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Modders Resources

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

8 files

  1. NSFW Sound Pack

    NSFW Sound Pack - Release v01.00
     
    Credits:
    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.
     
    Conditions:
    - 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.
     
    Requirements:
    None. But these files won't do anything unless another mod references them.

    Installation:
    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.

    954 downloads

    Updated

  2. AAF Creature Pack Release v02

    AAF Creature Pack Animations - Release v02.00 (with sounds and facial expressions)
     
    Credits:
    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. I would also particularly like to acknowledge EgoBallistic for continuing to work on key FO4 projects that would otherwise have died.
    Shadeanimator, for the indispensible FO4 animation tutorials.
    Dagobaking, for all his amazing work on AAF and for answering my many (many) questions about AAF functions.
    Leito, for taking the time to teach me how to embed sounds and expressions in an animation and letting me use his sounds.
    Ashal, for letting me use old sexlab sounds as the core of the audio for this mod.

    Summary:
    This is a pack of animations and the *esp and AAF xml files needed to play them in game. The original goal was to create at least one set of staged creature/human animations for most of the hostile creatures in Fallout 4. This pack can be used on its own, but my hope is that it will be used as a resource for other mods (*cough* violate *cough*).
    This pack still has some technical issues (see below) that I hope to fix. When I have worked out solutions to those, I will post updated versions of the pack.

    Requirements:
    This pack requires AAF and Fallout 4 (surprise!).
    If you want to have sounds, you must also download and install my NSFW sound pack.

    Permissions:
    You are free to use any of the animations and files 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:
    This pack contains sets of paired animations (one for the creature, one for the human) for the following creatures:
     - RadScorpion
     - Stingwing
     - Bloodbug
     - Bloatfly
     - Yao Guai
     - Mirelurk
     - Mirelurk Queen
    Each set includes four animation pairs, intended to as sequential stages. All animations are 300 frames long (which should be exactly 10 seconds). The animations are...not especially consensual. You've been warned.
    **In the AAF files, I've set up the human as the first animation and the creature as the second. That means that when you select the animations through AAF, you select the human first and the creature second. Otherwise, the animations won't load.**

    Install directions:
    Copy the files into your /data/ folder. To uninstall, delete the files you copied. At present, the animation pack contains no scripts or anything else that should cause problems when added to or removed from an existing game.
    If you have an earlier version of this pack, you can just overwrite everything.

    Plans/Troubleshoot/Other Notes: (12/2018)
     - Although the animations are intended to be played in sequence, I'm having some trouble getting the 'tree' or 'staged' functions in AAF to work (staged animations don't reliably advance for several of the creatures). As above, there's probably a fix for this, I just haven't figured out what it is. Note that the 'animations don't reliably advance correctly' problem also applies to some creatures (Stingwing, Scorpion, Mirelurk, Yao Guai) when using the AAF controls to switch between animations. (Update - 12/2018: My suspicion is that this has to do with the animation behavior subgraphs for several creatures. This is going to be an involved fix, but I'll see about rigging a workaround).
     
     - I haven't schlonged any of the creatures (bone weighting never seems to work out for me), so I've had to get a little creative. If someone has schlonged nifs for any of the creatures in FO4, I would be happy to make animation sets that take advantage of that at some point in the future.
     - The animations were positioned using the most common variant of each creature and the default CBBE body. They should work for other creature variants, and for other human bodies (male or female), but the positioning might be off, particularly if the scale of either one is altered. (Update - 12/2018: Because of the way I'm handling human vocalizations, a female character is assumed. If you want male vocalizations, you'll have to go into the NSFW sound files and replace them).
     
     - I am unable to get the following creatures to stay in animations controlled via AAF (they start, but then return to one of their idle behaviors). Any insight into this problem is appreciated (I'd be happy to send files for someone to test if you're interested in helping out).
     - Mirelurk King
     - Mirelurk Hunter
    (Update - 12/2018: My suspicion is that this has to do with the animation behavior subgraphs for several creatures. This is going to be an involved fix, but I'll see about rigging a workaround).
     
