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  1. Transfer Settlements - Dalton Fisheries and Farm

    A Transfer Settlements blueprint that raises Dalton Farm to the level one would expect of a family that owned most of the island. The site is transformed into a blend of commercial and tourist elements yielding high defence, population, and food generation.    
      Details of the Build Two-storey home built atop the cliffs overlooking the water. This provides medical facilities, a gym, and houses a club featuring a singing settler. Small galley-style kitchen in the main home. The dilapidated homes near the road have been replaced with viable commercial spaces: a general store/clothing shop combination and a dedicated barber shop. This is also conveniently right by the default fast travel point. The rocky area by the road skirting the buildable area now fits two inline greenhouses. The beach area now supports an expanded dock area with three long shacks for bunks. Bathroom facilities on the jetty for settlers. The outside looks like a fishing shack, but inside Institute wall and floor pieces are used to create a sterile look. Cobblestone floor pieces have been added over the rocky area bordering the beach. This provides additional pathing for the settlers to make their way back and forth.   While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site.   Key Statistics 38 bunks. 125+ food. 750 defence. 300 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that Dogmeat and settlers can use for basic actions. Gruffydd's Signs and Posters. Billboards and signs 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. Remove clutter, trash, foliage, and deadfall. Be careful when clearing out rocks along the beach; when removing a cluster near the radioactive barnacles, there's an off-coloured rock that is actually part of the supporting cliff the house will be built upon.   Note There are several radioactive barnacle traps on the beach with two being located at the end of the existing dock by the settlement workshop. Sometimes the effects will not dissipate and harm settlers. To stop this from happening, scrap them entirely, and be sure to be on god mode while doing so.   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., fringes, trunking). 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 in front of the settlement workshop.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   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 Switched to Immersive Laundry. Added a fishing vessel at the end of the jetty. Removed trading post.

    221 downloads

    Updated

  2. Transfer Settlements - Covenant Build-a-Home

    A Transfer Settlements blueprint that preserves most of Covenant while increasing defence, space utilisation, and adds a washroom facility. The concept is that Covenant once served as show homes for a local builder. This explains the high density of houses, proximity to roads, and the fence.   Details on this build: Three homes have been converted to maximise bunk utilisation. General store building now supports a tier 3 Restaurant, General Store, and Medical. Guard area and section of the wall removed to create washroom facilities. Sharp increase in turret stands for an all-around defensive. Addition of a clothing and armour store under the balconies. The weapons store is located outside by the main bunkhouse. Power poles are maintained due to inability to scrap associated lines. Power between buildings routes using them to maintain the look and feel. Dedicated picnic area for settlers to lounge.   Settlement Features 20 bunks. 70+ food. 365+ defences. 180 power. 30 water. Tier 3 Medical, Restaurant, Clothing, Armour, Weapons, and General Store. Dedicated gym nook. 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. May be mild glitching when entering and leaving the bathroom.   Requirements   Downloadable Content Far Harbour 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.   Nice to Have 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.   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 the homes of furniture and fixtures with exception of long bar and smaller variant facing the wall. See section below to clear out the terminal. Remove the white picket fence, clutter, and hedge within the compound. See section below to clear out the turret stands. Remove the guard area and single section of wall behind it. * Remove the Covenant sign, as a new one will be built above the washrooms. Clear out the outer perimeter of trash.   Make sure to keep the following: The large tree in the centre of the compound. The power poles and lines. If you have Companion Ivy installed remove the one closest to the Covenant sign.   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., fringes, trunking). 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 in front of the largest tree.   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 washer and dryer from Immersive Laundry. Ensured turret stands were all from homemaker for easier import.

