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  1. La Coiffe Magazine - Immersively Perverted Retextures Project

    An Immersively Perverted (TM) retexture of the La Coiffe Magazines with optional Plugins that add the missing issues back into the game.
     
     
    Why?
     
    The IPRP "Immersively Perverted Retextures Project" is my attempt to bring some explicit "materials" to the wasteland while keeping the original context intact... sort of... maybe?
     
    While there are tens if not hundreds of texture replacers out there, I haven't found a mod that REALLY balances out the lore with improvised Adult reinterpretations and so I decided to create my own. I've had a previous pack released  long ago (What, 7/8 years ago maybe?) that tried to do the same thing to a degree but I've ran into all sort of issues with gathering permissions from artists and what not and I didn't go further since.
     
    The art here is locally generated and I'm happy to say I managed to tune in exactly what I wanted before sending them all to Photoshop and overhauled them into what they are now. Overall, I'm pretty satisfied with the results.
     
    Also, I'm sad to say that I have recently discovered that a good chunk of the magazines I'm working on were cut from the game itself. I'm ashamed that I haven't noticed this sooner... 7+ years wondering why I haven't seen Anchorage in any of my playthroughs >>
    But I digress; I couldn't find a mod that simply put back the cut magazines into the game, many either come bundled with stuff I don't want/need or they just don't do what I wanted and so I created a couple of optional Plugins using the CK to do just that.
     
    Anyways, the IPRP will hopefully expand to cover other magazines and even brandings and billboards but I won't do time promises since I'm dealing with so many things IRL right now.
     
    Enjoy!
     

    Features
    Lore-friendly-ish Retextures of La Coiffe Magazines. Restored the cut issues of La Coiffe (Issues 3, 4 and 5)  The restored magazines DO NOT have any functional perks / hairstyles attached to them. Other modders are welcome to create patches to add perks and/or other effects or even hairstyles. All Plugins are ESL flagged ESPs.  
    FOMOD Options:
    Vanilla: Retextures for the Base Game Content; Issue 1 & 2. Full: All Retextures + Plugin that adds the missing content to the world. (Check the spoiler below if you want to know where to find them) Basic: All Retextures + Plugin that makes it possible to acquire the missing content through console or mods. Textures Only: All the textures sans the plugin for those with mods that already add the missing content into the game.  
     
    Installation instructions
    Use a Mod Manager.
     
     
    Requirements
    No requirements.
     
     
    Conflicts
    Other texture mods that cover La Coiffe might overwrite this mod, Make sure this mod overwrites all other retextures. Using the ESP that adds the magazines into the world might conflict with location overhauls and other cell edits. If this is the case, just let other mods load after this one, or use the other optional no cell edits plugin.  
     
    Restored Content Locations (for people using the optional plugin)
     
     
     
    Credits
    Bethesda
    Worn Magazine Resource Files by Carreau (Very helpful, used these as base and edited them as needed)
    ComfyUI
    Fomod Creation Tool by Wenderer
    Adobe Photoshop

    706 downloads

    Submitted

  2. ZeX In-Game Sliders

    LooksMenu slider support for ZeX Skeleton body replacers (BodyTalk and Fusion Girl).
     
    This is a replacement for the LooksMenu slider data files for BodyTalk and Fusion Girl from the old ZBG mod, with the knowledge and permission of its prior maintainer who had no desire to continue shouldering the support burden for it. File names from the original have been reused to make it clear you shouldn't install both ZBG and ZIGS together. It is safe to uninstall ZBG and install ZIGS within an existing save.
     
    Unlike ZBG, this mod does not include any BodyGen configuration. Users who want to use LooksMenu's BodyGen feature can still create their own configs (see the LooksMenu mod page for instructions) or use a mod containing some (e.g. Random Overlay Framework).
     
    Do not bother the skeleton or body replacer maintainers with issues related to LooksMenu sliders, but feel free to ask questions in the ZIGS support topic here on LL or ping me (vaultbait) in the ZeX Discord.
     
    Many thanks to @ZaZ, @TheBottomhoodofSteel, and everyone else who has contributed to the success of the ZeX Skeleton and BodyTalk/Fusion Girl bodies. Your tireless efforts are appreciated!

    51854 downloads

    Updated

  3. BigLittle

    A simple mod where getting hit or giving hits can make you bigger or littler, also enemies hitting you can also become bigger or smaller, or they can get bigger while you get smaller, or smaller as you get bigger.
     
    Based off the combat arousal from my other mod SA-AH. Just reworked for this little thing. Has a timer so you will eventually get back to the default size by waiting, NPCs will never revert automatically on their own (except maybe on game-load).

    Includes a reset option in the MCM for the player+all NPCs in a 5000 unit radius
     
    Expect jank+bugs, I wouldn't advise using this on a serious playthrough, more for a fun / meme thing. I guess tiny enemies are a lot harder to hit though. This mod has no requirements except a working verison of plain fallout 4. 
     
    Permissions: Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod.
     
    Clip of it working : 
    https://imgur.com/a/biglittle-fCMuWTm
     
    Note: If you get too large you won't be able to loot as easy, also I think the speed can be a bit messed up sometimes. 
     
    If you need to change the speed back to normal:
    player.getav speedmult (see what it is at)
    player.setav speedmult 100 (should work)
    player.forceav speedmult 100 (if the above doesnt work)
     
    Your size:
    player.getscale (to see your current size)
    player.setscale 1 (to get back to normal size) < you can just press the reset button in the MCM  for this, you can also just set yourself to any value to make yourself bigger or smaller.
    These are in-engine commands, not from this mod. 

    97 downloads

    Submitted

  4. FO4 GI Joe Follower - Snake Eyes

    Simple Snake Eyes Follower. 
     
    Custom Combat Suit that borrows some FO4 base game parts and retextures them others are custom taken from other stuff I made.
     
    Find him at the national guard training yard. The building that you find the Power armor.
     
    This mod is not Voiced since as anyone familiar with GI Joe, Snake Eyes Does not speak. If I end up adding Storm Shadow (I started to), then I will add voice for that character.
     
    let me know if there are any issues you can also hit me up on my discord for followers.
    https://discord.gg/wjsTfZFHNC

    26 downloads

    Submitted

  5. Transfer Settlements - Greenleaf Pharms (Greentop Nursery)

    Greentop Nursery has been re-imagined into a Greenleaf growing operation, dispensary, and associated headquarters. This build works around the visual glitches caused by the scrapped home by working around it entirely. The area plagued with visual glitches is now a warehouse that sees little to no traffic.
     

