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Customizable Shock Collars
By CHETEMI59
Customize the shock collars from Nuka World! This is my first FOMOD, It took me 8 hours 🫠
(Reinstall the mod to change the config)
Hope you enjoy!
Known Issues:
No known Issues! 👍
- The LED Lighting is still blinking in red on the player character's skin despite having a different color, I'm still working on it...
271 downloads
Updated
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Transfer Settlements - Nordhagen Beach Hotel
By msmfoster
Nordhagen Beach is transformed from an isolated beachside farm into a sprawling beach resort with a working dock. The build delivers high defence, population, and food production while leaning heavily into the classic resort aesthetic.
Details on this build:
Added a large two-storey L-shaped hotel hugging the road and bridge-side of the shore. Hotel includes a basement that conceals power and water generation while providing workshop space. Added a fishing wharf with a docked fishing trawler. Added a smaller dock dedicated to a singing settler. Added beachside decor: palm trees, lifeguard shack, seaside bar, parasols, and deck chairs. Placed a large Skyrim statue as the settlement centerpiece. Several power lines and radiators routed below ground level for ambient lighting without obstructive pylons or visible lines.
Settlement Features
32 bunks. 190+ food. 775+ defences. 260 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. 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 Halloween Decorations Wasteland Workshop
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. Beach Workshop. Core elements related to making this a viable beachside resort.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Singing Settler. Beachside performer and some flooring. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like the cliff face or the main fishing shack. Scrap everything but the following elements:
Existing food plants. Existing fishing shack structure. Clear out the inside, and wooden pad leading into it.
You need to scrap the leaning power pole and the associated wires. For the wires you will need to do the following:
Select one of the wires. 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 facing the workshop.
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. You will likely need to lower the warehouse block adding additional collision meshes on the singing settler platform. Doing ModPos Z -15 from the console should send the block to the correct depth.
Optional
Want to have permanent bikini-clad settlers hanging around the beach? Do the following:
Position yourself at a prime location by the beach. E.g., fire pit near the stage. From the console type: Player.PlaceAtMe 20593 5 This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console. Repeat the above for more settlers using the idles.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.0
Initial release of this build.150 downloads
Submitted
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Fallout4 Elevenlabs Auto Voice Generator
By Wolfe6900
Overview:
Creating voice files can be a tedious and long process for the regular modder, so I made a tool that lets you connect to Elevenlabs, assign a voice to your voice type in the CK and mass generate the voice files.
What it does:
- Deciphers and filters dialogue from Fallout4's CK exports
- Connects with Elevenlabs by using your custom API key (requires a 'Starter' or 'Creator' paid version).
- Auto Detects VoiceType from your Fallout4 mod and allows you to link them with an ElevenLabs voice.
- Allows you to select dialects, i.e., 'Irish', to replace words and make authentic dialogue.
- Allows you to select different voices for different emotions.
- Allows you to skip duplicate files
- Generates mp3 (fake .wavs) files for download from Elevenlabs
- Built in Converter to make those files readable for 44.1 kHz Fallout4 .wav files
- Allows you to generate .lip files
How to use (Generic):
1. Obtain an API Key from ElevenLabs.
2. Obtain additional requirements: FaceFXWrapper, ffmpeg, ffprobe, FonixData
3. Configure your paths
4. Assign your FO4 Voices to Elevenlabs voices
5. Generate voice samples
6. Convert those samples to .wav
7. Generate .lip files
8. Move to your appropriate mod folder and you're done
How to use (Advanced):
1. Extract .ba2 files from Fallout4 - Voice.ba2
2. Obtain an API Key from ElevenLabs.
3. Obtain additional requirements: FaceFXWrapper, ffmpeg, ffprobe, FonixData
4. Configure your paths
5. Fetch voice & emotion to clone
6. Convert .fuz to .wav
7. Create clone in Elevenlabs
8. Select a dialect
9. Assign your FO4 Voices to Elevenlabs emotion/voice
10. Generate voice samples
11. Convert those samples to .wav
12. Generate .lip files
13. Move to your appropriate mod folder and you're done
How to use (Tutorial):
*Unpack the .zip to see a tutorial on how to change the Player's voice with Cait's.
[Warning:] This would cost upwards of 461,820 credits!
Links to external tools needed:
FaceFXWrapper: https://github.com/Nukem9/FaceFXWrapper/releases
ffmpeg: https://github.com/BtbN/FFmpeg-Builds/releases
ffprobe: https://github.com/BtbN/FFmpeg-Builds/releases
FonixData: {yourFallout}\Data\Sound\voice\Processing
Yakitori Audio Converter: https://www.nexusmods.com/skyrimspecialedition/mods/17765
Special Thanks to: 54yeg (for the .lip converter tool allowing me to use as a template/reference for generating .lip files.)
186 downloads
Updated
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Alfred's Sexy Clothing Replacer
To use this mod you should just use the nexus version as it has the requirenments linked, and it's not easy to do that on LL. Alfreds Sexy Clothing Replacer at Fallout 4 Nexus - Mods and community -
Finally, a mod that replaces npc armor and clothing with sexy outfits from all the best armor and clothing mods on Nexus! No longer will you wish npc's could wear that, now they can! Read description for important and detailed information and installation.
