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overlay LooksMenu Breast Vein Overlays
By DragAndPlace
Description
At last, some LooksMenu overlays for JaneBody as I couldn't find any. This is a simple, sloppy port of pema123's breast veins overlays made for Skyrim.
Currently, you have six options, where there's two variants of each pattern.
There's a loose version and a bsa-packed version. I recommend using the latter as it is much smaller in file size.
Don't forget to activate the plugin JBOverlays.esp!
Credits
pema123 for creating the original textures and having open file permissions
krisser143 for "How to make LooksMenu body overlays" tutorial
Tools used
GIMP
Material Editor by Ousnius
1110 downloads
Updated
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Transfer Settlements - Jamaica Plain Victory Garden and Home
By msmfoster
A Transfer Settlements blueprint that aims to make Jamaica Plain usable while working within the confines of the space. While it would be nice to remove the damaged buildings and abandoned home to create a coherent design, it tends to cause visual glitches that ruin the experience. Details on this build: Repaired the brick structure making both levels usable, and added an additional display area for clothing advertisements. Repaired the wall on the second level of the home linking to the second level of the brick building, the latter of which houses the medical facilities. Cleared out the parking area and turned it into a greenhouse. This permits high food production and supports turrets for additional security. The empty space between the liveable buildings and retaining walls now supports a three-storey brick structure. This addition supports shops, bunks, bathrooms, and a kitchen. Replaced the damaged roads and sidewalks surrounding the liveable buildings with cobblestone pieces. Note. A third level was added to the brick building but it is purely decorative. There are no stairs leading to it and it is generally only accessible through jumping off the addition's roof. Settlement Features 18 bunks. 70+ food. 525+ defence. 180 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, dog, and child included in the build. No visual glitches observed from this build. Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Mid-Century Modern Furniture Set (Optional) Virtual Workshop – Desert Island (Optional) 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, pools, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below 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. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive elements used along the greenhouses' outside-facing walls. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. 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. Bad Dragon Dildos. Adds more extreme dildos 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 walls within the brick structure except for the angled one. The rest will be replaced for consistency. Remove the damaged wall on the first and second level of the wooden home. Remove the sidewalks and roads in the area surrounding wooden home. Anything below the parking lot retaining walls should be scrapped. Beyond the retaining walls there's a large tree, remove it. In the parking area the retaining wall bends in. Remove those bends along with the associated concrete posts. To remove the tree, do the following: Select the tree. Disable MarkForDelete Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object. Build a Transfer Settlements console from Power > Miscellaneous on the roof of the boarded up home. Note. Import should be done with Workshop Mode enabled. Tasks After Import Confirm all power has been restored. 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. Updates Version 1.0.2
Adjusted Erotic Art to work with my Classic Erotic Art Retexture. Double up ceiling for consistency. Added public showers with appropriate signage. Adjustments to decorates and lighting. Fixed two potential failure points in power distribution. Results in a cleaner look and feel. Version 1.0.1 Switched to Immersive Laundry. Cloned wall to repair damaged wall on first level of wooden home. Fixed up the retaining wall leading into the parking area.
252 downloads
Updated
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Transfer Settlements - Kingsport Lighthouse and Visitor Centre
By msmfoster
Kingsport Lighthouse is transformed into a functional lighthouse-and-visitor-centre settlement that preserves its isolated coastal charm while supporting high settler count and food production. The main home serves as the shop hub, the dock as bunkhouses, and an outbuilding provides visitor bathroom facilities. Details Repaired roof and expanded second level of the main home. Removed damaged dock sections, extended the dock, and added a fishing shack. Added outbuilding on the rocks for visitor washroom facilities. Cleaned up the lighthouse interior for sleeping accommodations and electric lighting. Placed a pallet in the docked fishing vessel for two extra bunks. Added a large Skyrim statue near the waterline (may explain the shipwrecks in the area). Settlement Features 24 bunks. 100+ food. 485 defences. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers can move throughout and even make use of the beds inside the lighthouse. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour 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. Mods listed below are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Advanced Bubble Turret Set (Realistic No Power version). Used within the main structure and lighthouse in case of respawns. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. 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. Bad Dragon Dildos. Adds more extreme dildos 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 can be quick. Still, save often just in case you accidentally scrap something important like the main home. Clear out the main home entirely of clutter and furniture. Additionally remove the damaged roof, and damaged wall leading to the narrow end. Clear out the contents of the fishing shack, and damaged portion of the dock. This includes the barrels and wooden frame. Remove the clutter, including rocks and shrubs from the surrounding area, including the red truck and the road beneath it. Be sure to maintain the rock face for the various cliffs. Move the large tree near the home. Push it beyond the boundaries of the build area using Place Everywhere. If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console: Select the tub. Disable MarkForDelete Note. Disable first in case you selected the wrong object. In that case Enable will recover the object. Build a Transfer Settlements console from Power > Miscellaneous on the road leading into the settlement at the edge of the build area. Note. Import should be done with Workshop Mode enabled. Tasks After Import No additional requirements other than to 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. Updates Version 1.0.2 Adjusted Erotic Art to work with my Classic Erotic Art Retexture. Double-up ceiling for a consistent look across my settlements. Added a tree to account for an idle that cannot be removed. Replaced the roof so it aligns properly. Added a power switch to power on and off the recruiting beacon without going to the roof. Cleaned up lighting using SOE light sources. Version 1.0.1 Added a Skyrim statue on the cliff near the water line. Adjusted the wiring for the lighthouse. Much of it is now hidden for a cleaner look.
213 downloads
Updated
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Transfer Settlements - Egret Yacht Squadron
By msmfoster
Egret Tours Marina reimagined as a fancy yacht squadron. A single large structure houses stores, medical facilities, and a club. Wasteland elegance amid the ruins.
