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[Dev/Test/Beta] LL FourPlay community F4SE plugin v43 2023 05 06
By jaam
;
; 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.
131,518 downloads
Updated
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Furry Fallout 4
By Bad Dog
Furry Fallout
This mod makes the whole Commonwealth furry.
What's New
There's a new furrifier that lets you control how races are assigned and that covers furry races not made by me. The CTD when running without the NSFW kit is fixed. The plugins have been reorganized. Everything is now in archives (no loose files) and the furry world elements have been separated from the NPC files. Because of this, you'll need to run this with a new game.
Details
You can play as lykaios (wolves), fox, hyena, cheetah, lion, tiger, horse, deer, snekdogs (nightstalkers), or otters. With the "world" addons, objects in the world (statues, posters, etc.) are furry. With the NPC addon, all NPCs are transformed into one of the above furry races These are independent of each other, so go wild. Furry in a human world, human in a furry world, all furry, whatever floats your boat. Otters can be found in Far Harbor mainly. Ghouls are snekdogs. Races have a range of fur colors and race-appropriate face patterns. The face morph system can be used to customize head shape. FO4's UI SUCKS but if you know how to do it for people you can do it for the furries. Some face morphs use the "Type" section and others use the "Sculpt" section, so check both. Deer have a full set of horn options. Choose the preset with the horns you want and customize from there. Most races have a full set of face pattern options, which you can find in the "Extras" section. Tigers and cheetah are already over-decorated so they don't. You'll see some options in the UI that don't seem to do anything. That's because they don't. I suck and didn't remove all the options I'm not using from the races. Bodies are based on BodyTalk for males and CBBE for females. They are anatomically complete (with the NSFW plugin) and fully functional if you install AAF. All bodies have animal feet and peens All bodies ship with BT or CBBE tri files, containing all the original morphs customized to work with the furry body parts Hair and headgear have been converted to fit, vanilla and DLC. Face scarves use the faceBones system to fit different-length muzzles, but it's only moderately successful. Kids are furry too and have their own child races. Some artwork has been made furry in the "world" plugins. There's some new magazines in here too. By default it's guys but there is a patch that makes them female for your viewing pleasure. Races generally reflect family relationships. (Kids follow the mother.) The furrifier is packed into a zip and available at github. Instructions in the associated wiki. There's a kit with Bodyslide files for customizing male and female bodies.
Sex
AAF is not required unless you want sex animations. Best way to get started is go to the AAF Fucking Manual and do everything it says.
-Note that some of the pictures use clothes and gear from other mods, and they're not mine so I don't know where they came from-
Installation
Warning: These are gigantor files. Get a coffee. Also if you get a "quota exceeded" error wait a day or so and try again.
Note the FFO files may have different version numbers. That's okay--the latest will always be at the top-level directory at the link.
CBBE is a prerequisite.
Get detailed installation instructions here.
Compatibility
Any other mods that add NPCs will need a patch if you want them to be furry. (They should work correctly without a patch, but the NPCs they add will stay human.) Use the furrifier.
Any mods that add headgear will need a patch to accommodate muzzles and the slightly altered head position.
Known Bugs
When you select one of the face regions to edit in character setup, the head disappears. I have no idea why. It comes back as soon as you're actually editing the face, so it doesn't get in your way but it's a bit startling.
Credits
TheFuckingQueen, LordFlawn, PenBoozerX, and Leono Hisashi for the fabulous furry art KrittaKitty for the Lykaios, which will never die Blaze69 and ASlySpyDuo for instigating this; extra credit to Blaze for help all along the way. Valehyena for the cool supermutant models Shadowliger, Blaze69, darklynxxx, Petruz3D, Dipanjanc33, ASlySpyDuo for the AMELIA and JAVELIN assets Blaze69 and Sandworm Wrangler for the fancy pics GreenTheGhost for work on furrifier customizations42,708 downloads
Updated
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Rad Morphing Redux
By LenAnderson
Extensible Body Morphing Framework
Rad Morphing Redux reacts to external triggers and modifies LooksMenu sliders on your (or your companion's) body based on the values provided by those triggers.
Pretty much every aspect of the mod can be configured via MCM (which sliders to change, by how much, thresholds for the trigger values, unequipping of clothes, ...).
Originally, all morphing was done based on the player's radiation (hence the name Rad Morphing), but the mod has now been extended to allow input from any other mod instead. That means you could apply morphs not just based on radiation, but also SPECIAL stats, health, Sex Attributes, calorie intake, weather, addictions... as long as a mod provides the respective triggers.
Based on the mod Rad Morphing by @Invictusblade.
Cover image on LoversLab graciously provided by @Narsdarknest.
By default this mod is disabled through MCM.
You need to open MCM to configure and enable Rad Morphing Redux before it does anything.
Notice
April 4, 2023
I am stepping away from modding for at least a couple of years.
If anyone wants to continue working on this mod, you'll find everything you need on GitHub.
Getting Started
Dependencies
MCM to configure the mod LooksMenu to apply morphs A BodySlide compatible body (any body that can be modified with BodySlide / LooksMenu will work) All clothes must be built with morphs enabled in BodySlide F4SE 0.6.23 for Fallout 4 1.10.163 SUP F4SE to detect MCM changes outside of the current savegame At least one RMR trigger All DLCs
Conflicts
The mod comes with the LL_FourPlay library (LL_FourPlay.pex/psc/dll) that is also included in other mods (e.g., AAF). When your mod manager complains about a conflict I would suggest letting AAF overwrite this file.
Integration
Combat Strip Lite or Combat Strip Lite, Sound Replacer (Ripping Sounds)
Installing either of these mods (or both) allows Rad Morphing Redux to play a sound from that mod when clothes are removed due to rads. Devious Devices will not be unequipped by this mod (tested with unofficial version RC8). Advanced Animation Framework / AAF scenes involving the player are detected and the body double created by AAF will be morphed alongside the actual player body while AAF scenes are playing.
Installing
Install with your mod manager of choice. The FOMOD installer asks you how many slider sets you want to have available and lets you pick an optional default slider configuration for a couple of different bodies.
Unless you're already familiar with RMR and know how many slider sets you need, I would suggest starting with 10 to keep the MCM small. You can always re-run the installer and increase the number of slider sets later.
By default this mod is disabled through MCM.
You need to open MCM to configure and enable Rad Morphing Redux before it does anything.
Uninstalling
Before uninstalling, disable this mod in MCM to restore the original body. If you uninstall without disabling the mod first in MCM you will be stuck with a morphed body.
Triggers
Rad Morphing Redux does nothing on its own. You must install a mod that provides a trigger for this mod to be able to do anything.
RMR Trigger: Cleavage RMR Trigger: Rads RMR Trigger: S.P.E.C.I.A.L. Unhealthy Craving by @vaultbait
Limitations of LooksMenu / BodyGen
Depending on which version of LooksMenu you have installed, you will see different behavior when morphing sliders. One big limitation that as of writing this (February 2023) all versions of LooksMenu have, is that only one single value is ever applied to one slider. If multiple sources try to modify a slider (i.e., you have given a slider a value in LooksMenu and RMR tries to morph that slider, or RMR morphs a slider and another mod tries to morph that same slider), those values are not combined in any way, but only one of them is chosen by LooksMenu and applied to that slider.
LooksMenu v1.6.18
With this version of LooksMenu, which is the version suggested in the The Fucking Manual thread, the morph sent from the mod that has been set with the "highest" mod-specific keyword is being applied, independent of the slider value. As far as I understand this logic, that means that the mod with the highest (largest) mod index, i.e., loaded last in your load order, will win out. However, I have not tested this version of LooksMenu, so confirmation or correction of this assumption would be appreciated.
LooksMenu v1.6.20
With this version of LooksMenu (currently the latest version), the highest of all the values assigned to a slider is being used. As a result any value that RMR sets on a slider that is lower than either the value specified directly in LooksMenu or lower than a value sent from another mod will not have any effect since it is suppressed by that higher value.
Unfortunately that means that even without other mods modifying sliders, RMR cannot produce negative morphs on a slider that has been given a value through LooksMenu.
Configuration
The FOMOD installer comes with default settings for Atomic Beauty, CBBE, Fusion Girl, and Jane Bod. However, you can configure it to your liking through MCM with up to 50 sets of sliders with individual morphing strengths and ranges. By using the RMR Helper or editing the MCM ini file you can use even more slider sets.
For easier configuration, with previews of morphs and automatic setup for morphing from one BodySlide preset to another, you can use RMR Helper.
Start or load a game, pause, open MCM, and select Rad Morphing Redux.
