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  1. 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) Angeli Techsuit (CBBE) Azur Lane Atago Baggy TankTop (CBBE) Bikini Soldier Boston Riot Armour BZW Tactical Goth Casdin Caravan Armor Mashup Commonwealth Mini Dresses Commonwealth Shorts (CBBE) Courser X-92 Power Suit Crimson Punk Crimson Rider Prostitute Outfit 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) French Maid Good Vibrations (CBBE) Grease Rat Garbs (CBBE) Gunner Armor Expansion (CBBE) Gunner Operator HN66s EasyGirl Outfits HN66s TRS Outfits Jinga Apathy Jinga's Closet No. 3 Jinga Pool Outfit K-Girl Outfits Katie's Wardrobe - Militia Duster Kziitd Outfit of Hookers Kziitd Fetish Toolset Latex Nurse Uniform Lazman's Jumpsuits Magnolia's Burlesque Outfit Minutemen Enforcer Armor (Vanilla) MM69's Ghoul Hunter More Clothes and Textures (CBBE) Nanosuit Obi's Cozy Classic Outfit (CBBE) Obi's Goth GF Outfit (CBBE) Obi's Random (CBBE) Obi's Sportswear Obi's Urban Cat Outfit (CBBE) 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 Business Casual TERA Punk (CBBE) TERA Nurse Uniform (CBBE) Transparent Zip Suit The Apocalypse Vault Suit Fusion The Explorer 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 Atom Cats Mechanic Vtaw Brotherhood of Steel Infiltrator Vtaw Bunny Ultimate Vtaw Cammy (CBBE) Vtaw Cop (CBBE) Vtaw Death Blossom (CBBE) Vtaw Cow Girl Vtaw Crimson Wings Vtaw Cross The Line (CBBE) Vtaw Dia (CBBE) Vtaw Dominatrix (CBBE) Vtaw Fashion Dress Vtaw Gothic Dress Vtaw Hailey Combat Suit Vtaw Kaine (CBBE) Vtaw Maxy Dress Vtaw Nyantech (CBBE) Vtaw Onyx (CBBE) Vtaw Pinup Dress Vtaw Skin Suit (CBBE) Vtaw Summer Mini Dress Vtaw Sweet Rebel (CBBE) Vtaw Ultimate Freyna Vtaw Umbra (CBBE) Vtaw Valby Ultimate 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   1.0.7   HN66s EasyGirl Outfits HN66s TRS Outfits Katie's Wardrobe - Militia Duster Magnolia's Burlesque Outfit The Explorer   1.0.6   Thanks to @rilieAP for the following except for TERA Business Casual and Latex Nurse Uniform:   Angeli Techsuit (CBBE) Azur Lane Atago Courser X-92 Power Suit Crimson Rider Prostitute Outfit French Maid Good Vibrations (CBBE) Jinga's Closet No. 3 K-Girl Outfits Latex Nurse Uniform Lazman's Jumpsuits Nanosuit Obi's Urban Cat Outfit (CBBE) TERA Business Casual Transparent Zip Suit Vtaw Cross The Line (CBBE) Vtaw Atom Cats Mechanic Vtaw Bunny Ultimate Vtaw Cammy (CBBE) Vtaw Cop (CBBE) Vtaw Death Blossom (CBBE) Vtaw Dia (CBBE) Vtaw Dominatrix (CBBE) Vtaw Kaine (CBBE) Vtaw Nyantech (CBBE) Vtaw Onyx (CBBE) Vtaw Skin Suit (CBBE) Vtaw Summer Mini Dress Vtaw Sweet Rebel (CBBE) Vtaw Ultimate Freyna Vtaw Umbra (CBBE) Vtaw Valby Ultimate   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

    7598 downloads

    Updated

  2. Charon Heads North (com Hotfix 1.1 AN VOICED) 1.0 By Ronald Willian.zip

    ALL CREDITS GO TO FerryGhoul
    Please don't forget to thank and support the original creator for their incredible work!
    ORIGINAL MOD
    ABOUT THIS VERSION
    This mod is NOT my original work.
    I only added the original Charon voice lines and adapted/adjusted them to work properly in Fallout 4, following the guide and instructions created by FerryGhoul.
    All credit for the original mod and its work belongs to FerryGhoul.
     
       !!!FOR MORE INFORMATION!!!
    For more information about the original project, its features, requirements, and how it works, please visit the Original Mod page by FerryGhoul.
    VERSION 1.0 — 02/10/2026
    Currently, this is Version 1.0.
    There are still some missing voice lines because, for some reason, I wasn't able to find all of the original Charon voices.
    I will continue looking for the missing lines and, once I have everything I can find, I plan to release a new version with the remaining voices properly added and adjusted.
    A PERSONAL THANK YOU ❤️
    I absolutely love the work done by FerryGhoul.
    I've always loved ghouls, and Charon is a particularly special character to me.
    I made this little project with a lot of happiness and appreciation for the original work.
     
