By selrahcThis is my edit of Auto Eat and Drink in Survival (ESL) by wim95, adding support for RSE's Advanced Needs system. I haven't tested it extensively, but it seems to work as expected for me. I've officially been blessed by wim95 with the permission to redistribute here. I've only tested with the latest AAF-RSE release 220.127.116.11. If you don't have Advanced Needs activated, you should still be able to use this mod for a Hardcore playthrough.
Description from the official page:
As description - copy/past from Fallout 4 Mod Requests
"This is a simple request:
I am tired of using hotkey and open pip-boy to eat food and drink water in survival mode. It is game braking when facing tons of combats.
Please create a mod ... that can auto detect hunger and thirst level. Then auto eat and drink proper food and water in your inventroy."
Since v.1.1.0 added Mod Configuration Menu support.
With MCM you can turn off notifications, tweak consumption options.
Without MCM will use the default settings:
"Not Found" notifications - ON "Items Left" Notifications - ON Consumption of caffeinated products - ON Number of caffeinated products that can be consumed - 3 Consumption of caffeinated products containing alcohol - OFF Ignore "State" condition - OFF Consumption of products from category "Never Eat" - OFF
What food and drinks consumed and in what order?
All food and drinks are categorized and placed on lists of consumption.
Categories for food:
Food to Never Eat. Has buffs "Cure All Addictions", "Fortify Carry Weight", "Fortify Strength" Simplest Clean Food. Has only one buff "Restore Health" Simple Clean Food. Have buffs to health "Restore Health", "Incr. Heal Rate", "Fortify Health", "Restore Action Points", "Fortify Action Points", "Remove Radiation", "Radiation Resistance" Clean Food with Buffs. Has other buffs Radioactive Food. Has debuff "Radiation Damage" Food used in Crafting. Has debuff "Radiation Damage" Food with Standard Disease Risk. Has different buffs or debuffs Food with Standard Disease Risk used in Crafting. Has different buffs or debuffs Food with High Disease Risk. Has different buffs or debuffs Food with High Disease Risk used in Crafting. Has different buffs or debuffs
Categories for water:
Clean Water Simplest Clean Water Simple Clean Water Clean Water with Buffs Radioactive Water Water used in Crafting Water with Standard Disease Risk
Categories for caffeinated products:
Caffeinated products to Never Drink Caffeinated products
Caffeinated products can be consumed after sleep in "Tired" and lower state. (With MCM can be turned off.)
With MCM configurable from 1 to 10 times, but recommended no more than 3 times. Why only 3 times?
Copy/past from HC_ManagerScript: "To prevent staving off sleep forever by caffeinating, we increase it by the standard value scaled by the number of times caffeinated." End copy/past.
First time caffeine/extra caffeine sleep delay: 2.3/7.0 hours
Second time caffeine/extra caffeine sleep delay: 1.2/3.5 hours
Third time caffeine/extra caffeine sleep delay: 0.8/2.3 hours
Fourth time caffeine/extra caffeine sleep delay: 0.6/1.8 hours
It turns out that more than three times does not make sense
Items for consumption are taken randomly from a category. Consume before "State" state or before end consumable items in this category.
With MCM you can turn on ignore "State" condition and it will happen: "Also i want to eat as soon as im hungry no matter what i have, as well as drink whenever im thirsty with whatever drink i have".
Order of consumption:
Caffeinated products (consume 1 item) Clean Water. Consume before "Hydrated" state. Simplest Clean Water. Consume before "Hydrated" state. Simplest Clean Food. Consume before "Fed" state. For Horizon users "Well Fed" Simple Clean Water. Consume before "Parched" state. Simple Clean Food. Consume before "Peckish" state. For Horizon users "Hungry" Clean Water with Buffs. Consume before "Parched" state. Clean Food with Buffs. Consume before "Peckish" state. For Horizon users "Hungry" Radioactive Water. Consume before "Thirsty" state. Radioactive Food. Consume before "Hungry" state. For Horizon users "Very Hungry" Water used in Crafting. Consume before "Thirsty" state. Food used in Crafting. Consume before "Hungry" state. For Horizon users "Very Hungry" Water with Standard Disease Risk. Consume before "Mildly Dehydrated" state. Food with Standard Disease Risk. Consume before "Famished" state. For Horizon users "Famished" Food with Standard Disease Risk used in Crafting. Consume before "Famished" state. For Horizon users "Famished" Food with High Disease Risk. Consume before "Famished" state. For Horizon users "Famished" Food with High Disease Risk used in Crafting. Consume before "Famished" state. For Horizon users "Famished"
Don't forget to replenish supplies of first categories!
List of products in categories
Mod does not change any records or scripts in the game and does not conflict with anything.
Mods adding new items:
Wild Plants Farming - supported
Give Me That Bottle - supported
Canteens of the Commonwealth (Wearable) - supported
Military MREs - Meal Ready to Eat - New Food - supported
Wasteland Imports - Goodies from all across the Wasteland... - supported
New Recipes - supported
Them's Good Eatin' - supported
Vegetarian Food and Recipes - supported
Coffee and Donuts Workshop Pack from Creation Club - supported
Survival patch for Coffee and Donuts Workshop Pack (Creation Club) - supported
Sim Settlements - supported
Wasteland Venturers Sim Settlements AddOn Pack - supported
Wasteland Venturers 2 - Sim Settlements Addon Pack - supported
Altairp's Animal Farm - Add-On for Sim Settlements - supported
Sim Settlements Add-on pack -- VaultLand - supported
Urban Food Expanded - supported
Horizon v1.5 - supported
ESL version available in the optional files
Cannibal perk not fully tested. Report any issues.
By LazyGirlOriginally a personal mini-mod put together for a new playthrough it gradually grew with tweaks, fixes and some new functions so I decided to clean it up a bit and release as an alternative "flavour" of Abduction.
