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These Fallout 4 mods are of a non-adult nature.

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    1. Meet Companion Ivy 5.3/Russian translation

      Meet Companion Ivy/Компаньон Айви v 5.3
       
      Russian translation of the latest version of the mod (Only file ESM/ESP)
      Перевод на русский язык последней версии мода Companion Ivy 5.3  от известного автора Reginald_001 
      Содержит только файлы ESM и ESP.
      Возможности:
      Айви обладает многими талантами и способностями: в определённых условиях может взламывать терминалы,обнаруживает врагов и новые территории.Обладает телепортацией и новым боевым стилем-Гипер-Боем.Он позволяет ей телепортироваться к противнику,убивая на месте или подкладывая гранату.Также,она может телепортировать части тела врага к себе).У неё есть личное оружие - ручная пушка Ручница (модернизированный пистолет 44 калибра).Это оружие Келлога,в своё время доставшееся её брату.
      У Айви своя радиостанция W.I.V.S.,где она ведёт передачи в прямом эфире,отвечает на вопросы слушателей,сообщает новости и погоду и крутит свою любимую музыку.От радио она получает доход и делится им с вами.Радиостанции можно строить в поселениях.В меню мастерской также можно найти и скрафтить радио Айви.
      Если,вдруг,вы заметили,что Айви пропала,не спешите паниковать-в свободное время она занимается проституцией и зарабатывает для вас деньги).Отключить эту функцию можно в Сервисном Меню.
      Помимо голодиска управления,вам в инвентарь помещается локатор(меню Помощь),которым вы можете призвать Айви немедленно,если она где-то застряла.
      Этот мод полностью вписан в канву игры,с самой первой минуты после выхода ГГ на поверхность.Поэтому,очень желательно,начать новую игру,чтобы не пропустить квестовую составляющую мода. Автор создал этого компаньона,как основного в игре.Поэтому,чтобы не было проблем с диалогами и продвижением,настоятельно НЕ РЕКОМЕНДУЕТСЯ использовать мод AFT и подобные ему моды.Не вызывает проблем мод на собачку-с Псиной Айви может бегать спокойно.Не замечено пока и проблем с модом на Безлимитных команьонов.Мод на диалоговый интерфейс FDI тоже не вызывает ошибок в диалогах.
       
      Изменения в версии 5.3:
      Это самая большая и лучшая сборка Айви! Более стабильная, более содержательная, гораздо более изысканный Гипер-Бой, больше квестов.. больше пользовательских моделей..
      Ниже только небольшое описание того, что было добавлено:
      - Гипер-Бой Айви более стабилен и имеет больше анимаций.
      - Подвал Айви был значительно расширен с гораздо большим содержанием.
      - Диалоговые фильтры Айви теперь можно регулировать и через её "Стиль поведения", который вы можете изменить в любое время. 
      - Новые квесты и контент были добавлены для вас, чтобы открыть для себя. В Дополнении журналов теперь есть пользовательские журнальные стойки, которые Айви попросит вас разблокировать и построить для неё в какой-то момент во время путешествия с ней.
      - Многие мелкие ошибки были исправлены.
      - У Айви теперь есть своя музыка в ключевые моменты.
      - И много чего ещё!
       
      ОТВЕТЫ НА ВОПРОСЫ, ПРЕЖДЕ ЧЕМ ВЫ ИХ ЗАДАДИТЕ
      - Да, вы можете просто перезаписать текущие файлы, когда получите предупреждение.
      - Да, вы можете просто бросить это в свою текущую игру и "это должно просто работать"
      - Да, настоятельно рекомендуется начать новую игру с Айви 5.3, но не по техническим причинам, а из-за её нового контента и слегка измененных систем аффинити.
      - Да, больше ошибок может и всегда будет происходить из-за того, как моды взаимодействуют друг с другом. И гарантированная "чистая" стабильная свежая игра работает на 100%. Когда задействованы другие моды.. всякое может случиться. Здесь есть много документации по LL, и все это по-прежнему считается 5.3.
       
      Порядок установки :
      1.Скачать и установить оригинальный мод со страницы автора Meet Companion Ivy .
      2.Скачать и установить перевод с заменой файлов.
       
      Примечание :
      Мод очень объёмный и специфичный по тексту,поэтому наверняка присутствуют ошибки и опечатки,за что прошу прощения(потихоньку исправляю).
       
       

      106 downloads

      Updated

    2. Valkyrie armor

      Did you ever dream about Mercy, who could beat up not only EMPed Zen, but even Swan himself? Mercy, who could survive in the center of the Reaper’s ult as well as in a nuclear disaster? Your awaiting has come to the end!
      There are two versions of the mesh. The first one is a bit more anatomical and it was designed for FO4 High heels system.
      The second one doesn’t require it but doesn’t look totally disproportionate just because Blizzard’s Mercy has enormously long legs.
      Each one of these meshes is assigned to a cheat and to a balanced version. IDs bellow.
       
                                 cheat        balanced
      HH version       XX000f9b     XX001ed4
      No HH vers.      XX000f9c     XX001ed3
       
      Cheat version:
      Armor: 5 000 Weight: 15 Value: 50 000 +500 HP CHARISMA +2 PERCEPTION +4 SLOWMO if HP<50% Auto-injecting of stimpack if HP<50% Auto-healing: 10% per sec Stealth field while sneaking and not moving Resistance to the all types of damage: 1000  
      Balanced version:
      Armor: 15 Weight: 15 Value: 1 000 CHARISMA +2 Resistance to the all types of damage: 5  
      Caduceus blaster based on 10mm pistol also has two versions.
                                      cheat (150 DMG)      balanced (38 DMG)
      Caduceus blaster              XX000f9d              XX001ed5
       
      There are also Bodyslide files and *.psd with the masked hue/sat filters, which allows you create your own simple recolors in a few minutes.
      Enjoy your game and remember, Helden sterben nicht!

      67 downloads

      Updated

    3. Valkyrie armor - diffuse psd

      PSD with the masked hue/sat filters

      0 downloads

      Updated

    4. Valkyrie armor - no HHS esp

      ESP without necessity of High heel sounds

      0 downloads

      Updated

    5. Valkyrie armor BODYslide

      Bodyslide files

      0 downloads

      Updated

    6. MercyDiffuse.rar

      MercyDiffuse.rar

      0 downloads

      Submitted

    7. NoHHS_esp.rar

      NoHHS_esp.rar

      0 downloads

      Submitted

    8. Bodyslide.rar

      Bodyslide.rar

      0 downloads

      Submitted

    9. Main.rar

      Did you ever dream about Mercy, who could beat up not only EMPed Zen, but even Swan himself? Mercy, who could survive in the center of the Reaper’s ult as well as in a nuclear disaster? Your awaiting has come to the end!
      There are two versions of the mesh. The first one is a bit more anatomical and it was designed for FO4 High heels system.
      The second one doesn’t require it but doesn’t look totally disproportionate just because Blizzard’s Mercy has enormously long legs.
      Each one of these meshes is assigned to a cheat and to a balanced version. IDs bellow.
       
