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AAF Turn The Light ON - AAF v1.0+ Patch
By tygct
About this patch
This mod patches AAF Turn the Lights ON to make it work with newer AAF versions, since @megururu has not been active for some time I made this for myself and decided to share it recently in the mod's thread.
The problem is that the original mod won't work if "Player Only" is enabled (in the MCM) because AAF does not use a doppelganger for scenes where the player is involved, so the mod will never trigger.
It should work with any version post v1.0.0 but I cannot test them all since they are not available now.
I have kept the check for the player's doppelganger though just in case, but you should not use it anyways since the original mod works perfectly with older AAF versions.
You can refer to the original mod's page for the full description: AAF Turn The Light ON
Requirements
AAF Turn The Light ON And its requirements1078 downloads
Updated
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Skyrim Forgotten Art Paintings
By killer905
Have you played the Forgotten Art mod for TES V Skyrim? Do you miss the pretty, hot and dangerous womens? This is mod for you ❤️
Adds 46 Paintings (+2 bonus) from the Forgotten Art mod for TES V Skyrim are available in any workshop in the world of Fallout 4!
Uninstallation:
1) Remove all paintings from the settlement added by this mod.
2) Create an item in Chemistry station -> Utility -> [SFA] Paintings Remove
3) Use the [SFA] Paintings Remove item
4) Save the game
5) Deinstall the mod in Vortex/NMM/MO2
6) PROFIT!
272 downloads
Updated
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AAF Violate Patch - Custom Races & More Victims
By idkmanyolo
Note: If you have issues after installing this, remember to ask about it here instead of the main AAF Violate page. This is a new upload and may have unforeseen bugs.
This patch allows anyone to include additional races to AAF Violate without modifying any scripts. This can now be done through editing or patching the provided plugin with FO4Edit. Custom and vanilla races can be added as violators, or as mutual victims/violators. The patch also increases the maximum number of concurrent victims from the original 3, to 8 humanoid victims and 8 non-humanoid victims. Also introduced, is a new global variable that can reduce or prevent victims from leaving the surrender state and re-entering combat whenever the player encounters another hostile npc. Note that the plugin isn't light because of restrictions caused by dialogue entries.
Requirements:
AAF Violate - Version 1.61 and in working order.
AAF Voices-2.5.2-AAF Violate.fomod - Only required if you choose the voice version of the custom races patch. Any other Violate Voice mods could break the game.
FO4Edit - To add races to the plugin as you see fit.
Installation:
-If you have AAF Violate 1.61 and no voice mod for it, download Violate Custom Races Patch 1.61.rar.
-If you have AAF Violate 1.61 and AAF Voices 2.5.2-AAF Violate , download Violate Custom Races Patch 1.61 wVoice.rar, instead.
-Don't download anything if you have an older version or are using a different Violate voice mod.
-Both versions are compatible with the DLC, Feral Animations, and FCOM support that come with AAF Violate's FOMOD.
Usage, Troubleshooting, Bugs:
(For detailed instructions with images, click on the spoiler below 'Detailed Usage')
For your convenience, set Violate_Custom_Races.esp near the end of your load order so it can readily adopt most mods as masters. Enable and deploy the plugin. Use FO4Edit to add plugins with custom races as masters to Violate_Custom_Races.esp. Then add race records to the Violate_Aggressors (070010AC) or Violate_Victims_and_Aggressors (070010AD) form lists. If a race you add has human (i.e. RaiderProject.hkx) behavior graph entries, then add that race to the Violate_Humanoids (070010AE) form list as well. If you are adding a race to the Victims_and_Aggressors list, so that they are eligible as victims, you also need to make sure that their race has the "Allow PC Dialogue" option checked in its Flags. Copy the race as an override and make that change if necessary. Some creatures like mirelurks and radscorpions still won't give you dialogue options if you do this, but I'm not sure what other entry they have or lack that causes this. Anything dumber than a dog/robot/deathclaw seems to have this issue. Also, don't forget to redeploy mods after saving your plugin.
After first installing the mod, or making any changes to the plugin, load the game to a save where Violate isn't currently being triggered or dealing with surrendering enemies. Every time you make changes to the plugin, follow the same precaution. If you haven't made a change to the plugin in a while, but are clicking on a save with active victims when loading, and you keep crashing before loading completes, or soon after, you may need to load a save from before any of those victims surrendered.
If you find that no one, not even regular non-unique human, is surrendering to you, check if the quest has been stopped by typing
"sqs fpv_aggressor" in the console. If it says it is stopped, type "startquest fpv_aggressor" and then check the status of the quest again. This happened to me once while testing earlier iterations.
By default, the intimidation factor that prevents victims from going aggro when you find a new hostile npc is 0.75. I recommend something even higher if you use the feature often, like 0.95 or even 1. You can change the value with "set afv_global_intimidation to X." You might need to save and reload for the change to take effect.
If you are using the voice version, only the first 3 humanoid victims will audibly speak, as they are the original aliases. I tried copying and renaming fuz files to match the formIDs of the new dialogue, but that didn't work, so unless someone can describe what else goes into making this voice mod work, I probably won't add any new voices.
There's an issue where npcs in the BoS faction will appear to surrender, and won't actively fight, but they will still be designated as in combat and they won't give you a dialogue option to violate them. I think minutemen might also be affected. Railroad agents and synths worked just fine. This may also have to do with your allegiance to certain factions in game, as I hadn't even met Danse yet. As far as I could tell, the issue still existed for me when turning off the mod, so it may be a problem for regular installations of Violate as well. If there's enough demand, I might try to create a workaround for this.
The most jarring issue at the moment is that a lot of male creatures like super mutants and deathclaws fail to get erections when they are victims, even though all their AAF animations force them to be the aggressor. I think I want to do a script for that next.
Detailed Usage:
Acknowledgements:
EgoBallistic for supporting AAF Violate and continuing its development
4837 downloads
Submitted
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Super Mutant Females
By idkmanyolo
Note: This is pretty funny. I made this mod because I was looking for a female super mutant mod that used darklynxxx's model, but I did so during a 40 day period when this was hidden. You may prefer that instead, so check it out.
This mod allows female super mutants to spawn among regular super mutants. Most assets are from Skadi Female Half Super Mutant by darklynxxx. During AAF animations, they shrink from 1.2 scale to regular scale because there are no animations that use a human skeleton that big. Optional patches allow for these mutants to work with AAF Violate, Human Resources, or to have flaccid and erect futa penises. You have a choice of fusion girl-based body and clothing, or the cbbe-like body and clothing that come from the base Skadi mod. That choice may depend on your physics settings.
