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Files From Subcategories
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Main menu video changer
Main menu video changer with lewd one from Nenna.
Replace files in the following directory - C:\...\Fallout 4\Data\Video and C:\...\Fallout 4\Data\music\Special
That's all, there is nothing)
Credits - Nenna
339 downloads
Updated
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main menu Sissy PMV main menu replacer with sound.
This one replace your main menu video with Sissy PMV with sound
Installation - Replace "MainMenuLoop" in C:\...\Fallout 4\Data\Video and put "Special" folder in C:\...\Fallout 4\Data\music
That's all, there is nothing)
450 downloads
Updated
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My Fav Fusion Girl Body preset
One of my bodyslide presets for fallout 4. Thats not bimbo, but pretty nice body
Put this file in the following directory - Fallout4\Data\Tools\BodySlide\SliderPresets
Thats all, there is nothing)
197 downloads
Submitted
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TheKite VTS change of numbers
By vjnmrf
Replacing the Vault numbers with something more appropriate for the situation.
Since only the textures are being replaced, everything on the workbench will remain the same.
Accordingly:
111 > slut
69 > whore
81 > bitch
88 > cunt
Original mod
154 downloads
Submitted
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Red Seat District (DCE) music replacer
By deff.
Heya!
Bored from original Red Seat District music in Diamond city? Want to drink some beer and chill in 80-90s strip bar? This mod is for you! It replaces music in Diamond City Red Seat district. As I'm quite big fan of 80' and 90' rock/strip music (blame my parents that I born in that time) this mod includes 16 tracks from 80' and 90' strip clubs. There are some songs from my radio mod as well, but I'll not spoil this time.
Let me know, if it's not enough with 16 tracks - these tracks are combined 4x4. I never stayed in Red Seat District too long, and I have no clue how songs are mixing.
Requirements: Diamond City expansion (hard)
Suggestions: I highly recommend to install DCE Atmospheric Red Seat (site is correct, look in optional files). Put it after Diamond City Expansion in left pane in Mod Organizer 2 (if you are using Vortex, you should figure by yourself). This mod should overwrite DCE.
Installation: Install mod with your mod manager
188 downloads
Submitted
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Krazyones SAKR Skimpy Armor Keyword Resources Addons
By Krazyone
Info...
I have plenty of Clothing Mods on The Nexus, I also like SAKR. Skimpy Armor Keyword Resources. As it takes out the guesswork out of clothing.
Such as mods working out what the clothing your character is wearing, as well as what it looks like. Is it a Top, Bottom, Full Outfit, Heels.
Is it tight, or loose fitting, slutty, or damn right obscene to wear in public.
Features...
- TAGS for clothing types
- Mods can tell if a piece of clothing is Top, Bottom, Full, Heels, Stockings, Sheer, Slutty, Tight, Loose
- Knowing Armor Slots not needed, with a mod that reads the TAGS. Sexual Harassment does this
- Mod Organizer 2 instructions in mods Notes section
- Works with my Clothing Treasure Hunt mods, on The Nexus
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Required mods...
Needed...
- SAKR Skimpy Armor Keyword Resources
- Armorsmith Extended
- AWKCR Armor and Weapon Keywords Community Resource
Mods that use this...
- Sexual Harassment
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Load Order... Mod Organizer 2
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Links...
- Rubber Duck's SAKR Repo
- NGamma's Skimpy Armor Keyword Robco Patches
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Files...
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15927 downloads
Updated
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Transfer Settlements - Red Light Entertainment at the Red Rocket
By msmfoster
A Transfer Settlements blueprint that makes the Red Rocket the centre for red light entertainment for the Commonwealth. It creates an annex that houses stripper poles, beds, a gym, and eases access to the roof for food production.
This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition to complete the look, but they are not contained within this blueprint.
Details on this build:
Added four-storey annex to the garage. End result is a nearly seamless addition that increases usable space. First Floor: Entertainment rooms and bathrooms. Second Floor: BDSM club, gym, and bathrooms. Third Floor: Kitchenette and bunkhouse. Fourth Floor: Bunkhouse. Food production on the roof of the Red Rocket to maximise floor space for entertainment. Garage is primarily dedicated to workshops. Office area of the Red Rocket converted into a medical facility. Flooring for the area has been changed to red cobblestone pieces from Homemaker. Area for the coolant pumps houses shops, stripper poles, and a singing settler. Hidden radiators and wires are used to power some of the lights.
Settlement Features
28 bunks. 60+ food. 425+ defence. 200+ power. 30+ water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and flooring. Stripper Pole. Adds assignable stripper poles.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Torture Devices. Addition of associated torture devices used for the BDSM lounge.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Remove brush, garbage, railings, rubble, and sidewalks from the build area. The exceptions are:
The billboard at the edge of the property and the associated hedge row. Thin out the trees to make the sign visible from both sides. The Red Rocket building itself.
Clearing the area is relatively straightforward:
Build a Transfer Settlements console from Power > Miscellaneous between the Gas Price sign and guardrail demarking the entrance.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Optional
The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:
Select the lantern besides the workshop and type getpos z to get the elevation. Select the workshop itself and type setpos z <value> using the above elevation.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc GraygardenExt from the console. Wait a couple of minutes before venturing into the home itself. Once inside wait a few more minutes before saving.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Adjusted power and routing. Conduits within the Red Rocket itself are hidden and smaller fusion generators removed. Added washers and dryers from Immersive Laundry. Closed up the roof, walled and patched to create a forth usable deck. Second deck converted into a club. Most of the rooms are now double walled for aesthetics. Removed requirement for Erotic Art Expanded. Removed Singing Settler lockers, reducing the number of wardrobe malfunctions. Increased the number of idles throughout. Razorgrain fields added along the edge of the settlement for increased food production.
