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  1. VotW Plugin - Zetan Files

    This is another plugin for the Videos of the Wasteland mod by Razorwire. This particular plugin adds two reels playable at the Starlight Drive-In Theater once you have repaired it. Or for those that prefer, grab the holotape version and get treated to four holotapes for use with Razorwire's powered TV holotape player (no it doesn't work on your pipboy).

    Obviously the first plugin requires the Votw Starlight Drive-In module available at

    http://www.nexusmods...ut4/mods/11448/

    (now found at) http://www.nexusmods...t4/mods/24435/? (yeah, okay so it got re-uploaded, link is fixed now)
     
    in order to function properly. You'll also need to have 30 steel inside the Starlight Drive-In workshop to repair the movie screen, as well as enough other materials to craft some power for the projector.
     
    The second plugin just requires use of Videos of the Wasteland v1.4a main file (at the same link as above).
     
    The two projector reels can be found on the Zetan once the alien ship has crash landed (so you'll need to be level 20). You can always add them via the console by searching for "human sex exp." - but where is the fun in that?
     
    The holotapes can be found the same way - for the moment it'd kind of one or the other. But you can search for both types using the console - if you load both versions. For the holotapes just search for "Zetan" and you should find them. The form IDs were XX000800, XX000802, XX000804 and XX000806 (where XX is based on load order).
     
    The videos are each about 2 minutes long, and show a small snippet of just why the Zetan's are interested in Earthlings.
     
    Issues:
    I've noticed a small issue when loading multiple VotW plugins through the NMM. For some reason NMM seems to think all of these mods are updates of the same original mod. So if you have any other VotW plugins (such as the Vault 69 reels by Skottorp), and then want to load these as well, do not select "update". Instead choose to install "normally" and it will work fine. If you update, you will instead delete the other mod (which would be unfortunate).
     
    Attempting to load both versions of these two plugins doesn't give you both the holotapes and the projector reels, one overwrites the other. I was fighting the CK at the time, and didn't want to chance it. I'm working on something more interesting (I hope) using these guys, and then maybe I'll fix the problem.
     
    Credits:
    Bethesda as always
    Razorwire for the excellent original VotW mod,
    Skottorp for his PWP Vault 69 mod (much better than my poor attempt, and the reason I gave it a go)
    Anyone who actually d/l and enjoys this. At least then it will have been worth it.

    19634 downloads

    Updated

  2. ImmersiveSWF

    This is a modders resource that attempts to make it easy for other mod authors to show a custom SWF temporarily in the UI. This is not intended to be used for widgets. It is designed more for showing custom player status updates, mod title graphics, warnings, achievement graphics, etc.
     
    Usage
     
    Your mod will need to set up a connection to ImmersiveSWF and then call the "showSWF" function in order to display your custom SWF file.
     
    Here is an example of how the connection and function call work:
    Quest ImmersiveSWF = Game.GetFormFromFile(0x01000F99, "ImmersiveSWF.esp") as Quest ;Create a reference to ImmersiveSWF.ScriptObject ImmersiveSWFQuestScript = ImmersiveSWF.CastAs("ImmersiveSWF:ImmersiveSWFQuestScript") ;Create a reference to the script we need.; Check to see if the ImmersiveSWF mod was found, if so, run the showSWF function, requesting the SWF id "test".If ImmersiveSWFQuestScript Var[] params = new Var[1] params[0] = "test" ImmersiveSWFQuestScript.CallFunction("showSWF", params)Endif
    The above example attempts to show a SWF with the id "test". To use this mod, you will need to list your own SWF files with their own unique id names in your own XML file. It's easy.
     

    Here is an example XML file:
    <meta title="ISWF_sample_data.xml" version="1.0"/><defaults scale="100" duration="5" swfLocation="TOP_LEFT" swfWidth="124" swfHeight="32" margin="0" monochrome="TRUE"/><swf id="showISWFBanner" swf="ISWF_banner.swf"/><swf id="test" swfLocation="CENTER" swf="ISWF_banner.swf"/>
    The meta node simply lists information about your SWF list. It is not required.
     

    The defaults node lists the parameters the mod will use if you do not define the parameters per SWF. This is for convenience so that you don't have to repeatedly write 'duration="5"' for every SWF if you know that you want all of your SWF files to show for 5 seconds when called.
     
    The swf nodes are where you list your id names and SWF file names. The id name is the reference you use to call a specific SWF with "showSWF" like the example above. The swf parameter is the name of your custom SWF file. You can add more swf nodes to reference all of your custom SWF files.
     
    As you can see in the "test" swf node, parameters like "swfLocation" can be included in the swf node to over-ride the default parameters.
     
    The various parameters available:
     


    scale
    Changes the size that the SWF file displays at. "100" is equivalent to 100%.  
     
     

    duration
    The amount of time the SWF will be displayed in seconds.  
     
     

    swfLocation
    The location that the SWF will be displayed at. Valid options are "TOP_LEFT", "TOP_RIGHT", "BOTTOM_LEFT", "BOTTOM_RIGHT" or "CENTER".  
     
     

    swfWidth and swfHeight
    These values should be set to the size of your SWF content in pixels. They are used to calculate proper location.  
     
     

    margin
    This is the amount of space in pixels to offset the SWF away from the edges of the screen.  
     
     

    monochrome
    This determines whether or not the SWF will use the UI color or allow you to use custom colors. If set to "TRUE", you should make your SWF graphics with the color white only. If set to "FALSE" you can use whatever colors you want in your SWF and they will show correctly in game. Please note that the mod does not support alpha properly because Fallout adds a dropshadow under all elements.  

    IMPORTANT: Your XML file and SWF files need to be placed in a folder titled "ImmersiveSWF" within the "Data" folder. The mod can load multiple lists from multiple different mods unless there is a naming conflict. So, please use unique identifiers/naming for your SWF files, XML and SWF id names.
     
    Credits
     
    Thanks out to the F4SE team!

    147 downloads

    Updated

  3. Women's sportswatch

    I've been asking people on this forum and others to make a wristwatch for Fallout 4, but nobody ever got to it. So I decided to give it a go myself.
     
    This is just a free modder's resource/blender file because I have absolutely no idea how to turn it into a wearable-equippable item into Fallout 4. If you have the technical knowledge of how to do this, please do so, but please give me credit for it.
     
    The only requirement that I know of is the latest version of blender.
     
