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These Fallout 4 mods are of an adult nature.

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  1. Transfer Settlements - Taffington Boathouse Restored and Expanded

    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.  

    276 downloads

    Updated

  2. (Porno) Classic Skill Books 2 RU|EN

    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.
     
     

    562 downloads

    Submitted

  3. Transfer Settlements - Kingsport Lighthouse and Visitor Centre

    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.

    199 downloads

    Updated

  4. NAF Bridge

    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!
     

    43534 downloads

    Updated

  5. AAF: SavageCabbage Animations Rescaling

    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.

    91815 downloads

    Updated

  6. Skimpy Armor Keyword Resource REDUX

    📄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!

    1511 downloads

    Updated

  7. Autonomy Sex

    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!
     

    3528 downloads

    Updated

  8. TWB 3BBB Vagina and Anus

    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

    1376 downloads

    Submitted

  9. Diverse Bodies Redux

    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!
     
     
                 

    5166 downloads

    Updated

  10. Pole Activator Framework

    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!
     

    2093 downloads

    Updated

  11. NAFicator

    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!
     
     

    6516 downloads

    Updated

  12. RohZima Fallout 4 Poser

    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
     
     

    9707 downloads

    Updated

  13. Wasteland Adventurers Guild - alpha

    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 ❤️

    5002 downloads

    Updated

  14. Sexual Harassment - Gay Edition

    Gay Sexual harassment
     
    A text edit to TwistedTrebla's amazing mod [AAF] Sexual Harassment v1.20.4
     
    > Description
    I love how the original mod added more unique ways to start AAF scenes and the story telling those scenes brought about but was always a bit sad how even with as a male player your still referred to as a female with female genitalia, thus this mod was born. Put simply I have changed the dialogue of the mod to reflect the player as a gay male. This includes changing the bimbo related content to himbo and slightly tweaking response/convos to seem less repetitive and feminine overall. Overall this mod could be considered a more up to date take on the old Cocked Version of the [AAF] Sexual Harassment - Gender Neutral NPCs mod. As this is only a text edit to the original mod I can not help with any actual script/base mod issues.
     
    PLEASE BE WARNED in trying to follow in the spirit of the original I did add some homophobic language in specific, the fact they can call your player a Faggot or Fag. It is not at all prevalent (roughly 10-15 lines out of hundreds) but it is there.  


    > Which version should you choose
    Lite: Geared to a more TwistedTrebla experience, that is to say only minor text changes related to you gender and genitals in scenes. 

    Extreme: Geared to a fresher experience that breaks with some of TwistedTrebla's scenes in order to embrace the gay male PC fantasy more. This includes things like attackers jerking you off instead of fingering you, more gay oriented flirts, and even an attacker eating you out before he rapes you. 
     
    ONLY CHOOSE ONE BOTH FILES ARE ESL! 
     
    > Required
    [AAF] Sexual Harassment v1.20.4 and its requirements
     
    > Contributors
    Thanks to: Lavatube for converting the original version of this mod to ESL. The Lite version is his ESL conversion with minor grammar edits.
    Thanks to: TwistedTrebla for the original mod.  

    818 downloads

    Updated

  15. NSFW Deathclaw Main Menu Replacer

    Description
     
    Title says it all.
     
    Installation
     
    1º Install with Vortex or MO2.
    2º ?????
    3º Profit
     
    Credits
     
    Animation by noname55
    Song - Closer by Nine Inch Nails
     
    How to make your own Main Menu Replacer
     
    1º Make Data folder in desktop
    2º Make 'Music/Special' and/or 'Video' folders inside
    3aº Convert song to xwm file type and rename to mus_maintheme.xwm
    3bº Convert video to bk2 and rename to MainMenuLoop.bk2
    4º Place files in respective folder and pack up the Data folder into a 7z/zip/rar archive, then install with mod manager
    5º ???????
    6º Profit

    14043 downloads

    Updated

  16. NSFW FutaBreed Main Menu Replacer

    Description
     
    Title says it all.
     
    Installation
     
    1º Install with Vortex or MO2.
    2º ?????
    3º Profit
     
    Credits
     
    Animation by jondoe (If anyone knows their Patreon, twitter or something, i'd appreciate a link.)
    Song - Slave4U by Britney Spears
     
     
    How to make your own Main Menu Replacer
     
    1º Make Data folder in desktop
    2º Make 'Music/Special' and/or 'Video' folders inside
    3aº Convert song to xwm file type and rename to mus_maintheme.xwm
    3bº Convert video to bk2 and rename to MainMenuLoop.bk2
    4º Place files in respective folder and pack up the Data folder into a 7z/zip/rar archive, then install with mod manager
    5º ???????
    6º Profit

    5351 downloads

    Updated

  17. Expand Holes

    VIDEO 18+
     
    IT WOULDN'T WORK IN NG/AG
    Until Lighthouse doesn't work in NG/AG. I'm not some guy in a tin foil hat, and I'm not fundamentally opposed to NG/AG, but...
    Sorry, friends, I'm not interested in switching because too many of the mods I love are still on 1.10.163.x. I won't force the transition to NG/AG because, in my opinion, it doesn't add anything interesting, but it does take away my favorite mods.
     
