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  1. Hookers of the Commonwealth Lite - AAF Patch

    Simple script patch forΒ Hookers of the Commonwealth Lite from nexus (https://www.nexusmods.com/fallout4/mods/21463/?).
    Β 
    It just add sex scene after dialog end. I replaced teleport to interior location cauese there is small rooms and sometimes sex scene starts outside room and you'll need to find it with flying camera
    Β 
    to instal - pack patch files into Hookers of the Commonwealth Lite BSA archieve

    30,484 downloads

    Updated

  2. (Legacy) Family Planning Enhanced Assorted Addon's

    This Mod has been discontinued, its successor is found here->
    Β 
    Advanced Pregnancy Options require Family Planning Enhanced MCM option "Allow Creatures" to be turned on!
    (Older Files on request)
    Here is my WIP Assorted Addons for Family Planning Enhanced.
    Β 
    due to changes this mod is only compatible with the latest version or
    AAF Family Planning Enhanced for CBBE, Fusion Girl, and Jane Bod 2.400
    New merged edition
    this version contains the contents of the previous mods as well as adding additional features
    such as baby armor enhancements such as Life Detect and SPECIAL enhancements
    Added a container in Diamond City that should contain an abandoned baby
    Β 
    it contains the following
    Β 
    Injectable Semen - Impregnate yourself or friendly NPC's allowing you to create standard humans and Clones of yourself
    (found under Apparel in your inventory)
    Β 
    Abandoned & Bloody Babies - you can find abandoned babies on dead bodies and in trash
    there will be a recipe in chem workbench, which is calledΒ FPE Feeding & Check Up
    this uses 1x Stimpak, 2x Breast Milk, 2x Cloth and a "lost" baby to create a growable FPE baby
    this also uses the cryo recipes from my More Creatures to store or sell FPE baby
    Two new methods for activate Abandoned and Bloody Babies
    1. Wear the baby with 1x Stimpak, 2x Breast Milk in your inventory and then unequip the baby to clean the baby.
    2. Craft a baby feeding kit( 1x Stimpak, 2x Breast Milk) in Planned Parenthood and use it if you have babies in your inventory.
    also there is an antidepressant(1xDaytripper, 1x Addictol) that treats raider and gunner babies
    Β 
    Clones - Create your own clones for usage in settlement as well as a combat follower
    this mod uses a object called "Your DNA" to craft clones and this requires empty DNA bloodpacks.
    so in the chem workbench, under FPE Misc there should be a recipe a for empty DNA bloodpack.
    Use the empty bloodpack(and after a little(or major) amount of damage) it creates a "Your DNA Bloodpack"
    Β 
    Companion Clones - Create companion clones by crafting custom injectors in the crafting menu
    requires companion Perks to craft
    Β 
    Wearable Babies - All babies born from this mod is an armor piece that allows the player(or NPC) to hold the baby in a couple of different ways
    modify the baby in the armor workbench to change the holding method.
    Babies can be gender selected via chemistry workbench
    Β 
    Consumables(DNA, Blood, Milk and Semen) - can be easily made in two different fashions - Armor & Used
    Β 
    Cum - Cum Needles will extract cum from any friendly Male NPC(or female with workbench changes)
    Milk - Milk Bottles will extract Milk from any friendly Female NPC(or Male with workbench changes)
    Blood - Blood Needles will extract Blood from any friendly NPC
    DNA - DNA Needles will extract DNA from any friendly NPC
    Β 
    Condoms from family Planning Enhanced now require cleaning and then they are wearable (T-BOS & CBBE)
    Available in five different Colours (Black, Blue, Green, Red and White)
    Β 
    Birth Control - Craft Birth control to completely control pregnancies
    Β 
    Powdered Milk - you can buy Powdered Milk from vendors to create Breast Milk by activating the Powdered Milk in your Inventory (New Concept)
    Β 
    All mods should work otherwise let me know if there are any issues
    Don't Use ESPExplorer on the FPE_BabyAddons.esp (this will cause issues)
    Please give me constructive feedback
    Β 
    Requires Bodyslide
    Requires Oppai Milk Pasties - https://www.nexusmods.com/fallout4/mods/40562
    Β 
    I completely forgotten to credit the mod author who made the Baby Backpack
    https://www.nexusmods.com/fallout4/mods/25298
    by LadySpades https://www.nexusmods.com/fallout4/users/7913065
    as well as AAF Family Planning Enhanced and additional help by EgoBallistic
    Β 







    13,216 downloads

    Updated

  3. (Legacy) Family Planning Enhanced More Creatures

    This Mod has been discontinued, its successor is found here->
    Β 
    Here is my expanded WIP mod addon for Family Planning Enhanced. (which is an requirement to this mod)
    Β 
    due to changes this mod is only compatible with the latest version or
    AAF Family Planning Enhanced for CBBE, Fusion Girl, and Jane Bod 2.400
    Β 
    Β 
    FPEAIOCreatureAddonΒ contains both the impregnation from creatures as well as the Egg mechanic.
    FPEAIOCreatureAddon_NS is a non sexual version with only the Egg & Womb mechanic (I did a poll and no one plays this version so it will excluded from now on, message me if you want it)
    FPEAIOCreatureAddon_Breed only contains the impregnation quests. (v1.45 is the last version)
    FPEAIOCreatureAddon_Null is a more restricted than the nonsexual version, all creatures offspring is a non-living sac's (v1.45 is the last version)
    FPEVanillaCreatureAddonΒ contains both the impregnation from creatures as well as the Egg mechanic from the vanilla game
    Β 
    I have finally made a FOMOD so installation is really easy just choose the version you want
    Β 
    Life Cycle
    Β 
    In Balancing the life cycle of the creature, I have added an extra step for certain creatures such as Dogs, Yao Guai
    Β 
    so using the pregnancy model
    Pregnancy->New Born(or egg & bio-womb)->Child->Adult
    Β 
    so using the found egg model
    New Born(or egg & bio-womb)->Child->Adult
    Β 
    Egg's or Wombs