    Getting it into the game as an item might require nifskope and/or outfit studio, and since it comes in a zip file, you might need to use winrar.
     
    This mesh has an extremely high polygon count, over 30,000 in fact, so scaling that down might be important for in-game use. It also needs to be textured accordingly, preferably white plastic, but silver would also work well.
     
    This was designed after an actual women's sportswatch, and is intended for female characters, but there is not reason why it can't be worn by men as well.

    139 downloads

    Updated

  4. Nicolette Shea (looksmenu preset)

    Model Nicolette Shea Looksmenu preset

    7133 downloads

    Updated

  5. Nicolette Shea (Bodyslide preset)

    Model Nicolette Shea bodyslide preset

    9299 downloads

    Updated

  6. Synths Enabled FP Violate

    Synths Enabled FP Violate


     
    AS OF V 2.0 OF FOUR-PLAY VIOLATE, YOU WON'T NEED THIS MOD ANY MORE, VINFAMY ALREADY INCLUDED SYNTHS COMPATIBILITY IN HIS UPDATE. PLEASE UNINSTALL THIS MOD BEFORE UPDATING TO HIS.
     
    Description:
    A simple script edit that enables players to be violated by Synths using Four-Play Violate V.1.2 by Vinfamy.
    This is just a temporary solution until Four-Play Violate is updated. Vinfamy is currently busy with another project but once he's back and his mod is updated, this will eventually be removed for it being redundant. I'm uploading this here instead of hosting it with the original Violate is so that I can maintain it while we wait for an official release.
     
    Installation:
    NMM (Recommended):
    Add the archive and install, overwrite when prompted.
     
    Manual:
    Extract the content of the archive to your Fallout 4's Data folder (ie. "...My Games\steamapps\common\Fallout 4\Data")
    Overwrite when prompted
     
    Requirements:
    Four-Play by DocClox
    Four-Play Violate v1.2 by Vinfamy (Not required with the latest update, but deserves a thumb's up)
    Synth Clamp-Ons by LegacySlayer and Co. (This should provide Synths with the necessary "tools" to violate you. Unless, of course, you want some cool air humping action )
     
    Current Issues:
    If you have Leito's animation's set up with Four-Play, you'll hear Leito's default male/raider sounds. I didn't get around to unraveling that mystery yet but I'll try to make some time soon to tackle this.
     
    Credits:
    DocClox for Four-Play
    Vinfamy for Four-Play Violate
    LegacySlayer for Synth Clamp-Ons
    ag12 for the technical know-how and being awesome!

    3191 downloads

    Updated

  7. Diamond City Penthouse

    Welcome to


     

    The Diamond City Penthouse


     
     
     

    So I got a bit tired of cluttering up the A.S.I.A. Orbital Station yesterday.



    So I got to thinking, "why not do something quick and fun"?



    I've been wanting a player home in Diamond City for quite some



    time, but Home Plate just never quite did it for me. I fact,



    settlement building in general has never really appealed to me.


     

    So I went looking around Diamond City for that "perfect spot"



    to build something practical and homey, but with a sense



    of architectural style that was different from many of the



    other player house mods I've seen floating around.


     

    So I built this.


     

    Then I entered the game to test everything. And that's



    when things got "interesting"


     

    I was standing in the living room when I asked myself:


     

    "I wonder what will happen if I put on Vinfamy's Prostitution ring"?


     

    Well, I won't spoil it too much for you, but I made over 3000 caps,



    right from the comfort of my own home
    That's right.


    No more standing on the street corner for me.



    Now, my "clients" come to me. And when they've



    finished, they leave through the elevator that leads down



    to the Diamond City gate.


     

    That reminds me, I need to send some goons after the Mayor.



    Fat bastard owes me a LOT of money


     

    The elevator is located outside of Diamond City,



    and just inside of the gate to the left.


     

    Known Issues


     

    Clients will "warp" to you rather than use the elevator.



    But they will use the elevator to leave the penthouse.



    This is because the penthouse and it's entrance are



    in two different cells.


     

    Clients are restricted to the bedroom, living room,



    and kitchen areas by the cells navmesh. I didn't want



    sandboxing around the workbenches, so I didn't



    navmesh that area. Otherwise, the rest of the



    space is very follower friendly.


     

    Enjoy!


     

    Trykz


    5735 downloads

    Submitted

  8. Exploding Slave Collar

    [v0.2]
     
    - added an exploding collar gun (xx003a6a), which will equip the target with a collar, and send them on frenzy
    - the gun is non aggro, but, for some reason (??) the frenzy effect does not work on settlers, but it does work on raiders
    - added suicide mutant beeps
     
    [/v0.2]
     
    Adds an exploding slave collar. Non-replacer.
     
    Equip it on an NPC (or yourself, why not) via console - equipitem xx000800, where xx is the esp position in your load order. After a random period, between 10 and 20 seconds, the NPC's head will go boom and the NPC will go dead.
     
    v0.2: or equip the exploding collar gun (xx003a6a) and go shoot people. Non-aggro.
     
    Does not work on essential NPCs.
     
    Install manually, just copy the mod data folder into your own data folder.
     
    Nuka World required.
     
    You can use it as a modder's resource, link back here and let me know if you did something fun with it, so I can enjoy it myself.
     
    The screenshot features Marcy Long gone boom.

    1290 downloads

    Updated

  9. PM_Texture pack w cum and male included 4 Unique Follower_Player_Female NPCs

    THIS MOD USES THE DEPRECIATED UNIQUE Female NPC's MOD NOT THE UPDATED BSA2 VERSION Titled Unique NPC Bodies however you can still use any single texture in it for which ever body you Please if you have cbbe.
     
    This Mod Replaces both male and female skin textures.
     
    PM_BOD Mod Requirements:
     
    CBBE for just you
     
    Optional (needed to use the hole pack)
    Unique Female NPC's (depreciated)
    Unique Followers
    Unique Player
    Super Hero bodies PHD Large
     
     
     
    Bonus:
    looks menu presets
    Requirements to use and have look right:
    The Eyes of beauity
    Looksmenu costomization compendium
    TH Brows
    Oni asian face wet
    Oni Face Parts (if i dont keep this botom of the load order it seems not to work)
    choose your own hair and hair color i have like 7 packs and not sure which one this hair stylere came from if you have it great if not you'll have to search for one or choose a new one
     
    Instructions: Install last
    There are a few ways we can do this and the choise is yours
    You can install the hole pack by after having the depreciated npc's loaded extracting the 7zip file to your data folder (this also adds my looks menu presets You can pick and choose the textures you would like to use by renaming them to match the body d type you want to replace and doing so. You can contact me with requests and i will do the best i can to accommodate. also i love positive feedback and constructive criticism but if you cant find a way to say something that builds me up to want to improve upon it keep it in. troll's are cool for 7 to 10 year old girls since the movie made them more popular but i just find them boring and unoriginal.