866 downloads
Updated
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Transfer Settlements - Starlight Drive-In: a Potemkin Village
By msmfoster
A Transfer Settlements blueprint that transforms Starlight Drive-In into a gated community. The layout is straightforward, making use of the existing projector building, and aims to create an idyllic fifties community. The overall aim is to create a larger version of Covenant.
Details on this build:
Cleared out the area of clutter, trash, brush, and trees. A bunker structure for power and water generation. Dedicated buildings for the general store, clothing store, and barbershop. Starlight diner makes use of the existing structure. Large greenhouse makes up most of the food production for the settlement. Several homes, each featuring kitchens and bathrooms. Working fountain for the town square. Remaining wing of the projector house is set up for a singing settler.
Settlement Features
32 bunks. 110+ food. 945+ defence. 300 power. 120 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimize visible power lines. Cat and dog included in the build. No visual glitches observed from this build other than at a distance when the entire structure has not yet loaded.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler and flooring in the gym and barber shop.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Better Armory Mod. Great mod for creating an armoury and displaying associated weapons. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Clean out the area, including roads and sidewalks, with the exception of:
Still-standing portion of the projector house. Scrap the boarded entrance and door on the other side. Projector Screen. Intact billboard. (Optional) Settlement workshop shed. May cause clipping if removed, but does not affect the overall look of the settlement.
Note. To make scraping less risky around the Projector Building consider using Disable during the scrap and Enable when done. Be sure to use the Projector's Reference ID in case you click on another object by mistake.
A few elements cannot be scrapped normally, in this case you will need to do the following:
Go into the console. Select the object (E.g., ivy or wood plank). Disable MarkForDelete
Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.
Build a Transfer Settlements console from Power > Miscellaneous on top of the screen.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added washers and dryers from Immersive Laundry. Fixed up the fountain, one of the waterfalls was missing. Fixed up the second deck of the general store. Roof repaired and walls added to create a workshop and lounge. Added a billboard sign on the other end of the Nuka Cherry advertisement.
371 downloads
Updated
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Transfer Settlements - Graygarden Institute Surveillance Station
By msmfoster
A Transfer Settlements blueprint that answers the question on how a bunch of relatively unprotected Mister Handys could survive for over two hundred years. This build specifically makes use of the overpass to create an Institute fortress that observes the Commonwealth as their experiments carry on below.
Details on this build:
Replaces every element of the greenhouse with intact versions. Adds additional greenhouse tables and food. Builds a large structure into the overpass, with a tower leading down to the ground level. This houses settlers, shops, and medical facilities, keeping Graygarden mostly intact. Increases the amount of available bunks to boost food production. A series of stairs allows you to access the topmost deck of the overpass. If you travel along and jump the gap you will reach the crashed vertibird above the military checkpoint.
Settlement Features
19 bunks. 120+ food. 750 defense. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimize visible power lines. Settlers occasionally fall through the floors but can move throughout. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement, fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects. Advanced Bubble Turret Set. Unobtrusive defensive elements that fit in well with the theme of a heavily armed fortress. Turrets are either Heavy Institute Laser or Gauss Rifle turrets. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Clear out the floor and greenhouse elements of Graygarden. Be sure to maintain the water pipes, existing food, and tables that support them; clear the rest of the clutter.
Note. Pull the Graygarden signs away from the building slightly. This will prevent them from clipping into the new walls.
Remove eroded cliffs, trees, your new car, and brush. Remove clutter from the platform supporting the settlement workshop. Remove the fence surrounding it, as well as the smaller platform located nearby.
Clear out the middle overpass level; you can walk up the damaged portion. Remove clutter, trash, vines, and vehicles. The car at the edge of the build area will need to be pulled towards you to scrap using the MoveTo command.
Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workshop.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added washers and dryers from Immersive Laundry.185 downloads
Updated
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Transfer Settlements - Abernathy Fortress
By msmfoster
A Transfer Settlements blueprint that showcases how protective Blake Abernathy is of his daughter, Lucy. It removes the makeshift home and creates a fortress using Brotherhood of Steel build items from the Settlement Objects Expansion Pack. The end result is a build with high defence, food, and population levels.
Details on this build:
Replaces the existing wooden structure built into the power line with a three-level fortress. Topmost level supports rows of turrets to fend off any potential foe. Main deck is dedicated to shops, leisure, and medical facilities. Second deck contains bathrooms, bunks, and a full gym. Third deck contains more bunks, including a smaller area that could serve as the Abernathys' home.
Settlement Features
32 bunks. 150+ food. 745+ defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely with minimal difficulties observed. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement, fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Additional flooring used in the settlement.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Clear out the existing structure and contents while maintaining the power transmission tower. Remove fencing, shrubs, trees, and other elements.
Maintain the following:
The pen surrounding the brahmin. The piping leading into the silos. The silos themselves should be removed as they will be replaced.
Note. To make scraping less risky around the Transmission Tower consider using Disable during the scrap and Enable when done. Be sure to use the towers's Reference ID in case you click on another object by mistake.
A few elements cannot be scrapped normally, in this case you will need to do the following:
Go into the console. Select the object (E.g., ivy or a string of lights). Disable MarkForDelete
Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.
Build a Transfer Settlements console from Power > Miscellaneous within the brahmin pen by the gate.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added washers and dryers from Immersive Laundry.264 downloads
Updated
-
Transfer Settlements - Sunshine Tidings Luxury Cabins and Resort
By msmfoster
A Transfer Settlements blueprint that re-imagines Sunshine Tidings. While maintaining the overall footprint, it redoes the cabins to make settler and player travel easier and increase the amount of bunks available. The site mimics resorts that were popular during the fifties and sixties.
Details on this build:
Replaces every cabin with a similarly themed home. Each includes a washroom, kitchen, fireplace, and counter. Every home is individually powered but linked together. This would permit their turrets to engage enemies even if linking power lines are damaged. Replaces the food hall with a larger facility that houses stores and a dedicated medical clinic. Replaces the bathroom with a dedicated gym. To make things easier in the demolitions phase, workshop building is redone using standard components and flooring making the doors functional. Every outside building has turrets on the roof, creating an all-around perimeter to fend off attacks.