Disclaimer - This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road
TLDR: Makes it possible to clone NPCs Institute style and have the result work as a settler or basic follower
No edits to NPCs required - Eliminating both the risk of conflicts as well as making anyone abductable
No DLC requirement - Works with any version
Abduction collar removed - Tied to above, replaced with non DLC asset - the "DNA sequencer"
Abduct and restrain perk actions removed - NPCs are now captured by having the DNA sequencer put in their inventory. Now any mod or way that makes it possible to access NPCs inventory like reverse pickpocketing or Knockout Framework can be used to capture with.
Knockdown spell removed - No longer needed. For those who still want to abduct NPCs in a state of vulnerability there's the "Simple Abduction" mode will allow instant cloning of sleeping, bleeding out, restrained or paralysed targets
Holotape menu removed - Added a MCM interface, the slow and clunky terminal interface is finally gone
Perk toggle - Hotkey support added making it easy to make the actions only show when needed minimizing conflicts with other perks and mods
Improved voice management - NPCs detected as settlement vendors, doctors or radiant quest targets will automatically be assigned a compatible voice. No more silent stare "conversations"
Improved maintenance - Now completely event and on demand driven making it near instantanous and very resource friendly.
Custom outfit system reworked - Only one variant is now supported but it should now work better with weapons
If a function present in Abduction isn't mentioned above it's likely not included in this version, it's Lite after all.
How to use
Craft a DNA sequencer at any chem station
Sneak it into a NPCs inventory
No dialogue to trade or control NPCs - Default raider, gunner or other NPC voicetypes don't have support for much dialogue besides shouting combat stuff. To access their inventor and other functions make sure to have the perk option enabled and use the quick menu options instead. Keep in mind if the clone is recruited they'll have the basic follower dialogue options so if that's all you need use the perk to recruit them and then toggle it off again.
Can't add weapon ammo to outfits - Since it's not possible to equip ammo and trigger the Event necessary for the outfit system to detect it you have to hand this out manually. There's also a console workaround by using the console command "player.equipitem ammoIdHere" to forcibly equip and get it added Weapons should spawn with a few bullets which is all they need for infinite ammo to work.
Can't change the appearance - Due to the way clones work they'll always keep the appearance of the original. You can however edit the target before abduction (provided they support it) and that'll be passed on instead
Resurrected NPCs are stuck in one place - Death will often screw up their AI but it can be fixed by targeting them in console and type "resurrect 1"
NPCs walking away when editing appearance - Recruit them and tell them to stay put. Also keep in mind moving too close can trigger the default behaviour of moving out of the way. Also keep in mind editing resurrected NPCs before applying the stuck fix (see above) is a good idea since it keeps them in one place
(Win10) Mod won't isn't loaded or don't work partially/at all - Try renaming the esp. Seems the word "abduction" is on some of Microsoft blacklist so it's blocked from loading properly
0.10.0 Notes below. Leaving this up in case someone wants to use the old version requiring edits. Offers more functionality at the risk potential conflicts with other mods changing the NPCs or reverting them back to hostile behaviour
To get more diversity in your ranks of "volunteers" I highly recommend Unique NPCs and Better Settlers 2.0
Since I made this for myself I haven't tested it with any other mods or game mechanics than the ones I use. For example the arena fight system, Nuka World settlements and mixing non-abducted settlers with abductees isn't. Should these or other game functions not work with an abducted the only advice I can give is to unregister the NPC to release them from this mod and try again.
Source included. Papyrus log keyword to filter for is "AbductionLite". Feel free to tweak or change things for your own use.
This is a Loverslab only release, please do not upload this or modified versions elsewhere
By holdoutWarning one: This mod should be considered WIP and could break things or future updates might contain breaking changes. Having given the warning I think its fairly safe and things that go wrong should only have something weird happen during an encounter.
Warning two: This is mostly a goofy, I want to see what happens and minor sort of cheat mod so I am not too worried about lore friendliness or really balance impacts right now.
Warning three: I had some of story and a workshop crime syndicate thing I was building around this, but I came to the conclusion I would rather poke my eyes out than work with the quest and dialogue parts of them creation kit, so these chems were ripped out of that mod so I may have missed testing some things.
Warning four: This mod mostly means having sex within in combat areas so any alignment issues can be more pronounced. This also means that there is higher chance than normal of you being attacked or your partner being killed during the animations.
The mods basic premise is to add a few chems that for lack of a better word weaponize sex.
The chems added:
Potion 66 - This tries to pacify any npc's that are attacking the player. (All the effects below last about 5 min before they become hostile again if they are still alive).
If the npc is in the four play allowed race list it has a 100% chance and these 3 things can happen:
1. 40% chance of causing the npc's to go into a frenzy and try to repeatedly force sex on the player. If after a certain period they are put off, they will start attacking their former comrades before finally just collapsing dead.
2. 30% chance that become so horny that if they don't get enough sex before the effect wears off they will drop dead. Basically, they will try and force sex with random characters close to them, prioritizing the player if they are within a certain distance.
3. 30% chance they will become docile until the effect wears off.
If the npc is not in the four play allowed race list there is a 50% chance they will become docile until the effect wears off.
If the npc is not in the four play allowed race list there is a 50% chance they will become docile until the effect wears off.
For 60 seconds after taking the chem any new npc's that were not effected by the original use will be affected when they attack and hit the player. The player will be in a walking state for these 60 seconds.
One thing to note with Potion 66 if you have your weapon drawn the effects will not work, the idea being you seem too hostile for it to effect those around you.
If attacked by the player while under the effect, the effect will cancel and they will become hostile again.
Potion 66 Black Widow - This will cause the player to pretend to submit to the closet target under the effects of Potion 66 above and have sex with them until you kill them. (This was mostly created if you were using Potion 66 in a area and you really needed to kill that one npc to finish a quest).
Like Potion 66 if you have your weapon drawn the effect will not work.