    Basically there is a chance on a dead creatures bodies, there may be a chance of getting a dying creature egg(or womb) which is designed so that the quest won't start until you want it to start. also there is a chance that you can find a living hostile egg in a nest
    Β 
    To revive the egg, visit the chemistry station with the egg, stimpak, Jet and some of its DNA(flesh or blood)
    this also requires two(of three) perks - Science! and Animal Friend or Wasteland Whisperer (with different level depending on the creature)
    Β 
    Additional, you can delay, buy and sell eggs (and babies) via the use of cryogenics, in chemistry station, you can add liquid Nitrogen or Cryo ammo to your eggs to enable them to be sold
    there is also a price incentive for this as well that frozen eggs are worth 4X the value of dying eggs (revived eggs are 0)
    Β 
    To reheat the egg, visit the chemistry station to reheat them. (this step is designed because the eggs kept hatching on vendors)
    Β 
    The progression of the egg(or womb) cycle
    Dying --> RevivedΒ  <--> Frozen
    Β 
    Children & Adults
    Β 
    when an Egg(or womb) is revived then the quest begins and after a certain amount of time(depended on the creature type)
    Then the revived egg is hatched with a friendly baby creature spawning at your location(or settlement if you drop them at a settlement)
    Β 
    after an amount of time the child will grow into an adult and then it becomes one of two possible outcomes.
    Β 
    Tamed Creatures are dependent on the workshop but provide greater defense but you can control them and they at a lower level)
    Feral Creatures are independent and don't provide anything to the workshop but they are usually at a higher level than tamed but you cannot control them
    Loyal Creature are build to be strong loyal followers to the player but they require extra resources to construct
    Β 
    Creatures eggs and wombs included in this mod
    -------------------------------
    Nearly all Fallout Creatures are included.
    The following are the exceptions
    Β 
    Bloodbugs (hostile only)
    Radroach(Disgusting Sac Only)
    RadAnt(Disgusting Sac Only)
    Β 
    Injectables
    ------------------------------------
    allows you to craft injectable semen from dying creatures egg and different chemicals
    Added Injectable Semen to impregnate yourself or friendly NPC's allowing you to be pregnant with creatures
    (found under Clothing in your inventory)
    Β 
    Player usage - Equip it and exit (and you are pregnant)
    Friendly NPC usage - Trade with a friendly NPC, give them an injectable semen, equip it and exit (and they are pregnant)
    Β 
    However some Impregnations will not work until animations come out
    Β 
    Additional Information
    This is NOT compatible with "Family Planning"
    Β 
    The most pressing issue at the moment is fixing the newborn models for a number of creatures
    Β 
    This mod is still work in progress so I still have to find good balance of the number involve in this mod
    which include making a quick and dirty life cycle for each creature.
    Β 
    Please give me constructive feedback

    43,837 downloads

    Updated

  4. Cum inside banner example

    A cum inside profile banner. It's a 2D frameΒ animation. you can attach it on your orgasm stage.
    Β 
    This is only an example. The original frame pictures areΒ not made by me. They're from Kuromaru character of MUGEN.
    I just use them to make a swf. So it can be triggered by AAF banner feature.
    Β 
    It's just an idea. I really hope someone professional can make better resources.
    Β 
    Watch the AAF WIKI to know how to attach banners on animations:
    https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/XML/animation
    You have to do it yourself!
    Β 
    You can see there areΒ color tint and radiant blur effects on my screen. They'reΒ triggered by AAF ISM attribute and not included in this example.
    Β 
    Special thanks to dagoba_king. The author of AAF. Without him AAF can never trigger this banner.
    Β 
    RequiresΒ AAF 127 beta or higher version.
    Β 

    9,587 downloads

    Updated

  5. [AAF] M.C.G. (Extended Social Interactions)