Settlement Features
24 bunks. 125+ food. 850+ defences. 360 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Additional flooring in the settlement.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Remove all the cabins and their contents, along with the dining hall, workshop area, bathroom, and outhouses. For aesthetics, maintain the grain silos.
Build a Transfer Settlements console from Power > Miscellaneous on the path leading into the area by the dining hall.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added a laundromat with washers and dryers from Immersive Laundry. Replaced the warehouse doors with powered variants. Added a Skyrim statue of Mara as a showcase before entering the shops.227 downloads
Updated
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Latex Collar Curse 1.30 - russian translation
By Samhsay
Перевод на русский язык мода Latex Collar Curse версии 1.30. Даже не совсем машинный.
В переводе могут быть ошибки. Прошу все замеченные текстовые странности скринить и слать сюда. Я, хотя бы, попытаюсь их найти и исправить.
Версия файла с уже установленными патчами. Требует Boston Devious Helper, но при отсутствии будет только пустой пункт в MCM. В связи с этим, если у вас есть BDH, то этот мод нужно ставить после него.
Если автор оригинала попросит удалить файл, он будет удалён.
Далее информация о файле, взятая из оригинальной темы:
Об этом файле
НОВОЕ: 1.30 + Patch 1 Интеграция BDH Slutwalk и многое другое!
SAKR Patch 1 для версии 1.29 (исправление редких проблем начального сканирования)
Патчи: если у вас установлена версия 1.28 или 1.29 и вы используете Dreams, установите патч 1. Он исправляет критическую ошибку
Выпущена 1.29, интеграция Provocative Perks и многое другое!
Выпущена 1.27 + Patch 1! ОБЯЗАТЕЛЬНЫЕ ИСПРАВЛЕНИЯ ДЛЯ DREAMS и многое другое
Выпущена 1.26! Застрял во снах (ваша новая мини-игра «похищение») и исправления!
1.25: 100+ потенциальных актеров для Dreams, 1000+ вариаций нарядов (используя установленные моды на одежду) и многое другое
ОБЗОР
У этого мода 4 основные функции. Вы можете включить/выключить их в MCM
1. Dreams. Игрок начнет видеть фетиш-сны, если уснет возбужденным или травмированным
2. Раздражающий ошейник. Он будет давать игроку задания, если его надеть. Он будет применять к игроку различные перки и эффекты.
3. Контроль оргазма и дерево сексуальных навыков. Игроку будет трудно достичь оргазма во время секса по обоюдному согласию. Чтобы преодолеть это, вам нужно развить дерево навыков
4. Проклятые наряды. Игрок будет вынужден носить сексуальные наряды, находясь под гипнозом
ПРЕДЫСТОРИЯ:
То, что вы пережили в криокамере, наблюдая за тем, как стреляют в вашего мужа, было настолько травмирующим, что вы почти полностью потеряли способность испытывать нормальный оргазм.
Только когда вы находитесь под воздействием травматического опыта (например, изнасилования или ношения шокового ошейника / проклятого ошейника), вы можете испытать оргазм. Во всех других ситуациях, включая мастурбацию, ваш разум полностью закрыт!
Путешествуя по Содружеству, вы ищете не только своего сына, но и лекарство. Кто знает, может быть, нахождение вашего сына — часть решения...
Проклятие латексного ошейника
Происхождение этого ошейника неизвестно, он может быть создан каким-то безумным ученым, институтом или, может быть, его построили инопланетяне. Известно, что он может автоматически надеваться на человека, когда его сексуальные желания не удовлетворяются слишком долго. После надевания вам потребуется начать управлять своими желаниями и попытаться избегать оргазмов в течение некоторого времени.
Проблема в том, что проклятие будет надевать на вас все больше и больше устройств, если вы не будете удовлетворены слишком долго. Каждое новое устройство будет иметь свои собственные условия снятия. Некоторые могут потребовать от вас заняться сексом, получить несколько оргазмов, ходить голышом или даже быть изнасилованным или изнасилованным. Некоторые могут потребовать от вас делать все это на публике, а некоторые дадут вам ограниченное время для выполнения этих условий. Некоторые могут потребовать от вас прекратить использовать стимулятор, некоторые мерзкие устройства могут даже попросить вас прекратить есть обычную пищу. Выход — либо выполнить эти условия, либо подождать, пока проклятия не развеются сами по себе.
Еще одно. Ошейник любит спермо-шлюх, так что вы можете удовлетворить ошейник, поглощая все виды спермы, чтобы получить ключ!
Вы можете контролировать свои желания или вы будете вечно в ловушке?
P.S. Большинство устройств не мешают владельцу ходить или сражаться. Так что вы можете сражаться, выполнять квесты и т. д. Вы получите наручник, если носите все остальные устройства, но наручник не потребует специального ключа и может быть открыт обычным ключом DD или после того, как персонаж будет изнасилован определенное количество раз. Если вы включили кляпы KFT, это может стать настоящим испытанием, так как вы не можете говорить, так что приберегите немного спермы для сложных ситуаций.
Требования:
Этот мод esp помечен как esl, поэтому он не займет места в вашем порядке загрузки. Порядок загрузки не должен быть важен, мод не отменяет никаких форм.
Это ALPHA-релиз, Devious Devices сами по себе сложны, и здесь мы добавляем KFT в смесь. Но в большинстве случаев все должно работать Вы можете использовать MCM, чтобы приостановить модификацию/отключение устройств, если вам это необходимо. Кроме того, это мой первый опубликованный мод, я все еще учусь Могут быть конфликты с модами, которые активно используют DD, и наверняка есть ошибки.