Potion 66 Protection - This adds damage, energy and radiation resistance allong with some base stat buffs. (Idea of this one is more than anything to be an armour re-placer.) The effect lasts 30 min.
Potion 66 Inspire - This is meant to boost the players current followers damage output.. (Right now it adds a custom perk that gives 200% dmg on anyone following the player). The effect lasts 5 min. On the end of the effect the follower will attempt to force sex on the player.
All the chems can be crafted at a chem station under drugs in packs of 10 for 1 fertilizer.
Things I was thinking about next:
Add Side effects to prolonged usage. Balance pass.
Four-Play and any of its requirments
Updating should only require replacing the old files with the new files.
Added option to adjust numbers used in the Potion 66 Effects through MCM Bug Fixes (biggest would be a last ditch call to check if an npc is dead before calling four-play).
Fixes to reduce the occurrences of the four play busy error. Changed the chance of the Frenzy Effect from 50% to 40%, Horny Effect from 35% to 30%, Basic Pacify from 15% to 30%. Reduced the damage from the Potion 66 Black Widow by 50% (This probably still needs to be reduced more). Changed that npc's under one of the 3 Potion 66 pacify effects will go hostile when attacked by the player. Other small bug fixes.
This mod allows you to enslave NPCs. Enslaved NPCs can be sent to settlements to work there or can be used as companions.
Fallout 4 ALL DLCs F4SE Mod Configuration Menu Extended Dialogue Interface Rename Anything (Scripts\RenameAnything.pex, F4SE\Plugins\rename_anything.dll, F4SE\Plugins\rename_anything.ini – are required) TextInputMenu Advanced Animation Framework Four-Play (Optional. Instead AAF) Four-Play Community Patch (Optional. Instead AAF)
To install simply extract all files into Fallout 4 folder and enable "Just Business.esp" in any plugin manager.
To update just extract all files to Fallout 4 folder and allow newer files to replace old ones.
If you are updating from version 0.3.2 or higher use "Update" option in MCM-menu.
Warning: Clean save is strongly recommended if you are updating from versions lower than 0.3.0.
HOW TO USE IT
This mod adds new "Hunter mode", in which you can mark victims. While marked, NPCs will become essential and once their health reaches "0" they will enter "bleedout state". When NPCs is in "bleedout state" player can talk to them and decide their fate (kill, enslave or let go) .
To enter "Hunter mode" you need to press "H" (can be reassigned in MCM). To mark NPC press "R".
Enslaved NPCs can be used as companions (you can have more than one companion slave at once) or sent to any player settlement.
All enslaved NPCs have "submission level" which represents their escape chance. "Submission" is being increased automatically while slave wears "Shock collar" or works in your settlement. You can see slave's "submission" in information option in dialogue. There you can also change NPC's name and appearance.
If NPC's "submission" reached 100 you can assign this NPC to be a "Quartermaster". This allows NPC to have "Pack Brahmin" in which you can store your items.
Companion slaves can take orders in command mode(same as vanilla game companions), you can ask them to relax, show their inventory, use power armor and instantly unequip all their clothes.
In settlements NPCs can be assigned to any settler activities except some, that have slave "submission" level requirement. These activities are: stay on guard post (requires at least 80 "submission"), use trading post (50 "submission") or use trade caravan post (100 "submission").
If you leave slave with "submission" lower than 100, then this slave will have a chance to escape depending on his "submission" value i.e. the lower "submission level", the more chances are that slave will escape. When slave escapes, player will receive "Escaped slave" quest ,which will show runaway slave location.
To prevent slaves from escaping - assign them to pillory in settlement (DLC "ContraptionsWorkshop").
Fallout 4 Just Business [WIP] - Gameplay - v0.3.0
Fallout 4 Just Business [WIP] - v0.3.2 - New Features
Fallout 4 Just Business [WIP] - v0.3.3 - New Features
Fallout 4 Just Business [WIP] - v0.3.7 - New Features
You can toggle:
slave tracking unlimited ammo for slaves ability to rename settlers (not slaves) reassign "Hunter mode" button option that counts slaves as settlement population duration of sex with a slave allow teleport to Institute (and not only) allow management of vassal settlements switch the quest "Runaway slave"
CREDITS AND THANKS
DMC500 for translating the description into English F4SE Team for F4SE reg2k - Neanka - shadowslasher410 - registrator2000 for Mod Configuration Menu and Extended Dialogue Interface registrator2000 for Rename Anything Neanka for TextInputMenu DocClox for Four-Play vinfamy for Four-Play Community Patch dagobaking for Advanced Animation Framework
By ralfetasJust a concept test to make CBBE butt bounce in FO4.
I use the same concept as the breasts physics.
By Halstrom"This is the reality of the Institute, these people.........."
If you aren't a modder, don't bother installing this unless you are crazy, I'm mainly uploading it to get help on some features, it roughly works but is bound to have some quest breaking bugs. There's no CTD's that I know of but make sure you have some game backups before using this.
Version Numbers are only by date of the rar file 20160911 = 11/9/2016 (I don't do that US 9/11 dating crap, its stupidly confusing to order numbers like that in computer stuff )
Apal Leotard: http://www.nexusmods.com/fallout4/mods/13195/?
If you uses the Clothing esp as well it just adds more outfit variations and allowed me to get around CTDs caused by viewing some outfits in the CK:
Armorsmith Extended: http://www.nexusmods.com/fallout4/mods/2228/?
AnS Wearable Backpacks and pouches: http://www.nexusmods.com/fallout4/mods/3258/?
Vioxsis for the Collars and Shackles http://www.loverslab.com/topic/66027-institute-slave-collar/
Ralfetas for his outfits http://www.nexusmods.com/fallout4/mods/10692/?
CPU and Veniat for coding help
Installation is manual, if you can't work out how to install it you probably shouldn't be trying it (for some reason Archiving in CK doesn't work).
No sex yet, though there are little stories in the terminals.
