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

17 files

  1. Rabbot modder's resource

    Untextured blender model of Rabbot from the cartoon Aqua Teen Hunger Force.

    4 downloads

    Submitted

  2. Wristwach modder's resource

    This is a modder's resource, .nif file with .dds textures of a silver wristwatch for implementation into Fallout 4.
     
    IMPORTANT: the watch face may need to be aligned slightly with the watch band.

    18 downloads

    Updated

  3. Metal Gear REX modder's resource

    This is a 3D model that I made using the 3D modeling program Blender, of Metal Gear REX from the 1998 PSX game Metal Gear solid.

    i hope that someone can rig, animate, texture it, and then somehow turn it into a vehicle mod in Fallout 4.

    Obviously bringing this machine to life in Fallout 4 or any game for that matter, would be an extremely long, complex, and daunting task, but if you have the technical know-how, or are a career professional in the field of game development and think you can do it, then by all means, please do!
     
     
     
     

    27 downloads

    Updated

  4. [Dev/Test/Beta] LL FourPlay community F4SE plugin v24 2018 07 26

    ;
    ;    Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included
    ;
    ;    Version 24 for runtime 1.10.106    2018 07 26 by jaam and Chosen Clue
    ;    Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_106.dll) is NOT!
    ;        You need to always use a plugin corresponding with the game version you play.
    ;        Plugin should be available just after F4SE has been updated for the modified runtime.
    ;        Runtime versions lower than 1.10.106 will no longer be supported.
    ;        Written and tested against F4SE 0.6.11. You should not use an older version of F4SE.
    ;
    ;
    ;
     
    Known issue: errors in description and untested functionalities.
     
    This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch.
    This is also where the sources for the released plugin will be found.
     
    Current interface and available functions for v22:
    Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 20 for runtime 1.10.89 2018 06 07 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_89.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.89 will no longer be supported. ; Written and tested against F4SE 0.6.9. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 20.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global  

    This is a community resource. It can be used in any way you wish in any mod.
     

    The released version can be re uploaded on other sites as needed but please do not duplicate on this site.
    Any part of the source code not provided as part of F4SE can be reused in your own work as you wish.
     
    Use this topic to comment, request and eventually propose new functionalities on the plugin.
     
    Also in v3:
    Compiled DLL properly named.
    Update to KK after test. Proved insufficient then commented out.
     
    new in v5:
    ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command)
    ; The console command supports an optional second parameter to control rotation speed.
    ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change
    ; Returns the previous value of the selected speed.
    float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global
     
    new in v6:
    ;
    ; String functions
    ; ================
    ;
     
    ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive.
    Int Function StringFind(string theString, string toFind, int startIndex = 0) native global
     
    ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned.
    string Function StringSubstring(string theString, int startIndex, int len = 0) native global
     
    ;Splits the string into a string array based on the delimiter given in the second parameter.
    ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces.
    string[] Function StringSplit(string theString, string delimiter = ",") native global
     
    ; Opposite of StringSplit.
    string Function StringJoin(string[] theStrings, string delimiter = ",") native global
     
    new in v7:
    ;
    ; Array functions
    ; ===============
    ;
     
    ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet.
     
    Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global
     
    String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global
     
    Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global
     
    Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global
     
    Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global
     
    Var[] Function ResizeVarArray(Var[] theArray, int theSize) global
     
    ; if the int theSize is negative, the reulting array is a copy of the original array unchanged.
     
    ;
    ; Misc. Form functions
    ; ====================
    ;
     
    ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only.
    String Function GetRaceEditorID(Race akForm) native global
     
    new in V8:
    ;
    ; Keyword functions
    ; =================
    ;
     
    ; Return the first keyword whose editorID is akEditorID
    Keyword Function GetKeywordByName(string akEditorID) native global
     
    ; Adds a keyword to a form (not a reference). Does not persists.
    bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global
     
    ; Return an array of all keywords loaded in game.
    Keyword[] Function GetAllKeywords() native global
     
    new in v9.0
    ;
    ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included
    ;
     
    ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue
     
    ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT!
    ; You need to always use a plugin corresponding with the game version you play.
    ; Plugin should be available just after F4SE has been updated for the modified runtime.
    ; Runtime versions lower than 1.10.20 will no longer be supported.
    ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE.
    ;
     
    ; Get the value of custom config float option
    Float Function GetCustomConfigOption_float(string name, string section, string key) native global
     
    ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen.
    bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global
     
    ; Returns the name of the plugin that created a form
    String Function OriginalPluginName(Form akForm) native global
     
    ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files.
    Int Function OriginalPluginID(Form akForm) native global
     
    ; Sets the minimum array size required by a mod. Returns false if the current value was greater.
    Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global
    ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini
    ;[Custom Arrays]
    ;uMaxArraySize=nnnnnn
    ;
    ; !! Creating arrays that are too large will adversaly affect your game !!
     
    new in v10:
    fix the FxCam offset so the FlyCam works properly
    reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL
     
    new in v11:
    compatible with runtime version v1.10.26
     
    new in v12:
    compatible with runtime version v1.10.40
     
    new in v13:
    compatible with runtime version v1.10.50
     
    new in v14:
       not needed for current version of four_play (nor the current alpha of FP 1.0)
    any version prior to 14 had an issue  during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value.
    both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly).
     
    new in v15:
    compatible with runtime version v1.10.64
     
    new in v16:
    compatible with runtime version v1.10.75
     
    new in v17:
    compatible with runtime version v1.10.82
     
    new in v18:
    compatible with runtime version v1.10.89
    fixed OriginalFormID
    added DelKeywordFromForm (but it untested at the moment).
     
    new in v20:
    fix for DelKeywordFromForm.
     
    ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order.
    ;    The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[]
    Var[] Function GetCustomConfigOptions(string fileName, string section) native global
     
    ; Set a list of keys and values in a section. Any other existing key will be left alone.
    bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global
     
    ; Reset all the keys and values contained in a section.
    ;    Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section.
    bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global
     
    ; Get all the sections in a file.
    string[] Function GetCustomConfigSections(string fileName) native global
     
    ; For all array functions:
    ;    The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved.
    ;        If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows.
    ;    When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose.
    ;    An empty value should be provided as a zero length string.    TO BE TESTED
     
    ;
    ;    CrossHair functions
    ;    ====================
    ;
    ;    Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently.
    ObjectReference Function LastCrossHairRef() native global
    ;    Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started.
    Actor Function LastCrossHairActor() native global
     
    ;
    ;    Misc functions
    ;    ==============
    ;
    ;    Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim.
    Function PrintConsole(String text) native global
     
    v21: Same as v20 but with the correct DLL.
     
    new in v22:
    compatible with runtime version v1.10.98
     
     
    new in v24:
    compatible with runtime version v1.10.106
     
     
    Other files:
    Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin.
    Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers.
     

    25,402 downloads

    Updated

  5. ImmersiveSWF

    This is a modders resource that attempts to make it easy for other mod authors to show a custom SWF temporarily in the UI. This is not intended to be used for widgets. It is designed more for showing custom player status updates, mod title graphics, warnings, achievement graphics, etc.
     
    Usage
     
    Your mod will need to set up a connection to ImmersiveSWF and then call the "showSWF" function in order to display your custom SWF file.
     
    Here is an example of how the connection and function call work:
    Quest ImmersiveSWF = Game.GetFormFromFile(0x01000F99, "ImmersiveSWF.esp") as Quest ;Create a reference to ImmersiveSWF.ScriptObject ImmersiveSWFQuestScript = ImmersiveSWF.CastAs("ImmersiveSWF:ImmersiveSWFQuestScript") ;Create a reference to the script we need.; Check to see if the ImmersiveSWF mod was found, if so, run the showSWF function, requesting the SWF id "test".If ImmersiveSWFQuestScript Var[] params = new Var[1] params[0] = "test" ImmersiveSWFQuestScript.CallFunction("showSWF", params)Endif
    The above example attempts to show a SWF with the id "test". To use this mod, you will need to list your own SWF files with their own unique id names in your own XML file. It's easy.
     