Details on this build: Removed derelict buildings, workshop, warehouse/boat launch; replaced with large coherent structure. First level: shops, club, kitchen, medical, pump room, enclosed courtyard. Second level: bunks, washrooms, greenhouse. Third level: large workshop area, rooftop garden. Converted diner to barbershop. Converted boat shed to gym, and clipped in a warehouse electric door. Floated fishing trawler that is ready in all respects to go to sea. Replaced boat launch retaining walls for a consistent facade. Added large Skyrim statue near entrance as showpiece. Note. Warehouse glass pieces add a reflection component that may tank your framerate when you are in the courtyard or greenhouse area. See Unrelated But Useful for more information on mods that may help. Settlement Features 28 bunks. 115+ food. 470+ defense. 240 power. 60 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 visual glitches observed from this build other than at a distance when the entire structure has not yet loaded. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants (Turrets) Halloween (Optional) Coffee and Donuts Workshop Pack (Optional) 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, pools, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below 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. Singing Settler. Stage and performer in the pub and some flooring. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. 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. Bad Dragon Dildos. Adds more extreme dildos throughout. 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. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection. Setup Clearing the area is relatively straightforward. Remove the warehouse, sidewalks, and outbuildings. Remove the upper retaining walls entirely including the railings. Maintain the following: Docks and stairs that transition to the upper retaining wall. Diner and refueling station (remove the sliding panels blocking two windows). Boat shed, but clear out it's contents. Power pole by the warehouse. Clear out the remaining clutter, including junk cars. Build a Transfer Settlements console from Power > Miscellaneous facing on the road coming into Egret Tours Marina facing the bridge. Note. Import should be done with Workshop Mode enabled. Tasks After Import No additional requirements other than to confirm that all power has been restored as expected. Notes on Imports Transfer Settlements recommends leaving the area after import and do 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. Updates Version 1.0.2
Adjusted Erotic Art to work with my Classic Erotic Art Retexture. Double up ceiling for consistency. Blueprint now includes the entire retaining wall sets to make it easier to scrap. Re-added idle animations. Version 1.0.1
Duplicated boat for precise placement during import. Duplicated and replaced retaining walls to create unified facade. Added pier surface to the top boardwalk to improve navmesh. Added a statue at the entrance along with additional lighting. Added Immersive Laundry. Removed Singing Settler lockers to avoid frequent wardrobe malfunctions. Replaced sliding panels within the diner with window duplicates. Clipped in a warehouse electric garage door for the boat shed. Closed up and repaired the third deck for a cleaner look.
199 downloads
Updated
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Transfer Settlements - Taffington Boathouse Restored and Expanded
By msmfoster
Taffington Boat House is an interesting location that could have easily been great had they increased the build area. This Transfer Settlements blueprint uses the existing space to: Expand the boardwalk. Fix up the existing building including the roof and overhangs. The main structure now houses shops and medical facilities, including a surgical area. Adds another bunkhouse with a laundry area, working bathroom, and a large space for workshops. Moves the boathouse slightly to accommodate the roof repair. Adds two greenhouses over the road. Note. For some easy experience points, get the attention of the bloodbugs and stingwings nearby and draw to the settlement's defences. Settlement Features 23 bunks. 110+ food. 485 defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers appear able to move throughout but occasionally get stuck in the original home. Power mostly runs through conduits and under the boardwalk to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Mid-Century Modern Furniture Set (Optional) Virtual Workshop – GNR Plaza (Optional) 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. Mods listed below are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive element used along the greenhouses' outside-facing walls and inside the main structure in case creatures respawn. 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. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. 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. Bad Dragon Dildos. Adds more extreme dildos 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 can be done quickly. Save often just in case you accidentally scrap something important like a wall. Clear out the boathouse completely. Remove the damaged part of the roof and overhangs of the main home, remove the tub, and bathroom walls. Remove the boardwalk entirely, including pylons and posts. Clear the area of clutter and junk. If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console: Select the tub. Disable MarkForDelete Note. Disable first in case you selected the wrong object. In that case Enable will recover the object. Build a Transfer Settlements console from Power > Miscellaneous near the edge of the build area on the road near the boat ramp. Note. Import should be done with Workshop Mode enabled. Tasks After Import No additional requirements other than to confirm that all power has been restored as expected. You may need to adjust the glass in the windows for the bunkhouse. Just move them forward or back a bit until you have the desired effect. Glass also prevents the player from accidentally going through the window. 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 save 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. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Updates Version 1.0.3 Adjusted Erotic Art to work with my Classic Erotic Art Retexture. Closed up the attic Added some Anniversary Edition lighting (Optional) Version 1.0.2 Properly duplicated pylons and posts. Version 1.0.1 Electric doors were attached to workshop. Replaced washers and dryers with those from Immersive Laundry. Pylons and supports are now duplicated and pre-placed. Gas light added atop the pylons to more closely match the original look and feel.299 downloads
- transfer settlements
- taffington
- (and 1 more)
Updated
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fallout4 AAF_darthroman_creature_pack
By darthroman
Latest version 1.1.4 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 (furniture build for some animations) AAF (versions tested and working 1.5.5, 1.7.2, 1.7.2.2, 1.7.4) UAP patch (for creatures genitals) LOOKSMENU (1.6.20 or 1.6.18 for game version 1.10.163) Soft Requirements:
SAM (required tongue for correct animations with RadStags) AAF_SCRS (for correct scale) Animal Posing Framework (behaviors needed) FusionGirl Extended Facial Sculpting (for more facial controls) Bad Dragon Dildos 1.0.0 (for animations with craftable 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. Work with NG version and AE if correctly installed all for them TFM.
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
86210 downloads
Updated
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SMP Head
By Allnarta
Description
Simple as that, this is male head meshes with SMP support. There are two versions: vanilla and A-Human race.
To actually have effect, body that support SMP and has proper penis/hands/anything collisions has to be used.
Head mesh versions avaible:
-Vanilla
-A-Human race
-Ace Male Race
At this point A-Body V2 Alpha has SMP support.
Keep in mind that results may be not perfect because of mouth/penis positioning has to be very precise for it to look fancy. Use SAM and experiment with Jaw morphs and character's facegen for best results.
Requirements
-F4 FSMP
-(Optional) A-Human race - only for A-Human race version.
-(Optional) Ace male Race - only for Ace Male Race version. Please note that Ace has very different mouth position and very different morphs that are inconsistent for proper penetration, so results will not be perfect.
Credits
Jarari for F4 FSMP.
Predator-RJ for otiginal Skyrim SMP head, which I used as inspiration (and honestly borrowed some XML values from).
745 downloads
Updated
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Triggerwoman Alive or Brothel is Best Home
By Plite
This is a patch for the Triggerwoman mod, which turns the brothel "Secrets of Chestnut Hill" into the most useful place in the Commonwealth, and will also allow you to simultaneously play Triggerwoman and Triggerwoman Reborn.
The patch adds a female doctor named Arianna to the brothel, as well as plenty of food, weapons and ammo for the vendors. In addition, this patch moves the door from the "Old Neighborhood Club" to another location, which should remove the conflict with the Triggerwoman Reborn mod.
The English and Russian versions of the patch are presented here.
If you have the Family Planning Enhanced v2.710 mod installed, you can download an additional patch that will add contraceptives from this mod to brothel sellers. Maybe the contraceptive patch will work for FPE Redux v4.025, but I'm not sure about that. The IDs seem to match, but I have no way to verify this in game.
Important note:
Triggerwoman has not only quests, but also an active brothel "Secrets of Chestnut Hill", where Nora can earn money without any conditions. At the same time, there is always a bed in the brothel where Nora can sleep, as well as vendors from whom she can buy food. That is, this place is a good home for the player, combined with work. There are many mods that add a home for the player, but Triggerwoman is the only mod that allows you to work from home without going outside. In order to start working there, you just need to talk to Ruby, whom you will meet as soon as you enter the brothel.
