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

163 files

  1. Red Rocket Luxurious Underground Living Estate/Russian translation

    Red Rocket Luxurious Underground Living Estate/Роскошный подвал Красной Ракеты
     
     
    Перевод на русский язык мода Red Rocket Luxurious Underground Living Estate от Reginald_001
    - Полностью оформленное и оптимизированное жилое пространство.
    - Полноценный последователь (который работает вне системы последователей, поэтому вы можете нанять любого другого, кого захотите, в свою команду)
    - 2 синтетических кошки со способностями "Гипер-Бой"  и  "Лазерный глаз" по имени Майло и Люси.
    Требуется:
    - WORKSHOP DLC (!)
     
    Содержит только файл ESP.
     

    281 downloads

    Updated

  2. Bunker Hills

    This is for a female play.

    What it does, is to change 2 female workers to male and adding 4 male npc to the location.
    Thats it.
    It it serves your game play, maybe this tiny alteration can enhance it.
    Anyway, not special requirements for this.
     
    Cheers

    195 downloads

    Submitted

  3. Wutpickels AtomicGirl Bimbo

    Looksmenu preset.
    Should be going into this folder if you run Vortex. Fallout 4\Data\F4SE\Plugins\Presets
    Otherwise you can install it with MO2.

    It may be helpful if you use 2K textures to use this file if you use any 2K textures.
    Looks Menu Customization Compendium at Fallout 4 Nexus - Mods and community (nexusmods.com)
    There two optional files that will help, so you do not get the buggy face.
     
    Cheers.

    240 downloads

    Updated

  4. Wutpickels Uma Looksmenu Preset

    Looksmenu preset.
    Should be going into this folder if you run Vortex. Fallout 4\Data\F4SE\Plugins\Presets
    Otherwise you can install it with MO2.

    It may be helpful if you use 2K textures to use this file if you use any 2K textures.
    Looks Menu Customization Compendium at Fallout 4 Nexus - Mods and community (nexusmods.com)
    There two optional files that will help, so you do not get the buggy face.
     
    Cheers.
     

    93 downloads

    Updated

  5. Wutpickels Gina

    Looksmenu preset.
    Should be going into this folder if you run Vortex. Fallout 4\Data\F4SE\Plugins\Presets
    Otherwise you can install it with MO2.

    It may be helpful if you use 2K textures to use this file if you use any 2K textures.
    Looks Menu Customization Compendium at Fallout 4 Nexus - Mods and community (nexusmods.com)
    There two optional files that will help, so you do not get the buggy face.
     
    Cheers.

    150 downloads

    Updated

  6. Dugouts Secret Room

    Well, i hadn't anything to do on my weekend. So i thought i create a small room of Dugout's bar. This should be space that wasn't used by the game. Just big enough for a bed.
    Purpose? None. Though you could use it for some special time. Or just sleep without paying.
     
    I tested it a little and seems to work fine. All assets are Fallout 4 assets. So there isn't anything special added.
     
    I hope it works for you too as it does for me.

    Cheers.
     
    p,s, an NPC is using it right now. Not sure if i can make them not use it besides locking it.

    238 downloads

    Submitted

  7. Kelly Drifter

    Looksmenu preset.
    Should be going into this folder if you run Vortex. Fallout 4\Data\F4SE\Plugins\Presets
    Otherwise you can install it with MO2.

    It may be helpful if you use 2K textures to use this file if you use any 2K textures.
    Looks Menu Customization Compendium at Fallout 4 Nexus - Mods and community (nexusmods.com)
    There two optional files that will help, so you do not get the buggy face.
     
    Cheers.

    135 downloads

    Updated

  8. Diamond City Male Change

    This is a very simple mod that i made mainly for myself.

    What does it do?
    It will change existing prop female NPC into male. 
    Additionally, i added some male NPC. Though they are copies of existing NPC, i tried to give them some other uniforms.
    No, quest individuals were altered.

    I am currently working on changing their faces which is not that easy.
     
    Mainly, it supposed to enhance female character play. Though perhaps it can also enhance same sex play. More opportunities.

    This was just made with the Creation Kit. So nothing special at all. Just takes time.
    I tried out some mods that add NPC, but they did not work for me. 
     
