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These Fallout 4 mods are of a non-adult nature.

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  1. Half-Life: Alyx - Combine Ordinal Armor

    Craftable at Chemlab

    362 downloads

    Submitted

  2. Half-Life: Alyx - Combine Suppressor Armor

    Craftable at Chemlab

    290 downloads

    Submitted

  3. Half-Life: Alyx - Combine Metropolice Armor

    Craftable at Chemlab
     

    511 downloads

    Updated

  4. Half-Life: Alyx - Combine Charger Armor

    Craftable at Chemlab

    399 downloads

    Updated

  5. Half-Life: Alyx - Combine Grunt Armor

    Craftable at Chemlab
     
    You can change color and enable/disable gas tank/grenade holster at Armor Workbench

    303 downloads

    Submitted

  6. Half-Life: Alyx - Combine Hazmat Suit

    Craftable at Chemlab
     
    You can change color and enable/disable lens glowing at Armor Workbench

    376 downloads

    Submitted

  7. Half-Life: Alyx - Combine Worker Suit

    Craftable at Chemlab
     
    You can change color, open/close helmet and enable/disable lens glowing at Armor Workbench

    258 downloads

    Submitted

  8. SCAVVER'S CLOSET - One size does not fit all -

    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: 
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    NEW FEATURES:
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    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.
     
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    The info in this section only applies to guns and mod added clothing that is in the sorting list:
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    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!
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    NEW FEATURES:
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    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.
     

    1653 downloads

    Updated

  9. Fallout 4 dynamic CWSS furniture placement

    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.

    3231 downloads

    Updated

  10. Encounter Zones Adjusted

    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.

    412 downloads

    Updated

  11. Macrosoft

    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!

    106 downloads

    Updated

  12. Mod_Backup_Mo-Z.7z

    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.

    307 downloads

    Updated

  13. Mod_Backup_A-Mi.7z

    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.

    240 downloads

    Updated

  14. Debby's Elven Eye Implants

    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.

    -----------------------------------------------------------------------------------------------------------------------------------------
    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).

    --------------------------------------------------------------------------------------------------------------------------------

    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

    184 downloads

    Updated

  15. 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.

    78 downloads

    Submitted

  16. 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.
     

    297 downloads

    Submitted

  17. Meet Companion Ivy 5.3/Russian translation

    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).
     
     

    742 downloads

    Updated

  18. 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!" 
     
     

    160 downloads

    Updated

  19. Valkyrie armor

    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!

    925 downloads

    Updated

  20. 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
    _______________________________________________________
    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
    __________________________________________________________
     
    Credit to Zex and the fusion girl team for the base .dds textures, credit to paint.net for bieng free.

    991 downloads

    Updated

  21. Cerberus Attire

    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.

    5554 downloads

    Submitted

  22. Barefoot Footstep Extended

    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.

    1548 downloads

    Submitted

  23. High Heel Sounds

    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/

    4460 downloads

    Updated

  24. Wonder Body Conversions

    x

    4080 downloads

    Updated

  25. VatsSoundrReplacesForAnswer[JP]

    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
     

    271 downloads

    Submitted

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