    211 downloads

    Updated

  3. Mutated Mandy

    Greetings All , Now added Mutated Mandy and the downsized version 3.5 "Even More" This update is the smallest chest size, almost normal but she is called mutated for a reason,  I now consider this mod open source free to  all . This is just a body preset that can also be used as a general female body re-placer, it is a NSFW ( Adult ) of my version of a female body that has absorbed a few two many rads, if you object to adult content please skip this mod . I make no claim to any expertise as a modeler ,I made this for myself and decided to share it ,
    its a NSFW mod meant for Adults.
    This is Mutated Mandy , she is a CBBE\VaginaMorphsPhysics\ Preset body re-placer for body-slide .  she has XXX large Super Nips , cameltoe and and ahhumm ,another feature ,I use her as a general body replacement as I just like the way she looks in game , also no clothing , have been unable to get my outfit studio working so if someone can make some clothing for her , like to see them . 
    Like to find someone that can turn this into an NPC  or  Companion ,
    It uses whatever skintone you are using . This is as far as I am going with this project anyone who wants to take it up go ahead .
    Some say the nips and butt are a bit much , I say its a radiation mutation and looks great in the game hahah !

    Features over enhanced female anatomy , The goal was to make it easy to see in the game and I certainly did that , no issues or errors so far and I have been running this mod about 4 months,changes seem to appear on all of the body sizes maintaining the variety in body shop but you might try going to a zero slide after a time if not to keep the variety  , requires body shop and may require extended slides) Have been using CBP Physics for Fallout 4. but have tested it with others with no issues.
    ( More Eye Candy than a Strip  Club ! )
    no known conflicts, problems or bugs at this time .
    For those who haven't done this before you need Bodyshop then go to :
    ? Drive , Program Files (x86) , steam , steamapps , common , Fallout 4 , Data , Tools , BodySlide , SliderPresets
    and add the file . Then open your BodySlide , check the drop down list ( Outfit/Body ) for CBBE , I use CBBEVaginaMorphPhysics ( for bounce ) Load the Preset ( milkcow ) check the preview , click Build and Done !
    milkcow2.0B.xml






    2591 downloads

    Updated

  4. FO4 Amputator

    FALLOUT 4 AMPUTATOR
     
     
    The mod is up for adoption
     

    It has the basic script functions, meshes, textures, materials and currently works for the player. It also works for the npc but it is not a supported feature because right now the mod does not track the npcs, only the player. 
     
    I put it in adoption because my scripting knowledge is very basic. 
     
    It comes with MCM so you can use all its functions. 
     
    It works for CBBE and FG. It can also work for men but the meshes must be realigned in bodyslide (I already left the meshes for men, only that someone must align them in bodyslide).
     
    It has soft compatibility with AAF -for the doppelganger-. 
     
    To amputate npcs: 

     
     
     
    Right now you can only heal yourself using the MCM. 
     
    Hard Requirements: 
     
    F4SE
    HYDRA F4SE
    MCM
    Zex Skeleton with Screen Archer support! ❗
     
     
    Meshes: 

    TheKite (right arm armband)
    DoctorKeiko (left arm armband)
    Karna5 (alternative meshes) 
     
     
    For modders. 
    ;------------------------------------------------------------------------------------------------- ;----------------------- THIRD PARTY API ---------------------------------------- ;------------------------------------------------------------------------------------------------- Function Test()    Amputator:AmputatorMainScript AmputatorScript    AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript     Var[] AkArgs = new Var[1]     AkArgs[0] = PlayerREF     AmputatorScript.CallFunction("AmputateRightArm", akArgs)        ;AmputatorScript.CallFunction("AmputateRightArm",akArgs)     ;AmputatorScript.CallFunction("AmputateBothArms",akArgs)     ;AmputatorScript.CallFunction("ResetLimbs",akArgs) EndFunction  
    It has two custom event where it basically notifies that the amputation global has changed. 
     
     
    Function LoadAmputator() AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript If AmputatorScript RegisterForCustomEvent(AmputatorScript, "OnAmputationEvent") RegisterForCustomEvent(AmputatorScript, "OnLegsAmputationEvent") EndIf EndFunction Event Amputator:AmputatorMainScript.OnAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs) Int Armstatus = akArgs[0] as Int ;0= Not amputated ;1= left arm amputated ;2= amputated right arm ;3=both arms amputated EndEvent Event Amputator:AmputatorMainScript.OnLegsAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs) Int Legstatus = akArgs[0] as Int ;0 = no legs amputation ;1 = legs amputation EndEvent  
     
     

    39274 downloads

    Updated

  5. Extended Creature Skeletons

    Working extended creature skeletons. Artists can now create full-fledged animations featuring creatures. Still, skinning of the models is required for in-game use.
     