Well, since the "Secrets of Chestnut Hill" are secret, it doesn't have a marker on the map. So you need to look for a brothel here:
Since Triggerwoman Reborn, created as an improved version of Triggerwoman, has a door in the same place as in Triggerwoman, both of these mods have become incompatible. I was sorry to lose such a useful mod, and I created this patch to remove the conflict between these mods. That's where the door to the "Old Neighborhood Club" from Triggerwoman is now:
I also made the brothel even more useful, especially in survival mode.
What has been changed:
Secrets of Chestnut Hill
Added a female doctor. Her name is Arianna. She is a real doctor with all the features of a vanilla doctor. She can cure the player, and she can even have an abortion if Family Planning Enhanced (any version) is installed. Added products for the saleswoman Carol. Now she has a lot of different food and "energy" drinks on sale. Added products for the saleswoman Kiara. Now she has several types of weapons on sale and a lot of ammo for them. She also sells Stimpacks and other drugs, as well as alcohol and water (clean and dirty). If a additional patch for contraceptives is installed, then each saleswoman will have 500 condoms and 10 contraceptives on sale. Added two showers. Initially, there were only sinks and toilets, there was nowhere to wash. Old Neighborhood Club
Added two beds. If NPCs are not sleeping on them at the moment, then you can get enough sleep with a bonus. Added two showers. Initially, there were only sinks and toilets, there was nowhere to wash. I moved the front door. The entrance to the club is now located on the other side of the house (see screenshots at the top of the page). This should fix the conflict with the Triggerwoman Reborn mod (I haven't checked yet, please let me know if it helped if you've already checked). Beacon Hill Crew
Added one shower. Initially, there were only sink and toilet, there was nowhere to wash.
Note: if you install my patch SWAP Vanilla plumbing fixtures to CWSS, all sinks, toilets and showers will turn into working sinks, toilets and showers that can be used for their intended purpose.
Requirements:
Triggerwoman - necessarily, hard requirement.
Load order:
Triggerwoman.esp (the main file of the Triggerwoman mod)
TriggerwomanFurniturePatch.esp (the patch from this page)
TriggerwomanContraceptivesFromSellersPatch.esp (if you have the Family Planning Enhanced v2.710 mod installed)
Recommendation:
SWAP Vanilla plumbing fixtures to CWSS - replacement of vanilla bathtubs, sinks, and toilets with CWSS work units.
GET DIRTY (take a bath) 2.0 - makes the player get dirty over time. A great reason to take a CWSS shower.
Get Dirty - Debuffs Patch - after installing this patch, it will make real sense to use a shower or a bath. This patch adds debuffs when the body is dirty, and adds buffs when the body is clean.
AAF Dirty Sex 1.1 - dirties the player during sex. It fits the brothel theme very well.
Family Planning Enhanced v2.710 - It will force the player to be more responsible about their work. In a brothel, of course. Although, with the right approach, it can bring additional income in the form of caps.
Triggerwoman Reborn - I think this mod can now be recommended for use with Triggerwoman.
Warning! The "Universal Working Bathroom Fixtures" patch that Heinzelman recommended for the Triggerwoman Reborn mod is incompatible with my "SWAP Vanilla plumbing fixtures to CWSS" patch, which I recommend for installation. If you already have "Universal Working Bathroom Fixtures" installed, then you do not need to install "SWAP Vanilla plumbing fixtures to CWSS". In this patch, you will wash dishes in kitchen sinks, and with my patch, you can drink from kitchen sinks. In addition, all the sinks in my patch provide purified water. But most importantly, do not install both of these patches at the same time! If you want to replace one CWSS patch with another, then you need to follow these steps:
Thanks:
Heinzelman for creating the Triggerwoman mod, which has such a wonderful place as "Secrets of Chestnut Hill"
ElminsterAU for creating xEdit and keeping it updated through years
255 downloads
- triggerwoman
- brothel
- (and 1 more)
Submitted
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Transfer Settlements - Institute Surveillance Station Home Plate
By msmfoster
Home Plate is the de facto home for the player within Fallout 4, but the base build can be pretty limiting. This Transfer Settlements blueprint uses a mixture of Settlement Objects Expansion Pack elements that maximises space and enhances overall aesthetics. The overall effect is an early Institute design similar to what you would find within the FEV laboratory. My goals for this blueprint were: Increase the available floor space, resulting in a second and third level. To create a space that appears to be livable, including a kitchen and bathrooms. Designed to support mods that enable parties or entertaining clients. E.g., Hardship by Tentacus. Furniture selection to further support Advanced Animation Framework (AAF) scenes. Limited settlement support, such as shops. Limited defences in the form of bubble turrets, in case NPCs get violent. Have power available throughout without the distribution being visible or by using Workshop Framework. Create a more coherent and consistent look. Note. Similar layouts have been used to support Human Resources. The antenna was wired in and clipped through the walls to broadcast availability, with the additional safe and terminal added wherever it fit. If I recall, locals would also avail themselves of the service. Requirements Downloadable Content Wasteland Workshop Contraptions Workshop Vault-Tec Workshop Hard Requirements Transfer Settlements. To import this Blueprint. Scrap Everything. To clear out Home Plate down to the corrugated walls. Settlement Objects Expansion Pack. Main building elements needed to make this possible. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Homemaker. Decorations, furniture, and miscellaneous objects. Craftable Working Sinks and Showers Redux. Working sinks, showers, and kitchen. Advanced Bubble Turret Set. Unobtrusive defensive elements. Erotic Art and Erotic Art Expanded. 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. Signing Settler. Used extensively in other settlements, but for this Blueprint it is restricted to the addition of carpeting. Nice to Have Videos of the Wasteland. Working televisions. Invisible Furniture. Adds invisible markers that Dogmeat and Settlers can use for basic actions. Torture Devices. Addition of associated torture devices. ZaZOut4 REPACK. Crosses and pillories. Crazy Sex Animations. Invisible mats that allow the characters to do certain sexual tasks. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Home Plate Workshop Settlement. A full workshop for Home Plate to manage caravans and shops. Setup Scrap everything within Home Plate. The easiest way to do this is to run ScrapAll from the console. This is the only settlement where this works without creating adverse effects. Build a Transfer Settlements station from /Power/Misc and place it in front of the workshop. Use it to import this Blueprint. Note. Import should be done with Workshop Mode enabled. Notes on Imports Transfer Settlements recommends leaving the area after import and 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 Vault 111 a few minutes after arrival. Once inside wait an additional few minutes before saving. 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. Updates Version 1.0.1 Minor adjustments to walls and doors to prevent clipping. Added Immersive Laundry support. Added a cat and a dog to the build. Made adjustments to the Erotic Art optimized for my Classic Erotic Art Retexture.
254 downloads
- transfer settlements
- settlements
- (and 1 more)
Updated
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JawDrop - Universal Mouth Opener
By riveth
About This File
A true jaw-dropping mod! Like… literally.
Originally made to force the player’s mouth open during oral animations, Jaw Drop has grown into a full facial expression control tool for AAF scenes.