    Q&A
    Is there going to be a release for the updated Unique NPC's body?
    Unfortunately now that it is in a bsa i woul;d need my own esp so while i can build it as an add on once i can learn how to make an esp to guide my mod... Hitting a wall here And cant seem to find any tutorials that can show me how to link my own content to an esp and the proper files in game. yeah... it will happen just not till i can figure it out im gonna see what i can do to see if the unique npc's maker is willing to leave the depreciated mod up or if theres a wayi could just borrow his esp till i can figure it out.
     

    Where Can i Find the Depreciated Unique NPC's?
    http://www.nexusmods.com/fallout4/mods/19466/? is its current URL. Its made by Thirdstorm and he is GOOD. Right now he has an updated version of his mod out that uses a BSA2 file this mod wont effect the npc's bodies on this version though if you have the unique player version that will be released soon it will still effect the player and followers from unique followers... till they change to a bsa2 and im boned till i can learn the esp.
     
    Is there a way i can contribute to your effort?
    All the usual ways ill keep working on it either way as i can but i like money i can buy food and mabie put in to the rent instead of feeling useless. most important leave a compliment if your a fan it helps motivate me i care about those that care for my work. find me a good way to learn how to write an esp for the body files for each faction companion and the unique player. or jump on board and use your technical skills with my artistic design methods.

    2354 downloads

    Updated

  10. Carla Gray - CBBE BodySlide Preset

    Meet Carla, everyone!
     
    Looks like she entered cryogenic sleep in the 1970s...

    2411 downloads

    Updated

  11. Angel Wing & Halo (Texture Packs)

    These are textures for different colors of the angel wings and halo.
     
    credit goes to FavoredSoul for the original textures used for these ones.
    ---------------------------------------------------------------
     
    Just drag and drop the texture folder(s) of the color you want into your F4 Data folder.
     
    Enjoy...

    792 downloads

    Updated

  12. Angel Wngis & Halo

    This is a Halo & Angel Wings for female bodies for those that want to play as an angel.
     
    These files will attach angel wings and a halo to the nude CBBE body(s).
    ------------------------------------------------------------------------------------------------------------------------------
     
    The only requirments for this mod is BodySlide & OutfitStudio.
     
    It is recommended that you have the mod (Unique Player) or all nude female bodies will have the wings and halo.
    ---------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Credit goes to Bumex for porting these meshes to Fallout 4.
     
    And credit goes to FavoredSoul for the original creation of these meshes.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Simply drop the Data folder in your Fallout4 folder and run BodySlide and presto angel wings and halo for your player.

    420 downloads

    Updated

  13. Remove Helmet In Dialog

    Have a face to face conversation. Let your companions really see what you think of them. Any helmet/hat which removes your hair, which is more or less any helmet, will be removed when dialog camera kicks in. Things like Faded Visor which does not remove the hair should stay on. This also works on Power Armor.
    No Vanilla Edits. No Duplicate Helmets To Craft. Just Works. I'm reasonably certain.

    THIS REQUIRES LIKE THE MOST LATEST F4SE CAUSE IT STARTED SE'ING S'S AND THIS IS MADE POSSIBLE TO YOU BY A FUNCTION THEY JUST ADDED.
     


     
    Requires
    Fallout 1.9.4 F4SE 0.4 or newer.

     

    Instructions
     
    It should just work after installing. If not check your F4SE.

    1309 downloads

    Updated

  14. Marry Jane's Cum Stains

    These are some cum textures that I whiped up 4 Four-play.
     
    I just felt like sharing these with the public since there aren't many cum textures for Fallout 4 yet,
     
    I realize these may not be the best cum textures, But its the best I could do (for now), So I hope you'll like em.
     
    I might do more in the future, We'll see.
    -----------------------------------------------------------------------------------------------------------------------------------------------------
     
    credit goes to Ousnius & Caliente for the original body textures
     
    used in the creation of these ones.
     
    Everyone enjoy ;P
    -------------------------------------------------------------------------------------------------------------
     
    There are 2 versions of this download, One is for base bodies, The other is for people who have Unique Player.
     
    Included in these files is the base body texture I used for this, So you'll have an UN-stained version of the body as well.
     
    Just drag and drop the (Texture) folder(s) into your Data folder.

    13673 downloads

    Updated

  15. My Baby

    1. Preset for bodyslide CBBE
    2. Preset for LooksMenu
    Mods :
    Hair - AzarPonytail , MiscHairStyle
    Brows - ThBrows
    Eyes - THOB
    Textures - Oni face and body
    delux makeup
    Oni cute asian face !!! ( i dont remember)
    HD SmileBySkyla Skyrim
    FemaleNeckTweaks

    5432 downloads

    Updated

  16. PM-Bod CBBE nude textures (UniqueNpcSet+CumTexture+ForplayReady)

    THIS MOD USES THE DEPRECIATED UNIQUE NPCS MOD NOT THE UPDATED BSA2 VERSION.
    Screen shots on download page
     
    Instructions
    There are a few ways we can do this and the choise is yours
    You can install the hole pack by after having the depreciated npc's loaded extracting the 7zip filt to your data folder You can pick and choose the textures you would like to use by reenameing them to match the body d type you want to replace and doing so. You can contact me with requests and i will do the best i can to accommodate. also i love positive feedback and constructive criticism but if you cant find a way to say something that builds me up to want to improve upon it keep it in. troll's are cool for 7 to 10 year old girls since the movie made them more popular but i just find them boring and unoriginal.

    Q&A
    Is there going to be a release for the updated Unique NPC's body?
    Unfortunately now that it is in a bsa i woul;d need my own esp so while i can build it as an add on once i can learn how to make an esp to guide my mod... Hitting a wall here And cant seem to find any toutorials that can show me how to link my own content to an esp and the proper files in game. yeah... it will happen just not i can figure it out im gonna see what i can do to see if the unique npc's maker is willing to leave the depreciated mod up or if theres a wayi could just borrow his esp till i can figure it out.
     