Hard Requirements:
Skadi Female Half Super Mutant
Azar Ponytail Haiystyles
Requirements for Optional Patches and Features:
OCBP for physics compatibility
MTM Physics Presets or similar to get physics to work with fusion girl
AAF Violate to have female super mutants surrender to, or defeat the player (Note: This mod's patch will also allow synths to surrender, for compatibility with my other race mod)
Human Resources to enslave female super mutants
Vioxsis Strap-Ons (ZeX Bones fixed) or any other mod that has the Vioxsis_Strap-Ons.esp. This enables futa support (it didn't have to be a requirement but it is as of now)
CBBE vs FG:
-The Skadi CBBE-ish body, or whatever it is, is nicer (except for the nipples) and has better color matching between the body, hands, and head. You may get decent physics results with it, but when I tried to get CBBE and FG physics running at the same time, it did not look good.
-The FG body is my very rough attempt at getting a body that had similar sculpting and the same diffuse map, but could work well with my physics set up. I used fusion girl reduced and this body has dismemberment that's mostly ok. I don't recall if the CBBE had dismemberment, but it might. A couple clothing items might clip more than others at this point in the mod's development.
Updating:
-If you downloaded and installed the original version of this mod, before 1.0.1, then you can download SM_Fem 1.0 to 1.01 patch.rar and have all the fixes without messing up your bodyslide or downloading files you don't need.
-This archive doesn't include SM_Fem_Less.esp, a plugin that makes super mutant females spawn at a 1:3 ratio with males. If you want that, you can download SMFem_Frequency and HR 1.01.rar and enable that plugin specifically.
Installation:
-CBBE Path:
-Install and enable Skadi. If you want working clothes physics, install the "Bodyslide with CBBEPhysics" file on that page as well.
-Come back to this page and Install SMFem_CBBE 1.01.rar and enable both plugins. Now that you have all the files and presets, if you want to use bodyslide, pick a preset like "skadi_myPreset," make changes to it, search for "fsm" clothing in BodySlide and check morphs and batch build (try not to rebuild the fsm_body_behemoth with a preset that isn't labeled with "skadi_Behemoth", unless you specifically want to change that body drastically.
-Fusion Girl Path:
-Install and enable Skadi. Installed and enable SMFem_FG 1.0.1.rar, then search for and build "FG_fsm" clothing and body parts in bodyslide with skadi_FG preset or whatever preset you create (Do not build the FG_fsm_body_behemoth file with this preset unless you really want that. By default, it comes built according to the skadi_FG_B preset).
-Patches for either path:
-If you have AAF Violate working, and can use FO4Edit, check out the Custom Races & More Victims Patch that can allow you to add whatever race you want on your own by editing the plugin. If you're not interested in that, the old way is still available as so:
[Install SMFem_Violate.rar. Enable SM_Fem_Violate_dlc.esp if you have aaf_violate_dlc_patch.esp enabled in your load order. If not, then enable SM_Fem_Violate.esp, instead. This may conflict with any other specific Violate mods that affect FPV_Player Quest. (Note: You must eventually load the game, enter "set AFV_Global_Allow_SuperMutantFemaleRaces to 1" in console, save, and then reload this save for Violate to recognize the new race.)]
-If you have Vioxsis_Strap-Ons.esp in your load order and want female super mutants to have futas, install and enable SMFem_Futa.rar.
-You can choose to install SMFem_Frequency and HR 1.0.1.rar and then enable any plugins you wish to use. SM_Fem_Less spawns females at a 1:3 ratio. SM_Fem_More.esp spawns females at a 4:1 ratio. SM_Fem_All.esp will make males extremely rare. SM_Fem_HR.esp will allow you to enslave female super mutants for Human Resources, but will conflict with any other plugin modifying that record, so you may want to merge such plugins into one.
OCBP Settings (Edit the ocbp.ini file in Data\F4SE\Plugins):
The FG Whitelist should have these additions and look something like this
If You kept the CBBE, the whitelist should look more like this:
Just Business Patches:
Try out travelmedic's implementation of Just Business compatibility. If you have any other mods that add race compatibility for Just Business, load travelmedic's plugin last, as these will all conflict. If it works for you, then merge your other JB race patches with the one you got from here.
Acknowledgements:
darklynxxx for permission to build and share FG versions of skadi assets.
Indarello for permission to use modified versions of the futa from their Strap-on mod.
If Something looks weird, let me know.
11251 downloads
Updated
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Companion Ivy 6.1 Traducción al Español
By Claudiaalv
Traducción al español del excelente mod de compañía de Ivy 6.1 del creador Reginald_001
solo son los archivos de traducidos se necesita el mod original para que estos funcionen.
INSTRUCCIONES
Descargar primero mod original y después la traducción con el gestor de mods de su preferencia
sobrescribir cuando se indica o poner después.
Requisitos:
Conoce a Companion Ivy 6.1 de Reginald_001
https://www.loverslab.com/files/file/11260-meet-companion-ivy/
Es mi primer aporte aquí en LL espero y me perdonen cualquier error que cometa
???
1620 downloads
Updated
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Kziitd Fetish Toolset - More Passionate Gag Sound
By yongkut
Gag sound replacer for female player
First of all, @kziitd's and @EgoBallistic's KFT bondage device and framework mod was a big breakthrough after the success of @Kimy's Devious Device on Fallout 4, however the gag sound wasn't perfect - some had too much reverb and noise, so I did a quick replacer mod for the gag sound and now my Ada sounded like her mouth being properly sealed instead of reverb-y and noisy gag dubbing 😬😁
As a bonus, here's a preview of my Ada being ignored for her mouth all sealed across 3 different gags
Requirements:
KFT and all of its required mods .
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Almost forgot to mention, all the gag sound was made possible thanks to X3NO's gag sound, take a look at his YT work 😊
2416 downloads
Updated
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KFT Bondage Grenade
By idkmanyolo
Note 1: This mod is heavily inspired by and originally drawn from Devious Devices - Bondage Grenade
Note 2: NPCs that surrender for AAF Violate due to this mod cannot be enslaved for human resources until you unrestrain them (machete makes this easy), attack them again and make them surrender the usual way. Another way is to use the Alternative Enslavement Crop.
Note 3: Grenades work against the female player character, but not the male.
-This mod provides grenades and a harpoon gun weapon mod that can bind targets in random KFT items, Devious Devices or Real Handcuffs, depending on settings and circumstances.
-A machete weapon mod that frees targets from all restraints is also provided. Grenades and ammo are crafted at the chem bench. Weapon mods are crafted at the weapons bench.
-Targets that aren't designated settlers, companions or unique NPCs will also submit to AAF Violate.
-You can adjust the applicable races and sexes to whatever you want by editing the main plugin file, KFTgrenade.esp. If you want deathclaws or anything else to surrender to you, you can do that.