    Currently, these are only available for the dog and feral ghoul. I also can't guarantee that your game won't have any bugs like model freezes, etc.
     
    You can use these developments in your projects as you wish.
     

    1121 downloads

    Updated

  6. Fusion Girl & Cridowskin - Neck Seam Fix

    ALL CREDITS GO TO THE ORIGINAL AUTHORS

    By default, the beloved Fusion Girl comes with a harsh neck seam, which directly comes from the normals (perceived smoothness) created when separating body pieces to work with Bethesda's "magic". Some skinning issues are annoyingly hard to avoid but the meshes and textures do change a lot in favor of consistent visuals.
    This mod tries to fix it, along with introducing some changes to textures based on the awesome Cridowskin - made for CBBE, which I've adapted to work on FG (IMO the mod that's the most fitting to the original artstyle of the game).

    So here's what's changed regarding both mods.

    Fusion Girl:
    - normals (model seams) around the BaseFemaleHead.nif and FemaleheadRear.nif edited for perfect smoothness
    - UV's on the BaseFemaleHead.nif edited to work in tandem with my Get Dirty textures properly
    - material on FemaleheadRear.nif swapped to the proper "femalerear" one (comes with the main body material by default)

    Cridowskin:
    - includes the basic body, face, neck and hands textures (4k and 2k) for the "basehumanfemale" model
    - Diffuse, Specular and Normal maps edited to mitigate any remaining seam issues by baking-in some noise in Blender
    - introduced a little more visible "bumps" on the pubic hair normalmaps from Cridow
    - slightly more reddish soles
    - [smooth body + pubic hair + sweat/wetness + 2k face] combo set as default (sorry, guys, it's a post-apo world after all)

    DISCLAIMER: I'm renouncing the creative rights to any of the edits I made - the files used as a base belong to the original mod authors.



    Instructions:
    - Install Fusion Girl, then Cridowskin with all their requirements (including a working 2k Faces setup)
    - Put this mod below to overwrite the head models and base female textures (loose files always take priority)

    2020 downloads

    Updated

  7. Get Dirty - Texture Overhaul for Fusion Girl

    ALL CREDITS GO TO THE ORIGINAL AUTHORS

    I found the textures that come with Get Dirty to be incompatible with the way Fusion Girl is set up.
    I've remade these from scratch, this time being aware of the body seams and the fact the effect shader reuses the same texture on body, face and hands models.

    It was necessary to also change the UV mapping of the face model borders (works best with a custom female player texture set) so proper replacements are provided.
    Technically you can use any other FG assets combined with my dirt overlays for GD alone, but it's likely you'll get more a more pronounced neck seam, along with a foot stamp on the character's forehead, lol (can be hidden with proper hair, though). I recommend getting the whole package working together.

    For all the foot fetishists, the dirt on the soles appears first with only some slight darker spots on knees and elbows. So, go barefoot if you fancy. Second and third level are progressively more harsh.
    The screenshots present the last stage.


    Disclaimer: The additional body textures are designed for 2k Faces and use Cridow's body textures as a base. All the credit for these assets goes to them and the textures might change slightly if necessary, but right now I'm renouncing the creative rights to all the edits/corrections I made.

    Instructions:
    - install Fusion Girl and Get Dirty and all requirements
    - install Cridowskin with 2k Face and a full 2k Face setup
    - install files in any order in your mod organizer (or replace manually), but overwriting Get Dirty (and any body mods if using the complete package)

    1169 downloads

    Submitted

  8. Wicked Effects (Alpha)

    This is a "Trap Mod" (classic trap, not modern), sort of like Deviously Cursed Wasteland/DD Enchantings. Except instead of spawning restraints, it will cause an effect. Effects can be caused by quick-looting or opening a container and looting (where the game pauses) or just from picking up anything loose in the world (read Known Issues for more haha.....). 
    For an absolutely "just ruin my characters life" experience. Typically everything has a good/bad option, chance and value that can be changed in MCM (except "what" is seen as good or bad). Your SAKR state/rating can influence the rate of effects occuring, being in combat can stop, lower or increase the odds.
     
