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Transfer Settlements - Red Light Entertainment at the Red Rocket
By msmfoster
A Transfer Settlements blueprint that makes the Red Rocket the centre for red light entertainment for the Commonwealth. It creates an annex that houses stripper poles, beds, a gym, and eases access to the roof for food production.
This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition to complete the look, but they are not contained within this blueprint.
Details on this build:
Added four-storey annex to the garage. End result is a nearly seamless addition that increases usable space. First Floor: Entertainment rooms and bathrooms. Second Floor: BDSM club, gym, and bathrooms. Third Floor: Kitchenette and bunkhouse. Fourth Floor: Bunkhouse. Food production on the roof of the Red Rocket to maximise floor space for entertainment. Garage is primarily dedicated to workshops. Office area of the Red Rocket converted into a medical facility. Flooring for the area has been changed to red cobblestone pieces from Homemaker. Area for the coolant pumps houses shops, stripper poles, and a singing settler. Hidden radiators and wires are used to power some of the lights.
Settlement Features
28 bunks. 60+ food. 425+ defence. 200+ power. 30+ water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
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. Singing Settler. Used for the singing settler and flooring. Stripper Pole. Adds assignable stripper poles.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. 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. Torture Devices. Addition of associated torture devices used for the BDSM lounge.
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, railings, rubble, and sidewalks from the build area. The exceptions are:
The billboard at the edge of the property and the associated hedge row. Thin out the trees to make the sign visible from both sides. The Red Rocket building itself.
Clearing the area is relatively straightforward:
Build a Transfer Settlements console from Power > Miscellaneous between the Gas Price sign and guardrail demarking the entrance.
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.
Optional
The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:
Select the lantern besides the workshop and type getpos z to get the elevation. Select the workshop itself and type setpos z <value> using the above elevation.
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 GraygardenExt from the console. Wait a couple of minutes before venturing into the home itself. Once inside wait a few more minutes before saving.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
Notes on Power and Performance
These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.
Warning for Dynamic Lighting Users
If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.
Optimization for Complex Builds:
Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
Note. I cannot guarantee the above will work.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.1
Adjusted power and routing. Conduits within the Red Rocket itself are hidden and smaller fusion generators removed. Added washers and dryers from Immersive Laundry. Closed up the roof, walled and patched to create a forth usable deck. Second deck converted into a club. Most of the rooms are now double walled for aesthetics. Removed requirement for Erotic Art Expanded. Removed Singing Settler lockers, reducing the number of wardrobe malfunctions. Increased the number of idles throughout. Razorgrain fields added along the edge of the settlement for increased food production.
855 downloads
Updated
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Transfer Settlements - Starlight Drive-In: a Potemkin Village
By msmfoster
A Transfer Settlements blueprint that transforms Starlight Drive-In into a gated community. The layout is straightforward, making use of the existing projector building, and aims to create an idyllic fifties community. The overall aim is to create a larger version of Covenant.
Details on this build:
Cleared out the area of clutter, trash, brush, and trees. A bunker structure for power and water generation. Dedicated buildings for the general store, clothing store, and barbershop. Starlight diner makes use of the existing structure. Large greenhouse makes up most of the food production for the settlement. Several homes, each featuring kitchens and bathrooms. Working fountain for the town square. Remaining wing of the projector house is set up for a singing settler.
Settlement Features
32 bunks. 110+ food. 945+ defence. 300 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 minimize visible power lines. Cat and dog included in the build. No visual glitches observed from this build other than at a distance when the entire structure has not yet loaded.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler and flooring in the gym and barber shop.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Better Armory Mod. Great mod for creating an armoury and displaying associated weapons. 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. 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. Clean out the area, including roads and sidewalks, with the exception of:
Still-standing portion of the projector house. Scrap the boarded entrance and door on the other side. Projector Screen. Intact billboard. (Optional) Settlement workshop shed. May cause clipping if removed, but does not affect the overall look of the settlement.
Note. To make scraping less risky around the Projector Building consider using Disable during the scrap and Enable when done. Be sure to use the Projector's Reference ID in case you click on another object by mistake.
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., ivy or wood plank). 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 on top of the screen.
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 washers and dryers from Immersive Laundry. Fixed up the fountain, one of the waterfalls was missing. Fixed up the second deck of the general store. Roof repaired and walls added to create a workshop and lounge. Added a billboard sign on the other end of the Nuka Cherry advertisement.
369 downloads
Updated
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Transfer Settlements - Graygarden Institute Surveillance Station
By msmfoster
A Transfer Settlements blueprint that answers the question on how a bunch of relatively unprotected Mister Handys could survive for over two hundred years. This build specifically makes use of the overpass to create an Institute fortress that observes the Commonwealth as their experiments carry on below.
Details on this build:
Replaces every element of the greenhouse with intact versions. Adds additional greenhouse tables and food. Builds a large structure into the overpass, with a tower leading down to the ground level. This houses settlers, shops, and medical facilities, keeping Graygarden mostly intact. Increases the amount of available bunks to boost food production. A series of stairs allows you to access the topmost deck of the overpass. If you travel along and jump the gap you will reach the crashed vertibird above the military checkpoint.
Settlement Features
19 bunks. 120+ food. 750 defense. 200 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 minimize visible power lines. Settlers occasionally fall through the floors but can move throughout. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement, fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects. Advanced Bubble Turret Set. Unobtrusive defensive elements that fit in well with the theme of a heavily armed fortress. Turrets are either Heavy Institute Laser or Gauss Rifle turrets. 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
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. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Clear out the floor and greenhouse elements of Graygarden. Be sure to maintain the water pipes, existing food, and tables that support them; clear the rest of the clutter.
Note. Pull the Graygarden signs away from the building slightly. This will prevent them from clipping into the new walls.
Remove eroded cliffs, trees, your new car, and brush. Remove clutter from the platform supporting the settlement workshop. Remove the fence surrounding it, as well as the smaller platform located nearby.
Clear out the middle overpass level; you can walk up the damaged portion. Remove clutter, trash, vines, and vehicles. The car at the edge of the build area will need to be pulled towards you to scrap using the MoveTo command.
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
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 washers and dryers from Immersive Laundry.184 downloads
Updated
-
Transfer Settlements - Abernathy Fortress
By msmfoster
A Transfer Settlements blueprint that showcases how protective Blake Abernathy is of his daughter, Lucy. It removes the makeshift home and creates a fortress using Brotherhood of Steel build items from the Settlement Objects Expansion Pack. The end result is a build with high defence, food, and population levels.
Details on this build:
Replaces the existing wooden structure built into the power line with a three-level fortress. Topmost level supports rows of turrets to fend off any potential foe. Main deck is dedicated to shops, leisure, and medical facilities. Second deck contains bathrooms, bunks, and a full gym. Third deck contains more bunks, including a smaller area that could serve as the Abernathys' home.
Settlement Features
32 bunks. 150+ food. 745+ defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely with minimal difficulties observed. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Automatron Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement, fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Decorations, furniture, and miscellaneous objects.
Note. Transfer Settlements will not add items if the mods are missing. 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. Additional flooring used in the settlement.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area is relatively straightforward. Clear out the existing structure and contents while maintaining the power transmission tower. Remove fencing, shrubs, trees, and other elements.
Maintain the following:
The pen surrounding the brahmin. The piping leading into the silos. The silos themselves should be removed as they will be replaced.
Note. To make scraping less risky around the Transmission Tower consider using Disable during the scrap and Enable when done. Be sure to use the towers's Reference ID in case you click on another object by mistake.
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., ivy or a string of lights). 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 within the brahmin pen by the gate.
