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  1. "Mother" Shaun is your daughter, not your son.

    "Father" is now "Mother"
     
    Mother's looks are still dependent on the looks of your characters, and your installed textures, and other mods. Your Mother will not look like mine.
     
    Mine is using the mod "Genetical Father", and the last screenshot shows her mother, who is created from my preset found here:
     https://www.nexusmods.com/fallout4/mods/42905
     
    Also consider using female X6-88, alternate version refers to Shaun as "Mother" and female pronouns for this mod.
     
    The extra file (2KB) can replace mother.esp if you want the 10 year old Shaun and Synth to be female. 
     
     

    1,103 downloads

    Updated

  2. "Recharger" Lazer Pistol

    2020-12-25 - NEW SECTION - "OPTIONAL" INSTITUTE LAZER PISTOL
     
    I have decided to include a new .ESP with this file (ZZZLasergun2) that is the exact same (provides a weapon with the "recharger" ability) but uses the Institute Lazer Pistol model instead of the typical lazer pistol. It is mostly overpowered and I include it hesitantly if only because I was disappointed with the outcome. My disappointment comes from the fact that the pistol itself is very bulky and obscures too much of the screen in first-person mode, especially when you 'mod' the pistol up (such as a longer barrel). Everyone's personal preferences are different, though, and I include this new .ESP in the file for those who would like to try it out for themselves.
     
    Nothing has been removed from the previous version of this mod; Only ZZZLasergun2 has been added to it.
     
    I think that this is fully compatible with the ZZZLasergun .ESP as well so that the two may live side-to-side but I did not fully test that possibility out. You do not need to rename the ZZZLasergun2 (as opposed to ZZZlasergun & ZZZlasergun_overpower, for which they were the same weapon but one was an overpowered variant and one was normal but with the "recharger" ability) file; It may be inserted as-is.
     
    2020-12-25 - END NEW SECTION - "OPTIONAL" INSTITUTE LAZER PISTOL
     
     
    2020-11-28 - NEW SECTION - NEW BUG
     
    Described new bug in "BUGS" section. I hope that you don't plan on using power armor...
    Also, minor editing here and there...
     
    2020-11-28 END NEW SECTION - NEW BUG - MAIN SECTION BELOW
     
    Overview
     
    This file is for a "recharger" lazer pistol in the spirit of the recharger weapons from Fallout: New Vegas. I have placed the word "recharger" in quotes for a good reason: It is not entirely a recharger weapon in definition of F:NV but emulates it to the best of my programming ability. Whenever you fire one shot from the pistol, one unit of ammunition appears in your inventory. There are two known "bugs": The weapon may lose it's recharger function if you use the console command to change your face (not alter an existing face but change it wholesale) or if you start a new game with the mod installed. The bugs may be resolved by unloading the mod, saving the save game without the mod, then adding the mod back in. There are two versions of this weapon: One that is of normal strength (a typical lazer pistol but with the recharger capability) and one that is vastly overpowered.
     
    Description
     
    I have created a lazer pistol with a recharger-like ability, in that for every pull of the trigger a new unit of ammunition (a fusion cell, in this case) is added to your inventory. This ability functionally gives to you a limitless supply of ammunition. You still must manually reload the weapon (unless you attach the "never-ending" legendary mod to your weapon, which is "[the weapon id].amod 001cc2ac" for those who are curious). The lazer pistol uses the typical lazer pistol model. The pistol may have weapons mods attached to it, either through the in-game mechanisms or though console commands.
     
    Instructions
     
    The file is compressed using 7-zip. Decompress the file & then choose which of the two .ESP files that you would like to use: The regular, normal lazer pistol (ZZZLasergun) or the overpowered variant (ZZZLasergun_overpower). If you choose the overpowered variant, remove the "_overpower" part of the filename before using it. Insert the files however you choose, either manually or with a mod manager program. Be sure to check the box next to "ZZZLazergun" in order to activate the mod, depending upon the program that you use to manage your mods.
     
    Location of weapon
     
    The weapon is located at the edge of the garage of your former house in Sanctuary. I considered using a screenshot but most people should know where your character's former house in Sanctuary Hills is, where the garage is and it is right as you look at the garage from the road. There are no fusion cells to go along with it; You can either generate these through the console or you should probably have enough of them by the time you acquire this weapon. A slight spoiler for novices in the game: You can acquire fusion cells in-game by going to Concord (if you have not previously done so) near the entrance to the Museum of Freedom.
     
