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Leash
By Franco Cozzo
Allows you to create a virtual leash that can be carried, thrown around or given to an NPC, getting too far away from the leash will cause a shock if you are wearing a shock collar from Real Handcuffs.
-Max distance
-Chance to shock
-Stamina Only or Stamina + Damage option
-Damage+Stamina increaser/recovery options
-Time between shocks
-Grace period for being outside range
-Growing intensity shocks if outside range too long option
-Stamina-relief shock abatement option
-Collar-Free mode
-Beep frequency reducer
-Craftable Leash-Gun at the Chem Workbench
-Optional Quest Marker
-Notifier (with extra chatty debug option)
-ESL flagged
Destroy the leash (workbench or console) to disable its effect. Or maybe put it in a draw or something.
NPCs should be editable to have the Leash added to their inventory and the mod should detect it, I'm not sure how it works if they've never been loaded into the game memory before, I've only tested sending an NPC to a few settlements (including Vault 88 and above ground).
Yes, it can kill you. It should only affect the player, not NPCs.
Issues:
Do not sell the leash!
The leash isn't detected in most non-NPC containers
Untested with multiples leashes (may be exploitable/save you possibly)
The leash may slip through the ground if dropped, this depends more on the terrain mapping than the item itself.
Probably more!
Permissions:
Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod (this includes farming downloads for membership (Nexus) etc).
Real Handcuffs Required
478 downloads
- bondage
- restraints
- (and 2 more)
Updated
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WIP BETA: Diamond City Expansion - Red Seat Slavery
By jbezorg
What started out as a personal caps drain mod ended up as this. I spent a week or so cleaning it up for LL.
I'm sure there will some things that break when others try to play through so, Beta
DO NOT UPDATE IF THIS MOD IS ACTIVE.
Known Conflicts
Any mod that edits the Diamond City cells will conflict with Diamond City Expanded unless there is a patch. If you see missing and flashing landscape and static objects, you have a conflict. You can use XEdit with your entire load order to find mods that edit Diamond City cells. I use to use Pervert and to "fix" it, I would delete the pre-combines in the mod.
Required:
Diamond City Expansion Advanced Animation Framework Real Handcuffs Kziitd Fetish Toolset Devious Devices RC9 beta ZaZOut4 Beta V.003 - There is an unfinished bad end if you get too far into debt with Red Seat District Boss Liemanto. Stripper Pole 3.2 B Includes 4 assignable Steel Poles, 1 for each of SavageCabbage's pole dancing animations. SavageCabbage's Animation Pack CWSS Redux plus DCE.esp requires CWSS. If you don't have CWSS then you don't need it. Red Seat Slavery - Stripper Poles.esp is used with Stripper Pole 3.2 B to replace the static flag poles in Diamond City Expansion
Supported:
[AAF] Sexual Harassment - If installed, you can pay off Liemanto's bodyguard, Mykola, for protection. Commonwealth Slavers or Bound in Public are necessary for the bad end.
Recommended
TSEX and TSEX Hardship Alpha Some mod that allows you to stash caps in containers. I use Greslin's Stash Those Caps. No longer available on Nexus but available on the GreslinGames Discord CWSS v4.0.1 is available at this post and here.
Integration
Bad End Purgatory - For AAF Violate to trigger Red Seat Slavery start through Bad End Purgatory, enable the copy of Bad End Purgatory that came with this mod and use these settings with the % Chance of Bad End set to your liking in AAF Violate. In AAF Violate.. Turn bad ends chance to 100%
Before Installing this mod
Make sure you have all the requirements and patches for the required mods installed Make sure they are the latest version if you already have them. This includes the optional supported mods if they are installed. Make sure they work before installing this mod. Changing the game's time scale from default ( 20 ) can mess up mods that rely on game time and this mod relies on game time
Fair warning.
Diamond City Expansion is an extensive mod covering Diamond City. Most likely it will conflict with something. Flashing geography because of conflicting pre-combines, etc.. Make sure it will work w/in your load order. DO NOT UPDATE If you've completed DCE's Grinding The Seat quest and started this mod's quests. It is possible that you can lose some of your gear permanently
How you use to complete the Diamond City Expansion quest "Grinding The Seat"
You just walked around the stripper pole in circles to have a chance to trigger a crowd response. After a certain amount of crowd reactions, the quest would be completed.
To start the "Grinding The Seat" quest. Enter the Red Seat District in Diamond City. When you enter, there's a note on the scaffolding directly to your left. Go to the strip club and ask for and accept the job. Follow Mykola to the back of the strip club where he gives you further instructions.
Now to complete the "Grinding The Seat" quest you:
Have the Player stand very close to the stripper pole and an AAF pole animation will start. Hitting the JUMP key will now have a chance to trigger a crowd response and earn extra caps. You'll hear the quest complete sound when you've completed the quest. Hitting the END ( you don't have to open the AAF menu ) key will end the AAF animation.
Once you've completed the quest:
When you exit the Red Seat District the Player be immediately shocked as a warning. As time progresses the Player will be shocked more frequently probably till dead. You are expected to earn a certain amount of caps a day while in The Red Seat District. Mykola will track you down around noon, after your shift ends, to collect the caps you earned.