НЕОБХОДИМЫЕ МОДЫ
Devious Devices_2.0_RC9_Beta1+ (RC8 НЕДОСТАТОЧНО). Рекомендуется RC9 beta 2. Когда ваш менеджер модов предложит вам это, ОБЯЗАТЕЛЬНО перезапишите devious devices (безопасно!), есть 3 обновленных сетки корсета для Beta 1 и 1 файл для Beta 2.
SexAttributes2.7.3. Более ранние версии, скорее всего, подойдут.
Torture Devices 2+
ComMoisturizer_v1_05. Все может стать грязным, когда вы едите сперму
SkimpyArmorKeywordResource1.1.2. Некоторые устройства потребуют от вас рейтинга SAKR 99, если они установлены
AAF_Violate_V1.60 MCM Option: Проклятые устройства будут деэкипированы Violate. Проклятые устройства будут экипированы обратно после отключения устройств KFT.
Confirm boxes если у вас возникли проблемы с окном уведомлений информации/навыков. это отличный мод пользовательского интерфейса, не имеет зависимостей, esp, скриптов, сохраните для установки/удаления в любое время
AAF и F4SE
НАСТОЯТЕЛЬНО РЕКОМЕНДУЕТСЯ
Kziitd Fetish Toolset 1.0 Beta 2 или выше (с патчем совместимости!). Будет работать без него, но вам не хватит разнообразных капюшонов и шлей
RealHandcuffs.0.4.14 и SexHarassment1.19.3. С этими модами все становится еще сексуальнее и сложнее, а ошейник будет считаться ошейником-шокером (можно отключить в MCM).
Better Living Through Cumistry. Вы можете использовать зелья CUM из BLTC, чтобы получить ключ!
RobCo Patcher, если вы используете Deviously Cursed Wasteland или FO4 Nude Basics
Nuka Ride 6.4.0+, если вы хотите, чтобы Bimbo walk из мода Nuka Ride носили ошейник. Ошейник НЕ будет экипирован, если экипированы ошейники Nuka Ride Bimbo
Bad End Animation Pack. Важно для снов и необходимо для "Stuck In Dreams"
Provocative Perks Сексуальные наряды SAKR будут иметь случайные бонусы от этого мода
ИНТЕГРАЦИИ
Wasteland Dairy Framework v3.025a. Ошейник распознает пакеты CUM из WDF
WLEGG_WastelandEggspansion_0.423+. Устройства, требующие поедания спермы, не будут считать желе едой, поэтому вы можете их обмануть
Commonwealth Slavers 2.3+. Ошейник НЕ будет экипирован, если экипированы ошейники Slavers
Deviously Cursed Wasteland. Удаляет слот 36 с пояса Джека, чтобы предотвратить конфликты со шлейками (требуется RobCo Patcher)
FO4 Nude Basics v1.07 KP Удаляет слот 41 из Milker Pasties, чтобы разрешить доение в латексном костюме (требуется RobCo Patcher). Отключить F4B Gag Quest при ношении LCC Gag
Boston Devious Helper 0.3.21. Ошейник НЕ будет экипирован, если экипирован Boston Devious Helper
SAKR Tags:
КАК УДАЛИТЬ
Уберите все устройства с помощью опции MCM и ОТКЛЮЧИТЕ проклятие в MCM. Выбросьте все собранные вами Daytripper CUM. После этого удаление должно быть безопасным.
ИГРОВАЯ МЕХАНИКА
208 downloads
Updated
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Fallout 4 polish mods translations / polskie tłumaczenia modów
By nojedzto
Magno CUM Gaudio 2.12.50 - polskie tłumaczenie wip1.1
* Wersja wip, tłumaczenie nie jest kompletne, możliwe błędy i nieścisłości w tłumaczeniu.
Wymagania: Tłumaczenie zawiera jedynie pliki esp i json, więc potrzebujesz zainstalowany również oryginalny mod.
Instalacja: Za pomocą Mod Organizer, umieść tłumaczenie pod modem aby mod został nadpisany.
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Raider Leather Gear 2.3 - polskie tłumaczenie 1.1
Wymagania: Tłumaczenie zawiera jedynie plik esp, więc potrzebujesz zainstalowany również oryginalny mod.
Instalacja: Za pomocą Mod Organizer, umieść tłumaczenie pod modem aby mod został nadpisany.
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Oryginalne mody:
[AAF] M.C.G. (Extended Social Interactions) - Misc Sex - LoversLab
Raider Leather Gear at Fallout 4 Nexus - Mods and community
Wsparcie:
* Nie testowałem instalacji za pomocą vortex lub manualnej, ale jeśli w jakiś sposób nadpiszesz pliki powinno być ok.
* Przyjmuję wszystkie znalezione błędy i propozycje ulepszeń tłumaczeń:
- Discord: yourdadgayslut (tak, nazwa miałą być dla jaj)
- Tutaj pod postem, ale zaglądam rzadziej
28 downloads
- translations mods
- translations
- (and 6 more)
Updated
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R34 Fallout 4 Animated Main Menu Theme-Ellie TLOU2
A simple Adult Main menu theme replacer based on TLOU2 character Ellie with video and audio. Tested on 1.10.163. Probably works fine on all versions as its simple UI edit. This is my first attempt at learning simple interface modding so kindly forgive any mistakes. And feel free to comment about any issues.
Source R34
Tools used ;
RAD video for the bk2 clip
Audacity for audio mixing/merging.
1371 downloads
Updated
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Bad End Purgatory-Death Penalty and other tweaks
By gegging
I was messing around with two mods to practice papyrus script modding and thought this was funny enough to share.
Bad End Purgatory, which only triggers on Bad End of AAF Violate, will now trigger for all deaths.
When you exit purgatory, you will teleport back to where you have died instead of Sanctuary.
Requires Death Penalty by Ultimate Coffee and Bad End: Purgatory by EgoBallistic
Compatibility:
Unless you want enemies to follow you to purgatory, disable "essential player" in AAF Violate's settings.