    Bugs
     
    The weapon loses it's recharger ability in three known instances:
     
    ** First, if you use the console command to change your entire face (from, say, Face01 to Face02).
    ** Second, if you start a new game with this mod installed. If you have a save game that did not use the mod and then you install this mod and use that save game, the weapon should work as advertised.
    ** Third, entering power armor for any reason (including at the Museum of Freedom where it is "necessary").
     
    I'm not sure why the script is invalidated during these instances. I can only hazard a guess that it may involve how scripts are attached to weapons through the use of a "quest." My theory is that, whenever your person changes inside of the game (for instance, going from Face01 to Face02 through the use of console commands or entering power armor which, from my limited understanding of the internal workings of Fallout 4, renders you as a different "person"), the quest breaks and, therefore, the script stops.
     
    These bugs may be resolved by unloading this mod, saving the affected save game, then re-loading the mod. I do not consider myself an experienced Fallout 4 scripter/modder & there may be other scenarios where the weapon loses it's recharger ability; I have not found them yet.
     
    Scripts
     
    The mod does contain a script and it should be noted that, from my understanding for how Fallout 4 save games work, the scripts are "baked" into the save game. There are some players that are very sensitive to this information and others who are less sensitive about that information.
     
    Permissions
     
    Please do not redistribute this file. There are many reasons for my not wanting this file to be redistributed. One of those reasons is that this file is somewhat personal in presentation: The weapon is not placed upon the ground realistically, the weapon is rather unrealistically placed within the world (it's not in a laboratory & it's very easy to find), etc. so forth. The file works well enough for me and, I hope, that it works well enough for you but the time and effort to make it "lore-friendly" would be counter-productive for me at the moment. Perhaps, in the future, I shall make an attempt to create a more "lore-friendly, developer-grade" mod of this type. However, I feel that most people will be satisfied with finding the weapon and using it as-is without a quest or holotape or any other lore-creating events. Furthermore, I have no idea why the script suddenly stops working if you create a new game with it installed or create a new character with the mod installed (as described previously). I suppose that there are reasons but, if there are, I haven't found them yet. Therefore, for all of those reasons and more, I would merely prefer for this mod to be presented here where I may see how many downloads and views it gets. Should it become popular, I will revisit whether to include additional elements to the mod.
     
    And that's it. I hope that you have enjoyed this mod. Any comments or critiques, please feel free to share. Thank you.

    49 downloads

    Updated

  3. [Dev/Test/Beta] LL FourPlay community F4SE plugin v43 2023 05 06

    ;
    ;    Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included
    ;
    ;    Version 43 for runtime 1.10.163    2021 09 13 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_163.dll) is NOT!
    ;        You need to always use a plugin corresponding with the game version you play.
    ;        Plugin should be available just after F4SE has been updated for the modified runtime.
    ;        Runtime versions lower than 1.10.138 will no longer be supported.
    ;        Written and tested against F4SE 0.6.21. You should not use an older version of F4SE.
    ;
    ;
    ;
     
    Known issue: errors in description and untested functionalities.
     
    This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch.
    This is also where the sources for the released plugin will be found.
     
    Current interface and available functions for v42:
    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 43 for runtime 1.10.163 2021 09 13 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_163.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. 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 43.0 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 ; ; 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 ; ; 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 Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; 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  

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

    The released version can be re uploaded on other sites as needed but please do not duplicate on this site.
    Any part of the source code not provided as part of F4SE can be reused in your own work as you wish.
     
    Use this topic to comment, request and eventually propose new functionalities on the plugin.
     
    Also in v3:
    Compiled DLL properly named.
    Update to KK after test. Proved insufficient then commented out.
     
    new in v5:
    ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command)
    ; The console command supports an optional second parameter to control rotation speed.
    ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change
    ; Returns the previous value of the selected speed.
    float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global
     
    new in v6:
    ;
    ; String functions
    ; ================
    ;
     
    ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive.
    Int Function StringFind(string theString, string toFind, int startIndex = 0) native global
     
    ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned.
    string Function StringSubstring(string theString, int startIndex, int len = 0) native global
     
    ;Splits the string into a string array based on the delimiter given in the second parameter.
    ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces.
    string[] Function StringSplit(string theString, string delimiter = ",") native global
     
    ; Opposite of StringSplit.
    string Function StringJoin(string[] theStrings, string delimiter = ",") native global
     
    new in v7:
    ;
    ; Array functions
    ; ===============
    ;
     
    ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet.
     
    Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global
     
    String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global
     
    Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global
     
    Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global
     
    Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global
     
    Var[] Function ResizeVarArray(Var[] theArray, int theSize) global
     
    ; if the int theSize is negative, the reulting array is a copy of the original array unchanged.
     