    Thank you very much, FerryGhoul, for this incredible mod and for guiding Charon all the way to the North! ❤️
    I hope you enjoy hearing Charon's voice in the Commonwealth as much as I enjoyed putting this together.
     
        BEAUTIFUL ACTION FIGURE!! FONT                             

    23 downloads

    Submitted

  3. Charon Heads North VOICED!!!

    ALL CREDITS GO TO FerryGhoul
    Please don't forget to thank and support the original creator for their incredible work!
    ORIGINAL MOD
    ABOUT THIS VERSION
    This mod is NOT my original work.
    I only added the original Charon voice lines and adapted/adjusted them to work properly in Fallout 4, following the guide and instructions created by FerryGhoul.
    All credit for the original mod and its work belongs to FerryGhoul.
     
       !!!FOR MORE INFORMATION!!!
    For more information about the original project, its features, requirements, and how it works, please visit the Original Mod page by FerryGhoul.
    VERSION 1.0 — 02/10/2026
    Currently, this is Version 1.0.
    There are still some missing voice lines because, for some reason, I wasn't able to find all of the original Charon voices.
    I will continue looking for the missing lines and, once I have everything I can find, I plan to release a new version with the remaining voices properly added and adjusted.
    A PERSONAL THANK YOU ❤️
    I absolutely love the work done by FerryGhoul.
    I've always loved ghouls, and Charon is a particularly special character to me.
    I made this little project with a lot of happiness and appreciation for the original work.
     
    Thank you very much, FerryGhoul, for this incredible mod and for guiding Charon all the way to the North! ❤️
    I hope you enjoy hearing Charon's voice in the Commonwealth as much as I enjoyed putting this together.
     
        BEAUTIFUL ACTION FIGURE!! FONT                             

    15 downloads

    Submitted

  4. Happo's Fusion Girl Conversion Dump

    A collection of Fusion Girl bodyslides I've made. Most of them are on Fusion Girl Conversion Thread, but I thought it might be easier to find this way..
    (And this time on right game section, I hope.. Well it may take a while to get hang of this)
     
    Note the images below are from original mod pages, so the outfits may not look exactly the same with FG body. Also I often edit outfit meshes to as close of body as possible, thus some outfits are a bit slimmer than originally.
     
    Ancient Armor by AbeLincoln55
     
    Bos Infantry Armor by NeverMind43
     
    Institute Infiltrator by ThisMalkavian
     
    Jinga's Apathy Outfit by Jinga444
     
    Pink Princess Outfit
     
    RR Bunny Suit by raccoonroll
     
    RR Malice by raccoonroll
     
    SB Enya Skeleton Outfit by dantemk2
     
    SB Eve's Sweatshirt by dantemk2
     
    Silent Hill Bubble Head Nurse Costumes by ColaMuncher304
     
    Silent Hill Lying Figure Costumes by ColaMuncher304
     
    Silent Hill Pyramid Head Cosplay by Colamuncher304
     
    Slooty Diver Suit by EdhildilVasparion
     
    Tactical Combat Swimwear (TCS)
     