Mykola has some complex dialogue options that include:
Some speech challenges will change when deep in debt. Some can result in a bad end. No, I'm not telling. To quote Sheogorath. "Why ruin the surprise" You can give a larger cut to stop Harassers while in the District. Actually it's more than you can earn w/in the District. This is a caps drain mod after all and the Player is dealing with a Mob Boss. With a speech challenge you can beg for some back. Don't do it while you deep in debt or you risk consequences.
Overall
It's a trap and a puzzle to solve. You may get the chance buy a way out after a certain amount of time. You also may get some perks.
The player is working for a Mob Boss that runs a strip club and a whore house. They're not going to let you keep a lot of caps or easily let you go. You have to find a way to remove the collar in the limited time you have outside of the Red Seat District. You keep most the caps earned outside The Red Seat District. Unless you are paying for protection and/or you go into debt.
Mykola won't unlock the collar. Not for a while anyway and the dialogue options will change over time depending on how much you go into debt.
The dialogue options will only be available when Mykola visits you around noon to collect caps. Fall too far into debt and the player will end up in a bad end.
Note:
Mykola's threat is an empty threat as long as the caps keep coming because the Player only costs the Strip Club a small corner with a dirty sleeping bag an a locker.
You will not experience a bad und until you challenge Mykola by asking to keep more of your earnings. If you are compliant and just keep handing Mykola caps you will never experience a bad end regardless of how high you debt is. Charisma will help you keep caps in this case.
You won't experience a bad end if you're earning your captors a lot of caps. Regardless of how high you debt is and Charisma score.
You can buy your freedom but the more caps you earn by dancing the more incentive the Strip Club has fore keeping the Player captive, so the cost to buying freedom is raised.
10796 downloads
Updated
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Human Resources x Crime & Punishment - Integration Bridge
By Parley1984
Human Resources x Crime & Punishment - Integration Bridge
(Soft-Dependency Patch)
About this Patch
Have you ever wanted to seamlessly combine the intense surrender mechanics of Flashy(JoeR)'s Crime and Punishment (CAP) with the capture and enslavement system of Human Resources (HR)? This patch builds a direct, script-based bridge between both mods.
With this integration, NPCs who have surrendered via CAP's combat mechanics can now be directly captured using your HR equipment (e.g., the enslavement baton).
How it Works (The In-Game Experience)
Normally, both mods run their own independent systems for subduing enemies. This patch alters the hit-detection logic of the HR enslavement weapon.
When you strike an NPC, the script now actively checks if they are currently in a "surrendered" state triggered by CAP. If so, the NPC is smoothly processed by the Human Resources framework, just as if you had captured them through standard HR methods.
Technical Details & "Soft Dependency" Magic
One of the biggest issues with compatibility patches is the dreaded "Missing Master" CTD (Crash to Desktop) if you decide to uninstall one of the mods. This patch is built differently.
Instead of forcing a hard plugin dependency in xEdit, this patch utilizes a 100% safe, script-level "Soft Dependency" using Papyrus (Game.GetFormFromFile).
Dynamic Detection: The script dynamically searches for Flashy_CrimeAndPunishment.esp and its specific surrender keywords. No Crashes: If CAP is installed, the bridge is active. If you uninstall CAP, the Papyrus script simply returns None, bypasses the CAP checks, and your HR weapons revert to their normal vanilla behavior. No crashes, no broken save games! Initialization Check: Upon loading your game, a custom alias script will check your load order and notify you: "HR-CAP Patch: Crimes & Punishment successfully detected. Patch activated!" (Or it will warn you if CAP is missing).
Requirements
Human Resources (HR) - Hard Requirement (The patch modifies HR scripts/weapons). Crime and Punishment (CAP) - Soft Requirement (Highly recommended for the patch to actually do something, but your game won't crash if it's missing).
Installation / Uninstallation
Install via Mod Organizer 2 (MO2) or Vortex. Place the patch below both Human Resources and Crime and Punishment in your load order. Safe to install or uninstall mid-playthrough! If you remove the patch, your HR weapons will simply revert to their default, unpatched state.247 downloads
Updated
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Stripped Surrenders
By Franco Cozzo
Utilising Combat Strip Lite or Skimpy Armor Keyword Resource to generate surrender events.
When your CSL or SAKR scores are at a chosen level, your character has a chance to surrender via either Sexual Harassment, Autonomy Enhanced or Violate.
Only one NPC will be fucked (unless you choose Violate), then you can run away, or kill them, whatever.
I N F O
Sexual Harassment needed a custom short Molest function built which is a little janky but at least it works. (may cause weird warping during the grope animations for non-humans or no animation for this time).
Autonomy Enhanced needs to snap to an NPC or you need to look at them. It may cause issues due to this.
Violate "just works". (should work like Violate normally does but only tested with Humans).
F E A T U R E S
-Surrender Chance (will re-roll every time the conditions are met which is every 5 seconds for distance checks and every time you are hit if you have those enabled)
-Cooldowns between surrenders/events
-Surrender Mod selector + Random (Random should still work if you are missing one of the mods)
-Distance options (for surrender + pacification)
-Optional "on hit" and "on melee hit only" during combat
-Notifier
-ESL Flagged
R E Q U I R E M E N T S all linked below
Requires Combat Strip Lite OR Skimpy Armor Keyword Resource AND at least one of the other mods (Violate, Autonomy or Harassment) to function.