An alternative start for the institute quest stuff to get into the institute, but you are forced into striping everything and wearing a collar. The collar allows you level 1 access to doors in the Institute. I'm pretty sure I've relocated all necessary markers to allow main quests using the normal relay to work as designed.
Most of the doors are now locked but open automatically for people with correct security level passcards or collars on approach. Many of the doors are factioned so being caught picking them results in conflict.
I have personalised the quarters of all the NPC's with their uniforms and other items.
Most females have been disarmed.
Only Gen1 and Gen2 Synths are armed. Gen 3 & 4 have proven untrustworthy due to their AI like intelligence, so they are not armed and they are collared.
All male Gen3 synths swapped to female or Gen2.
Female Scientists and Female Coursers are now using color coded clothing for their departments.
Added 3 new departments, Medical, Genetics(breeding) and Human Recreation(prostitution).
Added a lot of terminals and a linked terminal network accessible by Hacking level or cards adding Email, Diary and Files for all major NPC's.
Removed weapons and armor from sale.
Added extra corridors and rooms to Robotics, lots of work to go there adding the factory area.
Added extra barracks and gunnery range to SRB, still need to finish furnishing and lighting.
Relocated Facilities all to one area.
I've swapped the 2 girls and boy for young adults to avoid any awkward or pedo stuff in it. Haven't decided what to do with Synth Shaun yet.
Added Non-irradiated Institute munchies.
Adjusted contents of Bathroom mirror cabinents to be more bathroomy.
Some Major Current Issues I need help with:
My Dialogue for arrival via the intercom isn't working, I have some MessageBoxes to prompt for now.
My Turrets in the arrival area have gone invisible and when they are visible refuse to shoot back.
I can't get the collars Shock spell to work on the actor when they reach over 9 infringement points.
I need to manually Navmesh my new arrival Teleport Relay rooms somehow.
I plan to use the bodysuits as well but currently they work in game but crash the CK, making them a pain to use.
Quite a bit of incomplete work with furnishing new rooms an expanding the Robotics area, I want to make it a conveyor factory where the Gen3 Synths going through that hole in the wall come out naked and are equipped and programmed. And also where Gen 1 & 2 are serviced.
Archive in the CK doesn't seem to work so I had to assemble the file manually, I hope it works.
Collars to have Tracking, Teleport and Stimulation features. Also they will be modable allowing the player to hack them or mod them on a workbench to disable features like shocking and tacking etc.
Swap all single beds in quarters to double beds to allow them all to be tagged as sexbeds later.
Auto opening to be added to balcony doors.
A New General staff Quarters/Recreation cell with pool, barracks and Human Recreation Division area etc for all the unnamed NPC's
Named NPC's for Genetics and Human Recreation.
A seperate Medical Division area.
Some imported better faces for NPC's.
Extra corridors for BioScience with Genetics added behind it and cage areas for wasteland creatures and breeding experimentation.
Extra corridors and lab rooms for Advanced Systems.
Voicing for new NPC's, New Gen3 NPC and Female coursers, I'll need some for new NPC's eventually, but little steps first.
Alternative starts for institute to get to it much earlier in the game.
I want to tone the conflict from property crimes to be non-lethal capture.
Some good old fashioned waste pipe tunnels and air conditioning ducting to allow another means of accessing some areas.
By LazyGirlObsolete, use AbductionLite instead.
This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road.
WHAT IS THIS?
This mod allows the player to subdue, abduct and control encountered NPCs. They can either be put to work at a settlement or be ordered to act like a simple follower/bodyguard. This is done through a system similar to the Intimidation perk and works as follows
* Player crafts the holotape at any chem station
* Player makes sure the control quest is running in the MOD menu after which they can add the perk
* Player approaches NPC and when close enough issues the "SUBDUE" command while looking through iron sights
* While subdued the player can issue the next command in the same manner by aiming and issuing the "ABDUCT" command
* The shock collar is equipped and the NPC can now be send to the settlement of your choice and will start to travel there as soon as the selection is done
When the equipment requirement option is active the above actions are done with the Abduction Baton equipped with the extra options like dismiss/recruit displayed by BLOCKING
After being set to a settlement the player also have the option to immediately RECRUIT, again by aiming, and naturally also DISMISS the NPC similar to a follower.
While in a settlement the NPC will function as any other settler and can work farming, scavenging, guarding etc. They can also work as a trader but since the enemy NPCs have no recorded dialogue for this they'll do so silently, just pretend they're sulking and giving you the silent treatment you evil slaver you. The player will address them similar to what the Intimidation perk does and the NPC should also respond in the same manner, at least when active as follower. They'll also keep their default quips so you'll hear their faction specific shouts when in combat. Keep in mind they also seem to retain the "infinite grenade" option enemy NPCs have so things can get messy. Besides that they're also given the keywords for infinite ammo and to be stimpackable.
The customization options are fairly extensive ranging from changing voice, outfits, combat style and is continuously updated. For a complete and current list please see the changelog entries.
Regarding doctor or vendor assignment dialogue
Mod not working?
SO WHAT'S THE DISCLAIMER ALL ABOUT THEN?
Two main areas, implementation and completeness
* The workshopnpc script necessary to allow settlement functions is attached to template actors. This means you might potentially have a whole lot of (enemy) NPCs running scripts in your game. I do not know if they actually take any resources or even are active when the NPC isn't in a settlement but anyone familiar with the vanilla game bug where settlers break in pretty much every way possible except imploding you know the workshop/settlement system is unstable as it is.