Any mods that make the player essential/protected etc. will not work well with the original mod Death Penalty. How it works is that the game checks if your health goes below 0%, it will either put you in a state where you will use a regenerative item, or kill you thus sending you to Purgatory.
Additional notes:
In original Death Penalty, time passes from death to respawn and the amount depended on how far you were from the last bed you used or the closest safest bed. That is no longer the case because I felt it redundant due to Purgatory. Due to how it combos, some options in Death Penalty MCM are either redundant or doesn't work.
Credits:
UltimateCoffee and EgoBallistic for the original mod and code.
RSEII CSA easy mode script.
Reduced the failsafe of visitors visiting the player from 120 seconds to 15.
Disable safe distance applies to outdoor areas as well. Upon recapture, the recalculated safedistance will respect disabling of safe distance.
Credits: FlashyJoer
Real Handcuffs tweaks.
Having perk hacker 3 lets you input any number to access the collar, for certain modded playthroughs where you and your companion might get collared with no way to find the code by yourself.
Makes the collar unmodifiable while equipped. Cuffs unscrappable unless you break the hinges or chains. Both were done to prevent an exploit I found in my experience (scrap any armor while using an armorbench and the collar/cuffs become available to scrap or modify). Prevents possible human error when using RH with DD armorbench unlocker.
Made the hidden perk that replaces the interactions with an armor bench do nothing as a result.
As a personal taste, allows you to sleep by making the perk that disables it do nothing.
Credits: Kharos
983 downloads
Updated
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Blender Creature Rigs
By Allnarta
Description
On this page I will post rigs that I make and use for animating. They are rather simple, but should be good enough for basic animations. They can also have some quirks here and there, but shouldn't be too bad.
Rigs use skeletons and binaries from brilliant SAMLib Blender addon by Maxie (can be found on Maxie discord; link can be found on ScreenAcrherMenu Nexus page) and intended to use this exact addon to export animations to Fallout 4. I don't know if .fbx method will work on them. Process should be pretty familiar if you're animator - just animate rig, bake action on export skeleton (I bake in Pose mode usually) and export as .HKX via SAMLib addon.
You can append human rig from Blender Kit to make cross-species animations (SAMLib properly exports animations made on Blender Kit Rig if you ask).
Rigs are made in Blender 4.4.
Permissions
If you happen to use them for animating, please do not make animations that restrict male characters (aka "F/Creature" - if you do such an animation you have to set non-gendered tags in .XML and cannot set actor to be strictly female). It would be really wierd of you to use my work to make mods that I cannot use.
232 downloads
Updated
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main menu replacer Busty Hentai Elf plowed by Futanari Lovers(With music) - Main Menu Replacer FO4
By Zindith
⚠️ NSFW Adult Content — 18+ Only
Hello everyone, my name’s Zindith. This is my first attempt at modding, so I decided to create a sexy Main Menu Replacer — there aren’t enough of these around!
This version is for Fallout 4 version 1.11.191.0. Future updates will be released as needed.
Enjoy the busty Elf as she’s railed by two busty Futanari Draenei lovers in a mystical purple forest. The custom audio track is a sensual number sung by Gia Woods, “Feel It”, to help set the mood.
Installation:
Use your preferred mod manager: Vortex or MO2
Enable the mod after download
Sit back and enjoy your new Main Menu Replacer
304 downloads
Updated
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Transfer Settlements - Taffington Boathouse Restored and Expanded
By msmfoster
Taffington Boat House is an interesting location that could have easily been great had they increased the build area. This Transfer Settlements blueprint uses the existing space to:
Expand the boardwalk. Fix up the existing building including the roof and overhangs. The main structure now houses shops and medical facilities, including a surgical area. Adds another bunkhouse with a laundry area, working bathroom, and a large space for workshops. Moves the boathouse slightly to accommodate the roof repair. Adds two greenhouses over the road. Note. For some easy experience points, get the attention of the bloodbugs and stingwings nearby and draw to the settlement's defences.
Settlement Features 23 bunks. 110+ food. 485 defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers appear able to move throughout but occasionally get stuck in the original home. Power mostly runs through conduits and under the boardwalk to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive element used along the greenhouses' outside-facing walls and inside the main structure in case creatures respawn. 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. Save often just in case you accidentally scrap something important like a wall.
Clear out the boathouse completely. Remove the damaged part of the roof and overhangs of the main home, remove the tub, and bathroom walls. Remove the boardwalk entirely, including pylons and posts. Clear the area of clutter and junk.
If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console: Select the tub. Disable MarkForDelete Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.
Build a Transfer Settlements console from Power > Miscellaneous near the edge of the build area on the road near the boat ramp.
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.
You may need to adjust the glass in the windows for the bunkhouse. Just move them forward or back a bit until you have the desired effect. Glass also prevents the player from accidentally going through the window.
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 save to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.2 Properly duplicated pylons and posts
Version 1.0.1 Electric doors were attached to gym. Replaced washers and dryers with those from Immersive Laundry. Pylons and supports are now duplicated and pre-placed. Gas light added atop the pylons to more closely match the original look and feel. Adjusted third floor of bunkhouse and fixed up the roof.
264 downloads
- transfer settlements
- taffington
- (and 1 more)
Updated
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(Porno) Classic Skill Books 2 RU|EN
By vjnmrf
Porn version of the Classic Skill Books mod 2. Three dozen magazines (the books in the source were also converted into magazines for convenience), lying around in different places, give small bonuses to everything. The mod is localized, the original is not required.
Порно версия мода Classic Skill Books 2. Три десятка журналов (имевшиеся в исходнике книги тоже преобразованы в журналы для удобства), валяющиеся в разных местах, дают небольшие бонусы ко всякому. Мод локализован, оригинал не требуется.
