode of the MCM. It's just too much unnecessary difficulty. Β  Classic Holstered Weapons - I like that the characters have their weapons visible, it gives them a more menacing look. It reinforces the difference between the PC and the raiders. Leito PatchΒ by Tentacus -Β A must-have. New XML adding lesbian animations using Leito's animations among other things. You may not want to use it if you are already using UAP. Random Overlays Framework - this mod will put various tattoos on raiders. LooksMenu Body Tattoos and Tattoo Collection - the tattoos that the Random Overlay Framework will put on the raiders. Hardcore Raiders - a mod included in the fomod. Raiders will wear their best armor and weapons. Remove Infection - Honestly this Survival mode disease is so unbalanced and just a nuisance, especially in a mod like mine. Even if you don't play this mod, if you get this disease in your first few levels you are doomed to learn chemistry perks in order to heal yourself. Use this mod to block this disease. Unlimited Survival Mode - A must-have. You will be able to save in the middle of Survival mode and every time you enter/exit a cell.Β  CoughΒ -Β It seems pretty realistic, you cough when you eat radioactive food and when you're sick. You can modify options in your MCM to not cough so often. SKK Fast Start New Game -Β FastStart a new game in less than 2 minutes from Main menu.Β  Gender RatiosΒ -Β For all raiders or gunners to be all men -or as you prefer-. Diamond City ExpansionΒ -Β More customers.Β  Up To No GoodΒ -Β Fantastic decoration for raider bases.Β I prefer version 2, not 3.Β  Dancing pole for Red Seat (and Diamond City Expansion).Β A different way to make caps in Diamond City. Friendly reminder that Diamond City Expansion should have higher priority than Commonwealth Slavers, so you don't suffer from graphical glitches.Β  Looksmenu Player RotationΒ -Β Quite convenient when using the "Looksmenu Mirror" item, which you can use when equiped the slavers purse. (crafftable in the chemical workbench, Utility section ) Diamond City LightsΒ -Β It's only atmosphere.Β The lights of Diamond City can be seen in the distance. Diamond City Security -Β Β Add a handful of guards outside Diamond City. Not My SettlementΒ - Farmers don't want slaves stealing their crops/use their beds! HeadPart ExtendedΒ - Old gen only.Β Headparts (hair, piercings) are not consistent in NPCs, but this mod makes it possible. More DC GuardsΒ - More clients for Pet Walk Facial Expressions Fix - Not to miss the facial gestures of the characters during dialogues. Natural eyes More blinking and face morphs - More naturalness during dialogues. Dynamic Cinematic Face LightsΒ -Β I can't play without this mod. Natural lighting during dialogues when it's dark. Rusty Face Fix -Β Install it and brown faces will be a thing of the past.Β  XDI -Β It's not mandatory, but I enjoy knowing what specifically my character is going to respond to. 3rd Person Behavior FixesΒ -Β Not so much for my mod, but for Sex Attributes and its speed mult modifications.Β  Universal Stiffener by spicydoritos.Β This mod is made for users whose in-game erections work most of the time. Zella's Pastel Ombre Wigs.Β I was recommended this mod for when Nora works as a prostitute in DC, and wow, these wigs are really good. Dwayne will put those in your locker in the security office.Β  Β 
    Β 
    Β 
    OUTFITS
    Β 

    Β 
    My mod brings software compatibility to these outfits!
    Β 
    Easy Girl (Fusion Girl Version HERE) TRS (Fusion Girl Version HERE) Nora's SecretΒ (Fusion Girl Version HERE) Burhinaler Mule HeelsΒ  (Fusion Girl Version Only) Β 
    Β 
    Β Β Vtaw Patch
    Β 

    Β 
    I made a patch for VTAW 6, 7, 8, 9, and 10. The patch is in the FOMOD. It was a personal patch, but it grew, and I decided to share it. You'll see some characters using it too. However, this isn't a simple patch. You'll need all the VTAW files and even their extra textures (or 'material swap' file), or you'll see purple textures.Β 
    Β 
    Β 
    Β 
    Litheria Outfit
    Β 
    An outfit inspired by "Litheria Outfit" from Skyrim (HN66), and created by @Axary. My mod recognizes this outfit if you have it installed, and some NPCs even mention it when you're wearing it. Lindstrom gives it to you when you go outside in "Pet Walk."Β 
    Β 
    It has several matswaps! You can find this outfit in the "Optional" folder.
    Β 
    Β 
    Β 