    Where Can i Find the Depreciated Unique NPC's?
    http://www.nexusmods.com/fallout4/mods/19466/? is its current URL. Its made by Thirdstorm and he is GOOD. Right now he has an updated version of his mod out that uses a BSA2 file this mod wont effect the npc's bodies on this version though if you have the unique player version that will be released soon it will still effect the player and followers from unique followers... till they change to a bsa2 and im boned till i can learn the esp.
     
    Is there a way i can contribute to your effort?
    All the usual ways i like money i can buy food and mabie put in to the rent instead of feeling useless. most important leave a compliment if your a fan it helps motivate me i care about those that care for my work. find me a good way to learn how to write an esp for the body files for each faction companion and the unique player. or jump on board and use your technical skills with my artistic design meathods.What's New in Version 3.1
    A record of my self teaching process 1.0 Released ugly cum texture and horendous attempt at creating a pale playing body (Patricks CBBE Cum Texture, Sanguin Asmodian Skin Packs. 2.0 strarted from scratch useing pornstar photos adapted in photoshop and altered massive seam issues.(Patricks Texture Pack) 3.0 Removed seams except one Under crotch I'm havingsome trouble with that ones color blending. created amny tattoo varients, pr set up for the 4play body using fplays template, Fixed the nipples to not look like plus signs , Made a more designed cum texture, used much more HD Images, Spent 40+ hours selecting parts and layers to build the new body light freckling and cellular overlaying included. yeah i did Alot and its nice. 3.1 added aditional shadeing detail darkened vagina to match closer to the body and darkened the crease. attempted a new idea on making the colors match betterand try to remove the slight crotch seam or at least reduce. no more red toes, added more seamen to the cum texture Added a butthole... i hope had a couple past i made be misplaces. addwd details and butthole to each body

    2419 downloads

    Updated

  17. Latex for Pampas Set

    Latex for Pampas Set
     
    This mod adds craftable latex variations of ralfetas' Pampas Set, the original mod is required. The new variations can be found by crafting a normal version of the Pampas armor, and using the armor workbench to modify it.
     
    It includes latex versions of the BS5 suit and Belt3, in Vault-Tec, Nuka Cola, BOS, Gunner and plain color variations.
    Gloves and jackets have basic latex versions included.
     
    I don't currently have plans on adding more variations, as these are the ones I've used myself.
     
    Of course, huge thanks for ralfetas for the great armor!

    8569 downloads

    Submitted

  18. Electronics

    Weather Detectors, Rain, Radiation storm detectors.
    Conductors of several radiant outputs.
    Connectors, switches, timers, counters with no radiant output

    439 downloads

    Submitted

  19. [Pre-Alpha with bugs] The Sins-titute [WIP]

    "This is the reality of the Institute, these people.........."

    If you aren't a modder, don't bother installing this unless you are crazy, I'm mainly uploading it to get help on some features, it roughly works but is bound to have some quest breaking bugs. There's no CTD's that I know of but make sure you have some game backups before using this.
     
    Version Numbers are only by date of the rar file 20160911 = 11/9/2016 (I don't do that US 9/11 dating crap, its stupidly confusing to order numbers like that in computer stuff )

    Requirements:
    ArmorKeywords: https://www.nexusmods.com/fallout4/mods/6091
    NanoSuits: http://www.nexusmods.com/fallout4/mods/7451/?
    Fortazella: http://www.nexusmods.com/fallout4/mods/10692/?
    Apal Leotard: http://www.nexusmods.com/fallout4/mods/13195/?
    TortureDevices: http://www.loverslab.com/topic/68652-torturedevices/
    DeviousDevices: http://www.loverslab.com/topic/73925-devious-devices-13/
    FourPlayResources.esm: http://www.loverslab.com/topic/75834-four-play/

    If you uses the Clothing esp as well it just adds more outfit variations and allowed me to get around CTDs caused by viewing some outfits in the CK:
    Pampas: http://www.nexusmods.com/fallout4/mods/19263/?
    Armorsmith Extended: http://www.nexusmods.com/fallout4/mods/2228/?
    AnS Wearable Backpacks and pouches: http://www.nexusmods.com/fallout4/mods/3258/?
     
    Thanks to:
    Vioxsis for the Collars and Shackles http://www.loverslab.com/topic/66027-institute-slave-collar/
    Ralfetas for his outfits http://www.nexusmods.com/fallout4/mods/10692/?
    CPU and Veniat for coding help

    Installation is manual, if you can't work out how to install it you probably shouldn't be trying it (for some reason Archiving in CK doesn't work).

    Current features:
    No sex yet, though there are little stories in the terminals.
    An alternative start for the institute quest stuff to get into the institute, but you are forced into striping everything and wearing a collar. The collar allows you level 1 access to doors in the Institute. I'm pretty sure I've relocated all necessary markers to allow main quests using the normal relay to work as designed.
    Most of the doors are now locked but open automatically for people with correct security level passcards or collars on approach. Many of the doors are factioned so being caught picking them results in conflict.
    I have personalised the quarters of all the NPC's with their uniforms and other items.
    Most females have been disarmed.
    Only Gen1 and Gen2 Synths are armed. Gen 3 & 4 have proven untrustworthy due to their AI like intelligence, so they are not armed and they are collared.
    All male Gen3 synths swapped to female or Gen2.
    Female Scientists and Female Coursers are now using color coded clothing for their departments.
    Added 3 new departments, Medical, Genetics(breeding) and Human Recreation(prostitution).
    Added a lot of terminals and a linked terminal network accessible by Hacking level or cards adding Email, Diary and Files for all major NPC's.
    Removed weapons and armor from sale.
    Added extra corridors and rooms to Robotics, lots of work to go there adding the factory area.
    Added extra barracks and gunnery range to SRB, still need to finish furnishing and lighting.
    Relocated Facilities all to one area.
    I've swapped the 2 girls and boy for young adults to avoid any awkward or pedo stuff in it. Haven't decided what to do with Synth Shaun yet.
    Added Non-irradiated Institute munchies.
    Adjusted contents of Bathroom mirror cabinents to be more bathroomy.

