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Half-Life: Alyx - Combine Grunt Armor
By Hive17
Craftable at Chemlab
You can change color and enable/disable gas tank/grenade holster at Armor Workbench
268 downloads
Submitted
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Half-Life: Alyx - Combine Hazmat Suit
By Hive17
Craftable at Chemlab
You can change color and enable/disable lens glowing at Armor Workbench
332 downloads
Submitted
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Half-Life: Alyx - Combine Worker Suit
By Hive17
Craftable at Chemlab
You can change color, open/close helmet and enable/disable lens glowing at Armor Workbench
228 downloads
Submitted
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SCAVVER'S CLOSET - One size does not fit all -
By Tentacus
SCAVVER'S CLOSET
- One size does not fit all -
What's new:
I added an optional download of vanilla eyeglasses without facebones. This is to prevent them from deforming with custom faces. You may need to adjust your character's ear position for best results. It's unknown if this will negatively affect any npcs, but the glasses are just models so they are safe to uninstall at any time.
What's new in 1.1.3:
Bug Fix.
VIEW CHANGELOG:
What's new in 1.1.2:
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NEW FEATURES:
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Improved Backpack system:
Backpacks are now additive rather than replacing the base carry amount. This offers more flexibility and less bugginess, and is just generally more realistic.
Perishable fusion cells:
The Gun condition sorting ignores energy weapons for compatibility reasons, but I personally think laser weapons are far too easy to get. If I can't have the guns be broken why not the ammo? I mean, yes Fusion cells are modern marvels, but no battery is gonna lie around for 200 years and work 100% of the time. When selected this makes only 1 in 3 Fusion cell pickups viable.
Hardcore encumbrance for food, drinks, meds, chems, ingredients, empty water bottles, and Molotovs:
These are all handled by one set of sliders. Imagine how nerve wracking it will be to have to choose between food, water and stimpacks... Suddenly that psycho addiction seems a whole lot worse.
"Why molotovs?" you might ask... Well if everything else that comes in a bottle is covered why not? Unlike grenades you can't attach molotovs to a belt or bandolier, or easily pocket them. It makes sense to me anyway.
What's new in 1.1.1: EXTREMELY VITAL UPDATE!
1.1.1 Introduces a LOT of vital bugfixes. It will be the only version abailable and all users are urged to update. It adresses issues I did not know about the Fallout 4 Inventory system, such as the fact that keywords on items in the players inventory or containers DO NOT PERSIST after a reload. This means that the Gun system introduced in 1.1.0 is basically useless for actual gameplay.
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The info in this section only applies to guns and mod added clothing that is in the sorting list:
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I've made every effort to address that in this update. Now on load, all guns and mod added clothing items that need it will be sorted and have their ownership keywords restored. Likewise the backpack will run the same procedure on it's contents whenever you put it on. This works pretty much seamlessly.
Somewhat stickier is the issue of containers. Containers have the same issue with eating keywords. The way I've come up with to get around this is whenever you add an item with the _T_ Owned Keyword to a container it will get an keyword of it's own to tell the mod that you own whatever is inside. This can be exploited potentially so RP responsibly. When you first add an owned object to the container you will get a warning telling you to close the container so that it can be sorted. DO THIS. After the message about the keyword being added you can freely add more items to the container.
When retrieving owned items... ESPECIALLY after a reload it is of VITAL importance that you remove them one at a time (You will be prompted when this is necessary)
UNDER NO CIRCUMSTANCES hit the take all button!!
Upon removal of all owned keyworded items the container's keyword will be removed.
NOTE: If you do accidentally take all, you can save the game then reload, and the keywords should be restored on load!
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NEW FEATURES:
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Added support for several clothing mods:
Militarized minutemen:
Uniform
Full support
Backpack
(note MM backpack autoequips much slower than the Scavvers packs... no idea why. Can be added with MCM like the Scavver packs)
Mojave Manhunter:
Duster
Outfit
(Encumbrance only)
Vesta new armor is picked up
(Vest uses new torso armor encumbrance system )
Brotherhood Recon:
(Leveled items have full support, constructable encumbrance only).
Torso armor encumbrance:
Functioning similarly to how heavy gun emcumbrance works, you can only pick up one torso armor at a time and it auto equips. On enequip it drops. (The vest added by Mojave Manhunter can be unequipped but will still drop if another armor is added, I had to do it this way to accommodate a script on the armor) Can be toggled in the MCM.
What's new in 1.1.0:
1.1.0 is a ground up rewrite, with many more features than the previous release, as such I'll be treating it as essentially a new mod, so please carefully read the entire mod page.
Have you ever been playing fallout 4 and felt un-immersed by the fact that every single piece of clothing you find fits you perfectly? That it's all in good enough condition to wear? That every gun you find is in working order, even the shoddily made pipe pistols? that as long as you have the carry weight you can seemingly cram as many huge objects as you want into thin air? Have you wished that scavenging could be more difficult and nerve wracking like we see in post apocalypse movies like The Road Warrior?
Well, that's what this simple mod seeks to accomplish!
What it does:
Most of the features listed below can be activated , deactivated, or adjusted in the MCM:
Clothing check:
Now, when you pick up a clothing item from the ground, a corpse or a container, you will try them on. If the clothing fits, it will be renamed (IE: Your Road Leathers) This owned version of the item will behave exactly like normal, you can drop it, mod it, rename it, whatever. There is an MCM option to determine if you automatically wear the new item after finding out if it fits, or not.
If the clothing didn't fit... you'll be given a non wearable version of the item that you can scrap or sell like normal. (junk) When trading with NPCs such as merchants you'll always receive the version that fits.