    Β 
    Β 
    Β 
    Β 
    Other Soft Compatibilities -Β Slavers recognize these mods
    Β 
    Soft compatibility with "Myopia Simulator" - the Whore House guard, Declan, will give us glasses.Β  Soft compatibility with "Family Planning" - Declan can give you condoms.Β That's all. I don't want to include topics like pregnancy, babies, or children in my mods.Β  Black Male RaiderΒ - Special racial dialogues if you have this mod installed. Download this one: 'WLBlackMaleRaidersNoDLC' Β 
    Β 
    Β If you use Vortex, here's a little tip to give priority to my mod. Put it in the Dynamic Patches group:Β 
    Β 
    Β 
    Β 
    Β 
    Β 
    Β 
    Β 
    Incompatibilities
    Β 

    Β 
    Any mode that spawn random enemies/random encounters is a big NO due to the nature of this mod because they will cause interruptions.Β I REALLY wanted to make a mod where you have to walk the wasteland, live the experience of being herded like an animal. Part of the transformation of a character requires living through those experiences in which you realize that you have no other choice, you have lost your freedom. And that has its costs: you must get rid of those mods that interfere with that experience.Β 
    Β 
    I have tested with "The Forest" and "Desperados" and it goes really well, but The Forest has no navmeshes so NPCs will always get stuck against trees. I included a cheat in the MCM that can help in these situations, to transport the slavers to you in case they get stuck.
    Β 
    Β 
    Incompatible mods that have emerged thanks to user reports
    Β 
    Combat Zone Restored - It conflicts with my quest "The Combat Zone". Doc Mitchell Player Home You talk too muchΒ or derivates (reducing greetings mods is a big NO) Tales From The Commonwealth Β  Just Business -Β Problem with my mods brawls Commonwealth Settlers Children of Ug-Qualtoth Zetans - Alien Invaders in the Commonwealth Scavers Closet Knockout Framework ❗ Sexual Harrasment (Suspending all approaches in the MCM works just fine) Boston BreederΒ  Sentinel Control System Companion (Creation Club) Combat Drones Assimilation (Β Just make sure you turn off the assimilation chances to 0% so you don't get sucked away to service another faction) Combat stalkers, More enemies, Npc travels. Hangman's Alley Modification - Modifies Diamond City's navmeshes. Recruitable Settlers Crime and Punishment - Break the scenes in the security office.Β  Gun for HireΒ  Diamond City Interiors Redone (D.C.I.R.) - nav meshes and moved walls Diamond City Outskirts - settlers outside the city will be killed by Gristle. DC Guards will just watch so it's not game breaking. Fallsouls - Due to the heavy use of timers in this mod.Β  Combat Strip Lite turn off destruction and check through settings in Provocative Perks to make sure they don't interfere with anything (or remove them using the MCM Debug Settings). Mutant Menagerie Enhanced Creatures AI Overhaul. MAIM - It breaks the X-Cross Whipping Scenes with the player ducking and covering in fear instead of being restrained properly. Terrain Undersides - 2 Million Sunblock (Problem with Slavers Valley).Β  Fens Sheriff Dept - aka the Bleachers 2, pathing problems. Reputation Mod, maybe only with FSD installed - If you walk to DC during the Whoring quest again, DC folks are hostile at least the guards are. Latex Collar, Orgasm Curse and Fetish DreamΒ  Pervert - causes a lot of interruptions if naked and teleports you a lot). HuCows by Grim - Gristle opens fire and uses grenades on them in diamond city on leaving. Β  Β 
    Β 
    Not Compatible
    Β 
    Sim Settlements 2 ❗ -Β AAF doesn't hear my calls with this mod, but I haven't tested it with newer AAF versions. Raider Pet ❗ Problems of Survivor ❗ Β 
    ⚠️ Complex Item Sorter, when run on Lord Escobar Piercings, adds an armor keyword to them, which makes you get electrocuted. 
    Β 
    Β 
    Β 
    Β 
    Β 
    Β 
    Guide with Quests and Stages
    Β 
    LINKΒ πŸŽ‰
    Β 
    Β 
    Special Thanks
    Β 
    This mod has a lot of routes and it would be impossible for me to test them all without burning myself in the attempt, so thank you very much to those who participated with the testing and also for suggesting a lot of ideas that ended up being implemented!Β 
    This was from June 17 to July 31. Β 
    Β 
    Vivi's Cockcages - for the cockcages!Β πŸ₯°Β  Β 
    @osculim
    @Kalamaki22
    @Slorm
    @zjzc
    @Evelynith
    @robert.marquis
    @Jarnin
    @valcon767
    @lasko12
    @scourge2805
    @Darkwolf101
    @AAAA76
    @chooseChaos
    @ckworth
    @kazeha9
    @ezusoppp
    @vladpol
    @Toddi
    @Beerbatty
    @jc321
    @CrusaderKing222
    Β 
    Grammar correction thanks to @xSapphireΒ who proofread more than 7.000 lines of dialog!Β βœ”οΈ
    Thanks toΒ @DT6666Β for more proofread too!
    Β 
    Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β  Β Assets & Musics
    Β 