You will need to make sure you have allowed the appropriate settings in the other mods MCM menus for this to work correctly (Sex Harrasment Enabled+Raiders Enabled for example).
KNOWN AND POSSIBLE ISSUES
-Choosing a mod you don't have in the MCM will probably cause issues. (Random select should be fine)
-All local NPCs/Critters in the radius will be "stupid" during the Harassment and Autonomy Scenes called by this mod.
-Only tested with all three optional mods at once, only tested with Autonomy Enhanced 2.8 (later should work as well), only tested with SexualHarassment+ (should work with the original), only tested on GOG/Oldgen version of Fallout 4
-Saving the game before the pacification has ended and loading it again is probably bad for the NPCs pacified
-And likely more!
P E R M I S S I O N S
Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod (this includes farming downloads for membership (Nexus) etc).
If someone can get multiple actors working for AE and SH then please go ahead and do it.
Requires either Combat Strip Lite or Skimpy Armor Keyword Resource
And at least one of the below:
Only one of the below:
Slightly newer version in the support forum if you want to try it, if you're seeing "Violate Not Detected" this should fix that issue.
807 downloads
Updated
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Cookie Workshop
By Cookie DLC
👋 | WELCOME ⋆.ೃ࿔🌸*:・ I present to you my first work (I'm referring to the separate workshop menu with new items).
❯❯❯❯ This mod includes some furniture (tables, chairs, sofas, armchairs, nightstands, etc.)
❯❯❯❯ Rugs (Various designs, in red and pink tones, 12 in total)
❯❯❯❯ Posters (Various sizes, with worn-out details)
❯❯❯❯ Paintings (Available in standard and adult versions, in various frames)
❯❯❯❯ Power Supply (100 kW generator and several connectors)
❯❯❯❯ The "Miscellaneous" menu contains radio receivers and amplifiers tuned to the 99.90 frequency. They play the CD-RW radio station built into this mod. To activate the radio station, you need to obtain the magazine, which is located on the workbench in the Red Rocket.
🌌 Installation: Unzip and place all contents in the Data folder, or use your favorite mod manager. The file is converted to ESL. Activate the mod and play.
You can craft a potion in the Chemistry Lab to safely remove the mod. Keep this in mind to avoid damaging your save.
☄ I'm a fan of Retrowave, Synthwave, and Retro Cyberpunk styles. I was inspired by this theme after creating the mod for the Player House. By the way, check that mod out ⤵︎
Helga HQ - Player Home (modeer Cookie - Delicious)
🏞 I finally decided to make some interior items. I might not have done too much, but I hope to continue adding new items to further expand the selection, so to speak.
(‘•.•’)? I hope you enjoy this mod. If you have any questions, please leave them in the comments; I'll try to accommodate all your suggestions or concerns.
✌︎㋡ If you liked my work, don't forget to give it a like!
♡ྀི ₊ And if you'd like to support me financially, you can do so here:
Support ( ๑ ˃̵ᴗ˂̵)و ♡
Thank you for your attention, ✧ *BYEEE*✧ 👋😊
629 downloads
Updated
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overlay LooksMenu Breast Vein Overlays for CBBE and JaneBod
By DragAndPlace
Description
For Fusion Girl, please use the version @judge007 has kindly provided here.
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
566 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.
5879 downloads
Updated
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overlay LooksMenu Tanline Overlays for BodyTalk and JaneBody
By DragAndPlace
Description
This mod adds 3 LooksMenu overlays for men and 4 for women for you to add. At first, their intensity is very little and are hardly visible on darker skins. Worry not, you can pile them up by adding them multiple times via LooksMenu to get a greater effect. Mix and match!
There's two versions of this file: one with loose files and one packed. I highly recommend the latter due to a vastly reduced file size.
Credits
Monno for creating the bikini some overlays were based on and aubrii for porting it to FO4. DemiDemonArt for BodyTalk v4 and its outfits. Nightasy for creating JaneBod. dup3w4sh1ngt0n for creating Vanilla Wares, from which I based the underwear overlays.
Permissions
Feel free to use any part of this mod for whatever purpose!
Tools used
GIMP Blender Material Editor by Ousnius125 downloads
Submitted
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Triggerwoman Reborn
By Heinzelman
Triggerwoman Reborn
An adult mod that involves joining and working for a triggermen crew.
The Fenway Patrons:
The Old Neighborhood:
Requirements:
All DLCs
AAF and all prerequisites: look here for a very good installation Guide
My Mod has some custom XMLs for Atomic Lust and SavageCabbage Animations. So you should install these too.
Soft Compatibilites:
Easy Girl and TRS : My mod uses some outfits from them. If you dont have them, you'll get a vanilla outfit instead.
Nuka Ride : If you played it and got a new name, it will be used in my mod too.
Commonwealth Moisturizer : If installed you can use some towels or showers to remove cum.
Family Planning : With this installed, you can buy condoms and pills from Cigarette Machines in my cells. (both version of FPE should work).
