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These Fallout 4 mods are of an adult nature.

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  1. Advanced Animation Framework

    What is this?

    The Advanced Animation Framework (AAF) provides a variety of tools for modders to play animations from a scalable number of animation packs.
     
    Download Location & Instructions
     
    The latest version of AAF is hosted at the AAF discord. The reason for this is that Nexus has terms for hosting files that I find unreasonable (once uploaded they gain the right to distribute a mod forever). Also, AAF is not an adult mod by itself and there are non-adult mods using it. So, LL, being an adult-focused site is not the right place to host. The issue has already been debated extensively in this thread. You can dig through the pages to find those discussions if interested. However, the matter is considered closed now. Further discussion about where AAF is hosted, how that impacts anyone or anything, is not allowed in this thread. If you wish to discuss those things, please bring them up in some other thread.
     
    For the latest AAF version, news and information:
    Official AAF discord
     
    For NSFW user support with the TFM guide:
    TFM discord
     
    Donations

    If you are interested in supporting this project, you can donate through my Patreon page.

    769339 downloads

    Updated

  2. [FO4] [AAF] Themes - VanillaSexAnimations, Kinky/Aggressive and CreatureSexAnimations

    Themes allow customisation of AAF animation Packs by adding tags to installed Animation Positions. If you do not install some Themes, there will be no tags added to any relevant animations you have installed so they should not be picked by mods using the tagging system like Violate or RSE. So if you want to install an animation pack that has a mix of Human and Creature animations, this means mods can tell the difference and only pick the ones that interest you by its settings unless you manually pick them in the AAF wizard.

    There are no animations in this mod, it just adds tags for the animations.

    The minimum Theme to install is Vanilla Theme which is installed automatically in the FOMOD whether you tick any other options or not.

    https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/WhatIsAnAAFTheme

    The VanillaSex, KinkySex and CreatureSex Themes are now combined in the one FOMOD and only available on Lovers Lab, the Basic Theme is only needed if you use poses.
     
    The Basic and Vanilla Sex Themes are available on Nexus but may be a version behind this for a week or so.
     
    Basic Theme - Covers one of the Pose packs. Also includes new avatars for Humans and most creatures by Polistro.
     
    VanillaSex Theme - Covers all vanilla basic sex animations, Male/Female, Male/Male, Female/Female, GangBangs. Also includes new avatars for Humans and most creatures by Polistro.

    KinkySexTheme - Includes Vanilla sex Theme and covers Aggressive/Rough Sex, Spanking, Bondage positions and Bondage furniture animations. Also includes new avatars for Humans and most creatures by Polistro.
    CreatureSex Theme - Includes Vanilla sex Theme and covers all Creature Sex Animations including Aggressive ones. Also includes new avatars for Humans and most creatures by Polistro.

    These theme packs contain all the parts of tagData from Halstroms_TagData.XML (APT) split into each relevant theme making APT redundant. If you have APT (Halstrom_tagData.xml) also installed it will result in double tagging some animations and probably cause weirdness or bugs. Installing all the themes is the same as having the full APT.
     
    This also includes new avatars for Humans and most creatures by Polistro most have not been tested yet.

    This spoiler contains links to the supported Animation mods.
     
    Let me know if I've missed any too.
     

    This spoiler contains Tagging information.
     
    File versions are by date so 180510 is 10th of May 2018, not 5th of October 2018 unless you are American

    Requirements:
    AAF obviously
    MCM

    The DLC's are currently required for only the Kinky and Creature Themes until I update the FOMOD. But it can be used without them if the following files are removed.
    Theme_Animations_raceData_DLCRobot.xml
    Theme_Animations_raceData_DLCWorkShop01.xml
    Theme_Animations_raceData_DLCCoast.xml
    Theme_Animations_raceData_DLCNukaWorld.xml

    Installation:
    3 of the files are old versions just in case there's an issue with the latest version, the files are labelled by Date 181211.0 is 2018 December 11th version 0
    The VanillaSex, KinkySex and CreatureSex Themes are combined in the one FOMOD and only available on Lovers Lab.
     
    Thanks To:
    F4SE people
    Dagobaking for his help learning how this voodoo works
    CGI for general help and creating the FOMOD version
    EgoBallistic for his patience and input to mesh this into his mods
    and numerous sacrificial Test Minions
     
    PERMISSIONS:
    No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy.
    Otherwise do whatever you want with this except selling it, Animators are free to use it themselves to replace their templates, less work for me when updates then

    1777962 downloads

    Updated

  3. MSMA: SexFight (like "Succubus Drain") and Bimbofication

    Hello Community!
     

     
     
     
    Here is some music, some happy, some cheesy,  some explicit, some poetic and sad from the soundtrack to keep you company while you read the details below.
     

    Femme Fatale.mp3     Heart Of Stone_v2.mp3     Synthetic Siren v1.mp3   Bimbo Limbo - Explicit.mp3    The New Dawn_Poetic.mp3     Dive Into The Mirror v2.mp3   Dazzle and Drain.mp3     New Life v1.mp3     Ashes of Me.mp3    
     
     
    COMPATIBILITY  NOTE:
    The mod works on pre-NG and post-NG Fallout 4 (tested with both)  and AE too. Specifically:
    Fallout 4 runtime 1.10.163  (Pre-NG version, or OG version, however you want to call it). Tested it works. This is also what I am developing on, for max compatibility.
    Fallout 4 runtime 1.10.984  (NG version,  before the AE update, 10th of November 2025). Tested, it works.
    Fallout 4 runtime 1.11.191  (AE- version - before May 27 2026 update). Tested, it works if all third-party required mods are selected correctly for this version.
    Fallout 4 runtime 1.11.221  (AE- latest version - May 27 2026). Tested, it works if all third-party required mods are selected correctly for this version.
     
    Third-party mod compatibility is better on older versions of Fallout4, so if you want to run this on more traditional Fallout4 runtimes like 110.163 (OG)  and not on the latest AE, there are ways to roll back your Fallout 4 to earlier versions. Perhaps the best way to do that rollback is via the Steam link method. Seems the most straightforward, and there are plenty of guides for it.


    Installation ("Which files do I download? " )
    Get the required main mod zip file (the "Stable Release" one or "Latest in development" one, based on your preference - don't need both). Make sure you load the ESP.   Get the two big required resource zip files (where most media files are that don't need to be updated as often as the main mod). Make sure you load their ESLs. They are called MSMA_Required_In_game_Music_v1.zip and MSMA_Required_MusicSoundsModelsTextures_v1.zip Get the  required third-party mods and their dependencies listed in the dependencies section further below; Install with your preferred mod manager,  and you are good to go. When starting a new game, it is perhaps best to leave MSMA esp disabled until after you get past the pre-war intro phase, and enable it after you have exited your cryo-pod (but before getting on the elevator platform to the surface).
     
    Security/Safety Note:
    MSMA is a mod that does not have fancy  DLL plugins or executables in it; it is (at least for now) all done with Papyrus scripting. ESP file, and Art/Asset files.
    External third-party mods that MSMA relies on do have their own DLL files/ F4SE plugins, naturally,  but MSMA itself does not include that in its zip files. 
    I currently do not upload MSMA mods to any other websites other than this LL page, and sometimes my on gdrive that I link on Discord messages or thread posts.
    If you ever come across an MSMA version downloaded from some other site (especially if it has any executable files in it, exe files or DLL files), be wary, it is likely an illegitimate copy.

    MSMA Sexual Journey is a relatively new mod (created in 2025) that wants to do a lot.  Here is the MSMA Prelude, the first of four acts. 
    The MSMA Prelude  ("A Dawn of Bimbos"), holds most of the gameplay mechanics designed to interact with the sandbox procedurally and is quite usable on its own, separated from the story arc that will follow in the upcoming acts. The detailed list of what you are getting is below, but it revolves heavily around "SexFight", a sex-centric gameplay mechanic with some similarity to a  "Succubus Drain" method to defeat enemies, a player bimbofication/corruption system with a certain degree of complexity and nuance, and separate orgasms and sexual preferences with varying degrees of intensity for Fallout NPCs.
    I trust these things have been missing in a sexualized Fallout 4 playthrough. I do need help with feedback on gameplay, balancing, and testing, which is why I am releasing them early. If I am online in my spare time, and working on the mod, I am likely here: https://discord.gg/9yDpmRjnPH

    MSMA_Required_Main_PRELUDE_[2026_12_Stable_Release]  is the official stable point release of Prelude, in May 2026, or  MSMA 1.0 if you will.  Remember also to install the two required resource zip files.
    Work on the MSMA saga continues, but Prelude, as a release, is usable in an encapsulated form and can be used in synergy with many other story mods that would use combat,  stealth, affinity or caps payment as conditions for their progression, to play their story quests, as all that can be done via MSMA, but now with an added bimbo twist. 

    If you want to play-test the latest development version of MSMA instead, periodic in-development versions will be available in the download section called something like  MSMA_Latest_Main_Act1_[In_Development_1_x]. If you want to play with the absolute latest, which might have new exciting features (but is usually less tested), it can usually be found on a recent thread post. I might not always update this recent post link, so feel free to browse the thread for more recent posts.
    To install the in-development version, just let your mod manager overwrite the prelude -stable version content with the content from the In-Development Act1 zip file.
    You'll still need the two required resources zip files from the download section here, even if you install the in-development version. The optional HUD add-on should be compatible with all, if you want it, but be wary that in some edge cases, when combined with other UI mods, the optional HUD has been reported to cause lower framerates during AAF scenes (might be tied to AMD cards).
    It sounds perhaps idealistic, but I think that "virtual smut mods for good" is valid, especially if interactive, it can offer a safe framework for self-discovery. Positive erotica is a thing. That being said, the particular form that relies on strong visual stimulation has to be consumed with care, or it can have detrimental effects:  See why here, on YouTube.
     
    What are you getting today:

    1. The SexFight mechanic - an interactive minigame that starts when an AAF scene involving the player starts.  It is, I hope, a fun alternative to defeat enemies instead of classic combat, any enemies in general, but sex aggressors in particular, as one can now defeat them precisely during the AAF animation that your combat submit mod (currently AAF Violate) might play. Functionally, the results are similar to a "Succubus Drain" from some Skyrim mods, but it is a bit more skill-based, as it depends on the results of the minigame.  It is a take on the classic "who overwhelms the other with more pleasure first, wins" trope.
    If the enemies were shagged hard enough, they will be paralyzed or dead at the end, and you shall emerge victorious.
    Here are some tips and tricks if you find sexfight too difficult at the start.
     
    Take a bit of time to be aware of the sexfight color codes, so you can understand what is happening as it is happening. avoid larger groups of enemies at the start and do a few one on ones first, preferably with smaller enemies, as until you've gotten a bit of experience under your belt, 1 v many, or large partners will be a difficult Sexfight to win (if not impossible) on the first try out of the box, as a tier 0 bimbo, or a freshly made character, without aid from Marina.   level up a level or two in normal level (level difference from the attacker matters, and not just linearly tougher, a LOT tougher when a mob is higher level) Use items/chems that increase your AP pool (or Agility) maybe use Alcohol (being tipsy at the start of the SexFight scene means AP costs for sex challenges are by default halved), Increase your appearance score as much as you can by spending bimbo points ( at Marina, accessories, piercings, tattoos, manicure, pedicure.. etc ), Charisma counts too. Make sure to wear Bimbo-level appropriate gear at the start of the AAF scene. make sure you don't enter the scene already in a mind-broken state, or with high trauma, Make sure you have high willpower, high self-esteem, and low Sex addiction to spare (you can " burn" those stats to get extra emergency AP for tough fights). Higher-level bimbos will find SexFight easier and easier; that is true, but levelling up into bimboness doesn't come without a price.  There is an AP cost per sex challenge slider in the  MCM that you can use to dial overall difficulty both up and down. ...there are more, but I will let you uncover them on your own
    2. A bimbofication/mind corruption functionality (more details in the mod itself, I don't want to spoil too many surprises). You have 7 levels of bimbo to progress through, though the goal is not necessarily to attain max level bimbo corruption right away, but rather to find a balance between using the "bimboness" and not allowing it to corrupt you fully.  How fast you advance depends on how much you act like a bimbo and the depravity of the acts you subject yourself to.  Bimbo cravings will get activated dynamically depending on what acts you do more of, and your bimbo level, and depending on the nature of those cravings and their intensity, more extreme options will open up in other places like Charm/Prostitution mode. To give you an idea: If you never engage in group sex, you will never get a group sex craving. But if you do that a lot and willingly go to an extreme in that direction, then prostitution mode will allow you to take on several customers at once, even up to 9, if you have totally let go of your morals and want to go crazy. There are four major "Bimbo Schools of Thought" that the player may choose to lean into (or it can be a mix of all):
    Airhead Bimbo, the path of hedonism, altruistically offering (and getting) as much pleasure as possible, with no real deep understanding of the surrounding world or overarching goals. Psycho Bimbo, very much in love only with herself, aims to use the bimboness to rule and use others, and break as many minds via sexfight as possible while making as many caps as possible. The wasteland is lucky she is not smarter, or else they'd have a dictator on their hands. Agent Bimbo, the one who strives to retain as much of her combat ability and pragmatism as possible, a Mata Hari bimbo super-spy secret agent, using the bimboness to navigate the wasteland, using her charms to get goods and intel. Virtue Bimbo (or Bimbo-In-Denial, depending on how you look at it):  has an inner self-image of not being a bimbo that she tries to protect; she usually refrains from going all out on the casual sex aspect, will try to navigate that space with dry humps, kisses, and slow dances, and no sex, if at all possible.  The "Virtue Bimbo Level Up" option in the Queen of Hearts chat menu (Implant menu->Context menu), that one can acess at start after coming out of the vault, when the player is still largely pre-war virtuous state and hasn;t been exposed to too much corruption,  is meant to support this path,  as without that it is quite difficult to win "non sexual" dry-hump sexfights at low bimbo levels, and also very slow to get to the needed bimbo level 2 or 3 where that "dry hump" sexfights start being winnable. All 4 of them have 7  "Specialist" benefits/skills each that can be unlocked as one progresses on each separate track. Specialist track progression is done right now in Prelude during the level-up conversations, and specialist points that are periodically gifted every 24 hours after you get to bimbo level 1. Later in Act 1, also during the story via certain dialogue choices. These bimbo specialist subclass points (SP)  should not be confused with the generic bimbo points (BP). BP (bimbo points) is the currency used at Marina for goods and services. 

    3. Separate NPC orgasms, and a way to differentiate between orgasms of different quality/intensity (Underwhelming, Regular, Amazing, Mindblowing, and Galactic). Also, NPC preferences/fetishes on aspects about how certain NPCs prefer their sexual partners to look and the types of sexual interactions they enjoy most (they matter in SexFight).
     
    4. A Fashion/Looks management interface via Marina's Field services (Clothing, Shoes, Piercings, Tattoos, Accessories, Body Mods), most of them also tie into quests, sexfight proficiency, and bimbo progression.
    And a secondary system for non-consensual tattoos on the start and/or end of aggressive sex scenes (configurable),  essentially a full alternative to the TatsAfterRape mod, but with more checks against overlapping tattoos, more ties into bimbo gameplay, and a bit more options on when/how they get applied.
     
    5. Fully voiced sex Narration and  Colour commentary module for the sex scene, sex status, and bimbo activities, via the "Voice-in-my-head" Queen of Hearts character - no connection with the modern-day slang "Queen of Hearts" meaning; this is strictly an Alice in Wonderland reference.

    6. An alternate way to manage Sex Attributes stats (Arousal, Willpower, Self-Esteem, Sex Addiction) via using very special dildos sourced from the amazing factory of fabled dildosmith Schlonginius Johnson.
     
    7. Custom integration work with AAF Violate to allow your sexfight know-how and Bimbo skills to play a part in how you handle combat defeat, and to see if you can spin that loss into a combat win after all. 
    The bad outcomes from AAF Violate are suppressed and don't happen anymore if you incapacitate all (or most)  of your aggressors.
    The mod tries to correctly handle the defeat consequences as well as handling the longer sequences of several AAF scenes happening one after the other in AAF Violate, keeping tabs and deferring killing/punishing the aggressors at the end of it all, so as not to break the scenes themselves or the AAF Violate event logic. 

    8. Bimbo Spy Craft/ Bimbo infiltration mode. (minimum Bimbo level 1 or above, does not work at Bimbo level 0)
    On a successful sexfight, after a surrender where all aggressors have received mindblowing orgasms or better,  you will notice, even if you have suppressed the paralisys or death effects of the intense orgasms, those orgasms still did something good for you:  they put the aggressors into a mindset where for a while they won't see you as a threat, and won't re-aggro on you (or your follower). This is separate from the temporary post-AAF Violate peace bubble (that usually ends as soon as you open the Pipboy).  You can use this "peace time" for stealth approaches, infiltrating bases, retrieving items, assassinations, and so on.  From the aggressors who are dazed, you can even retrieve items from their inventories, including what they are currently wearing, without them resisting. Do that by pointing the crosshairs at them and pressing the sexfight button or by activating the "Bimbo  Actions" you see on-screen. Regular interactions with them, however, (or attacks) will "break the spell".
    Even if not a skilled enough bimbo yet to produce those mind-bending orgasms, if you do surrender without a fight and without even waving around a visible weapon, and if you then put enough time (effort) into the AAF animation,  even if by the end of it you can't get those mind bending orgasms to occur, you can still get that pacification benefit, of being seen as harmless entertainment instead of a dangerous enemy.  However, this way you only get the pacification benefit, as, unless they are also dazed by intense orgasms,  you don't get to peruse their inventories. 
    Infiltration only handles the first (the official) follower. Mods that add multiple followers are not yet supported in infiltration mode. The extra followers, if present, will not take a correct part in infiltration,  will be visible, will shoot at enemies and will be shot at, ruining infiltration for everyone involved.

    9. A "Saved From Death via  Bimbo limbo" functionality. If the player is set as Essential (as it probably should be, in Violate or most combat submit mods) but not Ghost/Invulnerable (as probably should not be), then, when the player takes too much damage and enters bleedout (and, had it not be essential, would have died),  the player will instead be saved by the extra planar entities via a re-education trip to Bimbo-Limbo.  This module also holds the foundational work for a new mechanic (referred to as "SaveFlow" mechanic in the help text)  where some choices made, or statuses attained are remembered across all save-games of the same bimbo character, to simulate your life being controlled by extraplanar entities that live outside the normal flow of time, like the TVA from Loki TV series; even if you go back in time (to an earlier save) some aspects and some choices, once made, are inescapable and will travel with that particular bimbo character no matter which save game (of that particular bimbo character) they load up. These more advanced checks and punishments are toggled off and never apply to the player in the prelude release;  most of them do apply, and  CAN be used as intended in the Act1 release, in a simplified form,  true, but still fully functional. To use them, you need to use the Act1 mod version and toggle them on the MSMA MCM - SaveFlow page. By default, they are off on any new playthrough.

    10. An optional quest, an alternate bimbo way of getting the items needed for building up Sanctuary (the quest where Sturges has you build all sorts of things), as a preface to more bimbo alt-solves for various situations in the vanilla questline, which will come later. The last stage of this quest, if solved the bimbo way, will grant the player a Bimbo Limbo Golden ticket as a reward for being a Bimbo with a heart of gold, who has done some bimboing for the greater good. That golden ticket can be used as a free "get out of jail" card and to exit bimbo limbo without being put through the re-education events (but it will be used up in the process, so you'll have to find more story missions where you can " bimbo for the greater good"  if you want more golden tickets). These golden tickets cannot be found or purchased anywhere, only earned via certain key quests.

    11.  Two hundred eighty+ custom music tracks, created specifically for this mod, that auto-play on various conditions/events, or manually via hotkey. You can also download some of the older ones as MP3 here. The more recent ones are also available, but they are more scattered on later forum thread posts.
     