* Since the scripts are attached to template actors it also means any mod that relies on them being intact and behaving as they should (that is, shooting the player in the face rather than tending to their mutfruits) might have problems
* And naturally since the mod changes rank 1 and 3 of the Intimidation perk any mod that does the same might also have problems
* NPCs does not have the stimpak option - It's there but not shown, "E" still works
* NPCs does not have "STAY" dialogue command when set to follower - It's there but mislabeled as a second "Talk" option
* If you have no settlement to send them to the NPC will linger - Keep them as a follower until you capture/get one
* NPCs will sometimes attack "free" settlers - Unknown why, they have their faction affiliations stripped and are assigned to the workshop-faction on abduction. If it's a problem make separate settlements for those you capture
* Not all NPCs are capturable - You can only capture NPCs equal to or under the player character level. Also, any NPC that doesn't use the template, most random encounter ones and hand placed for specific events/quests/scenes/etc for example, wont have the necessary workshop-script attached and the SUBDUE command won't show for them.
* NPCs act differently in settlements - I haven't touched their sandbox packages so they'll use whatever default they have
* NPCs run off in combat when companions - It seems some are set to sandbox/linger in a specific location and it might draw them back. Their combat AI isn't modified either so in any situation where they'd normally flee they'll still pick the option regardless if it means leaving the player fighting alone.
* The perk is overwritten or overwrites the Intimidation one - pick one or the other.
* NPCs assigned as doctors and other unique dialogue vendors only have the trade/barter option - There is no recorded dialogue for enemies to work as these rather unsurprisingly. Set a default voice supporting these functions
* While being able to subdue someone with a gun is plausible making them abductable might not be, changing the requirement to a stun gun/rod similar to Fallout 2 might be more realistic.
* NPC wandering off to a settlement instead of simply running away as soon as the player is gone isn't good either, adding a requirement for the player to craft and attach an explosive slave collar or other restraint would be an option
* A faction to trade slaves should be added so the player can sell captured ones or buy to work in their settlements
* Affinity should be added to companions, negative across the board mostly
* Reactions should be added to other factions/NPCs, for example the Railroad or Minutemen probably wouldn't like if the player came to pay them a visit with a bunch of slaves in tow. Certain NPCs would also have an issue with the whole thing.
* Having many slaves from one side should prompt increased frequency and level of threat from the associated faction, they probably want their friends back right?
And probably a bunch of other stuff I forgot.
Stuff that's loosely planned to be added
* Option to change the voice type of NPCs so they get the recorded lines to function as doctors Added in 0.41
* Option to change combat variables so they work better fighting in follower mode Added in 0.41
* Option to change facial expression and body language
* Option to remove the NPC from the intimidation quest which would remove the related threat / mercy dialogue. Added in 0.41
By StrecSlavers Rule the World (SRW) will be a slavery mod oriented on slaves and settlements management, with some quests.
If a LL sex framework is developped SRW will evidently integrate sex-oriented features.
Be patient, for now the mod is in developpement and there will not be any beta or stable version while no stable version of F4SE is not disponible.
ATTENTION : this mod is in very early developpement and surely won't be compatible with future versions. It can also break quests so use it at your own risk.
<< insert here the bla bla bla on slavery ... >>
So the mod is here as a demo or a preview to give you an idea of what it can be and to have some returns from players. It is (I play with) enough stable to be a caps giver and a settlers spawner. Many more features will be ameliored, updated or added later.
See the second post to have more informations.
Sorry for my bad english.
Adds multiple 3D pubic hair styles for CBBE with BodySlide support to fallout 4.
Comes in 2 versions;
1, As a body replacer (recommended)
2, As an add on that changes colour to match your hair.
The 1st is simple, you just open bodyslide select the one you want and then build, It will replace the body with the one you just built.
The drawback are it does not change colour (it gets it from the albedo which you can change if you want) and will only show up when the nude body is shown (so it won't be present on outfits unless you add it yourself).
The 2nd adds the pubic hair as an hair part (still built in BodySlide but does not replace the body), so it changes colour with your hair colour choice.
Its drawbacks are that it will permanently show, even when clothed, it will poke through. But once that problem is solved it will be the better version.
You will also have to switch face presets to get it to show up.
(You can save your preset with looksmenu http://www.nexusmods.com/fallout4/mods/12631/? and then load it to get your face back).
If you have an idea how to solve the problems with the colour change version, feel free to share.
If you are looking for a specific pubic hair style but don't see it in this mod then post a request (i guarantee nothing though).
Just be as descriptive as you can when you do.
Due to their size i had to upload to mediafire and mega.
Order on the download page should be.
1, MF Replacer
2, MF Colour Change
3, Mega Replacer
4, Mega Colour Change
OniNigma for http://www.nexusmods.com/fallout4/mods/7747/?
Without his mod i would probably still be wondering why setting shader fags had no effect...
By SquigglySwagUpdating from v0.06 to v0.07:
The only changes were to SS_Strip_MonitorEffect.pex and the .esp itself. You can overwrite those two files from your current install or overwrite everything or uninstall all of v0.06 and install v0.07 (using mod manager).
In-game, the only problem will be that NPCs you've already met since installing v0.06 will still have the invisible armors on slot 57, so if you wanted something else in that slot, you'll have to re-equip it on them ("openactorcontainer 1" could be helpful).
Updating from v0.05 or older to v0.07:
The mod no longer uses SS_CombatStrip.pex, but I didn't provide any way for that script to stop running mid-game. Completely removing all of the mod's files and then installing the newest version might solve everything, but there might be some lingering effects, especially on Raiders, Gunners, and Children of Atom that you have already encountered but not killed since installing the older version. Then again, edits to leveled NPC IDs have been removed, so the old scripts might not be running on them anymore. Best to save in an empty cell with no NPCs and then do the update.
This mod has gone through some changes, enough to warrant a new description I think.
To prevent clutter, original description (applies to v0.05 and older) enclosed in spoiler tag.
Some of it still applies to v0.06+, but some of it is outdated.
What does this mod do?
With this mod installed, any time the player damages a female NPC, there's a chance that the NPC will be stripped of one or more articles of clothing (or pieces of armor).
The lower their health, the higher the chance that they'll lose multiple pieces of armor. This is to simulate gradual (and exaggerated) damage to their clothing through battle (see Soul Calibur, Senran Kagura, etc.)