    Possibile Effects:
    Sex Attributes:    Willpower, Arousal, Reputation, Trauma, Orientation (Sub/Dom)
    Sex Harassment: NPC spawning + approaches, Photo generation, Hypnosis level
    Others:                CombatStripLite: Single Stack Healed/Damaged, Full unequip/Heall All limbs 1 point ("locked" items like DD/KFT aren't unequipped), TatsAfterRape: Random Tattoo Applied (no rape needed), Luck and Intelligence Modifiers. 
     
    When an effect occurs, you will get a notification (if enabled) and the screen will shake (if enabled).
     
    "Soft" Requirements:
    Sex Attributes
    Sex Harassment
    CombatStripLite
    Skimpy Armor Keyword Resource
    TatsAfterRape
     
    The mod doesn't "need" the above mods to load but I don't know why you'd bother to use it without at least Harassment or Attributes. If you cannot/do not use SAKR, you may need to change the MCM settings related to it, I haven't tested without it but setting both sliders to 1 should be enough for "no change". The mod also assumes you have all the soft requirements, if you are missing any, set their chance value to 0 in the MCM or you will have more failed rolls than usual.
     
    Playstyle ideas:
    Random sexlife : All sliders at high odds, High Chance Rate, Low Timer
    Surprise!:  Low chances, all effects up at high levels, High Timer
    Pickup Punishment: Low timer, high chances, bad effects
    Spoiled Cheater: Only good effects enabled
    Naughty Combat: Low general chance Rate, Extremely-High Chance in Combat, Low Timer
     
    Technicalities:
    Should be safe to remove mid-game, would be fine to add mid-game, has an MCM with many values to configure like all my things. If you have settings disabled/changed in Harassment/Attributes then parts of this mod may not work as intended, namely if you have Approaches disabled in Harassment, you should disable the chance of this mod spawning NPCs for Harassment. If you don't want any specific effect to be able to happen, set that value to 0.
     
    It should work between saves (two versions so far....) if it doesnt work you can try:
     
    stopquest wickedpotionsquest 
    resetquest wickedpotionsquest 
    startquest wickedpotionsquest 
    in the console and it should work again
     
    Otherwise removing the mod from your list, loading the game without it, save the game, add the mod back to your list, play the game. should hopefully work. 
     
    The basic roll works like this (after the initial pick-up roll wins): 
    1. Is it going to be Good or Bad  ?
    2. What will the Potency/Strength be if it has any?*
    3. Sex Attributes or Harassment or Other?
    4. What part of that group wins ? 
    5. Give player their "prize"
     
    Examples : Good Roll Wins, It's an Attribute Roll, It is willpower, Max. Players Willpower is now 100 (assuming Max is set to 100 in MCM)
                      Bad Roll Wins, It's Harassment, It is Sex Photos, 5 lewd photos are now distributed across the wastes.
    *if something doesn't have a potency it still is rolled for and mentioned in the notifier, potency only currently affects Attributes effects.
     
    Known issues/things to consider:
    -Loose item/World pickups has few restraints, it may fire when you didn't pick up anything. It's better in more recent versions.
    -NPC approaches should work most times, spawned NPCs have a higher chance of not approaching but it's much better than earlier versions.
    -If the cooldown timer is too low, you can/will get multiple effects from the same container. A minimum cooldown of 0.5 seconds exists between effects in the MCM, you really shouldn't set it below that (even .5 is super low), at 0 you can/will have stacks being rolled against and picking up a big stack like 100 5mm ammo could overload the engine and CTD, if you *really* want to try it you can. 
    -On full strip, the Pipboy is requipped immediately after, even if you didn't have one equipped before. This mod is using unequipall which as far as I can see is the "cleanest" way to strip the player quickly without building a long script and brining in more bugs, it shouldn't be able to touch KFT or DD since they resist that command as well. 
    -Some of the Attributes stats really aren't meant to be played around with a lot (paraphrasing the developers words), and this mod plays around with them a lot. I'd imagine the current hypno level is also not meant to be played with a lot, but it's a videogame at the end of the day, and games are for playing.
    -This mod was made for and tested on oldgen Fallout 4 (like my others), I don't know if it works on the newer ones and if it doesn't I can't help.
     
