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ZeX - Supermutant Skeletal fixes (V2)
Description
Years ago I made a first version of this mod that attempted to fix the issue of Supermutants not being able to ragdoll completely with Leito's supermutant skeleton for Creature animations. It worked for some people but not consistently for everyone. I was cleaning out old files and found some notes I saved on updating this but it went nowhere and got buried in my backups. I dug it out and figured out the where the issue lied (Explanative spoiler for those who want to read it below) and fixed the issue. So now you can have creature anims and dead supermutants.
Installation instructions
Uninstall any super mutant assets from UAP (including the ESP that disables dismemberment) before installing these.
credits
enginegaming for testing
723 downloads
Submitted
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Vault Script Forge
By Wolfe6900
This is a simple program used to generate scripts, similar to my EZ Scripter on Starfield.
Vault Script Forge has a tutorial (by using the "?" button) on how to create a dialogue and have the NPC lock a door after they say something.
This is created to make it easy to understand for any novice modder and encourage more people to do scripting. It's got a lot of pre-made scripts I find myself consistently using.
58 downloads
Submitted
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La Coiffe Magazine - Immersively Perverted Retextures Project
By NismoMan
An Immersively Perverted (TM) retexture of the La Coiffe Magazines with optional Plugins that add the missing issues back into the game.
Why?
The IPRP "Immersively Perverted Retextures Project" is my attempt to bring some explicit "materials" to the wasteland while keeping the original context intact... sort of... maybe?
While there are tens if not hundreds of texture replacers out there, I haven't found a mod that REALLY balances out the lore with improvised Adult reinterpretations and so I decided to create my own. I've had a previous pack released long ago (What, 7/8 years ago maybe?) that tried to do the same thing to a degree but I've ran into all sort of issues with gathering permissions from artists and what not and I didn't go further since.
The art here is locally generated and I'm happy to say I managed to tune in exactly what I wanted before sending them all to Photoshop and overhauled them into what they are now. Overall, I'm pretty satisfied with the results.
Also, I'm sad to say that I have recently discovered that a good chunk of the magazines I'm working on were cut from the game itself. I'm ashamed that I haven't noticed this sooner... 7+ years wondering why I haven't seen Anchorage in any of my playthroughs >>
But I digress; I couldn't find a mod that simply put back the cut magazines into the game, many either come bundled with stuff I don't want/need or they just don't do what I wanted and so I created a couple of optional Plugins using the CK to do just that.
Anyways, the IPRP will hopefully expand to cover other magazines and even brandings and billboards but I won't do time promises since I'm dealing with so many things IRL right now.
Enjoy!
Features
Lore-friendly-ish Retextures of La Coiffe Magazines. Restored the cut issues of La Coiffe (Issues 3, 4 and 5) The restored magazines DO NOT have any functional perks / hairstyles attached to them. Other modders are welcome to create patches to add perks and/or other effects or even hairstyles. All Plugins are ESL flagged ESPs.
FOMOD Options:
Vanilla: Retextures for the Base Game Content; Issue 1 & 2. Full: All Retextures + Plugin that adds the missing content to the world. (Check the spoiler below if you want to know where to find them) Basic: All Retextures + Plugin that makes it possible to acquire the missing content through console or mods. Textures Only: All the textures sans the plugin for those with mods that already add the missing content into the game.
Installation instructions
Use a Mod Manager.
Requirements
No requirements.
Conflicts
Other texture mods that cover La Coiffe might overwrite this mod, Make sure this mod overwrites all other retextures. Using the ESP that adds the magazines into the world might conflict with location overhauls and other cell edits. If this is the case, just let other mods load after this one, or use the other optional no cell edits plugin.
Restored Content Locations (for people using the optional plugin)
Credits
Bethesda
Worn Magazine Resource Files by Carreau (Very helpful, used these as base and edited them as needed)
ComfyUI
Fomod Creation Tool by Wenderer
Adobe Photoshop
442 downloads
Submitted
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ZeX In-Game Sliders
By vaultbait
LooksMenu slider support for ZeX Skeleton body replacers (BodyTalk and Fusion Girl).
This is a replacement for the LooksMenu slider data files for BodyTalk and Fusion Girl from the old ZBG mod, with the knowledge and permission of its prior maintainer who had no desire to continue shouldering the support burden for it. File names from the original have been reused to make it clear you shouldn't install both ZBG and ZIGS together. It is safe to uninstall ZBG and install ZIGS within an existing save.
Unlike ZBG, this mod does not include any BodyGen configuration. Users who want to use LooksMenu's BodyGen feature can still create their own configs (see the LooksMenu mod page for instructions) or use a mod containing some (e.g. Random Overlay Framework).
Do not bother the skeleton or body replacer maintainers with issues related to LooksMenu sliders, but feel free to ask questions in the ZIGS support topic here on LL or ping me (vaultbait) in the ZeX Discord.
Many thanks to @ZaZ, @TheBottomhoodofSteel, and everyone else who has contributed to the success of the ZeX Skeleton and BodyTalk/Fusion Girl bodies. Your tireless efforts are appreciated!
48326 downloads
Updated
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BigLittle
By Franco Cozzo
A simple mod where getting hit or giving hits can make you bigger or littler, also enemies hitting you can also become bigger or smaller, or they can get bigger while you get smaller, or smaller as you get bigger.
Based off the combat arousal from my other mod SA-AH. Just reworked for this little thing. Has a timer so you will eventually get back to the default size by waiting, NPCs will never revert automatically on their own (except maybe on game-load).
Includes a reset option in the MCM for the player+all NPCs in a 5000 unit radius
Expect jank+bugs, I wouldn't advise using this on a serious playthrough, more for a fun / meme thing. I guess tiny enemies are a lot harder to hit though. This mod has no requirements except a working verison of plain fallout 4.