    Magno CUM Gaudio 2.12.50Β (Extended Social Interactions)
    A modificationΒ that covers all the basics to properly sexualize your Fallout 4.
    Check it also for Skyrim Legendary Edition,Β HERE.
    Β 
    Β 
    MOD GUIDE:Β HERE!Β  Β  Β  Β  Β  Β  Β  Β  Β  Β MOD FAQs:Β HERE!Β  Β  Β  Β  Β  Β  Β  Β  Β  Β FOR MODDERS:Β HERE!Β  Β  Β  Β  Β  Β  Β Β 
    Β 
    WHAT IS THIS MOD?Β 
    This is a jack of all tradesΒ mod regarding sex features.Β Its purpose is to cover all the basics features a reasonable man or woman would wantΒ regarding sex, in a coherent, consistent, fair and balanced way gameplay-wise, the goal is to give a simple all purpose mod for sex to use as a "dressing" for your vanilla gameplay.Β Due to its vanilla friendly and completely modular and customizableΒ nature it can be pairedΒ well with almost any other good mod by simply adjusting its settings accordingly but it excels when used as the only main sexual mod in your load order.
    The primaryΒ focus of MCG is to expand the social interactions of the player with neutral, friendly and also enemy actors...Β because as you surely have noticed, Fallout 4 doesn't have manyΒ non combat activities, with MCG, instead, you can rely on solid gameplay and finally pretend to live the world, socially interact with the NPCs,Β make friends and lovers, recruit whoΒ you want as companion, stop in bars,Β play and flirtΒ with npcs, date people, fear harassment, prostitute yourself, trade in slaves and much, much more...Β 
    Β 
    SUMMARY OF FEATURESΒ 
    Β 
    REQUIREMENTS:
    All these requirements are mandatory
    ALL FALLOUT 4 ORIGINAL DLCS; F4SE:Β HERE MCM:Β HERE LOOKSMENU:Β HEREΒ (already a requirement for AAF) AAF: HERE.Β  AAF THEMES: HERE. You need to install all of them, this means that you need to install the Vanilla, Kinky and Creature themes. LEITO'S ANIMATIONS: HERE.Β  SAVAGE CABBAGE ANIMATIONS: HERE. ATOMIC LUST ANIMATIONS: HERE. Β 
    OPTIONAL REQUIREMENTS FOR ADDITIONAL FEATURES:Β 
    These mods are not required to be installed, but you can expand MCG features if you install them:
    HUD FRAMEWORK:Β HERE. To have widgets of your Lust, Wear and Infamy levels (you may additionally need its patch for dev_UI, if you use it). AAF FAMILY PLANNING ENHANCED: HERE.Β MCG will make sure you not start a pregnancy if you start a kissing/hugging or foreplaying/masturbation from MCG. Also wearing a condom from FPE will prevent MCG diseases from sexual acts; WORKSHOP SYNTH PRODUCTION: HERE.Β Synths built using that mod will be flirtable and enslavable at will; CREATURE PACK RELEASE: HERE. (Valid for any other creature pack for AAF).Β MCG natively support sex with all actors in Fallout 4, you can have sex with any race of Fallout 4, including robots, bugs, animals etc... Stats will be always calculated and if you don't have an animation for a particular race MCG will play a fade to black instead, so you can still pretend to roleplay; RSEII: CSA - COMBAT SURRENDER AND ABDUCTIONS: HERE.Β MCGΒ player defeat system is integrated with the abductions from CSA, with this when the player is raped defeated you can end being abducted after the rape. AAF BAD END ANIMATIONS: HERE. When you have this mod installed you can execute submitted or enslavedΒ npcs using these amazing animations. And in addition,Β if you have the MCG Player defeat (Respawn system) enabled, you can enable the execution animations also for the player when you are defeated. AAF BP70s FALLOUT4 SEX ANIMS: HERE. Vanilla chaises can be activatedΒ to have sex on them with MCG. POLISTIRO'S PATCHES: HERE.Β AND AAF OVERLAY PATCHES: HERE.Β  Only CumNWealth_Patches_Base.rar shouldΒ be installed of AAF Overlay Patches;Β  Β MCG can apply cum effectsΒ if the relative option in MCM debug page is enabled. This system has also a fail safe that remove Cum overlays of those two modsΒ from the actors when the magic effect finish, in case AAF or LM fail.Β This means that this mod can have a similar function as the mod "Wash out that cum". Generally the more animations packs, the more XMLs patches and gender support you have the better, MCG is a mod that has a very free conception of sex, basically you can do sex with who or what the fuck you want. But if you don't have the animations for the actors you are planning to do sex with, MCG will replace it with a fade to black, it's up to you to find the AAF XMLs patches and animations that satisfy your gaming needs and set MCG settings accordingly. In particular orgy animations in the MCG mod requires genderless XMLs to fully work, if you don't have them it is suggested to set MCG to avoid orgies. Β 
    INSTALLATION:
    (Optional for better performances): Disable Fallout 4 Papyrus logging, why and how to do it in THIS POST. Make sure allΒ the requirements are installed correctly with all their dependencie, especiallyΒ AAF and its XMLs patches if you use them. Download and install MCG FO4 v2.12.50.Β Β Do not unpack the .ba2 file of MCG, if you do it you will have to follow the for modders guide, in particular you will have to pay extra attention to not overwrite other mods scripts with MCG ones. If you use any of the mods in the list in the following spoiler, you must download and installΒ MCG Compatibility Patches v2.12.50Β to patch them, so they can be used with MCG without producing conflicts. Note that if you don't have any of the mods in that list you don't have to install these compatibility patches. Β 
    (Optional for no kissing and hugging poses): download and manually extract the content of the "AAF" folder inside the archive "MCG_NoKissHuggingPoses" to your Fallout 4/data/AAF directory in your PC. The files with (Optional) mark are patches for mods that are not required to be installed, they are completely optional and you could install them if you like theΒ changes they make to the original mods, see the suggested mod paragraph below for more info; Source files and MCG_Integration_Kit are for modders only and if you are not a modder you must not install those files.Β  Once into the game remember that MCG when loaded the first time starts completely disabled, and you can activate it when prompted by the starting pop up message or later using the "START THE MOD" button in the MCM front page of the mod. Also note that the "Respawn system", "NPC-NPC random sex system" and the "Npc Initiative (approach) system"Β need to be manually enabled, each of them in the MCG Option hotkey menu after you activate the mod, if you want to use them: Β 