Little Pawn : Some people will recognize you as Hancocks assistant if have it installed.
Personal Radio : The radio inside the Old Neighborhood Club fills the club with music. You can change the radio stations on the Radio Tuner on the pillar at the counter.
Sex Attributes : If installed, some dialog choices can in- or decrease the Player's Self Esteem and Orientation (Sub/Dom). Need to be activated in Triggerwoman Reborn MCM.
Optional Voice Files
The original Voice Files were generated entirely by AI using xVASynth and can be found in the Download Section.
There are much better Voicefiles for the NPCs created by @KinataHoru. Download them here. You still need the original one for the player voice.
General Recommendations:
As this is a beta, save often. Its also a good idea to visit DC first.
This mod is tailored to the role of a female character..
Do not use companions on the story quests. You will be teleported at some points and companions might get stuck. You will be accompanied in most of this mods story quests.
If you use CWSS, you might check this helpful post from @Krixost:
Incompatibilities
CSEP Presents All Americans 2.0 DELUXE EXPANDED EDITION - Quest Mod - It uses the same location as the Fenway Patrons.
The old Triggerwoman Mod - It has a door conflict which makes it impossible to play both mods in the same game
Credits:
The Artwork on this page is made by Sora AI
Thanks to:
All the great people here who shared their mods, from which I could learn a lot of things.
12375 downloads
Updated
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BumpStrip
By Franco Cozzo
Combining the Butt-Slap event from Sexual Harassment with a Strip Event
Amazing deep features:
- Will use Sex Harassment as its base for the strip-event (typically will unequip more than 1 item at a time)
- Optional Call to use Combat Strip Lite for the stripping events instead (so you cannot re-equip immediately after, this is the recommended way to use the mod)
- Optional Arousal gain if you have Sex Attributes installed (not hard-required for this mod, but I believe it is required for both SH versions)
- Notifier
Should work with the classic Sexual Harassment and the newer Sexual Harassment+
About Combat Strip Lite:
By default Combat Strip Lite will typically cause a knockback effect, which will cause a knockback for the player+all within a close range, so I added an optional download (CSL Edited.7z) that I personally use to solve this, note that CSL is not my mod so I cannot give any permissions from or for it. The changes for this version are as below:
- No strip-effect from Radiation Aura enemies like glowing ones and similar (possibly none from poison as well)
- No Knockback when in third-person, enemies and allies also will not be knocked back in 1st/3rd person if they are close to you.
- Only stimpaks that *you* use will let you recover
Load after Combat Strip Lite. Requires the original mod. I have only ever used the "strip" option, not the "damage armour" or the other options from CSL so I am not sure how my edits work with those modes.
Issues+Possible Issues
The same slapper cannot affect your strip status (or arousal) more than one time in a row due to how the mod is built, bouncing between two+ NPCs over and over again will work however. I don't know of any possible "clean" workarounds that wouldn't edit FPSHarassment itself.
You can use this mod without my edited version but you will likely experience the "explosion" event that occurs without it or a similar edit, which will cause your character, the butt slapper and anyone very close by to take a 0 damage knockback (default CSL behaviour).
The non-CSL stripping calls the Harassment function which is different between FPSH and FPSH+, so it may strip "too much" per slap for you on the + version.
Permissions:
Improve the mod (and include the source), fix the mod (and include the source), don't sell the mod (this includes farming downloads for membership (Nexus) etc).
You need one of the below (only tested with SH+):
You probably want :
If you want/need to restart the mod for any reason the questname is BumpStrip
stopquest Bumpstrip
resetquest Bumpstrip
startquest Bumpstrip
optionally : sqv Bumpstrip
to see if it is running.
1143 downloads
- harassment
- sakr
- (and 1 more)
Updated
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Telekinesis (Bluetooth Toy Integration for Fallout4)
By gerroth
Brings native support for naughty devices (bluetooth or others) to Fallout 4.
Some of you might already know my Bluetooth Toy Integration for Skyrim, this is finally the version for Fallout4.
This is some first preview, I wanted to release early, so you guys can test it, configuration formats etc. are not stable yet. Currently, bone tracking should work with FusionGirl, CBBE and BodyTalk and Superhero Bodies (untested). You can add support for other bodies, by replacing HumanMale/HumanFemale files in F4SE/Telekinesis/Races/ if you know the bones.
Features:
This mod controls IRL strokers, vibrator based on in-game things (DD vibrator events, AAF Animations...). It includes some sophisticated bone/mesh monitoring to move things like strokers in sync with actual mesh collisions >Demo-Video< THIS IS AND ALWAYS WILL BE EXPERIMENTAL, I DO NOT TAKE ANY RESPONSIBILITY IF YOU USE IT ON YOUR BODY Devious Devices Integration Entirely configurable through json (if animations don't work, or you want different behavior, edit the JSON actions or events)
Dependencies:
Address Library for F4SE Mod Configuraiton Menu AAF 1.7 or higher (Optional) Devious Devices (Optional)
1313 downloads
Updated
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Floozy Furniture RU
By vjnmrf
Только перевод Floozy Furniture, сам мод по ссылке.