                                 cheat        balanced
      HH version       XX000f9b     XX001ed4
      No HH vers.      XX000f9c     XX001ed3
       
      Cheat version:
      Armor: 5 000 Weight: 15 Value: 50 000 +500 HP CHARISMA +2 PERCEPTION +4 SLOWMO if HP<50% Auto-injecting of stimpack if HP<50% Auto-healing: 10% per sec Stealth field while sneaking and not moving Resistance to the all types of damage: 1000  
      Balanced version:
      Armor: 15 Weight: 15 Value: 1 000 CHARISMA +2 Resistance to the all types of damage: 5  
      Caduceus blaster based on 10mm pistol also has two versions.
                                      cheat (150 DMG)      balanced (38 DMG)
      Caduceus blaster              XX000f9d              XX001ed5
       
      There are also Bodyslide files and *.psd with the masked hue/sat filters, which allows you create your own simple recolors in a few minutes.
      Enjoy your game and remember, Helden sterben nicht!

      0 downloads

      Submitted

    10. Tramp Stamps and Pussy Tattoos For Fusion Girl

      this adds a whole mess of tattoo textures. For now they operate as just equippable body textures using the Fusion Girl body texture.
       
      TO DO: Eventually, I intend to add a modular mesh/material based version you can add/remove the tattoos you want to combine them at an armor bench.
       
      Included
      Tattoos
      _______________________________________________________
      1. Tramp Stamps
      Tramp stamp (black and red)
      butterfly
      Barcode + for sale
      lipstick kiss (on buttock)
       
      2. Pussy/genital area
      butterfly
      dollar sign
      lipstick kiss
      Skyrim dragon (faded)
      Catra
       
      3. Other
      Eagle - Whole back
      Eagle - chest
      Eagle- breast
      "No Ragrets" - chest
      __________________________________________________________
       
      Credit to Zex and the fusion girl team for the base .dds textures, credit to paint.net for bieng free.

      99 downloads

      Updated

    11. Cerberus Attire

      Female model uses CBBE textures
      Bodyslide files optional
       
      WIP, no world model yet
      Obtained through console, search "cerberus"
       
      Wasn't able to post it on Nexus so I figured I'd try here.

      602 downloads

      Submitted

    12. Vehicle assets (+12 cars)

      I can't even be bothered to write a witty description, as this is just an asset drop before I uninstall Fallout 4 from my PC.
       
      Basically this pack includes like 15 or so cars.
       
      Most of them are from Forza Motorsport 4 and the others are from GTA V, oh, and I think there be a few from misc sources.
       
      Anyways, these are just models, textures and Materials. No esp's. You'll have to do that stuff on your own.
       
      You'll also need Ajhakra's cubemaps, if you want the paints to look proper.

      As I said in the first sentence, this is just an asset drop, not a return to modding.
       

      126 downloads

      Submitted

    13. CRACKLE - Comforting fires for the discerning hobo -

      What it is:
      I felt like something was missing from Fallout 4. I start a lot of new games where my character has nothing, and nowhere to go. Often using my light alternate start mod DLYH. Many times I'd get caught out in the rain only to come upon a fire. I usually roleplay being grateful to have the warmth, but the game itself gives me no such feedback and after a while such willful  "making your own fun" gets tiresome, so I thought: "What if the fires did SOMETHING... Anything... even if very small. So I made this little mod.
       
      What it does:
      Exposure and warmth:
      Now when you come upon a open fire in the world, such as a bonfire, campfire, or fire barrel, it will grant you a little bonus to endurance and added protection against diseases in survival mode. You have to sit by the fire a while to warm up before the effect starts, but once it does it will persist as long as you stay near, and for a few minutes after you leave (less if it's raining) The disease protection is particularly useful if you eat in front of the fire, or sleep by it. I personally think this is very realistic and immersive.
       
      Rain will now cool you off. There is no negative effect to this except if you get too cold it will take you longer to get warmed at the fire and receive the buff. If you are cold and not near a fire being under shelter will warm you up slowly, until you no longer have the cold time penalty at a fire. I didn't feel it was necessary to make rain more punitive as the vanilla game already raises your disease chance from being out in rain. It also works with snow.
       
      Swimming makes you soaking wet, which makes you cold. You will slowly warm up when cold if the sun is out. as well as when in cover, but you will not warm up without a fire at night, unless you are under shelter, you will however dry from being soaking wet to merely cold. (If it's not raining)
       
      Forage for wood, with potential dangerous encounters. However if your legs are crippled you won't be able to do this!
       
      It works with fires in the world, as well as with the Workshop campfire and fire barrel added by Wasteland Workshop. It also works out of the box with the following camping mods:
       
       
      Kitcat's camping gear (Recommended. Fires and tents as shelter!. Get "Firewood" item, and manual from MCM, and then forage for wood!)
      Campsite (Fires, Forage for firestarting kits instead of wood.)
      Advanced needs 2 (Fires)
      Conquest (Fires)
      Buildable burning campfires and fireplaces  (Fires)
      Woody's Wasteland Stuff (Fires)
       
      Sit or sleep anywhere, with Survival mode saving:
      Now, you can sit on the ground, or on top of most even surfaces whenever you like. You have several positions to choose from including a wounded sit. After you sit you'll be presented with a menu. You can either just sit and look around with the free camera or wait for increments of one hour or 5. Unlike Vanilla waiting this is instant which is a RL time saver. (The method used is safe and will advance AI and scripts properly, it's the same one used in the firewood foraging) When you are done sitting and get up. (Re-open the menu by hitting the hotkey/MCM button again) if you waited the game will then save.
       
      Now you can sleep on the ground (and again most even surfaces), as well as benches and couches. The mod uses AAF which will scan the area for couches and benches you can sleep on If none are found you sleep on the ground (or whetever you are standing on/in.) By default you will only actually latch onto the furniture 75% of the time. If you want you can up that percentage to 99 in the AAF.ini but if you do I suggest that you you reduce the furniture scan distance to something smaller like 200, that way you can decide if you want a particular piece of furniture more easily by standing by it..
       
      When you lay down after a moment a menu will appear and you can choose to sleep, lay there with free camera or get up. If you choose lay there simply hit the hotkey/MCM option again in order to bring back the menu.
       
      Unlike waiting this uses the vanilla sleep system. In survival mode, sleeping not near a fire is treated the same as using a sleeping bag. (3 hrs by default), wheras sleeping by a fire is treated like a Mattress (5 hrs) Because it uses the vanilla system mods that affect sleeping on sleeping bags and Mattresses will affect it. I've subtly altered the 2 messages warning that you can't oversleep on these items to be more immersive and frankly fit better with other vanilla messages and not sound like a preachy tutorial.
       