    Here is an example XML file:
    <meta title="ISWF_sample_data.xml" version="1.0"/><defaults scale="100" duration="5" swfLocation="TOP_LEFT" swfWidth="124" swfHeight="32" margin="0" monochrome="TRUE"/><swf id="showISWFBanner" swf="ISWF_banner.swf"/><swf id="test" swfLocation="CENTER" swf="ISWF_banner.swf"/>
    The meta node simply lists information about your SWF list. It is not required.
     

    The defaults node lists the parameters the mod will use if you do not define the parameters per SWF. This is for convenience so that you don't have to repeatedly write 'duration="5"' for every SWF if you know that you want all of your SWF files to show for 5 seconds when called.
     
    The swf nodes are where you list your id names and SWF file names. The id name is the reference you use to call a specific SWF with "showSWF" like the example above. The swf parameter is the name of your custom SWF file. You can add more swf nodes to reference all of your custom SWF files.
     
    As you can see in the "test" swf node, parameters like "swfLocation" can be included in the swf node to over-ride the default parameters.
     
    The various parameters available:
     


    scale
    Changes the size that the SWF file displays at. "100" is equivalent to 100%.  
     
     

    duration
    The amount of time the SWF will be displayed in seconds.  
     
     

    swfLocation
    The location that the SWF will be displayed at. Valid options are "TOP_LEFT", "TOP_RIGHT", "BOTTOM_LEFT", "BOTTOM_RIGHT" or "CENTER".  
     
     

    swfWidth and swfHeight
    These values should be set to the size of your SWF content in pixels. They are used to calculate proper location.  
     
     

    margin
    This is the amount of space in pixels to offset the SWF away from the edges of the screen.  
     
     

    monochrome
    This determines whether or not the SWF will use the UI color or allow you to use custom colors. If set to "TRUE", you should make your SWF graphics with the color white only. If set to "FALSE" you can use whatever colors you want in your SWF and they will show correctly in game. Please note that the mod does not support alpha properly because Fallout adds a dropshadow under all elements.  

    IMPORTANT: Your XML file and SWF files need to be placed in a folder titled "ImmersiveSWF" within the "Data" folder. The mod can load multiple lists from multiple different mods unless there is a naming conflict. So, please use unique identifiers/naming for your SWF files, XML and SWF id names.
     
    Credits
     
    Thanks out to the F4SE team!

    63 downloads

    Updated

  6. Women's sportswatch

    I've been asking people on this forum and others to make a wristwatch for Fallout 4, but nobody ever got to it. So I decided to give it a go myself.
     
    This is just a free modder's resource/blender file because I have absolutely no idea how to turn it into a wearable-equippable item into Fallout 4. If you have the technical knowledge of how to do this, please do so, but please give me credit for it.
     
    The only requirement that I know of is the latest version of blender.
     
    Getting it into the game as an item might require nifskope and/or outfit studio, and since it comes in a zip file, you might need to use winrar.
     
    This mesh has an extremely high polygon count, over 30,000 in fact, so scaling that down might be important for in-game use. It also needs to be textured accordingly, preferably white plastic, but silver would also work well.
     
    This was designed after an actual women's sportswatch, and is intended for female characters, but there is not reason why it can't be worn by men as well.

    69 downloads

    Updated

  7. Exploding Slave Collar

    [v0.2]
     
    - added an exploding collar gun (xx003a6a), which will equip the target with a collar, and send them on frenzy
    - the gun is non aggro, but, for some reason (??) the frenzy effect does not work on settlers, but it does work on raiders
    - added suicide mutant beeps
     
    [/v0.2]
     
    Adds an exploding slave collar. Non-replacer.
     
    Equip it on an NPC (or yourself, why not) via console - equipitem xx000800, where xx is the esp position in your load order. After a random period, between 10 and 20 seconds, the NPC's head will go boom and the NPC will go dead.
     
    v0.2: or equip the exploding collar gun (xx003a6a) and go shoot people. Non-aggro.
     
