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  1. FO4 SCREEN STUDIO — In-Game Photography Tool

    CAMERA STUDIO:
     
    Free Camera with Mouse Control (RMB to rotate, WASD to move, Q/E to roll)
    Custom FOV slider (30°–120°)
    Smooth Zoom with adjustable speed
    Slow Motion Mode (0.1x–1.0x) for perfect timing
    5 Camera Preset Slots to save and load your favorite angles
    Hide HUD Toggle for clean frames
     
    LIGHTING STUDIO (No ENB Required):
     
    Place Point Lights anywhere with full color and intensity control
    Rim Light for dramatic character backlighting
    Face Light to eliminate harsh shadows on character faces
    Global Illumination Boost to brighten shadow areas without performance loss
    Ambient Light Control slider

    POST-FX & FILTERS:

    Real-Time Contrast slider (-50 to +50)
    Saturation slider (0% to 200%)
    Vignette with adjustable strength
    Depth of Field with background blur intensity control
    Film Grain with adjustable strength
    One-Click Presets: Cinematic, Vintage, Noir

    ACTOR CONTROL:

    Freeze All NPCs in their current pose (works with AAF)
    Precision NPC Rotation with yaw and pitch sliders
    Teleport Player to Camera
    Teleport NPC to Player
    Reset NPC Idle to default pose
    Actor Selection Dropdown for companions and custom NPCs

    OUTPUT:

    Capture at 1x, 2x, or 4x native resolution
    PNG, BMP, JPEG format support
    Auto-Save with timestamp filenames
    Custom Output Folder selection
    Recent Shots Gallery for quick preview of last 4 captures

    QUICK PRESETS:

    PORTRAIT STUDIO: Face Light ON, DOF 5x, Vignette 30%, Light Intensity 70%
    ACTION SCENE: Freeze NPCs ON, Slow Motion 0.3x, FOV 90°, Contrast +20
    LANDSCAPE: FOV 110°, Saturation 120%, Global Illumination 3x, Hide HUD ON
    Works with any pose mod (AAF, Poser Hotkeys, etc.). No ENB required. No performance loss. Your screenshots deserve better than tfc 1.

    38 downloads

    Submitted

  2. CWSS London patch

    A small ESL flagged patch between FOLON and CWSS. 
     
    Requirements: Fallout London and CWSS v4.011
     
    patch is in ENG and RU versions
     
    CWSS is one of the "must have" mods, which I always use. And there are several universal fixtures type of patches to it. Unfortunately all of them are for vanilla game. So I was hoping to have on for FOLON one day. Unfortunately it did not come out, so I decided to make one myself. And while making it I though to myself that it would be more immersive if instead of placing everywhere CWSS native furniture models, I would place models native to FOLON. So, I modified FOLON nifs in Nifskope, so they work with CWSS scripts. Or in some cases I modified CWSS nifs by importing trishapes from FOLON nifs into them. As a result this patch have several sinks, toilets and couple of baths which look like models from FOLON, but are usable like the ones from CWSS. 
    I placed them instead of FOLON native statics around the world, primarily at indoor locations. I did not replaced everything and everywhere, but a lot of locations have at least one functional toilet. Sometimes they go in pair with showers or baths. These functional appliances appear mostly at locations inhabited by sentient beings, like hooligans, Jack Tars, cultists, Millers Man etc. You got the idea, if a place is not abandoned, then the inhabitants would probably fix the restrooms. Or if its abandoned, but not long ago, like when you find a relatively fresh corpse in there. Sometimes you will find some at locations abandoned long ago with skeletons and stuff, but there were also some criterias applied. Like for instance, if the model of static is in good condition (toilet bowl is attached to the toilet tank, sink is not fractured, bath is not flipped or buried, etc), then it can be replaced. Or if a location has a water cooler, then I did not bothered myself with placing functional sink in there. 
     
    This patch also includes a modified script of Wash Out That Cum because... well, because of reasons. Basically I just added two baths from patch to the list of furnitures Wash Out That Cum supports. CWSS is already among them as you know. But if don't need Wash Out That Cum, you may ignore Scripts folder of the patch.
     
    A NOTE: these are not craftable furnitures. I mean if you have a main CWSS mod, and you have one, then you do not need any other craftable toilets. 
     
    Regarding CTDs, I did not encountered them while testing, at least not a single crashlog that would point to CWSS or this patch. But as usual, it is preferable that you place this patch somewhere at the bottom of loadlist (since its an ESL plugin, you would naturally do so). 
     
    Problems: One of the baths have water activator going out of bath walls as I denoted on one of the screenshots. I didn't quite figured out why its happening. I created a separate activator, by modifying one created by Steve40, changed its size through transform, applied transformation, changed the collision (at least i remember doing it), changed object boundaries, in Nifskope activator fits perfectly inside the bath, etc. TLDR, I tried a lot of things, but the water activator appear in game in its original size and keeps pissing me off. So at least for now it will remain like this. Also toilet seat on one of the toilets goes up a little bit weird, I apologise for that. 
     
    Credits and thanks:
    Steve40 for creating CWSS and permission to use his resources
     
    TeamFOLON for creating Fallout London and permission to use their resources, especially to DoubleYou for sparing his time and talking to rest of the team on my behalf
    Megururu for creating Wash Out That Cum and giving out his resources to be used by community
    ElminsterAU for creating xEdit and keeping it updated through years
     
    Nifskope team for creating Nifskope and publising tutorials for it

    144 downloads

    Updated

  3. Skimpy Armour Keyword Archive

    This is a growing archive of RobCo Patcher .ini files designed for use with the Skimpy Armour Keyword Resource (SAKR). These patches are also fully compatible with the Skimpy Armour Keyword Injector.   Currently Supported Mods:   Anarchist Outfit (CBBE) Baggy TankTop (CBBE) Bikini Soldier Boston Riot Armour BZW Tactical Goth Casdin Caravan Armor Mashup Commonwealth Mini Dresses Commonwealth Shorts (CBBE) Crimson Punk Devious Devices Desert Punks DX Dark Mistress DX Fetish Fashion Part 1 DX Fetish Fashion Part 2 DX Pornstar Fashion (CBBE) DX Vintage Summer Eve Outfit MGS Snake Eater (CBBE) Grease Rat Garbs (CBBE) Gunner Armor Expansion (CBBE) Gunner Operator Jinga Apathy Jinga Pool Outfit Kziitd Outfit of Hookers Kziitd Fetish Toolset Minutemen Enforcer Armor (Vanilla) MM69's Ghoul Hunter More Clothes and Textures (CBBE) Obi's Cozy Classic Outfit (CBBE) Obi's Goth GF Outfit (CBBE) Obi's Random (CBBE) Obi's Sportswear Obi's Vault Suit Post Nuclear Outfit (CBBE) Precursor Suit (CBBE) Private Military Company Raider Accessories Raider Punk Outfit Slooty Vault Suit (CBBE) Summer of 69 Dress (CBBE) Tactical Combat Swimwear (CBBE) TankTop (CBBE) TCN Panties and Heels TCN's Pasties Pack No.1 TCN's Pasties Pack No.2 TCN's Bikinis TCN's Dresses TCN's Ero Tech TCN's Kinky Wear TCN's Lingerie TCN's More Panties TCN's Office Skirts TCN's Panties TCN's Platform Boots TCN's Shirts TCN's Sleeveless Dresses TCN's Thick High Heel Sandals TCN's Thong High Heels TERA Punk (CBBE) TERA Nurse Uniform (CBBE) The Apocalypse Vault Suit Fusion TheKite Charred Vault Suit TheKite Combat Zone Stripper Outfit TheKite Diamond City Scoop Digger TheKite Institute Health Care Division TheKite Milita Woman TheKite Railroad Handmaiden (CBBE) TheKite Vault-Tec Slavesuit Toxic Raider Armour Vtaw Brotherhood of Steel Infiltrator Vtaw Cow Girl Vtaw Crimson Wings Vtaw Fashion Dress Vtaw Gothic Dress Vtaw Hailey Combat Suit Vtaw Maxy Dress Vtaw Pinup Dress Vtaw Wardrobe No. 10 Waxwing Outfit WT Jacket (CBBE) Note. Links above point to Fusion Girl conversions unless stated otherwise. The requirements will take you to the original versions.   Variants   There are two major variants:   Lewd. Lewd variants are provided for clothing items that have more revealing options. Some can be modified at an armour workbench, while others, like Bikini Soldier, require Outfit Studio. Items that are lewd by default, such as the TheKite Vault-Tec Slavesuit, do not have a separate Lewd variant. Lewd will override the ones in base to avoid conflicts. Vanilla. Provides a clean interpretation of the vanilla content. For now this is restricted to Fallout 4 itself. Other known archives base their tags based on the Classy Chassis Outfit variants.   Frequently Asked Questions   How do I use these? Install the Skimpy Armour Keyword Resource (SAKR), then install either RobCo Patcher or the Skimpy Armour Keyword Injector. Finally add the clothing item patches that match the armour you use.   Note. If using the Skimpy Armour Keyword Injector, you will need to run the FO4Edit script to generate the final patch.   Do you have more? This collection is actively growing. You can also check these excellent repositories: Rubber Duck’s SAKR Repository. Collection includes DLC and big clothing packs. Krazyone’s SAKR - Skimpy Armor Keyword Resources Addons. Smaller collection for more niche items. NGamma's Skimpy Armor Keyword RobCo Patches. Includes larger collections like HN66 Easy Girl and Eli's Armour Compendium.    Note. If you know of any other good repositories, let me know and I’ll add them.   Do you want more? Yes! If you create or improve any SAKR patches, feel free to send them my way. I’ll test them with the Skimpy Armour Keyword Editor and add them to the archive.   How do I make my own? You can use either Rubber Duck’s SAKR/RCP Gen or my Skimpy Armour Keyword Editor. Both tools include instructions.   Note. The Skimpy Armour Keyword Editor is currently the only tool capable of editing existing .ini files.   Why support Devious Devices and Kziitd Fetish Toolset? Many mods grant bonuses or effects based on nudity or exposure. These patches ensure that when you equip chastity belts or other fetish gear, you no longer incorrectly register as Exposed. This is especially useful for perks in Milking Human Kindness and Provocative Perks.   Besides, Devious Devices have some perfectly nice dresses on offer.   Will this add to my load order? No. It simply places the .ini files into the expected location for RobCo Patcher.    Changelog   1.0.5   Thanks to @Mimirue17 for the following:   Casdin Caravan Armor Mashup DX Dark Mistress DX Fetish Fashion Part 1 DX Fetish Fashion Part 2 DX Pornstar Fashion (CBBE)   1.0.4   Thanks to @JohnyBurner for the Fallout 4 vanilla-clothing variant:   Fallout 4 - Vanilla Set Base Game Jinga Apathy Jinga Pool Outfit Vtaw Hailey Combat Suit Vtaw Wardrobe No. 10   1.0.3   Thanks to @Samhsay for the non TCN items:   Kziitd Outfit of Hookers Obi's Random (CBBE) Obi's Sportswear Obi's Vault Suit TCN's Panties and Heels TCN's Pasties Pack No.1 TCN's Pasties Pack No.2 TCN's Bikinis TCN's Dresses TCN's Ero Tech TCN's Kinky Wear TCN's Lingerie TCN's More Panties TCN's Office Skirts TCN's Panties TCN's Platform Boots TCN's Shirts TCN's Sleeveless Dresses TCN's Thick High Heel Sandals TCN's Thong High Heels The Apocalypse Vault Suit Fusion
      1.0.2   Thanks to @Samhsay the following clothing items are available:   Tactical Combat Swimwear (CBBE)   1.0.1   Thanks to @Samhsay the following clothing items are available:   Boston Riot Armour Minutemen Enforcer Armor (Vanilla) Desert Punks Raider Accessories Gunner Operator Post Nuclear Outfit (CBBE) Toxic Raider Armour BZW Tactical Goth Grease Rat Garbs (CBBE) Eve Outfit MGS Snake Eater (CBBE) Commonwealth Mini Dresses Raider Punk Outfit Private Military Company Gunner Armor Expansion (CBBE) Waxwing Outfit Summer of 69 Dress (CBBE) Crimson Punk WT Jacket (CBBE) Commonwealth Shorts (CBBE) Baggy TankTop (CBBE) TankTop (CBBE) TERA Punk (CBBE) Slooty Vault Suit (CBBE) Precursor Suit (CBBE) Obi's Cozy Classic Outfit (CBBE) Obi's Goth GF Outfit (CBBE) Anarchist Outfit (CBBE) Vtaw Gothic Dress TERA Nurse Uniform (CBBE) More Clothes and Textures (CBBE) MM69's Ghoul Hunter  

