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Sexual Content

Adult oriented Fallout 4 mods that add Sexual related content.

179 files

  1. Beta AAF Family Planning Enhanced with Voiced Dialogue (Adds sound files and some new dialogue to EgoBallistic's mod)

    This mod revises and adds sound files to EgoBallistic's original mod AAF Family Planning Enhanced Version d2021.12.14.  There are no changes to the way the mod is installed or the way it functions so use EgoBallistic's mod page for instructions on how to install and use Family Planning. 
     
    Disable his original mod if you use this version.
     
    This mod does not work with InvictusBlades' version of Family Planning Enhanced.  Because this mod changes the scene dialogue in the Family Planning .esp file, you cannot simply copy this mod's sound files over to InvictusBlade's mod.
     
    This mod adds voiced dialogue for all doctors, including settler doctors, in the base game.  It does not cover DLC doctors (Teddy Wright in Far Harbor and Mackenzie Bridgeman in Nuka World) yet.
     
    This mod adds voiced dialogue for fathers in the base game including super mutants, even Strong.  It does not cover raiders, scavengers, gunners, triggermen, ghouls, or the BoS yet.
     
    This mod is a beta.  It works great for me, but I'm sure we will discover bugs when other people use it.  I created it because I wanted to hear my dialogue with the doctors.
     
    Voiced dialogue created using Elevenlabs.

    165 downloads

    Submitted

  2. Modern Vintage Porn for VotW

    Context
    When i looked for some nice porn to add to my Fallout via Videos of the Wasteland, i noticed that every mod i could find would either be a original vintage porn film, or some unashamed new, colorful thing. I don't like the old stuff and want the new stuff to feel a bit more grounded for my game. So i set out and made my own little thing.
     
     
    What is this?
    This mod adds 3 new Videos to the Videos of the wasteland holotape workbench. All are Fallout themed, and edited in a way to seem old timey by me.
    The name of the holotapes include the name of the Artists, if you want to look up more
     
     
    Compatibility
    Compatible with everything
     
     
    Bugs
    Currently there are a bunch of empty Holotapes in the workbench called zautoniden that autovideo put there. You can ignore these.
     
     
    Future Plans
    I am planning to build upon this by adding more videos, and removing the zautoniden ones. But i don't know when i will find the time, so i wanna put the first three out there now.
     
    If anyone know their way around Videos of the Wasteland Video creation (or autovideo), hit me up. I have questions.
    And if you have cool videos that fit in this collection, link them, and i might add them.
     
    Please tell me!
    Please tell me if you like the mod. It would really mean a lot.
    And if there are things I could improve you can also let me know, and maybe i can improve that.
     
    Acknowledgments 
    Thank you  RazorWire, Dertspovor06 and AGreatWeight for Videos of the wasteland
    Thank you to TheDestroyerOfWorlds for AutoVideo.
     
    Included videos:
    The Shoop - Piper Wright Fucked After an Interview
    Suoiresnu - Vault Girl
    AlenAbyss - Vault Girl Standing Sex Creampied
     

    434 downloads

    Submitted

  3. Human Resources x Crime & Punishment - Integration Bridge

    Human Resources x Crime & Punishment - Integration Bridge
     
    (Soft-Dependency Patch)
    About this Patch
    Have you ever wanted to seamlessly combine the intense surrender mechanics of Flashy(JoeR)'s Crime and Punishment (CAP) with the capture and enslavement system of Human Resources (HR)? This patch builds a direct, script-based bridge between both mods. 
    With this integration, NPCs who have surrendered via CAP's combat mechanics can now be directly captured using your HR equipment (e.g., the enslavement baton). 
     
    How it Works (The In-Game Experience)
    Normally, both mods run their own independent systems for subduing enemies. This patch alters the hit-detection logic of the HR enslavement weapon. 
    When you strike an NPC, the script now actively checks if they are currently in a "surrendered" state triggered by CAP. If so, the NPC is smoothly processed by the Human Resources framework, just as if you had captured them through standard HR methods.
     
    Technical Details & "Soft Dependency" Magic
    One of the biggest issues with compatibility patches is the dreaded "Missing Master" CTD (Crash to Desktop) if you decide to uninstall one of the mods. This patch is built differently.
    Instead of forcing a hard plugin dependency in xEdit, this patch utilizes a 100% safe, script-level "Soft Dependency" using Papyrus (Game.GetFormFromFile). 
    Dynamic Detection: The script dynamically searches for Flashy_CrimeAndPunishment.esp and its specific surrender keywords.  No Crashes: If CAP is installed, the bridge is active. If you uninstall CAP, the Papyrus script simply returns None, bypasses the CAP checks, and your HR weapons revert to their normal vanilla behavior. No crashes, no broken save games! Initialization Check: Upon loading your game, a custom alias script will check your load order and notify you: "HR-CAP Patch: Crimes & Punishment successfully detected. Patch activated!" (Or it will warn you if CAP is missing).  
    Requirements
    Human Resources (HR) - Hard Requirement (The patch modifies HR scripts/weapons). Crime and Punishment (CAP) - Soft Requirement (Highly recommended for the patch to actually do something, but your game won't crash if it's missing).  
    Installation / Uninstallation
    Install via Mod Organizer 2 (MO2) or Vortex.  Place the patch below both Human Resources and Crime and Punishment in your load order. Safe to install or uninstall mid-playthrough! If you remove the patch, your HR weapons will simply revert to their default, unpatched state.

    284 downloads

    Updated

  4. Transfer Settlements - Longfellow Estates at Archers Point

    Transforms Longfellow's rugged island into a premier seaside locale. Featuring the iconic Lynn Woods Tower as a historic lighthouse and a fully refurbished boardwalk, this build offers a stark, brightly-lit contrast to the gloom of the Fog. The build is dotted with nude elven archer statues, hence Archers Point.    
      Details on this build: Added the Lynn Woods Tower as a historic lighthouse on the rocks. Lit and visible from afar, even in fog. Replaced the boardwalk with a functional version which now leads straight to the beach. Added gift shop housing general/clothing store and gym. Added dedicated medical facility with surgical bays. Replaced the Longfellow's Cabin with a combination bar and workshops. Longfellow can now enjoy a cold one any time to the day. Added bunkhouses throughout. The two by perimeter serve as weapon platforms for fog threats. Wrought iron fence beach-to-beach. Bubble turrets on concrete posts defend openings/outer areas. Large pump house with windows located along the shore. Windows and lights make it clearly visible to those huddling for warmth at Far Harbour. Added beach side decor: Lifeguard shack, seaside bar, parasols, and deck chairs. Placed several large Skyrim statues of nude elf archers throughout. Radiators/power lines run underground in key areas for remote lighting without view obstruction. Every building has independent power.   Settlement Features 32 bunks. 150+ food. 1150+ defences. 420 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.   Requirements   Downloadable Content Far Harbour Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Beach Workshop. Core elements related to making this a viable beach side resort.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Advanced Bubble Turret Set (Realistic No Power version).  Additional defensive capability around the fence line. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.   Unrelated But Useful Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.   Setup   Clearing the area can be done quickly. Still, save often just in case you scrap a cliff or dirt terrain that may lead to visual glitches. Be sure to maintain cliffs and dirt mounds to avoid visual glitches.   Clear trees from the line drawn by the tree trunk that has fallen over the path leading into the settlement all the way back to the end of the point.   Note.  Visual glitches have been noted when scrapping terrain near the path leading to Longfellow's cabin.   Build a Transfer Settlements console from Power > Miscellaneous on the rocks in front of Longfellow's Cabin.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   No additional requirements other than to confirm that all power has been restored as expected.   Want to have permanent bikini-clad settlers hanging around the beach? Do the following: Position yourself at a prime location by the beach. E.g., fire pit. From the console type: Player.PlaceAtMe 20593 5 This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console. Repeat the above for more settlers using the idles.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.0 Initial release of this build.