Some animations forget to open the mouth, close it too early, or use an expression that doesn’t fit the moment. This mod lets you override that — and keep your chosen look active for as long as you want.
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Functional controls
Mouth Open – configurable jaw/mouth morph set with intensity slider (0–100). Teeth Bare – independent teeth/lip tension morphs; stacks with Mouth Open. Eyes Closed – eyelid morphs with intensity slider; uses LL_FourPlay SetAllowBlinking(false) for a true closed-eye look (no FatherDeath archetype). All three are independent toggles and can be combined. Emotions
Three hotkey slots: Emotion 1 / 2 / 3. Each slot has an MCM dropdown to choose any vanilla AnimFaceArchetype (Afraid, Happy, Angry, In Pain, etc.). Emotions use ChangeAnimFaceArchetype once on toggle (no per-tick refresh). Turning an emotion off restores Neutral; does not clear mouth/teeth/eyes morphs. Switching emotion slots replaces the previous archetype cleanly.
AAF integration
Soft dependency on AAF API. Listens to scene/animation end events and resets face state when a scene finishes. Lightweight refresh timer (~1.5 s) only for MFG morphs so AAF does not wipe mouth/teeth/eyes mid-scene. Face archetypes are not re-applied every tick (avoids keyword spam / broken caa state). MCM
Functional section: hotkeys + intensity sliders for Mouth, Teeth, Eyes. Emotions section: hotkey + type dropdown per slot. Debug notifications toggle. Updated keybinds call the new toggle functions. (need to re-assign if updated) Technical / quality
Clear functions reset only the morphs used by that preset. Blink lock is released on eyes-off, load game, and full face reset. flagged ESL, wont take up mod slot. Optional recommendation: Expressive Expressions (or similar) for stronger archetype visibility on the player Requirements
Fallout 4 (with your usual F4SE stack as needed) LL_FourPlay (for reliable closed eyes) AAF (optional but recommended for auto-reset after scenes) MCM (for configuration) Notes
Vanilla face archetypes on the player remain relatively subtle without an expressive face .tri mod. Do not spam caa in a tight loop; Jaw Drop applies archetypes only on toggle.
Why you might need this
Blowjob animations that leave the jaw clamped shut, pleasure faces that look wrong for a rough scene, or any moment where the default expression breaks immersion. One hotkey, and the face stays the way *you* set it.
Works with **AAF 1.0+** (real player character, not a clone). Should also work with NAF.
1360 downloads
Updated
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Transfer Settlements - Highrise Living at Hangman's Alley
By msmfoster
Hangman's Alley is a challenging settlement to build with. This Transfer Settlements blueprint uses highrise Settlement Objects Expansion Pack elements that maximises space and enhances overall aesthetics. The overall effect is a compact, clean, and defensible settlement. Details of the Build High-rise pieces used to integrate the structure into the existing alleyway. First deck features a space for shops, booths, workshops and bunks. Second deck is composed of a gym, and additional bunk spaces. Third deck is reserved mostly for mutfruit planters. The third entry space at the top of a wooden set of stairs has been further sealed using Homemaker brick pieces. Heavy turret presence at both entry points, and additional turrets hidden in dead spaces to defend against opponents spawned within the settlement. Key details 22 bunks 90+ food 600+ defence 240+ power 35+ water All Tier-3 stores (Medical, Restaurant, Clothing, General) Dedicated gym area Vault-Tec drink dispensers, and slot machines Fully working sinks, showers, and fridges Power routed through conduits to minimise visible wiring Cat, and dog included Minimal visual glitches observed from this build. Settlers appear to have little trouble moving around the build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects. 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. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground. Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. 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. Bad Dragon Dildos. Adds more extreme dildos 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 can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Note. Any references to left or right are based on coming down the concrete steps. Clear out the area of trash, shrubs, and visible sidewalks within the area below the concrete stairs. Remove any makeshift walls and buildings. The sole exception is the chained door at the top of the refuse pile. Keep that one intact, as it prevents opponents from attacking from there. Remove the workbenches, fridge, and fire barrel. Remove the supports located by the fridge on the right. Remove the overhang located by the weapons workbench on the left, including the thin matching fringe that goes along that wall. Two elements of that fringe will require MarkForDelete to remove. There are two rusted trunkings visible in the alley. Remove the one furthest away from the weapons workbench. This will likely require you to select the object and MarkForDelete from the console. Remove the lowest level of window outcroppings on the left wall, including those around the corner. The blueprint will add build elements to prevent visual glitches. To remove an explosion hazard, mark the truck in the console and MoveTo Player the vehicle to within the settlement. This allows you to scrap it. Alternatively, blow it up ahead of time. 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., fringes, trunking). 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 at the top of the concrete steps to import this blueprint. 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 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. The 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. Updates Version 1.0.3 Added a recruitment beacon on the rooftop of the surrounding buildings. Switch to turn on and off is below it by the scavenger station. Re-added some missing lights and added some SOE light sources for additional illumination. Optimized build to use my Classic Erotic Art Retexture. Version 1.0.2 Adjusted turret positions to ensure they have no effect on player and NPC movement. Slight power tweaks to ease import. Switched to Immersive Laundry. Version 1.0.1 Dog, and cat can now be imported.
345 downloads
- transfer settlements
- settlement
- (and 1 more)
Updated
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Transfer Settlements - The Castle - Minutemen Rest and Recreation Centre
By msmfoster
A Transfer Settlements blueprint that not only repairs the walls of the Castle, but adds a three-storey annex, along with bars and entertainment for the Minutemen. Not only is the end result armed to the teeth, the recreational facilities encourage settler interaction. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.