     - As in all things, some of these are better than others (I'm not a professional - just another random pervert). At some point I'll probably update some of the earlier animations, and maybe add some additional animation sets for some of the creatures.
     
     - At some point, I'll get around to putting together similar packs for most of the DLC creatures, but there are a couple of other projects that are higher priority for me (so, probably not till spring/summer 2019).
     
     - At some point in the future, I may work out how to handle sounds in AAF rather than baking them into the animations directly. (Also, my apologies to Dagoba King, who sent me numerous examples to help me do this via AAF - it just didn't work out this time). That would provide better lip synching and let users have appropriate sounds for both male and female humans. This is very much a long term thing though, so don't hold your breath. 
     

    4,493 downloads

    Updated

  3. Bondage Position Animations

    THIS FILE IS NO LONGER UNDER DEVELOPMENT
    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
     
    Credits:
    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.

    Summary:
    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.
    Permissions:
    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.
     
    Facedown00
    Facedown01
    Facedown02
     
    FacedownKneel00
    FacedownKneel01
     
    Hogtie00
    Hogtie01
    Hogtie02
    Hogtie03
     
    Side00
    Side01
    Side02
    Side03

    Plans:
    - 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.

    1,360 downloads

    Updated

  4. Bondage Device Animations

    Bondage Device Animations v01.00
     
    Credits:
    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.

    Summary:
    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.
     
    Permissions:
    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.

    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.
    ArmbinderStruggle01
    ArmbinderStruggle02
    ArmbinderStruggle03
     
    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.
    ArmbinderHorny01a
    ArmbinderHorny01b
    ArmbinderHorny01a
    ArmbinderHorny01b
     
    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.
    StandingHorny01a
    StandingHorny01b
    StandingHorny02a
    StandingHorny02b
     
    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.
    Collar01a
    CollarHorny01a
     
    Chastity Belt animations
    This is basically an additional unrestrained horny animation. It's 600 frames/20 seconds, and has the default start/end positions.
    ChastityHorny01

    Plans:
    - 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. 

    2,233 downloads

    Updated

  5. Sex Attributes - Framework (10/9/2018)

    Sex Attributes
    v2.0.0 BETA (for AAF)
     
    ~INTRO
    FO4 Sexual Framework for managing player's sex wear and tear & psychological attributes and offering different consequences and outcomes!
     
    When your player gets sexually assaulted, he/she should not be walking around as if nothing happened. Conversely, if the player just saved the entire Commonwealth, he/she should get a confidence boost that positively affects the things he/she does. This mod aims to bring that idea to life! Your player's successes should bring further boost to her abilities and mental state and your player's failures should bring further consequences and put him/her in increasingly precarious situations.
     
    ~FEATURES
    This mod tracks two independent attribute types: physical and psychological. Each can be enabled/disabled in MCM independently.
    Physical attribute will track the player's oral, vaginal, and anal health. Have sex? Your wear and tear level increases, and adds physical debuffs to your character.
    Psychological attribute is the bread-and-butter of this mod and is divided into 4 pillars: Willpower, Self-Esteem, Spirit, and Submissive/Dominant orientation.
     
    Willpower is your character's ability and determination to overcome challenges in the Commonwealth. Weaker willpower should result in your character easily giving up to pressure or tough challenges while stronger willpower should result in your character being able to overcome tough challenges and having a do-or-die mentality.
    Stat-wise, lower willpower will result in lower perception, intelligence, and luck (lower pickpicking and hacking skills).
    Higher willpower will result in higher aforementioned stats.
    Willpower slowly regenerates over time, and is the most volatile psychological attribute; it can be viewed as a currency. The player loses willpower each time he/she is a victim of sexual assault. Willpower regeneration rate is affected by the player's spirit. 
     