Позволяет строить рабочие места для шлюх, где они 24 часа будут принимать разные позы(встроено) и торговать бухлом, автоматически меняя наряды. При наличии НАФ или ААФ с ними можно потрахаться. Если поставить мод того же автора на посетителей поселений, то можно создать и нормально работающий бордель. (а то все, имеющиеся здесь, моды на проституцию НПС, это лютый ПЦ)
Отдельно добавил архив с коррекцией особо вырвиглазных текстур, ну и часть из них "разрисовал".
В процессе эксплуатации выявилась пара ошибок
1 Примерно трети рабочих мест аффтырь забыл добавить ключевое слово запуска анимации. Соответственно, назначенные на них шлюхи просто тупо топтались перед станком.
2 Обычные кровати были названы(и, соответственно, переведены), как рабочие места.
Для исправления заменить esm.
Добавляю переводы свежих модов того же автора Settlement Visitors 2.0 и Vulgar Settlers and Visitors 2.0.
Первый добавляет посетителей, шарахающихся по поселениям и занимающихся всякой ерундой. Их можно нанимать. Частичная альтернатива НПС-тревел, не создающая его проблем.
Второй неплохо заменяет всякие "автономии", опять же не вызывая их проблем.
В общем, все три мода взаимодополняют друг друга.
502 downloads
Updated
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Spectacle Island Resort and Cabaret
By msmfoster
A Transfer Settlements blueprint that aims to make Spectacle Island usable and productive. It creates a series of luxury cabins, adds jetties, a greenhouse, and a central building housing shops and a cabaret-style floor that works nicely with singing settlers. This mimics the look of resorts that were popular during the fifties and sixties. Details on the changes below: Adds several cabins of various sizes with independent power and defences. Pool area with poolside bar. Large greenhouse with defences and lighting. Two-story building built on the ruins of the large house. Features a wrap-around balcony, featuring four tier 3 stores, full kitchen, and a cabaret-style club. Visitor jetty with a ferry to take people across. Large two-building jetty with a dedicated gym, storage, and docked fishing trawlers. Rebuilt shed using the existing footprint. Settlement Features 32 bunks. 160+ food. 800+ defences. 360 power. 120 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. Pool area, jetty, and greenhouse serve primarily to flatten the terrain. There is a door leading into the area under the pool area in case a settler gets lost. Settlers appear able to move freely, with some difficulty observed on the cabaret's second level. 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 Enclave Remnants Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Singing Settler. Stage and performer in the pub and some flooring. 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 Stripper Pole. Adds assignable stripper poles for the cabaret. 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 is relatively straightforward. Remove brush, garbage, rubble, and buildings in the area demarcated: Starting from the boat shed and deck near the fast travel point. Ending at the red boat with a medical kit. Scrap the other boats surrounding it. Ending at the entry onto the beached container ship. To two-level hut in the wooded area along the ridge. Make sure to preserve: The boat shed itself, getting rid of the surrounding dock and deck. Preserve the concrete foundation border surrounding the shed with a greenhouse addition. The rest will be re-introduced as standard elements. Build a Transfer Settlements console from Power > Miscellaneous right in front of the greenhouse/garage combination. 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. Want to have permanent bikini-clad settlers hanging around the pool? Do the following: Position yourself at a prime location by the pool. E.g., right by the showers. From the console type: Player.PlaceAtMe 20593 5 This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console. Repeat the above for more settlers using the idles. The above will not increase your settler population nor effect settler happiness. 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. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.2 Boats are now properly imported. Added warehouse floor on the first floor of the cabaret. Version 1.0.1 Added an electric door for the garage attached to the greenhouse. Repaired the electrical systems within the bunk houses. Fixed cases where imports could break the power distribution entirely. Added immersive laundry. Boats are now part of the blueprint. They no longer need to be preserved and placed after import.450 downloads
Updated
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Perverted Electrics
By Samhsay
This is a small add-on for Real Handcuffs. It allows you to reduce sexual arousal with electric shocks. Each shock slightly reduces dominance, and the submissive character will become aroused by the shocks. The reverse mechanic is also available. Electric shocks to NPCs increase dominance and arouse the dominant character.
HARD REQUIRES
Real Handcuffa
Sex Attributes
SOFT REQUIRES
Scripted Face Tints
KNOWN ISSUES
It seems that sometimes a hit applies the effect multiple times, which can cause a stat spike. I recommend setting the Dominance change values very low. Otherwise, one hit can make you a slave.
FUTURE PLANS
In the future, I want to add reactions from others to the heroine's sadism or masochism. But to do that, I need to understand how the dialogue works. I think I need to look at the Sexual Harassment code. There was a reaction to Devious Devices.
439 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.
151 downloads
Submitted
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Fusion girl's non realistic skin
By kziitd
Personal taste of fusion girl skin
All the textures (_d) have been color adjusted, so I don't think it is suitable for other matching, unless you are familiar with the image software, you can try to unify the hue yourself
The head is 1K and the body 4K
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Thanks to the author of fusion girl
Zaz and TheBottomhoodofSteel
Thanks to all the authors of skin mod I downloaded
I can't remember which ones I used to color and modify, so I'm sorry.