Permissions: Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod.
Clip of it working :
https://imgur.com/a/biglittle-fCMuWTm
Note: If you get too large you won't be able to loot as easy, also I think the speed can be a bit messed up sometimes.
If you need to change the speed back to normal:
player.getav speedmult (see what it is at)
player.setav speedmult 100 (should work)
player.forceav speedmult 100 (if the above doesnt work)
Your size:
player.getscale (to see your current size)
player.setscale 1 (to get back to normal size) < you can just press the reset button in the MCM for this, you can also just set yourself to any value to make yourself bigger or smaller.
These are in-engine commands, not from this mod.
65 downloads
Submitted
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FO4 GI Joe Follower - Snake Eyes
Simple Snake Eyes Follower.
Custom Combat Suit that borrows some FO4 base game parts and retextures them others are custom taken from other stuff I made.
Find him at the national guard training yard. The building that you find the Power armor.
This mod is not Voiced since as anyone familiar with GI Joe, Snake Eyes Does not speak. If I end up adding Storm Shadow (I started to), then I will add voice for that character.
let me know if there are any issues you can also hit me up on my discord for followers.
https://discord.gg/wjsTfZFHNC
20 downloads
Submitted
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Transfer Settlements - Greenleaf Pharms (Greentop Nursery)
By msmfoster
Greentop Nursery has been re-imagined into a Greenleaf growing operation, dispensary, and associated headquarters. This build works around the visual glitches caused by the scrapped home by working around it entirely. The area plagued with visual glitches is now a warehouse that sees little to no traffic.
Details on this build:
Removed the home to create a cohesive brick and warehouse glass structure. First deck: Dispensary area featuring all shops, large warehouse, laundromat, and medical clinic. Second deck: Washrooms, kitchenette, bunks, and gym. Third deck: Washrooms, bunks, and employee break area. Greenhouse has been repaired, extended, with a visible warehouse floor. Warehouse annex to the greenhouse, that functions as a workshop, and two levels of turrets on the roof. Warehouse electric doors have been added for the greenhouse and annex. Underground radiators are used to hide much of the cabling.
Note. Warehouse glass pieces have a reflection component that may tank framerate when you are in the dispensary. See Unrelated But Useful for more information on mods that may help.
Settlement Features
32 bunks. 150+ food. 680+ defense. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Power switch on the third deck will turn on and off the settlement beacon to save players from having to tcl onto the roof. Cat, dog, and child included in the build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for some of the flooring.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
Setup
Clearing the area is relatively straightforward. Remove the greenhouse, home and associated shack.
Maintain the following:
The internal components of the greenhouse. Existing support pylons and spray lines. Maintain just enough of the mutfruit plants to keep the settlers assigned.
Some of the foliage cannot be easily scrapped.
Select the offending brush, tree, or bumper of a wrecked truck. Disable MarkForDelete
Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
Build a Transfer Settlements console from Power > Miscellaneous down the hill near where the fire pit was, where caravans come in.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Note. The electric garage door for the warehouse is not wired in. It is purely decorative because an operational door would make the visual glitches worse.
Optional
The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:
Select the lantern besides the workshop and type getpos z to get the elevation. Select the workshop itself and type setpos z <value> using the above elevation.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.0
Initial release of this build.
71 downloads
Submitted
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Transfer Settlements - Nuka-World Red Rocket Truck Stop and Bordello
By msmfoster
This Transfer Settlements blueprint transforms the Nuka-World Red Rocket into a sprawling, multi-functional hub. Leveraging the massive build area, this overhaul introduces a high-end diner, a multi-story hotel with a hedonistic twist, and a fortified farmers' market. The site is also protected by a massive 1600+ defense rating.
The end result is a sealed-in environment that provides high defences and food production while making use of both levels of the terminal itself. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.
Details of the Build
The shoulder area between the road and the Red Rocket now houses a diner. Added a strip mall complex housing a general and clothing store. Added a medical clinic featuring surgery bays, waiting area, and recovery ward. Added a four-storey hotel featuring a club, gym, entertainment rooms, and shared accommodation. Working elevator part of the build. Added an additional strip mall complex housing a laundromat, public washrooms (like a truck stop), and a barbershop. Given proximity to the hotel, the Red Rocket has become a player home. Bubble turrets are added to the canopy, as that's a known spawn point for super mutants. Added two greenhouses with a small roadside stand to act like a farmers' market. Two small farmhouses have been added at the back of the greenhouses for additional bunks.
Key Statistics
50 bunks. 120+ food. 1600+ defence. 400+ power. 60 water. Tier 3 Medical, Restaurant (Diner), Clothing, General Store, and several bars. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Nuka World Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring. Alex Stripper Pole. Adds assignable stripper poles. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that Dogmeat and settlers can use for basic actions. Gruffydd's Signs and Posters. Billboards and signs Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the [Advanced Animation Framework](https://www.loverslab.com/files/file/5584-advanced-animation-framework/), and additionally places assignable gurneys that increase happiness. [Sex Toys of the Commonwealth](https://www.loverslab.com/files/file/4399-sex-toys-of-the-commonwealth/). Adds the random placement of sex toys throughout. Torture Devices. Addition of associated torture devices. TRX Trixter Statues Collection. Sexualised Skyrim statues that work well with the theme of this place.
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
Setup in this case is a straightforward process:
Clean out the area of clutter, trash, cars, brush, and plants. Remove the sidewalks around the Red Rocket as these will be replaced. Remove the cement curbs surrounding the gas station sign. Ensure you keep the Red Rocket itself intact, while scrapping all content inside.