    61 downloads

    Submitted

  5. Transfer Settlements - Murkwater Oil - Pipeline Monitoring Station

    Murkwater Oil - Pipeline Monitoring Station

    Murkwater Construction has been re-imagined into an oil pipeline monitoring facility. Given that most of it is swampland, the facility was built on stilts to maintain operations through the apocalypse.
     

    Details on this build:
    Created a multi-level coherent structure that incorporates BOS and pre-war industrial pieces to create the illusion of this being a viable facility the settlers found and adapted for use. First deck: Large tailing pond used to grow nearly 60 food in tarberries, additional planters for varied food, dedicated shops and medical facilities.  Second deck: Catwalks over the industrial site, bathroom, gym, and bunk room. Third deck: Workshops, monitoring station, power generation. Piping, silos and industrial equipment, and Istacks added to fit in with the theme of Murkwater Oil.  
    Note. Warehouse glass pieces have a reflection component that may tank your framerate within the industrial area. See Unrelated But Useful for more information on mods that may help.
    Settlement Features
    32 bunks. 130+ food. 675+ defense. 280 power. 120 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.  
    Note. Tailing pond may not animate as expected. I've seen some cases where the settlers to to ground level to reach the tarberries instead of floor level. An option to avoid this at import is to filter out the Tarberries (001D1A, 001D1C) and Lake Water (000D9C, 03DE49) from the blueprint and place Homemaker planter tables and food. 
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Automatron
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components for most of the settlement. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps. Homemaker. Mostly used for decorations, furniture, and miscellaneous objects. Advanced Bubble Turret Set (Realistic No Power version). Sole defensive capability for the settlement itself.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for some of the flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that 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. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
    Setup

    Clearing the area is straightforward, remove everything. In fact, this is one of the few settlements where ScrapAll works.

    Some of the foliage cannot be easily scrapped. To remove it using the console:
    Select the offending brush, tree, or bumper of a wrecked truck . Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous in front of the settlement workbench.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than confirming that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.  The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
     
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates 

    Version 1.0.0
     
    Initial release of this build.  

    66 downloads

    Submitted

  6. Cookie Workshop

    👋 | WELCOME ⋆.ೃ࿔🌸*:・ I present to you my first work (I'm referring to the separate workshop menu with new items).

    ❯❯❯❯ This mod includes some furniture (tables, chairs, sofas, armchairs, nightstands, etc.)

    ❯❯❯❯ Rugs (Various designs, in red and pink tones, 12 in total)

    ❯❯❯❯ Posters (Various sizes, with worn-out details)

    ❯❯❯❯ Paintings (Available in standard and adult versions, in various frames)

    ❯❯❯❯ Power Supply (100 kW generator and several connectors)

    ❯❯❯❯ The "Miscellaneous" menu contains radio receivers and amplifiers tuned to the 99.90 frequency. They play the CD-RW radio station built into this mod. To activate the radio station, you need to  obtain the magazine, which is located on the workbench in the Red Rocket.

    🌌 Installation: Unzip and place all contents in the Data folder, or use your favorite mod manager. The file is converted to ESL. Activate the mod and play.
    You can craft a potion in the Chemistry Lab to safely remove the mod. Keep this in mind to avoid damaging your save.

    ☄ I'm a fan of Retrowave, Synthwave, and Retro Cyberpunk styles. I was inspired by this theme after creating the mod for the Player House. By the way, check that mod out ⤵︎

    Helga HQ - Player Home (modeer Cookie - Delicious)

    🏞 I finally decided to make some interior items. I might not have done too much, but I hope to continue adding new items to further expand the selection, so to speak.

    (‘•.•’)? I hope you enjoy this mod. If you have any questions, please leave them in the comments; I'll try to accommodate all your suggestions or concerns.

    ✌︎㋡ If you liked my work, don't forget to give it a like!
    ♡ྀི ₊ And if you'd like to support me financially, you can do so here:
    Support ( ๑ ˃̵ᴗ˂̵)و ♡
     
    Thank you for your attention, ✧ *BYEEE*✧ 👋😊
     














    664 downloads

    Updated

  7. Transfer Settlements - Greenleaf Pharms (Greentop Nursery)

    Greentop Nursery has been re-imagined into a Greenleaf growing operation, dispensary, and associated headquarters. This build works around the visual glitches caused by the scrapped home by working around it entirely. The area plagued with visual glitches is now a warehouse that sees little to no traffic.
     

    Details on this build:
    Removed the home to create a cohesive brick and warehouse glass structure. First deck: Dispensary area featuring all shops, large warehouse, laundromat, and medical clinic. Second deck: Washrooms, kitchenette, bunks, and gym. Third deck: Washrooms, bunks, and employee break area. Greenhouse has been repaired, extended, with a visible warehouse floor. Warehouse annex to the greenhouse, that functions as a workshop, and two levels of turrets on the roof. Warehouse electric doors have been added for the greenhouse and annex. Underground radiators are used to hide much of the cabling.  
    Note. Warehouse glass pieces have a reflection component that may tank framerate when you are in the dispensary. See Unrelated But Useful for more information on mods that may help.
    Settlement Features
    32 bunks. 150+ food. 680+ defense. 240 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Power switch on the third deck will turn on and off the settlement beacon to save players from having to tcl onto the roof. Cat, dog, and child included in the build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for some of the flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that 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. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
    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. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
    Setup

    Clearing the area is relatively straightforward. Remove the greenhouse, home and associated shack.

    Maintain the following:
    The internal components of the greenhouse. Existing support pylons and spray lines. Maintain just enough of the mutfruit plants to keep the settlers assigned.
    Some of the foliage cannot be easily scrapped.
    Select the offending brush, tree, or bumper of a wrecked truck. Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous down the hill near where the fire pit was, where caravans come in.
     
    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.
     
    Note. The electric garage door for the warehouse is not wired in. It is purely decorative because an operational door would make the visual glitches worse.
    Optional

    The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:
    Select the lantern besides the workshop and type getpos z to get the elevation. Select the workshop itself and type setpos z <value> using the above elevation.
    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.0
    Initial release of this build.  