Yep. But a few people might like it. I do. You could think of it as an alternative to the gore system, or not.
My implementation is really basic, but I'm trying to improve it so that fans of mods like Break Undies Plus for Skyrim have something to tide them over until something better comes along.
So it just unequips items? What else you got for me?
Basically it just unequips items. But I've tried to tweak it to make the process gradual and dynamic.
With permission, v0.06+ of this mod now features removable bras and panties "underneath"* women's body armor/clothes.
As a result, SEVC now requires the Lacy Underwear and Sporty Underwear mods.
Many thanks to the magnificent ousnius and the talented Nezzar84 for their awesome underwear.
Additionally, v0.08+ features additional bras and panties from Nightasy's Hmm What To Wear and from WhiteShades' Wearable Underwear.
(they're not included in this mod, you must download all the originals for my mod to work properly.)
Some women will have a matching set of bra and panties, but most will have whatever mismatched pair they managed to acquire.
Some will not have one or either. Clean undergarments are hard to find in the wasteland.
In v0.08 there are 180+ top-and-bottom combinations (if you count "none" as a possibility [2 unique matching sets + (12 tops * 15 bottoms)]).
Changes to stripping effects since v0.05:
To improve the "gradual stripping" effect, v0.06 makes changes to how the stripping progresses. Above 55% HP, female enemies can only get their limb armor and torso ("overarmor") knocked off (small chance). Changed to the same effect as next phase, but lower chance. Between 25% and 55% HP, the above can happen but also their body armor (clothes, long johns, etc.) can get blown off, revealing the bra and panties "underneath". Below 25%, above can happen but the bra and panties can also be knocked off, individually or together (it's still random, not targeted). Erring on the side of caution, the stripping logic will only activate the first time you encounter an NPC. (It's intended for stripping generic enemies, after all). This means that if you find a raider camp, leave without killing them, change cells and come back later to kill them, the stripping probably won't work (unless the actors completely reset). This is so that, over time, the mod doesn't register every single female, enemy or not, that you've ever encountered, for onhit events that might never happen.
It's now less likely to 100% strip an enemy; they'll usually be killed before the undies come off, but you can remove them via inventory if you want (they're very lightweight and worth a few caps to collect), or you can continue to wail on their dead bodies and everything will eventually be stripped off (no judgment here).
*undies only appear via combat strip to prevent clipping.
I say "underneath" in quotes because, although every woman has a set of undies in their inventory, they only appear on the body when the armor in slot 33 is removed via combat strip.
This is to prevent the underwear clipping through worn armors, and currently I can't find a way to make the undies appear from any generic bodyslot unequip. If you remove their armor from the inventory menu, or they undress themselves (somehow, like from another mod), the undies won't appear.
Because the underwear isn't actually "there" until you remove the body armor, this mod looks more "believable" with non-skimpy outfits.
If you use skimpy outfits, it will look weird when you can see the undies appear where there used to be exposed skin.
(Of course, nonsensical stripping is something we've dealt with since FO3 vanilla, where some raider armors revealed plenty of female skin then suddenly a thick undershirt appears when you loot them).
Maybe if F4SE provides the functionality to monitor specific unequips, I'll eventually create a standalone "distributed removable underwear" mod, unless someone more talented beats me to it.
Lacy Underwear - CBBE - BodySlide by ousnius and Nezzar84
Sporty Underwear - CBBE - BodySlide by ousnius and Nezzar 84
Hmm What To Wear by Nightasy AND HWTW - CBBE BodySlide by SBx82 (or any conversion)
Wearable Underwear v0.8b by WhiteShades (credit to Monno for the original meshes from Skyrim)
and of course CBBE and BodySlide by Caliente and ousnius
Make sure to follow the installation instructions for the individual mods, and use BodySlide/Outfit Studio to make things fit.
You shouldn't need the .esp's from the above mods to be activated if you just want my mod's effects. But if you want them craftable and with whatever other features the individual mods have, you need their .esp's.
You definitely need the meshes, textures, materials, etc., from the above mods, so I recommend you install them via a mod manager.
Just install SEVC after you've installed the above mods.
Shouldn't need to overwrite anything from them, but my .esp relies on the file structure of the above mods.
In the future I may make a settings holotape to allow tweaking the strip chances, toggling a "never strip undies via combat" option (so you can only remove them from looting), and providing the "uninstall mod" option in-game.
This mod doesn't alter any vanilla forms or scripts (if there's still pesky NPC edits in there, whoops; those are from older versions; pretty sure I removed all those though).
The only compatibility issue that might arise is that this mod makes use of slots 58 and 61 59 for the panties and bras, respectively.
I really hope nothing important in vanilla NPCs use those slots. Some other mods might, though, and I'm honestly not sure how the winner is decided in such a conflict, besides load order. Put my mod high in your load order so that any potential conflicts favor the other mods that do more important things than mine.
This can/will sometimes strip females of their power armor frame... so be careful not to damage any friendlies in power armor. For enemies, this is ugly and bad but not a gamebreaking issue. Their naked body will be kind of warped and contorted and seems still subject to PA frame physics. I'll see if I can prevent this. Fixed in v0.07 Animals can have underwear in their inventory. Fixed in v0.08 Companions and other friendlies will accumulate many pairs of underwear and keep reverting to their default outfits. Fixed in v0.09 Sometimes female NPCs just refuse to be stripped, even if they just spawned and the script should be running on them. They still have underwear in their inventory, though. I'll keep investigating this. More bugs will be found soon, I'm sure.
A note on performance and stability:
As the category implies, this is a work-in-progress (beta) mod. I've only tested the new implementation myself for several hours, and I haven't noticed any diminished performance or crashes, but that doesn't mean they won't happen.
I hope you'll try this mod out, but definitely make a backup save before installing. This mod is not yet recommended for use in a full playthrough, just for testing.
