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NOTICE: The new site is now moved to the original www.loverslab.com URL. The site may be up and down during this transition and there is still some tweaks and setup going on, so you may experience the occasional broken link, visual oddity, and other such errors. 

If you notice anything any particular that's broken or have any suggestions or comments, please post them in the following thread: http://www.loverslab.com/topic/87535-new-site-questions-comments-and-suggestions/

The old site will remain accessible for the next week via the URL http://old.loverslab.com

Regular Mods


Sub Category  

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

Subcategories

    1. Heavy Full Metal Sword - Alpha

      Description
      ###########
       
      Simple 1h sword for your OP power-armor freak. I made this at 3am, posted on the Brotherhood of Steel facebook page, and people wanted it so I posted it here. Because fuck the Sexus (nexus).
       
      Stats
      #####
       
      24 melee damage and 10pts fire, fire on critical death as well. Pretty OP even on Legendary or Survival.
       
      Crafting
      ########
       
      None yet. For now add it in console as XX000f99, where XX is the load order identifier number.
       
      Quality
      #######
       
      High. Ignore the potato screenshots.
       
      I have an overclocked GTX 1070 Ti, runs F4 at Ultra on three screens without a problem. There's no noticeable equip delay, even with 4K textures on the sword.
       
      Installing
      ##########
       
      Manual or with the mod organizer of your choice.
       
      Extras
      ######
       
      None.
       
      Compatibility
      #############
       
      Should not cause issues.
       
      Future Plans
      ############
       
      I plan on making a dungeon or something in the glowing sea, simple unmarked retrieve quest.
       
      Permissions
      ###########
       
      You may NOT reupload this file to other sites, link to it from other sites for your own profit, or host on private/secure servers like Google Drive, Dropbox, Mediafire, Mega, or other file hosting websites. You may not modify and upload to another site.

      I specifically forbid tesall.ru, skyrim.2game.com, devillord.tistory.com, and NexusMods to host this file in any way. This game modification for Fallout 4 is protected under international copyright laws. A DMCA will be filed against any website privately or publicly hosting this file other than that which I specify are allowed.
       
      If someone wants to convert this to Skyrim SE, ask me first.
      I've been doing this for a long time. I know what I'm doing. Sometimes a few things slip past me, so drop me a note if you notice anything out of the ordinary. Keep the bullshit comments to a minimum.
       
      Copyright © 2017 the following usernames: HorseRider (tesrenewal.com) RogueLizard (PornHub.com and E621.net) ZurinArctus85 (NexusMods.com) RussianPrince (Loverslab.com) 53XYH0R53 (Reddit)
       
      如果您从任何非原创网站上阅读此文件,此文件已被盗,并且托管网站是非法托管文件。 为避免法律上的麻烦,请向当局报告国际版权欺诈。
       
      Other NexusMods names: thisaccountisuseless, MicrowaveBurrito77, ShadoW, KitchenCrusader, AjaxHandSoap
       
      I will be uploading my Fallout 4 mods here within the next year.

      37 downloads

      Updated

    2. NPC Stats (for Diversive Bodies)

      Ever used Diversive Bodies and wondered why everybody looks kinda the same?
      Ever turned Diversive Bodies up to eleven to see some change and than cursed 'cause your Companions look ... well ... ridiculous?
       
      Than this mod is for you!
       
      Diversive Bodies uses S.P.E.C.I.A.L. statistics to morph the bodies. Problem is, only the PC and the Companions have stats (and some combatants and some jokes --> Mama Murphy has 15 STR). So I carefully examined the living conditions and social status of every NPC and ... Yeah, I just threw some D10 Now every body is S.P.E.C.I.A.L.
       
      Do I need Diversive Bodies for this one?
      Not really. But afaik nothing else uses S.P.E.C.I.A.L., so I don't see any reason to use this without it.
      You will need all DLCs though.
       
      Are the any compatibility issues?
      Sure. Anythings that overwrites NPCs is incompatible, but a merged patch helps greatly
       
      Will you do ...?
      No. It took me over a week of dice throwing to get everybody. I am not doing that again. You can easily do it in FO4Edit, though. The stats are in the NPC you want to change under PRPS-Properties.
       
