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Modders Resources

Adult oriented Fallout 4 resources for other mods or modders to make use of.

22 files

  1. Semantics of Animation Scenes (alpha)

    SoAS introduces rich meta information for animations played by AAF/NAF.
    Semantics of Animation Scenes
    Disclaimer: Project is far from finished. Some parts may not work properly. Crashes are possible. At this stage it can be considered as announcement of upcoming features.
    Project is designed for defining and obtaining in the scripts bunch of information related to animations played by AAF/NAF.
    This tool consist of multiple parts:
    1) Data\Scenes\tools\ScenesEditor.exe - visual editor of information associated with animation scenes
    2) Data\Scenes\tools\AAFXmlScanner.exe - visual tool for detecting potential errors in AAF XML files 
    3) Data\Scenes\Default - default set of data. 
    4) Data\F4SE\plugins\SoAS.dll - F4SE plugin that holds information assiciated with animations.
    5) Data\Scripts\SoAS.pex - Papyrus script with API to get access to information held by F4SE plugin.
    Key features:
    1) Rich information about animation itself, about participants, about contacts between participants and environment can be defined and obtained.
    2) F4SE plugin supports dynamic custom Papyrus structs populating. At this moment boolean fields that represents some specific flags are supported. See below.
    3) Visual editor of information related to scenes/participants/contacts
    How data accessing works:
    At the game start F4SE plugin initiates background reading of information from files located in  Data\Scenes. When it is successfully finished F4SE pluigin is able to provide this information via Papyrus script API. 
    F4SE plugin is able to reload this information during game play via console by command:
    cgf "SoAS.StartDataReload" NOTE: Do not call this method from a Papyrus script.
    During data reloading all calls of Papyrus API are failing until reload done.
    How data defined:
    1) ScenesEditor is able to import animations, positions, groups, trees and tags data from AAF XML files. It is able to categorise tags and make a guess what these tags may mean. Guesses reflected as participant's and contacts attributes. Also tags falls to multiple categories. Consider it as semi-automation of participants and their contacts defining. NAF data import is not supported yet as it is not finalized. 
    2) User of ScenesEditor is able to define:
      - tags (and its category) for the scene. 
      - participant's attributes
      - contacts between participants and between participant and environment.
      - select the area of participant's contact. multiple creatures are supported
      - attributes of defined contacts
      - custom scene attributes as an object, not a plain string. 
    3) When edit finished, data can be exported as a zip package ready to upload.
    Notes for the initial version (0.5.0):
    Ability to add scene is not supported yet. Import only is supported. There is the problem of animation's participants validation, so this feature is postponed. 
    Not all creatures are supported yet. List of supported creatures can be found in Data\Scenes\docs
    Default data set is shipped along with binary files. Later default data set and binary files will be released separately.
    Default data set populating is barely started. It will be populated over time
    Scene's custom attributes obtaining is not implemented yet.
    Source code is available on github
    Default data set source is available on github
    Code sample how to obtain contacts information in a Papyrus script:
    Please note for the structure CustomActorsContact. It contains boolean fields like From_Is_Left_Hand, To_Is_Butt and so on.
    It is the part of custom structures population feature. Fields that meet following naming convention are automatically calculated and populated:
    From or To - the keyword to define direction of the contact. Value from outcoming (or incoming) participant's contact is assigned.
    Is - the keyword to define a flag field
    AreaName - one of the allowed contact area names. Allowed contact area names can be found in the files in Data\Scenes\docs
    The value of such flag is calculated according to body parts hierarchy.
    An example for humanoid creature:
    Lets assume we have the Hand contact area selected for Left Arm body part. In this case flags will be: Is_Left_Hand=true, Is_Arm=true, Is_Left_Arm=true, but Is_Right_Hand=false.
    Another example for brahmin that have 2 heads:
    Lets assume we have Ear contact area selected for Right Head body part. In this case flags will be: Is_Right_Ear=true, Is_Right_Head=true, Is_Head=true
    More documentation and code samples will be added over time.
    Your feedback is welcome. Don't hesitate to share your thoughts in comments and on related github issues page.
    You are welcome to take a part in default data set populating. I will update ScenesEditor soon to make the work easier.



  2. ZeX - Blender Animation Kit

    This is the ZeX Extension of @dagobaking's Blender Animation Kit for Making Adult Animations. 
    Male Rig
    - Uses BT3 Body and hands.
    - Head has Shape Key Expressions for Facial Posing References
    - Body has Shape Keys with all Sliders so you can input your preset or adjust for varied body shapes and sizes
    Female Rig
    - Uses Fusion Girl Body and Hands
    - Head has Shape Key Expressions for Facial Posing References
    - Body has Shape Keys with all Sliders so you can input your preset or adjust for varied body shapes and size
    - (Optional Extra) Strap-on with ZeX Compatibility is included for referencing as needed. 

    There is a Third Rig set up for Male to Male Animations/posing to use as reference for how to get two rigs to pose with. You can easily append the female meshes in for one of the partners as needed. 

    These Rigs were tested and used to create my most recent animation work including my (Early Access) Bedroom Hymn animation pack. I have verified they work and work well with Dago's kit. 
    Dagobaking's Blender Animation Kit 
    RBF Nodes
    Dagobaking - Basic Animation Kit and help getting the rigs set up. 
    @EngineGaming - Edited Strapon with ZeX Compatibility



  3. Complex Item Sorter Plugin for LoversLab Mods

    ** Project Abandoned - Bit off more than I can chew **
    Complex Item Sorter Plugin for LoversLab Mods
    Despite the name, Complex Item Sorter is not difficult to use! Only takes a few clicks.
    While playing through with some mods off LL, I noticed that most weren't tagged, or had unimplemented tags.
    What turned into a project to create FallUI categorization and a series of patches turned into a (novice) Complex Item Sorter Plugin.
    Hard Requirements
    FIS - NEW FallUI Item Sorter
    FallUI Icon Library
    Complex Item Sorter
    Install the required mods Install this mod via a Mod Manager (Vortex, MO2) - READ THE FOMOD Make sure your load order is correct Run Complex Item Sorter Make sure the generated ESP is at the bottom of your load order.  
    Changelog + Supported Mods - (Last Updated: 1/10/2024)



  4. Scripted Face Tints (SFT)

    This mod gives you the possibility to apply face overlays in papyrus by “converting” looksmenu face tints into headparts. It’s a resource and a workaround (hopefully temporary) for modders who want to apply face tints in their script instead of manually via looksMenu Ui.
    This mod doesn’t contain any texture, so make sure to also download the looksmenu face tints you want to use (only textures are required).
    This is an alpha version and more like a proof of concept, it's open to suggestion and improvements.