    Does not work on essential NPCs.
     
    Install manually, just copy the mod data folder into your own data folder.
     
    Nuka World required.
     
    You can use it as a modder's resource, link back here and let me know if you did something fun with it, so I can enjoy it myself.
     
    The screenshot features Marcy Long gone boom.

    472 downloads

    Updated

  8. FO4_Folder_Swap.7z

    ABOUT
    This script will swap between two versions of Fallout 4 on the same PC. This is meant for mod developers to easily switch between modded and vanilla versions of the game without hassle. The script does nothing more than rename the 4 folders where a modded fallout installation lives.
     
    This does not: Alter or modify in any way the content within the folders
    This does: allow swapping between 2 distinct installs of the game
     
    Source code is attached in text format for review as well. Please check the usage section on how to customize for your installation.
     
    Cheers!
     

    WHY
    Steam installed Fallout 4 resides in 3 directories on the user's PC. If using Nexus Mod Manager, a fourth folder is used. When developing mods, authors and testers often need to test on a vanilla version of the game. There are many ways to accomplish this - this is how I chose to handle it.
     
    Folders:

    ..\Steam\steamapps\common\Fallout 4 [Where Steam installs the game]
    ..\%USERNAME%\AppData\Local\Fallout4 [where data about the game is stored]
    ..\%USERNAME%\Documents\My Games\Fallout4 [save games, ini files, logs, etc.]
    ..\Nexus Mod Manager\Fallout4 [NMM mods folder, if used]

    In order to swap between two different versions of the game on the same PC, I chose to rename the game's folders as the path of least resistance. After allowing the game to reinstall to a vanilla state, I had both version. Swapping the folder names can be done manually - but it is cumbersome, not very efficient, and prone to error. The delete option in Windows is directly above the rename option when right clicking!
     

    SETUP & USE
    First, this requires a bit of time, patience, and hard drive space. Depending on your connection speed, anywhere from 30min-2hr to download and install Fallout 4. Space requirements (30GB vanilla, with all DLC) are double what they would be for the base game at minimum, can grow much larger as mods are installed on each profile.
     
    Preparation:
    Logout and exit Steam Find the above 4 folders using Windows File Explorer Rename them to include the suffix _PLAY i.e. ..\Steam\steamapps\common\Fallout 4_PLAY (keep the space) Restart Steam, Verify Integrity of game files (this will reinstall Fallout 4) Navigate to Library>Fallout 4 Right click Fallout 4, select Properties then Local Files tab Click Verify Integrity of Game Files Find something to do for the download and install (30min - 2hr, depending on connection speed)

    [*]After installation of Fallout 4, navigate to the 4 folders above and verify you have both the vanilla and _PLAY folders
    ..\Steam\steamapps\common\Fallout 4 ..\Steam\steamapps\common\Fallout 4_PLAY





    You're all set now with 2 versions of Fallout 4 on the PC Start the game once to create necessary ini and log files Start Nexus Mod Manager, set it up, ensure it's empty Reinstall/setup any tools on the vanilla copy needed (FO4Edit, Loot, Wrye Bash, etc.) Access Creation Kit and Verify Integrity of Game files (will reinstall to vanilla install folder) etc. and anything else you might need

    Using the Script:
    When ready to swap between game versions

    Unpack the script to your desktop or favorite folder, location does not matter (DO NOT RUN IT) UPDATE the script (right click on batch select "edit") with your folder paths (lines 13-16) for each case [*]Close the game if open, Nexus Mod Manager, etc. [*]Close any open Windows File Explorer windows (can cause folder access issues if open while running the script) [*]Right-Click on FO4_Folder_Swap.bat and Run as Administrator [*]Follow batch window prompt, verify what it's asking you to confirm (see screen shot)
    a Y answer executes the renaming procedure a N answer exits the procedure and makes no changes




    What it will do:
    Detect which state your game install is in between the two of DEV (for development) or PLAY (for main playing) Whichever state your in, the script will rename the 4 folders listed above and either: Swap your DEV folders to become the active profile OR Swap your PLAY folders to become the active profile
    [*]These changes will be immediate and have been tested to work with:
    Steam Fallout 4 Creation Kit Nexus Mod Manager FO4Edit Wrye Bash Loot



     
    Please post questions or comments! Feedback is welcome!
    Review the script, ensure that no silliness like deleting your hard drive or sending your personal information is included!