    ;
    ; Misc. Form functions
    ; ====================
    ;
     
    ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only.
    String Function GetRaceEditorID(Race akForm) native global
     
    new in V8:
    ;
    ; Keyword functions
    ; =================
    ;
     
    ; Return the first keyword whose editorID is akEditorID
    Keyword Function GetKeywordByName(string akEditorID) native global
     
    ; Adds a keyword to a form (not a reference). Does not persists.
    bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global
     
    ; Return an array of all keywords loaded in game.
    Keyword[] Function GetAllKeywords() native global
     
    new in v9.0
    ;
    ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included
    ;
     
    ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue
     
    ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT!
    ; You need to always use a plugin corresponding with the game version you play.
    ; Plugin should be available just after F4SE has been updated for the modified runtime.
    ; Runtime versions lower than 1.10.20 will no longer be supported.
    ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE.
    ;
     
    ; Get the value of custom config float option
    Float Function GetCustomConfigOption_float(string name, string section, string key) native global
     
    ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen.
    bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global
     
    ; Returns the name of the plugin that created a form
    String Function OriginalPluginName(Form akForm) native global
     
    ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files.
    Int Function OriginalPluginID(Form akForm) native global
     
    ; Sets the minimum array size required by a mod. Returns false if the current value was greater.
    Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global
    ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini
    ;[Custom Arrays]
    ;uMaxArraySize=nnnnnn
    ;
    ; !! Creating arrays that are too large will adversaly affect your game !!
     
    new in v10:
    fix the FxCam offset so the FlyCam works properly
    reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL
     
    new in v11:
    compatible with runtime version v1.10.26
     
    new in v12:
    compatible with runtime version v1.10.40
     
    new in v13:
    compatible with runtime version v1.10.50
     
    new in v14:
       not needed for current version of four_play (nor the current alpha of FP 1.0)
    any version prior to 14 had an issue  during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value.
    both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly).
     
    new in v15:
    compatible with runtime version v1.10.64
     
    new in v16:
    compatible with runtime version v1.10.75
     
    new in v17:
    compatible with runtime version v1.10.82
     
    new in v18:
    compatible with runtime version v1.10.89
    fixed OriginalFormID
    added DelKeywordFromForm (but it untested at the moment).
     
    new in v20:
    fix for DelKeywordFromForm.
     
    ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order.
    ;    The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[]
    Var[] Function GetCustomConfigOptions(string fileName, string section) native global
     
    ; Set a list of keys and values in a section. Any other existing key will be left alone.
    bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global
     
    ; Reset all the keys and values contained in a section.
    ;    Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section.
    bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global
     
    ; Get all the sections in a file.
    string[] Function GetCustomConfigSections(string fileName) native global
     
    ; For all array functions:
    ;    The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved.
    ;        If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows.
    ;    When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose.
    ;    An empty value should be provided as a zero length string.    TO BE TESTED
     
    ;
    ;    CrossHair functions
    ;    ====================
    ;
    ;    Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently.
    ObjectReference Function LastCrossHairRef() native global
    ;    Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started.
    Actor Function LastCrossHairActor() native global
     
    ;
    ;    Misc functions
    ;    ==============
    ;
    ;    Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim.
    Function PrintConsole(String text) native global
     
    v21: Same as v20 but with the correct DLL.
     
    new in v22:
    compatible with runtime version v1.10.98
     
     
    new in v24:
    compatible with runtime version v1.10.106
     
    new in v25:
    DELETED.
     
    new in v26:
    compatible with runtime version v1.10.111
     
    new in v27:
    compatible with runtime version v1.10.114 (untested for now but should work).
     
    new in v28:
    ;    Return the WNAM ARMO (skin mesh) of either the actor base or the actor's race
    Form Function GetActorBaseSkinForm(Actor akActor) native global
     
    new in v29:
    compatible with runtime version v1.10.120 (untested for now but should work).
     
    new in v30:
    ; Returns whether a form is in a given leveled item list
    bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global
     
    new in v31:
    compatible with runtime version v1.10.130
     
    new in v32:
    compatible with runtime version v1.10.138
     
    new in v33:
    Bug fix for LastCrossHairActor by EgoBalistic.  (Possible CTD, so please update)
     
    new in v34:
    Bug fix for SetMinimalMaxArraySize by EgoBalistic
     
    new in v35:
    new MFG morph functions and Scaleform integration by EgoBallistic.
     