    How it works:
    Each facePart contains a modified vanilla head .nif and a material file pointing at the face tint texture. I'm no game artist so the hardest part for me was to find the right settings in order to imitate the looksmenu blending mod (“blendingOp”). All the HeadParts use vanilla assets, so face morph should be fully functional. 
    It’s a work in progress, I only added support for a couple of vanilla face tints and two mods.

    How to install:
    Install using any mod manager (the mod is also mirrored on Nexus). Again, don't forget to download the looksmenu face tints you want to use (only textures are required). FormList: All FaceParts are stored in formLists, one per category. If you have Garden Of Eden installed (V14.5 or higher), the mod will use a master/global Formlist that contains all the other formlists to look for headParts to apply. Highly compatible with Form injection (RobCo Patcher). Structs: If you don't have Garden Of Eden installed, the mod will use a struct array property (not really compatible with Form Injection).
    How to use this mod:
    The source files are included and the script is simple and self-explanatory. (See Spoiler).

    Supported Face tints:
    Vanilla face tints: All Vanilla tats (should have the same magazine requirements as the Looksmenu counterpart). Some Damage face tints (Boxer 1 to 4) Mod added face tints: Captive Tattoos Weepy - Tears Overlays  
    How to make your own headparts:
    I will add an article to explain it in detail.

    Vanilla unique NPCs are not supported, you need to force the game to generate their appearance data at runtime by flagging the actor as "is CharGen Face Preset". Can have negative impact on framerate. Most mod added NPCs should be fine though. For Leveled NPCs, the face tints will be temporary, as soon as you load a save, the texture will be gone. Can't use material swap on head parts. Each Face Tint requires its own material and nif file. Can't use TextureSets either because most face tints require transparency.
    Changelog: V1.1
    Added support for male characters (only vanilla stuff + tears for now). Edited Tats Material files to add more contrast.  
    Future updates:
    Add support for more face tints (mostly on request).  
    @JB. and all the original authors who created the face tint textures supported by this mod. @spicydoritos & @kziitd for showing me the way (CMz). @CRWREX for valuable information about material file tags. @LarannKiar for the excellent script extender (GOE). @Blaze69 & @Maxie_Alice for all the informations about headpart limitations and bugs. @EgoBallistic, @vaultbait, @EngineGaming for suggestions and support. @Tentacus: I wanted to apply face dmg in script since my first beating in HARDSHIP. @Anyone who takes the time to help other modders and shares his work and knowledge.



  5. F4BipedCAT (ZeX Skeleton Extended) [3ds Max]

    A set of rigs MaikCG (original) created, but with zex bones added...

    *I used MaikCG's rig for my pose pack, except the extended sex poses. Should be fine with importing existing hkx with this rig.

    A rig you can animate with:
    - Penis and its testicle balls (supports AM + BT)
    - Vagina (only supports FG)
    - Tongue (supports anything)
    - Anus (FG, AM, BT)
    - Breasts (FG)

    I made each rigs built for:
    - FG
    - CBBE (or universal, clothes)
    - AM (1 and 2)
    - BT3
    (All of them are separate to prevent larger space per scene) - Strap-ons for FG and CBBE are imported from my fixed bones.

    - 3D max 2014 (let me know if u want it 2013 converted. I don't support 2015)
    - niftools (3d max)
    - havok content tools (i use 2014 anarchy pc)
    *There's internet, search on Google...

    Blender version (BRF) will be soon.

    Before you download the txt an hko... You gotta put them in a folder anywhere...
    When you open the HCT export, load the hko, update the skeleton txt path in the CREATE SKELETON tab. *Recommended is to save the hko after that.
    Write to platform tab, you set a path where you want your poses/animations to export.

    Credits: TBOS, Zaz (BT, FG, ZeX skeleton), Ulfberto (AM), Caliente (CBBE), MaikGC (Rigs).... These meshes are imported as references. Intended for making either poses or animations for your future mod pack.