Some item types, (wasteland clothing and rags mostly) have a chance of being completely unsalvagable. I've made an effort to ensure that unique and rare items either aren't touched by this part of the mod or always fit perfectly. Prisoner rags aren't affected as many mods add them. That said I may have missed something so save often, or turn the mod off temporarily when in doubt.
Bonus loot:
Select if you are RPing a nearsighted person in the MCM and recieve extra glasses loot. This is mainly intended to be used alongside the great mod: Myopia Simulator (Immersive Glasses) As with the clothing sometimes the glasses are broken or the the wrong prescription, but you may get scrap.
If you have the mod Commonwealth Vans - CBBE - JBE - EVB Male - Fusion Girl - FG-JBE installed, you will also have a chance to find shoes with the ruined clothing. These may or may not fit as well.
Weapon check: (See What's new in 1.1.1 for updated information)
Guns you find might be broken. If it's a prewar gun and you have the Gun nut perk and a screwdriver, you can strip the weapon for parts. If you have the Scrapper perk you will also get screws. Gather enough and you can repair the next broken weapon you find. Some weapon types will always be functional and some are more or less likely to be damaged. For example, revolvers and bolt actions are far more reliable than automatics. Pipe weapons are FAR more likely to be broken, and don't yeild weapon parts, but they can be stripped for minor scrap and unlike prewar guns no special skills or tools are required.
Again, I've made every effort to protect uniques.
Heavy weapon Encumbrance:
No longer can you slip a minigun into your pocket! Now heavy weapons like Fatman and flamers, must be equipped and drawn to be carried (Think of the way Halo treats the turret guns Masterchief pulls off.) If you attempt to holster or unequip the weapon it will be dropped on the ground, and you can only carry one at a time. Doesn't count against your hard core encumbrance. For the purposes of this mod bulky guns like Railway, and Gauss Rifles are considered heavy.
Hard Core Encumbrance:
REQUIRES CLOTHING CHECK BE ACTIVATED
Limits the number of clothing and weapons you can carry on your person at any one time. By default this is extremely restrictive, however you can carry more by equipping a backpack Requires the mod Scavver's backpacks (no relation) Each item type has it's own maximum value (Clothes, pistols, long guns) These can be individually adjusted to your liking in the MCM. Even clothing not included in the clothing check is affected by this.
Special Backpack effect:
When backpack is unequipped, it's dropped on the ground taking all the non equipped weapon and clothing items (fitting and not) with it. If you pick up your non backpack limit while the backpack is off then try to pick it back up you'll have to drop what you are carrying. Once you pick the pack back up it will automatically re-equip and return all the items to your inventory.
Caveats/limitations:
I've done my best but there are still a few quirks.
When weapons are checked they are momentarily dropped from the inventory, this may result in the occasional odd moment of seeing a phantom gun in front of you for a second. This also means you will see a weapon dropped notification whenever you pick up even owned guns (no way to silence this sadly)
Some pipe and laser pistols will be counted as long guns, there is just no way around this given the way the lego-gun system in FO4 works.
This mod is intended for a new game and the main functions shouldn't be started until after the vault, or any alternate start operations. If you add this to an existing save where you already have vanilla clothes you can use a function in the MCM to convert them to the "owned version" If they don't convert they are probably one of the items not covered by clothing check, such as vault suits, hazmat suits, companion outfits, bath robes, and quest rewards.
Lastly I removed the DLC requirements, that means however that clothing and weapons added by Nuka World and Far Harbor aren't covered. It honestly wasn't worth the effort for the benefit IMO.
Requirements:
Mod Configuration Menu
Scavver's backpacks (optional, but HIGHLY recommended)
Commonwealth Vans - CBBE - JBE - EVB Male - Fusion Girl - FG-JBE (optional)
Cross Mojave Manhunter (optional)
Cross Brotherhood Recon (optional)
Militarized Minutemen (optional)
Give Me That Bottle (optional)
Smokeable Cigars - Cigarettes - Joints - With HardCore Auto Save (optional)
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, Scavver's Closet is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
THANKS:
To @EgoBallistic for providing some example code that made the weapon sorting possible.
To the Hardship fans who've been patient while I worked on this instead.
1,481 downloads
Updated
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Fallout 4 dynamic CWSS furniture placement
By phillout
This is a simple xEdit script to replace some of the vanilla furniture in the game with CWSS furniture - toilets and showers, so you can finally have a shower at your Institute quarters and poop without having to go to the mines every time. Mostly for those who use Advanced Needs, but it's not required. Since it's a dynamic patch, it should be compatible with everything, with all mods adding the supported furniture etc. Tested on vanilla locations and Lexington Interiors.
Simply put the file into the "Edit Scripts" folder of your FO4Edit installation, load all your plugins, right-click anywhere and select "Apply Script...".
Then choose "Fallout4 - CWSS Dynamic Placement" to run. Run it, enter the name of the plugin you're going to generate. That's it.
In version 1.2 the patch to fix CWSS shower activation has been added. Install it with a mod manager of your choice or simply unpack it to the Data folder of the game. For this to work you need either
A new game Clean install of CWSS (remove it, save, use FallrimTools to clean up the scripts, install again, add the patch, make a patch using the script) Clean up all CWSS shower scripts from the game, using FallrimTools. If you have no idea how to use it, just start a new game. Sorry. If you have - load a save, add a filter for CraftableShowerScript in FallrimTools filter (the one in the top left corner) and remove the script CWSS_CraftableShowerScriptF and all its instances.
Let me know if something isn't working as expected.