General Settings
Enable Rad Morphing Redux
Enable or disable Rad Morphing Redux. On disabling RMR, the original body is restored. Display disabled warning
Whether to display a warning message when you load a game with RMR disabled. This only really exists as a notice for first installs, since RMR is disabled by default. Reload MCM settings
Reload all settings from MCM. Use this if you have modified the settings outside of the game (e.g., by using RMR Helper or directly editing the ini file) or made changes in another savegame.
Changes from other savegames and from RMR Helper should be automatically detected and result in RMR restarting. Morph Updates Morph calculation
How to calculate the morph value. RMR: This is how previous version of RMR v2 up to v2.4.0 have worked. The value calculated from your slider set configuration is sent to BodyGen to morph your character. Due to the way BodyGen / LooksMenu works (LooksMenu version 1.6.20), this means that you will not see any change on the affected sliders if the value directly set in LooksMenu (i.e., your default / original body) is higher than this value. You also won't see any change on the affected sliders if another mod has morphed that slider to a value larger than the one calculated by RMR. RMR + LooksMenu: With this setting, RMR adds the value set in LooksMenu (i.e., your default / original body) to the value calculated from your slider set configuration before sending it to BodyGen to morph your character. You still won't see any change on the affected sliders if another mod as morphed that slider to a value larger than the sum of RMR's value and LooksMenu's value. RMR + Highest Morph: With this setting, RMR reads the highest value for a slider (i.e., your default / original body or a morph from another mod) and adds that value on top of the value calculated from your slider set configuration before sending it to BodyGen to morph your character. Update delay
Seconds between morph updates when Update Type is set to Periodically. Companions Restore companion morphs when dismissed
Whether to restore morphed companion bodies to their original body when dismissing them. Healing Caps to heal 1% of morphs
Number of caps to heal 1% of morphs at a doctor. This only applies when permanent morphing (only doctors can reset morphs) is enabled.
Debug Tools
Enable logging
If you experience any problems with RMR, please enable logging and provide your papyrus log when reporting your issue.
Global Overrides
Settings made in this section will override all individual settings on the slider set pages. Descriptions for each setting can be found further down.
Permanent Morphs Only doctors can reset morphs Additive morphing Limit additive morphing Additive morphing limit Unequipping Unequip action Override chance to drop / destroy Chance to drop / destroy
Equipped Items
Show a list of all the currently equipped items and their slots.
Actor
Dropdown to select the actor (player or active companions) whose items you want to see. Refresh
The list is not automatically updated when you equip or unequip items. Click to refresh this list.
Slider Set X
Use the slider sets to configure how the body should be morphed when a trigger changes. A slider set is a group of sliders (or a single slider) that react the same way when their trigger value changes.
Sliders Slider names
Enter the names of the sliders that should be affected. When entering multiple sliders, separate them with | (e.g., Boobs Yuge|Bum Chubby).
Unfortunately you cannot just use the labels shown in BodySlide as the game needs the internal name / keyword of the slider. You can look these up in the body's SliderCategories XML file, found in .../Data/Tools/BodySlide/SliderCategories/.
Each slider has a name and a displayname attribute. The displayname is the label shown in BodySlide while name is the internal name that you have to enter in MCM.
One example from CBBE (CBBE.xml): <Slider name="BreastsNewSH" displayname="Silly Huge" /> The internal name for the slider labeled Silly Huge in BodySlide is BreastsNewSH. So BreastsNewSH is what you need to enter in MCM if you want this slider to change. Targets Apply to
Whether to apply this slider set to only the player, only companions, or player and companions. Sex
Whether to apply this slider only to female characters, only to male characters, or to both. Trigger Trigger name
Choose the trigger that you want to base the morphs for this slider set on. Invert trigger
When inverting the trigger value, morphs will take full effect when the trigger value reaches 0% and no effect at 100%.
This would allow for example to apply morphs as the player's HP goes down (i.e., no morphs at 100% HP, full morphs at 0% HP). Update type
Whether to update immediately when the trigger sends an update, periodically every X seconds (see Update delay in General Settings), or after you sleep.
When this is set to After sleeping, morphs will according by the current trigger value every time you go to sleep; i.e., after sleeping four times with a trigger value of 25% morphs will reach 100%. This way, only doctors will be able to reset your morphs, as a 0% trigger only means that no additional morphs will be added. Size Target size increase
How much the slider will change when the trigger value reaches its maximum.
These are absolute percentage points, not percentage of the current slider value. If the slider on your unmorphed body is at 50% and target size increase is set to 100% the slider will end up at 150% when fully morphed. When set to -100% it will end up at -50% when fully morphed. Lower threshold
Percentage of the trigger value at which morphing should start. While the trigger value is lower than this, no morphs will be applied. Upper threshold
Percentage of the trigger value at which morphing should end. While the trigger value is higher than this, full morphs will be applied. Unequipping Armor slots to unequip
Enter the numbers of the armor slots to unequip when the unequip threshold is reached. Separate multiple slot numbers with | (e.g., 9|11|15). You can only equip the items again once the morphing is again below the threshold.
To see what you have currently equipped, go to the Equipped Items page and click on Refresh. Unequip threshold
When x% of the morphing target is reached, the above slots will be unequipped. This is a percentage value that refers to the target size increase. Unequip action
Determines what happens to unequipped items.
Unequip: Old behavior. The unequipped items are put into the character's inventory.
Drop: Unequipped items are dropped to the ground.
Destroy: Unequipped items are completely destroyed. Chance to drop / destroy
If unequip action is set to Drop or Destroy, this setting determines how likely it is that the unequipped items are actually dropped or destroyed or just placed in the inventory. Permanent Morphs Only doctors can reset morphs
With this option enabled, the body will not restore its original shape on its own when the trigger values goes down again. You will have to visit a doctor to restore your body. Additive morphing
If enabled, morphs are added every time the trigger value increases, even if the trigger value decreases in between. This can lead to reaching a fully morphed body without a 100% trigger value, or even morphing beyond the target size increase.
Example with rads as trigger: You take 50% radiation and get morphed to 50% of your target size increase. You reduce rads to 20% (no morph change due to permanent morphs / only doctors can reset). You take some more rads and are now back up to 30% and morph a further 10% to 60% of the target size increase. Limit additive morphing
If enabled, you can limit how far additive morphing can exceed the target size increase.
If disabled, there is no limit and you can morph until Fallout crashes... I would keep this enabled. Additive morphing limit
Percentage how far additive morphing can exceed the target size increase.
0%: morphing will stop once the target size increase is reached.
100%: morphing will stop once 2x the target size increase is reached.
Development
Creating a new trigger
Rad Morphing Redux provides an API for other mods (like triggers) to interact with RMR.
Get a reference to the API Game.GetFormFromFile(0x4C50, "LenA_RadMorphing.esp") as LenARM:LenARM_API
When first running your trigger mod, register your trigger name with RMR. RegisterTrigger("YourTriggerName")
Call UpdateTrigger with value as a float between 0.0 (0%) and 1.0 (100%) to update the trigger value. UpdateTrigger("YourTriggerName", value)
Register for the OnStartup and OnShutdown events to keep track of RMR's state and avoid wasting resources while RMR is inactive. Register for the OnRequestTriggers event. Re-register your trigger name and provide the current value whenever this event is raised.
For more details, have a look at the Rads trigger. The source code is included with the mod and the full project is also available on GitHub.
Source Code
All source code is included with the mod. The full project including build scripts for VSCode is available on GitHub.
Changelog
32,626 downloads
Updated
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Random Overlay Framework
The Random Overlay Framework allows you to populate the Commonwealth with a variety of different personalities.
This Mod Randomly provides NPC's with a vast assorted of tattoo's and other visual effects (Body and Pubic Hair, Moles, Scars, and others)
This mod uses Spell Perk Item Distributor or Robco Patcher
New Requirement -> Lighthouse Papyrus Extender
The Choice is up to you with the Options in the MCM
Choose which faction's have Tattoo's (or any other form of overlay)
Choose which Tattoo Type to better selected.
Choose if a faction will have it own unique Tattoo (none of the current Tattoo Sets have this yet)
Allows you to set a MCM Command & Hotkey to give a NPC Overlays.
Allows you to set a MCM Command to give yourself Overlays.