    Details on this build:
    Removed the home to create a cohesive brick and warehouse glass structure. First deck: Dispensary area featuring all shops, large warehouse, laundromat, and medical clinic. Second deck: Washrooms, kitchenette, bunks, and gym. Third deck: Washrooms, bunks, and employee break area. Greenhouse has been repaired, extended, with a visible warehouse floor. Warehouse annex to the greenhouse, that functions as a workshop, and two levels of turrets on the roof. Warehouse electric doors have been added for the greenhouse and annex. Underground radiators are used to hide much of the cabling.  
    Note. Warehouse glass pieces have a reflection component that may tank framerate when you are in the dispensary. See Unrelated But Useful for more information on mods that may help.
    Settlement Features
    32 bunks. 150+ food. 680+ defense. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Power switch on the third deck will turn on and off the settlement beacon to save players from having to tcl onto the roof. Cat, dog, and child included in the build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for some of the flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
    Setup

    Clearing the area is relatively straightforward. Remove the greenhouse, home and associated shack.

    Maintain the following:
    The internal components of the greenhouse. Existing support pylons and spray lines. Maintain just enough of the mutfruit plants to keep the settlers assigned.
    Some of the foliage cannot be easily scrapped.
    Select the offending brush, tree, or bumper of a wrecked truck. Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous down the hill near where the fire pit was, where caravans come in.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.
     
    Note. The electric garage door for the warehouse is not wired in. It is purely decorative because an operational door would make the visual glitches worse.
    Optional

    The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:
    Select the lantern besides the workshop and type getpos z to get the elevation. Select the workshop itself and type setpos z <value> using the above elevation.
    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.0
    Initial release of this build.  

    121 downloads

    Submitted

  6. Transfer Settlements - Nuka-World Red Rocket Truck Stop and Bordello

    This Transfer Settlements blueprint transforms the Nuka-World Red Rocket into a sprawling, multi-functional hub. Leveraging the massive build area, this overhaul introduces a high-end diner, a multi-story hotel with a hedonistic twist, and a fortified farmers' market. The site is also protected by a massive 1600+ defense rating.
     

    The end result is a sealed-in environment that provides high defences and food production while making use of both levels of the terminal itself. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.

    Details of the Build
    The shoulder area between the road and the Red Rocket now houses a diner. Added a strip mall complex housing a general and clothing store. Added a medical clinic featuring surgery bays, waiting area, and recovery ward. Added a four-storey hotel featuring a club, gym, entertainment rooms, and shared accommodation. Working elevator part of the build. Added an additional strip mall complex housing a laundromat, public washrooms (like a truck stop), and a barbershop. Given proximity to the hotel, the Red Rocket has become a player home. Bubble turrets are added to the canopy, as that's a known spawn point for super mutants. Added two greenhouses with a small roadside stand to act like a farmers' market. Two small farmhouses have been added at the back of the greenhouses for additional bunks.
    Key Statistics
    50 bunks. 120+ food. 1600+ defence. 400+ power. 60 water. Tier 3 Medical, Restaurant (Diner), Clothing, General Store, and several bars. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Nuka World Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring. Alex Stripper Pole. Adds assignable stripper poles. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that Dogmeat and settlers can use for basic actions. Gruffydd's Signs and Posters. Billboards and signs Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the [Advanced Animation Framework](https://www.loverslab.com/files/file/5584-advanced-animation-framework/), and additionally places assignable gurneys that increase happiness. [Sex Toys of the Commonwealth](https://www.loverslab.com/files/file/4399-sex-toys-of-the-commonwealth/). Adds the random placement of sex toys throughout. Torture Devices. Addition of associated torture devices. TRX Trixter Statues Collection. Sexualised Skyrim statues that work well with the theme of this place.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Setup in this case is a straightforward process:
    Clean out the area of clutter, trash, cars, brush, and plants. Remove the sidewalks around the Red Rocket as these will be replaced. Remove the cement curbs surrounding the gas station sign. Ensure you keep the Red Rocket itself intact, while scrapping all content inside.  
    Note. It is faster and safer to scrap within the Red Rocket if you disable it temporarily. Simply get the reference id and REFID.Disable followed by REFID.Enable when done.
    Build a Transfer Settlements console from Power > Miscellaneous on the road by the Red Rocket gas price sign.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    Confirm that all power has been restored as expected. Most lamps will not be light, simply select them in workshop mode to light them up.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Switched to Immersive Laundry. Did more work on the Red Rocket, lighthouse doors fit the aesthetics better, and Warehouse Electric Door was added to replace the missing garage door.

    334 downloads

    Updated

  7. CWSS Intelligent Undress 1.0 and GetDirty patch

    This mod aims to fix the compatibility issue with CWSS and a number of Loverslab mods. It replaces the built-in (un)dressing system of CWSS for a custom one. It prevents flickering, log spam and/or quest related issues with mods like Commonwealth Slavers. Depending on what item is worn.
     
    Note that only items used in the ‘Base Object Swapper’ mod linked below have been patched currently. As are the CWSS items used by Nuka Ride and CS. Urinal excluded.
    As CWSS provides no script sources and perk overrides scripts don’t work on CWSS furniture, this hacky method is the most resource friendly way I could think of. It required a file to be manually 'patched' using the new scripts. Feel free to add more patched CWSS furniture in the support thread of this mod.
     
    Currently it supports the following mods:
    -Devious Devices RC9
    -Real Handcuffs
    -Kziitd Fetish Toolset
    -Nuka Ride
    -Commonwealth Slavers
     
    Highly recommended:
    Universal Working Bathroom Fixtures (CWSS) - Base Object Swapper
    Wash Out That Cum - with CWSS Patch
     
    Get Dirty.
    Use the attached patch that disables all (un)dress events from this mod. As it’s not patched to use the similar system as 'CWSS Intelligent Undress' and is redundant when both mods are used. (And auto-undressing when swimming is just daft right). It also disabled the messagebox when loading the mod the first time. As this can cause the opening scene on a new game to hang.
     
     
    Settings
     
    You can adjust the following settings to your liking using the console. The default values are shown.
    set ICWSS_Enabled to 1
    0 for disable or 1 to enable the mod

    set ICWSS_RedressDelay to 0.1
    amount in seconds to wait to redress
     
    set ICWSS_ToiletUndress to 1
    0 for disable removing an item worn on the body slot at a toilet or 1 to enable

    721 downloads

    Submitted

  8. Helga HQ - Player Home (modeer Cookie - Delicious)

    ✨ Hello everyone! ✨

     

    380 downloads

    Updated

  9. AuctionHouse - Fallout 4

    The Fallout version of Simple Slavery.
     