    81 downloads

    Submitted

  9. Vault-Tec Slave Gear

    A Vault-Tec style slave collar, ankle and wrist shackles for male and female.
    This is a modders resource, but does have the esp i used for testing included, so you can get it by console (help "Vault-tec collar" 4, help "Vault-tec Wrist" 4, help "Vault-tec Ankle" 4).
    Though it probably would be better to wait for it to be hoovered up by CRP http://www.loverslab.com/topic/68208-community-restraints-pack/
     
    Any bugs or problems, suggestions, etc feel free to post.

    1,001 downloads

    Updated

  10. Female child alternate mesh

    Alternate mesh for playable child female characters.
     
    Needs playable children mod and a unique body folder system or else neck seems on children will have a huge gap.

    657 downloads

    Updated

  11. Institute Slave Gear

    [Description]
    Institute style slave collars, shackles and chastity belt in multiple colours and matching card keys.
    Colours; White, Black, Red, Green, Blue, Yellow, Purple, Pink and grey.
     
    This is intended as a modders resource (hence what category its in) so the included esp was used for testing.
    But with that said if you want to use it (before a modder makes use of it) you can get it by console.
     
    Some other things to note, the light uses a glow map and has textures/materials set up for red and green versions, default being yellow.
    The colour of the collars are also handled by material swaps so there is only one of each model type (Male, female, GRD, key) in the mesh folder.
    There's a second ground nif for the collar that's in an open position.
     
    Also included the meshes in .obj and .fbx format (the .objs should still be in quads)
     
    [update]
    From V3 to V4;
    Added chastity belts.
    From V2 to V3;
    Added shackles for wrists and ankles.
    Upped the specular so the metal parts have more shine to them.
    Ground files work better in collision detection. (ie. you can shoot and walk in to them and they move)
    The light part of the nif points to the glow map for its albedo, so it matches with the other colour variants.
     
    [bugs]
    The shackles have not been exporting as expected.
    The female ankle came out perfect but the others did not.
    I ended up reducing the poly count to alleviate the problem.
    Once i find a solution i will replace the lower poly ones.
     
    Wrists clip with the pipboy.
    [Permissions]
    Free to take and use.

    5,484 downloads

    Updated

  12. Fallout 4 Animation Kit by ShadeAnimator

    Fallout 4 Animation Kit (F4AK)
     
    The Full animation Guide is in PDF format inside the Kit archive! Please, make sure you've read it and FAQ here, before contacting me with questions.
     
    Important! Rig version "F4AK_Rig_Final_2013.max" suffix may be outdated and broken. Will fix it in future versions. Use "F4AK_Rig_Final.max" instead. It is for max 2015. If you want to work in earlier max versions, you'll have to open it in max 2015 or 2016 and Save it for earlier version.
     
    First to mention - this will be the place I put the latest stable release. I recommend using kit downloaded from here, NOT github!
    Github contains a lot of trash files, scripts can be newer but with more bugs.
     
    This KIT includes:
    Detailed guide on working with Fallout 4 animations in PDF format. Both import and export are covered. Almost all tools and plugins you need to export or import animations. If something is not included you can find a download link in the guide. Preset files for HCT, including rig.txt files and .hko settings files. Scenes and rigs for 3ds max for Human character. In later version will add other rigs as well. Deathclaw skeleton and mesh in max format, but its not quite correct, there just an example.

    MaikCG is another animator working on F4 animations, who is also taking part it creating this kit. He has his own upload and rig here on nexus, called F4Biped. We work in parallel, and sometimes he can find some new information or something, before me. It will get into this guide too eventually, but if something is missing, you can check F4Biped too, sometimes it may have some additional files or more updated information. And vice versa.
     