    12. A charm and prostitution system (on the same Sexfight hotkey) that allows the bimbo player to engage in sex with (only male humans for now) non-hostile NPCs, either for Affinity/influence, caps, or store credit if a vendor.
    Prostitution is meant for bimbos of Bimbo Level 2+, if used at Level Bimbo 0 or 1, it will be a challenge (and, in fact, if used at bimbo level 0, it will prompt a mandatory level up to bimbo level 1, if one engages in sex for caps, that's reason enough for Level 1 Bimbo). Using one's charm for scoring affinity points with a certain NPC will not prompt a mandatory level-up to Bimbo Level 1, only prostitution (sex for caps) will do that. There is an MCM level bias slider for charm/prostitution customers that, if used,  can make this easier. If you want to successfully use Charm/prostitution at lower Bimbo levels, (and lower character levels when almost all NPCs are higher level), you might want to bias their level down using that option. The results (Affinity gained or caps earned) vary a LOT based on how much effort the bimbo put into it, how well the sexfight went, and what was the best orgasm that the client(s)  had. It can be 0 caps for abysmal results or a LOT of caps for Galactic orgasms. Doing this with vendors/merchants during their business hours  (instead of regular NPCs) opens the option of doubling your cap gains if you accept at the end that they're going to give them to you as store credit instead of actual caps. You do need to use that store credit right away (they will open the barter menu).  The theoretical max gain per this kind of session, in its more extreme and perverted form, is 4000 caps. For that to be available, though, one needs to be more experienced, have a higher level sex craving for group sex already activated, and move past the one-bimbo-one-customer paradigm to take on nine people. That can be all at once (only available if you already have a higher level gangbang craving), several threesomes (if you already have gangbang cravings activated),  or in a sequence of 9 normal one-on-one scenes.  The pay for that is 1000 caps for decent results; however, if galactic orgasms are provided all around, that will be doubled to 2000 caps. If done with a vendor, that 2000 can be doubled again at 4000 caps as store credit.  This is meant to offset the harshness of the economy Most acts will be done in private (so far there's just one cell of a cellar), some can be done on demand, in public (if you don't care about your sex fame) or on a back alley of your choosing.  Depending on what animations you have installed, multiple customer scenes (from 1 to 9) can be handled all at once (large gangbang for high-level bimbos), or more inexperienced bimbos can ask to approach things one by one instead, or at most as a sequence of threesomes. Some areas might have laws against public indecent exposure, so be mindful of "the law" in Diamond City. This system can only be initiated by using the SexFight hotkey while pointing the crosshairs at the "Customer".   
    13. A bit of commentary /social layer systems from NPCs
     
    14. A system for tracking virginity.
    It is more granular than just a binary choice:  tracks separatelly Vaginal, anal, oral, and group sex 'virginity',  and one can select if one is simply a post-war virgin only (did the deed pre-war, just not since coming out of the vault), or a proper virgin in that matter.
    Also, a system to protect that status better so that you can set that there are certain acts that, by default, you'd rather avoid, or have them default to other acts instead. 
    The moment of virginity loss is recorded and can be referenced later to refresh the memory about the context of what was lost and with whom.
    There will also be some quests where that virginity, if kept, opens up new dialogue options.

    15. A way to quickly take care of most generated "settlement in need of help" missions that Preston chucks at you, via a very special mercenary called Viggo (best used on version 1.0723 or higher).
     
    16.  The start of the MSMA story rail (and more).

    In closing, also a warning: Classical shooting combat will be progressively harder as you progress on the bimbo path. Prices in the wasteland will be much higher across the board from the first day, and selling items to vendors will not be nearly as lucrative as it is in the vanilla game. There will be other ways to make caps (see point 12 above, but not only), and sourcing usual items (weapons/ammo) will have to be done a lot more from fallen opponents on the battlefield. If you combine this with other combat mods that drastically increase difficulty and throw over-levelled enemies at you, things might get quite difficult across the board. There will be appropriate sliders in the MSMA MCM to help with that, but as a general rule of thumb, the Sexfight difficulty defaults are tuned vis-à-vis the vanilla default difficulty.
     
    How to start the mod: 
    Start a new game, and it will kick in as you exit Vault 111. You should start talking with the mysterious scientist in the silver hazmat suit, by the big containers.
    If upon vault exit you do not get the prompts asking if you are the appropriate age and that you are okay to start the mod, then the mod hasn't correctly auto-initialized (possibly because of alternate start mods), In this case, the appropriate MCM pages ( called [Debug]MSMA Boot-up Checks)  will hold clues and tools for this solve in the form of an emergency button that forces the mod to start.

    If a new install, remember to set up your hotkeys in MCM, can't really use the mod without using the hotkeys (Implant menu hotkey and Sexfight hotkey being the most important).
     
    Gameplay Premises: 

     
    Technical Premises:
     
    Detailed Mod prerequisites/dependencies follow a bit below, but before that:
    Work on the MSMA saga is ongoing, but Prelude, as a release, is usable in an encapsulated form and can be used in synergy with many other story mods that would use combat,  stealth, affinity or caps payment as conditions for their progression, to play their story quests, as all that can be done via MSMA but now with an added bimbo twist. 
    If you want to play-test the latest development version of MSMA instead, periodic in-development versions will be here in the download section.
    If you want to play with the absolute latest, which has new exciting features (but is usually less tested), it can usually be found on a recent thread post.
    To install Act1, just let your mod manager overwrite prelude content with the content you get from the In-Development Act1 zip fille.
    You'll still need the music file zip from the download section here, even if you install the in-development version. The separate music pack file, while technically optional, is pretty required for the atmosphere, so please consider downloading and installing it.  It works on both pre-NG and post-NG Fallout 4 (tested with both). Specifically Fallout 4 runtime 1.10.163  (Pre-NG version)
    Fallout 4 runtime 1.10.984  (NG version,  before AE update that came on the 10th of November, 2025)
    Latest Fallout 4 version (AE, from Nov 2025):  if the key third-party mod dependencies are updated (F4SE and everything else), works with AE too.
    should work both with the older AAF for pre-NG and the latest AAF, from the AAF Discord; a more recent version is recommended. The dildo friends are reported to have some issues with the really old AAF version, from Nexus. The mod is meant for a female player, and I have been building based on the Fusion Girl body replacer, but in theory, CBBE should work as well  (untested with male players, not really supported). The zip has the correct folder structure and, in theory, should work if installed with a MO2 or any other mod manager. English is not my first language It is voiced, but it is an ongoing effort. Best to activate Subtitles The Confirm boxes mod is 100% needed to be installed and working if you want to see the most verbose form of Sex Reports fit on your screen.  
    Hotkeys
    Being able to use the sexfight button and the bimbo implant menu is needed for being able to operate the bimbo implant correctly. 
    If I were to order the MSMA hotkeys in order of importance for gameplay, these would be:
    1 - SexFight Key (In AAF scene) doubling  as general Bimbo Action outside of it 
    2. - Implant Menu Key 
    3. - SexFight Punish suppressor toggle Key  (needed for infiltration or for making sure you avoid accidental sexfight kills)
    You really will need to find a place for the three above. The rest might be perhaps more optional, as there are alternative ways of doing them; for instance, the beauty ritual key can be replaced by separately activating the moisturising napkins, the hairbrush, the make-up kit, and the perfume bottle in the inventory, one by one. 

    4  - Safe SexFight Key (in AAF scene)   Bimboskope (Outside of AAF) 
    5 -  Bimbo Status Report Key
    6  - Beauty Ritual Key 
    7 -  Post Sex Scene details/report Key

    ...the rest, like "stop music" or similar, are not as important; you can get to them when you get to them.
     
     

    Mod dependencies.

    Critical must-haves - (mod probably won't work right at all without these)
    Fully Working AAF installation,  with all its hard dependencies from the installation guide !!! (or NAF/Naf bridge), with at least Savage Cabbage's animation pack. Pre-NG version on LL or the newest Post-NG version from Dagoba's Discord should work. There is a detailed AAF installation guide, and I recommend you use the Fusion Girl body replacer.
    While MSMA has also been reported to work well with NAF/NAF bridge, I am developing exclusively with AAF, so the amount of help I can offer for NAF-specific issues is more limited, but there are folks who play with NAF, so as far as I can tell, it should work as an alternative. Just be aware of the history of these two mods (AAF and NAF)  and the relation between their creators, and why they never mix. AAF Themes MCM Sex Attributes AAF Violate (if you plan to include female aggressors in gangbangs in the Violate settings, please get its ungendered staged GB patch too,  from the AAF Violate Thread.  patch especially important if you want to toy with the high headcount anims. Otherwise, you will get a lot of "AAF init error 4"). Savage Cabbage's Animations, optionally patched by UAP or not, (Indarello's patch is no longer a requirement Axary's robot fix for SC's pack is a good patch to consider, but not critically needed, Here.) Confirm Boxes (to see the more verbose form of the popups so they  fit on screen) Commonwealth Moisturizer  
    Non-Critical, but still Must-Haves (while I did my best to have the mod technically run without some of these in an emergency, it might be a gimped and, at times, even a buggy experience).  Don't treat them as optional; only give up on them if something is really preventing you from getting them,  before starting an MSMA playthrough (do not add them mid-way, as they won't work the same as they would if they were there at the start).
    Fusion Girl or CBBE, (I develop on Fusion Girl, but both should work) NSFW Sound pack from Gray User C.H.A.K. Animation Pack at Fallout 4 Nexus - Mods and community - for non sexual intimacy animations. Extended Dialogue Interface (for readability of the big explicative chunks of text,  in theory, the latest versions might also work without.) . There is also  Dialogue Freeze Fix - F4SE at Fallout 4 Nexus, if you experience dialogue freezes with XDI. Skimpy Armor Keyword Resource AAF_darthroman_creature_pack - Downloads - Advanced Animation Framework - LoversLab (req starting with 0.7790, if you don't have this and the BadDragon dildo mod, AAF might not like the new MSMA -provided XML definitions in its XML folder) HN66s and Xazomns French Nails for FO4   (CBBE or French Nails for FO4 - Fusion Girl Conversion) Satisfactory Piercings. Scripted Face Tints (SFT)  Captive Tattoos. F4z Roh Doh (just in case some voices are missing)  Absolutely Skimpy Attire  (and, if needed, the bodyslide files for FG  ASA Absolutely Skimpy Attire Fusion Girl Bodyslide) HN66's Easy Girl ( if required, don't forget the patch for FG and the HHS HN66s EasyGirl Outfits - Fusion Girl) K-Girl outfits  (and, if needed, the bodyslides for FG:  K-Girl outfits Fusiongirl bodyslide) Fallout 4 High Heels System Outfit Of Hookers (and, if needed, the conversion for CBBE Outfit Of Hookers-cbbe) Daily Life Of Hookers - Animation - LoversLab Bad Dragon Dildos - Sexual Content - LoversLab for the dildo meshes. (new hard requirement starting with 0.7790) The latest music Zip file (separate zip file, downloaded  from this download section, otherwise you will only have ~40 music tracks instead of the proper 240+) GET DIRTY (take a bath) at Fallout 4 Nexus - Mods and community The dirty skin support from MSMA for regular dirt and dust on skin (separated from the "bio juice" system relying on Commonwealt mosturiser) is now fully compatible (and dynamically detects and integrates) with GET DIRTY (take a bath) at Fallout 4 Nexus - Mods and community, and its optional support for:  CWSS 4.011 (steve40's Profile - Nexus Mods  ) BYOP (Build Your Own Pool at Fallout 4 Nexus - Mods and community) Probably a good addition is also  AAF Dirty Sex - Sex Effects - LoversLab If Get Dirty is not installed, Skin-dirt system defaults to MSMAs internal implementation (with no visible visuals, just game logic).
    Soft Prerequisites
    Allnarta's AAF Animations - Framework & Resources - LoversLab (if  you want to be able to peg Viggo during his training, starting with version 1.0722 or higher) AAF Nuka Ride: A Porn Studio Mod and most of its prerequisites - they overlap already with many of the MSMA prerequisites - borrowing some clothing, accessories, and body piercings. By far the most notable soft req. Human Resources (and its prerequisites, and also remember its Voice fix.) Hot Pockets  0.0.4b or higher (still early in the development cycle, but can be fun as an experiment) Leito Animations BP70 Animations Rohzima Animations TortureDevices - Animation - LoversLab HN66's TRS  (and, if needed, the bodyslides for FG:  HN66s TRS Outfits - Fusion Girl) RealHandcuffs  KFT Devices Vioxis Strap-Ons. Devious Devices  Cum Overlays - Scripted Edition -This is last because I'm actually on the fence about recommending this anymore. Perhaps the Commonwealth Moisturiser is enough. Mostly because of learning of the UID bug in f4ee.dll from the looks menu.  
     
     
    Super Optional Quality Of Life Additions:
     
    The optional MSMA HUD mod from @Operand, : a MSMA bimbo HUD showing various MSMA bimbo stats as HUD items, for which I am very grateful. While this HUD mod is not required to play MSMA - Prelude, it does make playing MSMA better by surfacing key Bimbo values on the HUD, so you don't have to dive into the menus to see their values.  (separate zip file, in the download section) Because it is dependent on an older framework (HUD Framework), it does have a few quirks, so please read up.  Has been reported in some cases to cause low framerates during AAF scenes when combined with other HUD mods like Fall UI.
    Version 0.9000 of the MSMA HUD mod is not backwards compatible with previous versions of the MSMA HUD,  this one must be used on a game where it hasn't been used before at all,  (basically, a new game is required).
    Version 0.9000 on the optional HUD mod  is in theory, compatible with main mod MSMA Prelude RC6 (0.8601) and above, though I would recommend only using it with MSMA Prelude RC7 (0.9000) and above 
    Sometimes it still requires "planets to align" for this to work on NG. In the words of its creator it is "a Frankenstein's monster stitched together with rough ropes, wonderglue, and duct tape"
    Requires HUD framework mod from Nexus: https://www.nexusmods.com/fallout4/mods/20309?tab=description
    only heavily tested it on pre-NG so far. On NG, there were some reports that sometimes it might require  Alt-Tab in/out,  for values to start updating, and that it works better if SA HUD is also installed. Your mileage may vary.
    If users have FallUI and/or DEF_HUD, they could have issues unless they follow the guide for HUD Framework
    On NG/AG some users reported issues about game crashing on HUD Framework; there are posts on the nexus in the official mod thread, with solutions on what to do - cannot attest to credibility there and if it works too
    To start HUD installation on a new game, one needs to progress until MSMA requests permission to run, initializes, FINISHES MSMA initialization, and then a save and load game should be done once. MSMA HUD will then take a while to initialize, and during that time, it could look funny (layers appearing on top of each other, appearing/disappearing widgets, etc).  Players must wait till the HUD 100% init notification appears (and ideally not touch MCM before that happens).
    A bit of waiting will also be required after each game load until all values are correct. While the Hud is initializing, any pop-up has a risk of breaking the HUD flow, so until the HUD is fully initialized, the MSMA scripts also should refuse to open any pop-ups (implant menu or anything along those lines) until the HUD is loaded and ready.
     
    Here are some very optional edits to two of the Sex Attributes framework scripts, to use with MSMA. Usage: use any mod manager to deploy and overwrite the original two scripts called 
    FPA_AttributesHelper and FPA_PerversionHelper,    BUT ONLY if you are using an unedited version of Sexual Attributes v280, 6/26/2024 [AAF] Sex Attributes - Framework (6/26/2024) - Framework & Resources - LoversLab
    I have provided both the source scripts and compiled version in the zip file below, so everyone can see exactly what was changed.
    What do these edits do?
    They change the usual popups that appear on the screen when becoming a Sex Attributes Slut, and when getting mindbroken from a flow-breaking popup into an unintrusive notification. 
    Note that the original pop-up still happens once: the very first time in a playthrough.
    After that,  it is just a notification.
    Link:  https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/98/#findComment-7199246  
    If and only if you are using an AAF Violate 1.61 with unaltered Papyrus scripts: My script tweak for Violate 1.61 to allow for mixed race humanoid gangbang with any/all vanilla humanoid compatible races. All and any Synths, Humans, Ghouls(non-feral) can all be part of the same multi-actor animation in Violate now. Allows for things like Kellog and his two synths in the Fort Hagen command room ganging up on the player after defeating the player in regular combat (but the joke is on them as then the player sex-fights all three of them to death).  
    It should only be used if you have the original, unpatched scripts of AAF Violate 1.61.  Do not use it if you have mods like EAP that provide their own version of FPV_Ohit.pex script file. If you use changed/patched scripts of AAF violate, ( as in : you have installed AAF Violate patches that changed its papyrus scripts, like EAP, or by something else), it might be best to skip my script tweak as it might not be compatible, and there could be conflicts.  Violate patches that do not touch the Violate papyrus scripts themselves, like the ungendered gangbang patch,  that only edits XML animation definition -  those are compatible and are okay to be used. 
    There is also this patch https://www.loverslab.com/topic/105378-aaf-violate/page/269/#findComment-7130358 that does similar things but adds even more combinations (naturally do not use it together with my human-centric script tweak, but instead of it).
    Unclear if it is okay to use any of those with other mods/changes to the normal AAF Violate 1.61, like AAF Violate Patch - Custom Races & More Victims . Hair Tones Redux - A Hair Color Overhaul at Fallout 4 Nexus - Mods and community. Any self-respecting bimbo needs more hair colors. DavesMods - More and Faster Notifications at Fallout 4 Nexus - Mods and community (If notification channel gets overwhelmed, you can make notifications go faster, esp on OG, as with NG, with XDI seems to have a faster Notification rate by default) Outfit Switcher - Hotkey Loadouts at Fallout 4 Nexus - Mods and community,  quickly switch between various Outfits, or reequip them. If not working on first activation right away, remember to do (in the game console):  stopquest outfits startquest outfits player.setghost 0 (this last one if the mod's control items placed in your inventory get "consumed" upon use)           All in all, it is best to be used with the FO4hotkeys mod, invoking its functionalities via hotkeys (rather than the control items it places in your inventory).
    No longer required for the purpose of enabling the high headcount animations from Savage Cabbage, now there are some internal redefinitions that do just that.Patch for animations (Squirt/Cum Effects, cum overlays, stages, fixes) - Sex Effects - LoversLab Indarello's animation patch if you want to patch Savage Cabbage's content so it has the exact high headcount animation names (for 6P+ animations)  that MSMA is looking for in the validation page.  
     