Description
This mod uses bodyslide to distribute 117 outfits (over 500 different pieces of clothing) across the wasteland to every female npc in the game. It can distribute up to 5 different types of armor, not all of them lore friendly. 117 different variations of clothing and armor, replacing the vanilla assets. The armor will still have the vanilla defense value, so it will not mess with the balance of your game. All of the actual plates and outer garments will be invisible (so that it is more immersive) but you will not find the wasteland a walk in the park, as enemies still equip stronger armor and level up as you do.
Anther to note is that the armor is all extremely lewd, revealing nipples and butts, because that's what you clicked on this mod to see. A lot of npc's have nipple and vagina piercings, and some tattoos (although not overdone.) If you stubbled across this mod by accident, because it is my first mod, you are very lucky to have found this because it is a huge time consumer to put this together correctly.
If you have any other sexy outfits that you would like to add let me know in the comments. Currently, I've only distributed about a third of the library that I have accumulated, and don't mind adding more. This mod currently distributes over 500 pieces of outfits and clothing to a very large amount of npc's. I recommend a mod like Mostly Female NPC's at Fallout 4 Nexus - Mods and community or Femout4 - All NPCs Now Female at Fallout 4 Nexus - Mods and community to ensure all the outfits are used. Femout adds more especially to the brotherhood of steal faction but it esses with the player's voice a bit, so if you want more immersion don't use it.
Installation instructions
Step 0: Make sure you install caliente's cbbe mod and select all vanilla and dlc outfits. HARD requirement.
Step 1: Download all the requirements.
Step 2: Right click on Lazman's all in one outfit replacer, open in file manager, delete meshes (you need to do this or else his mod will override this one)
Step 3: Go into bodyslide, select cbbe bodies in the group tag, right click on meshes in the bottom left corner and select "fusion girl-nude." In the top left under preset select "Lazman Fusion Girl Naked Preset," Then left click build. (you might be able to use other presets but they are built through a different format of bodyslide which might not work)
Step 4: (optional) make an output folder in bodyslide. You shouldn't need to build the outfits because it works without my meshes active, but for some reason if you do want to build everything, make sure this mod overrides your output folder. (If meshes get disorganized in your data folder they might accidentally replace or override these files, especially if you build lazrman's outfits and they go into data and get mixed up) "Bodyslide" is my outfit folder. Example:
Bodyslide tutorial: BodySlide Quick Start Guide (for Skyrim SSE, AE, Vortex or MO2)
Main features
Distributes sexy outfits to all female npc's in the game (excluding a few that will come in an update) .
Requirements
Make sure to download all the files in the requirements tab on my nexus page, as without these you will have invisible armors. You also need OCBP Alfreds Sexy Clothing Replacer at Fallout 4 Nexus - Mods and community
All mods that are linked are required unless you want your npc's to have invisible clothes.
259 downloads
Updated
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Transfer Settlements - Somerville Place a Farming Community
By msmfoster
Somerville Place is defined not only by its convenient location near the Glowing Sea and a Gunner vault, but also by its unforgiving terrain and the lone Destroyed Home structure. This blueprint builds on that to create an expansive, thriving farming community. The added barn, homes, and structures form a layered defense strong enough to make even a legendary alpha deathclaw will think twice.
Details on this build:
Repaired the destroyed home to house the diner, general store, and clothing store. Created an elevated area with retaining walls for access to four bunkhouses. Added a large two-level barn: ground floor used as gym, upper level serves as a workshop. Placed two large cisterns beside the barn to conceal water generators while preserving the farm aesthetic. Dedicated medical facility with surgical bays. Dedicated laundromat that also houses the barbershop. Added a large bunkhouse nearer to the water to fully enclose the settlement. Every structure equipped with independent power. Double-flooring used throughout to reduce settler fall-through issues.
Settlement Features
30 bunks. 140+ food. 860+ defences. 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. 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.
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.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area can be done quickly. Still, save often just in case scrap the destroyed home. Be sure to maintain:
Destroyed home, but toss the contents. Existing food plants and surrounding fence. Tree with swing. Water pump. Fire pit.
Note. To make scraping less risky around the Damaged Home consider using Disable during the scrap and Enable when done. Be sure to note the home's Reference ID in case you click on another object by mistake.
Build a Transfer Settlements console from Power > Miscellaneous facing the workshop.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.0
Initial release of this build.
114 downloads
Updated
-
Transfer Settlements - County Crossing Motel
By msmfoster
What is missing by a military training facility? A motel!
County Crossing is transformed into an L-shaped motel that gives off a by-the-hour vibe. This build delivers high defence, population, and food production while leveraging the Settlement Objects Expansion Pack High Rise pieces to give it a distinctive look.
Details on this build:
Added a large three-storey, drive-through L-shaped motel. Workshops, power generation, and water located on the third level. Rooftop planters for additional food production (viable even in sieges). Large concrete area with vintage cars (scrap if concerned about explosions). Existing power lines along the settlement activated for perimeter lighting. Placed a large Skyrim statue as the centerpiece (hides flames from an unscrapable fire pit).
Settlement Features
34 bunks. 150+ food. 680+ defences. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
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. Settlement Objects Expansion Pack. Primary build components for the settlement. Homemaker. Concrete floors, retaining walls, 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.