       
      When near a fire an option to play a hand warming animation (either standing or kneeling also occurs. To stop warming your hands simply hit the Hotkey/MCM option again. (May take a few seconds) 
       
      Known issues:
      If it stops raining while you are warm and by the fire you may temporarily have both the long and short version of the of the effect. I dunno if this actually makes the effects stack but they'll only overlap for 2 minutes so... have at it. 😛 
       
      Do not load the game while sitting, lying down, or warming your hands. Get up, stop what you are doing, or finish sleeping first. Otherwise you will break your pipboy and interactions completely and have to quit all the way out of Fallout 4 and reload.
       
      Occasionally if you try to sit on a CHALLENGING spot AAF which is used to handle the sitting and laying animations may get confused and take you for a walk like you are a mind controlled zombie. Just wait it out... eventually it'll resolve and usually put your body where you wanted it... Though your camera may be far from it.
       
      Requirements:
      Wasteland Workshop
      Mod Configuration Menu
      Advanced Animation Framework v123 or above
       
      LEGAL:
      The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Crackle is only allowed to be hosted and downloaded from Lover's Lab, and the Nexus, under my specific user accounts. 
       
      THANKS:
      @dagobaking for AAF which makes animation mods like this possible.
      Those of you that actually come in the non adult section 😛

      575 downloads

      Updated

    14. Fox Island

      Beta version of Fox Island
      New Island Fox Island
      Requires Nuka World & Far Harbor the Island is off the coast of Maine
      Super Mutants
      Gunners
      Unique Synths
      New player homes
      Teleport to Fox Island go to Kingsport Lighthouse in the commonwealth 
      watch the trailer if you can't find it. 
       
      Thanks for the support alpha build is coming soon. This is a limited time only mod so download while you can.
      Testers are wanted now for compatibility. 
      Thank you follow me to stay updated. 
       
      -DJ Red X
       

      157 downloads

      Submitted

    15. Rad Morphing Redux

      This is simply a copy of @Invictusblade's Rad Morphing mod, reimplemented as a quest mod with configuration through MCM. It should work with all bodies that use BodySlide as long as you enter the correct slider names in MCM.
       
      As you accumulate rads selected BodySlide sliders are raised or lowered according to your settings. If rads get high enough clothes may be unequipped from some slots.
       
      Initially I created this mod just for myself. After sharing an early version with @Invictusblade he suggested I'd upload it here for everyone else.
      All source code is included in case anyone else wants to build on it.
       
      Cover image on LoversLab graciously provided by @Narsdarknest
       
       
      By default this mod is disabled.
      You need to open MCM to configure and enable it.
       
       
       
       
      Installing
      Install with your mod manager of choice. The FOMOD installer asks you to select one (optional) preset for MCM that sets up the same slider names for boobs and butt for the selected body type that are used in the original Rad Morphing mod.
       
       
       
       
      Uninstalling
      Before uninstalling, disable this mod in MCM to restore the original body. If you uninstall without disabling the mod first in MCM you will be stuck with a morphed body.
       
       
       
       
      Requirements
      MCM to configure the mod. LooksMenu to apply morphs. You must build your clothes with morphs enabled in BodySlide. F4SE 0.6.20 for Fallout 1.10.163
      if you are using an older version of F4SE you should still be able to use this mod by downloading a matching version of the LL_FourPlay library  
      Optional
      Combat Strip Lite or Combat Strip Lite, Sound Replacer (Ripping Sounds)
      Installing either of these mods (or both) allows Rad Morphing Redux to play a sound from that mod when clothes are removed due to rads.  
       
       
       
      Conflicts
      I would expect this mod to conflict with any other mod that changes the same sliders that you configure in this one.
       
      The mod comes with the LL_FourPlay library (LL_FourPlay.pex/psc/dll) that is also included in e.g. AAF. When your mod manager complains about a conflict I would suggest letting AAF overwrite this file.
       
       
       
       
      Configuration
      The FOMOD installer comes with default settings for Atomic Beauty, CBBE, Fusion Girl, and Jane Bod. However, you can configure it to your liking with up to 20 sets of sliders with individual morphing strengths and ranges.
       
      Start or load a game, pause, open the MCM, and select Rad Morphing Redux.
       
       
      General Settings
      On the general settings page you can enable / disable the mod (it is disabled when you first install it), decide whether to show a warning when it is disabled, and set the update interval (how many seconds between rads are checked and sliders adjusted).
      Enable Rad Morphing
      Enable or disable this mod. Display disabled warning
      Whether to display a warning message when you load a game with this mod disabled. This warning really only exists for first installs since the mod is disabled by default.
        Update type
      Whether to update every x seconds (update delay) or only after sleeping.
      When this is set to "After sleeping" morphing will increase by the current amount of rads, i.e. after sleeping four times with 25% rads morphs will reach the maximum value. With "After sleeping" only doctors can reset your morphs since 0% rads just means that no further morphing happens while sleeping. Update delay (when update type is set to "Periodically")
      Seconds between checking rads and updating morphs.
        Radiation detection
      Actual radiation: Use the player's current rads (red part of the health bar) to determine morphing strength.
      Random: Use random rads (random value between random rads lower and upper limit) per second while the player is taking rads (red "+X RADS" shown above health bar). Use this if you are playing with god mode or other ways that keep your rads (red part of the health bar) from increasing. Random rads lower limit
      Minimum rads to take per second with random radiation detection. Random rads upper limit
      Maximum rads to take per second with random radiation detection.
      Total rads that the player can accumulate is 1000. Don't set this value too high.  
       
      Debug Tools
      Some helpful actions for debugging and testing this mod.
      Reset mod state
      Reset the mod to its initial state without restoring the original body.
      This does not reset your MCM settings. It makes the mod "forget" everything that it remembers about your current game. This includes the original body shapes of you and your companions. Add irradiated blood
      Puts 50 bags of irradiated blood (20 rads) into the player's inventory. Helps with testing the mod without finding other sources of radiation.  
       
