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Transfer Settlements - The Castle - Minutemen Rest and Recreation Centre
By msmfoster
A Transfer Settlements blueprint that not only repairs the walls of the Castle, but adds a three-storey annex, along with bars and entertainment for the Minutemen. Not only is the end result armed to the teeth, the recreational facilities encourage settler interaction. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.
Details on this build: Repairs all of the walls using the Homemaker retaining wall elements. This creates a cleaner look that incorporates the cobblestone sidewalk pieces already part of the base build. Three-storey annex that is linked through an entrance in the wall and on the top storey. Houses bunks, bathrooms, and a full gym. Medical bays and a large ward to treat the troops (additional bunk space). Large room reserved for Tier 3 Clothing, General, Armour, and Weapons stores. Siren's Song, a club featuring a large bar, couches, and a singing settler. The General's Quarters features a bar, pole dancers, slot machines, and entertainers. Radio shack has been replaced by a bunker. Glass windows have been added to handle adverse weather. Catwalks have been replaced with warehouse equivalents. Cleaner look, permitting the idles that cannot be scrapped to work with the new structure. Settlement Features 50 bunks. 100+ food. 975+ defence. 420 power. 120 water. All Tier 3 stores. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with some difficulty observed in getting to the first and second storey of the annex. Cat and dog included in the build. No visual glitches observed from this build. Requirements Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Home Decor Workshop Pack (Optional) Virtual Workshops – Capital Wasteland (Optional) Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, glass, railings, foundation liners, cooking stations, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements. Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler, and scene rugs (carpeting). Alex Stripper Pole. Adds assignable stripper poles. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground. Nice to Have Videos of the Wasteland. Working televisions and projectors. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl. Setup There are two ways the setup can occur: Minutemen Takeover Setup In this scenario, the Minutemen have taken the Castle and cleaned it up for you. For this to happen, you need to leave the area and return. Clearing the area is relatively straightforward. Remove brush, garbage, rubble within the build area. I also typically remove the railings at the top and those outside the main gates. Take your time when removing the walls and roof of the radio shack. You may inadvertently remove key equipment to run Minutemen Radio, such as the antenna. Within the armoury, maintain the tables containing artillery scape and plans, the shelves with turrets, and smaller shelf on the left side when facing the door. Additionally, keep the table in place. The rest can be scraped and will be replaced on import. Note. If you have Companion Ivy installed, remove the antenna as Ivy's radio tower will replace it. Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like a wall. Build a Transfer Settlements console from Power > Miscellaneous in front of the workshop. Non-Minutemen Playthrough In this scenario, the Minutemen do not yet exist or you cleared the area yourself and do not want to bring Preston in. In additional to what is listed above, this leaves you with the mirelurk mess to deal with, which cannot be scrapped normally. Fortunately, there is a way to remove the elements and make the Castle a viable settlement. It simply takes time and patience to do so, but the process is straightforward. The steps below work for mirelurk eggs, seaweed, dirt, mud, lichen, and anything else the Minutemen would normally clear out. A few elements cannot be scrapped normally, in this case you will need to do the following: Go into the console. Select the object (E.g., eggs, seaweed, and so forth). You can use the mouse's scrollwheel to find the appropriate target. Disable MarkForDelete Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence. It is highly recommended that you adjust the .ini or get a mod which highlights objects selected in the console. Note. Import should be done with Workshop Mode enabled. Tasks After Import No additional requirements other than confirming that all power has been restored as expected. Notes on Imports Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game. The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save. I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall. Note. This blueprint was tested with Transfer Settlements working under Stable. Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs. Notes on Power and Performance These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids. Warning for Dynamic Lighting Users If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing. Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement. Note. I cannot guarantee the above will work. A Special Thanks To Thank you to Caladon for creating the template that makes blueprints installable. Updates Version 1.1.0 Moved power conduits above the ceiling to hide them entirely. Added advanced bubble turrets to strengthen defences around certain areas. Added pubic showers near the exit. Added more decorating elements and lighting. Added a firing range. The sand bags will break apart, spill sand, or explode. Adjusted food production. Switched to bunks within the bunkhouse increasing bed level to 51. Switched Erotic Art to use my own textures. Version 1.0.1 Put new catwalks in due to idles that cannot be scrapped. Cleaner look and feel than the originals. Scrapped the Singing Settler lockers as these tend to cause wardrobe malfunctions. Switched to Immersive Laundry. Doubled up the flooring under the gym.
650 downloads
Updated
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Multi-Player-Menu (MPM)
By Wolfe6900
WARNING: Work-In-Progress (early stages). Bugs are expected — use at your own risk.
Multi Player Manager (MPM) — v1.3.0
Have you felt the Commonwealth was too easy for one survivor? MPM lets you run multiple player identities in one save — each with their own inventory, LooksMenu preset, and MCM options — and swap between them from a terminal hub / MCM.
What it does:
- Up to 10 player slots (inventory + appearance presets; shared skills/XP by default)
- Institute lab alternate start with a terminal to configure/deploy loadouts
- MCM for per-player options, widgets, and MSM profile hooks
- Defeat outcomes (reload, stay as the defeated player, swap-defeat lookalike, late/random fate) with MCM weights — optional soft integrations for captured / Bad End / auction-style flows; optional follower support
- Widgets: Defeat, KFT Struggling, BIP Struggling and etc., incorporated to better immersion on the struggling process.
- Panic Meter + Wear & Tear System: Widget to monitor the Player's Panicking and Sexual Health. (No need for WSS install separately)
Why:
One save, many survivors. Failures and swaps stay part of the journey instead of always reloading the same character.
Requirements (hard):
- Fallout 4 (current F4SE-supported build; built against 1.11.221 / F4SE 0.7.8)
- F4SE — https://www.nexusmods.com/fallout4/mods/42147
- Address Library for F4SE Plugins — https://www.nexusmods.com/fallout4/mods/47327
- Mod Configuration Menu (MCM) — https://www.nexusmods.com/fallout4/mods/21497
- LooksMenu — https://www.nexusmods.com/fallout4/mods/12631
- MCM Settings Manager — https://www.nexusmods.com/fallout4/mods/56195
Soft dependencies (optional features only):
Torture Devices: https://www.loverslab.com/files/file/3341-torturedevices/
Auction House: https://www.loverslab.com/files/file/34256-auctionhouse-fallout-4/
Bound In Public: https://www.loverslab.com/files/file/26548-aaf-bound-in-public-8312023/
KFT: https://www.loverslab.com/files/file/32791-kft-kziitd-fetish-toolset/
Bad End Animation Pack: https://www.loverslab.com/files/file/8183-aaf-bad-end-animation-pack/
Install:
Mod Organizer 2: drop the MPM_v1.3.0 folder in as a mod (or extract so MultiPlayerMenu.esp sits under Data). Enable MultiPlayerMenu.esp. Launch with f4se_loader.exe.
New Game recommended (MPM lab alternate start). Existing saves are unsupported.
Incompatibilities:
- Start Me Up (MPM provides its own alternate start)
- AAF Violate
Appearance tip:
Overwrite LooksMenu presets Male_MPM_01…10 / Female_MPM_01…10 (mirror at start or showlooksmenu player 1, then save over those names).
Known quirks:
- Start mirror: Nora may not visibly swap with Nate up front, but you can still edit her — not game-breaking.