Things to check if it's not working as expected:
It doesn't replace the furniture:
Is the furniture actually supported? Check with the list in the first comment Did you allow FO4Edit to generate references and not skipped that step (it's possible to skip in by holding the Shirt key, IIRC - don't) Did you forget to enable the generated plugin?
"Access violation" errors
Are you using the 64 bit version of FO4Edit? When xEdit developers say it's not really stable, they mean it. Even the 32-bit version is kinda wonky, and the 64-bit version seems to be broken IME in many ways.
The script itself released under the BSD license. Meaning - do whatever you want, but if you redistribute it or your own work based on it - crediting the original author is appreciated.
The CWSS patch is not for redistribution. According to the original CWSS permission, modification or redistribution of its content require author's permission. I have a permission to redistribute the modified copy with the patcher, but that's all. So please don't.
I haven't tested this with CWSS 3. You certainly can't use the patch provided. Hopefully it works w/o it, if it's not - let me know.
WARNING: the script breaks PreVis so you'll need mods to recover it.
First - Boston FPS Fix - aka BostonDT PreVis-PreCombine for exteriors.
Seconds - Previs Repair Pack for interiors. Download the Interiors version, which is complete, unlike the one for exteriors, and you don't need it for now, thanks to Boston FPS fix which also has patches for some other mods.
Place them at the very bottom of your LO. If you use Smashed Patch, Previs Repair pack goes below it.
2,745 downloads
Updated
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Encounter Zones Adjusted
By Slorm
I personally find many of the locations unbalanced as they are capped at a very low level, so if you visit them at a higher level you can virtually just cough and the bad guys fall dead.
This mod simply removes the many of location level caps, so when you visit you will get enemies at your appropriate level (e.g. Corvega upper level goes from L5 to L99) minimum stays the same at L1 so it scales with the pc.
I have left a few (like Concord) at its vanilla setting (max level 5) for users of mods like AAF Violate for easy pickings if your gear gets robbed and you need to re-equip.
I have also lowered the lower limit at three locations:
Revere Satellite Array – you get this mission (BoS Lost Patrol) at an early level and although I have completed it a number of times it gets very tedious slowly drawing out high level Mutants, so I have lowered it from minimum 35 to level 10).
Castle – L35 to L20 as it’s a bit tedious
University Point L35 to L25 as you usually get this at fairly early in the Railroad quest line so it’s a bit overpowered at L35 in my view
If you don’t like the minimum level changes then just revert them back to L35 with FO4Edit.
One of the issues that also dogs FO4 (same with Skyrim) is that once you enter an area it’s level is fixed for the whole game, so I would recommend also using Encounter Zone Recalculation by Ea6t (https://www.nexusmods.com/fallout4/mods/45674) which resets the zone when you return after a cell reset.
This mod has no scripts and simply changes the vanilla levels so is safe to add or remove at any point in the game, but best early on to get the full effect. It should be compatible with all other mods except those that also change min/max location levels
The DLC have not been adjusted so are not necessary for this mod and some locations were not changed as they were already maxed out or seemed inappropriate.
391 downloads
Updated
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Macrosoft
By HornyViking
There's a strange new disease plaguing the Commonwealth. People become crazy and violent for no reason, wearing mouth coverings and gas masks seems to be the only protection. Could this fear for an invisible enemy be worse than rad poisoning? Doctor Bill from the institute is working on a safe and effective stimpak to cure them all. However some people believe his syringe contains something else and some rebels believe there's a dark agenda behind it. Everyone must pay bottlecaps as contribution to finance his research, meanwhile his company Macrosoft is taking over everything. His cult followers will kill you on sight if you cough or sneeze, refusing his stimpak is not an option. Always wear mouth coverings, stay inside or become feral at your own peril.
Macrosoft was a pre-War computing company, producing a vast range of software and operating systems like:
Fenestra '98 Macrosoft spreadsheets Winblows 57 Wyndoze 99
Still a work in progress... only texture replacers at the moment for immersion.
This mod was banned by the Nexus Nazis, so this will be a Lovers Lab exclusive!
Don't upload anywhere else and wash your hands after playing.
Recommended Mods
Windows Terminal
Syringer Overhaul
Paint it Vax!
Updates coming soon, stay safe!
96 downloads
Updated
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Mod_Backup_Mo-Z.7z
By X1000
Mod_Backup_Mo-Z.7z contains a compressed folder containing 16 mods. Please view the provided picture for more information.
These mods are being made available here as I've decided to quit supporting the popular mod site where they were previously hosted. I'm sorry to leave them here with so little information but I will add to this page when I am in a better mood.
274 downloads
Updated
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Mod_Backup_A-Mi.7z
By X1000
Mod_Backup_A-Mi.7z contains a compressed folder containing 18 mods. Please view the provided picture for more information.
These mods are being made available here as I've decided to quit supporting the popular mod site where they were previously hosted. I'm sorry to leave them here with so little information but I will add to this page when I am in a better mood.
220 downloads
Updated
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eye color Debby's Elven Eye Implants
By dibz666
Debby's
Elven Eye Implants
This is just a personal eye texture pack of mine I've decided to share with the public...
Debby Evolent is a 22 year old women with an I.Q. of 142 & a self taught scientist, She's a very vain individual & can alter Her own looks...
While exploring the wastes Debby found & read comics & fantasy stories & took a liking to the appearance of elven people,
She decided to make Herself look like an elf out of vanity & as part of this desire She changed Her own eyes with implants...
Now if people come to Her with enough bottle caps She's totally willing to alter other people's eyes in the same manner.
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These textures will replace the default eye textures of the game...
Just drop the Data folder in your Fallout4 folder, and blam new eye color(s).