  6. Skimpy Armor Keyword Resource (4/13/2023)

    Skimpy Armor Keyword Resource (SAKR)
    Skimpy Armor Keyword Resource is a common resource/framework that allows mods to know what kind of clothing the player character is wearing and how revealing they are. This allows mods to react differently based on how much skin the player is exposing. For example, if the player is wearing nothing but a tight bikini, technically they are not considered "naked" according to modern standards. But it's still very different than a player dressed in clothing that covers every inch of her body like a Vault suit.
    This mod will work the best with modular clothing mods such as the Vtaw collection or DONEB14N clothes pack, where the bra, panties, pants, and shirt are all individual clothing pieces. It can work for other more traditional single piece armor/clothing mods, but with less benefits.
    Being a simple resource, the mod alone does not do anything. Other mods would need to integrate it to provide an improved experience to players.
    The mod will not work as intended without proper initial setup. In addition to the usual mod installation, a proper setup is required to add the keywords provided by this mod to the armor/clothing mods that you use to dress your character. In other words, this mod provides armor keywords, but something else needs to add those keywords to all the armors.
    The two main ways to do this are to download & install patches created by someone else, or create patches your own. There's an effort underway from the Loverslab Community to create RobCo Patcher patches (such as Rubber Duck's SAKR Repo) for a bunch of popular armor mods. If there's a RobCo Patcher patch for an armor mod you use, all you need to do is download & install RobCo Patcher (and its dependencies) then download & install the patch, and that's it. 
    But if there isn't a RobCo Patcher patch created for a mod you use, then you may need to add the keywords to armor yourself. There are two methods to do so: 1) create your own RobCo Patcher patch, or 2) update the armor mod's .esp file using FO4Edit. The RobCo Patcher method requires some learning curve, and requires RobCo Patcher to be installed. If you would like to avoid learning RobCo Patcher or avoid having to install a F4SE plugin, then you could alternatively use FO4Edit. If you have never used FO4Edit before, there is an instruction with pictures in the download section.
    Main Feature
    Armor, bra, panties, pants, skirt, and shirt pieces can be tagged with keyword(s) that describe how much of the body they cover. For instance, the mod lets you indicate a pair of pants as a skin tight hotpants that show every bit of your curves, or a loose baggy long pants that are not going to turn any heads.
    Using the keywords the mod governs whether the player is considered "exposed". Exposed in this mod's context is if the player's private parts (crotch and breast for females, just crotch for males) are uncovered. For instance, a player wearing shoes, gloves, and helmet but nothing to cover the crotch or breasts will be considered "exposed".
    The mod also provides a rating system for indicating how skimpy the player is dressed, even if the player may not be exposed. The Skimpy Rating ranges from 0 to 100, where 0 means not skimpy at all (every inch of the skin covered), and 100 being butt naked. So even if the player may be considered dressed (or not exposed), mods can then use the Skimpy Rating system to see how revealing the player is dressed. Mods can get Skimpy Rating for the lower body (waist down), Skimpy Rating for the upper body (waist up), or overall Skimpy Rating (full body).
    Players can use MCM to customize how Skimpy Rating is calculated per keyword. If the player is in Power Armor, the player is considered fully dressed and Skimpy Rating is 0.
    Here's a rough guideline for how the Skimpy Rating metric should be interpreted:
    0 - You're basically dressed like an Eskimo. Theres no skin showing whatsoever and the clothing is bulky, hiding whatever you got under the clothes.
    20 - This may be considered "business casual" with a hint of sexiness. Maybe a pencil skirt that hugs the curves, or slight peak of the top of the cleavage. Either way, no one will think this is an inappropriate clothing for any occasion.
    40 - May be considered casual attire such as tank top and yoga pants. Some may consider this inappropriate for work, and you may turn heads. But depending on the occasion this may be fine.
    60 - Dressed to impress and to flirt. Clearly NSFW and you will get fired if you showed up dressed like this. This is how one might dress up for parties, with the clear intention of showing off one's body and sexuality.
    80 - You are basically in bikinis or underwear at this point. Your private parts may be covered, but everything else is fully exposed.
    95 - Micro bikini and/or GString. The only thing covered are nipples and crotch.
    100 - Butt naked.
    How It Works
    The mod recognizes "4 layers" of clothing:
    Layer 1 - Underwear: Panties and Bra
    Layer 2 - Outer wear: Pants and Top
    Layer 3 - Cover: Skirt (as far as the mod is concerned, skirts can be worn over pants, mainly to allow the pants layer be used for pantyhose)
    Layer 4 - Armor
    A player is considered exposed only if the crotch or breast is not covered through the 4 layers of clothing. That means even if the player is not wearing any panties, if they are wearing pants, their crotch is not considered exposed. Skimpy Rating behave similarly. Even if the player is wearing the skimpiest GString imaginable, if they are wearing pants over that cover every inch of the legs, then the Skimpy Rating for the bottom will be based on the pants, not the GString.
    There are 7 main types of keywords. Any piece of clothing that covers the crotch or breast need to have at least one of the following keyword with the prefix:
    A piece of clothing can have 2 types of keywords if they cover both the crotch and breast. For example, a Vault suit may have both sakr_kwd_pantsLong & sakr_kwd_topFull. In another example a long dress may have both sakr_kwd_skirtLong & sakr_kwd_topFull. A piece of clothing that does not cover the crotch or the breast (e.g. gloves) should not have any of the keywords.
    In addition some pieces have "Tag" keywords meant to even futher characterize the clothing. A clothing/armor item can have 0 tags, 1 tag, or more than 1 tags.
    A bra. All bras should have this keyword.
    sakr_kwd_braNormal - A normal bra that covers the breasts conservatively
    sakr_kwd_braBikini - A bikini bra that reveals generous amount of side boob and cleavage.
    sakr_kwd_braMicroBikini - A scandalous bra that only barely covers the nipples. Everything else is revealed
    Optional additional tags
    sakr_kwd_braTagSheer - tag for bra to indicate sheer or see-through material. Absence of this tag implies non-see-through material
    A panty. All panties should have this keyword.
    sakr_kwd_pantyNormal - A traditional panty that covers much of the butt and front.
    sakr_kwd_pantyThong - A thong that reveals generous amount of butt. The front is still covered decently
    sakr_kwd_pantyGString - A scandalous string panty that reveals the entire butt. Only barely covers the crotch.
    Optional additional tags
    sakr_kwd_pantyTagSheer - tag for panty to indicate sheer or see-through material. Absence of this tag implies non-see-through material
    A clothing item worn under the armor that covers the upper body. All tops should have one of these keywords
    sakr_kwd_topFull - A top that covers every inch of the breast from the front (no cleavage).
    sakr_kwd_topCleavage - A top that reveals a generous amount of cleavage.
    sakr_kwd_topLowCutCleavage - A top with a cut so low that the breast area between the nipples are fully revealed.
    Optional additional tags
    sakr_kwd_topTagTankTop - A sleeveless top that reveals the armpits and parts of the shoulders. Can be also used for tube top that dont cover the shoulders at all. Absence of this tag implies shoulders and armpits are covered (e.g. shirt with sleeves).
    sakr_kwd_topTagCropTop - A top that reveals the belly. Absence of this tag implies the belly is covered.
    sakr_kwd_topTagHalterTop - A top that reveals generous amounts of the back. Absence of this tag implies the back is covered.
    sakr_kwd_topTagSideBoob - A top that reveals generous amounts of side boob. Absence of this tag implies the side boobs are covered.
    sakr_kwd_topTagTight - A skin tight top that hugs every curves and clearly outlines the breast shape. Absence of this tag implies loose top.
    sakr_kwd_topTagSheer - A top that is sheer material or semi transparent. Can see through if looking close. Absence of this tag implies non transparent material
    A pair of pants must have one of these keywords
    sakr_kwd_pantsLong - A pair of long pants that extend to the knees or cover below the knees.
    sakr_kwd_pantsShorts - Short pair of pants that reveal much of the thighs but fully cover the butt
    sakr_kwd_pantsHotPants - Hot pants so short that it reveal the bottom of the bums
    sakr_kwd_pantsThong - Are these pants? Thong-shaped pants that reveal almost all of the butt and only cover the crotch
    Optional additional tags
    sakr_kwd_pantsTagTight - A skin tight pair of pants that hug every curves and clearly outlines the butt shape. Absence of this tag implies loose pair of pants.
    sakr_kwd_pantsTagSheer - A pair of pants that is sheer material or semi transparent, like pantyhose. Can see through if looking close. Absence of this tag implies non transparent material
    A skirt that can be worn over pants. All skirt should have one of these keywords
    sakr_kwd_skirtLong - A skirt that extend to the knees or cover below the knees.
    sakr_kwd_skirtShort - Short skirt that cover well below the butt but reveal good amount of the thighs.
    sakr_kwd_skirtMini - Mini skirt that just barely covers the butt. Can reveal the butt when bending over or running
    sakr_kwd_skirtMicro - A scandalous skirt so short it reveals the bottom of the butt. Any slight movement will fully reveal the full bum and the groin.
    Optional additional tags
    sakr_kwd_skirtTagTight - A skin tight skirt that huges the thighs tightly. Clearly outlines the curves. Absence of this tag implies loose skirt, e.g. pleated skirt
    sakr_kwd_skirtTagSheer - A skirt that is sheer material or semi transparent. Can see through if looking close. Absence of this tag implies non transparent material
    Armor Top
    An armor that covers the upper body must have one of these keywords
    sakr_kwd_armorTopFull - A top armor worn over clothing. A rather large armor that covers most of the upper body
    sakr_kwd_armorTopBreast - An upper body armor that only covers the breast area and reveals other parts of the upper body
    sakr_kwd_armorTopLewd - A bikini-like armor that only barely covers the nipples and reveals much of the breast and upper body
    Armor Bottom
    An armor that covers the lower body must have one of these keywords
    sakr_kwd_armorBottomFull - A bottom armor worn over clothing. A rather large armor that covers most of the legs
    sakr_kwd_armorBottomButt - A lower body that only covers the butt and groin and reveals much of the legs
    sakr_kwd_armorBottomLewd - A bikini-like armor that only barely covers the groin and reveals much of the butt and lower body
    Clothing items that do not cover the crotch or breasts, but can still change a player's skimpiness
    sakr_kwd_stockingsLong - a pair of knee-high stockings
    sakr_kwd_stockingsTagShiny - optional tag for stockings to indicate shiny material like latex or leather. Absence of this tag implies cloth-like material
    sakr_kwd_stockingsTagSheer - optional tag for stockings to indicate sheer or see-through material. Absence of this tag implies non-see-through material
    sakr_kwd_shoesHighHeels - a pair of high heel shoes
    sakr_kwd_shoesKillerHeels - a pair of shoes that are "killer heels" or extremely tall high heels. These are impractical and difficult to walk in normally
    Keyword example
    Here are some examples of what keyword combination may be appropriate depending on the clothing item.
    Yoga pants: sakr_kwd_pantsLong, sakr_kwd_pantsTagTight
    Pantyhose: sakr_kwd_pantsLong, sakr_kwd_pantsTagTight, sakr_kwd_pantsTagSheer
    Tight tanktop with bust view: sakr_kwd_topCleavage, sakr_kwd_topTagTankTop, sakr_kwd_topTagTight
    Accessories can be combined. For instance, a pair of knee-high leather high heel boots can be characterized by combination of sakr_kwd_shoesHighHeels, sakr_kwd_stockingsLong, & sakr_kwd_stockingsTagShiny.
    Keyword form IDs
    Click here to view all the keywords and their form IDs
    Install like any other mod (use NMM, or Vortex, or MO2, or manually drag into game data folder) After installation, add keywords to armor: either download RobCo Patcher patches, or do it yourself. Refer to "Setup" section for details.  
    Modder's Resource
    The mod provides APIs for mods to call to get player's exposed/skimpy status:
    After wearing clothes that I added keywords to, my skimpy rating isn't being updated. Whats wrong?
    Remember to close FO4Edit if it's still open. If it's open, any changes won't get loaded when the game starts.
    Also, make sure to give about 2 seconds after wearing clothes in game. The mod waits about 1.5 seconds after the player changes armor (for performance reasons), before calculating the skimpy rating.
    Can you add XYZ keyword?
    Depends. Requests will be evaluated on a case-by-case basis. Each new keyword addition has performance implications. For instance, if the mod has a total of 50 keywords, that's 50 individual keywords that the mod needs to check whenever the player's equipment changes. If 10 more were to be added, that number increases to 60. Therefore, the mod will not blindly introduce new keywords to infinite granularity. Keywords will only be added if there are enough armor/clothing pieces that need it to be properly categorized and scored. Otherwise, stick to one of the existing keywords that are most similar.



