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Fallout 4 mods that don't fit in any of the existing categories

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  1. Rad Morphing Redux

    Extensible Body Morphing Framework

    Rad Morphing Redux reacts to external triggers and modifies LooksMenu sliders on your (or your companion's) body based on the values provided by those triggers.
     
    Pretty much every aspect of the mod can be configured via MCM (which sliders to change, by how much, thresholds for the trigger values, unequipping of clothes, ...).
     
    Originally, all morphing was done based on the player's radiation (hence the name Rad Morphing), but the mod has now been extended to allow input from any other mod instead. That means you could apply morphs not just based on radiation, but also SPECIAL stats, health, Sex Attributes, calorie intake, weather, addictions... as long as a mod provides the respective triggers.
     
     
    Based on the mod Rad Morphing by @Invictusblade.
     
    Cover image on LoversLab graciously provided by @Narsdarknest.
     
     
    By default this mod is disabled through MCM.
    You need to open MCM to configure and enable Rad Morphing Redux before it does anything.
     
     
     
    Notice
        April 4, 2023
    I am stepping away from modding for at least a couple of years.
    If anyone wants to continue working on this mod, you'll find everything you need on GitHub.
     
     
     
     
    Getting Started
     
     
    Dependencies
    MCM to configure the mod LooksMenu to apply morphs A BodySlide compatible body (any body that can be modified with BodySlide / LooksMenu will work) All clothes must be built with morphs enabled in BodySlide F4SE 0.6.23 for Fallout 4 1.10.163 SUP F4SE to detect MCM changes outside of the current savegame At least one RMR trigger All DLCs  
     
    Conflicts
    The mod comes with the LL_FourPlay library (LL_FourPlay.pex/psc/dll) that is also included in other mods (e.g., AAF). When your mod manager complains about a conflict I would suggest letting AAF overwrite this file.
     
     
    Integration
    Combat Strip Lite or Combat Strip Lite, Sound Replacer (Ripping Sounds)
    Installing either of these mods (or both) allows Rad Morphing Redux to play a sound from that mod when clothes are removed due to rads. Devious Devices will not be unequipped by this mod (tested with unofficial version RC8). Advanced Animation Framework / AAF scenes involving the player are detected and the body double created by AAF will be morphed alongside the actual player body while AAF scenes are playing.  
     
    Installing
    Install with your mod manager of choice. The FOMOD installer asks you how many slider sets you want to have available and lets you pick an optional default slider configuration for a couple of different bodies.  
    Unless you're already familiar with RMR and know how many slider sets you need, I would suggest starting with 10 to keep the MCM small. You can always re-run the installer and increase the number of slider sets later.
     
    By default this mod is disabled through MCM.
    You need to open MCM to configure and enable Rad Morphing Redux before it does anything.
     
     
    Uninstalling
    Before uninstalling, disable this mod in MCM to restore the original body. If you uninstall without disabling the mod first in MCM you will be stuck with a morphed body.
     
     
    Triggers
    Rad Morphing Redux does nothing on its own. You must install a mod that provides a trigger for this mod to be able to do anything.
    RMR Trigger: Cleavage RMR Trigger: Rads RMR Trigger: S.P.E.C.I.A.L. Unhealthy Craving by @vaultbait  
     
     
     
    Limitations of LooksMenu / BodyGen
     
    Depending on which version of LooksMenu you have installed, you will see different behavior when morphing sliders. One big limitation that as of writing this (February 2023) all versions of LooksMenu have, is that only one single value is ever applied to one slider. If multiple sources try to modify a slider (i.e., you have given a slider a value in LooksMenu and RMR tries to morph that slider, or RMR morphs a slider and another mod tries to morph that same slider), those values are not combined in any way, but only one of them is chosen by LooksMenu and applied to that slider.
     
     
    LooksMenu v1.6.18
    With this version of LooksMenu, which is the version suggested in the The Fucking Manual thread, the morph sent from the mod that has been set with the "highest" mod-specific keyword is being applied, independent of the slider value. As far as I understand this logic, that means that the mod with the highest (largest) mod index, i.e., loaded last in your load order, will win out. However, I have not tested this version of LooksMenu, so confirmation or correction of this assumption would be appreciated.
     
     
    LooksMenu v1.6.20
    With this version of LooksMenu (currently the latest version), the highest of all the values assigned to a slider is being used. As a result any value that RMR sets on a slider that is lower than either the value specified directly in LooksMenu or lower than a value sent from another mod will not have any effect since it is suppressed by that higher value.
    Unfortunately that means that even without other mods modifying sliders, RMR cannot produce negative morphs on a slider that has been given a value through LooksMenu.
     
     
     
     
    Configuration
     
    The FOMOD installer comes with default settings for Atomic Beauty, CBBE, Fusion Girl, and Jane Bod. However, you can configure it to your liking through MCM with up to 50 sets of sliders with individual morphing strengths and ranges. By using the RMR Helper or editing the MCM ini file you can use even more slider sets.
     
    For easier configuration, with previews of morphs and automatic setup for morphing from one BodySlide preset to another, you can use RMR Helper.
     
    Start or load a game, pause, open MCM, and select Rad Morphing Redux.
     
     
    General Settings
    Enable Rad Morphing Redux
    Enable or disable Rad Morphing Redux. On disabling RMR, the original body is restored. Display disabled warning
    Whether to display a warning message when you load a game with RMR disabled. This only really exists as a notice for first installs, since RMR is disabled by default. Reload MCM settings
    Reload all settings from MCM. Use this if you have modified the settings outside of the game (e.g., by using RMR Helper or directly editing the ini file) or made changes in another savegame.
    Changes from other savegames and from RMR Helper should be automatically detected and result in RMR restarting. Morph Updates Morph calculation
    How to calculate the morph value. RMR: This is how previous version of RMR v2 up to v2.4.0 have worked. The value calculated from your slider set configuration is sent to BodyGen to morph your character. Due to the way BodyGen / LooksMenu works (LooksMenu version 1.6.20), this means that you will not see any change on the affected sliders if the value directly set in LooksMenu (i.e., your default / original body) is higher than this value. You also won't see any change on the affected sliders if another mod has morphed that slider to a value larger than the one calculated by RMR. RMR + LooksMenu: With this setting, RMR adds the value set in LooksMenu (i.e., your default / original body) to the value calculated from your slider set configuration before sending it to BodyGen to morph your character. You still won't see any change on the affected sliders if another mod as morphed that slider to a value larger than the sum of RMR's value and LooksMenu's value. RMR + Highest Morph: With this setting, RMR reads the highest value for a slider (i.e., your default / original body or a morph from another mod) and adds that value on top of the value calculated from your slider set configuration before sending it to BodyGen to morph your character. Update delay
    Seconds between morph updates when Update Type is set to Periodically. Companions Restore companion morphs when dismissed
    Whether to restore morphed companion bodies to their original body when dismissing them. Healing Caps to heal 1% of morphs
    Number of caps to heal 1% of morphs at a doctor. This only applies when permanent morphing (only doctors can reset morphs) is enabled.  
     
    Debug Tools
    Enable logging
    If you experience any problems with RMR, please enable logging and provide your papyrus log when reporting your issue.  
     
    Global Overrides
    Settings made in this section will override all individual settings on the slider set pages. Descriptions for each setting can be found further down.
    Permanent Morphs Only doctors can reset morphs Additive morphing Limit additive morphing Additive morphing limit Unequipping Unequip action Override chance to drop / destroy Chance to drop / destroy  
     
    Equipped Items
    Show a list of all the currently equipped items and their slots.
    Actor
    Dropdown to select the actor (player or active companions) whose items you want to see. Refresh
    The list is not automatically updated when you equip or unequip items. Click to refresh this list.  
     
    Slider Set X
    Use the slider sets to configure how the body should be morphed when a trigger changes. A slider set is a group of sliders (or a single slider) that react the same way when their trigger value changes.
     