Allows you to set a MCM Command to give everyone around you to receive Overlays
The Overlays are divided into several sections and different Overlays are use with each other
(These can be tweaked using the MCM Option to give chances of appearing and not appearing)
Pubic Hair
Back
Chest
Left Arm
Left Leg
Right Arm
Right Leg
Full Bodied
Unique (Don't use this with the new quest system) *WIP
Skin Override
Lower Back
Pelvis
New Additions
Body Hair
Hands and Feet
Acne
Birthmark Placeholder (I am undecided what this is going to be) *it is currently contains a single Lactation overlay from Cheri LooksMenu Overlays
Moles
Skin Conditions
Scars
Spanked Marks
Whipped Marks
Finger Nails
Toe Nails
Certain NPC's will be excluded because they wear another type of outfit but this mod should affect the following...
(These NPC's can be tweaked using the MCM Option to give chances of an Overlay Manager appearing(Gives the NPC Overlays))
Raiders
Gunners
Settlers
Brotherhood of Steel
Railroad
Children of Atom
Minutemen
Institute
Institute Synth's
Vault 81
Captives / DLC04 - Slaves
Overlay Type
(For each Faction, you can select a style of overlay given)
Random = All or Lower Back/Pelvis or Full Bodied
All = Back, Chest, Arms and Legs
Lower Back & Pelvis = Oddly enough Lower Back & Pelvis
Full Bodied = Tattoos that cover more than one section
Skin Override = override the NPC's Skin with a new custom skin
Everything = Back, Chest, Arms, Legs, Lower Back and Pelvis
Nothing = No Overlay's
Unique = An Unique Tattoo for one faction only (Don't use with the new quest system) *this might not appear for some factions
Additional Options *only works on unique NPCs
Eyes = Changes the eyes of NPC
Hair Cuts = Changes the hair of NPC (This can be buggy)
MCM Commands and Hotkeys
While targeting a NPC, go into MCM "Custom Managers"
1. A Hotkey to give a NPC a Custom Overlay Manager
2. A Command to give a NPC a Custom Overlay Manager
3. A Command to give Yourself a Custom Overlay Manager
note on 3 - The following is Not Recommended for Certain Players However it might be interesting for a new game.
Currently Supported Tattoo Mod's
(Due to Performance issues, the Following should in a BA2 archive, Loose Files may cause decrease performance)
Pubic Hair
This adds the Body Hair Overlays from good0593's NPC Male Bodies
https://www.nexusmods.com/fallout4/mods/38676
This adds the Pubic Hair Overlays from LunaEversor's LooksMenu - Additional Pubic Hair Overlays
https://www.nexusmods.com/fallout4/mods/47054
This adds the Pubic Hair Overlays from LunaEversor's LooksMenu - Pubes Forever (Fallout 4 Edition)
https://www.nexusmods.com/fallout4/mods/46854
This adds the Pubic Hair Overlays from ygcxsw's CBBE Pubic Hair Overlays for LooksMenu 1.0.0
This adds the Pubic Hair Overlays from Porcupine's PubicHairs v1b (No Armor replacer yet) *but they will work in Quest Mode
https://www.loverslab.com/files/file/28178-porcupines-pubichairs/
Body Hair
This adds the Body Hair Overlays from good0593's NPC Male Bodies (No Armor replacer) *but they will work in Quest Mode
https://www.nexusmods.com/fallout4/mods/38676
Skin Overlays
This adds the Skin Overlays from Porcupine's Skin Overlays 1a (No Armor replacer yet) *but they will work in Quest Mode
https://www.loverslab.com/files/file/28232-porcupines-skin-overlays/
Tattoo's
This adds the Assorted Overlays from krisser143's LooksMenu Body Tattoos
https://www.nexusmods.com/fallout4/mods/25000
This adds the Assorted Overlays from DonJunk's Rutah Tattoo Pack
https://www.nexusmods.com/fallout4/mods/43661
This adds the Assorted Overlays from DarkTI's ASO Astins Skin Overlay Cbbe (BLK Tribal tattoos)
https://www.nexusmods.com/fallout4/mods/33122
This adds the Assorted Overlays from DarkTI's ASO Astins Skin Overlay Cbbe (Tribal Brands)
https://www.nexusmods.com/fallout4/mods/33122
This adds the Assorted Overlays from DarkTI'sASO Astins Skin Overlay Cbbe (Tribal tattoos Color)
https://www.nexusmods.com/fallout4/mods/33122
This adds Assorted Overlays from JBpy's Tattoos for captives
Pelvis Overlays from JBpy's Lewd Marks
This adds the Chest and Pelvis Overlays fromsvbernard's SVB Tattoos 1.0 for Fusion Girl
Assorted Overlays from JSpy's Render Tattoos
"Tattoos Collection by Dreivor 1221.1"
https://www.nexusmods.com/fallout4/mods/49177
Cheri LooksMenu Overlays
and Create Your Own Overlay Kit and Mod Custom Managers
(more info to come)
Other Thanks (while I don't directly use their work, some of the addon's wouldn't exist without them)
andy11 for Pubic Hair Alternatives for Skyrim
Rutah for Rutah Tattoo Pack for Skyrim
AncientKane for Pubes Forever for Skyrim
and Others
Screenshot Thanks (and a few overlays from above + a couple of my overlays)
GrafPanzer's CCO Cheeky Casuals Edition
GrafPanzer's CCO Saucy Settlers Edition
GrafPanzer's CCO Vulgar Villains Edition
GrafPanzer's CCO Foxy Factions Edition
Crimsomrider's Clothing Of The Commonwealth - Mega Outfit Pack
Known Issues
Overlapping may/will occur when an increased amount of overlay mod is used
there was a double or triple effect known to happened (please tell me if this happens to you)
Please note, This is still in progress, please alert me if there is any issues
More Notices
this mod can be a resource hog if you are using loose overlay files.
(I know that NPC Male Bodies uses loose files so caution about that mod)
How to fix this issue-> Packing BA2's
also if you have performance Issues, I would recommend the following
all of the following requires you to open INVB_OverlayFramework_DISTR.ini
Chances
Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746|NONE|NONE|NONE|10
or
Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746|NONE|NONE|NONE|25
or
Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746|NONE|NONE|NONE|50
or
Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746|NONE|NONE|NONE|(or whatever you want)
you will need to adjust the MCM settings (because the default settings assume 100% of NPCs will get the spell)
Unique NPCs(only unique NPCs will get overlays) *I am not sure if this works
Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6,0x13746|NONE|U
Ghouls Only
Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0xEAFB6
Humans Only
Spell = 0x52B7~INVB_OverlayFramework.esp|NONE|0x13746
66,019 downloads
Updated
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Bodyslide Outfits for Atomic Beauty and IKAROS Android Race OCBP 3BBB
By Gameplayer
Description
For both Human and Android in Atomic Beauty
Uh I thought it was only IKAROS Androids in Atomic Beauty....?
For both Human and Android in Atomic Beauty
RaceMod itself not provided here,
The single largest location for Atomic Beauty Slider Sets is found right here at this files main download section, there are few other locations that rival this and only in other body types at that.
Every file contains an ESP, that has IKAROS Race Mod as its MASTERFILE! That means that if you do not have IKAROS.ESP or IKAROS.ESM your game will crash at start screen.
ALL OUTFIT FILES, are weight painted for OCBP 3BBB physics.
FILES marked Vanilla are the Base Game Outfits, these files also include a naked female body weight painted in OCBP 3BBB physics.
All files here support both Human and IKAROS in Atomic Beauty OCBP 3BBB.
This does not mean that you can simply ignore IKAROS Android Race Requirement.
All files requirements can be found here on this page or inside a TXT file inside the downloaded file.
Discord for IKAROS server,
https://discord.gg/xSXTTGPb55
IKAROS-Androids by TrophiHunter
Intended Outcomes,
-All the outfits you expect to have physics in Fallout 4, on parity with SkyrimLE/SE HDT or SMP physics systems, and all of it under the roof of one physics system.
-All Outfit parts from different packs should be interchangeable between the different packs with minimum clipping.
-All Outfit Packages should have same slot data so that putting on pants from Pack ABC does not remove shirt from Pack XYZ
-All stand alone heel mods should have nipple and non-nipple versions. (Atomic Beauty Body can have quite pronounced nipples)
-All Outfits containing shoe items, have an implanted body that has an idiot proofed Atomic Beauty Body that has no-nipples to prevent player from having the possibility of having their nipples clip with shirts/bras and other items that cover the nipple, it is simply not possible in the files provided here. (Again AB has normally pronounced nipples, I have taken steps against this potential issue to prevent clipping of nipples with the outfits)
-sll Outfits that should have smooth breast area are fully represented here as their original likeness but in Atomic Beauty, this means that there is no pronounced nipple expression because the original outfit did not offer it.