    88 downloads

    Submitted

  8. Transfer Settlements - Oberland Station Interpretative Museum

    A Transfer Settlements blueprint that completely re-imagines Oberland Station into a pre-war train interpretative centre. The most notable feature is a multi-level museum with a train engine acting as the centrepiece. This build is a fusion of Homemaker brick walls with vanilla warehouse glass pieces.

    Details on this build:
    Three storey structure with a working mechanical level. First deck: Train exhibit, shops, and medical facilities. Second deck: Gym, bunks and washroom facilities. Third deck: Kitchen, bunks, and washroom facilities. Mechanical room: Working laundry, power, water, and workbenches. Repaired the roof for the switching station, while converting it into a barbershop and spa. Added a large water tower to fit in with the overall decor. Hidden radiators and wires are used to power some of the lights.
    Settlement Features
     
    30 bunks. 175+ food. 630+ defence. 200 power. 90 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, dog, and child included in the build. No visual glitches observed from this build.  
    Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and flooring.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that 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. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
    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. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.
    Setup

    Clearing the area is relatively straightforward. Remove flora, food, garbage, rubble. Leave the following intact:
    The existing food production. The switching station, but clear out the inside. The train tracks.
    Scrapping within the switching station an be risky. To reduce the risk, you can do the following:
    Select the switching station to get the Reference ID (REFID). REFID.Disable Scrap without risk. REFID.Enable
    Build a Transfer Settlements console from Power > Miscellaneous on the tracks near the edge of the build area nearest to the switching station.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Optional

    There is a brand new settlement workshop near the existing one. This serves as a reference to move the existing workshop in it's place. This is purely for aesthetics, but it does make the settlement look better. Do the following steps in order:

    Select the new workshop and use the following:
     
    getpos z getpos x getpos y getangle z
    These are the values I extracted:
     
    setpos x -45666.39 setpos y -4482.37 setpos z 1583.14 setangle x 0 setangle y 0 setangle z 0
    Scrap the new workshop as it is not functional.

    Select the original workshop and apply the values procured:
     
    setpos x -46104 setpos y -4368.05 setpos z 1569.18 setangle x 0 setangle y 0 setangle z 184.34  
    Note. While the above can be a copy and paste, confirm the values and save prior to making the changes.
    Notes on Imports

    Transfer Settlements recommends leaving the area after import and not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.0
    Initial release of this build.  

    91 downloads

    Submitted

  9. ❤️‍🔥 Tasty Cookie - Full HD/2K/4K Load Screen ❤️‍🔥

    Hi all!

    A simple loading screen substitute, without fanaticism (‿ˠ‿) Ɑ͞ ̶͞ ̶͞ ̶͞ لں͞ 😏

    I made it for myself and thought I’d post it here. I want to see if such content is worth bothering with at all. Write what you think about this. All the best!
    If you wish, you can support me here: Makita_ip - DonationAlerts😃




    855 downloads

    Updated

  10. Transfer Settlements - Tenpines Bluff HalluciGen Experimental Crop Facility

    A Transfer Settlements blueprint that completely re-imagines Tenpines Bluff as an experimental crops facility by HalluciGen. Most of the usable space fused into a single coherent structure of Homemaker brick walls with vanilla warehouse glass pieces.   Details on this build: Two floor structure (with a courtyard) that uses most of the build space for the settlement. First floor: Stores, bunks, bathrooms, laundromat, workshops, and medical facilities. Second floor: Gym and over one hundred greenhouse tables. Courtyard: Bar, singing settler, slot machines, and drink dispensers. Combination of brick walls and warehouse glass walls, creates an expansive space that still feels like you are outside. Entire second level, except for the gym, is enclosed in glass. Hidden radiators and wires are used to power some of the lights.   Settlement Features 31 bunks. 175+ food. 715+ defence. 300+ power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Settlers appear able to move freely, with minimal difficulties observed. Cat, dog, and child included in the build. No visual glitches observed from this build.   Note. Warehouse glass pieces add a reflection component that can tank your framerate when you are on the second deck. See Unrelated But Useful for more information on mods that may help.   Requirements   Downloadable Content Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour   Hard Requirements Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.   Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.   Soft Requirements Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for the singing settler and flooring.   Nice to Have Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. 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. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement.
      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. Glass Roofs Stop Rain and Snow - Various Mods Patches. Stops rain and snow from going through glass roofs. Glowing Glass Fix. Changes the glass textures to reduce glare and reflection.   Setup   Clearing the area is relatively straightforward. Remove flora, food, garbage, rubble, the destroyed home and shack.   You will be required to scrap some trees beyond the build area in addition to the unscrapable tree within. For these you will need to do the following. Select the tree. Disable MarkForDelete   Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.   Build a Transfer Settlements console from Power > Miscellaneous in the corner where the food workshop was located.   Note. Import should be done with Workshop Mode enabled.   Tasks After Import   Because you cleared all food prior to the blueprint import, you'll need to re-assign the settlers already there. Additionally, confirm all power has been restored.   Optional   There is a brand new settlement workshop near the existing one. This serves as a reference to move the existing workshop in it's place. This is purely for aesthetics, but it does make the settlement look better. Do the following steps in order:   Select the new workshop and use the following:   getpos z getpos x getpos y getangle z   These are the values I extracted:   setpos x -22190.01 setpos y 89346.05 setpos z 6138.54 setangle x 0 setangle y 0 setangle z 171.89   Scrap the new workshop as it is not functional. Select the original workshop and apply the values procured:   setpos x -22185.38 setpos y 89303.74 setpos z 6159.34 setangle x 0 setangle y 0 setangle z 181.06   Note. While the above can be a copy and paste, confirm the values and save prior to making the changes.   Notes on Imports   Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.   The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.   I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.   Note. This blueprint was tested with Transfer Settlements working under Stable.   Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.   Notes on Power and Performance   These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.   Warning for Dynamic Lighting Users   If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.   Optimization for Complex Builds: Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance. Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file. This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.   Note. I cannot guarantee the above will work.   A Special Thanks To   Thank you to Caladon for creating the template that makes blueprints installable.   Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.   Updates   Version 1.0.0 Initial release of this build.

    84 downloads

    Submitted

  11. Transfer Settlements - Nordhagen Beach Hotel

    Nordhagen Beach is transformed from an isolated beachside farm into a sprawling beach resort with a working dock. The build delivers high defence, population, and food production while leaning heavily into the classic resort aesthetic.
     