    What this mod does:
    -Allows the player to be sold into slavery. Currently, it has just 1 outcome. The player goes through an auction, then obtains a male follower. Once the male follower dies, the quest is complete. This can be done on an infinite repeat.
    - To get there, you will need to 'coc AuctionHouse'
     
    Requirements:
    - None, other than the base game.
     
    Future Plans:
    - Link this mod to other mods like Commonwealth Slavers, Raider Pet and etc. for additional outcomes.
    - Link this mod to defeat mods, allowing the player to be sent to the Auction House upon defeat.


    3327 downloads

    Updated

  10. Porno lightbox

    Retexture of lightboxes to suit my taste. They are also made to emit energy (if anyone doesn't know, there will be lights glowing next to them, jukeboxes playing, etc.)
     
    Added a version with darker and dirtier textures at half the resolution.

    1924 downloads

    Updated

  11. ❤️‍🔥 Tasty Cookie - Full HD/2K/4K Load Screen ❤️‍🔥

    Hi all!

    A simple loading screen substitute, without fanaticism (‿ˠ‿) Ɑ͞ ̶͞ ̶͞ ̶͞ لں͞ 😏

    I made it for myself and thought I’d post it here. I want to see if such content is worth bothering with at all. Write what you think about this. All the best!
     
    ❥ If you liked my work, don't forget to like it!
    ┆ ⤿ 💌 ⌗ My Discord channel. Join us, let's chat!
    ❥ And if you'd like to support me financially, you can do so here: ⁠♡ SUPPORT COOKIE ⁠♡
    ❥ You can listen to my music on my YouTube channel, covering Fallout and more!
    💖💗🥰💞 Thank you all for your attention, and goodbye!




    1103 downloads

    Updated

  12. BagOfDicks (anime textures)

    Assuming you use AnimeRace:

    A little texture mod for BagOfDIcks by Mauler158: 
    For:
    Recolor CBBE Skin for AnimeRace by opparco: https://www.nexusmods.com/fallout4/mods/38702 
    or
    My Little Nanako by monoa: https://www.nexusmods.com/fallout4/mods/49813
     
    Please choose one or the other since they have different shades and download the original mod and it should work. 
    Trying to learn modding, so far, good on textures, that's about it. 
    Any problems, bugs, or ideas, let me know, no promise that I'll do them or ever get to them, but its better then not asking at all. 

    114 downloads

    Submitted

  13. Transfer Settlements - Oberland Station Interpretative Museum

    A Transfer Settlements blueprint that completely re-imagines Oberland Station into a pre-war train interpretative centre. The most notable feature is a multi-level museum with a train engine acting as the centrepiece. This build is a fusion of Homemaker brick walls with vanilla warehouse glass pieces.

    Details on this build:
    Three storey structure with a working mechanical level. First deck: Train exhibit, shops, and medical facilities. Second deck: Gym, bunks and washroom facilities. Third deck: Kitchen, bunks, and washroom facilities. Mechanical room: Working laundry, power, water, and workbenches. Repaired the roof for the switching station, while converting it into a barbershop and spa. Added a large water tower to fit in with the overall decor. Hidden radiators and wires are used to power some of the lights.
    Settlement Features
     
    30 bunks. 175+ food. 630+ defence. 200 power. 90 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, dog, and child included in the build. No visual glitches observed from this build.  
    Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
    Setup

    Clearing the area is relatively straightforward. Remove flora, food, garbage, rubble. Leave the following intact:
    The existing food production. The switching station, but clear out the inside. The train tracks.
    Scrapping within the switching station an be risky. To reduce the risk, you can do the following:
    Select the switching station to get the Reference ID (REFID). REFID.Disable Scrap without risk. REFID.Enable
    Build a Transfer Settlements console from Power > Miscellaneous on the tracks near the edge of the build area nearest to the switching station.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Optional

    There is a brand new settlement workshop near the existing one. This serves as a reference to move the existing workshop in it's place. This is purely for aesthetics, but it does make the settlement look better. Do the following steps in order:

    Select the new workshop and use the following:
     
    getpos z getpos x getpos y getangle z
    These are the values I extracted:
     
    setpos x -45666.39 setpos y -4482.37 setpos z 1583.14 setangle x 0 setangle y 0 setangle z 0
    Scrap the new workshop as it is not functional.

    Select the original workshop and apply the values procured:
     
    setpos x -46104 setpos y -4368.05 setpos z 1569.18 setangle x 0 setangle y 0 setangle z 184.34  
    Note. While the above can be a copy and paste, confirm the values and save prior to making the changes.
    Notes on Imports

    Transfer Settlements recommends leaving the area after import and not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.0
    Initial release of this build.  

    113 downloads

    Submitted

  14. Transfer Settlements - Boston Airport Institute Research Station

    A Transfer Settlements blueprint that aims to make the Boston Airport a viable settlement while working within its confines. This build makes use of Institute and glass build elements from the Settlement Objects Expansion Pack. From the sky, this build looks surprisingly like a modern aircraft terminal annex.
     

    The end result is a sealed-in environment that provides high defences and food production while making use of both levels of the terminal itself. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.

    Details on this build:
    One level dedicated to medical, shops, restaurant, and entertainment facilities. The latter serves as a cabaret. One level dedicated to living and office spaces. One level serving as a greenhouse, gym, and conference room. The entire outer perimeter uses glass walls to create a sealed and defensible environment. The entire perimeter is lined with turrets.
    Settlement Features
    32 bunks. 130+ food. 800+ defence. 360 power. 120 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. The player can move freely, but settlers show minimal inclination to move around. Cat and dog included in the build. No visual glitches observed from this build. Creates an interesting result when the player sides against the Brotherhood of Steel as the settlement itself will engage them once the player nears the site. This also happens for the Railroad in Rockets' Red Glare as the vertibird approaches the Prydwen.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Mostly used for decorations, furniture, and miscellaneous objects.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for some of the flooring. Stripper Pole. Adds assignable stripper poles.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs.
    Setup

    Clearing the area is relatively straightforward.
    Remove all clutter with exception of the floor and walls. This includes pictures, furniture, plants near the perimeter on both the main floor and the second level. Remove the two damaged support columns on both sides of the workshop.
    Build a Transfer Settlements console from Power > Miscellaneous in front of the door to the left when facing the workshop.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    Confirm that all power has been restored as expected. Most lamps will not be light, simply select them in workshop mode to light them up.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Switched to Immersive Laundry. Removed requirements for Erotic Art Expanded. Adjusted positions of the merchants. Minor power changes. Made changes arrangements within the laundry room.  