-All Outfits that should have Uni-Boob or Uni-Butt are much closer to original intended look than almost all possible conversions out there. That is that you can expect to see that there are many outfit parts that in other conversions had straps that had hugged the torso now properly traveling straight across boob to boob. The feature repeats with many panties, pants, jeans, and other items in the buttocks region, fabric that should naturally travel from buttcheek to buttcheek now does so. The exceptions are when the fabric itself was clearly intended to be directly attached to the skin of the body, this exception exists for some skin adherent bodysuits where the suit is literally a second skin.
-All Outfit Parts that travel across the mammaries aka Shawn Feeders had sliders made with great care to ensure the end user experienced maximum growth and amazement in the lower torso region
-All Outfit parts that occupy a Vanilla OverArmor slot will have Vanilla OverArmor upgrade systems.
-All Outfits parts that should not occupy a Vanilla OverArmor slot have been given a new slot.
-All Outfit parts will have their slot number listed in-game in its name seen in your pipboy.
-All Outfits with foot slot will have ma_IKAROSmaterials keywords, ap_IKAROSmaterials inputs for IKAROS compatibility.
-All Outfits Foot Slot ArmorAA have unique ArmorAA record marked with IKAROS race Data record. AKA true race switching armor, a feature that is absolutely missing in all race mods for Fallout 4.
-All Outfits with non-foot slot have ArmorAA's marked with IKAROS race tag.
-All Outfits that are too overpowered have either been nerfed into the ground or given a duplicate item, sorry most were nerfed without a duplicate.
-All Outfit parts that have 1st Person items WILL HAVE 1st person objects specifically made for IKAROS Race.
-IKAROS Race will be able to pick up any item in any pack provided here, use it and it will be made as seemless as possible without too much effort on the player, exception if a player uses a non-default skin color they can change the skin of the slot 33 item at any ArmorBench but otherwise all interactions are as seemless as any action a human race character would have with any other item in the game.
1bb36acb-1f89-49e4-b1b4-a1c7aa135f43.mp4
Requirements
Unofficial Fallout 4 Patch, https://www.nexusmods.com/fallout4/mods/4598
Bodyslide and Outfit Studio, https://www.nexusmods.com/fallout4/mods/25
IKAROS RACE by TrophiHunter found here, https://www.trophihunter.com/fallout4-mods/ikaros-androids
Vanilla Outfits
Original by MilkDrinker needed found here, https://www.nexusmods.com/fallout4/mods/12406/
High Heels Sounds,
https://www.nexusmods.com/fallout4/mods/45345
These files listed below are in my webpages download section, they are required
1) REQUIRED FILE_AB_MilkDrinker_VanillaOutfits_Bodyslide_3BBB.7z REQUIRED FILE_AB_MilkDrinker_VanillaOutfits_Bodyslide_3BBB.7z
2) REQUIRED FILE_AB_Vanilla Outfits_IKAROS 3BBB_Bodyslide.7z REQUIRED FILE_AB_Vanilla Outfits_IKAROS 3BBB_Bodyslide.7z
3) REQUIRED FILE_Modified IKAROS 3BBB OCBP Physics Activation File.7z, REQUIRED FILE_AB_Vanilla Outfits_IKAROS 3BBB_Bodyslide.7z
4) REQUIRED FILE_AAF_IKAROS PATCH.rar REQUIRED FILE_AAF_IKAROS PATCH.rar
Vanilla Outfits IKAROS file was given a major update on 10/18/2021, missing first person meshes were added
Optional File Highly suggested,
5) FIRST PERSON VIEWABLE ITEMS ACTIVATION.7z FIRST PERSON VIEWABLE ITEMS ACTIVATION.7z
Hi Im Gamefever, although you may know that LogicDragon created TrueFirst Person in SkyrimEnhancedCamera you may not know that I am the guy that made more items visible in First Person. Download this file right away and see more 1st person objects than ever before in your Fallout game today. BTW there are many unique first person objects not in the original mods in almost all the downloads you find here.
6) Vanilla Robo Armor and outfit fixes for Atomic Beauty https://www.nexusmods.com/fallout4/mods/51670
robo armor for Atomic Beauty, should be big enough that wont need OCBP 3BBB weight paints applied to them.
7) Gender Specific Skeletons, https://www.nexusmods.com/fallout4/mods/40866
With this you can have ZAZ male boners alongside IKAROS and Human Female using Skeleton-Knee FIX...Meaning you can have your sex mod time with IKAROS.
Physics Activation Requires, install in this order
1) OCBP-2.2.5-CBBE.zip Go to jello picture for this file understand???? GOOD!
2) REQUIRED FILE_Modified IKAROS 3BBB OCBP Physics Activation File.7z REQUIRED FILE_Modified IKAROS 3BBB OCBP Physics Activation File.7z
3) "Skeletal Adjustments for CBBE - Knee Fix - Legs for Days - 3BBB" https://www.nexusmods.com/fallout4/mods/39006
SEE JELLO PICTURE? ITS A FILE LOCATION!!!! You require the file at this location
See the jello up above? That is not a cute picture I put here. ITS AN ACTUAL FILE LOCATION YOU HAVE TO DOWNLOAD IT FOR PHYSICS UNDERSTAND? For reals though.
This is a cute picture.
please exercise caution when witnessing in game physics, this reaction is completely normal and expected.
IF this is not the experienced outcome, you have not installed the physics properly. You will know without doubt when it happens because there are physical ramifications that the end user will experience.
AAF Patch in Downloads section Enables IKAROS ANDROIDS to use AAF Framework
REQUIRED FILE_AAF_IKAROS PATCH.rar
Suggested Mod Manager?
Mod Organizer 2, https://www.nexusmods.com/skyrimspecialedition/mods/6194
Pretty much everyone I know that authors mods uses it and you should too.
Download Section also contains Bodyslides for many popular outfits made for Fallout 4, many accessory, hair, and other items patches as well.
Protip, you are free to have access to Vanilla Armors and Outfits without an account here on Lovers Lab, but if you wish to have access to Bodyslides for popular Outfits these are hidden from you behind an Account Wall, all Lovers Lab members can easily access over 50 Popular Outfit Mods, make comments in the comments section, post pictures, and give a thumbs up for the work done.
HOW TOO THE INSTRUCTIONS HERE, explain both the installation of physics and Vanilla Outfits for Atomic Beauty and IKAROS AKA BASEGAME INSTALLATION with pictures
GamePlayer, Show me how to get my RoboDoll looking like yours.
Gameplayer, I am ready to start installing amazing outfits for my IKAROS Android Doll, what now?
Conflicts and Resolutions,
FAQ
Mod Author Original Outfits File Locations listed in spoiler, these contain data needed for the Bodyslides to work at all.
More Descriptions about how the file works
111,812 downloads
- bodyslide
- atomic beauty
- (and 9 more)
Updated
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CRACKLE - Comforting fires for the discerning hobo -
By Tentacus
What it is:
I felt like something was missing from Fallout 4. I start a lot of new games where my character has nothing, and nowhere to go. Often using my light alternate start mod DLYH. Many times I'd get caught out in the rain only to come upon a fire. I usually roleplay being grateful to have the warmth, but the game itself gives me no such feedback and after a while such willful "making your own fun" gets tiresome, so I thought: "What if the fires did SOMETHING... Anything... even if very small. So I made this little mod.
What it does:
Exposure and warmth:
Now when you come upon a open fire in the world, such as a bonfire, campfire, or fire barrel, it will grant you a little bonus to endurance and added protection against diseases in survival mode. You have to sit by the fire a while to warm up before the effect starts, but once it does it will persist as long as you stay near, and for a few minutes after you leave (less if it's raining) The disease protection is particularly useful if you eat in front of the fire, or sleep by it. I personally think this is very realistic and immersive.
Rain will now cool you off. There is no negative effect to this except if you get too cold it will take you longer to get warmed at the fire and receive the buff. If you are cold and not near a fire being under shelter will warm you up slowly, until you no longer have the cold time penalty at a fire. I didn't feel it was necessary to make rain more punitive as the vanilla game already raises your disease chance from being out in rain. It also works with snow.
Swimming makes you soaking wet, which makes you cold. You will slowly warm up when cold if the sun is out. as well as when in cover, but you will not warm up without a fire at night, unless you are under shelter, you will however dry from being soaking wet to merely cold. (If it's not raining)
Forage for wood, with potential dangerous encounters. However if your legs are crippled you won't be able to do this!
It works with fires in the world, as well as with the Workshop campfire and fire barrel added by Wasteland Workshop. It also works out of the box with the following camping mods:
Kitcat's camping gear (Recommended. Fires and tents as shelter!. Get "Firewood" item, and manual from MCM, and then forage for wood!)