    Details on this build:
    Added a large two-storey L-shaped hotel hugging the road and bridge-side of the shore. Hotel includes a basement that conceals power and water generation while providing workshop space. Added a fishing wharf with a docked fishing trawler. Added a smaller dock dedicated to a singing settler. Added beachside decor: palm trees, lifeguard shack, seaside bar, parasols, and deck chairs. Placed a large Skyrim statue as the settlement centerpiece. Several power lines and radiators routed below ground level for ambient lighting without obstructive pylons or visible lines.
    Settlement Features
    32 bunks. 190+ food. 775+ defences. 260 power. 90 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Halloween Decorations Wasteland Workshop
    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. Beach Workshop. Core elements related to making this a viable beachside resort.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Singing Settler. Beachside performer and some flooring. PsBoss Statues from Skyrim. Skyrim styled statues for aesthetics. 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. Still, save often just in case you accidentally scrap something important like the cliff face or the main fishing shack. Scrap everything but the following elements:
    Existing food plants. Existing fishing shack structure. Clear out the inside, and wooden pad leading into it.
    You need to scrap the leaning power pole and the associated wires. For the wires you will need to do the following:
    Select one of the wires. Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous facing the workshop.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than confirming that all power has been restored as expected. You will likely need to lower the warehouse block adding additional collision meshes on the singing settler platform. Doing ModPos Z -15 from the console should send the block to the correct depth.

    Optional

    Want to have permanent bikini-clad settlers hanging around the beach? Do the following:
    Position yourself at a prime location by the beach. E.g., fire pit near the stage. From the console type: Player.PlaceAtMe 20593 5 This will spawn five settlers. Want to change a NPC? From the console select the NPC and type: recycleactor Using something like Crazy's Muli-tool, strip the NPC, and open their inventory to add in appropriate clothing. Additionally you can do it from the console. Repeat the above for more settlers using the idles.
    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.0
    Initial release of this build.

    126 downloads

    Submitted

  12. Transfer Settlements - Somerville Place a Farming Community

    Somerville Place is defined not only by its convenient location near the Glowing Sea and a Gunner vault, but also by its unforgiving terrain and the lone Destroyed Home structure. This blueprint builds on that to create an expansive, thriving farming community. The added barn, homes, and structures form a layered defense strong enough to make even a legendary alpha deathclaw will think twice.

    Details on this build:
    Repaired the destroyed home to house the diner, general store, and clothing store. Created an elevated area with retaining walls for access to four bunkhouses. Added a large two-level barn: ground floor used as gym, upper level serves as a workshop. Placed two large cisterns beside the barn to conceal water generators while preserving the farm aesthetic. Dedicated medical facility with surgical bays. Dedicated laundromat that also houses the barbershop. Added a large bunkhouse nearer to the water to fully enclose the settlement. Every structure equipped with independent power. Double-flooring used throughout to reduce settler fall-through issues.
    Settlement Features
    30 bunks. 140+ food. 860+ defences. 420 power. 63 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
    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. Standing Stones from Skyrim. Skyrim styled statues for aesthetics. Gruffydd's Signs and Posters. Billboards and signs. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout. 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 scrap the destroyed home. Be sure to maintain:
    Destroyed home, but toss the contents. Existing food plants and surrounding fence. Tree with swing. Water pump. Fire pit.  
    Note. To make scraping less risky around the Damaged Home consider using Disable during the scrap and Enable when done. Be sure to note the home's Reference ID in case you click on another object by mistake.
    Build a Transfer Settlements console from Power > Miscellaneous facing the workshop.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.0
    Initial release of this build.  

    103 downloads

    Updated

  13. Transfer Settlements - County Crossing Motel

    What is missing by a military training facility? A motel!

    County Crossing is transformed into an L-shaped motel that gives off a by-the-hour vibe. This build delivers high defence, population, and food production while leveraging the Settlement Objects Expansion Pack High Rise pieces to give it a distinctive look.
     

    Details on this build:
    Added a large three-storey, drive-through L-shaped motel. Workshops, power generation, and water located on the third level. Rooftop planters for additional food production (viable even in sieges). Large concrete area with vintage cars (scrap if concerned about explosions). Existing power lines along the settlement activated for perimeter lighting. Placed a large Skyrim statue as the centerpiece (hides flames from an unscrapable fire pit).
    Settlement Features
    34 bunks. 150+ food. 680+ defences. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to 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. Settlement Objects Expansion Pack. Primary build components for the settlement. Homemaker. Concrete floors, retaining walls, decorations, furniture, and miscellaneous objects.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
    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 one of the power poles. Be sure to maintain:
    Existing food plants. Power lines traveling along the road facing the nuclear power plant.
    Some of the foliage cannot be easily scrapped.
    Select the offending brush or tree. Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. If that happens Enable will recover the object.
    Build a Transfer Settlements console from Power > Miscellaneous in between the fire pits.
     
    Note. Import should be done with Workshop Mode enabled. Tasks After Import

    No additional requirements other than confirming all power has been restored as expected.

    Optional

    The workshop ends up being lower than the floor level of the motel. This can be corrected with two quick commands:
    Select the lantern besides the workshop and type getpos z to get the elevation. Select the workshop itself and type setpos z <value> using the above elevation.  
    Note. The window shutters can only be accessed from the outside. You'll need to use tcl to reach most of the windows. Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.0
    Initial release of this build.  

    87 downloads

    Submitted

  14. Transfer Settlements - Boylston Club Coastal Cottage

    A Coastal Cottage that lives up to its name: A rebuilt three-storey cottage with basement and fixed garage, that offers commanding views of the fish plant and mirelurk queen spawn points. Meets the goal of building within the existing template without sacrificing food production.
     

    Details on this build:
    Removed existing cottage and cleaned out the sinkhole. Created a three-storey cottage with large observation area. First deck: shops, bar, and medical facilities. Second deck: bunks, washrooms, gym, and barber shop. Third deck: bunks, and washrooms. Basement: power, water, and laundry. Repaired garage serving as a workshop. Added large Skyrim statue near entrance as showpiece. Discounting rooftop turret lines, only one visible power cable from the exterior. Radiators/conduits routed below surface for lighting without marring views.
    Settlement Features
    28 bunks. 170+ food. 525+ defense. 200 power. 60 water. Tier 3 Medical, Restaurant, Clothing, and General Store. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to 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 Enclave Remnants
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets in the basement and roof outcroppings. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Used for flooring in the gym and barber shop.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. TRX Trixter Statues Collection. Skyrim styled statues for aesthetics. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    Setup

    Clearing the area is relatively straightforward:
     
    Remove the existing cottage and clutter found throughout the build area. Remove the damaged roof for the garage and the clutter within. Do not remove the garage itself. Remove all clutter within the sinkhole itself. This significantly expands the usable space.

    A few elements cannot be scrapped normally, in this case you will need to do the following:
    Go into the console. Select the object (E.g., ivy or wood plank). Disable MarkForDelete  
    Note. Disable first in case you selected the wrong object. In that case Enable will recover the object without consequence.
    Build a Transfer Settlements console from Power > Miscellaneous facing the workshop.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    No additional requirements other than to confirm that all power has been restored as expected.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    Notes on Imports

    Transfer Settlements recommends leaving the area after import and to not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.0
    Initial release of this build.  