    ;    MFG morph function provided by EgoBallistic
     
    ;   Apply a MFG Morph to the actor
    bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global
     
    ;    Set all MFG Morph values to zero on an actor
    bool Function MfgResetMorphs(Actor akActor) native global
     
    ;    Save an actor's MFG Morph values to an array of float
    Float[] Function MfgSaveMorphs(Actor akActor) native global
     
    ;    Restore an array of saved MFG morph values to an actor
    bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global
     
    ;    Copy the MFG morph values from one actor to another
    bool Function MfgCopyMorphs(Actor a0, Actor a1) native global
     
    ;    Apply a set of MFG morphs to an actor.  Morph ID morphIDs[x] will be set to values[x]
    bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global
     
    new in v37:
    compatible with runtime version v1.10.162 and both F4SE 0.6.18 and 0.6.19
     
    new in v38:
    compatible with runtime version v1.10.163 and 0.6.20/0.6.21
     
    new in v39:
    new functions provided by EgoBallistic:
     
    ;    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
     
    ;    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
     
    ;    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
     
    ; 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
     
    new in v40:
     
    ;
    ;    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
     
    compatible with runtime version v1.10.163 and 0.6.20/0.6.21
     
    v40 was not properly packaged (same content as v39). V41 contains the correct compiled files to use.
     
    new in v42:
    ; Return whether form is persistent or not
    Bool Function IsPersistent(Form akForm) native global
    ; Set a form persistent or not. Returns false if form does not exist
    Bool Function SetPersistent(Form akForm, bool akFlag) native global

    new in v43
     
    Ported from SKSE by EgoBallistic
     
    ;
    ;    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
     
    New in v44
     
    New functions by EgoBallistic
     
    ; 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
     
    ; 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
     
    ; 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
     
    ;
    ;    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 multiple actors play idles, in synch
    Function PlayMultipleIdles(Actor[] akActor, Form[] akIdle) native global
     
    New in v46
     
    - Fixed Hex to int conversion
    - Catch with the latest F4SE sources (v0.6.23)
    - Fixed HexStringToInt() so that values above 0x00FFFFFF are handled correctly
    - Fixed PopulateFormList() so that formlist additions are persistent between saves
     
     
    Other files:
    Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin.
    Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers.
     

    133,113 downloads

    Updated

  4. [FO4] Johnny Silverhand - Clothes

    Port of Johnny's clothes, which is supposed (but not necessary) to be used with his ported head . Also you can find his tattoo resource in the preset mod.
    It is compatible with any FO4 body (vanilla/EVB/BT3/AtomicMuscles/A-Body). 
     
    The only way you can get items - In-Game Esp explorer (because I do not like crafting ?). Just type CP2077 in mod's searching bar to find them. Clothes is separated in:
    - Clothes itself (tanktop, boots, pants, cyberarm and vanilla bodypart)
    - Vest
    - Dogtags
    - Rings
    - Glasses in two variants (first - to use with any vanilla head, and V2 - for Johnny's head specifically)
    - Wrist string
    - Right hand (the left was removed)
     
    In Optional folder there are Bodyslide files, I decided to separate them from main mod, because I'm not sure I created them correctly (they works, but just in case..)
     
    Known Issues
    - The same issues as all vanilla clothes have (small clippings and stretches, especially in some poses)
     
    Credits & thanks
    All credits go to CD Project Red and Bethesda, I do not owe any assets in this mod.
    Big thanks to RogueCyborg  for awesome NeonCafe and Stage Gear 4 mods.

    523 downloads

    Submitted

  5. [FO4] Johnny Silverhand - Preset - LooksMenu Tools Patch

    Note: Original mod "[FO4] Johnny Silverhand - Preset (head port)" is required.
     
    |About|
    Inspired by "Maya - CustomRace Female Preset"'s patch file ""Maya With LooksMenu Tools"".
    Removed everything regarding races, presets and flagged the plugin as esl.
     
    |How to Use|
    1.Loading "JohnnyS" Preset in LooksMenu,

     
    2.Apply "Johnny Silverhand's Face Texture", "Johnny Silverhand's Tattoo" and "Johnny Silverhand's Body Texture" in body weight section.



     
    Note: Skin tone can only be change via "Custom Color" section.

     
    |Requirement|
    [FO4] Johnny Silverhand - Preset (head port)
    LooksMenu
    Looks Menu Customization Compendium
    Looks Menu Customization Compendium Fix
     
    |Credits|
    Enaya13 - Original author.
    SynthOverboss - BT3 body texture.
    robotized - Author of Maya With LooksMenu Tools.

    278 downloads

    Updated

  6. [FO4] Johnny Silverhand - Preset (head port)

    My first and only (at the moment) attempt to port head to Fallout 4 succeed, and I decided to share it despite the small issues it has. It took me a lot of time to understand how things work in this game, since it differs from Skyrim, because you simply can't choose a race in the game. So I decided to try to make it through the one of the existing presets. Supposed to use with this.
     