    So use it with caution. It should work best with a new game start. It does not change anything as far as i can tell.
     
    Thanks
     
    P.s. i am just learning to mod and scratching the surface of modding. Anyone can do something like that anyway.

    475 downloads

    Updated

  9. Eli's Armour Compendium precombines for Commonwealth Reclamation Project

    Eli's Armour compendium is an excellent mod, but breaks precombines in the area around Diamond City, one of the most performance taxing in game. There's a patch for vanilla FO4 on Nexus: https://www.nexusmods.com/fallout4/mods/37260
     
    This patch provides rebuilt precombines for Commonwealth Reclamation Project (available through ShadowOfTheWind's discord)
     
    Required mods:
    - Eli's Armour Compendium
    - Commonwealth Reclamation Project
     
    Plugin flagged as ESL, load after CRP1.esp

    327 downloads

    Updated

  10. 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)

    3637 downloads

    Updated

  11. FO4 Starlight Drive In Blueprint

    Here is the Blueprint for my Starlight Drive in settlement for Fallout 4. Mod required to import the settlement is Transfer Settlements which can be found here. https://www.nexusmods.com/fallout4/mods/22442
     
    That is the only hard requirement of course, however I used assets from the following mods.
     
     

     
    The plugins listed are not hard requirements, if you do not have them installed it will skip adding the items. I believe the option to skip mod items exists in the Import menu for Transfer Settlements. To better explain if you want/need each of them, here is what each added.
     
    ArmorKeywords - Added the Armorsmith Crafting table, used to avoid using the Chemical crafting station for various downloadable Armor.
    Homemaker - Added various new lights, trees, hedge fence, and stairs. (Highly recommend)
    BetterStores - Adds the Neon Signs shown in the picture as well as various objects in the settlement (Highly Recommend)
    Eli_Crafting Shiz (Can be found listed as Crafting Fury 9000 on Nexus) - Adds various objects to the settlement
    Colored Workshop Lights - Adds the colored lights like above.
     
    Installation
     
    Very easy, Unzip the folder and paste it into -> Fallout 4 -> Data -> F4SE -> Plugins -> TransferSettlements -> Blueprints
     
    In Game craft the Transfer Settlements tape in the Chemical Crafting station, go to Starlight Drive in after its been cleared of Mole Rats and claimed as a settlement. You will want to scrap all the cars, the radioactive barrels in the water, the speaker poles, and perhaps all the skeletons. You will also need to go into the Screen building and scrap all the shelves in the locked backroom as well as the fridge, grill, and crib in the side room, otherwise Crafting tables will be clipping thru them.
     
    Use the Transfers Settlement tape and chose Import and pick file 12, should be labeled Octavia Starlight etc (basically the name of the character who built that settlement). Shouldn't need to touch any of the options and import it as is, but like I said, if any of the addons are not present, might be able to click an option to not attempt to import them. The mod will import the settlement in a rather flashy way. Best thing to do once its imported is Fast Travel away, stay a night, and Fast Travel back and things should be situated.
     
    Highly recommend the mod Scrap Everything. It allows for things that normally cannot be scrapped, like those pesky Mole Rat holes. Just be careful as you can scrap the entire building and projector and even the roads in any settlement. There might be a safer version out there but this is what I have been using for years to clear unwanted clutter from settlements.
     
    Many objects were placed into walls or the floor using a mod called Place, allows for actions such as the Water purifier that is currently buried into the water and Wood/Concrete foundation placed over it. (originally was open beneath it but settlers would phase thru the floors and roam around in the water beneath the floor).
     
     
     
    The blueprints take up the courtyard between the Projector and the Screen and doesn't add anything to the buildings themselves. The crafting Tables are located in the back 2 rooms of the Screen itself. The center of the settlement has 9 planters with the various food needed to make the Adhesive item in the cooking station plus a few extra types. Should provide a total of 24 food if fully staffed.
     
    Side building has 3 stores, level 3 Trader, Level 2 Weapon, Level 3 Armor. Main building lower level has the Bar on the right side as well as a Medic station, assuming you have Homemaker (Medic's station is the rug in the left corner) and Better Stores for the Bar. Left side of the bar is the players house, tried to make something like a interlocking door system. Lock the outer door when you are home to keep people out of your place, and lock the inner door when you leave (mostly for Roleplaying, I've come home to Settlers sleeping in my bed).
     