    Β 
    Β 
    Youtube Playlist with all songs
    The earrings are from Straw and you can get them on their discord!
    Β 
    Β 
    Why are objects and textures in Corvega flickering and disappearing?
    Β 
    Pre-culling issue. To resolve it, place Commonwealth Slavers.esp in the bottom of your load order
    Β 
    Β 
    Third Party Support
    Β 
    Frankly I barely know what I'm doing but I've created a simple script so that any other mod can start my mod if the conditions are met, without hard dependencies.
    Β Β 
    Β 
    Β 

    152476 downloads

    Updated

  19. Tail skeletal animations beta

    This is not a released mod. These are resources for modders and a test version of the skeleton.
    Β 
    "Tail Skeletal Animations Beta" is a simple mod that contains:
    1. A new skeleton (skeleton.hkx and skeleton.nif)
    2. A test tail and one AAF test animation. Don't expect anything special from these; they're just for testing functionality. Tail_project.esp is needed only for this.
    3. A lupine tail with new bones for "Lupines - Wolf Race"
    4. Several F4 animations for female PCs, edited using tail bones. Standing, running, sneaking.
    Β 
    Requirements:Β ZeX - ZaZ Extended Skeleton
    Β 
    HKXImportScript_for_ZeX_CAT_RiGsΒ contains:
    1. 3DSMax2013 ImportScript CAT Rigs for Female and Male actors and MaxScript for importing and editing F4 animations based on vanilla or ZeX skeletons into Max. This is a modification of the 3dsMax Havok Import Script . The 3dsMax Havok Import Script is required to import animations.
    2. Havok settings files for exporting vanilla/ZeX/Tailed animations.
    Β 
    Demo:
    https://youtu.be/tHyCnz027B4

    60 downloads

    Updated

  20. Skimpy Armour Keyword Editor

    The Skimpy Armour Keyword Editor is a visual tool used to create or edit RobCo Patcher .ini files for use with the Skimpy Armour Keyword Resource (SAKR). The goal is to allow for quick edits of existing files without recreating the entire .ini or editing it manually by hand.

    Key Features
    Β 
    Visual editor for quick keyword injection and editing. Generates new .ini files on the fly. Toggles to show/hide Top or Bottom keyword sections Accepts a .csv from Rubber Duck's SAKR RCP Tool and/or an existing RobCo Patcher file (.ini or .txt). Using both the .csv and .ini will adjust the RobCo Patcher file to match what is currently in the mod. E.g., Version 2 of Eli's Armour Compendium added several clothing items requiring keywords. Validates all SAKR keywords and merges data from multiple sources. First entry wins, while others are discarded (duplicate handling). Hover tooltips on every keyword explaining its meaning and use. E.g., Difference between a tank top and halter top. Native support for high DPI displays. Options to either copy-and-paste the generated .ini or download it at the press of a button. Features a console to display script logic and troubleshooting info. No internet connection or server-side processing requiredβ€”runs entirely offline in your browser. Heavily commented styles and code to enable customization. Designed to fit seamlessly into Rubber Duck's SAKR/RCP Gen toolset and processes.
    Requirements

    Modern browser (e.g., Chrome, Firefox, Edge).

    Compatibility
    Β 
    Works with .csv exports from Rubber Duck's SAKR/RCP Gen tool. Compatible with RobCo Patcher .ini files formatted for SAKR. Handles multiple input files, with first-wins merging.
    How to Use

    The Skimpy Armour Keyword Editor works in conjunction with Rubber Duck's SAKR/RCP Gen tool and the associated SAKR/RCP Gen User Guide.
    Β 
    Note: Steps 1 through 3 in Rubber Duck's guide can be skipped entirely if you do not need a .csv file.
    This tool specifically replaces steps 4 to 6 of the guide's process, which we focus on below:
    Double-Click on the HTML file to open it in your browser. Drag-and-drop source files (.csv, .ini, or .txt) into the Drop Zone or click to select desired files. A list of all files will appear. Click on Process to activate the Manage and Export tabs. Click on the Manage tab and adjust as necessary. You can confirm that changes were registered by going into the Console tab (useful for troubleshooting). Once satisfied with your changes, Click on the Export tab. Optional: Adjust the load order prefix. This is only required for specific edge cases (e.g., ESL patching) and should generally remain blank. Look over the generated preview. Click on Download to get a copy. Β 
    Note: As a precaution, I include my test data for Absolutely Skimpy Attire by dikr.
    Follow the rest of the steps from the SAKR/RCP Gen User Guide to integrate with your existing RobCo SAKR infrastructure.

    Frequently Asked Questions

    Why does this exist?
    I was looking for a way to change RobCo Patcher .ini files without creating an entirely new .ini or editing the file manually.