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Special thanks to my patron(s) ^^
Sade Johns - August 2020
Ladisaul - September 2020
ALL my content is free & will stay that way. But I do have a patreon so anyone who may want to support me financially can do so,
Any Help would be greatly appreciated. https://www.patreon.com/DIBZmodding?fan_landing=true
136 downloads
Updated
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Dirty Skirt Suit
Another one. Overwrites default female dirty tan suit. I may add other suits later.
You may need to manually enable DirtyTanSkirtSuit.esp in game.
71 downloads
Submitted
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Piper With Skirt
I'm new to this kind of stuff, just wanted to do an idea of mine. This is an absolutely default model, I may update later for other specifications.
I used the dirty parts of Lab coat's skirt and leggings to replace trousers of Red Leather Trench Coat. I also used the shoes from Sequin dress.
You can do whatever you want with this, but a little appreciation won't hurt.
241 downloads
Submitted
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Meet Companion Ivy 5.3/Russian translation
By Fiona159
Meet Companion Ivy/Компаньон Айви v 5.3
Russian translation of the latest version of the mod (Only file ESM/ESP)
Перевод на русский язык последней версии мода Companion Ivy 5.3 от известного автора Reginald_001
Содержит только файлы ESM и ESP.
Возможности:
Айви обладает многими талантами и способностями: в определённых условиях может взламывать терминалы,обнаруживает врагов и новые территории.Обладает телепортацией и новым боевым стилем-Гипер-Боем.Он позволяет ей телепортироваться к противнику,убивая на месте или подкладывая гранату.Также,она может телепортировать части тела врага к себе).У неё есть личное оружие - ручная пушка Ручница (модернизированный пистолет 44 калибра).Это оружие Келлога,в своё время доставшееся её брату.
У Айви своя радиостанция W.I.V.S.,где она ведёт передачи в прямом эфире,отвечает на вопросы слушателей,сообщает новости и погоду и крутит свою любимую музыку.От радио она получает доход и делится им с вами.Радиостанции можно строить в поселениях.В меню мастерской также можно найти и скрафтить радио Айви.
Если,вдруг,вы заметили,что Айви пропала,не спешите паниковать-в свободное время она занимается проституцией и зарабатывает для вас деньги).Отключить эту функцию можно в Сервисном Меню.
Помимо голодиска управления,вам в инвентарь помещается локатор(меню Помощь),которым вы можете призвать Айви немедленно,если она где-то застряла.
Этот мод полностью вписан в канву игры,с самой первой минуты после выхода ГГ на поверхность.Поэтому,очень желательно,начать новую игру,чтобы не пропустить квестовую составляющую мода. Автор создал этого компаньона,как основного в игре.Поэтому,чтобы не было проблем с диалогами и продвижением,настоятельно НЕ РЕКОМЕНДУЕТСЯ использовать мод AFT и подобные ему моды.Не вызывает проблем мод на собачку-с Псиной Айви может бегать спокойно.Не замечено пока и проблем с модом на Безлимитных команьонов.Мод на диалоговый интерфейс FDI тоже не вызывает ошибок в диалогах.
Изменения в версии 5.3:
Это самая большая и лучшая сборка Айви! Более стабильная, более содержательная, гораздо более изысканный Гипер-Бой, больше квестов.. больше пользовательских моделей..
Ниже только небольшое описание того, что было добавлено:
- Гипер-Бой Айви более стабилен и имеет больше анимаций.
- Подвал Айви был значительно расширен с гораздо большим содержанием.
- Диалоговые фильтры Айви теперь можно регулировать и через её "Стиль поведения", который вы можете изменить в любое время.
- Новые квесты и контент были добавлены для вас, чтобы открыть для себя. В Дополнении журналов теперь есть пользовательские журнальные стойки, которые Айви попросит вас разблокировать и построить для неё в какой-то момент во время путешествия с ней.
- Многие мелкие ошибки были исправлены.
- У Айви теперь есть своя музыка в ключевые моменты.
- И много чего ещё!
ОТВЕТЫ НА ВОПРОСЫ, ПРЕЖДЕ ЧЕМ ВЫ ИХ ЗАДАДИТЕ
- Да, вы можете просто перезаписать текущие файлы, когда получите предупреждение.
- Да, вы можете просто бросить это в свою текущую игру и "это должно просто работать"
- Да, настоятельно рекомендуется начать новую игру с Айви 5.3, но не по техническим причинам, а из-за её нового контента и слегка измененных систем аффинити.
- Да, больше ошибок может и всегда будет происходить из-за того, как моды взаимодействуют друг с другом. И гарантированная "чистая" стабильная свежая игра работает на 100%. Когда задействованы другие моды.. всякое может случиться. Здесь есть много документации по LL, и все это по-прежнему считается 5.3.
Порядок установки :
1.Скачать и установить оригинальный мод со страницы автора Meet Companion Ivy .
2.Скачать и установить перевод с заменой файлов.
Примечание :
Мод очень объёмный и специфичный по тексту,поэтому наверняка присутствуют ошибки и опечатки,за что прошу прощения(потихоньку исправляю).
631 downloads
- fallout 4;
- meet companion ivy
- (and 2 more)
Updated
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The Machine That Goes PING!
If you are confused by this mod, then you have not seen Monty Python and the meaning of life.
I urge you to see that movie then come back here.
This mod adds the machine that goes ping to the commonwealth. Craft at settlement and activate it.
-This is your favorite machine in the whole hospital
-This machine lets you know your baby is alive!
-By leasing the machine back from the company you sold it to it comes out of your monthly current budget and not your capital account!
Craft at any settlement and it goes "PING!"