    On either side of the lower level and the upper level are settler homes, I left the far right room on the lower level with a open wall to the bar so the bartender could walk into their own room, just need to assign it to the bartender. Should be beds suitable for 14.
     
    Turrets are set in the most common attack spots, the hedge fence behind the Settlement tables shed keeps most enemies at bay long enough for the turrets and defenders to clear them while the turrets on the opposite side and the guard stations to defend the other side. In my game I have 2 guards, one set for the 2 larger guard towers on either side and the one closer to the gate and they patrol between them and one loan guard in the middle. There is a turret at the very top of the Screen, for those curious why the hell thats there, well I use a mod True Storms and for the Rad Storms option I enabled Ghoul Swarms, 30% during a Rad Storm that packs of ghouls will begin spawning, they tend to spawn up there so that turret clears them out.
     
    The Settlement is as current "finished" tho I have been tweaking it here and there in my play thru, its what has been my players home in my current play thru and is the state of it when I exported it (hence the lvl 2 weapon seller). If people just want a bare bones version of the settlement without decorations, crafting stations, trader posts etc, I could upload one, but its easier if you did it yourself. Just make a save, import it, scrap what you don't want, export it to a new file, reload the save and import the clean location.
     
     
    Credits go to the various modders who made the plugins. Feel free to change and alter the design, just don't upload it on the Nexus or here claiming it as your own. Any questions feel free to make a post or message me.

    196 downloads

    Submitted

  12. Dynamic Cinematic Face Lights

    Automatically adds a light to faces during dialogue when it's dark!
    Fully configurable. 15 different light combinations (5 colors, 3 intensities).
     
     
    How to use the mod
    You can install the mod at any time in your game progress. The mod will 'unlock' once you load your game and move into a new area. You will receive a new (settings) keyworded holotape in your inventory, which you can use to configure the lights with.

    Compatible with all other face light mods
    Note: This mod is primarily meant as aid during gameplay. It's not meant as a tool for beautification shots (but it can be used that way when in dialogue). The light is not bound to players or NPC's and cannot be turned on permanently.

    Light Intensity Configuration
    You can configure the light to 3 intensities: Dark, Normal and Bright.

    Light Placement Configuration
    You can configure the light to 4 preset locations:

    - Low (Chest height)
    - Medium (Right above face height) (Recommended setting)
    - High (Above head)
    - Very High (High above head)

    Important: The light will always be placed between you and your first dialogue target.

    KNOWN ISSUE: With 'High' and 'Very high' the light sometimes is not visible in areas with a low ceiling.

    When to trigger the light to appear Configuration
    You can configure the light to trigger as follows:

    - Always during Dialogue (Recommended setting)
    - Only when it's Dark (light level is beneath 50%)
    - Only when it's Very Dark (light level is beneath 25%)
    - Only during night time (From 18:00 - 08:00)

    Important: When triggered to dynamically turn on/off depending on light level. The script will check the AVERAGE light level between you and the NPC's you are talking to. If you are 100% in the light and your NPC is 0% in the light, then the average calculated will be 50%.

    KNOWN ISSUE: The light could 'blink' on and off when NPC's or players are standing under the shadow of a tree.

    Installation
    Install like any other mod. Use vortex or another mod manager.
    You can safely uninstall this mod AFTER disabling it through the holotape.

    12519 downloads

    Updated

  13. Albino & Two More Dark Skin Options

    2020-12-25 - New Section - Screenshots Added - Other Information
     
    Three screenshots have now been added to better illustrate the new skin tones that were added, one for each of them. From left to right: Albino, Black & Very Dark. I hope that these screenshots assists people in wondering if this mod will help them create the character of their choice. If not, please let me know. Also, as these skin tones are "color forms" no different than the typical skin tones found in the menu, they should work for any type of model (CBBE, Fusion Girl, Jane Bod, etc.).
     
    For those who may not be adept at using the console commands to get to the 'looks menu' after you have initiially created your character in-game, the command is "showlooksmenu 14 1". This is how the screenshots shown here were created (my apologies for the Albino screenshot... She was very fidget-y!).
     