    -Bone healing may or may not be fixed

    A failed event will notify "A sigh of relief...", it shouldn't be too common
     
     
    Beta version 0.0.5d in the comments section for CSL bruising/unequipall "fix", I haven't playtested it. 

    2000 downloads

    Updated

  9. Bunch of Main Menu replacers

    Just a few main menu replacers I knocked up since I was getting tired of the ones I already had and wanted some more in rotation. All grabbed from danbooru. 

    Requirements: RandomMainMenu and the Bink2 Video Codec Upgrade, without the codec update it will just be a black video.

    https://www.nexusmods.com/fallout4/mods/74187?tab=description
    https://www.nexusmods.com/fallout4/mods/89478?tab=description
     
    If you dont want to use RMM for some reason, rename the video to MainMenuLoop.bk2 and the music to mus_maintheme.xwm for the one you want to use.
    If you dont want the sound effects just dont copy/extract the "music" folder/files or delete them if they're already extracted. 
     
    The first bunch uploaded is available as a single download in the comments. (its 1.1mb over the max upload for the files section)
     
    I use "Rad Video Tools" (free) > Select Your Video(s) > Bink It! > select Bink 2 (*not* HDR) > Untick "Compress Audio at the bottom" > Bink (Right Hand Side) or Batch (if doing multiples) **   
    For Audio I open the video in Audacity (needs a plugin, it should tell you what and how to get it) and Export the audio as .wav, then use "Skyrim Audio Converter" from Nexus to convert to .xwm
     
    Make sure the files you create have a similar naming scheme as this mod and others using RMM, or RMM will not see them. 
     
    **In RadVideoTools You may need to tick "Click for alpha plane options", then choose option 1 or 2, sometimes the video can be washed out. I used option 2 for these even though it said they didn't exist, it stopped the effect

    7418 downloads

    Updated

  10. Bound by Greed - A KFT Trap Mod

    -Chance for Multiple KFT equips-on item loot roll (containers)
    -Chance to find KFT keys on corpses/in containers (can increase when wearing KFT) + Chance to lose them on KFT equips (from this mod)
    -Gear typically is "upgraded" to the next tier (Tape>Rope>Leather>Metal) if you re-roll the same category
    -Can do Arms, Legs, Gags, Yokes, Frogties and Harnesses/Corsets/Stockings as group options. I do not recommend using Frogties at the same time as any others. Harnesses sometimes will overwrite Arms / FrogTies. None of this should matter unless you're wearing devices a lot of the time or set a high Min/Max Multiple. 
    -Optional Fade In/Out
    -Added some "sense" making items to the formlists for escape, let me know if theres any that should be added (Scalpels, Saws, Deathclaw Hand, Institute TriTool, Dinner Knives and some others)
    -Lowered caps value of KFT keys
    -Notifier + Full reset function (You will likely need this)
    -SAKR Support but not required (nudity/sakr score can affect the roll chance)
    -This mod does not do Devious Devices
     

    Things to know:
    -Consider this an alpha / testing version. There will likely be issues.
     
    -The mod will "track" what was already equipped (by the mod itself) so it can handle the upgrading, I'm sure there's a better system that can be used. Sometimes a roll will say it has equipped something, but it didn't actually equip it, the mod will still think the item was equipped so the next time you re-roll, it will give a higher tier unless this mods reset is applied, you likely will want to use KFTs own remove all devices option from the MCM at the same time. (or just try escape them like normal)
           -The mod does not know what KFT you already have equipped if it came from other sources, but it can probably override it.
     
    -KFT applied manually/from other sources is not "seen" by this mod for the scoring, but it may be replaced.
     
    -Harness/corset's can sometimes overwrite arms, Yokes and Arms will conflict, Frogties can conflict with arms and legs. I have protections in place to stop them from fighting too much but due to the occasional failed item you may just have lower level items and then no "upgrades". 
     
    -The full reset will reset the internal "what is equipped" system and the rest of the mod, it will not unequip/unlock you, you need to use KFTs MCM page for that. 
     
