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  1. Beta AAF Family Planning Enhanced with Voiced Dialogue (Adds sound files and some new dialogue to EgoBallistic's mod)

    This mod revises and adds sound files to EgoBallistic's original mod AAF Family Planning Enhanced Version d2021.12.14.  There are no changes to the way the mod is installed or the way it functions so use EgoBallistic's mod page for instructions on how to install and use Family Planning. 
     
    Disable his original mod if you use this version.
     
    This mod does not work with InvictusBlades' version of Family Planning Enhanced.  Because this mod changes the scene dialogue in the Family Planning .esp file, you cannot simply copy this mod's sound files over to InvictusBlade's mod.
     
    This mod adds voiced dialogue for all doctors, including settler doctors, in the base game.  It does not cover DLC doctors (Teddy Wright in Far Harbor and Mackenzie Bridgeman in Nuka World) yet.
     
    This mod adds voiced dialogue for fathers in the base game including super mutants, even Strong.  It does not cover raiders, scavengers, gunners, triggermen, ghouls, or the BoS yet.
     
    This mod is a beta.  It works great for me, but I'm sure we will discover bugs when other people use it.  I created it because I wanted to hear my dialogue with the doctors.
     
    Voiced dialogue created using Elevenlabs.

    484 downloads

    Updated

  2. Alpia Slave Tats Port - Fallout 4

    Alpia Slave Tattoos - Fallout 4 port (again)
    Yeah this thing used to be deleted, more about this at the bottom of the description
     
    This mod adds... a lot of tattos, made By Alpia, into fallout 4's looksmenu system!

    uhh dirty plug, follow me on bsky for my screens :3
    >>preety women here<<

    Unlike in skyrim all of these just appear in your looksmenu's overlay tab because there isn't a folder system for it or anything like that, so its annoying to navigate, im sorry for that
     
    Tattoos are 4k with the face ones being 2k in size.
    After unpacking the file size is about 13 gigabytes so i suggest you head to the properties window in explorer and select the advanced option in attributes, then select compress folder and apply
     
    The face tattoos will ONLY work with 2k faces unless you decrease their resolution through photoshop or something
    spicydoritos actually came around and posted the 1k face textures in the thread, its the first message in fact, if you download it make sure to thank them cus i couldn't be bothered to downsize the textures lol


    This modpack does NOT have the recently added tats, as this was made over a year ago, maybe ill do them one day

    Credits:
    Alpia - duh, made the thing, i just ported it
    JB. - helping me understand the overlay system with me using his mod as a template for this
    Mzmoro - letting me rant about f4's shitty overlay system
    Chatgpt - writing a powershell script that made the .json for looksmenu (yes it was vibecoded, yes it would've been faster to make it myself rather than fixing its trash script)
    SpicyDoritos - Making a 1k version of the face tattoos on the original upload of this mod's page (im sorry i deleted ur work)
    InvictusBlade - adding support for this into his random overlay framework (again, before i deleted this)

    now, for the elephant in the room
    this mod was originally deleted due to me having concerns about the morality of spreading it, i was also pressured into it by someone i won't name.
    However, that passed and now i wish to reupload the mod, not even because its mean to the people that worked on this like alpia and spicydoritos, moreso because i hate when mods dissapear from the internet only to be shared among select few, so like, heres the thing
     
    oh and no i won't share the preset, i did that once and someone told me they made my character pregnant. never again 😭
     

    875 downloads

    Updated

  3. Sexual Harassment +

    What is this?
    A fork of the "Sexual Harassment" mod with an additional features.
    Are you tired of turning the "approaches" feature on and off? Does it annoy you when a harasser disrupts normal gameplay? Have you ever forgotten to turn the feature back on?
    Well, this mod provides a solution to that problem. To get rid of an unwanted harasser, simply draw your weapon just before they approach.

    New features:

    1) When the dialogue begins while your weapon is drawn, new dialogue options become available:

    IMPORTANT:  you need to draw your weapon before approach (when you see hint that someone is watching you). Weapon doesn't need to be aimed at NPC, you just need to have it unholstered. 

    [FOCED END] - it forces harasser to flee and harassment ends, a failsafe option to simply get rid of harassment instead of turning mod off.
    [AIM WEAPON] - you can ask aditional questions and agree to harasser terms eventually. - This is default, lore friendly dialogue you should choose for immersion.
     
    Devious and collar master approaches doesn't have those options for obvious reason.

    2) No Harasser approach while in workshop mode

    3) No buttslap dioalogue.
    Because some mods out there makes butt slap very frequent, i removed dialogue after this event. If player activate molester, he will just say some comments.

    4) Molestation skip 
    If you have a lot of clothes on you (Vtaw) and molestation scenario takes forever to get you uindressed, you can now give up and skip to last scene.



    I decided to create a fork because it can be installed alongside the standard version of SH, and you can switch between them at any time.
    I have @TwistedTrebla’s—the author of the original mod—permission to create this fork.
    All credit goes to the author of the original mod, who created one of the best NSFW mods for FO4.

    Known issues:
    - voiceover mods no longer compatible. Unfortunatelly I needed to change some dialogue otions, expect some problems with standard voiceover mods.
    I plan to make new voices for this mod in future as soon as I finish changing dialogue options.

    How to use:
    Install as seperate mod, disable original SH.
    Mod should be before Pervert in load order (same as standard FPSH)
     
    Thanks to all ppl that helped me test this mod. You are great support and source of ideas!
     
     
     
     

    6370 downloads

    Updated

  4. Skimpy Armour Keyword Injector

    A FO4Edit script that injects Skimpy Armour Keyword Resource (SAKR) keywords into patched copies of relevant Armour (ARMO) records. This process uses the existing RobCo Patcher .ini infrastructure as the source of keywords, but does not require RobCo Patcher.

    Key Features
    Accepts your entire load order (every single loaded plugin) in one go. Creates the patch, adds all required masters, and injects keywords in a single run. Uses your existing RobCo Patcher .ini files. Requires no new tools to run. Creates a tiny, ESL-flagged patch. Typically under 500 KB for a setup with 400 mods. Fuzzy FormID matching. Works regardless of load order, ESL flags, or overrides. Pre-emptively adds required masters to ensure compatibility with other keyword injectors such as Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter. Creates a new patch file per run to avoid keyword drift. Recommended for consistency when .ini files change. This requirement can be bypassed if the patch is already loaded in FO4Edit. Extensive, configurable logging. Uses dialogue boxes to notify the user of abnormal runs. E.g. No keywords to inject or nothing to patch. Zero performance impact in-game as the patch is generated by FO4Edit beforehand.
    Why This Exists

    Skimpy Armour Keyword Resource was designed to work with RobCo Patcher, which adds keywords at runtime.

    But:
    The Next-Gen Update (2024) broke RobCo Patcher. Users waited months for the Next-Gen alpha version of the patcher. The Anniversary Edition has an alpha version of the patcher.
    This script removes RobCo Patcher from the equation entirely while leveraging the existing configuration files.
    No more waiting. No more runtime overhead. Just SAKR support.
    Requirements
    FO4Edit. Tested on 4.1.5f. Skimpy Armour Keyword Resource (SAKR). Required in your load order. Rubber Duck's SAKR Repository, or NGamma's SAKR RobCo Patches or Equivalent. Provides the required keywords to inject.
    How to Use
    Install the script under Scripts in your FO4Edit install. (Optional) Install the blank .esp if you use a mod manager. Do NOT load ZZZ_SAKR_Direct_Injection.esp when starting FO4Edit. If loaded, the script will remind you of this requirement and allow you to bypass if desired. In FO4Edit: Press Ctrl+A to select all plugins. Right-click on any mod and Apply Script. A new window will appear. Choose Fallout4 - SAKR Direct Injection vX.X.X and click OK. Wait ~60–90 seconds (tested with 400+ loaded mods and 2.5M records). Save. Let your mod manager (Vortex/MO2) deploy the new patch. Run the game and go try on some outfits!  
    Tip. For testing, select a few clothing mods to speed up script processing.
    Cleanup After Use

    A normal run adds several masters to ensure the winning record is copied and injected. It is recommended that you:
    Save ZZZ_SAKR_Direct_Injection.esp; Right-click on the mod and select, Clean Masters to remove unnecessary masters.
    While optional, the above keeps the patch tidy and avoids Missing Masters warnings when changing your mod order within a mod manager.

    Confirmation Tests

    The screenshots on the download pages outline various scenarios to confirm the patch works. These tests cover ESLs, base-game items, heavily overridden packs (preview patches), and exposure score changes.
    Shot in Kziitd Fetish Toolset. Result 100 % skimpy because that mod has no .ini in the Rubber Duck repository. Shots in a Vtaw Wardrobe 6 bikini with or without the top. Highlights the changes in exposure levels and scores. Shot in a COCO Bikini Collection showing exposure and scores change, indicating the .ESL was successfully patched. Shot in Summer Shorts with appropriate scores. Showing that base-game clothing items were successfully patched. Shots in various Vtaw Wardrobe 6 clothing with varying scores. Additionally some are blurry as they triggered Exhibitionist Streak from Provocative Perks because the player is not skimpy enough.
    Frequently Asked Questions

    Do I need RobCo Patcher installed?

    No. This script does not require RobCo Patcher to be installed and the patch negates its requirement for use with the Skimpy Armour Keyword Resource once generated.

    Will this break if I add new outfits later?

    No. Just re-run the script — the new items will be included in the patch automatically assuming you have associated RobCo Patcher.ini files to inject the keywords.

    Why does it stop if the patch file is loaded?

    There is no reliable way for FO4Edit to unload and remove a mod while loaded. To prevent corrupting the patch, the script confirms the patch is unloaded prior to generating a fresh patch.