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 washers and dryers from Immersive Laundry.261 downloads
Updated
-
Transfer Settlements - Sunshine Tidings Luxury Cabins and Resort
By msmfoster
A Transfer Settlements blueprint that re-imagines Sunshine Tidings. While maintaining the overall footprint, it redoes the cabins to make settler and player travel easier and increase the amount of bunks available. The site mimics resorts that were popular during the fifties and sixties.
Details on this build:
Replaces every cabin with a similarly themed home. Each includes a washroom, kitchen, fireplace, and counter. Every home is individually powered but linked together. This would permit their turrets to engage enemies even if linking power lines are damaged. Replaces the food hall with a larger facility that houses stores and a dedicated medical clinic. Replaces the bathroom with a dedicated gym. To make things easier in the demolitions phase, workshop building is redone using standard components and flooring making the doors functional. Every outside building has turrets on the roof, creating an all-around perimeter to fend off attacks.
Settlement Features
24 bunks. 125+ food. 850+ defences. 360 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
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Additional flooring in the settlement.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. 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. Remove all the cabins and their contents, along with the dining hall, workshop area, bathroom, and outhouses. For aesthetics, maintain the grain silos.
Build a Transfer Settlements console from Power > Miscellaneous on the path leading into the area by the dining hall.
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 a laundromat with washers and dryers from Immersive Laundry. Replaced the warehouse doors with powered variants. Added a Skyrim statue of Mara as a showcase before entering the shops.224 downloads
Updated
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Latex Collar Curse 1.30 - russian translation
By Samhsay
Перевод на русский язык мода Latex Collar Curse версии 1.30. Даже не совсем машинный.
В переводе могут быть ошибки. Прошу все замеченные текстовые странности скринить и слать сюда. Я, хотя бы, попытаюсь их найти и исправить.
Версия файла с уже установленными патчами. Требует Boston Devious Helper, но при отсутствии будет только пустой пункт в MCM. В связи с этим, если у вас есть BDH, то этот мод нужно ставить после него.
Если автор оригинала попросит удалить файл, он будет удалён.
Далее информация о файле, взятая из оригинальной темы:
Об этом файле
НОВОЕ: 1.30 + Patch 1 Интеграция BDH Slutwalk и многое другое!
SAKR Patch 1 для версии 1.29 (исправление редких проблем начального сканирования)
Патчи: если у вас установлена версия 1.28 или 1.29 и вы используете Dreams, установите патч 1. Он исправляет критическую ошибку
Выпущена 1.29, интеграция Provocative Perks и многое другое!
Выпущена 1.27 + Patch 1! ОБЯЗАТЕЛЬНЫЕ ИСПРАВЛЕНИЯ ДЛЯ DREAMS и многое другое
Выпущена 1.26! Застрял во снах (ваша новая мини-игра «похищение») и исправления!
1.25: 100+ потенциальных актеров для Dreams, 1000+ вариаций нарядов (используя установленные моды на одежду) и многое другое
ОБЗОР
У этого мода 4 основные функции. Вы можете включить/выключить их в MCM
1. Dreams. Игрок начнет видеть фетиш-сны, если уснет возбужденным или травмированным
2. Раздражающий ошейник. Он будет давать игроку задания, если его надеть. Он будет применять к игроку различные перки и эффекты.
3. Контроль оргазма и дерево сексуальных навыков. Игроку будет трудно достичь оргазма во время секса по обоюдному согласию. Чтобы преодолеть это, вам нужно развить дерево навыков
4. Проклятые наряды. Игрок будет вынужден носить сексуальные наряды, находясь под гипнозом
ПРЕДЫСТОРИЯ:
То, что вы пережили в криокамере, наблюдая за тем, как стреляют в вашего мужа, было настолько травмирующим, что вы почти полностью потеряли способность испытывать нормальный оргазм.
Только когда вы находитесь под воздействием травматического опыта (например, изнасилования или ношения шокового ошейника / проклятого ошейника), вы можете испытать оргазм. Во всех других ситуациях, включая мастурбацию, ваш разум полностью закрыт!
Путешествуя по Содружеству, вы ищете не только своего сына, но и лекарство. Кто знает, может быть, нахождение вашего сына — часть решения...
Проклятие латексного ошейника
Происхождение этого ошейника неизвестно, он может быть создан каким-то безумным ученым, институтом или, может быть, его построили инопланетяне. Известно, что он может автоматически надеваться на человека, когда его сексуальные желания не удовлетворяются слишком долго. После надевания вам потребуется начать управлять своими желаниями и попытаться избегать оргазмов в течение некоторого времени.
Проблема в том, что проклятие будет надевать на вас все больше и больше устройств, если вы не будете удовлетворены слишком долго. Каждое новое устройство будет иметь свои собственные условия снятия. Некоторые могут потребовать от вас заняться сексом, получить несколько оргазмов, ходить голышом или даже быть изнасилованным или изнасилованным. Некоторые могут потребовать от вас делать все это на публике, а некоторые дадут вам ограниченное время для выполнения этих условий. Некоторые могут потребовать от вас прекратить использовать стимулятор, некоторые мерзкие устройства могут даже попросить вас прекратить есть обычную пищу. Выход — либо выполнить эти условия, либо подождать, пока проклятия не развеются сами по себе.
Еще одно. Ошейник любит спермо-шлюх, так что вы можете удовлетворить ошейник, поглощая все виды спермы, чтобы получить ключ!
Вы можете контролировать свои желания или вы будете вечно в ловушке?
P.S. Большинство устройств не мешают владельцу ходить или сражаться. Так что вы можете сражаться, выполнять квесты и т. д. Вы получите наручник, если носите все остальные устройства, но наручник не потребует специального ключа и может быть открыт обычным ключом DD или после того, как персонаж будет изнасилован определенное количество раз. Если вы включили кляпы KFT, это может стать настоящим испытанием, так как вы не можете говорить, так что приберегите немного спермы для сложных ситуаций.
Требования:
Этот мод esp помечен как esl, поэтому он не займет места в вашем порядке загрузки. Порядок загрузки не должен быть важен, мод не отменяет никаких форм.
Это ALPHA-релиз, Devious Devices сами по себе сложны, и здесь мы добавляем KFT в смесь. Но в большинстве случаев все должно работать Вы можете использовать MCM, чтобы приостановить модификацию/отключение устройств, если вам это необходимо. Кроме того, это мой первый опубликованный мод, я все еще учусь Могут быть конфликты с модами, которые активно используют DD, и наверняка есть ошибки.
НЕОБХОДИМЫЕ МОДЫ
Devious Devices_2.0_RC9_Beta1+ (RC8 НЕДОСТАТОЧНО). Рекомендуется RC9 beta 2. Когда ваш менеджер модов предложит вам это, ОБЯЗАТЕЛЬНО перезапишите devious devices (безопасно!), есть 3 обновленных сетки корсета для Beta 1 и 1 файл для Beta 2.
SexAttributes2.7.3. Более ранние версии, скорее всего, подойдут.
Torture Devices 2+
ComMoisturizer_v1_05. Все может стать грязным, когда вы едите сперму
SkimpyArmorKeywordResource1.1.2. Некоторые устройства потребуют от вас рейтинга SAKR 99, если они установлены
AAF_Violate_V1.60 MCM Option: Проклятые устройства будут деэкипированы Violate. Проклятые устройства будут экипированы обратно после отключения устройств KFT.
Confirm boxes если у вас возникли проблемы с окном уведомлений информации/навыков. это отличный мод пользовательского интерфейса, не имеет зависимостей, esp, скриптов, сохраните для установки/удаления в любое время
AAF и F4SE
НАСТОЯТЕЛЬНО РЕКОМЕНДУЕТСЯ
Kziitd Fetish Toolset 1.0 Beta 2 или выше (с патчем совместимости!). Будет работать без него, но вам не хватит разнообразных капюшонов и шлей
RealHandcuffs.0.4.14 и SexHarassment1.19.3. С этими модами все становится еще сексуальнее и сложнее, а ошейник будет считаться ошейником-шокером (можно отключить в MCM).