Requirements:
Far Harbor DLC
Kziitd Fetish Toolset
Devious Devices (I'm using RC9)
Real Handcuffs
AAF Violate
Suggested Mods:
Devious Devices RC8 Male Addon 2.0 (Only required if you want to restrain male humanoid NPCs. Don't forget to edit the plugin's kg_male property from False to True)
Female Synths (To restrain female synths as seen in the gallery)
Race Lists For You To Adjust:
How it works:
-Any custom/modded races should have their plugin added as a master to KFTgrenade.esp
-Any races you want to be restrained by the grenade/harpoon gun should be added to bondnade_RACE_list (FE000028)
-From these races, any of them with male NPCs that can equip DD items, but don't use a human male mesh (like male synths) should be added to FE000029.
-Any races that don't have human bodies and can't properly wear DD or KFT items, but can wear Real Handcuffs (like Servitrons) should be added to FE00002A.
-Any races that can't wear any restraining items at all, and are mono-gendered (like deathclaws, molerats, super mutants, etc) should be added to FE00002B.
-Any races that use the human skeleton and animations (Servitrons, etc) should again be added to FE00002C.
-If a race appears in FE000028 and nowhere else, that means no surrender animation will play, and the mod will attempt to add KFT items on females, as well as an unrestricted variety of DD items on males (if male activity is turned on).
Settings For You To Adjust:
kg_amp = rate of KFT victims with amputations (default 0.05)
kg_gag = rate of KFT victims with gags (default 0.3)
kg_male = whether male humanoid NPCs are affected or not (default False)
kg_RHcollar = rate of RH victims that are given an RH collar (default 0.0)
Perhaps I'd make an MCM for these options, but the plugin would still need to be modified manually for race compatibility, so that makes it less worthwhile.
In the Downloads, there is an optional level list injection patch that will inject grenades into enemy arsenals and vendor inventories.
2198 downloads
Updated
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xml Staged Animation XMLs
Purpose:
Add animationGroupData XMLs where necessary and modify positionData XMLs to hide standalone animations that belong in staged animations and add the staged animation group from the animationGroupData XML files.
File Versioning Information:
The archive files are versioned as such:
The version of the animation pack the XML files are designed to replace followed by the revision number for these files. The revision number acts like a version number for this project respective to that animation pack. For example, if the version of the animation pack is 1.2.3 and this is the 843rd modification of those XML files for that specific version, the version part towards the end of the file before the ".zip" extension will look like: "1.2.3-843".
Anticipated Questions:
1. Why make this?
I'm a fan of minimal mods but some mods like to throw in everything and the kitchen sink. Because of this, I don't use the Ultimate AAF Patch (UAP) and instead only use Creature Resources which does not provided fixed XMLs.
2. Not all of the animations from an author have their name surrounded in brackets, why is that?
The animations with the animator's username in brackets are the animations that are believed to be staged based on the naming scheme used in the author's original positionData files.
If it isn't in brackets, then the name of the animation didn't seem to be detected as part of a staged animation with the program I wrote to generate the XML files and it was seen as a single, standalone non-staged animation.
3. Why don't you have one for <insert author here>?
Either that author already provided animationGroupData and staged positionData files or I don't use their animation pack so I didn't make one for them.
4. Will you do one for <insert author here> if their XMLs need one?
There's a good chance I won't mind. Just point me to their mod.
5. Why are some of the old comments missing in the XML files and why is it formatted differently from the original?
I did not create or modify these XML files by hand, not even with an XML editor.
I had the XML parsing library I used ignore comments and some comments were malformed to begin with.
6. Do I need both the NAF and AAF folders?
No, I just have both to support users of either mod and the files are exactly the same. Feel free to delete the folder for the mod you don't use.
4581 downloads
Updated
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Fusion Girl patch for Feline Races - Big Cats of Fallout
By poblivion
Fusion Girl patch for Feline Races - Big Cats of Fallout
It is an almost unchanged FG body, it just has paws, separate pussy and anus (does not affect the function). The body has the same functions as the FG body + some special features.
Body includes additional sliders (MORPH+) made by Staticphobia.
These morphs are used, for example, by the mod PotC Morph+ Patch 1.20 by spicydoritos.
The body itself works like a regular FG body.
You can install the patch using your favorite mod manager.
The patch contains a files for BodySlide and modified textures.
After installing the patch, you need to generate body in BodySlide !!!
The name is: Cat Races -CheetahFemBody FG, Cat Races -SnowLeopardFemBody FG v.2
This is my personal project, so please contact me directly with any questions.
Credits and Thanks:
ASlySpyDuo - Beardofsocrates - Blaze69 - Shadowliger (Feline Races - Big Cats of Fallout)
Bad Dog (Furry Fallout 4)
TheBottomhoodofSteel (ZeX - Fusion Girl)
Staticphobia (FG Morph)
spicydoritos (PotC Morph+ Patch 1.20)
456 downloads
- fusion girl
- furry
- (and 1 more)
Updated
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Fusion Girl patch for Vulpine Race
By poblivion
Fusion Girl patch for Vulpine Race
The patch contains FG hands mesh and modified textures.
You can install the patch using your favorite mod manager.
This is my personal project, so please contact me directly with any questions.
Credits:
beardofsocrates (Vulpine Race)
TheBottomhoodofSteel (ZeX - Fusion Girl)
566 downloads
- vulpine
- fusion girl
- (and 1 more)
Submitted
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Outfit Of Hookers Modular Addon CBBETWB conversion
By gegging
CBBE-TWB conversion of Outfit of Hookers Modular Addon by KinataHoru.
Requirements
esp files of the original mod
Outfit of Hookers and its requirements
1392 downloads
Updated
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Sex Attributes - Rub It Out
By SethVeeper
Sex Attributes - Rub It Out
My very first AAF mod. Causes the player to pause and Rub It Out under certain circumstances.
But why?
Sex Attributes is one of my favorite AAF mods. Occasionally it makes sense for the player to consider masturbating, but I don't want to just start it manually in the AAF widget. I *also* don't like the approach used by Sex 'Em Up that simply sets a hotkey for it. I wanted something a little more immersive, and perhaps a little more... Involuntary.
So how does this work?
Periodically (we'll get to when in a moment) a check is made based on your current Arousal rating, the length of time since your last orgasm, and a couple of other context-specific factors, against a random number. The higher these numbers are, the more likely it is that you'll need to Rub It Out. The system is fully adjustable (and explained more thoroughly) in the shiny new MCM!
I did an experimental thing; rather than a static scene length, it'll try to guess how much personal time you need to orgasm based on your Sex Attributes settings (specifically, minimum vaginal stimulation per 60 seconds). If you don't care for that, or it doesn't work well for you, you can now toggle it and set a static duration in the shiny new MCM!
When can I expect to Rub It Out?
Currently the mod checks under three circumstances:
- When you read a magazine
- - ...But only from the inventory, at the moment. Any other time - picking them up initially or reading from a bookshelf - is proving terribly finicky. The more magazines you read before closing the Pipboy, the more likely you'll decide to Rub It Out. We can now Rub It Out when picking a book up! Reading off a bookshelf without picking it up is still beyond me, though. Someday...
