Other
Fallout 4 mods that don't fit in any of the existing categories
162 files
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Red Rocket Luxurious Underground Living Estate/Russian translation
By Fiona159
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
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Bunker Hills
By Guest
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
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Wutpickels AtomicGirl Bimbo
By Guest
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.
241 downloads
Updated
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Wutpickels Uma Looksmenu Preset
By Guest
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.
94 downloads
Updated
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Wutpickels Gina
By Guest
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
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Dugouts Secret Room
By Guest
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.
241 downloads
Submitted
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Kelly Drifter
By Guest
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
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Diamond City Male Change
By Guest
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.
476 downloads
Updated
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Eli's Armour Compendium precombines for Commonwealth Reclamation Project
By arshesney
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
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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)
3657 downloads
Updated
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FO4 Starlight Drive In Blueprint
By Neodarkside
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.
197 downloads
- blueprint
- settlement
- (and 1 more)
Submitted
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Dynamic Cinematic Face Lights
By Reginald_001
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.
13213 downloads
Updated
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Albino & Two More Dark Skin Options
By Victor14
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.
508 downloads
Updated
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Encounter Zones Adjusted
By Slorm
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
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Mod_Backup_Mo-Z.7z
By X1000
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.
310 downloads
Updated
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Mod_Backup_A-Mi.7z
By X1000
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.
247 downloads
Updated
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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!"
161 downloads
Updated
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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.
996 downloads
- tattoo
- fusion girl
- (and 1 more)
Updated
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Barefoot Footstep Extended
By Guest
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.
1554 downloads
Submitted
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VatsSoundrReplacesForAnswer[JP]
By geck91111119
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
272 downloads
Submitted
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Hair for All Race Patch - For DOA (and all other custom race)
By Fiuzo
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
6788 downloads
Updated
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CRACKLE - Comforting fires for the discerning hobo -
By Tentacus
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 ?
23504 downloads
Updated
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Arc's Transfer Settlements startup Blueprints
By Arcturus7777
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
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SCAVVER'S CLOSET - One size does not fit all -
By Tentacus
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:
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NEW FEATURES:
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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.
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The info in this section only applies to guns and mod added clothing that is in the sorting list:
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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!
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NEW FEATURES:
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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.
1662 downloads
Updated
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Rad Morphing Redux
By LenAnderson
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
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