      The archive also contains patches for NPC heavy mods I use. These are:
      * Tales From The Commonwealth (3DNPC FO4)
      * Ad Victoriam - A Brotherhood of Steel Overhaul
      * Better Settlers
      * Combat Zone Overhaul
      * Gunners Overhaul
      * My Minuteman
      * Raider Overhaul
      * Loving Curie (thx kirk777)
      * Wasteland Heroines (without companions) (thx kirk777)
       

      117 downloads

      Updated

    3. [Dev/Test/Beta] LL FourPlay community F4SE plugin v12-20171108

      ;
      ; Shared community library of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin.
      ;
       
      ;    Version 12 for runtime 1.10.40    2017 11 08 by jaam and Chosen Clue
       
      ;    Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_40.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 1.10.40 will no longer be supported.
      ;        Written and tested against F4SE 0.6.1. 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 v5:
      Scriptname LL_FourPlay Native Hidden;; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included;; Version 11 for runtime 1.10.26 2017 09 23 by jaam and Chosen Clue; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_26.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 1.10.26 will no longer be supported.; Written and tested against F4SE 0.6.0. 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 9.0endFunction; 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 optionstring 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 optionFloat 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;; 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 desactivated.; if the requested state is identical to the current state nothing is done.; Returns wether 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; Get the current state of the FlyCambool Function GetFlyCam() native global; Get the current state of the FXCambool 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 PowerArmorRace Function GetActorPowerArmorRace(Actor akActor) native global; Returns the actor's skeleton when in PowerArmorstring Function GetActorPowerArmorSkeleton(Actor akActor) native global; Returns the actor's current skeleton, not affected by PowerArmorstring 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 globalString[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native globalInt[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native globalFloat[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native globalBool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native globalVar[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD 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 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 !!;; Keyword functions; =================;; Return the first keyword whose editorID is akEditorIDKeyword 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;; 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 formString 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;; HIDDEN Functions. Never call directly.;; hidden function, use ResizeVarArray insteadVar[] 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
       
      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.

      2,337 downloads

      Updated

    4. Fallout 4 Texture Compressor

      Description
      Fallout 4 Texture Compressor is a tool designed to ease texture compression of Fallout 4 mods.
       
      Note: program can't work with .ba2 archives, you need to manually extract them or download loose version of mod if it exists
       
      Features
      Compress textures Resize textures Backup files

       

      Usage
      Extract the contents of the archive to a folder. Run "Fallout 4 Texture Compressor.exe". Click "Browse" button to set destination folder (can be textures folder or whole mode folder) Choose your preferencies Click "Start"

      Comparison Table
      Major differences between BC* formats.
       


       
      Additional Information
      Do not compress face textures - 99% they will break. Anything else is ok.
       
      Compress BC* - Compress only BC2, BC3, BC4, BC5, BC7 formats to BC1. It reduces texture size by half size, while losing alpha channel. --Safe Compressing modifies this option!
       
      Compress other - Compress other formats to BC7, BC5, BC3. Common example of this would be compression of R8G8B8A8. As you can see on screenshots size was reduced from 87mb to 21mb.
       
      Safe Compressing - Checks alpha channel, so your textures won't lose precious transparency.
       
      Resize down - Resizes texture down by half it's size if parameters are met.
      Note: size is only reduced by half; if you set "resize if > 256" and texture size is 2048x2048, it's final size will be 1024x1024 not 256x256.
       
      Make Backup - any .dds texture in destination folder will be backuped to .zip file.
       
      GitHub
      https://github.com/Admirativ/Fallout4-Texture-Compressor
       
      Nexusmods release
      http://www.nexusmods.com/fallout4/mods/25691/?

      155 downloads

      Updated

    5. Black Desert Online Hairs





       
       
       


      Single File link
      Here

       



      Video









      490 downloads

      Updated

    6. FallrimTools -- Script cleaner and more

      WARNING: Unattached Instances are a normal part of how Fallout 4 operates. Until I've determined how to distinguish between important unattached instances (still in active use) and the other kind (left behind by mods that were uninstalled), I recommend that you do NOT use the Remove Unattached Instances action on Fallout 4 savefiles.
       
      NOTE: If you're having a problem with a savefile, and you want my help, you'll need to post the savefile here in the support thread so that I can run tests on it.
       
      WHAT IT DOES
       
      ReSaver is a savegame editor for Skyrim Legendary, Skyrim Special Edition, and Fallout 4. It is designed to provide more information that earlier tools, and to work with savefiles that other tools wont touch. It is relatively stable and reliable. Performance has gotten pretty good!
       