    Vtaw Activewear
     
    Vtaw Ayane NG4
     
    Vtaw Ashley
     
    Vtaw Battlesuit
     
    Vtaw Battlesuit X2
     
    Vtaw Black Mamba
     
    Vtaw BlackTie
     
     Vtaw BOS Infiltrator
     
    Vtaw Breeze Butterfly
     
    Vtaw Chained Up
     
    Vtaw Charmant
     
    Vtaw Chilling Out
     
    Vtaw ChunLi
     
    Vtaw ChunLi Swimsuit
     
    Vtaw Cindy
     
    Vtaw CrewUniform
     
    Vtaw CrossTheLine
     
    Vtaw DeathBlossom
     
    Vtaw Desire
     
    Vtaw Dia
     
    Vtaw Dia Elias
     
    Vtaw Dominatrix
     
    Vtaw Emma Frost Swimsuit
     
    Vtaw Enclave Dress
     
    Vtaw Enclave Uniform
     
    Vtaw Fused
     
    Vtaw Gemma
     
    Vtaw Goth Dress
     
    Vtaw GothOutfit
     
    Vtaw Hailey Combat Suit
     
    Vtaw Haley Black Thorn
     
    Vtaw Harley Quinn
     
    Vtaw Harris
     
    Vtaw Heartbreaker
     
    Vtaw Holiday Nights
     
    Vtaw InlineBodysuit
     
    Vtaw Institute Suit
     
    Vtaw Jade
     
    Vtaw July
     
    Vtaw Junker Queen
     
    Vtaw Kiriko
     
    Vtaw Lace Pair 2
     
    Vtaw Lady
     
    Vtaw Little Danger
     
    Vtaw Loba
     
    Vtaw LunaMoonlight
     
    Vtaw March Dress
     
    Vtaw Marionette
     
    Vtaw Midnight Runner
     
    Vtaw Mileena
     
    Vtaw Morrigan
     
    Vtaw Mystique
     
    Vtaw Nell
     
    Vtaw Nell Notorius Challenger
     
    Vtaw New BlackCat
     
    Vtaw NightRider
     
    Vtaw Nitro
     
    Vtaw November Dress
     
    Vtaw Nuka Sport
     
    Vtaw Nurse
     
    Vtaw Nyantech
     
    Vtaw Ocean Maid
     
    Vtaw Officer
     
    Vtaw Portal
     
    Vtaw Princess Bodysuit
     
    Vtaw Psylocke
     
    Vtaw Rags
     
    Vtaw Raven
     
    Vtaw Raven (2026)
     
    Vtaw Ronin
     
    Vtaw Scientist
     
    Vtaw Serena
     
    Vtaw Shadow Yamato
     
    Vtaw SharenCM
     
    Vtaw Sharen SpecialForces
     
    Vtaw Sheva Office
     
    Vtaw Soft and Fluffy
     
    Vtaw Soft Rebel
     
    Vtaw Sonya
     
    Vtaw Street Fashion
     
    Vtaw Sweet Sin
     
    Vtaw Swinger
     
    Vtaw Tennis
     
    Vtaw Ultimate Luna
     
    Vtaw Valby
     
    Vtaw Valentian Teddy
     
    Vtaw West SciFi
     

    315 downloads

    Updated

  5. DOA Followers New York Knights: Mila and Diego!

    Adds Mila and Diego. As an add on to Tina armstrongs follower mod (the way its supposed to be or as a standalone. custom body.
     
    Adds a new experimental sparring system. (it resets after even if wonky stuff does happen). 
     
    Will add more later.
     
    V1 is now voiced for CBBE and Fusion Girl. 
     
     
    Find them in Diamond city. 
    In the standalone version they stay there and can be recruited through Dialogue.
    In the "Add On" version (Requires Tina Armstrong Follower), They start at Diamond City but will head to Tina's Gym after you have Recruited Tina Armstrong. You cannot recruit them (but can talk to them at Tina's Gym) until you have finished Tina's Quest. 
     
     
    NOTE- if you are upgrading from a prior version if these files don't overwrite your older version it is because somewhere along the way I changed the ESP for organization and continuity. If you do not want to lose progress simply re-name the files to the previous plug in and main and texture file .
     
    If you have not located Tina's Gym yet, they will hand you a flyer.
     
    Features:
    -Two DOA followers:
    -Mila and Diego.
    -Outfit changes by command specifically or random.
    -Randomized outfit changes daily If they have their respective "outfit change note" in their inventory.
    -Mila and Diego Begin with the note unlike other followers (If you remove it they will no longer change clothes).
    -Sparring system Spar once a day with either of them (Or Tina) and you gain a perk granting you 25% extra exp win or lose.
    -change their weapons. Each as a firearm, a melee weapon or unarmed as an option. 
    -Unarmed will cause them to add various status effects to your enemies (or you in sparring), Break Blows will strip the target, Fatal Stuns will trigger a brief paralysis effect knocking the opponent down.
    -If Mila or Diego are knocked into "Bleedout" mode their clothing will be knocked off and Mila's hairstyle will revert back to the "Down" version. 
    -You can change Mila's hairstyle to the only other DOA one she actually has with the hairpin.
    -Added fighter cards for loadscreen.
    -Mila's outfits are significantly more interchangeable than other DOA characters due to most of her clothing being regular common clothing and not very flashy.
    -Inter-companion banter between them and the followers from the Tina Armstrong mod if you have the add on.
    Let me know if there are any issues or questions. 
     
    Voices done with my speechify studio professional account which license far exceeds uses for this mod.
     
    Mod required for add on:
     
     
    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

    2931 downloads

    Updated

  6. FO4 DOA Followers Expanded Follower dialogues Add ons/Patches

    Adds an add on that will expand the dialogue of certain DOA Follower mods and have them interact with each other. They will all have the same Esp so that if you want to upgrade to future versions that add more followers to the mix you won't have to re-start or re-do any of the mod.
     