Note. It is faster and safer to scrap within the Red Rocket if you disable it temporarily. Simply get the reference id and REFID.Disable followed by REFID.Enable when done.
Build a Transfer Settlements console from Power > Miscellaneous on the road by the Red Rocket gas price sign.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
Confirm that all power has been restored as expected. Most lamps will not be light, simply select them in workshop mode to light them up.
Notes on Imports
Transfer Settlements recommends leaving the area after import and not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into 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. Did more work on the Red Rocket, lighthouse doors fit the aesthetics better, and Warehouse Electric Door was added to replace the missing garage door.301 downloads
Updated
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Transfer Settlements - The Castle - Minutemen Rest and Recreation Centre
By msmfoster
A Transfer Settlements blueprint that not only repairs the walls of the Castle, but adds a three-storey annex, along with bars and entertainment for the Minutemen. Not only is the end result armed to the teeth, the recreational facilities encourage settler interaction.
This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.
Details on this build:
Repairs all of the walls using the Homemaker retaining wall elements. This creates a cleaner look that incorporates the cobblestone sidewalk pieces already part of the base build. Three-storey annex that is linked through an entrance in the wall and on the top storey. Houses bunks, bathrooms, and a full gym. Medical bays and a large ward to treat the troops (additional bunk space). Large room reserved for Tier 3 Clothing, General, Armour, and Weapons stores. Siren's Song, a club featuring a large bar, couches, and a singing settler. The General's Quarters features a bar, pole dancers, slot machines, and entertainers. Radio shack has been replaced by a bunker. Glass windows have been added to handle adverse weather. Catwalks have been replaced with warehouse equivalents. Cleaner look, permitting the idles that cannot be scrapped to work with the new structure.
Settlement Features
30 bunks. 60+ food. 800+ defence. 420 power. 120 water. All Tier 3 stores. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with some difficulty observed in getting to the first and second storey of the annex. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, glass, railings, foundation liners, cooking stations, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler, and scene rugs (carpeting). Stripper Pole. Adds assignable stripper poles.
Nice to Have
Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
There are two ways the setup can occur:
Minutemen Takeover Setup
In this scenario, the Minutemen have taken the Castle and cleaned it up for you. For this to happen, you need to leave the area and return.
Clearing the area is relatively straightforward. Remove brush, garbage, rubble within the build area. I also typically remove the railings at the top and those outside the main gates.
Take your time when removing the walls and roof of the radio shack. You may inadvertently remove key equipment to run Minutemen Radio, such as the antenna.
Within the armoury, maintain the tables containing artillery scape and plans, the shelves with turrets, and smaller shelf on the left side when facing the door. Additionally, keep the table in place. The rest can be scraped and will be replaced on import.
Note. If you have Companion Ivy installed, remove the antenna as Ivy's radio tower will replace it.
Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall.
Build a Transfer Settlements console from Power > Miscellaneous in front of the workshop.
Non-Minutemen Playthrough
In this scenario, the Minutemen do not yet exist or you cleared the area yourself and do not want to bring Preston in. In additional to what is listed above, this leaves you with the mirelurk mess to deal with, which cannot be scrapped normally.
Fortunately, there is a way to remove the elements and make the Castle a viable settlement. It simply takes time and patience to do so, but the process is straightforward.
The steps below work for mirelurk eggs, seaweed, dirt, mud, lichen, and anything else the Minutemen would normally clear out.
A few elements cannot be scrapped normally, in this case you will need to do the following:
Go into the console. Select the object (E.g., eggs, seaweed, and so forth). You can use the mouse's scrollwheel to find the appropriate target. Disable MarkForDelete
Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.
It is highly recommended that you adjust the .ini or get a mod which highlights objects selected in the console.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than confirming that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Put new catwalks in due to idles that cannot be scrapped. Cleaner look and feel than the originals. Scrapped the Singing Settler lockers as these tend to cause wardrobe malfunctions. Switched to Immersive Laundry. Doubled up the flooring under the gym.472 downloads
Updated
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CWSS Intelligent Undress 1.0 and GetDirty patch
By naaitsab
This mod aims to fix the compatibility issue with CWSS and a number of Loverslab mods. It replaces the built-in (un)dressing system of CWSS for a custom one. It prevents flickering, log spam and/or quest related issues with mods like Commonwealth Slavers. Depending on what item is worn.
Note that only items used in the ‘Base Object Swapper’ mod linked below have been patched currently. As are the CWSS items used by Nuka Ride and CS. Urinal excluded.
As CWSS provides no script sources and perk overrides scripts don’t work on CWSS furniture, this hacky method is the most resource friendly way I could think of. It required a file to be manually 'patched' using the new scripts. Feel free to add more patched CWSS furniture in the support thread of this mod.
Currently it supports the following mods:
-Devious Devices RC9
-Real Handcuffs
-Kziitd Fetish Toolset
-Nuka Ride
-Commonwealth Slavers
Highly recommended:
Universal Working Bathroom Fixtures (CWSS) - Base Object Swapper
Wash Out That Cum - with CWSS Patch
Get Dirty.
Use the attached patch that disables all (un)dress events from this mod. As it’s not patched to use the similar system as 'CWSS Intelligent Undress' and is redundant when both mods are used. (And auto-undressing when swimming is just daft right). It also disabled the messagebox when loading the mod the first time. As this can cause the opening scene on a new game to hang.
Settings
You can adjust the following settings to your liking using the console. The default values are shown.
set ICWSS_Enabled to 1
0 for disable or 1 to enable the mod
set ICWSS_RedressDelay to 0.1
amount in seconds to wait to redress
set ICWSS_ToiletUndress to 1
0 for disable removing an item worn on the body slot at a toilet or 1 to enable
479 downloads
- devious devices
- realhandcuffs
- (and 2 more)
Submitted
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Updated
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AuctionHouse - Fallout 4
By Wolfe6900
The Fallout version of Simple Slavery.