  7. Steel devices

    Hey everyone.
    As a 3d artist i always wanted to make some input in LL's modding scene.
    I've been trying to get into Skyrim/F4 modding for quite some time now, but never had enough willpower to learn how to use Bethesda's tools. I guess i'm just too dumb for it, but the learning curve seem too steep for me. Wasted some of the local artists time by asking them for advices and trying to learn from them (sorry guys).
    But the will to contribute something to this community got over me and i decided to at least commit some modders resources. So here are my humble 5 cents.

    I've modelled a couple of high security steel restraints. Both collar and cuffs use same master lock and key. Meshes are somewhat nicely optimized (all of the meshes are 4.343 tris total)

    What's in the package:

    Textures: Base color, Metalness, Normal map, Roughness (4k, single set for all objects)

    Meshes: Steel collar, Steel cuffs, master lock (already inserted into devices), master key (nothing is rigged though)
    (collar has modular parts like inner spikes and side hinges, parts of which are not baked into the main surface of the collar)

    Mesh maps: AO, Cavity, Convexity, Curvature, ID, Normal, Position and UV islands maps. (4k)

    Hopefully this is enough of source files.

    To whoever decided to use these: Feel free to do whatever you want with it.
    And don't hesitate to request for high poly meshes if you'll need them.

    And here's some renders.











  8. Craftable Latex mask with Tao's catsuits material effects

    This was a quickish little dabble with the aim of implementing a latex mask that was visually compatible with the cracking Tao's catsuits (incl expanded):
    These are not dependencies however, this works as standalone.
    I suspect I'll never finish the actual mesh - this mod contains a hacked together version, as a proof of concept, based on the hood from kimy's devious devices (IIRC). Most of the tedious work revolving around setting up the materials etc. is done in the esp.
    If you feel like this is your jam, please take all this and make it your own - you might want to go through the entire thing and change some namings here and there. The mesh is clipping (see screenshot) so it needs a lot of work if you want to fix it. I was working on a new one from scratch as a way to re-introduce myself to blender but there's not much usable/tested mesh work done on that either. It is setup to be crafted via the chemstation.
    The plan was to make a few different variations of the hood - eyes, no eyes, no mouth opening etc. Additonally I was considering adding optional DD-functionality with keywords. If you do decide to make something out of this and publish it, remember to credit Taohuatuo and angusjannemann since the materials and setup are pilfered from them.



  9. Vault 69 - Modder's Resource

    Hey everybody!
    Well long story short I made this vault almost four years ago and left it to fellow modder after I had quit the modding scene. And unfortunately, seems like this resource was never used for anything or shared with anyone.
    At the time Fallout 4 adult modding was still very early in the works I thought this could help anyone interested in creating a Vault related sex, slavery or an economy mod. The vault is pretty large and offers enough space for a localized mini-games.
    I took inspiration for TheKite's art work among a few others when designing the layout.

    Vault Town
    There is an outside town with a low-end auction shop, a hunter's lodge that could be a player house... or an event location if the player is captured!
    There is a wall that could be used to place wanted posters, multiple small stores and an inn/stripper joint.
    And of course the vault entrance that kind of acts as the reception/entrance area

    Vault Interior
    The vault interior is huge, there are multiple hallways, passages and rooms. Like reception, security, bathrooms and so on... there are major rooms though with specific intent but due to the lack of assets at the time I had to either go bare or get creative with some place holders.