    SUGGESTED MODS:Β 
    These mod are not required and they areΒ entirely optional, these are just my personal recommendation:
    FULL DIALOGUE INTERFACE: HERE.Β It's a very well done mod which also preserve the "prompt" part of the dialogues so you can also have "Text Replacement" like knowing exactly what are you going to pay for a prostitute, or a doctor in the MCG dialogues. FDI is a superior choice over XDI, which doesn't preserve the "prompt",Β but both are compatible with MCG; CWSS: HERE.Β OptionalΒ patch available in the download section of MCGΒ change the buffs to be less OP and make them visible in pipboy, and also add support for the big CWSS showers to be used by MCG furniture selector for sex perk to have sex on them when planning sex. (Do not use this patch if you have other mods that rely on the original CWSS like the "Get Dirty" mod). COMPANION STATUS HUD: HERE.Β Optional patchΒ available in the download section of MCG limit the hud widgetsΒ to ten followers and align the widgets to the right while scaling them down to be minimal, in addition you can show andΒ refresh them pressing the RIGHT CTRL button or hide them by long pressing the RIGHT CTRL button;Β  LIGHT EM UP 2.0: HERE.Β Optional patch available in the download section of MCGΒ  reduce the duration of nicotine effects and theΒ quantity of cigarettes and cigars to be like similar mods from New Vegas and also replace the lit cigar and cigarettes model if you drop them to the LIT one instead of the original off one and other recently additions:Β  Custom immersive animation for when using cigarettesΒ with MCG (The animation can be enabled in the MCM of MCG, Debug page). The animation will play if the player is not in power armor, not in combat, with weapons sheated and generally when it is not sit in any furniture or vertibird. Once started the animation can be controlled using the Right Shift key to have a smoke, drop the cigarette or put it in your mouth. The advantage over other mods is that the animation doesn't lock the player movement. Ligth2.0 cigarettes, cigars and stogies are valid to be used in the "Relax Scenario CRIME AND PUNISHMENT: HERE.Β It's an awesome mod by the great Flashy - JoeyR that I highly suggest to enhance your gameplay.Β It is also integrated with some MCG mechanics thanks to some of its optional patches that you can directly download from that mod page. Β 
    LOAD ORDER:
    Generally is not important but if you have the following mods make sure to put them after MCG so they'll have an higher priority: RSEII: CSA; Β 
    INCOMPATIBLE MODS LIST: HERE!Β 
    Β 
    KNOW BUGS LIST:Β HERE!
    Β 
    HOW TO UPDATE THE MOD:Β If you are updating a saveΒ to version 2.12.50Β fromΒ version down to 2.7.30 you must unistall the previous version with a mod manager.Β Then install the new version with the mod manager and finally once in game you must stop and restart the "Npc Initiative system" and "Respawn system" (Player defeated features) if you useΒ them. Updating from versions lower than 2.7.30 is not possible on the same game, in that case a new game is required.
    Β 
    MOD STATUS:Β The mod is officially finished feature wise. Support for bug fixing will continue if needed. At the current time I have thoroughly tested this mod in my personal gameplay and fixed all I found but this doesn't mean that this mod will run perfect for all configurations out there since mods for Fallout 4 are counted by the thousands and frankly I cannot make this compatible with all of them, so stick with the instructions, always read everything in the mod guide and the FAQsΒ and other materials I have provided you in the long period I developed this mod.
    Β 
    CREDITS:
    BETHESDA CREW;Β For stealing my time.
    THE AUTHOR OF F4SE;Β Because some mods will just be impossible to code without it;
    DOC CLOX,Β VINFAMY AND CHOSEN CLUE;Β Because they started everything about sex in Fallout 4...
    ASHAL:Β Because of the best sexual framework ever seen on this planet, and because his work on Skyrim enabled me to make MCG for Skyrim LE on which this mod is based and ported from even with all the current limitation of FO4;
    CRAZY, LEITO, SAVAGECABBAGE,RUFGT: for fantastic animations!
    DAGOBAKING:Β Because of the AAF.
    HALSTROM:Β for AAF THEMES!
    FLASHY(JOE-R):Β For inspiring me in start modding Fallout 4 in the first place, and for RSEII abductions system!
    IGNOTUM_VIRUM:Β for letting me check his code for inspiration!
    LAZY GIRL and KENTINGTON: for inspiration in the cloning code;
    nKALEX:Β for sexout unethical deeds EE (WIP)!
    DOCTASAX:Β for sexout spunk!
    DKATRYL:Β for sexlab submit!
    ODESSA:Β for sexout wear and tear!
    GRAYUSER: for AAF Bad End Animations mod!
    EXPIRED6978: for LooksMenu!
    POLISTRO AND RIOT_PUNCH:Β for human and mutant looksmenu cum overlays!
    KENNEDYMADEIT: for AAF XMLs Extended!
    VIOXIS: for "Strap-on's of Fallout 4".
    PRA: for "Grave Digger".
    Β 
    Β 
    LEGAL:
    Downloading or any form ofΒ distribution or modifications of this mod is allowed only from LOVERSLAB SITE; You can use the source code, provided under license, to do everything you want in your mod, or you can make forks, changes to this mod and even upload your own version of this mod, but: You must mention me (Anghelos92) in the credits of your mod if you were inspired or used any code from me as I did for every author that inspired or helped me with this mod;Β  You must provide your source code in the download section; Don't allow any child porn situation in your modification, of any kind even if this is a videogame; NoΒ priority given in terms of privileged support or limited exclusive temporal distribution of newest version to eventual Patreon or Donators of any kind; If I go "AWOL" from this site for more than a month and a reasonable amount of attempts to contact me have been negative, I authorize Loverslab Staff to take ownership of this very download topicΒ from me and give it to any maintaner(s) of good will. Β 
    DISCLAIMER:
    I do not condone any form of violence or sexual abuse in real life. The content of this mod is purely fictional as the game "Fallout 4" which modifies. The file here presented is allowed to be downloaded only by people with the legal age of their country of origin and capable of discerning fiction (as this game and this mod) from reality.
    Β 
    CHANGELOG
    Β 
    Β 
    Β 