Campsite (Fires, Forage for firestarting kits instead of wood.)
Advanced needs 2 (Fires)
Conquest (Fires)
Buildable burning campfires and fireplaces (Fires)
Woody's Wasteland Stuff (Fires)
Sit or sleep anywhere, with Survival mode saving:
Now, you can sit on the ground, or on top of most even surfaces whenever you like. You have several positions to choose from including a wounded sit. After you sit you'll be presented with a menu. You can either just sit and look around with the free camera or wait for increments of one hour or 5. Unlike Vanilla waiting this is instant which is a RL time saver. (The method used is safe and will advance AI and scripts properly, it's the same one used in the firewood foraging) When you are done sitting and get up. (Re-open the menu by hitting the hotkey/MCM button again) if you waited the game will then save.
Now you can sleep on the ground (and again most even surfaces), as well as benches and couches. The mod uses AAF which will scan the area for couches and benches you can sleep on If none are found you sleep on the ground (or whetever you are standing on/in.) By default you will only actually latch onto the furniture 75% of the time. If you want you can up that percentage to 99 in the AAF.ini but if you do I suggest that you you reduce the furniture scan distance to something smaller like 200, that way you can decide if you want a particular piece of furniture more easily by standing by it..
When you lay down after a moment a menu will appear and you can choose to sleep, lay there with free camera or get up. If you choose lay there simply hit the hotkey/MCM option again in order to bring back the menu.
Unlike waiting this uses the vanilla sleep system. In survival mode, sleeping not near a fire is treated the same as using a sleeping bag. (3 hrs by default), wheras sleeping by a fire is treated like a Mattress (5 hrs) Because it uses the vanilla system mods that affect sleeping on sleeping bags and Mattresses will affect it. I've subtly altered the 2 messages warning that you can't oversleep on these items to be more immersive and frankly fit better with other vanilla messages and not sound like a preachy tutorial.
When near a fire an option to play a hand warming animation (either standing or kneeling also occurs. To stop warming your hands simply hit the Hotkey/MCM option again. (May take a few seconds)
Known issues:
If it stops raining while you are warm and by the fire you may temporarily have both the long and short version of the of the effect. I dunno if this actually makes the effects stack but they'll only overlap for 2 minutes so... have at it. ?
Do not load the game while sitting, lying down, or warming your hands. Get up, stop what you are doing, or finish sleeping first. Otherwise you will break your pipboy and interactions completely and have to quit all the way out of Fallout 4 and reload.
Occasionally if you try to sit on a CHALLENGING spot AAF which is used to handle the sitting and laying animations may get confused and take you for a walk like you are a mind controlled zombie. Just wait it out... eventually it'll resolve and usually put your body where you wanted it... Though your camera may be far from it.
Requirements:
Wasteland Workshop
Mod Configuration Menu
Advanced Animation Framework v161.1 or above
LEGAL:
The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Crackle is only allowed to be hosted and downloaded from Lover's Lab, and the Nexus, under my specific user accounts.
THANKS:
@dagobaking for AAF which makes animation mods like this possible.
@requiredname65 for script input, and 1.07 update.
@elzee for the sound effect permissions.
Those of you that actually come in the non adult section ?
17,995 downloads
Updated
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Vault-Tec Breeding Posters
By Kiara
Hi all,
WHAT:
This is a simple mod, which (currently) adds 29 Posters under Decorations->Vault->Posters. These Posters are themed around pregnancy and reproduction, while I tried to maintain the original style of Vault tec Propaganda posters. See preview file for an idea. The Posters are available in a new and an dirty state and cost 2 cloth each.
WHY:
As I was building my own Vault, I felt like missing the typical bigger scheme of Vault-Tec. Since we are here on LL, I thought of something like a repopulation program. For this purpose I made these posters to add the flair to the Vault, while preserving a typical style of those Vault-Tec Propaganda advertisements.
I have made an adult version too: Adult Version
Both mods can be used together without conflicts or duplicates.
But I wanted to keep them separate, since I still think, that the non-adult version is much more lore friendly, and some people might only want to use one or the other.
Some People asked for some raider(slavery) stuff. Have a look at the adult version for that
If you have ideas for some additional Posters or critisism for this, please leave a comment.
I would like to have some more Posters, maybe also themed a little bit different ones for you, so your ideas are welcome.
Version 4.0 is the MURRICA UPDATE. I wanted to catch the war-time patriotism displayed in the fallout universe and take it into the posters. With this update, the mod now contains 29 different posters in pristine and dirty as usual. Hope you have fun with it.
DISCLAIMER:
Some of the Posters are rather ... political incorrect. Be warned.
Sincerly,
Kiara
16,557 downloads
Updated
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ZGC Hairpack
By ZatanicGC
yes, you know what is it.
- 1.1.0
Credit : Anto, Kijiko, Leah Lilith, NewSea, S-Club, Wings, Tencent Games, L0rd0fWar I can't remember all the names. Please let me know if I miss someone.
Merry Xmas~
41,186 downloads
Updated
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2B Race Hair skin(CBBE)
By saltmaxwell
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. )
22,624 downloads
Updated
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Institute Slave Gear
By Vioxsis
[Description]
Institute style slave collars, shackles and chastity belt in multiple colours and matching card keys.
Colours; White, Black, Red, Green, Blue, Yellow, Purple, Pink and grey.
This is intended as a modders resource (hence what category its in) so the included esp was used for testing.
But with that said if you want to use it (before a modder makes use of it) you can get it by console.
Some other things to note, the light uses a glow map and has textures/materials set up for red and green versions, default being yellow.
The colour of the collars are also handled by material swaps so there is only one of each model type (Male, female, GRD, key) in the mesh folder.
There's a second ground nif for the collar that's in an open position.
Also included the meshes in .obj and .fbx format (the .objs should still be in quads)
[update]
From V3 to V4;
Added chastity belts.
From V2 to V3;
Added shackles for wrists and ankles.
Upped the specular so the metal parts have more shine to them.
Ground files work better in collision detection. (ie. you can shoot and walk in to them and they move)
The light part of the nif points to the glow map for its albedo, so it matches with the other colour variants.
[bugs]
The shackles have not been exporting as expected.
The female ankle came out perfect but the others did not.
I ended up reducing the poly count to alleviate the problem.
Once i find a solution i will replace the lower poly ones.
Wrists clip with the pipboy.
[Permissions]
Free to take and use.
19,816 downloads
Updated
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Nier's cosplay outfit
——— About this Mod ———
(Sorry guys my English is no good, hope you can understand the translations below)
This is a clothing MOD that contains a piece of clothing, two accessories (Sabre, and Pod), and two helmets. The two helmets have a 2B face (no expression), one uses the player's own face (expression, if you have confidence in yourself can try this) There is a simple physics effect on clothes and hair (this is the second time I've done physics, I can use it, if I'm doing it a bit, I'm going to wear it a bit)
Get Method: ChemStation/Console/etc
Notice Because I was a high imitation Miss 2B, I didn't do a Bodyslide file. Yes, this dress does not support BS, but uses a CBBE stature skeleton, so you will need to install Caliente's Beautiful Bodies Enhancer before you install this
Known BUG and related conflicts MOD have not been found
I didn't use gloves and the texture material was normal. The left hand's feathers would wear with the Pip-boy. I originally intended to remove the feathers of my left hand, but I didn't think much about it. If you don't like it, you can open the model and delete it yourself.
18,444 downloads
Submitted
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Jackgas Pub/Nightclub Of the Commonwealth.
Nightclub 2.0
V2.0
FO4 nightclub upgrade summary:
What does this mod do?
- this Upgrade expands the nightclub so that you can become a partner/co-owner. You will operate as a co owner and vote on major future events in future add ons. Only a few “starter” examples of voting is included in this upgrade.
- You can now recruit staff (Promoters and dancers) in preparation for the grand opening (grand opening will be a future add on).
- Control your staff actions, have them dance on the bar, hang out in the VIP room etc.
- Adds 30+ quests mostly dialogue based. Do the promoter/staff’s recruitment quest and then another quest (dialogue or random elements) that may expand their background, function or your knowledge of it.
- Fully buildable VIP room.
- any followers? No but one npc can follow you for a limited time on the museum of freedom main stage quest.
- Also includes all the old content such as the he tons and tons of modular clothing courtesy of jackga) as well as the hidden boss battle themed fights to upgrade the weapons sold at the nightclub.