    2020-12-25 -End New Section - Screenshots Added - Other Information
     
     
    OVERVIEW
     
    This is an .ESP that adds three additional skin tones to the Human race (namely, you): Albino, Very Dark & Black. All three are "color forms" (Creation Kit's terminology) that were already in Creation Kit but I have simply repurposed them to be available for use when creating a character. "Albino" is simply the "white" color form relabeled; "Very Dark" is unchanged (for whatever reason, Bethesda created it but never implemented it as an option); "Black" is literally the "black" color form but capitalized because I hear that capitalizing the word 'black' is the politically correct thing to do these days.
     
    NOTES
     
    The compressed package used 7-zip; Use that program to decompress the zip. Just place the .ESP in your DATA folder or use a mod manager. Remember to 'activate' the mod so that the game knows to use the mod with your game. I don't know why simply editing in 3 additional skin tones caused the ESP to be 127k un-zipped.
     
    Please do not re-distribute; It's merely a simple file and I want to see if this becomes popular; If so, I may include more colorforms in a future edition. Thanks.

    494 downloads

    Updated

  14. Encounter Zones Adjusted

    I personally find many of the locations unbalanced as they are capped at a very low level, so if you visit them at a higher level you can virtually just cough and the bad guys fall dead.
     
    This mod simply removes the many of location level caps, so when you visit you will get enemies at your appropriate level (e.g. Corvega upper level goes from L5 to L99) minimum stays the same at L1 so it scales with the pc.
     
    I have left a few (like Concord) at its vanilla setting (max level 5) for users of mods like AAF Violate for easy pickings if your gear gets robbed and you need to re-equip.
     
    I have also lowered the lower limit at three locations:
     
    Revere Satellite Array – you get this mission (BoS Lost Patrol) at an early level and although I have completed it a number of times it gets very tedious slowly drawing out high level Mutants, so I have lowered it from minimum 35 to level 10).
     
    Castle – L35 to L20 as it’s a bit tedious
     
    University Point L35 to L25 as you usually get this at fairly early in the Railroad quest line so it’s a bit overpowered at L35 in my view
     
    If you don’t like the minimum level changes then just revert them back to L35 with FO4Edit.
     
    One of the issues that also dogs FO4 (same with Skyrim) is that once you enter an area it’s level is fixed for the whole game, so I would recommend also using Encounter Zone Recalculation by Ea6t (https://www.nexusmods.com/fallout4/mods/45674) which resets the zone when you return after a cell reset.
     
    This mod has no scripts and simply changes the vanilla levels so is safe to add or remove at any point in the game, but best early on to get the full effect. It should be compatible with all other mods except those that also change min/max location levels
     
    The DLC have not been adjusted so are not necessary for this mod and some locations were not changed as they were already maxed out or seemed inappropriate.

    412 downloads

    Updated

  15. 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!

    20464 downloads

    Updated

  16. Mod_Backup_Mo-Z.7z

    Mod_Backup_Mo-Z.7z contains a compressed folder containing 16 mods.  Please view the provided picture for more information.
     
    These mods are being made available here as I've decided to quit supporting the popular mod site where they were previously hosted.  I'm sorry to leave them here with so little information but I will add to this page when I am in a better mood.

    307 downloads

    Updated

  17. Mod_Backup_A-Mi.7z

    Mod_Backup_A-Mi.7z contains a compressed folder containing 18 mods.  Please view the provided picture for more information.
     
    These mods are being made available here as I've decided to quit supporting the popular mod site where they were previously hosted.  I'm sorry to leave them here with so little information but I will add to this page when I am in a better mood.

    240 downloads

    Updated

  18. The Machine That Goes PING!

    If you are confused by this mod, then you have not seen Monty Python and the meaning of life.
    I urge you to see that movie then come back here.
     
    This mod adds the machine that goes ping to the commonwealth. Craft at settlement and activate it.
     
    -This is your favorite machine in the whole hospital
    -This machine lets you know your baby is alive!  
    -By leasing the machine back from the company you sold it to it comes out of your monthly current budget and not your capital account!
    Craft at any settlement and it goes "PING!" 
     