    378,944 downloads

    Updated

  6. [FO4] [AAF] STATS (Beta WIP)

    This adds a common set of Stats displayed in AAF that I hope all Sex mods will eventually use.
    There is a huge MCM menu with global variables to set the NPC and Player Preferences for Gender/Sex positions, Creature preferences etc for other mods to use when selecting sex scenes.
    Β 
    Because these mods are in constant development changing the Scripts I recommend on most updates to uninstall the old version and then save a game without it then install the updated version.
    Basically by installing this you agree to become one of my test minions and submit detailed reports on issues and papyrus log files when needed if possible
    How to enable Debug Logging and where to find the files: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging
    Β 
    Requirements:
    F4SE
    AAF 118.0 or later
    MCM
    AAF Themes by me

    Included and working now with AAF's Stat system displaying in the Wizard are the following Stats from ActorValues, 100% would be a normal peak human level:
    Β 
    Stimulation% (-100 to 100) - How much stimulation the Actor is currently experiencing, negative values = pain.
    SexWearTotal% (0 to 100) - The current sexual physical readiness or wear state totalled from SexDamage ActorValues for Mouth, Nipples, Vagina, Penis and Anus
    SexperienceLevel (0 to 100) - How much Sexual Experience an Actor has, 0 is Virgin.
    Happiness% (-100 to 100) - How unhappy to happy an Actor is
    Fatigue% (0 to 100) - How fatigued an actor is 100% would be fall unconscious
    Β 
    Lust% (0 to 100) - How much an actor wants to have sex, 100% find a suitable partner or masturbate.
    Arousal% (0 to 100) - How much the actor is physically Aroused and close to orgasm, hit 100% and Orgasm should start
    Β 
    Future updates:
    CumTotal (0-9999) - this is the total of all semen in the actors Stomach or Womb of all types Human/Dog/DeathClaw etc.
    KinkyStats - these are present but not enabled unless the KinkyStats.esp is installed.
    Dominance% (-100 to 100) - How Dominant/Submissive an Actor is, -100 for fully Submissive, 100% for fully Dominant
    Masochism% (0-100%) How much arousal is caused by feeling pain.
    Sadism% (0-100%) How much arousal is caused by seeing others in pain.

    PregStats -Β these are present but not enabled unless the PregStats.esp is installed(not yet available)
    Potency% - Quality of Male Semen
    Fertility% - Chance of any Ova becoming fertilised
    PregnancyTotal% - The total pregnant state of the actors current Pregnancies
    Β 
    Modders Info:
    These are stored as Actor Values, there is one value that is the HUD and the other is the live STAT.
    The HUD version only updates at the end of the animation so is not a lot of use.
    The live STAT is modified by using the corisponding MOD adjustment.
    So to change Arousal you would read the current MODArousal in case another Plugin is already changing it, add your change then Write it back into MODArousal.

    Assets for other Sexual properties:
    These are just assets to be referenced, their actual effects are added or set in esp's.
    Β 
    Drugs:
    Abortion Pill, Contraceptive Pill, Fungicide Wash, Spermicidal Douche, STD cure Antibiotic

    Effects:
    4 levels of visible Pregnancy, STD's and Crabs, High Lust, High Arousal, High Stimulation, High Pain, Orgasm and post Orgasm
    Β 
    This is a community project, I'm just kicking it out there, any ideas or thoughts on the Stats please feel free to discuss.

    32,519 downloads

    Updated

  7. INVB Viagra

    This mod allows you to bypass or fix the Erection issue with certain AAF Mods
    (I would treat it like in the real world, only use it when you need it (AAF Morphing issues))
    Β 
    Make some Viagra(requires a Stimpak) at the chemistry workbench under VIAGRA
    it causes an Erection on yourself or others
    Β 
    Comes in six different types

    30 second long - Consumable & Syringe
    60 second long - Consumable & Syringe
    120 second long - Consumable & Syringe
    Β 
    takes around 10-20 seconds to take effect
    only my basic testing so far but if used before a sex scene then the penis should be erect for the entire time
    Β 
    Requirements
    Requires the BodyTalk male body with Erection slider set to 0% in Bodyslide with theΒ 'Build Morphs' enabled
    Β 
    Β 
    note
    I fired the syringes at some male NPC's, one fail and one worked
    Β 
    Please let me know if you have issues

    1,728 downloads

    Updated

  8. Unique Player - AAF Patch

    Fixes the issue with the unique player body not being reused for the AAF scenes.
    Β 
    What It Does
    Β 
    Makes it so that MQ101PlayerSpouseMale and MQ101PlayerSpouseFemale are also affected by the Unique Player mod (adds the required references). AAF uses these records* when spawning a player NPC in the scenes so without the patch they will inherit default NPC setup for the body.
    Β 
    Requirements
    Β 
    Original Unique Player mod from the Nexus installed properly (follow the instructions there - you will need a custom body and skin textures etc) AAF - although this mod has nothing to do with AAF and will work regardless, there's no point in having it installed without AAF Β 
    Installation
    Β 
    Use any mod manager, it's a simple ESP. When prompted, override the ESP from Unique Player mod. Manually - just drop the ESP into your game Data folder and overwrite the existing file.
    Β 
    Uninstallation
    Β 
    Uninstall via mod manager (preferred way). If doing it manually - you'll need to restore the ESP from the original mod.
    Β 
    ____
    * AAF uses the "doppelganger" NPC in some cases - that is copied from the "player" record (FormID: 00000014), but in some cases it does use the pre-war Nick/Nora, hence for these cases the patch is necessary.
    Β 
    F.A.Q.
    Β 
    Q: Will it work with the unique player <insert name here> ? A: You can try the separate version. But it's still not likely Q: Why this mod and not the unique player <insert mod here> ? A: Because this is the most straight-forward mod that does exactly one thing and thus does not have any incompatibilities or complications. It it only my opinion, but out of all unique player mods that I inspected this is still the best one. Q: It doesn't work with the unique player mod <insert mod here>. Will you do a patch? A: No. Because I don't want to install them and test it. Q: How can I make it work with the unique player mod <insert mod here>? A: Open the mod ESP - the one that modifies the "player" record in F4Edit. Find the MQ101PlayerSpouseMale (FormID: A7D34) and MQ101PlayerSpouseFemale (FormID: A7D35) records in the base game. Copy them as override into the mod ESP. Change the WNAM - Skin field to the same as it is for the "player" record in that ESP. Save, done.