- When you've just finished waiting or sleeping
- - The likelihood increases the longer you waited. Note: if you waited on a chair (as opposed to sleeping) the script waits for you to stand up before checking. Otherwise you'll clip into the chair you were sitting in to Rub It Out, and nobody likes that... This *does* still happen with some beds, unfortunately, regardless of the fix. Better solutions are under investigation.
- Every 6 in-game hours that there isn't another check
- - Self explanatory, for the most part, except that waiting/sleeping doesn't count for this (It checks at the end of waiting anyways). The length can be adjusted in the shiny new MCM!
- Provided you are not...
- - In combat, in a scene, wearing power armor, or wearing a Devious Devices chastity belt. Power armor and chastity belts will instead fire off Rub It Out after you have exited/removed them. All four can be toggled in the shiny new MCM menu!
Hey, why isn't there an MCM menu?
I haven't learned how to do that yet. It's coming, I promise. There is now a shiny new MCM!
What other mods do I need to Rub It Out?
Hard Requirements
- Advanced Animation Framework should be a bit obvious. (Consider reading the fucking manual.)
- Atomic Lust and/or other animations that include the "Masturbation" tag. (Post your favorites!)
- Sex Attributes - Hard requirement for now, I'm afraid.
Soft Requirements:
- Mod Configuration Menu - for the usage of the shiny new MCM!
- Devious Devices - This is the source of chastity devices Rub It Out can check.
- Picsel's Vanilla Retexture - or a similar mod, as reading vanilla perk magazines may cause you to Rub It Out....
- Picsel's Spicy Periodicals - Rub It Out will detect this mod automatically. Reading these magazines may cause you to Rub It Out... Let me know if there's other magazine mods you might like me to add!
Tip me on Ko-Fi?
2633 downloads
Updated
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FOLON Sex Attributes patch
A small ESL flagged patch between FOLON and AAF Sex Attributes.
Requirements: Fallout London and [AAF] Sex Attributes - Framework (6/26/2024) 2.8.0
What changed compared to original.
Added residents of Brickton, Croydon, LondonEye, Eastminster, Westminster, Thameshaven etc to gossip faction of SexAttributes, which means they will spread rumors about protagonist after sex.
Slight change in perversion perk names and their descriptions to fit in London. For instance, Gunner's Bitch is now JackTars Bitch, with incoming limb damage from JackTars.
Small change in the main script, expanded list of factions for perversion perks: Miller's Men and Charter House Miller's Men are grouped with hooligans for perversion perk Raider's Bitch. This means if protagonist will be raped by Millers Men, a perversion perk may be obtained.
Gangs Bitch, which originally could be obtained by being raped by Nuka World factions, now also include London gangs as Vagabonds, IODS, Roundels and Pistols.
Added London creatures in list of creatures for Animal's Bitch perk. Bighorners omitted due to having unique skeletons, which not supported by AAF. Lavrae and Floaters missing as well for different reasons.
Superclones may cause Supermutant's Bitch perversion perk, ANGEL Clones are lumped with synths for Synth's Bitch perk.
Moved Dr.Neura from Memory Den in Goodneighbor to Abandoned Restraunt in Lewisham. Over here https://joric.github.io/maps/fallout-london/#Abandoned_Restaurant if you don't know where it is.
Installation: either with a mod manager or manually
None of the stuff used in creating this patch is mine. Two of the scripts which were slighly modified belong to twistedtrebla
Again in the event if twistedtrebla will decide to release an official compatibility patch with FOLON, I'm taking this down.
Credits and thanks:
TeamFOLON for creating Fallout London
twistedtrebla for creating AAF Sex Attributes and making its resources available to public
ElminsterAU for creating xEdit and keeping it updated through years
522 downloads
Submitted
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Random Strap-ons
By idkmanyolo
NOTE: This mod will spawn a randomly selected strap-on every time a new AAF animation is initiated, which happens multiple times during a staged animation. If you have a lot of staged animations and can't tolerate the jank of a different strap-on spawning mid-scene, that's totally reasonable and you can skip this mod. Animations that were more likely to involve staging included those from gray user, zazout, and farelle. Other ones were less problematic but could still do it if you picked certain animations.
If there's a file that does this, I couldn't find it, so I made an edit to the plugin from Vioxsis Strap-Ons (ZeX Bones fixed), adding a couple more strap-on entries and a level list that can randomly select one of them. To set this up, you need to install the requirements, activate desired plugins, and then make some changes to a few XML files in Data\AAF.
Requirements:
Strap-on,viodoe,dick for female/servitron 4.2 (At least I think so. The futa texture and stuff is from there)
Vioxsis Strap-Ons (ZeX Bones fixed) - ENGINE XML Patch [01/26/24]
Plugins:
Vioxsis_Strap-Ons.esp - main file, will replace the one currently in your load order
Vioxsis_Strap_Servitron.esp - a patch to allow servitrons to wear these strap-ons. You can edit this to add other races.
XML Files:
In Data\AFF you want to back up any of the following files if they are there:
-Vioxsis_Strap-ons_equipmentSetData.xml
-Vioxsis_Strap-ons_actionData.xml
-_EXP_EquipmentSetData.xml
-_EXP_ActionData.xml
-SABA_EquipmentSetData.xml
Then you want the contents of Vioxsis_Strap-ons_equipmentSetData.xml and _EXP_EquipmentSetData.xml to look something like this:
You want Vioxsis_Strap-ons_actionData.xml and _EXP_ActionData.xml to look like this:
And if you want random strap-ons with SABA animations, you would change SABA_EquipmentSetData.xml to this:
I didn't include replacement XML files here so you have the opportunity to do it manually and observe if there are any tweaks you want to make, such as prohibiting certain races or named NPCs, etc.
1160 downloads
Submitted
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[AAF] Bound In Public (Male Dialogue)
By HimboSeraph
A simple edit of twistedtrebla's Bound in Public mod for male players
Description:
I a very gay man loves to mod my games and was a bit disappointed that some fantastic mods didn't really have any up-to-date patches for male characters, so I decided to make a simple overwrite of the dialogue from this mod that changes the female oriented text to male while trying to keep the same kind of style. This DOES NOT REPLACE THE ORIGINAL file only edits the text.
Pls Note:
I am not a mod maker I don't know how to fix bugs or solve conflicts. I have tested this and experienced no issues (It's only a dialogue edit)
Requirement:
Bound in public v1.3.3 and its requirements
Installation:
Create an empty mod then drop the esp file in. Make sure its after Bound in Public in Load Order
613 downloads
Submitted
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FSM-Extreme body - light nipple fix
By jarno5
Hi Everyone!