Better Living Through Cumistry. Вы можете использовать зелья CUM из BLTC, чтобы получить ключ!
RobCo Patcher, если вы используете Deviously Cursed Wasteland или FO4 Nude Basics
Nuka Ride 6.4.0+, если вы хотите, чтобы Bimbo walk из мода Nuka Ride носили ошейник. Ошейник НЕ будет экипирован, если экипированы ошейники Nuka Ride Bimbo
Bad End Animation Pack. Важно для снов и необходимо для "Stuck In Dreams"
Provocative Perks Сексуальные наряды SAKR будут иметь случайные бонусы от этого мода
ИНТЕГРАЦИИ
Wasteland Dairy Framework v3.025a. Ошейник распознает пакеты CUM из WDF
WLEGG_WastelandEggspansion_0.423+. Устройства, требующие поедания спермы, не будут считать желе едой, поэтому вы можете их обмануть
Commonwealth Slavers 2.3+. Ошейник НЕ будет экипирован, если экипированы ошейники Slavers
Deviously Cursed Wasteland. Удаляет слот 36 с пояса Джека, чтобы предотвратить конфликты со шлейками (требуется RobCo Patcher)
FO4 Nude Basics v1.07 KP Удаляет слот 41 из Milker Pasties, чтобы разрешить доение в латексном костюме (требуется RobCo Patcher). Отключить F4B Gag Quest при ношении LCC Gag
Boston Devious Helper 0.3.21. Ошейник НЕ будет экипирован, если экипирован Boston Devious Helper
SAKR Tags:
КАК УДАЛИТЬ
Уберите все устройства с помощью опции MCM и ОТКЛЮЧИТЕ проклятие в MCM. Выбросьте все собранные вами Daytripper CUM. После этого удаление должно быть безопасным.
ИГРОВАЯ МЕХАНИКА
206 downloads
Updated
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Fallout 4 polish mods translations / polskie tłumaczenia modów
By nojedzto
Magno CUM Gaudio 2.12.50 - polskie tłumaczenie wip1.1
* Wersja wip, tłumaczenie nie jest kompletne, możliwe błędy i nieścisłości w tłumaczeniu.
Wymagania: Tłumaczenie zawiera jedynie pliki esp i json, więc potrzebujesz zainstalowany również oryginalny mod.
Instalacja: Za pomocą Mod Organizer, umieść tłumaczenie pod modem aby mod został nadpisany.
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Raider Leather Gear 2.3 - polskie tłumaczenie 1.1
Wymagania: Tłumaczenie zawiera jedynie plik esp, więc potrzebujesz zainstalowany również oryginalny mod.
Instalacja: Za pomocą Mod Organizer, umieść tłumaczenie pod modem aby mod został nadpisany.
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Oryginalne mody:
[AAF] M.C.G. (Extended Social Interactions) - Misc Sex - LoversLab
Raider Leather Gear at Fallout 4 Nexus - Mods and community
Wsparcie:
* Nie testowałem instalacji za pomocą vortex lub manualnej, ale jeśli w jakiś sposób nadpiszesz pliki powinno być ok.
* Przyjmuję wszystkie znalezione błędy i propozycje ulepszeń tłumaczeń:
- Discord: yourdadgayslut (tak, nazwa miałą być dla jaj)
- Tutaj pod postem, ale zaglądam rzadziej
28 downloads
- translations mods
- translations
- (and 6 more)
Updated
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R34 Fallout 4 Animated Main Menu Theme-Ellie TLOU2
A simple Adult Main menu theme replacer based on TLOU2 character Ellie with video and audio. Tested on 1.10.163. Probably works fine on all versions as its simple UI edit. This is my first attempt at learning simple interface modding so kindly forgive any mistakes. And feel free to comment about any issues.
Source R34
Tools used ;
RAD video for the bk2 clip
Audacity for audio mixing/merging.
1325 downloads
Updated
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Bad End Purgatory-Death Penalty and other tweaks
By gegging
I was messing around with two mods to practice papyrus script modding and thought this was funny enough to share.
Bad End Purgatory, which only triggers on Bad End of AAF Violate, will now trigger for all deaths.
When you exit purgatory, you will teleport back to where you have died instead of Sanctuary.
Requires Death Penalty by Ultimate Coffee and Bad End: Purgatory by EgoBallistic
Compatibility:
Unless you want enemies to follow you to purgatory, disable "essential player" in AAF Violate's settings.
Any mods that make the player essential/protected etc. will not work well with the original mod Death Penalty. How it works is that the game checks if your health goes below 0%, it will either put you in a state where you will use a regenerative item, or kill you thus sending you to Purgatory.
Additional notes:
In original Death Penalty, time passes from death to respawn and the amount depended on how far you were from the last bed you used or the closest safest bed. That is no longer the case because I felt it redundant due to Purgatory. Due to how it combos, some options in Death Penalty MCM are either redundant or doesn't work.
Credits:
UltimateCoffee and EgoBallistic for the original mod and code.
RSEII CSA easy mode script.
Reduced the failsafe of visitors visiting the player from 120 seconds to 15.
Disable safe distance applies to outdoor areas as well. Upon recapture, the recalculated safedistance will respect disabling of safe distance.
Credits: FlashyJoer
Real Handcuffs tweaks.
Having perk hacker 3 lets you input any number to access the collar, for certain modded playthroughs where you and your companion might get collared with no way to find the code by yourself.
Makes the collar unmodifiable while equipped. Cuffs unscrappable unless you break the hinges or chains. Both were done to prevent an exploit I found in my experience (scrap any armor while using an armorbench and the collar/cuffs become available to scrap or modify). Prevents possible human error when using RH with DD armorbench unlocker.
Made the hidden perk that replaces the interactions with an armor bench do nothing as a result.
As a personal taste, allows you to sleep by making the perk that disables it do nothing.
Credits: Kharos
980 downloads
Updated
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Allnarta's AAF Animations
By Allnarta
Description
As evolution of my interest in making adult animations for Fallout New Vegas, this is my Fallout 4 animations pack. New animations are added regularly.
All animations are set-up for males (M, MM, MSupermutant, SupermutantM etc.), so if you want to use them for female character you'll have to edit .XML files.
Animations are made on A-Body V2 mesh, so will fit it the best, but any other body that has Erection morph should work.
This release contains:
Humans
NoFurn: Human male solo 001
NoFurn: Human male solo 002
Safe: Standing Doggy
Safe: Rough Missionary
Supermutant
NoFurn: Standing Solo
NoFurn: Standing Spoon SM/SM
Human/Supermutant
NoFurn: Handjob
NoFurn: Lying Doggie
NoFurn: Lying Spoon
Chair: Standing Doggie
Supermutant/Human
NoFurn: Doggystyle [Human role: giving]
Human/Alien
NoFurn: Standing Doggy
Human/Bloodworm
NoFurn: Bloodworms on Human Doggie [Threesome]
NoFurn: Bloodworm on Human Doggie
Note:
-I am no way professional animator, so don't expect god-like quality. Shouldn't be eye-bleeding either though.
-I don't like doing stages, so there will be none.
Requirements
AAF
Nuka World DLC
Installation
With any mod manager or manually.
Credits
DagobaKing - Blender Animation Kit that was a very start for me to get into how this all done for F4.
Maxie - for brilliant SAMLib blender addon.