- Adds the option of to change the club music once you get the singers dialogue to a certain point. Find the sheet music for over 20+ songs. Future add ons will expand on this. Craft speakers and radios to listen to the current song at other settlements or in the vip room.
read the summary and FAQ text document for some more details. FAQ contains spoilers.
outfits:
This is the Full Version of The Fallout 4 Conversion of Jackga's Pub outfits.
Unlike the skyrim pub this focuses on outfits appropriate to Fallout 4 (with a few fan favorite armors thrown in). Over 155 Pieces plus weapons and extras. The Pub itself is more of a Nightclub and keeping with the spirit of the original pub for skyrim something seeming out of place for Fallout 4.
Many of the Armor pieces are customizeable from color to removal or add on of parts.
The pricing of the pub is intended to be expensive.
The weapons are upgradeable (temperable) in a manner similar to skyrim.
There are also nine tough boss battles one must undergo to uncover the max level of each weapon.
This mod also includes some content added beyond Jackga's pub. By myself and from Ghosu (who has openly given permission to use his assets).
Bodyslide support.
NOTE: this mod favors fusion girl although I have included bodyslide files for cbbe based bodies.
Find some dead merchants and crates with defective starter outfits outside sanctuary. The rest is spoilers ill keep for now. (Will Update the page with information and proper spoiler tags later for those who don't like discovery).
Please let me know any issues there are a LOT of moving parts.
------------------------------------------
Added NPC list and Where they are from.
------------------------------------------
Credits:
Jackga- Jackga for the core base of this mod, and the permission to convert even though he says on his steam page to do what you want. (pics on request)
Ghosu- for the open perms on his Highlander swords.
Credit to the various musical artists whose themes were added (this will be upgraded later, will add).
ousinus and the bodyslide crew.
Updates:
2.1 - Adds Map Marker for the nightclub and a new NPC quest. The map marker only shows up when you purchase the nightclub as a partner. If you have already purchased the club drink the absinthe on the table in the owners room.
19,210 downloads
Updated
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The Multi-Tool & Other Things
By Crazy6987
Description
The Multi-Tool is a gun (for NPCs) and a ring (for Player) both of these items can do a number of things to the Player, NPCs, and the World. You can obtain the Multi-Tool gun and ring by crafting them at a Chem Workbench it's under the utility category. More things may get added in the future.
Things these items can do,
--- Multi-Tool Gun ---
Strip NPCs of their clothes Open NPCs Inventory Restrain/Unrestrain NPCs (Prevent them from moving) Change NPCs facial expression Show Looks Menu for NPCs (Change their appearance) Set Alpha Levels on NPCs (Make them look like a ghost, effect doesn't seem to last)
--- Multi-Tool Ring ---
Show Looks Menu for Player (Change their appearance, the looks menus have a delayed start to give you the chance to position the camera so you can see your face) Change Player's Facial Expression Set Alpha Levels on Player Change the Weather
Added some other things to the mod, didn't feel like creating a separate .esp for this stuff, so I put it in here.
--- Misc ---
Dummy Gun (Gun that does minimal damage, Craft at a Chem Workbench) Various Laser Weapon mods that add new effects to Laser Guns, They use the Muzzle slot should be the bottom most option for the Laser Gun when looking at it in a Weapon Workbench, this is where you craft them. Mix and match with vanilla attachments to get some interesting effects.
Weapon Effects:
Laser Force Push - Temporarily ragdolls NPCs and can send them flying. Laser Electric Beam - The same effect from those Tesla Arc traps, except it shoots out of your gun. Laser Gauss Blue - Slightly modified effects used by the Gauss Rifle, applied to a Laser Gun. Laser Cryo Stream - Effect from the Cryolator, applied to a Laser Gun. Laser Plasma Flamer - Strange green flame looking stuff
Requirements
Fallout 4 Script Extender (F4SE)
Installation
Install with a mod manager, seriously you really should be using one if you plan to install
mods.
Credit
Crazy6987 - Feel free to modify and use my content as you wish
39,020 downloads
Updated
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Blade & Soul Schoolgirl outfit (CBBE body) for Fallout 4
By SlapMeSilly
Quick port from http://www.loverslab.com/files/file/1859-bns-school-uniform-set-cbbe-tbbp-bodyslide/ of the Blade & Soul schoolgirl outfit.
This can actually be used with any body since it no longer includes a body mesh. It just overlays on top. The body and sliders it's built from is based on CBBE though. You may need to tweak it a bit to make it work on others.
Requires Armorsmith Extended http://www.nexusmods.com/fallout4/mods/2228/?
If you want to attach legendary mods you need http://www.nexusmods.com/fallout4/mods/4042/?
If you want to give the outfit to a companion (or other npc), you will need to equip them with an Armorsmith Extended nudifying ring or equivalent. This mod does not use body slot 33 to remove the under armor so npc's would just equip it on top.
You can attach just about any other armor mod as well as ballistic weave (though you need to unlock that via the railroad quest or use console command).
How to get:
Craft at Armorsmith workbench under OUTFITS - Skimpy Shorts. Use console with item id xx00080a
Known Issues:
The default install contains meshes for CBBE Curvy non-outfit body preset. If you do not build your own set you will get clipping. There is a group filter included in the archive to assist in making the batch build easier. The mod only uses biped slot 38 - Underarmor Left Arm. This causes it not to remove other armor pieces even though they may clip. This is by design. Unequip your own armor if it bothers you. Use nudifying rings on npc's. Upgrading from any version prior to v0.4 makes the armor invisible. Also removing any additional outfit colors you might have had from prior to v0.3. Upgrading from v0.2 or earlier to v0.3 removes all except the first outfit (previously named black). To compensate for this you will need to use the armor workbench to add a color selection back to each piece. Mods are added at no cost to change outfit color once crafted. Existing outfits will have "Black" on the end of their name. You can drop and then pick it up and it should rename, or you can scrap it and re-craft it. You can also manually rename it, however you will lose dynamic naming if supported by a sorting mod.
6,417 downloads
Updated
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Armored Leotard - Ultimate Nuka Sweetroll Edition
By Apal
Apal Armored Leotard for CBBE and Atomic Beauty
A simple standalone under-armor that reveals your hips and makes your legs appear longer !
Craftable at a chemistry station.
Once crafted, you can modify it at a workbench
REQUIRED:
CBBE
Bodyslide & OutfitStudio
Installation:
- Step 1 : Download it with Mod Organizer or Nexus Mod Manager
- Step 2 : Extract it with the brand new installer fully functional
- Step 3 : Run Bodyslide and build it
- Step 4 : Profit
CreditS:
Thanks to Chuckdm for his Railroad skin : RRmod in download section, only available for Sleeveless version
Caliente and Ousnius for CBBE and Bodyslide
FOMOD files made with FOMOD Creation Tool by http://www.nexusmods.com/fallout4/users/10324035/?]Wenderer[/url]
For the screenshots :
Ralfetas for Fortaleza armor
WhiteShades for Bodyslide Underwear Mesh (for the socks)
Darklynxxx for Suitdreams (the belts, more particulary)
Armorsmith Extended for holstered weapons
Ponytail Hairstyles by Azarkiowa for the hairs
This mod is free to be modified and used elswhere with my permission, and only for free mods.
10,405 downloads
- UnderArmor
- clothing
- (and 6 more)
Updated
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Clothing and armor for Fallout 4
By Aleanne
Some stuff I did. For now and until further notice, it is based on the vanilla f4 body.
4,650 downloads
Updated
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IceStorm's Clothes
By IceStormNG
IceStorm's Clothes - Version 5.11
See my Patreon for more mods, screenshots or if you want to support me.
Requirements
Fallout 4 (obviously) DLC: Nuka World DLC: Far Harbor DLC: Contraptions Workshop CBBE BodySlide (Optionally but highly recommended) Fallout 4 High Heels System (FO4HHS) and it's depenencies IceStorm's Socks and Pantyhose https://storage.icestormng-mods.de/s/Lj2dWqjAdFkk3TB IceStorm's Shoe Sounds https://storage.icestormng-mods.de/s/sSY5P6q77odgk9K Commonwealth Cuts (KSHairdos) and KSHairdos with Physics. ESPs of both don't need to be active, but both mods need to be installed as I have no permission to include files of them into my mod. At least 20GiB of disk space for installing the main package. 4K textures need additional 60GiB (The 4K pack "only" takes up additional 32GiB, but the archive needs to be extracted so you need the size of the archive + the size of the unpacked BA2)
Incompatibilities
This mod is incompatible with every mod that touches Fallon's Basement. If you use Ultra Interrior lighting, you may face severe performance degradation inside Fallon's. Remove Fallon's basement edits from Ultra Interror Lighting with FO4Edit. You can delete alle edits to Cell -> Block 3 -> Sub-Block 6.
