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  1. Unbreakable Bobby Pins

    OVERVIEW - This is a mod that gives to you an object that allows you (while it is in your possession) to lockpick every conventional lock (except those that require keys, naturally) without the bobby pin breaking. You are required to provide your own bobby pin, of course. The mod does not contain any scripts.
     
    I do not enjoy the lockpicking game in Fallout 4. I also especially do not appreciate the bobby pins breaking after a certain amount of time or chances. This mod prevents your bobby pins from breaking regardless of the amount of time or chances taken in picking a lock. It does not modify the size of the "sweet spot" required in order to successfully pick the lock. It does modify whether you can pick a lock based upon it's difficulty level; You now can pick every lock so long as it doesn't require a specialized key (in order to avoid "breaking" the game, as such locks often require players to endeavor on quests or whatnot).
     
    Installing the mod is simple; It is a single .ESP file and is placed exactly where all of the other .ESP files go in your Fallout 4 directory. Deleting the mod is equally as simple; Simply de-select it from your mod manager or delete it physically from the Fallout 4 directory. There are no scripts in the mod and so, therefore, there are no adverse consequences in it's removal (except, of course, in your lockpicking abilities). This mod only needs the base game itself and is not dependent upon any DLCs.
     
    And where do you acquire this unusual object that gives you such amazing abilities? For those who enjoy hunting for such items, the first clue is non-spoilerish: It is NOT in an interior cell (in other words, it is "outside") and is in a container.
     
    Next clue:
     
    Next clue:
     
    Final clue:
     
    I hope that you enjoy this mod and that it alleviates some of the stress that the lockpicking game gives to the player. Everyone is different; Some people enjoy the lockpicking game as is while others reduce the game drastically (which includes myself). This mod greatly reduces the stress of the lockpicking game while still keeping a little bit of the difficulty (you still, after all, have to find the "sweet spot" however large or small that it may be).
     
    Please do not share this mod on NexusMods; I do not hate the website or those who operate it. However, I wish to retain complete control over my mod and have only one central location for which to change the mod if need be. Thank you.

    208 downloads

    Submitted

  2. Liara T'soni Follower

    Liara T'soni Phd of mass effect. 
     
    Fusion Girl, CBBE.
    (Build CBBE Version in bodyslide)
     
    Follows you, finish her mini-quest. Find Her In a Trap door Floor Door in the alien cave.
     
    Talk to her. 
     
    Functioning follower to trade with. Has Facial animations. Blue body, Biotics.
     
    Do not equip grenades on her. although she has Biotic powers that trigger in combat her "Greater Biotics" that affect a radius use the grenade slot.
     
    She has "lesser" Biotic powers of (Throw, Singularity, Warp and Stasis)
    Greater Powers of (Singularity, Warp and Stasis)
     
    Singularity - ton of damage.
    Warp - lesser radius but chance to instant kill.
    Stasis - Freezes enemies for ten seconds but also adds damage protection to them. The CAN be hurt but its reduced damage.
    Throw. Low damage mostly defensively used.
     
    Barrier. on entering combat Liara will erect Biotic Barrier Armor. This is an effect and doesn't interfere with any armor or clothing slots.
     
    She has two outfits, if you want to clear them tell her to get naked and equip her with something else manually.
    -------------------------------------------------------------
    Credit to Shiala 92 for the following meshes (and inspiration to make this)
    Liara head mask (basis for her head mesh)
    Liara Coat outfit
    Liara Alliance Battle Armor.
    These are found on Deviant Art (Links soon)
    outfits
    https://www.deviantart.com/shiala92/art/Liara-T-Soni-Armors-for-Fallout-4-591639407
    --------------------------------------------------------------
    Liara has an in-game base weapon but I suggest you use Shiala 92's "Mass Effect Weapons" Mod to give her a weapon more fitting her base game.
    https://www.deviantart.com/shiala92/art/Fallout-4-Mass-Effect-Weapons-Pack-UPDATED-746622145
     
    Any bugs questions or comments let me know. 

    uploads useage perms etc etc etc.
    this file has assets from Shiala 92. So under no circumstances can you do anything with it except use it or modify it for your own personal use. Don’t upload it anywhere. Don’t make a Saturday night live skit out of it. Don’t post it on nexus and please do not use it as a front to launder crypto currency. Aka bottlecaps.
     
    well you can but get shiala 92s permission first. Then ask me I’m usually pretty reasonable w reasonable conditions like donating to your local charity that feeds kids or something. 
     
    (I have no way of knowing if you actually do that but you are an asshole if you say you will and dont)

    2404 downloads

    Updated

  3. ESL-Flagged ESP

    Preface
    As we constantly run into the ESP limit of Fallout 4 i was looking for a solution. This is a collection of modified ESP for my 'Fallout IV for Beginners'.
     
     
    Usage
    Simply install and activate them. They will automatically put into the right spot of the list (unless they are for a mod you havn't installed).
     