    For example, Vtaw Wardrobe No. 8 features a fantastic body harness and corset. Both fully expose the breasts, but SAKR registers them as being covered. With this script, I can quickly make a change and test the change in-game within minutes.

    Why is this in HTML?

    There are several reasons to create an HTML/CSS/JavaScript solution:
    Modern web-browsers easily handle large tables that adjust dynamically to displays. Documents can be quickly compared with one another using Browser Tabs. CSS makes it straightforward to adjust the style. This script has ZERO requirements beyond a browser. No need to install anything.
    How do I de-select a radio button?

    Click on the already-selected radio button again. It acts as a toggle and will clears the selection for that keyword group.

    Why can't I select multiple options in the same group (e.g., Bra Normal + Bra Micro)?

    The radio buttons are designed that way on purpose. The goal is to prevent mutually exclusive keywords from being applied. I.e., A bra cannot be normal, bikini, and micro at the same time, but it can be normal and sheer.

    Can I host this somewhere?

    Yes. The permissive license allows for such use, and a webserver will treat the contents as static HTML.

    Why would I need to provide a load order prefix?

    It helps with RobCo Patcher when patching an ESL. Unless you need this particular capability, I recommend steering clear of it and using the default 6-digit FormID. Invalid prefixes are skipped silently.

    Script is showing fewer changes than I've actually made?
    Β 
    Changes are measured by item (line), not individual keywords applied.

    Why is there a console?

    The console is primarily a debugging tool. It will also list reasons why certain decisions were made, such as:
    Clothing item dropped because it does not exist within the .csv. Keyword was dropped because it was not valid. That multiple entries were found with keywords for the same item. That the Load Order prefix was dropped due to not being valid.
    Can I change the look and feel?

    Yes. Simply adjust the CSS styles to suit your needs. These are located near the top of the HTML document.

    What if I want a French or Russian version?

    This script can be translated and contains all language-specific elements within two constants:
    LANG. Contains language related to the look, feel, and code: HTML.* Language elements found within the HTML itself. SCRIPT.* Language found within the JavaScript Code. LOG.* Language used for logging of operations and tasks. TOOLTIPS. Descriptors applied directly to the table when editing keywords. These were kept separate due to their integration with other SAKR elements.
    Can I fork the code?

    Yes. The license and code were specifically designed to allow for it.

    A Special Thanks To

    I would like to thank Rubber Duck for his tool and guide that made SAKR repositories a reality.

    License
    Β 
    * 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: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 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. Β 

    409 downloads

    Updated

  21. Panic Meter

    Panic Meter:
    A Fallout 4 immersion mod that tracks how shaken your character is during and after combat. Panic rises in fights, lingers afterward, and can affect aim, stamina, body language, sleep, and how you recover.

    REQUIREMENTS:
    - Fallout 4
    - F4SE (for gun accuracy penalties)
    - Mod Configuration Menu (MCM)

    WHAT IT DOES:
    While you are in combat, a hidden Panic value (0-100%) slowly climbs. Endurance slows how fast it rises. Getting hit spikes panic immediately, and the lower your health, the faster both combat gain and hit spikes climb (up to about 2x near death by default). When combat ends, panic decays very slowly (about 1% every 10 seconds by default). Agility helps recovery a bit. Once panic has reached 10%, normal recovery and calming items will not drop it below that "uneasy floor." Only a full night of sleep can clear that baseline tension. This keeps a low, constant edge of nervousness until you actually rest well. The on-screen meter appears only when panic is above 0% (and only if the HUD is enabled in MCM).

    HOW PANIC AFFECTS YOU:
    Effects ramp with the meter. Defaults:
    Β  - Perception / accuracy start fading early as panic rises
    Β  - AP drain and speed penalties kick in at higher tiers
    Β  - Overlay / HUD flash effects start at 80%+
    Β  - Camera / controller shake only at 100%
    Β  - At 50%+: nervous 3rd-person stance (captive-style body language)
    Β  - Flavor notification lines as panic climbs (optional)
    At 80%+ insomnia: trying to sleep may only give a restless 1-hour nap
    instead of a full rest.

    HOW TO LOWER PANIC:
    Β  - Leave combat and wait (slow natural recovery)
    Β  - Drink alcohol
    Β  - Use Mentats or Calmex
    Β  - Eat certain comfort foods (e.g. Noodle Cup, Fancy Lads, Cram, etc.)
    Β  - Sleep - full sleep helps most and can break the 10% uneasy floor
    Β  - MCM Debug: Reset Panic Meter to 0