    Known issues and workarounds:
     
    Fallout London: I do not have Fallout London myself, so this is based on user reports: I understand there is a way to play it when the new game starts directly in London, and a way to play it when the game starts normally in Boston, then one goes to London later.  I have been informed that the second scenario (Start in Boston, then go to London)  works with MSMA quite okay,  while the first scenario (start directly in London) does not work.  Violate surrender is interrupted by something like an external attack, a car explosion nearby, or a physics event: That might, in certain edge cases, cause the need to go through another surrender/violate cycle that exits correctly, before things self-correct.  You can reduce the chances of this problem happening if you turn on invulnerability for the player during Violate in the Violate MCM. Violate surrender state is stuck: If the Violate surrender state is stuck, pressing and holding the Violate surrender key for 3-5 seconds should reset it. Marina's clothing hologram is not visible on the very first use on a new playthrough: After the mod initializes at the vault exit, it is best to do a quicksave and a quickload to make sure everything is started, initialized, and updated.  Text popups too large, vertically:  - >  Please install a working version of the Confirm Boxes UI mod and make sure there are no other mods that break the "Confirm Boxes"UI mod. Alt AAF Camera in AAF scenes: If you have turned it on and then you find that alt camera is troublesome to any degree, you can deactivate it again in the MCM and use the old-style free cam.  MSMA QoH Settings-> Use Alt AAF camera in AAF scenes, set that to 0  (0 is the default on a new game).  The Queen of Hearts Dialogue/Banter repetitions/quirks:  most aspects of the Queen of Hearts' mind fragment, including the frequency with which she offers her opinion on things, how often she says the player's nickname, (or how often she uses connecting statements like " and", " and also", "furthermore") can be granularly tuned in its MCM page. Alternate start mods might mess up the MSMA start-up. To address that, in the MCM "[Debug] MSMA Boot-up Checks" page, there is now a force start button called "Emergency Button: ForceStart MSMA Mod".  If alternate start mods have prevented MSMA from starting up, then press that button after you exit Vault 111, near the Vault 111 exit, wait 8 seconds, and it should start. The best option to use as an alternate start with MSMA is to choose the middle option, called - this is a memory I do not want to relive - so you start in the vault, and you go through the normal flow of events. In some context that I have not yet pinned down, the Marina NPC might go invisible (but she is still there). Usually, ringing her doorbell or a Quick save/Quick load should bring her back.  Make sure you install what clothing/aesthetic mods you want for a certain run, (or any mods that are also a source of clothing,  ASA, Easy Girl, K Girl, TRS, Nuka Ride, French Nails, Piercings etc), before initializing MSMA on that run, so there are there at the start, when the MSMA mod initializes, as that is when the MSMA will populate and validate its items arrays for that run.
    Installing clothing mods later, mid MSMA playthrough, will mean you'll have to use debug functions to reinitialize all item arrays (if you want the new items to be visible at all).  Externally placed tattoos (by other mods) sometimes disappear. This is because of a known issue in f4ee.dll from looksmenu,  related to Unique IDs for Overlays that are, well.. not unique, and all operations done by UID can have unexpected results. MSMA is no longer operating by UID when managing its overlays on the player, so those should always be fine, but other mods overlays might still do that. To sort these issues out, go to the MCM, debug page, and hit that "refresh tattoos" button.  You also have an "auto refresh tattoos after AAF scenes" option that you can toggle on if you want; it is on by default. For NAF/NAF bridge users:  For the high headcount Anims,  one needs to adjust the MCM settings to use them, from the default value of "1", to "2", which means "use without attempting to prevalidate anim presence".  Some mandatory Marina equipment, like body piercings, will get periodically re-equipped if accidentally removed, if you set them to do so. This might interfere with certain Devious Devices plugs/ equipment. In that case, in the MSMA MCM you can set the MSMA equipment refresher strictness, so they no longer get periodically re-equipped.  Alternatively, you can also put the problematic  DD device on an exclusion list in a mod like Rogg's DD manager,  OR make sure you remove the conflicting body piercings at Marina.  Starting a new game with MSMA already pre-activated in pre-war prelude is not advised, as sometimes (unclear why) the Vault tech salesman that comes to your door might be problematic (unless you know how to skip him with the console set stage https://fallout.fandom.com/wiki/War_Never_Changes#Quest_stages ). Ideally, activate MSMA in your mod manager only after you reach post war times, and wake from cryo-sleep, before exiting the Vault 111 for the first time.  After it is activated and you set up your hotkeys,  it is best to also do a save and a load to make sure everything is started, initialized, and updated.  On OG only (not on NG), Marina's new skin cleaning napkins, which are Aid-type items, sometimes, when used individually (and not part of your beauty routine), after certain dialogues/cutscenes, stop working right. In that case, a quicksave/quickload is needed for them to work again. I don't know yet what the cause might be. On NG, they work fine; only on the pre-NG version does this strangeness happen. The old misc-item type napkins always work just fine, NG and OG, but those can't be favourited, so they were replaced with the new aid-type items.  Worth mentioning that any other skin cleaning method (that removes the cum overlays from the Cum Overlays mod, and the cum meshes from Commonwealth Moisturizer mod) should work just as well for MSMA "free of bio juices" status, as that is checked independently every once in a while.  Swimming in a body of water should work, too. Swimming will mess up your hairdo and makeup, though, so you'll have to redo the makeup and brush your hair after each swim if you want a top looks score, especially if using intense makeup and elaborate hairdos. The looks penalty for not doing so is steeper if having elaborate hairstyles and intense makeup, and much less for practical haircuts and basic makeup. If you trust the Game spends too much time on a fade-out black screen:  In MSMA, in order to mask some transitions, the game will, on rare occasions, fade to black /fade from back using some older method. If precisely during those times there is a random pop-up message firing (rarely, but it can happen), then it might appear that the game has "crashed" or "hanged", when in fact it merely waits for the pop-up input before continuing (just that it is behind a black screen).  If you find yourself in such a situation where you are on a black "loading" screen, and things seem not to progress, then, before assuming that things are hopeless, please try first to simply press "E" or "Enter" or Tab, so you will close any open pop-up. These kinds of situations should happen less and less as development on the mod continues.  You also have two buttons in the MSMA MCM to remove these kinds of "stuck blackscreen overlays". This below should be addressed: Let me know if it still happens. The enemies come with the player they've just killed to bimbo limbo, often in a violate AAF scene,  and mess up the bimbo limbo experience:  this it is being worked on, there will be a patch. Also there will be a button to reset bimbo limbo. Until then, you'll need to load the save from before this happened. This below should be addressed: Let me know if it still happens.  In some combination of infiltration+surrender+botched sexfight, where the aggressors see the sexfighting player as too dangerous to let live, and they inflict a fatal wound to the player that is supposed to kill them, (and that takes the player to Bimbo Limbo)., on that scenario there is a combination of factors,  when the killed player teleportation to Bimbo Limbo from a surrendered state silently fails (could be because it was attempted during a ragdoll moment. 
    Known 3rd-party Mod Compatibility Issues
    Autonomy enhanced - these kinds of mods might create havoc if they latch onto this mod's NPCs ( or the player).  That goes for the normal NPC that you can see, like Marina, but also doubly so for normally invisible NPCs like the Queen of Hearts. It really breaks a lot of assumptions if those NPCs start having a mind of their own and wander around from their designated spots,  and initiate sex.  Use your best judgment there. Mods that change the vanilla terrain heightmap near the creek in the Sanctuary with the wooden bridge that leads to Vault 111 might interfere with Marina's location. Transfer Settlements was named as one of those mods. Let me know if this is crucial, and I can add an elevation setting for Marina and her truck. The new Alt camera used during AAF scenes in MSMA is meant to allow dialogue choices and subtitles to appear during AAF scenes for additional mid-scene gameplay.  The default/old AAF Flycam does not support these things.  Right now during development this might have as an undesired side effect that other NPCs passing by, or even NPC in the scene can start a different dialgoue, (most often from Sexual Harassment mod, SexEmUp mod, or even vanilla dialgoue), not related to the AAF scene, with the player, during the AAF Scene, and because of the AAF scene controls,  these vanilla dialogues are sometimes not completed normally.   If that occurs to you, at this time, it's better just to do a playthrough where you either turn off Sexual Harassment of SexEmUp, or turn off this Alt AAF Camera in AAF scenes, from its MCM setting, QoH page, and just use the default AAF fly cam. Asimilation mod: can do weird stuff, including having the Super Mutants in Bimbo Limbo assimilate you right then and there into the supermutant faction, making you unable to talk with the three bimbo Limbo stooges to get out of Bimbo Limbo. Alt AAF Camera in AAF scenes: If you find that the alt camera is troublesome to any degree, you can deactivate it in the MCM and use the old-style AAF free cam. Right now, the old AAF camera is the default on a new game. Player Comments and Head Tracking at Fallout 4 Nexus - Mods and community might create some non-critical compatibility issues because the player is often found in scenes (the look at / head tradking behaviour is created by putting the player in a scene as far as I can tell) , and some aspects of MSMA are set to not start if the player is in a scene.  For instance, starting the prostitution silently fails if the player is already in a scene, and so does starting the beauty routine.  Not critical, as if you keep pressing the button, it will eventually work, in between two head-turns, but... is not ideal.  Also, if the Queen Of Hearts comment delivery mode is not set in the MSMA MCM on the Default value of 1 (but is set on 0  "old mode" instead). 1 means a specialized actor is delivering the QoH lines, 0 means the player entity is delivering the line in a different voice.  Re-using the player entity might make MSMA and " Player Comments and Head Tracking" step on each other's toes. Interrupted audio, lag, and so on. If you are using " Player Comments and Head Tracking"  and are having trouble with QoH lines in MSMA, try making sure that the setting controlling the delivery entity is on 1 first, then perhaps test what happens if the "Player Comments" mod is disabled, and let me know. MSMA's XP debt system does not work right with Horizon v1.9.4 (April 2024), as that mod uses a different level-up XP formula than Vanilla Fallout4. The XP debt system caused by depraved sexual acts will be automatically turned off if the Horizon mod is detected. Accidentally killing important NPCs via Sexfight: For third-party mods that have story-critical AAF scenes, with story critical NPCs, for those you probably need to choose to spare the assaulting NPCs in a sex scene, if the third-party mod you are playing is not MSMA aware, and has no proper way of dealing with the possibility of them being dead, paralyzed, or frenzied at the end of the AAF scene. Unless these third party mods that start their story critical sex scenes have coded in a contingency in their scripting,  (a way to either handle the case where the participating NPCs would be incapacitated via sex or some external attack,  OR to use the MSMA integration global variables,  that MSMA exposes to other mods if they want to remotely/externally disable the Player's SexFight "powers", and stop the player from being able to kill/punish certain NPC via sex in its key scenes), then it makes sense incapacitating that mod's actors/ NPC via sex is an unexpected outcome for that mod, and might break the flow of said mod. Fortunately, MSMA has a hotkey that allows you to suppress SexFight punishment for NPCs, even mid-way through a SexFight scene, if you want to. That hotkey is called "Emergency Nullify SexFight Punishments". Remember to set it in the MSMA MCM menu, hotkey page.  
    Sex Fight Color codes: 
    NPC outline Flashes blue (for about 2 seconds): [call to action] They issued a sex challenge, and you'd better answer it. The faster the better. Do so by pressing the SexFight hotkey that you have set up in the mod's MCM.  Player outline flashes blue (very quickly): [status confirmation] You have successfully answered the above challenge on time using your standard AP pool. Good job!   Player Outline Flashes purple: [status confirmation] You have successfully answered the above challenge on time using "overdrive" methods of emergency AP generation, because you didn't normally have enough AP.  Good job, but be careful, abusing those "overdrives" can have side effects!   Player outline flashes red: [status confirmation] You missed answering a challenge (did not see it, did not have enough AP, or some other reason).  NPC outline flashes orange: [status confirmation: marked for paralysis or frenzy] That NPC got to a mind-blowing-tier orgasm (and paralysis or frenzy is on). They are as good as paralyzed (or frenzied) at the end of the scene. This signalling only happens once per NPC per scene. If this is a scene with more actors, you need to pay attention to keep track of who is 'cooked' and who is not.  NPC outline flashes red: [status confirmation: marked for death] They got a Galactic Orgasm (and death by orgasm is on in the settings).  This signalling only happens once per NPC per scene; you need to pay attention. They are as good as dead at the end. If this scene involves more actors, you can probably focus on others now. Player outline flashes green: [status confirmation] You pressed the action button outside of a valid NPC challenge, so you are now consuming some AP to reduce your pleasure and avoid getting overwhelmed. If your pleasure was indeed quite high when you did this, you are even lowering your SexAddiction a bit with each button press. Player outline flashes yellow: [status confirmation] You tried to reduce your pleasure but did not have enough AP to do so effectively; it barely produced a small effect on your arousal, still better than nothing.   
    These color codes, and the associated UI sound effects, are disable-able in MCM (for the realism purists out there), but gameplay feedback will be a bit harder to figure out.
     
    Translation/Localisations: 
    On  the topic of translations/localization, I feel rather silly, ever since I learned this tool exists :
    ESP-ESM Translator at Skyrim Special Edition Nexus - Mods and Community
    That not only auto-translates ESPs and ESMs, but also the associated MCM script, Fomod script, and, hear this,  decompiles and translates Papyrus scripts too! Wow.
    I feel my efforts to have a "more proper" loc. architecture for this mod with a string manager script to gather all those strings in all the scripts in a single place, eventually save and load them to/from a human-readable text file, etc  (all for making translations easier), might have been a largely redundant/useless effort...  in light of this fantastic translation tool existing.
    So, anyone has full permissions to use translation tools and create translated versions of this mod if they point to the original and do not misrepresent any level of authorship of this or any third-party mods that this mod uses.
    For now, I will stop efforts into furthering the bespoke localization architecture and will refocus my efforts on actual content creation (as I assume the technical architecture for localization is largely not needed in light of auto loc tools that can also decompile and translate scripts).
     

    June 22nd
    Version 1.112,  In development,  can be updated mid MSMA playthrough
    Improved some Commonwealth Slavers Compatibility Increased priority on Marina dialogues  quest (so they stay the first choice even during  CS pet  walk)  Improved Hologram behaviour at Marina's services during CS petwalk.  Better handling of Infiltration with more than one follower SafeSexfight/BimboSkope hotkey if used on an NPC outside of sexfight will no longer directly open the BimboSkope, if your Bimbo level is bimbo level 1 or higher, instead a menu will open where you can choose two actions: "use BimboSkope" (as before)  or  "add NPC under crosshair to the current player bimbo infiltration team" (meant to make infiltration work with multiple follower mods or escort/ rescue quests solved via infiltration). At bimbo level 0, Bimboskope works as it did before, without this menu choice, since at level 0 infiltration cannot start. Added MCM setting ( general  page) to set how transparent followers become during infiltration ( default 50%) Added MCM setting ( general page) to set how far an NPC has to be from the player to be eligible to be auto-kicked off the infiltration team.  Added MCM setting ( general page) to set how many consecutive attendance rolls (every 30 seconds or so) an NPC can miss ( be further than max distance set above) before being kicked off the infiltration team.  If using  MSMA story mode, and having an extra stretch size problem, and insisting on visiting Marina to seek a solution for that before the specific nanite services are unlocked, and if you have exhausted telling her all the news,  she will have a topic where you, as the player, can ask for help with stretching, and she will explain why she cannot yet help with stretching issues. A pop-up window with a hint will also appear to let you know you need to engage with Viggo for nanite services to eventually become available.
    June 14th
    Version 1.108 (and Stable Version 12_4)
    Upgrade mid-playthrough is fine.
    Corrected an edge case  bug related to Violate surrender, if done via the MSMA Sexfight hotkey If such a surrender was done at a time the player was seeing the enemies ( they appeared as red dots on the HUD), but the enemies were not yet seeing the player, OR If such a surrender was done after the previous fight had been a one-shot kill of a singular enemy (even if that had happened a while ago). ...then by default, the player was considered too dangerous for "increased leniency / not threatening" status on the new surrender. This should now be corrected Added more audio assets to the second resources zip file.   

    June 9th
    Version 1.105 to  1.107
    Upgrade mid-playthrough is fine.
    1.107 Patch to remove the 10-second lag on loss of control via cravings, from the moment when your target says "Want to do it here or want to go somewhere more private" to when the menu with these choices actually opens up. Now there should be no lag anymore. 1.106 patch (also promoted to Stable version 12_2): Fixed Loss of control dialogues being too low priority to the point they were never firing.  Fixed Viggo post-training still having a dialogue option that could be abused for "free missions" due to a faulty check of "previously owed free missions". Increased the default probability to find Viggo trinkets ( on a new game, for games already started, it can be adjusted in the MCM). Increased effects of melee attacks on the disarm chance. Changed Implant menu item names to make it clearer which menu section uses the four dildos. Corrected a non-critical flow bug with Viggo's training. Players who would get themselves qualified for the training via the most tame route  (mileage for anal sex),  were being put through the big first-time conversation and made to say yes to wanting to help with training every single time, instead of doing that just first time, then going through the shortened dialogue for "resume training", like normal. Corrected now.   
     
    June 6th
    Version 1.1
    Upgrade mid-playthrough is fine.
    Patch 1.104 - Fixed the pause menu music not being more varied  (the menu-themed specific ones were supposed to be mandatory just at the start, not every single time). Also fixed the special one-time SJ song not playing after departing Marina's terrace after returning from Concord and getting Harmony.  Changed the data dependency structure a bit, I am now separating assets that change less often from the ones that change more often in separate downloads The mod now depends on two resource archives (available on this page), each about ~250 MB ish in size. You need to download and install both of them in addition to the main mod file ( which is now much smaller),  and ideally also activate the plugins they come with (they are ESL, so they don't count against your total plugin load limit). The two resource files are MSMA_Required_In_game_Music_v1.zip MSMA_Required_MusicSoundsModelsTextures_v1.zip The main mod will detect if they are installed or not and will remind you to install them. If you really do not want to activate the two ESL's, things can work without them, but you will have to tell the mod not to bug you about it. Added more music and more ways to play /stop music Aside from the hotkey to force stop all music that you can map in the MCM hotkeys page, there is also another new optional hotkey you can use that acts as a start/stop toggle. If an MSMA song is playing, it stops it. If no song is playing, it starts a new one. It will pick songs at random, but it will favour those that have not been played as much as the others.  There is also another optional hotkey you can map that tells you the name of the song currently playing.  The mod can now play a new song every time you open the pause menu  (you can turn this functionality off, there is  a setting in the MCM on the music page)  The mod now can play a song every time you quick-save (you can turn this functionality off; there is  a setting in the MCM on the music page)   
     
    June 2nd
    1.0743 - Upgrading mid-playthrough should be okay. 
    This update mainly centred around buffing the Not-A-Bimbo specialist class,  and adding more ways to "mostly non sexual interactions" playthroughs.
     
    First skill on that Not-A-Bimbo track, " Time for Action" now also unlocks the option to remember the teachings of the De-Bimbo School (provided it was visited at least once), allowing one for quick meaningful CVT reductions "in the field".  Activating that skill, once unlocked, is done from the implant context menu, where it appears as a new entry.  Its base strength is half of what the De-bimbo school does.  Using has no cost and no cooldown, but it is less and less effective each time (its effectiveness is reduced by half each time it is used) Visiting the de-bimbofication school properly resets the strength of this skill back to max.  If you lose your points on the not a bimbo track below 10 points, the skill will become unusable once again.  The  Not-A-Bimbo track specialist skill,  "I just need to THINK",  where you recover the Intelligence lost (4 th on that track), now also increases the max number of Bimbo Specialist points one can get from dialogues from a maximum of 60 to a maximum of 120, to illustrate the recovered learning capacity. This increased maximum is permanent, remains so, even if you later might lose specialist points on this specialist track. This should make rather accessible infiltrations supported by non sexual animation in human or non-feral ghoul enemy bases, as well as combining more Specialist class skills, acquired via points gained in conversations ( terrace conversations with Marina mostly).  For instance, one can use the Agent Sucubus mesmerize to start infiltrations in human bases without a classical surrender at the start, ensuring that, if stealthy enough, things can be done end-to-end via non-sexual interactions. A reminder that is possible only for human bases/enemies. Tougher enemies like supermutants won't go for non sexual interactions in infiltrations. The  Not-A-Bimbo track specialist skill, "That's not happening" (3rd  on that track), means you get one free visit to the de-bimbo school each bimbo level. "Jizz In their pants" and "More Jizz In their pants"  skills get boosted, as the AP cost for non sexual challenges is not merely halved as it was before, but divided by 3 (each time).  Note that with these changes, the default 4x setting in MCM on "AP cost for non sexual interactions"  might be set a tad low. If you want a moderate challenge, the new reccomended value on that setting is perhaps 8 or 10.  
    May 31th, 2026
    1.0736 -1.0741  mid-playthrough upgrade should, in theory, be fine 
    1.0741 patch: When Viggo's training was over, if he owed the player free missions from before, he would do free missions ad infinitum. Corrected now. In the stable release, too. 1.0740 update - added flags to Viggo and his hounds so they are less likely to take part in third-party mod disrupting activities, like  Sexual Harassment Scenarios or Hot Pockets. Updated stable version release to 1.0740 too, since it was fairly well tested. Viggo will no longer naturally appear before "The First Step" quest (Tenpine Bluff settlement) is not at least running (or completed). Should sort out later flow errors. FPE integration should now work seamlessly with either EgoBallistic FPE and InvictusBlade FPE (the right FPE version still needs to be the same as the one that was there at the start, if FPE was installed or changed to a different version mid-playthrough a new game is reccomended for the two FPE integration features to work well). Toggles for the Auto Cure STD and auto End Pregnancy that the nanites provide are in the MCM. If using the Bound in Public mod,  while the Bound in Public quest is running, the MSMA  Loss of control due to cravings will be suppressed to prevent flow complications.  If using NukaRide, during Night Fever and the Motorcycle quests,  DiamondCity and the Mayor's office will temporarily not be a sex crime area, to prevent guards from stopping quest sex scenes and fining the player for public indecency. (There is an MCM  setting if you actually want that to still be allowed to happen,  in 3rd party mods, simple settings page) @JemappelleRedacted new help page in MSMA MCM about the Appearance Score/ Looks score, and what affects it.  Fixed MCM setting for max number of training sessions needed for Viggo (wasn't working before)  Added MCM settings if Viggo AAF animation start phases should use AI packages or walk animations to the spot.  Various typo corrections in the UI Multiple corrections to Viggo events flow.
     