    This mod is almost entirely based on random dialogues and the In game event mode for Dialogue events.
     
    Expanded Dialogue Follower Dialogues - 1
    This requires:
    Kasumi Follower 
    Ayane/Hayate Followers Add On
    Bayman Honoka Marie Rose Followers
     
    This version of the mod expands the dialogue among all these followers and of particular note because of the familial ties between Ayane, Kasumi, Hayate and Honoka.
    Also this adds some dialogue that updates Kasumi's questline if you have finished Both main quests for Kasumi and Bayman, Honoka and Marie Rose mods.
     
    Bayman Honoka and Marie Rose's lines from this mod are voiced.  AI voices created using modified versions of Speechify Studio generic voices (I have a pro account and full use license to use those). They don't sound exact but are close enough IMO.
     
    it is HIGHLY recommended you do NOT recruit Ayane and Hayate until installing this mod. In order to get the most out of the initial interactions.
    In order to absolutely get the most newly added dialogue when you hire Ayane and Hayate out of the mod It is recomended you bring Honoka, Marie Rose and Bayman with you and not Kasumi. Then go get Kasumi and return to Ayane and Hayate with all of them.  There is also added dialogue if you have not yet recruited Kasumi (it is a modified version of if she isn't with you when you take Honoka and Marie Rose and Bayman).
     
     
     
    Each character has at least one interaction with one of the others. 
    Obviously the sisters/cousins have the majority. 
     
    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 other mods. 
     
    https://discord.gg/wjsTfZFHNC

    1143 downloads

    Updated

  7. 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:
     

    5140 downloads

    Updated

  8. Wash That Body - Player Blood Cleaner

    DESCRIPTION
    Tired of reloading an old save just because your player character is covered in blood after a fight?
     
    Wash That Body – Player Blood Cleaner gives you a simple manual way to clean blood from your character whenever you want, without touching nearby NPCs and without removing tattoos, makeup, tints or body overlays.
     
    Just press the configured hotkey during normal gameplay and the blood is gone.
     
    Wash That Body cleans:
    - Blood decals from the player's body
    - First-person and third-person character models
    - Equipped weapon blood effects
    - Screen blood splatter
     
    It does NOT remove:
    - Tattoos
    - Body overlays
    - Makeup
    - Mascara effects
    - Lipstick
    - Eyeshadow
    - Other LooksMenu cosmetic overlays
     
    Nearby NPCs are not affected.
    The plugin is completely standalone. It contains no ESP/ESL, Papyrus scripts, quests or MCM, and does not require any external blood-cleaning mod.

    REQUIREMENTS
    - Fallout 4 OldGen 1.10.163
    - F4SE 0.6.23
    That's all.
     
    Wash That Blood Off is NOT required.
    This build is specifically made and tested for Fallout 4 OldGen 1.10.163.
    Next-Gen is NOT supported by this build.

    INSTALLATION
    Install with Mod Organizer 2 or another mod manager.
     
    The package contains:
    F4SE\Plugins\WashThatBody.dll
    F4SE\Plugins\WashThatBody.ini
    There is no ESP/ESL plugin, so Wash That Body does not consume a load-order slot.

    USAGE
    The default hotkey is:
    P
    Simply press the hotkey during normal gameplay whenever you want to clean blood from your character.
    There is no automatic cleanup and nothing is triggered when loading a save.

    SETTINGS
    The hotkey can be changed in:
    Data\F4SE\Plugins\WashThatBody.ini
    Default configuration:
    [Hotkey]
    KeyCode=80
    80 corresponds to the P key.
    Replace 80 with the desired Windows Virtual-Key code.
     
    The INI file contains a comment linking directly to Microsoft's official Virtual-Key Codes reference, making it easy to find the correct value for another key.
    If the INI file is missing or the setting cannot be read, the built-in default remains P (80).
    No MCM is required.

    COMPATIBILITY
    Wash That Body does not replace textures or edit Fallout 4 records.
     
    It should therefore be compatible with most:
    - Blood mods
    - Body replacers
    - Tattoos
    - LooksMenu overlays
    - Makeup
    - Texture replacers
     
    Version 0.2.2 was tested with the player simultaneously displaying extensive blood decals, multiple tattoos, body overlays, makeup and running mascara.
    Only the blood was removed.
    Nearby bloody NPCs remained unchanged.
    Repeated cleanup operations were also tested without crashing.
    Compatibility with every possible heavily modded setup cannot be guaranteed.