    175 downloads

    Updated

  15. Transfer Settlements - Finch Farm Institute Surveillance Station

    A Transfer Settlements blueprint that answers the question on how a family of farmers can survive with The Forged, Gunners, and Super Mutants as neighbours. This build specifically makes use of the overpass going over the property to create a multi-level Institute fortress that observes the Commonwealth as their experiments carry on below.

    Details on this build:
    Features an extensive greenhouse for high production. Supports all major stores that bring happiness. Mix of living and work spaces. Settlers can exist almost exclusively within the fortress without venturing down. Forward and aft turret batteries can engage Gunners and Super Mutants. Useful when the colony goes to war with either side due to the player getting too close to the property line and triggering an engagement. Thirty settlers armed with Institute weapons will clear out Revere Station in no time.
    Settlement Features
     
    31 bunks. 150+ food. 900 defence. 420 power. 63 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers occasionally fall through the floors but can move throughout. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for additional flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs.
    Setup

    Clearing the area is relatively straightforward. Clear the area of clutter and trash, especially the large mound by the home. Feel free to tidy up the home itself, but nothing changes inside. The overall goal is to create the illusion that the Finches live below doing their thing while a community thrives above providing defence as necessary.

    Clear up the overpass of clutter and vines. Those hanging below can stay since they are often a pain to scrap (see below). Be careful when working this area, it's easy to fall through.

    For items that are hard or impossible to scrap do the following:
    Select the vines. Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous on the roof of the Finch home.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    Confirm all power has been restored.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Added support for Immersive Laundry. Removed Fresh Carrots Planters for regular variant. The former cannot be used for crating of recipes and drugs. Added stairs on the top level, enables the player to walk on and off the glass roofs.  

    224 downloads

    Updated

  16. PiCSeL's vanilla magazines hentai retexture 2K

    DLC MAGAZINES ADDED (finally).
    separate archive, loose files
     
    My own retexture of vanilla Fallout 4 magazines.
    Based heavily on Hananahs Adult Magazines.
    His magazines were not lewd enough for my taste.
     
    Hope you guys like it too.
     
    It is 2k now! 
    Not an upscale, actual high quality images used. Loose files.
    Do not forget to download separate DLC archive, if you are planning to collect DLC magazines too. It's not included in any other archives.
     
    1k loose files link is still available in "download" section.
     
    COMPATIBILITY
    Compatible with ANYTHING. It is just a retexture, without scripts
     
     
    How to get the most from this mod?
    Mod will work out of the box, no other action required.
    Make sure to download Restored Taboo Tattoos mod. Bethesda forgot to put some of the vanilla magazines into the game world. The mod fixes that.
     
     
    MY MAGAZINE MODS
    126 vanilla magazines + 6 restored + 404 from various mods
    Ultimate 536 magazines bundle, all in one style, for a devoted lewd pictures collector.
     
    Vanilla magazines retexture  (all vanilla magazines + 6 restored Taboo Tattoos)
    Missing magazines retexture (+10 magazines with perks)
    Wasteland Imports magazines retexture (+14 magazines, consumable, +1 magazine with perk)
    Strong Legs magazine retexture (+5 magazines with carryweight perk)
    Retexture of Ketaros' New Magazines (+91 magazines, with perks)
    SS2 Wasteland Venturers icecream magazines (+8 magazines, allow to cook icecream)
    Backpack of the Commonwealth magazines retexture (+5 new magazines, each allows to craft a backpack)
    Retexture of Fahrenheit1984's XXX magazines (+73 magazines, no perks)
    Erotic Art Magazines retexture (+44 magazines, allow to build erotic poster at your settlement)
    Hentai retexture of Companion Ivy magazines (+73 magazines, no perks, added to the world via object swapper and leveled lists)
    PiCSeL's Standalone Custom Magazines 1.0.0 (+80 magazines, no perks, added via leveled lists, standalone)
     
    Collab
    A collaboration project - standalone magazines
     
     
     
     
    Complimentary mods
     
    Maximum Chance & Less Rotation for Skill Magazine Loading Screens (loading screens will show only magazines, for you to enjoy while waiting)
    Wall Mounted Magazine Shelf (better way to store and display your magazines)
     
     
    Also, my attempt at retexturing billboards and posters in a lewd way: 
     
     
     
     
     
     

    37885 downloads

    Updated

  17. Morrigan Dragon Age Follower: FO4 Epilogue 2 - Darkness and Fire

    Adds Morrigan from DAO
    (there is a 1000% Chance I'm gonna confuse that with dead or alive abbreviations, grain of salt please)
     
    Fully functional follower with FULLY FUNCTIONAL Dragon Age Origins Spells and SHAPECHANGING.
     
    There are many safeguards to her shapechanging back. She is scripted to revert after 1 hour game time but should normally do so after combat ends.
     
    The spells increase in potency at different intervals but the shapechange forms increase in level with her (Unlike Dragon Age Origins where shapechanging is all but useless after low levels).
     
    her summons can increase if you complete the “bearded man” quest which triggers after you complete her main quest.
    (No the “bearded man” is not Gandalf or dr strange but someone far more powerful and dangerous.)
    Unlike the skeleton summons that one doesn’t stack. 
     
    There is no "Casting time" her changes are instantaneous and random.
     
    She has Interior and exterior forms so she wont become a deathclaw in a small hallway she cant move around in.
     
    She has three outfits.
     
    Witch of the Wasteland. (shown)
    My highly styleized version of her Witch of the Wilds outfit (I was going to ask a guy that did her skyrim outfit but then I thought..... Naaaaaah. she needs to show more skin. 
    Goblin Queen Outfit (only after you complete-- No survive, her quest mod). See I was finishing up this mod just as xmen 97 came out. Don't worry its the comic version. only skimpier.
     
    Now Fully Voiced using voices based on voices I have full license to use through my Speechify studio pro license. the "in game" voices I believe it is acceptable to utilize voices to expand the existing actors dialogue for the same characters in the same game. If this is an issue I can change those to something generic.  
     