     

    160 downloads

    Updated

  19. Tramp Stamps and Pussy Tattoos For Fusion Girl

    this adds a whole mess of tattoo textures. For now they operate as just equippable body textures using the Fusion Girl body texture.
     
    TO DO: Eventually, I intend to add a modular mesh/material based version you can add/remove the tattoos you want to combine them at an armor bench.
     
    Included
    Tattoos
    _______________________________________________________
    1. Tramp Stamps
    Tramp stamp (black and red)
    butterfly
    Barcode + for sale
    lipstick kiss (on buttock)
     
    2. Pussy/genital area
    butterfly
    dollar sign
    lipstick kiss
    Skyrim dragon (faded)
    Catra
     
    3. Other
    Eagle - Whole back
    Eagle - chest
    Eagle- breast
    "No Ragrets" - chest
    __________________________________________________________
     
    Credit to Zex and the fusion girl team for the base .dds textures, credit to paint.net for bieng free.

    988 downloads

    Updated

  20. Barefoot Footstep Extended

    Description:

    This is an extended version of the famous Barefoot Footstep mod. It adds barefoot sounds to metal, carpet and vault floor materials, as well as modifies stone / concrete and sand ones. This mod also adds barefoot sneaking sounds to all of the above. Credit goes to user GrozaTerroristow - his original mod served as a base for all my additions.
    If you prefer, you can also take a look at my modification on Nexus: Barefoot Footstep Extended . You can check some short videos presenting the sounds in-game there.
    This is my newest version (v. 1.4), but if for some reason you would like to use older ones, there are old versions available on my Nexus page in the Old Files section.
     
    The footstep sets include:
    - stone / concrete / rock (walking, sneaking, running, sprinting and jumping down) - some sets were already covered by the original mod, which directed to the default barefoot footstep sets present in Bethesda game assets (although originally not present in vanilla Fallout 4) - I replaced the default sounds with new ones, hopefully a bit more immersive.
    - wood (walking, sneaking, running, sprinting and jumping down) - most of these were also in the original mod; I left them untouched, but added sneaking sounds and the jump down function.
    - metal (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for all metal surfaces.
    - carpet (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for carpets and rugs (also for beds, matresses, armchairs and coaches).
    - vault floor (walking, sneaking, running, sprinting and jumping down) - a barefoot sound set for vault floor surfaces (tile vinyl material).
    - sand / mud (walking, sneaking, running, sprinting and jumping down) - partly based on the vanilla sand footsteps, but mixed with other samples and recreated to resemble a bit softer barefoot footsteps.
    - dirt (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps (only slightly modified in some cases), but defined here as barefoot for consistency.
    - gravel (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps, but defined here as barefoot for consistency.
    - grass (walking, sneaking, running, sprinting and jumping down) - just vanilla footsteps, but defined here as barefoot for consistency.
    In case of dirt, gravel and grass - these were included mainly because if I didn't do it, any mod that enhances boot sounds would overwrite the vanilla sound assets and as a result you would probably hear even harder and louder boot footsteps, while being barefoot. I hope it makes sense.
     
    Requirements:
     
    None really, but if you like these barefoot sound features, you should go to GrozaTerroristow Barefoot Footstep mod's page and download his mod anyway, just to give him an endorse for his great work.
     
     
    Mod Structure:

    This mod consists of one .ESP file and a SOUND PACKAGE (which contains all footstep sounds necessary for the mod to work). There are two SOUND PACKAGES to choose from - the only difference between them is that of stone / concrete sounds for walking and running. In the original version package (from my initial release) these sounds are a bit longer and feel more "forcefull", with more shuffling effect of feet, while the ones in the alternative version package are shorter and feel less "forcefull". INSTALL ONLY ONE SOUND PACKAGE AT A TIME!
    There are also some versions of the .ESP file that should work with Unique Player related mods. These replace the main .ESP file from my mod, so you need to overwrite it if you are going to use one of these. Available files are:
    - Unique Player version
    - Unique Followers version
    - Unique Player + Unique Followers version (both mods merged together in this single .esp)
    - Fusion Girl Unique Player version
     
    Installation:

    - Manual:
    Just download the .esp file and one sound package and extract the contents to your Fallout 4 main folder (where the .exe is) and activate the .esp in your mod manager.
    If you want to use one of the Unique Player versions, just extract it to your Fallout 4 main folder (where the .exe is) after the main files and overwrite when asked.
    - Nexus Mod Manager:
    Install the .esp file and one sound package just like any other mod. Recommended method.
    If you want to use one of the Unique Player versions, just install it after the main files and overwrite when asked.
    - Other mod managers:
    I'm sorry, I never used Vortex or Mod Organizer, so I can't provide any instructions for these programs.
     