    1998 downloads

    Updated

  4. Skimpy Armour Keyword Injector

    A FO4Edit script that injects Skimpy Armour Keyword Resource (SAKR) keywords into patched copies of relevant Armour (ARMO) records. This process uses the existing RobCo Patcher .ini infrastructure as the source of keywords, but does not require RobCo Patcher.   Key Features   Accepts your entire load order (every single loaded plugin) in one go. Creates the patch, adds all required masters, and injects keywords in a single run. Uses your existing RobCo Patcher .ini files. Requires no new tools to run. Creates a tiny, ESL-flagged patch. Typically under 500 KB for a setup with 400 mods. Fuzzy FormID matching. Works regardless of load order, ESL flags, or overrides. Pre-emptively adds required masters to ensure compatibility with other keyword injectors such as Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter. Creates a new patch file per run to avoid keyword drift. Recommended for consistency when .ini files change. This requirement can be bypassed if the patch is already loaded in FO4Edit. Extensive, configurable logging. Uses dialogue boxes to notify the user of abnormal runs. E.g. No keywords to inject or nothing to patch. Zero performance impact in-game as the patch is generated by FO4Edit beforehand.   Why This Exists   Skimpy Armour Keyword Resource was designed to work with RobCo Patcher, which adds keywords at runtime. But:   The Next-Gen Update (2024) broke RobCo Patcher. Users waited months for the Next-Gen alpha version of the patcher. The Anniversary Edition has an alpha version of the patcher.   This script removes RobCo Patcher from the equation entirely while leveraging the existing configuration files.   No more waiting. No more runtime overhead. Just SAKR support.   Requirements   FO4Edit. Tested on 4.1.5f. Skimpy Armour Keyword Resource (SAKR). Required in your load order. Rubber Duck's SAKR Repository, or NGamma's SAKR RobCo Patches or Equivalent. Provides the required keywords to inject.   How to Use   Install the script under Scripts in your FO4Edit install. (Optional) Install the blank .esp if you use a mod manager. Do NOT load ZZZ_SAKR_Direct_Injection.esp when starting FO4Edit. If loaded, the script will remind you of this requirement and allow you to bypass if desired. In FO4Edit:
      Press Ctrl+A to select all plugins. Right-click on any mod and Apply Script. A new window will appear. Choose Fallout4 - SAKR Direct Injection v1.2.0 and click OK. Wait ~60--90 seconds (tested with 400+ loaded mods and 2.5M records). Save. Let your mod manager (Vortex/MO2) deploy the new patch. Run the game and go try on some outfits!   Tip. For testing, select a few clothing mods to speed up script processing.   Cleanup After Use   A normal run adds several masters to ensure the winning record is copied and injected. It is recommended that you:   Save ZZZ_SAKR_Direct_Injection.esp; Right-click on the mod and select, Clean Masters to remove unnecessary masters.   While optional, the above keeps the patch tidy and avoids Missing Masters warnings when changing your mod order within a mod manager.   Confirmation Tests   The screenshots on the download pages outline various scenarios to confirm the patch works. These tests cover ESLs, base-game items, heavily overridden packs (preview patches), and exposure score changes.   Shot in Kziitd Fetish Toolset. Result 100 % skimpy because that mod has no .ini in the Rubber Duck repository. Shots in a Vtaw Wardrobe 6 bikini with or without the top. Highlights the changes in exposure levels and scores. Shot in a COCO Bikini Collection showing exposure and scores change, indicating the .ESL was successfully patched. Shot in Summer Shorts with appropriate scores. Showing that base-game clothing items were successfully patched. Shots in various Vtaw Wardrobe 6 clothing with varying scores. Additionally some are blurry as they triggered Exhibitionist Streak from Provocative Perks because the player is not skimpy enough.   Frequently Asked Questions   Do I need RobCo Patcher installed?   No. This script does not require RobCo Patcher to be installed and the patch negates its requirement for use with the Skimpy Armour Keyword Resource once generated.   Will this break if I add new outfits later?   No. Just re-run the script --- the new items will be included in the patch automatically assuming you have associated RobCo Patcher .ini files to inject the keywords.   Why does it stop if the patch file is loaded?   There is no reliable way for FO4Edit to unload and remove a mod while loaded. To prevent corrupting the patch, the script confirms the patch is unloaded prior to generating a fresh patch.   However, you can opt to bypass this check entirely at the risk of introducing keyword drift over an extended period of time. There are legitimate reasons for doing so:   You accidentally ran the script against a mod with no clothing items. You prefer to be surgical in your application of the patch and run it for individual mods or collection. You are trying this for the first time and the default patch (empty by default) is loaded. You manually cleaned the patch yourself and want to proceed.   For the above, you will simply be given an option to proceed.   I hate getting asked if I want to continue when the patch is already loaded.   You can disable this check entirely by setting bFORCE_CLEAN_ESP to False in the script. However, this may lead to keyword drift, especially if you are fine-tuning the .ini files to suit your gameplay.   Can I keep the old patch and append changes?   Yes. See above.   Is this safe with 500+ plugins?   Yes. Tested with 500+ mods / 3.2 million records. Process took under 180 seconds to generate a clean patch, but the time required varies based on system specifications.   Will it work on Anniversary Edition?   Yes. While not explicitly tested on Anniversary Edition, FO4Edit 4.1.5f which was used to develop this script fully supports that version.   I still want to keep RobCo Patcher for other features (material swaps, slot masking, etc.)   This script does not stop you from continuing to use RobCo Patcher.   Both can coexist perfectly, but to prevent duplicate keyword injection, simply delete or move the RobCo Patcher .ini files used for SAKR keywords.   Bonus side-effects of removing those .ini files:   RobCo Patcher has fewer records to process reducing runtime overhead May reduce the chances of RobCo Patcher crashing.   Is this compatible with Armour and Weapon Keywords Community Resource (AWKCR) and Complex Item Sorter?   Yes. The script will add these as masters and carry forward any modified or injected keywords. However, this patch needs to be lower in your load order override their records.   Some of my clothing packs have no .ini file for it. How can I make these?   Rubber Duck has made a SAKR RCP Tool that generate the RobCo Patcher files along with extensive documentation.   I keep seeing Error Assigning To and Mapping Errors in my logs.   Message such as the one below occurs because the script cannot know for certain every mod that it will need to add a master.   Error assigning to [ \ [FA] ZZZ_SAKR_Direct_Injection.esp \ [1] GRUP Top "ARMO" \ [77] Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] \ [19] Object Template \ [2] Combinations \ [34] Combination \ [2] OBTS - Object Mod Template Item \ [8] Keywords \ [0] Keyword #0] from [ \ [A7] Synth_Fem.esp \ [4] GRUP Top "ARMO" \ [2] Armor_Synth_Underarmor "Synth Uniform" [ARMO:0012B91D] \ [19] Object Template \ [1] Combinations \ [34] Combination \ [2] OBTS - Object Mod Template Item \ [8] Keywords \ [0] Keyword #0]: [Exception] Load order FileID [A5] can not be mapped to file FileID for file "ZZZ_SAKR_Direct_Injection.esp   In such cases the keywords will not be injected. However the Script naturally takes precautions to avoid this:   Preemptively loads any non-ESL flagged ESM/ESP as a Master. This will cut out most of these errors. Provides an ability to add a custom list of masters. Update the sADDMASTERS constant to include a comma delimited list of additional mods you need to load as masters.   Between the above, the script should all relevant masters, and inject keywords without fault.   Can I modify or fork your code?   Yes. The script is released under the two-clause BSD licence which is a permissive free software licence.   Configurable Items   The following constants may be changed to alter the script's behaviour. You only need to touch these constants if you have a very custom setup. Most users will be able to ignore these options entirely. There are listed in alphabetical order.   bADDALLMASTERS   Default: True   Automatically adds all non-ESL flagged ESP and ESM files with ARMO records as masters. This ensures that injection will occur most of the time.   Tip. Clean up the loaded masters in the mod after running the script and saving the contents.   sADDMASTERS   Default: '' A comma delimited list of mods that need to be mastered beyond those added as part of the standard script processing. This constant becomes critical when disabling bADDALLMASTERS.   iDEBUG_LEVEL   Default: DEBUG_INFO Adjust the level and verbosity of logs generated. Available levels are:   DEBUG_FATAL DEBUG_ERROR DEBUG_WARN DEBUG_INFO DEBUG_VERBOSE DEBUG_PATHING   bDRYRUN   Default: False Kept for historical reasons. With a patch-file workflow there are no risks to the game and other mods, but it remains useful for pathing.   bESLFLAG   Default: True By default the ZZZ_SAKR_Direct_Injection.esp will be created as an ESL-flagged ESP. This means that the patch will not tie up a slot on your limited load order at the cost of reduced entries. Set to False if you need to inject keywords into more than 4095 items.   bBALLISTIC   Default: True Injects Ballistic Weave related keywords to the item in addition to SAKR. This can be useful for certain mods that expect this slot to exist for their own use and increase available clothing items.   bFORCE_CLEAN_ESP   Default: True Deletes and recreates the patch every run. Prevents drift when .ini files change. Set False if you prefer incremental patching on selected mods.   sLOGFILE   Default: '' Set the path of an external file that the log will be written to.   iMERGE   Default: False By default the script will drop any conflicting keyword injection. This prevents situations where a competing .ini has conflicting keyword injections to make. Any such conflicts will be logged at the end of the process to identify and sort out conflicts.   If set to True the script will merge the conflicts together into one line. However, there are potential risks.   A perfect example of this is Eli's Armour Compendium and Classy Chassis Outfits - Eli's Armour Replacer. The former includes lore friendly and non-lewd clothing items, whereas the latter will spice things up. They both use Eli_Armour_Compendium.esp and a matching identifier leading to the following situation where an item now has keywords for:   0000081A. Top Full 0000081E. Tank Top 00000821. Top Tight 0000080E. Pants Long 0000080F. Pants Shorts   The above contains clearly contains keywords that are at odds with each other and should not co-exist. The resulting score will be wildly off from expected behaviour. Hence merge mode is provided for advanced users who understand the risks.   When set to False the script generates a report at the end of the run. This permits you to find and correct these conflicts to ensure the desired outcome.   sPATCH_ESP   Default: ZZZ_SAKR_Direct_Injection.esp Name of the generated patch. ZZZ prefix keeps it at the bottom of the load order.   bSTRIPEXT   Default: True When parsing rules the script will perform a check against ESP/ESL/ESM variants of the mod name. This catches situations where the author provided different versions of the same mod.   iRECURSION   Default: 5 Maximum directory depth when scanning for .ini files to prevent infinite loops.   sROBCOPATH   Default: F4SE\Plugins\RobCo_Patcher\armor\ Default location of RobCo armour .ini files (overridden by sSCANPATH if used).   bSAKRSTATIC   Default: False Use static keyword list (True) or read directly from SAKR.esm (False). False is the default as it adjusts to future releases of the mod.   sSCANPATH   Default: '' Hardcoded location for the RobCo Patcher .ini files. Use '' to use game defaults.   sSAKR_ESP / sGAME_ESP / sPATCH_AUTHOR   Self-explanatory and should never need changing.   License   Copyright (c) 2025, M.S.M. Foster Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: list of conditions and the following disclaimer.
    Redistributions of source code must retain the above copyright notice, this 2. Redistributions in binary form must reproduce the above copyright notice,
    this list of conditions and the following disclaimer in the documentation
    and/or other materials provided with the distribution.

    THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
    DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
    FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
    DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
    SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
    CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
    OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
    OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
      Changelog   1.2.0   When bSTRIPEXT is enabled the script will now try ESP/ESL/ESM variants of the mod name when parsing rules. This will match rules in cases where the rules were written for ESP, but have the ESL variant installed.   1.1.0   Added bBALLISTIC which will add Ballistic Armor keywords along with SAKR keywords.   1.0.1   Updated keyword conflict reporting. Now indicates the filenames, and lists conflicting rules.   1.0.0   Added winning overrides to allow the patch to co-exist with other keyword injectors like Armour and Weapon Keywords Community Resource (AWKCR). Added bESLFLAG to toggle the addition of the ESL flag when updating the patch. Added sADDMASTERS and bADDALLMASTERS to add requisite masters to the patch for safe injection. Implemented a fix from iampumpkin for SafeCopy that removes the potential to copy something other than the Winning record. Added bMERGE to allow the user to merge conflicting keywords, or simply log the conflicts in a report. The latter can be used to remove conflicts and select the best keywords.  

    2790 downloads

    Updated

  5. Killer905 Poses

    Hi!
    I'm killer905 and i try created a Pose Mod.

    Note:
    I'm taking the suggestion for in pose form, but animated ones I plan to do too.

    Remember that in your body type, the limbs may go into the body or be too far away from the body.

    Current Poses:
    Standing: 16
    Kneeling: 1
    Other: 3

    HOW TO USE
    In console type: player.playidle xxx
    ex. player.playidle k905_001

    If you want the npc to use the pose just select them first then type: playidle xxx
    ex. playidle  k905_001
    to make them stop just type: playidle stop (while the npc is selected)

    -=INSTALLATION=-
    Download the pose mod and install manually or with a mod manager of your choice

    -=CONSOLE COMMANDS I RECOMMEND FOR POSING=-
    TFC: Toggles free cam
    TGP: Pauses the game
    TM: Removes HUD
    TCAI: Makes the npc's ignore you
    TAI : freezes the selected npc

    SUCSM: Sets the camera movement speed
    ex. sucsm 1 (higher is faster)

    SETSCALE TO: changes the size of the selected npc/item
    ex. xxxxxxxxx.setscale to 10 (higher is bigger)

    SGTM: Slows or speeds time
    ex. sgtm 1 (higher is faster)

    SET GAMEHOUR TO: Sets the ingame time
    ex. set gamehour to 1 (sets the gamehour to 1am)

    FW 0002B52A: Clears the weather for more visibility

    These commands can move npc/player and items as well 

    modpos x (ex. modpos x 1)
    modpos y
    modpos z

    modangle x
    modangle y
    modangle z


    Credits to:
    pornphile for his rigs and guide
    BREADPIG for better rig
    NCK30 for his help and guide
    dagobaking for the Skyrim-to-Fallout 4 animation/pose converter

    17 downloads

    Submitted

  6. Skimpy Armour Keyword Editor

    The Skimpy Armour Keyword Editor is a visual tool used to create or edit RobCo Patcher .ini files for use with the Skimpy Armour Keyword Resource (SAKR). The goal is to allow for quick edits of existing files without recreating the entire .ini or editing it manually by hand.

    Key Features
     
    Visual editor for quick keyword injection and editing. Generates new .ini files on the fly. Toggles to show/hide Top or Bottom keyword sections Accepts a .csv from Rubber Duck's SAKR RCP Tool and/or an existing RobCo Patcher file (.ini or .txt). Using both the .csv and .ini will adjust the RobCo Patcher file to match what is currently in the mod. E.g., Version 2 of Eli's Armour Compendium added several clothing items requiring keywords. Validates all SAKR keywords and merges data from multiple sources. First entry wins, while others are discarded (duplicate handling). Hover tooltips on every keyword explaining its meaning and use. E.g., Difference between a tank top and halter top. Native support for high DPI displays. Options to either copy-and-paste the generated .ini or download it at the press of a button. Features a console to display script logic and troubleshooting info. No internet connection or server-side processing required—runs entirely offline in your browser. Heavily commented styles and code to enable customization. Designed to fit seamlessly into Rubber Duck's SAKR/RCP Gen toolset and processes.
    Requirements

    Modern browser (e.g., Chrome, Firefox, Edge).

    Compatibility
     
    Works with .csv exports from Rubber Duck's SAKR/RCP Gen tool. Compatible with RobCo Patcher .ini files formatted for SAKR. Handles multiple input files, with first-wins merging.
    How to Use

    The Skimpy Armour Keyword Editor works in conjunction with Rubber Duck's SAKR/RCP Gen tool and the associated SAKR/RCP Gen User Guide.
     
    Note: Steps 1 through 3 in Rubber Duck's guide can be skipped entirely if you do not need a .csv file.
    This tool specifically replaces steps 4 to 6 of the guide's process, which we focus on below:
    Double-Click on the HTML file to open it in your browser. Drag-and-drop source files (.csv, .ini, or .txt) into the Drop Zone or click to select desired files. A list of all files will appear. Click on Process to activate the Manage and Export tabs. Click on the Manage tab and adjust as necessary. You can confirm that changes were registered by going into the Console tab (useful for troubleshooting). Once satisfied with your changes, Click on the Export tab. Optional: Adjust the load order prefix. This is only required for specific edge cases (e.g., ESL patching) and should generally remain blank. Look over the generated preview. Click on Download to get a copy.  
    Note: As a precaution, I include my test data for Absolutely Skimpy Attire by dikr.
    Follow the rest of the steps from the SAKR/RCP Gen User Guide to integrate with your existing RobCo SAKR infrastructure.