    Sliders Slider names
    Enter the names of the sliders that should be affected. When entering multiple sliders, separate them with | (e.g., Boobs Yuge|Bum Chubby).
    Unfortunately you cannot just use the labels shown in BodySlide as the game needs the internal name / keyword of the slider. You can look these up in the body's SliderCategories XML file, found in .../Data/Tools/BodySlide/SliderCategories/.
    Each slider has a name and a displayname attribute. The displayname is the label shown in BodySlide while name is the internal name that you have to enter in MCM.
    One example from CBBE (CBBE.xml): <Slider name="BreastsNewSH" displayname="Silly Huge" /> The internal name for the slider labeled Silly Huge in BodySlide is BreastsNewSH. So BreastsNewSH is what you need to enter in MCM if you want this slider to change. Targets Apply to
    Whether to apply this slider set to only the player, only companions, or player and companions. Sex
    Whether to apply this slider only to female characters, only to male characters, or to both. Trigger Trigger name
    Choose the trigger that you want to base the morphs for this slider set on. Invert trigger
    When inverting the trigger value, morphs will take full effect when the trigger value reaches 0% and no effect at 100%.
    This would allow for example to apply morphs as the player's HP goes down (i.e., no morphs at 100% HP, full morphs at 0% HP). Update type
    Whether to update immediately when the trigger sends an update, periodically every X seconds (see Update delay in General Settings), or after you sleep.
    When this is set to After sleeping, morphs will according by the current trigger value every time you go to sleep; i.e., after sleeping four times with a trigger value of 25% morphs will reach 100%. This way, only doctors will be able to reset your morphs, as a 0% trigger only means that no additional morphs will be added. Size Target size increase
    How much the slider will change when the trigger value reaches its maximum.
    These are absolute percentage points, not percentage of the current slider value. If the slider on your unmorphed body is at 50% and target size increase is set to 100% the slider will end up at 150% when fully morphed. When set to -100% it will end up at -50% when fully morphed. Lower threshold
    Percentage of the trigger value at which morphing should start. While the trigger value is lower than this, no morphs will be applied. Upper threshold
    Percentage of the trigger value at which morphing should end. While the trigger value is higher than this, full morphs will be applied. Unequipping Armor slots to unequip
    Enter the numbers of the armor slots to unequip when the unequip threshold is reached. Separate multiple slot numbers with | (e.g., 9|11|15). You can only equip the items again once the morphing is again below the threshold.
    To see what you have currently equipped, go to the Equipped Items page and click on Refresh. Unequip threshold
    When x% of the morphing target is reached, the above slots will be unequipped. This is a percentage value that refers to the target size increase. Unequip action
    Determines what happens to unequipped items.
    Unequip: Old behavior. The unequipped items are put into the character's inventory.
    Drop: Unequipped items are dropped to the ground.
    Destroy: Unequipped items are completely destroyed. Chance to drop / destroy
    If unequip action is set to Drop or Destroy, this setting determines how likely it is that the unequipped items are actually dropped or destroyed or just placed in the inventory. Permanent Morphs Only doctors can reset morphs
    With this option enabled, the body will not restore its original shape on its own when the trigger values goes down again. You will have to visit a doctor to restore your body. Additive morphing
    If enabled, morphs are added every time the trigger value increases, even if the trigger value decreases in between. This can lead to reaching a fully morphed body without a 100% trigger value, or even morphing beyond the target size increase.
    Example with rads as trigger: You take 50% radiation and get morphed to 50% of your target size increase. You reduce rads to 20% (no morph change due to permanent morphs / only doctors can reset). You take some more rads and are now back up to 30% and morph a further 10% to 60% of the target size increase. Limit additive morphing
    If enabled, you can limit how far additive morphing can exceed the target size increase.
    If disabled, there is no limit and you can morph until Fallout crashes... I would keep this enabled. Additive morphing limit
    Percentage how far additive morphing can exceed the target size increase.
    0%: morphing will stop once the target size increase is reached.
    100%: morphing will stop once 2x the target size increase is reached.  
     
     
     
    Development
     
     
    Creating a new trigger
    Rad Morphing Redux provides an API for other mods (like triggers) to interact with RMR.
    Get a reference to the API Game.GetFormFromFile(0x4C50, "LenA_RadMorphing.esp") as LenARM:LenARM_API  
    When first running your trigger mod, register your trigger name with RMR. RegisterTrigger("YourTriggerName")  
    Call UpdateTrigger with value as a float between 0.0 (0%) and 1.0 (100%) to update the trigger value. UpdateTrigger("YourTriggerName", value)  
    Register for the OnStartup and OnShutdown events to keep track of RMR's state and avoid wasting resources while RMR is inactive. Register for the OnRequestTriggers event. Re-register your trigger name and provide the current value whenever this event is raised.  
    For more details, have a look at the Rads trigger. The source code is included with the mod and the full project is also available on GitHub.
     
     
    Source Code
    All source code is included with the mod. The full project including build scripts for VSCode is available on GitHub.
     
     
     
     
    Changelog
     

    32,784 downloads

    Updated

  2. CRACKLE - Comforting fires for the discerning hobo -

    What it is:
    I felt like something was missing from Fallout 4. I start a lot of new games where my character has nothing, and nowhere to go. Often using my light alternate start mod DLYH. Many times I'd get caught out in the rain only to come upon a fire. I usually roleplay being grateful to have the warmth, but the game itself gives me no such feedback and after a while such willful  "making your own fun" gets tiresome, so I thought: "What if the fires did SOMETHING... Anything... even if very small. So I made this little mod.
     
    What it does:
    Exposure and warmth:
    Now when you come upon a open fire in the world, such as a bonfire, campfire, or fire barrel, it will grant you a little bonus to endurance and added protection against diseases in survival mode. You have to sit by the fire a while to warm up before the effect starts, but once it does it will persist as long as you stay near, and for a few minutes after you leave (less if it's raining) The disease protection is particularly useful if you eat in front of the fire, or sleep by it. I personally think this is very realistic and immersive.
     
    Rain will now cool you off. There is no negative effect to this except if you get too cold it will take you longer to get warmed at the fire and receive the buff. If you are cold and not near a fire being under shelter will warm you up slowly, until you no longer have the cold time penalty at a fire. I didn't feel it was necessary to make rain more punitive as the vanilla game already raises your disease chance from being out in rain. It also works with snow.
     
    Swimming makes you soaking wet, which makes you cold. You will slowly warm up when cold if the sun is out. as well as when in cover, but you will not warm up without a fire at night, unless you are under shelter, you will however dry from being soaking wet to merely cold. (If it's not raining)
     
    Forage for wood, with potential dangerous encounters. However if your legs are crippled you won't be able to do this!
     
    It works with fires in the world, as well as with the Workshop campfire and fire barrel added by Wasteland Workshop. It also works out of the box with the following camping mods:
     
     
    Kitcat's camping gear (Recommended. Fires and tents as shelter!. Get "Firewood" item, and manual from MCM, and then forage for wood!)
    Campsite (Fires, Forage for firestarting kits instead of wood.)
    Advanced needs 2 (Fires)
    Conquest (Fires)
    Buildable burning campfires and fireplaces  (Fires)
    Woody's Wasteland Stuff (Fires)
     
    Sit or sleep anywhere, with Survival mode saving:
    Now, you can sit on the ground, or on top of most even surfaces whenever you like. You have several positions to choose from including a wounded sit. After you sit you'll be presented with a menu. You can either just sit and look around with the free camera or wait for increments of one hour or 5. Unlike Vanilla waiting this is instant which is a RL time saver. (The method used is safe and will advance AI and scripts properly, it's the same one used in the firewood foraging) When you are done sitting and get up. (Re-open the menu by hitting the hotkey/MCM button again) if you waited the game will then save.
     
    Now you can sleep on the ground (and again most even surfaces), as well as benches and couches. The mod uses AAF which will scan the area for couches and benches you can sleep on If none are found you sleep on the ground (or whetever you are standing on/in.) By default you will only actually latch onto the furniture 75% of the time. If you want you can up that percentage to 99 in the AAF.ini but if you do I suggest that you you reduce the furniture scan distance to something smaller like 200, that way you can decide if you want a particular piece of furniture more easily by standing by it..
     
    When you lay down after a moment a menu will appear and you can choose to sleep, lay there with free camera or get up. If you choose lay there simply hit the hotkey/MCM option again in order to bring back the menu.
     
    Unlike waiting this uses the vanilla sleep system. In survival mode, sleeping not near a fire is treated the same as using a sleeping bag. (3 hrs by default), wheras sleeping by a fire is treated like a Mattress (5 hrs) Because it uses the vanilla system mods that affect sleeping on sleeping bags and Mattresses will affect it. I've subtly altered the 2 messages warning that you can't oversleep on these items to be more immersive and frankly fit better with other vanilla messages and not sound like a preachy tutorial.
     

     
    When near a fire an option to play a hand warming animation (either standing or kneeling also occurs. To stop warming your hands simply hit the Hotkey/MCM option again. (May take a few seconds) 
     
    Known issues:
    If it stops raining while you are warm and by the fire you may temporarily have both the long and short version of the of the effect. I dunno if this actually makes the effects stack but they'll only overlap for 2 minutes so... have at it. ? 
     
    Do not load the game while sitting, lying down, or warming your hands. Get up, stop what you are doing, or finish sleeping first. Otherwise you will break your pipboy and interactions completely and have to quit all the way out of Fallout 4 and reload.
     
    Occasionally if you try to sit on a CHALLENGING spot AAF which is used to handle the sitting and laying animations may get confused and take you for a walk like you are a mind controlled zombie. Just wait it out... eventually it'll resolve and usually put your body where you wanted it... Though your camera may be far from it.
     
    Requirements:
    Wasteland Workshop
    Mod Configuration Menu
    Advanced Animation Framework v161.1 or above
     
    LEGAL:
    The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Crackle is only allowed to be hosted and downloaded from Lover's Lab, and the Nexus, under my specific user accounts. 
     
    THANKS:
    @dagobaking for AAF which makes animation mods like this possible.
    @requiredname65 for script input, and 1.07 update.
    @elzee for the sound effect permissions.
    Those of you that actually come in the non adult section ?