    May 25th, 2026
    1.0725-Quick patch- support for auto-ending FPE pregnancies now works for the classic FPE version and the redux version. It should no longer cause problems for MSMA on startup if the FPE mod is missing. (In the unpatched version, the MSMA wouldn't start without FPE once this support was added.) 
     
     1.0722 (mid-playthrough upgrade should, in theory, be fine) 
     
    Added a big chunk of Viggo's personal quest functionality. If the player insists on asking Viggo for alternate payment methods for his services, they will discover more than what they had bargained for, perhaps. (all fully voiced)  Viggo now has a sexual training mode; each training session can act as an alternative payment to finding a " trinket" for settlement missions When the training is completed, payment can continue with spicy activities that are no longer " training sessions."  Training amounts are mcm configurable.  The generic craving for regular sex now has  its own progression  scaler in the MCM The generic craving timers for regular sex at have  increased by 2x  (shouldn't be as pressing as it was before)  Touched up some of Marina's initial dialogue to be more believable / in character for her. Added an integration with FPE mod and its pregnancies and STDs. Now MSMA has some settings so that your nanites can automatically negate new pregnancies and cure STDs. Default on, but can be toggled off in the MSMa MCM, Third-party mod- simple settings page, FPE section.  Added MCM option for the 4 dildos to be able to ignore restraints ( plugs and such ). Useful when some pesky plugs get stuck. Optimized some SFX file sizes (they were WAV, now XWM, which were taking more memory than needed) Added a few missing soundflines ( for Misty's broken pad interactions) Added a (barebones) "giver/top" mode for the player. (not just taker/bottom), for the sexfight roles.  Right now it activates only in a very specific scenario with Viggo, at the end of his training, when the training needs to be tested. This works only if Allnarta's AAF Animations - Framework & Resources - LoversLab  is installed. Will add it to soft reqs. added some more animation redefinitions ( if on NAF,  might need to reimport MSMA =provided XMLs) smaller fixes/optimizations Didn't manage to test in the Viggo tie-in with Strong ( or some other friendly supermutant) in terms of a solution for testing/validating Viggo's training.  , but it should work ( in theory).    I did test the FEV hound-based solution and the strap-on based solution.  UI change- Marina's quick access for her services is now accessed via a bespoke submenu entry in the context implant menu. (The entire context menu is no longer force-swapped when you are near Marina)  Secret: The context implant menu, when invoked near Viggo's spot,  can also summon Viggo for the purpose of training, if he is not off on a settlement mission,  and no settlement missions are available.  Viggo should remember the help he has received this way, and you should be able to use these as "Credit" for doing missions later. Known issues: strapon fails to equip on the player when pegging Viggo, for some reason;  also when selecting oral animation for Viggo training, it might default to regular.

    May 14th, 2026
     
     1.0702 - Upgrade mid-playthrough should be fine
    patch to ensure that the optional system for auto-changing positions mid-act (that is, by default off on a new game), always picks compatible positions to avoid AAF error 4.  
     1.0701 - Upgrade mid-playthrough should be fine
     
    Changed the process by which registrations for the event of certain menus opening and closing is reevaluated at any new load game (instead of just on mod init. This might prevent some instances where menu open /close events were not properly registered for, making it tricky to block some other events from happening while the menu was open. Marina's offer for the player to be resting in the truck, while she works on a solution,  during the Viggo quest ( when Misty's control pad is involved)   should now be usable even in the case of "too  aroused to sleep" Correctly making sure Misty's control pad gets force-integrated into Marina's services  when the story rail ends, even if the Viggo quest related to this  was not  started ( there was an error before, and this might not have happened in certain situations)  Added some safeguards so that if the scene on Marina's terrace does get accidentally stopped, the player is not stuck on the terrace anymore. This situation is detected, and the player is moved back to the ground with full controls.  If the player does not have an unusual trinket for Viggo in their inventory, the chance to find one on downed sexfight enemies is now tripled.  Otherwise, if the player has one, the chance to find additional ones is the exact chance you have set in the MCM (default 1%). Changed some  "new game"  defaults, for instance, Bimbo silly anims by default now start on bimbo level 3 ( instead of 2), and they have a doubled time duration between silly bimbo actions.  Added some safety checks around the presence of the ScriptedFaceTints mod.

    May 10th, 2026
    1.0692 and Stable release #9
    It should be upgradable mid-playthrough.
    One small but important change to yesterday's release (propagated both to the stable release and to the in-development one) 
    SPECIAL strength stat now has a much larger effect on dealing with carrying around over-inflated body parts (chest, butt, belly). If someone goes through the trouble of boosting their STR, they should see more benefits from that.
      May 10th, 2026
    1.0691 and Stable release #8
    It should be upgradable mid-playthrough (but a new game is recommended).
    Also, an alternate version of the optional MSMA HUD mod that causes fewer Papyrus Log Traces (it is the same, just without the traces) can just be installed over the old one.
     
    Optional: Sex Position Auto change on player orgasms above a certain intensity,   partner orgasm above a certain intensity, or any successfully answered challenge (not recommended, a bit overkill). Can be activated from the MCM, SexFight page, default off  Long Nails have three equipping modes now (instead of the two modes before): Fully removable with norestrictions (as before- they get destroyed when removed, and bonuses are lost, have to re-visit Marina to get a new set),  Strict Permanent (as before -  indestructable and they get auto re-equipped, this can conflict with things like DD or KFT or Silver  Shroud suit),  and Loose permanent (new mode) means they can be visually removed, but you keep the gameplay bosnuses, and they will actually patiently wait to get auto re-equipped on the first AAFscene start/end, or the next savegame load. Optimizations to reduce papyrus load in certain situations. Post frenzy invisibility, if tuned on in the MCM,  shouldn't trigger anymore on peaceful situations like boosting follower combat ability via sex, doing movies with wedge, prostitution, or similar. typo corrections and various other fixes  papyrus load optimizations Changes to Viggo
    Viggo should handle kidnapping-type missions better  (the sub-Objective to rescue the settler should be completed now, and the kidnapped settler should actually be moved back from the dungeon to the settlement automatically)  Viggo should now, in theory, also be able to handle  the repeat missions for already owned settlements now  In the past, if you started a Viggo mission and then exited the game,  the mission had a chance to get stuck (never complete)  on the next game reload.  Now, on a game load, any ongoing Viggo mission should get unstuck.  Viggo will not take part in custom/special missions (non-procedural) like Troubled Waters for Greycarden, or Taking Independence (the Castle).  He is meant to handle the auto-generated ones mostly. There is a bit more auto-setting the active quest, once Viggo gets activated, so people can find Viggo more easily.  Changes the ElastoFlesh skill (as it was too overpowered). 
    Now this skill means all sizes (oral, anal, or vaginal) adapt halfway (not instantly all the way)  from their current size, whatever it was, toward the ideal size to match the current partner, at each new AAF animation start. This means with a partner, in 2 or 3 animations,  the sizes are close enough to be largely adapted (it just does not happen over just one single animation anymore).  Now, only the body parts that are actually involved in the animation ( based on animation tags    - anal, oral, or vaginal)  adapt,  not all of them as they were before.  These auto-adaptations at the start do not count when QOh evaluates if a spree had any stretching that large enough to be mentioned. Changes to QOH  quipping on sex sprees based on stretching:
    Initial size auto adaptations from the elasto flesh skill, if any,  at the start of a spree,  are ignored in terms of "worth-to-mention stretching events".  any additional stretching that does happen later in the spre, after that initial moment, do matter,  but the thresholds that they are comapred against to see if they pass the "wrothwhile to mention" check,   those can be set to be a lot larger than the thresholds  that are used for a bimbo who does not have the elasto flesh skill (default multiplier is set to x5, can be set in the MCM from x1 itro x10)., This is done so that QOH's comments about sizes don't become too frequent/annoying once the elasto flesh skill is acquired, while still calling out outstanding events.
    May 3rd, 2026
    Version 1.0682:  Viggo the Merc is here. to take care of most of those pesky "settlements in need of help" missions.
    Could in theory, work on an upgrade, but a new game is reccomended.
    The Viggo Quest should fire up every time Preston sends you on a settlement mission (including the very first one to Tenpines Bluff). If you are level 10 or above, you can visit Viggo and have him  take care of it in exchange for "an unusual trinket" that you find on defeated Sexfight opponents (chance settable in MCM to find these trinkets)  First time (when Preston sends you to Tenpines Bluff) should be more special - notrinket should be required then, and no minimum level requirement. Viggo currently only handles the initial recruitment mission for a settlement, not subsequent attacks on an owned settlement. Viggo is currently is only activated by Preston, not if getting the mission in other ways, such as talking directly with the settlers. This will be expanded upon in later iterations also... Marina's services on a new game on Story mode now start with no chest/butt resize options, no rejuvenation options, and no change face options. These services are enabled after the first interaction with Viggo, which gives you something he recovered from Misty. That something is what enables Marina to add those three services to her service menu.  They are also force-enabled if the story rail ends.

    April 28th, 2026
    1.0679 And also, stable version #7
    Promoted 1.0679 also to 2026 Stable version #7. Corrected a bug on 1.0678 where the Pheromone-based virginity protector had been accidentally turned off for all Wedge scenes, instead of just for two special cases.  Virginity status lost now also has a text Notification (just in case you turn off QOH audio). Virginity status lost now also auto turns off the corresponding pheromone protection after status has been lost (not much use anymore after this point).  Can be re-enabled after, for those who want it for other reasons. Corrected a few audio lines and typos.  On the Wedge extreme case (selling virginity), if the player says yes right away without push back in the longer conversation, then at the end, Wedge also gives the player a large drink to support the "mad courage".  


     
    Past versions
     
    That's about it!

    I was/am heavily inspired by many other story mods, too many to mention, but if I were to pick just a few ones that I found particularly fascinating, Nuka Ride, Commonwealth Slavers, Milking Human Kindness, Meet Companion Ivy, in Fallout4,  (and even Bimbos Of Skyrim from @jib_buttkiss,  and  Sanguine's Debauchery in Skyrim), and many, many others. 
    On my short modding journey I was already helped by great people on this forum like @JB. and also @EgoBallistic, @dagobaking, @kziitd and many others on the AAF Discord to name a few, and also learned a lot by looking at script sources that other modders have been kind enough to share, like I learned so much for @vaultbait's awesome work on MHK, naturally also the classics like Sex Attributes by @twistedtrebla  which is so essential.  Also, big thanks to @Operand for the optional HUD module. And to every mod creator on the prerequisites list, who keeps the F4 modding section alive in general.
    Anyway, as I progress, I will complete the list of all other great modders who have helped directly or indirectly MSMA come to life, so that I DO NOT leave anyone out. 
    Becuase I put so much stuff in, I probably could get a lot less done without feedback from folks who help me test the mod,  @Mimirue17, @judge007, @JemappelleRedacted, @Onedrift, @msmfoster, @krighaur and everyone else who tests and provides papyrus logs  


    Let me know if you can get it running and what you think.

    Here is the structure of the larger story, in case you want to know
     

    33503 downloads

    Updated

  4. High-heel Mules & Footwear for Fusion Girl

    It's a sunny day in the Commonwealth again!

    Here comes a small selection of summer heels, 10 styles with color options for each (material swaps available).
    As a bonus, 2 custom stocking sets in 2 colors are made to fit the high-heel shoes (plain, fishnet)

    The footwear comes in the body Slot 33, with a modified feet geometry of Fusion Girl.
    Skinning around the ankle was modified to somewhat enhance the geometry in poses and animations.
    Wearing these, the female character has properly adjusted (beautified, I hope) toe shapes, arches, ankles and slightly longer nails.

    Along with the FG skinning modifications, I've managed to fake the effect of a dangling "strapless" shoe, which is noticeable with certain animation packs that move the toe bones (including walk, sneak etc.). In my opinion, it looks a tad more realistic during gameplay, although the mesh stretching or clipping will be noticeable on close-up shots at extreme angles.

    The items are available at the Chemstation Workbench under BurgirInhaler Mules.

    TECHNICAL DETAILS:
    - 1024x1024 and 512x1024 textures (seriously, you don't need 4k maps for clothing)
    - Loose files (make sure you have these enabled for your game instance)
    - ESP with the addon mod
    - BodySlide files included
    - Support for high-heel sounds (mandatory masters!)



    HARD REQUIREMENTS:
    - ZeX Fusion Girl body
    - BodySlide and Outfit Studio (I do not provide tutorials for morphs/clothing building)
    - High Heels Sound - Fallout 4 Edition (standard and clicky sounds)
    - Barefoot Footstep Extended (for flip-flop sandals)
    - Fallout 4 High Heels System (height configs provided in my mod)


    RECOMMENDED:
    - New High Heels Sound Library (better sound samples)
    - Ultimate Outfit Menu OR Screen Archer Menu to give yourself the items (BurgirInhaler's Mules)

    Remember to check your load order to make sure the ESP is enabled after updating!


    If you'd like to use these in your own mods, create patches etc. - go ahead. All I ask for is a little credit if you enjoy my work. :")




    Changelog:

    v.1.0.1
    - ESP cleaned up and updated with Chemstation entries (credits to @JB.)

     v.1.0.2
    - Added a new non-platform model ("Flower Walnut", "Flower Birch")
    - Added ground objects for all variations
    - Fixed the straps' skinning on the "Thong" models

     v.1.0.3
    - Added a new  model ("Fluffy Bakelite", "Fluffy Pearl")
    - Added stockings as a separate items (plain and fishnet)
    - The stockings support material swaps to black or white options


     v.1.0.4
    Due to the changes in the ESP you might need to re-equip some items.
    REPLACE THE MOD COMPLETELY AND BUILD THE MORPHS for this update.

    - Added 2 new models (Platform Thong, Platform Strap)
    - All color variations are now working as material swaps (can be done for free at the Armor Workbench or using SAM etc.)
    - Added a Slider Group for BodySlide to navigate to the items easier
    - Fixed a few clipping issues on the plain stockings
    - Renamed the in-game items for convenience
    - ESP cleanups

    V.1.0.5
    - Added 2 new models (Flip Flops Flat & Platform) with 5 color options (not meant for stockings)
    - In-game heights for all the footwear slightly adjusted to counter the ground clipping in idles (+0.1)
    - BFE is now a Hard Requirement for flip-flop sandals' sound FX
    - Hotfixes - Missing textures on ground objects and a wrong chemstation entry for an item

    V.1.0.5
    - Added a light ESP patch for the high-heels to use IceStormNG's sounds if you have their mod (I can highly recommend it)

    V.1.0.6
    - Added a new model (Stripper Clear) - tall mules with transparent, acrylic sole and 5 trim colors
    - Updated the IceStorm's Sounds patch for the added heels
    + Hotfix - added Ground Object

    781 downloads

    Updated

  5. NSFW Animated Main Menu Collection for RMM (Music and Original Audio)

    Hello, i bring you a collection of NSFW animated main menu. Currently only for RMM, we have two options: With music or with original audio. Hope it works well for you 


    Please let me know if the audio is too quiet or too loud.

    ONLY FOR RANDOM MAIN MENU
     
    My mods are ONLY available here in LoversLab, if you see them outside, it is not me.
    I don't give my permission to post them elsewhere. 
     
    If you want to make Main Menu Replacers as well, at least use different animations, don't be a lame copycat.

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

    How to Use:

    • Install with your mod manager as any other mod. Load order doesn't matter as long as nothing overrides.
    • Random Main Menu (RMM) allows you to have multiple main menus at once. Requires the RMM mod.
    • Yes, you can have both Music + Original Audio of the same animation enabled, the game will play randomly one of those.


    Note: If there is video but no music or vanilla music, try: (this shouldn't happen though, i always double test)
    • Restarting the game
    • Load a save and return to main menu
    • Wait the bethesda logo intro load when the game start

    Please let me know if you encounter any problems or just want to give feedback

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

    Requirements:

    Pre NG v163 (i don't know if works on new gen)
    Random Main Menu requires the mod: https://www.nexusmods.com/fallout4/mods/74187

    ------------------------------------------------------------------------
     
     Huge thanks to everyone that has been downloading, enjoying, commenting and giving support! 

    • A new menu version will be released every saturday/sunday and save a major bug fix, i'll avoid spamming notifcations.
    • I will try to rotate between LONG animation and SHORT animation. My collection is getting quite heavy in size!

    As usual, feel free to give me any feedback! Enjoy ❤️
     
    ------------------------------------------------------------------------

    Credits:

    • Akali
    Animation: Bubble B
    Model: RyanReos
    Song: bbno$ - 1-800 (ft. ironmouse)

    • Hinoa
    Animation: Exga
    Song: Matteo Tura - To the Ground

    • Dva 
    Animation: nuttycravat
    Song: Britney Spears - Gimme More

    • Eve x Raven
    Animation: HydraFXX
    Song: Marina and the Diamonds - How to be a heartbreaker

    • Mercy Nurse (Pregnant)
    Animation: M71Z30
    Song: Alice Chater - Hourglass

    • Harley Quinn x Wonder Woman (Pregnant + Futa)
    Animation: justausername
    Song: Charlie Puth - Attention

    • Evie Gangbang
    Animation: Polished Jade Bell
    Song: Kid Cudi - Day 'n' Nite (crookers remix)

    • Ashley Graham Missionary
    Animation: InitialA
    Song: Armin van Buuren & Punctual - On & On (feat. Alika)

    • Evelynn and Ahri Threesome
    Animation: Bamh3D
    Song: BL3SS x CamrinWatsin - Kisses ft. bbyclose

    • Max Caulfield Gangbang
    Animation: Madruga3D
    Song: Pitbull ft Chris Brown - International Love

    • Tifa Missionary Creampie
    Animation: Auxtasy
    Song: Meduza - Piece of your heart

    • Claire x Ada Foursome
    Animation: Strauzek
    Audio: EvilAudio
    Voice Actors: ChloeAngel VA and CynderDryad VA
    Music: Shawn Mendes and Camila Cabello - Señorita

    Please check the authors work, they are amazing artists that work hard to produce these beautiful animations!

    ------------------------------------------------------------------------
    How to make your own Main Menu Replacer 

    For Standalone version
    1 - Create a folder for your main menu mod (ex: Main Menu - Example)
    2 - Create Data folder inside this
    3 - Create Video and Music folder and put inside Data
    4 - Create Special folder and place inside Music
    5 - Convert song to xwm file type and rename to mus_maintheme.xwm
    6 - Convert video to bk1 and rename to MainMenuLoop.bk2 (yes make as bk1 and rename as bk2 - trust)
    7 - Place MainMenuLoop file inside Video folder 
    8 - Place mus_maintheme inside Special folder
    9 - Use 7z/zip/rar to create an archive of Data folder and rename to your like (ex: Main Menu - Example)
    10 - Install the mod with your mod manager
     

    For Random Main Menu version
    1 - Simple change the names of the bk2 and xwm files like:
    from: mus_maintheme.xwm to mus_maintheme_example.xwm
    from: MainMenuLoop.bk2 to MainMenuLoop_example.bk2
    2 - repack into 7z/rar


    If you want to change RMM to Standalone version
    1 - Simple change the names of the bk2 and xwm files like:
    from: mus_maintheme_example.xwm to mus_maintheme.xwm
    from: MainMenuLoop_example.bk2 MainMenuLoop.bk2

    Note: make sure the file name and folders are correct.
    Note: if my explanation is confusing, check RMM mod page, they put a guide there as well.
     