What this mod does:
-Allows the player to be sold into slavery. Currently, it has just 1 outcome. The player goes through an auction, then obtains a male follower. Once the male follower dies, the quest is complete. This can be done on an infinite repeat.
- To get there, you will need to 'coc AuctionHouse'
Requirements:
- None, other than the base game.
Future Plans:
- Link this mod to other mods like Commonwealth Slavers, Raider Pet and etc. for additional outcomes.
- Link this mod to defeat mods, allowing the player to be sent to the Auction House upon defeat.
3109 downloads
Updated
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Simple Jobs
By Wolfe6900
Simple Jobs.esp
What it is:
A simple mod that adds a few small time and radiant jobs for the female protagonist in the town of Concord. It's made to pair with more extreme sexist mods during early gameplay as a way to earn small cap awards for misc jobs. This makes the role-playing experience a little better, considering a Level 1 character probably can't go around guns blazing in a Sexist, Apocalyptic wasteland without earning some caps and arming up first.
The end goal is to make Concord a kind of "safe haven" with a sexist aura until the Player can venture out into the world.
All quests are currently voiced by AI, enhancing immersion.
No markers/quests will be populated to avoid clogging up the Player's journal. You will just need to explore Concord.
1. Maid: Work at Hotel Concord. Repletively clean rooms to make small amounts of caps.
2. Waitress: Take orders from customers and give it to the Chef to make small cap rewards.
3. Nurse: Talk to patients to earn 1-3 caps per conversation. Cash out at the end of your shift.
4. Pinup girl: Risk 1,000 caps to do a Photoshoot with a potential of 500-1,300 cap return (bonus if doing it naked).
5. Post Girl: Work as a small time delivery girl and deliver packages around town for 0-20 caps per delivery. There's 5 mailboxes (no markers), you'll need to find the right one and deliver the package to it.
6. Bar: Take orders, cook food, fetch drinks for a sexist bar for small tips.
7. Bank: Deposit, Withdraw, Invest & Receive Dividends. Investing = permanently lose the money for a 5-10% return on how much was invested on a daily amount.
8. Clothing Store: Purchase more outfits.
Most jobs give an outfit and/or have uniform requirements (keyword conditions) to progress.
Requirements:
Waitress/Postal:
https://www.nexusmods.com/fallout4/mods/2136
Maid:
https://www.nexusmods.com/fallout4/mods/27185
Nurse:
https://www.nexusmods.com/fallout4/mods/30865
(Remember to build with Bodyslide!)
Compatibility:
- Built on Fallout 4 1.10.163; may not be compatible with other builds.
Incompatibilities:
- Any mod that strips away keywords, and special thanks to Samhsay, there's now a patch for Skimpy Armor Keyword Resource (SAKR).
- Any mod that may change/add/remove doors in Concord. It was built alongside with Concord Personified so they should be compatible.
Future Plans:
- Change template NPCs so its not always the same guy.
- Different Outfits (with requirements)
- Different Poses (with requirements)
- Unlock doors when "When Freedom Calls" is finished.
- Populating Streets
- Adding Guards you can convince letting you out of the town.
- Adding Weapons you can only buy as a woman with a Mayor's note
- Creating an MCM
Bugs/Known Issues:
- Maid currently isn't working if first quest is this. Probably a multiple condition requirement met; will fix in next update.
- Postal Service won't generate NPCs. Will fix before next update.
- Game gets stuck if moving to furniture in 1st person. This is a Fallout engine problem, nothing I can do on my end. Suggestion is to play in 3rd Person.
- Postal Service: Not generating quest markers. I'm not sure why FO4 has problems setting Activators as Quest Markers.
Credits:
Derpsdale - Tera Nurse Armor, Maid Armor
Twistedsymmetry - Short Skirts
Backsteppo - Maid Armor
invalidfate - Mina Armor (not yet incorporated in game)
Samhsay - For SAKR Patch
2466 downloads
Updated
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Porno lightbox
By vjnmrf
Retexture of lightboxes to suit my taste. They are also made to emit energy (if anyone doesn't know, there will be lights glowing next to them, jukeboxes playing, etc.)
Added a version with darker and dirtier textures at half the resolution.
1289 downloads
Updated
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load screen ❤️🔥 Tasty Cookie - Full HD/2K/4K Load Screen ❤️🔥
By Cookie DLC
Hi all!
A simple loading screen substitute, without fanaticism (‿ˠ‿) Ɑ͞ ̶͞ ̶͞ ̶͞ لں͞ 😏
I made it for myself and thought I’d post it here. I want to see if such content is worth bothering with at all. Write what you think about this. All the best!
If you wish, you can support me here: Makita_ip - DonationAlerts😃
749 downloads
Updated
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BagOfDicks (anime textures)
By G04X
Assuming you use AnimeRace:
A little texture mod for BagOfDIcks by Mauler158:
For:
Recolor CBBE Skin for AnimeRace by opparco: https://www.nexusmods.com/fallout4/mods/38702
or
My Little Nanako by monoa: https://www.nexusmods.com/fallout4/mods/49813
Please choose one or the other since they have different shades and download the original mod and it should work.
Trying to learn modding, so far, good on textures, that's about it.
Any problems, bugs, or ideas, let me know, no promise that I'll do them or ever get to them, but its better then not asking at all.