132 downloads
Updated
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Valkyrie armor
By Annarietta
Did you ever dream about Mercy, who could beat up not only EMPed Zen, but even Swan himself? Mercy, who could survive in the center of the Reaper’s ult as well as in a nuclear disaster? Your awaiting has come to the end!
There are two versions of the mesh. The first one is a bit more anatomical and it was designed for FO4 High heels system.
The second one doesn’t require it but doesn’t look totally disproportionate just because Blizzard’s Mercy has enormously long legs.
Each one of these meshes is assigned to a cheat and to a balanced version. IDs bellow.
cheat balanced
HH version XX000f9b XX001ed4
No HH vers. XX000f9c XX001ed3
Cheat version:
Armor: 5 000 Weight: 15 Value: 50 000 +500 HP CHARISMA +2 PERCEPTION +4 SLOWMO if HP<50% Auto-injecting of stimpack if HP<50% Auto-healing: 10% per sec Stealth field while sneaking and not moving Resistance to the all types of damage: 1000
Balanced version:
Armor: 15 Weight: 15 Value: 1 000 CHARISMA +2 Resistance to the all types of damage: 5
Caduceus blaster based on 10mm pistol also has two versions.
cheat (150 DMG) balanced (38 DMG)
Caduceus blaster XX000f9d XX001ed5
There are also Bodyslide files and *.psd with the masked hue/sat filters, which allows you create your own simple recolors in a few minutes.
Enjoy your game and remember, Helden sterben nicht!
849 downloads
Updated
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Tramp Stamps and Pussy Tattoos For Fusion Girl
this adds a whole mess of tattoo textures. For now they operate as just equippable body textures using the Fusion Girl body texture.
TO DO: Eventually, I intend to add a modular mesh/material based version you can add/remove the tattoos you want to combine them at an armor bench.
Included
Tattoos
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1. Tramp Stamps
Tramp stamp (black and red)
butterfly
Barcode + for sale
lipstick kiss (on buttock)
2. Pussy/genital area
butterfly
dollar sign
lipstick kiss
Skyrim dragon (faded)
Catra
3. Other
Eagle - Whole back
Eagle - chest
Eagle- breast
"No Ragrets" - chest
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Credit to Zex and the fusion girl team for the base .dds textures, credit to paint.net for bieng free.
839 downloads
- tattoo
- fusion girl
- (and 1 more)
Updated
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armor Cerberus Attire
By jignao2
Female model uses CBBE textures
Bodyslide files optional
WIP, no world model yet
Obtained through console, search "cerberus"
Wasn't able to post it on Nexus so I figured I'd try here.
5,040 downloads
Submitted
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GoldenBrew3's SCORNED - Fallout 4
By GoldenRain
Will never be fully playable
As altered files cannot be uploaded
This is the Ms. Anna save from SCORNED Let's Play Fallout 4 modded from my former / suspended / terminated YouTube channel GoldenBrew3.
This upload page is a work in progress (WIP) and final at the same time.
As files and info is finished on my end I'll be uploading it as a download on this page.
I tagged it as 'save' as well because that is the next step. I have now added the save. (1/27/2020 8:15pm CT)
I decided against doing a massive upload at one time due to my continued recovery from a stress induced suicide attempt attempt.
Double attempt is intended. It was an attempt to make an attempt. It was fucked up.
Facebook page is GoldenBrew3 as well as GoldenBoy Gaming
- In SCORNED I Role Played a 2077 submissive 1950's styled house wife of a War Veteran.
Never actually married Ms. Anna kept her Maiden name Anna as well as the prefix Miss.
Pre war Career: Lawyer. Ms. Anna was a Defence Counsel operating at the R. P. D. to ensure fair treatment of all.
Upon her "husband" 's return they moved to Sanctuary to settle down and start a family.
Upon arrival to Sanctuary they discovered that it was a swingers club.
A quick break down of the story for those that missed the show or missed out on the last episodes:
- Aided the Minutemen and BoS with the aid of Dogmeat/Piper.
- Killed Kellog before he could talk with a mini nuke.
- While living out Kellog's memories in the Memory Den Ms. Anna accepted that Shaun is either in good hands or dead already.
- After Helping BoS Ms. Anna got her first glimpse of the Glowing Sea.
- After New Years Eve Ms. Anna decided to listen to a DC guard and visit the Combat Zone.
- Expecting it to be similar to boxing Ms. Anna wore a dress and was forced to fight Cait.
- After being betrayed by Preston for the second time Ms. Anna was raped in DC inside Home Plate.
- This lead to an unfortunate series of events that left Ms. Anna distrusting of new locations and new people.
- One of these people Ms. Anna distrusts is Gabriel in the Hunting Cabins after he hinted that he doesn't like Ms. Anna.
- While out on patrol with her newly recruited companion McCready Ms. Anna was tricked by him into leaving her APC.
- Facing off against 2 Bounty Hunter groups Ms. Anna surrendered after getting shot.
- Taken to a secure site where Ms. Anna was injected with a serum to force her to lactate.
- The purpose of the milking was to retrieve anti bodies that have kept the Mole Rat virus at bay.
- Upon gaining sufficient amounts of Ms. Anna's milk, eggs, blood, and soft tissue they released her.
- Ms. Anna, dressed in a revealing V-string bikini boarded the train to Nuka World.
- Forced to ruin the Gauntlet in barely nothing Ms. Anna gets to the end only to find a man in a tin can, Overboss Colter.
- Using a powerful speech, a watergun and her knowledge of men Ms. Anna offered herself to the crowd so she could live.