So.. After a good 5 years of using the FSM Extreme textures, and after doing some preset work, i noticed on both nipples that there is some color banding present on the original diffuse texture. This issue is present on any diffuse texture using the "Ligth Nipples" option. The dark option does not suffer from this color banding. Once you see it, you cannot unsee it, so i guess its time to pull off some texture editting..
Im a total noob when it comes to any sort of texture work, and i made this "Fix" using good ol Paint.net with the DDS plugin.
After some trail and error, this is yet the best version i could muster up. The right nipple (in screenshots) is pretty much done. The left nipple could still use some more love as the banding is still there (not as bad as the OG texture)
I have include a premade compressed texture that i personaly use in-game where i applied my fix.
The one im using from the OG mod is.: FSM Body Textures Extreme Full - Clean-48510-1-0-1605772139\diffuse\lightnipples\outie\allover\clear\bare
I have also include the nipples in a seperate TGA file that you can layer over the any diffuse light nipple OG texture to apply the fix yourself.
To apply the fix, you will need a program like Paint.net that supports layering and DDS file handeling.
Steps for paint.net
1. Open your preferred diffuse body texture in paint.net
2. Open the TGA nipple file include
3. Make sure to zoom out in both files!! Otherwise the textures wont line op right.
4. Make a new layer in the diffuse body file (Make sure this layer is on top, should be by default)
5. Copy the nipples from the TGA file into the new layer
6. Merge the layers by doing Image > Flatten
7. Safe and compress with the following settings:
BC3 (Linear, DTX5)
Check, Generate mip maps, Bicubic.
Check, Use gamma correction.
Save and done!
Place your new file into the texture directory:
Fallout 4\Data\textures\actors\character\basehumanfemale
OG textures can be found here! All credits to the original author!
https://www.moddinghaven.com/mediawiki/index.php/Fallout_4_mods/FSM_Body_Textures_Redux
Request!
I guess ill use this opportunity to request anyone with proper photoshop skills and/or texture edditing knowledge to assist me in fixing this "the right way"
If you can pitch in on this one, its much appriciated!
546 downloads
Updated
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FGEP - Feral Ghouls Expansion Pack - AAF Patch
By Allnarta
Description
Patches FGEP - Feral Ghouls Expansion Pack creatures so they will be able to use AAF animations, as they all use vanilla creatures skeletons.
Many creatures have wee as for V 1.5; others models will be also patched later.
There is optional AAF Violate patch that will allow to submit to all mod's creatures. If you use AAF Violate DLC patch, disable it, as FGEP Violate patch accummulate all of it's additions to quest array.
Requirements
FGEP
AAF
Installation
With any mod manager or manually.
Known quirks
-Orange exploder version lose body when AAF animation starts. I'm still to investigate what exactly happens.
-Tank becomes significally bigger when AAF anim starts - it's because tanks use about 0.6 scale of actual behemoth skeleton model.
Discord
You can find patches, some dev showcases and exclusive mods on this discord server: https://discord.gg/9QZh48BK6G
9045 downloads
Updated
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TortureDevices
By EgoBallistic
Description
This mod provides animations, furniture, functionality and everything else that could be seen as or used for a torture device.
Torture Devices provides two main things:
- Craftable furniture like X-Crosses, Pillories, Wooden Horse, 3pPole, etc, that can be crafted at settlements and to which you can assign settlers
- A framework of keywords, magic effects, and animations that allows mod authors to add bound animations and behavior to bondage gear.
Current Content in TD version 2.1 :
General :
- A "TortureDevices" workshop menu, accessible via the workshop main menu, for craftable furniture
- NoFighting MagicEffect (Blocks the ability for Player and NPCs to fight)
- RestraintMovement MagicEffect (Blocks Running, Sprinting, and Jumping (Player Only))
- A MCM menu to use the idles in game
Animations :
Furniture:
Static / Compound Devices:
Updates / Uninstall
- If updating from version 1.9 or newer, it is safe to uninstall the existing version and install the new version.
Future Plans
- More MT restraint animations
- More keywords to apply restraint animations
- More spells for restraint effects
- Integration of gag sounds and other bondage functionality
Functionality / For Modders
Requirements
TortureDevices itself requires nothing but Fallout 4
Credits and Special Thanks
- Vader666 for creating the Torture Devices mod
- ShadeAnimator for the F4 Animation Kit
- Ag12 for helping me getting started with Scripts and AI Package handling
- The guys who are writing the CK wiki pages
- The ZaZ Animation Pack Guys
- DexesTTP for HKXPack
- Gray User for new hobble, armbinder, and yoke animations added in 2.2
- naaitsab for new X-Cross textures and materials files added in 2.2
- JB for the crop impact texture
Full Changelog
935804 downloads
Updated
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Female Synths
By idkmanyolo
Note: You can now download a modified script that allows synths to surrender for AAF Violate.
This mod adds female synths to gen1 and gen2 synth races. Females spawn in a roughly 1:1 ratio with males. Gen1 are white, gen2 are tan and legendaries for both are grayish with glowing lights. They work with strap-ons and can wear any human clothes while still appearing as synths. Patches are available to get synths to work with Human Resources. Tell me if something looks consistently weird. Also tell me if it works like it's supposed to.
Requirements
This mod should work with both CBBE and Fusion Girl. There are no meshes of any kind provided, but necessary ones, among other resources, are found below.
-Synth Overhaul - C.A.S.T
-MONSTERaider - Female Synth Skins (CBBE - Atomic Beauty - Fusion Girl - TWB)
-Synth Looksmenu Skin Override
-TheKite's Health Care Division Synth Uniform (If using Fusion Girl, also install this)
-Ponytail Hairstyles by Azar v3.0
-Kim Hairstyle (This was updated May 2025)
-The Eyes Of Beauty Fallout Edition
Some of these may require building in BodySlide
Recommended
-AAF Violate, so that synths can assault the player and eventually surrender in turn.
-Human Resources, so that female synths can be enslaved and work in brothels. This will require one of the patches mentioned below.
-Alternative Enslavement Method, since Violate does not allow synths to surrender and be captured with the enslavement baton.
Patches
There are archives you can download to apply optional patches. Each contain two light plugins for you to choose between. Do not enable more than one plugin from the same folder, they will conflict, but make sure to enable whatever it is you do want before deploying mods.
-Synth_Fem Frequency Patches:
Synth_Fem_More adjusts the ratio to be 4:1 female for any synth using leveled lists to determine appearance.
Synth_Fem_All makes all synths female if they use leveled lists for their appearance. Any synths that call their traits directly from a vanilla synth will still be male.
-Synth_Fem HR Patches:
Synth_Fem_HR requires Human Resources as a master and allows female synths to be enslaved and work in brothels.
Synth_Fem_HR_wServitron does the same thing but also requires Servitron mod, and allows servitrons to work in brothels as well. If you have any other races you want to add, you can do so to whichever of these two plugins you enabled. If you have another plugin that does this for other races, then there will be a conflict until you copy all the races into one plugin.