- After deploy/swap, the weapon may briefly draw/sheathe before settling.
100 downloads
Updated
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Pervert Russian translate
By Samhsay
Ручной перевод этого мода. Перевод самостоятельный, но все зависимости, описания и обсуждения там. В планах перевод пропатченного под него HARDSHIP и TSEX
Если увидите какие-то странности, баги и неработающие скрипты, пишите. Есть вероятность, что накосячил.
И да, может резать глаз смена обращения "ты" и "вы". Я выловил, где нашёл, но вполне мог что-то оставить. Буду играть сам и, по мере прохождения, исправлять опечатки.
993 downloads
Updated
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GAPE
By riveth
A simple bridge between Sex Attributes and Expanded Holes.
Every time the Wear value increases (typically after a sex scene), this mod applies a gape effect from Expanded Holes. The dilatation amount scales with current Wear — higher Wear means a larger gape and a longer-lasting effect.
Gaping becomes noticeable around Wear 60.
The effect is temporary: dilatation gradually retracts over time and the body returns to normal. The next time Wear increases, the gape is applied again.
Warning: If you use Fusion Girl, you need to download and install PotC FGMP v1.20a FOMOD, then run BodySlide and build the nude body morph+. Otherwise, the gape effect will not be visible.
The mod contains only a modified SA script and does not take up the ESP slot.
Hard requirements:
Sex Attributes
Expanded Holes
for FG users:
PotC FGMP v1.20a
I recommend first installing the exaple dcc patch, which is found in the expand holes files. This simple mod will apply anal dilation after inserting and removing the anal plug from the PotC mode.
2640 downloads
- gape
- expand holes
- (and 4 more)
Updated
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RMR Config - Fusion Girl (FPE-safe)
By Langmans
RMR Config — Fusion Girl (FPE-safe)
A ready-made MCM configuration for Rad Morphing Redux 2.5.0 on Fusion Girl, covering four triggers at once (Rads, SPECIAL, Cleavage, Arousal) without ever touching a slider that Family Planning Enhanced drives. It is just one file: MCM/Settings/RadMorphingRedux.ini. No ESP, no scripts, no meshes. Drop it in, load a game, hit Reload MCM settings, done.
Why you might want it
Setting RMR up by hand means looking up internal slider names in ZeX-FusionG.xml, working out that thresholds are percentages of the trigger and not raw stat values, and discovering the hard way that negative morph targets silently do nothing on current LooksMenu. This config has all of that already sorted out and commented inline.
It is also deliberately built to coexist with Family Planning Enhanced: not a single one of the twelve Fusion Girl sliders FPE writes to appears anywhere in it. Pregnancy and RMR run past each other without fighting.
Requirements
Core — mandatory
Fallout 4 1.10.163 F4SE 0.6.23 Mod Configuration Menu 1.39 — Registrator2000 LooksMenu 1.6.20 — Expired BodySlide and Outfit Studio 5.8.2 — ousnius ZeX - ZaZ Extended Skeleton 6.0 — TheBottomhoodofSteel ZeX - Fusion Girl 1.75+ — TheBottomhoodofSteel Rad Morphing Redux 2.5.0, installed with at least 20 slider sets — LenAnderson ZeX moved Fusion Girl and the skeleton off Nexus — LoversLab is their current home, so use those pages. LooksMenu, BodySlide, MCM and SUP F4SE have no official LoversLab release; anything you find there is a reupload, so stick to Nexus for those four.
The slider-set count matters.
t is a FOMOD question when you install RMR. This config uses Slider0 through Slider16 (17 sets). Pick fewer than 20 and the higher sets are silently ignored — no error, just fewer effects. More than 20 is fine; the spare sets stay empty and cost nothing at runtime.
Your bodies and outfits must be built in BodySlide with "Build Morphs" ticked.
Without the .tri files nothing can morph, no matter how the config looks.
Triggers
RMR does nothing on its own. Install the ones whose effects you want — any trigger you skip just leaves its slider sets idle, the rest keeps working.
RMR Trigger: Rads 1.0.0 — LenAnderson — drives sets 1-3 RMR Trigger: Cleavage 1.2.0 — LenAnderson — drives sets 4-5 RMR Trigger: Arousal 1.0.0 — Franco Cozzo — drives sets 6-8 RMR Trigger: S.P.E.C.I.A.L. 1.0.0 — LenAnderson — drives sets 9-17 Two of those pull in a dependency of their own:
Cleavage needs SUP F4SE Plugin 11.70 — Sovereignty Arousal needs AAF Sex Attributes - Framework 2.8.0 — twistedtrebla The Arousal trigger reads the global FPA_Value_Arousal (0x01E80D) from FPAttributes.esp. Without Sex Attributes it logs a missing-dependency trace and stays silent.
Nice to have, not required
Installation
Install as a normal mod (MO2/Vortex), or just drop MCM/Settings/RadMorphingRedux.ini into your Data folder. In MO2, place it below RMR 2.5.0 in the left pane so it wins the file conflict. Otherwise RMR's own default config takes priority. Load your save, open MCM → Rad Morphing Redux → Reload MCM settings. Fill in the Cleavage slots — see After installing.
MCM edits this file in place.
Once you change anything in RMR's MCM, MCM writes your setting straight back into MCM/Settings/RadMorphingRedux.ini — and under MO2 that means this mod's own copy of the file, not something in Overwrite. USVFS routes a write to an existing virtual file back to the real file in the winning mod; Overwrite only ever receives files that no enabled mod provides.
Two things follow. The comments survive, because MCM updates individual keys rather than rebuilding the file. But your copy is no longer pristine — a copy of the original ships as docs/rmrconfig/RadMorphingRedux.ini.original, so you can drop that back over the top to reset.
What it does
All 17 sets are player only (iApplyTo=0) and female only (iSex=1).
Rads — wasting away
Cleavage — clothed vs. bare
Arousal
S.P.E.C.I.A.L.
Things worth knowing
Thresholds are percentages, not stat values
Calibrate the rads thresholds to your character
Negative targets do not work
iMorphCalculation is set to 1
Family Planning Enhanced
Companions are not included
────────────────────────────────────────
After installing
Fill in the Cleavage slots, or sets 4 and 5 will never fire.
Slot numbers here are not the Creation Kit biped slot numbers you see in mod descriptions. Both RMR and the Cleavage trigger call Actor.GetWornItem(slot) with a counter running 0-61, which is a different numbering. Don't guess — read them off:
Wear the outfit you want to trigger cleavage Open MCM → Rad Morphing Redux → Equipped Items, or the "Click to show worn clothes" button at the top of any slider set page Note the number next to the garment Enter it in MCM → RMR Cleavage → Slots, actor Player Same function, same numbering, so what RMR shows is exactly what you type. Separate multiple slots with a pipe character.
Tuning
Everything is editable in MCM, or in the ini directly — it is heavily commented.
fTargetMorph is absolute percentage points on the slider: 100 = +1.00 morph. The MCM slider steps in 10s; the ini accepts anything. Slider names are the internal name attribute from Tools/BodySlide/SliderCategories/ZeX-FusionG.xml, including spaces — Boobs Yuge, not BoobsYuge. Separate them with a pipe, no spaces around it. Sliders shared between sets add up. Boobs Big appears in sets 7 and 14 on purpose: max arousal and CHA 10 together give +40. All 45 slider names in this config were verified against ZeX-FusionG.xml.