    HOW TO USE:
    1. Install with your mod manager (MO2 / Vortex) so PanicMeter.esp, Scripts,
    Β  Β Interface, and MCM folders load.
    2. Make sure F4SE and MCM are installed and running.
    3. Start or load a game. The quest starts automatically.
    4. Open the Pause menu -> Mod Config -> Panic Meter to tune settings.
    Suggested first look in MCM:
    Β  - General: enable mod, flavor lines, show/hide HUD
    Β  - Rate: how fast panic rises / falls
    Β  - Effects: toggles and intensity for debuffs, overlay, shake
    Β  - Sleep & Calm: insomnia, uneasy floor, item calm amounts
    Β  - Nervous: 3rd-person stance / fidget options
    Β  - Debug: add +25 panic for testing, reset to 0, restore defaults

    MCM QUICK REFERENCE (DEFAULTS):
    Β  Enable Panic MeterΒ  Β  Β  Β  Β  On
    Β  Show Panic Meter HUDΒ  Β  Β  Β  On
    Β  Combat gainΒ  Β  Β  Β  Β  Β  Β  Β  Β ~0.85% / sec (scaled by Endurance + low health)
    Β  Hit spikeΒ  Β  Β  Β  Β  Β  Β  Β  Β  Β ~2.5% per hit (less if blocked; more if power attack)
    Β  Near-death multiplierΒ  Β  Β  Β up to 2.0x at critical health
    Β  RecoveryΒ  Β  Β  Β  Β  Β  Β  Β  Β  Β  ~0.10% / sec (~1% per 10 sec)
    Β  Uneasy floorΒ  Β  Β  Β  Β  Β  Β  Β  10% (full sleep can go below)
    Β  Overlay / flashΒ  Β  Β  Β  Β  Β  Β 80%+
    Β  Aim shakeΒ  Β  Β  Β  Β  Β  Β  Β  Β  Β 100% only
    Β  Nervous stanceΒ  Β  Β  Β  Β  Β  Β  50%+

    NOTES:
    - Disabling the mod in MCM stops new effects and hides the HUD, but keeps
    Β  your current panic value until you reset it.
    - Overlay visuals need a spell / ImageSpace assigned on the quest in the
    Β  Creation Kit (properties PanicOverlaySpell / PanicOverlayISM). Without
    Β  those filled, gameplay effects still work; the flash overlay simply will
    Β  not appear.
    - Optional fidget idles also need Idle forms assigned on the quest in CK.
    Β  The nervous stance works without that.
    - Gun accuracy changes use F4SE InstanceData. Without F4SE, other systems
    Β  still function.
    Β 
    CONFLICTS:
    - Lewd Talks: Whichever one takes priority will override the other.

    TROUBLESHOOTING:
    - Meter missing after load: reload once, or add panic via MCM Debug.
    Β  The HUD reinjects on load; it stays hidden at 0% panic.
    - Settings look wrong after an update: MCM -> Debug ->
    Β  "Reset All Settings to Defaults".
    - No accuracy effect: confirm F4SE is launching Fallout 4.
    Β 