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. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like one of the power poles. Be sure to maintain:
Existing food plants. Power lines traveling along the road facing the nuclear power plant.
Some of the foliage cannot be easily scrapped.
Select the offending brush or 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 between the fire pits.
Note. Import should be done with Workshop Mode enabled. Tasks After Import
No additional requirements other than confirming all power has been restored as expected.
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.
Note. The window shutters can only be accessed from the outside. You'll need to use tcl to reach most of the windows. 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.
98 downloads
Submitted
-
Transfer Settlements - Boylston Club Coastal Cottage
By msmfoster
A Coastal Cottage that lives up to its name: A rebuilt three-storey cottage with basement and fixed garage, that offers commanding views of the fish plant and mirelurk queen spawn points. Meets the goal of building within the existing template without sacrificing food production.
Details on this build:
Removed existing cottage and cleaned out the sinkhole. Created a three-storey cottage with large observation area. First deck: shops, bar, and medical facilities. Second deck: bunks, washrooms, gym, and barber shop. Third deck: bunks, and washrooms. Basement: power, water, and laundry. Repaired garage serving as a workshop. Added large Skyrim statue near entrance as showpiece. Discounting rooftop turret lines, only one visible power cable from the exterior. Radiators/conduits routed below surface for lighting without marring views.
Settlement Features
28 bunks. 170+ food. 525+ defense. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
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, 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. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets in the basement and roof outcroppings. 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 flooring in the gym and barber shop.
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. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward:
Remove the existing cottage and clutter found throughout the build area. Remove the damaged roof for the garage and the clutter within. Do not remove the garage itself. Remove all clutter within the sinkhole itself. This significantly expands the usable space.
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., ivy or wood plank). 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 facing the workshop.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on 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.
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.
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.
95 downloads
Submitted
-
Transfer Settlements - Egret Yacht Squadron
By msmfoster
Egret Tours Marina reimagined as a fancy yacht squadron. A single large structure houses stores, medical facilities, and a club. Wasteland elegance amid the ruins.
Details on this build:
Removed derelict buildings, workshop, warehouse/boat launch; replaced with large coherent structure. First level: shops, club, kitchen, medical, pump room, enclosed courtyard. Second level: bunks, washrooms, greenhouse. Third level: large workshop area, rooftop garden. Converted diner to barbershop. Converted boat shed to gym, and clipped in a warehouse electric door. Floated fishing trawler that is ready in all respects to go to sea. Replaced boat launch retaining walls for a consistent facade. Added large Skyrim statue near entrance as showpiece.
Note. Warehouse glass pieces add a reflection component that may tank your framerate when you are in the courtyard or greenhouse area. See Unrelated But Useful for more information on mods that may help.
Settlement Features
28 bunks. 115+ food. 470+ defense. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build other than at a distance when the entire structure has not yet loaded.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants Halloween
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
Setup
Clearing the area is relatively straightforward. Remove the warehouse, sidewalks, and outbuildings.
Maintain the following:
Docks and retaining walls. Remove retaining wall starting at the first corner piece, all the way to the boat shed. Diner and refueling station (remove the sliding panels blocking two windows) Boat shed, but clear out it's contents. Power pole by the warehouse.
Clear out the remaining clutter, including junk cars.
Build a Transfer Settlements console from Power > Miscellaneous facing on the road coming into Egret Tours Marina facing the bridge.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and do not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Duplicated boat for precise placement during import. Duplicated and replaced retaining walls to create unified facade. Added pier surface to the top boardwalk to improve navmesh. Added a statue at the entrance along with additional lighting. Added Immersive Laundry. Removed Singing Settler lockers to avoid frequent wardrobe malfunctions. Replaced sliding panels within the diner with window duplicates. Clipped in a warehouse electric garage door for the boat shed. Closed up and repaired the third deck for a cleaner look.
177 downloads
Updated
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Transfer Settlements - The Slog Recreational Facility
By msmfoster
The Slog Recreational Facility
A Transfer Settlements blueprint that attaches a multi-level administrative building to the shower facilities and adds a greenhouse. The end effect increases bunk space and food production, while simultaneously increasing defensive capabilities.
Details on this build:
Main building houses shops and medical facilities with a central lounge area. Open warehouse over the settlement workshop for workbenches and additional turrets. Large greenhouse provides additional defensive capability in that area. Brick structure added to the main building. First deck: Contains washrooms, gym, and kitchen. Second deck: Contains bunks, and the third houses a barber shop. Third deck: Contains a barbershop, massage table, and spa. Easy roof access of The Slog through the administrative building.
Note. It is possible to open up a doorway between The Slog and adjoining administrative building. However, NPCs will not use it and it may cause visual glitches. Save before you scrap the wall.
Settlement Features
25 bunks. 130 food. 630+ defence. 260 power. 60+ water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, 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. Flooring for the gym and barber shop.
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. 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:
Cleanup the area removing all beds, showers, furniture and junk. The pool and surrounding areas should be clear of clutter, brush, and park elements.
Maintain the following:
Maintain the existing food production, since this build will simply add-on to the existing stock. The fire pit besides the boarded up door leading into Arlen's workshop.
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., Holly or Dierdre's bed). 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 on top of the workshop.