    There is a fighting arena for the player to fight something as NPCs watch and chear on. The vault also has an auction house, brothel, gambling den, multiple food courts, show rooms, high end show rooms and otherthings that I am not sure what they can be used for but you can imagine.
    There is a neat thing about the auction house that behind the curtains there is a series of other areas... that basically show the heart of the vault. Residential areas, a research area for designing and training of slaves... even a cryo room for... idk body change mods? haha anyway there is a lot of room for whatever you need.
    As I mentioned, I made the place big enough for a mini-game just inside the vault. Maybe a scenario where player is captured, trained as slave with odd-jobs within the vault until being sold off... or the player is one of the staff and does the training!
    The vault is fully navmeshed if I am not mistaken so putting in NPCs with behavior scripts should not be an issue but there are still many areas of improvement.
    For example, some light needs to be added or corrected in some places, I never got the elevator to work or the vault doors... I kind of wanted them to be fully functional but... I guess it never worked out. I also have some assets like billboard signs, vault suits and vault name and numbers for Vault 69 but I didn't get a chance to add them to the game.

    Use this as you will for your personal use and mods. If you want to collaborate on a mod then I am open but my modding days are long behind me... I can and will try to help where I can.
    This mod requires all DLCs!



  10. Living is Pain (alpha version)

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

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

    Generic attributes, that reflects mental state of a character:

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

    Additional Attributes

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

    LiP Effects - initiates arousal animation when actor receives orgasm notification. more mechanics could be added later
    LiP Morph - vagina/anus morhping depending on health attributes. Designed for FusionGirl Morph+ from @StaticPhobia2. Depends on LooksMenu
    Use LiP UI if you looking for option to display LiP attributes.

    More detailed techical description will be added over time




  11. Main torture machine

    Well, for the kids of the nexus, I turned out to be too cruel, their children's anuses exploded and my resource was deleted (I will try to restore it again). But since the resource must be available for download, I post it here. If you are interested in helping with the development of the mod, you can do so in this thread:



  12. BodyConvert

    Body Convert program to convert your bodyslide xml to/from looksmenu json to/from bodygen



  13. Horse Dick

    I did not make this Its just modders resource hopefully you amazing modders out there can do something with this



  14. OhMiBod female sex toy modder's resource

    3D model modder's resource of a hugely popular female sex toy.



  15. Fusion girl 1.75 whole body and face morphs modders resource

    1)Contains a body FG 1.75 with all attached parts to copy boneweight, useful if you have outfit that goes over the connections of body parts
    Just import nif (FEMBODYWHOLE1.75.nif), set reference, copy boneweight, remove from project
    2)Contains face with morphs (facial animations)
    Can be useful if you want make mfg set for AAF, you can check how each slider change face
    Also can be used in creating/porting face:
    Add project -> [zzz_headmorphs].osp Edit imported (default) face for better fit your new face (I recommend to also make sure your new face does not diverge much from default in the mouth area for proper AAF BJ anims :D) Turn on slider "zzz_lowerjaw", mark part of default face that shifted down, then turn of slider, now you see part that you will need mark of your new face in next step Mark the lower part of your new face, turn on slider "zzz_lowerjaw", and move it down on 20 units, it will fit default face Turn off slider, set it to 100, Then press Slider -> Set Base Shape Now you can Set reference on default face and press Slider -> Conform Selected on your new face All morphs now should work on your new face, Only Lid morphs I always edit manually To export your new body parts at the top right, click on each part separately and select Export to Nif, Export to TRI (HEAD) How to apply them in game: example script for armor, CK plugin, later will add to some outfits here  



  16. Sex Appeal Framework

    A framework to diversify sex appeal and forget about shallow charisma measurements
    What Is It
    Sexual Appeal Framework (SAF) is a resource that can be used to bring the "Sexual Appeal" term into the game. Key point is: it is a resource. By itself it will do almost nothing The idea is that by now almost every mod that deals with sexual appeal of a character at best implements its own way of addressing it or at worst just relies on the charisma S.P.E.C.I.A.L; It's about time that's changes
    SAF attempts to integrate into the game world and seemingly affect RP experience for the player. It is not a battle mod and I doubt I will ever make any sort of combat-related effects to it (though I'm open to suggestions, provided those are in line with the mod vision and are interesting enough). Currently, there are several following features:
    Game world SA effects
    Currently, only drugs effects are supported. Consuming drugs will penalize the SA values for quite some time. For the RP purpose the duration of these penalties are not tied to the duration of the original drug and are longer - you can expect that the appearance takes a much harder toll from drugs than the internal body health. This can be disabled in MCM.
    This allows to define your items SA effects. You can specify any SA attribute with a value and then equipping this item will grant the corresponding bonus to the specified attribute.  You can rename an item normally on a workbench or use Rename Anything to do it on the fly. More about tagging feature you can read in a dedicated post.
    Persuasion effects
    Allows SAF to add a modifier to game internal values for persuasion success chances. The idea behind this is that Charisma still governs the base check but with SA it will have more (or less) "weight". For positive SA, easier speech checks are affected more and harder checks are affected less. For negative SA - in reverse, i.e. harder checks will be affected more and easier checks - less.
    Integration with other mods
    Some of the mods can be affected by SAF (or, in reverse, SA values can be influences by something in those mods). At the current version, v1.12-beta, Hardship and SA Attributes are supported, (see recommended mods section). The effects are:
    SA Attributes: Sexual wear will affect SA for certain body / face parts. Oral wear will affect lips / tongue SA; vaginal wear will affect vagina / belly SA; anal wear will affect butt / back SA. Half of oral wear SA modifier will be applied to face SA; quarter of vaginal & anal wear will be applied to body SA Hardship: crossing certain thresholds of total SA score will change the appearance. The scale is done by total SA as follows: -100..-50 ugly; -50 .. 50 plain; 50 .. 100 good looking  
    Sex Appeal Framework (SAF) will need all DLCs installed F4SE - without that tagging feature will not work (and further updates will rely on F4SE)  
    Just install it with any mod manager If you see conflicting files for LL_Fourplay - it doesn't matter which to load first, the library should be identical (it is packed in SAF in case you don't have any other mods using it)  
    Please pay attention to the changelog. Depending on that:
    If nothing is mentioned about clean save, you can proceed with just installing the update as is If it is stated that clean save is required, then you will need*: Before updating, load your existing save with SAF and in the MCM chose "Uninstall" Wait till SAF is uninstalled and then save your game Uninstall SAF with your mod manager of choice. Load your game (ignore the prompt about missing file "SexAppealFramework.esp" ) and save it again Download the updated SAF version and install it with your mod manager of choice Load your game and wait till SAF installs itself. Check that the version corresponds to the updated one.  
    Important: the mod is in beta stage which means that errors and mishaps are to be expected. For that reason for all beta builds of the mod the debug level is set to the maximum by default. If you don't want that, you can use MCM page to change the debug level. It is recommended to keep it at least at level 40 because the mod is still in beta and if things go wrong it will not be possible to retrieve useful information from the log when debug level is low.
    Framework Module (SAF)
    Main requirement for anything else. Defines all attributes, dependencies between them, magic effect, object mods etc.
    What Is "Sexual Appeal" (SA)