Discord
You can find patches, some dev showcases and exclusive mods on this discord server: https://discord.gg/9QZh48BK6G
33359 downloads
Updated
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Blender Creature Rigs
By Allnarta
Description
On this page I will post rigs that I make and use for animating. They are rather simple, but should be good enough for basic animations. They can also have some quirks here and there, but shouldn't be too bad.
Rigs use skeletons and binaries from brilliant SAMLib Blender addon by Maxie (can be found on Maxie discord; link can be found on ScreenAcrherMenu Nexus page) and intended to use this exact addon to export animations to Fallout 4. I don't know if .fbx method will work on them. Process should be pretty familiar if you're animator - just animate rig, bake action on export skeleton (I bake in Pose mode usually) and export as .HKX via SAMLib addon.
You can append human rig from Blender Kit to make cross-species animations (SAMLib properly exports animations made on Blender Kit Rig if you ask).
Rigs are made in Blender 4.4.
Permissions
If you happen to use them for animating, please do not make animations that restrict male characters (aka "F/Creature" - if you do such an animation you have to set non-gendered tags in .XML and cannot set actor to be strictly female). It would be really wierd of you to use my work to make mods that I cannot use.
231 downloads
Updated
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main menu replacer Busty Hentai Elf plowed by Futanari Lovers(With music) - Main Menu Replacer FO4
By Zindith
⚠️ NSFW Adult Content — 18+ Only
Hello everyone, my name’s Zindith. This is my first attempt at modding, so I decided to create a sexy Main Menu Replacer — there aren’t enough of these around!
This version is for Fallout 4 version 1.11.191.0. Future updates will be released as needed.
Enjoy the busty Elf as she’s railed by two busty Futanari Draenei lovers in a mystical purple forest. The custom audio track is a sensual number sung by Gia Woods, “Feel It”, to help set the mood.
Installation:
Use your preferred mod manager: Vortex or MO2
Enable the mod after download
Sit back and enjoy your new Main Menu Replacer
300 downloads
Updated
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Transfer Settlements - Taffington Boathouse Restored and Expanded
By msmfoster
Taffington Boat House is an interesting location that could have easily been great had they increased the build area. This Transfer Settlements blueprint uses the existing space to:
Expand the boardwalk. Fix up the existing building including the roof and overhangs. The main structure now houses shops and medical facilities, including a surgical area. Adds another bunkhouse with a laundry area, working bathroom, and a large space for workshops. Moves the boathouse slightly to accommodate the roof repair. Adds two greenhouses over the road. Note. For some easy experience points, get the attention of the bloodbugs and stingwings nearby and draw to the settlement's defences.
Settlement Features 23 bunks. 110+ food. 485 defence. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers appear able to move throughout but occasionally get stuck in the original home. Power mostly runs through conduits and under the boardwalk to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps. Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Advanced Bubble Turret Set (Realistic No Power version). Unobtrusive defensive element used along the greenhouses' outside-facing walls and inside the main structure in case creatures respawn. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area can be done quickly. Save often just in case you accidentally scrap something important like a wall.
Clear out the boathouse completely. Remove the damaged part of the roof and overhangs of the main home, remove the tub, and bathroom walls. Remove the boardwalk entirely, including pylons and posts. Clear the area of clutter and junk.
If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console: Select the tub. Disable MarkForDelete Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.
Build a Transfer Settlements console from Power > Miscellaneous near the edge of the build area on the road near the boat ramp.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
You may need to adjust the glass in the windows for the bunkhouse. Just move them forward or back a bit until you have the desired effect. Glass also prevents the player from accidentally going through the window.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is save to save.
I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
Note. This blueprint was tested with Transfer Settlements working under Stable.
Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.
A Special Thanks To
Thank you to Caladon for creating the template that makes blueprints installable.
Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.
Updates
Version 1.0.2 Properly duplicated pylons and posts
Version 1.0.1 Electric doors were attached to gym. Replaced washers and dryers with those from Immersive Laundry. Pylons and supports are now duplicated and pre-placed. Gas light added atop the pylons to more closely match the original look and feel. Adjusted third floor of bunkhouse and fixed up the roof.
260 downloads
- transfer settlements
- taffington
- (and 1 more)
Updated
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(Porno) Classic Skill Books 2 RU|EN
By vjnmrf
Porn version of the Classic Skill Books mod 2. Three dozen magazines (the books in the source were also converted into magazines for convenience), lying around in different places, give small bonuses to everything. The mod is localized, the original is not required.
Порно версия мода Classic Skill Books 2. Три десятка журналов (имевшиеся в исходнике книги тоже преобразованы в журналы для удобства), валяющиеся в разных местах, дают небольшие бонусы ко всякому. Мод локализован, оригинал не требуется.
480 downloads
Submitted
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Transfer Settlements - Kingsport Lighthouse and Visitor Centre
By msmfoster
Kingsport Lighthouse is transformed into a functional lighthouse-and-visitor-centre settlement that preserves its isolated coastal charm while supporting high settler count and food production. The main home serves as the shop hub, the dock as bunkhouses, and the outbuilding provides visitor bathroom facilities.
Details
Repaired roof and expanded second level of the main home. Removed damaged dock sections, extended the dock, and added a fishing shack. Added outbuilding on the rocks for visitor washroom facilities. Cleaned up the lighthouse interior for sleeping accommodations and electric lighting. Placed a pallet in the docked fishing vessel for two extra bunks. Added a large Skyrim statue near the waterline (may explain the shipwrecks in the area).
Settlement Features
24 bunks. 100+ food. 485 defences. 260 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Settlers can move throughout and even make use of the beds inside the lighthouse. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
Requirements
Downloadable Content
Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
Hard Requirements
Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.
Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
Soft Requirements
Craftable Working Sinks and Showers Redux. Working sinks and showers. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. Advanced Bubble Turret Set (Realistic No Power version). Used within the main structure and lighthouse in case of respawns. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines.
Nice to Have
Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. Companion Ivy. If you happen to have Ivy as a companion, one of her broadcast towers will be added in an out of the way area.
Unrelated But Useful
Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
Setup
Clearing the area can be done quickly. Still, save often just in case you accidentally scrap something important like the main home.
Clear out the main home entirely of clutter and furniture. Additionally remove the damaged roof, and damaged wall leading to the narrow end. Clear out the contents of the fishing shack, and damaged portion of the dock. This includes the barrels and wooden frame. Remove the clutter, including rocks and shrubs from the surrounding area, including the red truck and the road beneath it. Be sure to maintain the rock face for the various cliffs. Move the large tree near the home. Push it beyond the boundaries of the build area using Place Everywhere.
If you are running Universal Craftable Working Sinks and Showers, you will not be able to scrap the tub. From the console:
Select the tub. Disable MarkForDelete
Note. Disable first in case you selected the wrong object. In that case Enable will recover the object.
Build a Transfer Settlements console from Power > Miscellaneous on the road leading into the settlement at the edge of the build area.
Note. Import should be done with Workshop Mode enabled.
Tasks After Import
No additional requirements other than to confirm that all power has been restored as expected.
Notes on Imports
Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.
The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is 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 1.0.1
Added a Skyrim statue on the cliff near the water line. Adjusted the wiring for the lighthouse. Much of it is now hidden for a cleaner look.191 downloads
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NAF Bridge
By Evi1Panda
If you really want to, but don't understand anything...
What does it do?
NAF Bridge is the key that unlocks your Fallout 4 mod collection to the power of Snapdragon's NAF modern animation framework.
In simple terms: It's an “engine” update for adult mods and more. Your favorite mods (Violate, RSE, Sexual Harassment, Sex Attributes, and dozens more) will run faster because the optimized NAF is running under the hood.