    However, you can opt to bypass this check entirely at the risk of introducing keyword drift over an extended period of time. There are legitimate reasons for doing so:
    You accidentally ran the script against a mod with no clothing items. You prefer to be surgical in your application of the patch and run it for individual mods or collection. You are trying this for the first time and the default patch (empty by default) is loaded. You manually cleaned the patch yourself and want to proceed.
    For the above, you will simply be given an option to proceed.

    I hate getting asked if I want to continue when the patch is already loaded.

    You can disable this check entirely by setting bFORCE_CLEAN_ESP to False in the script. However, this may lead to keyword drift, especially if you are fine-tuning the .ini files to suit your gameplay.

    Can I keep the old patch and append changes?

    Yes. See above.

    Is this safe with 500+ plugins?

    Yes. Tested with 500+ mods / 3.2 million records. Process took under 180 seconds to generate a clean patch, but the time required varies based on system specifications.

    Will it work on Anniversary Edition?

    Yes. While not explicitly tested on Anniversary Edition, FO4Edit 4.1.5f which was used to develop this script fully supports that version.

    I still want to keep RobCo Patcher for other features (material swaps, slot masking, etc.)

    This script does not stop you from continuing to use RobCo Patcher. Both can coexist perfectly, but to prevent duplicate keyword injection, simply delete or move the RobCo Patcher .ini files used for SAKR keywords.

    Bonus side-effects of removing those .ini files:
    RobCo Patcher has fewer records to process reducing runtime overhead May reduce the chances of RobCo Patcher crashing.
    Is this compatible with Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter?

    Yes. The script will add these as masters and carry forward any modified or injected keywords. However, this patch needs to be lower in your load order override their records.

    Some of my clothing packs have no .ini file for it. How can I make these?

    Rubber Duck has made a SAKR RCP Tool that generate the RobCo Patcher files along with extensive documentation.

    I keep seeing Error Assigning To and Mapping Errors in my logs.

    Message such as the one below occurs because the script cannot know for certain every mod that it will need to add a master.

    Error assigning to [ \ [FA] ZZZ_SAKR_Direct_Injection.esp \ [1] GRUP Top "ARMO" \ [77] Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] \ [19] Object Template \ [2] Combinations \ [34] Combination \ [2] OBTS - Object Mod Template Item \ [8] Keywords \ [0] Keyword #0] from [ \ [A7] Synth_Fem.esp \ [4] GRUP Top "ARMO" \ [2] Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] \ [19] Object Template \ [1] Combinations \ [34] Combination \ [2] OBTS - Object Mod Template Item \ [8] Keywords \ [0] Keyword #0]: [Exception] Load order FileID [A5] can not be mapped to file FileID for file "ZZZ_SAKR_Direct_Injection.esp
    In such cases the keywords will not be injected. However the Script naturally takes precautions to avoid this:
    Preemptively loads any non-ESL flagged ESM/ESP as a Master. This will cut out most of these errors. Provides an ability to add a custom list of masters. Update the sADDMASTERS constant to include a comma delimited list of additional mods you need to load as masters.
    Between the above, the script should all relevant masters, and inject keywords without fault.

    Can I modify or fork your code?

    Yes. The script is released under the two-clause BSD licence which is a permissive free software licence.

    Configurable Items

    The following constants may be changed to alter the script's behaviour. You only need to touch these constants if you have a very custom setup. Most users will be able to ignore these options entirely. There are listed in alphabetical order.
     
    bADDALLMASTERS
    Default: True

    Automatically adds all non-ESL flagged ESP and ESM files with ARMO records as masters. This ensures that injection will occur most of the time.
     
    Tip. Clean up the loaded masters in the mod after running the script and saving the contents.
    sADDMASTERS
    Default: ''

    A comma delimited list of mods that need to be mastered beyond those added as part of the standard script processing. This constant becomes critical when disabling sADDALLMASTERS.
    iDEBUG_LEVEL
    Default: DEBUG_INFO

    Adjust the level and verbosity of logs generated. Available levels are:
    DEBUG_FATAL DEBUG_ERROR DEBUG_WARN DEBUG_INFO DEBUG_VERBOSE DEBUG_PATHING
    bDRYRUN
    Default: False

    Kept for historical reasons. With a patch-file workflow there are no risks to the game and other mods, but it remains useful for pathing.

    bESLFLAG
    Default: True

    By default the ZZZ_SAKR_Direct_Injection.esp will be created as an ESL-flagged ESP. This means that the patch will not tie up a slot on your limited load order at the cost of reduced entries. Set to False if you need to inject keywords into more than 4095 items.
     
    bBALLISTIC
    Default: True

    Injects Ballistic Weave related keywords to the item in addition to SAKR. This can be useful for certain mods that expect this slot to exist for their own use and increase available clothing items.

    bFORCE_CLEAN_ESP
    Default: True

    Deletes and recreates the patch every run. Prevents drift when .ini files change. Set False if you prefer incremental patching on selected mods.

    sLOGFILE
    Default: ''

    Set the path of an external file that the log will be written to.

    iMERGE
    Default: False

    By default the script will drop any conflicting keyword injection. This prevents situations where a competing .ini has conflicting keyword injections to make. Any such conflicts will be logged at the end of the process to identify and sort out conflicts.

    If set to `True` the script will merge the conflicts together into one line. However, there are potential risks.
    A perfect example of this is Eli's Armour Compendium and Classy Chassis Outfits - Eli's Armour Replacer. The former includes lore friendly and non-lewd clothing items, whereas the latter will spice things up. They both use Eli_Armour_Compendium.esp and a matching identifier leading to the following situation where an item now has keywords for:
    0000081A. Top Full 0000081E. Tank Top 00000821. Top Tight 0000080E. Pants Long 0000080F. Pants Shorts
    The above contains clearly contains keywords that are at odds with each other and should not co-exist. The resulting score will be wildly off from expected behaviour. Hence merge mode is provided for advanced users who understand the risks.

    When set to False the script generates a report at the end of the run. This permits you to find and correct these conflicts to ensure the desired outcome.

    sPATCH_ESP
    Default: ZZZ_SAKR_Direct_Injection.esp

    Name of the generated patch. ZZZ prefix keeps it at the bottom of the load order.

    iRECURSION
    Default: 5

    Maximum directory depth when scanning for .ini files to prevent infinite loops.

    sROBCOPATH
    Default: F4SE\Plugins\RobCo_Patcher\armor\

    Default location of RobCo armour .ini files (overridden by sSCANPATH if used).

    bSAKRSTATIC
    Default: False

    Use static keyword list (True) or read directly from SAKR.esm (False). False is the default as it adjusts to future releases of the mod.

    sSCANPATH
    Default: ''

    Hardcoded location for the RobCo Patcher .ini files. Use '' to use game defaults.

    sSAKR_ESP / sGAME_ESP / sPATCH_AUTHOR

    Self-explanatory and should never need changing.

    License

    
    * * Copyright (c) 2025, M.S.M. Foster * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 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. *  

    2712 downloads

    Updated

  5. High-heel Mules & Footwear for Fusion Girl

    It's a sunny day in the Commonwealth again!

    Here comes a small selection of summer heels, 10 styles with color options for each (material swaps available).
    As a bonus, 2 custom stocking sets in 2 colors are made to fit the high-heel shoes (plain, fishnet)

    The footwear comes in the body Slot 33, with a modified feet geometry of Fusion Girl.
    Skinning around the ankle was modified to somewhat enhance the geometry in poses and animations.
    Wearing these, the female character has properly adjusted (beautified, I hope) toe shapes, arches, ankles and slightly longer nails.

    Along with the FG skinning modifications, I've managed to fake the effect of a dangling "strapless" shoe, which is noticeable with certain animation packs that move the toe bones (including walk, sneak etc.). In my opinion, it looks a tad more realistic during gameplay, although the mesh stretching or clipping will be noticeable on close-up shots at extreme angles.

    The items are available at the Chemstation Workbench under BurgirInhaler Mules.

    TECHNICAL DETAILS:
    - 1024x1024 and 512x1024 textures (seriously, you don't need 4k maps for clothing)
    - Loose files (make sure you have these enabled for your game instance)
    - ESP with the addon mod
    - BodySlide files included
    - Support for high-heel sounds (mandatory masters!)



    HARD REQUIREMENTS:
    - ZeX Fusion Girl body
    - BodySlide and Outfit Studio (I do not provide tutorials for morphs/clothing building)
    - High Heels Sound - Fallout 4 Edition (standard and clicky sounds)
    - Barefoot Footstep Extended (for flip-flop sandals)
    - Fallout 4 High Heels System (height configs provided in my mod)


    RECOMMENDED:
    - New High Heels Sound Library (better sound samples)
    - Ultimate Outfit Menu OR Screen Archer Menu to give yourself the items (BurgirInhaler's Mules)

    Remember to check your load order to make sure the ESP is enabled after updating!


    If you'd like to use these in your own mods, create patches etc. - go ahead. All I ask for is a little credit if you enjoy my work. :")




    Changelog:

    v.1.0.1
    - ESP cleaned up and updated with Chemstation entries (credits to @JB.)

     v.1.0.2
    - Added a new non-platform model ("Flower Walnut", "Flower Birch")
    - Added ground objects for all variations
    - Fixed the straps' skinning on the "Thong" models

     v.1.0.3
    - Added a new  model ("Fluffy Bakelite", "Fluffy Pearl")
    - Added stockings as a separate items (plain and fishnet)
    - The stockings support material swaps to black or white options


     v.1.0.4
    Due to the changes in the ESP you might need to re-equip some items.
    REPLACE THE MOD COMPLETELY AND BUILD THE MORPHS for this update.