    Uninstallation:

    - Manual:
    Just deactivate the .esp file in your mod manager or delete it in your Data folder. Sound files provided within the packages are specifically made for this mod, which means that they can stay where they are in case you don't remove them - these won't conflict with anything. If, however, you like to have a very clean install folder of your game, without any leftovers after deinstalled mods, you should look for folders: /Carpet/ , /Dirt/ , /Grass/ , /Gravel/ , /MetalA/ , /Sand/ , /StoneSolid/ , /TileVinyl/ and /Wood/ in this location: Data/Sound/Fx/FST/Player/ and inside them delete all .xwm files which have this name structure: FST_Player_Barefoot_[material name]_[movement type]_1st_[file number].xwm , so for example FST_Player_Barefoot_Carpet_Sneak_1st_01.xwm or FST_Player_Barefoot_MetalA_JumpDown_1st_01.xwm .
    - Nexus Mod Manager: 
    Recommended method, if you installed the files with this program. Just deinstall the mod how you do with other mods, the program should do everything for you automatically (by deleteing the .esp and removing all sound files from the Data folder).
    - Other mod managers: 
    If you use them, then you probably know much better than me what to do.
     
    Bugs / Issues:

    1. Few places, like wooden guard towers in settlements, or some concrete parts in Diamond City (i.e. stairs in front of Dogout Inn / Security, audience areas of the stadium and exit to the Fens), don't trigger a footstep sound, when you walk on them. Plain silence. No idea why, because stair impact sets and concrete material are covered by this mod. Suggestions are welcome.
    2. Another small issue is that sometimes while walking in third person view footsteps become silent just for a few steps and then get back to normal.
    IMPORTANT NOTE regarding these two issues: I did some testing without any footstep mods installed and wearing standard Fallout 4 clothing: both problems seem to be within the game, I suppose someone at Bethesda wasn't careful enough...
     
    Compatibility:

    Project Reality Footsteps - you can safely play it with my mod, because both modifictations do different things and have different records in FO4Edit (pretty much as in case of the original Barefoot Footstep mod). You just won't hear the footstep sounds provided by this mod (maybe except water sounds), if your character is naked or wearing a barefoot (and patched!) clothing piece.
    Other sound mods - unless they deal with the barefoot footstep set records, should be compatible.
     
    Incompatibility:

    Barefoot Footstep - at the core both mods do the same thing, so they would conflict with each other. However, if you are unhappy with my mod and would like to go back to the other one, it's as simple as deleting / deactivating mine and reinstalling / reactivating the old Barefoot Footstep. No scripts / interface etc. included, so no problems mid-game.
    (CaN) Crimes against Nature - this mod appears to be incompatible. I tried to make a patch, but it still doesn't work.
     
    Patches:

    1. Some patches for clothing mods without shoes will be needed ofcourse, but the process is the same as in case of the other Barefoot Footstep mod. Either you make a suggestion for a standalone patch / make one yourself and publish or send me to publish on my mod page / or suggest the author of the clothing mod to make a patch. However, clothing mods that already have patches related to the Barefoot Footstep mod on their respective pages, should work fine. In most cases it's just a matter of adding a footstep sound set to some clothing parts of a mod - my mod uses the same main footstep set record in FO4Edit, so no changes here. Instructions on how to patch a clothing mod yourself, are provided in an image in my image gallery.
    2. There are some necessary patches for Unique Player related mods among the downloads.
     