    4,590 downloads

    Updated

  9. Grey User Gag Equip V3

    First off, I did not create this file, the original was created by dapool
    I have made several edits/ bug fixes to the original, including removing the gag from animations that were tagged "no gag", and added MM support, and fixed a bug with lieto's animations, with indarallo's patch installed, were the gag was being equipped on the dominant participant.
    Β 
    This is a work in progress, I hope to implement these features in the future
    1: remove the Devious Devices dependency has an optional file(I'm not a hater)
    2: Direct implemation into Grey's original ESP(if permissions are granted)
    3:Fix the totally borked sound files(may be bazinga(yes I just threw you under the bus lol) can help here with some custom moans love??)
    Β 
    Installation: Install the required files, then install this file, overwriting all.Β 
    The file is compatible with indarallo's patch, and contains for the most part , the one patch to bang them all v1.0.1Β 

    4,988 downloads

    Submitted

  10. [AAF] RSE II: Framework Resources ESM (01/10/20)

    RSE II - Resources ESM v0.9
    Β 
    The RSE II Resources ESM is now ready for players to download and install! It is *required* for any RSE II official mods!
    Β 
    The purpose of the framework is to give mod authors a common resource pool to ensure all mods on LL function together as best as possible, without function bleedover. I was aiming on releasing it for the RSE 2 ecosystem, but it is open to all mods, as a means to unifying them in a way that prevents cross-mod function conflicts and/or bugs, and also allows them to communicate via basic variables.
    Β 
    At this time, this version of the resources ESM contains a few items:
    RSEII contains a faction that is flagged as ALLY to itself, so that you can pacify ANYONE, immediately, just like in CSA. RSEII contains keywords that block approaches, block nudity check, flag if the player is engaged in a function you don't want to interrupt. RSEII contains global variables to govern the karma system. RSEII contains a well-documented script for the karma system functions (with source code!) RSEII contains a handful of commonly used idles, such as surrenders, hostage, bondage, bathroom, clapping, pointing, whistling, etc. RSEII contains sound effects for whistling, bathroom and being sick. RSEII contains a vomit triggering function, replete with my vomit .NIF file. RSEII will soon have a fully functional bathroom trigger function, gender appropriate, with effects and fluids/deposits. RSEII will feature methods in their function calls to allow or disallow items you do not wish to use in said function. IE: If you dont want to see poop or pee, you will be able to flag the resource ESM to not use it. IE: If you dont want the player to see notifications when they receive karma points, just send flags across the call to block that from happening. RSEII can now draw upon Devious Devices and Real Handcuffs if they are found to be installed, with no dependencies! IE: The Resources will work whether the mods are installed or not, and if they are, any mod can call upon their functions! Bondage Animations are courtesy of @Gray User, who kindly allows anyone to use his animations with due credit given.
    Real Handcuffs function code kindly provided by @EgoBallistic.
    Β 
    The karma system is in place, however the bathroom and illness functions have been removed while I work on them for the next release.
    Β 
    Of key interest to mod authors will be the PlayerIsInScene keyword which you can add to the player to indicate your mod has functional control and to use it as a check to ensure no other mod has control when you try to do something. There is also a pacification faction that can be used, that is self-allied, should you wish to pacify everyone on the screen at the same time via ref and collection aliases.
    Β 
    Again, pre-official release, more an insight than anything - for mod authors - to see the potential of unifying, at the least, keyword usage to block mod function conflicts.
    Β 
    Later, once I fully flesh it out, it will form the basis for all RSE II mods (and any mods made by people other than myself that choose to use the resources framework).
    Β 
    And last, but certainly not least, yes... RSE II is cumming.
    Β 
    Available Mods That Use RSE II's ESM:
    RSE II Combat Surrender and Abductions RSE II Abductions Expansion Pack RSE II Wastelander's Rash RSE II Random Shenanigans RSE II Advanced Needs: Settlement Solutions RSE II Brothels & Prostitution RSE II Reproductive System Effects (FPE Expansion) Β 
    Requirements:
    Β 
    A functioning install of AAF.
    Β 
    MCM -> https://www.nexusmods.com/fallout4/mods/21497
    Β 
    Β 
    Legal:
    Β 
    All assets are to remain intact with the resources esm. You may not take any part of it, in whole or in part, to use in your own mods without express permission. Trust, I know my code, function flow and my assets - if you use it without asking, I'll know and it wont be good for you. The resources pack is made to be used in whole, not for you to rip apart and coopt components of it for your own uses. The resources esm may not be altered or redistributed. Lovers Lab is the only site that has permission to host the file and does so under my own user account.

    243,879 downloads

    Updated

  11. [AAF] RSE II: Brothels & Prostitution (01/10/20)

    Allows you to build functioning brothels in your settlements and to be a wandering prostitute. More detailed information will follow...
    Β 
    Requirements:
    Β 
    This mod *requires* the RSE II Resources ESM v0.9+ file to be installed in your game.
    Β 
    A functioning installation of AAF.
    Β 
    MCM -> https://www.nexusmods.com/fallout4/mods/21497
    Β 
    Installation:
    Β 
    Make sure your F4SE is up to date and functional!
    Make sure AAF is up to date and functional!
    Make sure you can use the MCM via the pause/load/save menu!
    Install this mod with whatever mod manager you use or manually, if you are inclined!
    Play away!
    Β 
    LEGAL:
    Β 
    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, Brothels and Prostitution for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.