Notes
Perfume can be crafted at the chemlab under 'Autumn Perfume'. You need the recipes for each type of perfume. They can be bought from Nicole. Not all of them are available at a time. After buying one, the same one shouldn't be available for sale afterwards. Like most merchants in Diamond City, all merchants in Fallon's give you a discount when having Piper as a companion. Fallons is now opened 24/7. The locked room on the upper floor is not meant to be opened by the player right now. Diamond City (and the turrets inside Fallons) will turn hostile if the player unlocks the door. You can only have one perfume effect active at a time. Consuming another one will dispell the currently active effect. This is intended. The water inside Fallon's is purifed and does not cause radiation damage (although... who drinks the decorative water inside a shopping mall?)
Known Issues
The Cardigan has some major distortion under the arm pits. The reason is that the outfit is to "thick" and the game screws up on parts of the weighting. Animations with objects (trying perfume, checking the shoes) won't let you change camera zoom/perspective after starting the animation. This is a vanilla behavior. You have to change to 3rd person and zoom out before entering the furniture object and starting the animation. Due to the lack of voice actors, dialogues are text-only for now. Dialogues without voice can't be skipped and are displayed way longer than you would need to read the text. This is a vanilla game behavior and cannot be overridden by a mod. The large table and large shelf are invisible in the workshop menu, but can be placed without problems. One of the beach chairs can't be used right now. The player can get stuck under the umbrella in Fallon's.
How to acquire the outfits?
You have several options:
Buy them from Rebecca in Fallon's basement (she's at the checkout, you might not recognize her first... hehe) Craft them at the chem station (you have to enabled crafting in the settings holotape) Craft them with the manufacturing machines. You have to build them in Workshop mode.
Download Files:
The two download links provided are the two download mirrors. They contain the same files. If you have download issues with one of them, try the other one.
Main File Contains: ESP, Main Data, BodySlide Shape Data, 2k Textures (Uncompressed: 16.6 GiB) Size: 12.3 GiB Download: 8.61 GiB SHA256: 044f1c6ef165ac9ac22659185ecd7d32b72a058b3a4a7a4a460c207cf769f5b5
4K Textures Contains: 4K Textures (Uncompressed: 64.1 GiB) Size: 39.1 GiB Download: 34.2 GiB SHA256: 1383e3bc9d1223a3c87e1a9f48e41265b8759109e77cad89beda922cbff4d861 **WARNING: May need more than 30 GiB of system memory when visiting Fallon's Basement!** **!!! DO NOT EVEN TRY TO UNPACK AND INSTALL AS LOOSE FILES. !!!**
FAQ
How to acquire the blueprints
You have do complete a little quest. Look for a note near Moe Cronin where you usually find bounty hunts. The note is called "Shipment in Libertalia". You will have to pick up the note to start the quest. Just reading it will not start it.
What does the X+ on some mods mean?
That's a base-game "feature". It simply means that the modification was either bought or lootetd. Therefore it can be used an unlimited amount of times.
High Heels are clipping into the ground!
Install HHS and make sure it is working correctly.
I can see parts of the old Fallon's clipping through the floor.
See 'Incompatibilities'. You have another mod that edits Fallon's Basement. Try to place my mod below that one.
Do I need the 4K textures?
Well, if you have to ask this question: No.
4K textures are designed for very powerfull rigs. You need a lot of memory (both RAM and VRAM). 8GiB of VRAM and 32GiB of RAM should be sufficient.
You can only see the difference compared to the 2k textures when playing on very high resolutions (UHD or higher) or when making close-up screenshots.
Outfits clip with my body
Please build the outfits in BodySlide for your body preset.
Why do all outfits look like Lorenzo's Suit?
Sorry dude. They're only for the ladies
Can I port these items to other body types and upload it?
Yes. Just link to this mod (either here, or Patreon) so people can download this as master.
Your mod should only contain the ported meshes and not the whole mod.
Can I use parts of this mod in my own mod and publish it?
Yes. Under the following conditions you can use parts of this mod (some outfits, meshes, textures) in your own mod:
No paywall. The mod must be free to download. Credit me for the parts used. The high heels and flats footstep sounds are excluded as they're assets from other authors I have permission to use. But I cannot grant that permission to others.
Credits
Empty voice files to support dialog skipping provided by JB.
13,589 downloads
Updated
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Tactical Armor suit by Ralfetas (4 body/3 armor colors) CBBE based w/BodySlide support.
By SlapMeSilly
ATTENTION
I am no longer maintaining updates for this mod. See the author's original page on Nexus (listed below). He has been updating it recently with new changes.
Modification of Ralfetas original armor. Posted with collaboration and permission.
LL forum link http://www.loverslab.com/topic/57136-my-new-armor-wip/
Nexus link http://www.nexusmods.com/fallout4/mods/9404/?
Modifications:
Nif files are edited for material file path changes. The 3D mesh is slightly touched to fix a clipping issue on the neck.
Can independently set body suit and armor piece colors. I didn't touch the gloves at all. The archive includes an AE patch esp. If you don't use AE then disable/delete it. Also fixed paths of files so you don't need to manually move them. This includes all the original mod's colors and files.
Body suit colors:
Original Black and Red (Ralfetas) Optional original Black and Blue (Ralfetas) Pink (mine) Gray (mine)
Armor colors :
Black w/Red glow Black w/Blue glow Black w/Pink glow White w/Red glow Military Green w/Green glow
How to get:
Armorsmith Extended workbench: Gloves under "Gloves". Suit under "Armor". Non AE (vanilla): Chemistry bench, under "Utility". Or use console to additem codes xx000817 for gloves, and xx000820 for armor suit.
Known issues:
When upgrading from the original mod to this one, existing armors will have a "Barrel" and "Receiver" category in the mod window. These are purposefully re-used vanilla keywords. Equip a color to each slot and it will go away. Any new pieces you craft will not show this issue. Blue and Red suit colors have gray spots around hips. This is from the original mod. If you want to repaint it and post it be my guest. Someday I might get around to it if the original author doesn't.
See screenshots for colors.
3,622 downloads
Updated
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Black Male Raiders
Wanderlust's All Black Male Raiders
Are you into interracial BDSM? Does the inclusion of BBC themed tats in Tattoos for Captives but not much opportunity to get fucked by black guys disappoint you? Well, despair no longer!
This mod attempts to replace all vanilla raiders with new black characters made with faceripper and vanilla assets. As of V2 it seems to be completely working and I've made unique faces for each entry so I consider this complete unless something breaks.
Recommended Mods
I'm also using Male Takeover, I have not modified raider female records. If you want the raiders to be 100% black men, you'll need to use MTO's Enemy Males.
To spawn more raiders without changing leveled lists or stats, I recomend you use Endless Warfare
Conflicts
Anything else that modifies the default raider entries may cause issues with this mod.
Uninstalling
The mod doesn't add any scripts, it just overwrites the default raider facegen data from the fallout4 esm. It should be safe to install/uninstall as needed but I make no garuantees!
12,634 downloads
Updated
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DOA Races(Ayane, Kasumi, Mai, Hitomi, Nyotengu, Momiji)
By Arus724
I got these mods from Baidu. The author is unknown.
When your character has black skin, use console command "player.setrace [chara's name]race".
Otherwise use Looksmenu's skinoverride.
42,541 downloads
Submitted
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Fallout 4 - Random Painting Generator
By Reginald_001
THIS IS Fallout 4 Random Painting Generator!
(PLEASE FOLLOW THIS FILE / TOPIC IF YOU WANT TO BE SURE TO ALWAYS HAVE THE LATEST VERSION. UP UNTIL V1.0 REGULAR VERSIONS MIGHT BE RELEASED).
If you like this software, please give it a positive rating.
I take feature requests, as long as I like the idea.
- Do you want to have more diverse paintings in game?
- Do you want those Paintings to be based on your own collection of images, different each time you run the game, or whenever you feel like it?
- Do you want the paintings to be lore friendly if you want to, or look brand spanking new if you're in the mood?
- Do you want to be able to fill paintings of the Commonwealth with your own photo's (or adult imagery)?
If the answer to all of those questions is yes then look no further! For I have created the first stable build of FO4WC, which was my way of creating the means to have different RANDOM paintings each time I run Fallout 4. Which produces output such as this, in game (just imagine it's your own images):
But I had some conditions while making it!