      Slider Sets
      This is where you set up what will change and by how much.
      A slider set is a group of sliders that will all react the same way when the radiation level changes. Each of the 20 available slider sets consists of four settings:
      Slider Names
      Enter the names of the sliders that should be affected. When entering multiple sliders separate them with "|" (e.g. "Boobs Yuge|Bum Chubby").
      Unfortunately you cannot just take the labels shown in BodySlide as we need the internal name here. You can look these up your body's XML file in BodySlide's "SliderCategories" file. In that file each slider has a "name" attribute and a "displayname" attribute. The value for "name" is what we are looking for.
      One example from Fusion Girl (ZeX-FusionG.xml): <Slider name="Boobs Yuge" displayname="Breast Size (Larger)" />
      The internal name for the slider labeled "Breast Size (Larger)" in BodySlide is "Boobs Yuge". So "Boobs Yuge" is what you need to enter in MCM if you want this slider to change. Target size increase
      How much the slider will change when fully irradiated. These are absolute percentage points (not percentage of the current slider value). If the slider on your current preset is at 50% and you set the target size increase to 100% you will end up with 150% when fully irradiated. When set to -100% you will end up with -50%. Lower radiation threshold
      Percentage of irradiation at which the slider changes start. With rads lower than this threshold there will be no slider changes (all sliders are at their original values). Upper radiation threshold
      Percentage of irradiation at which the slider changes stop. With rads higher than this threshold you will see no further slider changes (all sliders are fully adjusted). Armor slots to unequip
      Enter the numbers of the armor slots to unequip when your rads get too high (e.g. "9|11|15"). You can only equip them again once you have lowered your rads.
      To see what you are currently wearing in which slot, use the button labeled "Show worn clothes" at the top of the "Slider Sets" config page. Unequip threshold
      When x% of your target morphing has been reached the selected slots will be unequipped. This is a percentage value that refers to the range between the lower and upper radiation thresholds. Only doctors can reset morphs
      While RadAway, decontamination arches, or other means of reducing radiation still work they will no longer restore your body's shape. Only healing rads at a doctor will restore your original body. Additive morphing (when Only doctors can reset morphs is enabled)
      If enabled rads you gain after reducing rads through non-doctor means will increase morphing, even if you are less irradiated than before healing.
      If disabled morphing only happens when you are more irradiated than before healing (keeps the linear relationship between rads and morphs intact). Limit additive morphing (when Additive morphing is enabled)
      If enabled you can set a limit as to how far additive morphing can exceed the target size increase.
      If disabled there is no limit and you can morph until Fallout crashes... I would keep this enabled. Additive morphing limit (when Limit additive morphing is enabled)
      Percentage how far additive morphing can exceed the target size increase.
      0%: morphing will stop once the target is reached.
      100%: morphing will stop once 2x the target is reached. Appy to companions
      Apply this slider set to companions. Choose from none (only applies to player), female (player + female companions), male, or all companions.
      Companions are morphed and undressed based on the player's rads value since companions don't get irradiated.  
      The morphs are applied linearly between the lower and upper threshold with rads lesser or equal to the lower threshold resulting in no morph and rads greater or equal to the upper threshold resulting in full morph (= target size increase).
       
       
       
       
      How to restore your original body if you are stuck with a morphed body
      If you are stuck with a morphed body you can follow the below steps to restore your original BodySlide preset.
      Requirements:
      Looksmenu: https://www.nexusmods.com/fallout4/mods/12631 BodySlide: https://www.nexusmods.com/fallout4/mods/25 BodyConvert: https://www.nexusmods.com/fallout4/mods/41781?tab=files  
       
       
      Changelog
       

      2,683 downloads

      Updated

    16. GoldenBrew3's SCORNED - Fallout 4

      Will never be fully playable
      As altered files cannot be uploaded

      This is the Ms. Anna save from SCORNED Let's Play Fallout 4 modded from my former / suspended / terminated YouTube channel GoldenBrew3.
      This upload page is a work in progress (WIP) and final at the same time.
      As files and info is finished on my end I'll be uploading it as a download on this page.
      I tagged it as 'save' as well because that is the next step. I have now added the save. (1/27/2020 8:15pm CT)
      I decided against doing a massive upload at one time due to my continued recovery from a stress induced suicide attempt attempt.
      Double attempt is intended. It was an attempt to make an attempt.  It was fucked up.

      Facebook page is GoldenBrew3 as well as GoldenBoy Gaming

       
      - In SCORNED I Role Played a 2077 submissive 1950's styled house wife of a War Veteran.
      Never actually married Ms. Anna kept her Maiden name Anna as well as the prefix Miss.
      Pre war Career: Lawyer.  Ms. Anna was a Defence Counsel operating at the R. P. D. to ensure fair treatment of all.
      Upon her "husband" 's return they moved to Sanctuary to settle down and start a family.
      Upon arrival to Sanctuary they discovered that it was a swingers club.

      A quick break down of the story for those that missed the show or missed out on the last episodes:
      - Aided the Minutemen and BoS with the aid of Dogmeat/Piper.  
      - Killed Kellog before he could talk with a mini nuke.
      - While living out Kellog's memories in the Memory Den Ms. Anna accepted that Shaun is either in good hands or dead already.
      - After Helping BoS Ms. Anna got her first glimpse of the Glowing Sea.
      - After New Years Eve Ms. Anna decided to listen to a DC guard and visit the Combat Zone.
      - Expecting it to be similar to boxing Ms. Anna wore a dress and was forced to fight Cait.
      - After being betrayed by Preston for the second time Ms. Anna was raped in DC inside Home Plate.
      - This lead to an unfortunate series of events that left Ms. Anna distrusting of new locations and new people.
      - One of these people Ms. Anna distrusts is Gabriel in the Hunting Cabins after he hinted that he doesn't like Ms. Anna.
      -  While out on patrol with her newly recruited companion McCready Ms. Anna was tricked by him into leaving her APC.
      - Facing off against 2 Bounty Hunter groups Ms. Anna surrendered after getting shot.
      - Taken to a secure site where Ms. Anna was injected with a serum to force her to lactate. 
      - The purpose of the milking was to retrieve anti bodies that have kept the Mole Rat virus at bay.
      - Upon gaining sufficient amounts of Ms. Anna's milk, eggs, blood, and soft tissue they released her.
      - Ms. Anna, dressed in a revealing V-string bikini boarded the train to Nuka World.
      - Forced to ruin the Gauntlet in barely nothing Ms. Anna gets to the end only to find a man in a tin can, Overboss Colter.
      - Using a powerful speech, a watergun and her knowledge of men Ms. Anna offered herself to the crowd so she could live.
      - Having the tittle Overboss bestowed upon her Ms. Anna searched for much needed soap and nutrition while pleasing the men of Nuka World.
      - Banned from the Nuka World market Ms. Anna relied on Porter Gage to give her gifts.
      -  After a rougher then usual sexual encounter with Porter Gage, Ms. Anna plans to leave him and Nuka World behind.
      - After a revenge BJ given to a Operator member Ms. Anna receives a mission that requires her to leave Nuka World.
      - Upon reaching the Commonwealth Ms. Anna runs from the Gunners until she reaches Abanathy Farm.
      - Cait doesn't recognize Ms. Anna.  Ms. Anna sleeps half naked on a sleeping bag in the shower room.
      - Ms. Anna was informed by Jun Long that the Raiders want her to turn herself over to them.
      - Recruiting only female companions Ms. Anna has some fun.  Ms. Anna tells them some of what happened and discusses whats next.
      - Slowly rebuilding her confidence Ms. Anna takes her time and plans more then just the mission at hand.  Sleeping/water/food/bathing/caps/escape.
      - Rumors spread over the commonwealth of Ms. Anna being a sex worker.  Not knowing any better Ms. Anna thought it would be a good idea.
      - Eventually men stopped taking No for an answer. 