Credits
LenAnderson — Rad Morphing Redux, the Rads / SPECIAL / Cleavage triggers, and RMR Helper Franco Cozzo — RMR Trigger: Arousal TheBottomhoodofSteel / ZeX — Fusion Girl and the ZaZ Extended Skeleton twistedtrebla — AAF Sex Attributes EgoBallistic — AAF Family Planning Enhanced, and Chosen Clue for the original Haberdasher — HBD_MorphDebug Invictusblade — the original Rad Morphing that RMR is based on This is only a configuration file for their work.
291 downloads
- rad morphing redux
- fusion girl
- (and 1 more)
Updated
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Vault 144 Quest Russian Translation
By Samhsay
Требуется установить оригинальный мод, потому что в архиве только esm и скрипты. Переводил все с рассчетом на игру женским персонажем. Если увидите какие-то странности в переведенных фразах, несоответствия сценам или что-то в этом духе, пишите и скриньте.
62 downloads
Submitted
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AAF_Creature_Resources2
By darthroman
So, what are these files? They're a collection of mesh models, textures, and materials for creatures penises that I gradually created for my animation package, some of which I adapted for game. These files will be updated as I progress.
!!!This is not animamation pack!!!
Currently, the list is:
Alien
Yaoguai
Molerat
RadStag (RadGazelle) + (RadStag Doe)
RadRoach
Bloatfly
Radscorpion
Brahmiluff
Cat
Gulper
GatorClaw
CaveCricket
RadAnt
Mirelukspawn
BloodWorm + skeleton
ViciousDogs
Angler
Mirelurk
Mirelurk Hunter
StingWing
RadRat
RadRabbit
Mosquito
Credits:
Some meshes from dragon dildos by Ilyana Sato
Some meshes from Leito86 pack
Gulper, Gatorclaw meshes from DeathClaw by GeckoRobot
To work correctly with Gulper and GatorClaw, you need textures and materials from the original DeathClaw mod, which comes with the UAP pack or Creature Resources
Modders and animators can use these materials for their own projects.
All models have *.tri morphs and sliders such as Erection, Erection Up, Erection Down, and Penis Adjust.
Install:
I think this can be installed like any other archive, using mod loaders.
GatorClaw and Gulper contain ESL files for properly loading penises in the game.
Added main Radstag Doe file for anim pack, separate xml files will still be needed to support animations (will be provided separately as before)
9321 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.
1234 downloads
Updated
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Latex Nurse Uniform (FG)
By gerroth
A skimpy latex nurse I made for educational purposes.
I only created a fusion girl variant for now, but you are free to port it however you like (see permissions)
The uniform comes in three color variants and includes:
Mini-skirt Top Nurse Hat Lingerie (Variants: Nylon, Lace, Fishnet) Choker (Variants: Plain, Studded) High-Heels
Requirements
Fusion Girl High Heels System Bodyslide
Permissions
I'm releasing this under CC4, which means you can do whatever you want with it, but you need to give credits.
Acknowledgements
I used the following assets in this (also CC4):
"Studded Punk Collar" (https://skfb.ly/6UuAI) by SpaceCat Blender Lace Material by Chroma3D
Disclaimer
I made this to learn Blender. Please tell me if you are having issues.
There's still a lot of issues, clipping, messy morphing, needlessly huge textures and whatnot, but I ran out of time so here we are. If you can give me tips, go ahead! I might be doing a new revision to fix things in the future!
355 downloads
Updated
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Wolfe's Struggle Systems
By Wolfe6900
NOTE:
This mod does nothing by itself. It needs to be called by another mod.
To Test:
"coc wss2"
Wolfe's Struggle Systems:
A Fallout 4 struggle / resistance minigame framework built for Advanced Animation Framework (AAF). When triggered, the player must fight back through a real-time QTE while an AAF scene plays. Win to break free and keep your outfit. Lose and the scene escalates.
There's 3 Files:
WolfesStruggleMod_v1.0.0.zip (WSS) - The Main Mod. Framework for calling a struggle animation on the Player. This will not work without an external mod that connects to it.
WolfesKFTQTESystem_v1.0.0.zip (WKQS)- This is my adjustment for KFT. Instead of going through a 'Do you wish to struggle?' message when trying to escape KFT restraints, this simply just shows the wiggle bar instead where you need to play a 'wiggle game' to be released. (Requires KFT).
WolfesKFTQTEAggressor_v1.0.0.zip (WKQA) - This allows YOU to become the aggressor. To activate, you'll need to pickpocket an NPC, give them a KFT item and (if not caught pickpocketing) will start a struggle. If won, they equip the KFT item and become a follower. (Requires KFT)
NOTE: These 3 work independently of each other, so you can download which ones (or all) if you'd like. I may work to eventually combine them all into one framework. At the moment, they are all separate projects independent of each other with different purposes.
Hard requirements:
- Fallout 4
- F4SE (required for the Scaleform HUD and extended input handling)
- Mod Configuration Menu (MCM)
- Advanced Animation Framework (AAF)
- Savage Cabbage animation pack
Recommended/Highly Suggested:
- Kziitd Fetish Toolset 1.0 Beta 3 (Required for WKQS/WKQA, optional for WSS)
Load order:
Place this mod below AAF, F4SE-dependent plugins, and MCM. Keep your animation packs below AAF as usual.
WHAT IT DOES:
When a struggle is triggered (dialogue, another mod, or a test call), the system:
1. Snapshots the player (and partner) outfit.
2. Starts an AAF struggle scene if AAF Compatible is enabled in MCM.
3. Shows a Scaleform struggle HUD and runs one of three minigame modes:
- Mash — spam click / attack / jump / sprint to fill the bar.
- Keyboard — press the prompted letter or gamepad face button.
4. Resolves win or loss:
- Win — stops the struggle scene, restores clothing after a short delay, fires outcome events / quest stages.
- Lose — progressively strips armor and clothing as the meter falls, then plays a defeat AAF scene.
HOW ARMOR AFFECTS THE STRUGGLE:
Armor is not just cosmetic — it changes how hard the fight is.
When Armor Affects Start Progress is enabled (default), better coverage gives you more of the bar at the start:
- Light clothing on the body slot gives a modest boost.
- Each worn armor piece adds bonus starting progress based on its rating.
- A strong full set can start you much higher on the meter.
Resistance while mashing / prompting
*Worn armor also scales how much progress you gain from successful inputs. Nearly naked = very slow progress. Full coverage = noticeably faster fills.
MODDER'S RESOURCE — HOW TO LINK YOUR MOD
========================================
1837 downloads
Updated
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Tail skeletal animations beta
By Holylokki
This is not a released mod. These are resources for modders and a test version of the skeleton.
"Tail Skeletal Animations Beta" is a simple mod that contains:
1. A new skeleton (skeleton.hkx and skeleton.nif)
2. A test tail and one AAF test animation. Don't expect anything special from these; they're just for testing functionality. Tail_project.esp is needed only for this.