    Self-Esteem is your character's confidence level and his/her view of self. Lower self-esteem should result in struggling to convince others and not believing in oneself while higher self-esteem should result in easily convincing others and being confident in one's ability.
    Stat-wise, lower self-esteem will result in lower charisma, slower AP regen, and increased damage taken (based on the theory that if you think you're going to die, you are more likely to die, and if you think you are going to make it, then you are more likely to make it).
    Higher self-esteem will result in higher charisma, faster AP regen, and decreased damage taken.
    Self-Esteem does not regenerate over time and only changes based on player's actions (successes/failures). Self-Esteem is increased by gaining experience (Winning fights against enemies, exploring new areas, completing quests, etc). Self-Esteem is decreased each time the player is a victim of sexual assault. Self-Esteem gain amount is affected by the player's spirit. 
     
    Spirit is your character's resistance and resilience. Weaker spirit should result in your character being heavily suggestible and influenced by others while stronger spirit should result in your character being more stable, and resistant to external influences.
    Stat-wise, lower spirit will result in weaker bartering skills and persuasion chances.
    Higher spirit will result in stronger bartering skills and persuasion chances.
    Spirit does not regenerate over time and is very difficult to move in either direction. As such, it is the most permanent psychological attribute. The only way to accrue spirit points is to gain experience while already at 100 self-esteem. Any experience gained while at 100 self-esteem will "spill over" into spirit. Similarly, the only way to lose spirit points is to be assaulted while already at 0 self-esteem. Spirit increases and decreases at a 5% rate of self-esteem. That means if you were to lose 10 self-esteem points (from sexual assault) while at 0 self-esteem, you'd be losing 0.5 spirit point. Willpower affects how fast/slow spirit points are gained/lost.
     
    Submissive/Dominant Orientation is your character's natural inclination to submit to or defy others. Being more submissive should result in your character rather enjoying submitting to others while being more dominant should result in your character being defiant and enjoying the position of authority.
    Stat-wise being more submissive will decrease your barter skills and persuasion chance, but increase your resistance to wear and tear damage from aggressive sex and also increase your endurance (from being accustomed to pain).
    Being more dominant will increase barter skills and persuasion chance, but make the player receive increased wear and tear damage from aggressive sex, and become susceptible to "Frustration" debuff when being assaulted. Furthermore, dominant (and neutral) players will lose self-esteem over time when wearing Devious Devices (if installed).
    Sub/Dom orientation is mostly a permanent, independent trait of your character. You can choose your player's starting D/s orientation when running the game for the first time with the mod. After that, your player's D/s orientation will remain fixed.
     
     
    To summarize, each psychological attribute (except D/s orientation) affects the other in some way. Self-esteem feeds into spirit, which then affects self-esteem gain/loss rate. Willpower affects spirit gain/loss rate, while spirit affects willpower regeneration rate. Essentially, self-esteem <-- affects --> spirit <-- affects --> willpower. This system creates an effect where if your player is depleted in self-esteem, spirit, and willpower, it is extremely difficult to reverse that, almost making it a permanent change to the player's psyche.
     
    Reset Stats
    Doctor Neura is an advanced neurologist who is able to reset your character's mental attributes, at the cost of some caps. The cost is equal to player's level times 100. If your player is broke and can't afford it, Neura is willing to do it with whatever money the player has; how generous! She is located in Memory Den of Goodneighbor and usually hangs out near Dr Amari.
     
    ~NPC INTERACTION MECHANICS
    Ever felt that vanilla game's Charisma-based speech check was very one dimensional and boring? This mod brings possibilities for more variety! This mod alone doesn't change anything, as it's just a framework for it. But other mods can use APIs provided by this mod to greatly diversify player's interaction with NPC.
     
    Intimidation
    Allows players to intimidate NPCs! Intimidation success chance is based on a combination of player's dominant/submissive orientation plus self-esteem. More dominant and high self-esteem will result in higher intimidation chance. 
     
    NPC Persuasion
    NPCs can now persuade the player! There are three persuasion difficulties: Easy, Medium, and Hard. For example, Easy would be something like, "Hey, give me a Nuka Cola!", while Medium could be "Go clear settlement #999", and Hard could be "Come give me a handjob." NPC's persuasion chance is based on the persuasion difficulty and player's spirit. Lower spirit players will be much more vulnerable to persuasion by NPCs.
     