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For the sake of simplicity
Download the latest version directly to replace all
149398 downloads
Updated
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Transfer Settlements - Longfellow Estates at Archers Point
By msmfoster
Transforms Longfellow's rugged island into a premier seaside locale. Featuring the iconic Lynn Woods Tower as a historic lighthouse and a fully refurbished boardwalk, this build offers a stark, brightly-lit contrast to the gloom of the Fog. The build is dotted with nude elven archer statues, hence Archers Point.
Details on this build: Added the Lynn Woods Tower as a historic lighthouse on the rocks. Lit and visible from afar, even in fog. Replaced the boardwalk with a functional version which now leads straight to the beach. Added gift shop housing general/clothing store and gym. Added dedicated medical facility with surgical bays. Replaced the Longfellow's Cabin with a combination bar and workshops. Longfellow can now enjoy a cold one any time to the day. Added bunkhouses throughout. The two by perimeter serve as weapon platforms for fog threats. Wrought iron fence beach-to-beach. Bubble turrets on concrete posts defend openings/outer areas. Large pump house with windows located along the shore. Windows and lights make it clearly visible to those huddling for warmth at Far Harbour. Added beach side decor: Lifeguard shack, seaside bar, parasols, and deck chairs. Placed several large Skyrim statues of nude elf archers throughout. Radiators/power lines run underground in key areas for remote lighting without view obstruction. Every building has independent power. Settlement Features 32 bunks. 150+ food. 1150+ defences. 420 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. Requirements Downloadable Content Far Harbour Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Beach Workshop. Core elements related to making this a viable beach side resort. 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. Advanced Bubble Turret Set (Realistic No Power version). Additional defensive capability around the fence line. 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. TRX Trixter Statues Collection. 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. Setup Clearing the area can be done quickly. Still, save often just in case you scrap a cliff or dirt terrain that may lead to visual glitches. Be sure to maintain cliffs and dirt mounds to avoid visual glitches. Clear trees from the line drawn by the tree trunk that has fallen over the path leading into the settlement all the way back to the end of the point. Note. Visual glitches have been noted when scrapping terrain near the path leading to Longfellow's cabin. Build a Transfer Settlements console from Power > Miscellaneous on the rocks in front of Longfellow's Cabin. 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. Want to have permanent bikini-clad settlers hanging around the beach? Do the following: Position yourself at a prime location by the beach. E.g., fire pit. From the console type: Player.PlaceAtMe 20593 5 This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console. Repeat the above for more settlers using the idles. Notes on Imports Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game. The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save. I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall. Note. This blueprint was tested with Transfer Settlements working under Stable. Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs. Notes on Power and Performance These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids. Warning for Dynamic Lighting Users If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing. Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement. Note. I cannot guarantee the above will work. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.0 Initial release of this build.56 downloads
Submitted
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Comic Crafting (for PiCSeL's Standalone/Spicy Periodicals)
By Franco Cozzo
Allows you to turn Burned Grognak/Manta-Man/Unstoppables comics or Burned Trade/Lifestytle/Fashion magazines into a random comic from PiCSeL's Standalone Custom Magazines and/or Picsel's Spicy Periodicals at any Chemistry Workbench so now you have a reason to collect/hold onto them (outside of them being worth 1 cap and weighing nothing).
Simple mod, you craft an Aid item at the Chem Workbench, then you "consume" the item and it gives you a random Picsel comic/mag.
Two versions for each, requiring either 4 or 10 of the same burned magazine/comic to make a new one. Both versions are in their respective zip files, use only one at a time (4 or 10, you can use both crafting mods at the same time). The magazine you get is random from the mod, it doesn't matter what you used to make it. All are esl-flagged.
10 seems to make the most sense thematically, but 4 makes the most sense for rarity/fun balance (I play with SKK loot reduction so they're all much less common for me). I found while testing if you use the created item too fast it seems to fail to work, or at last fail to show on the screen, so while you can create them in stacks, try not to "consume" them rapidly in succession.
Standalone Custom Magazines category is "Magazine Crafting 1"
Spicy Periodicals category is "Magazine Crafting 2"
Standalone Custom Magazines uses : ComicCrafting(PicSels)v2.7z
Spicy Periodicals uses : PicselsSpicyPeriodicalsCraft.7z
Permissions:
Do what you want with it, just no Nexus. I'll probably keep this updated if I'm still playing Fallout 4 and the two mods get updated otherwise I won't care anyway.
Obviously requires their base mods:
If you want to test it without trying to find the burned magazines:
Do " player.additem 00132974 10 ", where 00132974 is the item you want to add and 10 is the amount
00132974 (Manta-Man)
00132977 (Grognak)
00132979 (Unstoppables)
0019569E (trade)
0019569F (lifestyle)
001956A0 (fashion)
362 downloads
Updated
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Picsel's Spicy Periodicals
By spicydoritos
A collection of new adult magazines, dynamically placed into the game world.
Picsel’s Spicy Periodicals
In the world this mod represents, our sporadic moral discomfort with sexualized advertising would seem hilariously antiquated. Nora’s society had long since progressed the trend to its obvious conclusion. Coupled with the tacit approval of a government desperate for future soldiers, advertising and erotica became essentially synonymous. From suggestive poses, to explicit nudity, to outright intercourse, a flood of indecent marketing fueled the era’s consumer frenzy. No surprise that even publishers of ostensibly non-sexual magazines should succumb to the trend. For a culture so awash in salacious imagery, the merest whiff of prudishness might tar an otherwise upstanding corporation as communist sympathizers.