    256 downloads

    Updated

  22. Simple Jobs

    WARNING: v1.2.1+ are still a Work-In-Progress (WIP). Some users have been experiencing CTDs after an hour or so of gameplay. If you'd like to help test, please provide crash logs, and details to the crash (i.e., what were you doing, where were you at, etc.) to help pinpoint any issues:
    Requirements:
    - Fallout4 Version:Β 1.11.221.0
    - AAF Version: V1-7-0-1
    - LooksMenu v1-7-0-3
    - Mod Configuration Menu 1.11.221
    - Address Library - All In One-47327-1-11-221
    -Β Unofficial Fallout 4 Patch-4598-2-2-1a-1779927834
    - Slave and Model 100 poses-38340-SM2
    Β 
    New in update v.1.2.1+:
    - 10 random events; doing basic tasks awards the player (hidden) random tokens. Enough random tokens will meet a condition for a trigger box to work. When the trigger box is stepped into, some unusual and out of the norm will happen. This adds some variety to the repetitive tasks.
    - College Added: The player can now go to college, attend a cooking class and attend an acting class to be rewarded skills to help survive the wasteland.
    - MCM created: This allows the player to add a keyword to their currently worn armor. Wear the outfit > Use the MCM > Click whatever keyword it needs > Close the MCM.
    - Pinup Quest Adjustments: Due to LL's 250MB upload limit, I can not add my textures required for posters around town. This is a neat concept, however, the question the player first receives in game asking what they look like currently does nothing without the textures file.
    Β 
    If not using/debugging v1.2.1+, please use the old version:
    - Fallout4 Version:Β 1.10.163
    - SimpleJobs_v1.1.9-LOOSE.zip
    -Β SimpleJobs_V1.0.6_VOICE.zip
    -Β Simple Jobs SAKR Patch.rar (if you use SAKR)
    Requirements:
    Waitress/Postal:
    https://www.nexusmods.com/fallout4/mods/2136
    Maid:
    https://www.nexusmods.com/fallout4/mods/27185
    Nurse:
    https://www.nexusmods.com/fallout4/mods/30865
    Β 
    Β 
    Simple Jobs.esp
    Β 
    What it is:Β 
    A simple mod that adds a few small time and radiant jobs for the female protagonist in the town of Concord. It's made to pair with more extreme sexist mods during early gameplay as a way to earn small cap awards for misc jobs. This makes the role-playing experience a little better, considering a Level 1 character probably can't go around guns blazing in a Sexist, Apocalyptic wasteland without earning some caps and arming up first.
    Β 
    The end goal is to make Concord a kind of "safe haven" with a sexist aura until the Player can venture out into the world.
    Β 
    All quests are currently voiced by AI, enhancing immersion.
    Β 
    No markers/quests will be populated to avoid clogging up the Player's journal. You will just need to explore Concord.
    Β 
    1. Maid: Work at Hotel Concord. Repletively clean rooms to make small amounts of caps.
    Β 
    2. Waitress: Take orders from customers and give it to the Chef to make small cap rewards.
    Β 
    3. Nurse: Talk to patients to earn 1-3 caps per conversation. Cash out at the end of your shift.
    Β 
    4. Pinup girl: Risk 1,000 caps to do a Photoshoot with a potential of 500-1,300 cap return (bonus if doing it naked).
    Β 
    5. Post Girl: Work as a small time delivery girl and deliver packages around town for 0-20 caps per delivery. There's 5 mailboxes (no markers), you'll need to find the right one and deliver the package to it.
    Β 
    6. Bar: Take orders, cook food, fetch drinks for a sexist bar for small tips.
    Β 
    7. Bank:Β Deposit, Withdraw, Invest & Receive Dividends. Investing = permanently lose the money for a 5-10% return on how much was invested on a daily amount.
    Β 
    8. Clothing Store: Purchase more outfits.
    Β 
    Most jobs give an outfit and/or have uniform requirements (keyword conditions) to progress.
    Β 
    Recommendations (for outfits):
    Waitress/Postal:
    https://www.nexusmods.com/fallout4/mods/2136
    Maid:
    https://www.nexusmods.com/fallout4/mods/27185
    Nurse:
    https://www.nexusmods.com/fallout4/mods/30865
    Β 
    (Remember to build with Bodyslide!)
    Β 
    Incompatibilities:
    - Any mod that strips away keywords, and special thanks toΒ Samhsay, there's now a patch for Skimpy Armor Keyword ResourceΒ (SAKR).
    - Any mod that may change/add/remove doors in Concord, i.e., Sim Settlements 2.
    Β 
    Credits:
    Derpsdale - Tera Nurse Armor, Maid Armor
    Twistedsymmetry - Short Skirts
    Backsteppo - Maid Armor
    invalidfate - Mina Armor (not yet incorporated in game)
    Samhsay - For SAKR Patch
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    3125 downloads

    Updated

  23. Perverted mechanics

    This mod is a synthesis of several ideas taken from this forum and slightly reworked.
    Main features:
    - Covering animation when naked
    - Arousal from being naked
    - Addition/removal of perks from the Provocative Perks mod. Adds when player gets status "slut". Perks are related to dominance and submission parameters.
    - Auto-masturbation for sluts and drunk girl.
    - Debuff (blur) from strong arousal
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    AUTO MASTURBATION
    It has two operating options.
    1. Automatic masturbation with a timer. Depends on the heroine's intoxication, her depravity, and the presence of people around.
    2. Activation via wait animations. This also depends on intoxication, depravity, and the presence of spectators, but is somewhat more immersive. You'll need to find a secluded spot for a few seconds of wait (2-3 seconds) before a sequence of animations begins, leading to an AAF scene.
    Β 
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    PERKS
    I added PVPK perks based on dominance/submissiveness, injuries, and intoxication.
    - life Of The Party gets slut or drunk girl
    - Tentacles will harassΒ traumatized girl
    - Nymphomania is for sex addiction >90
    - Homewrecker is for sex addiction >80
    - Edge Master, Psychosexual and Shameless flirt are for dominant girl
    - Dubcon, Town Bicicle and latex Fetish are for submissive