     
    Copyright
    All ESP were created by other authors and i only flagged them as ESL. The included files either got an open permission or were abandoned.
     
     
    Note
    Regarding my guide:
    The ESP can be flagged as ESL (see 'Final').   This mod had a permission for uploads and is included here.
    Can be flagged as ESL                                    This mod had NO permission and is NOT included here. But it can be flagged as ESL.
     
    Instructions how to ESLify an ESP can be found in my guide.

    2428 downloads

    Updated

  4. Player Renamer

    A simple mod that allows you to rename your player character in the Fallout 4 game.
    After installation, will be added holotape "Change player name" to the player's inventory. Launch it, then close the Pipboy and a window will open in front of you where you can enter a new name for your player character. 
    Also, a holotape can be made in a ChemLab in the category "UTILITY". Nothing is required to create.
     
    The mod does not require translation into Russian or other languages EU.
    Requirements:
    Fallout 4 1.10.163
    F4SE 0.6.21
    Text Input Menu 1.10.163.0
     Rename AnyThing 2.6.12
    Recommended:
    Даёшь русские имена персонажам! (в игре Fallout 4) - for Russian Users
     
    Please note that the mod does NOT open the SPECIAL menu, but directly changes the base name of the player character.
    The principle is as follows:
    A click in the Holotape opens the Text Input Menu window with the current alias of the player character. Rename Anything tracks changes in the window and assigns a name to your player character as an alias after pressing the Enter button. And the last step: The Base command setName() sets the alias of the player character as the base name of the player character.

    303 downloads

    Updated

  5. DC Guards Are Now Women

    DC Guards Are Now Women
    Intended for use with a new game
     
     
    What does this do?
    This mod changes all the Diamond City guards to females, with the exception of Danny Sullivan (because he's so dreamy...)
     
    How do they Sound?
    The guards still use the male guard voices for now. 
    I'm still learning, and do not know exactly what method to employ to remove the voice.  It might simply be a matter of adding a new voice record into the mod and changing all their voices to it, but I don't know if that means they wont have any dialogue, lip-syncing, etc.  My goal would be to maintain the text dialogue but remove the audio.  I may upload a different version in the future to address this. 
     
    So for now, you can either turn down the volume when you pass them, or speak loudly over top of them in a high pitched voice while reading the subtitles.  Pretend they are all synths and the institute accidentally gave them all the wrong voice modulation masks and Piper was right all along and as a result Darth Vader is over there speaking like a girl from Fah Habah.  Perhaps they simply smoked way too many cigars at the nightly Poker Game in Geneva's room.  Maybe it's the rads...
     
    How do they look?
    I copied the various properties from "WorkshopNPCGuard "Settler" [NPC_:001167A5]" into each guard record for the look while making every effort to not break their AI and stuff.  I then customized them to have different vanilla hairstyles, hair colors and eye colors.  Feel free to use xEdit and change them to your liking.  You could even add a hair mod as a master to this one, load this after the hair mod, and try using whatever hair you want.  The hairstyles: Frazzled, Wendy the Welder, No Nonsense, Femme Fatale, Crazy Morning, Rough Night, Young at Heart and Public Defender. 
     
    Will this take up an esp spot?
    This plugin is esp-FE meaning it is "esl flagged esp file" and doesn't take up any room on your load order.
     
    Requirements?
    Nothing special, but here's a fun fact.  One of the guard records (DiamondCitySecurityUpper01 [NPC_:00002F6F]) gets forwarded to DLCCoast which is the Far Harbour DLC, so I forwarded that one.  But there's no changes in between the core game and the DLC, so this mod only needs Fallout.esm as a master.

    Compatibility:
    Armorsmith Extended has a known bug that makes the DC guards partially naked.  There's a patch for it here: Armorsmith Extended Diamond City Guard Patch
    I did open this up with awkcr / ae in xedit and didn't see any conflicts, but they do modify leveled lists for the guards if I recall correctly.
    If you aren't getting female guards, and you've started a new game with this mod enabled, you may need to open all your mods in xEdit (FO4Edit) and see what is causing the problem.  If there is an issue, it may be possible to forward the records from the other mod along with this one into a patch.
     
     
     
    Thanks:
    Huge thank you to @gravechild3 for requesting this mod, I enjoyed learning more about NPC records while making it.
     
    Notes:
    - In the screen shots I'm using Classy Chassis Outfits - Vulgar Villains (replacer version) by GrafPanzer which includes the DC Guard outfit.
    - This mod is really just a patch, I make no claims to it. If anyone wants to make changes and upload their own version, just send me a link and I'll link to it.  You don't have to, but it would be cool to see what other people do with it.
    - I tested this mod a few times, and did not run into any issues.  If I missed any guards, please press the ~ key, and left click on the guard, and give me a screen shot.  I'm pretty sure I got them all but you never know.
     