- Having the tittle Overboss bestowed upon her Ms. Anna searched for much needed soap and nutrition while pleasing the men of Nuka World.
- Banned from the Nuka World market Ms. Anna relied on Porter Gage to give her gifts.
- After a rougher then usual sexual encounter with Porter Gage, Ms. Anna plans to leave him and Nuka World behind.
- After a revenge BJ given to a Operator member Ms. Anna receives a mission that requires her to leave Nuka World.
- Upon reaching the Commonwealth Ms. Anna runs from the Gunners until she reaches Abanathy Farm.
- Cait doesn't recognize Ms. Anna. Ms. Anna sleeps half naked on a sleeping bag in the shower room.
- Ms. Anna was informed by Jun Long that the Raiders want her to turn herself over to them.
- Recruiting only female companions Ms. Anna has some fun. Ms. Anna tells them some of what happened and discusses whats next.
- Slowly rebuilding her confidence Ms. Anna takes her time and plans more then just the mission at hand. Sleeping/water/food/bathing/caps/escape.
- Rumors spread over the commonwealth of Ms. Anna being a sex worker. Not knowing any better Ms. Anna thought it would be a good idea.
- Eventually men stopped taking No for an answer.
Spoilers below if you did watch the show and missed episode 362 onwards
(episode 362 ->) - After being raped by the Mayor Ms. Anna responds to a settlement under attack.
- Arriving too late Ms. Anna finds half of the settlers have been captured by Super Mutants.
- Searching for the abducted settlers inside Medford Memorial Hospital Ms. Anna is beaten by Super Mutants.
- After surrendering in hopes of finding the abducted Settlers Ms. Anna finds out that there are Super Mutant men.
- After Hours of Rape by Super Mutants Ms. Anna runs away naked and hides inside Medford Memorial Hospital.
- After finding/making clothes and weapons Ms. Anna fights back. Picking off 3 of the 4 Super Mutants.
- Unable to kill the one Super Mutant that raped her the most Ms. Anna surrenders to him.
- Transported, while unconscious to a Super Mutant outpost Ms. Anna has no idea where she is nor the time and date.
- After only half a day of rape Ms. Anna is approached by a Super Mutant female.
- This one pity's Ms. Anna and desires the male Super Mutants.
- Using hypnosis on Ms. Anna. Installing confidence to ensure that she will leave.
- In the evening after being face loved by a Super Mutant Ms. Anna finds an old pipe pistol.
- In the rain, with the sun setting Ms. Anna decides to run while she can still walk.
- With a sore everything she makes it to the river and swims away.
- With no way to tell direction Ms. Anna gets turned around in the current and ends up right next to the same Super Mutant outpost.
- With some luck on Ms. Anna's side the BoS drop two Knights nearby.
- They have been searching for her, but do not accept that Ms. Anna is Ms. Anna.
- Filthy, smelly, and unable to walk nor talk normally while only wearing restrictive boots and a leather slave harness Ms. Anna is turned away as an impostor.
- Seeing a small building in the distance Ms. Anna approaches with caution.
- Hearing a radio inside and outside with a conversation by humans inside she enters.
- Rex Goldman. The Rex Goldman. He recognizes Ms. Anna. They bath, feed, and cloth Ms. Anna.
- Upon hearing Ms. Anna's story the two men inside leave in the night to find the BoS members that had turned Ms. Anna away.
- Convincing the BoS members they return with her Pip Pad and a vertibird signal grenade.
- Ms. Anna stays the night and in the morning uses the grenade to call in a vertibird.
- Landing and taking off under heavy ground fire Ms. Anna is relived when they finally dock at the Prydwen as a rad storm hits the area.
- Upon entering the Prydwen Ms. Anna collapses to the ground and sobs uncontrollably.
- Elder Maxson orders Ms. Anna to go to her room to prepare a full mission log of her time in Super Mutant Captivity.
- Ms. Anna is now a field operative only and is disallowed from physical contact with BoS members.
- She is given a blank holo tape and is ordered to keep a journal from now on.
This is where I left off. This is where you begin.
More personal back ground information coming soon!!!
490 downloads
Updated
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Barefoot Footstep Extended
By Guest
Description:
This is an extended version of the famous Barefoot Footstep mod. It adds barefoot sounds to metal, carpet and vault floor materials, as well as modifies stone / concrete and sand ones. This mod also adds barefoot sneaking sounds to all of the above. Credit goes to user GrozaTerroristow - his original mod served as a base for all my additions.
If you prefer, you can also take a look at my modification on Nexus: Barefoot Footstep Extended . You can check some short videos presenting the sounds in-game there.
This is my newest version (v. 1.4), but if for some reason you would like to use older ones, there are old versions available on my Nexus page in the Old Files section.
The footstep sets include:
- stone / concrete / rock (walking, sneaking, running, sprinting and jumping down) - some sets were already covered by the original mod, which directed to the default barefoot footstep sets present in Bethesda game assets (although originally not present in vanilla Fallout 4) - I replaced the default sounds with new ones, hopefully a bit more immersive.
- wood (walking, sneaking, running, sprinting and jumping down) - most of these were also in the original mod; I left them untouched, but added sneaking sounds and the jump down function.
- metal (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for all metal surfaces.
- carpet (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for carpets and rugs (also for beds, matresses, armchairs and coaches).
- vault floor (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for vault floor surfaces (tile vinyl material).
- sand / mud (walking, sneaking, running, sprinting and jumping down) - partly based on the vanilla sand footsteps, but mixed with other samples and recreated to resemble a bit softer barefoot footsteps.
- dirt (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps (only slightly modified in some cases), but defined here as barefoot for consistency.