    - Added 2 new models (Platform Thong, Platform Strap)
    - All color variations are now working as material swaps (can be done for free at the Armor Workbench or using SAM etc.)
    - Added a Slider Group for BodySlide to navigate to the items easier
    - Fixed a few clipping issues on the plain stockings
    - Renamed the in-game items for convenience
    - ESP cleanups

    V.1.0.5
    - Added 2 new models (Flip Flops Flat & Platform) with 5 color options (not meant for stockings)
    - In-game heights for all the footwear slightly adjusted to counter the ground clipping in idles (+0.1)
    - BFE is now a Hard Requirement for flip-flop sandals' sound FX
    - Hotfixes - Missing textures on ground objects and a wrong chemstation entry for an item

    V.1.0.5
    - Added a light ESP patch for the high-heels to use IceStormNG's sounds if you have their mod (I can highly recommend it)

    V.1.0.6
    - Added a new model (Stripper Clear) - tall mules with transparent, acrylic sole and 5 trim colors
    - Updated the IceStorm's Sounds patch for the added heels
    + Hotfix - added Ground Object

    1065 downloads

    Updated

  6. MuffFluff 3D Pubic Hair

    Muff Fluff
     
    Now for Fusion Girl or CBBE
    Also With or Without Creation Club requirement. 
     
    ONLY DOWNLOAD ONE VERSION OF THE MOD
     
    Ever notice that every woman in the Commonwealth seems to have unlimited access to razors or waxing, despite those luxuries being gone for 200 years?
    Muff Fluff fixes that.
     
    This mod adds dynamic pubic hair to the female player and NPCs. Hair appears when the relevant area is exposed and disappears when it's covered by clothing. Everything happens automatically during gameplay.
    No baked-in NPC edits. No manually patching hundreds of NPCs. No separate versions of the same character.
    Strip someone down and the hair appears.
    Put their clothes back on and it disappears.
    Simple.
     
    Tested and fully compatible with animations without any weird stretching or distortion. 
     
     
    *****This is Developed for OLD GEN. This was developed for the Fusion Girl Body.*****
    *****Make sure you have all requirements.*****
    *****Might require a new save, probably at least a new cell to get the scanning to work.*****
    *****Make sure you build the meshes in BodySlide after installing*****
    *****Creation Club Content now Optional*****
     
    MEGA LINK FOR ALL VERSIONS
     

    Features:
     
    Player
    The player can use MCM to:
    Enable or disable pubic hair Select from multiple pubic hair styles or no style at all Enable or disable armpit hair Select from multiple armpit hair styles or no style at all  
    Hair visibility updates automatically based on equipment.
     
     
    NPCs
    Female NPCs receive randomized pubic hair and armpit styles through SPID.
    Each NPC keeps the style assigned to them.
    Hair appears when exposed and disappears when covered.
    The MCM also allows you to point at an NPC and change their pubic hair and armpit hair style.
    Changes are applied immediately.
     
    How It Works
    The mod uses HeadParts Extended to add body hair as headparts rather than body overlays.
    Because the pubic hair is set up as HeadParts instead of a typical armor mesh, the hair color of the actors hair will automatically match the color of their pubes. In other words, the curtains match the drapes every time.
    Visibility is controlled by equipment slots.
     
    Pubic Hair Armpit Hair
    Pubic hair uses body slot 39.
     
    If the player is wearing underwear or another clothing item that covers the pubic region and has Slot 39 flagged, the pubic hair functions should work.
     
    If Slot 39 is flagged on any clothing or armor, the pubes get "hidden" and disappear instantly. 
    If Slot 39 is not flagged, then the pubes appear instantly. 
     
    Armpit Hair
    Armpit Hair uses body slot 53.
     
    If the player is wearing a shirt or another clothing item that covers the armpits and has Slot 53 flagged, the pubic hair functions should work.
    For the replacement plugins I created, I tried to make sure that any shirt or upper body clothing item that doesn't cover the armpits is not flagged and so the pit hair should still show.
     
    If Slot 53 is flagged on any clothing or armor, the pubes get "hidden" and disappear instantly.
    If Slot 53 is not flagged, then the pubes appear instantly. 
     
    Making Outfits Compatible
     
    The pubic hair is tied to underwear type clothing items. But any item of clothing or armor can be modified to allow for the pubes to appear and disappear as intended.
    The compatibility work is done through armor slots. So yes, you’re going to have to use xEdit to make changes to the ARMA and ARMO records. It’s stupid easy
     
    Open the armor in xEdit.
    Navigate to: the ARMO record for the clothing item you want to modify. Tick 39 for pubic hair and/or 53 for armpits

     
    Then go to the BOD2 - Biped Body Template
    To hide pubic hair when the item is worn:
    Add Slot 39
     
     
    Then repeat for the same item's ARMA record. Tick 39 for pubic hair and/or 53 for armpits

     
    That's all that's required.
    No other scripting on your part.
    No adding keywords.
    Just proper slot usage.
     
    To save you some time, I've added some .esps in the Download section for some popular clothing mods that I've already updated with my own personalized body slot assignment system. I created this because there's no universal formula for mod creators to assign body slots to clothing items, which makes for a lot of overlaps. This system allows for a much broader amount of clothing items that can be worn at once. If you want to use it, cool. If not, cool. But each of the .esp files in the downloads section have been modified to add slot 39 to the outfits it should be added to for this mod. Hope they help.

     
    Requirements
    F4SE SUP F4SE Head Parts Extended Spell Perk Item Distributor  
    Compatibility
    Because Muff Fluff uses headparts, it can conflict with mods that dynamically modify NPC headparts or rebuild faces at runtime.
    One known example is Diverse Bodies Redux.
    The mod will still function, but NPC appearance mods that alter headparts may occasionally overwrite each other depending on load order and timing.
     
    Performance
    The current version uses an event-driven system.
    NPCs are registered when they enter the loaded area and update when equipment changes occur.
    There might be some minor lag, especially in script heavy load orders, but it should run pretty smooth because it’s not constantly scanning for NPCs.
     
    I released this before I wanted to because the pubes only version was causing problems and I know this version works. The pits are problematic. They need better positioning and tweaking on the bone weights. In extreme positions, they are prone to stretching, but for normal gameplay they should be fine. If anyone is skilled in working with .nif files and BodySlide/Outfit Studio and wants to tweak the .osd files, you are more than welcome to it. 
     
    The latest update should fix some of the stuttering in the earlier version. Stuttering typically happens in the Pip Boy and is caused by the player refreshing when clothing changes are made. Some of the stuttering was caused by scanning for NPCs, and that seems better in the new version as well.
     
    Credits
    A massive thank you to @Vioxsis for creating the meshes and figuring out that using headparts allows for color changing hair meshes, and for giving me permission to use her mod assets in this mod. Here’s her original mod:
     
     
    Another massive thank you to @lee3310. His Head Parts Extended mod made this entire approach possible. Also for his help testing and confirming that what I wanted to do with the NPCs would actually work.
     
    Finally, a massive thank you to @donnerwetter for creating the armpit hair meshes for Skyrim. I asked her for permission to use her assets but she hasn't been on LL since January 2025.
     
    I can't reach her on X and don't know of any other way to reach her. If she has a problem wity my porting her mod assets to Fallout 4 and using the .nif files in this mod, then I'll take it down and reload without them. I hope she doesn't mind, and i hope she's out there living her best life. Check out her original mod for Skyrim here: https://www.loverslab.com/topic/189235-dws-3d-underarm-hair-for-3ba/
     
    I do this for fun, so please feel free to use anything from this mod in your own projects. Just give credit where credit is due.

    If anyone is talented at creating .nif files, and wants to make leg hair meshes, it would be an easy matter to update the mod to include script logic for that mesh also.
    If anyone wants to make a CBBE conversion, go ahead.
     
    Fallout 4 Body Slot Index.txt
     
     

    847 downloads

    Updated

  7. hornycompanions traducción

    una traducción completa y sencilla de este mod.
    volví pero ya me vuelvo a ir.
    si lo actualizan y agregan mas diálogos pues toca volver xd mientra bye.
     

    47 downloads

    Updated

  8. FOLON AAF Sexual Harassment patch

    Just a small patch between FOLON and AAF Sexual Harassment. It is nothing much and I know that the vast majority of people here are capable of doing similar patch themselves. But it was surprising to me that nobody actually posted a compatibility patches between FOLON and AAF mods so far, despite FOLON being published a year ago. I was hoping authors of major AAF mods would do it, but some of them have not been here for a while. And I get it, everyone is trying to get on with their lives, especially with current economic situation in the world. However, FOLON is a big thing, definitely bigger than whatever the F Bethesda was trying to do in April of 2024. Therefore, I decided to make a patch for SH myself. Should an event occur where twistedtrebla will decide to make a proper patch, then I will take this one down. 
     
    Requirements: Fallout London and  [AAF] Sexual Harassment v1.20.4
     
    What changed compared to original.
    Added FOLON humanoid races the list of races available to Sexual Harassment quests. 
    Changed some dialogue lines in quest, so they would fit in realities of London. Nothing much really, just word "caps" was replaced with "tickets", "Commonwealth" replaced with "London" and so forth. 
    Changed a bit quest "Pulic Service in Diamond City". In original mod when protagonist would end up being collared, her master eventually would issue a quest where she has to go to Diamond City market and service 5 people there. In this patch quest would point to Trafalgar Square in Eastminster. You just have to stand in a triangle between Edge of The World, School and Surgery, basically behind Nelson's Column. 
    Moved NPC Johny Hacker from DugoutInn in Diamond City to Adandoned restraunt in Lewisham. Over here https://joric.github.io/maps/fallout-london/#Abandoned_Restaurant if you don't know where it is.
     