Fastlinks
Addressing the authors of xml content: Please be sure to add the “noFurn” tag to your item descriptions if the poses do not use furniture. This is necessary so that your poses can compete on equal terms when a random pose is selected. Otherwise, poses with this tag will have an advantage. Poses with the tag are considered first, then others if no poses with the tag are found. NAFicator adds this tag automatically.
NAF XML Authoring Guide
How to install ?
Requirements:
Fallout 4 OG version 1.10.163
Latest C++ vc redist
Fallout 4 Script Extender (F4SE)
Address Library for F4SE Plugins
LooksMenu
Baka Framework
Mod Configuration Menu
Native Animation Framework (NAF)
SUP F4SE
LL Fourplay
Nahka's CBBE body or Fusion Girl Morphs+ optionally for Animated Fannies option works.
Installation:
Read this article How to start? Guide for beginners
Development and support manifesto
Features for users
The ability to run modifications on the superb NAF engine under the hood. No more black screens. Fast scene starts/ends/change. Many scenes at one moment. Override scene parameters. You can override all parameters for scenes transmitted by third-party modifications. Configured in MCM. Slow drying feature: Slow Drying Effect: Gradual cum disappearance, can be disabled in MCM. Need to Cum Overlays/Commonwealth Moisturizer be installed. A special system for playing animations described in XML: Base Animation, AnimationGroup (sequence and non sequence), Tree scenes (auto advanced and not)
Animated Fannies feature: Native animation for vaginas and anuses during scenes. This is a native mechanic that can be enabled/disabled in the MCM menu and configured in a json file. This is a new mechanic, i.e. it works in such a way that you list the morphs and bones and the distance of penetration start and maximum depth in the json file, and the program itself calculates which stamen your pistil penetrates. This is a native, physics-like enhancement. Its intensity can be adjusted via the JSON file, allowing you to balance visual fidelity and performance. More details under the spoiler, caution 18+.
NAFicator
NAFicator is a smart converter that should simplify the transition to NAF.
You install your animation mods and XML files as you would for AAF. Run the game with NAFicator once. It automatically analyzes all your XML, fixes incompatibilities, and creates clean, ready-to-use files for NAF Bridge. Once it's done, you can disable NAFicator and play.
How to use (briefly):
Install all AAF mods, NAF, NAF Bridge, and NAFicator itself. In the NAFicator.ini file, specify the paths (most importantly, sFolderFrom=/Data/AAF and sFolderWhere=/Data/NAF). Start the game and wait for the NAFicator message in the main menu. Exit the game, disable NAFicator (in MO2 or via bNaficatorEnable=0). Start the game again and enjoy.
Feature — Archive Feature (for experienced modders):
NAFicator creates an archive of links between shapes and animations. This allows you to ESL-ify animation plugins after conversion. It will remember which animation belongs to which module, even if the shape IDs change.
Usefull mods
NAFicator: (see above) Required for easy migration. Fallout 4 High Heels System NAF Patch: Patch for the High Heels mod. Autonomy Sex: Mod for random sex between NPCs. Dancecyclopedia: High-quality XML packs for dancing.
Features for modders
Fast execute. Clear and detailed API documentation. The ability to get return values from functions whose results you are used to getting from events will make your code simpler and easier to understand. Open source. You don't need to pass any loyality tests to get mod sources. Scripted part sources is in mod's archive.
F.A.Q.
Have fun!
Credits
This project stands on the shoulders of giants and enthusiasts.
@Snapdragon_: For creating the brilliant NAF. Without his work and open source code, this project would not have been possible.
The community of testers and helpers: Especially @dosfox, @Dlinny_Lag, perchik71, TommInfinite, and many others.
The authors of the original AAF (dagobaking and team): For creating the first powerful ecosystem of animation mods for Fallout 4, which set the standard for years to come and whose API we support for compatibility.
All mod and animation authors: Without your content, this technology would be useless.
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
43108 downloads
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patch AAF: SavageCabbage Animations Rescaling
By lee3310
This is a scaling patch for AAF scenes
Some animation packs don't use the same scale for the human race, like "My Animation Pack" which was made with the assumption that all female NPCs are scaled to 0.98 (with the exception of some unique NPCs, it's true) and others used different scales per race, like "Gray User" who clearly didn't use 1.0 as Mirelurk scale in his animations.
Add to that the fact that members of the same race can spawn with different scale (like dogs, Mirelurks, Feral ghouls and bloadtflies...) and you find yourself facing a dilemma: enabling AAF rescaling in "AAF_settings.ini" to align most of the animations ? or disabling it and only have some of the them aligned.
This little patch was conceived to avoid having to make a choice (eventually).
V2.2.0:
You only need this version from now on, regardless of the AAF version used (pre/pos 1.0), but you have to restart the quest once using console cmd or holotape. I also added a check update routine so this is the last time a manual restart is needed.
Since 2.0.0:
Shivering bug:
A couple of users (me included) noticed that the PC starts shivering when some positions are played (savageCabbage's, mostly), It's a bug caused by changing the Player scale (to a value other than 1.0 according to my testing). I didn't dig deep enough to get to the root cause of the problem, but as a workaround (starting from V2), I shifted the scale offset to the NPC instead. So PC = 0.98, NPC = 1.0 become PC = 1.0, NPC = 1.02. The scale change is unnoticeable and anims are still aligned properly (no more shivering). I will try to find a better solution in the future. In 2.1.0: New informations about the cause of the bug was discovered thank to @Holylokki. AAF disables player collision before playing idles. Any scale change made to the PC after that, will cause it to shake during scenes. Since we still can't get the tags earlier, this mod will now enable the collision prior to changing player scale and set it back afterward. Report Any problem related to this bug or player position during scene.
Disable Rescaling:
If you made a custom position that recuire manual scale handling and you don't want this mod to interfere with it, add "NoScale" to the list of tags in the positionDATA xml.
OnAnimationChange:
I reenabled this event because someone asked for it, it will only fire if the position is not "NPC controlled" to avoid unnecessary computing if the position played is a tree (event fires each time tree advance to next stage). For technical reasons (AAF doesn't report "tags" and "isNPCControlled" bool in the same events) it doesn't work as intended if multiple scenes are running at the same time.
There are Four Files (versions) in the download section (all plugins are ESL flagged): (deprecated)
AAF_SCRS_F: for gendered Male:Female xmls (no FF, MM), it will scale any female in the scene to 0.98 and males to 1.0 if the position played is one of SC's, otherwise 1.0:1.0 (like AAF rescaling). AAF_SCRS: compatible with any configuration (MF, FF, MM), it will scale the receiver (first actor) to 0.98 and all the others to 1.0 if the position played is one of SC's, otherwise 1.0 for all actors so don't forget to select the receiver first when starting a scene with AAF wizard if you install this version. AAF_SCRS_Cr/AAF_SCRS_Cr_F: Same as AAF_SCRS/AAF_SCRS_F but if the actor race is listed in the override list (SCRS_RaceScaleList) he will get scaled to the specified scale for that race (see description below).
Actors will get rescaled on position change too, so you can safely switch between SC and no-SC positions on the fly ( @spicydoritos thanks for the reminder).
Disabling AAF "scale_actors_for_animations" setting is highly recommended but not mandatory (not just in "AAF_settings.ini" but in any ini file in AAF folder with higher priority: for exemple: "rxl_bp70_settings.ini". @Snapdragon_ thank you for pointing that out)
Since 1.1.0:
Thanks to @spicydoritos who discovered the correct scale for Mirelurks and Bloatflies, i added support for them and decided to give the user more freedom. Now you can add your own scale for any race you want (vanilla, DLC, or modded) by editing a single property in Ck:
1. Open SCRS_Quest, go to script/property, select SCRS_RaceScaleList and clic Add:
2. In the new window, select "RaceID" and add the race you want (use filter to find the race ID):
3. Select "RaceScale" and enter the correct scale for the selected race (e.g 0.85):
4. Finally, hit ok until you close all the windows and save your plugin.
So now you don't have to wait for an update if you find a race that is not properly scaled in animations (don't forget to send me the correct scale with screenshots if you want it to be part of future updates).