      The interface is modelled after Save Game Script Cleaner; it's not quite as fast (because of Java instead of super speedy assembly language) but it is actively maintained and has a much richer feature set. Like filtering using regular expressions, and scanning your scripts and esps for context! For Skyrim Legendary, it should read and write saves that exceed the string table limit, as long as you're using Crash Fixes v10 or later.
       
      INSTALLATION
      Unzip the archive into a folder somewhere. Double-click on the file "ReSaver.exe".

      INSTRUCTIONS
      Unzip the FallrimTools archive somewhere. Double-click on ReSaver.exe. Choose your savegame. You should see a tree structure that has all of the save's script elements.

      The #1 thing that most people need is to remove script instances that are left behind when a mod is uninstalled.
      Go to the "Clean" menu and select "Show Unattached Instances". This will filter the list and show only the script instances that aren't attached to anything. Go to the "Clean" menu and select "Remove Unattached Instances". Save to a new file. Load your savegame in Skyrim/Fallout and make sure it's working properly.

      ReSaver is quite stable and I use it myself. Fallout 4 support is still new and in a beta state.
       

      I have hundreds of mods, including dozens of major quest mods. I NEED a serious save editor. That's why I wrote one. I can't promise that it's perfect. It's possible that it will ruin your savegame, hard drive, childhood, and kidneys all major organ systems. In other words, there is no guarantee of fitness for any particular purpose, etc. But it's pretty good.
       
      REQUIREMENTS
      Java is a requirement -- ReSaver is written entirely in Java.

      WHAT YOU CAN DO TO HELP
      Test the tools! Report any problems! Report any annoyances! Try cleaning a few savegames with ReSaver, see it the new tool works at all. Play with the tool, try to get it to crash in exciting ways. Let me know how you crashed it. Find problems or annoyances with the user interface.

      DONATIONS
      If you would like to donate, Steam gift cards are good, or donations through Nexus. Really, I'll accept anything. :-) Seriously, I'll take a high-five, or a photo your cats. An envelope full of your pubes? Sure! But it's not necessary. I wrote these tools because I love Skyrim and Fallout.

      554 downloads

      Updated

    7. Improved Intimidation Gameplay

      [This mod is currently not in active development, and may not work correctly.]
       
      Purpose
      This mod intends to improve the gameplay of the rank 1 Intimidation perk. When I first selected the perk I was quite disappointed:
      I could not loot the equipment of pacified enemies. I could not pick locks or hack computers - if I tried, the apparently pacified enemies decided to draw their weapons and shoot me in the back.

      The best thing to do with pacified enemies seems to be to calmly walk up to them, aim at their head while they stand with hands up, and kill them in cold blood. With this mod keeping pacified enemies alive will become a viable alternative.
       

      Scope
      This mod allows you to do the following:
      Tie up pacified enemies. Tied up enemies will not be able to fight and therefore not become hostile if you decide to pick locks, hack computers, or do whatever else you decide to do. Once they are tied up, open their inventory and take their stuff. Untie them. They will return to the ‘hands up’ pose they had before being tied up. Of course they may decide to attack you if you do certain things after untying them.

      Known Limitations
      This is an early but well working beta. It has the following known limitations:
      There is no visual representation of bindings. Tied up enemies just sit on the ground with their hands behind their back. Tying up enemies is free and does not use up any resources. In some cases (e.g. after leaving and reentering the cell, or after previously being caught pickpocketing) untying a tied up enemy may show him hostile for a split second and start the combat music. No actual combat will take place.

      Not in Scope
      As mentioned above, this mod has the simple purpose of improving the gameplay of the intimidation perk. I am open for further ideas, but I will not implement features outside of that purpose. Things that I will not implement include:
      Lowering the charisma requirements of the intimidation perk. Fixing bugs of the intimidation perk – use the UOF4P, it fixes them. Converting pacified enemies to slaves – other authors are already working on that.

      Requirements
      Only base Fallout 4 at the moment – this should work without F4SS, DLCs and other mods.
       

      Compatibility in General
      I expect that this mod is compatible with almost all other mods. Consequently all the things mentioned above in the ‘Not in Scope’ section can be provided by other mods, some of them already existing. Of course if you want to be really, really sure, you will have to try it out.
      Technical details: Even though this mod seems to modify the Intimidation 1 perk, it does so without touching any existing quests, perks, spells, effects or scripts. The goal was to make this very compatible with other mods. That being said, the original holdup script written by Bethesda is a big messy bowl of spaghetti in my not-so-humble opinion, and I had to use some workarounds to implement everything without changing that original code. If another mod decides to rip out that original system and replace it with something ‘better’, it will probably break my mod (and every other mod that changes the Intimidation perks) by doing so.
       