72 downloads
Submitted
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Transfer Settlements - Oberland Station Interpretative Museum
By msmfoster
A Transfer Settlements blueprint that completely re-imagines Oberland Station into a pre-war train interpretative centre. The most notable feature is a multi-level museum with a train engine acting as the centrepiece. This build is a fusion of Homemaker brick walls with vanilla warehouse glass pieces.
Details on this build:
Three storey structure with a working mechanical level. First deck: Train exhibit, shops, and medical facilities. Second deck: Gym, bunks and washroom facilities. Third deck: Kitchen, bunks, and washroom facilities. Mechanical room: Working laundry, power, water, and workbenches. Repaired the roof for the switching station, while converting it into a barbershop and spa. Added a large water tower to fit in with the overall decor. Hidden radiators and wires are used to power some of the lights.
Settlement Features
30 bunks. 175+ food. 630+ defence. 200 power. 90 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. Settlers appear able to move freely, with minimal difficulties observed. Cat, dog, and child included in the build. No visual glitches observed from this build.
Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and flooring.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
Setup
Clearing the area is relatively straightforward. Remove flora, food, garbage, rubble. Leave the following intact:
The existing food production. The switching station, but clear out the inside. The train tracks.
Scrapping within the switching station an be risky. To reduce the risk, you can do the following:
Select the switching station to get the Reference ID (REFID). REFID.Disable Scrap without risk. REFID.Enable
Build a Transfer Settlements console from Power > Miscellaneous on the tracks near the edge of the build area nearest to the switching station.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Optional
There is a brand new settlement workshop near the existing one. This serves as a reference to move the existing workshop in it's place. This is purely for aesthetics, but it does make the settlement look better. Do the following steps in order:
Select the new workshop and use the following:
getpos z getpos x getpos y getangle z
These are the values I extracted:
setpos x -45666.39 setpos y -4482.37 setpos z 1583.14 setangle x 0 setangle y 0 setangle z 0
Scrap the new workshop as it is not functional.
Select the original workshop and apply the values procured:
setpos x -46104 setpos y -4368.05 setpos z 1569.18 setangle x 0 setangle y 0 setangle z 184.34
Note. While the above can be a copy and paste, confirm the values and save prior to making the changes.
Notes on Imports
Transfer Settlements recommends leaving the area after import and not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.0
Initial release of this build.
74 downloads
Submitted
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Transfer Settlements - Boston Airport Institute Research Station
By msmfoster
A Transfer Settlements blueprint that aims to make the Boston Airport a viable settlement while working within its confines. This build makes use of Institute and glass build elements from the Settlement Objects Expansion Pack. From the sky, this build looks surprisingly like a modern aircraft terminal annex.
The end result is a sealed-in environment that provides high defences and food production while making use of both levels of the terminal itself. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.
Details on this build:
One level dedicated to medical, shops, restaurant, and entertainment facilities. The latter serves as a cabaret. One level dedicated to living and office spaces. One level serving as a greenhouse, gym, and conference room. The entire outer perimeter uses glass walls to create a sealed and defensible environment. The entire perimeter is lined with turrets.
Settlement Features
32 bunks. 130+ food. 800+ defence. 360 power. 120 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. The player can move freely, but settlers show minimal inclination to move around. Cat and dog included in the build. No visual glitches observed from this build. Creates an interesting result when the player sides against the Brotherhood of Steel as the settlement itself will engage them once the player nears the site. This also happens for the Railroad in Rockets' Red Glare as the vertibird approaches the Prydwen.
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. Settlement Objects Expansion Pack. Primary build components for most of the settlement. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Mostly used for decorations, furniture, and miscellaneous objects.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for some of the flooring. Stripper Pole. Adds assignable stripper poles.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs.
Setup
Clearing the area is relatively straightforward.
Remove all clutter with exception of the floor and walls. This includes pictures, furniture, plants near the perimeter on both the main floor and the second level. Remove the two damaged support columns on both sides of the workshop.
Build a Transfer Settlements console from Power > Miscellaneous in front of the door to the left when facing the workshop.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
Confirm that all power has been restored as expected. Most lamps will not be light, simply select them in workshop mode to light them up.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Switched to Immersive Laundry. Removed requirements for Erotic Art Expanded. Adjusted positions of the merchants. Minor power changes. Made changes arrangements within the laundry room.
160 downloads
Updated
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Transfer Settlements - Finch Farm Institute Surveillance Station
By msmfoster
A Transfer Settlements blueprint that answers the question on how a family of farmers can survive with The Forged, Gunners, and Super Mutants as neighbours. This build specifically makes use of the overpass going over the property to create a multi-level Institute fortress that observes the Commonwealth as their experiments carry on below.
Details on this build:
Features an extensive greenhouse for high production. Supports all major stores that bring happiness. Mix of living and work spaces. Settlers can exist almost exclusively within the fortress without venturing down. Forward and aft turret batteries can engage Gunners and Super Mutants. Useful when the colony goes to war with either side due to the player getting too close to the property line and triggering an engagement. Thirty settlers armed with Institute weapons will clear out Revere Station in no time.
Settlement Features
31 bunks. 150+ food. 900 defence. 420 power. 63 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. Settlers occasionally fall through the floors but can move throughout. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for additional flooring.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs.
Setup
Clearing the area is relatively straightforward. Clear the area of clutter and trash, especially the large mound by the home. Feel free to tidy up the home itself, but nothing changes inside. The overall goal is to create the illusion that the Finches live below doing their thing while a community thrives above providing defence as necessary.
Clear up the overpass of clutter and vines. Those hanging below can stay since they are often a pain to scrap (see below). Be careful when working this area, it's easy to fall through.
