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These Fallout 4 mods are of an adult nature.

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  1. LooksMenu Breast Vein Overlays for CBBE and JaneBod

    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

    847 downloads

    Updated

  2. LooksMenu Tanline Overlays for BodyTalk and JaneBody

    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 Ousnius

    188 downloads

    Submitted

  3. Triggerwoman Reborn

    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.
     

    13373 downloads

    Updated

  4. BumpStrip

    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.

    1434 downloads

    Updated

  5. Telekinesis (Bluetooth Toy Integration for Fallout4)

    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)  

    1388 downloads

    Updated

  6. Spectacle Island Resort and Cabaret

    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.

    488 downloads

    Updated

  7. Perverted Electrics

    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.
     
     

    706 downloads

    Updated

  8. Virgil Needs Happiness

    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.

    230 downloads

    Submitted

  9. Fusion girl's non realistic skin

    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
    -------------
    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.
    --------------
     
    For the sake of simplicity
    Download the latest version directly to replace all
     
     
     
     

    154331 downloads

    Updated

  10. Transfer Settlements - Longfellow Estates at Archers Point

    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.

    68 downloads

    Submitted

  11. Comic Crafting (for PiCSeL's Standalone/Spicy Periodicals)

    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)

    431 downloads

    Updated

  12. Picsel's Spicy Periodicals

    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.

    23605 downloads

    Updated

  13. Transfer Settlements - Dalton Fisheries and Farm

    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.

    201 downloads

    Updated

  14. Transfer Settlements - Covenant Build-a-Home

    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.

    187 downloads

    Updated

  15. Mutated Mandy

    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






    2514 downloads

    Updated

  16. AAF_Creature_Resources2

    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)
                                                 

    6254 downloads

    Updated

  17. RohZima Fallout 4 Sex Animations for AAF

    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
     
     

    401024 downloads

    Updated

  18. FO4 Amputator

    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  
     
     

    37653 downloads

    Updated

  19. Extended Creature Skeletons

    Working extended creature skeletons. Artists can now create full-fledged animations featuring creatures. Still, skinning of the models is required for in-game use.
     
    Currently, these are only available for the dog and feral ghoul. I also can't guarantee that your game won't have any bugs like model freezes, etc.
     
    You can use these developments in your projects as you wish.
     

    901 downloads

    Updated

  20. Fusion Girl & Cridowskin - Neck Seam Fix

    ALL CREDITS GO TO THE ORIGINAL AUTHORS

    By default, the beloved Fusion Girl comes with a harsh neck seam, which directly comes from the normals (perceived smoothness) created when separating body pieces to work with Bethesda's "magic". Some skinning issues are annoyingly hard to avoid but the meshes and textures do change a lot in favor of consistent visuals.
    This mod tries to fix it, along with introducing some changes to textures based on the awesome Cridowskin - made for CBBE, which I've adapted to work on FG (IMO the mod that's the most fitting to the original artstyle of the game).

    So here's what's changed regarding both mods.

    Fusion Girl:
    - normals (model seams) around the BaseFemaleHead.nif and FemaleheadRear.nif edited for perfect smoothness
    - UV's on the BaseFemaleHead.nif edited to work in tandem with my Get Dirty textures properly
    - material on FemaleheadRear.nif swapped to the proper "femalerear" one (comes with the main body material by default)

    Cridowskin:
    - includes the basic body, face, neck and hands textures (4k and 2k) for the "basehumanfemale" model
    - Diffuse, Specular and Normal maps edited to mitigate any remaining seam issues by baking-in some noise in Blender
    - introduced a little more visible "bumps" on the pubic hair normalmaps from Cridow
    - slightly more reddish soles
    - [smooth body + pubic hair + sweat/wetness + 2k face] combo set as default (sorry, guys, it's a post-apo world after all)

    DISCLAIMER: I'm renouncing the creative rights to any of the edits I made - the files used as a base belong to the original mod authors.