    Both For Fusion Girl and CBBE. End game "cheat" item available for those who have difficulty with the final confrontation. Also I nerfed A part of the battle where Morrigan Sheilds you from incoming projectiles simply because it makes sense story wise. If she protects you you shouldn't be exposed to die from that incident.
     
    this is an END GAME confrontation. the enemy is meant to be difficult and potentially leave lasting damage to NPCS or you or your followers. That was not done lightly it was done to show the gravity of the enemy you face. However you  can recruit Morrigan at any point, I would suggest not activating or advancing her quest until you are not "low level". Morrigan and her shape change forms level with you and with her, her spells level at different level interval and sometimes "evolve" (Ie - Walking Bomb can evolve into Virulent Walking bomb and other spells gain additional side effects).
     
    Let me know if there are any issues. the mod itself and quest can be solved in multiple ways to arrive at the final confrontation.
     
    Survive her quest and she will use her Herbalism skill to craft you potions.
    prove yourself useful and don't say stupid shit and she will treat you less like a lackey.
     
    also keep in mind this is Morrigan. Her true intentions are always her own. Just because she follows you doesn’t put her or you on the “good” or “moral” side.
    keep an open mind that the antagonist might not be wrong.
    ---------------------------------------------------------------------------------------
     
    Her Quest.
    Unlocking.
     
    Goto Goodneighbor. See the Scene play out. 
     
    Yep - that just happened.....
     
    come back around a week later. Talk to her in the street.
     
    Lots of Easter eggs.  No. the dancing Clown does not make an appearance in this mod.
    Start a new game and see a new car.

    NOTE - while this mod is voiced I still recommend you TURN ON SUBTITLES. She uses voice clips from dragon age origins. 

    vanilla fo4 NPCs used in this game are “cloned” so they do not interfere with any in game dialogue. They will look like and be wearing clothing of the base npc when the clone fills the proper quest Alias to appear. (Not 100% guaranteed because of timing but they use the base data of those vanilla npcs they  clone. In most cases.
    ------------------------------------------------------------------------------------------
     
    There is more than one way to finish her quest but there comes a time you have to search for things out of the ordinary in populated areas. Do That.
    Or look for the car from pre war sanctuary.
     
     
    Report any issues.
     
    NOTE: you do not have permission to upload, modify, This mod to any other site without my express written permission. Ask me, I will probably say yes unless its behind a paywall or monetary gain. But I want to know what is going on.
     
    Discord Link For Questions and Answers about my DOA followers and my other mods. 
     
    https://discord.gg/wjsTfZFHNC
     
     
    FYI - my disabling Certain "cheats" is not a glitch. Your adversaries magic is so powerful that it can disable your cheats.
     
    FYI2 - If you are a complete dumbass, you can get certain vanilla FO4 characters permanently dead. This was a conscious decision to give you some "skin in the game".
     
    FYI3 - Yes, If you were able to turn the medallion on her neck around the back shows the additional length the staff should be but that has nothing to do with this mod. (For those who pay attention to detail and know where I got that design from).
     
    ------------------------------------------------------------------------------------------ 
     
    Ill have to upload pics or vids of her shape change forms later.
     

    links to shape change screenshots 
    cause I can’t upload more than 2mb clip. Some of these are old and lack sound or use an old placeholder outfit.
     
    https://i.imgur.com/z6y2Bmm.mp4
     
    https://i.imgur.com/14amprm.mp4
     
    https://i.imgur.com/72WoBq0.mp4
     
    https://i.imgur.com/m6HUho4.mp4
     
    I will try to add some more. You can find longer ones on my discord.
     
    NOT sure if i added this before but if Morrigan gets stuck in a form you can either get into combat again and when she leaves combat she should change back or wait for (I think its an hour maybe 2) a time and she will revert to her human form.
     

    1508 downloads

    Updated

  18. Transfer Settlements - Tenpines Bluff HalluciGen Experimental Crop Facility

    A Transfer Settlements blueprint that completely re-imagines Tenpines Bluff as an experimental crops facility by HalluciGen. Most of the usable space fused into a single coherent structure of Homemaker brick walls with vanilla warehouse glass pieces.   Details on this build: Two floor structure (with a courtyard) that uses most of the build space for the settlement. First floor: Stores, bunks, bathrooms, laundromat, workshops, and medical facilities. Second floor: Gym and over one hundred greenhouse tables. Courtyard: Bar, singing settler, slot machines, and drink dispensers. Combination of brick walls and warehouse glass walls, creates an expansive space that still feels like you are outside. Entire second level, except for the gym, is enclosed in glass. Hidden radiators and wires are used to power some of the lights.   Settlement Features 31 bunks. 175+ food. 715+ defence. 300+ power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, dog, and child included in the build. No visual glitches observed from this build.   Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and flooring.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
      Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.   Setup   Clearing the area is relatively straightforward. Remove flora, food, garbage, rubble, the destroyed home and shack.   You will be required to scrap some trees beyond the build area in addition to the unscrapable tree within. For these you will need to do the following. Select the tree. Disable MarkForDelete   Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.   Build a Transfer Settlements console from Power > Miscellaneous in the corner where the food workshop was located.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Because you cleared all food prior to the blueprint import, you'll need to re-assign the settlers already there. Additionally, confirm all power has been restored.   Optional   There is a brand new settlement workshop near the existing one. This serves as a reference to move the existing workshop in it's place. This is purely for aesthetics, but it does make the settlement look better. Do the following steps in order:   Select the new workshop and use the following:   getpos z getpos x getpos y getangle z   These are the values I extracted:   setpos x -22190.01 setpos y 89346.05 setpos z 6138.54 setangle x 0 setangle y 0 setangle z 171.89   Scrap the new workshop as it is not functional. Select the original workshop and apply the values procured:   setpos x -22185.38 setpos y 89303.74 setpos z 6159.34 setangle x 0 setangle y 0 setangle z 181.06   Note. While the above can be a copy and paste, confirm the values and save prior to making the changes.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.0 Initial release of this build.

    112 downloads

    Submitted

  19. Sanitised Ero Media Replacers Mashup

    2.2 NEW CHANGES:
    -fixed Vault Billboard
    -new Ice Machine n News Stand
    -deleted BookVendingMachine_d since it didnt have suitable branding.
     
    2.1
    -New vending machine looks
    -Changed Bustout Flag to onyl have humans.
     
    2.0 Old list of CHANGES to Sanitised version:
    -(NEW) removed redundant replacers and put textures in BSA to stop stutter on potato PCs.
    -(SANITISED) Changed the descriptions of schools and places for children and alike to use words like Institution to not imply children are involved.
    -(SANITISED) Changed the computer logs regarding children to ambiguous ones (Malden Middle School & Vault 75).
    -New bus stop ads with lore implying nasty business, drugs that can mutate, and social engineering.
    -Removed silver shroud replacer stuff since it didnt suit the quests.
     