    Frequently Asked Questions

    Why does this exist?
    I was looking for a way to change RobCo Patcher .ini files without creating an entirely new .ini or editing the file manually.

    For example, Vtaw Wardrobe No. 8 features a fantastic body harness and corset. Both fully expose the breasts, but SAKR registers them as being covered. With this script, I can quickly make a change and test the change in-game within minutes.

    Why is this in HTML?

    There are several reasons to create an HTML/CSS/JavaScript solution:
    Modern web-browsers easily handle large tables that adjust dynamically to displays. Documents can be quickly compared with one another using Browser Tabs. CSS makes it straightforward to adjust the style. This script has ZERO requirements beyond a browser. No need to install anything.
    How do I de-select a radio button?

    Click on the already-selected radio button again. It acts as a toggle and will clears the selection for that keyword group.

    Why can't I select multiple options in the same group (e.g., Bra Normal + Bra Micro)?

    The radio buttons are designed that way on purpose. The goal is to prevent mutually exclusive keywords from being applied. I.e., A bra cannot be normal, bikini, and micro at the same time, but it can be normal and sheer.

    Can I host this somewhere?

    Yes. The permissive license allows for such use, and a webserver will treat the contents as static HTML.

    Why would I need to provide a load order prefix?

    It helps with RobCo Patcher when patching an ESL. Unless you need this particular capability, I recommend steering clear of it and using the default 6-digit FormID. Invalid prefixes are skipped silently.

    Script is showing fewer changes than I've actually made?
     
    Changes are measured by item (line), not individual keywords applied.

    Why is there a console?

    The console is primarily a debugging tool. It will also list reasons why certain decisions were made, such as:
    Clothing item dropped because it does not exist within the .csv. Keyword was dropped because it was not valid. That multiple entries were found with keywords for the same item. That the Load Order prefix was dropped due to not being valid.
    Can I change the look and feel?

    Yes. Simply adjust the CSS styles to suit your needs. These are located near the top of the HTML document.

    What if I want a French or Russian version?

    This script can be translated and contains all language-specific elements within two constants:
    LANG. Contains language related to the look, feel, and code: HTML.* Language elements found within the HTML itself. SCRIPT.* Language found within the JavaScript Code. LOG.* Language used for logging of operations and tasks. TOOLTIPS. Descriptors applied directly to the table when editing keywords. These were kept separate due to their integration with other SAKR elements.
    Can I fork the code?

    Yes. The license and code were specifically designed to allow for it.

    A Special Thanks To

    I would like to thank Rubber Duck for his tool and guide that made SAKR repositories a reality.

    License
     
    * Copyright (c) 2025, M.S.M. Foster * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.  

    386 downloads

    Updated

  7. Panic Meter

    Panic Meter:
    A Fallout 4 immersion mod that tracks how shaken your character is during and after combat. Panic rises in fights, lingers afterward, and can affect aim, stamina, body language, sleep, and how you recover.

    REQUIREMENTS:
    - Fallout 4
    - F4SE (for gun accuracy penalties)
    - Mod Configuration Menu (MCM)

    WHAT IT DOES:
    While you are in combat, a hidden Panic value (0-100%) slowly climbs. Endurance slows how fast it rises. Getting hit spikes panic immediately, and the lower your health, the faster both combat gain and hit spikes climb (up to about 2x near death by default). When combat ends, panic decays very slowly (about 1% every 10 seconds by default). Agility helps recovery a bit. Once panic has reached 10%, normal recovery and calming items will not drop it below that "uneasy floor." Only a full night of sleep can clear that baseline tension. This keeps a low, constant edge of nervousness until you actually rest well. The on-screen meter appears only when panic is above 0% (and only if the HUD is enabled in MCM).

    HOW PANIC AFFECTS YOU:
    Effects ramp with the meter. Defaults:
      - Perception / accuracy start fading early as panic rises
      - AP drain and speed penalties kick in at higher tiers
      - Overlay / HUD flash effects start at 80%+
      - Camera / controller shake only at 100%
      - At 50%+: nervous 3rd-person stance (captive-style body language)
      - Flavor notification lines as panic climbs (optional)
    At 80%+ insomnia: trying to sleep may only give a restless 1-hour nap
    instead of a full rest.

    HOW TO LOWER PANIC:
      - Leave combat and wait (slow natural recovery)
      - Drink alcohol
      - Use Mentats or Calmex
      - Eat certain comfort foods (e.g. Noodle Cup, Fancy Lads, Cram, etc.)
      - Sleep - full sleep helps most and can break the 10% uneasy floor
      - MCM Debug: Reset Panic Meter to 0

    HOW TO USE:
    1. Install with your mod manager (MO2 / Vortex) so PanicMeter.esp, Scripts,
       Interface, and MCM folders load.
    2. Make sure F4SE and MCM are installed and running.
    3. Start or load a game. The quest starts automatically.
    4. Open the Pause menu -> Mod Config -> Panic Meter to tune settings.
    Suggested first look in MCM:
      - General: enable mod, flavor lines, show/hide HUD
      - Rate: how fast panic rises / falls
      - Effects: toggles and intensity for debuffs, overlay, shake
      - Sleep & Calm: insomnia, uneasy floor, item calm amounts
      - Nervous: 3rd-person stance / fidget options
      - Debug: add +25 panic for testing, reset to 0, restore defaults

    MCM QUICK REFERENCE (DEFAULTS):
      Enable Panic Meter          On
      Show Panic Meter HUD        On
      Combat gain                 ~0.85% / sec (scaled by Endurance + low health)
      Hit spike                   ~2.5% per hit (less if blocked; more if power attack)
      Near-death multiplier       up to 2.0x at critical health
      Recovery                    ~0.10% / sec (~1% per 10 sec)
      Uneasy floor                10% (full sleep can go below)
      Overlay / flash             80%+
      Aim shake                   100% only
      Nervous stance              50%+

    NOTES:
    - Disabling the mod in MCM stops new effects and hides the HUD, but keeps
      your current panic value until you reset it.
    - Overlay visuals need a spell / ImageSpace assigned on the quest in the
      Creation Kit (properties PanicOverlaySpell / PanicOverlayISM). Without
      those filled, gameplay effects still work; the flash overlay simply will
      not appear.
    - Optional fidget idles also need Idle forms assigned on the quest in CK.
      The nervous stance works without that.
    - Gun accuracy changes use F4SE InstanceData. Without F4SE, other systems
      still function.
     
    CONFLICTS:
    - Lewd Talks: Whichever one takes priority will override the other.

    TROUBLESHOOTING:
    - Meter missing after load: reload once, or add panic via MCM Debug.
      The HUD reinjects on load; it stays hidden at 0% panic.
    - Settings look wrong after an update: MCM -> Debug ->
      "Reset All Settings to Defaults".
    - No accuracy effect: confirm F4SE is launching Fallout 4.
     

    169 downloads

    Updated

  8. Simple Jobs

    WARNING: v1.2.1+ are still a Work-In-Progress (WIP). Some users have been experiencing CTDs after an hour or so of gameplay. If you'd like to help test, please provide crash logs, and details to the crash (i.e., what were you doing, where were you at, etc.) to help pinpoint any issues:
    Requirements:
    - Fallout4 Version: 1.11.221.0
    - AAF Version: V1-7-0-1
    - LooksMenu v1-7-0-3
    - Mod Configuration Menu 1.11.221
    - Address Library - All In One-47327-1-11-221
    - Unofficial Fallout 4 Patch-4598-2-2-1a-1779927834
    - Slave and Model 100 poses-38340-SM2
     
    New in update v.1.2.1+:
    - 10 random events; doing basic tasks awards the player (hidden) random tokens. Enough random tokens will meet a condition for a trigger box to work. When the trigger box is stepped into, some unusual and out of the norm will happen. This adds some variety to the repetitive tasks.
    - College Added: The player can now go to college, attend a cooking class and attend an acting class to be rewarded skills to help survive the wasteland.
    - MCM created: This allows the player to add a keyword to their currently worn armor. Wear the outfit > Use the MCM > Click whatever keyword it needs > Close the MCM.
    - Pinup Quest Adjustments: Due to LL's 250MB upload limit, I can not add my textures required for posters around town. This is a neat concept, however, the question the player first receives in game asking what they look like currently does nothing without the textures file.
     
    If not using/debugging v1.2.1+, please use the old version:
    - Fallout4 Version: 1.10.163
    - SimpleJobs_v1.1.9-LOOSE.zip
    - SimpleJobs_V1.0.6_VOICE.zip
    - Simple Jobs SAKR Patch.rar (if you use SAKR)
    Requirements:
    Waitress/Postal:
    https://www.nexusmods.com/fallout4/mods/2136
    Maid:
    https://www.nexusmods.com/fallout4/mods/27185
    Nurse:
    https://www.nexusmods.com/fallout4/mods/30865
     
     
    Simple Jobs.esp
     
    What it is: 
    A simple mod that adds a few small time and radiant jobs for the female protagonist in the town of Concord. It's made to pair with more extreme sexist mods during early gameplay as a way to earn small cap awards for misc jobs. This makes the role-playing experience a little better, considering a Level 1 character probably can't go around guns blazing in a Sexist, Apocalyptic wasteland without earning some caps and arming up first.
     
    The end goal is to make Concord a kind of "safe haven" with a sexist aura until the Player can venture out into the world.
     
    All quests are currently voiced by AI, enhancing immersion.
     
    No markers/quests will be populated to avoid clogging up the Player's journal. You will just need to explore Concord.
     