    SAF defines SA as a multilayered set of actor values which can be used to describe the appeal of a certain part of the body or face. Multilayered idea means that there are several aggregating actor values which are inheriting the influencing values of the underlying actor values. At the moment, it is implemented as:
    So there are 32 attributes in total of which 13 are underlying for the face and 16 are underlying for the body.
    On the mod start-up, the in-built way to enforce the dependency between the attributes will engage. It will enforce the following dependency table:
    Attributes Rules
    Accessibility: the attributes should only be manipulated via SAF API calls. If you attempt to do so otherwise, SAF will restore the values. For instance, calling Actor.SetValue() or using console equivalent will do nothing and the attribute value will be restored Dependencies: when modifying an underlying layer attributes, their influence will be cascaded up to the main SA attribute. SAF API calls will reflect that in the respective returned values. Boundaries: The attributes are bound to change between -100 and 100. If you will try to use SAF API to modify it beyond bound, it will truncate the value to the corresponding limit (100 for positive, -100 for negative values)  
     How To Integrate SAF?
    This section is only meaningful for modders.

    Recommended mods
    I am (trying to) working on some sort of UI integration for the SAF/SAFI because it's difficult to see the attributes and effects in-game without resorting to console commands. Until I figured out how to do that, I strongly recommend using UI mods, such as Active Effects - it might not be what I have in mind but it provides a good way to see the current state.
    Since version 1.6 SAF supports tagging which means that renaming items on the fly could come handy. I like Rename Anything for doing that.
    Mods which SAF is currently integrated with. None of these are mandatory, but if detected, SAF will gracefully attempt to integrate with them:
    Sex Attributes Hardship  
    Future plans
    .. and limits of what sort of integration is possible from within SAF
    This section is mostly meaningful for modders. But if you have ideas - please share!
    Known Issues
    If trying to get SA values in a non thread safe ways, it is possible to catch SAF mid-update especially if several update processes were fired with no delay. It is not harmful, though, because eventually (1-2 seconds) those updates will always catch up because SAF ensures consistency via threads queue If trying to set SA values in a non thread safe ways, it can break things in theory (for now). I will work on eliminating ways to do it but I can't account for everything at once. SAF persuasion feature may conflict with mods changing persuasion mechanics, like Binary Speech Checks. In this case I recommend to disable the persuasion feature. Propagation delay. Yes, this is a thing, especially on a heavily modded games. Bad news are - your SA values are likely to arrive with a noticeable delay (sometimes in a measure of several seconds - enough for you to see it in your pip-boy or console if you closely track them). Good news are - it is consistent, meaning that whatever changes should happen - will happen. Read: if you think that SA change "didn't work" - wait a bit. It will arrive. Tested on my game with 300+ mods and every time that was the case. Additional note here: the consistency despite propagation delay is only true when SAF calls are made in a thread-safe way. By default, SAF itself does it this way, but if there will be future mods what integrate with SAF and won't opt in for thread-safety (since it's much slower) - all bets are off.  
    (Console setav / getav and Co are non-thread safe ways to work with SA)



  17. NSFW Sound Pack

    NSFW Sound Pack
    A big thanks to both Ashal and Leito for letting me sounds from their mods.
    Summary: This is a pack of sounds for FO4 that can be used as a resource by other
    mods. Since I'm planning to release several mods that use these sounds, it doesn't
    make sense to package them separately with each mod (and doing so would probably
    cause NMM or whatever manager people use to shit itself over all the conflicts).
    Instead, I will maintain a this as a single pack that has the sounds for all of my
    mods. I will not change the file pathways of existing sounds, so other modders are
    welcome to use this pack as a resource for their own mods.
    - Do not post these files to sites outside of LL. Basically, don't be that person who
    puts this up on Nexus or Bethesda.net...
    - You cannot charge for mods that contain these sounds.
    None. But these files won't do anything unless another mod references them.

    Copy the files in the Data folder to your data folder. Be sure to maintain the file
    structure, otherwise the sounds won't work in game.
    Includes a bunch of new sounds for upcoming animation packs.



  18. Bondage Position Animations

    For the immediate future, updates will be through EgoBallistic's pack:
    In the long run, there will probably be a major release that integrates this and a couple of other projects I'm working on. If you are developing a mod that uses these and have questions or requests, please PM me.
    Bondage Position Animations v01.00
    The whole LL modding community, to whom I feel I owe something in return, but especially Kimy, Vader, Min, Guobu, Zaz, and all the other folks who have worked on Skyrim and FO4 mods here over the years.
    Shadeanimator, for the indispensible FO4 animation tutorials.

    This is not a finished mod, it is just a pack of animations and assets for modders or end users to integrate into existing mods. I have not included an esp/esm, since I figure any modder who is going to be working with these already has a set of 'test animation' files linked in an esp that they can use. If this is a serious issue for mod designers, I can make an esm with all the animations in it, but that will complicate mod development more than just pointing your own esm files to these animations. These are all intended for use with the default CBBE body. They may clip with other bodies.
    You are free to use any of the animations in this pack, with the following conditions:
    - Do not post them to sites outside of LL without asking me. Basically, don't be that person who puts this up on Nexus or Bethesda.net...
    - You cannot charge for mods that contain these animations. If you have an optional payment, that's fine, as long as users who don't pay get the same functionality

    The contents of this pack:

    Each animation has an hkx file that has been tested in-game and should work. Note that the default arm position for all poses is the armbinder position from my bondage devices pack, but the arm position should be overridden by any bondage gear, based on your '...injury.hkx' files. That means that, in theory at least, any of these animations should work with any cuffs, armbinders, etc.
    All animations are 300 frames long (should be exactly 10 seconds) and start and end in the common pose for that animation family (e.g. all hogtie animations start and end in the same position). Each family has an 00 pose that is a breathing idle, followed by one or more struggle animations.

    - I may redraft some of the existing animations at some point.
    - I'm working on some additional positions (sitting with legs in front, spreadeagled, kneeling), but the joints on the CBBE model are...tempermental. If I can make animations I'm happy with that don't have terrible clipping at the joints, I'll release them in an update.



  19. Bondage Device Animations

    Bondage Device Animations v01.00
    The whole LL modding community, to whom I feel I owe something in return, but especially Kimy, Vader, Min, Guobu, Zaz, and all the other folks who have worked on Skyrim and FO4 mods here over the years.
    Shadeanimator, for the indispensible FO4 animation tutorials.