    Highly recommended to use with this  (install after my mod, overwrite everything if asked).
     
    To apply Johnny's head to player, in Looks Menu choose preset number 14 as shown on one of the screenshots (for some unknown reason, in Creation Kit this preset is under number 16).
    Also, in addition to the Main mod folder, in the archive there is an Optional folder with the resource of his tattoo for applying it to any body&hand textures you want to (Photoshop\Gimp work). 

    Known issues
    - If you try to load an esp in Creation Kit, you'll get some warning messages, just ignore them. Seems CK can not load some vanilla face paintings on custom head/skin. This has no effect on the player or NPCs in game.
    - If you have any problems with beard/hair/other textures, first try to unpack ba2 files.
     
    There is no follower (and will not be in the near future), only preset for Player character. 
     
    Credits & thanks
    All credits go to CD Project Red and Bethesda, I do not owe any assets in this mod.
    Big thanks to RogueCyborg  for awesome NeonCafe and Stage Gear 4 mods.
     
     

    576 downloads

    Updated

  7. [KL] Ketaros Addon: Vault-Tec Pinup Cards (barely)SFW

    Hi all,
     
    WHAT:
    This is a Ketaros Addon mod, which adds 100 collectible trading cards into the wasteland for you to discover and display at your Vault-tec certified collection poster.
     
    WHY:
    Why not?
     
    Installation:
    You need Ketaros framework (Tested with V2.3)
    And this fix for ketaros stuff (Tested with V2.8.4)
     
    Hope you have fun with it.
     
    Sincerly,
    Kiara

    7,822 downloads

    Updated

  8. [KL] Vault Poster Replacer SFW

    Hi all,
     
    WHAT:
    This is a simple mod, which replaces the vanilla 12 Vault Posters with a female SFW variant.
    This is a loose file texture replacer, so it doesn't count to your plugin limit, but you need to be carefull not to overwrite it by accident.
     
    See Images to know what you get.
     
    NSFW version here.
     
    Sincerly,
    Kiara

    1,130 downloads

    Updated

  9. 100 Custom Songs For 2029 Radio - Pipboy Custom Radio

    100 canciones personalizadas para la radio 2029 - Pipboy Custom Radio s50, s60, s70
    1. descargue e instale la canción 2029 Radio - Pipboy Custom Radio 100 by backporter
    2.elimina las canciones que viene con
    3.instale o copie 100 canciones personalizadas para la radio 2029 - Pipboy Custom Radio
     
    https://www.nexusmods.com/fallout4/mods/28666
    I recommend this mod Useable Turntable by TheRealKrisJay
    https://www.nexusmods.com/fallout4/mods/64070

    142 downloads

    Updated

  10. 10mm Pistol Debloater

    Description
    ###########
     
    Simple mesh replacer that debloats the 10mm, smooths out the flanging and removes the whatever-the-fuck-it-is gas tube looking crap from under the heavy barrels.
     
    Installing
    ##########
     
    Manual or with the mod organizer of your choice.
     
    Compatibility
    #############
     
    Should not cause issues. Will conflict with other 10mm mesh replacers.
     
    Future Plans
    ############
     
    I'm open to suggestions
     
    Permissions
    ###########
     
    You may NOT reupload this file to other sites, link to it from other sites for your own profit, or host on private/secure servers like Google Drive, Dropbox, Mediafire, Mega, or other file hosting websites. You may not modify and upload to another site.

    I specifically forbid tesall.ru, skyrim.2game.com, devillord.tistory.com, and NexusMods to host this file in any way. This game modification for Fallout 4 is protected under international copyright laws. A DMCA will be filed against any website privately or publicly hosting this file other than that which I specify are allowed.

    I've been doing this for a long time. I know what I'm doing. Sometimes a few things slip past me, so drop me a note if you notice anything out of the ordinary. Keep the bullshit comments to a minimum.
     
    (C) 2023 Zoey K Lavender and all years after.
     
    如果您从任何非原创网站上阅读此文件,此文件已被盗,并且托管网站是非法托管文件。 为避免法律上的麻烦,请向当局报告国际版权欺诈。

    268 downloads

    Updated

  11. 2B Race Hair skin(CBBE)

    Pardon my broken English.
     
    Adds 2B Race (Overwrite Preset2) in character creation. Adds hair. Adds 2b eye patch (slot is Beard).           *2B of Clothes are not included.
     
             Hair change, hair color change, eye color change is possible.
             Please select "01_2B_eye color" when changing eye color.
             *Skin color can not be changed.
             *"Extra"(Makeup and damage) can not be used.
     