493 downloads
Submitted
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Girls of Nuka Ride
By Margot_Pola
Hi everyone ! A few months ago, i started redesigning a character from Nuka Ride ... Then i made another one, and then another one ... until i rebuild all of them. 😂
This models are designed to replace the old ones. With the permission of @JB., only the facial structure will be retained in the original mod. So here, i share you the full version of the Girls of Nuka Ride !
Here a little preview of the old and new presets :
WARNING !!!
THIS IS ONLY PRESET FILES ! I'm not a modder, only an amateur character designer. So you need to replace manually with the console command (SLM IDcharacter) or ScreenArcherMenu.
Hard Requirements
If you want to avoid brown face
F4SE : https://f4se.silverlock.org/ LookMenu : https://www.nexusmods.com/fallout4/mods/12631 LooksMenuCustomizationCompendium : https://www.nexusmods.com/fallout4/mods/24830?tab=files (if you use 2k texture face, DO NOT forget to download LMCC 2k Face Textures file in the same page) Captive Tattoo : (for Peach&Cherry's face tattoo) (Btw, if you already have download and play Nuka Ride, i assume that you already downloaded all the mods that the author required.)
Soft Requirement :
To have the same result on the screenshots
Real HD Face Textures 2K : https://www.nexusmods.com/fallout4/mods/20445 (DO NOT DOWNLOAD "TEXTURE FOR THE GIRLS" file, because it's incompatible, and you won't have the same makeup result) The Eyes of Beauty : https://www.nexusmods.com/fallout4/mods/133 (Be sure to desactivate lash type if you use HN66 EyeLashes)
LooksMenuBodyTattoos : https://www.nexusmods.com/fallout4/mods/25000 Rutah Tattoo : https://www.nexusmods.com/fallout4/mods/43661 HN66 EyeLashes : https://www.nexusmods.com/fallout4/mods/21978 HN66 Distinctive Teeth : https://www.nexusmods.com/fallout4/mods/20946 Porcupine's PublicHairs : Fusion girl's non realistic skin :
For the Hairstyles :
I admit i don't hold back when it comes to hairstyles, because i use them a lot. I realize you might not necessarily want to have every single hairstyle mods. And everyone is free to choose the haircut that suits them best. But, for those who really want the same haircuts, these are the ones i use for these characters :
KS Hairdos (for Charlotte, Dara, Katelyn, Monique, Roxie, Sophie Seven Bar) : https://www.nexusmods.com/fallout4/mods/11402?tab=files MiscHairstyle (for Dallas, Isabella, Kali, Lucy, Mrs Whitfield) : https://fo4-mischairstyle.tumblr.com/ KimHairstyle (for Amber, Cherry (Lilith), Mrs Steeven, Music, Patti) : https://www.nexusmods.com/fallout4/mods/76952 Tulius Hair (for Cherry, Harlowe, Peach) : https://arca.live/b/tullius/34746196 Anto Hair Pack (for Michelle, Roxie Lusty Lady) : https://www.nexusmods.com/fallout4/mods/8126 Ponytail Hairstyles (for Cora) : https://www.nexusmods.com/fallout4/mods/8126
Many thanks to @JB. and all Nuka ride community !!
2421 downloads
Submitted
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Transfer Settlements - Kingsport Lighthouse and Visitor Centre
By msmfoster
Kingsport Lighthouse is transformed into a functional lighthouse-and-visitor-centre settlement that preserves its isolated coastal charm while supporting high settler count and food production. The main home serves as the shop hub, the dock as bunkhouses, and the outbuilding provides visitor bathroom facilities.
Details
Repaired roof and expanded second level of the main home. Removed damaged dock sections, extended the dock, and added a fishing shack. Added outbuilding on the rocks for visitor washroom facilities. Cleaned up the lighthouse interior for sleeping accommodations and electric lighting. Placed a pallet in the docked fishing vessel for two extra bunks. Added a large Skyrim statue near the waterline (may explain the shipwrecks in the area).
Settlement Features
24 bunks. 100+ food. 485 defences. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers can move throughout and even make use of the beds inside the lighthouse. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Advanced Bubble Turret Set (Realistic No Power version). Used within the main structure and lighthouse in case of respawns. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines.
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 main home.
Clear out the main home entirely of clutter and furniture. Additionally remove the damaged roof, and damaged wall leading to the narrow end. Clear out the contents of the fishing shack, and damaged portion of the dock. This includes the barrels and wooden frame. Remove the clutter, including rocks and shrubs from the surrounding area, including the red truck and the road beneath it. Be sure to maintain the rock face for the various cliffs. Move the large tree near the home. Push it beyond the boundaries of the build area using Place Everywhere.
If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console:
Select the tub. Disable MarkForDelete
Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.
Build a Transfer Settlements console from Power > Miscellaneous on the road leading into the settlement at the edge of the build area.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is save to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Added a Skyrim statue on the cliff near the water line. Adjusted the wiring for the lighthouse. Much of it is now hidden for a cleaner look.191 downloads
Updated
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Nightclub Of the CommonWealth Add ON - OPEN FOR BUSINESS Voiced V1
Open for business.
Make Money, Lose Money.
Recruit patrons to make more money (have a chance to make money).
Remember those entertainment promoters you recruited in the Nightclub of the Commonwealth mod? now is when you put them to WORK. they can recruit for you.
Talk to the keeper and ask about getting customers in to activate the mod.
adds 50+ nammed patrons you or your people can recruit and they have thier own daily schedules (and release into the world timelines, if a promoter tells you "no body else at this time" wait a bit then check again".
Adds Whale patrons too, patrons that are from other media that you need to engage in mini-quests to recruit and are super wealthy. Get them to spend money at the nightclub!
Build a new entrance so people aren't climing down a manhole.
Whales:
1-2 Steve and Doug Butabi from Night At the Roxbury
3 - Robin, the girl down the hall and Chloe's stalker from Don't trust the B from apt 23.