    5563 downloads

    Updated

  6. Animated Tentacles: The Walking Dongs: Cheaper by the dozen

    For anyone who wants to get rid of the green screen hypno effect: Go to Interface and delete the AnimatedTentaclesMenu.swf file. This will break the scripting for the hypnosis effect however, effectively making all hypnosis creatures regular "you bump into it to get it to violate you" creatures.
     
     
     
    Animated tentacles has returned to the Lab, with a vengeance! I present to you Animated Tentacles: The Walking Dongs!
     
    Moderators I have reached out to _snapdragon in regards to updating this file and am awaiting a response. Update have got the go ahead from _snapdragon to keep developing this fork of Animated Tentacles.
     
    This is not just a reupload, I have added the ability to build the tentacles in the workshop for you to terrorize your settlers with. In addition to the tentacles you can “build” several other creatures that utilize the aggressive tentacle functionality to “help themselves” to anyone who gets too close.  
     
    Available players are
    -Goris the Deathclaw
    -Reggie the feral ghoul
    -HandBanana Dogmeat’s cloned cousin
    -Melvis the mirelurk king
    -Priscilla the mirelurk queen
    -FISTO the protection
    -Get in your Gutsy the Mr. Gutsy (Sometimes fails to start animations)
    -Mean Joe the super mutant
    -Heavy D the super mutant behemoth
    -Jake the wolf from statefarm
    -Jeff the Bloatfly
    -Draq the Bloodbug
    -Harambe the Gorilla
    -PigRoach the Radroach
    -Bambi the Radstag
    -Winnie the YaoGuai
    -Passive tentacles, regular, brain, plant, mechanical
    -Aggressive tentacle, regular, brain, plant, mechanical 
    -Hypnotic brain tentacle
     
    For the creatures that are not tentacles to do anything you need to have animation packs installed that have animations for them I use Leito’s, savagecabbages, bp70s, atomic and mutated lust, vadermania, and the creature animation pack by Darthroman.
     
    Also for the creatures to have genetalia you need the aaf creature resources pack installed.
     
    The menu to build them should appear at the end of your settlement build list as it is injected via quest script.
     
    I can only support this for minor bug fixes at this time as I'm still working to get my other mod The Fun House feature complete but I am interested in adding more creatures to the list in time, and hopefully finish the quest _snapdragon started.
    If you run classic holstered weapons you will get crashes to desktop if you do add the actors to the excluded npc list for classic holstered weapons through its ini file. I have included the file in the CHW Crash Fix folder in case you need to use it, it covers all of the creatures I have added to the settlement menu.
     
    Sometimes AAF will queue up the wrong animation causing it to fail to start and sometimes the animation will fail to start if the actor is moving too fast.
     
    Let me know if there are any problems in the support thread, like I mentioned before it's a one perv show over here so work with me while I get this up and going.

    12807 downloads

    Updated

  7. Lore Friendly Vault Posters + Calendar

    This might be the only post I ever make, idk.
    I made these years ago after seeing something similar. I'm all for NSFW but I prefer it to be a bit lore friendly so the edits that use anime girls are just not for me. 
    I recently re-installed and found these old posters as I was combing through my F4 Save Storage so I thought I might as well share with whoever. Making these annoyed the heck out of me, especially cleaning up the cutouts so they really fit the poster circles. I'm especially proud of the "America Lives in You" poster. I thought someone else might enjoy the fruits of my labor.
     
    It's an NSFW recreation of the posters you can use in Vault-Tec Workshop, including the Vault Tec Calendar.
    They're just textures. Drag and drop with the Mod Manager of your choice. It's pretty easy to see if it's working by just checking the poster on the side of the fridge in your pre-war house.
     
    There are clean and dirty versions. I'm actually not sure if the calendar is a deco object in the workshop, might need something to add it but I don't recall what.
     
    The art I used is from a particular NSFW Fallout parody game but I'm not sure I can mention it here. 
    If the original creator (of the game/art, Not the posters) or whoever wants to take it down then whatever.
     
    I recall that the original posters from Vault-tec workshop actually have a weird floating issue where they're not flush with the wall by default (Might have been caused by my bloated mod folder, idk). I'm not sure if this was fixed in the interim, I doubt it, but This Dupe by Siles (actually don't know why this exists) seemed to fix the issue back then.
     
     
    If anyone knows some Lore Friendly Magazine/Posters mods that don't use anime girls, and preferably not GenAI, then I'd love some suggestions.

    179 downloads

    Updated

  8. MuffFluff 3D Pubic Hair

    Muff Fluff
     
    Now for Fusion Girl or CBBE
    Also With or Without Creation Club requirement. 
     
    ONLY DOWNLOAD ONE VERSION OF THE MOD
     
    Ever notice that every woman in the Commonwealth seems to have unlimited access to razors or waxing, despite those luxuries being gone for 200 years?
    Muff Fluff fixes that.
     
    This mod adds dynamic pubic hair to the female player and NPCs. Hair appears when the relevant area is exposed and disappears when it's covered by clothing. Everything happens automatically during gameplay.
    No baked-in NPC edits. No manually patching hundreds of NPCs. No separate versions of the same character.
    Strip someone down and the hair appears.
    Put their clothes back on and it disappears.
    Simple.
     
    Tested and fully compatible with animations without any weird stretching or distortion. 
     
     
    *****This is Developed for OLD GEN. This was developed for the Fusion Girl Body.*****
    *****Make sure you have all requirements.*****
    *****Might require a new save, probably at least a new cell to get the scanning to work.*****
    *****Make sure you build the meshes in BodySlide after installing*****
    *****Creation Club Content now Optional*****
     
    MEGA LINK FOR ALL VERSIONS
     

    Features:
     
    Player
    The player can use MCM to:
    Enable or disable pubic hair Select from multiple pubic hair styles or no style at all Enable or disable armpit hair Select from multiple armpit hair styles or no style at all  
    Hair visibility updates automatically based on equipment.
     
     
    NPCs
    Female NPCs receive randomized pubic hair and armpit styles through SPID.
    Each NPC keeps the style assigned to them.
    Hair appears when exposed and disappears when covered.
    The MCM also allows you to point at an NPC and change their pubic hair and armpit hair style.
    Changes are applied immediately.
     
    How It Works
    The mod uses HeadParts Extended to add body hair as headparts rather than body overlays.
    Because the pubic hair is set up as HeadParts instead of a typical armor mesh, the hair color of the actors hair will automatically match the color of their pubes. In other words, the curtains match the drapes every time.
    Visibility is controlled by equipment slots.
     
    Pubic Hair Armpit Hair
    Pubic hair uses body slot 39.
     
    If the player is wearing underwear or another clothing item that covers the pubic region and has Slot 39 flagged, the pubic hair functions should work.
     
    If Slot 39 is flagged on any clothing or armor, the pubes get "hidden" and disappear instantly. 
    If Slot 39 is not flagged, then the pubes appear instantly. 
     
    Armpit Hair
    Armpit Hair uses body slot 53.
     
    If the player is wearing a shirt or another clothing item that covers the armpits and has Slot 53 flagged, the pubic hair functions should work.
    For the replacement plugins I created, I tried to make sure that any shirt or upper body clothing item that doesn't cover the armpits is not flagged and so the pit hair should still show.
     
    If Slot 53 is flagged on any clothing or armor, the pubes get "hidden" and disappear instantly.
    If Slot 53 is not flagged, then the pubes appear instantly. 
     
    Making Outfits Compatible
     
    The pubic hair is tied to underwear type clothing items. But any item of clothing or armor can be modified to allow for the pubes to appear and disappear as intended.
    The compatibility work is done through armor slots. So yes, you’re going to have to use xEdit to make changes to the ARMA and ARMO records. It’s stupid easy
     
    Open the armor in xEdit.
    Navigate to: the ARMO record for the clothing item you want to modify. Tick 39 for pubic hair and/or 53 for armpits

     
    Then go to the BOD2 - Biped Body Template
    To hide pubic hair when the item is worn:
    Add Slot 39
     
     
    Then repeat for the same item's ARMA record. Tick 39 for pubic hair and/or 53 for armpits

     
    That's all that's required.
    No other scripting on your part.
    No adding keywords.
    Just proper slot usage.
     
    To save you some time, I've added some .esps in the Download section for some popular clothing mods that I've already updated with my own personalized body slot assignment system. I created this because there's no universal formula for mod creators to assign body slots to clothing items, which makes for a lot of overlaps. This system allows for a much broader amount of clothing items that can be worn at once. If you want to use it, cool. If not, cool. But each of the .esp files in the downloads section have been modified to add slot 39 to the outfits it should be added to for this mod. Hope they help.

     
    Requirements
    F4SE SUP F4SE Head Parts Extended Spell Perk Item Distributor  
    Compatibility
    Because Muff Fluff uses headparts, it can conflict with mods that dynamically modify NPC headparts or rebuild faces at runtime.
    One known example is Diverse Bodies Redux.
    The mod will still function, but NPC appearance mods that alter headparts may occasionally overwrite each other depending on load order and timing.
     
    Performance
    The current version uses an event-driven system.
    NPCs are registered when they enter the loaded area and update when equipment changes occur.
    There might be some minor lag, especially in script heavy load orders, but it should run pretty smooth because it’s not constantly scanning for NPCs.
     
    I released this before I wanted to because the pubes only version was causing problems and I know this version works. The pits are problematic. They need better positioning and tweaking on the bone weights. In extreme positions, they are prone to stretching, but for normal gameplay they should be fine. If anyone is skilled in working with .nif files and BodySlide/Outfit Studio and wants to tweak the .osd files, you are more than welcome to it. 
     
    The latest update should fix some of the stuttering in the earlier version. Stuttering typically happens in the Pip Boy and is caused by the player refreshing when clothing changes are made. Some of the stuttering was caused by scanning for NPCs, and that seems better in the new version as well.
     
    Credits
    A massive thank you to @Vioxsis for creating the meshes and figuring out that using headparts allows for color changing hair meshes, and for giving me permission to use her mod assets in this mod. Here’s her original mod:
     
     
    Another massive thank you to @lee3310. His Head Parts Extended mod made this entire approach possible. Also for his help testing and confirming that what I wanted to do with the NPCs would actually work.
     
    Finally, a massive thank you to @donnerwetter for creating the armpit hair meshes for Skyrim. I asked her for permission to use her assets but she hasn't been on LL since January 2025.
     
    I can't reach her on X and don't know of any other way to reach her. If she has a problem wity my porting her mod assets to Fallout 4 and using the .nif files in this mod, then I'll take it down and reload without them. I hope she doesn't mind, and i hope she's out there living her best life. Check out her original mod for Skyrim here: https://www.loverslab.com/topic/189235-dws-3d-underarm-hair-for-3ba/
     
    I do this for fun, so please feel free to use anything from this mod in your own projects. Just give credit where credit is due.

    If anyone is talented at creating .nif files, and wants to make leg hair meshes, it would be an easy matter to update the mod to include script logic for that mesh also.
    If anyone wants to make a CBBE conversion, go ahead.
     
    Fallout 4 Body Slot Index.txt
     
     

    514 downloads

    Updated

  9. AAF_darthroman_creature_pack

    Latest version 1.1.2 available on my Patreon.
    Thank you to everyone who is willing to support my work.
    I'll also be posting updates here periodically. Thank you all.
     
    Discord
     
    On the eve of the game's 10th anniversary, I'm excited to present my animation pack, where you’ll find long-awaited content like Radstag animations, Radroach, and more.
    At the moment, each animation is a standalone looped scene and doesn't include branching stages.
     
     
     
    Possible glitches:
    There is possible minimal clipping, I tried to remove it as much as possible, but all this can also depend on your character settings.
    You can manually adjust it by going into the body morphs looksmenu and adjusting the genital sliders to your setups.
    Also make sure that the scale mod AAF_SCRS_from @lee3310 is installed and active, without it there will be no match.
    For correct animations with bloatfly update to the latest version of AAF_SCRS
    (I kindly ask you not to write me messages that in some scene something has popped out by 5 pixels.)
     
    in order to use the RadStag you can catch it in a cage or install this mod by eskanonen
     
    I can't say anything about compatibility with NAF, it's up to you, but there was solutions, just look on NAF pages For correct work with AAF Violate please check mod page  
    Credits:
    This pack was made possible thanks to the work of many mod authors, the support of the AAF team, and many other contributors — thank you all for your work and help.
     
    Special thanks to:
     
    EgoBallistic Shadeanimator Rufgt Leito ZaZ and The ZeX Team Crazy Dagobaking IceStormNG Gray User BrainstormEpilog MaikCG lee3310 kziitd Holylokki Nharra Allnarta EngineGaming Vader666 maximusmaxy Ulfberto Indarello expired6978 Septfox SQr17 cormell eskanonen IceStormNG Maxie Straw Guest ✶Saya Scarlett ♥ Queen Succubus✶  
    Sorry if i forgot to mention someone.
     
    Special thanks also to the creator of the "CBBE-Futa-PonyBody-BodySlide" mod.
    I couldn’t find you to say thank you — thanks to your work, the Radstag has a mesh for penis.
     
    Hard requirements:
    ZaZ Extended Skeleton AAF Bad End Animation Pack (for particle effects) Craftable Bad End Animation Pack (reserve) AAF UAP patch (for creatures genitals) LOOKSMENU (1.6.20 or 1.6.18) AAF_SCRS  (for correct scale) SAM (for v1.0.2 required tongue for correct animations with RadStags) Requirements:
    Animal Posing Framework (cat behaviors needed) FusionGirl Extended Facial Sculpting (for more facial controls) Bad Dragon Dildos 1.0.0 (for animations with dildos) NSFW Sound Pack for sounds EAP patch need behaviors creatures to work correctly  
    Installation:
    You can install the pack via mod managers or manually.
     
    Compatibility:
    This pack is built for Fallout 4 version 1.10.163.0. I don’t know if it will work in the NG version.
     
    Body:
    I prefer FusionGirl (Body Gen, vagina morphs, 2 types genitals) 9.1 by @Indarello. But it's your choice
     
    Audio:
    Sounds are taken from @Ulfberto’s UAP pack. But this is much deeper, as it was passed down from mod to mod, thanks again to all the authors!
     
    Tongue:
    I used SAM tongue and maximusmaxy permission
     
    Rigs:
    ZaZ_AutoBounce_RIGs, Crazy_F4Animation_Rigs, my own setups
     
    Permissions:
    -You may use my animations in your mods, but please ask for permission first.
    -You may not charge for mods using my animations, except for voluntary donations.
    -You may not upload this mod or any mod using my animations to Nexus or Bethesda.net.
     
    Сhangelog:
     
     
     
    If you liked the mod and want to thank or support me, you can buy me a coffee on Ko-fi.
     
    https://ko-fi.com/darthroman
     
                                                                                 

    72951 downloads

    Updated

  10. Problems of Survivor

    Warning: Disgusting, sexist, humiliating and violent content!
     
    Fallout 4's version of my Skyrim mod Troubles of Heroine. Adds NPCs, quests and events to make life for a woman in a post-apocalypse world more cruel and degrading.
    The mod includes hard choices on a universal scale and supports zero kill walkthroughs.
    There is the hidden parameter - Your Dignity, which changes as you communicate with Brutus or Xana. To unlock its full potential - use the code: set aaayourdignity to 100. To check it - find the Wise Toilet in Diamond City, near the destroyed van. In dialogues, if you don't have a required perk or SPECIAL, you won't see the option. In the non-XDI version, some options are hidden by other options.
    Males have less content than females - some will be missed and some will be completely inaccessible. To play female content for a male, use code: set AAAiamsissy to 1 (AAANWiamsissy for Nuka-World and AAAFHiamsissy for Far Harbor add-ons).
    The AAAPOSSpecialRoom has the mod's items safe and buttons to disable/enable some content.
    POSScripts - for modders only!
    Lines of dialog: 19557 + 4298 + 1951.
    Put this mod at the very end of your modlist!
     
    Content:
     
    Contents of the Nuka-World add-on:
     
    Contents of the Far Harbor add-on:
     
    Requirements:
    Advanced Animation Framework (AAF) + animations;
    Extended Dialogue Interface (optional);
     
    Recommendations:
    F4z Ro D'oh to skip dialogues;
    Roleplayer's Expanded Dialogue (RED) to add more dialogues and skill checks to the vanilla game so that there is not such a big difference between the mod and base game dialogues;
    Idiot Savant to Idiot Slut.

    Patches:
     
    Perks:
     
    Troubleshooting:
     
    Basil's Desat-English dictionary:
     
    Future plans:
    More dialogs; More quests; More situations; More followers; More filth.  
    Permission:
    Do what you want with the mod.

    166021 downloads

    Updated

  11. Horny Companions

    This is a very lightweight mod that lets you have sex with your companions.
    Craft a Bouquet of Affection (1 Ash Blossom, 1 Bloodleaf, and 1 Hubflower) at a chemistry station, equip it in the thrown item slot and talk to a romanced companion to unlock new explicit dialogue options. It works without romance with Cait, John Hancock, and all non-romanceable companions (Codsworth, Strong, Nick Valentine, Deacon, X6-88, and Dogmeat (you can pet him as a bonus from me). The Bouquet of Desire (3 cloth, 10+ Charisma) allows you to open the same intimate dialogue with any companion, regardless of their romance status.
    If Cait is nearby, you can try convincing your companion to have a threesome with her.
    Successful sex grants the Lover’s Embrace perk.
    AAF is optional, but without it, there will be no animations, so what's the point?

    765 downloads

    Updated

  12. Commonwealth Slavers

    Content Warning
     
    This mod contains entirely fictional events based on fictional characters for adult entertainment purposes only. It shows no real people or events.
     
    All characters are 18 years old or older and no actuals bits were harmed in the making of this mod.
     
    Commonwealth Slavers is a quest mod where the player is enslaved by raiders and forced to do cruel quests for them. This mod is violent, cruel and ruthless. If you are sensitive with this type of content, you should not install it. If this type of content scares you, please back away slowly. Be aware that all claims will be ignored due to this warning.
     
     
     
    COMMONWEALTH SLAVERS
    A SLAVERY MOD
     

     
     
     
    The raider gang leader in Corvega had an epiphany: The Sight foretold him power, caps and joy, and to that end he will put into action his plan to unify all the gangs of the wasteland into a single powerful one.
     
    Commonwealth Slavers is a descent into hell where the character is destroyed physically and mentally. But it is your final decision to let yourself be devoured, flee, or light the fire of rebellion and destroy the chains that have taken the Commonwealth. 

    When the storm seems to overpower you, hold tight. Tough storms don't last, but strong people do. 🔥
     
     
     
    How to start?
     
    A person is injured under the security booth outside Vault 111.
     
     
    Which version of Fallout 4 do I need?
     
    It works on 163 (old gen) and next gen. It has the most support for some of the extras (F4SE plugins like Head Part Extended, Amputator, Hair Dye, etc).  But AE (1.11.191.0) works fine with some minor loss of functionality.  
     
     
     
     
    Recommendations
     
    This is a mod that offers an alternate start so you need a new game where you exit the Vault. Or at least a game where you have not cleared Corvega of enemies. The mod will not start if Corvega is cleared of enemies, and you will get a warning, before the mod shuts itself down.
     
    Through the mod you will get various vanilla perks to improve stealing, stealth, scrapping, chemistry and even to master animals of the wasteland, so it is intended for a real start with no perks. To access the mission that will give you perks for the animals you must activate the option in the MCM, bestial content is disabled by default.
     
    The mod frankly imposes a lot of restrictions once you are enslaved, but you can cheat in the MCM to bypass these restrictions. Under normal conditions, you won't be able to wear clothing, armor, equip yourself with weapons, or access workbenches without permission. And in certain missions you won't even be able to sit, sleep or even take stuffs. I did it this way because I like to have a sense of helplessness in the PC.
     