    UNINSTALLATION
    No special uninstall procedure is required.
    The plugin does not use an ESP, Papyrus scripts, quests or persistent save-game data.
     
    Simply remove:
    F4SE\Plugins\WashThatBody.dll
    F4SE\Plugins\WashThatBody.ini

    INSPIRATION / ACKNOWLEDGEMENTS
    Wash That Body was originally inspired by powerofthree's Wash That Blood Off.
    During development, an early prototype used an internal cleanup routine from Wash That Blood Off as a technical reference.
    For the standalone version, the cleanup system was independently implemented directly inside Wash That Body's own F4SE plugin.
    Wash That Body does NOT include, redistribute or require the Wash That Blood Off DLL or any of its assets.
    Many thanks to powerofthree for the original inspiration and for suggesting that the cleanup function could be implemented directly inside my own F4SE plugin.

    CREDITS
    - powerofthree – Wash That Blood Off, original inspiration
    - LucaDotGit – OldGen-compatible CommonLibF4 fork
    - F4SE contributors
    - CommonLibF4 contributors

    PROJECT DOCUMENTATION
    Public documentation for Wash That Body is available on GitHub:
    https://github.com/Rhivens/Rhivens-Fallout4-Mods/tree/main/Wash-That-Body
    Wash-That-Body
    The public repository contains the mod documentation, requirements, usage information, compatibility notes and development details.

    PERMISSIONS
    Translations, patches, forks, modifications and improvements are welcome under the repository-wide permissions policy.
    Proper credit is appreciated.
    Third-party frameworks and components remain subject to their respective licenses.

    CHANGELOG
    Version 0.2.2
    - Initial public release
    - Standalone player-only blood cleanup
    - Removes body blood decals
    - Handles first-person and third-person models
    - Clears equipped weapon blood effects
    - Clears screen blood splatter
    - Preserves tattoos, makeup, tints and body overlays
    - Does not affect NPCs
    - Configurable INI hotkey
    - No ESP, Papyrus, MCM or external cleaning dependency
    - Fixed unsafe decal-node identification discovered during development
    - Tested successfully on Fallout 4 OldGen 1.10.163 / F4SE 0.6.23

    143 downloads

    Submitted

  9. [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.
     
    v61 :
      - Compatible with game version 1.11.240.0 (and F4SE 0.7.9)
      - Tested for functions not specific for AAF.
     
    v62 :
      - Correct 2 offsets I missed to update.
     

    247801 downloads

    Updated

  10. Archive of my mods

    Fuck nexus. Replacer magazines for "Backpacks of the commonwealth" - "Build your own pool" - "LEO" - "Char Ghoul" is standalone. DEF not a virus.... ffs















    359 downloads

    Updated

  11. 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 3.5.240 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 0.7.9, Fallout 4 1.11.240
    - 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_FO4-3.5.240.zip

    21783 downloads

    Updated

  12. Cellulite and muscular skin normals

    Description
    One of the most powerful and underutilised features from LooksMenu is being able to replace your character's skin. This is often used to make a unique player and/or npcs. With this, I have decided to give a little more customisation via adding the muscular normal maps (JB only) from Tigersan for your melee powerhouses as well as custom-made cellulite textures for a more average -or even full-figured- wastelander. 
     
    For JaneBod, you have six options - 4 or them muscular normals from Tigersan and 2 cellulite normal maps made by me. For CBBE and FG you have only the cellulite option.
     
    Don't forget to activate the plugin JBSkinsRnR.esp! You can find the skins on LooksMenu -> Body -> Skin list.

    Permissions
    Except for Tigersan's normals whose permissions you must follow (credit them basically), feel free to use this mod as you see fit. No credits needed, but always appreciated.
     
    Credits
    Tigersan for the muscular normal maps that were included in the mod.
    radbeetle for "LooksMenu Skin Override Tutorial"
     
    Tools used
    GIMP
    Blender
    Creation Kit

    435 downloads

    Updated

  13. 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

    165 downloads

    Updated

  14. 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.  

    3373 downloads

    Updated

  15. 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

    45 downloads

    Submitted

  16. 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.  

    442 downloads

    Updated

  17. 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.
     

    373 downloads

    Updated

  18. 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
     
     
     
     
     
     
     



    3350 downloads

    Updated

  19. 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.
     

    104 downloads

    Updated

  20. 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.

    19410 downloads

    Updated

  21. 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. 
     

    334 downloads

    Updated

  22. 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.

    744 downloads

    Updated

  23. 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 
     
     
     

    502 downloads

    Updated

  24. 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. 

    110 downloads

    Submitted

  25. 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

    33 downloads

    Submitted

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