    Some Major Current Issues I need help with:
    My Dialogue for arrival via the intercom isn't working, I have some MessageBoxes to prompt for now.
    My Turrets in the arrival area have gone invisible and when they are visible refuse to shoot back.
    I can't get the collars Shock spell to work on the actor when they reach over 9 infringement points.
    I need to manually Navmesh my new arrival Teleport Relay rooms somehow.
    I plan to use the bodysuits as well but currently they work in game but crash the CK, making them a pain to use.
    Quite a bit of incomplete work with furnishing new rooms an expanding the Robotics area, I want to make it a conveyor factory where the Gen3 Synths going through that hole in the wall come out naked and are equipped and programmed. And also where Gen 1 & 2 are serviced.
    Archive in the CK doesn't seem to work so I had to assemble the file manually, I hope it works.

    Future features:
    Collars to have Tracking, Teleport and Stimulation features. Also they will be modable allowing the player to hack them or mod them on a workbench to disable features like shocking and tacking etc.
    Swap all single beds in quarters to double beds to allow them all to be tagged as sexbeds later.
    Auto opening to be added to balcony doors.
    A New General staff Quarters/Recreation cell with pool, barracks and Human Recreation Division area etc for all the unnamed NPC's
    Named NPC's for Genetics and Human Recreation.
    A seperate Medical Division area.
    Some imported better faces for NPC's.
    Extra corridors for BioScience with Genetics added behind it and cage areas for wasteland creatures and breeding experimentation.
    Extra corridors and lab rooms for Advanced Systems.
    Voicing for new NPC's, New Gen3 NPC and Female coursers, I'll need some for new NPC's eventually, but little steps first.
    Alternative starts for institute to get to it much earlier in the game.
    I want to tone the conflict from property crimes to be non-lethal capture.
    Some good old fashioned waste pipe tunnels and air conditioning ducting to allow another means of accessing some areas.


     

    1548 downloads

    Updated

  20. Wild Girl Skins

    Heres a Skin texture i whiped up in a bunch of colors 4 all u peeps who are into (Foxy) ladys.
    --------------------------------------------------------------------------------------------------------------------------------------
     
    You can also find this file I've made on the Nexus.
    I also Ported these skins to Skyrim.
     
    you can find the Skyrim version on the Nexus also...
     
    However I wont be uploading it to Loverslab.com for the sole reason that it wont let me
    for some raison Loverslab.com's (Skyrim) file uploader is forcing me to use an (Attach File) button that does NOT exist
    and the basic uploader doesn't work.
     
    Im sorry in advance to u all but these skins must be installed manulley do to my modding NOOBNESS
    Ssooo below and in the file there are tutorials on how to do so.
     
    Last but not least if u have these four mods
     
    Animal Tails And Animal Ears by Chemistt
     
    Zella's Hair Dye Collection by ANiceOakTree (V.2.1 not V.2.2) found on Nexus
    as well as
    3D Pubic Hair for Fo4 by Vioxsis loverslab.com (Body replacer version)NOT(the color change version)
     
    Then these files will retexture the (Cat Ears)the(Wolf Tail) and one hair color to match the skin color of ur choozing.
     
    ------------------------------------------------------------------------------------------------------------------------------
    To those of u wondering about the pacifier its form a mod called (Diaper Lovers' Fallout 4) by Lucia1
    and it can be found right here on loverslab.com
    I personally don't really care for Half that mod but when I saw that it had pacifiers I had to have it.
    ----------------------------------------------------------------------------------------------------------------------------------
     
    The body is glossy but only where there is skin...
    all the fur has NO gloss so that it wont reflect light like the rest of the body (that has skin).
    -------------------------------------------------------------------------------------------------------------------------------------
     
    Wild girl bush is now also available
     
    Its a retexture of 3D Pubic Hair for Fo4 by Vioxsis from loverslab.com (Body replacer version)NOT(the color change version)
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    The Furry-er version has arrived
     
    This version is my first (Halfassed) attempt at making the (fur) actually look like fur.
    --------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Version 5 is available.
     
    V5 is a retouch of V4 with a new butt/new tail texture/better hair texture/& fancy yingyangs on the feet 4 no raisen.
     
    The hair textures for V5's 1st pack has both pink and black in both folders/in game.
     
    I will make more colors of V5 in my spare time...but I am lazy.
    -------------------------------------------------------------------------------------------------------------------------------------------------
     
    V.6 has been released.
     
    V6 is a retouch of V5 with (all) of the skin re-done...along with new Tail texture(s).....and the foot yingyangs have been removed.
     
    Theres also new (optional) Wild Bush(s) in this version.....When I get around to making more (V6) colors I'll do the bush(s) too.
     
    FOR NOW theres just (Pink / Blue / Black n White / White n Black / Red n Black /& Orange)&(1st Dark / Light & Solid pack) to choose from.
    --------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Miss.Kitty's Fur
     
    This is a slightly darker sharper version of the Pink Solid Wild Skin with an undertone of pink for the strips instead of white undertone.
    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    I made a full skin texture to make my mod compatible with the mod (Unique Player) by d_rail
    ------------------------------------------------------------------------------------------------------------------------------------------
     
    credit goes to ousnius & Caliente for the original body textures
    used in the creation of these Furry ones.
    Everyone enjoy
     
    -----------------------------------------------------------------------------------------------------------------------------------
    Here is how to install the skin texture(s)
    Step.1
    (Optional)Backup your normal skin.WARNING-if you do not follow Step.1
    your original skin texture will be overwritten.
    Open the (basehumanfemale) folder in your (Fallout 4) folder.
    most likely located in here (C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Textures\actors\Character)
    Now move the following dds files from the (basehumanfemale) folder
    to the folder labled (z.Folder to backup your skin.z)
    in the (Wild Girl skins pack) folder.
     
    1.basefemalehands_d.dds
     
    2.basefemalehands_s.dds
     
    3.BaseFemaleHead_d.dds
     
    4.femalebody_d.dds
     
    5.femalebody_s.dds
     
    this will keep your original skin texture safe.
     
    When installing these skins u need to do step 1
    for the (AnimalEars AnimalTails Hair & CharacterAssets) folders NOT the (character assets) folder i know confusing this is for the pupic hair.
    So you preserv those original textures as well...Assumeing u have these four mods.
     