    FAQ
    Q: So, we can now create animations for Fallout 4?
    A: Yes, we can. You can.
     
    Q: Can I make 3rd person animations using this Kit\Guide?
    A: Yes, you can.
     
    Q: What is not included in the kit?
    A: 3ds max\maya\blender are not included, HavokContentTools is also not included. You'll have to ask other modders to obtain a link for HCT. Everything else is there. But I still recommend looking for newer versions of included tools, like niftools or hkxpack.
     
    Q: Were do I get the Guide?
    A: Download the rar archive in the Files page here, and it will be in the root, called F4AK_AnimationGuide.pdf. You can view PDF using free Adobe Acrobat Reader, or using your web browser.
     
    Q: Will this guide teach me how to work with 3ds max, rig tech and animation theory?
    A: No. It is assumed that you know your way around 3ds max at least to some extent, even though I tried to described everything in as much detail as possible. You don't need to be a rigging\animation\3ds max guru, but if you never worked with 3ds max or 3d animation before - I recommend learning those things first. DigitalTutors introductions may be a good place to start. Also I highly recommend larning 12 Animation Principles. Just google it.
     
    Q: I'm a newbie in 3ds max and animation, can YOU teach me\explain to me how <stuff> works, etc?
    A: No, sorry, I'm not here to teach you basics of 3ds max. I can suggest you learning it first, for example using DigitalTutors.
     
    Q: CAT\Biped rig is missing some of the control joints for the game skeleton's joints i'd like to animate, can I add them?
    A: Yes you can. Just add additional bones using CAT or Biped tools, align it to match the joint you'd like to move, and name it the same as the joint you'd like to move, but with a correct prefix (Bip_ or F4CAT_). Now using F4AK Rig Connector, disconnect and connect everything again. If you named everything correctly, it should find the joint and connect it. It will only connect Orientation by default, so you may have to add Position Constraint manually.
     
    In later version I will add more control joints into biped and cat.
     
    Q: When i open the F4bipedimport scene , the biped bones are locked i can't move them ,is it normal?
    A: F4bipedimport scene is from F4Biped by MaikCG. It is there to support his animation-import workflow. The Guide has two workflows for animation importing described. For keyframe hand-animation use the main rig scene, "F4AK_Rig_Final.max"
     
    Q: 32 bit, 64bit, what this all means, do I need max 32bit or 64bit?
    A: You should use 3ds max 64 bit version, there is no reason for you to use max 32bit unless you're using some old 32bit processor in your PC. Autodesk does not support 3ds max 32bit version even anymore.
     
    HavokContentTool 2014 is 64bit natively too.
     
    Fallout 4 HKX files are bitcoded in 64 bit.
    Skyrim HKX files were bitcoded in 32 bit.
     
    HKX2FBX converted was created for Skyrim's 32 bit HKX.
    So the only moment you ever encounter this bit problem for now, is when you want to IMPORT existing fallout 4 animation from hkx into max. You need to first convert it from 64 to 32 bit and then use HKX2FBX converter.
     
    The process is described in the guide.
     
    CREDITS
    While the author behind this guide and F4AK is ShadeAnimator, it would not be possible without the help of some people.
    • ShadeAnimator – author of F4AK and F4AK Guide.
    • DexesTTP – developer of HKXPack and HKXAnim.
    • MaikCG – author of F4Biped, helped a lot with information, research, guides and some files.
    • CPU – a lot of help during research
    • NifTools team for NifTools plugins
    • JoshNZ – contribution to research
     
    TUTORIALS
     
    https://www.youtube.com/watch?v=bbR9hCcH3W8
     
     
     
    Also available from nexus.

    717 downloads

    Updated

  13. Female Gen2 Synth - Quick and Dirty Proof of Concept

    WHAT IS THIS?
    A suggestion on how to create the commonly requested female version of the Gen2 synths with fully working dialogue and limb destruction.
     
    HOW IS IT DONE?
    By using readily available development, text-to-speech software and transcriptions of existing dialogue one can quickly and without the need for voice acting create a cross-gender variant of any npc.
     