    18,057 downloads

    Updated

  3. Black Male Raiders

    Wanderlust's All Black Male Raiders

    Are you into interracial BDSM? Does the inclusion of BBC themed tats in Tattoos for Captives but not much opportunity to get fucked by black guys disappoint you? Well, despair no longer!

    This mod attempts to replace all vanilla raiders with new black characters made with faceripper and vanilla assets. As of V2 it seems to be completely working and I've made unique faces for each entry so I consider this complete unless something breaks.
     
     
    Recommended Mods
    I'm also using Male Takeover, I have not modified raider female records. If you want the raiders to be 100% black men, you'll need to use MTO's Enemy Males.
    To spawn more raiders without changing leveled lists or stats, I recomend you use Endless Warfare
     
    Conflicts
    Anything else that modifies the default raider entries may cause issues with this mod. 

    Uninstalling
    The mod doesn't add any scripts, it just overwrites the default raider facegen data from the fallout4 esm. It should be safe to install/uninstall as needed but I make no garuantees!

    12,815 downloads

    Updated

  4. Prettier NPC Bosses

    What is this?
     
    This mod changes the (facial) appearance of (some) unique female NPCs to be more appealing. (See the sceens for examples)
     
    Check this handy list to keep track of your captured/not yet captured Unique NPCs, created by Furfi:
     
    Currently altered NPCs are (also included in the list above):
     
     
    If you know more of some other unique Raiders/Gunners or some other hostile/non hostile NPCs that you'd like to be altered in similar fashion, put a comment in, and I'll see about adding them to list.
     
    Why?
     
    Mainly for using in conjunction with mods like: Human Resources, Just Business etc. this makes your unique slaves more appealing.
     
    I also highly recommend using something like: A Bit Prettier Gunners Faces & A Bit Prettier Raider Faces.
     
    Another recommendation: Toothpick Stretching Mouth Bug Fix
     
     
     
    If you are having issues with multiple conflicting Leveled list etc. edits, use Wrye Bash, it'll solve that.
     
    Files come packed into BA2 archive.
     
     
     
    Reruired Mods:
    MiscHairstyle1.6 Ponytail Hairstyles by Azar KS Hairdos - Addon(s) with Physics Commonwealth Cuts - KS Hairdos - ApachiiSkyHair Kat's New Hairstyles Looks Menu Customization Compendium The Eyes Of Beauty Fallout Edition HiPoly Faces REDUX  

     
     
    If you need to clean up your save from un-used records from disabled mods etc. please use the Resaver to clean up your saves.
     
    Sorry for the inconvenience.

    9,199 downloads

    Updated

  5. Red Rocket Basement

    Welcome to the Red Rocket Basement Player Home Update 2! (V1.0.3)
    VERSION 1.3 IS NOT PHYSICALLY DIFFERENT FROM VERSION 1.2. IT JUST CHANGES THE VOICE.
     
    During its checkered past, the basement below Red Rocket had always been a perfect place to handle the more... shady business of Power Armor repair and underground dealings. Favored by local criminals to tune stolen goods, the cave access in the back gave them means to move, and repair, both stolen cars and power armor unseen. Now collapsed, the back entrance to the cave cannot be entered, but its secret entrance on the hill right in front of the shop makes it an ideal place to stay, while your settlers work up top. Shielded from both radiation and the dangers from up top, it's as secure as a vault!
     
    Features
    RR Basement is a simple undecorated player home. It has a workshop and quite a few resources you can scrap before you decorate it. You can use all interior workshop elements. Power is supplied at two places, players need to add their own power nodes to expand power across the home. The workbench is (SHOULD BE) connected to the workshop up top. This means that if you create a settlement at Red Rocket truck stop, you could in theory live out your days in the basement, while your settlers gather resources, food and water. Settlers will NOT enter the basement so everything there is yours.
     
    Thank YOU for direct or indirect support:
    - @urbanoantigo (ptBR translation)
    - Chic Geek
    - @Fiona159 (Ru translation)
    - @Nebuchadnezzer2 (for being supportive)
    - @Flashy (JoeR) for helping out when needed and furthering my knowledge of the engine
    - Anyone I might have forgot to mention and I'm sure I have...
     
    New features include:
    - A maid that can satisfy many needs and keeps the basement clean and fresh..
    - A terminal to provide you with configuration options (such as music, doors etc..)
    - A bath pool
    - A sauna.
    - 3 New rooms to explore and decorate.
     
    Portugal/BR translation available!
    Download the Red Rocket Basement_v1.0.2_ptBR.7z file and overwrite it's contents, after installing the original file!
     
    Russian translation available!
    Download the RedRocketBasement1.0.2_ru.7z file and overwrite it's contents, after installing the original file!
     
    How to Enter
    For game balance the home is not available right away in a fresh game. You'll need a lock pick skill of Expert to be able to lock pick the entrance!
    If you can't wait, you can always cheat:
     
    Known issues
    NPC's and companions should have no difficulty navigating through the player home, unless you fill it up completely with furniture and book cases. All nav meshing was done by hand to ensure smooth navigation and I've play tested this player home thoroughly after making it over 6 months ago. I've been tweaking and adding rooms slowly since then and I found that this size was the best size for me so I can live in comfort, while raiding the wasteland...
     
    At some places the wall meshes don't really align well, this can cause some overlapping/flickering lines here and there. This will be tweaked in the future as I find them, or if they really bother me.
     
    Installation instructions
    Drag the 7zip file into your mod manager and activate it... OR:
    Unzip it manually into your Fallout 4 directory.
     
    WARNING 1.0.1 IS NOT YET AVAILABLE ON NEXUS.
    Older version available from Nexus Mods:
    https://www.nexusmods.com/fallout4/mods/35056/
     
    WATCH THE VIDEO TO GET AN IDEA OF THE LATEST FEATURES

    RR VID 2.mp4  
    Australian Maid Voce.

    Maid Bot Aussie Intro.mp4  

    Maid Bot Aussie Dialogue.mp4  
    See the download topic for more screenshots AND a layout of the place!
    Warning: All screenshots reflect ONE way that you can decorate this home. It's very reactive to the light you use, so you can do with this whatever you desire.. make it a cozy fire lit place.. make it a bright workshop.. or a dark underground sex basement.. it's up to you!
     

    8,125 downloads

    Updated

  6. MTO Male Take Over

    Are you a man hater? Is your character a Black Widow build? Do you have a perk or mod that lets you rain havoc on males? Do you just want to stick it to the men of the world? Do you wish the Minutemen were actually men? Do female Gunners or Raiders break your immersion of what a post-apocalyptic world would
    be like? Do you look at your settlement and wish Travis would play “It’s Raining Men” on the radio? If you answered yes to any of these questions, then this mod is for you!
     
    Description
    Male Take Over, or MTO, is a mod that changes ALL female NPCs into men, just like Skyrim's Masculinized Level Lists mod, except this also has the option to affect named female NPCs. Restarting a new game should
    not be needed, as this mod will replace your current NPCs; however, it is recommended that you do so.

    But what if you don't want every NPC to be male? Do you want the Gunners, Raiders, and such to be all male so you can blow their heads off to make way for the women to rule the world!? Whatever your reason(s), the installer for MTO allows you to pick and choose what groups to change.
     
    COMPATIBILITY:
    1. Thom293’s Better Settlers (BS): There is a patch file during the FOMOD. This is the only patch that is needed between the two mods and should work
    with any options you choose in BS.
    a. Place the .esp files in the following order:
    i. Better Settlers main file
    ii. Any optional .esp files chosen from the BS mod
    iii. "MTO Male Take Over.esp" OR if you are using one of the faction files, then use "MTO Miscellaneous Males.esp" instead
    iv. "MTO and BS Patch.esp"
    b. This setup will give you the options Better Settlers offers (default/light/heavy armor; walk/no-lollygagging; clean/dirty face.); then it will convert all settlers to males, and then allow Better Settlers’ armor options to take over. The other options Better Settlers provides are not affected by my mod, so a patch was not needed, only for the armor options as it affects the default outfits "DOFT" they wear.
    c. WARNING - if you select the “all female settler” option when installing Better Settlers, do not install “MTO Male Take Over.esp” or “MTO Miscellaneous Males.esp”.
    d. The patch was last updated March 2016, due to all of the options now available in the BS mod, use the patch at your own risk.

    FOUND A FEMALE?
    If you notice I still have a male in a dress, entirely missed one, or have one in the wrong faction group, please let me know through the bug report section.
     
    Thanks To
    All the other modders out there, the work and dedication you put into your mods has been greatly appreciated by myself and countless others over the years. I want to give a HUGE thanks to the Hall of Torque people (LadyM, Hymnaru, Ixum, and many others) and LoversLab for the male mods of Skyrim and getting me interested in modding. Additionally, Gopher and Dan Dorscha, for their YouTube channels on how to install mods and use TES5/FO4 Edit and other applications, I would’ve been lost without your tutorials. Nexus modders i0Bjhansen0 for helping me figure out how to edit the files and create a FOMOD and Thom293 for helping me figure out which files to edit in the first place and taking a look at my mod to help make it truly compatible with his Better Settlers and Mortal Settlers mods.
     