I also added a Holotape craftable at any Chemistry station under "Utility" (see screenshots) that lets you enable/disable SCRS scaling. You should be able to "safely" uninstall this mod at any time (stop the script in holotape or console first) but there is absolutely no need to (just stop it in holotape if you don't want to use it anymore).
Disclaimer:
This patch works as intended on Humans/Ghouls/(Super Mutants and dogs too but not tested extensively) but not Feral Ghouls. From what i gathered, feral ghouls don't have a consistant scale (1.0 e.g) like other races, some FG animations will aligne perfectly with 1.01:0.98 ratio, others with 0.96:0.98... . So unless someone can provide a list with "position IDs" and corresponding "FG scales", i can't do anything about it. But this patch is still relevant in this case: it will lock the scale for you to 1.0 for all feral ghouls so you can effectively use "SAM" or xml to manually align actors for each position individually.
1.1.0 This mod doesn't have any DLC dependency, so if you want to add a scale for a DLC race (or mod added race) don't forget to load the appropriate plugin in CK when editing "SCRS_RaceScaleList".
Credits and acknowledgement:
@SavageCabbage For the excellent Animation Pack.
@dagobaking For AAF (this mod wouldn't be possible without AAF_API).
@EngineGaming For testing, feedback and screenshots.
@spicydoritos For testing, feedback, general support and "Mirelurks","Bloatflies" scales.
@wilmo For testing and feedback.
@EgoBallistic For help (not just with this mod) and general support.
@Snapdragon_ For help and general support.
@niston: for helping me with the scaling script and general support.
@Holylokki For bug report, test and suggestions.
AAF Discord team: for their assistance and support.
88077 downloads
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Skimpy Armor Keyword Resource REDUX
By Evi1Panda
📄Please note: This mod is a fork and development of the original Skimpy Armor Keyword Resource mod by @twistedtrebla. Before diving into the detailed description, I’d like to thank the author for the SAKR idea and for his wonderful mods!
⚙️Requirements
OldGen game (1.10.163). F4SE (OG ver) CommonLibF4 (OG ver) Optionally but recommended:
FO4Edit M8r98a4f2's Complex Item Sorter for using clothes autopatcher.
💥Motivation
I’m a big believer in natural, seamless gameplay where mechanics emerge organically from the player’s actions — without any “magic buttons”. Pressing a hotkey to “activate slut mode” or “switch to hunter mode” completely shatters immersion and turns role-playing into a clunky simulator full of toggles. What I loved about the original SAKR idea was treating the degree of clothing exposure as a quantifiable stat. This lets modders tie it directly into dialogues, quests, perks, spells, and effects. NPCs can react to your outfit automatically — no manual switches required.
☕ Why even bother with this?
On its own, it doesn't do much. Like any framework, it first needs to be supported by modders (who need to make patches for clothing and mods that will use it).
🎯 For modders:
Use the new ActorValue ClothesExposureValue in your quests, dialogues, perks, spells, MGEFs, conditions, etc. Build mechanics that depend on how revealing (or conservative) the character’s outfit is.
🎯 For players:
Eventually you’ll get natural, immersive reactions: NPCs responding to your outfit, your character reacting to others, or even NPCs reacting to each other. Things flow smoothly without breaking gameplay — e.g., to earn caps as a prostitute, you just dress like one… no magic button needed.
🤪 In simple terms:
This is a powerful concept, but scaling it globally is tough. For everything to shine, two things must happen:
Modders need to patch armors/clothing with exposure keywords. Modders need to create content that actually reads and reacts to ClothesExposureValue. The possibilities are endless: perks that get stronger the more exposed you are, dialogues unlocked only when dressed provocatively enough, raunchy NPC chit-chat, enemy behavior (raiders might let a scantily-clad “working girl” into their camp instead of shooting on sight), companion reactions (e.g., Ivy refusing anything with low exposure), and so on. The only real limit is modder creativity and adoption.
⭕Main issues with the original mod:
Only supported female player characters (and only the player). No easy way to use it in other mods without heavy Papyrus wrappers. Couldn’t track exposure on NPCs. Hard-coded keywords — impossible to expand or tweak without recompiling. Not an ESL-flagged plugin.
✅ What’s been improved / added in this REDUX fork:
Plugin converted to ESL — doesn’t eat into your precious 255 plugin limit. Core logic ported to C++ (F4SE plugin) — nice performance and deeper engine integration. New ActorValue ClothesExposureValue added to all actors (player + every NPC). Value auto-updates on cell load / equip change. Fully usable in perks, dialogue conditions, magic effects, quests — zero Papyrus scripts needed. Track changes via the event OnExposeValueChange(Actor akActor, int aiValue). Full male support — added matching _MALE keyword sets; exposure now works for any gender. JSON-based configuration — all keywords, categories, and exposure levels are loaded from an external JSON file. Add new keywords, tweak values, or override logic without touching the plugin or recompiling anything.
🧐 How it works (simple explanation)
Every actor now has a hidden stat similar to Strength or Agility — ClothesExposureValue — that measures how revealing their current outfit is. Everything happens under the hood: the value updates automatically when gear changes. Modders can read it anytime (via conditions or scripts), and listen for updates via the event. For players, it’s simple: dress skimpy (or modest) depending on what you want to achieve in-game.
🤖Description of the mechanics of calculating exposure
⚠️Clothing patching
Instead of RobCo patchers that are difficult to control, Complex Sorter from M8r is used. But you can use RobCo if you like it more.
Ready-made plugins for Complex Sorter are provided, which add the necessary keywords to popular clothing from well-known mods.
If desired, you can easily supplement or modify the patches for your build.
Complex Sorter rules are used to automatically add keywords to items from popular mods. Ready-made plugins are included in the archive. They work as follows:
find items by name, EditorID, or other criteria; add the corresponding SAKR keywords. have fallback for every A-Torso and U-Torso armor - if there is no specific rules then add fullTop and fullBottom keywords.
If you want to add support for other clothing, edit the Complex Sorter rules or create your own patch in xEdit
@KinataHoru has made a great web tool that will make creating patches even easier!
С++ source code is here
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
1363 downloads
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naf Autonomy Sex
By Evi1Panda
VIDEO
VIDEO IN DIAMOND CITY
Different bodies, faces, tattoes, hairs in video provided by Diverse Bodies Redux mod.
Features
Launches scenes between actors at a specified frequency and with a random chance of launch. Up to 128 scenes in parallel. Search for valid poses and locations (up to 10 different actors in a scene). Small talk between actors before the scene starts. 20 pickup lines with voice acting and lip-syncing and 20 response phrases launched randomly. All actors who have recently had sex are tracked and excluded from the search for actors for scenes, so you don't end up with characters who are just sex machines. Active companions are excluded from scenes, actors in combat are excluded from scenes, as are other inconsistent actor statements. Scenes with creatures and between enemy NPCs are supported. A “runaway” mechanism is implemented to return to the starting point after a scene with a hostile NPC. Quest markers places to scenes so that the player knows where “something” is happening. Key actors (Kellogg, Sean, etc.) and inappropriate locations are excluded from scenes. You can customize the exclusions yourself (but only with xEdit). For convenience, scripts have been added; examples can be found in the attached patches for the DLC. You can add specific locations, specific references to an actor or their base (NPC in xEdit) to the exclusions. There is also a keyword for exclusions. NEW FEATURE in 1.1.5: I added the ability to set locations for playing alternative scene settings. You can specify separate locations where scenes will be launched using alternative settings instead of the main ones. I made this native for Diamond City and Vault 81. What does this mean in practice? I noticed that I have a lot of playback positions that I never see, which are not fully sexual in nature: Dancecyclopedia, with all kinds of hugging and dancing. At the same time, many people probably feel that explicit scenes are inappropriate in some locations, such as DC and V81. This feature will correct this omission: scenes of hugging, dancing, and kissing will be played randomly in these locations. To customize it for yourself, see Formlists in xEdit. Please note that Dancecyclopedia does not have unique tags for most animations (which I specified in settings.ini), so you will have to add them yourself in positionData.xml. NEW FEATURE in 1.2.18: Add new races by editing the MCM config. See the article.