    Possible problems with the patch:
    In original mod kids are excluded from any kind of quests and interactions of the mod. So I in similar fashion I excluded Thamesfolk kids (Folon_RACE_ThamesfolkChildRace) from quests as well. However, due to some unknown reason, FOLON team made Thamesfolk kids the same race as adult Thamesfolk (Folon_RACE_ThamesfolkRace). Which means that technically they are adults, just in 0.75 scale of adult. It is true as of 1.02 patch of FOLON and I hope it will be resolved in future. So yeah mind that, good thing there are not so many of Thamesfolk kids to begin with. 
    The patch is not ESL flagged, its an ESP. And I advise you against converting it to ESL. I had to remove ESL flag because it meddles with AAF Voiceover mods, there are several of those on this site. In short, the dialogue lines that i messed with are becoming mute if the patch is ESL flagged. If its a normal ESP, then everything is fine. Just place it righ under original mod.
     
    Installation: either with a mod manager or manually
     
    None of the stuff used in creating this patch is mine. All of the scripts which were slighly modified belong to twistedtrebla
     
    Credits and Thanks: 
    FOLON team for creating Fallout London
    twistedtrebla for creating AAF Sexual Harassment and making its resources available to community
    ElminsterAU for creating xEdit and keeping it updated through years
     
     
     

    517 downloads

    Updated

  9. Transfer Settlements - Bunker Hill Institute Uplink Station

    A Transfer Settlements blueprint that aims to explain why there's a satellite structure hovering over the Bunker Hill monument. It spruces up Bunker Hill to create a more vibrant marketplace and upgrades a few key buildings. Additionally the roof area of the main building has an additional two levels of living spaces to increase population levels.   Details of the Build New structure has been built above the main building. It features two levels of living spaces, with a rooftop eating area and farm. Rebuilt the scaffolding to reach a new living space. Replaced the wooden structure near the main gates (opposite Kay's stall) to create a proper medical clinic. Features two surgery bays and a waiting area. Replaced the flop house and turned it into a combination barber shop and three-unit accommodations. Gutted out the inside of the main building and fixed up the damaged walls using a mixture of brick and retaining wall elements. The main space now houses every major shop, a singing settler and two dancers. Added turrets on remaining structures to increase defence. Added a small guard shack and armoury by the main entrance.   Note. This build assumes that Kessler handed you the settlement after the battle at Bunker Hill. Hence the trap door within the main structure is covered by a stage.   Key Statistics 35 bunks. 100+ food. 940+ defence. 540 power. 60+ water. Tier 3 Medical, Restaurant, Clothing, General, Armour, and Weapons 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. Cat and dog included in the build.   Note. Bunker Hill is notorious for glitches that lead to a Crash to Desktop (CTD) scenario. While this build has been stable for me in the past, some mods may make this build unstable.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Used for optional flooring overlay and a performing settler. Singing Settler. Player functional laundry machines and dryers with sound effects. Stripper Pole. Adds assignable stripper poles for dancers.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Better Armory Mod. Great mod for creating an armory and displaying associated weapons. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward: Clear out all clutter, brush, and trash. Remove all bunks and existing stands. New elements will be added in. Store any food elements, except for one corn plant. This will keep Kessler assigned to food. Gut out the inside of the main structure, internal walls, including the makeshift roof and back walls, and a wrought iron fence. Be sure to maintain the trader stand. Scrap the elevated structure to the right facing the Bunker Hill monument. Do not clear the junk walls. Scrap the bar area/flop house. Do not remove parts of the foundations along the wall area. Scrap the bridge leading to the wall. Stairs will be added to replace this feature.   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., greeb on the roof). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous  in front of the statue.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm that all power has been restored as expected.   The default characters cannot be assigned to new stores by default. Select the NPC from the console and AddKeyword WorkshopAllowCommand to assign them to their newly improved spaces.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.1 Switched to Immersive Laundry. Add shower facilities in the Barbershop, which was dropped when I moved away from Bring Your Own Pool. Added a statue in the alcove on the first floor of the monument. Minor tweaks.  

    173 downloads

    Updated

  10. Transfer Settlements - Echo Lake Lumber Mill Redux

    A Transfer Settlements blueprint that transforms the dilapidated Echo Lake Lumber Mill into a viable settlement. In addition to the repairs, buildings have been added to increase defence and food production. This blueprint adds to the tourist nature of the site, which includes concession stands just outside the buildable area.   Details of the Build Main building has been repaired within limits of the existing structure, maintaining the overall floorplan but transforming the attic into a usable floor. The front face of the building has been largely maintained/restored. Dedicated medical area with surgical bay and recovery ward within the main building. Added a small warehouse building that houses all workbenches. Repaired the sawmill and turned it into a gym. Added two large greenhouses in the expansive area that used to house the loading truck and wood yard. Replaced the sidewalks and added vintage cars. Replaced the barn next to the Echo Lake sign and converted the interior to a public bathroom. Added a small warehouse on the other side of the Echo Lake sign for additional turrets and defence of that area. This storage area could easily be converted into a player home.   While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site.   Key Statistics 28 bunks. 150+ food. 700+ defence. 240 power. 30 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward. Clear out the area of clutter, trash, foliage, and deadfall, including the stands.   For the main structure: Clean the site. Remove the entire roof structure on the attic level of the main building. Remove internal walls and railings. Remove all brickwork; it will be replaced with Homemaker variants. Remove the back walls entirely; they will be replaced with duplicated variants. Remove the walls facing the stand except for the door; they will be replaced by duplicated copies. Remove all floors, including stones. They will be replaced with Homemaker and vanilla elements.   The exceptions to this are: The stairs, stairwell, and concrete steps within the main structure. The intact mid-level red roof facing the parking area. The internal wall on the lower level between the two levels of entrances.   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., floor pieces). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous in between the Echo Lake sign.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.1 Switched to Immersive Laundry. Replaced statue with Standing Stones from Skyrim. Replaced garage doors with electric variants for a cleaner look.  

    163 downloads

    Updated

  11. OpenCBP for Fallout 4 AE

    I've taken OpenCBP from Takosako's Github, updated for AE, and merged Worthless99's FPS fix and MCM support. 
     
    Here is Release 3.5.221 of OpenCBP for Fallout4. 
     
    F4SE plugin to animate bones in actor skeletons.
     
    - works with latest game
    - physics fixes and optimizations for high FPS
    - Mod Configuration Menu support (optional):  Some settings available in MCM. These settings take priority over INI file settings
    - enhanced, configurable logging: You can turn it on and off from the INI. Has a deduplicator to reduce log spam.
    - new INI file listing valid parameters
    - FOMOD will let you skip installing "ocbp.ini" settings file, useful if you have one already
    - Optimizations and bugfixes
     
    Install Instructions: 
    - Requires F4SE 0.7.8, Fallout 4 1.11.221
    - Disable old package or conflicting previous release CBP family mod in vortex or mo2
    - If you have customized OCBP.ini, back it up and review the new INI after installation
    - Install this package with Vortex or MO2.  
     
    If you've never used CBP, you need to prepare the skeleton and clothing first.
    MrTroublemaker has made helpful guides for using CBP here:  
    https://www.nexusmods.com/fallout4/mods/39195?tab=articles
     
    GPL; source code: https://github.com/rickmccl/OpenCBP_FO4
     
     
    OpenCBP_FO4-3.5.221.zip

    15035 downloads

    Updated

  12. Sex Attributes Helper (now does Arousal & Willpower)

    Ingesting, Rads, Combat, SAKR state, location + more can affect Arousal+Willpower levels. 
    SAKR+CSL support + Dripping/Gushing etc via Arousal value + Violate "Too Horny/Weak" Auto Surrender + Commonwealth Moisturizer (Cum) on Skin effects + Nude Modesty
                                     (external mod/s needed (you probably have most of them already)) the only "Hard" Requirement is Sex Attributes.
     
    Basically it breaks out the Arousal *and* Willpowers values and allows them to be modified by a heap more things (as seen in the images above and below as a wall of text). 
     
    Before you jump in
     
    You will likely need to change sliders around to your preferences, however your playstyle will affect what you need to change, it likely is "too easy" at the current settings.
     
    Food that adds rads will have 2 ticks, one for the food itself, and one for the radiation. Getting hit with a Radium Rifle is a similar affair, Rads + Combat arousal/willpower damage. Locations and Adrenaline and SAKR score modifiers all functioning at the same time will increase the gains/losses in each direction (unless you do an opposite), so keep all this in mind before you increase things too much.  
     
    This mod cannot "see" or change arousal gained from other mods, only what it changes itself.
     
    List of what is available:
     
    -All sliders can be 0'd with fair steppings (usually 0.1), so you have total control over what and what doesn't affect your pawn. Most sliders than can go negative, do, so actions can reduce arousal/willpower instead of increasing it are easy to achieve, and vice versa.
     
    -Almost anything your character can consume, can affect their Arousal+Willpower stat, positive or negative. This is broken up into goods via formlists, zero rad food, food with rads, waters, sodas, chems, other medicines. Few certain things were ignored like the Vault 81 cure just because I don't think they matter/couldn't think of what list to put them in.
       -An optional addon to add non-RobCo patcher Better Living Through Cumistry support is included (requires original mod obviously)
     
    -Taking Rad damage can increase your characters values (direct), losing rads can decrease arousal/willpower (or vice versa, like everything)
     
    -SAKR support so the game can detect when you are skimpy/exposed boobs/crotch, skimpy clothing has a % gain modifier, exposure gives passive gains (33% for chest exposed, 66% for crotch, 100% of passive gain rate if both). You can get the skimpy modifier at the same time as being partially nude, but when you are fully exposed the modifier stops working.
     