    Credits:

    GrozaTerroristow for the great Barefoot Footstep - I wouldn't be able to do anything without his mod.
    ElminsterAU for FO4Edit.
    Bethesda for Fallout 4.
    HULKHOD3N for Project Reality Footsteps - thanks to his mod I had a chance to look at how you create some sound records in F04Edit.
    arecaidianfox for XWM to WAV Conversion - I wouldn't be able to implement the sounds without this great tool.
     
    Recommended mods:

    These clothing mods already work fine with my mod:
    Barefoot Wetsuit
    Katie's wardrobe - Casual Combat Outfit
    Katie's wardrobe - Militia Duster
    FCO - Fully Customizable Outfits RELOADED
    Dlx Clothes Pack
    and probably a couple more, which I don't know of.

    1541 downloads

    Submitted

  21. VatsSoundrReplacesForAnswer[JP]

    Required MOD: None About this mod Armored Core Operator Voices now play when VATS and some PERKS are activated Is a mod Corresponding PERK Grimreaper CriticalHit Quest start End of quest This MOD is a test version, so I couldn't implement the following features due to poor mod production Sound sounds at HP 75/50/30% Sound sounds at AP75 / 50/30% Random sound after the battle ends Random playback of audio at the start of the quest If you have any ideas to implement these features please contact me on Twitter I am very happy Twitter @delvershine  
    About competition Conflicts with VATS, PERK, PERK that changes the sound at the start and end of quests Since the development environment is Japan version, unintended audio may be played in other languages. The author is not very good at English, so I can not understand the opinions using slang
    https://youtu.be/u_Oz7lq4mJI
     

    271 downloads

    Submitted

  22. 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

    6761 downloads

    Updated

  23. 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 ?

    23261 downloads

    Updated

  24. Arc's Transfer Settlements startup Blueprints

    These are transfer settlement blue prints that you can load after taking over a new settlement, instead of building the basics yourself.  It is best to do some clearing before loading them.  The blueprints Range from just adding turrets, to adding buildings and gardens.  
    At the very least there is enough food, water and beds, to keep everyone happy and allow adding one new person for the provisioner job.

    Currently included Settlement blueprints
     
    Red Rocket                                 (clear office and area behind counter near office)
    Graygarden
    Starlight Drive in                         (Clear rooms in Screen, and area from screen to concession stand)
    The Slog
    Egret Tours Marina                     (clear Piers and building furtherest to right when facing the water)
    Abernathy Farm                          (Clear all trees)
    Sunshine Coop                           (Clear fields, long building with tables in it, the inside of all the Cabins and the trees)
    Oberland Station                        (Clear all trees)
    County Crossing                         (Clear trees and red building)
     
    Requirements Needed, also be sure to install their Requirements.

    I use versions that say vanilla, and no SKE
     
    Transfer Settlements  https://www.nexusmods.com/fallout4/mods/22442
    Homemaker-expanded Settlements https://www.nexusmods.com/fallout4/mods/1478
    SOE Settlement Objects Expanded https://www.nexusmods.com/fallout4/mods/10075
    Ground https://www.nexusmods.com/fallout4/mods/17691
    AWKCR https://www.nexusmods.com/fallout4/mods/6091
    G2M Workshop https://www.nexusmods.com/fallout4/mods/17088
    Easy Homebuilder and working double Beds https://www.nexusmods.com/fallout4/mods/17521
    Create your own planter https://www.nexusmods.com/fallout4/mods/15900
    Build your Own Pool https://www.nexusmods.com/fallout4/mods/13316
     
    Used, but less often
     
    Workshop Decorations Pack https://www.nexusmods.com/fallout4/mods/27787
    Settlement Supplies expanded Main File https://www.nexusmods.com/fallout4/mods/1145
     
    Used but Optional. 
     
    Convenient Stores https://www.nexusmods.com/fallout4/mods/5181
                                   If not used no store assignable marker
    Settlement Activity Markers https://www.nexusmods.com/fallout4/mods/20651
                                                 if not used no relaxation markers
    Pimp workshop https://www.nexusmods.com/fallout4/mods/185
                               Not sure what I used from this mod, I would not worry if you do not use it
    Celebs Fake Posters

             I put up two paintings in the Abernathy farm
     
    All Credit goes to the required mod creators.

    373 downloads

    Updated

  25. 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.
     

    1653 downloads

    Updated


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