    Instructions:
    - Install Fusion Girl, then Cridowskin with all their requirements (including a working 2k Faces setup)
    - Put this mod below to overwrite the head models and base female textures (loose files always take priority)

    1466 downloads

    Updated

  21. Get Dirty - Texture Overhaul for Fusion Girl

    ALL CREDITS GO TO THE ORIGINAL AUTHORS

    I found the textures that come with Get Dirty to be incompatible with the way Fusion Girl is set up.
    I've remade these from scratch, this time being aware of the body seams and the fact the effect shader reuses the same texture on body, face and hands models.

    It was necessary to also change the UV mapping of the face model borders (works best with a custom female player texture set) so proper replacements are provided.
    Technically you can use any other FG assets combined with my dirt overlays for GD alone, but it's likely you'll get more a more pronounced neck seam, along with a foot stamp on the character's forehead, lol (can be hidden with proper hair, though). I recommend getting the whole package working together.

    For all the foot fetishists, the dirt on the soles appears first with only some slight darker spots on knees and elbows. So, go barefoot if you fancy. Second and third level are progressively more harsh.
    The screenshots present the last stage.


    Disclaimer: The additional body textures are designed for 2k Faces and use Cridow's body textures as a base. All the credit for these assets goes to them and the textures might change slightly if necessary, but right now I'm renouncing the creative rights to all the edits/corrections I made.

    Instructions:
    - install Fusion Girl and Get Dirty and all requirements
    - install Cridowskin with 2k Face and a full 2k Face setup
    - install files in any order in your mod organizer (or replace manually), but overwriting Get Dirty (and any body mods if using the complete package)

    890 downloads

    Submitted

  22. Wicked Effects (Alpha)

    This is a "Trap Mod" (classic trap, not modern), sort of like Deviously Cursed Wasteland/DD Enchantings. Except instead of spawning restraints, it will cause an effect. Effects can be caused by quick-looting or opening a container and looting (where the game pauses) or just from picking up anything loose in the world (read Known Issues for more haha.....). 
    For an absolutely "just ruin my characters life" experience. Typically everything has a good/bad option, chance and value that can be changed in MCM (except "what" is seen as good or bad). Your SAKR state/rating can influence the rate of effects occuring, being in combat can stop, lower or increase the odds.
     
    Possibile Effects:
    Sex Attributes:    Willpower, Arousal, Reputation, Trauma, Orientation (Sub/Dom)
    Sex Harassment: NPC spawning + approaches, Photo generation, Hypnosis level
    Others:                CombatStripLite: Single Stack Healed/Damaged, Full unequip/Heall All limbs 1 point ("locked" items like DD/KFT aren't unequipped), TatsAfterRape: Random Tattoo Applied (no rape needed), Luck and Intelligence Modifiers. 
     
    When an effect occurs, you will get a notification (if enabled) and the screen will shake (if enabled).
     
    "Soft" Requirements:
    Sex Attributes
    Sex Harassment
    CombatStripLite
    Skimpy Armor Keyword Resource
    TatsAfterRape
     
    The mod doesn't "need" the above mods to load but I don't know why you'd bother to use it without at least Harassment or Attributes. If you cannot/do not use SAKR, you may need to change the MCM settings related to it, I haven't tested without it but setting both sliders to 1 should be enough for "no change". The mod also assumes you have all the soft requirements, if you are missing any, set their chance value to 0 in the MCM or you will have more failed rolls than usual.
     
    Playstyle ideas:
    Random sexlife : All sliders at high odds, High Chance Rate, Low Timer
    Surprise!:  Low chances, all effects up at high levels, High Timer
    Pickup Punishment: Low timer, high chances, bad effects
    Spoiled Cheater: Only good effects enabled
    Naughty Combat: Low general chance Rate, Extremely-High Chance in Combat, Low Timer
     
    Technicalities:
    Should be safe to remove mid-game, would be fine to add mid-game, has an MCM with many values to configure like all my things. If you have settings disabled/changed in Harassment/Attributes then parts of this mod may not work as intended, namely if you have Approaches disabled in Harassment, you should disable the chance of this mod spawning NPCs for Harassment. If you don't want any specific effect to be able to happen, set that value to 0.
     