      List of Known (In-)Compatible Mods
      UOF4P: Fully compatible, and highly recommended as it fixes the calculation of the bonus from the Black Widow / Lady Killer perks. Intimidation Redone: Mostly compatible. Intimidation Redone allows to tie up pacified enemies, too; the tie up options of the two mods are independent of each other, so a pacified enemy could be tied up twice, needing to be untied twice. I suggest not using the tie up function of Intimidation Redone when using it with my mod. F4:SS: Compatible. Tied up enemies can be captured just like anybody else (e.g. using Pax syringes). Note that F4:SS will replace the standard activation function with a menu, making it impossible to use the untie option of my mod after capturing an enemy. My mod will recognize the situation and automatically untie them when the player interacts with them. Abduction: Compatible. Tied up enemies can be abducted and will stay tied up. Enemies ‘Restrained’ by Abduction cannot be tied up, as the animation played by Abduction will prevent the tied up animation. This is only a visual bug: Once the ‘Restrained’ animation stops (e.g. after abduction, or after walking far away), they will correctly assume tied up position. Note that you need to recruit a tied up abductee to get the untie option.

      Please tell me if you find out about (in-)compatibility with other mods that modify the Intimidation perk.

      1,072 downloads

      Updated

    8. mcgFemaleWalk

      This mod improve (since it seems to me) the existing female movement animations. The original animation for female made without a soul. And I did not see any animation replacer that would fix it at the level that I need. So I decided to do it anew.
      Only for female characters.
       


      Installation:


      Place the contents of the archive in your Fallout4\data folder but mutch better install by using Mod Organizer 2.
       
       
       
       
       

      Change log:




      0.5
      Added WPNWalkForwardRelaxed, WPNWalkForwardLeftRelaxed, WPNWalkForwardRightRelaxed for pistols and rifles. I understand that it is necessary to make a complete animation set with weapons for all directions, but I start with what I see on the screen most often. Mod resources are now packed into the mcgFemaleWalk - Main.ba2. Мake sure that you completely removed the previous version of the mod when updating to v0.5 Optional files mcgFemaleWalk-Granny-eng.esp and mcgFemaleWalk-Granny-ru.esp. I separated the option when the old women use vanilla animation. In these two files for the Russian and English localizations, the old women are added a keyword to use the old animation. Also old animation used for Depressed AnimArchetype and NPC with old female voice. Total 29 NPC. Are required addons: Automatron, Far Harbor, Nuka-World.

       
       
       
       
       

      In after years:


      Walk and run with weapons
      Idle and start/stop transitions
      Something else
       
       
       
       
       

      Compatibility:


      Compatible with all mods, except for modifying motion such as Girly Animation or Better Female Walk.
       

      From version 0.5 compatibility with Girly Animation seeks to zero.
      Since are added additive animation sub-graphs for the same movements with weapons, no one knows how they will interact.


      Compatibility with weapons mods:


      If the weapon from another mods uses the standard weapons classes Fallout4 and for the animation 3rd person uses vanilla animations from Character\Animations\weapon then with such weapons the compatibility is fully.
       

      Weapon that use custom 3rd person animations will use vanilla animation. To make it compatibility will need add animation SubGraphData for female similar to how I added them for standard weapons.
       
      I do not promise that it will happen tomorrow, because I also play in F4
       
      https://www.youtube.com/watch?v=G9tbiQWM_MQ
      https://www.youtube.com/watch?v=os9yMJlvMZo
      https://www.youtube.com/watch?v=jRbaYcT0XnY

      2,481 downloads

      Updated

    9. Flirty Commonwealth

      Hello guys, first of all, this is my first mod ever so please give me constructive feedback!
       
      Note: For now this mod is female version only.
       
      My mod is now available at Nexus.
      http://www.nexusmods.com/fallout4/mods/26638/?
       
      What's new
       
      -Version 5.0 is up adding new flirt lines on Diamond City (residents NPCs), Goodneighbor, Bunker Hill. (I'd appreciate if you can download and endorse my mod at Nexus thanks,)
       
      -Added new male player character version!
       
      Note;
       
      -This modpage might be outdated, please go to Nexus to see the updated info of my mod. (Sorry I don't have too much time to update the whole thing on the modpage)
       
      -French translations are only available at Nexus, click the link I gave above.
       