    Future Plans:
    - Might look into fixing / removing the voice
    - Maybe add some different skin tones

    1382 downloads

    Submitted

  6. Start-Me-Up - Starlight Drive-In

    Preface
    This is a small start-me-up for a settlement at Starlight Drive-In. It is walled, got build up defenses and an entire floor for the player.
     
     
    Usage
    Just select the blueprint via the management options of Workshop Framework. I strongly recommend to make a hard save and scrap everything before you use the layout.
     
     
    Sim Settlements (2)
    There is enough room to place lots from 'Sim Settlements (2)'. 
     
     
    Required mods
    As this is a bit more complex than your usual settlement it has quite a list of requirements. But if you followed my guide you should already have most (if not all) of them installed. 
     
    Additional recommended mods
     
    Note
    Not all rooms are fully decorated as i would have to use content from the CC. As i don't intend to tell you to buy more stuff from Bethesda, i decided to go this route.

    307 downloads

    Updated

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

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

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

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

    1446 downloads

    Updated

  8. Just Another Piper Outfit - FG 1.75+ Bodyslide

    This is a Fusion Girl 1.75+ conversion that i made of the Just Another Piper Outfit. I also added zaps for the scarf and shirt for those interested. 

    This is just bodyslide files and the original mod is still required (available on Nexus)
     
    This work is performed under the permissions granted by the OA on the linked mod page:

     
     

    1871 downloads

    Submitted

  9. Daily Life of Hookers Workshop Markers

    I've converted the mod, Daily Life of Hookers, which is a very nice selection of idle poses into furniture, specifically rugs.
     
    Daily Life of Hookers Workshop Markers

    You can find all 100 idles of Daily Life of Hooker markers in an Injected Workshop Menu, no needing to dig around to find them all. Currently the workshop menu is setup where you go into one of them, just to go into another - this is my future proofing to possibly make the mod easier to get around in the coming days.

    If anyone knows how to make animation markers, i.e. the blue humanoid NIF models that the base game uses, I would like to get those made for all the poses of course instead of them actually idling they would be static and act as a preview of the pose. I would then implement those Markers into the rugs and only be viewable in workshop mode, so that you can quickly and easily set up your scenes or what have you.

    Mod Requirements:
    This mod does not require any mods to be used.
    It does however require DLC04, and Fallout 4 of course.

    Reposting/Mod Sharing:
    Do NOT post this mod onto any other website without my permission. Including Discord, Nexus, 9DM, etc.

    5068 downloads

    Updated

  10. Anti-Aging Cream: Skin "Fix" for Greentop Female Settler and Dr. Chambers

    Anti-Aging Cream: GILF to MILF Edition
    A work-around that changes the 2 old women of the commonwealth to use the base human female skin textures
    Removes "SkinOldNaked" from Dr. Roslyn Chambers and Greentop Nursery Female Settler
    This mod is intended for use in a new game
     
     
    What?
    You probably saw them and then immediately tried to forget their hideous skin.  I don't blame you.  There are 2 human females in The Commonwealth that are of a ripe old age, and if you use FusionGirl there are no mods I'm aware of that provide compatible skin textures for "OldHumanFemale".  If you use CBBE, there may be only 1 mod that supplies "OldHumanFemale" skin textures and supposedly it is low resolution.  The result of using CBBE or FusionGirl and not having "OldHumanFemale" skin textures is pretty terrible as you can see in the screen shot.  Their torso skin looks like something even Dr. Frankenstein would not sign off on.
     
    Why?
    I found a thread in the tech support forum which reminded me of this problem I couldn't solve in the past.  Whenever I would go to the settlement Greentop Nursery the older female NPC settler that is one of the original 2 occupants has a horrible skin condition.  This time I found a thread on the unofficial patch talking about it and why they decided not to try and fix it.  I started looking at the records and thought of a solution.
     
    How?
    This mod removes 1 thing from 2 records.  That's it.  Does it work?  Yes, if you start a new game with this enabled it should work.
     
    It removes the WNAM - Skin record 'SkinOldNaked [ARMO:00128C5C]' from the following NPCs
    Farm06FemaleOld "Settler" [NPC_:00156A28]
    RoslynChambers "Dr. Roslyn Chambers" [NPC_:00037055]
     
    The result is that the game will use your normal female human skin texture regardless of what body changing mod you use.  The 2 ladies will still have wrinkly faces, but their skin is now... delightfully non-nightmarish.  I've double checked and don't see any old human female NPC in the DLC content. 
     
    If you have a problem with female NPC's having deformed hands, please update FusionGirl or use the mod I linked in the comments.  That is a separate issue.
     
     
    Disclaimer:
    This is not an Anti-GILF mod.  If I had the skills to make a proper texture file for older ladies, I would do it in a heartbeat.  ?
     
    Compatibility:
    Should be compatible with just about anything unless it makes any changes to the 2 records mentioned above.  In which case you can open all your mods up in FO4Edit and make yourself a patch by looking at what I did and forwarding that change.
    This is intended for use with a New Game.  I don't know if there is a way to resolve the issue in an existing save so it's not something I can support.
     