    82 downloads

    Submitted

  15. Sexual Harassment +

    What is this?
    A fork of the "Sexual Harassment" mod with an additional features.
    Are you tired of turning the "approaches" feature on and off? Does it annoy you when a harasser disrupts normal gameplay? Have you ever forgotten to turn the feature back on?
    Well, this mod provides a solution to that problem. To get rid of an unwanted harasser, simply draw your weapon just before they approach.

    New features:

    1) When the dialogue begins while your weapon is drawn, new dialogue options become available:

    IMPORTANT:  you need to draw your weapon before approach (when you see hint that someone is watching you). Weapon doesn't need to be aimed at NPC, you just need to have it unholstered. 

    [FOCED END] - it forces harasser to flee and harassment ends, a failsafe option to simply get rid of harassment instead of turning mod off.
    [AIM WEAPON] - you can ask aditional questions and agree to harasser terms eventually. - This is default, lore friendly dialogue you should choose for immersion.
     
    Devious and collar master approaches doesn't have those options for obvious reason.

    2) No Harasser approach while in workshop mode

    3) No buttslap dioalogue.
    Because some mods out there makes butt slap very frequent, i removed dialogue after this event. If player activate molester, he will just say some comments.

    4) Molestation skip 
    If you have a lot of clothes on you (Vtaw) and molestation scenario takes forever to get you uindressed, you can now give up and skip to last scene.



    I decided to create a fork because it can be installed alongside the standard version of SH, and you can switch between them at any time.
    I have @TwistedTrebla’s—the author of the original mod—permission to create this fork.
    All credit goes to the author of the original mod, who created one of the best NSFW mods for FO4.

    Known issues:
    - voiceover mods no longer compatible. Unfortunatelly I needed to change some dialogue otions, expect some problems with standard voiceover mods.
    I plan to make new voices for this mod in future as soon as I finish changing dialogue options.

    How to use:
    Install as seperate mod, disable original SH.
    Mod should be before Pervert in load order (same as standard FPSH)
     
    Thanks to all ppl that helped me test this mod. You are great support and source of ideas!
     
     
     
     

    5259 downloads

    Updated

  16. Floozy Furniture RU

    Только перевод Floozy Furniture, сам мод по ссылке.
    Позволяет строить рабочие места для шлюх, где они 24 часа будут принимать разные позы(встроено) и торговать бухлом, автоматически меняя наряды.  При наличии НАФ или ААФ с ними можно потрахаться. Если поставить мод того же автора на посетителей поселений, то можно создать и нормально работающий бордель. (а то все, имеющиеся здесь, моды на проституцию НПС, это лютый ПЦ)
    Отдельно добавил архив с коррекцией особо вырвиглазных текстур, ну и часть из них "разрисовал".
     
    В процессе эксплуатации выявилась пара ошибок
    1 Примерно трети рабочих мест аффтырь забыл добавить ключевое слово запуска анимации. Соответственно, назначенные на них шлюхи просто тупо топтались перед станком.
    2 Обычные кровати были названы(и, соответственно, переведены), как рабочие места.
    Для исправления заменить esm.
     
    Добавляю переводы свежих модов того же автора Settlement Visitors 2.0 и Vulgar Settlers and Visitors 2.0.
    Первый добавляет посетителей, шарахающихся по поселениям и занимающихся всякой ерундой. Их можно нанимать. Частичная альтернатива НПС-тревел, не создающая его проблем.
    Второй неплохо заменяет всякие "автономии", опять же не вызывая их проблем.
    В общем, все три мода взаимодополняют друг друга.
     

    509 downloads

    Updated

  17. Perverted mechanics

    This mod is a synthesis of several ideas taken from this forum and slightly reworked.
    Main features:
    - Covering animation when naked
    - Arousal from being naked
    - Addition/removal of perks from the Provocative Perks mod. Adds when player gets status "slut". Perks are related to dominance and submission parameters.
    - Auto-masturbation for sluts and drunk girl.
    - Debuff (blur) from strong arousal
     
     
    AUTO MASTURBATION
    It has two operating options.
    1. Automatic masturbation with a timer. Depends on the heroine's intoxication, her depravity, and the presence of people around.
    2. Activation via wait animations. This also depends on intoxication, depravity, and the presence of spectators, but is somewhat more immersive. You'll need to find a secluded spot for a few seconds of wait (2-3 seconds) before a sequence of animations begins, leading to an AAF scene.
     
     
    PERKS
    I added PVPK perks based on dominance/submissiveness, injuries, and intoxication.
    - life Of The Party gets slut or drunk girl
    - Tentacles will harass traumatized girl
    - Nymphomania is for sex addiction >90
    - Homewrecker is for sex addiction >80
    - Edge Master, Psychosexual and Shameless flirt are for dominant girl
    - Dubcon, Town Bicicle and latex Fetish are for submissive

    They are currently fixed at the values of Sexual Attributes. But I want to make them upgradeable in some other way. For example, for a dubcon, experience a forced orgasm N times. For a psychosexual, kill N enemies with arousal >90. And so on. 
     
     
    KNOWN ISSUES
    - Covering Animations Conflicts with the More Ways of Washing Mod. I haven't encountered any issues with other washing mods (CWSS and BYOP). Apparently, this is because MWoW is the only one that uses IDLE, while the others focus on furniture animations.
    - When drawing a weapon while IDLE, the weapon draw animation may play twice. I know the reason and I am thinking about a solution.
    - Currently, animations can trigger while in WORKSHOP and WORKBENCH. I've already figured out what to do with this and will fix it in the next version.
    - T-pose when exiting IDLE directly into a sprint. This will also be fixed in the next update.
    - There's some confusion with the cover animations. I don't know what could be causing this yet. A temporary solution is to switch between different combinations in the MCM when the heroine is clothed and when she's undressed. But I'm still thinking of moving some of the conditions from FO4Edit to the scripts.
     
     
    HARD REQUIRES
    Installed AAF
    SAKR
    Patched clothes. I use Rubber Duck's SAKR Repo and make own patches with his Rubber Duck's SAKR/RCP Gen 0.9.0. But sometimes you have to use FO4Edit for adding keywords to OMODs
    Sex Attributes
    Provocative perks 
     
     
    SOFT REQUIRES
    Devious devices for Chastity belt 
    NSFW Sounds for some perks
    Animated tentacles for perk
    Pervert for some perks
    Perverted electrics I created it to control arousal in this mod. The blur and sounds from high arousal will make combat impossible.
    And i recommend to install all soft requires of Provocative Perks. 
     
     
    COMPABILITY
    This may cause issues when used with other animation-based mods, such as Smokeable Cigars, More Ways of Washing, and Advanced Needs. I'll try to make compatibility patches, but I can't promise they'll be perfect.
     
    Supported mods:
    Smokeable Cigars - Cigarettes - Joints - With HardCore Auto Save
     
     
    CREDITS
    I used animations created by @kziitd, @RohZima and timanca. Thank you.
     