    Formula:
     
    Intimidation and NPC persuasion chances can be customized in this mod's MCM page.
     
    Mods using NPC interaction mechanics:
    Sexual Harassment - NPCs will approach player and demand sex
     
    ~STAT CHANGES
    Physical
    Oral: 0 ~ 100
     
    Vaginal: 0 ~ 100
     
    Anal: 0 ~ 100
     
    Psychological
    Willpower: 0 ~ 100
     
    Self-Esteem: 0 ~ 100
     
    Spirit: 0 ~ 100
     
    Sub/Dom Orientation: -50 ~ 50
     
    Frustration Debuff:
     
    ~INTEGRATION
    This mod aims to be a framework that other mods can use to offer different choices (or lack of choice) for the player. Currently, the following are mods integrated with Sex Attributes:
     
    Mods Using Sex Attributes:
    Sexual Harassment
    Offers dynamic NPC dialogues that change based on player's attributes. The player can use willpower to resist NPCs, and NPCs can take advantage of player depending on player's attribute deficiencies. 
     
    Mods Used By Sex Attributes:
    Devious Device
    Wearing Devious Devices reduces player's self-esteem over time. Dominant players will receive further penalty and lose more, while submissive players will lose less, or even not lose any at all.
     
    ~FUTURE PLANS
    Remove Devious Devices with Willpower
     
    ~LIMITATIONS
    Currently, AAF does not provide information regarding who the victim was during Aggressive sex. So there's really no reliable way for this mod to know what type of sex the player indulged in. So you have to tell the mod whether sex acts should be considered consensual or aggressive. I tried to make this as easy as possible by adding an MCM hotkey that you can press to toggle between different sex modes. 
    You can also tell the mod to treat all sex with "Aggressive" tag as player rape. This can be changed in MCM
     
    ~PLUGINS
    Sex_AttributesHUD
    A simple plugin mod that displays the player's attributes in HUD. This allows you to easily view the player's attributes. This plugin uses HUDFramework, which makes it a requirement. If you dont install this plugin, then you don't need HUDFramework.
    Note that if you do install SexAttributesHUD and wish to uninstall it later, press the uninstall button in that mod's MCM menu. Otherwise, you will get HUD widgets that stay even if you remove the .esp file.
     
    ~REQUIREMENTS
    AAF and all its requirements, including animations
    Animation Position Tags - Required for mod to detect which orifice was used during sex. Also for detecting "Aggressive" sex tag
    (Optional) HUDFramework - only if you install my HUD plugin mod
    (Optional) MCM - if you want to be able to change settings
    (Optional) Devious Devices (and all its requirements) - for integration with DD
     
    ~INSTALLATION
    Like you would any other mod, NMM (or equivalent) or manual. Install Sex_Attributes for base mod. Also install Sex_AttributesHUD if you want to see attribute values in HUD
     
    ~UNINSTALLATION
    BEFORE uninstalling the mod, turn OFF effects for physical and psychological (if you have buffs/debuffs on your character). Otherwise, your character might get permanent buff/debuffs.
     
    ~PERMISSIONS
    In the event that people are awaiting needed maintenance and/or new features, and I've gone MIA (say >4 months), I give permission to others to take the mod and its source code (included) and expand on it/maintain it. Just make sure it remains within the scope of the original mod - a modular, simple, framework for player's attributes. 

    27,896 downloads

    Updated

  6. 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
     
    Requirements:
     
    - 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
     

    2,474 downloads

    Submitted

  7. Working noose - proof of concept

    [v4.61 comment]
     
    Please note that F4SE is a hard requirement, scripts will not run correctly without it
    Cleaned up the mod description
     
    [/v4.61 comment]
     
     
    [v4.61 bugfix]
     
    - fixed a significant havok bug
    - if you downloaded v4.6, please download 4.61 and replace all
    - if you haven't downloaded 4.6 yet, then you are fine, you can install 4.61, the link to the bugged 4.6 has been removed
     
    https://mega.nz/#!E6ogxA6Y!n_X3i7sE2x1CKNk_i8_AehYpq4LGfv8PGMLTJnjtcmY
     
    [/v4.61 bugfix]
     