- It should NOT be a Fallout 4 mod, I wanted no dependancies on mod breaking updates from Bathesda as I will not support this tool for long; it should be stable and it does what it's designed to do.
- It should be LORE FRIENDLY when I want to and I should have a lot of tweaking options for both source image selection and the way the end result looked.
- I wanted paintings to be able to look aged, worn, have contrast added (or faded) etc..etc.. or brand-new.
- It should be RANDOM so I could be surprised each time I play through Fallout 4
- I wanted to give modders an opportunity to quickly create custom paintings for release
When looking at all of this, I decided on creating a stand alone application called FO4WC. It uses NvidiaTexture Tools at it's core to convert created art into DDS files.
What you can do with F04WC (Features)
- You MAY create (and release) your own custom galleries with this tool. You can easilly release them as 'your own hard work' but it would be nice if you say somewhere that you used this software. It's sort of the right, it's the not-egocentrical not-self-centered not-bastard thing to do.
- The tool automatically creates all the files in the right place. Run the tool, run the game, nothing else (unless you want to).
- Create single image paintings, based on a text file list of images, or a set of selected folders, with a minimum of 132 images (88 if you use regular output only) so it can draw from the image pool.
- Create double images if horizontal aspect images cannot be found using a smart algorhythm to find images within the same series of images where possible (this works especially well with porn series, as you get 'twins' of sets that make the ratio work a lot better and look like they belong together).
- I've implemented very RUDIMENTARY AI into the program. If you enable 'Search for source pictures with Aspect Ratio of target' the application will try to find images best suited to the output dimensions of the paintings as they are used in Fallout 4.
- Optimised routines for recognising types of images that were painted / wallpaper format
You have a lot of output options:
- Different cropping methods
- Adjust image contrast (from 0.5 to 1.5)
- Filter source images to only pick large images
- Add many different image folders, then only pick 'x' random pictures per folder for a natural division of images in the eventual output.
- Sequentially read files during the batch (Ascending or Descending)
- Add aging options No aging / Light aging / Extra aging
- Add a canvas (or not)
- Add lines around the images on the canvas itself (or not)
- Export to small (512x256) or large paintings (1024x1024 / 2048 / 4096).
- Choose any arbitrary output folder (then rename files for your own custom galleries)
Combinations of settings above led me to hours of tweaking and fiddling, so my guess is that you'll have fun with this!
REQUIREMENTS:
- .NET 4.0 Framework (most PC's have it these days)
- Windows Vista, 7,8,10. Perhaps it'll run on WINE, not sure.
- It's a standalone executable and should 'just work'. If it doesn't, well it's in alpha for a reason.
- NvDxt.exe was included in this release.
THINGS TO LOOK OUT FOR!
- The Image Quality is very FINNICKY and works like this:
For photographic (or adult) images choose 'Normal quality'. This is best optimised for such input!
For DRAWINGS (e.g. real paintings or cartoons) choose Production or Higher quality.
The reason for this is that the compressor of NVidia likes to add a lot of noise in higher quality images, making especially photography look weird and painted in DDS form, this is also because of the way that DXT compression works, but that's a whole different discussion. In any case, just remember the rules as stated above, or experiment for yourself on what you find is the best setting for you.
Tips for tool usage:
- Download vintage images, they look great and absolutely lore friendly.
- Darker backgrounds work very well with the tool
- Try to mix your source folders 50/50 between landscape and portrait images, it makes the tool's rudimentary ai feel nice and secure, and warm and fuzzy inside.
- If all the images are landscape (as it would be if you chose your 'wallpapers' folder) then TURN OFF the 'search for source pictures with aspect ratio of target' option. Because the tool will be searching long and hard for something that doesn't exist.
The options at the top right can work confusing:
- Recursive
Means that during the batch, each folder shown will be recursively read. (So adding folders to the list itself by pressing 'add' will NOT add folders recursively, but all images in the folders and their subfolders are read when this option is enabled). Turn this option off, if your images folder has subfolders with images that you don't want to add to your paintings in Fallout 4.
- Limit images per folder
Means that for each folder listed only a maximum of that number of images will be read for random selection.
- Limit Total Batch Images
Means to limit the total number of images that are read during the batch
- Sequential read during batch
Means that the images in the folders will be read in a sequential manner, instead of randomly.
If you run into a bug please do the following:
- Rerun the tool with the same settings and choose 'maintaing error log' then attached the created export.log file into a post and reply to this thread.
I might ask follow up questions such as 'where did you download that great adult collection' or 'how many files were in the source directory', I might even ask something serious, such as 'What the hell dude, horses??? Really??'.
Disclaimer: NOTHING beats manually creating galleries and tweaking each image by hand. If you are a quality freak then this is not the tool for you, go away, and certainly don't complain to me about image quality. If you do, you will be laughed at and ridiculed. By the way, this tool gets DAMNED close to professional quality.
If you love versatility in your games like I do, then this is the exact right tool for you!
2,772 downloads
- random generator
- paintings
- (and 4 more)
Updated
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Model 2 Type B or Attacker Number 2 Follower/Replacer
By guicool138
Model 2 Type B or Attacker Number 2 Follower/Replacer
This mod replaces Curie/Cait/Piper or adds a basic follower that looks like one of two androids featured in the smash hit Nier: Automata.
They are Model 2 Type B, also known as 2B, or Attacker No. 2, known as A2. 2B comes with her iconic maid-like outfit, while A2 comes with both short and long hair versions, as well her original outfit and DLC one.
The replacers are updated to the UFO4 Patch.
This mod requires CBBE if you want to use different clothes on her, otherwise, it's standalone.
Pick your favorite version and CBBE Bodyslide via FOMOD.
How to use
Activate via your favorite mod manager.
Pick your options.
Play the game normally. Note: if you selected any of the replacers for Curie/Cait/Piper, they will be 2B or A2, depending on your selection.
Known Issues
Her clothes has parts that clip with each other. Her skirt have physics but it's quite broken, but you won't notice much. The basic follower version means you can't talk to her or change her outfit. The A2 non-DLC outfit is kinda bad, but you can't really notice much, unless you really look for it.
Credits
Square-Enix and Platinum Games: Awesome game and the resources that were ported in the first place.
Bethesda Game Studios for Fallout 4 and the Creation Kit, obviously.
saltmaxwell for porting her head mesh to Fallout 4 with face anims and making the light skin textures. Link: https://www.loverslab.com/files/file/7772-2b-race-hair-skincbbe/
Xavier19870828 for porting her body to Fallout 4, I also used the feathers from it. Link: https://www.loverslab.com/files/file/6141-niers-cosplay-outfit/
TeamTAL's Nier Automata 2B for SSE: Armor I converted to Fallout 4.
immyneedscake: For the A2 DLC outfit and long hair port to SSE, which I converted to Fallout 4.
Dint's Nier Automata: for making the A2 port for LE.
Reyxco for making a clean version of A2's outfit. Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1197445174/
TheRottonCore: Fixing the 2B and A2 short hairs
Outfit Studio; Material Editor; xEdit: Good shit ?
Me (guicool): Make the follower replacers, port the 2B outfit from SSE, the A2 DLC outfit from SLE, making it all work together.
Notes
All bugs from the vanilla followers still exist, I can't fix those. I did however fixed their Actor entry in the CK with Unofficial Fallout 4 patch values.
I don't own any of these things, I just put it all together, which was a massive headache.
Please don't ask for a non-CBBE version, I have no time to make something I don't use.
If you want a player version, use saltmaxwell's mod.
11,894 downloads
Updated
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Nier_210
This mod includes 1 suit, 1 mask and 1 pair of gloves
The clothing is ported from Nier : Automata
Bodyslide supported
You can get it from chemical workbench or through IN-GMAE esp explorer to get it
I suggest that you use the suit with a mod named "Tiptoewalk" which is a mod can heighten your character but also may cause some conflicts with any of your existed mod.
7,287 downloads
Submitted
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Latex for Pampas Set
By Bycap
Latex for Pampas Set
This mod adds craftable latex variations of ralfetas' Pampas Set, the original mod is required. The new variations can be found by crafting a normal version of the Pampas armor, and using the armor workbench to modify it.
It includes latex versions of the BS5 suit and Belt3, in Vault-Tec, Nuka Cola, BOS, Gunner and plain color variations.
Gloves and jackets have basic latex versions included.
I don't currently have plans on adding more variations, as these are the ones I've used myself.
Of course, huge thanks for ralfetas for the great armor!
8,042 downloads
Submitted
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Akawaiitent's Bodychange Re-Release
By AKawaiiTent
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
4,714 downloads
Updated