    It should work between saves (two versions so far....) if it doesnt work you can try:
     
    stopquest wickedpotionsquest 
    resetquest wickedpotionsquest 
    startquest wickedpotionsquest 
    in the console and it should work again
     
    Otherwise removing the mod from your list, loading the game without it, save the game, add the mod back to your list, play the game. should hopefully work. 
     
    The basic roll works like this (after the initial pick-up roll wins): 
    1. Is it going to be Good or Bad  ?
    2. What will the Potency/Strength be if it has any?*
    3. Sex Attributes or Harassment or Other?
    4. What part of that group wins ? 
    5. Give player their "prize"
     
    Examples : Good Roll Wins, It's an Attribute Roll, It is willpower, Max. Players Willpower is now 100 (assuming Max is set to 100 in MCM)
                      Bad Roll Wins, It's Harassment, It is Sex Photos, 5 lewd photos are now distributed across the wastes.
    *if something doesn't have a potency it still is rolled for and mentioned in the notifier, potency only currently affects Attributes effects.
     
    Known issues/things to consider:
    -Loose item/World pickups has few restraints, it may fire when you didn't pick up anything. It's better in more recent versions.
    -NPC approaches should work most times, spawned NPCs have a higher chance of not approaching but it's much better than earlier versions.
    -If the cooldown timer is too low, you can/will get multiple effects from the same container. A minimum cooldown of 0.5 seconds exists between effects in the MCM, you really shouldn't set it below that (even .5 is super low), at 0 you can/will have stacks being rolled against and picking up a big stack like 100 5mm ammo could overload the engine and CTD, if you *really* want to try it you can. 
    -On full strip, the Pipboy is requipped immediately after, even if you didn't have one equipped before. This mod is using unequipall which as far as I can see is the "cleanest" way to strip the player quickly without building a long script and brining in more bugs, it shouldn't be able to touch KFT or DD since they resist that command as well. 
    -Some of the Attributes stats really aren't meant to be played around with a lot (paraphrasing the developers words), and this mod plays around with them a lot. I'd imagine the current hypno level is also not meant to be played with a lot, but it's a videogame at the end of the day, and games are for playing.
    -This mod was made for and tested on oldgen Fallout 4 (like my others), I don't know if it works on the newer ones and if it doesn't I can't help.
     
    -Bone healing may or may not be fixed

    A failed event will notify "A sigh of relief...", it shouldn't be too common
     
     
    Beta version 0.0.5d in the comments section for CSL bruising/unequipall "fix", I haven't playtested it. 

    1764 downloads

    Updated

  23. Bunch of Main Menu replacers

    Just a few main menu replacers I knocked up since I was getting tired of the ones I already had and wanted some more in rotation. All grabbed from danbooru. 

    Requirements: RandomMainMenu and the Bink2 Video Codec Upgrade, without the codec update it will just be a black video.

    https://www.nexusmods.com/fallout4/mods/74187?tab=description
    https://www.nexusmods.com/fallout4/mods/89478?tab=description
     
    If you dont want to use RMM for some reason, rename the video to MainMenuLoop.bk2 and the music to mus_maintheme.xwm for the one you want to use.
    If you dont want the sound effects just dont copy/extract the "music" folder/files or delete them if they're already extracted. 
     
    The first bunch uploaded is available as a single download in the comments. (its 1.1mb over the max upload for the files section)
     
    I use "Rad Video Tools" (free) > Select Your Video(s) > Bink It! > select Bink 2 (*not* HDR) > Untick "Compress Audio at the bottom" > Bink (Right Hand Side) or Batch (if doing multiples) **   
    For Audio I open the video in Audacity (needs a plugin, it should tell you what and how to get it) and Export the audio as .wav, then use "Skyrim Audio Converter" from Nexus to convert to .xwm
     
    Make sure the files you create have a similar naming scheme as this mod and others using RMM, or RMM will not see them. 
     