Details on this build: Repairs all of the walls using the Homemaker retaining wall elements. This creates a cleaner look that incorporates the cobblestone sidewalk pieces already part of the base build. Three-storey annex that is linked through an entrance in the wall and on the top storey. Houses bunks, bathrooms, and a full gym. Medical bays and a large ward to treat the troops (additional bunk space). Large room reserved for Tier 3 Clothing, General, Armour, and Weapons stores. Siren's Song, a club featuring a large bar, couches, and a singing settler. The General's Quarters features a bar, pole dancers, slot machines, and entertainers. Radio shack has been replaced by a bunker. Glass windows have been added to handle adverse weather. Catwalks have been replaced with warehouse equivalents. Cleaner look, permitting the idles that cannot be scrapped to work with the new structure. Settlement Features 50 bunks. 100+ food. 975+ defence. 420 power. 120 water. All Tier 3 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. Settlers appear able to move freely, with some difficulty observed in getting to the first and second storey of the annex. Cat and dog included in the build. No visual glitches observed from this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Home Decor Workshop Pack (Optional) Virtual Workshops – Capital Wasteland (Optional) 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, glass, railings, foundation liners, cooking stations, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below 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. Singing Settler. Singing settler, and scene rugs (carpeting). Alex Stripper Pole. Adds assignable stripper poles. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground. Nice to Have Videos of the Wasteland. Working televisions and projectors. 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. 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 There are two ways the setup can occur: Minutemen Takeover Setup In this scenario, the Minutemen have taken the Castle and cleaned it up for you. For this to happen, you need to leave the area and return. Clearing the area is relatively straightforward. Remove brush, garbage, rubble within the build area. I also typically remove the railings at the top and those outside the main gates. Take your time when removing the walls and roof of the radio shack. You may inadvertently remove key equipment to run Minutemen Radio, such as the antenna. Within the armoury, maintain the tables containing artillery scape and plans, the shelves with turrets, and smaller shelf on the left side when facing the door. Additionally, keep the table in place. The rest can be scraped and will be replaced on import. Note. If you have Companion Ivy installed, remove the antenna as Ivy's radio tower will replace it. Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Build a Transfer Settlements console from Power > Miscellaneous in front of the workshop. Non-Minutemen Playthrough In this scenario, the Minutemen do not yet exist or you cleared the area yourself and do not want to bring Preston in. In additional to what is listed above, this leaves you with the mirelurk mess to deal with, which cannot be scrapped normally. Fortunately, there is a way to remove the elements and make the Castle a viable settlement. It simply takes time and patience to do so, but the process is straightforward. The steps below work for mirelurk eggs, seaweed, dirt, mud, lichen, and anything else the Minutemen would normally clear out. 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., eggs, seaweed, and so forth). You can use the mouse's scrollwheel to find the appropriate target. Disable MarkForDelete Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence. It is highly recommended that you adjust the .ini or get a mod which highlights objects selected in the console. Note. Import should be done with Workshop Mode enabled. Tasks After Import No additional requirements other than confirming 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. Updates Version 1.1.0 Moved power conduits above the ceiling to hide them entirely. Added advanced bubble turrets to strengthen defences around certain areas. Added pubic showers near the exit. Added more decorating elements and lighting. Added a firing range. The sand bags will break apart, spill sand, or explode. Adjusted food production. Switched to bunks within the bunkhouse increasing bed level to 51. Switched Erotic Art to use my own textures. Version 1.0.1 Put new catwalks in due to idles that cannot be scrapped. Cleaner look and feel than the originals. Scrapped the Singing Settler lockers as these tend to cause wardrobe malfunctions. Switched to Immersive Laundry. Doubled up the flooring under the gym.
595 downloads
Updated
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Multi-Player-Menu (MPM)
By Wolfe6900
WARNING: Work-In-Progress (early stages). Bugs are expected — use at your own risk.
Multi Player Manager (MPM) — v1.3.0
Have you felt the Commonwealth was too easy for one survivor? MPM lets you run multiple player identities in one save — each with their own inventory, LooksMenu preset, and MCM options — and swap between them from a terminal hub / MCM.
What it does:
- Up to 10 player slots (inventory + appearance presets; shared skills/XP by default)
- Institute lab alternate start with a terminal to configure/deploy loadouts
- MCM for per-player options, widgets, and MSM profile hooks
- Defeat outcomes (reload, stay as the defeated player, swap-defeat lookalike, late/random fate) with MCM weights — optional soft integrations for captured / Bad End / auction-style flows; optional follower support
- Widgets: Defeat, KFT Struggling, BIP Struggling and etc., incorporated to better immersion on the struggling process.
- Panic Meter + Wear & Tear System: Widget to monitor the Player's Panicking and Sexual Health. (No need for WSS install separately)
Why:
One save, many survivors. Failures and swaps stay part of the journey instead of always reloading the same character.
Requirements (hard):
- Fallout 4 (current F4SE-supported build; built against 1.11.221 / F4SE 0.7.8)
- F4SE — https://www.nexusmods.com/fallout4/mods/42147
- Address Library for F4SE Plugins — https://www.nexusmods.com/fallout4/mods/47327
- Mod Configuration Menu (MCM) — https://www.nexusmods.com/fallout4/mods/21497
- LooksMenu — https://www.nexusmods.com/fallout4/mods/12631
- MCM Settings Manager — https://www.nexusmods.com/fallout4/mods/56195
Soft dependencies (optional features only):
Torture Devices: https://www.loverslab.com/files/file/3341-torturedevices/
Auction House: https://www.loverslab.com/files/file/34256-auctionhouse-fallout-4/
Bound In Public: https://www.loverslab.com/files/file/26548-aaf-bound-in-public-8312023/
KFT: https://www.loverslab.com/files/file/32791-kft-kziitd-fetish-toolset/
Bad End Animation Pack: https://www.loverslab.com/files/file/8183-aaf-bad-end-animation-pack/
Install:
Mod Organizer 2: drop the MPM_v1.3.0 folder in as a mod (or extract so MultiPlayerMenu.esp sits under Data). Enable MultiPlayerMenu.esp. Launch with f4se_loader.exe.
New Game recommended (MPM lab alternate start). Existing saves are unsupported.
Incompatibilities:
- Start Me Up (MPM provides its own alternate start)
- AAF Violate
Appearance tip:
Overwrite LooksMenu presets Male_MPM_01…10 / Female_MPM_01…10 (mirror at start or showlooksmenu player 1, then save over those names).
Known quirks:
- Start mirror: Nora may not visibly swap with Nate up front, but you can still edit her — not game-breaking.
- After deploy/swap, the weapon may briefly draw/sheathe before settling.
67 downloads
Updated
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Pervert Russian translate
By Samhsay
Ручной перевод этого мода. Перевод самостоятельный, но все зависимости, описания и обсуждения там. В планах перевод пропатченного под него HARDSHIP и TSEX
Если увидите какие-то странности, баги и неработающие скрипты, пишите. Есть вероятность, что накосячил.
И да, может резать глаз смена обращения "ты" и "вы". Я выловил, где нашёл, но вполне мог что-то оставить. Буду играть сам и, по мере прохождения, исправлять опечатки.
924 downloads
Updated
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GAPE
By riveth
A simple bridge between Sex Attributes and Expanded Holes.
Every time the Wear value increases (typically after a sex scene), this mod applies a gape effect from Expanded Holes. The dilatation amount scales with current Wear — higher Wear means a larger gape and a longer-lasting effect.
Gaping becomes noticeable around Wear 60.
The effect is temporary: dilatation gradually retracts over time and the body returns to normal. The next time Wear increases, the gape is applied again.
Warning: If you use Fusion Girl, you need to download and install PotC FGMP v1.20a FOMOD, then run BodySlide and build the nude body morph+. Otherwise, the gape effect will not be visible.
The mod contains only a modified SA script and does not take up the ESP slot.
Hard requirements:
Sex Attributes
Expanded Holes
for FG users:
PotC FGMP v1.20a
I recommend first installing the exaple dcc patch, which is found in the expand holes files. This simple mod will apply anal dilation after inserting and removing the anal plug from the PotC mode.