    1. Maid: Work at Hotel Concord. Repletively clean rooms to make small amounts of caps.
     
    2. Waitress: Take orders from customers and give it to the Chef to make small cap rewards.
     
    3. Nurse: Talk to patients to earn 1-3 caps per conversation. Cash out at the end of your shift.
     
    4. Pinup girl: Risk 1,000 caps to do a Photoshoot with a potential of 500-1,300 cap return (bonus if doing it naked).
     
    5. Post Girl: Work as a small time delivery girl and deliver packages around town for 0-20 caps per delivery. There's 5 mailboxes (no markers), you'll need to find the right one and deliver the package to it.
     
    6. Bar: Take orders, cook food, fetch drinks for a sexist bar for small tips.
     
    7. Bank: Deposit, Withdraw, Invest & Receive Dividends. Investing = permanently lose the money for a 5-10% return on how much was invested on a daily amount.
     
    8. Clothing Store: Purchase more outfits.
     
    Most jobs give an outfit and/or have uniform requirements (keyword conditions) to progress.
     
    Recommendations (for outfits):
    Waitress/Postal:
    https://www.nexusmods.com/fallout4/mods/2136
    Maid:
    https://www.nexusmods.com/fallout4/mods/27185
    Nurse:
    https://www.nexusmods.com/fallout4/mods/30865
     
    (Remember to build with Bodyslide!)
     
    Incompatibilities:
    - Any mod that strips away keywords, and special thanks to Samhsay, there's now a patch for Skimpy Armor Keyword Resource (SAKR).
    - Any mod that may change/add/remove doors in Concord, i.e., Sim Settlements 2.
     
    Credits:
    Derpsdale - Tera Nurse Armor, Maid Armor
    Twistedsymmetry - Short Skirts
    Backsteppo - Maid Armor
    invalidfate - Mina Armor (not yet incorporated in game)
    Samhsay - For SAKR Patch
     
     
     
     
     
     
     



    3001 downloads

    Updated

  9. hornycompanions traducción

    una traducción completa y sencilla de este mod.
    volví pero ya me vuelvo a ir.
    si lo actualizan y agregan mas diálogos pues toca volver xd mientra bye.
     

    52 downloads

    Updated

  10. OpenCBP for Fallout 4 AE

    I've taken OpenCBP from Takosako's Github, updated for AE, and merged Worthless99's FPS fix and MCM support. 
     
    Here is Release 3.5.221 of OpenCBP for Fallout4. 
     
    F4SE plugin to animate bones in actor skeletons.
     
    - works with latest game
    - physics fixes and optimizations for high FPS
    - Mod Configuration Menu support (optional):  Some settings available in MCM. These settings take priority over INI file settings
    - enhanced, configurable logging: You can turn it on and off from the INI. Has a deduplicator to reduce log spam.
    - new INI file listing valid parameters
    - FOMOD will let you skip installing "ocbp.ini" settings file, useful if you have one already
    - Optimizations and bugfixes
     
    Install Instructions: 
    - Requires F4SE 0.7.8, Fallout 4 1.11.221
    - Disable old package or conflicting previous release CBP family mod in vortex or mo2
    - If you have customized OCBP.ini, back it up and review the new INI after installation
    - Install this package with Vortex or MO2.  
     
    If you've never used CBP, you need to prepare the skeleton and clothing first.
    MrTroublemaker has made helpful guides for using CBP here:  
    https://www.nexusmods.com/fallout4/mods/39195?tab=articles
     
    GPL; source code: https://github.com/rickmccl/OpenCBP_FO4
     
     
    OpenCBP_FO4-3.5.221.zip

    15347 downloads

    Updated

  11. [Dev/Test/Beta] LL FourPlay community F4SE plugin

    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 52 for runtime 1.10.984 2024 08 19 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_984.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 1.10.984 will no longer be supported. ; Written and tested against F4SE 0.7.2. 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 52.0 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 ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) 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 ; Sets reference angle in degrees. Will not cause load screen if called on Player Function SetRefAngle(ObjectReference akRef, float x, float y, float z) native global ; Sets no-collision state on reference Function SetRefNoCollision(ObjectReference akRef, bool abState) native global ; Get the scale of a reference Float Function GetScale(ObjectReference akRef) native global ; Set the scale of a reference Function SetScale(ObjectReference akRef, Float afScale) 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 ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) 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 ; Return an Actor's actor flags (not the same as the Form flags) Int Function GetActorFlags(Actor akActor) native global ; Reset an actor's persistent Essential / Protected data ; Calling Actor.SetEssential() overrides the actor base value. Changing the state on the actor base will no longer have any effect, and ; neither will the Essential flag on Aliases. This function resets the override so ActorBase and alias flags will work again. bool Function ResetActorEssential(Actor akActor) native global ; Sets an actor's position. Directly moves the ref so does not cause load screen if called on player Function SetActorPosition(Actor akActor, float x, float y, float z) native global ; Enable collisions for specific actor Function EnableActorCollision(Actor akActor) native global ; Disable collisions for specific actor Function DisableActorCollision(Actor akActor) native global ; Snap actor out of whatever interaction (furniture, etc) they are in Function ActorStopInteractingQuick(Actor akActor) native global ; Force AI package Function ActorSetPackageOverride(Actor akActor, Form pkg) native global ; Clear forced AI Package Function ActorClearPackageOverride(Actor akActor) native global ; Returns whether the actor is currently ignoring combat (e.g. due to package flags) Bool Function ActorGetIgnoringCombat(Actor akActor) native global ; Force the actor to ignore combat or not, overriding any package flags Function ActorSetIgnoringCombat(Actor akActor, Bool abIgnoreCombat) native global ; Update actor 3D equipment only (less expensive than QueueUpdate 0xC) Function ActorUpdateEquipment(Actor akActor) native global ; Update Player Character 3D Function PlayerUpdateEquipment() 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 ; ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) 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 ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global ; Return whether form is persistent or not - updated in v51 Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist - updated in v51 Bool Function SetPersistent(Form akForm, bool akFlag) native global ; Return an array of all the forms in a FormList Form[] Function FormListToArray(FormList akFormList) native global ; Return the form with the given formID from any type of plugin (esm, esl, esp) Form Function GetFormFromPlugin(String modName, Int formID) native global ; Return an array of forms given an array of plugin names and an array of form IDs Form[] Function GetFormArray(String[] modNames, Int[] formIDs) native global ; Given an array of FormID Ints that was packed as Var via VarArrayToVar(), return the array of corresponding forms Form[] Function GetFormArrayFromVar(Var akVar) native global ; Populate a formlist with the forms given an array of plugin names and a corresponding array of form IDs Function PopulateFormlist(FormList akFormList, String[] modNames, Int[] formIDs) native global ; ; AAF functions ; ============== ; ; Return an array of actors near akRef who qualify for AAF animations Actor[] Function AAF_PerformActorScan(ObjectReference akRef, float radius) native global ; Return the actor gender as seen by AAF Bool Function AAF_GetGender(Actor targetActor) native global ; Collects statistics on an actor for use by the Scaleform Var[] Function AAF_MakeActorData(Actor targetActor, Bool includeDistance, Keyword[] conditionKeywords) native global ; Collects statistics on location objects for use by the Scaleform Var[] Function AAF_MakeLocationData(ObjectReference target, Bool includeDistance = False) native global ; Returns whether an object is suitable for use as an animation location Bool Function AAF_IsValidLocation(ObjectReference targetLocation, Var[] actorGroup) native global ; Converts the internal representation of AAF's furniture list to an array of Forms as Var Var[] Function AAF_ProcessFurnitureList(Var[] akArgs) native global ; Returns an array of LocationData, packed as a Var, of all the valid locations for animations within the given radius from the scan location Var Function AAF_GetLocationData(int scanLocation, Var[] furnitureForms, Var[] furnitureSources, Var[] actorGroup, Bool quickScan, Float scanRadius) native global ; Returns whether an actor has any keywords in the blocked keywords list Bool Function AAF_GetBlockedStatus(Actor akActor) native global ; Returns whether an actor is valid for AAF use (not dead, not disabled/deleted, etc.) Bool Function AAF_IsValidActor(Actor akActor) native global ; Returns whether an actor is valid for use and not currently in an animation Bool Function AAF_IsAvailableActor(Actor akActor) 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 ; Enable or disable blinking. Disabling allows MFG morphs to work on eyelids (morph ID 18 and 41) Function SetAllowBlinking(Bool allowed) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global ; ; INI setting functions ; ===================== ; ; Functions to retrieve INI settings, e.g. Fallout4.ini, Fallout4Prefs.ini, Fallout4Custom.ini, mod .ini files in Data folder ; These functions retrieve the settings from the game engine, not from the INI files themselves. ; Parameter is the .ini setting name and section, fSettingName:SectionName. For example, fMinCurrentZoom:Camera ; Note that typing is strict, e.g. you cannot call GetINIFloat on an Int setting ; ; Return Float setting value or 0.0 if not found float Function GetINIFloat(string ini) native global ; Return Int setting value or 0 if not found int Function GetINIInt(string ini) native global ; Return Bool setting value or false if not found Bool Function GetINIBool(string ini) native global ; Return String setting value or NONE if not found String Function GetINIString(string ini) native global ; ; Animation functions ; =================== ; ; Functions to play animations on actors. They do basic sanity checking on the inputs so that None idles and actors, ; actors who are deleted or disabled, and actors with no AI middle process will not attempt to play idles. ; ; Make one actor play an idle Function PlayIdle(Actor akActor, Form akIdle) native global ; Make an array of actors play a corresponding array of idles, in synch Function PlayMultipleIdles(Actor[] akActor, Form[] akIdle) native global ; Stop the actor's current idle Function StopCurrentIdle(Actor akActor) native global  

    Looks like I delteted the list of updates Well the first post is a lot shorter now.
     