    -An arousal level dripping-when-aroused type of system. Dripping, Squirting, Gushing, Cumming, Leaking Cum, CumFarting?. Modesty?? (needs mod/s below). Set your own arousal level for the effect to be equipped (its an item that gets equipped, it shouldn't get in the way).
     
    -Cum on your skin from Commonwealth Moisturizer can change your players Arousal/Willpower.
     
    -AAF scenes involving the player+orgasms can affect their Willpower. Arousal is already handled by Sex Attributes itself. Thanks to @Cookiemonsta234 who provided most of the code.
     
    -When the player has an exposed top and/or bottom and the 'Covering Hands' mod is installed, the player can be combat-locked (toggle) and will cover themselves.
      The options for this are as follows: Arousal Only, Semi-Nude (top or bottom missing), Nude, Semi-Nude+Arousal Rating, Fully-Nude+Arousal Rating
       This can be equipped at the same time as the above animations (which only 1 will work at any given time in addition to this)
          -- The mod "Perverted Mechanics" has more complete support for modesty and uses a different/conflicting animation. It is not recommended to use this covering hands support at the same time as that mod. This should not be an issue if you set the arousal value to 101 in this mod ((default)), to disable the animation being equipped from this side). That mod also has its own SAKR arousal-changing values and possibly other things that may interact here so take care to not double up to avoid problems. Both mods should operate fine with each other outside of this (I use both and recommend that for covering animations instead of this).

    -Location support, so areas can alter arousal/willpower by % of what you'd be gaining (like a raider camp or a vault). It can be a little jank with updating and being accurate with what you're seeing vs where it tells you that you are. Typically needs a location change for settings to take hold. I did not manually name all these locations, they're pulling from fallout 4's base code, all I did was group them.
     
    -Combat Arousal: on getting hit you can gain or lose arousal/willpower, depending on "what" sort of damage it was, most basic damage types covered, kills and attacks on the enemy can alter your arousal/willpower as well. Gambles and weapons have different amounts of arousal gain, amounts controllable via MCM, there is also a Maximum Arousal level which when reached you will be unable to use your weapons (of course the value can be changed).
     
    -Your maximum arousal-to-attack limit can also trigger you to surrender to your enemies due to being too damn horny or weak willed (if you have Violate).
     
    -Combat strip lite support : Each item stripped, add/remove X arousal/willpower
     
    -Adrenaline ranks can affect gain/loss (survival only)
     
    -Swimming can change your players values over time, more time spent, more effect.
     
    -Multiplier/Gamble options exist for a heap of the sliders as well, so you could set a low value with a low chance and a large multiplier for a shock as an example

    -Practically all of the basic in-game and DLC ingestible items have been listed so it should just work out of the box and not ruin anything else you have going on, plus there's an easy to use MCM. It should have robco patcher support (I created 3 extra nodes to latch onto) so anything else people want to use with it (like to add more items) should be able to use those nodes to hook onto, I dont even know if they are needed I actually don't know how to use robco, I just didn't want to create another dependency. It should work out of the box with BLTC but that is untested, as are all robco things.
     
    The robco lists are : CustomGroup1 CustomGroup2 CustomGroup3 globals: CustomGroup1Gain CustomGroup2Gain CustomGroup3Gain
     
    Permissions and Dev info:
     
    Current possible known issues:
     
    "Seems ok 2 me 4 now"
    You will want to play with scoring.  
     
     
    The obviously required framework:

    Optional but highly recommended:
     
    SAKR for SAKR stuff
    Combat Strip Lite for Combat Strip Lite Support
    Better Living Through Cumistry for ingestible support
    UAP for Effects when aroused                                                                    |
    Bad End Animation Pack (Release_BadEnd_v01_05.zip) for more effects   |  Possible alternates can be used with a little work for both packs
    Covering Hands (Modesty TD animation edit)    - may replace an existing holding-broken-arm animation
    AAF Violate for "Auto-Surrender when too horny" support.
    Commonwealth Moisturizer  for cum hornyness/will changes
     
     
     

    14625 downloads

    Updated

  13. [Dev/Test/Beta] LL FourPlay community F4SE plugin

    Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 52 for runtime 1.10.984 2024 08 19 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_984.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.984 will no longer be supported. ; Written and tested against F4SE 0.7.2. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 52.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; ObjectReference functions ; ========================= ; ; Set the reference display name as a string without token. TO BE TESTED bool Function ObjectReferenceSetSimpleDisplayName(ObjectReference akObject, string displayName) native global ; Sets reference angle in degrees. Will not cause load screen if called on Player Function SetRefAngle(ObjectReference akRef, float x, float y, float z) native global ; Sets no-collision state on reference Function SetRefNoCollision(ObjectReference akRef, bool abState) native global ; Get the scale of a reference Float Function GetScale(ObjectReference akRef) native global ; Set the scale of a reference Function SetScale(ObjectReference akRef, Float afScale) native global ; ; Actor functions ; =============== ; ; Check if the ActorBase has a specific skin. TO BE TESTED bool Function ActorBaseIsClean(Actor akActor) native global ; Return the WNAM ARMO of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global ; Return an Actor's actor flags (not the same as the Form flags) Int Function GetActorFlags(Actor akActor) native global ; Reset an actor's persistent Essential / Protected data ; Calling Actor.SetEssential() overrides the actor base value. Changing the state on the actor base will no longer have any effect, and ; neither will the Essential flag on Aliases. This function resets the override so ActorBase and alias flags will work again. bool Function ResetActorEssential(Actor akActor) native global ; Sets an actor's position. Directly moves the ref so does not cause load screen if called on player Function SetActorPosition(Actor akActor, float x, float y, float z) native global ; Enable collisions for specific actor Function EnableActorCollision(Actor akActor) native global ; Disable collisions for specific actor Function DisableActorCollision(Actor akActor) native global ; Snap actor out of whatever interaction (furniture, etc) they are in Function ActorStopInteractingQuick(Actor akActor) native global ; Force AI package Function ActorSetPackageOverride(Actor akActor, Form pkg) native global ; Clear forced AI Package Function ActorClearPackageOverride(Actor akActor) native global ; Returns whether the actor is currently ignoring combat (e.g. due to package flags) Bool Function ActorGetIgnoringCombat(Actor akActor) native global ; Force the actor to ignore combat or not, overriding any package flags Function ActorSetIgnoringCombat(Actor akActor, Bool abIgnoreCombat) native global ; Update actor 3D equipment only (less expensive than QueueUpdate 0xC) Function ActorUpdateEquipment(Actor akActor) native global ; Update Player Character 3D Function PlayerUpdateEquipment() native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global ; Return whether form is persistent or not - updated in v51 Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist - updated in v51 Bool Function SetPersistent(Form akForm, bool akFlag) native global ; Return an array of all the forms in a FormList Form[] Function FormListToArray(FormList akFormList) native global ; Return the form with the given formID from any type of plugin (esm, esl, esp) Form Function GetFormFromPlugin(String modName, Int formID) native global ; Return an array of forms given an array of plugin names and an array of form IDs Form[] Function GetFormArray(String[] modNames, Int[] formIDs) native global ; Given an array of FormID Ints that was packed as Var via VarArrayToVar(), return the array of corresponding forms Form[] Function GetFormArrayFromVar(Var akVar) native global ; Populate a formlist with the forms given an array of plugin names and a corresponding array of form IDs Function PopulateFormlist(FormList akFormList, String[] modNames, Int[] formIDs) native global ; ; AAF functions ; ============== ; ; Return an array of actors near akRef who qualify for AAF animations Actor[] Function AAF_PerformActorScan(ObjectReference akRef, float radius) native global ; Return the actor gender as seen by AAF Bool Function AAF_GetGender(Actor targetActor) native global ; Collects statistics on an actor for use by the Scaleform Var[] Function AAF_MakeActorData(Actor targetActor, Bool includeDistance, Keyword[] conditionKeywords) native global ; Collects statistics on location objects for use by the Scaleform Var[] Function AAF_MakeLocationData(ObjectReference target, Bool includeDistance = False) native global ; Returns whether an object is suitable for use as an animation location Bool Function AAF_IsValidLocation(ObjectReference targetLocation, Var[] actorGroup) native global ; Converts the internal representation of AAF's furniture list to an array of Forms as Var Var[] Function AAF_ProcessFurnitureList(Var[] akArgs) native global ; Returns an array of LocationData, packed as a Var, of all the valid locations for animations within the given radius from the scan location Var Function AAF_GetLocationData(int scanLocation, Var[] furnitureForms, Var[] furnitureSources, Var[] actorGroup, Bool quickScan, Float scanRadius) native global ; Returns whether an actor has any keywords in the blocked keywords list Bool Function AAF_GetBlockedStatus(Actor akActor) native global ; Returns whether an actor is valid for AAF use (not dead, not disabled/deleted, etc.) Bool Function AAF_IsValidActor(Actor akActor) native global ; Returns whether an actor is valid for use and not currently in an animation Bool Function AAF_IsAvailableActor(Actor akActor) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; Enable or disable blinking. Disabling allows MFG morphs to work on eyelids (morph ID 18 and 41) Function SetAllowBlinking(Bool allowed) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global ; ; INI setting functions ; ===================== ; ; Functions to retrieve INI settings, e.g. Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini, mod .ini files in Data folder ; These functions retrieve the settings from the game engine, not from the INI files themselves. ; Parameter is the .ini setting name and section, fSettingName:SectionName. For example, fMinCurrentZoom:Camera ; Note that typing is strict, e.g. you cannot call GetINIFloat on an Int setting ; ; Return Float setting value or 0.0 if not found float Function GetINIFloat(string ini) native global ; Return Int setting value or 0 if not found int Function GetINIInt(string ini) native global ; Return Bool setting value or false if not found Bool Function GetINIBool(string ini) native global ; Return String setting value or NONE if not found String Function GetINIString(string ini) native global ; ; Animation functions ; =================== ; ; Functions to play animations on actors. They do basic sanity checking on the inputs so that None idles and actors, ; actors who are deleted or disabled, and actors with no AI middle process will not attempt to play idles. ; ; Make one actor play an idle Function PlayIdle(Actor akActor, Form akIdle) native global ; Make an array of actors play a corresponding array of idles, in synch Function PlayMultipleIdles(Actor[] akActor, Form[] akIdle) native global ; Stop the actor's current idle Function StopCurrentIdle(Actor akActor) native global  

    Looks like I delteted the list of updates Well the first post is a lot shorter now.
     