1461 downloads
- gape
- expand holes
- (and 4 more)
Updated
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RMR Config - Fusion Girl (FPE-safe)
By Langmans
RMR Config — Fusion Girl (FPE-safe)
A ready-made MCM configuration for Rad Morphing Redux 2.5.0 on Fusion Girl, covering four triggers at once (Rads, SPECIAL, Cleavage, Arousal) without ever touching a slider that Family Planning Enhanced drives. It is just one file: MCM/Settings/RadMorphingRedux.ini. No ESP, no scripts, no meshes. Drop it in, load a game, hit Reload MCM settings, done.
Why you might want it
Setting RMR up by hand means looking up internal slider names in ZeX-FusionG.xml, working out that thresholds are percentages of the trigger and not raw stat values, and discovering the hard way that negative morph targets silently do nothing on current LooksMenu. This config has all of that already sorted out and commented inline.
It is also deliberately built to coexist with Family Planning Enhanced: not a single one of the twelve Fusion Girl sliders FPE writes to appears anywhere in it. Pregnancy and RMR run past each other without fighting.
Requirements
Core — mandatory
Fallout 4 1.10.163 F4SE 0.6.23 Mod Configuration Menu 1.39 — Registrator2000 LooksMenu 1.6.20 — Expired BodySlide and Outfit Studio 5.8.2 — ousnius ZeX - ZaZ Extended Skeleton 6.0 — TheBottomhoodofSteel ZeX - Fusion Girl 1.75+ — TheBottomhoodofSteel Rad Morphing Redux 2.5.0, installed with at least 20 slider sets — LenAnderson ZeX moved Fusion Girl and the skeleton off Nexus — LoversLab is their current home, so use those pages. LooksMenu, BodySlide, MCM and SUP F4SE have no official LoversLab release; anything you find there is a reupload, so stick to Nexus for those four.
The slider-set count matters.
t is a FOMOD question when you install RMR. This config uses Slider0 through Slider16 (17 sets). Pick fewer than 20 and the higher sets are silently ignored — no error, just fewer effects. More than 20 is fine; the spare sets stay empty and cost nothing at runtime.
Your bodies and outfits must be built in BodySlide with "Build Morphs" ticked.
Without the .tri files nothing can morph, no matter how the config looks.
Triggers
RMR does nothing on its own. Install the ones whose effects you want — any trigger you skip just leaves its slider sets idle, the rest keeps working.
RMR Trigger: Rads 1.0.0 — LenAnderson — drives sets 1-3 RMR Trigger: Cleavage 1.2.0 — LenAnderson — drives sets 4-5 RMR Trigger: Arousal 1.0.0 — Franco Cozzo — drives sets 6-8 RMR Trigger: S.P.E.C.I.A.L. 1.0.0 — LenAnderson — drives sets 9-17 Two of those pull in a dependency of their own:
Cleavage needs SUP F4SE Plugin 11.70 — Sovereignty Arousal needs AAF Sex Attributes - Framework 2.8.0 — twistedtrebla The Arousal trigger reads the global FPA_Value_Arousal (0x01E80D) from FPAttributes.esp. Without Sex Attributes it logs a missing-dependency trace and stays silent.
Nice to have, not required
Installation
Install as a normal mod (MO2/Vortex), or just drop MCM/Settings/RadMorphingRedux.ini into your Data folder. In MO2, place it below RMR 2.5.0 in the left pane so it wins the file conflict. Otherwise RMR's own default config takes priority. Load your save, open MCM → Rad Morphing Redux → Reload MCM settings. Fill in the Cleavage slots — see After installing.
MCM edits this file in place.
Once you change anything in RMR's MCM, MCM writes your setting straight back into MCM/Settings/RadMorphingRedux.ini — and under MO2 that means this mod's own copy of the file, not something in Overwrite. USVFS routes a write to an existing virtual file back to the real file in the winning mod; Overwrite only ever receives files that no enabled mod provides.
Two things follow. The comments survive, because MCM updates individual keys rather than rebuilding the file. But your copy is no longer pristine — a copy of the original ships as docs/rmrconfig/RadMorphingRedux.ini.original, so you can drop that back over the top to reset.
What it does
All 17 sets are player only (iApplyTo=0) and female only (iSex=1).
Rads — wasting away
Cleavage — clothed vs. bare
Arousal
S.P.E.C.I.A.L.
Things worth knowing
Thresholds are percentages, not stat values
Calibrate the rads thresholds to your character
Negative targets do not work
iMorphCalculation is set to 1
Family Planning Enhanced
Companions are not included
────────────────────────────────────────
After installing
Fill in the Cleavage slots, or sets 4 and 5 will never fire.
Slot numbers here are not the Creation Kit biped slot numbers you see in mod descriptions. Both RMR and the Cleavage trigger call Actor.GetWornItem(slot) with a counter running 0-61, which is a different numbering. Don't guess — read them off:
Wear the outfit you want to trigger cleavage Open MCM → Rad Morphing Redux → Equipped Items, or the "Click to show worn clothes" button at the top of any slider set page Note the number next to the garment Enter it in MCM → RMR Cleavage → Slots, actor Player Same function, same numbering, so what RMR shows is exactly what you type. Separate multiple slots with a pipe character.
Tuning
Everything is editable in MCM, or in the ini directly — it is heavily commented.
fTargetMorph is absolute percentage points on the slider: 100 = +1.00 morph. The MCM slider steps in 10s; the ini accepts anything. Slider names are the internal name attribute from Tools/BodySlide/SliderCategories/ZeX-FusionG.xml, including spaces — Boobs Yuge, not BoobsYuge. Separate them with a pipe, no spaces around it. Sliders shared between sets add up. Boobs Big appears in sets 7 and 14 on purpose: max arousal and CHA 10 together give +40. All 45 slider names in this config were verified against ZeX-FusionG.xml.
Credits
LenAnderson — Rad Morphing Redux, the Rads / SPECIAL / Cleavage triggers, and RMR Helper Franco Cozzo — RMR Trigger: Arousal TheBottomhoodofSteel / ZeX — Fusion Girl and the ZaZ Extended Skeleton twistedtrebla — AAF Sex Attributes EgoBallistic — AAF Family Planning Enhanced, and Chosen Clue for the original Haberdasher — HBD_MorphDebug Invictusblade — the original Rad Morphing that RMR is based on This is only a configuration file for their work.
183 downloads
- rad morphing redux
- fusion girl
- (and 1 more)
Updated
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Vault 144 Quest Russian Translation
By Samhsay
Требуется установить оригинальный мод, потому что в архиве только esm и скрипты. Переводил все с рассчетом на игру женским персонажем. Если увидите какие-то странности в переведенных фразах, несоответствия сценам или что-то в этом духе, пишите и скриньте.
37 downloads
Submitted
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AAF_Creature_Resources2
By darthroman
So, what are these files? They're a collection of mesh models, textures, and materials for creatures penises that I gradually created for my animation package, some of which I adapted for game. These files will be updated as I progress.
!!!This is not animamation pack!!!