    6090 downloads

    Updated

  18. R34 Fallout 4 Animated Main Menu Theme-Ellie TLOU2

    A simple Adult Main menu theme replacer based on TLOU2 character Ellie with video and audio. Tested on 1.10.163. Probably works fine on all versions as its simple UI edit. This is my first attempt at learning simple interface modding so kindly forgive any mistakes. And feel free to comment about any issues.
    Source R34
    Tools used ;
    RAD video  for the bk2 clip
    Audacity for audio mixing/merging.
     

    1378 downloads

    Updated

  19. 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.  

    746 downloads

    Updated

  20. 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 

    701 downloads

    Updated

  21. Sex Em Up - Russian voices

    Русская озвучка мода. Поскольку ЭгоБаллистик поленился прописать реплики для разных типов НПС - не удивляйтесь, что мужчины разговаривают женскими голосами...

    321 downloads

    Submitted

  22. Transfer Settlements - Sanctuary Hills - The Heart of the Commonwealth

    A Transfer Settlements blueprint that turns Sanctuary Hills into a thriving community. This build scraps every original building and even parts of the seawall to make way for proper homes, shops, a hospital, a hotel, and docks. The outer hedge is sealed to create a natural barrier against attack, and most buildings carry turrets to provide overlapping fields of fire.
     

    Details on this build:
    Three-storey Hyperion Hotel with pool area, working elevator, and dedicated gym. Features a mix of private suites and communal sleeping areas. Two-storey hospital with working elevator, three surgical bays, bathrooms, and a recovery ward. Single-level pub, the Siren’s Song, with stage for a Singing Settler. Includes easy roof access. Two-level General Store with storage, front counter, workshops. Includes easy roof access. Anne Hargrave’s clothing shop with fitting rooms and extensive display space. Smiling Larry's Weapons and an armour store using Better Armory Mod for intricate displays. Barber shop with multiple chairs and lingerie display racks. Multi-purpose workshop / classroom combination. Includes easy roof access. Jetty with two functional buildings (laundromat and storage). Bunker near the bridge with holding facilities. A greenhouse for increased food production. Fully recreated player home featuring a working kitchen, child’s room, master bedroom, bathroom, and laundry room. Several bunk houses, most with two or three bathrooms, small kitchens, gym equipment, and bunks. The approach to Vault 111 flattened for a children’s park with retaining wall and bubble-turret defence. The iconic central tree in the cul-de-sac replaced with a working fountain.
    Settlement Features
    68 bunks 330+ food 2550+ defence 840+ power 150+ water All Tier-3 stores (Medical, Restaurant, Clothing, General, Weapons, Armour) Dedicated gym area Vault-Tec drink dispensers and slot machines Fully working sinks, showers, and fridges Power routed through conduits to minimise visible wiring Every building has independent generators, ensuring a single generator failure never disables turrets Child, cat, and dog included  
    Note. Visual glitches are minimal and vary heavily based on mod load. Outward-facing windows on most structures were deliberately removed to reduce glitches.
    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Automatron Enclave Remnants
    Hard Requirements
    Transfer Settlements. Required to import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pools, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. Mods listed below are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art and Erotic Art - Expanded. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Singing settler in the pub and some flooring. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Better Armory Mod. Great mod for creating an armoury and displaying associated weapons. Invisible Furniture. Adds invisible markers that are used as idles for settlers and pets. Gruffydd's Signs and Posters. Billboards and signs. Trixter Statues Collection. Sexualised Skyrim statue that appears as you near the cul-de-sac. 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. Family Planning Enhanced or Family Planning Enhanced Redux. Will import an assignable child into the settlement. Devious Devices. Puts in Devious Devices workbench.
    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. * The Sanctuary Bridge. Replaces the wooden bridge with a concrete variant. This build is not specifically optimised for this mod.
    Setup

    Clearing the area is straightforward but time-consuming. Remove all trash, brush, trees, and structures from Sanctuary Hills, with the following exceptions:
     
    The hedge on the outside perimeter. The seawall from the outer edge of the settlement to the pillar furthest from the bridge. The remaining area is rubble and can be cleared. The road, sidewalks, and driveways. You can remove the bricks leading up to the homes. The Sanctuary sign by the bridge. Shaun's crib. Move it onto the road and place it back later.
    The end effect is a large empty area, which will be resolved once the blueprint gets imported.

    Build a Transfer Settlements console from Power > Miscellaneous anywhere on the road. I prefer to place it nearer to the cul-de-sac as you can see the larger structures take shape.
     
    Note. Import should be done with Workshop Mode enabled.
    Blueprints
    Sanctuary Hills is a massive build containing over 8,500 pieces, which can complicate the import process. Two import options are available:
     
    Single Import File. Available for all versions. Features the full settlement with every piece. You will likely get prompted that a piece or two were missed during the import, but the process is done in one sweep. This is the recommended method unless your system cannot handle it all in one go. Import Pack. Available for version 1.0.0 only. Sanctuary has been separated into three files with a focus to build required items before dropping in the structural elements. With this process you will end up with a lot of floating elements until you are done. Part 1. Includes all of the mods except for Homemaker and Far Harbour. This will setup and connect the whole power grid. Part 2. Includes all Homemaker and Far Harbour elements which will finish off the structures. Note. Using the import pack means leaving the area long enough for the cells to settle (Transfer Settlements recommends 24 in-game hours) before moving forward with the next Part.
    Tasks After Import

    Move Shaun's crib back into his bedroom.

    For version 1.0.0 is likely that the pool and fountain will be missing water pieces. Just add the items to complete the look after the site is stable.

    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 often crashes the game.

    The easiest way to get away and save is to coc GraygardenExt from the console. Wait a couple of minutes before venturing into the Graygarden homestead across the tracks. Once inside wait a few more minutes before saving.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Closed up the roof of the Hospital. This effectively provides a third level dedicated for power generation. Can only be accessed using the elevator. Fixed and closed up the second level of the general store. Made a little lounge in addition to the crafting workbenches. Fixed up problem conduit runs. This could lead to interruptions in power as two conduits snapped at the same point. These have been removed and should make imports smoother. Fixed up water features at the pool and fountain. Added Immersive Laundry. Double up vendors at the pub and general store. Makes these locations feel properly staffed for a settlement of this size.

    762 downloads

    Updated

  23. Bettie Page Videos - Videos of the Wasteland

    These are files to be used with the Videos of the Wasteland mod for Fallout 4. There are four different videos. Each features model & dancer Bettie Page either naked or topless. None of these videos have sound.
     

    Created because I wanted adult Film Reels that worked with the Starlight Drive-In. The only ones that I found didn't fit the Fallout 4 retro vibe. The rest that I downloaded only work on the TVs and Projectors, not the Drive-In. So I made some myself thanks to the recently made utility AutoVideo by TheDestroyerOfWorlds. Also available on LoversLab . Two of the videos originally had audio, but one was overdriven and the other was modern music. Since I'd rather have my 'Dirty Blues' custom radio station playing instead, I went with video only.