Main Features
This mod adds over 270 brand new, adult-themed magazines to the Commonwealth. These aren’t intended to be porno mags. Rather, most are everyday hobby, lifestyle, and fantasy periodicals with explicit cover art and themes. All covers were crafted exclusively for this mod by the brilliant @picsel, whose other work may be familiar to LL users already.
You can find the magazines in one of two ways: in containers via script-injected leveled lists, or dynamically placed in the open world as you explore. MCM settings let you adjust the drop rates for both methods. No cells were edited in the making of this mod. No vanilla records were overwritten. Cross-mod compatibility should be nearly universal. Last but not least, the plugin is esl-flagged for ease of inclusion in mod-heavy game profiles.
The Magazines
Q&A
Modder Notes
Hard Requirements
-Vanilla Fallout 4
-MCM
Thanks and Credits
All thanks go to @picsel, co-author of the mod and creator of all magazine covers contained herein. If you like this style of content, I heartily recommend his array of other magazine replacers.
Permissions
Feel free to re-post, re-host, patch, translate, and/or incorporate any portion of this mod (including scripts, plugin, and visual assets) into your own mods as long as the result is freely available and not paywalled. Just give credit back to the authors and the original LL post. No support offered for sites outside of LL.
21457 downloads
Updated
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Transfer Settlements - Dalton Fisheries and Farm
By msmfoster
A Transfer Settlements blueprint that raises Dalton Farm to the level one would expect of a family that owned most of the island. The site is transformed into a blend of commercial and tourist elements yielding high defence, population, and food generation.
Details of the Build Two-storey home built atop the cliffs overlooking the water. This provides medical facilities, a gym, and houses a club featuring a singing settler. Small galley-style kitchen in the main home. The dilapidated homes near the road have been replaced with viable commercial spaces: a general store/clothing shop combination and a dedicated barber shop. This is also conveniently right by the default fast travel point. The rocky area by the road skirting the buildable area now fits two inline greenhouses. The beach area now supports an expanded dock area with three long shacks for bunks. Bathroom facilities on the jetty for settlers. The outside looks like a fishing shack, but inside Institute wall and floor pieces are used to create a sterile look. Cobblestone floor pieces have been added over the rocky area bordering the beach. This provides additional pathing for the settlers to make their way back and forth. While the build looks like a working fishery and farm with tourist elements, the end effect is that the Daltons' luxury home overlooks those who work for them. That in itself is rather fitting for the site. Key Statistics 38 bunks. 125+ food. 750 defence. 300 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 visible glitches observed with this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. 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 Dogmeat and settlers can use for basic actions. Gruffydd's Signs and Posters. Billboards and signs Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Setup Clearing the area is relatively straightforward. Remove clutter, trash, foliage, and deadfall. Be careful when clearing out rocks along the beach; when removing a cluster near the radioactive barnacles, there's an off-coloured rock that is actually part of the supporting cliff the house will be built upon. Note There are several radioactive barnacle traps on the beach with two being located at the end of the existing dock by the settlement workshop. Sometimes the effects will not dissipate and harm settlers. To stop this from happening, scrap them entirely, and be sure to be on god mode while doing so. 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 in front of the settlement workshop. Note. Import should be done with Workshop Mode enabled. Tasks After Import Confirm that all power has been restored as expected. Notes on Imports Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game. The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save. I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall. Note. This blueprint was tested with Transfer Settlements working under Stable. Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs. Notes on Power and Performance These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids. Warning for Dynamic Lighting Users If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing. Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement. Note. I cannot guarantee the above will work. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.1 Switched to Immersive Laundry. Added a fishing vessel at the end of the jetty. Removed trading post.187 downloads
- transfer settlements
- far harbour
- (and 1 more)
Updated
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Transfer Settlements - Covenant Build-a-Home
By msmfoster
A Transfer Settlements blueprint that preserves most of Covenant while increasing defence, space utilisation, and adds a washroom facility. The concept is that Covenant once served as show homes for a local builder. This explains the high density of houses, proximity to roads, and the fence. Details on this build: Three homes have been converted to maximise bunk utilisation. General store building now supports a tier 3 Restaurant, General Store, and Medical. Guard area and section of the wall removed to create washroom facilities. Sharp increase in turret stands for an all-around defensive. Addition of a clothing and armour store under the balconies. The weapons store is located outside by the main bunkhouse. Power poles are maintained due to inability to scrap associated lines. Power between buildings routes using them to maintain the look and feel. Dedicated picnic area for settlers to lounge. Settlement Features 20 bunks. 70+ food. 365+ defences. 180 power. 30 water. Tier 3 Medical, Restaurant, Clothing, Armour, Weapons, and General Store. Dedicated gym nook. 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. May be mild glitching when entering and leaving the bathroom. Requirements Downloadable Content Far Harbour Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, 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. Nice to Have 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. 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 the homes of furniture and fixtures with exception of long bar and smaller variant facing the wall. See section below to clear out the terminal. Remove the white picket fence, clutter, and hedge within the compound. See section below to clear out the turret stands. Remove the guard area and single section of wall behind it. * Remove the Covenant sign, as a new one will be built above the washrooms. Clear out the outer perimeter of trash. Make sure to keep the following: The large tree in the centre of the compound. The power poles and lines. If you have Companion Ivy installed remove the one closest to the Covenant sign. 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 in front of the largest tree. 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. Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots. Updates Version 1.0.1 Added washer and dryer from Immersive Laundry. Ensured turret stands were all from homemaker for easier import.177 downloads
Updated
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Mutated Mandy
By Tcat5051
Greetings All , Now added Mutated Mandy and the downsized version 3.5 "Even More" This update is the smallest chest size, almost normal but she is called mutated for a reason, I now consider this mod open source free to all . This is just a body preset that can also be used as a general female body re-placer, it is a NSFW ( Adult ) of my version of a female body that has absorbed a few two many rads, if you object to adult content please skip this mod . I make no claim to any expertise as a modeler ,I made this for myself and decided to share it ,
its a NSFW mod meant for Adults.