    Permissions: Make the mod better, no seriously if you want to do anything to make this better please do it for the sake of everyone. 

    Thanks to everyone who worked on making Kziitd Fetish Toolset, it's an awesome mod that deserves more attention.
     
    Requires a working version of:
    Kziitd Fetish Toolset 
     
    Slightly newer version in the support forum if you want to try it.

    1130 downloads

    Updated

  11. FusionGirlHeadRearFix

    It surprised me that no one has done something like this for Fusion Girl yet, so here it is.
     
     
     
    This file doesnt do anything by itself, but it will help you get rid of the problem with HeadRear. Here is what you need to do:
     
    1. You should have texture files:
     
    femalebody_d,
    femalebody_n,
    femalebody_s,
     
    femalebhed_d,
    femalebhed_n,
    femalebhed_s,
     
    femalebodydirty_d,
    femalebodydirty_n,
    femalebodydirty_s
     
    2. Remember:
        Now the "FusionGirlHeadRearFix" folder is your friend,
        now this folder is responsible for which textures in the game
        will be displayed on the BODY.
     
    3. Place:
       The files femalebody_d, femalebody_n, femalebody_s to
       "FusionGirlHeadRearFix" folder in Data/Textures/Actors/Character/FusionGirlHeadRearFix
     
    4. Rename:
     
        femalebhed_d,
        femalebhed_n,
        femalebhed_s,
     
                to
     
        femalebody_d,
        femalebody_n,
        femalebody_s,
     
    (p.s. if you want the "dirty skin" to have its own HeadRears (for example, you decided to make the raiders and their "dirty skin" different from yours), the HeadRear files must match THEIR texture)
     
    5. Place:
        
        femalebody_d,
        femalebody_n,
        femalebody_s,
     
    files to Data/Textures/Actors/Character/BaseHumanFemale
    (This is the usual directory of bodies, now HeadRears are stored there. You can still set hand textures, face textures, and so on here.)
     
    6. Done, BUT:
     
    Where do you get the "..._n", "..._s" files from? Oh, my friend...
    Fusion Girl doesnt have many variations at this moment (the ones that are "patched" all have a seam on the vagina) and THIS IS A PROBLEM, YEAH.
    You can copy the original files and just rename them to whatever you need. For example: if you dont have a "..._n" file (this often happens with "dirty" textures, because Fallout uses normal maps of "normal" textures on "dirty" textures, idk why, you can copy your NORMAL_n textures and rename it to DIRTY_n.   -> https://ibb.co/FbXJx2JP
     
    This is what the "femalebhed" file looks like:
    In red, I highlighted the area that overlaps with the HeadRear. What is the solution? Well, you can do it like this, it worked great for me, but its just a luck. ↓↓↓
     
     
    Good luck.

    735 downloads

    Updated

  12. Hot Rodder Magazine - Immersively Perverted Retextures Project

    What?
    Just another retexture of the Hot Rodder Magazine, part of the IPRP "Immersively Perverted Retextures Project".

    Features
    Lore-friendly-ish Retextures of Hot Rodder Magazines. 2k, BC7 compression Immersively Perverted (TM)  
    Installation instructions
    Use a Mod Manager.
    Or Drag and drop the content into the game's Data directory

    Requirements
    No requirements.

    Conflicts
    Other texture mods that cover the magazine might overwrite this mod, Make sure this mod overwrites all other retextures.

    Credits
    Bethesda
    Worn Magazine Resource Files by Carreau (Very helpful, used these as base and edited them as needed)
    ComfyUI
    Adobe Photoshop

    602 downloads

    Submitted

  13. Transfer Settlements - Murkwater Oil - Pipeline Monitoring Station

    Murkwater Oil - Pipeline Monitoring Station

    Murkwater Construction has been re-imagined into an oil pipeline monitoring facility. Given that most of it is swampland, the facility was built on stilts to maintain operations through the apocalypse.
     