3. A lupine tail with new bones for "Lupines - Wolf Race"
4. Several F4 animations for female PCs, edited using tail bones. Standing, running, sneaking.
Requirements: ZeX - ZaZ Extended Skeleton
HKXImportScript_for_ZeX_CAT_RiGs contains:
1. 3DSMax2013 ImportScript CAT Rigs for Female and Male actors and MaxScript for importing and editing F4 animations based on vanilla or ZeX skeletons into Max. This is a modification of the 3dsMax Havok Import Script . The 3dsMax Havok Import Script is required to import animations.
2. Havok settings files for exporting vanilla/ZeX/Tailed animations.
Demo:
https://youtu.be/tHyCnz027B4
75 downloads
Updated
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Vault Script Forge
By Wolfe6900
Vault Script Forge:
Overview:
Vault Script Forge is a simple and easy to use program that prevents modders from needing to learn Papyrus Scripting to make simple commands like (open this door, kill this actor, set the stage, etc. etc.)
It hosts an entire library of basic scripts to do basic things and categorizes them into a library that's easy to search, modifiable and user friendly. It breaks it down to what kind of script, i.e., a script you can call from dialogue, a trigger box, an activator/object etc. Additionally, it has a search box for you to easily locate a script you're trying to use.
The goal of it is simple:
1. Make it so anyone, without modding knowledge, scripting or anything can start making mods.
2. Make it work completely offline so no network or internet connection is required.
I. Buttons:
There's a variety of buttons for useful features:
- You can select "Dialogue Fragments" for common dialogue fragment calls. (Change the stage, etc.)
- You can use "Stage Fragments" for common stage fragment calls. (i.e., Show this objective or that objective)
- You can use the "Useful Conditions" for common modder conditions (if player has no armor, if the player has XXX bottlecaps, etc.)
- There's a "Detect Frag" that allows you to paste a script and it will give you what you need to call from the scene.
- There's a "Mod Checklist" where you can make notes about your mod, flag them to complete them, categorize them and etc.
- "Build book" which guides you through writing a book.
- There's "Make MCM" (WIP) but later on (once I actually start making MCMs and understand them better) which should help you make an MCM.
- "Track NPC" - A whole tracking graph where you can overview what multiple NPCs are doing at what stage.
- "Debug Cleaner" A button to allow you to paste a script and clean out the debug, in game messages, to clean up your mod.
- "Gen Name" - A simple name generator to help out when you need a quick name for a new NPC.
II. Libraries:
There are 4 Large Libraries: Library, Library (Conditions), Papyrus AI, Novice Builder
Main Library:
There's 6 Additional Libraries:
- Library (Native): Scripts used in the native Creation Kit that are easy to compile
- Library (Mod): Scripts that deal with FO4Edit, AAF and outside the norm for the Creation Kit.
- Common Debugging: Quick fixes for things that piss you off (why does my monitor default to the left screen???)
- MyMod: Where you can place your cell IDs, quest names and etc. for quick reference.
- Tutorial: A bunch of tutorial information on how to do things.
- Lore: A quick reference guide to locations, chems and etc., if you need a quick reference of what kind of chems there are and etc.
Library Conditions:
This is an easy, searchable library to find a condition you're looking for. (aka., no more writing the exact thing to find it. You can just search "item" and it will find: GetIsUsedItem, GetItemCount, GetKeywordItemCount, etc.). In the native Creation Kit, you would need to type the exact thing to find it, i.e., "GetIsUsedItem" instead of just "item".
Papyrus AI:
This allows you to use a local LLM for script generation. The wizard will suggest an AI model for you to download, i.e., DeepSeek. This program has all the info needed for the LLM to develop scripts TOTALLY OFFLINE. Note: There are some online capabilities (not fully tested!) if desired to use. Since I don't want to deal with LLMs and etc. directly (due to licensing etc.) this prompts you to download them manually). When created, you can just build the model and it will use my AI info to make it Papyrus specific. You can create agents, give them interests for chats (john likes combat and etc., Nora likes romance - they'll guide you if you hit a writers block in your mod).
*Ai comes in 3 modes:
- Tutorial: Walks you through Tutorials
- Script: Helps you write scripts
- Chat Mode: Helps you get over writers blocks.
Novice Builder (WIP). This is a little bit harder unless you have a grasp of basic scripting. It's currently a WIP and may not progress any further. It can be disabled in the File > Options.
149 downloads
Updated
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Classic Erotic Art Retexture and Modder Resources
By msmfoster
An AI-generated retexture pack for the Erotic Art mod, replacing all 575 images and 36 magazines with theme-specific variants. Note: Only one version of the mod is available here due to the 200MB file limit. For more options and full modder resources please see the Nexus Mods version of this mod. This retexture pack was designed with the following goals: Create a more classically erotic image set. While there is some nudity, the overall tone aims to be artistic or playfully cheeky. Align the aesthetics with the 1920s–1950s era. This includes more voluptuous models in later periods. Keep collections thematic and consistent with the original mod. You will not find Roaring Twenties images outside of their proper collection. Make the images blend naturally with Fallout 4's art style. Collections included: Behind Closed Doors. 29 image. Boudoir. Bound. 38 images. Fetish attire: harnesses, leather, corsets. Cat's Meow. 61 images. Roaring Twenties / Flapper culture. Decibelles. 11 images. Singers & entertainers. Nautica. 63 images. Yachts & nautical themes. Rub-a-Dub-Tub. 44 images. Bathroom, shower, bathtub. Senior Service. 95 images. Naval uniforms and settings. Surf & Turf. 102 images. Beach and pool. Taking Notes. 43 images. Secretaries in various poses. The General's Quarters. 91 images. Military uniforms throughout history. Variants The pack comes in three ageing variants, all designed to look like found material: High — Strong ageing with fading and yellowing. Mid — Balanced ageing without excessive loss of detail. Low — No ageing, closest to the original AI images. On Lovers Lab there's only the mid-tier aging available as loose files due to file size limits. For full archive Loose Files and BA2 formats (compatible with all versions of Fallout 4), please visit the Nexus Mods link. The BA2 version also correctly masters the original Erotic Art mod so mod managers will warn you if the base mod is disabled or removed. Requirements Erotic Art and its associated requirements. Installation Download parts 1 through 4 of the mod and install as a group. Alternative you can merge the archives into one/ Collection Guide A quick guide to help you see the breakdown of the images, including orientation and dimensions. These are tied to the original Erotic Art mod. Behind Closed Doors (Heroine's Desires) Landscape 3-2. 6 4-3. 4 Portrait 2-3. 15 3-4. 4 Bound (Classy Erotica) Landscape 3-2. 9 4-3. 6 Portrait 2-3. 8 3-4. 15 Cat's Meow (Friar's Lantern) Landscape 3-2. 15 4-3. 9 Portrait 2-3. 19 3-4. 18 Decibelles (Vault Series) Landscape 3-2. 4 4-3. 7 Portrait 2-3. 5 3-4. 2 Nautica (Sex Arcade) Landscape 3-2. 22 4-3. 10 Portrait 2-3. 31 Rub-a-Dub-Tub (Paradise Falls) Landscape 3-2. 3 4-3. 1 Portrait 2-3. 27 3-4. 13 Senior Service (Frolic) Landscape 3-2. 10 4-3. 6 Portrait 2-3. 35 3-4. 44 Surf & Turf (Cat'a Paws) Landscape 3-2. 42 4-3. 3 Portrait 2-3. 43 3-4. 14 Taking Notes (Carnal Desires) Landscape 3-2. 31 4-3. 9 Portrait 3-4. 3 The General's Quarters (Lust) Landscape 3-2. 26 4-3. 20 Portrait 2-3. 19 3-4. 26 Modders & Resources The full tool-chain and source files are available for remixing or use in other mods. They are licensed under the BSD 2-Clause License (code/tools) or CC0 (images & data). Full modding resources are available on Nexus Mods.315 downloads
- texture mod
- erotic art
- (and 2 more)
Updated
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Fusion Girl In-Game Slider Presets
By dav42
This is a conversion of the BodySlide Presets for Fusion Girl 1.89 to be used in LooksMenu. This allows you to use the same presets available in BodySlide with ZeX In-Game Sliders via LooksMenu.