    They are currently fixed at the values of Sexual Attributes. But I want to make them upgradeable in some other way. For example, for a dubcon, experience a forced orgasm N times. For a psychosexual, kill N enemies with arousal >90. And so on.Β 
    Β 
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    KNOWN ISSUES
    - Covering Animations Conflicts with the More Ways of Washing Mod.Β I haven't encountered any issues with other washing mods (CWSS and BYOP). Apparently, this is because MWoW is the only one that uses IDLE, while the others focus on furniture animations.
    -Β When drawing a weapon while IDLE, the weapon draw animation may play twice. I know the reason and I am thinking about a solution.
    -Β Currently, animations can trigger while in WORKSHOP and WORKBENCH. I've already figured out what to do with this and will fix it in the next version.
    - T-pose when exiting IDLE directly into a sprint. This will also be fixed in the next update.
    - There's some confusion with the cover animations. I don't know what could be causing this yet. A temporary solution is to switch between different combinations in the MCM when the heroine is clothed and when she's undressed. But I'm still thinking of moving some of the conditions from FO4Edit to the scripts.
    Β 
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    HARD REQUIRES
    Installed AAF
    SAKR
    Patched clothes. I useΒ Rubber Duck's SAKR RepoΒ and make own patches with hisΒ Rubber Duck's SAKR/RCP Gen 0.9.0. But sometimes you have to use FO4Edit for adding keywords to OMODs
    Sex Attributes
    Provocative perksΒ 
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    SOFT REQUIRES
    Devious devicesΒ for Chastity beltΒ 
    NSFW SoundsΒ for some perks
    Animated tentaclesΒ for perk
    PervertΒ for some perks
    Perverted electricsΒ I created it to control arousal in this mod. The blur and sounds from high arousal will make combat impossible.
    And i recommend to install all soft requires of Provocative Perks.Β 
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    COMPABILITY
    This may cause issues when used with other animation-based mods, such as Smokeable Cigars, More Ways of Washing, and Advanced Needs. I'll try to make compatibility patches, but I can't promise they'll be perfect.
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    Supported mods:
    Smokeable Cigars - Cigarettes - Joints - With HardCore Auto Save
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    CREDITS
    I used animations created by @kziitd,Β @RohZimaΒ and timanca. Thank you.
    Β 

    8304 downloads

    Updated

  24. Vault Script Forge

    Vault Script Forge:
    Β 
    Overview:
    Vault Script Forge is a simple and easy to use program that prevents modders from needing to learn Papyrus Scripting to make simple commands like (open this door, kill this actor, set the stage, etc. etc.)
    It hosts an entire library of basic scripts to do basic things and categorizes them into a library that's easy to search, modifiable and user friendly. It breaks it down to what kind of script, i.e., a script you can call from dialogue, a trigger box, an activator/object etc. Additionally, it has a search box for you to easily locate a script you're trying to use.
    The goal of it is simple:
    Β  Β  1. Make it so anyone, without modding knowledge, scripting or anything can start making mods.
    Β  Β  2. Make it work completely offline so no network or internet connection is required.
    Β 
    I. Buttons:
    There's a variety of buttons for useful features:
    - You can select "Dialogue Fragments" for common dialogue fragment calls. (Change the stage, etc.)
    - You can use "Stage Fragments" for common stage fragment calls. (i.e., Show this objective or that objective)
    - You can use the "Useful Conditions" for common modder conditions (if player has no armor, if the player has XXX bottlecaps, etc.)
    - There's a "Detect Frag" that allows you to paste a script and it will give you what you need to call from the scene.
    - There's a "Mod Checklist" where you can make notes about your mod, flag them to complete them, categorize them and etc.
    - "Build book" which guides you through writing a book.
    - There's "Make MCM" (WIP) but later on (once I actually start making MCMs and understand them better) which should help you make an MCM.
    - "Track NPC" - A whole tracking graph where you can overview what multiple NPCs are doing at what stage.Β 
    - "Debug Cleaner" A button to allow you to paste a script and clean out the debug, in game messages, to clean up your mod.
    - "Gen Name" - A simple name generator to help out when you need a quick name for a new NPC.
    Β 
    II. Libraries:Β 
    There are 4 Large Libraries: Library, Library (Conditions), Papyrus AI, Novice Builder
    Β  Β  Main Library:
    Β  Β  There's 6 Additional Libraries:
    Β  Β  - Library (Native): Scripts used in the native Creation Kit that are easy to compile
    Β  Β  - Library (Mod): Scripts that deal with FO4Edit, AAF and outside the norm for the Creation Kit.
    Β  Β  - Common Debugging: Quick fixes for things that piss you off (why does my monitor default to the left screen???)
    Β  Β  - MyMod: Where you can place your cell IDs, quest names and etc. for quick reference.
    Β  Β  - Tutorial: A bunch of tutorial information on how to do things.
    Β  Β  - Lore: A quick reference guide to locations, chems and etc., if you need a quick reference of what kind of chems there are and etc.
    Β  Β  Library Conditions:
    Β  Β  This is an easy, searchable library to find a condition you're looking for. (aka., no more writing the exact thing to find it. You can justΒ  Β  Β search "item" and it will find: GetIsUsedItem, GetItemCount, GetKeywordItemCount, etc.). In the native Creation Kit, you would need to typeΒ  Β  Β the exact thing to find it, i.e., "GetIsUsedItem" instead of just "item".
    Β  Β  Papyrus AI:
    Β  Β  This allows you to use a local LLM for script generation. The wizard will suggest an AI model for you to download, i.e., DeepSeek. ThisΒ  Β  Β program has all the info needed for the LLM to develop scripts TOTALLY OFFLINE. Note: There are some online capabilities (not fully tested!)Β  Β  Β if desired to use. Since I don't want to deal with LLMs and etc. directly (due to licensing etc.) this prompts you to download themΒ  Β  Β manually). When created, you can just build the model and it will use my AI info to make it Papyrus specific. You can create agents, giveΒ  Β  Β them interests for chats (john likes combat and etc., Nora likes romance - they'll guide you if you hit a writers block in your mod).Β 
    Β  Β  *Ai comes in 3 modes:Β 
    Β  Β  - Tutorial: Walks you through Tutorials
    Β  Β  - Script: Helps you write scripts
    Β  Β  - Chat Mode: Helps you get over writers blocks.
    Β  Β  Novice Builder (WIP). This is a little bit harder unless you have a grasp of basic scripting. It's currently a WIP and may not progress anyΒ  Β  Β further. It can be disabled in the File > Options.
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    142 downloads