    Permissions
    Permission is granted for individuals to use my mod as a basis, I just ask that you give me proper credit. Like Thom293 was so great in giving me with his mod. For creating your own mod, permission is granted, even if you want to have mine as a requirement (such as a FO4 version of Skyrim’s Bathing Beefcake Luxury Suite Bathing Beauties or Beefcake - Luxury Suite……hint nudge wink poke migal130!)
     
    Permission is NOT given to re-post my mod, in part or whole, on any other website without my permission. I only support the following websites to host this mod: Lovers Lab, Hall of Torque, and Nexus Mods. This mod is and always will be a free mod.

    7,267 downloads

    Updated

  7. Flirty Commonwealth

    Hello guys, first of all, this is my first mod ever so please give me constructive feedback!
     
    Note: For now this mod is female version only.
     
    My mod is now available at Nexus.
    http://www.nexusmods.com/fallout4/mods/26638/?
     
    What's new
     
    -Version 5.0 is up adding new flirt lines on Diamond City (residents NPCs), Goodneighbor, Bunker Hill. (I'd appreciate if you can download and endorse my mod at Nexus thanks,)
     
    -Added new male player character version!
     
    Note;
     
    -This modpage might be outdated, please go to Nexus to see the updated info of my mod. (Sorry I don't have too much time to update the whole thing on the modpage)
     
    -French translations are only available at Nexus, click the link I gave above.
     
    -If you have any questions or technical issues, please report it on Nexus as I'm likely going to spend more time there.
     
    -Gage will come along with the DLC stuff update, as for Preston I'm just not too invested in him that I decided not to make a flirt line for him. If some of you out there hoping for a Preston flirt line you can give me a request, I'll try to consider with the amount of request.
     
    -I'm still considering a male version for this mod, I've seen some people get upset because how this is being specific to female. I have nothing against sexual orientation it's just that I was trying to create a flirt line that was being more specific.
     
    -Please do clean-install when updating.
     
    -I no longer will continue on updating replacer version. The version itself only contains 14 flirty line.
     
    Features
    -Up to 30 vanilla voiced flirty Diamond City guards containing casual, naughty, cringy flirts.
    -Up to 20 vanilla voiced nasty, sexist, rape-ish taunts raiders will say to your characters.
    -Over 30+ flirt comment for companions, Danse, Hancock, MacCready.
    -Over 20+ flirty lines for generic NPCs at Bunker Hill, Goodneighbor, Diamond City (residents)
    -Male version added with over 90+ flirt lines overall! Piper, Cait, Curie is covered within male version!
    -Same-sex flirt lines are available (You can download them on Nexus)
     
    To do list
    -Adding flirty comments for companions on their idle talks, or suggestive flirts when a certain condition has happened (raining, lockpicking, hacking) right now I'm thinking to add flirty lines for Hancock, Maccready, Danse(?), Gage. I'm also trying to make sure their flirts suits their personality- (Done)
    -Making more flirty comments for the guards to say. (Done)
    Add sexist and nasty comment for raiders to say during combat to your character. (Done)
    -A version where flirty comments blends in with vanilla's greetings (Done)
    -Adding new flirty comments for another generic NPCs to say in the base game. (Done)
    -DLC stuff (NPCs, companions, enemy npc)
    -Male version of this since right now the guards' comment are mainly for female character. (Done)
     
    Recommended Mods
    -http://www.nexusmods...&preview=&pUp=1 - Highly recommended because I also include flirty expression to their face, so it's a bit immersive with this.
    -http://www.nexusmods...t4/mods/13078/? - Adds more Diamond City Security
    - http://www.nexusmods...t4/mods/22166/? - Adds player comment to say depending on the situation.
     
     
     
    Compatibility
    -Mod that alters this mod NPCs' greetings is incompatible, or any mod that disables NPC greetings obviously disables this mod.Any mod that changes their appearance is compatible
     
    Installation
    Just drag Data folder into Fallout 4 main folder. Or use your mod managers as always. Pick one file to install only
     
    Permission.
    Do not upload anywhere without my permission,
     
    Credits
    -Warden (for suggesting me new lines and ideas for the mod) and bug testing the mod.
    -DarkLeon54 for making a French translation.

    4,341 downloads

    Updated

  8. HBD_DressBox

    # DressBox
     
    # What
    Provides a command or aid item that opens a custom container which returns and equips any armor/clothes placed into it.
     
    # Why
    The pipboy is a pain to use when you have a bunch of awesome clothes mods from the community and you want to get your fashion on.
    Since the container transfer UI is a transparent overlay over the game, you can use this mod when 3rd person (or even TFC) so you can view your character as you try on different armor/clothes.
     
    # Commands:
    Commands can be triggered through the DressBox MCM page directly, or by MCM hotkey.
    Or via Aid Items which can be added via the Add Command Items button in the DressBox MCM page.
    Items are tagged [CMD][DressBox] so you can organize it in your inventory sorting mod how you wish, or set up a category for the Wheel Menu mod.
     
    1.Open DressBox - Opens the dressbox container.
    Alternative to the aid item.
     
    # Notes
    The MCM Open DressBox command will run once the MCM is closed.
     
    The most recent item equipped via the dressbox temporarily won't reappear in the players inventory list, and the previously equipped item for the slot will still show the equipped indicator.
    In the case of having multiple items of the same base type, all items of that base type temporarily won't appear in the players inventory list.
    They are actually returned to your inventory, the list just isn't updated to show it for whatever reason.
    They will reappear once the next item is equipped via the dressbox, or upon closing and reopening the dressbox.
     
    # Requirements
    MCM
     
    # Installation
    Install as you would any other mod in your mod manager.
     
    DressBox is flagged as .esl
     

    12,449 downloads

    Updated

  9. Rad Morphing

    if you uninstall or update the mod, please unequip the rad mood ring before changing and unequip and equip the pipboy after changing
     
    This mod allows you to change your breast and butt size via the effects of Radiation.
    this mod uses the players Pipboy(or crafted Rad Mood Ring) to alter the effects of the mod in several different ways by Armor Workbench
     
    Body Types
    CBBE (Default)
    CBBE Breasts
    CBBE Butt
    Atomic Beauty
    Atomic Beauty Breasts
    Atomic Beauty Butt
    Fusion Girl
    Fusion Girl Breasts
    Fusion Girl Butt
    Jane Bod
    Jane Bod Breasts
    Jane Bod Butt
    TBOS
    TBOS Butt
    Custom (Edit RadMorphs in xEdit, alter the strings in the armor to your choice)
     
    Size modifiers (this depends on your players body size so it may be different for everybody)
    +600%
    +500%
    +400%
    +300%
    +200%
    +100%
    0% (Default)
    -100%
    -200%
    -300%
    -400%
    -500%
    -600%
     
    Timing (controls the timing between updates)
    0.5 Second
    1.0 Second
    1.5 Seconds
    2.0 Seconds (Default)
    2.5 Seconds
    5.0 Seconds
    10.0 Seconds
     
    Start and end times
    0%-100% - Normal (this works all of the time) (Default)
    25% - this starts at 25% percent radiation
    75% - this ends at 75% percent radiation
     
    Please Note (for old save game users)
    this uses the Pipboy so it should only effect the player. (however it may get overrided by other mods)
    player.removeitem 21b3b
    player.additem 21b3b
    player.equipitem 21b3b
    (this should start the script)
     
    Requirement - You will have to build clothes with Morphs in Bodyslide for this to work properly
     
    Let me Know if there is any issues?




    3,252 downloads

    Updated

  10. Raider Queens - Legendary Female Raider Faces Revamp

    Why?
     
    I got sick of looking at named female raider bosses with shit on their face.

    5,697 downloads

    Submitted

  11. Heroines Pain AddSound Caiena

    Only for female character.
    Replacing the cry of female pain.
    I made a substitute for the cry of pain that a woman makes when she is wounded or shell-shocked.
    The Mod file extension is an ESP, but the flag - ESL.
     
    The mod is made in several versions:
    1. Heroine Pain - Replacement of the original sound. (Without ESP File)
    2. Heroines_Pain_AddSound_Caiena - Replace original sound + 27 additional sounds in Ba2-archive + ESP-File.
    3. Heroines_Pain_AddSound_Caiena - Replacement of the original sound + 27 additional sounds in the Ba2-archive + ESP-File + Sound of pain when using a Stimpak.
    4. Heroines_Pain_AddSound_Caiena - Replacement of the original sound + 27 additional sounds in the Ba2-archive + ESP-File + Sound of pain when using Stimpak, RadAway, RadX, MedX and Adrenaline.
     
    I did this mod for personal use, but recently decided that this mod can be shared with someone. I will be glad if someone likes my work.
    All sound files are made by me personally. If someone wants to use them in their work, I will be very happy. Tell me thank you and use the sound as you want.
     
     
    Русскоязычные пользователи могут скачать эту работу с Adult Mods Localized.

    3,119 downloads

    Updated

  12. SCAVVER'S CLOSET - One size does not fit all -

    SCAVVER'S CLOSET
    - One size does not fit all -
     
    What's new:
    I added an optional download of vanilla eyeglasses without facebones. This is to prevent them from deforming with custom faces. You may need to adjust your character's ear position for best results. It's unknown if this will negatively affect any npcs, but the glasses are just models so they are safe to uninstall at any time.
     