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
Added washers and dryers from Immersive Laundry. Increased the amount of idles found throughout. Closed off the roof of the administrative building, while maintaining the same amount of turrets. Added a saloon, spa, and massage parlour mix within the additional space created above.
229 downloads
Updated
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Transfer Settlements - Croup Manor Redux
By msmfoster
A Transfer Settlements blueprint that aims to repair Croup Manor making every level viable. This focuses on a high settler count that fits within the manor itself and a high food production.
Details on the changes below:
Damaged walls are replaced by intact duplicates. Replaces the floors and roof with Homemaker pieces. Removes the carport and replaces it with a two-door garage with an electric door. Replaces the deck overhang. Extends the roof onto the third deck balcony to add living space. Removes internal walls to allow for more efficient spacing. Maintains the existing stairwells for pathing.
Settlement Features
21 bunks. 99+ food. 415+ defence. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated medical area. 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
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area can be relatively quick. Still, save often just in case you accidentally scrap something important like stairwells, and cliffside.
Gut the main home with exception of the stairwells, and intact walls. Start from the third floor and remove the roof, accoutrements, garbage, and clutter. Remove all internal walls, floors, and damaged exterior walls. Remove the carport, storage above the workshop, and pavement in the carport area. Remove deadfall, trees, dead leaves. Leave scaffolding leading to the statue intact. Remove the door leading into the carport.
Build a Transfer Settlements console from Power > Miscellaneous anywhere on the road. I prefer to place it nearer to the cul-de-sac as you can see the larger structures take shape.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
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 2.0.0
Complete rebuild of the settlement with a focus duplication and precise placement of pieces by copying existing geometry.218 downloads
Updated
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Main menu video changer
Main menu video changer with lewd one from Nenna.
Replace files in the following directory - C:\...\Fallout 4\Data\Video and C:\...\Fallout 4\Data\music\Special
That's all, there is nothing)
Credits - Nenna
388 downloads
Updated
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main menu Sissy PMV main menu replacer with sound.
This one replace your main menu video with Sissy PMV with sound
Installation - Replace "MainMenuLoop" in C:\...\Fallout 4\Data\Video and put "Special" folder in C:\...\Fallout 4\Data\music
That's all, there is nothing)
506 downloads
Updated
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My Fav Fusion Girl Body preset
One of my bodyslide presets for fallout 4. Thats not bimbo, but pretty nice body
Put this file in the following directory - Fallout4\Data\Tools\BodySlide\SliderPresets
Thats all, there is nothing)
220 downloads
Submitted
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TheKite VTS change of numbers
By vjnmrf
Replacing the Vault numbers with something more appropriate for the situation.
Since only the textures are being replaced, everything on the workbench will remain the same.
Accordingly:
111 > slut
69 > whore
81 > bitch
88 > cunt
Original mod
178 downloads
Submitted
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Red Seat District (DCE) music replacer
By deff.
Heya!
Bored from original Red Seat District music in Diamond city? Want to drink some beer and chill in 80-90s strip bar? This mod is for you! It replaces music in Diamond City Red Seat district. As I'm quite big fan of 80' and 90' rock/strip music (blame my parents that I born in that time) this mod includes 16 tracks from 80' and 90' strip clubs. There are some songs from my radio mod as well, but I'll not spoil this time.
Let me know, if it's not enough with 16 tracks - these tracks are combined 4x4. I never stayed in Red Seat District too long, and I have no clue how songs are mixing.
Requirements: Diamond City expansion (hard)
Suggestions: I highly recommend to install DCE Atmospheric Red Seat (site is correct, look in optional files). Put it after Diamond City Expansion in left pane in Mod Organizer 2 (if you are using Vortex, you should figure by yourself). This mod should overwrite DCE.
Installation: Install mod with your mod manager
203 downloads
Submitted
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Krazyones SAKR Skimpy Armor Keyword Resources Addons
By Krazyone
Info...
I have plenty of Clothing Mods on The Nexus, I also like SAKR. Skimpy Armor Keyword Resources. As it takes out the guesswork out of clothing.
Such as mods working out what the clothing your character is wearing, as well as what it looks like. Is it a Top, Bottom, Full Outfit, Heels.
Is it tight, or loose fitting, slutty, or damn right obscene to wear in public.
Features...
- TAGS for clothing types
- Mods can tell if a piece of clothing is Top, Bottom, Full, Heels, Stockings, Sheer, Slutty, Tight, Loose
- Knowing Armor Slots not needed, with a mod that reads the TAGS. Sexual Harassment does this
- Mod Organizer 2 instructions in mods Notes section
- Works with my Clothing Treasure Hunt mods, on The Nexus
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================================================
Required mods...
Needed...
- SAKR Skimpy Armor Keyword Resources
- Armorsmith Extended
- AWKCR Armor and Weapon Keywords Community Resource
Mods that use this...
- Sexual Harassment
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Load Order... Mod Organizer 2
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Links...
- Rubber Duck's SAKR Repo
- NGamma's Skimpy Armor Keyword Robco Patches
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Files...
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16053 downloads
Updated
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Transfer Settlements - Red Light Entertainment at the Red Rocket
By msmfoster
A Transfer Settlements blueprint that makes the Red Rocket the centre for red light entertainment for the Commonwealth. It creates an annex that houses stripper poles, beds, a gym, and eases access to the roof for food production.