Peculiarities
-Female synth heads have neck gore. Not sure about this. Dismemberment looks really weird with or without it. See their limbs as an example.
-Sometimes I see a female DC guard following me when I reload a save, but so far it was only when I spawned a test npc that isn't supposed to appear otherwise.
-Equipping an outfit that replaces the full body slot of one of the legendary synths will cause the lights to go away and just become white with no emission. I guess that's the compromise for making every human outfit wearable.
-Since violate doesn't work yet, I pacify a synth and then equip the enslavement crop to enslave them.
Acknowledgements
-RayV12 and veter75n on Nexus for Face data, as collected by EgoBallistic in Commonwealth Captives.
-Viewers like you.
4998 downloads
- sexual content
- synth
- (and 1 more)
Updated
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[Patch/Fix] Wristcuffs "fix" for Devious Devices removal via other mods
By Franco Cozzo
I don't know how common this is for anyone else, if its just part of my specific mod order/setup but I kept feeling ultra-cursed when I got locked in some wristcuffs in game due to being unable to unlock them with willpower or the armor bench. Regardless, if you also had that issue, this should fix it for Sex Attributes and the Bench Unlocker.
Changes:
-All disconnected-style (free hands but wearing cuffs) wristcuffs now have the same keyword as connected ones (hands together cuffed), basically meaning that Sex Attributes and DD Bench Unlocker should work with all standard disconnected cuffs now
-Blindfolds don't block power armor anymore, because it didn't make sense to me.
-Removed wristcuffs keyword from dd_harness_chain_locked_rusty + silver since I think that was giving me removal issues too (it still has the suit keyword for removal)
-Added gag-effect and blindfold-effect and power-armour blocking to black latex hood (Red has them already and it made sense to add them to black rather than remove them from red)
Possible conflicts:
-DD Enchantings has a tag to block fast travel on the blindfolds so you will need to choose if you prefer that effect or mine (whichever loads last in your mod order should get preference)
-Any mods checking to see if the wristcuffs connected/disconnected and changing that status will likely fail if this is loaded, they won't be checked as "disconnected"
-I don't know how the change will effect anything else.
Permissions: I probably should have just uploaded this to the DD support thread in hindsight. I can't give permissions for this really beyond saying you can personally do what you want with it as long as it's in line with the rest of the permissions for DD.
Requires Devious Devices 2.0_RC9_Beta2_HotFix, should work on other versions
Set the mod to load after DD2RC9
562 downloads
- devious devices
- dd
- (and 2 more)
Submitted
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Harvesters: Pie
By DEMMERS
BETA | | Very far away from being finished. Worked on this back in 2020-2023, instead of letting it die, I decided to come back to work on it.
There is going to be lots of issues, I will read on the Support forum and add issues to a list, then squash them as I find time and am willing to do so.
What does it do?
It adds GURO content, where you can chop up some fems and cook them into various foods. Or just collect the parts. Not sure what you do with them, but thats you.
- There is a new crafting station, in that station is a Razer Blade of sorts, equip the blade (machete) look at a female corpse and hit the new button and tada. You have butchered the corpse. You can then collect your pieces from looting them.
- In the crafting station you can also craft various foods from them, very unbalanced, but it works.
tldr; You can butcher dead females for their parts to either eat or cook with. // Or as some may, decorate with.
Played Skyrim? Know of Namira's Goat? This is a full rewrite and remesh, but the idea was ported over. Looks well enough, and works. I have plans to expand this system but not sure exactly how I want to do so.
Bodytype is only FusionGirl right now, and only works on females. Male support will be added in future itterations. Other bodytypes are not planned at this time.
Craft the station, use the special machete, and have fun. If anyone makes any addon mods, or creates a new feature share it with me. And we'll go from there.
You may NOT repost this mod or any of its contents on other sites without my written direction and approval. I will craft a message you can display showing my approval via DMs, if you do not have this, I will request a takedown.
1132 downloads
- butcher
- fusiongirl
- (and 3 more)
Submitted
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slaves Human Resources
By HR_Sinop
Human Resources
Mod Contributors:
Malphias - Slave Market 3D Cell Space Morgenrot_68 - Voice feature
What is this mod?
This is an MF / MMF / MMMF / MMMMF / Creature + Female focused enslavement mod with focus on settlement gameplay. Currently, it allows you to:
Enslave any NPC in the game via Knockout Framework Or AAF Violate. Assign the slaves to a settlement using the Human Resources Manager Terminal
Assign Male slaves to “normal” workshop jobs
Assign Female slaves as Breeding Slaves or Prostitute
Female slaves can be made submissive
Submissive slaves can be converted to Prostitutes Submissive slaves have a dialouge option (when following the Player) to work from the current location The Player can collect the earned money
Breeding Slaves and Prostitutes automatically attract nearby male (non slave) clients
Breeding slaves play only aggressive or semi-aggressive animations and earn a small amount of caps
Prostitutes also play consensual animations and earn more caps (+ and they have a nice outfit)
Collect caps payments from customers via a safe
Attract brothel customers via a beacon to your settlement
Customers are automatically asking slaves for their services
Serving customers increases the fame level of your settlement
Fame influences the amount of slaves / attracted customers of your settlement
How to get started:
On any Chem-Station, build one Enslavement Baton and several Enslavement Kits
Wander around in the wasteland and Knock a humanoid NPC (e.g. Raider, Gunner,…) out using Knockout framework (e.g. using a blunt weapon, such as a baseball bat). Alternatively, you can just hit an NPC that has surrendered via AAF Violate!
While out of combat, hit the knocked out character with the Enslavement Baton (You must carry an Enslavement Kit to enslave an actor)
Talk to the new slave, tell the slave to move. The slave will now follow you.
The slave is mortal, so guide the slave well!
With your slave following you and having reached a settlement, build ONE Human Resources Terminal (Furniture à Misc)
Optional: Build ONE safe
Optional: Build ONE Advertisement Beacon
Optional: Build prisoner mats from the Prisoner shackles mod (Only mats that fit thematically to slaves are registered, such as kneeling, sitting,…)
Access the terminal, activate it and transfer the slave to this settlement
Assign the “Breeding Slave” Role to the new slave (if it’s a female)
Command the slave as a normal settler (if it’s a male)
Optional: Power the advertisement beacon and activate brothel advertisement function. Brothel clients will be attracted, which will ask Breeding Slaves/Prostitutes for services Customer Attractor Rugs (furniture -> misc): New Customers that visit the settlement will sandbox randomly around one of the built rugs If no rugs are built, customers sandbox around the HR terminal Mechanics:
Slave follower capacity:
Determines how many slaves can follow you. Can be increased by enslaving more NPCs (Using the Enslavement baton)
Submissiveness:
Every time the slave served a certain amount of customers (currently 5), a submission roll is performed. The result of this roll can be:
Failure: All other slaves in the settlement gain confidence, making it harder for them to be made submissive
Partial Success: The chance of making the slave submissive is increased for the next rolls.