    NOTE: I used github version of PotC for my patch.
     
    DISCLAIMER:  I want this mod to be understood correctly—it is primarily for people who make mods and patches, so that they can create something using this mod. I have only provided an example. It is simply a good concept that I suggest you use. You can use this mod however you want in your modifications. Including inserting it in whole or in part into your modifications. It is still advisable to use the same keywords and dispels for Anus and Vagina.
     
    ⭐ What is it?
    It is a framework that allows you to expand the holes from wearing certain items, as well as ensures that the holes return to their original state.
     
    🎮 How do I use it?
    This is a framework; it doesn't do anything on its own. Modders need to use it in their mods for it to be useful. I left an example of how to use it in a quick patch I made for Plugs of the Commonwealth.
     
    🎯 You may also be interested in
    Underhelmet Hairfix
    Synths Explode Equipment
    Titshirt
    Pole Activator Framework & Dancing pole for Red Seat
    Autonomy Sex
     
    ⭕ I've seen something like this before...
    That's right. In the Animated Fannies mod. Actually, the whole idea came about after I made animations for the vagina and anus in NAF Bridge. I needed something to compensate for the lost AF functionality for wearable items. I also decided that it wasn't interesting when everything expanded only when occupied by an item, and there was no point in that, so I added a mechanic that slowly lowers the values back to their original values after the item is removed.
    Don't get me wrong, I used Animated Fannies for a long time, and I am very grateful to its author, but time goes on, the mod is written using old crutch practices, and it is difficult to scale to other NPCs. So I fundamentally changed the scheme, adding these effects to items rather than through a quest: this gives excellent scalability and the ability to use it on any item. For example, you (you being a modder) can create an invisible item that prevents the wearer from wearing armor after being raped, and add this effect so that the consequences of rape are visible. I'm just fantasizing, you can use it however you want, or not use it at all.
     
    🤪 How to use it (for users)?
    Modders who uses it should give requirements.
     
    🧐 How to use it (for modders)?
    Look at the example and do the same, create your own effects. Most of the settings are in the script properties, the magnitude of the effect is the value of the hole modifier.
     
    ☕ What body I used?
    I used body from Animated Fannies mod.
     
     
    If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated!
     

    2212 downloads

    Updated

  18. SAKR For Atomic Muscle 2.0 Refits

    SAKR For Atomic Muscle 2.0 Refits

    May the joys of SAKR shine upon the skimpy male armor/clothing mods!!!!! Using Rubber_Duck's RCP Gen Tool and Guide I have put together a rough repository of skimpy male mods as well as some normal mods that were refit for Atomic Muscle 2.0! All you need to do is install and enable Robco Patcher then install this repository and any of the detected mods below will be patched automatically!
    (All patches listed bellow were made by me so there may be some errors i didn't catch in testing, This said I did copy Rubber Duck's Vanilla and DLC files since the Skimpy Standalone Series doesn't affect vanilla record and without it you'd always be considered naked)

    Available Patches For:

    G12's Skimpy Standalone Series: G12's Patreon/G12's Discord
    - Vanilla Skimpy Clothing/Dresses Standalone
    - Flannel Shirt Standalone
    - Nuka World Skimpy Outfits Standalone
    - Far Harbor Skimpy Standalone
    - Automatron Skimpy Standalone

    G12's DLC Mod Outfit Series:
    - South of the Sea
    - Taste of Blues
     
    G12's Other Outfits:
    - Obi Kinky Outfit
    - Furby Custom Brotherhood Uniform
    - Grease Rat Garbs
    - Grease Rat Garbs Expansion
    - Eli Armor Compendium
    - Vault Tourist
    - Fortaleza Armor
    - Private Military Company
    -Private Military Company Expansion
    - Courier Duster
    - Courier Duster Expansion
    - Cross Vertibird Flight suit
    - Cross Vertibird Flight suit Expansion
    - Absolute Skimpy Attires
    - TRS Outfits

    Ulberto's Outfits: Ulberto's Patreon/Ulberto's Discord
    - Tough Traveler
    - Modular Road Leathers
    - Modular Leather Armor
    - Wasteland Ranger
    - Cross Brotherhood Recon
    - Cross Institute Expeditionary Suit

    361 downloads

    Updated

  19. Gay Paintings Collection

    Gay Painting Collection or GPC

    This is my solution to the lack of gay decor in fallout modding! This page is meant to house a small collection of simple mods that work alone or together to give people more gay options to decorate their commonwealth. As time goes one I hope to add more expansions to offer a wider range of content. Each expansion is standalone and doesn't require anything else to work unless specified in the collection section.