    Also there is now a GitHub site to host the sources for this and other tools of mine at https://github.com/Lkdb5RDr
     
    v52-20240902 is a hotfix for v52-20240821
    v53-20250105 fixes loading in fallout 1.10.163.
     
    v54-20250330 Hotfix for issue describe on March 30th by EgoBallistic
     
    v55 : deleted.
     
    v56 for 1.11.137.0
     
    v57-20251120 adds support for Game version 1.11.159.0 (~AE Hotfix) paired with F4SE 0.7.5. Maintains support with 1.10.163.0, 1.10.984.0 and 1.11.137.0 (temporary)
    Tested successfully with basic functionality.
     
    v58-20251126: Adds support for Fallout v1.11.169.0 and F4SE 0.7.6.
     
    v59 for Fallout 1.11.191.0 and F4SE 0.7.8
     
    v60 :
      - Compatible with game version 1.11.221.0 (and F4SE 0.7.8)
      - Corrected an issue with SetFlyCamSpeedMult in all versions but 1.10.984.0 since that game version was available.
     

    238208 downloads

    Updated

  14. SexHarassment 1.20.4 Traducción al Español, TRADUCCIÓN MEJORADA

    Buenas, he traducido varios mods y los estare subiendo mas tarde, cabe recalcar que la traduccion fue hecha con traductores como google y deepl mas sin embargo en algunas partes que los dialogos estaban muy incoherentes ya los corregi manualmente no obstante hay cosas que se me fueron como por ejemplo "Abanico" que en realidad significa "Fan", "Gorras, Tapones, Corcholatas" que en relidad son "Chapas" pero la verdad es que por hueva no lo corregi XD
     
    Si desean que traduzca algun mod en especifico favor de decirmelo y con gusto lo hare gratis (ya si me quieren donar pues no les dire que no xd)
    Este mod fue traducido por UNIONDOJO, y si ustedes quieren corregir los errores ya sea de coherencia o esas cosas que mencione arriba con todo el gusto pueden usar mi traduccion y modificarla. 
     
    Para que el mod funcione correctamente se necesita intalar primero el mod original el cual es: 
    Evidentemente con todos los requisitos que este pida, esos requisitos los puedes ver en el mod original, sin mas espero volver a verlos luego con mas mods traducidos para la comunidad y cualquier duda que pueda surgir con mucho gusto puedo ayudar a solucionarla, que tengan un exelente dia
     

    2210 downloads

    Updated

  15. Modern Vintage Porn for VotW

    Context
    When i looked for some nice porn to add to my Fallout via Videos of the Wasteland, i noticed that every mod i could find would either be a original vintage porn film, or some unashamed new, colorful thing. I don't like the old stuff and want the new stuff to feel a bit more grounded for my game. So i set out and made my own little thing.
     
     
    What is this?
    This mod adds 3 new Videos to the Videos of the wasteland holotape workbench. All are Fallout themed, and edited in a way to seem old timey by me.
    The name of the holotapes include the name of the Artists, if you want to look up more
     
     
    Compatibility
    Compatible with everything
     
     
    Bugs
    Currently there are a bunch of empty Holotapes in the workbench called zautoniden that autovideo put there. You can ignore these.
     
     
    Future Plans
    I am planning to build upon this by adding more videos, and removing the zautoniden ones. But i don't know when i will find the time, so i wanna put the first three out there now.
     
    If anyone know their way around Videos of the Wasteland Video creation (or autovideo), hit me up. I have questions.
    And if you have cool videos that fit in this collection, link them, and i might add them.
     
    Please tell me!
    Please tell me if you like the mod. It would really mean a lot.
    And if there are things I could improve you can also let me know, and maybe i can improve that.
     
    Acknowledgments 
    Thank you  RazorWire, Dertspovor06 and AGreatWeight for Videos of the wasteland
    Thank you to TheDestroyerOfWorlds for AutoVideo.
     
    Included videos:
    The Shoop - Piper Wright Fucked After an Interview
    Suoiresnu - Vault Girl
    AlenAbyss - Vault Girl Standing Sex Creampied
     

    672 downloads

    Submitted

  16. Sexual Harassment - Extended Dialogues

    First of all, this mod currently in "early beta" stage, it have bugs, glitches and plushy pink rabbit (but you can't find him)
    If you want a stable finished product, please wait a bit.
     
    This mod is possible but NOT recomended for your major gameplay!
     
    Sexual Harassment - Extended Dialogues
     ESP-ESL   Beta 0.1
     

     
    What this mod do:
     
    Many Player's dialogue topics was changed, depending on Sex Attributes parameters.
    Sex addiction, Bohdage fetishes, Bimbo serum and other things have their own variants,
    they almost don't touch outcomes, but change player's side from "Please don't touch me"
    thru "Well, why not" to "Please, please, please fuck me".
     
    Prostitute requests can be done for free as gifts for everyone or as gratitute for settlers,
    max price also reduced if player have sex addiction or aroused.
     
    Added MCM control for NPC's comments about player's boobs, butt, outfit and reputation.
    You can disable "You have a great boobs" greetings, if boobs of your character is not so great
     
    Added "Hypno master" ring and book, so you can disable approaches of random NPCs
    Books can be crafted on Chem workbench or distributed by other mods or scripts
    Ring can be crafted and given as gift, if you already have your Master.
     
    Added alternative of "Fake Doctor" approach, now the "friendly" NPC gives you a bottle of wine
    and then asks for "gratitude" (it still controlled by the same INT level check)
    (Experimental! Still don't have all texts and possible may cause glitches)
     
    Changed quest of Dr Neura from Sex Attributes, so you can reset your start traits
    and get some other things (still not everyhing is possible)
     
    Maybe some other things (I don't remember them all)
     
     
    What this mod DON'T have (now):
     
    Sound! This mod is not voiced and required subtitles to play.
     
    This mod don't change scripts, it was intentionally, so no global changes in gameplay.
     
    Fan, Collar, Butt slap and Molester approaches still not changed
    but planned in next updates.
     
     
    Known issues:
     
    This is a first release, mostly as glitch finder, so any wrong or stuck dialogues and scripts
    is possible, if you see them, please write about it.
     
    Some dialogue topics still don't have full texts, only something like "Give bottle" placeholders.
     
    I'm not from USA and don't know American "dirty" language,
    so we can talk about any better variants of topics or maybe whole dialogue lines.
    Wine approach and all Stereotypical Bimbo talks definitely need help.
     
     
    Requirements:
     
    Sexual Harassmet (not Plus)
    Sex Attributes
    MCM
    All their own requirements
     
    Possibly will be added: Real Handcuffs
     
     
    Incompatibilities:
     
    Sexual Harassment Plus
    We have different ways of modding, my mod work only thru dialogues and conditions
    SH+ change original scripts, but also touch some dialogues.
    If you want to make a compatibility patch, feel free to do it, but it will be a long and dirty road.
     
    Mods that add voice files required rework.
     
     
    Install-Uninstall:
    Better use Mod Organiser, mod can be changed and this is the best way to delete all files.
     
    Uninstall in midgame is possible, just make shure you not save in the middle of dialogues
    or before AAF scene started.

    881 downloads

    Submitted

  17. Leash

    Allows you to create a virtual leash that can be carried, thrown around or given to an NPC, getting too far away from the leash will cause a shock if you are wearing a shock collar from Real Handcuffs.
     
    -Max distance
    -Chance to shock
    -Stamina Only or Stamina + Damage option
    -Damage+Stamina increaser/recovery options
    -Time between shocks
    -Grace period for being outside range
    -Growing intensity shocks if outside range too long option
    -Stamina-relief shock abatement option
    -Collar-Free mode
    -Beep frequency reducer
    -Craftable Leash-Gun at the Chem Workbench
    -Optional Quest Marker
    -Notifier (with extra chatty debug option)
    -ESL flagged
     
    Destroy the leash (workbench or console) to disable its effect.  Or maybe put it in a draw or something.
     
    NPCs should be editable to have the Leash added to their inventory and the mod should detect it, I'm not sure how it works if they've never been loaded into the game memory before, I've only tested sending an NPC to a few settlements (including Vault 88 and above ground).
     
    Yes, it can kill you. It should only affect the player, not NPCs.
     
    Issues:
    Do not sell the leash!
    The leash isn't detected in most non-NPC containers
    Untested with multiples leashes (may be exploitable/save you possibly)
    The leash may slip through the ground if dropped, this depends more on the terrain mapping than the item itself.
    Probably more!
     
    Permissions:
     
    Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod (this includes farming downloads for membership (Nexus) etc).
     