For items that are hard or impossible to scrap do the following:
Select the vines. Disable MarkForDelete
Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
Build a Transfer Settlements console from Power > Miscellaneous on the roof of the Finch home.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
Confirm all power has been restored.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added support for Immersive Laundry. Removed Fresh Carrots Planters for regular variant. The former cannot be used for crating of recipes and drugs. Added stairs on the top level, enables the player to walk on and off the glass roofs.
197 downloads
Updated
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magazines PiCSeL's vanilla magazines hentai retexture 2K
By picsel
DLC MAGAZINES ADDED (finally).
separate archive, loose files
My own retexture of vanilla Fallout 4 magazines.
Based heavily on Hananahs Adult Magazines.
His magazines were not lewd enough for my taste.
Hope you guys like it too.
It is 2k now!
Not an upscale, actual high quality images used. Loose files.
Do not forget to download separate DLC archive, if you are planning to collect DLC magazines too. It's not included in any other archives.
1k loose files link is still available in "download" section.
COMPATIBILITY
Compatible with ANYTHING. It is just a retexture, without scripts
How to get the most from this mod?
Mod will work out of the box, no other action required.
Make sure to download Restored Taboo Tattoos mod. Bethesda forgot to put some of the vanilla magazines into the game world. The mod fixes that.
MY MAGAZINE MODS
126 vanilla magazines + 6 restored + 404 from various mods
Ultimate 536 magazines bundle, all in one style, for a devoted lewd pictures collector.
Vanilla magazines retexture (all vanilla magazines + 6 restored Taboo Tattoos)
Missing magazines retexture (+10 magazines with perks)
Wasteland Imports magazines retexture (+14 magazines, consumable, +1 magazine with perk)
Strong Legs magazine retexture (+5 magazines with carryweight perk)
Retexture of Ketaros' New Magazines (+91 magazines, with perks)
SS2 Wasteland Venturers icecream magazines (+8 magazines, allow to cook icecream)
Backpack of the Commonwealth magazines retexture (+5 new magazines, each allows to craft a backpack)
Retexture of Fahrenheit1984's XXX magazines (+73 magazines, no perks)
Erotic Art Magazines retexture (+44 magazines, allow to build erotic poster at your settlement)
Hentai retexture of Companion Ivy magazines (+73 magazines, no perks, added to the world via object swapper and leveled lists)
PiCSeL's Standalone Custom Magazines 1.0.0 (+80 magazines, no perks, added via leveled lists, standalone)
Collab
A collaboration project - standalone magazines
Complimentary mods
Maximum Chance & Less Rotation for Skill Magazine Loading Screens (loading screens will show only magazines, for you to enjoy while waiting)
Wall Mounted Magazine Shelf (better way to store and display your magazines)
Also, my attempt at retexturing billboards and posters in a lewd way:
34613 downloads
- collectibles
- comics
- (and 7 more)
Updated
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Morrigan Dragon Age Follower: FO4 Epilogue 2 - Darkness and Fire
Adds Morrigan from DAO
(there is a 1000% Chance I'm gonna confuse that with dead or alive abbreviations, grain of salt please)
Fully functional follower with FULLY FUNCTIONAL Dragon Age Origins Spells and SHAPECHANGING.
There are many safeguards to her shapechanging back. She is scripted to revert after 1 hour game time but should normally do so after combat ends.
The spells increase in potency at different intervals but the shapechange forms increase in level with her (Unlike Dragon Age Origins where shapechanging is all but useless after low levels).
her summons can increase if you complete the “bearded man” quest which triggers after you complete her main quest.
(No the “bearded man” is not Gandalf or dr strange but someone far more powerful and dangerous.)
Unlike the skeleton summons that one doesn’t stack.
There is no "Casting time" her changes are instantaneous and random.
She has Interior and exterior forms so she wont become a deathclaw in a small hallway she cant move around in.
She has three outfits.
Witch of the Wasteland. (shown)
My highly styleized version of her Witch of the Wilds outfit (I was going to ask a guy that did her skyrim outfit but then I thought..... Naaaaaah. she needs to show more skin.
Goblin Queen Outfit (only after you complete-- No survive, her quest mod). See I was finishing up this mod just as xmen 97 came out. Don't worry its the comic version. only skimpier.
Now Fully Voiced using voices based on voices I have full license to use through my Speechify studio pro license. the "in game" voices I believe it is acceptable to utilize voices to expand the existing actors dialogue for the same characters in the same game. If this is an issue I can change those to something generic.
Both For Fusion Girl and CBBE. End game "cheat" item available for those who have difficulty with the final confrontation. Also I nerfed A part of the battle where Morrigan Sheilds you from incoming projectiles simply because it makes sense story wise. If she protects you you shouldn't be exposed to die from that incident.
this is an END GAME confrontation. the enemy is meant to be difficult and potentially leave lasting damage to NPCS or you or your followers. That was not done lightly it was done to show the gravity of the enemy you face. However you can recruit Morrigan at any point, I would suggest not activating or advancing her quest until you are not "low level". Morrigan and her shape change forms level with you and with her, her spells level at different level interval and sometimes "evolve" (Ie - Walking Bomb can evolve into Virulent Walking bomb and other spells gain additional side effects).
Let me know if there are any issues. the mod itself and quest can be solved in multiple ways to arrive at the final confrontation.
Survive her quest and she will use her Herbalism skill to craft you potions.
prove yourself useful and don't say stupid shit and she will treat you less like a lackey.
also keep in mind this is Morrigan. Her true intentions are always her own. Just because she follows you doesn’t put her or you on the “good” or “moral” side.
keep an open mind that the antagonist might not be wrong.
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Her Quest.
Unlocking.
Goto Goodneighbor. See the Scene play out.