This is Mutated Mandy , she is a CBBE\VaginaMorphsPhysics\ Preset body re-placer for body-slide . she has XXX large Super Nips , cameltoe and and ahhumm ,another feature ,I use her as a general body replacement as I just like the way she looks in game , also no clothing , have been unable to get my outfit studio working so if someone can make some clothing for her , like to see them .
Like to find someone that can turn this into an NPC or Companion ,
It uses whatever skintone you are using . This is as far as I am going with this project anyone who wants to take it up go ahead .
Some say the nips and butt are a bit much , I say its a radiation mutation and looks great in the game hahah !
Features over enhanced female anatomy , The goal was to make it easy to see in the game and I certainly did that , no issues or errors so far and I have been running this mod about 4 months,changes seem to appear on all of the body sizes maintaining the variety in body shop but you might try going to a zero slide after a time if not to keep the variety , requires body shop and may require extended slides) Have been using CBP Physics for Fallout 4. but have tested it with others with no issues.
( More Eye Candy than a Strip Club ! )
no known conflicts, problems or bugs at this time .
For those who haven't done this before you need Bodyshop then go to :
? Drive , Program Files (x86) , steam , steamapps , common , Fallout 4 , Data , Tools , BodySlide , SliderPresets
and add the file . Then open your BodySlide , check the drop down list ( Outfit/Body ) for CBBE , I use CBBEVaginaMorphPhysics ( for bounce ) Load the Preset ( milkcow ) check the preview , click Build and Done !
milkcow2.0B.xml
2445 downloads
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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
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)
4965 downloads
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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
391010 downloads
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FO4 Amputator
By JB.
FALLOUT 4 AMPUTATOR
The mod is up for adoption
It has the basic script functions, meshes, textures, materials and currently works for the player. It also works for the npc but it is not a supported feature because right now the mod does not track the npcs, only the player.
I put it in adoption because my scripting knowledge is very basic.
It comes with MCM so you can use all its functions.
It works for CBBE and FG. It can also work for men but the meshes must be realigned in bodyslide (I already left the meshes for men, only that someone must align them in bodyslide).
It has soft compatibility with AAF -for the doppelganger-.
To amputate npcs:
Right now you can only heal yourself using the MCM.
Hard Requirements:
F4SE
HYDRA F4SE
MCM
Zex Skeleton with Screen Archer support! ❗
Meshes:
TheKite (right arm armband)
DoctorKeiko (left arm armband)
Karna5 (alternative meshes)
For modders.
;------------------------------------------------------------------------------------------------- ;----------------------- THIRD PARTY API ---------------------------------------- ;------------------------------------------------------------------------------------------------- Function Test() Amputator:AmputatorMainScript AmputatorScript AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript Var[] AkArgs = new Var[1] AkArgs[0] = PlayerREF AmputatorScript.CallFunction("AmputateRightArm", akArgs) ;AmputatorScript.CallFunction("AmputateRightArm",akArgs) ;AmputatorScript.CallFunction("AmputateBothArms",akArgs) ;AmputatorScript.CallFunction("ResetLimbs",akArgs) EndFunction
It has two custom event where it basically notifies that the amputation global has changed.
Function LoadAmputator() AmputatorScript = Game.GetFormFromFile(0x00000F99, "Amputator_FO4.esp") as Amputator:AmputatorMainScript If AmputatorScript RegisterForCustomEvent(AmputatorScript, "OnAmputationEvent") RegisterForCustomEvent(AmputatorScript, "OnLegsAmputationEvent") EndIf EndFunction Event Amputator:AmputatorMainScript.OnAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs) Int Armstatus = akArgs[0] as Int ;0= Not amputated ;1= left arm amputated ;2= amputated right arm ;3=both arms amputated EndEvent Event Amputator:AmputatorMainScript.OnLegsAmputationEvent(Amputator:AmputatorMainScript akSender, Var[] akArgs) Int Legstatus = akArgs[0] as Int ;0 = no legs amputation ;1 = legs amputation EndEvent
36582 downloads
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