    Lots of replaced media.
    Some made by me from scratch.
    Heaps of incorporated hentai stuff.
     
    Works without the ESP file. - The esp overwrites some cells to place pictures, put early in your load order for maximum compatibility, having other stuff overwrite this mod. 
     
    Grabbed and edited some from my favorite replacers such as:
     
     
    Such a consistent and suitable style!
     
    Edited most fan art characters to be at least a different color/shape/dress, some really hot stuff there.
     
     
    Excludes quest items, magazines, consumable items, most paintings(because they appear in kids bedrooms).
     
    Includes Cabot House paintings(unique material replacer), 
    Wilson Atomatoys Factory billboards(sex toy themes),
    Black Devil poster
     
    Looking for more "Lore Friendly" cutouts?
    try this:
    https://www.loverslab.com/files/file/29586-vault-vixen-visuals-adult-lore-friendly-complete-image-retexture-mod/
     
    Some Examples of Edited Hentai:
    Robot Box Replacers - Added Fade, Grit, and Dildo
     

     
    Added Unlawful Sticker Ads

     
    Poster Clutter More Faded and less Recognisable -so less repetitive.

     

    3580 downloads

    Updated

  20. I'm A Nobody

    NOTE: This mod is a trial of one of my tools to generate voice, lip and personality files - Don't expect any updates to this version or maintenance on this mod:
     
     
    I'm a Nobody:
     
    "The balcony! Get the fuck out, woman! We're fighting raiders—not babysittin' you!" - Preston (Museum Intro)
    "You willing to do some work... or just here to complain like Marcy?" - Sturges
    "Just make sure we can sleep with a roof over our heads. Go flirt or beg some guy to slap some beds together." - Sturges (Sanctuary)
     
    Ever get tired of just walking through Concord and automatically given 'God Status' by the Minutemen? Would you like to feel like just another survivor trying to make it through? Then this is the mod for you! Rather if you're trying to role-play a more Survival themed fallout world or have a good laugh, this mod can provide both.
     
    I'm a Nobody is a simplistic mod that does 2 things:
    1. Adds more Minutemen to aid Preston and his team in the fight at the Museum.
    2. Changes dialogue so that the female protagonist is seen more as 'Just another mouth to feed' rather than their savior. 
    This changes the dialogue of Preston & Sturges in the 'When Freedom Calls' and initial set up of Sanctuary. You're seen as some dumb, stereotypical woman that can't fight, build or do anything.
     
    All lines are Fully Voiced, however, the .lip files are a little off so their lip animations may not sit perfectly. Additionally, I didn't change the actual text of what they say; this is just audio changes.
     
    WARNING: This is a sexist mod and they will treat you as you're pretty well worthless.
     
    More details:
    - You walk into Concord and see the Minutemen actively defeating the raiders.
    - You decide to walk in to the Museum of Freedom where they are still battling with the raiders.
    - You knock off a few raiders in assistance.
    - You talk to Preston & Sturges. They don't want you to tag along because they want fighters and useful people to their cause. They see you as another nagging woman like Marcy that has no value other than maybe something to fuck, farm or use for scavenging.
    - Instead of telling you to find Power Armor and help, they direct you to scavenge ammo, so the men can keep fighting.
    - You get the Power Core, the Power Armor and assist in eliminating the rest of the raiders and Deathclaw.
    - When you return to Preston, he will now allow you to tag along due to the fact that he lost so many men, and you seem willing to actually pick up a weapon and fight. Although you didn't do much, and they still don't find you very useful, they will now 'tolerate' you.
    - You enter Sanctuary to where Preston & Sturges give you tasks. Instead of Sturges telling you to 'build beds' and do things like that, his responses will be more aimed towards having a man build it for you or something.
    - In Sanctuary, Preston won't give you repetitive tasks to save settlements. Instead, he'll direct towards more of you being a messenger to gather/rally men for him. Although you did help stop the Deathclaw, he still doesn't see you as an able fighter and pins the success on his men that died. You were kind of just there to shoot a few shots and help out.
     

    1699 downloads

    Updated

  21. Transfer Settlements - Sanctuary Hills - The Heart of the Commonwealth

    A Transfer Settlements blueprint that turns Sanctuary Hills into a thriving community. This build scraps every original building and even parts of the seawall to make way for proper homes, shops, a hospital, a hotel, and docks. The outer hedge is sealed to create a natural barrier against attack, and most buildings carry turrets to provide overlapping fields of fire.
     

    Details on this build:
    Three-storey Hyperion Hotel with pool area, working elevator, and dedicated gym. Features a mix of private suites and communal sleeping areas. Two-storey hospital with working elevator, three surgical bays, bathrooms, and a recovery ward. Single-level pub, the Siren’s Song, with stage for a Singing Settler. Includes easy roof access. Two-level General Store with storage, front counter, workshops. Includes easy roof access. Anne Hargrave’s clothing shop with fitting rooms and extensive display space. Smiling Larry's Weapons and an armour store using Better Armory Mod for intricate displays. Barber shop with multiple chairs and lingerie display racks. Multi-purpose workshop / classroom combination. Includes easy roof access. Jetty with two functional buildings (laundromat and storage). Bunker near the bridge with holding facilities. A greenhouse for increased food production. Fully recreated player home featuring a working kitchen, child’s room, master bedroom, bathroom, and laundry room. Several bunk houses, most with two or three bathrooms, small kitchens, gym equipment, and bunks. The approach to Vault 111 flattened for a children’s park with retaining wall and bubble-turret defence. The iconic central tree in the cul-de-sac replaced with a working fountain.
    Settlement Features
    68 bunks 330+ food 2550+ defence 840+ power 150+ water All Tier-3 stores (Medical, Restaurant, Clothing, General, Weapons, Armour) Dedicated gym area Vault-Tec drink dispensers and slot machines Fully working sinks, showers, and fridges Power routed through conduits to minimise visible wiring Every building has independent generators, ensuring a single generator failure never disables turrets Child, cat, and dog included  
    Note. Visual glitches are minimal and vary heavily based on mod load. Outward-facing windows on most structures were deliberately removed to reduce glitches.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Automatron Enclave Remnants
    Hard Requirements
    Transfer Settlements. Required 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 and Erotic Art - Expanded. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler in the pub and some flooring. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Better Armory Mod. Great mod for creating an armoury and displaying associated weapons. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Trixter Statues Collection. Sexualised Skyrim statue that appears as you near the cul-de-sac. 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. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement. Devious Devices. Puts in Devious Devices workbench.
    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. * The Sanctuary Bridge. Replaces the wooden bridge with a concrete variant. This build is not specifically optimised for this mod.
    Setup

    Clearing the area is straightforward but time-consuming. Remove all trash, brush, trees, and structures from Sanctuary Hills, with the following exceptions:
     
    The hedge on the outside perimeter. The seawall from the outer edge of the settlement to the pillar furthest from the bridge. The remaining area is rubble and can be cleared. The road, sidewalks, and driveways. You can remove the bricks leading up to the homes. The Sanctuary sign by the bridge. Shaun's crib. Move it onto the road and place it back later.
    The end effect is a large empty area, which will be resolved once the blueprint gets imported.