    ------ Required Mod ------------------------------------
    CBBE
    Unique Player and Followers REDUX(CBBE body skin textures)
    IN-GAME ESP Explorer(to get 2B eye patch.)
    SSF - Skeleton Style Framework
    The Eyes Of Beauty Fallout Edition
    --------------------------------------------------------------
     
    ------ Using Mod ------------------------------------
    Extended Facial Sculpting - now with 90 percent less beta (can adjust the face from Ver 4.1. I've confirmed that this mod also works. )
     
     
     

    23,675 downloads

    Updated

  12. Ada Wang's outfit

    This is a reference to the imitation of the resident evil Ida King's clothes.
     
    Q: Why is it an imitation?
    A: Because it's not exactly the same
    Q: Why not do the same thing?
    A: Because I can't find good resources
    Q: Why can't find a good resource
    A: Because I've been looking for it for a long time
     
    In fact, there is already a set of Ada's clothes on the Internet.
    I do not have resources.
    Interested in searching for yourself.
    What I did this time was short-sleeved.
     
     
    Installation method: NMM direct load / MO direct load / hand...... Dong
    Get Method: Chemistry Desk/Console help ada 0
    Pre-requirements: CBBE
    Support Bodyslide

    6,205 downloads

    Submitted

  13. Adorkable Danse (voiced female)

    The revoice covers the following mods:

    Fusion City Rising
    Face Elder Maxson
    Reform Institute
    OutCasts and Remnants

    Has following dependencies:
    KS Hairs
    The Eyes of Beauty
    Hi-Poly Faces

    305 downloads

    Updated

  14. Akawaiitent's Bodychange Re-Release

    Version 0.8 Release Changes. (REMOVE OLD ESP AND AVOID OLD SAVES WITH OLDER VERSIONS)
    Version 0.8 was done from the ground up as a new .esp file. Mostly to remove feature creep and bloat from testing things in creation kit and it causing problems.
     
    The mod has overall been simplified to just be body updating on sleep, with 2 mcm options for pausing updates and changing between whether or not buffs to special stats will also change your appearance (i don't recommend going above 17~ in a special stat with this or ull start to become a freak)
     
    The overall formula by default has also been  changed to be a lesser change at low special stats and noticeable changes once you start to get 5+ in a special stat.)
     
    The mod also now generates fusion girl and TWB sliders at the same time, so feel free you use whichever you prefer (note that twb is cbbe based so basic cbbe things will also have a bit of the scaling but not all the sliders)
     
     
    This mod is now very simple. When you sleep your character's bodygenmorphs will update based on your special stats. The changes will be small at lower special values and become more noticeable at higher special stats.
     
    By default these changes only account for your base special stats, but there's an experimental feature in the MCM options to turn on buffs from clothes/drugs changing your shape too. (for example if you had a temp buff for +5 str, you'd become more buff until you slept after the buff wore off)
     
    The mod also adds to drugs that you can find in the console with help AKT, one can be used to test the temp buffs by giving you +10 str for 5 minutes, the other purges any slider with my tag in it.
     
     
     
     
     
     
    For people curious about the removed features such as the cryopod, I plan to release more things as seperate mods, including a player companion mod with a story tied to body changing drugs and the cryopods. (atm i have their appearance done, and a general idea of the story done, but i'm still learning how to making working quests in F04)
     
     
     
     
    Requirements:
    f4se - https://f4se.silverlock.org/
    bodyslide - https://www.nexusmods.com/fallout4/mods/25
    TWB OR Fusiongirl and their additional looksmenu sliders
    (you can find the looksmenu zex sliders on the nexus)
    MCM - https://www.nexusmods.com/fallout4/mods/21497 
     
     
     
    BODYMORPH SLIDERS ARN'T WORKING WHAT DO????
    Before you panic.
    1. Do you have proper bodyslide files for your clothing?
    2. Do you have the addional looksmenu sliders for the bodyshape?
    3. Have you generated the .tri files using the optional checkbox in bodyslide?
     
    If all of the above is a yes, continue.
    Do they work in Looksmenu?
    If Yes, Check for other mods that effect bodymorphs (IF you're 100% certain you don't have any, tell the mod author in forums. Plz include your plugins list so I can confirm you don't have any)
     
    If No, Do they work in looksmenu w/o my mod? 
     
        If Yes. Do they only stop working when you install my mod?) (If yes, Let author know you plugin list, so I can look for potential conflicts)
     
     
    Elseif they don't work in looksmenu w/o my mod Double check the 3 steps. At this point its got nothing to do with my mod.
     