    What's new in 1.1.3:
    Bug Fix.
     
    VIEW CHANGELOG:
     
    What's new in 1.1.2: 
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    NEW FEATURES:
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Improved Backpack system:
    Backpacks are now additive rather than replacing the base carry amount. This offers more flexibility and less bugginess, and is just generally more realistic.
     
    Perishable fusion cells:
    The Gun condition sorting ignores energy weapons for compatibility reasons, but I personally think laser weapons are far too easy to get. If I can't have the guns be broken why not the ammo? I mean, yes Fusion cells are modern marvels, but no battery is gonna lie around for 200 years and work 100% of the time. When selected this makes only 1 in 3 Fusion cell pickups viable.
     
    Hardcore encumbrance for food, drinks, meds, chems, ingredients, empty water bottles, and Molotovs:
    These are all handled by one set of sliders. Imagine how nerve wracking it will be to have to choose between food, water and stimpacks... Suddenly that psycho addiction seems a whole lot worse.
     
    "Why molotovs?" you might ask... Well if everything else that comes in a bottle is covered why not? Unlike grenades you can't attach molotovs to a belt or bandolier, or easily pocket them. It makes sense to me anyway.
     
    What's new in 1.1.1: EXTREMELY VITAL UPDATE!
    1.1.1 Introduces a LOT of vital bugfixes. It will be the only version abailable and all users are urged to update. It adresses issues I did not know about the Fallout 4 Inventory system, such as the fact that keywords on items in the players inventory or containers DO NOT PERSIST after a reload. This means that the Gun system introduced in 1.1.0 is basically useless for actual gameplay.
     
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    The info in this section only applies to guns and mod added clothing that is in the sorting list:
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
     
    I've made every effort to address that in this update. Now on load, all guns and mod added clothing items that need it will be sorted and have their ownership keywords restored. Likewise the backpack will run the same procedure on it's contents whenever you put it on. This works pretty much seamlessly.
     
    Somewhat stickier is the issue of containers. Containers have the same issue with eating keywords. The way I've come up with to get around this is whenever you add an item with the _T_ Owned Keyword to a container it will get an keyword of it's own to tell the mod that you own whatever is inside. This can be exploited potentially so RP responsibly. When you first add an owned object to the container you will get a warning telling you to close the container so that it can be sorted.  DO THIS. After the message about the keyword being added you can freely add more items to the container. 
     
    When retrieving owned items... ESPECIALLY after a reload it is of VITAL importance that you remove them one at a time (You will be prompted when this is necessary) 
     

     
    UNDER NO CIRCUMSTANCES hit the take all button!!
    Upon removal of all owned keyworded items the container's keyword will be removed.
     
    NOTE: If you do accidentally take all, you can save the game then reload, and the keywords should be restored on load!
     
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    NEW FEATURES:
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Added support for several clothing mods:
     
    Militarized minutemen:
    Uniform
    Full support
    Backpack
    (note MM backpack autoequips much slower than the Scavvers packs... no idea why. Can be added with MCM like the Scavver packs)
     
    Mojave Manhunter:
    Duster 
    Outfit
    (Encumbrance only)
    Vesta new armor is picked up
    (Vest uses new torso armor encumbrance system )
     
    Brotherhood Recon:
    (Leveled items have full support, constructable encumbrance only).
     
    Torso armor encumbrance:
     
    Functioning similarly to how heavy gun emcumbrance works, you can only pick up one torso armor at a time and it auto equips. On enequip it drops. (The vest added by Mojave Manhunter can be unequipped but will still drop if another armor is added, I had to do it this way to accommodate a script on the armor) Can be toggled in the MCM.
     
    What's new in 1.1.0: 
    1.1.0 is a ground up rewrite, with many more features than the previous release, as such I'll be treating it as essentially a new mod, so please carefully read the entire mod page.
     
    Have you ever been playing fallout 4 and felt un-immersed by the fact that every single piece of clothing you find fits you perfectly? That it's all in good enough condition to wear? That every gun you find is in working order, even the shoddily made pipe pistols? that as long as you have the carry weight you can seemingly cram as many huge objects as you want into thin air? Have you wished that scavenging could be more difficult and nerve wracking like we see in post apocalypse movies like The Road Warrior?
     
    Well, that's what this simple mod seeks to accomplish!
     
    What it does:
    Most of the features listed below can be activated , deactivated, or adjusted in the MCM:
     
    Clothing check:
    Now, when you pick up a clothing item from the ground, a corpse or a container, you will try them on. If the clothing fits, it will be renamed (IE: Your Road Leathers) This owned version of the item will behave exactly like normal, you can drop it, mod it, rename it, whatever.  There is an MCM option to determine if you automatically wear the new item after finding out if it fits, or not.
     
    If the clothing didn't fit... you'll be given a non wearable version of the item that you can scrap or sell like normal. (junk) When trading with NPCs such as merchants you'll always receive the version that fits.
     
    Some item types, (wasteland clothing and rags mostly) have a chance of being completely unsalvagable.  I've made an effort to ensure that unique and rare items either aren't touched by this part of the mod or always fit perfectly. Prisoner rags aren't affected as many mods add them. That said I may have missed something so save often, or turn the mod off temporarily when in doubt.
     
     
    Bonus loot:
    Select if you are RPing a nearsighted person in the MCM and recieve extra glasses loot. This is mainly intended to be used alongside the great mod:  Myopia Simulator (Immersive Glasses) As with the clothing sometimes the glasses are broken or the the wrong prescription, but you may get scrap.
     
    If you have the mod Commonwealth Vans - CBBE - JBE - EVB Male - Fusion Girl - FG-JBE installed, you will also have a chance to find shoes with the ruined clothing. These may or may not fit as well.
     
    Weapon check: (See What's new in 1.1.1 for updated information)
    Guns you find might be broken. If it's a prewar gun and you have the Gun nut perk and a screwdriver, you can strip the weapon for parts. If you have the Scrapper perk you will also get screws. Gather enough and you can repair the next broken weapon you find. Some weapon types will always be functional and some are more or less likely to be damaged.  For example, revolvers and bolt actions are far more reliable than automatics. Pipe weapons are FAR more likely to be broken, and don't yeild weapon parts, but they can be stripped for minor scrap and unlike prewar guns no special skills or tools are required. 
     
    Again, I've made every effort to protect uniques.
     
    Heavy weapon Encumbrance:
    No longer can you slip a minigun into your pocket! Now heavy weapons like Fatman and flamers, must be equipped and drawn to be carried (Think of the way Halo treats the turret guns Masterchief pulls off.) If you attempt to holster or unequip the weapon it will be dropped on the ground, and you can only carry one at a time. Doesn't count against your hard core encumbrance. For the purposes of this mod bulky guns like Railway, and Gauss Rifles are considered heavy.
     
    Hard Core Encumbrance:
    REQUIRES CLOTHING CHECK BE ACTIVATED
    Limits the number of clothing and weapons you can carry on your person at any one time. By default this is extremely restrictive, however you can carry more by equipping a backpack Requires the mod Scavver's backpacks (no relation) Each item type has it's own maximum value (Clothes, pistols, long guns) These can be individually adjusted to your liking in the MCM. Even clothing not included in the clothing check is affected by this.
     
    Special Backpack effect:
    When backpack is unequipped, it's dropped on the ground taking all the non equipped weapon and clothing items (fitting and not) with it. If you pick up your non backpack limit while the backpack is off then try to pick it back up you'll have to drop what you are carrying. Once you pick the pack back up it will automatically re-equip and return all the items to your inventory.
     
    Caveats/limitations:
    I've done my best but there are still a few quirks.
     
    When weapons are checked they are momentarily dropped from the inventory, this may result in the occasional odd moment of seeing a phantom gun in front of you for a second. This also means you will see a weapon dropped notification whenever you pick up even owned guns (no way to silence this sadly)
     
    Some pipe and laser pistols will be counted as long guns, there is just no way around this given the way the lego-gun system in FO4 works.
     
    This mod is intended for a new game and the main functions shouldn't be started until after the vault, or  any alternate start operations. If you add this to an existing save where you already have vanilla clothes you can use a function in the MCM to convert them to the "owned version" If they don't convert they are probably one of the items not covered by clothing check, such as vault suits, hazmat suits, companion outfits, bath robes, and quest rewards.
     
    Lastly I removed the DLC requirements, that means however that clothing and weapons added by Nuka World and Far Harbor aren't covered. It honestly wasn't worth the effort for the benefit IMO.
     
    Requirements:
    Mod Configuration Menu
    Scavver's backpacks (optional, but HIGHLY recommended)
    Commonwealth Vans - CBBE - JBE - EVB Male - Fusion Girl - FG-JBE  (optional)
    Cross Mojave Manhunter   (optional)
    Cross Brotherhood Recon  (optional)
    Militarized Minutemen (optional)
    Give Me That Bottle  (optional)
    Smokeable Cigars - Cigarettes - Joints - With HardCore Auto Save (optional)
     
     
    LEGAL:
    The source code is provided for you to make personal changes, should you wish to. It is not provided for you to alter, compile and redistribute your own version of the mod. The mod, Scavver's Closet is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account. 
     