This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition to complete the look, but they are not contained within this blueprint.
Details on this build:
Added four-storey annex to the garage. End result is a nearly seamless addition that increases usable space. First Floor: Entertainment rooms and bathrooms. Second Floor: BDSM club, gym, and bathrooms. Third Floor: Kitchenette and bunkhouse. Fourth Floor: Bunkhouse. Food production on the roof of the Red Rocket to maximise floor space for entertainment. Garage is primarily dedicated to workshops. Office area of the Red Rocket converted into a medical facility. Flooring for the area has been changed to red cobblestone pieces from Homemaker. Area for the coolant pumps houses shops, stripper poles, and a singing settler. Hidden radiators and wires are used to power some of the lights.
Settlement Features
28 bunks. 60+ food. 425+ defence. 200+ 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. 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 Enclave Remnants
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and 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. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. 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. Torture Devices. Addition of associated torture devices used for the BDSM lounge.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Remove brush, garbage, railings, rubble, and sidewalks from the build area. The exceptions are:
The billboard at the edge of the property and the associated hedge row. Thin out the trees to make the sign visible from both sides. The Red Rocket building itself.
Clearing the area is relatively straightforward:
Build a Transfer Settlements console from Power > Miscellaneous between the Gas Price sign and guardrail demarking the entrance.
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
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 GraygardenExt from the console. Wait a couple of minutes before venturing into the home itself. Once inside wait a few more minutes before saving.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Adjusted power and routing. Conduits within the Red Rocket itself are hidden and smaller fusion generators removed. Added washers and dryers from Immersive Laundry. Closed up the roof, walled and patched to create a forth usable deck. Second deck converted into a club. Most of the rooms are now double walled for aesthetics. Removed requirement for Erotic Art Expanded. Removed Singing Settler lockers, reducing the number of wardrobe malfunctions. Increased the number of idles throughout. Razorgrain fields added along the edge of the settlement for increased food production.
905 downloads
Updated
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Transfer Settlements - Starlight Drive-In: a Potemkin Village
By msmfoster
A Transfer Settlements blueprint that transforms Starlight Drive-In into a gated community. The layout is straightforward, making use of the existing projector building, and aims to create an idyllic fifties community. The overall aim is to create a larger version of Covenant.
Details on this build:
Cleared out the area of clutter, trash, brush, and trees. A bunker structure for power and water generation. Dedicated buildings for the general store, clothing store, and barbershop. Starlight diner makes use of the existing structure. Large greenhouse makes up most of the food production for the settlement. Several homes, each featuring kitchens and bathrooms. Working fountain for the town square. Remaining wing of the projector house is set up for a singing settler.
Settlement Features
32 bunks. 110+ food. 945+ defence. 300 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 minimize visible power lines. Cat and dog included in the build. No visual glitches observed from this build other than at a distance when the entire structure has not yet loaded.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
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. Singing settler and flooring in the gym and barber shop.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Better Armory Mod. Great mod for creating an armoury and displaying associated weapons. 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. 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. Clean out the area, including roads and sidewalks, with the exception of:
Still-standing portion of the projector house. Scrap the boarded entrance and door on the other side. Projector Screen. Intact billboard. (Optional) Settlement workshop shed. May cause clipping if removed, but does not affect the overall look of the settlement.
Note. To make scraping less risky around the Projector Building consider using Disable during the scrap and Enable when done. Be sure to use the Projector's Reference ID in case you click on another object by mistake.
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., ivy or wood plank). 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 on top of the screen.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added washers and dryers from Immersive Laundry. Fixed up the fountain, one of the waterfalls was missing. Fixed up the second deck of the general store. Roof repaired and walls added to create a workshop and lounge. Added a billboard sign on the other end of the Nuka Cherry advertisement.
389 downloads
Updated
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Transfer Settlements - Graygarden Institute Surveillance Station
By msmfoster
A Transfer Settlements blueprint that answers the question on how a bunch of relatively unprotected Mister Handys could survive for over two hundred years. This build specifically makes use of the overpass to create an Institute fortress that observes the Commonwealth as their experiments carry on below.
Details on this build:
Replaces every element of the greenhouse with intact versions. Adds additional greenhouse tables and food. Builds a large structure into the overpass, with a tower leading down to the ground level. This houses settlers, shops, and medical facilities, keeping Graygarden mostly intact. Increases the amount of available bunks to boost food production. A series of stairs allows you to access the topmost deck of the overpass. If you travel along and jump the gap you will reach the crashed vertibird above the military checkpoint.
Settlement Features
19 bunks. 120+ food. 750 defense. 200 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 minimize 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. Settlement Objects Expansion Pack. Primary build components for most of the settlement, fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects. Advanced Bubble Turret Set. Unobtrusive defensive elements that fit in well with the theme of a heavily armed fortress. Turrets are either Heavy Institute Laser or Gauss Rifle turrets. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
Nice to Have
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. 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 the floor and greenhouse elements of Graygarden. Be sure to maintain the water pipes, existing food, and tables that support them; clear the rest of the clutter.
Note. Pull the Graygarden signs away from the building slightly. This will prevent them from clipping into the new walls.