     
     
     
     
     
    Known Potential Issues:
    The mod is really big file size wise (99% of the filesize is the lib.swf used to create the mcm image, blame adobe, idk why its so huge.
    Sleeping Morphs Happen on a vanilla script that checks for your sleep state if a mod changed this script for some reason (which it should never do) there may be issues.
    Bodymorph Sliders are only ment to be controlled by one mod. If another mod uses the same sliders as me, there's going to be issues. Atm I havn't added support for disabling individual sliders, but if there's a demand for it I can add that support to make it more compatible with other mods)
     
     
    Known Bugs
    Currently in a heavily modded area (such as a dense sim settlement) there are occasional lag spikes during sleeping, especially in my testing version due to an NPC activatable version of the pod. The lag spikes are significantly decreased if you sleep somewhere else. Though to be honest I also have a potato PC so it may just be a me thing. 
     
     
    Sometimes you may have the script stop loading updates on sleeping. So far this has only happened to me once and simply loading a save fixed it.
     
     
     
    Credits :
    vinfamy - His mod was what inspired me to make this, and his code was used as reference for bits and pieces
    Kinggath - His youtube tutorials Bethesda Mod School helped me create the  workshop furniture Link to his Youtube playlist
    Azima - File thumbnail artwork.
     
     
    All  of the mod requirements - Without all of these  amazing mods, this mod would not even be close to being possible. ^ endorse/support these mods people.
    Neanka - Their github was massively useful in terms of finding information about MCM, and general papyrus scripting. https://github.com/Neanka/MCM_0.1_AS3/wiki
    The loverslab community - I found many solutions to problems through old loverslab forums postings (some dating back half a decade or more)
     
     
     
     
    This mod is heavily inspired by 

    4,815 downloads

    Updated

  15. Albino & Two More Dark Skin Options

    2020-12-25 - New Section - Screenshots Added - Other Information
     
    Three screenshots have now been added to better illustrate the new skin tones that were added, one for each of them. From left to right: Albino, Black & Very Dark. I hope that these screenshots assists people in wondering if this mod will help them create the character of their choice. If not, please let me know. Also, as these skin tones are "color forms" no different than the typical skin tones found in the menu, they should work for any type of model (CBBE, Fusion Girl, Jane Bod, etc.).
     
    For those who may not be adept at using the console commands to get to the 'looks menu' after you have initiially created your character in-game, the command is "showlooksmenu 14 1". This is how the screenshots shown here were created (my apologies for the Albino screenshot... She was very fidget-y!).
     
    2020-12-25 -End New Section - Screenshots Added - Other Information
     
     
    OVERVIEW
     
    This is an .ESP that adds three additional skin tones to the Human race (namely, you): Albino, Very Dark & Black. All three are "color forms" (Creation Kit's terminology) that were already in Creation Kit but I have simply repurposed them to be available for use when creating a character. "Albino" is simply the "white" color form relabeled; "Very Dark" is unchanged (for whatever reason, Bethesda created it but never implemented it as an option); "Black" is literally the "black" color form but capitalized because I hear that capitalizing the word 'black' is the politically correct thing to do these days.
     
    NOTES
     
    The compressed package used 7-zip; Use that program to decompress the zip. Just place the .ESP in your DATA folder or use a mod manager. Remember to 'activate' the mod so that the game knows to use the mod with your game. I don't know why simply editing in 3 additional skin tones caused the ESP to be 127k un-zipped.
     
    Please do not re-distribute; It's merely a simple file and I want to see if this becomes popular; If so, I may include more colorforms in a future edition. Thanks.

    434 downloads

    Updated

  16. All Followers Range

    You There. Take Point.
     
    Makes all followers range ahead similar to how Dogmeat does. Handy for making them be the tank too by having them be the ones enemies see first. Also gets them out of the way more which was a pain in the ass since I play in third person. I usually go solo but I have been told they say funny shit so I started dragging them around.
     

     

     
    The game doesn't always make them always be in front as well as Elizabeth in Bioshock Infinite, but it's better than having them derping around behind, IMHO.
     
    Permissions
     
    Under no circumstances is this to be uploaded to any other sites by anyone other than me.

    542 downloads

    Submitted

  17. ALSL Vault Suit Unzipped - Replacer - ZaZ AF / AB - CBP + HHS [Bodyslide Preset]

    A simple project. I don't like the lack of AB clothes and high heel mods around internet so I made my own using things from here and there.

    HowtoInstall
    Use bodyslide, select your preset, build and fix any clipping with Outfit Studio 
    Base-body has no clipping so far.

    Requirements: 
    ZaZ's Extended Skeleton [Google Drive link]
    ZaZ's Atomic Fusion Body
    ALSL Vault Suit Unzipped - CBBE
    Bodyslide and Outfit Studio
    High Heels System
    CBBE or AB textures
    CBP - ZCBP or any compatible Physics mod for it.
     