     
    Current Version: 1.0.0
    The description has been updated for clarity and to provide a before and after screen shot.

    869 downloads

    Updated

  11. SoapRX - Get Soap from Dr.s or Chemists

    SoapRX - Get Soap from Dr.s and Chemists
     
     
    Why?
    You're a dirty wastelander, and you accidentally used your soap to make a turret a few minutes ago.  Or maybe you inexplicably needed it to make a part for your gun.  Better hope it doesn't rain, or you'll be firing bubbles at those ghouls.  Regardless of what led to your current predicament, if you don't wash up soon you are going to be in a world of hurt.  But what if you had a prescription to buy soap from a doctor or pharmacy?  Surely Parker Quinn could get you a prescription card to make it cheaper?  Heck NO!  It's only like 8 caps, you cheapskate!  Just use your charge card.  Duh.
     
    What?
    Honestly, I just got tired of not having soap and it seemed like the local doctor or chemist should always have a supply on hand.  I just added soap to a couple leveled lists.  It seems to work fairly well.  If you use Get Dirty and associated mods, getting soap can be a pain if you don't use a mod that lets you make it at a chemistry station.  But perhaps you want something more immersive?  This mod goes great with  More Doctors (For Survival Mode) which puts a doctor in that house near the Red Rocket.  (And you don't even need to be running survival mode to use that mod.)
     
    The Details:
    Adds 'Soap "Soap" [MISC:0019945F]' to LLI_Vendor_Chems_Basic and LLI_Vendor_Meds_Basic with a Chance None of 0
     
    Potential Incompatibilities: If you use other mods that edit these 2 level lists, the changes might get overwritten.  You'll just need to forward these changes using xEdit.  In order to figure out if that's even necessary, just open xEdit and hit OK to have it open all your mods, and navigate to - Leveled Item and look at these lists.  You'll see any other mods that make changes to the lists on the right hand side.  If you don't feel like messing with any of that and you still can't find soap on those 2 vendors, just try loading this at the highest priority.  What's the worst that could happen?  I don't know.  You'll probably break something else but at least you'll be able to buy soap.
     
    Mods that this works well with:
    Get Dirty (Take a Bath)
    Get Dirty (Take a Bath) Additional Effects
    Dirty Sex
    More Doctors (For Survival Mode)
     
    Of course, if you want to inexplicably make soap out of thin air with oil and water, you can always use the Craft Soap at Chemistry Station mod but you should support your local Dr. or Pharmacy instead.  Or use both mods.  I'm not your mom.

    185 downloads

    Submitted

  12. Shiva Blast!

    SHIVAKOMINISOMAKANDAKRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAM!
     
     
    The shout from the iconic comedy sports show "The League".
     
    with the superbowl coming you must prepare yourself for the shiva bowl. 
     
    or are you going to get the Sacko?
     
    Don't be a chod juggling Shitsipper!
     
     
    Scream for victory at your enemies and gain super boosts for 15 seconds.
     
    Stop Rafi from kicking you in the balls at the nightclub with this! (no not really, hes Rafi. El Coniado will still demolish your manhood- or woman hood.)
     
    Craft at Chem Under Drug- you can only have one.
     
    It will be returned to your inventory after the 15 seconds effects are over to prevent abuse of the Shiva Blast.
     
     

    29 downloads

    Submitted

  13. Bobby Pins - Craftable

    OVERVIEW - The following mod allows you to craft bobby pins once you have created the tools (at a Chemistry Lab) to do so. It contains no scripts and only uses the base game. It is a single .ESP file and installs where all of the other .ESP files belong.
     
    DESCRIPTION - The mod allows you to create 30 bobby pins (at a Chemistry Lab) while using a set of specialized tools that you also need to create beforehand (also at a Chemistry Lab). Those tools are re-usable but need to be retained in your inventory every time that you want to create the bobby pins. You create the specialized tools once you have learned how to make them from a note that you obtain. So that the mod doesn't use a script, you need to retain the note in your inventory every time you want to make the tools (however, I am not certain how often you want to make the tools since they never wear out but everyone has a different playstyle).
     
    I must admit that I am not fond of the lockpicking mini-game and an earlier version of this mod that I made was my response to dealing with the mini-game. For those who enjoy lockpicking and always want a readily-available source of lockpicks... Here you go. I've rebuilt my earlier version of this mod "from scratch" and have tried to make it as lore-friendly as I could while still being somewhat light-weight in size. The majority of the size is because I had to place the note somewhere in the world for you to obtain. I don't think that this mod is "over-powered" as I think that 30 bobby pins per 1 unit of aluminum and copper (which, by the way, is close to what actual metal bobby pins were once made of) is a fair amount considering how large bobby pins actually are and the cost of "material waste" from non-industrialized construction.
     
    The tools may be dropped but are not scrappable.
     