    Preston, the Mayor, Piper and other characters are not encountered during the course of the mod and only at the end, when you gain freedom, will you be able to meet them and start a vanilla adventure if you want, or start your personal vendetta against your former slavers. If you have Nuka Ride installed you will be offered to flee to Nuka World to seek protection from the Pack and Golden Globes Studio, once the mod ends.
     
    However, you also have the option to remain a slave forever, once the option arises.
     
    It is intended to be played in Survival mode, however, it is not mandatory. A new drug is implemented (Slavers Jet) that relieves hunger and the need to sleep, although it gives addiction. You can choose whether your character ends up addicted, which has consequences in both appearance and speech.

     
    A tip for those who play Horizon by @Evelynith
     
     
    Quests
     
     
     
     
     
    1 Intro quest
     
     “Lucky Day”  
    17 main quests
     
    “The Truce” “The Hook-Up” “Pest Control” “The Fighter” “The Hooker” “The Scaver” “Pet Walk” "The Weapon" "The Runaway Slave" “The Threat” "The Pit" "The Porn Studio" "The Scientist" "The Bomb" "The VIP"  
    12 Side Quests
     
    "Green Market" - during Pet Walk, ask Trudy for a job.  "The Mule" - during Pet Walk, ask Wolfgang for a job.  "The Snuff" (AKA Dead Ending) - adjustable in the MCM.  "The Intervention",  during Pet Walk, ask Patrick for a job.  "The Combat Zone", during Pet Walk, go to the Combat Zone.   "The Botanist", during Pet Walk, go to Bunker Hill "The Trapper Ship", (A Bad Ending) "The Queen Nest" - enable Futa Mode. It start  after 'The Scavver'.  "The Milking" - for Futas only, enable Futa Mode.  You can help Dr. Duff during "The Hooker".  You can help Abbot during "The Hooker". You can recruit Snoopy, the dog, as a companion. Only available if you unlock the True Ending.   
    1 Ending quest, which is included in 4 quests. 
     
    “The Hero” "The Harvester" "The Correctional" "The Harvestress"  
     
     
    This Ending is unlocked after you have done n amount of successful repeatable quests (configurable in the MCM).  So each time you complete a quest successfully - you may fail some of them - you will receive one point.
     
    Once you have finished the basic missions, you will have an option to go out and roam the wasteland as a reward for doing your chores. However, you will have a time limit and you will also have to bring money to your gang. In this mode you can go anywhere but the locals will not ask you for help (the typical missions to unlock settlements are not activated while you are enslaved).
     
    Likewise, as well as roaming freely after finishing the basic quests, you will be able to make your own clothes.
     
     
    Hard Requirements
     

     
     
    Nuka World DLC Far Harbor DLC AAF  
     I truly recommend the EAP patch.  A complete and updated patch for all AAF animations.👌
     
    Themes Savage Cabbage Leito Animations Rohzima Animations AAF Darthroman Creature Pack Real Handcuffs Torture Devices Absolutely Skimpy Attire (CBBE or Fusion Girl Version) Sex Attributes   
    Soft Requierements
     

     
     
    Hydra F4SE Fuz Roh Doh Brave's Animation CHAKS Amputator FO4 - Amputation events are optional. If you haven't installed this mod there will be no amputation events.  Kziitd Fetish Toolset Devious Devices  (Bodyslide files for Fusion Girl here)  New milking and devious costumes (CBBE or Fusion Girl)   
    ☝️ You need specifically the plugin "Milking And Devious Costumes NO WDF.esp" ❗ Pretty important soft.   
    Animated Tentacles - Same. Don't install it if you are not interested in this. AAF Creatures Pack - You need this if you have beast content enabled. Custom Camera (No need for Barber and Surgeon Camera Fix)  Brawl Bug Fix - to avoid a vanilla bug during brawls.  MCM Scripted Facial Tints - Damage and facial dirt if you have Captive Tattos installed together with this mod.  Satisfactory Facial Piercings - my mod will wear these cool piercings instead of mine. BP70 Animations (Soft) Bad End Animations (Soft) - Slavers will use this mod if they find it installed. Plugs of the Commonwealth (Soft)- Slavers will use this mod if they find it installed. Lord Escobar Piercings (Soft) - The slavers will decorate you. In their own way. Captive Tattoos (Soft) Commonwealth Moisturizer - Some NPC and factions will reject you if you have cum in your face.  Slave and Model Poses (Don't download the ESL version) HN66 Eyelashes - If you use my FaceGen file (Commonwealth Slavers - Face Gen).  Porcupine Pubic Hair - for the trimming services HN66 Nails - More nails option for the nail kit Bad Dragon Dildos by Konata. There are dildos in Corvega and the Combat Zone to use and earn tips! TBOS AntoHairPack. If you have this mod installed, my mod will detect it and add a pair of hairs to a couple of girls via script. If you don't have it, they'll have vanilla hair. KSHairdos - Hair for some NPCs. LooksMenu Body Tattoos - Tattoos for NPCs.  
     
    Recommended Mods

     
     
    Smokeable cigars - My mod will detect if you have that mod installed, and if you have a cigarettes/cigars in your inventory, you can smoke it using the purse as a shortcut! Get Dirty and AAF Dirty Sex - For aesthetic reasons. Be careful! You don't want to swim to get the dirt off. The Get Dirty mod will remove your collar and that will have deadly consequences with my mod. Use the soap instead. I personally recommend you to disable the Dirt Radiation Hazard mode of the MCM. It's just too much unnecessary difficulty.   Classic Holstered Weapons - I like that the characters have their weapons visible, it gives them a more menacing look. It reinforces the difference between the PC and the raiders. Leito Patch by Tentacus - A must-have. New XML adding lesbian animations using Leito's animations among other things. You may not want to use it if you are already using UAP. Random Overlays Framework - this mod will put various tattoos on raiders. LooksMenu Body Tattoos and Tattoo Collection - the tattoos that the Random Overlay Framework will put on the raiders. Hardcore Raiders - a mod included in the fomod. Raiders will wear their best armor and weapons. Remove Infection - Honestly this Survival mode disease is so unbalanced and just a nuisance, especially in a mod like mine. Even if you don't play this mod, if you get this disease in your first few levels you are doomed to learn chemistry perks in order to heal yourself. Use this mod to block this disease. Unlimited Survival Mode - A must-have. You will be able to save in the middle of Survival mode and every time you enter/exit a cell.  Cough - It seems pretty realistic, you cough when you eat radioactive food and when you're sick. You can modify options in your MCM to not cough so often. SKK Fast Start New Game - FastStart a new game in less than 2 minutes from Main menu.  Gender Ratios - For all raiders or gunners to be all men -or as you prefer-. Diamond City Expansion - More customers.  Up To No Good - Fantastic decoration for raider bases. I prefer version 2, not 3.  Dancing pole for Red Seat (and Diamond City Expansion). A different way to make caps in Diamond City. Friendly reminder that Diamond City Expansion should have higher priority than Commonwealth Slavers, so you don't suffer from graphical glitches.  Looksmenu Player Rotation - Quite convenient when using the "Looksmenu Mirror" item, which you can use when equiped the slavers purse. (crafftable in the chemical workbench, Utility section ) Diamond City Lights - It's only atmosphere. The lights of Diamond City can be seen in the distance. Diamond City Security -  Add a handful of guards outside Diamond City. Not My Settlement - Farmers don't want slaves stealing their crops/use their beds! HeadPart Extended - Old gen only. Headparts (hair, piercings) are not consistent in NPCs, but this mod makes it possible. More DC Guards - More clients for Pet Walk Facial Expressions Fix - Not to miss the facial gestures of the characters during dialogues. Natural eyes More blinking and face morphs - More naturalness during dialogues. Dynamic Cinematic Face Lights - I can't play without this mod. Natural lighting during dialogues when it's dark. Rusty Face Fix - Install it and brown faces will be a thing of the past.  XDI - It's not mandatory, but I enjoy knowing what specifically my character is going to respond to. 3rd Person Behavior Fixes - Not so much for my mod, but for Sex Attributes and its speed mult modifications.  Universal Stiffener by spicydoritos. This mod is made for users whose in-game erections work most of the time.  
     
     
    OUTFITS
     

     
    My mod brings software compatibility to these outfits!
     
    Easy Girl (Fusion Girl Version HERE) TRS (Fusion Girl Version HERE) Nora's Secret (Fusion Girl Version HERE) Burhinaler Mule Heels  (Fusion Girl Version Only)  
     
      Vtaw Patch
     

     
    I made a patch for VTAW 6, 7, 8, 9, and 10. The patch is the FOMOD. It was a personal patch, but it grew, and I decided to share it. You'll see some characters using it too. However, this isn't a simple patch. You'll need all the VTAW files and even their extra textures (or 'material swap' file), or you'll see purple textures. 
     
     
     
    Litheria Outfit
     
    An outfit inspired by "Litheria Outfits" from Skyrim (HN66), created by @Axary. My mod recognizes this outfit if you have it installed, and some NPCs even mention it when you're wearing it. Lindstrom gives it to you when you go outside in "Pet Walk." 
     
    It has several matswaps! You can find this outfit in the "Optional" folder.
     
     
     

     
     
     
     
    Other Soft Compatibilities - Slavers recognize these mods
     
    Soft compatibility with "Myopia Simulator" - the Whore House guard, Declan, will give us glasses.  Soft compatibility with "Family Planning" - Declan can give you condoms. That's all. I don't want to include topics like pregnancy, babies, or children in my mods.  Black Male Raider - Special racial dialogues if you have this mod installed. Download this one: WLBlackMaleRaidersNoDLC.   
     
     If you use Vortex, here's a little tip to give priority to my mod. Put it in the Dynamic Patches group: 
     
     
     
     
     
     
     
    Incompatibilities
     

     
    Any mode that spawn random enemies/random encounters is a big NO due to the nature of this mod because they will cause interruptions. I REALLY wanted to make a mod where you have to walk the wasteland, live the experience of being herded like an animal. Part of the transformation of a character requires living through those experiences in which you realize that you have no other choice, you have lost your freedom. And that has its costs: you must get rid of those mods that interfere with that experience. 
     
    I have tested with "The Forest" and "Desperados" and it goes really well, but The Forest has no navmeshes so NPCs will always get stuck against trees. I included a cheat in the MCM that can help in these situations, to transport the slavers to you in case they get stuck.
     
     
    Incompatible mods that have emerged thanks to user reports
     
    Combat Zone Restored - It conflicts with my quest "The Combat Zone". Doc Mitchell Player Home You talk too much or derivates (reducing greetings mods is a big NO) Tales From The Commonwealth   Just Business - Problem with my mods brawls Commonwealth Settlers Children of Ug-Qualtoth Zetans - Alien Invaders in the Commonwealth Scavers Closet Knockout Framework ❗ Sexual Harrasment (Suspending all approaches in the MCM works just fine) Boston Breeder  Sentinel Control System Companion (Creation Club) Combat Drones Assimilation ( Just make sure you turn off the assimilation chances to 0% so you don't get sucked away to service another faction) Combat stalkers, More enemies, Npc travels. Hangman's Alley Modification - Modifies Diamond City's navmeshes. Recruitable Settlers Crime and Punishment - Break the scenes in the security office.  Gun for Hire  Diamond City Interiors Redone (D.C.I.R.) - nav meshes and moved walls Diamond City Outskirts - settlers outside the city will be killed by Gristle. DC Guards will just watch so it's not game breaking. Fallsouls - Due to the heavy use of timers in this mod.  Combat Strip Lite turn off destruction and check through settings in Provocative Perks to make sure they don't interfere with anything (or remove them using the MCM Debug Settings). Mutant Menagerie Enhanced Creatures AI Overhaul. MAIM - It breaks the X-Cross Whipping Scenes with the player ducking and covering in fear instead of being restrained properly. Terrain Undersides - 2 Million Sunblock (Problem with Slavers Valley).  Fens Sheriff Dept - aka the Bleachers 2, pathing problems. Reputation Mod, maybe only with FSD installed - If you walk to DC during the Whoring quest again, DC folks are hostile at least the guards are. Latex Collar, Orgasm Curse and Fetish Dream  Pervert - causes a lot of interruptions if naked and teleports you a lot). HuCows by Grim - Gristle opens fire and uses grenades on them in diamond city on leaving.    
     
    Not Compatible
     
    Sim Settlements 2 ❗  Raider Pet ❗ Problems of Survivor ❗  
    ⚠️ Complex Item Sorter, when run on Lord Escobar Piercings, adds an armor keyword to them, which makes you get electrocuted. 
     
     
     
     
     
     
    Guide with Quests and Stages
     
    LINK 🎉
     
     
    Special Thanks
     
    This mod has a lot of routes and it would be impossible for me to test them all without burning myself in the attempt, so thank you very much to those who participated with the testing and also for suggesting a lot of ideas that ended up being implemented! 
    This was from June 17 to July 31.  
     
     
    @osculim
    @Kalamaki22
    @Slorm
    @zjzc
    @Evelynith
    @robert.marquis
    @Jarnin
    @valcon767
    @lasko12
    @scourge2805
    @Darkwolf101
    @AAAA76
    @chooseChaos
    @ckworth
    @kazeha9
    @ezusoppp
    @vladpol
    @Toddi
    @Beerbatty
    @jc321
    @CrusaderKing222
     
    Grammar correction thanks to @xSapphire who proofread more than 7.000 lines of dialog! ✔️
    Thanks to @DT6666 for more proofread too!
     
                                                           Assets & Musics
     

     
     
    Youtube Playlist with all songs
    The earrings are from Straw and you can get them on their discord!
     
     
    Why are objects and textures in Corvega flickering and disappearing?
     
    Pre-culling issue. To resolve it, place Commonwealth Slavers.esp in the bottom of your load order
     
     
    Third Party Support
     
    Frankly I barely know what I'm doing but I've created a simple script so that any other mod can start my mod if the conditions are met, without hard dependencies.
      
     
     

    146526 downloads

    Updated

  13. FOLON AAF Sexual Harassment patch

    Just a small patch between FOLON and AAF Sexual Harassment. It is nothing much and I know that the vast majority of people here are capable of doing similar patch themselves. But it was surprising to me that nobody actually posted a compatibility patches between FOLON and AAF mods so far, despite FOLON being published a year ago. I was hoping authors of major AAF mods would do it, but some of them have not been here for a while. And I get it, everyone is trying to get on with their lives, especially with current economic situation in the world. However, FOLON is a big thing, definitely bigger than whatever the F Bethesda was trying to do in April of 2024. Therefore, I decided to make a patch for SH myself. Should an event occur where twistedtrebla will decide to make a proper patch, then I will take this one down. 
     
    Requirements: Fallout London and  [AAF] Sexual Harassment v1.20.4
     
    What changed compared to original.
    Added FOLON humanoid races the list of races available to Sexual Harassment quests. 
    Changed some dialogue lines in quest, so they would fit in realities of London. Nothing much really, just word "caps" was replaced with "tickets", "Commonwealth" replaced with "London" and so forth. 
    Changed a bit quest "Pulic Service in Diamond City". In original mod when protagonist would end up being collared, her master eventually would issue a quest where she has to go to Diamond City market and service 5 people there. In this patch quest would point to Trafalgar Square in Eastminster. You just have to stand in a triangle between Edge of The World, School and Surgery, basically behind Nelson's Column. 
    Moved NPC Johny Hacker from DugoutInn in Diamond City to Adandoned restraunt in Lewisham. Over here https://joric.github.io/maps/fallout-london/#Abandoned_Restaurant if you don't know where it is.
     
    Possible problems with the patch:
    In original mod kids are excluded from any kind of quests and interactions of the mod. So I in similar fashion I excluded Thamesfolk kids (Folon_RACE_ThamesfolkChildRace) from quests as well. However, due to some unknown reason, FOLON team made Thamesfolk kids the same race as adult Thamesfolk (Folon_RACE_ThamesfolkRace). Which means that technically they are adults, just in 0.75 scale of adult. It is true as of 1.02 patch of FOLON and I hope it will be resolved in future. So yeah mind that, good thing there are not so many of Thamesfolk kids to begin with. 
    The patch is not ESL flagged, its an ESP. And I advise you against converting it to ESL. I had to remove ESL flag because it meddles with AAF Voiceover mods, there are several of those on this site. In short, the dialogue lines that i messed with are becoming mute if the patch is ESL flagged. If its a normal ESP, then everything is fine. Just place it righ under original mod.
     
    Installation: either with a mod manager or manually
     
    None of the stuff used in creating this patch is mine. All of the scripts which were slighly modified belong to twistedtrebla
     
    Credits and Thanks: 
    FOLON team for creating Fallout London
    twistedtrebla for creating AAF Sexual Harassment and making its resources available to community
    ElminsterAU for creating xEdit and keeping it updated through years
     
     
     

    468 downloads

    Updated

  14. Tail skeletal animations beta

    This is not a released mod. These are resources for modders and a test version of the skeleton.
     
    "Tail Skeletal Animations Beta" is a simple mod that contains:
    1. A new skeleton (skeleton.hkx and skeleton.nif)
    2. A test tail and one AAF test animation. Don't expect anything special from these; they're just for testing functionality. Tail_project.esp is needed only for this.
    3. A lupine tail with new bones for "Lupines - Wolf Race"
    4. Several F4 animations for female PCs, edited using tail bones. Standing, running, sneaking.
     
    Requirements: ZeX - ZaZ Extended Skeleton
     
    ImportScript_CAT_RiG_ZeX_Female_Tail_3dsMax2015 contains:
    1. 3DSMax2015 CAT Rig and MaxScript for importing and editing F4 animations based on vanilla or ZeX skeletons into Max. This is a modification of the 3dsMax Havok Import Script . The 3dsMax Havok Import Script is required to import animations.
    2. Havok settings files for exporting animations.
    3. CAT Tail keyframe poses used for editing F4 animations (Tail_00 limb poses).
     
    Demo:
    https://youtu.be/tHyCnz027B4

    11 downloads

    Submitted

  15. Sexual Harassment +

    What is this?
    A fork of the "Sexual Harassment" mod with an additional features.
    Are you tired of turning the "approaches" feature on and off? Does it annoy you when a harasser disrupts normal gameplay? Have you ever forgotten to turn the feature back on?
    Well, this mod provides a solution to that problem. To get rid of an unwanted harasser, simply draw your weapon just before they approach.

    New features:

    1) When the dialogue begins while your weapon is drawn, new dialogue options become available:

    IMPORTANT:  you need to draw your weapon before approach (when you see hint that someone is watching you). Weapon doesn't need to be aimed at NPC, you just need to have it unholstered. 

    [FOCED END] - it forces harasser to flee and harassment ends, a failsafe option to simply get rid of harassment instead of turning mod off.
    [AIM WEAPON] - you can ask aditional questions and agree to harasser terms eventually. - This is default, lore friendly dialogue you should choose for immersion.
     
    Devious and collar master approaches doesn't have those options for obvious reason.

    2) No Harasser approach while in workshop mode

    3) No buttslap dioalogue.
    Because some mods out there makes butt slap very frequent, i removed dialogue after this event. If player activate molester, he will just say some comments.

    4) Molestation skip 
    If you have a lot of clothes on you (Vtaw) and molestation scenario takes forever to get you uindressed, you can now give up and skip to last scene.



    I decided to create a fork because it can be installed alongside the standard version of SH, and you can switch between them at any time.
    I have @TwistedTrebla’s—the author of the original mod—permission to create this fork.
    All credit goes to the author of the original mod, who created one of the best NSFW mods for FO4.

    Known issues:
    - voiceover mods no longer compatible. Unfortunatelly I needed to change some dialogue otions, expect some problems with standard voiceover mods.
    I plan to make new voices for this mod in future as soon as I finish changing dialogue options.

    How to use:
    Install as seperate mod, disable original SH.
    Mod should be before Pervert in load order (same as standard FPSH)
     
    Thanks to all ppl that helped me test this mod. You are great support and source of ideas!
     