- gravel (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps, but defined here as barefoot for consistency.
- grass (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps, but defined here as barefoot for consistency.
In case of dirt, gravel and grass - these were included mainly because if I didn't do it, any mod that enhances boot sounds would overwrite the vanilla sound assets and as a result you would probably hear even harder and louder boot footsteps, while being barefoot. I hope it makes sense.
Requirements:
None really, but if you like these barefoot sound features, you should go to GrozaTerroristow Barefoot Footstep mod's page and download his mod anyway, just to give him an endorse for his great work.
Mod Structure:
This mod consists of one .ESP file and a SOUND PACKAGE (which contains all footstep sounds necessary for the mod to work). There are two SOUND PACKAGES to choose from - the only difference between them is that of stone / concrete sounds for walking and running. In the original version package (from my initial release) these sounds are a bit longer and feel more "forcefull", with more shuffling effect of feet, while the ones in the alternative version package are shorter and feel less "forcefull". INSTALL ONLY ONE SOUND PACKAGE AT A TIME!
There are also some versions of the .ESP file that should work with Unique Player related mods. These replace the main .ESP file from my mod, so you need to overwrite it if you are going to use one of these. Available files are:
- Unique Player version
- Unique Followers version
- Unique Player + Unique Followers version (both mods merged together in this single .esp)
- Fusion Girl Unique Player version
Installation:
- Manual:
Just download the .esp file and one sound package and extract the contents to your Fallout 4 main folder (where the .exe is) and activate the .esp in your mod manager.
If you want to use one of the Unique Player versions, just extract it to your Fallout 4 main folder (where the .exe is) after the main files and overwrite when asked.
- Nexus Mod Manager:
Install the .esp file and one sound package just like any other mod. Recommended method.
If you want to use one of the Unique Player versions, just install it after the main files and overwrite when asked.
- Other mod managers:
I'm sorry, I never used Vortex or Mod Organizer, so I can't provide any instructions for these programs.
Uninstallation:
- Manual:
Just deactivate the .esp file in your mod manager or delete it in your Data folder. Sound files provided within the packages are specifically made for this mod, which means that they can stay where they are in case you don't remove them - these won't conflict with anything. If, however, you like to have a very clean install folder of your game, without any leftovers after deinstalled mods, you should look for folders: /Carpet/ , /Dirt/ , /Grass/ , /Gravel/ , /MetalA/ , /Sand/ , /StoneSolid/ , /TileVinyl/ and /Wood/ in this location: Data/Sound/Fx/FST/Player/ and inside them delete all .xwm files which have this name structure: FST_Player_Barefoot_[material name]_[movement type]_1st_[file number].xwm , so for example FST_Player_Barefoot_Carpet_Sneak_1st_01.xwm or FST_Player_Barefoot_MetalA_JumpDown_1st_01.xwm .
- Nexus Mod Manager:
Recommended method, if you installed the files with this program. Just deinstall the mod how you do with other mods, the program should do everything for you automatically (by deleteing the .esp and removing all sound files from the Data folder).
- Other mod managers:
If you use them, then you probably know much better than me what to do.
Bugs / Issues:
1. Few places, like wooden guard towers in settlements, or some concrete parts in Diamond City (i.e. stairs in front of Dogout Inn / Security, audience areas of the stadium and exit to the Fens), don't trigger a footstep sound, when you walk on them. Plain silence. No idea why, because stair impact sets and concrete material are covered by this mod. Suggestions are welcome.
2. Another small issue is that sometimes while walking in third person view footsteps become silent just for a few steps and then get back to normal.
IMPORTANT NOTE regarding these two issues: I did some testing without any footstep mods installed and wearing standard Fallout 4 clothing: both problems seem to be within the game, I suppose someone at Bethesda wasn't careful enough...
Compatibility:
Project Reality Footsteps - you can safely play it with my mod, because both modifictations do different things and have different records in FO4Edit (pretty much as in case of the original Barefoot Footstep mod). You just won't hear the footstep sounds provided by this mod (maybe except water sounds), if your character is naked or wearing a barefoot (and patched!) clothing piece.
Other sound mods - unless they deal with the barefoot footstep set records, should be compatible.
Incompatibility:
Barefoot Footstep - at the core both mods do the same thing, so they would conflict with each other. However, if you are unhappy with my mod and would like to go back to the other one, it's as simple as deleting / deactivating mine and reinstalling / reactivating the old Barefoot Footstep. No scripts / interface etc. included, so no problems mid-game.
(CaN) Crimes against Nature - this mod appears to be incompatible. I tried to make a patch, but it still doesn't work.
Patches:
1. Some patches for clothing mods without shoes will be needed ofcourse, but the process is the same as in case of the other Barefoot Footstep mod. Either you make a suggestion for a standalone patch / make one yourself and publish or send me to publish on my mod page / or suggest the author of the clothing mod to make a patch. However, clothing mods that already have patches related to the Barefoot Footstep mod on their respective pages, should work fine. In most cases it's just a matter of adding a footstep sound set to some clothing parts of a mod - my mod uses the same main footstep set record in FO4Edit, so no changes here. Instructions on how to patch a clothing mod yourself, are provided in an image in my image gallery.
2. There are some necessary patches for Unique Player related mods among the downloads.
Credits:
GrozaTerroristow for the great Barefoot Footstep - I wouldn't be able to do anything without his mod.
ElminsterAU for FO4Edit.
Bethesda for Fallout 4.
HULKHOD3N for Project Reality Footsteps - thanks to his mod I had a chance to look at how you create some sound records in F04Edit.
arecaidianfox for XWM to WAV Conversion - I wouldn't be able to implement the sounds without this great tool.