    The location of the note is spoiler-ish. Therefore, the first non-spoiler clue is: Lexington.
     
    Another (spoiler) hint:
     
    Another (spoiler) hint:
     
    And for those who just want to find the note right away:
     
    As always, please do not place this mod onto NexusMods; I do not hate them but merely want full control over my creation and want one central location from which to monitor it's progress. Besides, there are already similar such mods at Nexus and there is no point in having similar such mods competing with one another.
     
    I hope that you enjoy this mod and that it helps with your playthroughs. Your constructive comments are always welcomed. Thank you.
     
     

    174 downloads

    Submitted

  14. Angeli Techsuit Jetpack - Jetpacks FAO Integration

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

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

    338 downloads

    Updated

  15. CRACKLE - Comforting fires for the discerning hobo -

    What it is:
    I felt like something was missing from Fallout 4. I start a lot of new games where my character has nothing, and nowhere to go. Often using my light alternate start mod DLYH. Many times I'd get caught out in the rain only to come upon a fire. I usually roleplay being grateful to have the warmth, but the game itself gives me no such feedback and after a while such willful  "making your own fun" gets tiresome, so I thought: "What if the fires did SOMETHING... Anything... even if very small. So I made this little mod.
     
    What it does:
    Exposure and warmth:
    Now when you come upon a open fire in the world, such as a bonfire, campfire, or fire barrel, it will grant you a little bonus to endurance and added protection against diseases in survival mode. You have to sit by the fire a while to warm up before the effect starts, but once it does it will persist as long as you stay near, and for a few minutes after you leave (less if it's raining) The disease protection is particularly useful if you eat in front of the fire, or sleep by it. I personally think this is very realistic and immersive.
     
    Rain will now cool you off. There is no negative effect to this except if you get too cold it will take you longer to get warmed at the fire and receive the buff. If you are cold and not near a fire being under shelter will warm you up slowly, until you no longer have the cold time penalty at a fire. I didn't feel it was necessary to make rain more punitive as the vanilla game already raises your disease chance from being out in rain. It also works with snow.
     
    Swimming makes you soaking wet, which makes you cold. You will slowly warm up when cold if the sun is out. as well as when in cover, but you will not warm up without a fire at night, unless you are under shelter, you will however dry from being soaking wet to merely cold. (If it's not raining)
     
    Forage for wood, with potential dangerous encounters. However if your legs are crippled you won't be able to do this!
     
    It works with fires in the world, as well as with the Workshop campfire and fire barrel added by Wasteland Workshop. It also works out of the box with the following camping mods:
     
     
    Kitcat's camping gear (Recommended. Fires and tents as shelter!. Get "Firewood" item, and manual from MCM, and then forage for wood!)
    Campsite (Fires, Forage for firestarting kits instead of wood.)
    Advanced needs 2 (Fires)
    Conquest (Fires)
    Buildable burning campfires and fireplaces  (Fires)
    Woody's Wasteland Stuff (Fires)
     
    Sit or sleep anywhere, with Survival mode saving:
    Now, you can sit on the ground, or on top of most even surfaces whenever you like. You have several positions to choose from including a wounded sit. After you sit you'll be presented with a menu. You can either just sit and look around with the free camera or wait for increments of one hour or 5. Unlike Vanilla waiting this is instant which is a RL time saver. (The method used is safe and will advance AI and scripts properly, it's the same one used in the firewood foraging) When you are done sitting and get up. (Re-open the menu by hitting the hotkey/MCM button again) if you waited the game will then save.
     
    Now you can sleep on the ground (and again most even surfaces), as well as benches and couches. The mod uses AAF which will scan the area for couches and benches you can sleep on If none are found you sleep on the ground (or whetever you are standing on/in.) By default you will only actually latch onto the furniture 75% of the time. If you want you can up that percentage to 99 in the AAF.ini but if you do I suggest that you you reduce the furniture scan distance to something smaller like 200, that way you can decide if you want a particular piece of furniture more easily by standing by it..
     
    When you lay down after a moment a menu will appear and you can choose to sleep, lay there with free camera or get up. If you choose lay there simply hit the hotkey/MCM option again in order to bring back the menu.
     
    Unlike waiting this uses the vanilla sleep system. In survival mode, sleeping not near a fire is treated the same as using a sleeping bag. (3 hrs by default), wheras sleeping by a fire is treated like a Mattress (5 hrs) Because it uses the vanilla system mods that affect sleeping on sleeping bags and Mattresses will affect it. I've subtly altered the 2 messages warning that you can't oversleep on these items to be more immersive and frankly fit better with other vanilla messages and not sound like a preachy tutorial.
     

     
    When near a fire an option to play a hand warming animation (either standing or kneeling also occurs. To stop warming your hands simply hit the Hotkey/MCM option again. (May take a few seconds) 
     
    Known issues:
    If it stops raining while you are warm and by the fire you may temporarily have both the long and short version of the of the effect. I dunno if this actually makes the effects stack but they'll only overlap for 2 minutes so... have at it. ? 
     