Requirements
- Fallout 4 OG (1.10.163)
- NAF + NAF Bridge (1.35 and higher) + Your animations set.
- Baka Framework (String Utils)
- Lighthouse
- MCM
Installation
- Unzip the archive into the Data folder (or copy the mod contents to the Mod Organizer/Data folder and activate `AutonomySex.esp`).
- Start the game and open MCM for configuration (see the Settings section).
Credits
Vinfamy and InvictusBlade for idea and nice mods.
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
3274 downloads
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TWB 3BBB Vagina and Anus
By MarkNeil
This is my first time uploading files to LL, so I might not have everything quite right yet.
I added Vagina and Anus sliders to TWB 3BBB.
Combined with Holylokki's (EAP) Extended AAF Patch, it allows for the opening and closing animation of the vagina and anus during AAF scenes.
Credits:
Jahem_kinkaid for AAF Animated Fannies
Alcater for 3BBB (CBBE) Conversion - AAF Animated Fannies
1170 downloads
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Diverse Bodies Redux
By Evi1Panda
This is redux of my old mod Diverse Bodies.
If you really want to, but don't understand anything...
Requirements
Game version 1.10.163.x (not NG)
F4SE
LooksMenu exactly official 1_6_20 version, not any forks
Newest C++ VC Redist
optionally More Pubic Hair Overlays
optionally Fuzz - Bodyhair overlays - BT
optionally any your hair, tattoos, nails mods.
First of all: this is a kind of framework that does NOTHING on its own. In other words, in order for your game to start delighting you with a variety of characters, you need:
In order to see different bodies in clothes, you need the body slides to be tied to your clothes. This functionality is provided by bodies such as CBBE, Fusion Girl, TWB, 3BBB, BodyTalk, and so on. The mod itself does not have any binding or dependence on the body you use, but you will need presets specifically for your body type. In addition, clothing must have slides “bound” to the slides of your body type. The standard practice is to do this using Bodyslide & Outfit Studio, and many clothes already have such bindings to popular body types freely available as part of a clothing mod or as separate modifications. For more information on how to do this yourself, see the Bodyslide & Outfit Studio mod page.
In order to apply tattoos, hair, and nails, you will need various mods and presets. I have attached what I have managed to do for my own use, but it is important to understand that in order for all of this to take off, support from the modding community is needed. How convenient it will ultimately be depends on how many ready-made presets with descriptions there will be and how much modders will get involved in the process, because I certainly can't do it alone.
I use CBBE and BodyTalk in my game. I'm not saying that CBBE is better or worse than Fusion Girl/TWB and other mods — it just happened that way historically, and it's too difficult for me to redo everything now.
To help you understand how it works, I have written a guide in Russian and English.
MANUAL IN RUSSIAN | MANUAL IN ENGLISH
FEATURES
Applying presets from the Looks Menu (json) randomly or deliberately to different game characters.
Additionally: applying presets for Bodyslide (xml) in terms of body morphing.
A system of conditions that allows you to finely tune the rules for applying various presets or groups of presets.
Separate application of morphing for bodies, body hair, tattoos, nails, and heads. This allows you to achieve random and planned results.
WARNINGS:
Presets that were provided with previous versions will not work in version 2.4.0+.
Uncompatible with all mods that replaces face meshes to HiPoly. In my tests, any version of these mods completely broke the physics of clothing and hair. I do not recommend using them.
Available sources
>>> CPP SOURCES <<<
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
4923 downloads
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Pole Activator Framework
By Evi1Panda
This is my old mod, what I've revised and refactored.
If you really want to, but don't understand anything...
Features:
Pole automatically searches for NPCs who will dance on it. NPCs are not repeated (if there is an alternative, only the last 5 dancer is remembered). There is an animation of the dancer's reward. Player can't take other npc's reward. Pre-set outfit for dancing can be configured. The player can dance and receive rewards. Player can use pole and get configurable reward. Allows Sex Attribute integration. Allows SAKR integration.
For modders: Read the article.
Here is an example
What exactly it does?
You're place a pole and activator and it will control who and when will dance on it, will emulate the tipping process for NPC dancers, and give real rewards to the player. The player will also receive a decrease in sexual reputation and an increase in sexual arousal if dances naked and uses the sex attributes mod. It uses SAKR in its calculation if SAKR is installed.
The mod DOES NOT CONTAIN any ready-made poles. This is just a toolkit for other mods that can use it to add to their poles.
Requirements
Animation framework (NAF with NAF Bridge or probably AAF, but AAF never tested)
Pole Animations (for ex. Savagecabbage anim pack's Pole Dance)
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
1928 downloads
- naf bridge
- pole
- (and 2 more)
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NAFicator
By Evi1Panda
If you really want to, but don't understand anything...
NAFicator Full usage | NAFicator Fast Usage | Archive Feature
NOW YOU CAN START PLAY WITH NAF EASYWAY.
The overall idea of this thing is that you install your files the way you are used to doing it with AAF, run the game with it once and it itself adapts all your existing xml files to work with NAF and NAFBridge. After this thing has done its job, you need to either disable it on the left side of MO2 (if you didn’t save the XML there) or delete the dll file, or simply disable it in the settings file. Launch the game again and enjoy life with NAF.
Troubleshooting: I am collecting callbacks - what troubles do you have with it. So I need your NAF.log and NAFicator.log and, probably your NAFicated xmls packed to understand what I should do better. Thank you for your Endorses!
As NAF and NAF Bridge it doesn't work with Next Gen. Just 1.10.163.0.1.
How to use it?
1. Install all your AAF mods and its xmls.
2. Install NAF.
3. Install NAF Bridge.
4. Install NAFicator (this). Install it as you usually install your dll mods. In my opinion, it is most convenient to do this using Mod Organizer 2, but it will work in any case. Then setup .ini file (if you don't like defaults).
Don't worry NAFicator will not change original files in Data/AAF (or any sFolderFrom folder).
I recommend to change just sFolderFrom and sFolderWhere settings.
From set to /Data/AAF or C:/tralala/Steam/Fallout 4/Data/AAF
Where set to NOT relative way to folder to separate mod in your MO2... C:/tralala/Steam/Fallout 4/MO2/Mods/NAFicator_Files/NAF
Since 0.9.0.2
Read carefully and understand what is written here : With all these changes there is a new rule : You will have to delete all XMLs from the Data/NAF folder whose data you are going to get from your XMLs in the AAF folder. Otherwise there may be problems. The problems are due to the fact that NAFicator has determined that some of your data in the Data/AAF folder is incorrect and will not work correctly with NAF, it has removed this data from the final XML files, but you have not removed it from the Data/NAF folder - and it will still there and generate errors.
IMPORTANT : You can use data for NAF made by Squirrel for example, but then do not use its prototypes in the Data/AAF folder - otherwise NAFicator will analyze this and include this in the output files as well, which may (or may not) lead to conflicts in the end.