    WHY DON'T YOU DO IT?
    Because I lack the skills to produce a good enough result I feel comfortable releasing. Instead I decided to share what I found out here since I saw a few others where toying with the idea in these forums while googling around for tips and this might give someone a head start if they want to try as well.
     
    TOOLS I USED
    Audacity or any other audio editor you're comfortable with capable of batch voice file editing and processing
    Full dialogues and voice files list Contains necessary dialogue information
    PTTS or any other text-to-speech solution capable of batch textstring-to-wav processing
    Material Editor makes it easy to duplicate and edit the male BGSM files to point to our new unique female resources
    Standard Windows Text-to-Speech engine voice files
     
    HOW IT'S DONE
     
    GECK WORK #1
    Uncheck the "ungendered" flag for SynthGen2Race
    Create a new voicetype and set it to female
    Create a female SynthGen2 actor with the above voice
    Add the voice to the VoiceList "VoicesSynthGen1List"
    Open up Quest "CreatueDialogueSynth" to verify the new voice has been added as an option by checking a spoken line or two
     
    VOICE WORK #1
    Import the dialogue list to Openoffice Calc, Excel or similar spreadsheet
    Filter away all rows that don't contain the path to the "synthgen1male01" fuz-files
    Now nuke all colums except the above and the one containing the dialogue text
    Now we got the two important things, the text we want the spoken and the filename it should be saved into
    If you know how to do text-to-speech get this information into your program and create the files making sure the filename is exactly the same as in the dialogue list but with wav-extension
     
    If not you can use the PTTS program - by default it only has two modes, speak a user typed line or parse an entire text file into one wav. Neither is suitiable for what we want to do - parse each spoken line into its own wav.
    Script is released under GNU so modification is allowed meaning people handy with Visual Basic Scripting can edit this script to do what they want. People who have no clue like me will make edits blindly until everything breaks except what they want to do.
    I've added this butchered script to the mod, it's gutted so all the other useful options like selecting anything but the default voice processor, rate, quality and so on probably don't work so only use it as a last resort. The SAPI5 voice I used was "Microsoft Hazel Desktop" btw.
     
    VOICE WORK#2
    Throw these wavs into your audio editor removing starting and ending silences, tweak volume, apply voice processing and anything else you want.
    Dump the finished wavs into the "\Fallout 4\Data\Sound\Voice\Fallout4.esm\[yourvoicenamehere]" folder.
     
    VOICE WORK#3
    Enter the GECK again
    Open up Quest "CreatueDialogueSynth" again
    Check every line to make sure your voice is in the list and to remove/edit conditioncheck on voicetypes or gender so the new female Gen2 isn't excluded
     
    CREATING THE DESTRUCTIBLE FEMALE ACTOR
    Extract the Synth meshes, textures and materials and put them into their respective folders but with a fitting name like SynthGen2Female instead
    Now duplicate the GECK entries for the above so creating a female actor with identical look but using unique files. This means making texturesets for eyes/body/head, armoraddons for the same and an armor item for the skin containing all this. I'm no good at explaining this since this is my first attempt doing it so open the mod in the GECK or FO4Edit to see what I've done.
    Set the female Gen2 to use this.
     
    RESULT
    Now we have an unique gen2 female with female voice. Well, female and female, it's the same male body and textures. To finish everything there are a two options according to my limited understanding
     
    Scale/move/push/prod the male mesh AND face into a female form
    PROS - Destruction doesn't need to be redone, selecting everything the "breaking points" follow
    CONS - Makes the body incompatible with any clothing
     
    Remove the male body from the SynthGen2Body.nif and paste the vanilla female into it instead
    PROS - All vanilla clothing should fit
    CONS - The "breaking points" would need to be moved since the limb lengths differ between genders. Tried it but the limbs where severed too far off, someone more skilled with meshes would probably be more successful
     
    The best option would be to use CBBE but from what I understand it doesn't support dismemberment so you'd lose out on the limb removal as well as the unique synth features to fall over and still shoot leaving us with basically just another human npc with a slightly stranger voice. Booooring.
     