    COLLECTIONS:

    Gay Painting Collection: This is the base mod, consisting of 100 paintings of various themes taken from the sims 4 modding community.
    - Credit To:
      - Cubeman & Willymack - Sims 4 creators 

    Gay Painting Collection - Furry Expansion: This is a standalone expansion consisting of about 40 paintings from various popular furry artists.
    - Credit To:
      - Manyu, SigmaX, Daikitei, Dream_and_Nightmare, and more (Some of these were just taken from google images)
     
     
    Compatibility:
    This mod shouldn't have any major compatibility issues but any mod that used the Personal Painting Mod may be incompatible.
    For Example:
    "Gay (mostly retro) Paintings for Fallout 4 1.0.0" By LukeDuke 

    753 downloads

    Updated

  20. Pervert Russian translate

    Ручной перевод этого мода. Перевод самостоятельный, но все зависимости, описания и обсуждения там. В планах перевод пропатченного под него HARDSHIP и TSEX
    Если увидите какие-то странности, баги и неработающие скрипты, пишите. Есть вероятность, что накосячил.
    И да, может резать глаз смена обращения "ты" и "вы". Я выловил, где нашёл, но вполне мог что-то оставить. Буду играть сам и, по мере прохождения, исправлять опечатки.
     
     
     

    837 downloads

    Updated

  21. LiP UI

    UI for Living is Pain 
     
    LiP UI
     
    UI for displaying LiP atrtibutes for player and NPCs.
    UI for NPCs displayed in AAF scenes only.  Outside of AAF scenes one could use Know Your Friend to see LiP attributes of NPC
     
    Requires Living is Pain 0.6.1 or higher with its dependencies.
    Mod can be configured via MCM if it is installed.
     
     
    For player and NPCs same UI widget is displayed (see screenshot above)
    Widget displays LiP attributes in 4 sections:
    1. Attributes related to body areas that can be stimulated
    2. Mental attributes
    3. Other attributes
    4. Failed orgasms counter
     
     
    TODO:
     
    Sources available at GitHub

    1704 downloads

    Updated

  22. Living is Pain (alpha version)

    In post apocalyptic world, full of violence, it is hard to imagine that psyche of people remain intact. This is the framework that shows the idea how such world might affect psyche.
     
    Living is Pain (Alpha version)
     
     
    Disclaimer: work still in progress. No backward compatibility is assumed during alpha stage releases.
     
    This work was inspired by @twistedtrebla's Sex Attributes, so something could sound familiar to you.
     
    LiP Framework itself doesn't affect any aspect of gameplay, except cosmetic things that are not visible without mods like LiP UI. 
    The purpose of framework - provide usefull functionality for new mods building.
    Several sample mods are available. Probably some gamers will found them interesting

    LiP Framework provides:
     - set of new attributes for any sentient life form in the Commonwealth - by default: humans, ghouls, 3rd gen synths, supermutants. 
     - ability to extend sentient life forms list
     - many different customization points
     - logic of interdependency between these attributes
     - attributes value calculation routines
     - integration with other popular mods
     - large amount of configuration options
     
     
    Attributes and default dependencies:
    Actual purpose of attributes may vary depending on situation and game mechanics.

    Generic attributes, that reflects mental state of a character:
     

    Sexual attributes:
     
     
    Health attributes:
     
     
    Reasons of attributes changes available out of box
     
    Hits
     
    Environmental damage
     
    Kills
     
    Time elapsing
     
    Limits exceeding
     
    Combat finish
     
    Orgasm
     
    Orgasm failure
     
    AAF scene:

    Dependencies (Requirements):
    F4SE
    Additional Attributes
    F4DS
     

    Integrations:
     
    Advanced Animation Framework
    Follow AAF FM to install and configure it.
    If you have AAF installed then LiP will automatically use information from AAF
      Dependencies (requirements) if you want to have integration with AAF:  AAF Themes and AAF Informer
     
    Devious Devices
    If you have DD installed then LiP will automatically use information about DD wearing
     
    Real Handcuffs
    If you have RH installed then LiP will automatically use information about RH wearing
     
    Commonwealth Captives
    If you have EBCC installed then captives will have reasonable LiP attributes assigned
     
    Mod Configuration Menu
    If you have MCM installed, LiP configuration page will be available
     
    Know Your Friend
    If your have KYF installed then LiP attributes will be shown for NCPs.