Yep - that just happened.....
come back around a week later. Talk to her in the street.
Lots of Easter eggs. No. the dancing Clown does not make an appearance in this mod.
Start a new game and see a new car.
NOTE - while this mod is voiced I still recommend you TURN ON SUBTITLES. She uses voice clips from dragon age origins.
vanilla fo4 NPCs used in this game are “cloned” so they do not interfere with any in game dialogue. They will look like and be wearing clothing of the base npc when the clone fills the proper quest Alias to appear. (Not 100% guaranteed because of timing but they use the base data of those vanilla npcs they clone. In most cases.
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There is more than one way to finish her quest but there comes a time you have to search for things out of the ordinary in populated areas. Do That.
Or look for the car from pre war sanctuary.
Report any issues.
NOTE: you do not have permission to upload, modify, This mod to any other site without my express written permission. Ask me, I will probably say yes unless its behind a paywall or monetary gain. But I want to know what is going on.
Discord Link For Questions and Answers about my DOA followers and my other mods.
https://discord.gg/wjsTfZFHNC
FYI - my disabling Certain "cheats" is not a glitch. Your adversaries magic is so powerful that it can disable your cheats.
FYI2 - If you are a complete dumbass, you can get certain vanilla FO4 characters permanently dead. This was a conscious decision to give you some "skin in the game".
FYI3 - Yes, If you were able to turn the medallion on her neck around the back shows the additional length the staff should be but that has nothing to do with this mod. (For those who pay attention to detail and know where I got that design from).
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Ill have to upload pics or vids of her shape change forms later.
links to shape change screenshots
cause I can’t upload more than 2mb clip. Some of these are old and lack sound or use an old placeholder outfit.
https://i.imgur.com/z6y2Bmm.mp4
https://i.imgur.com/14amprm.mp4
https://i.imgur.com/72WoBq0.mp4
https://i.imgur.com/m6HUho4.mp4
I will try to add some more. You can find longer ones on my discord.
NOT sure if i added this before but if Morrigan gets stuck in a form you can either get into combat again and when she leaves combat she should change back or wait for (I think its an hour maybe 2) a time and she will revert to her human form.
1407 downloads
Updated
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Transfer Settlements - Jamaica Plain Victory Garden and Home
By msmfoster
A Transfer Settlements blueprint that aims to make Jamaica Plain usable while working within the confines of the space. While it would be nice to remove the damaged buildings and abandoned home to create a coherent design, it tends to cause visual glitches that ruin the experience.
Details on this build:
Repaired the brick structure making both levels usable, and added an additional display area for clothing advertisements. Repaired the wall on the second level of the home linking to the second level of the brick building, the latter of which houses the medical facilities. Cleared out the parking area and turned it into a greenhouse. This permits high food production and supports turrets for additional security. The empty space between the liveable buildings and retaining walls now supports a three-storey brick structure. This addition supports shops, bunks, bathrooms, and a kitchen. Replaced the damaged roads and sidewalks surrounding the liveable buildings with cobblestone pieces.
Note. A third level was added to the brick building but it is purely decorative. There are no stairs leading to it and it is generally only accessible through jumping off the addition's roof.
Settlement Features
18 bunks. 70+ food. 525+ defence. 180 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive elements used along the greenhouses' outside-facing walls.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward
Clear out all clutter, brush, and trash. Remove all walls within the brick structure except for the angled one. The rest will be replaced for consistency. Remove the damaged wall on the first and second level of the wooden home. Remove the sidewalks and roads in the area surrounding wooden home. Anything below the parking lot retaining walls should be scrapped. Beyond the retaining walls there's a large tree, remove it. In the parking area the retaining wall bends in. Remove those bends along with the associated concrete posts.
To remove the tree, do the following:
Select the tree. Disable MarkForDelete
Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
Build a Transfer Settlements console from Power > Miscellaneous on the roof of the boarded up home.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
Confirm all power has been restored.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Switched to Immersive Laundry. Cloned wall to repair damaged wall on first level of wooden home. Fixed up the retaining wall leading into the parking area. Closed up one end of the greenhouse and fixed up a few panels. Removed the Caravan Trading Post. Only works if placed after meeting the quest objective.
208 downloads
Updated
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Transfer Settlements - Tenpines Bluff HalluciGen Experimental Crop Facility
By msmfoster
A Transfer Settlements blueprint that completely re-imagines Tenpines Bluff as an experimental crops facility by HalluciGen. Most of the usable space fused into a single coherent structure of Homemaker brick walls with vanilla warehouse glass pieces. Details on this build: Two floor structure (with a courtyard) that uses most of the build space for the settlement. First floor: Stores, bunks, bathrooms, laundromat, workshops, and medical facilities. Second floor: Gym and over one hundred greenhouse tables. Courtyard: Bar, singing settler, slot machines, and drink dispensers. Combination of brick walls and warehouse glass walls, creates an expansive space that still feels like you are outside. Entire second level, except for the gym, is enclosed in glass. Hidden radiators and wires are used to power some of the lights. Settlement Features 31 bunks. 175+ food. 715+ defence. 300+ power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, dog, and child included in the build. No visual glitches observed from this build. Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and flooring. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection. Setup Clearing the area is relatively straightforward. Remove flora, food, garbage, rubble, the destroyed home and shack. You will be required to scrap some trees beyond the build area in addition to the unscrapable tree within. For these you will need to do the following. Select the tree. Disable MarkForDelete Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object. Build a Transfer Settlements console from Power > Miscellaneous in the corner where the food workshop was located. Note. Import should be done with Workshop Mode enabled. Tasks After Import Because you cleared all food prior to the blueprint import, you'll need to re-assign the settlers already there. Additionally, confirm all power has been restored. Optional There is a brand new settlement workshop near the existing one. This serves as a reference to move the existing workshop in it's place. This is purely for aesthetics, but it does make the settlement look better. Do the following steps in order: Select the new workshop and use the following: getpos z getpos x getpos y getangle z These are the values I extracted: setpos x -22190.01 setpos y 89346.05 setpos z 6138.54 setangle x 0 setangle y 0 setangle z 171.89 Scrap the new workshop as it is not functional. Select the original workshop and apply the values procured: setpos x -22185.38 setpos y 89303.74 setpos z 6159.34 setangle x 0 setangle y 0 setangle z 181.06 Note. While the above can be a copy and paste, confirm the values and save prior to making the changes. Notes on Imports Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game. The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save. I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall. Note. This blueprint was tested with Transfer Settlements working under Stable. Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs. Notes on Power and Performance These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids. Warning for Dynamic Lighting Users If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing. Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement. Note. I cannot guarantee the above will work. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.0 Initial release of this build.73 downloads
Submitted
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Sanitised Ero Media Replacers Mashup
By lowl
2.2 NEW CHANGES:
-fixed Vault Billboard
-new Ice Machine n News Stand
-deleted BookVendingMachine_d since it didnt have suitable branding.