Success: The slave is now submissive, all other slaves in the settlement lose confidence
Some actions also increase the chance of submission; such raping the slave when it is following you (Will be extended in the future)
Settlement Fame:
Determines how many slaves and customers can be present in your settlement. Can be increased by letting customers use Breeding Slaves / Prostitutes. Decreases if a customer dies in your settlement.
Feature: Slave Butchering
You need a Butchering knife, craft it at any chemistry station.
Hit a slave with the butchering knife to butcher it. IMPORTANT: THE SLAVE MUST BE TRANSFERRED TO A SETTLEMENT!
Butchering a slave kills it and yields human meat. You can sell or eat human meat or you can use it to build creature attractors. Butchering male slaves gives a small meat bonus.
Feature: Settlement Creatures
IMPORTANT: If you upgraded from HR 7 or below and already have a HR terminal in your settlement, you MUST enter the terminal and click the “creature overview” menu first. Just click it and exit the terminal to get the system going. If you build a new terminal this is not necessary.
With the butchered meat from human slaves, you can build creature attractor objects in your settlement (located in furniture - > misc). Each object attracts a creature to roam around. The object itself gives a small security boost and the creature itself gives a medium boost to security. Once a creature attractor is built, you must have an advertisement beacon powered and enable customer advertising in the HR terminal.
These creatures will defend you settlement and use your breeding slaves/prostitutes. They will make slaves submissive more quickly than normal customers, but do not pay for the service. They also do not increase settlement fame.
The amount of creatures that can be present is determined by your creature capacity. The creature capacity can be increased by increasing the settlement fame level (see above).
Currently supported creatures:
Slave Market! (by Malphias)
Where?
Fast Travel to Concord, the door should be directly in front of you to the right.
How does it work?
Go to the Slave Market Terminal. There you can sell slaves that are currently following you.
The Market has a level and a slave for sale capacity. Increasing the level also increases the capacity of the market. You can increase the level of the market by buying and selling slaves.
I can’t see any slaves, what shall I do?!?!?
Go to the Slave Market Terminal and click “Restock slaves”. Exit the terminal and wait 15 real seconds. The market should get re populated. The amount of slaves that can be restocked will increase over time (until the capacity limit is reached).
How do I buy slaves?
After restocking with the slave terminal, you should see new slaves in the Auction cell or the cell upstairs. Simply talk to them and you should see a dialogue option to buy the slave. The slaves with names cannot be bought, they are just "eyecandy".
What can I do with Slaves that are for sale?
You can try a slave (50 caps, starts an AAF scene) or buy it. The price is determined by the attribute points and the submissiveness of the slave. Bought slave are functionally the same as slaves that were enslaved by you personally.
Customer Activity
Once you have hit “restock”, a market breeding slave will start servicing the market customers.
Requirements:
Hard Requirements (Must haves):
Nuka World F4SE Workshop Framework Some Animation Mods AAF AAF Themes One of these: (using both might cause bugs) AAF Violate (Recommended!, MUST BE Violate Version >= 1.55 (dec 2021)) Knockout Framework (NOT Recommended!, causes crashes and glitches...) Optional Addon: Non lethal armory Real Handcuffs Torture Devices
Guide for setting up AAF infrastructure:
Optional (Enabling certain mod features):
Prisoner Shackles WITH HAPPINESS BONUS HOTC Settlement Edition SOUNDFILES from the download section
Optional Sub-Mods (may or may not work)
Furry Fallout 4 Compatibility Alternative Enslavement Method General nice-to-have mods:
In game esp explorer
Baka ScrapHeap
Installation
Install it with your favorite Mod Manager.
For Modders
The Sourcecode is available in the download section. Feel free to Study/Modify/Improve it.
Legal
You MUST NOT re-publish this mod anywhere in the Milky Way galaxy. You MUST NOT use this mod to create content that promotes extreme political views or child abuse. You MAY develop sub-mods/ additional content for this mod. You MUST notify me if you do so.
Credits
Malphias for providing the 3D Market Cell
ignotum_virum for Just Business
The technical process of creating slaves was mostly copied from him
Seb263 for Knockout Framwork
Kharos for Real Handcuffs
Dagobaking for AAF
Mlucke for Prisoner Shackles
Rbddc 12 & associates for HOTC
Kinggath for Workshop Framwork and the Bethesda mod School Series
EgoBallistic for his Mods and answering my stupid questions
Todd Howard for existing
Changelog
424422 downloads
- settlements
- brothel
- (and 2 more)
Updated
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PipBoy Tabs - Sex Stats [Sex Education, MCG, Both]
By Allnarta
Description
Simple mod that utilize PipBoy Tabs Framework features and integrates player's sex stats to pip-boy.
Has three versions as for now:
-Sex Education PBT - adds SexEd Consensual, Rapee and Raped statistics to pip-boy STATS tab.
-Magnu Cum Gaudio PBT - adds MCG Sex Stats to pip-boy STATS tab.
-MCG+SexEd PBT - utilize stats from both above mods, using SexEd Con, Rapee and Rapist stats instead of Sub/Dom stats from MCG to count rape/raped encounters.
Note that stats may be not 100% accurate due to nature of target mods (for example, SexEd can count Cons sex as rape if rough animation was involved during sex), it's something I cannot fix without editing internal mod's functionalities.
All plugins are marked as 'esl, so will not take load order slot.
Requirements
PipBoy Tabs
MCG for MCG only mod variant
SexEd for SexEd only mod variant
MCG+SexEd for combined variant
Installation
Choose desired mod version and install with any Mod Manager.
Use only one version at a time, they will not work together.
Credits
Neanka
anghelos92
spicydoritos
2507 downloads
Updated
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Sex Education
By spicydoritos
Earn configurable experience points for having sex (through AAF).
Why would I want this?
Because your character has a lot of sex and you want to level up faster? At the very least, you want a little compensation for time spent on your knees.
Personally I think this mod is best for play styles that are lighter on combat and heavier on sex. At the extreme end, that style might even stem from a prostitution scenario mod like Hardship, where XP is otherwise pretty hard to come by. Furthermore, not only is the bonus XP useful as an indirect source of self esteem for Sex Attributes, but SexEd also now includes the option to directly grant self esteem from consensual sex!
Isn't there another mod with a similar effect?
Lucrative Augments includes one augment that grants experience points for sex. Sex Education simply provides a more configurable version of this effect in a stand-alone package.
Features and Other Gritty Details
This mod works for any player gender and AAF animation, except for animations tagged hugging, dancing, or pose (kissing tags may be excluded in the MCM). Player can be pitching, catching, licking, spanking, or anything in between; XP will be granted as long as you are an actor in the animation. However, masturbation gives no XP. You only learn with at least one partner!