REQUIREMENTS
ZeX - Fusion Girl 1.89 ZeX In-Game Sliders 2.0.0 LooksMenu Fusion Girl body built with FusionGirl-ZeroSliders preset & Build Morphs checked
743 downloads
- fusion girl
- looksmenu
- (and 1 more)
Submitted
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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.
671 downloads
Updated
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(EAP) Extended AAF Patch
By Holylokki
This is a fix and update of the Ultimate AAF Patch from Ulfberto.
Changelog:
Support for almost all animation packages. All XML files are rewritten according to a unified standard and can be edited in bulk using regular expressions. Outdated, duplicate, and currently useless XML files are replaced with placeholders. The unified animation naming system forms an ordered list in the AAF wizard. All animations consisting of multiple stages are grouped into "Trees" and are played by game mods from start to finish, regardless of the timer in the mod settings. The duration of staged animations is controlled by their positionTreeData.xml. Stages can be switched manually using the keyboard arrow keys, and in most animations, this happens instantly. In staged animations with smooth transitions between stages, to maintain a smooth transition, the previous animation always plays to the last frame before switching. Fixed twitching in T-pose or a freeze when switching animations where it possible. For all animations designed for F (passive) + M (active), separate XML files with settings for MM/FF/MF have been created. All animations settings are selected during installation. Settings for all Kissing / Hugging / Spanking / Footplay / Bondage / Dance animations are now stored in separate XML files. Separate XML files with never-nude settings have also been created for these animations. So, if desired, EAP can be used as an SFW. Simply disable all NSFW animations during installation. FF/MF animations using strap-ons now use all seven strap-ons available in Vioxsis, which are equipped randomly on NPCs at the start of the animation. PC are always equipped with the same strap-on. You can change the strap-on for PC in AAF\Vioxsis_Strap-ons_EquipmentSetData.xml. A modified UAPMoans framework is used for animation voiceovers. It was merged with CustomMoans to expand the functionality of both mods. It can now be used to add not only randomized voiceovers to animations, but also regular voiceovers. Automatic actor gender recognition. A separate voiceset can be assigned to a PC. EAPMoans now use lip animations when moaning. The "UAP Zaz Particle Effects" framework has been fixed and can now actually be used to equip female actors with squirt/gush effects. SAM and SAMFormer are integrated into most animations. Adjustment files are created and registered. Therefore, to edit an animation, simply open SAM and make the necessary corrections to an existing adjustment. Leito and RZ animations use modified adjustments from SAMEnhancedAnimations v1.45. New adjustments have been created for some animations. However, a significant portion of the 4,000+ files are still dummy files (mostly MM/MF files). Violate has been modified to support new DarthRoman animations and some previously unsupported actor race combinations. ESP are flagged as ESL whenever possible.
Additional information for animation creators:
SAMFormerNG v2.7:
The script has been modified. This may be fixed the issue with it freezing. An additional adjustment for vaginal opening is now applied to actors using an insertable Viodoe strap-on. (Experimental): Added CBBE support. If your CBBE has VaginaPenetrate and AnusPenetrate sliders, they will be applied to the animations, marked as "PenisToVagina/PenisToAnus/StrapOnToVagina/StrapOnToAnus/StickToVagina/StickToAnus". For example, morphs added by CBBEVagMorphs. Adjustments no longer need to be registered in positionData. Simply assign the correct name to an adjustment when creating it. If SF doesn't find a specific adjustment in Tags, an adjustment consisting of the exact animation name and the actor number separated by a space is applied to the actor: "FullAnimationName A0," "FullAnimationName A1," "FullAnimationName A2." This applies, of course, if a file with such a name exists. Actor numbering starts at 0, from right to left, in the AAF interface. In staged animations, the adjustment for the first stage should have the name of the staged animation, not the stage. It's also worth noting that in EAP FM adjustments are still applied to FF animations, and MM adjustments are applied to MF animations. I consider this a sufficient alternative to creating several thousand more separate adjustment files. The names of the adjustments applied to actors can also be viewed in the Papyrus log. The LooksMenu morph "Anus Spread"=0.542 is now applied to AM/ABody bodies, and the SAM adjustment "EAP_BT_AnusSpread" is applied to BT bodies.
Hard Requirements:
Working AAF v1.5.5 or later sex system, of course - you must fulfill all mandatory requirements of [AAF] "The Fucking Manual". Screen Archer Menu - creating adjustments for animations. If you already have all the requirements of [AAF] "The Fucking Manual" you need to install only SAM. SAMFormerNG v2.1 - automatic application of SAM adjustments. Works on OG/NG/AE. (SCRS) SavageCabbage Animations Rescaling - framework for correct rescaling of actors when starting and stopping animations. Vioxsis Strap-Ons (ZeX Bones fixed) v4.0 - for FF/MF animations. Use this correct version, not the one in [AAF] "The Fucking Manual". Only main file required. Should be installed to prevent error spam even if you don't use strapons.
Soft Requirements:
Fusion Girl body - recommended female body which supported ZeX-skeleton's NSFW bones. BodyTalk - recommended male body. AAF Creature resources 1.1.6-1 (recommended) or The Ultimate AAF Patch - required for animations with creatures. NSFW Sound Pack 3.0.1 - voices for creatures and "Gray 50SoF". QUAAF Balanced v1.7e03/1.7e05 - balancing the voices used in animations. Furniture XML for AAF - for registration additional workshop furniture. Outfit ReDress Fix (OG/AE) - Engine bug fix to prevent NPCs from defaulting their outfits. Virgil Needs Happiness - NSFW bodyes for Virgil and Swan.