    Do not load the game while sitting, lying down, or warming your hands. Get up, stop what you are doing, or finish sleeping first. Otherwise you will break your pipboy and interactions completely and have to quit all the way out of Fallout 4 and reload.
     
    Occasionally if you try to sit on a CHALLENGING spot AAF which is used to handle the sitting and laying animations may get confused and take you for a walk like you are a mind controlled zombie. Just wait it out... eventually it'll resolve and usually put your body where you wanted it... Though your camera may be far from it.
     
    Requirements:
    Wasteland Workshop
    Mod Configuration Menu
    Advanced Animation Framework v161.1 or above
     
    LEGAL:
    The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Crackle is only allowed to be hosted and downloaded from Lover's Lab, and the Nexus, under my specific user accounts. 
     
    THANKS:
    @dagobaking for AAF which makes animation mods like this possible.
    @requiredname65 for script input, and 1.07 update.
    @elzee for the sound effect permissions.
    Those of you that actually come in the non adult section ?

    23285 downloads

    Updated

  16. Another Combat Armor - Recolors & Armorsmith Extended

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

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

    In this load order.
      Done  
     

    1004 downloads

    Updated

  17. Healing Collar (Upgradeable variant)

    UPDATE 3 - There is now dynamic naming for the collar just as there would be for weapons and armor. It's rudimentary but I liken it to a movie director using a temporary soundtrack in their movie and, subsequently, loving it so much that they never bother with the soundtrack that they intended to place in there instead (wouldn't you agree, Mr. Kubrick?). Granted, I should have gone with "Multi-Collar [based upon your upgrades here]" instead of "[based upon your upgrades] Multi-Collar," but why let perfection get in the way of "it's good enough"? There's also a minor edit or two in there as well; Nothing that radically changes what someone may have already downloaded. So, in brief, if you want dynamic naming for your multi-collar, choose this version. If not, stick with the version that you have. I think that this will be it for this variant unless feedback compels me to modify the abilities.
     
    UPDATE 2 - Unfortunately, I have been forced to make another impromptu update to this mod due to another oversight. In order to construct the "Jump Module 01" upgrade, you needed the multi-collar itself. This requirement was clearly wrong and it has since been fixed (for the record, you merely need upgrade cards to access the upgrade). This update also featured some minor corrections, such as spelling and a bit more material in the "data dump." As always, thank you for your patience and I apologize for the oversight.
     
    UPDATE - And, of course, I had to upload a slightly edited version to correct an unfortunate oversight. It is a minor update but, if you are into strict roleplaying, this update may interest you. The prior version did not check to see if you had, in your possession, the blueprints for the upgrade card before you could create such an item. Silly me. The current version now corrects for this oversight. Otherwise, the two versions are identical in nature. Also, I failed to elaborate where you could create an upgrade card. You create them at a Chemistry lab and the item is under the "Utility" category (which is something I may also have to correct at some point). Thank you for your patience and I apologize for this minor oversight.
     
    OVERVIEW - This is a healing collar that is upgradeable. Upgrades go from fair to, admittedly, a bit overpowered. The settings can always be adjusted based upon player feedback. The collar itself can not be constructed but the "upgrade cards" need to be (except for the very first one because who doesn't enjoy "try before you buy"?). The file contains no scripts for those who enjoy mods without any scripts. Installation is easy; It is an .ESP file and it goes exactly where all other .ESP files go. Uninstallation is just as easy. Remove the file and you are done with it. And, before it is asked - No, this collar neither locks nor emits radiation.
     
    Admittedly, the mod is not entirely "complete" but it is entirely playable as is. I made this mod in one day as a challenge to myself as I was frustrated that I had not created this mod yet despite constantly writing that I would. I must say that it was more of a challenge than I anticipated and several design elements had to be adjusted for the mod to be completed although I do not think that the player suffers as a result. If anything, sometimes, constraints bring out a certain degree of creativity that may not have otherwise emerged.
     
    Items still to be completed: First and foremost, the name does not change despite the upgrades to the collar. Hopefully, that will be fixed in the next version. Descriptions of the upgrades should also be written.
     
    The location of the collar is, as always, a bit spoiler-ish so here's the generic hint: It's in Concord (funny that there are so many healing collars there, I know, but it's such a lovely town).
     
    And here's the spoiler-ish hint:
     
     
    The mod does require the Nukaworld DLC as it uses the collar from that DLC. However, most everyone already has the GOTY edition of the game at this point so that shouldn't be a significant issue.
     
    I hope that you enjoy this mod. Constructive feedback is always welcome.
     
    And, please, do not share this mod on NexusMods. I do not hate them; I merely want one central location for which to monitor this mod and maintain it. Thank you.