    Details on this build:
    Created a multi-level coherent structure that incorporates BOS and pre-war industrial pieces to create the illusion of this being a viable facility the settlers found and adapted for use. First deck: Large tailing pond used to grow nearly 60 food in tarberries, additional planters for varied food, dedicated shops and medical facilities.  Second deck: Catwalks over the industrial site, bathroom, gym, and bunk room. Third deck: Workshops, monitoring station, power generation. Piping, silos and industrial equipment, and Istacks added to fit in with the theme of Murkwater Oil.  
    Note. Warehouse glass pieces have a reflection component that may tank your framerate within the industrial area. See Unrelated But Useful for more information on mods that may help.
    Settlement Features
    32 bunks. 130+ food. 675+ defense. 280 power. 120 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.  
    Note. Tailing pond may not animate as expected. I've seen some cases where the settlers to to ground level to reach the tarberries instead of floor level. An option to avoid this at import is to filter out the Tarberries (001D1A, 001D1C) and Lake Water (000D9C, 03DE49) from the blueprint and place Homemaker planter tables and food. 
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour 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. Mostly used for decorations, furniture, and miscellaneous objects. Advanced Bubble Turret Set (Realistic No Power version). Sole defensive capability for the settlement itself.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for some of the flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness.  Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. 
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
    Setup

    Clearing the area is straightforward, remove everything. In fact, this is one of the few settlements where ScrapAll works.

    Some of the foliage cannot be easily scrapped. To remove it using the console:
    Select the offending brush, tree, or bumper of a wrecked truck . Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workbench.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

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

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.  The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

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

    Notes on Power and Performance

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

    Warning for Dynamic Lighting Users

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

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

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

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

    Updates 

    Version 1.0.0
     
    Initial release of this build.  

    103 downloads

    Submitted

  14. Rad Morphing Redux Trigger: Arousal

    RMR Trigger for Sex Attributres Arousal value
     
    Mostly a copy/rewrite of the RADs trigger, I don't know what I'm doing.
     
    You probably want to use (for fusion girl): 
    Nipples Perkiness|Nipples Puffy
    but you can use whatever you want (like Boobs Yuge|Bum Chubby)
     
    Nothing more to say really, shoutout to the original RMR creator @LenAnderson
    and @nufndash for asking if it was possible
     
    Permissions: RMR isn't my mod, you can do whatever you want with the code/edit I did on this as long as it is in line with the permissions of RMR/Rads Triggers (I believe they are open)
     
    Obviously needs RMR :
     
     
    as well as 
     
     
     

    476 downloads

    Updated

  15. ZeX - Supermutant Skeletal fixes (V2)

    Description
    Years ago I made a first version of this mod that attempted to fix the issue of Supermutants not being able to ragdoll completely with Leito's supermutant skeleton for Creature animations. It worked for some people but not consistently for everyone. I was cleaning out old files and found some notes I saved on updating this but it went nowhere and got buried in my backups. I dug it out and figured out the where the issue lied (Explanative spoiler for those who want to read it below) and fixed the issue. So now you can have creature anims and dead supermutants. 
     
     
    Installation instructions
    Uninstall any super mutant assets from UAP (including the ESP that disables dismemberment) before installing these. 
     
    credits
    enginegaming for testing
     
     

    1476 downloads

    Submitted

  16. La Coiffe Magazine - Immersively Perverted Retextures Project

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

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

    814 downloads

    Submitted

  17. ZeX In-Game Sliders

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

    53522 downloads

    Updated

  18. BigLittle

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

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

    105 downloads

    Submitted

  19. FO4 GI Joe Follower - Snake Eyes

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

    30 downloads

    Submitted

  20. Transfer Settlements - Greenleaf Pharms (Greentop Nursery)

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

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

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

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

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

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

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

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

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

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

    Notes on Power and Performance

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

    Warning for Dynamic Lighting Users

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

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

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

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

    Updates

    Version 1.0.0
    Initial release of this build.  

    150 downloads

    Submitted

  21. CWSS Intelligent Undress 1.0 and GetDirty patch

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

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

    1161 downloads

    Submitted

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

    ✨ Hello everyone! ✨

     

    424 downloads

    Updated

  23. AuctionHouse - Fallout 4

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


    3433 downloads

    Updated

  24. Porno lightbox

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

    2291 downloads

    Updated

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

    Hi all!

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

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




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