Supported Sex Animations:
AAF Darthroman creature pack AAF Creature Pack Release Version 3.01 AAF DLC Creature Animation Pack (Beta v0.1) 0.1 AAF BP70s Fallout 4 Sex anims 2.8 Allnarta AAF Animations Brave's Animations 1.3 C.H.A.K. Animation Pack 1.15 Crazy6987 - Sex Animations Gun Version Four-Play Animations by Crazy6987 1.3 Farelle Animations for AAF FO4 Animations by Leito 2.1b Gray 50 Shades of Fallout 4 Rain Maker animations 1.0 RohZima Fallout 4 Sex Animations for AAF RufGT's Atomic Lust RufGT's Mutated Lust 1.4 RufGT's Old Animations RufGT's Raid My Heart SavageCabbages My Animation Pack 1.3.0 Snapdragon animations Spicy Altered Biped Animations 1.00 Spicy Altered Creature Animations 2.00 TBOS Bedroom Hymn TortureDevices 2.22 Vadermania AAF animations 1.1 ZaZOut4 V0.0.3.3
Supported Pose Animations:
Daily Life Of Hookers 1.1.0 IceStorms Poses 1.6.0 Just a pose mod Lesbian animations RohZima Fallout 4 Poser 0.75 Real Animated Poses Slave and Model Poses SM2 (ESL version)
Additional support:
Atomic Muscle and A-body - UAP settings are used. Now optional, not mandatory. For those who don't want to use BT. CBBE with VaginaPenetrate and AnusPenetrate sliders (Experimental). For example, from CBBEVagMorphs. For those who don't want to use FG. AAF Violate 1.61 - EAP modifies esp and script to support additional animations and creatures. Servitron v1.1.1 - add AAF, SAM, and Vioxsis compatibility patch. Thanks to DarthRoman for the SAM-compatible Servitron skeleton. Also recommended use "Servitron - Fusion Girl Bodyslides and Skeleton" and "Automatrons Have Genders Too". Tactical Reload v1.4 - EAP and TR modify MTBehavior.hkx, so a compatibility patch has been made for them.
Installation:
Automatic - FOMOD installer. Manual (for advanced users only) - MO2 users can copy the contents of the installation archive into the instance's mods folder to gain access to advanced customization. Of course, EAP should overwrite all the mods it fixes. Of course, if you change the list of these mods, you'll need to reinstall EAP to take those changes into profile.
Credits:
26710 downloads
Updated
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RWR Radio Station (Player's House + Lagertha's Companion + New Quests)
By Cookie DLC
Hello everyone!
IMPORTANT!
====================================================================================
❥ I've finally updated this mod. The main focus has been on developing storylines and NPCs. Now, there's Lahn, a completely different character (companion) named Lagertha. She's also a fugitive from Nuka World, a former raider from the Operator gang. She now lives in her radio station and sells Nuka World junk.
This mod features three storylines that will develop as you interact with the main character, Lagertha.
A new hostile faction has appeared in the Commonwealth (for now, it will only be present in one quest where you
need to kill several of them).
❥ Merchant Greta will appear briefly in the Commonwealth during the first quest, then return to Nuka World. Merchant Cooper will also be in his old spot near the cart in Cambridge, unchanged. You'll meet everyone as you progress through the first quest. The quest begins with a radio signal, but only in the Commonwealth (which is logical). Next comes the quest to find Lagertha's friend and destroy the Nuka World raiders. You'll learn everything as you progress.
Overall, a great deal of work has been done; anyone who's played this mod before will understand that everything is completely different.
===========================================================================
❥ I present to you my work. I created a radio station, RWR, inspired by my previous radio station, Dark RWR FM+. This mod contains the radio station itself (a building/room), which can be used as a "player home." There's also a workshop, and you can add your own customizations using various Chaos mods and much more.
❥ The radio station itself features a character named Lagertha, a merchant who escaped from Nuka-World.
Also wandering around the radio station is a merchant named Greta (a member of the Operator gang from Nuka-World). This is Cooper's house (the owner of the Cambridge trading post), an NPC you'll meet during a short quest that begins when you leave Sanctuary Hills and head to the Red Rocket, where you meet Dogmeat. From here, the quest begins, leading you along the signs to the RWR radio station itself.
❗IMPORTANT❗ - If the "Strange Radio Signal from Nuka-World" glitches, I recommend heading to the Red Rocket and listening to the holotape; it's on the workbench. The quest will definitely start.
There's also Greta's house, located in Nuka-World, near the Operator base. Greta herself trades not far from the base.
Anyway, that's how it all turned out! Don't judge me too harshly.
I also built a new house in Diamond City. It's located next to the Diamond City radio station. The house isn't completely finished, but it's a good place for the Player to relax. I placed a Looks Mirror in the bathroom; you can change the player's appearance if you wish.
Thank you for your attention, and I hope someone enjoys my work. Let me know if anything happens or if you encounter any issues (I might have missed something).
This is a βBETA version. The mod's core features are complete, but a few minor details may still be unfinished, like the house in Diamond City. Overall, the mod is playable.
By the way, I've fixed the scripts for Lagertha's companion since the previous version. Now, the Lagertha search and Bleeding abilities work properly without causing lag. I also fixed the script where Lagertha changes into her raider outfit when you visit Nuka World. I also made some minor script tweaks. I added a new costume for Lagertha (it's exclusive to Lagertha). If you accidentally remove her clothes, you can use a holotape to restore her default outfit. You can also randomly change Lagertha's weapon in the holotape under certain conditions. That's all I wanted to say, I think.
===========================================================================
❥ If you liked my work, don't forget to like it!
┆ ⤿ 💌 ⌗ My Discord channel. Join us, let's chat!
❥ And if you'd like to support me financially, you can do so here: ♡ SUPPORT COOKIE ♡
❥ You can listen to my music on my YouTube channel, covering Fallout and more!
💖💗🥰💞 Thank you all for your attention, and goodbye!
882 downloads
Updated
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Animated Tentacles: The Walking Dongs: Goldblum '86
By ninjabes
For anyone who wants to get rid of the green screen hypno effect: Go to Interface and delete the AnimatedTentaclesMenu.swf file. This will break the scripting for the hypnosis effect however, effectively making all hypnosis creatures regular "you bump into it to get it to violate you" creatures.
Animated tentacles has returned to the Lab, with a vengeance! I present to you Animated Tentacles: The Walking Dongs!
Moderators I have reached out to _snapdragon in regards to updating this file and am awaiting a response. Update have got the go ahead from _snapdragon to keep developing this fork of Animated Tentacles.
This is not just a reupload, I have added the ability to build the tentacles in the workshop for you to terrorize your settlers with. In addition to the tentacles you can “build” several other creatures that utilize the aggressive tentacle functionality to “help themselves” to anyone who gets too close.
Available players are
-Goris the Deathclaw
-Reggie the feral ghoul
-HandBanana Dogmeat’s cloned cousin
-Melvis the mirelurk king
-Priscilla the mirelurk queen
-FISTO the protection
-Get in your Gutsy the Mr. Gutsy (Sometimes fails to start animations)
-Mean Joe the super mutant
-Heavy D the super mutant behemoth
-Jake the wolf from statefarm
-Jeff the Bloatfly
-Draq the Bloodbug
-Harambe the Gorilla
-PigRoach the Radroach
-Bambi the Radstag
-Winnie the YaoGuai
-Passive tentacles, regular, brain, plant, mechanical
-Aggressive tentacle, regular, brain, plant, mechanical
-Hypnotic brain tentacle
For the creatures that are not tentacles to do anything you need to have animation packs installed that have animations for them I use Leito’s, savagecabbages, bp70s, atomic and mutated lust, vadermania, and the creature animation pack by Darthroman.
Also for the creatures to have genetalia you need the aaf creature resources pack installed.
The menu to build them should appear at the end of your settlement build list as it is injected via quest script.
I can only support this for minor bug fixes at this time as I'm still working to get my other mod The Fun House feature complete but I am interested in adding more creatures to the list in time, and hopefully finish the quest _snapdragon started.
If you run classic holstered weapons you will get crashes to desktop if you do add the actors to the excluded npc list for classic holstered weapons through its ini file. I have included the file in the CHW Crash Fix folder in case you need to use it, it covers all of the creatures I have added to the settlement menu.