2.1
-New vending machine looks
-Changed Bustout Flag to onyl have humans.
2.0 Old list of CHANGES to Sanitised version:
-(NEW) removed redundant replacers and put textures in BSA to stop stutter on potato PCs.
-(SANITISED) Changed the descriptions of schools and places for children and alike to use words like Institution to not imply children are involved.
-(SANITISED) Changed the computer logs regarding children to ambiguous ones (Malden Middle School & Vault 75).
-New bus stop ads with lore implying nasty business, drugs that can mutate, and social engineering.
-Removed silver shroud replacer stuff since it didnt suit the quests.
Lots of replaced media.
Some made by me from scratch.
Heaps of incorporated hentai stuff.
Works without the ESP file. - The esp overwrites some cells to place pictures, put early in your load order for maximum compatibility, having other stuff overwrite this mod.
Grabbed and edited some from my favorite replacers such as:
Such a consistent and suitable style!
Edited most fan art characters to be at least a different color/shape/dress, some really hot stuff there.
Excludes quest items, magazines, consumable items, most paintings(because they appear in kids bedrooms).
Includes Cabot House paintings(unique material replacer),
Wilson Atomatoys Factory billboards(sex toy themes),
Black Devil poster
Looking for more "Lore Friendly" cutouts?
try this:
https://www.loverslab.com/files/file/29586-vault-vixen-visuals-adult-lore-friendly-complete-image-retexture-mod/
Some Examples of Edited Hentai:
Robot Box Replacers - Added Fade, Grit, and Dildo
Added Unlawful Sticker Ads
Poster Clutter More Faded and less Recognisable -so less repetitive.
3113 downloads
Updated
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I'm A Nobody
By Wolfe6900
NOTE: This mod is a trial of one of my tools to generate voice, lip and personality files - Don't expect any updates to this version or maintenance on this mod:
I'm a Nobody:
"The balcony! Get the fuck out, woman! We're fighting raiders—not babysittin' you!" - Preston (Museum Intro)
"You willing to do some work... or just here to complain like Marcy?" - Sturges
"Just make sure we can sleep with a roof over our heads. Go flirt or beg some guy to slap some beds together." - Sturges (Sanctuary)
Ever get tired of just walking through Concord and automatically given 'God Status' by the Minutemen? Would you like to feel like just another survivor trying to make it through? Then this is the mod for you! Rather if you're trying to role-play a more Survival themed fallout world or have a good laugh, this mod can provide both.
I'm a Nobody is a simplistic mod that does 2 things:
1. Adds more Minutemen to aid Preston and his team in the fight at the Museum.
2. Changes dialogue so that the female protagonist is seen more as 'Just another mouth to feed' rather than their savior.
This changes the dialogue of Preston & Sturges in the 'When Freedom Calls' and initial set up of Sanctuary. You're seen as some dumb, stereotypical woman that can't fight, build or do anything.
All lines are Fully Voiced, however, the .lip files are a little off so their lip animations may not sit perfectly. Additionally, I didn't change the actual text of what they say; this is just audio changes.
WARNING: This is a sexist mod and they will treat you as you're pretty well worthless.
More details:
- You walk into Concord and see the Minutemen actively defeating the raiders.
- You decide to walk in to the Museum of Freedom where they are still battling with the raiders.
- You knock off a few raiders in assistance.
- You talk to Preston & Sturges. They don't want you to tag along because they want fighters and useful people to their cause. They see you as another nagging woman like Marcy that has no value other than maybe something to fuck, farm or use for scavenging.
- Instead of telling you to find Power Armor and help, they direct you to scavenge ammo, so the men can keep fighting.
- You get the Power Core, the Power Armor and assist in eliminating the rest of the raiders and Deathclaw.
- When you return to Preston, he will now allow you to tag along due to the fact that he lost so many men, and you seem willing to actually pick up a weapon and fight. Although you didn't do much, and they still don't find you very useful, they will now 'tolerate' you.
- You enter Sanctuary to where Preston & Sturges give you tasks. Instead of Sturges telling you to 'build beds' and do things like that, his responses will be more aimed towards having a man build it for you or something.
- In Sanctuary, Preston won't give you repetitive tasks to save settlements. Instead, he'll direct towards more of you being a messenger to gather/rally men for him. Although you did help stop the Deathclaw, he still doesn't see you as an able fighter and pins the success on his men that died. You were kind of just there to shoot a few shots and help out.
1350 downloads
Updated