Currently, the list is:
Alien
Yaoguai
Molerat
RadStag (RadGazelle) + (RadStag Doe)
RadRoach
Bloatfly
Radscorpion
Brahmiluff
Cat
Gulper
GatorClaw
CaveCricket
RadAnt
Mirelukspawn
BloodWorm + skeleton
ViciousDogs
Angler
Mirelurk
Mirelurk Hunter
StingWing
RadRat
RadRabbit
Mosquito
Credits:
Some meshes from dragon dildos by Ilyana Sato
Some meshes from Leito86 pack
Gulper, Gatorclaw meshes from DeathClaw by GeckoRobot
To work correctly with Gulper and GatorClaw, you need textures and materials from the original DeathClaw mod, which comes with the UAP pack or Creature Resources
Modders and animators can use these materials for their own projects.
All models have *.tri morphs and sliders such as Erection, Erection Up, Erection Down, and Penis Adjust.
Install:
I think this can be installed like any other archive, using mod loaders.
GatorClaw and Gulper contain ESL files for properly loading penises in the game.
Added main Radstag Doe file for anim pack, separate xml files will still be needed to support animations (will be provided separately as before)
7510 downloads
Updated
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RohZima Fallout 4 Sex Animations for AAF
By RohZima
Here is my AAF sex animations pack for FO4.
Known Issues:
Sounds effects are working (breathing/slapping), no voices though. I'm not planning to do voices. No vagina animations, I'm looking at another kinda solution.
Extra Info:
Install the mod just like any AAF mod.
I'll add more furniture anims and more group activities...
I am an active long time modder Patreon support is deeply appreciated and is what keeps me contributing to this mod scene since 2017. Endorsements and comments etc are great too! I give a reward to patrons by releasing updates earlier on patreon - thanks to their support I have no intention to quit and a strong desire to improve and offer more content.
Current List of Animations:
Thanks:
Dago, Ulf, Kziitd, Elzee, AAF discord... Andrelo.
Goodbye:
Hope you enjoy the mod, and let me know if you find any other issues or have suggestions.
-Roh
408747 downloads
Updated
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supermutant Virgil Needs Happiness
By kziitd
Set SM Vergil's default body to the standard SM body.
Add “Vergil Armor,” based on SM Vergil's vanilla outfit, as an additional outfit.
In AAF, Vergil will play just like other SM characters.
If you’ve already encountered him, you might see him with his pants down. In that case, you can use the console to type the command “resurrect” or “resurrect 1” after clicking on SM Vergil to have him wear the added outfit.
661 downloads
Updated
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Latex Nurse Uniform (FG)
By gerroth
A skimpy latex nurse I made for educational purposes.
I only created a fusion girl variant for now, but you are free to port it however you like (see permissions)
The uniform comes in three color variants and includes:
Mini-skirt Top Nurse Hat Lingerie (Variants: Nylon, Lace, Fishnet) Choker (Variants: Plain, Studded) High-Heels
Requirements
Fusion Girl High Heels System Bodyslide
Permissions
I'm releasing this under CC4, which means you can do whatever you want with it, but you need to give credits.
Acknowledgements
I used the following assets in this (also CC4):
"Studded Punk Collar" (https://skfb.ly/6UuAI) by SpaceCat Blender Lace Material by Chroma3D
Disclaimer
I made this to learn Blender. Please tell me if you are having issues.
There's still a lot of issues, clipping, messy morphing, needlessly huge textures and whatnot, but I ran out of time so here we are. If you can give me tips, go ahead! I might be doing a new revision to fix things in the future!
240 downloads
Updated
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Wolfe's Struggle Systems
By Wolfe6900
NOTE:
This mod does nothing by itself. It needs to be called by another mod.
To Test:
"coc wss2"
Wolfe's Struggle Systems:
A Fallout 4 struggle / resistance minigame framework built for Advanced Animation Framework (AAF). When triggered, the player must fight back through a real-time QTE while an AAF scene plays. Win to break free and keep your outfit. Lose and the scene escalates.
There's 3 Files:
WolfesStruggleMod_v1.0.0.zip (WSS) - The Main Mod. Framework for calling a struggle animation on the Player. This will not work without an external mod that connects to it.
WolfesKFTQTESystem_v1.0.0.zip (WKQS)- This is my adjustment for KFT. Instead of going through a 'Do you wish to struggle?' message when trying to escape KFT restraints, this simply just shows the wiggle bar instead where you need to play a 'wiggle game' to be released. (Requires KFT).
WolfesKFTQTEAggressor_v1.0.0.zip (WKQA) - This allows YOU to become the aggressor. To activate, you'll need to pickpocket an NPC, give them a KFT item and (if not caught pickpocketing) will start a struggle. If won, they equip the KFT item and become a follower. (Requires KFT)
NOTE: These 3 work independently of each other, so you can download which ones (or all) if you'd like. I may work to eventually combine them all into one framework. At the moment, they are all separate projects independent of each other with different purposes.
Hard requirements:
- Fallout 4
- F4SE (required for the Scaleform HUD and extended input handling)
- Mod Configuration Menu (MCM)
- Advanced Animation Framework (AAF)
- Savage Cabbage animation pack
Recommended/Highly Suggested:
- Kziitd Fetish Toolset 1.0 Beta 3 (Required for WKQS/WKQA, optional for WSS)
Load order:
Place this mod below AAF, F4SE-dependent plugins, and MCM. Keep your animation packs below AAF as usual.
WHAT IT DOES:
When a struggle is triggered (dialogue, another mod, or a test call), the system:
1. Snapshots the player (and partner) outfit.
2. Starts an AAF struggle scene if AAF Compatible is enabled in MCM.
3. Shows a Scaleform struggle HUD and runs one of three minigame modes:
- Mash — spam click / attack / jump / sprint to fill the bar.
- Keyboard — press the prompted letter or gamepad face button.
4. Resolves win or loss:
- Win — stops the struggle scene, restores clothing after a short delay, fires outcome events / quest stages.
- Lose — progressively strips armor and clothing as the meter falls, then plays a defeat AAF scene.
HOW ARMOR AFFECTS THE STRUGGLE:
Armor is not just cosmetic — it changes how hard the fight is.
When Armor Affects Start Progress is enabled (default), better coverage gives you more of the bar at the start:
- Light clothing on the body slot gives a modest boost.
- Each worn armor piece adds bonus starting progress based on its rating.
- A strong full set can start you much higher on the meter.
Resistance while mashing / prompting
*Worn armor also scales how much progress you gain from successful inputs. Nearly naked = very slow progress. Full coverage = noticeably faster fills.
MODDER'S RESOURCE — HOW TO LINK YOUR MOD
========================================
1534 downloads
Updated
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Tail skeletal animations beta
By Holylokki
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
HKXImportScript_for_ZeX_CAT_RiGs contains:
1. 3DSMax2013 ImportScript CAT Rigs for Female and Male actors 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 vanilla/ZeX/Tailed animations.