4 - Gulliermo Garcia Gomez - Weeds
5 - Bette Porter - the L word
6 - Reaver - Fable 2&3.
your higher tier promoters can also recruit whales.
and
Introducing for the first time to the Commonwealth,
Rickety Cricket! (It's Always Sunny In Philidelphia). hush on the details w that one.
Voicing - as with the underlying mod voices are done with my speechify professional account for which I have full license for all the voices.
as with the base nightclub mod this mod defaults to whatever body you use, bodyslide files included for both Fusion Girl and CBBE (altthough this mod adds maybe only a few new outfits).
REQUIREMENTS:
https://www.loverslab.com/files/file/9332-jackgas-pubnightclub-of-the-commonwealth-voiced/
Any Questions or issues the best way to get to me is message me and the best and quickest is on my mods discord.
https://discord.gg/wjsTfZFHNC
661 downloads
Updated
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Skimpy Armor Keyword Resource REDUX
By Evi1Panda
📄Please note: This mod is a fork and development of the original Skimpy Armor Keyword Resource mod by @twistedtrebla. Before diving into the detailed description, I’d like to thank the author for the SAKR idea and for his wonderful mods!
⚙️Requirements
OldGen game (1.10.163). F4SE (OG ver) CommonLibF4 (OG ver) Optionally but recommended:
FO4Edit M8r98a4f2's Complex Item Sorter for using clothes autopatcher.
💥Motivation
I’m a big believer in natural, seamless gameplay where mechanics emerge organically from the player’s actions — without any “magic buttons”. Pressing a hotkey to “activate slut mode” or “switch to hunter mode” completely shatters immersion and turns role-playing into a clunky simulator full of toggles. What I loved about the original SAKR idea was treating the degree of clothing exposure as a quantifiable stat. This lets modders tie it directly into dialogues, quests, perks, spells, and effects. NPCs can react to your outfit automatically — no manual switches required.
☕ Why even bother with this?
On its own, it doesn't do much. Like any framework, it first needs to be supported by modders (who need to make patches for clothing and mods that will use it).
🎯 For modders:
Use the new ActorValue ClothesExposureValue in your quests, dialogues, perks, spells, MGEFs, conditions, etc. Build mechanics that depend on how revealing (or conservative) the character’s outfit is.
🎯 For players:
Eventually you’ll get natural, immersive reactions: NPCs responding to your outfit, your character reacting to others, or even NPCs reacting to each other. Things flow smoothly without breaking gameplay — e.g., to earn caps as a prostitute, you just dress like one… no magic button needed.
🤪 In simple terms:
This is a powerful concept, but scaling it globally is tough. For everything to shine, two things must happen:
Modders need to patch armors/clothing with exposure keywords. Modders need to create content that actually reads and reacts to ClothesExposureValue. The possibilities are endless: perks that get stronger the more exposed you are, dialogues unlocked only when dressed provocatively enough, raunchy NPC chit-chat, enemy behavior (raiders might let a scantily-clad “working girl” into their camp instead of shooting on sight), companion reactions (e.g., Ivy refusing anything with low exposure), and so on. The only real limit is modder creativity and adoption.
⭕Main issues with the original mod:
Only supported female player characters (and only the player). No easy way to use it in other mods without heavy Papyrus wrappers. Couldn’t track exposure on NPCs. Hard-coded keywords — impossible to expand or tweak without recompiling. Not an ESL-flagged plugin.
✅ What’s been improved / added in this REDUX fork:
Plugin converted to ESL — doesn’t eat into your precious 255 plugin limit. Core logic ported to C++ (F4SE plugin) — nice performance and deeper engine integration. New ActorValue ClothesExposureValue added to all actors (player + every NPC). Value auto-updates on cell load / equip change. Fully usable in perks, dialogue conditions, magic effects, quests — zero Papyrus scripts needed. Track changes via the event OnExposeValueChange(Actor akActor, int aiValue). Full male support — added matching _MALE keyword sets; exposure now works for any gender. JSON-based configuration — all keywords, categories, and exposure levels are loaded from an external JSON file. Add new keywords, tweak values, or override logic without touching the plugin or recompiling anything.
🧐 How it works (simple explanation)
Every actor now has a hidden stat similar to Strength or Agility — ClothesExposureValue — that measures how revealing their current outfit is. Everything happens under the hood: the value updates automatically when gear changes. Modders can read it anytime (via conditions or scripts), and listen for updates via the event. For players, it’s simple: dress skimpy (or modest) depending on what you want to achieve in-game.
🤖Description of the mechanics of calculating exposure
⚠️Clothing patching
Instead of RobCo patchers that are difficult to control, Complex Sorter from M8r is used. But you can use RobCo if you like it more.
Ready-made plugins for Complex Sorter are provided, which add the necessary keywords to popular clothing from well-known mods.
If desired, you can easily supplement or modify the patches for your build.
Complex Sorter rules are used to automatically add keywords to items from popular mods. Ready-made plugins are included in the archive. They work as follows:
find items by name, EditorID, or other criteria; add the corresponding SAKR keywords. have fallback for every A-Torso and U-Torso armor - if there is no specific rules then add fullTop and fullBottom keywords.
If you want to add support for other clothing, edit the Complex Sorter rules or create your own patch in xEdit
@KinataHoru has made a great web tool that will make creating patches even easier!
С++ source code is here
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
1393 downloads
Updated
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Titshirt
By Evi1Panda
Titshirt - Dynamic Clothing Fit and Push-Up Effect
NWSF VIDEO LINK
"Titshirt" is a script-based mod that gives clothing in Fallout 4 a dynamic and realistic look. It automatically adds a fitting and fabric tension effect to the equipment of your character and NPCs. On certain types of clothing (e.g., tops, bodices), an additional visual "push-up" effect is activated, enhancing the shape. All the mod's functionality is based on the game's internal mechanics and does not require mesh replacement, ensuring high compatibility.