     

    1,095 downloads

    Updated

  18. Amanda preset

    This is Amanda. she was my character I used in Fallout. I uploaded her because I do not play anymore. Maybe someone else will like her. Her hair uses misc hairstyle pack and her face uses looksmenu customization compendium.

    423 downloads

    Updated

  19. AmiPreset

    Changes female Preset 5 into my character Ami. This face morph is the basis of the Waifu Preston mod.

    420 downloads

    Updated

  20. AMT 45. Longslide 3D model modder's resource

    3D model (Blender) modder's resource of the Arcadia Machine & Tool 45. Hardballer Longslide.

    IMPORTANT: Model is only partially textured, and there are no animations.

    A skilled modder and animator is going to need to figure out how to get this asset Fallout 4 as a usable weapon.
     
    https://www.youtube.com/watch?v=k0kg80jAtI8

    34 downloads

    Submitted

  21. Anabel - A Looksmenu and body preset

    this is my preset for you to enjoy.
     
    Requirements: (you don't need these but if you want the same appearance then you will need)
    cbbe
    bodyslide (for body preset)
    misc hairstyles
    looksmenu
    looksmenu tattoos
    looksmenu nail salon
    oni face and body textures
    asian face enhanced 
     
    I DO NOT OWN ANY OF THE REQUIRED MODS OR FALLOUT 4. I JUST MADE THE SHITTY FACE AND BODY PRESET

    1,632 downloads

    Submitted

  22. Angel Wngis & Halo

    This is a Halo & Angel Wings for female bodies for those that want to play as an angel.
     
    These files will attach angel wings and a halo to the nude CBBE body(s).
    ------------------------------------------------------------------------------------------------------------------------------
     
    The only requirments for this mod is BodySlide & OutfitStudio.
     
    It is recommended that you have the mod (Unique Player) or all nude female bodies will have the wings and halo.
    ---------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Credit goes to Bumex for porting these meshes to Fallout 4.
     
    And credit goes to FavoredSoul for the original creation of these meshes.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------
     
    Simply drop the Data folder in your Fallout4 folder and run BodySlide and presto angel wings and halo for your player.

    396 downloads

    Updated

  23. Angeli Techsuit Jetpack - Jetpacks FAO Integration

    I've removed neck and boob pipes (butt pipe still in place ;)) from Angeli Techsuit jetpack (so it better combines with other armors), made pipeless version a separate standalone item and integrated it with Jetpacks FAO scripts.

    Can be crafted on chemistry workbench.
     
    Requirements:
    Angeli Techsuit
    Jetpacks FAO v5
    and its requirements
     
    Credits:
    Angeli for awesome techsuit mod
    Murielkai for jetpack mod

    243 downloads

    Updated

  24. Anime Pipboy Screen

    This is a Anime screen for your pipboys 
    originally based from Shadmans Pipboy Wallpapers mod
     
    If you want more lmk
    il probably make more anyway

    72 downloads

    Updated

  25. Another Combat Armor - Recolors & Armorsmith Extended

    This is an edit of the Another Combat Armor -mod on Nexus.
     
    This mod does the following edits:
     
    Converts the mod into .ESL format
      Renames the armor pieces (some were just using the ID strings as names e.g.)
      Comes with .ESL flagged .ESP plugin that adds re-colors and Armorsmith Extended support to the mod.  
     
    Armorsmith Extended support:
     
    The crafting recipes for the armor are located under Armorsmith Workbench under category ARMOR - Vault-Tec
     
    The Bodysuit (underarmor) and Helmet and Mask(s) can now be fitted with Ballistic Weave, and additional mods, like glove, eye etc.
     
     
    NO Armorsmith Extended support:
     
    Download the "Vault-Tec ArmorAIO - Edited - No Armorsmith" if you just want the re-colors and base mods support (no Armorsmith Extended or ArmorKeywords required).
     
    The Crafting recipes are under Chemlab - UTILITY just like in the base mod.
     
     
    Installation:
     
    Download the base mod of Another Combat Armor. You will also need to install the High Heels system.
      Download Body Slide files for the mod from either here (Vault-Tech Armor Bodyslide CBBE HH KP v1.3) or here. I recommend the former.
      Skip this step if you are using the "No Armorsmith" -version. Download Armorsmith Extended and install.
      Download this mod and Install.
      Remove/disable/ignore the Vault-Tec Armor.esp that came with the original mod.
      Enable:

    Vault-Tec Armor.esl
    Vault-Tec Armor - Edits.esp

    In this load order.
      Done  
     

    892 downloads

    Updated

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