    Also there is now a GitHub site to host the sources for this and other tools of mine at https://github.com/Lkdb5RDr
     
    v52-20240902 is a hotfix for v52-20240821
    v53-20250105 fixes loading in fallout 1.10.163.
     
    v54-20250330 Hotfix for issue describe on March 30th by EgoBallistic
     
    v55 : deleted.
     
    v56 for 1.11.137.0
     
    v57-20251120 adds support for Game version 1.11.159.0 (~AE Hotfix) paired with F4SE 0.7.5. Maintains support with 1.10.163.0, 1.10.984.0 and 1.11.137.0 (temporary)
    Tested successfully with basic functionality.
     
    v58-20251126: Adds support for Fallout v1.11.169.0 and F4SE 0.7.6.
     
    v59 for Fallout 1.11.191.0 and F4SE 0.7.8
     
    v60 :
      - Compatible with game version 1.11.221.0 (and F4SE 0.7.8)
      - Corrected an issue with SetFlyCamSpeedMult in all versions but 1.10.984.0 since that game version was available.
     

    238573 downloads

    Updated

  12. Hot Pockets

    Now *you* can be pickpocketed, and more!
    Strip-Pocketing, "Driveby" DD/KFT/RH Equipping, Chems/Alcohol/Arousal force-applying and Instant Tattoos + Cummed on (while sleeping)! 
    Now can affect you while you're sleeping or awake! 
     
    Beta version in the support thread.
     
    Backstory/Lore/The TL-of-DR:
     
    Wait, you think you're the only one who can steal? The wasteland is full of poor and desperate people, many of them can't even survive a few steps away from their own beds, some are a day from becoming a raider, few used to be, so what do you think will happen when some oddball smartass who seems to have infinite wealth comes to town, handing over what seems like endless amounts of valuables to anyone with enough caps to take it from them? You'd better keep your eyes open, your weapon ready and your pockets closed. Better sleep light, since they can also get you while you rest!
     
    This mod adds NPC pickpocketing the Player-Character to Fallout 4, NPCs will target Caps, Food, Drink, Guns, Armor*, Chems+Health items (yes both in the same group), Ammo, Misc (default off) or Junk. They can also reverse pickpocket, slipping you some chems, or some booze, an arousal potion maybe, maybe they'll just slip a collar on you instead? How about a tattoo? If you are dressed like you're asking for it, you're more than likely to get it taken from you. Adjust your item groups and chances of things happening to your liking or playstyle, want them to take a handful of 0.1 weight items when they steal? Or just one because they're expensive and precious to you? It's your loot buddy, you can lose it however you see fit.
    * armor means anything your character can equip typically (across this entre page)
     
    If you want an even more lore-like reason, the NPC knows you're pickpocking from them in those games, come on they can see you when you're right next to them, they're not allowed to move at all, thats against the rules. How about these thief NPCs? Maybe they have a little CHIM of their own? Maybe they know one of the rules you need to follow is that if you attack them, you're not getting your stuff back since all their friends will attack you and you'll die or load the game, and you both know it. 
     
    It isn't very fleshed out at the moment and needs a lot of work and additions. Right now the only way to get your loot back after it has been taken is killing the NPC, pickpocketing them back or other classic methods. If anyone was curious as to why? I was playing Skyrim with its own Devious Devices forever ago and wondered why no one had done similar in regards to being reverse-pickpocketed DD or having clothing stolen by people who want to sneak a peek?  Anyway, now its done, on Fallout 4 at least. As far as I know this is the first mod of this type that has been created for Fallout 4 or Skyrim.
     
    Base features:

    -Get stolen from from most/all item types by NPCs, from 1 item per steal to a lot of things stolen from you, eventually making your Hot Pockets, no pockets at all.
    -Get chems/alcohol/tattoos/restraints etc applied by NPCs instead of/alongside being pickpocketed (mostly social/"bad" drugs). 
    -Get stolen from and/or chems/drugs/tattoo's etc applied while you sleep. NPCs can be real (so you have a chance of recovering what was stolen) or just take your stuff and vanish forever.
    -If you have your weapon out and are looking at them approaching you, they will reconsider.
    -"Only in conversation" optional mode, so no thief will be chosen to do anything unless you are talking to someone else, the thief can still steal after you left conversation however if they haven't already. 
    -Sex Attributes Support: NPCs may apply bonus arousal (+20) to the player if they are sub-90, Arousal Level is one of the possible modifiers for if the mod fires.
    -Equipped items, 0-Weight items, "Below X-Value" items can all be disabled as theft targets; Bobbypins, base-game magazines, holotapes, notes and *most* quest items are hard-protected by a formlist. (If you find any from the base game+base DLC that are not, let me know, none of the DLC Community Content quest items are currently protected and I play old-gen so I don't know if new ones were added)
    -Devious Devices : Collars, Wristcuffs, Vibrators, Plugs, Hoods, Gags < all equal chance, other groups didn't make sense to be able to just casually put on someone before they're aware what's happening. Can probably be expanded to have different weights to each group later, likely won't be "cleaned" to remove specific items from any group. DD items shouldn't be stolen or double stacked.
    -KFT : Arm bindings, Gags/Hoods, "Anything from the mod". Can be used with the DD chances at the same time but not recommended.
    -Real Handcuffs : Collars/Handcuffs 80-20 chance for the normal/harder levellists from the mod, so 80% chance of normal handcuffs 20% hinged/high security. 80% chance of a normal/mk2-3 collar, 20% chance of a throbbing mk2-3. Watch out for overlap, also this is more "dangerous" than most DD/KFT.
    -Tattoos After Rape basic support : NPCs can apply a tattoo as a reverse action.
    -Commonwealth Moisturizer basic support: Can wake up a little gooey....
    -SAKR (original) support (Exposed or Skimpy Detection) and 2 player-chosen slots that should work if you don't use SAKR for nudity (untested)
    -Thief can (chance) go invisible (good at sneaking!)
    -Lower weight items are typically taken in stacks/groups, the scaling can be altered
    -Some basic location support
    -Activation based off certan states of your character, wealth, health, equipement, armed. Can become compoundingly difficult/frequent.
    -Small knocked effect on-action (can be disabled but is very non-offensive)
    -Timers; one to call a new Thief/timeout the old one, one to delay the call
    -Optional "Fade-to-Black" when the NPC "uses/equips" something on the player. 
    -Gamble+Option heavy: Chance of occurance with modifiers and chance modifiers for each group, many things to choose from.
    -Simple debug notifier enable/disable via MCM
     
     
    It is meant to be played with Sex Attributes for the base Arousal increase effect + my Arousal Helper mod for the Forced-Chems/Alcohol to be more effective, Devious Devices and/or Kziitd Fetish Toolset and/or Real Handcuffs for the force-equipping and SAKR for skimpy/nudity detection and Tattoos after rape for tattoo handling and finally Commonwealth Moisturizer for cum when you wake up, using this with Sex Harassment may cause a lot more butt-smacks so adjust your frequencies as NPCs will get right up into you sometimes and may end up behind you. If the mod doesnt function right away just disable/enable it from the MCM/Hotkey and it should work.
     
    Extra stuff that may be nice to know but you could find out later yourself without reading:
     
     
     
    Known/Possible Issues+Bugs: (Most possibles are assumptions based off how it is made/from testing/guesses), bugs will hopefully get fixed:
     

    Ok cool have you thought about??: (In the mystical future)
     
     
    Using the hard reset (near the bottom of page 1) in the MCM usually is enough to shut down/restart the mod for updated versions instead of needing to clean a save, not always though. Turn notifications to 1 before clicking to see the state of the mod (on/off). Otherwise load your save without the mod, save, load with the mod.
     
    @riveth Has a beta for a newer version with expanded features available for download in the support forum for this mod.

    11658 downloads

    Updated

  13. Operation Lockpick

    Breaking a Bobby Pin in a lock may give you a shock if you are wearing a Real Handcuffs Shock Collar, or not. 
     
    MCM Options:
    -Enable/Disable
    -Shock collar required or not
    -Chance to occur (on broken bobby pin)
    -Shock mode (Stamina Only or Stamina + Health Damage, or a chance of either)
    -Option to heal % of Shock Damage
    -Willpower reduction on-shock option, 2x if also "Lethal" (If also using Sex Attributes, not required)
     
    Health Damage can kill so it is "Lethal"
    This file is esl-flagged
     
    Permissions:
    Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod (this includes farming downloads for membership (Nexus) etc).
     
    Requires Real Handcuffs and possibly F4SE  
     
    I built it/tested using the beta version below however it should work with older versions (I believe). 
     
    https://www.loverslab.com/topic/118151-real-handcuffs/page/69/#findComment-4365908
     
    I tried everything I could to make it work like the game "Operation" where you would get zapped if you hit the lock at the incorrect angle (on chance), so it's only half complete as far as I'm concerned. If anyone wants to try add that feature and get it working then this mod can be complete but I'm at a loss on how to accomplish it, especially for gog-version f4se. 
     

    256 downloads

    Updated

  14. Momiji And Hayabusa Followers. Add on and standalone.

    Adds Momiji and Ryu Hayabusa of DOA fame and something about Ninja Gaiden.
     
    Fusion Girl and CBBE
    Two versions for Each.
     
    The mod is intended to be an add on to the Kasumi Follower mod. The mod is designed for them to interact with each other.
     
    The main version REQUIRES KASUMI FOLLOWER (found here).
     
    Standalone version is meant to be if you don't use Kasumi.
     
    They are found at Abernathy farms, on the opposite side of the barn as Kasumi. (Yes there is dialogue to address this).
     
    Momiji and Hayabusa have multiple outfits and you can change their default weapons through dialogue once you talk to them.
     
    Momiji's default weapon is her sniper rifle, Ryu's is the Dragon Sword.
     
    Both have randomized outfit versions and you can craft a reminder note and place it in their inventory for them to change their outfits on their own.
     
    They have no unique quest but can assist with kasumi's quest if you haven't finished it yet.
     