      Spoilers below if you did watch the show and missed episode 362 onwards
      (episode 362 ->) - After being raped by the Mayor Ms. Anna responds to a settlement under attack.
      - Arriving too late Ms. Anna finds half of the settlers have been captured by Super Mutants.
      - Searching for the abducted settlers inside Medford Memorial Hospital Ms. Anna is beaten by Super Mutants. 
      - After surrendering in hopes of finding the abducted Settlers Ms. Anna finds out that there are Super Mutant men.
      - After Hours of Rape by Super Mutants Ms. Anna runs away naked and hides inside Medford Memorial Hospital.
      - After finding/making clothes and weapons Ms. Anna fights back.  Picking off 3 of the 4 Super Mutants.
      - Unable to kill the one Super Mutant that raped her the most Ms. Anna surrenders to him.
      - Transported, while unconscious to a Super Mutant outpost Ms. Anna has no idea where she is nor the time and date.
      - After only half a day of rape Ms. Anna is approached by a Super Mutant female.
      - This one pity's Ms. Anna and desires the male Super Mutants. 
      - Using hypnosis on Ms. Anna.  Installing confidence to ensure that she will leave.
      - In the evening after being face loved by a Super Mutant Ms. Anna finds an old pipe pistol.
      - In the rain, with the sun setting Ms. Anna decides to run while she can still walk.
      - With a sore everything she makes it to the river and swims away.
      - With no way to tell direction Ms. Anna gets turned around in the current and ends up right next to the same Super Mutant outpost.
      - With some luck on Ms. Anna's side the BoS drop two Knights nearby.
      - They have been searching for her, but do not accept that Ms. Anna is Ms. Anna.
      - Filthy, smelly, and unable to walk nor talk normally while only wearing restrictive boots and a leather slave harness Ms. Anna is turned away as an impostor.
      - Seeing a small building in the distance Ms. Anna approaches with caution. 
      - Hearing a radio inside and outside with a conversation by humans inside she enters.
      - Rex Goldman.  The Rex Goldman.  He recognizes Ms. Anna.  They bath, feed, and cloth Ms. Anna.
      - Upon hearing Ms. Anna's story the two men inside leave in the night to find the BoS members that had turned Ms. Anna away.
      - Convincing the BoS members they return with her Pip Pad and a vertibird signal grenade.
      - Ms. Anna stays the night and in the morning uses the grenade to call in a vertibird.
      - Landing and taking off under heavy ground fire Ms. Anna is relived when they finally dock at the Prydwen as a rad storm hits the area.
       - Upon entering the Prydwen Ms. Anna collapses to the ground and sobs uncontrollably.
      - Elder Maxson orders Ms. Anna to go to her room to prepare a full mission log of her time in Super Mutant Captivity.
      - Ms. Anna is now a field operative only and is disallowed from physical contact with BoS members.
      - She is given a blank holo tape and is ordered to keep a journal from now on.

      This is where I left off.  This is where you begin.

      More personal back ground information coming soon!!!

       
        

      360 downloads

      Updated

    17. [Dev/Test/Beta] LL FourPlay community F4SE plugin v38 2019 12 05

      ;
      ;    Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included
      ;
      ;    Version 37 for runtime 1.10.163    2019 12 05 by jaam and Chosen Clue and EgoBallistic
      ;    Runtime version: The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT runtime neutral
      ;        You need to always use a plugin corresponding with the game version you play.
      ;        Plugin should be available just after F4SE has been updated for the modified runtime.
      ;        Runtime versions lower than 1.10.163 will no longer be supported.
      ;        Written against 0.6.20. You should not use an older version of F4SE.
      ;
      ;
      ;
       
      Known issue: errors in description and untested functionalities.
       
      This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch.
      This is also where the sources for the released plugin will be found.
       
      Current interface and available functions for v35:
      Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 35 for runtime 1.10.138 2019 11 01 by jaam and Chosen Clue and EgoBallistic ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_138.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.17. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 35.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; ObjectReference functions ; ========================= ; ; Set the reference display name as a string without token. TO BE TESTED bool Function ObjectReferenceSetSimpleDisplayName(ObjectReference akObject, string displayName) native global ; ; Actor functions ; =============== ; ; Check if the ActorBase has a specific skin. TO BE TESTED bool Function ActorBaseIsClean(Actor akActor) native global ; Return the WNAM ARMO of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global  

      This is a community resource. It can be used in any way you wish in any mod.
       

      The released version can be re uploaded on other sites as needed but please do not duplicate on this site.
      Any part of the source code not provided as part of F4SE can be reused in your own work as you wish.
       
      Use this topic to comment, request and eventually propose new functionalities on the plugin.
       
      Also in v3:
      Compiled DLL properly named.
      Update to KK after test. Proved insufficient then commented out.
       
      new in v5:
      ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command)
      ; The console command supports an optional second parameter to control rotation speed.
      ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change
      ; Returns the previous value of the selected speed.
      float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global
       
      new in v6:
      ;
      ; String functions
      ; ================
      ;
       
      ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive.
      Int Function StringFind(string theString, string toFind, int startIndex = 0) native global
       
      ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned.
      string Function StringSubstring(string theString, int startIndex, int len = 0) native global
       
      ;Splits the string into a string array based on the delimiter given in the second parameter.
      ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces.
      string[] Function StringSplit(string theString, string delimiter = ",") native global
       
      ; Opposite of StringSplit.
      string Function StringJoin(string[] theStrings, string delimiter = ",") native global
       
      new in v7:
      ;
      ; Array functions
      ; ===============
      ;
       
      ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet.
       
      Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global
       
      String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global
       
      Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global
       
      Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global
       
      Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global
       
      Var[] Function ResizeVarArray(Var[] theArray, int theSize) global
       
      ; if the int theSize is negative, the reulting array is a copy of the original array unchanged.
       