Core Working Principle: The mod uses Papyrus scripts assigned via hidden Spells and Magic Effects, which dynamically control body sliders.
🎯 You may also be interested in
Underhelmet Hairfix
Synths Explode Equipment
Expand Holes
Pole Activator Framework & Dancing pole for Red Seat
Autonomy Sex
⚙️ Requirements
Before installation, ensure you have the following mandatory mods and components:
F4SE (Fallout 4 Script Extender): The latest version matching your game version. LooksMenu (v1.6.2+): The primary mechanism through which the mod affects the character's body.
Important: Make sure your LooksMenu version is compatible with your game version. BodySlide with Slider Support: A body (e.g., CBBE, Fusion Girl) must be correctly installed and built with options for dynamic morphs (Body Morphs) enabled. Supporting Clothing: In-game clothing and armor must be created with support for the same body sliders. Skimpy Armor Keyword Resource (SAKR) / Skimpy Armor Keyword Resource Redux: A keyword resource for correctly identifying clothing types. SAKR Direct Injection Script probably also needed to add keywords to clothes.* (Optional) SUP_F4SE: Required only for extended logging. Without it, the mod will work, but debug messages will only be output via Debug.Trace.
*I'm using SAKR REDUX, and it has own injecting system based on M8r's Complex Sorter's scripts. But probably for original SAKR you need this.
📦 Installation
Install all the requirements listed above. Install the main mod file Titshider.7z using your mod manager (Vortex, MO2) or manually copy the files to the Data folder. (IMPORTANT) Launch the game ONLY through f4se_loader.exe, otherwise the mod will not work.
🎮 Configuration and Controls
Configuration and debugging of the mod is done through the in-game console (~).
CommandValuesDescription
Recommendation: For most users, simply enabling the mod (set Titshirt_Enable to 1) is sufficient (initially enabled). Debugging is only needed if issues arise.
Show the current state of the mod
result: not 0 (On) / 0 (Off)
command: show Titshirt_Enable
Enable or disable the mod
value: 1 or 0
command: set Titshirt_Enable to [value]
Show the current logging level
result: 0 (Off), 1 (Debug.Trace), 2 (SUP_F4SE)
command: show Titshirt_Debug
Set debug level
value: 0 (off), 1 (trace), 2(SUP_F4SE: console + Fallout4\aaSUPF4SEDebugPrint.txt)
command: set Titshirt_Debug to [value]
⚠️ Important Limitations and Conflict Warnings
Distribution Mechanism:
The mod uses the vanilla spell AbLegendaryCreatureItem to distribute its effect. This means potential conflicts with any other mods that also modify or use this spell (e.g., Fallout Emotions). Resolving conflicts will require manual patching (merging records in FO4Edit). Future Plans: A potential switch to distribution via an F4SE plugin in C++ to reduce conflicts is being considered. Ideal Performance in a New Game:
Due to the use of AbLegendaryCreatureItem, the mod works ideally only when starting a new game. If you install the mod mid-playthrough, the effect may not apply automatically to all actors already created in the world (including the main character).
Solution for Existing Saves:
To apply the effect to already existing actors, you must manually restart the spell via the console:
removeSpell AbLegendaryCreatureItem
addSpell AbLegendaryCreatureItem
Execute these commands while having the target character selected on whom you need to update the spell.
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
1388 downloads
Updated
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naf Autonomy Sex
By Evi1Panda
VIDEO
VIDEO IN DIAMOND CITY
Different bodies, faces, tattoes, hairs in video provided by Diverse Bodies Redux mod.
Features
Launches scenes between actors at a specified frequency and with a random chance of launch. Up to 128 scenes in parallel. Search for valid poses and locations (up to 10 different actors in a scene). Small talk between actors before the scene starts. 20 pickup lines with voice acting and lip-syncing and 20 response phrases launched randomly. All actors who have recently had sex are tracked and excluded from the search for actors for scenes, so you don't end up with characters who are just sex machines. Active companions are excluded from scenes, actors in combat are excluded from scenes, as are other inconsistent actor statements. Scenes with creatures and between enemy NPCs are supported. A “runaway” mechanism is implemented to return to the starting point after a scene with a hostile NPC. Quest markers places to scenes so that the player knows where “something” is happening. Key actors (Kellogg, Sean, etc.) and inappropriate locations are excluded from scenes. You can customize the exclusions yourself (but only with xEdit). For convenience, scripts have been added; examples can be found in the attached patches for the DLC. You can add specific locations, specific references to an actor or their base (NPC in xEdit) to the exclusions. There is also a keyword for exclusions. NEW FEATURE in 1.1.5: I added the ability to set locations for playing alternative scene settings. You can specify separate locations where scenes will be launched using alternative settings instead of the main ones. I made this native for Diamond City and Vault 81. What does this mean in practice? I noticed that I have a lot of playback positions that I never see, which are not fully sexual in nature: Dancecyclopedia, with all kinds of hugging and dancing. At the same time, many people probably feel that explicit scenes are inappropriate in some locations, such as DC and V81. This feature will correct this omission: scenes of hugging, dancing, and kissing will be played randomly in these locations. To customize it for yourself, see Formlists in xEdit. Please note that Dancecyclopedia does not have unique tags for most animations (which I specified in settings.ini), so you will have to add them yourself in positionData.xml. NEW FEATURE in 1.2.18: Add new races by editing the MCM config. See the article.
Requirements
- Fallout 4 OG (1.10.163)
- NAF + NAF Bridge (1.35 and higher) + Your animations set.
- Baka Framework (String Utils)
- Lighthouse
- MCM
Installation
- Unzip the archive into the Data folder (or copy the mod contents to the Mod Organizer/Data folder and activate `AutonomySex.esp`).
- Start the game and open MCM for configuration (see the Settings section).
Credits
Vinfamy and InvictusBlade for idea and nice mods.
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
3313 downloads
Updated