    Animal Tails (CBBE_Vanilla)
     
    Animal EARS (CBBE_Vanilla) by Chemistt
     
    Zella's Hair Dye Collection by ANiceOakTree (V.2.1 not V.2.2)
    &
    3D Pubic Hair for Fo4 by Vioxsis from loverslab.com (Body replacer version)NOT(the color change version)
    -------------------------------------------------------------------------------------------------------------------------------------------
     
    Step.2
    Installing the Skins.
    Copy the folder of the Skin Color you want to use to your desktop...
    as an example for this guide we'll say the ((Blue)Wild Skin) folder.
    Now open the ((Blue)Wild Skin) folder grab the folder labeled (Textures) and drop it in the (Data) folder thats in your (Fallout 4) folder
    most likely located in here (C:\Program Files (x86)\Steam\steamapps\common\Fallout 4)
    If you followed these steps correctly your Player should now be wild.
    -------------------------------------------------------------------------------------------------------------------------
    Step.3
    Play the game and enjoy the Colors.;P
    -------------------------------------------------------------------------------------------------------------------------
     
    Unique Player compatibility (FIX)
     
    Here is how to install the FIX.
     
    Step.1
    (Optional)Backup your normal skin.WARNING-if you do not follow Step.1
    your original skin texture will be overwritten.
     
    Open the (basehumanfemale) folder in your (Fallout 4) folder.
    most likely located in here (C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Textures\actors\Character)
    Now move the following dds files from the (basehumanfemale) folder to the folder labled (z.Folder to backup your skin.z)
    in the (Wild skins pack) folder.
     
    1.basefemalehands_d.dds
     
    2.basefemalehands_s.dds
     
    3.BaseFemaleHead_d.dds
     
    4.femalebody_d.dds
     
    5.femalebody_s.dds
     
    this will keep your original skin texture safe.
     
    -------------------------------------------------------------------------------------------------------------------------------------------
    Step.2
    Installing the Skin.
     
    Copy the (Unique player patch) folder to your desktop...
     
    Now open the (Unique player patch) folder grab the folder labeled (Textures) and drop it in the (Data) folder thats in your (Fallout 4) folder
     
    most likely located in here (C:\Program Files (x86)\Steam\steamapps\common\Fallout 4)
     
    Then put the Wild Girls skin color that you want in your PlayerHumanFemale folder.....now you'll stand out more ;P
     
    If you followed these steps correctly your NPC(s) should now be sepret from your player's looks without any neck or hand seems.
     
    -------------------------------------------------------------------------------------------------------------------------
     
    Step.3
    Play the game and enjoy.;P

    4086 downloads

    Updated

  21. HD flames

    re textures fire effects to HD style and much much better effects
     
    better to watch the vids


     
    overall ive had good responses for this so far, hope yall like although 1.3 and less had a few bugs to weed out so let me know if you run into issues
     
    improves gun barrel flames as well as round enemys ,cocktails, flamer and ive noticed also is good with missile launcher and also my nice 10mm pistol with explosion dmg
     
    Credits
    "Ultimate HD Fire Effects" from skyrim credit goes to them for the textures
    "buzzdee84"
    also me for the part conversion

    1448 downloads

    Updated

  22. Patricks Texture Pack

    Requires CBBE Body
    There are three ways you can do this and the choice is yours.
     
    1 (Just Me please). Before starting open your fallout 4 player texture directory located in the directory you installed the game at
    fallout 4/Data/Textures/Actors/Charicter/ and either Basehumanfemale if you are just useing cbbe and/or unique npc bodies or playerhumanfemale if useing unique player as well. then make a copy of femalebody_d and put it somewhere in case you want to go back till i get the hands and head textures.
     
    open the folder in the 7zip file you want to use the body from
     
    if usieing it for your body rename the texture file to femalebody_d and replace the file in your texture folder
     
    2 (Not all of them, thankyou). Before starting open your fallout 4 player texture directory located in the directory you installed the game at fallout 4/Data/Textures/Actors/Charicter/ and either Basehumanfemale if you are just useing cbbe and/or unique npc bodies or playerhumanfemale if useing unique player as well.
     
    rename and replace the textured in your directory you would like to see useing the new body you choose
     
    3(What you got goin on over here) Before starting open your fallout 4 player texture directory located in the directory you installed the game at fallout 4/Data/Textures/Actors/Charicter/ and either Basehumanfemale if you are just useing cbbe and/or unique npc bodies or playerhumanfemale if useing unique player as well.
     
    replace the bodies in your texture folder as named
     
    this works for most other texture mods as well. once i finish the full d body set ill do the heads still really hoping someone jumps on board and helps me on this project its gonna be a pretty large overhaul including more then bodys when done.

    1230 downloads

    Updated

  23. Four-Play

    Before we start:
    Alpha Software - this mod may destroy your machine, ruin your life or bring about global nuclear Armageddon. YOU HAVE BEEN WARNED. Modders' Resource. No Normally playable content. This is a sex framework, meaning that it doesn't add content itself but rather makes it easier for other modders to add content. Limited Functionality. This is a quick and dirty adaptation of Crazy6987's sex gun into a format more easily used by modders. Compared to Sexout or SexLab, this is severely lacking in features. On the other hand, it has all sorts of advantages over nothing at all. Just, let's keep expectations realistic to start with. Upgrading from 0.0.1: Delete the old BSA2 archives! One of them has been renamed as four_play - Main.bsa2 as per the convention. The other one, the textures archive, has disappeared altogether since I'm not adding any textures. Delete the Data/Scripts/four_play folder as well.

    What It Is
     

    A sex animation framework based on Crazy6987's sex animations.
     
    Installation
     
    Use the mod manager of your choice. Or just copy the archive contents into Fallout 4\Data. There's no installers or wizards to worry about.
     
    Software Demo
     
    Open the console and type "coc 4test" to get to the test cell. The terminals there have some information and some test options that can double as demo scenes.
     
    How to use it
     
    The source is included in the archive, and that's probably your best documentation. Briefly however:
     
    The module name space is "four_play" and the main quest is four_play:Main
     
    There are two entry points for the module: four_play:Main.four_play and four_play:Main.four_play_main.
     
    Umm... I could have probably used a little more imagination in some of those names... Nevermind.
     
    four_play:Main.four_play(actor a0, actor a1=None, float duration=30.0)
     
    This takes two actors, picks a random two person animation and starts it going for 30 seconds. You can override the time with the duration flag. If a1 is None, a solo animation is chosen for a0. This function tries to make sure there's a male actor in the male role (all current animations are solo or m/f) and will swap a0 and a1 to make that happen.
     