Sometimes AAF will queue up the wrong animation causing it to fail to start and sometimes the animation will fail to start if the actor is moving too fast.
Let me know if there are any problems in the support thread, like I mentioned before it's a one perv show over here so work with me while I get this up and going.
28536 downloads
Updated
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Lore Friendly Magazines [Live & Love, Wasteland Survival Guide]
By BitterBlue
Welp, I'm back.
After posting the Vault Posters, I sort of got a renewed zeal for re-doing the magazines.
For me, being near lore or lore-appropriate is the most important element for anything I add into the game.
For these, I finally found art that I thought was perfect so I kind of just dove in and wasted 2 weekends on this. I used Lomien's Editable Comics and Perk Posters as a base but even that required a lot of cleaning up.
This will replace Live & Love and the Wasteland Survival Guide.
While I've seen them in-game and checked them in the CK I have not managed to see them in the Loadscreen because of the ridiculously high amount of things that can show up on the Loadscreen. I reloaded 50+ times in 2 sittings and still couldn't get a single magazine to show up. Because of this, I don't know how the High Res Magazines look in-game but they should be fine....
I'm not sure if this will have additions in the future. I have to find an art style I like that also FITS the magazines I want to replace.
I love the rough, hand drawn magazines in the game like Tales of a Junktown Jerky Vendor and Scav Magazine but I haven't found art that fits the style that I actually like that also have enough pieces to use for multiple magazine covers.
ALSO, You don't need the PNGs file, that's just for people who want to see all the magazine covers in their full glory or something. If you use the covers elsewhere be sure to credit the respective artists properly, even though it's highly edited, the base art is still theirs.
Live and Love, Art by Erenisch
Wasteland Survival Guide, Art by BenMorbez
There are links in the included txt.
673 downloads
Submitted
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Lore Friendly Vault Posters + Calendar
By BitterBlue
This might be the only post I ever make, idk.
I made these years ago after seeing something similar. I'm all for NSFW but I prefer it to be a bit lore friendly so the edits that use anime girls are just not for me.
I recently re-installed and found these old posters as I was combing through my F4 Save Storage so I thought I might as well share with whoever. Making these annoyed the heck out of me, especially cleaning up the cutouts so they really fit the poster circles. I'm especially proud of the "America Lives in You" poster. I thought someone else might enjoy the fruits of my labor.
It's an NSFW recreation of the posters you can use in Vault-Tec Workshop, including the Vault Tec Calendar.
They're just textures. Drag and drop with the Mod Manager of your choice. It's pretty easy to see if it's working by just checking the poster on the side of the fridge in your pre-war house.
There are clean and dirty versions. I'm actually not sure if the calendar is a deco object in the workshop, might need something to add it but I don't recall what.
The art I used is from a particular NSFW Fallout parody game but I'm not sure I can mention it here.
If the original creator (of the game/art, Not the posters) or whoever wants to take it down then whatever.
I recall that the original posters from Vault-tec workshop actually have a weird floating issue where they're not flush with the wall by default (Might have been caused by my bloated mod folder, idk). I'm not sure if this was fixed in the interim, I doubt it, but This Dupe by Siles (actually don't know why this exists) seemed to fix the issue back then.
If anyone knows some Lore Friendly Magazine/Posters mods that don't use anime girls, and preferably not GenAI, then I'd love some suggestions.
Edit:
Also, yes, the art is from a parody game called Fall:Out and can be found on Patreon under Dvoika. It is VERY early in development so feel free to support the creator if you want to see that game finished.
920 downloads
Updated
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The Fun House - Put it in reverse Terry!
By ninjabes
Preramble
Hello, This whole thing started with me waiting for someone else to create this and after YEARS of waiting nothing ever came from it. As many a great villain said to their henchmen “If you want something done you gotta do it yourself” and here we are. The main purpose was to create a buildable gloryhole for you and your settlers to use, and I originally intended to create my own assets for this purpose(Those are still in work BTW). In the mean time I have decided to give you all an amuse-bouche and deliver a buildable Money Hole from the BarbarousAddon. The money hole is craftable, you can assign settlers to “hang out” in it and its able to be used like a piece of furniture to play the really cool AAF animations from the BarbarousAddon. The best part is you can use it over and over and over unlike the one time, fun time from the original addon. If you made it this far thanks for reading a madmans ramblings and have fun.
TLDR: Made it so you can craft the BarbarousAddon money hole and use it as “Fun time” furniture in your settlements.
Requirements:
AAF to assign actors to the furniture and play the animations
Where can you find it?
- Its under the first settlement crafting menu that typically houses the quest craftables like the minutemen artillery.
Known issues
-For some reason creating the collision caused the money hole is able to be picked up and moved by the player. I have not tested if this messes with the functionality of it but you should probably just store it and replace it.
-No sound effects. They werent built into the original money hole animations so they wont play on the original money hole animations.
-The player plays the sit idle animation. At the moment NPCs will run to the Money Hole and stand near it but dont play the sit idle animation immediately. If you wait in a chair or reset the cell they hop on in the money hole.
Developer notes
-There currently is no automation built into this. To play the animations you have to use AAF to select your two actors and set the glory hole as the furniture. \
-This was built for and tested on a version of Fallout 4 that has not been updated to the NG or AE version. I have no plans to develop for or update this to support those versions of Fallout 4. If you want to update this for those versions you have my blessing to do so. Also if you want to take this file and update some stuff on it to make it better please go ahead. I'm a one perv show over here working with limited time and I will take any help I can get. Let's make this mod the best we can together!
I should also say I work with AAF not NAF or IAF so if you want to make a fork for those animation frameworks go ahead and do so.
13384 downloads
Updated
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Beta AAF Family Planning Enhanced with Voiced Dialogue (Adds sound files and some new dialogue to EgoBallistic's mod)
By GrimGrim31
This mod revises and adds sound files to EgoBallistic's original mod AAF Family Planning Enhanced Version d2021.12.14. There are no changes to the way the mod is installed or the way it functions so use EgoBallistic's mod page for instructions on how to install and use Family Planning.
Disable his original mod if you use this version.
This mod does not work with InvictusBlades' version of Family Planning Enhanced. Because this mod changes the scene dialogue in the Family Planning .esp file, you cannot simply copy this mod's sound files over to InvictusBlade's mod.
This mod adds voiced dialogue for all doctors, including settler doctors, in the base game. It does not cover DLC doctors (Teddy Wright in Far Harbor and Mackenzie Bridgeman in Nuka World) yet.
This mod adds voiced dialogue for fathers in the base game including super mutants, even Strong. It does not cover raiders, scavengers, gunners, triggermen, ghouls, or the BoS yet.
This mod is a beta. It works great for me, but I'm sure we will discover bugs when other people use it. I created it because I wanted to hear my dialogue with the doctors.
Voiced dialogue created using Elevenlabs.
765 downloads
Updated
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Alpia Slave Tats Port - Fallout 4
Alpia Slave Tattoos - Fallout 4 port (again)
Yeah this thing used to be deleted, more about this at the bottom of the description
This mod adds... a lot of tattos, made By Alpia, into fallout 4's looksmenu system!
uhh dirty plug, follow me on bsky for my screens :3
>>preety women here<<
Unlike in skyrim all of these just appear in your looksmenu's overlay tab because there isn't a folder system for it or anything like that, so its annoying to navigate, im sorry for that
Tattoos are 4k with the face ones being 2k in size.