    This is not a finished mod, it is just a pack of animations and assets for modders or end users to integrate into existing mods (Devious Devices, etc). I have not included an esp/esm, since I figure any modder who is going to be working with these already has a set of 'test animation' files linked in an esp that they can use. If this is a serious issue for mod designers, I can make an esm with all the animations in it, but that will complicate mod development more than just pointing your own esm files to these animations. These are all intended for use with the default CBBE body. They may clip with other bodies.
    You are free to use any of the animations in this pack, with the following conditions:
    - Do not post them to sites outside of LL without asking me. Basically, don't be that person who puts this up on Nexus or Bethesda.net...
    - You cannot charge for mods that contain these animations. If you have an optional payment, that's fine, as long as users who don't pay get the same functionality

    The contents of this pack:
    Restraint poses:
    Restraint poses work by simulating an 'injury' to one or more limbs that tells fallout to fix those limbs in a particular postion no matter what is going on with the rest of the model. This makes it so we don't need an 'armbinder' version of every vanilla pose (run, sneak, etc, etc), and is genius (not mine though - I'd guess Vader came up with the idea).
    Armbinder model and arm pose file (arm offsets):
    I have included a different armbinder pose, with the shoulders pinned back rather than up (see included images). In order to make this work, I had to modify the armbinder nif pretty substantially, so a revised version of armbinderblack.nif is included as well.
    (The hkx file in the custom armbinder folder replaces meshes\Torture Devices\DeviousDevices\Animations\Armbinder\MTBothArmsInjured.hkx)
    Arm cuffs pose files (arm offsets):
    I have included 4 customized cuffed arm animations. In theory, these can be used in place of or in addition to the cuffed arm animations in Tortue Devices. To replace the TD arm cuff idles, use one or more armcuffs hkx files to replace the various 'MTBothArmsInjured.hkx' files in the 'meshes\Torture Devices\wearables\Generic\BoundHands' folder and subfolders.
    Yoke pose files (arm offsets):
    I've included two yoke poses. The first (Yokeidle01) works with the bar and cuffs yoke, while the second (Yokeidle02) should work with both the bar and cuffs yoke, and the heavy steel yoke.

    Leg Cuff/Hobbleskirt Custom Files:
    This includes a standing idle for legs cuffs (or other situations where the model's legs are held together), and a corresponding walk animation. I've included arms in these animations as well. The major limitation is that because of the way the vanilla animations are set up, these will only work when the player is standing or walking without a weapon. If the player sneaks, runs, or draws a weapon, they'll go back to using vanilla movement animations.

    Each animation has an hkx file that has been tested in-game and should work. Note that the arm position should be overridden by any bondage gear, based on your '...injury.hkx' files. That means that, in theory at least, any of these animations should work with any cuffs, armbinders, etc. I have most use my custom armbinder position as a convenience, but that position should be overidden by any gear you have equipped.
    Armbinder struggle animations:
    These all have the model's arms locked back, and each has a different set of upper body and pelvic twists. Each animation is 300 frames long (10 seconds) and starts and ends start and end in the default standing leg position.
    Armbinder horny animations
    Each animation is 600 frames, and should be exactly 20 seconds long. They should all start and end in the default standing leg position. These are made to be usable in pairs - the 01 series has the model's knees come together, and the 02 series has her legs crossed. For each series, the 'a' animation as a writhing animation, and the 'b' animation as something more orgasm flavored.
    *These should be usable for any type of arm restraint - if the restraint has an '*injury.hkx' file, that arm position should show up. If not, the default armbinder arm position will show up.
    Unrestrained horny animations
    These are identical to the armbinder horny animations, except that they include arm/hand movements. I have tried to keep the starting/ending arm positions the same within each series (e.g. 01a and 01b should have similar start/end arm positions) but these are approximate rather than exact (I haven't been able to get 3ds to copy keyframes between animations).
    *In theory, you could probably use these with arm restraints, and the '*injury.hkx' file should overwrite the arm positions.
    Collar animations
    These are variations on the 01a series of horny animations. The normal collar animation has both hands tugging on the collar, while the collarhorny animation is a mix of Standinghorny01a and tugging on the collar.
    Chastity Belt animations
    This is basically an additional unrestrained horny animation. It's 600 frames/20 seconds, and has the default start/end positions.

    - If I get really ambitious, I may also go through the existing animations and refine some things. In particular, hand and finger positions may get smoothed out at some point in the next month or so.
    - More device specific animations, and more general use 'struggle' or 'horny' animations may happen as inspiration strikes.
    - If you are using these in a mod and there is something that you'd like to see along these lines or one of the animations is causing you problems, you're welcome to contact me. If it's something I can do fairly easily (e.g. not a movement animation or something that is going to require hours of posing individual finger joints), I'll try to help out. 



  20. CRX add-on - dead restraints

    This add-on modifies the CRX restraints in order to keep the dead bodies crucified on their crosses.
    Note: the entire point of this add-on is to get serious about crucifying NPCs and leaving them to their fate (or killing them yourself). There is no point in installing this add-on if you just want some harmless bondage play.
    To install:
    1. install CRX 1.7 by @Oakern
    2. download this add-on and overwrite with the included files (meshes, scripts, esp)
    Changes to the original mod:
    - the dead bodies will stay crucified (hopefully across re-loads as well)
    - replaced ropes with spikes in all configurations
    - for each cross type, there are two variants: "spikes feet" and "ropes feet" - in fact, both variants will place spikes, but with slightly different dead body positions (for now, CR01 and CR05 have identical restraints between sp_feet and ro_feet - WIP)
    - eliminated some logical constraints from the original script - select "add/keep all spikes" / "add/keep all ropes", and you're done, it will now disregard the initial configuration
    - CR01 features a Skyrim model, instead of the original cross
    - upon expiring, the crucified victims will spasm a few times - both for "artistic impression", and to stabilize their position in the restraints
    - CRX 1.7
    - Dead body collision
    Screenshots: to illustrate the available variants for CR01, 02, 03 and 05
    Future plans:
    - different variants for CR01 and CR05 sp_feet / ro_feet
    - further tweaks to positioning
    Possible bugs and issues:
    - CR01 (Skyrim) cross may feature spikes with purple or invisible textures - let me know if that's the case, the intention was to replace the steel texture with a rusty one
    - various positioning issues - let me know if they occur immediately after the victim expires, or after a re-load
    - you need to delete the restraints (select the restraint in console, then disable; mark for delete) in order to re-use an already used cross
    Original credits, and thanks, to @Oakern, author of CRX
    Permissions: as per Oakern's terms