    I'm probably missing some info so i'll just add it later. It's Friday time to chill.
     
    Now Fully Voiced as ov Version V1 Add on Versions. Voiced like the rest used my Speechify Studio account that I have full license to use as part of my subscription.
     
    Oh- Momiji has her own custom body as does Ryu. The outfits were built around Fusion Girl. in the main files there is a pre-set of her body if you want to use it to make more outfits for her.  The bodyslide files are only if you want to change her body shape to something you prefer. If you don't want to change her body you won't need them.
     
    Yes, I will eventually release these and the previous outfits from Kasumi (some most are in the pub) and Tina as a "player use" standalone. 
     
    WORKSHOP ADD ON (Only for the Kasumi Add-On Version For Now)
    Adds some minimal workshop functionality. I intentionally left it very minimal so it doesn't conflict with any of her dialogue options.
    They does not count towards a settlements maximum followers, 
    You can assign her to Caravan and Move them.
    They will not use some workshop higher functions but will participate in the animations.
     
    I am doing this as a test as I don't want to add the workshopnpc script to the follower in the base mod in case there are issues.
    NOTE: you do not have permission to upload, modify, This mod to any other site without my express written permission. Ask me, I will probably say yes unless its behind a paywall or monetary gain. But I want to know what is going on.
    Kasumi follower mod:
     

    4994 downloads

    Updated

  15. FusionGirlHeadRearFix

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

    658 downloads

    Updated

  16. Rad Morphing Redux Trigger: Arousal

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

    307 downloads

    Updated

  17. BigLittle

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

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

    90 downloads

    Submitted

  18. FO4 GI Joe Follower - Snake Eyes

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

    25 downloads

    Submitted

  19. Morrigan Dragon Age Follower: FO4 Epilogue 2 - Darkness and Fire

    Adds Morrigan from DAO
    (there is a 1000% Chance I'm gonna confuse that with dead or alive abbreviations, grain of salt please)
     
    Fully functional follower with FULLY FUNCTIONAL Dragon Age Origins Spells and SHAPECHANGING.
     
    There are many safeguards to her shapechanging back. She is scripted to revert after 1 hour game time but should normally do so after combat ends.
     
    The spells increase in potency at different intervals but the shapechange forms increase in level with her (Unlike Dragon Age Origins where shapechanging is all but useless after low levels).
     
    her summons can increase if you complete the “bearded man” quest which triggers after you complete her main quest.
    (No the “bearded man” is not Gandalf or dr strange but someone far more powerful and dangerous.)
    Unlike the skeleton summons that one doesn’t stack. 
     
    There is no "Casting time" her changes are instantaneous and random.
     
    She has Interior and exterior forms so she wont become a deathclaw in a small hallway she cant move around in.
     
    She has three outfits.
     
    Witch of the Wasteland. (shown)
    My highly styleized version of her Witch of the Wilds outfit (I was going to ask a guy that did her skyrim outfit but then I thought..... Naaaaaah. she needs to show more skin. 
    Goblin Queen Outfit (only after you complete-- No survive, her quest mod). See I was finishing up this mod just as xmen 97 came out. Don't worry its the comic version. only skimpier.
     
    Now Fully Voiced using voices based on voices I have full license to use through my Speechify studio pro license. the "in game" voices I believe it is acceptable to utilize voices to expand the existing actors dialogue for the same characters in the same game. If this is an issue I can change those to something generic.  
     
    Both For Fusion Girl and CBBE. End game "cheat" item available for those who have difficulty with the final confrontation. Also I nerfed A part of the battle where Morrigan Sheilds you from incoming projectiles simply because it makes sense story wise. If she protects you you shouldn't be exposed to die from that incident.
     
    this is an END GAME confrontation. the enemy is meant to be difficult and potentially leave lasting damage to NPCS or you or your followers. That was not done lightly it was done to show the gravity of the enemy you face. However you  can recruit Morrigan at any point, I would suggest not activating or advancing her quest until you are not "low level". Morrigan and her shape change forms level with you and with her, her spells level at different level interval and sometimes "evolve" (Ie - Walking Bomb can evolve into Virulent Walking bomb and other spells gain additional side effects).
     
    Let me know if there are any issues. the mod itself and quest can be solved in multiple ways to arrive at the final confrontation.
     
    Survive her quest and she will use her Herbalism skill to craft you potions.
    prove yourself useful and don't say stupid shit and she will treat you less like a lackey.
     
    also keep in mind this is Morrigan. Her true intentions are always her own. Just because she follows you doesn’t put her or you on the “good” or “moral” side.
    keep an open mind that the antagonist might not be wrong.
    ---------------------------------------------------------------------------------------
     
    Her Quest.
    Unlocking.
     
    Goto Goodneighbor. See the Scene play out. 
     
    Yep - that just happened.....
     
    come back around a week later. Talk to her in the street.
     
    Lots of Easter eggs.  No. the dancing Clown does not make an appearance in this mod.
    Start a new game and see a new car.

    NOTE - while this mod is voiced I still recommend you TURN ON SUBTITLES. She uses voice clips from dragon age origins. 

    vanilla fo4 NPCs used in this game are “cloned” so they do not interfere with any in game dialogue. They will look like and be wearing clothing of the base npc when the clone fills the proper quest Alias to appear. (Not 100% guaranteed because of timing but they use the base data of those vanilla npcs they  clone. In most cases.
    ------------------------------------------------------------------------------------------
     
    There is more than one way to finish her quest but there comes a time you have to search for things out of the ordinary in populated areas. Do That.
    Or look for the car from pre war sanctuary.
     
     
    Report any issues.
     
    NOTE: you do not have permission to upload, modify, This mod to any other site without my express written permission. Ask me, I will probably say yes unless its behind a paywall or monetary gain. But I want to know what is going on.
     
    Discord Link For Questions and Answers about my DOA followers and my other mods. 
     
    https://discord.gg/wjsTfZFHNC
     
     
    FYI - my disabling Certain "cheats" is not a glitch. Your adversaries magic is so powerful that it can disable your cheats.
     
    FYI2 - If you are a complete dumbass, you can get certain vanilla FO4 characters permanently dead. This was a conscious decision to give you some "skin in the game".
     
    FYI3 - Yes, If you were able to turn the medallion on her neck around the back shows the additional length the staff should be but that has nothing to do with this mod. (For those who pay attention to detail and know where I got that design from).
     
    ------------------------------------------------------------------------------------------ 
     
    Ill have to upload pics or vids of her shape change forms later.
     

    links to shape change screenshots 
    cause I can’t upload more than 2mb clip. Some of these are old and lack sound or use an old placeholder outfit.
     
    https://i.imgur.com/z6y2Bmm.mp4
     
    https://i.imgur.com/14amprm.mp4
     
    https://i.imgur.com/72WoBq0.mp4
     
    https://i.imgur.com/m6HUho4.mp4
     
    I will try to add some more. You can find longer ones on my discord.
     
    NOT sure if i added this before but if Morrigan gets stuck in a form you can either get into combat again and when she leaves combat she should change back or wait for (I think its an hour maybe 2) a time and she will revert to her human form.
     

    1480 downloads

    Updated

  20. Customizable Shock Collars

    Customize the shock collars from Nuka World! This is my first FOMOD, It took me 8 hours 🫠
    (Reinstall the mod to change the config)
     
    Hope you enjoy!
     
    Known Issues:
    No known Issues! 👍
    - The LED Lighting is still blinking in red on the player character's skin despite having a different color, I'm still working on it...

    276 downloads

    Updated

  21. Fallout4 Elevenlabs Auto Voice Generator

    Overview:
    Creating voice files can be a tedious and long process for the regular modder, so I made a tool that lets you connect to Elevenlabs, assign a voice to your voice type in the CK and mass generate the voice files.
    What it does:
    - Deciphers and filters dialogue from Fallout4's CK exports
    - Connects with Elevenlabs by using your custom API key (requires a 'Starter' or 'Creator' paid version). 
    - Auto Detects VoiceType from your Fallout4 mod and allows you to link them with an ElevenLabs voice.
    - Allows you to select dialects, i.e., 'Irish', to replace words and make authentic dialogue.
    - Allows you to select different voices for different emotions.
    - Allows you to skip duplicate files
    - Generates mp3 (fake .wavs) files for download from Elevenlabs
    - Built in Converter to make those files readable for 44.1 kHz Fallout4 .wav files
    - Allows you to generate .lip files
     
    How to use (Generic):
    1. Obtain an API Key from ElevenLabs.
    2. Obtain additional requirements: FaceFXWrapper, ffmpeg, ffprobe, FonixData
    3. Configure your paths
    4. Assign your FO4 Voices to Elevenlabs voices
    5. Generate voice samples
    6. Convert those samples to .wav
    7. Generate .lip files
    8. Move to your appropriate mod folder and you're done
     
    How to use (Advanced):
    1. Extract .ba2 files from Fallout4 - Voice.ba2
    2. Obtain an API Key from ElevenLabs.
    3. Obtain additional requirements: FaceFXWrapper, ffmpeg, ffprobe, FonixData
    4. Configure your paths
    5. Fetch voice & emotion to clone
    6. Convert .fuz to .wav
    7. Create clone in Elevenlabs
    8. Select a dialect
    9. Assign your FO4 Voices to Elevenlabs emotion/voice
    10. Generate voice samples
    11. Convert those samples to .wav
    12. Generate .lip files
    13. Move to your appropriate mod folder and you're done
     
    How to use (Tutorial):
    *Unpack the .zip to see a tutorial on how to change the Player's voice with Cait's. 
    [Warning:] This would cost upwards of 461,820 credits!
     