    746 downloads

    Updated

  18. On The Fens

    have you ever truly explored around Dimond city's exterior with a jet pack and wondered why there was a diner area with a bed but never been able to really figure out how to make it a there reliably or thought it would be a central area as a player home without being inside diamond city where this is the settlement for you, workshop area covers out to the gate into diamond city and over to the building where you can now go up at .
    Sorry I wasn't able to figure out how to remove the one gate worked pretty good for keeping random ferals out.
     
     

    323 downloads

    Updated

  19. Reginald's Simple Subtle Diamond City Expansion (BETA)

    Reginald's Simple Subtle Diamond City Expansion (BETA)
    - Adds housing in the background empty areas (decorative only)
    - Adds 25 new (random) citizens, making DC feel much more crowded
    - Makes all citizens (not security) in DC 'player activate only' (they don't talk to you unless spoken too).
    - Adds new ambient sound to the center of DC to add to the ambience of a 'busy' place.
    SHOULD be compatible with other 'diamond city expansion' mods, as long as you place this one BEFORE those in the load order.
     
    INSTALLATION
    Drag & Drop into your favorite mod manager.
    Known issues
    - Might interfere with other mods that touch upon DC. Place this one as LOW as possible in your load order (e.g. so it's loaded first and other mods load on top of this one. E.g. it should be 'low' in load order priority)
    - Upon first entering DC all the new NPC's will be bunched up in the center market. If you sit & wait, sleep, or travel in/out of an interior cell the NPC's will spread out across DC and will remain there.
    - NPC's have no sleep rhythm, nor do they have assigned beds. I headcanon this by thinking a place like this would be bustling at any time of day after the apocalypse. And having been to touristic places in Asia and Europe I know of many places that were truly never empty before Covid.
     
    Future features if I'm in the mood (in order of likelihood)
    - Configurable amount of citizens in the city (e.g. 12/25/32/40/60)
    - Specific citizens for specific areas
    - More detailing in the housing in the background
    - New custom cells to make the houses in the back area accessible
     

    514 downloads

    Updated

  20. Healing Collar (Locked & "Glowing" variant)

    UPDATE 2022-01-07 - I have decided to upload a new version of this mod based upon user feedback. As always, thank you for your feedback. I have not deleted the prior version; It is still available should you decide to download that one as well. They are virtually the same, file structure wise and, if you are mod-proficient, the only change is in the .ESP file itself. The script is identical. However, you may only choose one to use (again, unless you are mod-proficient and want to change the .ESP file name).
     
    The changes are as follows: I've increased the healing rate a bit but, at the same time, I've also increased the radiation a tiny, tiny bit as well. The net result, though, is more healing for the radiation. I don't necessarily think that it's overpowered but, again, to each their own. The big change is in HOW you get radiated; If you stand still, you won't be irradiated. This should resolve a bunch of playstyle concerns that were expressed. If you're moving, you get irradiated. You will still "heal" your radiation by crouching and not moving. And, of course, the collar is still unlockable.
     
    Another significant change is in the environmental storytelling; In brief, the note is more visible (hopefully) and a few aspects of the story are a bit more ambiguous (because we all love happy endings).
     
    As always, constructive feedback is always welcome. Thank you and I hope that you enjoy the mod.
     
    UPDATE - 2021-12-31 - The original version of this mod likely contained an incorrect script, causing the collar not to lock once it was equipped. Please download this new version of the mod. All that has been changed is the script itself; All other aspects of the mod has remained the same. Thank you.
     
    OVERVIEW - This file contains a collar that, once worn by the player, can not be removed unless you use console commands ("player.unequipitem xx001066", the 'xx' being the order number that the mod is loaded). The collar has healing properties but emits a tiny bit of radiation (with one exception, being that you must be crouched & motionless). I do not consider this collar overpowered (nor do I consider the amount of radiation damage debilitating) but, to alter a phrase, "overpowered" is in the eye of the beholder. I certainly wouldn't depend upon this collar alone to save me in a combat situation. On the other hand, you could wear the collar for awhile in a radiation-free zone without the urgent need for a constant supply of Radaway.
     
    The mod does contain a script; The script is how the collar locks to the player.
     
    There is a tiny bit of "physical storytelling" included in order to make the mod lore-friendly.
     
    The collar can not be constructed and there is only one of them. The location of the collar is, as always, a bit spoiler-ish. Here is that location:
     
     
    The non-spoilerish hint for the location would be - If you go past the Museum of Freedom, you've gone too far.
     
    Installing / Uninstalling - I have used 7-zip to compress the file. You may install this mod manually or through a mod manager. It ought to work regardless of that method. As with all mods with scripts, it is not recommended to continue using a save file that depended upon a mod with a script based upon how Fallout 4 creates saved games. The mod does require that the player has the Nuka-World DLC (although this should not be a huge detriment as most players have the Fallout 4 GOTY edition or it's equivalent by now) because the collar comes from that DLC.
     