    THANKS: 
    To @EgoBallistic for providing some example code that made the weapon sorting possible.
    To the Hardship fans who've been patient while I worked on this instead.
     

    1,483 downloads

    Updated

  13. Child Settler Vanilla Armors

    15 minutes worth of CK ArmorAddon edits to allow child settlers http://www.nexusmods.com/fallout4/mods/16000/? to wear Vanilla and DLC armors.
     
    All DLC required.
    Most armors should work, that includes operator, disciple, pack, trapper, raider, suits, etc. For clarity, with Orphans of the Commonwealth, you can give your child settlers armor and weapons, then use "T" to have them equip it. This makes most vanilla and DLC armors and outfits equipable.
     

    Intended for use with Orphans of the Commonwealth, but not strictly necessary.
     
    Please do not blame me if your PC catches on fire.

    2,887 downloads

    Submitted

  14. Vault Meat Looksmenu Preset

    This adds a Looks menu preset under the name of: A_VaultMeat
     
    Mods Required:
     
    Looks Menu Looks Menu Customization Compendium The Eyes Of Beauty Fallout Edition Ponytail Hairstyles by Azar v2.5a  
    After that, you can just select the preset during character creation (default button R, located in the left lower corner in the UI) or using console command:
     
    slm player 1
     
    or

    ShowLooksMenu player 1
     
     
     
    Optional Download (CompanionIvy_Edits)
     
    The optional file changes the appearance of Ivy from Companion Ivy -mod to that of Vault Meat.
    Also adds FallUI tags to various items included in the mod.
     
    Additional Requirements:
    Meet Companion Ivy 6.0  
    Highly Recommended:
    Companion Ivy RealSex Mod 0.9 Companion Ivy - XDI patch  
     

    3,539 downloads

    Updated

  15. Freckle Bitches!

    She's all grown up now!
     
    Straight out of Stilwater!
     
    Have a gut busting meal with some catchy tunes courtesy of the Mix 107.77!
     
    Don't forget to try our funbags for special Freckle Bitches Merchandise!
     
    courtesy of IllWireless we deliver now.
     
     
    (Load up the game- follow the quest)
     
    Located near Oberland Station.
     
    Bodyslide files Included for fusion girl 1.75+ and CBBE.

    NOTE: DO NOT START A NEW GAME WITH THIS MOD ENABLED. Enable it after you exit v111. I will try to fix this in an update. [Fixed I think. I haven't had issues so It seems so]
     
    Future upgrades - Transform other smaller locations into Freckle Bitches.
     
    Feel free to upload this but you gotta credit me and buy someone booze!
    - FYI- I do plan to add a censored version to bethseda.net (Thats why you can change the cook's uniform).

    802 downloads

    Updated

  16. Harley Quinn and Poison Ivy face/save files

    Two beautiful faces for those who have trouble with the face editor.

    777 downloads

    Submitted

  17. Free Death Camera

    This f4se plugin allows you to move camera in tfc mode, after your character dies. May come in handy while screenshooting. Use together with Real Time Death (No Slow mo).
    wasd=fore left back right
    mouse move=rotate
    mouse wheel=fore back
    mouse button=up down
    alt key=accelerate

    5,763 downloads

    Updated

  18. Assorted Mods by Invictusblade

    so as Some of you know, I am going on an extended break (I don't know if I am coming back to modding(I do like modding but the game is pissing me off))
    I decided to share some of my other mods
     
    Haircut Mod
    one of the things I attempted to do with Random Overlay Framework is to add different Haircuts to the game. (so an random Raider could have a haircut from KSHair for example)
    and this project ended in failure because of two reasons
    1. It would only affect Unique NPC's
    2. when I made the mod for Advanced Hair Mods such as KSHair, it has a serious issue with Extra Hair parts (Hats, Ponytails, etc) that the extra parts couldn't be removed afterwards
     
    so the mod posted uses hairs from the base and DLC's and require one of the haircut magazines (Not sure which) and you can craft an Aid item which will randomly change your hair cut.
     
    BodyGen_DeadBodies - Raw
    so hands up, if you have the disappeared dead body bug,
    this is cause by using BodyGen to generate different shaped bodies
    and when it reads a dead body, it freaks out and doesn't update it
    (at least, this is what I think it does)
     
    so here is my patch to prevent that
    Raw (you will have to source the clothing yourself)
     
    but there is a few steps before this works
    1. copy and rename from \Data\Meshes\actors\character\characterassets
    MaleBody to MaleBody_dead
    FemaleBody to FemaleBody_dead
    (NOT THE TRI FILES)
     
    2. find an assorted clothing mod (such as Eli's or GrafPanzer's Classy Chassis Outfits)
    Build them to NOT have Body morphs
    and put the leveled lists into the Dead_bah_LL in the mod
     
    BodyGen_DeadBodies - GrafPanzer's Version
     
    so hands up, if you have the disappeared dead body bug,
    this is cause by using BodyGen to generate different shaped bodies
    and when it reads a dead body, it freaks out and doesn't update it
    (at least, this is what I think it does)
     
    so here is my patch to prevent that
    GrafPanzer's version (I really like this series of mods)
     
    I use all of GrafPanzer's clothing mods(Cheeky, Foxy, vulgar, and saucy) and I use both downloads
    Replacer for everyone living
    Craftable for the dead (I also added Player_cannotEquip keyword to them as well)
    and then rework the recipes to turn the Craftable into the replacer (so reverse them)
     
    but there is a few steps before this works
    1. copy and rename from \Data\Meshes\actors\character\characterassets
    MaleBody to MaleBody_dead
    FemaleBody to FemaleBody_dead
    (NOT THE TRI FILES)
     
    2. find an assorted clothing mod (GrafPanzer's Classy Chassis Outfits)
    you need to download the mods from this author here->
    https://www.nexusmods.com/fallout4/users/977500?tab=user+files
    Build the craftable clothing to NOT have Body morphs
     
     
    My Tattoos Overlays
    I love Overlays, I loved making them
    and here is my personal file of Overlays (it should work)
    (I based it of another overlay mod)
    it contains content from XXX, Manga, Comics and Other Games as well as Random Fallout content
    as well as other peoples work whom I am big fans of such as Dialup Hero (btw when I made this, I thought he was finished)
    https://slushe.com/dialuphero
    this contains a blank file for non Random Overlay Framework
    as well as Random Overlay Framework version
     
    Boston Breeder - Main
    I am a big fan of Boston Breeders, I love the concept of micro stories in the commonwealth
    but there are issues with the mod, Mainly the Loose Blank Voice Files (and issues with that)
    so here is a 10meg file that unpacks to a 1gig file (this should speed things up if you have issues at startup)
    Instructions
    1. check the /sound/voice/ folder of Your Fallout 4 Data (there should be two folders that look like /sound/voice/Boston Breeder.esp & /sound/voice/Fallout4.esm)
    2. delete both folders (I believe that Boston Breeder is the only mod to use the /Fallout4.esm/ folder)
    3. unpack zip into Data (so Boston Breeder - Main is next to Boston Breeder.esp)
     
    btw there is a chance that I missed some voice files (but i don't know what it does)

    2,743 downloads

    Updated

  19. Reign of Rain

    Description

    Not much to say about this. Made it for someone i love and does exactly what the name implies.

    Features
     
    With this installed, it should rain in 99.9% of the map, at all times.
    Requirements
     
    Nuka World (v0.2 will still be up for download, for those without DLCs)
    Compatibility
     
    Highly likely to conflict with weather altering mods. Duh. No scripts whatsoever. Safe to install/uninstall as you please.
    Installation & Instructions
     
    Install with Vortex or MO2. Enable after leaving the vault and load its plugin dead last or as close to the bottom as possible if you need certain plugin/s to load last. Should work straight up after leaving the vault and enabling it. Teleport somewhere else or wait for a couple hours for it to take effect.
    Thanks & Credits
     
    @CGi & @dagobaking for guiding me through the tedious method for making this. @Nebuchadnezzer2 and @Adelphia for testing and helping with a couple fixes. @BioKraze for adding Nuka World to the affected areas, since I've been a lazy cunt and forgot to do so. Bethesda, because.. It just works.  
     
     

    317 downloads

    Updated

  20. PyPipboyApp - Unofficial Fallout 4 Pipboy Companion Application

    PyPipboyApp is a platform independent and extensible unofficial Fallout 4 Pipboy Companion App written in Python3 using PyQt5. It runs on Windows, Linux and Mac, and is meant as replacement of the official companion app on the PC (You don't need to mess around with that non-working android emulator anymore, isn't that great news!).

    It currently provides the same features as the official companion app, and on top of that it adds it's own features like note taking, POI markers, hotkeys, automatic application of stimpacks, and more ...
     
    It can be also found on the Nexus.
     