     
     
     

    4828 downloads

    Updated

  16. Transfer Settlements - Bunker Hill Institute Uplink Station

    A Transfer Settlements blueprint that aims to explain why there's a satellite structure hovering over the Bunker Hill monument. It spruces up Bunker Hill to create a more vibrant marketplace and upgrades a few key buildings. Additionally the roof area of the main building has an additional two levels of living spaces to increase population levels.   Details of the Build New structure has been built above the main building. It features two levels of living spaces, with a rooftop eating area and farm. Rebuilt the scaffolding to reach a new living space. Replaced the wooden structure near the main gates (opposite Kay's stall) to create a proper medical clinic. Features two surgery bays and a waiting area. Replaced the flop house and turned it into a combination barber shop and three-unit accommodations. Gutted out the inside of the main building and fixed up the damaged walls using a mixture of brick and retaining wall elements. The main space now houses every major shop, a singing settler and two dancers. Added turrets on remaining structures to increase defence. Added a small guard shack and armoury by the main entrance.   Note. This build assumes that Kessler handed you the settlement after the battle at Bunker Hill. Hence the trap door within the main structure is covered by a stage.   Key Statistics 35 bunks. 100+ food. 940+ defence. 540 power. 60+ water. Tier 3 Medical, Restaurant, Clothing, General, Armour, and Weapons stores. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build.   Note. Bunker Hill is notorious for glitches that lead to a Crash to Desktop (CTD) scenario. While this build has been stable for me in the past, some mods may make this build unstable.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Used for optional flooring overlay and a performing settler. Singing Settler. Player functional laundry machines and dryers with sound effects. Stripper Pole. Adds assignable stripper poles for dancers.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Better Armory Mod. Great mod for creating an armory and displaying associated weapons. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward: Clear out all clutter, brush, and trash. Remove all bunks and existing stands. New elements will be added in. Store any food elements, except for one corn plant. This will keep Kessler assigned to food. Gut out the inside of the main structure, internal walls, including the makeshift roof and back walls, and a wrought iron fence. Be sure to maintain the trader stand. Scrap the elevated structure to the right facing the Bunker Hill monument. Do not clear the junk walls. Scrap the bar area/flop house. Do not remove parts of the foundations along the wall area. Scrap the bridge leading to the wall. Stairs will be added to replace this feature.   A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., greeb on the roof). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous  in front of the statue.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm that all power has been restored as expected.   The default characters cannot be assigned to new stores by default. Select the NPC from the console and AddKeyword WorkshopAllowCommand to assign them to their newly improved spaces.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.1 Switched to Immersive Laundry. Add shower facilities in the Barbershop, which was dropped when I moved away from Bring Your Own Pool. Added a statue in the alcove on the first floor of the monument. Minor tweaks.  

    156 downloads

    Updated

  17. Transfer Settlements - Echo Lake Lumber Mill Redux

    A Transfer Settlements blueprint that transforms the dilapidated Echo Lake Lumber Mill into a viable settlement. In addition to the repairs, buildings have been added to increase defence and food production. This blueprint adds to the tourist nature of the site, which includes concession stands just outside the buildable area.   Details of the Build Main building has been repaired within limits of the existing structure, maintaining the overall floorplan but transforming the attic into a usable floor. The front face of the building has been largely maintained/restored. Dedicated medical area with surgical bay and recovery ward within the main building. Added a small warehouse building that houses all workbenches. Repaired the sawmill and turned it into a gym. Added two large greenhouses in the expansive area that used to house the loading truck and wood yard. Replaced the sidewalks and added vintage cars. Replaced the barn next to the Echo Lake sign and converted the interior to a public bathroom. Added a small warehouse on the other side of the Echo Lake sign for additional turrets and defence of that area. This storage area could easily be converted into a player home.   While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site.   Key Statistics 28 bunks. 150+ food. 700+ defence. 240 power. 30 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visible glitches observed with this build.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area is relatively straightforward. Clear out the area of clutter, trash, foliage, and deadfall, including the stands.   For the main structure: Clean the site. Remove the entire roof structure on the attic level of the main building. Remove internal walls and railings. Remove all brickwork; it will be replaced with Homemaker variants. Remove the back walls entirely; they will be replaced with duplicated variants. Remove the walls facing the stand except for the door; they will be replaced by duplicated copies. Remove all floors, including stones. They will be replaced with Homemaker and vanilla elements.   The exceptions to this are: The stairs, stairwell, and concrete steps within the main structure. The intact mid-level red roof facing the parking area. The internal wall on the lower level between the two levels of entrances.   A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., floor pieces). Disable MarkForDelete   Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.   Build a Transfer Settlements console from Power > Miscellaneous in between the Echo Lake sign.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Confirm that all power has been restored as expected.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.1 Switched to Immersive Laundry. Replaced statue with Standing Stones from Skyrim. Replaced garage doors with electric variants for a cleaner look.  

    152 downloads

    Updated

  18. Sex Attributes Helper (now does Arousal & Willpower)

    Ingesting, Rads, Combat, SAKR state, location + more can affect Arousal+Willpower levels. 
    SAKR+CSL support + Dripping/Gushing etc via Arousal value + Violate "Too Horny/Weak" Auto Surrender + Commonwealth Moisturizer (Cum) on Skin effects + Nude Modesty
                                     (external mod/s needed (you probably have most of them already)) the only "Hard" Requirement is Sex Attributes.
     
    Basically it breaks out the Arousal *and* Willpowers values and allows them to be modified by a heap more things (as seen in the images above and below as a wall of text). 
     
    Before you jump in
     
    You will likely need to change sliders around to your preferences, however your playstyle will affect what you need to change, it likely is "too easy" at the current settings.
     
    Food that adds rads will have 2 ticks, one for the food itself, and one for the radiation. Getting hit with a Radium Rifle is a similar affair, Rads + Combat arousal/willpower damage. Locations and Adrenaline and SAKR score modifiers all functioning at the same time will increase the gains/losses in each direction (unless you do an opposite), so keep all this in mind before you increase things too much.  
     
    This mod cannot "see" or change arousal gained from other mods, only what it changes itself.
     
    List of what is available:
     
    -All sliders can be 0'd with fair steppings (usually 0.1), so you have total control over what and what doesn't affect your pawn. Most sliders than can go negative, do, so actions can reduce arousal/willpower instead of increasing it are easy to achieve, and vice versa.
     
    -Almost anything your character can consume, can affect their Arousal+Willpower stat, positive or negative. This is broken up into goods via formlists, zero rad food, food with rads, waters, sodas, chems, other medicines. Few certain things were ignored like the Vault 81 cure just because I don't think they matter/couldn't think of what list to put them in.
       -An optional addon to add non-RobCo patcher Better Living Through Cumistry support is included (requires original mod obviously)
     
    -Taking Rad damage can increase your characters values (direct), losing rads can decrease arousal/willpower (or vice versa, like everything)
     
    -SAKR support so the game can detect when you are skimpy/exposed boobs/crotch, skimpy clothing has a % gain modifier, exposure gives passive gains (33% for chest exposed, 66% for crotch, 100% of passive gain rate if both). You can get the skimpy modifier at the same time as being partially nude, but when you are fully exposed the modifier stops working.
     
    -An arousal level dripping-when-aroused type of system. Dripping, Squirting, Gushing, Cumming, Leaking Cum, CumFarting?. Modesty?? (needs mod/s below). Set your own arousal level for the effect to be equipped (its an item that gets equipped, it shouldn't get in the way).
     
    -Cum on your skin from Commonwealth Moisturizer can change your players Arousal/Willpower.
     
    -AAF scenes involving the player+orgasms can affect their Willpower. Arousal is already handled by Sex Attributes itself. Thanks to @Cookiemonsta234 who provided most of the code.
     
    -When the player has an exposed top and/or bottom and the 'Covering Hands' mod is installed, the player can be combat-locked (toggle) and will cover themselves.
      The options for this are as follows: Arousal Only, Semi-Nude (top or bottom missing), Nude, Semi-Nude+Arousal Rating, Fully-Nude+Arousal Rating
       This can be equipped at the same time as the above animations (which only 1 will work at any given time in addition to this)
          -- The mod "Perverted Mechanics" has more complete support for modesty and uses a different/conflicting animation. It is not recommended to use this covering hands support at the same time as that mod. This should not be an issue if you set the arousal value to 101 in this mod ((default)), to disable the animation being equipped from this side). That mod also has its own SAKR arousal-changing values and possibly other things that may interact here so take care to not double up to avoid problems. Both mods should operate fine with each other outside of this (I use both and recommend that for covering animations instead of this).

    -Location support, so areas can alter arousal/willpower by % of what you'd be gaining (like a raider camp or a vault). It can be a little jank with updating and being accurate with what you're seeing vs where it tells you that you are. Typically needs a location change for settings to take hold. I did not manually name all these locations, they're pulling from fallout 4's base code, all I did was group them.
     
    -Combat Arousal: on getting hit you can gain or lose arousal/willpower, depending on "what" sort of damage it was, most basic damage types covered, kills and attacks on the enemy can alter your arousal/willpower as well. Gambles and weapons have different amounts of arousal gain, amounts controllable via MCM, there is also a Maximum Arousal level which when reached you will be unable to use your weapons (of course the value can be changed).
     
    -Your maximum arousal-to-attack limit can also trigger you to surrender to your enemies due to being too damn horny or weak willed (if you have Violate).
     
    -Combat strip lite support : Each item stripped, add/remove X arousal/willpower
     
    -Adrenaline ranks can affect gain/loss (survival only)
     
    -Swimming can change your players values over time, more time spent, more effect.
     
    -Multiplier/Gamble options exist for a heap of the sliders as well, so you could set a low value with a low chance and a large multiplier for a shock as an example

    -Practically all of the basic in-game and DLC ingestible items have been listed so it should just work out of the box and not ruin anything else you have going on, plus there's an easy to use MCM. It should have robco patcher support (I created 3 extra nodes to latch onto) so anything else people want to use with it (like to add more items) should be able to use those nodes to hook onto, I dont even know if they are needed I actually don't know how to use robco, I just didn't want to create another dependency. It should work out of the box with BLTC but that is untested, as are all robco things.
     
    The robco lists are : CustomGroup1 CustomGroup2 CustomGroup3 globals: CustomGroup1Gain CustomGroup2Gain CustomGroup3Gain
     
    Permissions and Dev info:
     
    Current possible known issues:
     
    "Seems ok 2 me 4 now"
    You will want to play with scoring.  
     
     
    The obviously required framework:

    Optional but highly recommended:
     
    SAKR for SAKR stuff
    Combat Strip Lite for Combat Strip Lite Support
    Better Living Through Cumistry for ingestible support
    UAP for Effects when aroused                                                                    |
    Bad End Animation Pack (Release_BadEnd_v01_05.zip) for more effects   |  Possible alternates can be used with a little work for both packs
    Covering Hands (Modesty TD animation edit)    - may replace an existing holding-broken-arm animation
    AAF Violate for "Auto-Surrender when too horny" support.
    Commonwealth Moisturizer  for cum hornyness/will changes
     
     
     

    11020 downloads

    Updated

  19. Various FO4 mods RU

    Только переводы, сами моды по ссылкам ниже
     
    Nuka Ride  6.8.6
    Commonwealth Slavers 2.8.9e
    Sex Attributes  2.8.0
    Violate  V1.60
    Sex Em Up 1.19
    Better Living Through Cumistry 1.09
    Provocative Perks 1.11.1
    Little Pawn 2.23
    Triggerwoman 1.0
     
     
    Эти переводы обновлять не буду
     
    Sexual Harassment 1.20.4
    Bound In Public 1.3.3
    Raider Pet Tweak v0.5
    Pervert – Immersive prostitution and harassment 0.1.1
     

    12959 downloads

    Updated

  20. Human Cattle Beta Version 2.5.3 TRADUCCION AL ESPAÑOL

    Dime, ¿alguna vez has querido iniciar una granja pero que en vez de animales sean humanos?
     
    ¿no?
     
    Pues da igual, este increible mod te permite iniciar tu propia granja humana, donde podras conseguir carne y leche de las "Hucow" (Vacas humanas) al igual que puedes tener Toros que se encarguen de las necesidades sexuales de tus vacas, preñandolas y consiguiendo el doble de leche de las huwcow. (CUIDADO, PUEDEN ATACAR LUJURIOSAMENTE A CUALQUIER MUJER, SEA HUCOW O UNA SIMPLE COLONA).
     
    o por que no, tu puedes volverte una HUCOW y iniciar una extraña pero divertida partida.
     
    La mision principal del mod inicia en Sanctuary, en un buzon cerca de la entrada del mismo, lee la holocinta y despues de una pequeña pero entretenida mision podras iniciar tu aventura como granjera/o de Hucows o siendo una hucow xd
     
    Para que el mod funcione correctamente se necesita instalar primero el mod original el cual es: 
     
    Evidentemente con todos los requisitos que este pida, esos requisitos los puedes ver en el mod original, sin mas espero volver a verlos luego con mas mods traducidos para la comunidad y cualquier duda que pueda surgir con mucho gusto puedo ayudar a solucionarla, que tengan un exelente dia 
     

    915 downloads

    Updated

  21. Human Cattle Beta Version (WIP)

    This mod works for Pre-NG and NG versions of FO4.
     
    This mod is a light-hearted treatment of an evil experiment by Vault-Tec that has resurfaced in the Commonwealth.  Humans are turning into hucows, more concerned with sex, eating, and getting milked than telling you about how well the ghouls at The Slog are doing.  Something has to be done before Preston Garvey can hand you another damn quest!
     
    What this mod does:   It allows the player to learn about a Vault-Tec experiment (#134) that turned humans into human cows (AKA hucows), capable of surviving - even thriving - after a nuclear war.  The female cows produce milk that will reduce radiation levels in humans.  This makes them a valuable commodity.  There is a quest in the game (look for a clue on a holotape in random settlement workbenches) to allow the player to learn more about the background while helping NPCs to find clues so a serum can be made to cure one of the NPCs, who is a female hucow.  After the quest is completed, some of the NPCs may be recruited as settlers.  NOTE:  The quest is recommended for higher level players (at least level 20) because there is an advanced level locked terminal as well as several legendary opponents.
     
    Of course, you may choose to take a more nefarious path and start your own hucow farms at the many settlements of the Commonwealth.  Create hucow serum that you can inject into hapless settlers and other humans so that they become milk producers and make you filthy rich with caps.  You can milk your cows or designate settlers as hucow farmers who will do the milking for you every day.  You just have to collect caps, every once in a while, from the settlement workbenches. 
     
    You may also find that some of your settlers either slowly (and mysteriously) become hucows on their own or they may ask you to make them hucows, for reasons of their own.   The Wasteland is a hard place, and some people just want a release from it all.  Others have a hucow fetish.  You can even choose to be a hucow yourself, male or female.  You will find that male hucows, called bulls, are capable of fucking just about anything.  Both sexes can be very sexually active although you can limit this a great deal via the MCM.
     
    The mod adds one settlement location in the Vault 81 Secret area.  This settlement is available for the player once the Vault 81 "Hole in the Wall" quest AND this mod's quest to cure Emily are successfully completed.  If you have the Depravity mod installed, you also have to successfully complete the Depravity Vault 81 quest, "Find the White Rabbit".
     
    The mod adds some furniture too.  There are leafy beds for the cows to sleep on the ground, an examination table where you can do lots of things to assigned settlers or hucows, and versions of normal workbenches and furniture that are not usable by hucows when they are sandboxing around the settlement (note that some of this furniture is also unusable by the player if he/she is a hucow).  There are also food and water troughs and invisible animation mats that you can place around the settlements where you want NPCs to do things.  One example is an eating mat so that hucows will stop and eat grass from the ground at the location.  I usually put about 10-20 of these in a settlement so the hucows are active during the day.  A few settlements (Sanctuary, Abernathy, County Crossing, Finch Farm, Red Rocket, Starlight Drive-in, Sunshine Tidings, Taffington, Ten Pines, and The Slog) already have some of these in place. Version 1.1.0. adds hucow stall components that you can build in your settlements.  Put a stall trough inside and assign a cow.
     
    There are also a few unique NPCs that you will encounter outside of the quest.  There is a hucow trader at Goodneighbor and another at Diamond City.  You can buy and sell hucows there.  You may also find a researcher shows up at one of your settlements if you have enough hucows there.  I won't tell you much about her because she'll tell you everything you need to know.
     
    There is also a holotape that you can use as a hucow management system.  It will allow you to see how many hucows are in the current settlement location, how many you have total, run a bed check, and move, milk, or kill individual cows. 
     
    You can track hucows in your current location by using the Hucow Control System holotape in your Pipboy.  This will tag every hucow in your local area with an objective marker visible in your HUD.
     
    Voiced dialogue for this mod was created using Elevenlabs online voice generation.  The mod has over 3,700 lines of dialogue.  Many are duplicates or short but around 2000 lines are original.
     
     
    You will also find some things that are not part of the Vault-Tec experiment that are just darn fun to play with:
     
    1)  A misc object called Can of STFU that you can give to settlers, so they stop telling you about the ghouls and their tarberry bog or how much their feet hurt.  Warning!  Remove the can from any settler assigned as a store vendor in a settllement.  Also remove the Hucow farmer's bucket from them.  Otherwise, they will not use the vendor dialogue.
     
    2) Syringes and pills that will turn human enemies into hucows.  Note: that one version of the clone serum also turns males into females, so you are guaranteed to get a large herd of milk cows quickly.  I use these to capture raider bosses and then "employ" them as "cash cows" at Sanctuary.  Don't use these on any NPC that you need for quests (e.g. Preston Garvey).
     
    3) A helmet that will turn a female settler into a Battlebabe who will follow you into combat, deal damage on your behalf, and heal you for free.  She will also help you with your "Morning Wood" problem if you choose that setting in the MCM.  She can even become a settler or a hucow in a settlement if you give her a disguise.
     
    4)  Refrigerators to hold milk and milk crates to hold milk bottles.  The fridges with the doors that open allow you to put milk crates inside them.  Each fridge holds three crates.  Each crate holds 24 bottles. If you put the Vault-Tec (blue) refrigerator with the door that is always closed in a settlement, your hucow farmers will occasionally put milk crates in it.  It also holds three crates.
     
    5) Poop, the lowest humor denominator.  If you choose to allow it in the MCM, hucows will very rarely poop.  You'll find their droppings decorating your settlements (hopefully not on the carpet).  As a player hucow, you can also squat and poop using a hotkey, but be careful not to do that around Codsworth, as he is not amused.
     
    6) Robots in settlements will clean up hucow poop.  No need for you to do such a menial task when you are the general of the Minutemen.  Put a robot in a settlement and it will clean the poop up for you.  I added this so that Jezebel would have some work to do, but every robot will do the job.
     
    7.  Moo like you mean it.  A player hucow can use a hotkey to moo.  If brahmin moo at you, moo back!
     
    8.  The Player hucow can eat plants.  There is an MCM setting to switch cow hunger on/off.  If it is on, the player will have to eat plants or suffer adverse effects when cow hunger gets too strong.  Wander the Commonwealth munching on wild fruits and veggies or nibble on something more exotic?  I sometimes got distracted from quests during playtesting and went around munching everything in sight.  I don't know much about Boston now, but I know the location of nearly every edible plant along the roads.
     
    9.  Cum addiction.   An MCM option will give the player a cum addiction, which means you will have to pester anything with a dick to get your daily supply of cum or suffer adverse effects.
     
    10.  Vault-Tec tattoos and restraints.  The player can put Vault-Tec tattoos and restraints on the cows.  There are a few other tats as well that you can apply via Looksmenu.  If you don't like hucows, use the assets on other NPCs.
     
    11.  Security Punishment Baton.  Another version of the universal baton but NPCs will notice it when you use this one on them.  If you have the Captive Tattoos mod by JB, this baton will also leave a mark.  Heal the marks with a stimpak on the Exam Table or by giving the cow a salve that you make in the Chem Workbench.  Whip marks may also heal over time.
     