    62,407 downloads

    Updated

  12. [AAF] RSE II: Random Shenanigans (01/10/20)

    NOTE: The mod *requires* the RSE II Resources ESM v0.3+ file to be installed in your game. It also requires the MCM, F4SE and the Lover's Lab FP Community Patch.
    Β 
    Random Shenanigans is based off Vinfamy's Autonomy for FourPlay, updated and used within the RSE family of mods for over a year and a half.
    Β 
    This version of Shenanigans has been updated to use the RSE II Resources framework and also has been bug fixed over previous iterations, both contained with the original RSE and from RSE Elements Vol.5. On top of the usual NPC/NPC sex activities, there is also a small chance that a settler may decide to go find some privacy for some solo action. And new to Shenanigans, if you are close enough to a talking pair of NPCs, they may just decide to ask you to join them for a threesome! You must have threesome capable animations and XMLs installed for this to function.
    Β 
    Of note to players, RSE II Shenanigans no longer finds turrets! New methods for pruning available actor types for ref alias fills have been used to ensure you only ever get applicable races for your random activities around the Commonwealth. Aside from this, it is the Shenanigans you know. Daytime, nighttime chances. Gay, Lesbian and Heterosexual chances. Block dogs. Block Mama Murphy. Block companions. Allow Shenanigans only in settlements or not. And now, the quest pip is located in the MISC quests, rather than the main quest section of the Pipboy, as often was requested.
    Β 
    Everything is almost the same. Just rewritten from scratch where required. And quite possibly the best autonomous sex mod you will ever install.
    Β 
    Requirements:
    Β 
    Obviously a functioning installation of AAF.
    Β 
    RSEII Reources.ESM -> HERE.
    Β 
    MCM -> https://www.nexusmods.com/fallout4/mods/21497
    Β 
    LEGAL:
    Β 
    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, Random Shenanigans for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
    Β 
    Β 

    49,748 downloads

    Updated

  13. [AAF] RSE II: Wastelanders Rash (01/10/20)

    Wastelander's Rash has arrived for RSE II.
    Β 
    This mod requires the RSE II Resources ESM, as well as AAF, MCM and it is coded to take advantage of Family Planning Enhanced's condoms if you have that mod installed.
    Β 
    This mod adds a Fallout variant of herpes to your game! It functions by randomly assigning the disease to spawned actors, be they ghoul, human, super mutant or dogs. You can catch it and you can spread it. Same goes for the NPCs that are infected. Left unchecked, with appropriate mods in place (Random Shenanigans or SEU), you could have the entire Commonwealth infected in no time! The disease is persistent on the afflicted characters and never goes away unless it is cured.
    Β 
    When infected, you will suffer periodic episodes of flareups. This incurs charisma penalties and damage over a span of time. You can find or purchase relief items that will stop an ongoing flareup. You can also find or buy the cure item. Also, you can remove the rash by visiting a doctor and curing your wounds.
    Β 
    NPCs infected might die if they have sex with another infected person. You can enable or disable this in the MCM.Β  You can also mitigate this with an NPC antiviral medication that you can craft in the CHEMLAB.
    Β 
    If you are cured and have sex with an infected person, there is a 50% chance they will be cured by your fluids. Or, as of v1.1, you can simply give a friendly NPC the cure item and they will be cured ~ this must occur as a transfer of the cure from your inventory to theirs for it to work. It cannot be done via the console.
    Β 
    Installation:
    Β 
    Just install it like you do any other mod. Due to its overrides of certain faction ACTOR types, the lower you place it, the better, just to ensure propagation of the disease to these actors can occur.
    Β 
    Requirements:
    Β 
    A functioning install of AAF.
    Β 
    MCM -> https://www.nexusmods.com/fallout4/mods/21497
    Β 
    LEGAL:
    Β 
    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, Wastelanders Rash for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
    Β 
    Screenshots:
    Β 


    Β 


    Β 
    Β 

    14,114 downloads

    Updated

  14. [AAF] RSE II: Combat Surrender and Abductions (12/30/19)

    Combat Surrender and Abductions has finally been completed!
    At this time, all functions and features of the mod are in place and working.
    Β 
    That said, this is NOT the Combat Surrender and Abductions that you remember - not really. It has been remade from the ground up, using new techniques and new scripting to perfectly accomplish things that were once not so perfect in previous iterations of this mod. What once was broken, no longer is. No longer will there be locked AAF actors without animations playing (fringe cases aside, which I cannot account for, but you do have the CSA Reset Hotkey to unlock in those moments). No longer will talking to surrendered enemies fail to work. No longer will robberies point to the wrong actor. This is the pinnacle of RSE Combat Surrender and Abductions, the version you have always wished it to be!
    Β 
    What does this mod contain for features?
    Combat surrender mechanics, whether automatically triggered by low health or manually entered into. You have the ability to make hostiles surrender to you. Talking to them, you can kill them, rape them, let them go or access their inventory. Various pre-assault outcomes, like restraint application, robbery, etc. Sexual assault functions, featuring many options to tailor this phase of your surrender. Post assault outcomes featuring being robbed, beaten, teleporting to settlement locations and abductions. If player abductions are disabled, you can opt to allow companions to be taken. If player abductions are enabled, companions use the settings within the player functions. Player abductions features scenarios for rape, beatings, being drugged. Also escape and recapture mechanics. Abductions are a great role playing mechanism to enhance your games! Full featured MCM with many controls that allow you to tailor every aspect of the features of this mod. Β 
    This is not just a mod about sexual assault and doesn't feature scenes of multiple partners or such. Think of it more as an extension of the combat system that happens to include a sexual assault component, alongside a myriad of other surrender related features.
    Β 
    Requirements:
    Β 
    This mod *requires* the RSE II Resources ESM v0.9+ file to be installed in your game.
    Β 
    A functioning installation of AAF.
    Β 
    MCM -> https://www.nexusmods.com/fallout4/mods/21497
    Β 
    Installation:
    Β 
    Make sure your F4SE is up to date and functional!
    Make sure AAF is up to date and functional!
    Make sure you can use the MCM via the pause/load/save menu!
    Install this mod with whatever mod manager you use or manually, if you are inclined!
    Play away!
    Β 
    LEGAL:
    Β 
    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, Combat Surrender and Abductions for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.