    There are also a couple of parameters that probably shouldn't be there. "happy" is supposed to set a happy expression on the actors faces. I forgot about it until I came to write this. "start_mark" is a marker that can be used to position a0 before sex starts. This is implements but broken, so don't use it.
     
    function four_play_main(Actor a0, Idle i0, Actor a1=None, Idle i1=None, keyword arch0=none, keyword arch1=none, objectreference start_mark=none, float duration=30.0)
     
    This is a lower level function. Actors a0 and a1 are used in the male and female position respectively, So if you want your female PC to ream Kellogg with a strapon, this is the one to call. Both idles are specified separately, and in principle can take any animation supplied. The Arch parameters are facial animation archetypes intended to change the expression, duration is how long the animation lasts and start_mark is broken and should not be used.
     
    When either of these functions are called, the a1 actor is moved next to a0 and the idles are started. Actors are stripped and re-dressed - usually, anyway.
     
    Callback
     
    The mod sends a custom event called animation_over with the two actor as arguments. This should let you pick up control after an animation ends. There doesn't seem to be a way to raise a custom event on another form., so there's no way to register for events from an actor - you'll need to make sure the event you get is for the actors you expect.
     
    Known Issues
     
    No control of a running scene: You can't change the animation, restart, reposition or any of the cool sexlab features most of us are used to.
     
    Single Stage Only: Only one simple loop is animated. There's no syncing of animation, no multi-stage animations just one loop.
     
    Ground Pounder Weirdness: The "ground pounder" animation has the female floating about three foot off the ground for some reason. Seems to be an issue with the animation. Maybe.
     
    Survival Options, v1.62. This mod has an inventory item that saves the game in Survival Mode. It seems to conflict with the mod for some reason.
     
    And probably thousands more - I'll update the list as I remember them (or am reminded!)
     
    Custom Races
     
    Custom races need to be registered from a script. I've made this as easy as I can:
    race property my_race auto; ...four_play:Main.register_race(my_race)
    Troubleshooting Guide
     
    I can't get to the test cell!
     
    The test cell is just a cell like any other interior location in the game. You got there by typing
    coc 4test
    from the console. If you can't get there, it almost certainly means the mod isn't loaded. Check your mod manager and make sure the esp is selected.
     

    Stripping isn't working!
     
    As of 0.0.4 stripping uses F4SE 0.3.0 So make sure that's installed and up to date.
     
    No, really! Stripping isn't working!
     
    Turns out there's a known bug in F4SE 0.3.0 where the GetWornItem function doesn't work right unless Papyrus loads debug information. So do the following:
    Edit %USERPROFILE%\Documents\My Games\Fallout4\Fallout4Custom.ini. Add the following if absent:

    [Papyrus]bLoadDebugInformation=1
    Those of you who found that stripping started working when you enabled logging - this is why. Which means you can disable the logging if you wish so long as you keep the two lines above.
     

    The GetWornItem bug is expected to be fixed in 0.3.1 which is currently under development.
     
    F4SE is installed and up to date, I'm loading debug information and there's still no stripping
     
    F4SE 0.3.0 also modifies some of the vanilla scripts. In particular Four-Play's stripping code needs the F4SE version of Actor.pex. The easiest way to ensure you're using this is to copy the data folder from the F4Se archive. It's easy to overlook this since the install instructions that come with F4SE 0.3.0 are out of date and don't mention this step at all.
     
    Stripping isn't working, I tell you!
     
    A lot of people have reported that enabling papyrus logging fixed their stripping issues. That probably means I need a wait or two somewhere in the code. Meanwhile, enabling logging seems to be a practical workaround. See "If All Else Fails" for how to do this.
     
    Animations Aren't Working
     
    Check you have the animations installed. Installing Crazy's Gun Mod will do the job, and you can check that the animations themselves work with Crazy's gun. If that works, go to the test cell (see above) and use the terminals to see if you can start animations that way. If the test cell works, then the problem is likely with a mod calling Four-Play. If it doesn't I'll need to look at it.
     
    If All Else Fails
     
    There's a lot that could go wrong and a lot of cases that I almost certainly haven't considered. If it's still not working the best way to proceed is to give me a log file to look at. To do that:
    Follow the instructions here start up a game session coc to the test cell. try and start an animation leave the game edit the log file in notepad post the contents to pastebin.com submit the pastebin page - this will give you a new web page with your pasted log file as its contents post the url of the new pastebin page here along with a description of the problem

    Dependencies:
     

    F4SE: Now needed for stripping.
     
    Crazy's Animation Gun: At the time of writing, Crazy hasn't signed in since before I started on this exercise. As such I've not been able to get his permission, so I don't feel comfortable bundling his animations. So you need the mod installed. You shouldn't need the esp loaded if you don't want it.
     
    NSFW Strap-on dildo for FO4: Optional. If loaded and if a female actor is in the aggressive role, Four-Play will try and soft-load the strapon. I haven't really had a chance to test that yet, so it may not work.

    462863 downloads

    Updated

  24. PuppetMaster

    Adds 50 armor racks with extended customization functionality and animation support making it easier to create action packed scenes for screenshots or settlement ambiance.
     
    Long version: Armor racks using the default female model allowing more customization than normal armor racks.
     
    * Edit appearance - Standard menu, make them look however you want
    * Looping or proximity triggered animations - Set an idle and have them continuously repeat them or only when the player gets close enough. Want someone to salute you whenever you get out of bed? No problem!
    * Toggle AI option - If disabled animations will freeze making it possible to lock them in the perfect stage of an idle
    * Command mode - Issue orders to where they should stand, sit or what furniture to use for that perfect screenshot scene
    * Follow mode - Tired of settlement shots? Have them follow you for some nature shots!
    * Settlement mode - Just want some ambiance? Assign them to a settlement and they'll sandbox around. Don't worry they don't count towards the population.
    * Show weapon mode - Unlike armor racks (?) puppets can show off whatever weapon you give them. Can interfere with animations updating, see known issues below.
     
    HOW TO USE
    * Enter workshop
    * Place rack
    * Exit and customize
    * Wonder why you're creating fake people to act as pretend friends in a virtual world and where life went so very very wrong
     
    If you want to place several with identical looks just keep placing without exiting. If you want a new unique one exit and renter and the game will automagically iterate to the next one. If you want to pick a previous one quickly use the rack selector.
    Beyond that there are some toggles that might require more detailed explanation
     
    * Head tracking toggle - Toggles whether the selected rack should look at the player or not. May revert back to on on re-placement and other actions since it seems to be default NPC behaviour
    * Restrained toggle - Toggles the NPC being "locked" in place. When off idle animations may make them move away from their spot.
    * Ghost toggle - Toggles "god mode", when on they ignore all attacks. When off they can be injured just like any humanoid for that full Westworld experience.
    * Toggle AI - As previously mentioned disables any actions/animations on the NPC, even freezing them mod motion or fall. Will be re-enabled in a lot of cases by the game.
     