    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.
    Blueprints
    Sanctuary Hills is a massive build containing over 8,500 pieces, which can complicate the import process. Two import options are available:
     
    Single Import File. Available for all versions. Features the full settlement with every piece. You will likely get prompted that a piece or two were missed during the import, but the process is done in one sweep. This is the recommended method unless your system cannot handle it all in one go. Import Pack. Available for version 1.0.0 only. Sanctuary has been separated into three files with a focus to build required items before dropping in the structural elements. With this process you will end up with a lot of floating elements until you are done. Part 1. Includes all of the mods except for Homemaker and Far Harbour. This will setup and connect the whole power grid. Part 2. Includes all Homemaker and Far Harbour elements which will finish off the structures. Note. Using the import pack means leaving the area long enough for the cells to settle (Transfer Settlements recommends 24 in-game hours) before moving forward with the next Part.
    Tasks After Import

    Move Shaun's crib back into his bedroom.

    For version 1.0.0 is likely that the pool and fountain will be missing water pieces. Just add the items to complete the look after the site is stable.

    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 often 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 Graygarden homestead across the tracks. 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
    Closed up the roof of the Hospital. This effectively provides a third level dedicated for power generation. Can only be accessed using the elevator. Fixed and closed up the second level of the general store. Made a little lounge in addition to the crafting workbenches. Fixed up problem conduit runs. This could lead to interruptions in power as two conduits snapped at the same point. These have been removed and should make imports smoother. Fixed up water features at the pool and fountain. Added Immersive Laundry. Double up vendors at the pub and general store. Makes these locations feel properly staffed for a settlement of this size.