    Updated

  25. Classic Erotic Art Retexture and Modder Resources

    An AI-generated retexture pack for the Erotic Art mod, replacing all 575 images and 36 magazines with theme-specific variants. Β  Note: Only one version of the mod is available here due to the 200MB file limit. For more options and full modder resources please see the Nexus Mods version of this mod. Β  This retexture pack was designed with the following goals: Β  Create a more classically erotic image set. While there is some nudity, the overall tone aims to be artistic or playfully cheeky. Align the aesthetics with the 1920s–1950s era. This includes more voluptuous models in later periods. Keep collections thematic and consistent with the original mod. You will not find Roaring Twenties images outside of their proper collection. Make the images blend naturally with Fallout 4's art style. Β  Collections included: Β  Behind Closed Doors. 29 image. Boudoir. Bound. 38 images. Fetish attire: harnesses, leather, corsets. Cat's Meow. 61 images. Roaring Twenties / Flapper culture. Decibelles. 11 images. Singers & entertainers. Nautica. 63 images. Yachts & nautical themes. Rub-a-Dub-Tub. 44 images. Bathroom, shower, bathtub. Senior Service. 95 images. Naval uniforms and settings. Surf & Turf. 102 images. Beach and pool. Taking Notes. 43 images. Secretaries in various poses. The General's Quarters. 91 images. Military uniforms throughout history. Β  Variants Β  The pack comes in three ageing variants, all designed to look like found material: Β  High β€” Strong ageing with fading and yellowing. Mid β€” Balanced ageing without excessive loss of detail. Low β€” No ageing, closest to the original AI images. Β  Β  On Lovers Lab there's only the mid-tier aging available as loose files due to file size limits. For full archiveΒ Loose Files and BA2 formats (compatible with all versions of Fallout 4), please visit the Nexus Mods link. The BA2 version also correctly masters the original Erotic Art mod so mod managers will warn you if the base mod is disabled or removed. Β  Requirements Β  Erotic Art and its associated requirements. Β  Installation Β  Download parts 1 through 4 of the mod and install as a group. Alternative you can merge the archives into one/ Β  Collection Guide Β  A quick guide to help you see the breakdown of the images, including orientation and dimensions. These are tied to the original Erotic Art mod. Β  Behind Closed Doors (Heroine's Desires) Landscape 3-2. 6 4-3. 4 Portrait 2-3. 15 3-4. 4 Bound (Classy Erotica) Landscape 3-2. 9 4-3. 6 Portrait 2-3. 8 3-4. 15 Cat's Meow (Friar's Lantern) Landscape 3-2. 15 4-3. 9 Portrait 2-3. 19 3-4. 18 Decibelles (Vault Series) Landscape 3-2. 4 4-3. 7 Portrait 2-3. 5 3-4. 2 Nautica (Sex Arcade) Landscape 3-2. 22 4-3. 10 Portrait 2-3. 31 Rub-a-Dub-Tub (Paradise Falls) Landscape 3-2. 3 4-3. 1 Portrait 2-3. 27 3-4. 13 Senior Service (Frolic) Landscape 3-2. 10 4-3. 6 Portrait 2-3. 35 3-4. 44 Surf & Turf (Cat'a Paws) Landscape 3-2. 42 4-3. 3 Portrait 2-3. 43 3-4. 14 Taking Notes (Carnal Desires) Landscape 3-2. 31 4-3. 9 Portrait 3-4. 3 The General's Quarters (Lust) Landscape 3-2. 26 4-3. 20 Portrait 2-3. 19 3-4. 26 Modders & Resources Β  The full tool-chain and source files are available for remixing or use in other mods. They are licensed under the BSD 2-Clause License (code/tools) or CC0 (images & data). Full modding resources are available on Nexus Mods.

    222 downloads

    Updated

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