Remove eroded cliffs, trees, your new car, and brush. Remove clutter from the platform supporting the settlement workshop. Remove the fence surrounding it, as well as the smaller platform located nearby.
Clear out the middle overpass level; you can walk up the damaged portion. Remove clutter, trash, vines, and vehicles. The car at the edge of the build area will need to be pulled towards you to scrap using the MoveTo command.
Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added washers and dryers from Immersive Laundry.192 downloads
Updated
-
Transfer Settlements - Abernathy Fortress
By msmfoster
A Transfer Settlements blueprint that showcases how protective Blake Abernathy is of his daughter, Lucy. It removes the makeshift home and creates a fortress using Brotherhood of Steel build items from the Settlement Objects Expansion Pack. The end result is a build with high defence, food, and population levels.
Details on this build:
Replaces the existing wooden structure built into the power line with a three-level fortress. Topmost level supports rows of turrets to fend off any potential foe. Main deck is dedicated to shops, leisure, and medical facilities. Second deck contains bathrooms, bunks, and a full gym. Third deck contains more bunks, including a smaller area that could serve as the Abernathys' home.
Settlement Features
32 bunks. 150+ food. 745+ defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. 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 Automatron Far Harbour
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. 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. Additional flooring used in the settlement.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Clear out the existing structure and contents while maintaining the power transmission tower. Remove fencing, shrubs, trees, and other elements.
Maintain the following:
The pen surrounding the brahmin. The piping leading into the silos. The silos themselves should be removed as they will be replaced.
Note. To make scraping less risky around the Transmission Tower consider using Disable during the scrap and Enable when done. Be sure to use the towers's Reference ID in case you click on another object by mistake.
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., ivy or a string of lights). 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 within the brahmin pen by the gate.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added washers and dryers from Immersive Laundry.273 downloads
Updated
-
Transfer Settlements - Sunshine Tidings Luxury Cabins and Resort
By msmfoster
A Transfer Settlements blueprint that re-imagines Sunshine Tidings. While maintaining the overall footprint, it redoes the cabins to make settler and player travel easier and increase the amount of bunks available. The site mimics resorts that were popular during the fifties and sixties.
Details on this build:
Replaces every cabin with a similarly themed home. Each includes a washroom, kitchen, fireplace, and counter. Every home is individually powered but linked together. This would permit their turrets to engage enemies even if linking power lines are damaged. Replaces the food hall with a larger facility that houses stores and a dedicated medical clinic. Replaces the bathroom with a dedicated gym. To make things easier in the demolitions phase, workshop building is redone using standard components and flooring making the doors functional. Every outside building has turrets on the roof, creating an all-around perimeter to fend off attacks.
Settlement Features
24 bunks. 125+ food. 850+ defences. 360 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
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. Additional flooring in the settlement.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Remove all the cabins and their contents, along with the dining hall, workshop area, bathroom, and outhouses. For aesthetics, maintain the grain silos.
Build a Transfer Settlements console from Power > Miscellaneous on the path leading into the area by the dining hall.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added a laundromat with washers and dryers from Immersive Laundry. Replaced the warehouse doors with powered variants. Added a Skyrim statue of Mara as a showcase before entering the shops.237 downloads
Updated
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Latex Collar Curse 1.30 - russian translation
By Samhsay
Перевод на русский язык мода Latex Collar Curse версии 1.30. Даже не совсем машинный.
В переводе могут быть ошибки. Прошу все замеченные текстовые странности скринить и слать сюда. Я, хотя бы, попытаюсь их найти и исправить.
Версия файла с уже установленными патчами. Требует Boston Devious Helper, но при отсутствии будет только пустой пункт в MCM. В связи с этим, если у вас есть BDH, то этот мод нужно ставить после него.
Если автор оригинала попросит удалить файл, он будет удалён.
Далее информация о файле, взятая из оригинальной темы:
Об этом файле
НОВОЕ: 1.30 + Patch 1 Интеграция BDH Slutwalk и многое другое!
SAKR Patch 1 для версии 1.29 (исправление редких проблем начального сканирования)
Патчи: если у вас установлена версия 1.28 или 1.29 и вы используете Dreams, установите патч 1. Он исправляет критическую ошибку
Выпущена 1.29, интеграция Provocative Perks и многое другое!
Выпущена 1.27 + Patch 1! ОБЯЗАТЕЛЬНЫЕ ИСПРАВЛЕНИЯ ДЛЯ DREAMS и многое другое
Выпущена 1.26! Застрял во снах (ваша новая мини-игра «похищение») и исправления!
1.25: 100+ потенциальных актеров для Dreams, 1000+ вариаций нарядов (используя установленные моды на одежду) и многое другое
ОБЗОР
У этого мода 4 основные функции. Вы можете включить/выключить их в MCM
1. Dreams. Игрок начнет видеть фетиш-сны, если уснет возбужденным или травмированным
2. Раздражающий ошейник. Он будет давать игроку задания, если его надеть. Он будет применять к игроку различные перки и эффекты.
3. Контроль оргазма и дерево сексуальных навыков. Игроку будет трудно достичь оргазма во время секса по обоюдному согласию. Чтобы преодолеть это, вам нужно развить дерево навыков
4. Проклятые наряды. Игрок будет вынужден носить сексуальные наряды, находясь под гипнозом
ПРЕДЫСТОРИЯ:
То, что вы пережили в криокамере, наблюдая за тем, как стреляют в вашего мужа, было настолько травмирующим, что вы почти полностью потеряли способность испытывать нормальный оргазм.