     

     
     
    Real Handcuffs Required
     
     
     

    627 downloads

    Updated

  18. Human Resources x Crime & Punishment - Integration Bridge

    Human Resources x Crime & Punishment - Integration Bridge
     
    (Soft-Dependency Patch)
    About this Patch
    Have you ever wanted to seamlessly combine the intense surrender mechanics of Flashy(JoeR)'s Crime and Punishment (CAP) with the capture and enslavement system of Human Resources (HR)? This patch builds a direct, script-based bridge between both mods. 
    With this integration, NPCs who have surrendered via CAP's combat mechanics can now be directly captured using your HR equipment (e.g., the enslavement baton). 
     
    How it Works (The In-Game Experience)
    Normally, both mods run their own independent systems for subduing enemies. This patch alters the hit-detection logic of the HR enslavement weapon. 
    When you strike an NPC, the script now actively checks if they are currently in a "surrendered" state triggered by CAP. If so, the NPC is smoothly processed by the Human Resources framework, just as if you had captured them through standard HR methods.
     
    Technical Details & "Soft Dependency" Magic
    One of the biggest issues with compatibility patches is the dreaded "Missing Master" CTD (Crash to Desktop) if you decide to uninstall one of the mods. This patch is built differently.
    Instead of forcing a hard plugin dependency in xEdit, this patch utilizes a 100% safe, script-level "Soft Dependency" using Papyrus (Game.GetFormFromFile). 
    Dynamic Detection: The script dynamically searches for Flashy_CrimeAndPunishment.esp and its specific surrender keywords.  No Crashes: If CAP is installed, the bridge is active. If you uninstall CAP, the Papyrus script simply returns None, bypasses the CAP checks, and your HR weapons revert to their normal vanilla behavior. No crashes, no broken save games! Initialization Check: Upon loading your game, a custom alias script will check your load order and notify you: "HR-CAP Patch: Crimes & Punishment successfully detected. Patch activated!" (Or it will warn you if CAP is missing).  
    Requirements
    Human Resources (HR) - Hard Requirement (The patch modifies HR scripts/weapons). Crime and Punishment (CAP) - Soft Requirement (Highly recommended for the patch to actually do something, but your game won't crash if it's missing).  
    Installation / Uninstallation
    Install via Mod Organizer 2 (MO2) or Vortex.  Place the patch below both Human Resources and Crime and Punishment in your load order. Safe to install or uninstall mid-playthrough! If you remove the patch, your HR weapons will simply revert to their default, unpatched state.

    377 downloads

    Updated

  19. Stripped Surrenders

    Utilising Combat Strip Lite or Skimpy Armor Keyword Resource to generate surrender events. 

    When your CSL or SAKR scores are at a chosen level, your character has a chance to surrender via either Sexual Harassment, Autonomy Enhanced or Violate.
    Only one NPC will be fucked (unless you choose Violate), then you can run away, or kill them, whatever.
     
              I N F O   
     
    Sexual Harassment needed a custom short Molest function built which is a little janky but at least it works. (may cause weird warping during the grope animations for non-humans or no animation for this time).
    Autonomy Enhanced needs to snap to an NPC or you need to look at them. It may cause issues due to this.
    Violate "just works". (should work like Violate normally does but only tested with Humans).
     
                    F E A T U R E S 
     
    -Surrender Chance (will re-roll every time the conditions are met which is every 5 seconds for distance checks and every time you are hit if you have those enabled)
    -Cooldowns between surrenders/events
    -Surrender Mod selector + Random (Random should still work if you are missing one of the mods)
    -Distance options (for surrender + pacification)
    -Optional "on hit" and "on melee hit only" during combat
    -Notifier
    -ESL Flagged
     
                           R E Q U I R E M E N T S     all linked below
     
    Requires Combat Strip Lite OR Skimpy Armor Keyword Resource AND at least one of the other mods (Violate, Autonomy or Harassment) to function.
    You will need to make sure you have allowed the appropriate settings in the other mods MCM menus for this to work correctly (Sex Harrasment Enabled+Raiders Enabled for example).
     
                                   KNOWN      AND      POSSIBLE      ISSUES
     
    -Choosing a mod you don't have in the MCM will probably cause issues. (Random select should be fine)
    -All local NPCs/Critters in the radius will be "stupid" during the Harassment and Autonomy Scenes called by this mod.
    -Only tested with all three optional mods at once, only tested with Autonomy Enhanced 2.8 (later should work as well), only tested with SexualHarassment+ (should work with the original), only tested on GOG/Oldgen version of Fallout 4
    -Saving the game before the pacification has ended and loading it again is probably bad for the NPCs pacified
    -And likely more!
     
                                                                                                  P E R M I S S I O N S

    Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod (this includes farming downloads for membership (Nexus) etc).
    If someone can get multiple actors working for AE and SH then please go ahead and do it.
     
     
    Requires either Combat Strip Lite or Skimpy Armor Keyword Resource
     
     
    And at least one of the below:
     
     
    Only one of the below:
     
     
     
    Slightly newer version in the support forum if you want to try it, if you're seeing "Violate Not Detected" this should fix that issue. 

    1103 downloads

    Updated

  20. Hot Pockets

    Now *you* can be pickpocketed, and more!
    Strip-Pocketing, "Driveby" DD/KFT/RH Equipping, Chems/Alcohol/Arousal force-applying and Instant Tattoos + Cummed on (while sleeping)! 
    Now can affect you while you're sleeping or awake! 
     
    Beta version in the support thread.
     
    Backstory/Lore/The TL-of-DR:
     
    Wait, you think you're the only one who can steal? The wasteland is full of poor and desperate people, many of them can't even survive a few steps away from their own beds, some are a day from becoming a raider, few used to be, so what do you think will happen when some oddball smartass who seems to have infinite wealth comes to town, handing over what seems like endless amounts of valuables to anyone with enough caps to take it from them? You'd better keep your eyes open, your weapon ready and your pockets closed. Better sleep light, since they can also get you while you rest!
     
    This mod adds NPC pickpocketing the Player-Character to Fallout 4, NPCs will target Caps, Food, Drink, Guns, Armor*, Chems+Health items (yes both in the same group), Ammo, Misc (default off) or Junk. They can also reverse pickpocket, slipping you some chems, or some booze, an arousal potion maybe, maybe they'll just slip a collar on you instead? How about a tattoo? If you are dressed like you're asking for it, you're more than likely to get it taken from you. Adjust your item groups and chances of things happening to your liking or playstyle, want them to take a handful of 0.1 weight items when they steal? Or just one because they're expensive and precious to you? It's your loot buddy, you can lose it however you see fit.
    * armor means anything your character can equip typically (across this entre page)
     
    If you want an even more lore-like reason, the NPC knows you're pickpocking from them in those games, come on they can see you when you're right next to them, they're not allowed to move at all, thats against the rules. How about these thief NPCs? Maybe they have a little CHIM of their own? Maybe they know one of the rules you need to follow is that if you attack them, you're not getting your stuff back since all their friends will attack you and you'll die or load the game, and you both know it. 
     
    It isn't very fleshed out at the moment and needs a lot of work and additions. Right now the only way to get your loot back after it has been taken is killing the NPC, pickpocketing them back or other classic methods. If anyone was curious as to why? I was playing Skyrim with its own Devious Devices forever ago and wondered why no one had done similar in regards to being reverse-pickpocketed DD or having clothing stolen by people who want to sneak a peek?  Anyway, now its done, on Fallout 4 at least. As far as I know this is the first mod of this type that has been created for Fallout 4 or Skyrim.
     
    Base features:

    -Get stolen from from most/all item types by NPCs, from 1 item per steal to a lot of things stolen from you, eventually making your Hot Pockets, no pockets at all.
    -Get chems/alcohol/tattoos/restraints etc applied by NPCs instead of/alongside being pickpocketed (mostly social/"bad" drugs). 
    -Get stolen from and/or chems/drugs/tattoo's etc applied while you sleep. NPCs can be real (so you have a chance of recovering what was stolen) or just take your stuff and vanish forever.
    -If you have your weapon out and are looking at them approaching you, they will reconsider.
    -"Only in conversation" optional mode, so no thief will be chosen to do anything unless you are talking to someone else, the thief can still steal after you left conversation however if they haven't already. 
    -Sex Attributes Support: NPCs may apply bonus arousal (+20) to the player if they are sub-90, Arousal Level is one of the possible modifiers for if the mod fires.
    -Equipped items, 0-Weight items, "Below X-Value" items can all be disabled as theft targets; Bobbypins, base-game magazines, holotapes, notes and *most* quest items are hard-protected by a formlist. (If you find any from the base game+base DLC that are not, let me know, none of the DLC Community Content quest items are currently protected and I play old-gen so I don't know if new ones were added)
    -Devious Devices : Collars, Wristcuffs, Vibrators, Plugs, Hoods, Gags < all equal chance, other groups didn't make sense to be able to just casually put on someone before they're aware what's happening. Can probably be expanded to have different weights to each group later, likely won't be "cleaned" to remove specific items from any group. DD items shouldn't be stolen or double stacked.
    -KFT : Arm bindings, Gags/Hoods, "Anything from the mod". Can be used with the DD chances at the same time but not recommended.
    -Real Handcuffs : Collars/Handcuffs 80-20 chance for the normal/harder levellists from the mod, so 80% chance of normal handcuffs 20% hinged/high security. 80% chance of a normal/mk2-3 collar, 20% chance of a throbbing mk2-3. Watch out for overlap, also this is more "dangerous" than most DD/KFT.
    -Tattoos After Rape basic support : NPCs can apply a tattoo as a reverse action.
    -Commonwealth Moisturizer basic support: Can wake up a little gooey....
    -SAKR (original) support (Exposed or Skimpy Detection) and 2 player-chosen slots that should work if you don't use SAKR for nudity (untested)
    -Thief can (chance) go invisible (good at sneaking!)
    -Lower weight items are typically taken in stacks/groups, the scaling can be altered
    -Some basic location support
    -Activation based off certan states of your character, wealth, health, equipement, armed. Can become compoundingly difficult/frequent.
    -Small knocked effect on-action (can be disabled but is very non-offensive)
    -Timers; one to call a new Thief/timeout the old one, one to delay the call
    -Optional "Fade-to-Black" when the NPC "uses/equips" something on the player. 
    -Gamble+Option heavy: Chance of occurance with modifiers and chance modifiers for each group, many things to choose from.
    -Simple debug notifier enable/disable via MCM
     
     
    It is meant to be played with Sex Attributes for the base Arousal increase effect + my Arousal Helper mod for the Forced-Chems/Alcohol to be more effective, Devious Devices and/or Kziitd Fetish Toolset and/or Real Handcuffs for the force-equipping and SAKR for skimpy/nudity detection and Tattoos after rape for tattoo handling and finally Commonwealth Moisturizer for cum when you wake up, using this with Sex Harassment may cause a lot more butt-smacks so adjust your frequencies as NPCs will get right up into you sometimes and may end up behind you. If the mod doesnt function right away just disable/enable it from the MCM/Hotkey and it should work.
     