Recommended mods:
These clothing mods already work fine with my mod:
Barefoot Wetsuit
Katie's wardrobe - Casual Combat Outfit
Katie's wardrobe - Militia Duster
FCO - Fully Customizable Outfits RELOADED
Dlx Clothes Pack
and probably a couple more, which I don't know of.
1,401 downloads
Submitted
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High Heel Sounds
By Carreau
While working on a small personal project, I wanted to increase immersion a bit more for high heeled outfits and made an entire custom footstep specifically for high heels. With more high heel outfits coming out, I figured maybe the community would like to use the high heel footstep I made.
What does it include?
High heel sounds for
-Walking
-Running
-Sprinting (with muffled steps if the player has Silent Running)
-Sneaking
-Landing from a jump
What surfaces does this resource cover?
-Metal
-Wood
-Concrete/Solid Stone
-Gravel
-Loose Stone
-Carpet
How To Use This
Option 1 is pretty simple. Place the included files from the Packed Master Resource (HighHeelSounds.esm and HighHeelSounds - Main.ba2) into your data folder and load your plugin using HighHeelSounds.esm as a master. Then, navigate to your ArmorAddon record and change the DefaultFootstepSet to HHS_HighHeelFootstepSet.
Option 2 is a bit more in depth, but does not require additional external downloads for your users. It's the one I would recommend as it adds the required records and sounds to your plugin. Copy the included files from the Loose Files Resource (HighHeelSounds.esm and the Sounds/ folder) into your data folder. There should be 48 WAV files. Next, load your plugin and HighHeelSounds.esm into xEdit, and highlight all of the records in my mod. Right click and select "Copy as new record" and copy them into your project. All of the records in my plugin are Prefixed or Suffixed with 'HHS_'. Be sure all records are highlighted before you copy. This will keep the linking of records from breaking. xEdit will add HighHeelSounds.esm as a master. This will need to be removed. The Creation Kit can remove masters when you load a file. Before loading, in the file selection window. Highlight your plugin. You will see "required masters" in the upper right of the selection window. You can highlight HighHeelSounds.esm and then press CTRL-DEL on your keyboard to remove the master. Once your plugin is loaded, navigate to your ArmorAddon record and change the DefaultFootstepSet to HHS_HighHeelFootstepSet (or whatever you renamed it IF you renamed it). Be sure to include ZapSplat and Envato Elements in your credits if you include these sounds in your mod.
Please not that there are 288 records that need to be copied into your file. This shouldn't pose too much of a problem for typical mod authors, even those making ESL versions, but I felt it needed to be said.
Watch a small demo of the heel sounds in action
Credits
Carreau - For putting this package together.
ZapSplat - Royalty Free high heel sounds. https://www.zapsplat.com
Envato Elements - Royalty Free high heel sounds https://elements.envato.com/
3,977 downloads
- high heels
- high heel system;
- (and 1 more)
Updated
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Updated
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VatsSoundrReplacesForAnswer[JP]
By geck91111119
Required MOD: None About this mod Armored Core Operator Voices now play when VATS and some PERKS are activated Is a mod Corresponding PERK Grimreaper CriticalHit Quest start End of quest This MOD is a test version, so I couldn't implement the following features due to poor mod production Sound sounds at HP 75/50/30% Sound sounds at AP75 / 50/30% Random sound after the battle ends Random playback of audio at the start of the quest If you have any ideas to implement these features please contact me on Twitter I am very happy Twitter @delvershine
About competition Conflicts with VATS, PERK, PERK that changes the sound at the start and end of quests Since the development environment is Japan version, unintended audio may be played in other languages. The author is not very good at English, so I can not understand the opinions using slang
https://youtu.be/u_Oz7lq4mJI
250 downloads
Submitted
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Xavier's Valerie Harmon
About This File
1. Assets Ported from RE2 Remaster including the outfit and the backpack
2. two version of outfit; normal outfit & cool outfit
3. Use Esp-Explore to get the suit or through chem-workbench
4. 5 sets of Textures available on both backpack and outfit. you can change the textures set at Armor workbench
CBBE is required to run this mod
DO NOT USE THIS IN ANY COMMERCIAL PURPOSE
IF YOU WANT TO SUPPORT MY ORIGINAL WORK, PLEASE CHECK MY PATREON BELOW
https://www.patreon.com/xavier19870828
3,432 downloads
Updated
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Hair for All Race Patch - For DOA (and all other custom race)
By Fiuzo
Hello, i've made just a small patch for use Hair mod's with all Custom Race (Vulpine Race, 2B Race, DOA Race, etc...)!
I use DOA Race (i personally use Marie Rose), and i cant select custom hair from other mod, so i've made this patch for some popular Hair mod.
Now you can choose your own Hair and also change color!
You need ORIGINAL mod, in my mod there are only .esp file.
Here a list of patch i've made:
AzarPonytailHairstyles
CommonwealthCuts - KSHairdos
KSHairdos - Addon with Physics
MiscHairstyle
ZGCHairpack
Installation:
Donwload and install Original Mod
Install my mod and replace .esp file
Its all! Enjoy
5,886 downloads
Updated
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Xavier's Tifa Outfit
1. Assets Ported from FINAL FANTASY's character Tifa including the outfit and the gloves
2. Use Esp-Explore to get the suit or through chem-workbench
3. 4 sets of Textures available including one original texture and three add-on textures. you can change the textures set at Armor workbench
CBBE and fallout 4 high heel system are required to run this mod
DO NOT USE THIS IN ANY COMMERCIAL PURPOSE
9,842 downloads
Updated