    List of tapes

    BPStripCol - Color video of Bettie Page stripping from fully clothed to nude XBPDancing - Black & White video of Bettie Page dancing naked. Poor image quality BPModeling - Color video of Bettie Page modeling various outfits. BPBallTopl - Sepia video of Bettie Page topless playing with a ball. Requirements

    Videos of the Wasteland v2.6 with the Starlight Drive-In Module (if you want the Drive-In film reels)
    To Install

    Use Vortex or Mod Organizer 2 or unzip into the Fallout 4 Data folder

    895 downloads

    Submitted

  24. Transfer Settlements - Dark Tower Collection

    A collection of Transfer Settlements blueprints that are ideal fits for non-unique locations. Several settlements are basic and limited, so these blueprints provide a consistent design that leverages familiarity whilst allowing for high defence, population, and food production. The best part is that these structures are easy to make on your own.

    Details on the Dark Towers below:
    Adds a long three-storey building in an out-of-the-way location. First floor functions as a lounge with stores. Additionally, there is a dedicated medical facility with surgical bays. The second and third floors are dedicated to bunks, fitness, and washroom facilities. Typically the roof contains two fusion generators, an array of turrets, recruitment beacon, and water tank(s). Since a lot of these settlements occupy undesirable locations such as slopes, the base floor is doubled.  
    Note: These settlements were originally built using standard concrete pieces. However, I found that importing them caused a lot of issues, so I switched to Brotherhood of Steel pieces to give these builds a distinctive dark look.

    Some of the features of this build are:
    24–36 bunks. 90 to 185+ food. 450–833 defence. 200 power. 30–90 water. Tier 3 medical, restaurant, clothing, and general store. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power partially run through the ceiling of the first floor. Settlers have no trouble moving around the structure. Cat and dog included in the build. No visual glitches observed from this build, save for Longfellow's Cabin and Greentop Nursery. See below.
    Defensive Capabilities

    You may be asking yourself: that's a high defence number, but how effective is it in practice? Dark Towers provide elevated turret platforms, with several covering the same angle of attack. Where another structure blocks line of sight, additional turrets are added to ensure interlocking fields of fire.

    I chose Oberland Station as a test case against a sizable force. The attacking army consisted of:
    45 Legendary Super Mutant Overlords 9 Ancient Behemoths
    These were split into three teams (one north-east, south-east, and west of the tower) and spawned inside the perimeter for a single concurrent assault, rather than staggered waves. How long did it take to eradicate them?

    Under two minutes – without player involvement. Settlers barely had time to react, and the turrets handled the grunt work.
     
    Note: Fast-travelling into such situations can be hazardous to your health! Consider adding a fast-travel mat well away from the towers (ideally clear of known spawn points), or arrive inside the tower itself and enjoy the light show.

    Requirements

    Downloadable Content
    Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Enclave Remnants (for Longfellow's Cabin)
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Settlement Objects Expansion Pack. Primary build components, railings, foundation liners, cooking station, and water pumps. Homemaker. Greenhouse elements, decorations, furniture, and miscellaneous objects.  
    Note: Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.

    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Erotic Art. Frames and pictures used throughout.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that Dogmeat and settlers can use for basic actions. Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the Advanced Animation Framework, and additionally places assignable gurneys that increase happiness. Sex Toys of the Commonwealth. Adds the random placement of sex toys throughout. Bad Dragon Dildos. Adds more extreme dildos throughout.
    Unrelated But Useful
    Place Everywhere. Allows you to make minor adjustments if necessary. Armour Rack Female Mannequin Fix. Fixes the armour rack to support alternate bodies like Fusion Girl.
    General Setup

    Clear the area of rubbish, clutter, ruined homes, and brush. Follow location-specific instructions below for other details.
     
    Note: Import should be done with Stable settings and Workshop Mode enabled.

    Coastal Cottage
    Bunks. 24. Food. 120+. Defence. 620+. Power. 200. Water. 30. Instructions. Clean out the hole of all debris and clutter, clear out the area. Clean up the garage of clutter and scrap the damaged roof. The damaged home will mostly remain in place with straggling rear elements and the second level scrapped.
    County Crossing
    Bunks. 28. Food. 135+. Defence. 650+. Power. 200. Water. 60+. Instructions. Remove the ruined home and settler shack, including the bunks. Remove the fire pits and hidden NPC sit markers. Lastly, either remove the tree or move it off the property line. Do not remove the power pole as the lines themselves will remain in place. For aesthetics, keep the post with the lantern in place.
    Greentop Nursery
    Bunks. 35. Food. 155+. Defence. 700+. Power. 200. Water. 60+. Instructions. Scrap the greenhouse and associated food production whilst maintaining the piping system for the greenhouse. Scrap the house and annex along with all contents.
    Note: You may end up with visual glitches when entering and leaving the rebuilt home.

    Longfellow's Cabin
    Bunks. 33. Food. 160+. Defence. 835+. Power. 200. Water. 60+. Instructions. Remove the shed surrounding the workshop settlement and clear into the treeline as far as pictured. Remove the boardwalk's surface, leaving supports and planks in place since export will provide a fixed version. Leave Longfellow's Cabin intact.  
    Note: Visual glitches have been noted when scrapping terrain on the path leading to Longfellow's cabin.
    Murkwater Construction Site
    Bunks. 28. Food. 130+. Defence. 650+. Power. 200. Water. 60+. Instructions. Remove the ruined home, excavator, and wooden frame surrounding the settlement workshop.
    Nordhagen Beach
    Bunks. 28. Food. 125+. Defence. 530+. Power. 200. Water. 90+. Instructions. Clean out the shack as it will be repurposed as a workshop. Keep the power lines in place as the lines themselves cannot easily be removed.
    Oberland Station
    Bunks. 36. Food. 175+. Defence. 580+. Power. 200. Water. 90+. Instructions. Remove the fencing and clear the contents inside the switching station. This blueprint works around the train tracks.
    Outpost Zimonja
    Bunks. 24. Food. 130+. Defence. 470+. Power. 200. Water. 30+. Instructions. Remove all existing structures save the radio tower. This includes concrete floor elements. If you are running Companion Ivy, you can also remove the antenna itself, but maintain the base.
    Somerville Place
    Bunks. 31. Food. 185+. Defence. 720+. Power. 200. Water. 90+. Instructions. In addition to base instructions, clean out certain elements of the home as per the attached picture.
    Tenpines Bluff
    Bunks. 24. Food. 110+. Defence. 450+. Power. 200. Water. 30+. Instructions. In addition to base instructions, clear out the inside of the shack as it will be repurposed as a workshop.
    After Blueprint Import

    Confirm all defences and lights are on.

    Potential Issues

    Transfer Settlements recommends that you leave the area after the blueprint has been implemented, but saving on-site has always led to a hard crash (for me). To save, you need to move out of the area, but I found that doing coc Vault111Ext from the console is the easiest way to get away and save. As an additional precaution, head down into the vault.