    Another bonus of this solution is that adding new voices is easy, just write them down and run them through the text-to-speech software and you get the exact same voice every time.
     
    The "mod"
    It's my very basic take on a modified male mesh female alternative. Limb destruction works. Voices work short of a couple of lines not being processed properly like "ma'am" being cut to "ma" and me missing to change CQB to "close quarters combat" so it doesn't spell every letter out lol. And yes I know the body mesh is ugly and probably looks more "different" than female but it's just to show that if I can do it anyone who wants to can too. With hopefully the result of a cool mod everyone can enjoy

    150 downloads

    Submitted

  14. Deathclaw for CBBE body - Modder's resource

    NIF and texture files for the humanoid deathclaw on the CBBE body. Bodyslide files attached.
     
    As this is a modder's resource release, I am currently not offering technical support. Feel free to use this for whatever; just drop some credit.
     
    Textures have been separately released here: http://www.nexusmods.com/fallout4/mods/2865/

    1,449 downloads

    Submitted

  15. High Heels Sound - Fallout 4 Edition

    Custom footsteps sounds, for better immersion
     
    Ported from two Skyrim mods:
    "High Heel Footstep Sounds" by Indrisblake
    "Heels Sound" by ybsj520/ApoKrytia
     
    Sound resources by prm339
    (Since 1.1, sounds files are slighty changed by me, due to synchronization)
     
    What this mod does:
    There's two new footstep sets:
    "_modjc_HighHeelsSound" - normal
    "_modjc_HighHeelsSoundClicky" - more "clicky"; it can be annoying
     
    "Clicky" option is already applied to sequin and red dresses, and normal option is added to the rest of the vanilla heels. Mod also adds two rings - "HHRing" and "HHRingClicky" - so you can have HHSound on outfits you want. Mod works for NPCs too.
     
    How to obtain HHRings:
    1. Open console (`)
    2. Type "help HHRing 0"
    3. Now you should have IDs of two rings: "HHRing" and "HHRingClicky"
    Type "player.additem ID of the ring you want 1" (1 is for amount)
     
    Actually I have no idea how to add this to your mod (We must wait for Bethesda to allow uploading .esm files I guess.) But it's here, free to use for everyone! And it's working on vanilla high heels already, and you can still use rings.

    942 downloads

    Updated

  16. R.Mika Modder's Resource

    First and foremost, this is a modder's resource!
    In other words, it's not in the game.

    I'd love to rig this myself for Skyrim or Fallout 4 but I don't know how to rig for Skyrim or Fallout 4...

    Regardless, feel free to use this however you want just give credit where credit is due.
    If anyone is interested, I can upload the whole model, just shoot me a PM.
    It is not rigged either!

    Capcom- base model
    Model/Textures rip- Sticklove

    All I did was convert from .mdl to obj and .3ds along with removing the exposed skin.

    332 downloads

    Submitted

  17. Billboards, magazines, paintings and posters - Modder's Resource

    Modder's resource of the billboard, magazines, paintings and posters as found in the .ba2 files of Fallout 4.
    Since the site reverted, I couldn't figure out how to upload a file so here are the resource files again.
    I know there are posters in the factories (warning posters), but I couldn't find them in the .ba2.
     
    Personally I use a resolution of 2048x2048 for my own mod to get a more crisp picture.
     
    Some textures are scaled that I know of:
    Billboards like billboardslrgtall_blank01_d use a resolution of 2048x1280 and then scale it to 2048x2048 (1.0x Width x 1.6x Height)
    Billboards like billboardsmtallblastradiusl_d use a resolution of 1365x2048 and then scale it to 2048x2048 (1.5x Width x 1.0x Height)
     
    Some textures (most of the paintings) are striped/checkered, I haven't yet figured out what's the best solution to get a nice picture. Also the paintings come in wide and small frames, which could mess up your picture.
     
    If there is any interest in some Fallout logo's that I created, then I may upload that as well.

    1,631 downloads

    Updated

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