      -If you have any questions or technical issues, please report it on Nexus as I'm likely going to spend more time there.
       
      -Gage will come along with the DLC stuff update, as for Preston I'm just not too invested in him that I decided not to make a flirt line for him. If some of you out there hoping for a Preston flirt line you can give me a request, I'll try to consider with the amount of request.
       
      -I'm still considering a male version for this mod, I've seen some people get upset because how this is being specific to female. I have nothing against sexual orientation it's just that I was trying to create a flirt line that was being more specific.
       
      -Please do clean-install when updating.
       
      -I no longer will continue on updating replacer version. The version itself only contains 14 flirty line.
       
      Features
      -Up to 30 vanilla voiced flirty Diamond City guards containing casual, naughty, cringy flirts.
      -Up to 20 vanilla voiced nasty, sexist, rape-ish taunts raiders will say to your characters.
      -Over 30+ flirt comment for companions, Danse, Hancock, MacCready.
      -Over 20+ flirty lines for generic NPCs at Bunker Hill, Goodneighbor, Diamond City (residents)
      -Male version added with over 90+ flirt lines overall! Piper, Cait, Curie is covered within male version!
      -Same-sex flirt lines are available (You can download them on Nexus)
       
      To do list
      -Adding flirty comments for companions on their idle talks, or suggestive flirts when a certain condition has happened (raining, lockpicking, hacking) right now I'm thinking to add flirty lines for Hancock, Maccready, Danse(?), Gage. I'm also trying to make sure their flirts suits their personality- (Done)
      -Making more flirty comments for the guards to say. (Done)
      Add sexist and nasty comment for raiders to say during combat to your character. (Done)
      -A version where flirty comments blends in with vanilla's greetings (Done)
      -Adding new flirty comments for another generic NPCs to say in the base game. (Done)
      -DLC stuff (NPCs, companions, enemy npc)
      -Male version of this since right now the guards' comment are mainly for female character. (Done)
       
      Recommended Mods
      -http://www.nexusmods...&preview=&pUp=1 - Highly recommended because I also include flirty expression to their face, so it's a bit immersive with this.
      -http://www.nexusmods...t4/mods/13078/? - Adds more Diamond City Security
      - http://www.nexusmods...t4/mods/22166/? - Adds player comment to say depending on the situation.
       
       
       
      Compatibility
      -Mod that alters this mod NPCs' greetings is incompatible, or any mod that disables NPC greetings obviously disables this mod.Any mod that changes their appearance is compatible
       
      Installation
      Just drag Data folder into Fallout 4 main folder. Or use your mod managers as always. Pick one file to install only
       
      Permission.
      Do not upload anywhere without my permission,
       
      Credits
      -Warden (for suggesting me new lines and ideas for the mod) and bug testing the mod.
      -DarkLeon54 for making a French translation.

      2,027 downloads

      Updated

    10. A beautiful redhead - 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.

      356 downloads

      Updated

    11. Wild Girl Preset(s)

      These are Looksmenu Presets for 2 of my fuzzy girls..........Kimmy & Kemmy....for anyone who might like em.
       
       
       
      These Preset(s) have the same requirements as my (Wild Girl Skins) mod
       
      Animal Tails And Animal Ears by Chemistt (Recommended)
       
      Zella's Hair Dye Collection by ANiceOakTree (V.2.1 not V.2.2) (Recommended)
       
      Wild eyes
       
      Kitty's bodyslide(s)
      &
      Wild Girl Skins all by me DIBZ666 (Recommended)
       
      as well as
       
      3D Pubic Hair for Fo4 by Vioxsis on Loverslab.com (Body replacer version)NOT(the color change version) (Also only Recommended)
       
      And lastly F4SE.script extender & Looksmenu...Witch are both required......duh.

      58 downloads

      Updated

    12. Do not use this one!




      Hey!

      something has always bothered has always bothered me about this outfit...and i'm assuming i'm not the only one...what am I taking about you ask..the god damn Hello kitty logo as well as all other logos on the outfit's! I have also darkened all of the clothing pieces...because lets be honest...wearing a bight pink jacket in Skyrim is far from immersive, even when considering my fragile standards of lore friendliness.

      Required files
      Any body that supports unp textures unp,uunp,Bamfta ect.
      Personally I recommend Bamfta...but its up to you although if you are not using this body make sure to run body slide before use!!!
       

      Credits!!!
      gutris1 for the skyrim conversion!
      ThisMalkavian for the original fnv mod!
      Widowpuppy for the bodyslide files!