I don't think bloat or instability is going to be an issue, but it remains to be seen. If you want to help test the mod by making it a permanent fixture in your load order, I'd be glad, but know the risk that it's largely untested.
The script will run a periodic check on every NPC in range, but it's trivial unless they're female and should only run the "give me random underwear" segment once per female per game.
But it's monitoring every eligible female in the cell for attacks from the player at all times, so mods that add dozens of NPCs at once, coupled with something like Mostly Female NPCs or Beautiful Female Enemies, could result in a performance hit.
I can't promise a perfect clean-up, so ideally you should revert to a save from before you ever installed this mod when you remove the mod.
If you want to try going on without it, I recommend you first go to an empty cell with no NPCs (I'd even leave any companions outside).
Then use the console and enter "set SS_Strip_CloakSwitch 1.0" (without quotation marks). Wait for the "SVEC cloak disabled" message to appear in the top-left corner (could take up to 15 seconds), then save, quit the game, delete all the mod's files (or uninstall from mod manager).
By DaemoniteApologies for not responding to thread posts, life and learning the CK still were slowing me down.
This is my first released mod. It's a mod that assist in Nudist Playthroughs, most of the perks, added through magazines, are Charisma based.
There are probably going to be future updates with more perks, also maybe balancing, flavour text, textures and what have you.
The screenshots show/give hints to where the mags are these placements are subject to change in future updates. (Also sometimes the magazines vanish/ clip through things)
With the new update I added flavour text to some of the mags and rewrote the perk descriptions to give a better idea of what the perks are meant to do. Some may have noticed the similarity to The Naked Gun mod for FO3 and FNV, this mod started as a new version of that but I haven't recived word from the original creator of the mod so I changed the functionality.
I also noticed that mags already in your inventory don't gain the new flavour text I think storing them somewhere safe then changing cells and returning should fix this but I'm not sure.
Nudist: You feel compelled to emulate the people in that magazine. With you being naked it often distracts everyone around you, allowing you to hit harder and talk faster. And without your clothes rustling as you move you're harder to detect when hiding.
Masochist: After you discovered your spouses plan for your training you become obsessed with being the masochist whore they desired.
While naked, like your late Master wanted, you are able to take more abuse.
The Streaker: Now that you know the joy and have the desire to run onto the field naked all you need is the field... Pity the world ended. Then again there is always the battlefield.
You now run faster, dodge better and the endorphins in your system from your constant arousal allow you to carry more.
The Nudist Gun 1-5: You're getting back to nature, rather than using smarts you're using your sexy instinct to fight.
While you are without clothes you speCial instinct adjusts your damage and armour.
It has been brought to my attention that an alternate start mod makes it difficult if not impossible to get the first mag, I don't use this mod and haven't researched it yet so I haven't a solution at the moment. the mod is:
Another Life: http://www.nexusmods.com/fallout4/mods/14253/?
Also that alternate texture mods for magazines may cause ctds I will most likely replace the textures with my own/borrowed ones later to avoid this, but as I haven't yet learnt or found appropriate images it remains a conflict.
By shakrumWhen your character gets defeated in combat (or gets caught while running around naked) this mod will stop combat and play one of the selected scenarios.
Since there's no SexTec, no MCM, and F4SE is in very early stage, this mod has a very limited functionality. When we get all this stuff, my plan is to make a simplified version of Death Alternative with some Sexlab Defeat/Submit and Deviously Helpless features (check Skyrim section if you don't know what I'm talking about).
Low health Crippled Caught without a weapon
Lose all items, move to some random location with a quest to recover your gear. If you "die" again without recovering your gear, quest just expands. Move to some random location (no quest, no items lost). Pacify enemies for a few seconds to let you heal and escape.
What does "Essential player" mean?
If you chose the "low health" surrender condition it makes your character immortal. You still take damage but you can't die, similar to some important NPCs. Unfortunately it means every time your health hits 0 you have to wait ~12 seconds lying on the ground before you can continue. I hope there will be some way to fix that in the future. - Fixed, but camera is still freaking out.
UPGRADING FROM PREVIOUS VERSIONS DOESN'T WORK, START FROM A CLEAN SAVE IF YOU WANT TO TRY THIS MOD Settings menu is kind of clunky, it will be replaced later when mod configuration menu comes out When you surrender in Far Harbor you move back to Commonwealth Damage over time doesn't trigger any events It's WIP, so don't install it on your 100 hour save.
This mod takes a lot of ideas from these Skyrim mods:
Sexlab Defeat (Goubo)
Sexlab Submit (dkatryl)
Deviously Helpless (Srende)
Death Alternative (BralorMarr)
If you want something similar in Skyrim, check them out.
Mod Review by VatiWah:
By ag12Fallout 4 : Slavery System
Download - Thread - Blog
Disclaimer: This mod is supposed to add what the Fallout universe always had - slavery. I do not condone slavery in the real world in any way. Human trafficking is one of the most evil and disturbing things out there. Never forget - this is a game - not the real world. I have implemented simple checks to prevent the enslavement of children. Modifying this mod in any way without my explicit (!) permission is strictly prohibited. Redistribution of this mod or making any patches for this mod without permission is strictly prohibited. If you want to make a patch for this mod, PM me first.
That will not ever change for any reason.
Also, this mod is in Alpha. It may try to kill you.
II. Requirements & Installation
The Commonwealth is a brutal and relentless place without mercy for the weak. Many have died to the dangers of the wasteland - many have not been so lucky. This mod implements ever expanding slavery functionality to Fallout 4. It is designed as framework, so that other modders can use the functionality to create content for it. I'm using DeviousDevices by Kimy and TortureDevices by Vader666 to add some spice. Keep in mind that I have a very dynamic workload in real-life and thus updates may be released every day or not for months.
II. Requirements & Installation
You require a copy of Fallout 4 as well as all DLCs and have Fallout 4 Script Extender installed.