  21. Working noose - proof of concept

    Important notes to please pay attention to before installing 6.0.1
    1. this mod is meant to be used with extensive console use, it is not “plug and play” and is not very user-friendly; please do not try to use unless you are familiar with the console and you are willing to put in some effort (sometimes) for things to look and work right
    (if the codes listed for the items below don't mean anything to you, then you should not install this version)
    2. if you have any previous versions of this mod, the new version will erase the previously placed furnitures because the form ids changed; don’t install if you want to keep already placed nooses and furniture
    3. for convenience in commanding NPCs (placing them in setcommandstate mode), I highly suggest FO4 hotkeys https://www.nexusmods.com/fallout4/mods/11664
    (I am attaching my own hotkeys.ini file, either rename “SAC Hotkeys.ini” to “Hotkeys.ini”, or copy/paste my commands to your keys of choice – I mapped F1 to getting a NPC into commandstate and F2 to release them)
    4. all the furnitures in this mod will kill the NPCs, including essential ones (it will kill Preston); don’t hang NPCs that you don’t mean to die, or be prepared to reload
    5. the placed furniture / nooses usually needs some position alignment
    (I am using Autohotkey object mover https://www.nexusmods.com/fallout4/mods/24773)
    6. all the objects must be obtained or placed via console, there is no constructible object, recipes or similar
    Main new features of this new release:
    -          It will play a random mix of Grayuser’s hanging animations, mixing and switching the animations mid-scene
    -          The furnitures are no longer constructible, just use the weapons provided as directed or spawn them from console
    -          It will place random hands and/or feet restraints which persist after death (they will look weird sometimes)
    -          There are a number of facial expressions for the hanged NPCs, AAF is required to this to work
    -          Streamlined the scripts a lot behind the scenes
    -          Allows for many NPCs to be hanged simultaneously
    -          The player can now hang themselves (sort of, in fact it will hang a doppelganger of the player, otherwise the camera just doesn’t work, AAF is needed for doppelganging to work)
    -          Other stuff I’ve probably forgotten
    Scripted furniture (scripted = when NPC sits in furniture, the hanging starts automatically); use console PT to spawn the furniture
    Gallows T scripted, 2 “seats” (28EAF)
    Gallows TT scripted, 4 “seats” (28EB1)
    Gallows Beam scripted (28EB2)
    Hanging Pole (BE4D7)
    Hanging Pole straight (BE4D9)
    Hanging Plain (DBE93)
    Use cases for the scripted furniture:
    Setcommandstate the NPC, direct them to “sit furniture”, or
    Shoot the NPC with the Noose IDLE gun, the IDLE gun will snap the NPC into the nearest furniture (either noose or gallows) – make sure you have previously directed them nearest to the furniture / noose you mean to use
    Unscripted furniture (unscripted = the NPC will kneel and wait to be hanged later with the Hanging Gun) – this is useful for simultaneous hangings
    Gallows T noscript (28EB5)
    Gallows TT noscript (28EB4)
    Gallows Beam noscript (28EB3)
    Gallows with 3 nooses (BAFA4)
    Gallows with 4 nooses (4F5DB)
    Use cases for the unscripted furniture:
    Setcommandstate the NPC, direct them to “sit furniture”, then shoot them with the Hanging Gun – it will spawn a noose and hang the NPC, or
    Shoot the NPC with Hanging gun IDLE, they will kneel into the furniture, then shoot them with the Hanging Gun to hang them
    Hanging Gun (58BF4) – spawns a short noose at the NPC location, hangs the NPC
    Hanging Gun IDLE (AC438) – snaps the NPC into the nearest gallow seat (if the gallow is scripted then they will kill the NPC automatically, if the gallow is not scripted the NPC will kneel and wait) or noose (all nooses are scripted)
    Hanging Gun Furn (150359) – will spawn a scripted furniture at the NPC location and hang the NPC
    Noose arrow (10358B) – is a grenade that flies in straight line and spawns a long noose on contact with any surface; aim it at a beam or tree branch, fire like any grenade (straight line!), and you get a working noose
    (sometimes the tree braches have no collision for the “arrow” to impact into, so the “arrow” will fly into the sky and spawn a noose very high up; be prepared to TCL, fly near the noose and delete it in console)
    Noose arrow exec (8B283) – same as the noose arrow, but spawns a type of noose that doesn’t kill the NPC, rather they will animate indefinitely (until you kill them somehow else, like with a bullet, then they will hang dead)
    Absolute requirements: F4SE, AAF
    Version 5.0+ requires Gray User's Bad Ends Animations ; his NSWF pack is recommended if you want sound during the animation phase
    I really do recomment installing FO4 Hotkeys and assign one hotkey (I use F1) to the command "pna; setcommandstate 1" (this will enable you to command any NPC just by pointing at them and pressing F1)
    Place Everywhere is highly recommended
    An autohotkey manager for object manipulation (like this one) is highly recommended, to position the nooses freely outside workshop areas
    - ag12 for his invaluable help in setting up the script, thank you!
    - Oakern, for his awesome CRX mod, which is a must-have for me (hopes he keeps adding content to it), for providing the inspiration and for giving me permission to use his assets (which I did)
    - Vader666, from whom I took the hands-bound animation and helped me figure out how to add animations to furniture (thank you!), check out his Torture Devices mod
    - LazyGirl, check out her Abduction mod
    - steve40 for giving me permission to use his dirt shader from CWSS
    - Crimsomrider, for giving me permission to distribute my modded versions of his outfits
    - Gray User for his hanging animations
    - others who kindly helped me at various stages along the way
    Use it - and hopefully improve upon it - in any way you want, but please let me know in a comment or PM if you managed to create a better version, so I can enjoy it myself. This is the reason why I uploaded it under modder's resouce.
    I cannot speak for the assets I took from Vader666, Crazy, steve40 and Crimsomrider - those assets belong to them.
    Future plans
    - A flexible rope for the noose - help needed
    - More animations - help needed
    This is my first scripted mod ever. It may break your save, your game, or your life (shouldn't, really, unless it's already fucked up) - I take no responsibility. The scripts are not tested for performance or for persistence. If you get bloated saves, or bloated Papyrus logs, or orphan scripts, or whatever, sorry, I don't really know what I'm doing, so use this mod(der's resource) on your own responsibility.
    Detailed change log (please take the time to read this)



  22. Vault Meat - Sex Tec Visual Assets

    This modder's resource contains vault meat assets made for the purpose of supporting Sex Tec or any other fallout 4 sex animation mod. The resources have most scenarios considered as well as contain variations for both a full animation sequence as well changing the purpose of the asset in the first place.
    Hence once animated these resources can be used in multiple ways and for multiple purposes.
    For example:
    The sex training asset, first previewed image, shows Vault Meat in a happy & docile state however the assets also contain different faces & body position variations that show her struggling to free herself. Most assets provided here contain workfiles that include these variations.
    File Types
    The assets provided are both in .psd and .ai formats to help animators to fully animate these files similarly used in the game without having to re-draw anything or needing to draw Vault Meat accurately from scratch. The modder in question needs to have experience with animating via vector lines to be able to properly animate these assets and bring Vault Meat to life in FO4.
    These files are free to use by anyone as long as they get in touch with me before starting work on them.
    I simply hope to be involved.
    All these arts & assets have been made by Ruthless Peasant
    (If you like his work please consider supporting him on Patreon!)



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