    Please do not distribute this mod to NexusMods. I do not hate them; I merely want to monitor the progress of this mod from one central location and have complete control over whether to modify or completely remove it. NexusMods now has a policy whereby a creator does not retain complete control over their mod and so I do not want to be answering questions about possible earlier versions of mods that I create, nor do I have the time to provide support for those possible earlier versions of mods.
     
    I hope that you enjoy this mod; Having collars that irreversibly lock and had a bit of a "price" to them for what they provided in abilities were requested features for this collar and I hope that I've implemented those features successfully. If not, please provide constructive feedback as rates of healing and radiation may always be adjusted. Also, I just realized that the tiny bit of story-telling involved may be misconstrued. No ill intent was ever intended and it was just myself trying to give creative (and, hopefully, amusing) credit to others while also learning a few things about the Creation Kit. Nobody, and no mod, is perfect. Thank you.

    565 downloads

    Updated

  21. Women's wedding ring and engagement ring combo 3D model modder's resource.

    3D model (Blender 3.0) modder's resource of a women's wedding ring and engagement ring combo.

    This is meant to either replace, or serve as a substitute for the default wedding ring model.

    It is meant for female characters and is intended to be fitted onto the left-hand ring finger.

    Comes in gold, silver, and black versions.

    431 downloads

    Submitted

  22. Fallout 4: Nova Terra Starcraft II Covert Ops Mod Release

    Hello welcome back and Merry Christmas! 
     
    First and foremost I hope everyone has a fun and safe holiday! Please like, comment and subscribe for more content! Alex and I read everything so it's really nice to see people's wonderful comments! If you have any questions, feel free to ask.
     
    FEATUERS:
    1. Professionally and scratch made Nova's Ghost Suit and Gun in beautiful 4K textures
    2: Custom Reload animation
    3. Weapon Customization
     
    BEFORE Downloading... this mod requires the following:
    1. CBBE
     
    Location:
    1. Sanctuary https://staticdelivery.nexusmods.com/mods/1151/images/56796/56796-1640211080-1428040792.jpeg
    2. Console Commands
     
    NOTES: 
    1. Nova Race will come in the next update, still kinking out some annoying bugs
    2. The download is not the actual mod but a dropbox link as I can't upload anything over 250mb. 
     
    Credits:
    Blizzard for creating the Starcraft universe
    Alexscorpian: Animations, rigging, textures
    L0rdofWar: Model
    Maybenexttime: For everything else

    991 downloads

    Submitted

  23. karneth CBBE Conversion

    CBBE Conversion for karneths sets
     
    Requires the original clothes
     
    Crimson Punk - Fusion Girl - Armor & Clothing - LoversLab
    Colorful Wit - Fusion Girl - Armor & Clothing - LoversLab
    Stylish Bloomer - Fusion Girl - Armor & Clothing - LoversLab
    Venus Nine Baseball Uniform - Fusion Girl - Armor & Clothing - LoversLab
     
     
    PS: It's the first time I did something like that, so it might not be perfect, but it works for the Orgasm Bodyslide Preset at Fallout 4 Nexus

    3517 downloads

    Updated

  24. I'M Witch Bitch! - Happy Halloween DOA6 Witch Costume

    A conversion of Mila, Ayane, Lisa, Phase 4 and Christie's Witch Party costume.
     
    Craft at Campfire (witches are combustible)
    each outfit Uses lots of bone to craft.
     
    customize colors at armor bench.
     
    I am not responsible for you mixing colors and making your character look stupid.
     
    Bodyslide files for Fusion Girl 1.75+ and CBBE
     
    feel free to do what you want iwth this so long as no one is charging money, but If you want to use the assets or upload it somewhere you need to pay it forward by buying someone some booze.
     
    Let me know if there are any issues. 
     
    (Pics Soon)

    964 downloads

    Updated

  25. Stability Goggles

    OVERVIEW - Provides the player with blueprints to create a pair of "stability goggles" that allows you to steady your aim (while they are being worn, of course). Why hold your breath while aiming when you don't have to?
     
    The mod contains no scripts for those who are sensitive about mods that contain scripts.
     
    The mod is a single .ESP file that is placed where all of the other .ESP files go. To uninstall, merely perform the sensible action of removing the goggles from your character, saving your game, removing the .ESP file from your mod loader, and then restart your game.
     
    The mod only needs the Fallout 4 base game. I do not consider it overpowered but if eliminating scope sway is considered overpowered to you... Perhaps another mod would be better for you.
     
    There are no quests involved although you do have to find the plans (and keep them in your possession while creating the goggles). And where are they? Well, for those who do not want to peruse the file using the Creation Kit, here is the first hint: Lexington. And, for those who want more hints:
     
     
     
     
    One final note - PLEASE DO NOT PLACE THIS MOD ONTO NEXUSMODS. It is nothing personal; I do not "hate" the site. However, I would like to retain complete control over this mod. Having the mod only be available here would allow for me to see what I may be able to improve upon. Any constructive comments and critiques are always welcome. Thank you. 
     

    124 downloads

    Updated

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