    [v4.6 update]
     
    - adds the "Noose Arrow" - a "grenade"-type "weapon" which places a long noose furniture upon contact; behaves like a bullet, flies in straight line, but has to be "launched" as a grenade
    - the "noose arrow" id is xx810358b (player.additem xx810358b 100)
    - the "noose arrow" is useful to place nooses on high spots, especially outside settlements - shoot the arrow at the target object (a tree, for example), tweak the position using FO4 autohotkey positioning, then command the NPC to "snapintointeraction"; I'll upload a tutorial in the support thread
     
    - tweaks the convulsing havok yet again... hopefully with more consistent results; factored in the NPC mass
     
    - adds random collision objects around the hanged NPC's neck/head, which force the hanged NPC to twist the neck into random positions for a more "diverse look" - I am still tweaking this, it's a recent addition, so it may lead to weird positions or NPCs being forced out of the noose
     
    - there are now approx 30 different hanging outfits, feet pointing down, mostly female versions
     
    - due to the outfits, the file is now over 100MB, meaning LL will not accept the upload - I am uploading a txt file with a link to mega, and will be posting the mega link here as well; this is the first time I'm using mega for uploads, let me know if it doesn't work
     
    https://mega.nz/#!E6ogxA6Y!n_X3i7sE2x1CKNk_i8_AehYpq4LGfv8PGMLTJnjtcmY
     
    [/4.6 update]
     
    Installation
     
    Best to do it manually, I haven't tested installing through NMM. Just copy my data folded into your data folder, overwrite anything. Make sure you read my caution in the 3.5 changelog, and the disclaimer.
     
    To Use
     
    Hanging Gun
     
    - Acquire the Hanging Gun via console (xx058BF4), fire at will
    [3.5 update] Do not use the HangingGunIDLE, will always be (is, until v4.1) broken / work in progress
    [4.1 update] This version has a functioning HangingGunIDLE (xx0AC438), you can use it to reanimate the sequence once the body is dead/hanging
     
    Hanging Furniture
     
    - the furniture needs to be built in God mode (!)
    - I highly recommend using Place Anywhere from Nexus, to be able to position the nooses more freely
    - build a noose from the workshop menu, just place it freely as of 3.7beta1
    - or build a hanging pole
    - console click the NPC, setcommandstate 1, or intimidate the NPC
    - exit console, hover on the noose around the slipknot area, the prompt changes into "sit"
     
    The NPC will play the furniture's specific animation, die, kick, swing
     
     
    Absolute requirements: Dead Body Collision, from Nexus and F4SE
     
    And 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
     
    You can always spawn a workbench anywhere in the world by using pt c1aeb, and build freely in workshop mode around it.
     
    All DLCs and Armorsmith Extended required for version 4.1 (hopefully removed in 4.5 beta)
     
    Credits
     
    - 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
    - Uses one animation from Crazy (the crazy assfuck)
    - 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
    - others who kindly helped me at various stages along the way
     
    Permissions
     
    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
     
    - fix the kneeling noose alignment (easy, but a tedious process) - in v3.5 it's pretty much solved... approximately
    - add proper animations - I need help here (!!!) I don't know squat about making animations
    - add swing to the noose - added some havok to the dead NPC, will continue to look into this - [3.7b1] added rotation and swing
    - add havok to the noose - no idea how
    - add more content to the kneeling nooses
    - a strappado
    - garotte devices - [v3.7b1] done, check out the immersive garrotte shithouse
    - additional restraints - [v3.6] added feet restraints to the hanging pole (straight)
    - look into introducing a hanging hook
    - introduce additional props
     
    Disclaimer
     
    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)
     
     
     

    4,266 downloads

    Updated

  8. Vault Meat - Sex Tec Visual Assets

    Description
    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.
     
    Permissions
    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.
     
    Credits
    All these arts & assets have been made by Ruthless Peasant
    (If you like his work please consider supporting him on Patreon!)

    7,810 downloads

    Updated

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