    Features
    Platform independent, extensible and Open-Source (Runs on Windows, Linux and Mac) Uses dock widgets that can be individually shown/hidden, and dragged and dropped to any position, allowing to fully customize the GUI Allows to even further customize the GUI by using style sheets (for an eye pleasing dark theme) Comes with a lot of widgets that display lots of different information (local and global map, player stats, ....) Supports taking notes and placing your own map markers Allows you to view collectibles (Magazines and Bobble-Heads) on the map and track if you have already collected them Allows you to send commands to the game (fast travel, equip item, ...) Hotkey support on Windows Relay Mode allowing you to connect two instances of this application together Data import/export Automatic version check

    Currently included Widgets
    Data Browser Data Update Logger Player Info Player Condition (showing limb damage) Date/Time Map (Global and Local) Hotkeys Equipped Weapons and Grenades Small Player Info Active Effects Radio Location Browser Quests Perks workshops Player Status and Statistics Doctor's Bag Inventory Browser Auto Doc Ammo Count

    Installation
    Download the All-In-One archive from the download section, unpack it, and start PyPipboyApp.exe Enable the Companion App in the Fallout 4 ingame settings. Connect to the running game.

    For more advanced user there is also a script only version.


    Important Information
    Fallout 4 does only allow one single connection at a time. This means you cannot connect the official app and this application at the same time. When Fallout 4 is in the background (e.g. because you pressed ALT+TAB), then it will accept a new connection, but not send any data until it is in the foreground again. Fallout 4 will not execute commands (e.g. fast travel, set/remove custom marker) when you are in the menu or the away-from-keyboard animation is playing. When you closed a widget and you don't know how to open it again, right-click on the menu bar. Then a context menu will open, that allows you to show/hide any available widgets.

    Current Status
     
    The application is currently under heavy development and in an alpha state, but in my opinion already quite usable. But beware that there may be still bugs.



    Development/Contribution

    Active development happens on github. There you can browse the source code. And if you want to contribute, don't hesitate to contact me.

    License

    The python scripts are released under GPL 3.0. The graphical assets are from the official Companion App and are subject to Bethesda's terms of services.

    Changelog

    v0.4alpha:
    - Initial upload

    v0.5alpha:
    - Got rid of PyInstaller. File size has doubled, but (hopefully) no more false-positives with AV-software.
    - Added hotkey and equipped weapons & grenades.
    - Added radio and active effects widgets.
    - Several small bugfixes and improvements.

    v0.6alpha:
    - Added Small Player Info Widget and akPip-Green style
    - Added Location Browser
    - Improved hotkeys widget
    - Several bugfixes and improvements
     
    v0.7alpha:
    - Added quests, perks, workshop, statistics browser and player status widgets
    - Added doctor's bag
    - Added inventory browser
    - Improved every existing widget
    - Added location notes and artillery range to global map
    - Added data import/export
    - Added automatic version check
    - Added relay mode
    - A lot of bugfixes and improvements
    - Other things I forgot
     
    v0.8alpha:
    - Added POI markers and collectible marker (with audio alerts)
    - Added Auto Doc widget
    - Added Ammo Count widget
    - Added resizable map markers
    - A lot of bugfixes and other improvements

    537 downloads

    Updated

  21. Sim Settlements Leaders for Lovers Lab mods

    Here is my Lovers Lab Leadership Patch for Sim Settlements. this is still work in progress
    This contains a simple patch for allowing NPC's from Certain Lovers lab mod to become leaders in Sim Settlements
     
    Boston Breeder.esp
    April (Boston Breeder) Major: Hornet Leader Minor: Breeder Weakness: Defender
    Blake (Boston Breeder) Major: Slaver Minor: Breeder Stock Weakness: Notorious
    Bourne (Boston Breeder) Major: Ex Hornet Leader Minor: Breeder Weakness: Lonely
    Brooke (Boston Breeder) Major: Occult Minor: Breeder Weakness: Tired
    Don (Boston Breeder) Major: Voyeur Minor: Cuckold Weakness: Horny
    Jade (Boston Breeder) Major: Breeder Minor: Ex-Brotherhood of Steel Weakness: Lonely
    Jean (Boston Breeder) Major: Breeder Minor: Loves Orgies Weakness: Tired
    Katie (Boston Breeder) Major: Gunner Lover Minor: Loves Orgies Weakness: Wasteful
    Katie (Boston Breeder) Major: Supermutant Lover Minor: Loves Orgies Weakness: Wasteful
    Katie (Boston Breeder) Major: Deathclaw Breeder Minor: Loves Orgies Weakness: Wasteful
    Kimberly (Boston Breeder) Major: Deathclaw Breeder Minor: Breeder Weakness: Reliant
    Luna (Boston Breeder) Major: Breeder Minor: Loves Orgies Weakness: Tired
    Mathew (Boston Breeder) Major: Rancher Minor: Loves Orgies Weakness: Tired
    Sabine (Boston Breeder) Major: Deathclaw Breeder Minor: Breeder Weakness: Reliant
    Woden (Boston Breeder) Major: Deathclaw Minor: Like Women Weakness: Deathclaw
     
    CompanionIvy.esp
    Ivy (Companion Ivy) Major: Friendly Minor: Companion Weakness: Synthetic
     
    Traits
    Friendly - Guarantees at least one new recruit every day.
    Companion - Increase tax income
    Synthetic - Reduce the amount of daily junk collected
    Ex-Brotherhood of Steel, Ex Hornet Leader - martial plots will upgrade 20% faster
    Voyeur - Synths can no longer infiltrate the settlement.
    Deathclaw Breeder, Gunner Lover, Supermutant Lover, Deathclaw - always defend against settlement attacks successfully
    Hornet Leader - Brotherhood of Steel will patrol and defend the settlement
    Tired - reduce tax income by 20%
    Horny - Increase maintenances costs
    Deathclaw - Reduce the chance animals will move into the settlement
    Like Women - Reduces the max settlers that can be radio-recruited
    Breeder, Breeder Stock - Greatly reduces food needs of the settlement
    Loves Orgies - settlement happiness will increase by 5
    Rancher - animals are more likely to move into the settlement
    Slaver - Recruits an extra settler daily; 25% chance a random settler dies daily.
    Occult - City upgrades much faster
    Cuckold - Increase the number of visitors that will come to the settlement
    Lonely - Decreases settlement base defense
    Notorious - Reduce chance of recruiting settlers
    Reliant - Martial plots will take longer to upgrade
    Wasteful - Reduce the base water production

    I believe all of them should work but I only know that Mathew, Jean, Luna and Ivy works so far (due to using a new game)
    Really soft requirement (it didn't require any masters with the exception of SimSettlements.esm)
     
    Let me know if I have any incorrect character traits (but I cannot make any new traits)
     
    Hard Required: Sim Settlements.
    Soft Required: Boston Breeder.esp & CompanionIvy.esp
     
    this is build from Sim Settlements - Leader Pack - Gannon's Overtly Adequate Trove (Cancelled) by Gannon93
    https://www.nexusmods.com/fallout4/mods/30599

    1,623 downloads

    Updated

  22. NPC Stats (for Diversive Bodies)

    As wdaigle found out, the engine doesn't really like having S.P.E.C.I.A.L. on every NPC:
     
    Use at your own risk!
     
     
     
    Ever used Diversive Bodies and wondered why everybody looks kinda the same?
    Ever turned Diversive Bodies up to eleven to see some change and than cursed 'cause your Companions look ... well ... ridiculous?
     
    Than this mod is for you!
     
    Diversive Bodies uses S.P.E.C.I.A.L. statistics to morph the bodies. Problem is, only the PC and the Companions have stats (and some combatants and some jokes --> Mama Murphy has 15 STR). So I carefully examined the living conditions and social status of every NPC and ... Yeah, I just threw some D10 Now every body is S.P.E.C.I.A.L.
     
    Do I need Diversive Bodies for this one?
    Not really. But afaik nothing else uses S.P.E.C.I.A.L., so I don't see any reason to use this without it.
    You will need all DLCs though.
     
    Are the any compatibility issues?
    Sure. Anythings that overwrites NPCs is incompatible, but a merged patch helps greatly
     
    Will you do ...?
    No. It took me over a week of dice throwing to get everybody. I am not doing that again. You can easily do it in FO4Edit, though. The stats are in the NPC you want to change under PRPS-Properties.
     
    The archive also contains patches for NPC heavy mods I use. These are:
    * Tales From The Commonwealth (3DNPC FO4)
    * Ad Victoriam - A Brotherhood of Steel Overhaul
    * Better Settlers
    * Combat Zone Overhaul
    * Gunners Overhaul
    * My Minuteman
    * Raider Overhaul
    * Loving Curie (thx kirk777)
    * Wasteland Heroines (without companions) (thx kirk777)
     

    2,506 downloads

    Updated

  23. Hair for All Race Patch - For DOA (and all other custom race)

    Hello, i've made just a small patch for use Hair mod's with all Custom Race (Vulpine Race, 2B Race, DOA Race, etc...)!

    I use DOA Race (i personally use Marie Rose), and i cant select custom hair from other mod, so i've made this patch for some popular Hair mod.
    Now you can choose your own Hair and also change color!
     
    You need ORIGINAL mod, in my mod there are only .esp file.
     