Fallout 4 Base Game + All DLCs Fallout 4 Script Extender (F4SE) Devious Devices 2.0+ BETA TortureDevices 1.8+
Make sure that F4SS is after the requirements in the load order. Using a clean save is advised whenever you update to a newer version of the mod. At this time in development I am not paying attention to backwards compatibility.
Once you have installed the mod, you're ready to get started in your new life as slaver. When first starting the game with F4:SS enabled, you'll see notifications telling you that the mod has been installed. To get going you need to build a slaver's safe in one of your settlements. When you build your first slaver's safe, all necessary perks will be added to your character. You can then start enslaving people.
F4:SS offers a great number of features to the Commonwealth Slaver. If you have any questions concerning specific mechanics, please just ask in the thread below and either myself or a more experienced user will answer. All the mechanics would warrant a Wiki, but I really cannot be bothered, so here's an overview.
Using F4:SS you can enslave your foes (and friends) instead of killing them! The mod supports an infinite number of slaves - you can capture everyone and anyone. There are a couple methods of enslaving people...
Stun them: a new round for your trusty Syringer Rifle is available for crafting at any Chemistry Station: the tazer round. It will send anyone it hits (including the player!) into a 15 second stun, during which time you can enslave them. Beat them: your human enemies value their life, so there is a good chance that they'll surrender to you when reaching 20% health. But beware: the more feared you are throughout the Commonwealth, the less likely people will surrender to you. Some will prefer death over life under a cruel master. Intimidate them: so, you're a talkative person, hmm? No worries, with Intimidation Level 3 you can capture people without spilling blood! This ties into the vanilla hold-up mechanic.
So you just enslaved everyone in sight? Good. Now you can worry about keeping them and getting some enjoyment out of them.
Command them: issue orders to your slaves, have them follow or stay. Select them for processing or change their clothes. Clothes? ... who am I kidding, they won't have clothes, will they? (But if you wanted to, you could give them clothes!) Restrain them: this mod is fully integrated with Devious Devices and devices will suppress your slaves wish for freedom. But be wary, if left to themselves, they will surely free themselves of their restraints! Punish them: Sometimes your slaves will misbehave and then you have to show them who's boss! Make sure that misbehaving slaves get what they deserve, or else they may incite others to follow their lead. Things can spiral out of control if you don't manage your slaves.
Slaves are a lucrative business, both in monetary aspects as well as providing endless fun. (Unless you're actually a nice person and don't enslave people, then you might not be so amused.)
Train them: good slaves need training. Break them in, show them the ropes and watch their value rise. Sell them: build auction posts in your settlements and sell your slaves for a nice profit! Enjoy them: feed them to your arena animals or do whatever you want to with them. They are your slaves, afterall.
F4:SS is always expanding. I'm planning on adding tons of features, detailed slave AI, lots of training programs and more. Keep in mind that F4:SS is a project in development, bugs can and will appear and ruin your immersion. The entire system is running fairly smooth on my machine and I spent plenty of time testing it - but your mileage may vary!
Also, starting with Version 1.0, the mod is going to be .esm'ified and can serve as framework for your own creations. I had that in mind from the very beginning and the entire engine is built around having simple hooks for other mods. Check the documentation in the next post if you are interested in how to make mods using F4:SS. If you're interested in adding some slave traders to your mod, don't hesitate to pitch me a PM - I'll try to make sure you get what you need to make the Commonwealth evil again.
There are a couple thousand lines of code in this mod - things can and inevitably will go wrong. In most cases it's an unlucky coincidence, but you should tell me about it anyway. Most things will be easy to fix - but if the problem seems serious, or your game informs you that a critical error has occured, here's what you need to do
Reload a save from before the issue occured. Open the console and type 'set F4SSglobalDebug to 5' and confirm. Try to reproduce the error and when it occurs again... Make a detailed post in this thread, attach your Papyrus log file as well as your load order.
F4SS has a lot of working parts and all of them have extensive debugging capabilities. You should only enable debugging mod when you're actively hunting for a specific glitch, because debugging mode will seriously spam your Papyrus log. You really don't want that unless it's for the greater good.
It is generally advised to use a clean save for each new version until the mod is declared stable. Check the thread for each versions changelog to see if a clean save is recommended or required.
Due to the fact that F4:SS is a very complicated mod that changes some of the vanilla game-mechanics, as well as adds some new mechanics, there are some mod incompatibilities present. Once the mod is pretty much finished, I'll spend some time getting rid of as many incompatibilities as possible, until then you'll have to manage your mods carefully.
The mods that are currently incompatible with F4:SS are:
Abduction Just Business Non-lethal or lethal resolution
I'm going to keep adding to this list as things come up.
Bethesda for Fallout 4
RuthlessPeasant for the logo
LoversLab for what it is
If you enjoy the mod - leave a like or follow the file to give me some extra motivation!
By invalidfateThis is ported from a FO3 mod made by backsteppo, but the last login date of him is 2012/3.... so it's not possible to get explicit permission from him, but however I saw he had mentioned something like "free to use his mod for anything" in all his Skyrim mods, so I do assume this work can be treated that.
This is WIP and is made for FO4 future ecosystem, so.......
1) this outfit WON'T work perfectly without FO4 real high-heel system (but where?). hope you are not perfectionist. So far you may need to use "tcl" for taking perfect screenshots....
2) due to high-heel body shape, this mod does not support the bodyslide. (Oh.. one can simply made a BS morph slide to support it, but I won't do that at current stage, since this is a WIP)
3) breast-physics data just use the block, bonedata from CBBE physics without any modification. (only a minute required to add this feature)
4) skirt physics is from the vanilla bathrobe, and this outfit is made in a figure-hugging one, so clipping is inevitable, at least requiring massive works to solve it.
[HOW TO GET IT]
1) in console, type "help zwg 4" to get the <code>
2) in console, type "player.additem <code> " to get it.
[Roadmap toward V1.0.0]
1) clipping free
2) with real high-heel system
3) dismember support
4) support CBBE BS