Только когда вы находитесь под воздействием травматического опыта (например, изнасилования или ношения шокового ошейника / проклятого ошейника), вы можете испытать оргазм. Во всех других ситуациях, включая мастурбацию, ваш разум полностью закрыт!
Путешествуя по Содружеству, вы ищете не только своего сына, но и лекарство. Кто знает, может быть, нахождение вашего сына — часть решения...
Проклятие латексного ошейника
Происхождение этого ошейника неизвестно, он может быть создан каким-то безумным ученым, институтом или, может быть, его построили инопланетяне. Известно, что он может автоматически надеваться на человека, когда его сексуальные желания не удовлетворяются слишком долго. После надевания вам потребуется начать управлять своими желаниями и попытаться избегать оргазмов в течение некоторого времени.
Проблема в том, что проклятие будет надевать на вас все больше и больше устройств, если вы не будете удовлетворены слишком долго. Каждое новое устройство будет иметь свои собственные условия снятия. Некоторые могут потребовать от вас заняться сексом, получить несколько оргазмов, ходить голышом или даже быть изнасилованным или изнасилованным. Некоторые могут потребовать от вас делать все это на публике, а некоторые дадут вам ограниченное время для выполнения этих условий. Некоторые могут потребовать от вас прекратить использовать стимулятор, некоторые мерзкие устройства могут даже попросить вас прекратить есть обычную пищу. Выход — либо выполнить эти условия, либо подождать, пока проклятия не развеются сами по себе.
Еще одно. Ошейник любит спермо-шлюх, так что вы можете удовлетворить ошейник, поглощая все виды спермы, чтобы получить ключ!
Вы можете контролировать свои желания или вы будете вечно в ловушке?
P.S. Большинство устройств не мешают владельцу ходить или сражаться. Так что вы можете сражаться, выполнять квесты и т. д. Вы получите наручник, если носите все остальные устройства, но наручник не потребует специального ключа и может быть открыт обычным ключом DD или после того, как персонаж будет изнасилован определенное количество раз. Если вы включили кляпы KFT, это может стать настоящим испытанием, так как вы не можете говорить, так что приберегите немного спермы для сложных ситуаций.
Требования:
Этот мод esp помечен как esl, поэтому он не займет места в вашем порядке загрузки. Порядок загрузки не должен быть важен, мод не отменяет никаких форм.
Это ALPHA-релиз, Devious Devices сами по себе сложны, и здесь мы добавляем KFT в смесь. Но в большинстве случаев все должно работать Вы можете использовать MCM, чтобы приостановить модификацию/отключение устройств, если вам это необходимо. Кроме того, это мой первый опубликованный мод, я все еще учусь Могут быть конфликты с модами, которые активно используют DD, и наверняка есть ошибки.
НЕОБХОДИМЫЕ МОДЫ
Devious Devices_2.0_RC9_Beta1+ (RC8 НЕДОСТАТОЧНО). Рекомендуется RC9 beta 2. Когда ваш менеджер модов предложит вам это, ОБЯЗАТЕЛЬНО перезапишите devious devices (безопасно!), есть 3 обновленных сетки корсета для Beta 1 и 1 файл для Beta 2.
SexAttributes2.7.3. Более ранние версии, скорее всего, подойдут.
Torture Devices 2+
ComMoisturizer_v1_05. Все может стать грязным, когда вы едите сперму
SkimpyArmorKeywordResource1.1.2. Некоторые устройства потребуют от вас рейтинга SAKR 99, если они установлены
AAF_Violate_V1.60 MCM Option: Проклятые устройства будут деэкипированы Violate. Проклятые устройства будут экипированы обратно после отключения устройств KFT.
Confirm boxes если у вас возникли проблемы с окном уведомлений информации/навыков. это отличный мод пользовательского интерфейса, не имеет зависимостей, esp, скриптов, сохраните для установки/удаления в любое время
AAF и F4SE
НАСТОЯТЕЛЬНО РЕКОМЕНДУЕТСЯ
Kziitd Fetish Toolset 1.0 Beta 2 или выше (с патчем совместимости!). Будет работать без него, но вам не хватит разнообразных капюшонов и шлей
RealHandcuffs.0.4.14 и SexHarassment1.19.3. С этими модами все становится еще сексуальнее и сложнее, а ошейник будет считаться ошейником-шокером (можно отключить в MCM).
Better Living Through Cumistry. Вы можете использовать зелья CUM из BLTC, чтобы получить ключ!