[General] bNaficatorEnable=0;..............................................if 0 or false then will not start. sFolderFrom=/Data/AAF;...........................................Path to folder where your AAF xmls. Can be relative path from Fallout 4 root. Also can be absolute for ex. C:/Fallout4/Data/AAF. sFolderWhere=/Data/NAF;..........................................Path to folder where your want to save your xmls. Can be relative for ex. /Data/NAF. Also can be absolute for ex. C:/Fallout4/Data/NAF. iRemoveFixWrongZOffsets=1;.......................................Fix wrong z-offset. 0 - off, 1 - move >izOffsetMax offset from z to angle pos, 2 - set >izOffsetMax offset to zero. fzOffsetMax=60.0;................................................Arg for iRemoveFixWrongZOffsets, float iNaficatorFilesPriority=500;.....................................Set load priority for xmls created by NAFicator sSkipEmptyAttributesInLog=skeleton,gender;.......................This is just for skip some records in log bPrintDebugXMLs=false;...........................................This is an intermediate version of normalized XML. Only needed for debugging, so probably just leave it alone. 5. Play with NAF.
WHAT IS ARCHIVE FEATURE AND HOW IT WORKS ?
It will help you to eslficate your files and use NAFicator with ESLficated files.
What was the trouble before?
After you've been eslficate your files - indexes of allmost all forms was changed, and NAFicator (and NAF and AAF too) couldn't found animations forms and hkx's it was pathed.
What is the solution?
First time when you start NAFicator with NON-eslficated animation-esp's NAFicator parse it and create its own archive with all parsed files. And then you can ESLficate it, because NAFicator allready knows what hkx to set in xml (use formid and esp name to identeficate it). I put in archive ~3700 animations and its default forms and esp-links, but it will update archive if will found your own.
Where is archive, can I edit it manually?
Yes, I didn’t put it in binary form, so you can open the archive with any text editor and add it manually, strictly observing the filling principle. It placed in Data/NAFicator/archive.arc.
WHERE IS LOG FILE?
It is in Data/NAFicator folder. It can be in MO2/Overwrite/NAFicator folder.
If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
6378 downloads
Updated
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RohZima Fallout 4 Poser
By RohZima
Introducing my new Fallout 4 (animated) Poser.
111.mp4
Style
The poses come in three styles: PinUp, Seductive and Immersive.
-PinUp is inspired by Halo Poser
-Seductive is inspired by Gunslicer Poser
-Immersive is inspired by my old poser (RZIAP)
Usage
The console commands are RZPUxx, RZSExx and RZIMxx, though it is recommended to use PoserHotkeys.
The mod is set up to use PoserHotkeys. The three animation styles are separated for faster selection.
You can make your own favorites list if you want following Opparco's instructions.
Info
Current numbers per style:
Hope you enjoy the mod. And remember this mod is going to grow, so keep an eye out for updates.
Also, consider supporting me on Patreon - it does help motivate me as an animator.
Either way, thanks for visiting and I hope you enjoy the mod!
-Roh
9537 downloads
- poser
- animations
- (and 2 more)
Updated
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Wasteland Adventurers Guild - alpha
By Heinzelman
An adult Mod about an Adventurers Guild in Fallout 4
Features:
-Ranks and Badges
-Repeatable Cum collecting Quest
-Trade your BLTC Vials for goodies
-Multilevel Dungeon
-Legendary Drops and Collars
-Soft Integration of various LL Mods
Ranks and Badges
The Guild is located in Cambridge near the Fraternal Post 115 and the Cambridge Polymer Labs.
When you successfully joined the Guild, you'll get the first Rank and a Badge.
There are 8 Ranks (rumor says there is more):
-Amber
-Amethyst
-Opal
-Aquamarine
-Sapphire
-Emerald
-Ruby
-Diamond
There are two ways to advance your rank:
-Having Sex (every AAF scene with the player in the receivers role counts, after joining the Guild) earns you 1 point
-Defeating Bosses in the Dungeon earns you 1 to 4 points
You start with the Amber Rank. As soon as you reached 25 points, you are promoted with the Amethyst Rank. At 100 Points you get the Opal Rank. The numbers go very high and might seem a bit overwhelming. The idea is to make it really difficult to achieve high ranks. In the end it comes down to balancing, hence the alpha. I am planning to add more ways to achieve points.
The Badges are unrestrictive Collars. They are glowing in the color of your Rank. The first Badge has no magic effect, but the higher ones have. The collar is just a decorative piece and will unequip if another mod forces a restricitve one on your character. So it should not give any conflicts.
Repeatable Cum collecting Quest
After you joined the guild, you can grab a quick quest from the Chalkboard in the Guildhouse. It randomly chooses a NPC from the vanilla game or if installed from some mods. To get a cum sample you simply need to start an AAF scene with the Target. You can use whichever mod you want to receive the sample. Even the AAF Wizard will do. The Player character just has to be in the receiving role and the partner must be the NPC to which the quest is pointing to.
Trade your BLTC Vials for goodies
So you collected a huge pile of Vials filled with various cum types? Trade them for Goodies with Doc Lexy in the Guildhouse.
Multilevel Dungeon
Members of the Guild can enter the dungeon. But you can only visit the levels that are corresponding with you rank. With Rank 1 you can only visit the first two levels. The second rank opens level 3-5 and with the Opal Rank you can enter Level 6-10. The tenth level is currently the last one. There will be more in the future. However I think getting Rank 4 is already a very long task. Apart from the first level, the Monsters in the Dungeon are not easy. In fact they are meant to be very tough. On the other Hand they are mostly Melee Encounters, so feel free to use your Melee skills there.
The Entrance is in the Beacon Hill Tunnel (at the pedestrian bridge in Beacon Hill).
Level 2, 5 and 10 have a quick way to get back to the surface. But there is no quick way in. If you want to visit level 10 again you have to go (and fight) through level 1-9 again. Trying to use COC to reach lower levels will not help. The Spawn only works if you go through the levels in order.
When you leave the Dungeon back to the Beacon Hill Tunnel, it will reset and you can immediatly make another run.
Legendary Drops and Collars
Each Level of the dungeon has a Boss which can drop a legendary item named after your current rank. It can be Guns, Knives and Collars. The Chance can be adjusted in the MCM (max 50%).
Quests
There are 2 introduction quests for this mod. The first one only starts if you havent completed "Out of Time" and "When Freedom Calls". a pair of adventurers is waiting between the Red Rocket Station and Concord and may invite you to free preston and his gang. This Quest doesnt touch the vanilla quests, it just listens to them. Dont rush through and play the vanilla quest in order
The other Quest starts in the Guildhouse to earn your first rank.
There may be more quests and probably interaction with other LL Questmods in the future.
Soft Integration of various LL Mods
There is a soft integration for
-Family Planning (Condoms and Pills at the Vending Machine)
-Commonwealth Moisturizer (Cleaning at Towels)
-Better Living through Cumistry (empty vials at the Vending Machine)
Hard Requirements:
All DLCs
AAF
Better Living through Cumistry (technically not a hard requirement, but some features won't work without it)
and a working AAF Setup:
Current Alpha Status
I am calling it an alpha because things like the balance of the monsters and the ranks may change. So remember to either start a new game (or mod manager profile) or use only expandable saves.
Patches
@Nea_Bessy made some cool Patches. They make worldspaces from other mods, like Fallout London available for the Repeatable Cum Collecting Quest:
Grab these patches here.
Thanks to
@spicydoritos for all his great mods which are a mandatory part in my loadorders and gave me a lot inspiration for this mod
@DSHV for his great mod which also inspired me a lot
@JB. whose mods gave me the inspiration to climb the hill named Creation Kit and thank you so much for your help and the contribution to TRW
And all the other great people and mod authors who helped and inspired me to start creating my own stuff ❤️
4646 downloads
Updated