After unpacking the file size is about 13 gigabytes so i suggest you head to the properties window in explorer and select the advanced option in attributes, then select compress folder and apply
The face tattoos will ONLY work with 2k faces unless you decrease their resolution through photoshop or something
spicydoritos actually came around and posted the 1k face textures in the thread, its the first message in fact, if you download it make sure to thank them cus i couldn't be bothered to downsize the textures lol
This modpack does NOT have the recently added tats, as this was made over a year ago, maybe ill do them one day
Credits:
Alpia - duh, made the thing, i just ported it
JB. - helping me understand the overlay system with me using his mod as a template for this
Mzmoro - letting me rant about f4's shitty overlay system
Chatgpt - writing a powershell script that made the .json for looksmenu (yes it was vibecoded, yes it would've been faster to make it myself rather than fixing its trash script)
SpicyDoritos - Making a 1k version of the face tattoos on the original upload of this mod's page (im sorry i deleted ur work)
InvictusBlade - adding support for this into his random overlay framework (again, before i deleted this)
now, for the elephant in the room
this mod was originally deleted due to me having concerns about the morality of spreading it, i was also pressured into it by someone i won't name.
However, that passed and now i wish to reupload the mod, not even because its mean to the people that worked on this like alpia and spicydoritos, moreso because i hate when mods dissapear from the internet only to be shared among select few, so like, heres the thing
oh and no i won't share the preset, i did that once and someone told me they made my character pregnant. never again 😭
1614 downloads
Updated
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Sexual Harassment +
By riveth
What is this?
A fork of the "Sexual Harassment" mod with an additional features.
Are you tired of turning the "approaches" feature on and off? Does it annoy you when a harasser disrupts normal gameplay? Have you ever forgotten to turn the feature back on?
Well, this mod provides a solution to that problem. To get rid of an unwanted harasser, simply draw your weapon just before they approach.
New features:
1) When the dialogue begins while your weapon is drawn, new dialogue options become available:
IMPORTANT: you need to draw your weapon before approach (when you see hint that someone is watching you). Weapon doesn't need to be aimed at NPC, you just need to have it unholstered.
[FOCED END] - it forces harasser to flee and harassment ends, a failsafe option to simply get rid of harassment instead of turning mod off.
[AIM WEAPON] - you can ask aditional questions and agree to harasser terms eventually. - This is default, lore friendly dialogue you should choose for immersion.
Devious and collar master approaches doesn't have those options for obvious reason.
2) No Harasser approach while in workshop mode
3) No buttslap dioalogue.
Because some mods out there makes butt slap very frequent, i removed dialogue after this event. If player activate molester, he will just say some comments.
4) Molestation skip
If you have a lot of clothes on you (Vtaw) and molestation scenario takes forever to get you uindressed, you can now give up and skip to last scene.
I decided to create a fork because it can be installed alongside the standard version of SH, and you can switch between them at any time.
I have @TwistedTrebla’s—the author of the original mod—permission to create this fork.
All credit goes to the author of the original mod, who created one of the best NSFW mods for FO4.
Known issues:
- voiceover mods no longer compatible. Unfortunatelly I needed to change some dialogue otions, expect some problems with standard voiceover mods.
I plan to make new voices for this mod in future as soon as I finish changing dialogue options.
How to use:
Install as seperate mod, disable original SH.
Mod should be before Pervert in load order (same as standard FPSH)
Thanks to all ppl that helped me test this mod. You are great support and source of ideas!
7986 downloads
- sex
- harassment
- (and 4 more)
Updated
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High-heel Mules & Footwear for Fusion Girl
It's a sunny day in the Commonwealth again!
Here comes a small selection of summer heels, 10 styles with color options for each (material swaps available).
As a bonus, 2 custom stocking sets in 2 colors are made to fit the high-heel shoes (plain, fishnet)
The footwear comes in the body Slot 33, with a modified feet geometry of Fusion Girl.
Skinning around the ankle was modified to somewhat enhance the geometry in poses and animations.
Wearing these, the female character has properly adjusted (beautified, I hope) toe shapes, arches, ankles and slightly longer nails.
Along with the FG skinning modifications, I've managed to fake the effect of a dangling "strapless" shoe, which is noticeable with certain animation packs that move the toe bones (including walk, sneak etc.). In my opinion, it looks a tad more realistic during gameplay, although the mesh stretching or clipping will be noticeable on close-up shots at extreme angles.
The items are available at the Chemstation Workbench under BurgirInhaler Mules.
TECHNICAL DETAILS:
- 1024x1024 and 512x1024 textures (seriously, you don't need 4k maps for clothing)
- Loose files (make sure you have these enabled for your game instance)
- ESP with the addon mod
- BodySlide files included
- Support for high-heel sounds (mandatory masters!)
HARD REQUIREMENTS:
- ZeX Fusion Girl body
- BodySlide and Outfit Studio (I do not provide tutorials for morphs/clothing building)
- High Heels Sound - Fallout 4 Edition (standard and clicky sounds)
- Barefoot Footstep Extended (for flip-flop sandals)
- Fallout 4 High Heels System (height configs provided in my mod)
RECOMMENDED:
- New High Heels Sound Library (better sound samples)
- Ultimate Outfit Menu OR Screen Archer Menu to give yourself the items (BurgirInhaler's Mules)
Remember to check your load order to make sure the ESP is enabled after updating!
If you'd like to use these in your own mods, create patches etc. - go ahead. All I ask for is a little credit if you enjoy my work. :")
Changelog:
v.1.0.1
- ESP cleaned up and updated with Chemstation entries (credits to @JB.)
v.1.0.2
- Added a new non-platform model ("Flower Walnut", "Flower Birch")
- Added ground objects for all variations
- Fixed the straps' skinning on the "Thong" models
v.1.0.3
- Added a new model ("Fluffy Bakelite", "Fluffy Pearl")
- Added stockings as a separate items (plain and fishnet)
- The stockings support material swaps to black or white options
v.1.0.4
Due to the changes in the ESP you might need to re-equip some items.
REPLACE THE MOD COMPLETELY AND BUILD THE MORPHS for this update.
- Added 2 new models (Platform Thong, Platform Strap)
- All color variations are now working as material swaps (can be done for free at the Armor Workbench or using SAM etc.)
- Added a Slider Group for BodySlide to navigate to the items easier
- Fixed a few clipping issues on the plain stockings
- Renamed the in-game items for convenience
- ESP cleanups
V.1.0.5
- Added 2 new models (Flip Flops Flat & Platform) with 5 color options (not meant for stockings)
- In-game heights for all the footwear slightly adjusted to counter the ground clipping in idles (+0.1)
- BFE is now a Hard Requirement for flip-flop sandals' sound FX
- Hotfixes - Missing textures on ground objects and a wrong chemstation entry for an item
V.1.0.5
- Added a light ESP patch for the high-heels to use IceStormNG's sounds if you have their mod (I can highly recommend it)
V.1.0.6
- Added a new model (Stripper Clear) - tall mules with transparent, acrylic sole and 5 trim colors
- Updated the IceStorm's Sounds patch for the added heels
+ Hotfix - added Ground Object
1400 downloads
Updated