      ;
      ; Misc. Form functions
      ; ====================
      ;
       
      ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only.
      String Function GetRaceEditorID(Race akForm) native global
       
      new in V8:
      ;
      ; Keyword functions
      ; =================
      ;
       
      ; Return the first keyword whose editorID is akEditorID
      Keyword Function GetKeywordByName(string akEditorID) native global
       
      ; Adds a keyword to a form (not a reference). Does not persists.
      bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global
       
      ; Return an array of all keywords loaded in game.
      Keyword[] Function GetAllKeywords() native global
       
      new in v9.0
      ;
      ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included
      ;
       
      ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue
       
      ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT!
      ; You need to always use a plugin corresponding with the game version you play.
      ; Plugin should be available just after F4SE has been updated for the modified runtime.
      ; Runtime versions lower than 1.10.20 will no longer be supported.
      ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE.
      ;
       
      ; Get the value of custom config float option
      Float Function GetCustomConfigOption_float(string name, string section, string key) native global
       
      ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen.
      bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global
       
      ; Returns the name of the plugin that created a form
      String Function OriginalPluginName(Form akForm) native global
       
      ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files.
      Int Function OriginalPluginID(Form akForm) native global
       
      ; Sets the minimum array size required by a mod. Returns false if the current value was greater.
      Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global
      ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini
      ;[Custom Arrays]
      ;uMaxArraySize=nnnnnn
      ;
      ; !! Creating arrays that are too large will adversaly affect your game !!
       
      new in v10:
      fix the FxCam offset so the FlyCam works properly
      reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL
       
      new in v11:
      compatible with runtime version v1.10.26
       
      new in v12:
      compatible with runtime version v1.10.40
       
      new in v13:
      compatible with runtime version v1.10.50
       
      new in v14:
         not needed for current version of four_play (nor the current alpha of FP 1.0)
      any version prior to 14 had an issue  during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value.
      both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly).
       
      new in v15:
      compatible with runtime version v1.10.64
       
      new in v16:
      compatible with runtime version v1.10.75
       
      new in v17:
      compatible with runtime version v1.10.82
       
      new in v18:
      compatible with runtime version v1.10.89
      fixed OriginalFormID
      added DelKeywordFromForm (but it untested at the moment).
       
      new in v20:
      fix for DelKeywordFromForm.
       
      ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order.
      ;    The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[]
      Var[] Function GetCustomConfigOptions(string fileName, string section) native global
       
      ; Set a list of keys and values in a section. Any other existing key will be left alone.
      bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global
       
      ; Reset all the keys and values contained in a section.
      ;    Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section.
      bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global
       
      ; Get all the sections in a file.
      string[] Function GetCustomConfigSections(string fileName) native global
       
      ; For all array functions:
      ;    The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved.
      ;        If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows.
      ;    When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose.
      ;    An empty value should be provided as a zero length string.    TO BE TESTED
       
      ;
      ;    CrossHair functions
      ;    ====================
      ;
      ;    Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently.
      ObjectReference Function LastCrossHairRef() native global
      ;    Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started.
      Actor Function LastCrossHairActor() native global
       
      ;
      ;    Misc functions
      ;    ==============
      ;
      ;    Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim.
      Function PrintConsole(String text) native global
       
      v21: Same as v20 but with the correct DLL.
       
      new in v22:
      compatible with runtime version v1.10.98
       
       
      new in v24:
      compatible with runtime version v1.10.106
       
      new in v25:
      DELETED.
       
      new in v26:
      compatible with runtime version v1.10.111
       
      new in v27:
      compatible with runtime version v1.10.114 (untested for now but should work).
       
      new in v28:
      ;    Return the WNAM ARMO (skin mesh) of either the actor base or the actor's race
      Form Function GetActorBaseSkinForm(Actor akActor) native global
       
      new in v29:
      compatible with runtime version v1.10.120 (untested for now but should work).
       
      new in v30:
      ; Returns whether a form is in a given leveled item list
      bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global
       
      new in v31:
      compatible with runtime version v1.10.130
       
      new in v32:
      compatible with runtime version v1.10.138
       
      new in v33:
      Bug fix for LastCrossHairActor by EgoBalistic.  (Possible CTD, so please update)
       
      new in v34:
      Bug fix for SetMinimalMaxArraySize by EgoBalistic
       
      new in v35:
      new MFG morph functions and Scaleform integration by EgoBallistic.
       
      ;    MFG morph function provided by EgoBallistic
       
      ;   Apply a MFG Morph to the actor
      bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global
       
      ;    Set all MFG Morph values to zero on an actor
      bool Function MfgResetMorphs(Actor akActor) native global
       
      ;    Save an actor's MFG Morph values to an array of float
      Float[] Function MfgSaveMorphs(Actor akActor) native global
       
      ;    Restore an array of saved MFG morph values to an actor
      bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global
       
      ;    Copy the MFG morph values from one actor to another
      bool Function MfgCopyMorphs(Actor a0, Actor a1) native global
       
      ;    Apply a set of MFG morphs to an actor.  Morph ID morphIDs[x] will be set to values[x]
      bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global
       
      new in v37:
      compatible with runtime version v1.10.162 and both F4SE 0.6.18 and 0.6.19
       
      new in v38:
      compatible with runtime version v1.10.163 and 0.6.20/0.6.21
       
      Other files:
      Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin.
      Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers.
       

      69,193 downloads

      Updated

    18. Redhead Savegame - Transferrable and Companionable

      Description and Stuff
       
      As several people have requested that I upload a save of my character, here she is.
       
      Includes two saves and three plugins to change the appearance of Cait, Piper, and Curie.
      The 1st save was saved directly at the beginning in pre-war Sanctuary and the 2nd save was saved before leaving Vault 111.
       
      My Character doesn't have scars and face paint in those savefiles like in the screenshots.
      If you want your character to have scars and the face paint you can simply add them with the
      Looks Menu or by vising the Facial Reconstruction Surgeon.
      The facepaint I used is called Gridiron and the scars are called Lip Gouges and Right Brow Deep.
       
      REQUIRED: Valkyr Female Face and Body Textures, Eye Normal Map Fix and The Eyes Of Beauty.
       
      Save and Plugin Installation:
       
      To use my saves you just have to simply extract and drag them into your Fo4 savegame directory.
      Which is normally "C:\Users\User Name\Documents\My Games\Fallout4\Saves ".
       
      To use the plugins drag them to your Fo4 game directory
      Which is normally "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data"
      Don't forget to activate the esps.
       
      Face Transfer
       
      Copy my character's face data to a savefile of your choice with Face Ripper.
      Before doing this I recommend moving all your other saves to another folder, because the newly generated save may somtimes be hard to find.
       
      Download, extract and open Face Ripper.
       
      The "Source Save or Plugin" is the save where you copy the face data from. (You can use the Sactuary or the Vault 111 file, it doesn't matter.)
       
      The "Target Save or Plugin" is the save where you copy the face data to.
       
      Then click on Transfer Face, the program should say "Successfully loaded save data" and "Done". A new save with the transferred face will be created.
       
      The makeup may not appear correctly in some cases. You can fix this by opening your console and tpying "slm player" or "slm 14".
      Then fix the camera perspective by going into the Body Options Menu first and then enter the skin color menu and hover over another skin color.
      The makeup should appear correctly now. Exit the Looks Menu.
      If you are stuck with the camera perspective press "R, or whatever key you have bound as Reloading/Ready" to reset the camera.
       