    Here a list of patch i've made:
    AzarPonytailHairstyles
    CommonwealthCuts - KSHairdos
    KSHairdos - Addon with Physics
    MiscHairstyle
    ZGCHairpack
     
    Installation:
    Donwload and install Original Mod
    Install my mod and replace .esp file
     
    Its all! Enjoy

    5,894 downloads

    Updated

  24. HBD_MorphDebug

    # MorphDebug
    Provides commands to debug LooksMenu BodyGen/BodyMorph systems.

    See BodyGen Description doc below for a description of terms of the many features that use BodyGen and some tips.

    With so many BodyGen features that users and sometimes mod authors may not have full understanding of, I felt there was a need for commands to view and control the underlying Morph Values to get a better understanding of the current state of the BodyGen system and to try and work around issues.

    # Commands:
    Commands can be triggered through the MorphDebug MCM page directly.
    Or via Aid Items which can be added via the Add Command Items button in the MorphDebug MCM page.
    Items are tagged [CMD][MorphDebug] so you can organize it in your inventory sorting mod how you wish, or set up a category for the Wheel Menu mod.
    1.Set TargetActor - Sets TargetActor to the actor currently in crosshair, or Player if none. Used by other MorphDebug functions.
    2.Print TargetActor - Prints the current TargetActor.
    3.LogMorphs - Logs all morphs for the Target Actor to Papyrus log.
    4.ClearBaseMorphs - Clears Base Value for all morphs for the Target Actor.
    5.ClearKeywordMorphs - Clears all Keyword Values from morphs but leaves Base Value of the morphs for the Target Actor.
    6.RegenerateMorphs - Clears all existing morphs and reapplies BodyGen templates (if any) for the Target Actor.
    7.ClearAllMorphs - Removes all morphs from all actors making them re-eligible for BodyGen templates application (save and reload to see changes on NPCs)

    # Usage
    Use Set TargetActor to set the Actor you want to apply the other commands on.
    LogMorphs gives a full list of all morph values set on the TargetActor (must have papyrus logging turned on).
    The Clear/RegenerateMorph functions clear different values, see the BodyGen Description doc for greater description of the terms.
    They're intended to clear values that my have been applies/stuck from other mods.
    Since mods that use SetMorph handle when they apply them in their own different ways you may have to wait for the mod update tick/event or trigger them specifically if you know how in order for its morphs.
    RegenerateMorphs can be used to re-roll the BeodyGen template for the Actor to gen a better idea of what your templates are doing.

    # Requirements
    MCM
    LL_fourplay dll: You will already have this if you have AAF installed. Used since unlike SKSE, F4SE doesn't have a object-under-crosshair function, but LL_Fourplay.dll does.
    LooksMenu: For BodyGen, no point in using this to try and fix/look at morphs if you don't have any actually applied.
     
    # Installation
    Install as you would any other mod in your mod manager.
    MorphDebug is flagged as .esl
    Credits/Thanks:
    @expired6978 for LooksMenu/BodyGen
    @LenAnderson for an example of a nicely structured mod, and the idea of using vscode and various build scripts to manage a mod project.
     
     
    # BodyGen Description
    This document collates information about the systems to help understand them.
     
    # Terms
    Community and my own terms used to explain stuff:
    BodyGen system - The overall system provided by Looksmenus f4ee.dll that manages it's features/data and 'does the work'.
    The community may refer to Morphs by several different terms, and interchangeably mix the Morph name/id with the overall concept of the Morph modifying the shape of the body, or the value(s)
    Morph
    Slider - Alternate commonly used term for morph due to the BodySlide or LooksMenu Body Advanced method of changing the values with GUI sliders.
    Display name - Only in BodySlide (I think) which can show a different name instead of the actual Morph name
    Value/strength/power/factor - synonyms for the actual numerical value representing the morph.
    Base Value - By default the many BodyGen features use this singular value for a morph overwriting the current value.
    None Value - synonym for Base Value, usually used when talking about setting a morph via mods, where giving it a None value for the keyword parameter will set the Base Value.
    Keyword Value - a morph may have any number of Keyword values, used by mods to separate/identify their own value applied to a morph.
     
    # System and Features
    The BodyGen system supplied by LooksMenus f4ee .dll drives a number of features:
    When BodyGen system updates the morph it chooses the highest morph value out of the base and all keyword values applied to the morph.
    Note: there is a bug in LooksMenu f4ee versions before v1.6.19 that would apply the morph value of the highest keyword id (which was dependent on the mod and possibly load order).
     
    ## BodyMorph Sliders
    Simply labeled BodyMorph on the LooksMenu Description page, this is the feature accessed by LooksMenu > Body > Advanced > page of sliders feature.
    This operates on the Base value of each morph/slider.
     
    ## LooksMenu presets
    These save and load the morphs Base values.
     
    ## BodyGen templates system
    I'll just outright quote the LooksMenu Description page
    "BodyGen is a feature that allows for random (or specific) BodyMorph generation based on guided files (Because random everything usually results in a horrifying mess) for particular NPCs, or any NPC. If an Actor is eligible for random generation, when that actor is loaded (when you first see them, or load an existing save where they have no morphs) their morph listing will be computed based on the proceeding files.
    "
    The BodyGen template sets the morphs Base Value.
    BodyGen templates are applied once to an Actor - the first time you encounter them, or when you load a save.
     
    ##BodyGen.SetMorph
    Used by mods to set the Base Value (IMHO bad practice as it will override all the other features that use the Base Value),
    or their own KeyWord value (or technically any KeyWord value they want as long as they can get a reference to it)
     
    # Tips
    ## General
    (Repeating this, it's important)
    Note: there is a bug in LooksMenu f4ee versions before v1.6.19 that would apply the morph value of the highest keyword id  (which was dependent on the mod and possibly load order) instead of the highest morph value.
     
    Some mods might not be set up to use SetMorph correctly (see mod authors request below), so even using the most recent LooksMenu version some mods might not be playing nice with each other.
     
    There is a helpful tool [BodyConvert](https://www.nexusmods.com/fallout4/mods/41781) to help convert between different morph setting formats (bodyslide, looksmenu preset, templates.ini)
     
    ## BodyGen Templates
    See the LooksMenu page, or various BodyGen guides scattered across the internet for more information on creating and applying the templates.
    TODO: Find a decent tutorial to link or crib off.
     
    morphs.ini uses formIds not reference ids.
     
    Most of the features work off the assumption that the morph .tri files built by BodySlide are set to 0.
    If you still want starting point values you would previously have set in bodyslide, you can set up a template to be applied to the Player in morphs.ini.
    Example, assuming you have created a template in templates.ini called FusionGirl-MyCharacter:
     
        #Player
        Fallout4.esm|7=FusionGirl-MyCharacter
        #AAF doppleganger of the player
        AAF.esm|72e2=FusionGirl-MyCharacter
        #AAF doppleganger of the player when in the pre-war/pre-game area (MQ101PlayerSpouseFemale). Don't think you would be doing any AAF stuff here, but you do you.
        Fallout4.esm|A7D35=FusionGirl-MyCharacter
     
    It can also be handy to know/look up the values of your template so you can tell if a mod has changed them.
    You can look at the f4ee.log in windows Documents/My Games/Fallout4/F4SE/ to see if there's any errors in your templates and morphs ini.
    Note: It logs referenceIds not formIds.
     
    ## SetMorph
    Beyond using MorphDebugs LogMorphs you can use a text editor find-in-files function to search mods .psc files for BodyGen.SetMorph to see what morphs are being set to.
     
     

    3,370 downloads

    Updated

  25. Rad Morphing Redux Trigger: Cleavage

    Simple on/off equipped slots trigger (player and companions) for Rad Morphing Redux.
     
    Checks equipping and unequipping of user-specified slots on the player as well as active companions and lets Rad Morphing Redux know whether any of the slots are occupied or if they are all empty.
     
    Inspired by @sullysam's idea for a pushup effect toggle.
     
     
     
     
     
     
    Dependencies
    Rad Morphing Redux - without RMR this mod does nothing. MCM - to configure the slots to observe and the keyword sent to RMR.  
     
     
    Installing
    Install with your mod manager of choice. Then configure the armor slots to observe in MCM.
    By default the trigger uses the name "Cleavage: Player" and "Cleavage: Companion Name" (e.g., "Cleavage: Piper").
     
     
     
     
    Uninstalling
    Uninstall with your mod manager of choice.
     
     
     
     
    Configuration
    Without setting up armor slots to observe in the trigger's MCM and a slider set in RMR, this mod does nothing.
     
    Open this mod's MCM. Pick the actor you want to configure. Define the armor slots to observe.
    Separate multiple slots with | (e.g., 9|11|15).
    When any of the slots are occupied, the trigger value will be 100%.
    When all of the slots are empty, the trigger value will be 0%.
    This trigger will only ever have one of those two values. Open RMR's MCM. Configure a slider set to use the Cleavage trigger (or the trigger name you set in this mod's MCM).
    Since the trigger value is either 0% or 100%, the thresholds should be at 0% and 100%.  
     
     
     
    Source Code
    Source code is provided with the mod.
     
     
     
     
    Changelog
     

    3,307 downloads

    Updated


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