    ANIMATIONS
    Animation support require Voyeur. Mod might work without it though, haven't tried.
     
    RECOMMENDED MODS
    Dave's Poses - Enables Voyeur to play these on the puppets
    Place anywhere - So you can put baby in the corner or wherever else you want
     
    KNOWN ISSUES
    Crash-to-desktop - Sometimes the game will do this when trying to place a rack. I suspect it might be related to physics bodies that the workshop, not surprisingly, isn't prepared to handle. Quickly placing them, exit and then re-enter the workshop so the NPC is properly placed in the game world before making any other changes seem to avoid this.
    Menu displays wrong state (off when on or vice versa) - The game lacks functions to check if things are active or not for many functions so the mod makes a guess based on the known state when placing a rack. If this is a problem simply toggle the option between both settings and it should read correct.
    Can't be assigned in settler mode - The standard menu for static object will override the one for NPC assignments. Very low on the priority to fix since the goal of this mod isn't to add settlement workers.
    Repeated placement of identically numbered puppets sometimes don't work - Seems editing the filters of allowable items to place in the same workshopmode-session is a bit iffy with current solution. You may have to exit out and select the desired id again. Making sure the function to increment to the next puppet number is only run outside workshop through related events alternatively disabling it altogether (is it more a problem than useful?) could solve this.
    Weapon display mode blocks animation update - Keep it off until you selected the animation
    Preview selection not updating properly - Set animation mode to PROXIMITY and stay outside the trigger range while selecting
     
    Logo image courtesy of "The Wandering Faun"

    3087 downloads

    Updated

  25. Voyeur

    Basic animation player with support for external sources to add more idles, idle length, randomization, tags, naming and stuffs
     
    This is functionality was originally integrated in my PuppetMaster mod but I decided to break it out for ease of development and reuse. It is not a stand-alone mod and will do nothing on it's own, it simply provides some convenience functions to other addons.
     
    WHAT IS THIS
    An idle player with some extra features over the usual "playidle" command
     
    * Custom events - "VoyeurIdleStart" and "VoyeurIdleEnd" allows detection of when an idle starts or ends making it possible to make sure idles can finish or aren't blocked by an already ongoing one
    * Randomization - Keyword tagging allows playback from a select group of idles.
    * Expansion - "registerIdle" allows external sources to expand the library of idles
    * Labels - Give any idle a description making it easier to identify.
    * Duration - Specify idle duration to make control and chaining of several easier, requirement for the start and end events to work since there is no way to detect the duration from the idle directly AFAIK. This requires you to play the idle first, time it and then pass the duration in the register command.
     
    HOW TO ADD MORE IDLES
    I've included a sample mod "VoyeurAnimationLoader" showing how this can be done. Core function with type and default value below.
     
    function registerIdle(idle inIdle, int inDuration = 10, keyword inKeyword = none, string idleName = "unnamed", bool waitForFinish = true)
     
    To access the script from another mod you need to add the Voyeur:VoyeurAnimationHandler quest referance cast it as Voyeur:VoyeurAnimationHandler. Sample below from the loader will create the handle and add the magnolia dance idle to Voyeur. There are other ways to do this but they're not covered in the source currently.
    Voyeur:VoyeurAnimationHandler handle = voyeurHandle as Voyeur:VoyeurAnimationHandlerhandle.registerIdle(IdleMagnoliaSong05, 10, none, "Magnolia" )
    OTHER FUNCTIONS
    Checks if the idle is registered.
    bool function findIdle(Idle inIdle)
     

    Returns the id of the passed idle, -1 if not found.
    int function findIdleNumber(Idle inIdle)
     
    Returns an int array with all idles with the matching keyword (not tested)
    int[] function getAllAnimationNumbersWithKeyWord(Keyword inKeyword)
     
    Returns number of registered animations, useful if you want to use your own selector rather than the default built in
    int function getNumberOfanimations()
     
    Returns the name of the matching idle id
    String function getAnimationName(int idleId)
     
    Plays the specified idle on the actor
    bool Function playRegisteredIdle(Actor inActor, int idleId)
     
    Play a random idle from all registered (not untested)
    bool Function playRandomIdle(Actor inActor)
     
    Play a random idle tagged with matching keyword (not untested)
    bool Function playRandomIdleWithKeyword(Actor inActor, Keyword inKeyword)
     
    Shows the default animation selection menu
    int Function showAnimationSelector(int inCurrentChoice = 0)
     
    BUILT IN SUPPORT
    Dave's Poses
     
    HALP PLZ NO WORK!
    Well I have no idea what I'm doing, I just make random edits and slam that compile key until the errors are gone. Plus this is more a resource than a mod and currently it isn't prioritized for any support whatsoever since I'm focusing on other projects.
    Try it out, poke around in the source, add or remove functions, use it as a base for your own mod or make a superior version or whatever. Just link back to this page if you use anything from it. If you fix/optimize something or have reasonable suggestions feel free to leave a comment about what and how and I'll see if it can be integrated on the next (if any) update.
     
    SHOULD DO LIST
    * Try to change idle definition from an integrated struct to it's own class/object separating functions and making things easier to update/manage
    * Add a Message object to the idle struct (or class) meaning a notice can be registered and displayed even in environments where debug.notification isn't availible
    * Add a holotape interface to compliment the Message menu, combined with the addition of the message variable above the name could be displayed in top left corner when toggling through idles making it easier to keep track of what's selected
    * Maybe add some way/mode to have the game start a timer on idles without a set duration and a way for the player to issue a "break" when they end. This would allow the user to set/modify duration without having to use stopwatch or similar ancient methods
    * Add some way to delete idles and/or the option to move them to a "disabled" storage
    * Make it possible to register more than 128 idles
    * Add a custom event mods can send to inform Voyeur they've added new idles to the registration queue rather than the current oninit/onload variant.
     
    CREDITS
    DocClox for help and ideas

    1996 downloads

    Updated

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