    841 downloads

    Updated

  22. Human Cattle Tradução BR

    Este mod é um tratamento levemente humorístico de um experimento maligno da Vault-Tec que ressurgiu na Comunidade. Humanos estão se transformando em huvacas, mais preocupados com sexo, comida e serem ordenhados do que em te contar sobre como os necróticos no Lamaçal estão se saindo. Algo precisa ser feito antes que Preston Garvey possa te dar outra maldita missão!
    O que este mod faz: Permite ao jogador aprender sobre um experimento da Vault-Tec (#134) que transformou humanos em vacas humanas (AKA huvacas), capazes de sobreviver - e até mesmo prosperar - após uma guerra nuclear. As vacas fêmeas produzem leite que reduzirá os níveis de radiação em humanos. Isso as torna uma mercadoria valiosa. Há uma missão no jogo (procure por uma pista em uma caixa de correio em Sanctuary) para permitir que o jogador aprenda mais sobre o fundo enquanto ajuda NPCs a encontrar pistas para que um soro possa ser feito para curar uma das NPCs, que é uma huvaca fêmea. Após a conclusão da missão, alguns dos NPCs podem ser recrutados como camponêses.
    Claro, você pode escolher seguir um caminho mais nefasto e começar suas próprias fazendas de huvacas nos muitos assentamentos da Comunidade. Crie soro de huvaca que você pode injetar em camponêses desafortunados e outros humanos para que eles se tornem produtores de leite e te deixem rico em caps. Você pode ordenhar suas huvacas ou designar camponêses como fazendeiros de huvacas que farão a ordenha para você todos os dias. Você só precisa coletar caps, de vez em quando, nas bancadas de trabalho do assentamento.
    Você também pode descobrir que alguns de seus camponêses se tornam huvacas lentamente (e misteriosamente) por conta própria ou podem pedir para você transformá-los em huvacas, por razões próprias. Os Ermos são um lugar difícil, e algumas pessoas só querem um alívio de tudo isso. Outros têm um fetiche por huvacas. Você pode até mesmo escolher ser uma huvaca você mesmo, homem ou mulher. Você descobrirá que as huvacas machos, chamadas de touros, são capazes de foder com praticamente qualquer coisa. Ambos os sexos podem ser muito sexualmente ativos, embora você possa limitar isso bastante através do MCM.
    O mod também adiciona alguns móveis. Existem camas com folhas para as huvacas dormirem no chão, uma mesa de exame onde você pode fazer muitas coisas com camponêses ou huvacas designados, e versões de bancadas de trabalho e móveis normais que não são utilizáveis por huvacas quando eles estão passeando pelo assentamento (observe que alguns desses móveis também não são utilizáveis pelo jogador se ele/ela for uma huvaca). Há também comedouros e bebedouros de água e tapetes de animação invisíveis que você pode colocar nos assentamentos onde deseja que os NPCs façam coisas. Um exemplo é um tapete de alimentação para que as huvacas parem e comam grama do chão no local. Normalmente coloco cerca de 10-20 desses em um assentamento para que as huvacas fiquem ativas durante o dia. Alguns assentamentos (Sanctuary, Abernathy, Ten Pines) já têm alguns desses no lugar. A versão 1.1.0. adiciona componentes de estábulo de huvaca que você pode construir em seus assentamentos. Coloque um cocho no estábulo e atribua uma vaca.
    Há também alguns NPCs únicos que você encontrará fora da missão. Há um comerciante de huvacas em Goodneighbor e outro em Diamond City. Você pode comprar e vender huvacas lá. Você também pode encontrar uma pesquisadora aparecendo em um de seus assentamentos se você tiver huvacas suficientes lá. Não vou te contar muito sobre ela porque ela vai te contar tudo o que você precisa saber.
    Você pode rastrear huvacas selecionando essa opção no MCM e, em seguida, tornando essa missão ativa em seu Pip-Boy. Devido a uma limitação no jogo, apenas as 100 primeiras vacas podem ser rastreadas. Eu tive mais de 300 huvacas ao mesmo tempo durante os testes. Tenho certeza de que alguém atingirá o limite de 999 huvacas da coleção de referência, mas espero que o resto de vocês seja mais cauteloso.
    Há também um holotape que você pode usar como sistema de gerenciamento de huvacas. Ele permitirá que você veja quantas huvacas estão no local atual do assentamento, quantas você tem no total e mova, ordenhe ou mate huvacas individuais.
    O diálogo dublado para este mod foi criado usando a geração de voz online Elevenlabs. O mod tem mais de 3.700 linhas de diálogo. Muitas são duplicatas ou curtas, mas cerca de 2000 linhas são originais.
    Você também encontrará algumas coisas que não fazem parte do experimento Vault-Tec que são simplesmente muito divertidas de brincar:
    Um objeto diverso chamado Lata de CALE-SE que você pode dar aos camponêses, para que eles parem de te contar sobre os ghouls e seu pântano de tarberry ou quanto os pés deles doem. Atenção! Remova a lata de qualquer colono designado como vendedor de loja em um assentamento. Também remova o balde do fazendeiro de Huvaca deles. Caso contrário, eles não usarão o diálogo do vendedor. Seringas que transformarão inimigos humanos em huvacas. Observe que uma versão do soro de clonagem também transforma machos em fêmeas, então você é garantido para obter um grande rebanho de vacas leiteiras rapidamente. Eu uso esses para capturar chefes invasores e depois "empregá-los" como "vacas leiteiras" em Sanctuary. Não use esses em nenhum NPC que você precise para missões (por exemplo, Preston Garvey). Um capacete que transformará uma colona feminina em uma Battlebabe que o seguirá no combate, causará dano em seu nome e o curará gratuitamente. Ela também o ajudará com seu problema de "Madeira Matinal" se você escolher essa configuração no MCM. Ela até pode se tornar uma colona ou uma huvaca em um assentamento se você der a ela uma disguise. Geladeiras para guardar leite e caixas de leite para guardar garrafas de leite. As camponêses com as portas que abrem permitem que você coloque caixas de leite dentro delas. Cada geladeira comporta três caixas. Cada caixa comporta 24 garrafas. Se você colocar a geladeira Vault-Tec (azul) com a porta que está sempre fechada em um assentamento, seus fazendeiros de huvaca ocasionalmente colocarão caixas de leite nela. Ela também comporta três caixas. Coco, o menor denominador do humor. Se você escolher permitir no MCM, as huvacas muito raramente farão cocô. Você encontrará suas fezes decorando seus assentamentos (esperançosamente não no carpete). Como uma huvaca jogador, você também pode agachar e fazer cocô usando uma tecla de atalho, mas tenha cuidado para não fazer isso perto de Codsworth, pois ele não fica divertido. Robôs nos assentamentos limparão o cocô das huvacas. Não há necessidade de você fazer tal tarefa servil quando você é o general dos Minutemen. Coloque um robô em um assentamento e ele limpará o cocô para você. Eu adicionei isso para que Jezebel tivesse algum trabalho a fazer, mas todo robô fará o trabalho. Muuuuu como se você quisesse dizer. Uma huvaca jogador pode usar uma tecla de atalho para mugir. Se os brahmins mugirem para você, mugir de volta! A huvaca Jogador pode comer plantas. Há uma configuração de MCM para ligar/desligar a fome da huvaca. Se estiver ligado, o jogador terá que comer plantas ou sofrer efeitos adversos quando a fome da huvaca ficar muito forte. Caminhe pela Commonwealth mastigando frutas e vegetais selvagens ou mordisque algo mais exótico? Eu às vezes me distraí das missões durante os testes e fiquei andando por aí mastigando tudo à vista. Eu não sei muito sobre Boston agora, mas conheço a localização de quase todas as plantas comestíveis ao longo das estradas. Dependência de esperma. Uma opção do MCM dará ao jogador uma dependência de esperma, o que significa que você terá que importunar qualquer coisa com um pau para obter seu suprimento diário de esperma ou sofrer efeitos adversos. Tatuagens e restrições Vault-Tec. O jogador pode colocar tatuagens e restrições Vault-Tec nas huvacas. Há algumas outras tatuagens também que você pode aplicar via Looksmenu. Se você não gosta de huvacas, use os ativos em outros NPCs. Bastão de Castigo de Segurança. Outra versão do bastão universal, mas os NPCs notarão quando você usar este.  
    REQUERIMENTOS
     
    O mod Original Human Cattle de GrimGrim31 - LoversLab.
    Fallout 4
    Todos os DLCs
    AAF (Get it on the AAF Discord)
    Extended Dialogue Interface (XDI)
     
    Mods recomendados (opcionais):
     
    Commonwealth Captives uma fonte primária de futuras vacas mutantes, você poderia jogar Fallout 4 sem ele, mas por que você faria isso?
    Captive Tattoos Version 3.3. (para o bastão de punição de segurança deixar marcas de chicote em humanos)
    Cherie's Looksmenu Overlays  Boas tatuagens na região lombar e a sobreposição de peitos lactantes usada em Human Cattle
    CBBE Pubes (funciona para CBBE e FG, o pube au naturel é usado no jogo)
    Devious Devices é necessário se você quiser usar a Coleira Improvisada em vez do Conjunto de Restrição da Vault-Tec para colocar coleiras em huvacas
    Immersive Human Overseer Barstow se você quiser transformá-la em uma huvaca usando a seringa de soro huvaca (não a seringa de clonagem)
    Looksmenu(o BodyGen e as sobreposições só funcionam por causa deste mod)
    Mad Science for Dummies  Mod de corpo de vaca do Dudemer para CBBE, use-o se quiser um corpo mais parecido com o de uma vaca. Aviso: Não é para usuários de FG e pode ter problemas com rastejar e/ou ajoelhar. Dudemer está atualizando este mod e adicionou um patch para uso com "Human Cattle". Eu não testei o mod ou o patch dele! 
    Mod Configuration Menu porque sem isso você não pode mudar as opções
    Place Everywhere é muito útil para a construção de assentamentos
    Rename Anything é um mod que permite nomear tudo, desde hucows até cochos, camas, provisionadores e itens no seu inventário.
    Zazout 4 Repack é a versão reempacotada e revisada do Zazout 4. Funciona muito melhor. Necessário para usar a versão menos danosa das colheitas de Zaz.
     

    159 downloads

    Updated

  23. Customizable Shock Collars

    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...

    292 downloads

    Updated

  24. Transfer Settlements - Nordhagen Beach Hotel

    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.

    160 downloads

    Submitted

  25. Fallout4 Elevenlabs Auto Voice Generator

    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.)

    209 downloads

    Updated

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