    Samples:
    LiP Effects - initiates arousal animation when actor receives orgasm notification. more mechanics could be added later.
    Animations from following mods are used (if they are installed):

    LiP Morph - vagina/anus morhping depending on health attributes. Designed for FusionGirl Morph+ from @StaticPhobia2. Depends on LooksMenu (required)
     
    Use LiP UI if you looking for option to display LiP attributes.
     

    More detailed techical description will be added over time
     
     
    TODO:

     
    Permissions:
     
     
    Credits:
     

    4991 downloads

    Updated

  23. AAF Informer (Beta)

    AAF Informer is the F4SE plugin to simplify obtaining of AAF scenes information in Papyrus scripts.
     
     
    AAF Informer consist of 3 parts:
     - AAFInformer.dll - F4SE plugin
     - AAFCollector.exe - service executable to parse AAF XML files
     - Info.pex/Info.psc - Papyrus script to access AAFInformer.dll API
     
    How it works:
     
    At the game start up AAFCollector.exe is started to parse AAF XML files. When it finishes all collected information memorised in F4SE plugin and later this information can be accessed via API calls from Papyrus script.
     
    Following information is available:
     - For scenes (actually, positions in AAF terminology) that you can see in AAF UI - see SceneInfo structure in Info.psc
     - For scene participant(s) - see ActorInfo in Info.psc
     
    Most information is obtained from tags defined by animation authors or by themes. Themes are essential to get information from AAF scenes. Without themes installed, most likely your script will not receive usefull information.
    Tags that defines types of actors (like F_F or F_M) are ignored. Actor types retrieved from animation definitions.
    Tags that defines furniture are ignored. Furniture information retrived from positionData XMLs
     
     
    Note: animation author's XML files and themes XML files contains a lot of mistakes. Fixing them is out of scope of this tool, but I hope all mistakes will be elimenated sooner or later.
    To simplify mistakes detection usefull logs could be found in %userprofile%\documents\My Games\Fallout4\F4SE\AAFInformer.log
    Also this log contains error messages generated by AAFCollector.exe
     
     
    Implementation details:
     
    What tags are supported? All tags falls into several categories:
     
     
    How values are applied to actors?
     
     
     
    Example of script
     
     
     
    Known issues:
    1. Some positions contains location attribute that has multiple furniture groups separated by comma. Such locations are handled, but I can't test it as such position does not appear AAF UI. Probably defining multiple furniture groups is invalid location definition, but without original AAF source code it hard to say definitely.
    2. I had no chances to test AAF sex overriding with keywords. So not sure is it even working.
    3. With current system of tags it is not possible to recognize how actors are contacted with each other, so all contacts for actors with index greater than 0 are applied to actor with index 0. So scenes like "BP70 Lesbian Threesome..." might have irrelevant contact information. See below.
     
     
    Next steps:
    - try to introduce new tags system to allow definition of actors contacts exacly. This plugin will be updated on succees.
    - try to introduce new tags system to allow definition of Held/Love/Dom/Stim values for each actor. This plugin will be updated on succees.
    - try to introduce new tags system to allow definition of actor position for actors with index greater than 0. This plugin will be updated on succees.
     
     
    New system to define contacts beween actors in scenes.
     
     
    Sample file with contacts that handles tentacles made by Snapdragon_
     
    Feel free to request new features.
     
     
     

    5463 downloads

    Updated

  24. Soviet Latex Leotard

    I made this because of the lack of Soviet themed latex outfits. I originally wanted to make it less of a bondage outfit, but then I felt inspired to do some more bondage stuff. Might still make some less kinky versions if there is interest.
     
    -Suit details-
     
    Most of the suit is quite basic with a latex leotard, ballet boots and heavy cuffs. Most of the suit's functionality comes from the hood and choke collar. The hood has a large insert for fellatio that is not sealed at the back (Well the model is, but I did not want to risk clipping issues.) and a nasal vent. The nasal vent can be set to shut off if desired, but has a safety system that will re enable it if the hood detects risk to the wearer. The collar is an inflatable choke collar, but linked to the same safety to avoid risk to the wearer.
     
    The hood is locked with a magnetic key to prevent the wearer removing it (Not implemented).
     
    -Permissions-
     
    As long as you give credit you can do whatever you want with it!
     
    -Early Alpha-
     
    This is an early alpha and people have had problems with my outfits before. Please report any issues so that I can fix them.

    392 downloads

    Updated

  25. New textures for the Erotic Art mod - Expanded v3 3.0

    New textures (pictures) for the Erotic Art mod - Expanded v3 3.0 
     
    The author supernipsu kindly allowed me to replace the textures. Download the main mod from the author's page. After unzipping the archive, delete the EroticArt - Expanded - Textures.ba2 file and replace it with the Textures folder from my archive.


    1779 downloads

    Updated

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