    Extra stuff that may be nice to know but you could find out later yourself without reading:
     
     
     
    Known/Possible Issues+Bugs: (Most possibles are assumptions based off how it is made/from testing/guesses), bugs will hopefully get fixed:
     

    Ok cool have you thought about??: (In the mystical future)
     
     
    Using the hard reset (near the bottom of page 1) in the MCM usually is enough to shut down/restart the mod for updated versions instead of needing to clean a save, not always though. Turn notifications to 1 before clicking to see the state of the mod (on/off). Otherwise load your save without the mod, save, load with the mod.
     
    @riveth Has a beta for a newer version with expanded features available for download in the support forum for this mod.

    11222 downloads

    Updated

  21. Cookie Workshop

    👋 | WELCOME ⋆.ೃ࿔🌸*:・ I present to you my first work (I'm referring to the separate workshop menu with new items).

    ❯❯❯❯ This mod includes some furniture (tables, chairs, sofas, armchairs, nightstands, etc.)

    ❯❯❯❯ Rugs (Various designs, in red and pink tones, 12 in total)

    ❯❯❯❯ Posters (Various sizes, with worn-out details)

    ❯❯❯❯ Paintings (Available in standard and adult versions, in various frames)

    ❯❯❯❯ Power Supply (100 kW generator and several connectors)

    ❯❯❯❯ The "Miscellaneous" menu contains radio receivers and amplifiers tuned to the 99.90 frequency. They play the CD-RW radio station built into this mod. To activate the radio station, you need to  obtain the magazine, which is located on the workbench in the Red Rocket.

    🌌 Installation: Unzip and place all contents in the Data folder, or use your favorite mod manager. The file is converted to ESL. Activate the mod and play.
    You can craft a potion in the Chemistry Lab to safely remove the mod. Keep this in mind to avoid damaging your save.

    ☄ I'm a fan of Retrowave, Synthwave, and Retro Cyberpunk styles. I was inspired by this theme after creating the mod for the Player House. By the way, check that mod out ⤵︎

    Helga HQ - Player Home (modeer Cookie - Delicious)

    🏞 I finally decided to make some interior items. I might not have done too much, but I hope to continue adding new items to further expand the selection, so to speak.

    (‘•.•’)? I hope you enjoy this mod. If you have any questions, please leave them in the comments; I'll try to accommodate all your suggestions or concerns.

    ✌︎㋡ If you liked my work, don't forget to give it a like!
    ♡ྀི ₊ And if you'd like to support me financially, you can do so here:
    Support ( ๑ ˃̵ᴗ˂̵)و ♡
     
    ┆ ⤿ 💌 ⌗ My Discord channel. Join us, let's chat!
     
    Thank you for your attention, ✧ *BYEEE*✧ 👋😊
     














    774 downloads

    Updated

  22. LooksMenu Breast Vein Overlays for CBBE and JaneBod

    Description
    For Fusion Girl, please use the version @judge007 has kindly provided here.
     
    At last, some LooksMenu overlays for JaneBody as I couldn't find any. This is a simple, sloppy port of pema123's breast veins overlays made for Skyrim.
     
    Currently, you have six options, where there's two variants of each pattern.
     
    There's a loose version and a bsa-packed version. I recommend using the latter as it is much smaller in file size.
     
    Don't forget to activate the plugin JBOverlays.esp!
     
    Credits
    pema123 for creating the original textures and having open file permissions
    krisser143 for "How to make LooksMenu body overlays" tutorial
     
    Tools used
    GIMP
    Material Editor by Ousnius

    828 downloads

    Updated

  23. LooksMenu Tanline Overlays for BodyTalk and JaneBody

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

    187 downloads

    Submitted

  24. Triggerwoman Reborn

    Triggerwoman Reborn
    An adult mod that involves joining and working for a triggermen crew.
     

     
    The Fenway Patrons:
     
    The Old Neighborhood:
     
    Requirements:
    All DLCs
    AAF and all prerequisites: look here for a very good installation Guide
    My Mod has some custom XMLs for Atomic Lust and SavageCabbage Animations. So you should install these too.
     
    Soft Compatibilites:
    Easy Girl and TRS : My mod uses some outfits from them. If you dont have them, you'll get a vanilla outfit instead.
    Nuka Ride : If you played it and got a new name, it will be used in my mod too.
    Commonwealth Moisturizer : If installed you can use some towels or showers to remove cum.
    Family Planning : With this installed, you can buy condoms and pills from Cigarette Machines in my cells. (both version of FPE should work).
    Little Pawn : Some people will recognize you as Hancocks assistant if have it installed.
    Personal Radio : The radio inside the Old Neighborhood Club fills the club with music. You can change the radio stations on the Radio Tuner on the pillar at the counter. 
    Sex Attributes : If installed, some dialog choices can in- or decrease the Player's Self Esteem and Orientation (Sub/Dom). Need to be activated in Triggerwoman Reborn MCM.
     
    Optional Voice Files
    The original Voice Files were generated entirely by AI using xVASynth and can be found in the Download Section.
     
    There are much better Voicefiles for the NPCs created by @KinataHoru. Download them here. You still need the original one for the player voice.
     
    General Recommendations:
    As this is a beta, save often. Its also a good idea to visit DC first.
    This mod is tailored to the role of a female character.. 
    Do not use companions on the story quests. You will be teleported at some points and companions might get stuck. You will be accompanied in most of this mods story quests.
    If you use CWSS, you might check this helpful post from @Krixost:
     
    Incompatibilities
    CSEP Presents All Americans 2.0 DELUXE EXPANDED EDITION - Quest Mod - It uses the same location as the Fenway Patrons. 
    The old Triggerwoman Mod - It has a door conflict which makes it impossible to play both mods in the same game
     
    Credits:
    The Artwork on this page is made by Sora AI
     
    Thanks to:
    All the great people here who shared their mods, from which I could learn a lot of things.
     

    13347 downloads

    Updated

  25. BumpStrip

    Combining the Butt-Slap event from Sexual Harassment with a Strip Event
     
     
    Amazing deep features:
    - Will use Sex Harassment as its base for the strip-event (typically will unequip more than 1 item at a time)
    - Optional Call to use Combat Strip Lite for the stripping events instead (so you cannot re-equip immediately after, this is the recommended way to use the mod)
    - Optional Arousal gain if you have Sex Attributes installed (not hard-required for this mod, but I believe it is required for both SH versions)
    - Notifier
     
     
    Should work with the classic Sexual Harassment and the newer Sexual Harassment+ 
     
    About Combat Strip Lite: 
     
    By default Combat Strip Lite will typically cause a knockback effect, which will cause a knockback for the player+all within a close range, so I added an optional download (CSL Edited.7z) that I personally use to solve this, note that CSL is not my mod so I cannot give any permissions from or for it. The changes for this version are as below:
     
    - No strip-effect from Radiation Aura enemies like glowing ones and similar (possibly none from poison as well)
    - No Knockback when in third-person, enemies and allies also will not be knocked back in 1st/3rd person if they are close to you. 
    - Only stimpaks that *you* use will let you recover
    Load after Combat Strip Lite. Requires the original mod. I have only ever used the "strip" option, not the "damage armour" or the other options from CSL so I am not sure how my edits work with those modes. 
     
    Issues+Possible Issues
     
    The same slapper cannot affect your strip status (or arousal) more than one time in a row due to how the mod is built, bouncing between two+ NPCs over and over again will work however. I don't know of any possible "clean" workarounds that wouldn't edit FPSHarassment itself.
     
    You can use this mod without my edited version but you will likely experience the "explosion" event that occurs without it or a similar edit, which will cause your character, the butt slapper and anyone very close by to take a 0 damage knockback (default CSL behaviour). 
     
    The non-CSL stripping calls the Harassment function which is different between FPSH and FPSH+, so it may strip "too much" per slap for you on the + version.
     
    Permissions:
    Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod (this includes farming downloads for membership (Nexus) etc).
     

    You need one of the below (only tested with SH+):
     
     
     
    You probably want :
     
     
     
     
    If you want/need to restart the mod for any reason the questname is BumpStrip
    stopquest Bumpstrip
    resetquest Bumpstrip
    startquest Bumpstrip
    optionally : sqv Bumpstrip
                          to see if it is running.

    1421 downloads

    Updated

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