Demo:
https://youtu.be/tHyCnz027B4
64 downloads
Updated
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Perverted mechanics
By Samhsay
This mod is a synthesis of several ideas taken from this forum and slightly reworked.
Main features:
- Covering animation when naked
- Arousal from being naked
- Addition/removal of perks from the Provocative Perks mod. Adds when player gets status "slut". Perks are related to dominance and submission parameters.
- Auto-masturbation for sluts and drunk girl.
- Debuff (blur) from strong arousal
AUTO MASTURBATION
It has two operating options.
1. Automatic masturbation with a timer. Depends on the heroine's intoxication, her depravity, and the presence of people around.
2. Activation via wait animations. This also depends on intoxication, depravity, and the presence of spectators, but is somewhat more immersive. You'll need to find a secluded spot for a few seconds of wait (2-3 seconds) before a sequence of animations begins, leading to an AAF scene.
PERKS
I added PVPK perks based on dominance/submissiveness, injuries, and intoxication.
- life Of The Party gets slut or drunk girl
- Tentacles will harass traumatized girl
- Nymphomania is for sex addiction >90
- Homewrecker is for sex addiction >80
- Edge Master, Psychosexual and Shameless flirt are for dominant girl
- Dubcon, Town Bicicle and latex Fetish are for submissive
They are currently fixed at the values of Sexual Attributes. But I want to make them upgradeable in some other way. For example, for a dubcon, experience a forced orgasm N times. For a psychosexual, kill N enemies with arousal >90. And so on.
KNOWN ISSUES
- Covering Animations Conflicts with the More Ways of Washing Mod. I haven't encountered any issues with other washing mods (CWSS and BYOP). Apparently, this is because MWoW is the only one that uses IDLE, while the others focus on furniture animations.
- When drawing a weapon while IDLE, the weapon draw animation may play twice. I know the reason and I am thinking about a solution.
- Currently, animations can trigger while in WORKSHOP and WORKBENCH. I've already figured out what to do with this and will fix it in the next version.
- T-pose when exiting IDLE directly into a sprint. This will also be fixed in the next update.
- There's some confusion with the cover animations. I don't know what could be causing this yet. A temporary solution is to switch between different combinations in the MCM when the heroine is clothed and when she's undressed. But I'm still thinking of moving some of the conditions from FO4Edit to the scripts.
HARD REQUIRES
Installed AAF
SAKR
Patched clothes. I use Rubber Duck's SAKR Repo and make own patches with his Rubber Duck's SAKR/RCP Gen 0.9.0. But sometimes you have to use FO4Edit for adding keywords to OMODs
Sex Attributes
Provocative perks
SOFT REQUIRES
Devious devices for Chastity belt
NSFW Sounds for some perks
Animated tentacles for perk
Pervert for some perks
Perverted electrics I created it to control arousal in this mod. The blur and sounds from high arousal will make combat impossible.
And i recommend to install all soft requires of Provocative Perks.
COMPABILITY
This may cause issues when used with other animation-based mods, such as Smokeable Cigars, More Ways of Washing, and Advanced Needs. I'll try to make compatibility patches, but I can't promise they'll be perfect.
Supported mods:
Smokeable Cigars - Cigarettes - Joints - With HardCore Auto Save
CREDITS
I used animations created by @kziitd, @RohZima and timanca. Thank you.
8396 downloads
Updated
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Vault Script Forge
By Wolfe6900
Vault Script Forge:
Overview:
Vault Script Forge is a simple and easy to use program that prevents modders from needing to learn Papyrus Scripting to make simple commands like (open this door, kill this actor, set the stage, etc. etc.)
It hosts an entire library of basic scripts to do basic things and categorizes them into a library that's easy to search, modifiable and user friendly. It breaks it down to what kind of script, i.e., a script you can call from dialogue, a trigger box, an activator/object etc. Additionally, it has a search box for you to easily locate a script you're trying to use.
The goal of it is simple:
1. Make it so anyone, without modding knowledge, scripting or anything can start making mods.
2. Make it work completely offline so no network or internet connection is required.
I. Buttons:
There's a variety of buttons for useful features:
- You can select "Dialogue Fragments" for common dialogue fragment calls. (Change the stage, etc.)
- You can use "Stage Fragments" for common stage fragment calls. (i.e., Show this objective or that objective)
- You can use the "Useful Conditions" for common modder conditions (if player has no armor, if the player has XXX bottlecaps, etc.)
- There's a "Detect Frag" that allows you to paste a script and it will give you what you need to call from the scene.
- There's a "Mod Checklist" where you can make notes about your mod, flag them to complete them, categorize them and etc.
- "Build book" which guides you through writing a book.
- There's "Make MCM" (WIP) but later on (once I actually start making MCMs and understand them better) which should help you make an MCM.
- "Track NPC" - A whole tracking graph where you can overview what multiple NPCs are doing at what stage.
- "Debug Cleaner" A button to allow you to paste a script and clean out the debug, in game messages, to clean up your mod.
- "Gen Name" - A simple name generator to help out when you need a quick name for a new NPC.
II. Libraries:
There are 4 Large Libraries: Library, Library (Conditions), Papyrus AI, Novice Builder
Main Library:
There's 6 Additional Libraries:
- Library (Native): Scripts used in the native Creation Kit that are easy to compile
- Library (Mod): Scripts that deal with FO4Edit, AAF and outside the norm for the Creation Kit.
- Common Debugging: Quick fixes for things that piss you off (why does my monitor default to the left screen???)
- MyMod: Where you can place your cell IDs, quest names and etc. for quick reference.
- Tutorial: A bunch of tutorial information on how to do things.
- Lore: A quick reference guide to locations, chems and etc., if you need a quick reference of what kind of chems there are and etc.
Library Conditions:
This is an easy, searchable library to find a condition you're looking for. (aka., no more writing the exact thing to find it. You can just search "item" and it will find: GetIsUsedItem, GetItemCount, GetKeywordItemCount, etc.). In the native Creation Kit, you would need to type the exact thing to find it, i.e., "GetIsUsedItem" instead of just "item".
Papyrus AI:
This allows you to use a local LLM for script generation. The wizard will suggest an AI model for you to download, i.e., DeepSeek. This program has all the info needed for the LLM to develop scripts TOTALLY OFFLINE. Note: There are some online capabilities (not fully tested!) if desired to use. Since I don't want to deal with LLMs and etc. directly (due to licensing etc.) this prompts you to download them manually). When created, you can just build the model and it will use my AI info to make it Papyrus specific. You can create agents, give them interests for chats (john likes combat and etc., Nora likes romance - they'll guide you if you hit a writers block in your mod).
*Ai comes in 3 modes:
- Tutorial: Walks you through Tutorials
- Script: Helps you write scripts
- Chat Mode: Helps you get over writers blocks.
Novice Builder (WIP). This is a little bit harder unless you have a grasp of basic scripting. It's currently a WIP and may not progress any further. It can be disabled in the File > Options.
142 downloads
Updated