    **In RadVideoTools You may need to tick "Click for alpha plane options", then choose option 1 or 2, sometimes the video can be washed out. I used option 2 for these even though it said they didn't exist, it stopped the effect

    6260 downloads

    Updated

  24. Bound by Greed - A KFT Trap Mod

    -Chance for Multiple KFT equips-on item loot roll (containers)
    -Chance to find KFT keys on corpses/in containers (can increase when wearing KFT) + Chance to lose them on KFT equips (from this mod)
    -Gear typically is "upgraded" to the next tier (Tape>Rope>Leather>Metal) if you re-roll the same category
    -Can do Arms, Legs, Gags, Yokes, Frogties and Harnesses/Corsets/Stockings as group options. I do not recommend using Frogties at the same time as any others. Harnesses sometimes will overwrite Arms / FrogTies. None of this should matter unless you're wearing devices a lot of the time or set a high Min/Max Multiple. 
    -Optional Fade In/Out
    -Added some "sense" making items to the formlists for escape, let me know if theres any that should be added (Scalpels, Saws, Deathclaw Hand, Institute TriTool, Dinner Knives and some others)
    -Lowered caps value of KFT keys
    -Notifier + Full reset function (You will likely need this)
    -SAKR Support but not required (nudity/sakr score can affect the roll chance)
    -This mod does not do Devious Devices
     

    Things to know:
    -Consider this an alpha / testing version. There will likely be issues.
     
    -The mod will "track" what was already equipped (by the mod itself) so it can handle the upgrading, I'm sure there's a better system that can be used. Sometimes a roll will say it has equipped something, but it didn't actually equip it, the mod will still think the item was equipped so the next time you re-roll, it will give a higher tier unless this mods reset is applied, you likely will want to use KFTs own remove all devices option from the MCM at the same time. (or just try escape them like normal)
           -The mod does not know what KFT you already have equipped if it came from other sources, but it can probably override it.
     
    -KFT applied manually/from other sources is not "seen" by this mod for the scoring, but it may be replaced.
     
    -Harness/corset's can sometimes overwrite arms, Yokes and Arms will conflict, Frogties can conflict with arms and legs. I have protections in place to stop them from fighting too much but due to the occasional failed item you may just have lower level items and then no "upgrades". 
     
    -The full reset will reset the internal "what is equipped" system and the rest of the mod, it will not unequip/unlock you, you need to use KFTs MCM page for that. 
     
    Permissions: Make the mod better, no seriously if you want to do anything to make this better please do it for the sake of everyone. 

    Thanks to everyone who worked on making Kziitd Fetish Toolset, it's an awesome mod that deserves more attention.
     
    Requires a working version of:
    Kziitd Fetish Toolset 
     
    Slightly newer version in the support forum if you want to try it.

    900 downloads

    Updated

  25. Hot Rodder Magazine - Immersively Perverted Retextures Project

    What?
    Just another retexture of the Hot Rodder Magazine, part of the IPRP "Immersively Perverted Retextures Project".

    Features
    Lore-friendly-ish Retextures of Hot Rodder Magazines. 2k, BC7 compression Immersively Perverted (TM)  
    Installation instructions
    Use a Mod Manager.
    Or Drag and drop the content into the game's Data directory

    Requirements
    No requirements.

    Conflicts
    Other texture mods that cover the magazine might overwrite this mod, Make sure this mod overwrites all other retextures.

    Credits
    Bethesda
    Worn Magazine Resource Files by Carreau (Very helpful, used these as base and edited them as needed)
    ComfyUI
    Adobe Photoshop

    445 downloads

    Submitted

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