      215 downloads

      Updated

    13. Villa settlement (custom player home) FO4

      Vlla is a new settlement / player home in the commonwealth
      not far away from Spectacle island..
       
      ;;;;;;;;;;;;;;;;;;;;;;;;;
      V1.5:
      fixed not been able to send NPC to the Villa settlement
      (it should work as a normal settlement)
       
      V2:
      added the villa mesh
      ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
       
      ---------------------------------------------------------------------------------
      the workshop workbench are not linked with the basement one
      ---------------------------------------------------------------------------
      ------------------------------------------------------------
      Download and extract to fallout 4 directory (in data folder)
      -----------------------------------------------------------------------------
      ------------------------------------------------------------------------
      https://youtu.be/qZAwVAZ1_Ps
      https://youtu.be/1BDVvA-JCu0
       
      ------------------------------------------
      Credits:
      Base mesh by Giimann
      ---------------------------------
      Tutorials:
      Lukrin
      HeartImpaled
      Red Rocket TV
      speedynl
      -------------------------------------------------------
      ===================================
      do not redistribute on other sites,forums etc.
      =======================================

      316 downloads

      Updated

    14. Penetrator

      it's a ...WHAT? PENTRATOR? RLY??
       
      With this weapon u can kill all your enemies)
       
      How to get:
       
      Type in console : help penetrator 4
       
       
       
      P.S. Maybe i add some physics for it
      and custom sounds

      74 downloads

      Updated

    15. Modern Firearms (Tactical Edition Latest) 2.5 1.4 by Idlesheep

      Hi,
      Most of you will know about this mod by now, originally made by Idlesheep and now that his life is too busy to maintain it, cared for by his 'team' - a ragtag bunch including myself of varying skill levels.
      The mod includes a huge variety of weapon families which are all as customisable as we can make them, for example there aren't many varieties of AR15 that you can't make, and anyone who knows guns knows that's a LOT of variations. Families include but are not limited to:


      You get the picture, there are a ton of guns here. There are some modern type body armours included too, and more customisation options for everything than it would even be possible to list. Functions such as suppressors on/off, fire mode, scope zoom/type and underbarrel equipment are all switchable in gameplay by use of the 'Fallout 4 Hotkeys' mod by Registrator2000, negating the need to carry more than one of any weapon type. All of it is integrated into the level lists. As the file is way too large for the Lovers Lab server, please download the latest version at this link:
       
      http://www.mediafire.com/file/60atggsen2koh6s/Modern+Firearms+2.5-1.4.zip
       
      The downloads section here contains the Modern Sidearms sister mod and various patches for personal taste tweaking- damage reduction, stagger removal and Contraptions compatibility, along with a temporary fix for some scopes for AMD GPU users.
       
      FO4Hotkeys can be found here:
       
      http://www.nexusmods.com/fallout4/mods/11664/?
       
      ...and finally the team can be found at our Discord server here:
       
      https://discordapp.com/invite/d8n6FXM
       
      While I will attempt to answer your questions, some technical issues may be above my pay grade, so the Discord may be a quicker and more direct way of getting support.
       
      Installation:
       
       
       
       
      Changelog can be found in the MF zip. Credits and FAQ can be found by contacting the team or via our pages at bethesda.net, moddb (listed as Cold Steel Hot Lead) or our webpage here: http://darkheartsdream.eu/
       
      Our credit list is in the process of being re-written, when it's complete and up-to-date I'll amend this post.
       
       
       
      NOW, A CALL FOR SOME HELP:
       
      As I mentioned, Idlesheep has left us in charge of his mod for the time being, but few of us possess any modding skills at all. We currently (and pretty urgently) need help or at least advice on a couple of things:
       
      1) Scripting- LegacySlayer from this forum and the Nexus has re-written our pre-ck plug in, cleaning many potentially dirty edits and making it possible for us to get an update out for Xbox, but in the process our switch scripts have broken. Anyone willing to lend a hand would be much appreciated, and his experimental version of the plug-in can be provided for any interested modders to take a look at.
       
      2) Animation rigging- we have permissions to use a whole bunch of animations, Wardaddy's stuff amongst it, but the only thing stopping that is a total lack of know-how in rigging them. Again, anyone willing will be welcomed.
       
      Anyone that feels they can help in any way with these issues, contact myself or LegacySlayer via PM here, or head over to our Discord to just get right into the discussion. Thanks for reading.

      1,730 downloads

      Updated

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