      Editing the appearance of Cait, Piper, and Curie
       
      You can change the appearance of Cait, Curie and Piper by writing player.placeatme >insert ID here<
       
      001647C6 - Curie's Base ID
      00002f1e - Piper's Base ID
      00079249 - Cait's Base ID
       
      Once you've spawned them type slm >insert ID here<
      For example SLM 00079249 to edit Cait's appearance.
      After you are done editing don't forget to disable the NPC you just spawned.

      495 downloads

      Updated

    19. Schutzstaffel Swords cyberpunk

      An old mod from nexus mods that i found out later was deleted, reuploading it to archive, original is by KonataInoue from nexusmods

      18 downloads

      Submitted

    20. raiders to rioters rename

      This was a mod i found while browsing nexusmods, I knew that the site would immediately take it down due to it's controversy, so i downloaded it immediately. i wanted to upload this because i believe in freedom of speech please note i do not support the original mod uploaders ideology.

      4 downloads

      Updated

    21. Barefoot Footstep Extended

      Description:

      This is an extended version of the famous Barefoot Footstep mod. It adds barefoot sounds to metal, carpet and vault floor materials, as well as modifies stone / concrete and sand ones. This mod also adds barefoot sneaking sounds to all of the above. Credit goes to user GrozaTerroristow - his original mod served as a base for all my additions.
      If you prefer, you can also take a look at my modification on Nexus: Barefoot Footstep Extended . You can check some short videos presenting the sounds in-game there.
      This is my newest version (v. 1.4), but if for some reason you would like to use older ones, there are old versions available on my Nexus page in the Old Files section.
       
      The footstep sets include:
      - stone / concrete / rock (walking, sneaking, running, sprinting and jumping down) - some sets were already covered by the original mod, which directed to the default barefoot footstep sets present in Bethesda game assets (although originally not present in vanilla Fallout 4) - I replaced the default sounds with new ones, hopefully a bit more immersive.
      - wood (walking, sneaking, running, sprinting and jumping down) - most of these were also in the original mod; I left them untouched, but added sneaking sounds and the jump down function.
      - metal (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for all metal surfaces.
      - carpet (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for carpets and rugs (also for beds, matresses, armchairs and coaches).
      - vault floor (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for vault floor surfaces (tile vinyl material).
      - sand / mud (walking, sneaking, running, sprinting and jumping down) - partly based on the vanilla sand footsteps, but mixed with other samples and recreated to resemble a bit softer barefoot footsteps.
      - dirt (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps (only slightly modified in some cases), but defined here as barefoot for consistency.
      - gravel (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps, but defined here as barefoot for consistency.
      - grass (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps, but defined here as barefoot for consistency.
      In case of dirt, gravel and grass - these were included mainly because if I didn't do it, any mod that enhances boot sounds would overwrite the vanilla sound assets and as a result you would probably hear even harder and louder boot footsteps, while being barefoot. I hope it makes sense.
       
      Requirements:
       
      None really, but if you like these barefoot sound features, you should go to GrozaTerroristow Barefoot Footstep mod's page and download his mod anyway, just to give him an endorse for his great work.
       
       
      Mod Structure:

      This mod consists of one .ESP file and a SOUND PACKAGE (which contains all footstep sounds necessary for the mod to work). There are two SOUND PACKAGES to choose from - the only difference between them is that of stone / concrete sounds for walking and running. In the original version package (from my initial release) these sounds are a bit longer and feel more "forcefull", with more shuffling effect of feet, while the ones in the alternative version package are shorter and feel less "forcefull". INSTALL ONLY ONE SOUND PACKAGE AT A TIME!
      There are also some versions of the .ESP file that should work with Unique Player related mods. These replace the main .ESP file from my mod, so you need to overwrite it if you are going to use one of these. Available files are:
      - Unique Player version
      - Unique Followers version
      - Unique Player + Unique Followers version (both mods merged together in this single .esp)
      - Fusion Girl Unique Player version
       
      Installation:

      - Manual:
      Just download the .esp file and one sound package and extract the contents to your Fallout 4 main folder (where the .exe is) and activate the .esp in your mod manager.
      If you want to use one of the Unique Player versions, just extract it to your Fallout 4 main folder (where the .exe is) after the main files and overwrite when asked.
      - Nexus Mod Manager:
      Install the .esp file and one sound package just like any other mod. Recommended method.
      If you want to use one of the Unique Player versions, just install it after the main files and overwrite when asked.
      - Other mod managers:
      I'm sorry, I never used Vortex or Mod Organizer, so I can't provide any instructions for these programs.
       
      Uninstallation:

      - Manual:
      Just deactivate the .esp file in your mod manager or delete it in your Data folder. Sound files provided within the packages are specifically made for this mod, which means that they can stay where they are in case you don't remove them - these won't conflict with anything. If, however, you like to have a very clean install folder of your game, without any leftovers after deinstalled mods, you should look for folders: /Carpet/ , /Dirt/ , /Grass/ , /Gravel/ , /MetalA/ , /Sand/ , /StoneSolid/ , /TileVinyl/ and /Wood/ in this location: Data/Sound/Fx/FST/Player/ and inside them delete all .xwm files which have this name structure: FST_Player_Barefoot_[material name]_[movement type]_1st_[file number].xwm , so for example FST_Player_Barefoot_Carpet_Sneak_1st_01.xwm or FST_Player_Barefoot_MetalA_JumpDown_1st_01.xwm .
      - Nexus Mod Manager: 
      Recommended method, if you installed the files with this program. Just deinstall the mod how you do with other mods, the program should do everything for you automatically (by deleteing the .esp and removing all sound files from the Data folder).
      - Other mod managers: 
      If you use them, then you probably know much better than me what to do.
       
      Bugs / Issues:

      1. Few places, like wooden guard towers in settlements, or some concrete parts in Diamond City (i.e. stairs in front of Dogout Inn / Security, audience areas of the stadium and exit to the Fens), don't trigger a footstep sound, when you walk on them. Plain silence. No idea why, because stair impact sets and concrete material are covered by this mod. Suggestions are welcome.
      2. Another small issue is that sometimes while walking in third person view footsteps become silent just for a few steps and then get back to normal.
      IMPORTANT NOTE regarding these two issues: I did some testing without any footstep mods installed and wearing standard Fallout 4 clothing: both problems seem to be within the game, I suppose someone at Bethesda wasn't careful enough...
       
      Compatibility:

      Project Reality Footsteps - you can safely play it with my mod, because both modifictations do different things and have different records in FO4Edit (pretty much as in case of the original Barefoot Footstep mod). You just won't hear the footstep sounds provided by this mod (maybe except water sounds), if your character is naked or wearing a barefoot (and patched!) clothing piece.
      Other sound mods - unless they deal with the barefoot footstep set records, should be compatible.
       
      Incompatibility:

      Barefoot Footstep - at the core both mods do the same thing, so they would conflict with each other. However, if you are unhappy with my mod and would like to go back to the other one, it's as simple as deleting / deactivating mine and reinstalling / reactivating the old Barefoot Footstep. No scripts / interface etc. included, so no problems mid-game.
      (CaN) Crimes against Nature - this mod appears to be incompatible. I tried to make a patch, but it still doesn't work.
       