    Links to external tools needed:
    FaceFXWrapper: https://github.com/Nukem9/FaceFXWrapper/releases
    ffmpeg: https://github.com/BtbN/FFmpeg-Builds/releases
    ffprobe: https://github.com/BtbN/FFmpeg-Builds/releases
    FonixData: {yourFallout}\Data\Sound\voice\Processing
    Yakitori Audio Converter: https://www.nexusmods.com/skyrimspecialedition/mods/17765
     
    Special Thanks to: 54yeg (for the .lip converter tool allowing me to use as a template/reference for generating .lip files.)

    192 downloads

    Updated

  22. TheKite VTS change of numbers

    Replacing the Vault numbers with something more appropriate for the situation.
    Since only the textures are being replaced, everything on the workbench will remain the same.
    Accordingly:
    111 > slut
    69 > whore
    81 > bitch
    88 > cunt
     
    Original mod

    179 downloads

    Submitted

  23. Girls of Nuka Ride

    Hi everyone ! A few months ago, i started redesigning a character from Nuka Ride ... Then i made another one, and then another one ... until i rebuild all of them. 😂
     
    This models are designed to replace the old ones. With the permission of @JB., only the facial structure will be retained in the original mod. So here, i share you the full version of the Girls of Nuka Ride ! 
     
    Here a little preview of the old and new presets :
     
    WARNING !!! 
    THIS IS ONLY PRESET FILES ! I'm not a modder, only an amateur character designer. So you need to replace manually with the console command (SLM IDcharacter) or ScreenArcherMenu.
     
    Hard Requirements
    If  you want to avoid brown face
     
    F4SE : https://f4se.silverlock.org/ LookMenu : https://www.nexusmods.com/fallout4/mods/12631 LooksMenuCustomizationCompendium : https://www.nexusmods.com/fallout4/mods/24830?tab=files (if you use 2k texture face, DO NOT forget to download LMCC 2k Face Textures file in the same page) Captive Tattoo : (for Peach&Cherry's face tattoo) (Btw, if you already have download and play Nuka Ride, i assume that you already downloaded all the mods that the author required.)
     
    Soft Requirement : 
    To have the same result on the screenshots
     
    Real HD Face Textures 2K : https://www.nexusmods.com/fallout4/mods/20445 (DO NOT DOWNLOAD "TEXTURE FOR THE GIRLS" file, because it's incompatible, and you won't have the same makeup result) The Eyes of Beauty : https://www.nexusmods.com/fallout4/mods/133 (Be sure to desactivate lash type if you use HN66 EyeLashes)  
    LooksMenuBodyTattoos : https://www.nexusmods.com/fallout4/mods/25000 Rutah Tattoo : https://www.nexusmods.com/fallout4/mods/43661 HN66 EyeLashes : https://www.nexusmods.com/fallout4/mods/21978 HN66 Distinctive Teeth :  https://www.nexusmods.com/fallout4/mods/20946 Porcupine's PublicHairs :  Fusion girl's non realistic skin :   
     
    For the Hairstyles :
    I admit i don't hold back when it comes to hairstyles, because i use them a lot. I realize you might not necessarily want to have every single hairstyle mods. And everyone is free to choose the haircut that suits them best. But, for those who really want the same haircuts, these are the ones i use for these characters :
     
    KS Hairdos (for Charlotte, Dara, Katelyn, Monique, Roxie, Sophie Seven Bar) : https://www.nexusmods.com/fallout4/mods/11402?tab=files MiscHairstyle (for Dallas, Isabella, Kali, Lucy, Mrs Whitfield) : https://fo4-mischairstyle.tumblr.com/ KimHairstyle (for Amber, Cherry (Lilith),  Mrs Steeven, Music, Patti) : https://www.nexusmods.com/fallout4/mods/76952 Tulius Hair (for Cherry, Harlowe, Peach) : https://arca.live/b/tullius/34746196 Anto Hair Pack (for Michelle, Roxie Lusty Lady) : https://www.nexusmods.com/fallout4/mods/8126 Ponytail Hairstyles (for Cora) : https://www.nexusmods.com/fallout4/mods/8126  
    Many thanks to @JB. and all Nuka ride community !! 

    2824 downloads

    Submitted

  24. Nightclub Of the CommonWealth Add ON - OPEN FOR BUSINESS Voiced V1

    Open for business.
     
    Make Money, Lose Money.  
     
    Recruit patrons to make more money (have a chance to make money). 
     
    Remember those entertainment promoters you recruited in the Nightclub of the Commonwealth mod? now is when you put them to WORK. they can recruit for you. 
     
    Talk to the keeper and ask about getting customers in to activate the mod.
     
     
    adds 50+ nammed patrons you or your people can recruit and they have thier own daily schedules (and release into the world timelines, if a promoter tells you "no body else at this time" wait a bit then check again".
     
     
    Adds Whale patrons too, patrons that are from other media that you need to engage in mini-quests to recruit and are super wealthy. Get them to spend money at the nightclub!
     
    Build a new entrance so people aren't climing down a manhole.
     
    Whales:
    1-2 Steve and Doug Butabi from Night At the Roxbury
    3 - Robin, the girl down the hall and Chloe's stalker from Don't trust the B from apt 23.
    4 - Gulliermo Garcia Gomez - Weeds
    5 - Bette Porter - the L word
    6 - Reaver - Fable 2&3.
     
    your higher tier promoters can also recruit whales.
     
    and 
     
    Introducing for the first time to the Commonwealth,
     
    Rickety Cricket! (It's Always Sunny In Philidelphia). hush on the details w that one.
     
     
    Voicing - as with the underlying mod voices are done with my speechify professional account for which I have full license for all the voices. 
     
    as with the base nightclub mod this mod defaults to whatever body you use, bodyslide files included for both Fusion Girl and CBBE (altthough this mod adds maybe only a few new outfits).
     
    REQUIREMENTS:
     
     
    https://www.loverslab.com/files/file/9332-jackgas-pubnightclub-of-the-commonwealth-voiced/
     
    Any Questions or issues the best way to get to me is message me and the best and quickest is on my mods discord.
     
    https://discord.gg/wjsTfZFHNC
     

    721 downloads

    Updated

  25. Titshirt

    Titshirt - Dynamic Clothing Fit and Push-Up Effect

     
    NWSF VIDEO LINK
     
    "Titshirt" is a script-based mod that gives clothing in Fallout 4 a dynamic and realistic look. It automatically adds a fitting and fabric tension effect to the equipment of your character and NPCs. On certain types of clothing (e.g., tops, bodices), an additional visual "push-up" effect is activated, enhancing the shape. All the mod's functionality is based on the game's internal mechanics and does not require mesh replacement, ensuring high compatibility.
    Core Working Principle: The mod uses Papyrus scripts assigned via hidden Spells and Magic Effects, which dynamically control body sliders.
     
    🎯 You may also be interested in
    Underhelmet Hairfix
    Synths Explode Equipment
    Expand Holes
    Pole Activator Framework & Dancing pole for Red Seat
    Autonomy Sex
     
    ⚙️ Requirements
    Before installation, ensure you have the following mandatory mods and components:
    F4SE (Fallout 4 Script Extender): The latest version matching your game version. LooksMenu (v1.6.2+): The primary mechanism through which the mod affects the character's body.
    Important: Make sure your LooksMenu version is compatible with your game version. BodySlide with Slider Support: A body (e.g., CBBE, Fusion Girl) must be correctly installed and built with options for dynamic morphs (Body Morphs) enabled. Supporting Clothing: In-game clothing and armor must be created with support for the same body sliders. Skimpy Armor Keyword Resource (SAKR) / Skimpy Armor Keyword Resource Redux: A keyword resource for correctly identifying clothing types. SAKR Direct Injection Script  probably also needed to add keywords to clothes.* (Optional) SUP_F4SE: Required only for extended logging. Without it, the mod will work, but debug messages will only be output via Debug.Trace.  
    *I'm using SAKR REDUX, and it has own injecting system based on M8r's Complex Sorter's scripts. But probably for original SAKR you need this.
     
    📦 Installation
    Install all the requirements listed above. Install the main mod file Titshider.7z using your mod manager (Vortex, MO2) or manually copy the files to the Data folder. (IMPORTANT) Launch the game ONLY through f4se_loader.exe, otherwise the mod will not work.  
    🎮 Configuration and Controls
    Configuration and debugging of the mod is done through the in-game console (~).
    CommandValuesDescription
    Recommendation: For most users, simply enabling the mod (set Titshirt_Enable to 1) is sufficient (initially enabled). Debugging is only needed if issues arise.
     
    Show the current state of the mod
    result: not 0 (On) / 0 (Off)
    command: show Titshirt_Enable
     
    Enable or disable the mod
    value: 1 or 0
    command: set Titshirt_Enable to [value]
     
    Show the current logging level
    result: 0 (Off), 1 (Debug.Trace), 2 (SUP_F4SE)
    command: show Titshirt_Debug
     
    Set debug level
    value: 0 (off), 1 (trace), 2(SUP_F4SE: console + Fallout4\aaSUPF4SEDebugPrint.txt)
    command: set Titshirt_Debug to [value]

    ⚠️ Important Limitations and Conflict Warnings
    Distribution Mechanism:
    The mod uses the vanilla spell AbLegendaryCreatureItem  to distribute its effect. This means potential conflicts with any other mods that also modify or use this spell (e.g., Fallout Emotions). Resolving conflicts will require manual patching (merging records in FO4Edit). Future Plans: A potential switch to distribution via an F4SE plugin in C++ to reduce conflicts is being considered. Ideal Performance in a New Game:
    Due to the use of AbLegendaryCreatureItem, the mod works ideally only when starting a new game. If you install the mod mid-playthrough, the effect may not apply automatically to all actors already created in the world (including the main character).
     
    Solution for Existing Saves:
    To apply the effect to already existing actors, you must manually restart the spell via the console:
    removeSpell AbLegendaryCreatureItem
    addSpell AbLegendaryCreatureItem
    Execute these commands while having the target character selected on whom you need to update the spell.
     
    If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
     

    1500 downloads

    Updated

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