RobCo Patcher, если вы используете Deviously Cursed Wasteland или FO4 Nude Basics
Nuka Ride 6.4.0+, если вы хотите, чтобы Bimbo walk из мода Nuka Ride носили ошейник. Ошейник НЕ будет экипирован, если экипированы ошейники Nuka Ride Bimbo
Bad End Animation Pack. Важно для снов и необходимо для "Stuck In Dreams"
Provocative Perks Сексуальные наряды SAKR будут иметь случайные бонусы от этого мода
ИНТЕГРАЦИИ
Wasteland Dairy Framework v3.025a. Ошейник распознает пакеты CUM из WDF
WLEGG_WastelandEggspansion_0.423+. Устройства, требующие поедания спермы, не будут считать желе едой, поэтому вы можете их обмануть
Commonwealth Slavers 2.3+. Ошейник НЕ будет экипирован, если экипированы ошейники Slavers
Deviously Cursed Wasteland. Удаляет слот 36 с пояса Джека, чтобы предотвратить конфликты со шлейками (требуется RobCo Patcher)
FO4 Nude Basics v1.07 KP Удаляет слот 41 из Milker Pasties, чтобы разрешить доение в латексном костюме (требуется RobCo Patcher). Отключить F4B Gag Quest при ношении LCC Gag
Boston Devious Helper 0.3.21. Ошейник НЕ будет экипирован, если экипирован Boston Devious Helper
SAKR Tags:
КАК УДАЛИТЬ
Уберите все устройства с помощью опции MCM и ОТКЛЮЧИТЕ проклятие в MCM. Выбросьте все собранные вами Daytripper CUM. После этого удаление должно быть безопасным.
ИГРОВАЯ МЕХАНИКА
216 downloads
Updated
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Fallout 4 polish mods translations / polskie tłumaczenia modów
By nojedzto
Magno CUM Gaudio 2.12.50 - polskie tłumaczenie wip1.1
* Wersja wip, tłumaczenie nie jest kompletne, możliwe błędy i nieścisłości w tłumaczeniu.
Wymagania: Tłumaczenie zawiera jedynie pliki esp i json, więc potrzebujesz zainstalowany również oryginalny mod.
Instalacja: Za pomocą Mod Organizer, umieść tłumaczenie pod modem aby mod został nadpisany.
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Raider Leather Gear 2.3 - polskie tłumaczenie 1.1
Wymagania: Tłumaczenie zawiera jedynie plik esp, więc potrzebujesz zainstalowany również oryginalny mod.
Instalacja: Za pomocą Mod Organizer, umieść tłumaczenie pod modem aby mod został nadpisany.
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Oryginalne mody:
[AAF] M.C.G. (Extended Social Interactions) - Misc Sex - LoversLab
Raider Leather Gear at Fallout 4 Nexus - Mods and community
Wsparcie:
* Nie testowałem instalacji za pomocą vortex lub manualnej, ale jeśli w jakiś sposób nadpiszesz pliki powinno być ok.
* Przyjmuję wszystkie znalezione błędy i propozycje ulepszeń tłumaczeń:
- Discord: yourdadgayslut (tak, nazwa miałą być dla jaj)
- Tutaj pod postem, ale zaglądam rzadziej
32 downloads
- translations mods
- translations
- (and 6 more)
Updated
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R34 Fallout 4 Animated Main Menu Theme-Ellie TLOU2
A simple Adult Main menu theme replacer based on TLOU2 character Ellie with video and audio. Tested on 1.10.163. Probably works fine on all versions as its simple UI edit. This is my first attempt at learning simple interface modding so kindly forgive any mistakes. And feel free to comment about any issues.
Source R34
Tools used ;
RAD video for the bk2 clip
Audacity for audio mixing/merging.
1541 downloads
Updated
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Bad End Purgatory-Death Penalty and other tweaks
By gegging
I was messing around with two mods to practice papyrus script modding and thought this was funny enough to share.
Bad End Purgatory, which only triggers on Bad End of AAF Violate, will now trigger for all deaths.
When you exit purgatory, you will teleport back to where you have died instead of Sanctuary.
Requires Death Penalty by Ultimate Coffee and Bad End: Purgatory by EgoBallistic
Compatibility:
Unless you want enemies to follow you to purgatory, disable "essential player" in AAF Violate's settings.
Any mods that make the player essential/protected etc. will not work well with the original mod Death Penalty. How it works is that the game checks if your health goes below 0%, it will either put you in a state where you will use a regenerative item, or kill you thus sending you to Purgatory.
Additional notes:
In original Death Penalty, time passes from death to respawn and the amount depended on how far you were from the last bed you used or the closest safest bed. That is no longer the case because I felt it redundant due to Purgatory. Due to how it combos, some options in Death Penalty MCM are either redundant or doesn't work.
Credits:
UltimateCoffee and EgoBallistic for the original mod and code.
RSEII CSA easy mode script.
Reduced the failsafe of visitors visiting the player from 120 seconds to 15.
Disable safe distance applies to outdoor areas as well. Upon recapture, the recalculated safedistance will respect disabling of safe distance.
Credits: FlashyJoer
Real Handcuffs tweaks.
Having perk hacker 3 lets you input any number to access the collar, for certain modded playthroughs where you and your companion might get collared with no way to find the code by yourself.
Makes the collar unmodifiable while equipped. Cuffs unscrappable unless you break the hinges or chains. Both were done to prevent an exploit I found in my experience (scrap any armor while using an armorbench and the collar/cuffs become available to scrap or modify). Prevents possible human error when using RH with DD armorbench unlocker.
Made the hidden perk that replaces the interactions with an armor bench do nothing as a result.
As a personal taste, allows you to sleep by making the perk that disables it do nothing.
Credits: Kharos
1013 downloads
Updated