    I recommend that you import/export blueprints using the Stable defaults. Using other methods has caused ladders, walls, and flooring to be visible but 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: Whilst Settlement Objects Expansion elements have been stable in the past, this is not always the case. This blueprint was tested with Transfer Settlements working under Stable.
    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.

    616 downloads

    Submitted

  25. Transfer Settlements - Nuka-World Red Rocket Truck Stop and Bordello

    This Transfer Settlements blueprint transforms the Nuka-World Red Rocket into a sprawling, multi-functional hub. Leveraging the massive build area, this overhaul introduces a high-end diner, a multi-story hotel with a hedonistic twist, and a fortified farmers' market. The site is also protected by a massive 1600+ defense rating.
     

    The end result is a sealed-in environment that provides high defences and food production while making use of both levels of the terminal itself. This blueprint integrates nicely with mods like Just Business, Human Resources, and Hookers of the Commonwealth - Settlement Edition, but these elements are contained within this blueprint.

    Details of the Build
    The shoulder area between the road and the Red Rocket now houses a diner. Added a strip mall complex housing a general and clothing store. Added a medical clinic featuring surgery bays, waiting area, and recovery ward. Added a four-storey hotel featuring a club, gym, entertainment rooms, and shared accommodation. Working elevator part of the build. Added an additional strip mall complex housing a laundromat, public washrooms (like a truck stop), and a barbershop. Given proximity to the hotel, the Red Rocket has become a player home. Bubble turrets are added to the canopy, as that's a known spawn point for super mutants. Added two greenhouses with a small roadside stand to act like a farmers' market. Two small farmhouses have been added at the back of the greenhouses for additional bunks.
    Key Statistics
    50 bunks. 120+ food. 1600+ defence. 400+ power. 60 water. Tier 3 Medical, Restaurant (Diner), Clothing, General Store, and several bars. Dedicated gym area. Vault-Tec drink dispenser and slot machines. Working sinks and showers. Power mostly runs through conduits to minimise visible power lines. Cat and dog included in the build. No visual glitches observed from this build.
    Requirements

    Downloadable Content
    Nuka World Contraptions Workshop Vault-Tec Workshop Wasteland Workshop Far Harbour Enclave Remnants
    Hard Requirements
    Transfer Settlements. To import this blueprint. Scrap Everything or an equivalent. To clear out the area as per Setup Instructions. Homemaker. Primary build components for most of the settlement, decorations, furniture, and miscellaneous objects. Settlement Objects Expansion Pack. Fusion generators, railings, pool, foundation liners, cooking station, and water pumps.  
    Note. Transfer Settlements will not add items if the mods are missing. The following are not required but will remove associated elements.
    Soft Requirements
    Craftable Working Sinks and Showers Redux. Working sinks and showers. Erotic Art. Frames and pictures used throughout. Working Fridges. Simple mod that adds working fridges, ice machines, and vending machines. Working Washer and Dryer (Immersive Laundry). Player functional laundry machines and dryers with sound effects. Singing Settler. Stage and performer in the pub and some flooring. Alex Stripper Pole. Adds assignable stripper poles. Advanced Bubble Turret Set (Realistic No Power version). Bubble turrets for defence along the outer edge of the playground.
    Nice to Have
    Armour and Weapon Keywords Community Resource. Additional types of workshops, namely power armour. Videos of the Wasteland. Working televisions and projectors. Invisible Furniture. Adds invisible markers that Dogmeat and settlers can use for basic actions. Gruffydd's Signs and Posters. Billboards and signs Companion Ivy. If you have Ivy as a companion, one of her broadcast towers will be added in an out-of-the-way area. Crazy Sex Animations. Invisible mats that make settlers happy through masturbation, done without using the [Advanced Animation Framework](https://www.loverslab.com/files/file/5584-advanced-animation-framework/), and additionally places assignable gurneys that increase happiness. [Sex Toys of the Commonwealth](https://www.loverslab.com/files/file/4399-sex-toys-of-the-commonwealth/). Adds the random placement of sex toys throughout. Torture Devices. Addition of associated torture devices. TRX Trixter Statues Collection. Sexualised Skyrim statues that work well with the theme of this place.
    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

    Setup in this case is a straightforward process:
    Clean out the area of clutter, trash, cars, brush, and plants. Remove the sidewalks around the Red Rocket as these will be replaced. Remove the cement curbs surrounding the gas station sign. Ensure you keep the Red Rocket itself intact, while scrapping all content inside.  
    Note. It is faster and safer to scrap within the Red Rocket if you disable it temporarily. Simply get the reference id and REFID.Disable followed by REFID.Enable when done.
    Build a Transfer Settlements console from Power > Miscellaneous on the road by the Red Rocket gas price sign.
     
    Note. Import should be done with Workshop Mode enabled.
    Tasks After Import

    Confirm that all power has been restored as expected. Most lamps will not be light, simply select them in workshop mode to light them up.

    Notes on Imports

    Transfer Settlements recommends leaving the area after import and not return for 1-2 game days. However, I found that saving on site always crashes the game.

    The easiest way to get away and save is to coc Vault111Ext from the console. Wait a couple of minutes before heading into the vault. Once you arrive at the bottom it is safe to save.

    I recommend that you import/export Blueprints using Stable defaults. Using other methods has caused ladders, walls, and flooring to appear without collision. In many cases the collision effects are found elsewhere leading to interesting behaviours among the NPC population, and leading to a snap back effect as you push through an area and are forced back by the invisible wall.
     
    Note. This blueprint was tested with Transfer Settlements working under Stable.
    Lastly Import wired power connections should always be selected as part of the import process. It will reliably re-connect all wired connections. This saves you the trouble of linking up floors, turrets, and in some cases re-establish connections for hidden or buried runs.

    Notes on Power and Performance

    These blueprints utilize ambient fill lighting to provide a pervasive glow. I use Naked Bulbs to create a lived-in atmosphere for statues, fountains, and roof voids.

    Warning for Dynamic Lighting Users

    If you use mods that turn all lights into dynamic, shadow-casting sources, the sheer number of these bulbs will severely cripple your framerate. I strongly recommend using the Transfer Settlements Blueprint Editor to strip out all instances of 306F1 before importing.

    Optimization for Complex Builds:
    Because of the heavy use of conduits to reduce visible power lines, these settlements have high object counts. To steps below may improve performance.
    Enable Faux Power in the Workshop Framework's workbench settings. Use the Transfer Settlements Blueprint Editor to strip all conduits from the .json file.
    This can reduce build complexity by up to 40% without losing the overall aesthetic of the settlement.
     
    Note. I cannot guarantee the above will work.
    A Special Thanks To

    Thank you to Caladon for creating the template that makes blueprints installable.

    Thank you to PiCSeL for the magazine and painting retextures seen in the screenshots.

    Updates

    Version 1.0.1
    Switched to Immersive Laundry. Did more work on the Red Rocket, lighthouse doors fit the aesthetics better, and Warehouse Electric Door was added to replace the missing garage door.

    312 downloads

    Updated


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