Sex Education includes the following MCM settings:
Requirements
-Vanilla Fallout 4 (no DLCs needed)
-AAF with working animations. Sex Education contains no animations of its own.
-MCM, for mod settings and overall function.
-Tags for your animations (soft requirement). The main effect of missing tags will be a non-working Aggressive Sex XP% setting. I recommend installing AAF Themes. Alternatively, you can use animations that are tagged by the author, like those made by SavageCabbage (1.2.4+) and BP70 (2.7+). Certain patches add, revise, or substitute their own tags as well.
-Optional Requirement: AAF Spectators. If installed, integration settings can be used to earn XP when NPCs watch you have sex.
-Optional Requirement: Sex Attributes. If installed, integration settings can be used to earn self esteem after consensual sex.
Known Issues
-Gen 3 synths all use human race, so they'll be tracked as one race type instead of separately. Arguably, that's how they should be treated anyway...
-If a player animation starts while a separate NPC animation is in progress, player may receive XP credit for the NPC's spectators (when using AAF Spectators integration).
My Thanks To
-kinggath, who I cannot praise enough for his incredibly detailed and informative “Bethesda Mod School” series on YouTube. Don't stab around in the dark, go learn from his hundreds (thousands?) of hours of modding experience.
-EgoBallistic, twistedtrebla, and Nebuchadnezzer2, all of whose excellent scripting I studied, scoured, pondered, and otherwise picked apart to figure out how to make my mods hum.
-Double secret bonus thanks to Nebuchadnezzer2, whose top notch Cum Overlays mod had such a good AAF listening structure that I tried my best not to just plagiarize it directly (and partially succeeded).
-Special thanks to the AAF Help discord for sorting me out back when I was a wide-eyed newbie, to whom the secrets of mod-making were akin to sorcery.
-Honorable mention to Saya_Scarlett for the often thankless work of maintaining the definitive AAF Fucking Manual.
Permissions
Feel free to re-post, re-host, patch, translate, and/or incorporate into your own mods as long as the result is freely available and not paywalled. Just give credit back to me and the original LL post. No support offered for sites outside of LL.
208281 downloads
Updated
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Cursed DD Enchantings - Redux²
By jbezorg
This is a remake of Kanlaon's Cursed DD Enchantings - reloaded converted to Devious Devices RC9 with support for Kziitd Fetish Toolset.
New Games
Wait until you get out into the world and enable the mod then.
When Updating or on First Install
TL:DR version. Wait until you see "CDDER - MCM Updated" in the startup notification spam.
There's an intentional delayed start of the mod based on the number of mod files installed to allow those mods to complete their setup. The wait is: # of mod files / 10 seconds. So if you have 300 mods installed there's a 30 second wait in addition to the normal delays associated with scripting in FO4. During that time you'll see notifications of what mods were detected and "CDDER - MCM Updated" when completed.
Incompatible Mods
Raider Pet Tweak 0.5 and I have absolutely no clue as to why even after looking over the mod's scripts and it having no direct conflicts. Not even a duplicated texture. But with this mod installed CDDER will not start.
Required Mods.
Mod Configuration Menu
Strongly Recommended
Skimpy Armor Keyword Resource (better restrictions on what can be worn) Wasteland Dairy Framework (for parasite side effects)
Supported Mods
Sanity Framework Sex Attributes - Framework Provocative Perks Kziitd Fetish Toolset - Angeli's Techsuit
Conflicting Mods
Expanded Gag Dialogue for KFT 1.0.4 and lower. 1.0.5 is okay
Basically it's an upscaled version of Deviously Cursed Wasteland.
Don't Use "Take All" Immediately. Take 1 item to trigger the roll and wait for the outcome. You can then use "Take All" for a short time on that container for a short time after. See this post for the reason why.
Animals, meat bags, feral ghouls, will not trigger a devious device trap. Instead you have a chance of a tentacle parasite. Fusion Girl only though it can work with CBBE with clipping. Additional side effects with Wasteland Dairy Framework installed. Remember to build it in Bodyslide. You can turn it off in MCM and get the regular DD tentacle parasite.
There are additional clothing restrictions with Skimpy Armor Keywords installed. e.g. you can't wear pants with plugs but you can wear skirts. Nipple piercings won't strip off the player's boots. etc. Tops, bottoms, skirts with a DD harness or straight jackets Bottoms with DD plugs BUT skirts okay Tops with DD nipple piercings Legs with DD leg cuffs
You can drink but can't eat when wearing a gag. When picking up food you can elect to drop it or keep it. If you keep it, it gets placed inside a container. You then have the option to empty that container into a cooking station, chem cooler, or refrigerator. If you use AN76. Melon, noodle cup, vegetable soup, iguana soup, squirrel stew, and ragstag stew act as food and drink and stay in your inventory.
You can sneak and jump when wearing Devious Devices. Depending on the device, enemies will gain a detection bonus. e.g. ankle chains.
Robots and synths can have an optional multiplier to the trap chance in MCM.
You can choose a ratio between Kziitd Fetish Toolset or Devious Devices RC9 in MCM. i.e. Set at 70% KFT and 30% DD means that a trap has a 70% chance to pick from KFT items and a 30% chance to pick from DD items.
Power Armor can block traps if enabled in Settings. Optionally Power Armor frames can be trapped - There's a chance for the USB Type V from Provocative Perks and a chance for a KFT Angeli Techsuit.
Tentacle Parasite can now result in obtaining the Tentacle Bait perk from Provocative Perks. Off by default. You have to remove the parasite before it's first transformation. It auto removes itself after a 4th transformation. You can set the number of sex events to trigger a transformation in MCM. You need Science 2 to be able to create the BO57 cream to remove the CDDRE parasite. You need Science 1 to be able to create the cream to remove the regular DD parasite. Both types of Special Cream has a 30% chance to be available for purchase from any Doctor. Price will be expensive.
Keys are only added to locked safes and will only be added if there was also a chance to trigger a trap.
i.e. MCM "Cursed Loot Chances" -> "Cursed Safe chance" set greater than 0 and opening a locked safe.
Manually resetting/restarting CDDER
Use the following in console. Or drop "cdderkickstart.txt" in your F04 directory and use that.
stopquest Bo57_VersionControl stopquest Bo57_cursedLootController stopquest Bo57_MCMandUtilities resetquest Bo57_VersionControl resetquest Bo57_cursedLootController resetquest Bo57_MCMandUtilities startquest Bo57_VersionControl
Then save and restart the game.
Getting Support
If you experience an issue, post your load order & mod list when asking for help.
Otherwise you're showing up at a repair shop, asking for a fix, and didn't bring the thing that needs to be fixed.
Vault Meat assets by Grine & Ruthless Peasant
cdderkickstart.txt
12409 downloads
Updated