    12.  Bed Check.  Because the game assigns NPCs to beds regardless of whether they can actually sleep in them (due to restrictive conditions), the player can clear settlers from assignments to hucow beds and clear hucows from assignments to prohibited settler beds (the ones buildable in this mod's section of the build menu) by asking a male hucow farmer to fix the bed problem.  Bed Check will also name every bed (if you have the Rename Anything mod installed and active in your load order) so that you know who owns that bed.  NOTE:  The NG version of Rename Anything may not work correctly.  Bed Check will still clear NPCs from owning the wrong type of bed, but will not name the beds.
     
    13.  Devious Devices Makeshift Collar.  An MCM setting allows you to use the Devious Devices Makeshift Collar instead of Vault-Tec restraints when collaring hucows on the exam table or while they are sleeping.  You must have the Devious Devices mod installed.
     
    14.  ZazOut 4 crops.  You can craft Zaz's latex and leather crop in the Chem Workbench and use them to punish hucows (or humans).  You must have ZazOut 4 or the Repacked version of it installed.   These versions of Zaz's crops cause minimal damage and do not make hucows hostile.
     
    Required mods:
    Fallout 4
    All DLCs except Creations and the High Resolution Texture Pack
    AAF (Get it on the AAF Discord)
    Extended Dialogue Interface (XDI)
     
    Recommended (optional) mods:
    Commonwealth Captives (a prime source of future hucows, you could play FO4 without it, but why would you?
    Captive Tattoos Version 3.3. (for the security punishment baton to leave whip marks on humans)
    Cherie's Looksmenu Overlays  Nice tramp stamps and the lactating breasts overlay used in Human Cattle
    CBBE Pubes (works for CBBE and FG, the au naturel pube is used in game)
    Devious Devices is needed if you want to use the Makeshift Collar instead of the Vault-Tec Restraint Set for collaring hucows.
    Immersive Human Overseer Barstow if you want to turn her into a hucow using the hucow serum syringe (not the clone syringe)
    Looksmenu (bodygen and overlays only function because of this mod)
    Mad Science for Dummies  Dudemer's cow body mod for CBBE, use it if you want a more cow like body.  Warning:  Not for FG users and may have issues with crawling and/or kneeling.  Dudemer is currently updating this mod and has added a patch for use with Human Cattle.  I have not tested his mod or his patch! 
    Mod Configuration Menu because without it you can't change options
    Place Everywhere is very handy for settlement building
    Rename Anything is a mod that allows you to name everything from hucows to troughs to beds to provisioners as well as items in your inventory.
    Zazout 4 Repack is the repacked and revised version of Zazout 4.  It works much better.  Needed to use the less damaging version of Zaz's crops.
     
    Thanks to the following people:
    Dagobaking for AAF and the AAF Discord Server
    All of the moderators and frequent visitors of the AAF Discord Server
    JB for adding his crawling system to this mod and giving me some tips about it.
    Alundra for enthusiastically cheering this mod on and making a few items for it.
    EgoBallistic, Niston, LarannKiar, Lee3310, and VaultBait for help in learning to make this mod
    Thanks to Timanca for making the original crawling animations.
    Big thanks to LarryJD8822 for helping me pay for my ElevenLabs subscription.
     
    Installing this mod
    Install using a mod manager like any other mod.
     
    Conflicts
    This mod was originally written for pre-NG FO4 and the archives (BA2s) are the old version but NG is backwards compatible so I don't expect any issues with this mod and NG FO4.  Let me know if you find any problems.   After version 1.25.2, I am using FO4 NG and its version of the Creation Kit.  This mod should still work for pre-NG but if you experience issues, let me know in the forum.
     
    Try not to make any actors wearing high-heeled shoes into cows or turn off the height addition for them.  Otherwise you may see them floating above the ground when they crawl.   
     
    EDIT:  DO NOT CHANGE THIS MOD ESP TO AN ESL.  IT WILL BREAK THE MOD TEN TIMES WORSE THAN ANY OTHER MOD YOU HAVE EVER CHANGED INTO AN ESL!!!!
    This mod uses scripts, a lot of them, and also relies on pulling specific FORMIDs.  When you convert a mod to an ESL it compacts the FORMIDs, changing many of them.  That means this mod cannot find the specific FORMIDs that it needs to work when you ESLify this mod.
     
    This mod places objects on the ground in Sanctuary, Ten Pines, Sunshine Tidings, Abernathy Farm, Red Rocket, The Slog, Good Neighbor, and Diamond City.  If you use a mod that changes these locations, you may find hucow NPCs clipping into any new mod placed objects.  None of my objects are placed inside existing buildings or on existing roads except for Good Neighbor, where some objects are placed or moved at the shack on the end of the street by The Memory Den.
     
    Body mods:  This mod can morph Atomic Muscle, CBBE, Fusion Girl, and BodyTalk bodies.  Indeed, a lot of the mod is about changing those bodies.  You can turn off the morphs in the MCM but it is all or nothing in this beta.  If you turn off the morphs, you turn all of them off and you may find few changes in NPCs as they become hucows if there are no body morphs.  I plan to tailor the MCM in the final version so that you can turn off the morphs for the male or female Player Character while allowing the body morph changes for NPCs.
     
    Hot Keys:  This mod uses several keys when the Player is a hucow.  These include G, H, N, and M on the English Qwerty keyboard.  As of Version 1.0.5. you can change the hotkeys in the MCM.
     
         G key makes the player kneel         ; Keycode 71
         H key makes the player stand up    ; Keycode 72   You can also stand just by opening and closing the Pipboy.
         M key makes the player moo          ; Keycode 77
         N key makes the player poop         ; Keycode 78
     
    Crawling:  Your hucows do not have to crawl on all fours but it adds to the overall visual effect.  Hucows that are following you will walk normally but revert to crawling when you assign them to settlements.  As of Version 1.1.0.  the Crawl on All Fours animation mod is no longer needed.  You can choose to have hucows walk normally.  Use the MCM to choose between the options.  You may still have a few NPCs try to crawl in certain scenes but this will be minimal.  The player will crawl too as hucow.  To stand upright and move faster, equip a weapon.  You can also move faster in First Person view with or without a weapon.    
     
    Poop:  This mod does not focus on bodily excretions/products as much as Invictusblade's milking mod, but I did add HuCow poop for laughs and to make Jezebel clean it up.  You can disable pooping in the MCM and let all of your cows remain constipated.  There is not a lot of poop if you allow it and it does make good fertilizer to make ammunition.
     
    Other AAF sex mods:  This mod has its own ways to have sex so you don't need Autonomy or Sex Em Up unless you want twice as much random sex.  This mod does not conflict with the other AAF mods but you may find it less distracting to just turn most of them off when you are in a settlement that serves as a hucow farm.
     
    This is a Beta version and Work in Progress (WIP)!
    I plan to improve this mod over time.  You can add suggestions in the support forum.  I make no promises to include anything suggested but I will consider everything.  Keep in mind though that I am already working on the next mod and I also have the More Ways of Washing mod to keep updated so my attention is divided.
     
    Assets used from other mods?
    Having spent portions of three years working on this mod, I learned a lot by looking at how other mods and the base game did things.  Along the way, I tried various assets from other mods and usually discarded them after learning how they worked.  However, a few assets are still in this mod in some modified form.  These include the poop nif and texture from JB's Nuka World and the milk bottle rack scripts from Wasteland Dairy Framework by Invictusblade (the rack and milk bottles are base game assets).  I have slightly modified the nifs and scripts but most of those assets are the work of those mod authors and I am deeply indebted to them for their creation. 
     
    My cloning script and the Human Cow Control System owes a lot to Ignoto_Virum's Just Business mod and to AAF's own cloning script functions (anyone learning Papyrus should take a good look at these mod scripts as well as any work by EgoBallistic).  The classic Vault-Tec restraint set uses nifs and textures from Kimy's Devious Devices mod.  I made a ground model for the set but most of the creative work was by Vioxsis, I believe. The troughs are heavily modified from the Better Brahmin Troughs mod created by Andrey4791 but his kind attention to taking better care of Brahmin was a huge influence on my troughs.
     
    The SWF for the You're a HuCow perk is made from art in Brine's Sex Tec Visual Assets mod.  Original art by RuthlessPeasant.  I had to do a lot of work to make the art usable for an SWF but the original work by Brine and RuthlessPeasant was incredible.
     
    The crawling animations come from Timanca's mod on Nexus but use a human subgraph, keyword, and functions created by JB.  Check out his mod's Nuka Ride and Commonwealth Slaver's for more sexy FO4 fun!
     
    The milky boobs overlay was created from assets used for lactation armor in the mod Lactating Breasts by vax2k4.  This looks exactly like lactation overlays in Skyrim so the original creator of the texture may be someone else.  Whomever they are, I am thankful for their work.  The overlay texture and material files were created by Cheri Song. 
     
    And, of course, some assets are borrowed from the original FO4 game and/or its DLCs.  I will probably never know who made them, but I thank them for their fine work.
     
    Permissions:
     
    You can edit this mod for your personal use to adjust it to your own tastes.  You may find some assets inside that already do some things that you want but I did not include them as functional elements in this beta version.
     
    You can use assets or script functions for your own mods as long as you credit me for the help.  I am happy to help other mod makers produce mods for everyone to enjoy.
     
    Do not post this mod on any other website!  Do not share it as your own work.
     
    Frequently Asked Questions (F.A.Q.)
     
    How do the actors become hucows?  The player becomes a hucow immediately by using the MCM option for it.  HuCow serum and HuCow Clone serum syringes will instantly transform human NPCs that are hit by the syringe (unless they are wearing power armor).  Human settlers can start a slow timed transformation (about 18 game hours) if they are assigned to the Examination Table and injected.   Some Commonwealth Captives are already affected and will slowly transform over five game days.  Human settlers may talk to the player about hucows and allow themselves to be injected.  Their transformation is about 18 game hours.  Doctor Hope will transform slowly if she is given serum via dialogue with the player.  Her transformation stages are triggered when the player has sex with her.  She will not fully transform until the player tells her that she is a cow.  NOTE:  You must have hucow serum syringes (craftable in the Chem Workbench) in your inventory in order to inject NPCs.  Syringes that are loaded in the Syringer are not recognized by the game as being in your inventory.  Keep a few loose in your inventory (minimum of two) if you want to inject NPCs at the exam table or during dialogue.
     
    How do I stop my settlers from randomly becoming hucows?  Give them an immunity pill.  These can be crafted in the Chem Workbench.
     
    How do I have sex with the hucows?  Assuming you have a working AAF setup, you can sex with hucows using AAF's home key.  You can also move close enough to hucows to see the Fuck or Blowjob activation buttons and start sex scenes by activating the button.  Hucows are not always ready for sex unless the player is a bull.  So you do not always see the buttons.  You also cannot see the Fuck or Blowjob buttons unless the hucow has been milked because the Milk button overrides the Fuck and Blowjob buttons.  Once Doctor Hope has taken hucow serum, she has to be milked before she will be horny for sex.
     
    Why did I make this mod?
    I began work on this mod in early 2021 in order to learn how to make a mod.  At the time, I knew nothing about mod making, Papyrus, or any of the assets in mods.  I knew little about AAF, XML, animations, or the tools/apps/programs used to create mods.  Yes, I was that optimistic and naive but I wanted to make a mod to force me to learn all of the skills necessary for mod making.  Now, three years later, I have learned a great deal and most of the time, mod making is easy though meticulous and time consuming work.  I still find it entertaining so I will probably write another mod or two.
     
    Why a mod about hucows?
    Well, I needed a theme and I remember trying the Wasteland Dairy Framework back then and being a bit disappointed that it wasn't more like the hucows that I read about on Literotica.  I also tried Mad Science's four titted hucow mod and while interesting, it still didn't seem right.  So, I decided to make Human Cattle. 
     
    What will your next mod be about?
    Supermutants, I want more for the big, green, meanies.  They seem to be a comic foil for the Player Character right now, and I think they can be better.  And they do love a good hucow.  Maybe I can even teach them how to use soap? 

    19583 downloads

    Updated

  22. AAF_Violate_V1.61 FOMOD TRADUCCION AL ESPAÑOL

    Buenas, una vez mas aqui con la traduccion de este increible mod.
     
    Este mod sirve para dar etiquetas de violacion al mod AFF y a su vez te permite hacer varias cosas que van desde ser violado por NPCs hostiles o mounstros, ya sea por salud baja del jugador o por que el jugador simplemente se rindio.
     
    Una vez los NPCs acaben de hacerte el frutifantastico te pondran dispositivos tortuosos (si es que tienes el mod instalado de dispositivos tortuosos) y un tautauje (si es que tienes instalado el mod de tatuajes despues de violacion), como recomendacion personal, no pongas en el MCM que te puedan poner mas de 3 dispositivos ya que por lo regular se ponen uno en sima de otro y esto tiende a bloquear el juego (o bueno eso pasa en mi caso).
     
    Sumado al mod AAF Family Planning Enhanced Redux se puede conseguir una sinergia interesante al poder quedar embarazada de los NPCs hostiles.
    a la vez que la violacion te causara un debuff que bajara tus estadisticas en 3 niveles (dependiendo de cuantas veces seas violado, tus estadisticas bajaran mas y la pelea contra los NPCs que te violaron o la raza del npc que te violo sera mas dificil.
     
    Hablando un poco mas tecnico, nuevamente no pude traducir el menu de MCM, aunque mas tarde subire un archivo extra de como poner el menu en MCM en español (ojo, esto ultimo que escribo despues de descubrir como hacerlo manualmente xd)
     
    Si desean que traduzca algun mod en especifico favor de decirmelo y con gusto lo hare gratis (ya si me quieren donar pues no les dire que no xd)
    Este mod fue traducido por UNIONDOJO, y si ustedes quieren corregir los errores ya sea de coherencia o esas cosas que mencione arriba con todo el gusto pueden usar mi traduccion y modificarla. 
     
    Para que el mod funcione correctamente se necesita intalar primero el mod original el cual es: 
     
     
    Evidentemente con todos los requisitos que este pida, esos requisitos los puedes ver en el mod original, sin mas espero volver a verlos luego con mas mods traducidos para la comunidad y cualquier duda que pueda surgir con mucho gusto puedo ayudar a solucionarla, que tengan un exelente dia 

    3115 downloads

    Updated

  23. SexHarassment 1.20.4 Traducción al Español, TRADUCCIÓN MEJORADA

    Buenas, he traducido varios mods y los estare subiendo mas tarde, cabe recalcar que la traduccion fue hecha con traductores como google y deepl mas sin embargo en algunas partes que los dialogos estaban muy incoherentes ya los corregi manualmente no obstante hay cosas que se me fueron como por ejemplo "Abanico" que en realidad significa "Fan", "Gorras, Tapones, Corcholatas" que en relidad son "Chapas" pero la verdad es que por hueva no lo corregi XD
     
    Si desean que traduzca algun mod en especifico favor de decirmelo y con gusto lo hare gratis (ya si me quieren donar pues no les dire que no xd)
    Este mod fue traducido por UNIONDOJO, y si ustedes quieren corregir los errores ya sea de coherencia o esas cosas que mencione arriba con todo el gusto pueden usar mi traduccion y modificarla. 
     
    Para que el mod funcione correctamente se necesita intalar primero el mod original el cual es: 
    Evidentemente con todos los requisitos que este pida, esos requisitos los puedes ver en el mod original, sin mas espero volver a verlos luego con mas mods traducidos para la comunidad y cualquier duda que pueda surgir con mucho gusto puedo ayudar a solucionarla, que tengan un exelente dia
     

    2165 downloads

    Updated

  24. Modern Vintage Porn for VotW

    Context
    When i looked for some nice porn to add to my Fallout via Videos of the Wasteland, i noticed that every mod i could find would either be a original vintage porn film, or some unashamed new, colorful thing. I don't like the old stuff and want the new stuff to feel a bit more grounded for my game. So i set out and made my own little thing.
     
     
    What is this?
    This mod adds 3 new Videos to the Videos of the wasteland holotape workbench. All are Fallout themed, and edited in a way to seem old timey by me.
    The name of the holotapes include the name of the Artists, if you want to look up more
     
     
    Compatibility
    Compatible with everything
     
     
    Bugs
    Currently there are a bunch of empty Holotapes in the workbench called zautoniden that autovideo put there. You can ignore these.
     
     
    Future Plans
    I am planning to build upon this by adding more videos, and removing the zautoniden ones. But i don't know when i will find the time, so i wanna put the first three out there now.
     
    If anyone know their way around Videos of the Wasteland Video creation (or autovideo), hit me up. I have questions.
    And if you have cool videos that fit in this collection, link them, and i might add them.
     
    Please tell me!
    Please tell me if you like the mod. It would really mean a lot.
    And if there are things I could improve you can also let me know, and maybe i can improve that.
     
    Acknowledgments 
    Thank you  RazorWire, Dertspovor06 and AGreatWeight for Videos of the wasteland
    Thank you to TheDestroyerOfWorlds for AutoVideo.
     
    Included videos:
    The Shoop - Piper Wright Fucked After an Interview
    Suoiresnu - Vault Girl
    AlenAbyss - Vault Girl Standing Sex Creampied
     

    367 downloads

    Submitted

  25. Sexual Harassment - Extended Dialogues

    First of all, this mod currently in "early beta" stage, it have bugs, glitches and plushy pink rabbit (but you can't find him)
    If you want a stable finished product, please wait a bit.
     
    This mod is possible but NOT recomended for your major gameplay!
     
    Sexual Harassment - Extended Dialogues
     ESP-ESL   Beta 0.1
     

     
    What this mod do:
     
    Many Player's dialogue topics was changed, depending on Sex Attributes parameters.
    Sex addiction, Bohdage fetishes, Bimbo serum and other things have their own variants,
    they almost don't touch outcomes, but change player's side from "Please don't touch me"
    thru "Well, why not" to "Please, please, please fuck me".
     
    Prostitute requests can be done for free as gifts for everyone or as gratitute for settlers,
    max price also reduced if player have sex addiction or aroused.
     
    Added MCM control for NPC's comments about player's boobs, butt, outfit and reputation.
    You can disable "You have a great boobs" greetings, if boobs of your character is not so great
     
    Added "Hypno master" ring and book, so you can disable approaches of random NPCs
    Books can be crafted on Chem workbench or distributed by other mods or scripts
    Ring can be crafted and given as gift, if you already have your Master.
     
    Added alternative of "Fake Doctor" approach, now the "friendly" NPC gives you a bottle of wine
    and then asks for "gratitude" (it still controlled by the same INT level check)
    (Experimental! Still don't have all texts and possible may cause glitches)
     
    Changed quest of Dr Neura from Sex Attributes, so you can reset your start traits
    and get some other things (still not everyhing is possible)
     
    Maybe some other things (I don't remember them all)
     
     
    What this mod DON'T have (now):
     
    Sound! This mod is not voiced and required subtitles to play.
     
    This mod don't change scripts, it was intentionally, so no global changes in gameplay.
     
    Fan, Collar, Butt slap and Molester approaches still not changed
    but planned in next updates.
     
     
    Known issues:
     
    This is a first release, mostly as glitch finder, so any wrong or stuck dialogues and scripts
    is possible, if you see them, please write about it.
     
    Some dialogue topics still don't have full texts, only something like "Give bottle" placeholders.
     
    I'm not from USA and don't know American "dirty" language,
    so we can talk about any better variants of topics or maybe whole dialogue lines.
    Wine approach and all Stereotypical Bimbo talks definitely need help.
     
     
    Requirements:
     
    Sexual Harassmet (not Plus)
    Sex Attributes
    MCM
    All their own requirements
     
    Possibly will be added: Real Handcuffs
     
     
    Incompatibilities:
     
    Sexual Harassment Plus
    We have different ways of modding, my mod work only thru dialogues and conditions
    SH+ change original scripts, but also touch some dialogues.
    If you want to make a compatibility patch, feel free to do it, but it will be a long and dirty road.
     
    Mods that add voice files required rework.
     
     
    Install-Uninstall:
    Better use Mod Organiser, mod can be changed and this is the best way to delete all files.
     
    Uninstall in midgame is possible, just make shure you not save in the middle of dialogues
    or before AAF scene started.

    595 downloads

    Submitted

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