      Patches:

      1. Some patches for clothing mods without shoes will be needed ofcourse, but the process is the same as in case of the other Barefoot Footstep mod. Either you make a suggestion for a standalone patch / make one yourself and publish or send me to publish on my mod page / or suggest the author of the clothing mod to make a patch. However, clothing mods that already have patches related to the Barefoot Footstep mod on their respective pages, should work fine. In most cases it's just a matter of adding a footstep sound set to some clothing parts of a mod - my mod uses the same main footstep set record in FO4Edit, so no changes here. Instructions on how to patch a clothing mod yourself, are provided in an image in my image gallery.
      2. There are some necessary patches for Unique Player related mods among the downloads.
       
      Credits:

      GrozaTerroristow for the great Barefoot Footstep - I wouldn't be able to do anything without his mod.
      ElminsterAU for FO4Edit.
      Bethesda for Fallout 4.
      HULKHOD3N for Project Reality Footsteps - thanks to his mod I had a chance to look at how you create some sound records in F04Edit.
      arecaidianfox for XWM to WAV Conversion - I wouldn't be able to implement the sounds without this great tool.
       
      Recommended mods:

      These clothing mods already work fine with my mod:
      Barefoot Wetsuit
      Katie's wardrobe - Casual Combat Outfit
      Katie's wardrobe - Militia Duster
      FCO - Fully Customizable Outfits RELOADED
      Dlx Clothes Pack
      and probably a couple more, which I don't know of.

      469 downloads

      Submitted

    22. Kitty Kollars

      Sometimes you need to keep track of those pesky settlers.
       
      This mod basically just adds three collars w/ walking sound effects. 
       
      Black, Blue and Pink.
       
      Installation is simple. 
       
      >Drop files into the data folder.
      >Enable the mod in manager of choice.
      >Craft at any chemistry station > Utility
       

       

       
      This was gonna be an addon for "Kinky Kollars" but then I was like "Nah, I can't be fucked to do that"
      Oh, I should also mention:
      Feel free to use the meshes in whatever mod you'd like. Just be sure to credit me.
       
      Don't be afraid to contact me.
       
      https://twitter.com/Konata_inoue
         
      https://www.nexusmods.com/users/35988850
       
      https://www.deviantart.com/konatainoue
                
        Discord: 
      https://discord.gg/a4ZzMy7
       
      Credits:
       
      Distorted Room
      For the cat collar sound
       

      616 downloads

      Updated

    23. High Heel Sounds

      While working on a small personal project, I wanted to increase immersion a bit more for high heeled outfits and made an entire custom footstep specifically for high heels.  With more high heel outfits coming out, I figured maybe the community would like to use the high heel footstep I made.

      What does it include?

      High heel sounds for
      -Walking
      -Running
      -Sprinting (with muffled steps if the player has Silent Running)
      -Sneaking
      -Landing from a jump

      What surfaces does this resource cover?
      -Metal
      -Wood
      -Concrete/Solid Stone
      -Gravel
      -Loose Stone
      -Carpet


      How To Use This

      Option 1 is pretty simple.  Place the included files from the Packed Master Resource (HighHeelSounds.esm and HighHeelSounds - Main.ba2) into your data folder and load your plugin using HighHeelSounds.esm as a master.  Then, navigate to your ArmorAddon record and change the DefaultFootstepSet to HHS_HighHeelFootstepSet.

      Option 2 is a bit more in depth, but does not require additional external downloads for your users.  It's the one I would recommend as it adds the required records and sounds to your plugin.  Copy the included files from the Loose Files Resource (HighHeelSounds.esm and the Sounds/ folder) into your data folder.  There should be 48 WAV files.  Next, load your plugin and HighHeelSounds.esm into xEdit, and highlight all of the records in my mod.  Right click and select "Copy as new record" and copy them into your project.  All of the records in my plugin are Prefixed or Suffixed with 'HHS_'.  Be sure all records are highlighted before you copy.  This will keep the linking of records from breaking.  xEdit will add HighHeelSounds.esm as a master.  This will need to be removed.  The Creation Kit can remove masters when you load a file.  Before loading, in the file selection window.  Highlight your plugin.  You will see "required masters" in the upper right of the selection window.  You can highlight HighHeelSounds.esm and then press CTRL-DEL on your keyboard to remove the master.  Once your plugin is loaded, navigate to your ArmorAddon record and change the DefaultFootstepSet to HHS_HighHeelFootstepSet (or whatever you renamed it IF you renamed it).  Be sure to include ZapSplat and Envato Elements in your credits if you include these sounds in your mod.
       
      Please not that there are 288 records that need to be copied into your file.  This shouldn't pose too much of a problem for typical mod authors, even those making ESL versions, but I felt it needed to be said.
       
      Watch a small demo of the heel sounds in action

      Credits
      Carreau - For putting this package together.
      ZapSplat - Royalty Free high heel sounds.  https://www.zapsplat.com
      Envato Elements - Royalty Free high heel sounds https://elements.envato.com/

      987 downloads

      Updated

    24. Juliet's Sexy Rider Jumpsuit (CBBE)

      This mod is a port of Juliet's Sexy Rider outfit from Lollipop Chainsaw. 
       
      Inside are two versions. Standard CBBE and True Wasteland Body.
       
      More Lollipop Chainsaw outfits to come.
       
      Installation is simple. 
       
      >Drop files into the data folder.
      >Build in Outfitstudio
      >Enable the mod in manager of choice.
      >Craft at any chemistry station > utility
       
      Don't be afraid to contact me.
       
      https://twitter.com/Konata_inoue
         
      https://www.nexusmods.com/users/35988850
       
      https://www.deviantart.com/konatainoue
                
        Discord: https://discord.gg/a4ZzMy7
       
      Credits:
       
      Grasshopper Manufacture 
      For creating Lollipop Chainsaw 

      675 downloads

      Updated

    25. Juliet's Striped Bikini

      This mod is a port of Juliet's Striped Bikini from Lollipop Chainsaw. 
       
      Inside are two versions. Standard CBBE and True Wasteland Body.
       
      More Lollipop Chainsaw outfits to come.
       
      Installation is simple. 
       
      >Drop files into the data folder.
      >Build in Outfitstudio
      >Enable the mod in manager of choice.
      >Craft at any chemistry station > utility
       

       
      Don't be afraid to contact me.
       
      https://twitter.com/Konata_inoue
         
      https://www.nexusmods.com/users/35988850
       
      https://www.deviantart.com/konatainoue
                
        Discord: https://discord.gg/a4ZzMy7
       

       
      Credits:
       
      Grasshopper Manufacture 
      For creating Lollipop Chainsaw 

      543 downloads

      Updated

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