    218,093 downloads

    Updated

  15. MCG Zodiac Integration

    A really simple mod which adds an interface between Zodiac and Magno Cum Gaudio (MCG) for FO4.
    Β 
    Well, even "adds an interface" is kind ofΒ overstatement since the only function it has (at least for now) is increasing your infamy by 2 when you service a Zodiac client. And that's it. I just though not having a bad reputation for being a prostitute wasn't immersive.
    Β 
    Testing it took more time than writing it, still if there are any problems, please let me know. The mod adds traces to the papyrus log with "MCG_Zodiac" labels, one when the mod loads, and two per event (any sex animation and the one about "Infamy increased", so you might check for those if something is wrong.
    Β 
    Released under Mozilla Public License 2.0

    1,372 downloads

    Updated

  16. Custom Moans

    Good evening or whatever time it is in your neck of the woods,
    Β 
    a while ago I uploaded a voice fix for the female on female xmls added toΒ Leito's animations by the One Patch.Β The problem with that animation mod and others is that the name of the voice setΒ for sexy moaning is baked into the hkx animation files, which leads to male voices on female NPCs and other oddities if you mix up the gender combinations in the AAF xmls.
    While theΒ approach I used to fix thatΒ worked it also wasn't very elegant and took way too much time toΒ fix just one gender combination for one animation pack.
    Β 
    Now thanks to @RufgtΒ I found a better solution, which isΒ also documented in the AAF Wiki, but who reads manuals, right?Β ^^
    Instead of editing all these hkx animation files and then the sound descriptor entries in the espΒ too I simply prepared a universal voice package mod that can be called upon in the AAFΒ  animation xmls and where you can easily replaceΒ the voice files if you don't like them.
    Β 
    Right now this mod is still unfinished, but fully functional.
    I will add support for the different sex animation mods in the following days/weeks. Custom Moans 1.1 covers 2 patched versions of Leito's Animations (Polistiro's patch and The One PatchΒ 1.1.1) and the original Atomic Lust 2.6.1b.
    Β 
    Instructions:
    Β 
    This mod won't do anything on its own. For it to work you need AAF and at least a few animationsΒ of course, and if I didn't do it already then you also have toΒ edit animationdata.xml files.
    Β 
    In the case of Atomic Lust (which I already edited so you don't need to do itΒ in this case) that would meanΒ simplyΒ replacing the value for anΒ action.
    Β 
    one example:
    Β 
    <animation id="Atomic Spork" frames="304">
    Β Β  Β <actor gender="F">
    Β Β  Β Β Β  Β <idle form="0204D0BA" id="AtomicSporkF"/>
    Β Β  Β Β Β  Β <value path="action" value="CustomMoans01 Action" target="0" loop="true" from="1" to="0" frames="8.555"/>
    Β Β  Β </actor>
    Β Β  Β <actor gender="M">
    Β Β  Β Β Β  Β <idle form="0204D0BB" id="AtomicSporkM"/>
    Β Β  Β Β Β  Β <value path="action" value="CustomMoans01 Action" target="1" loop="true" from="1" to="0" frames="8.555"/>
    Β Β  Β </actor>
    </animation>
    Β 
    Β There are 3 actions you can call upon in this version, CustomMoans01 ActionΒ (female voice set 1 and male voice set 1), CustomMoans02 ActionΒ (female voice set 2) andΒ CustomAggMoans Action (female voice set for aggressive animations and BDSM).
    The action doesn't just add moaning to an actor, it also adds an arousal bar. The voice set will switch from normal to orgasm if the arousal value exceeds 70. As soon as it reaches 100Β the arousal value will reset to 30 to make sure that the character won't use theΒ orgasm voice set exclusivelyΒ during very long animations, gangbangs or scenarios with more than one animation in a row.
    Timings for the arousalΒ increase speed can be adjusted in the Custom Moans_actiondata.xml, the decay rate in theΒ Custom Moans_actorStatData.xml.
    Β 
    If you don't like the voices you can easily replace the files, just use either theΒ wav or fuz file format (whichΒ adds lip movement)Β and make sure to not change the number ofΒ sound files per folder (10 in each topic folder)
    Also keep the naming convention, the file names are basically formIDs with some noise added, and they need to stay the same. So basically replace the files, but keep the same number of files and the same file names.
    Β 
    Β 
    Credits:
    @dagobakingΒ for AAF and his help setting this up
    @RufgtΒ for giving me the idea
    @Leito86, @Rufgt,Β @Gray UserΒ and others for the animations and voice files

    133,175 downloads

    Updated

  17. AAF Turn The Light ON

    About This MOD
    + This very mini MOD places 1 to 3 light sources (and a dummy object if turned ON in MCM) at the start of an AAF scene.
    + For the player character, and NPCs if set in MCM. (For NPCs, there are only 3 slots for NPCs, so it'll not light from the 4th.)
    +Β Light Radius, dummy usage, Light Level ThresholdΒ etcΒ can be set in MCM.
    - This MOD is ESL.
    - I'm not so good at English,Β so please bear with my poor English and Β I hope that I can tell you what I want to tell. Sorry.
    Β 
    Β 
    + Some Notes
    +Β The light level thresholds are set to 42 by default, but if you keep that values, TTLO may light up even in a slightly dim place.
    Β 
    +Β TTLO has two objects as dummy, 'oil lamp' and 'fire barrel'.
    -Β Dummy objects may overlap actors depending on the animation being played.
    - SoΒ please adjust the placement distance in MCM according to your animation MODsΒ while playing your FO4.
    Β 
    +Β The light from the 'optional light (In this MOD, it ’s called AO-Light)' passes through the object and may be visible from the other side of the object (such as a wall) that normally blocks the light.
    Β 
    +Β All lights and objects are reset when saving data is loaded.
    Β 
    +Β Please please let me know if you noticed any bugs! Thank you!
    Β 
    +Β For Modders: If you send "TTLONoLightUp" on Meta, TTLO will not light up that AAF scene.
    +Β If you need Japanese version of config.json for MCM, please download it separately.
    -Β Files other than config.json, ie ESL file, scriptΒ do not need to be translated.
    -Β If I forget to explain something or the English text is very wrong, this description will probably be updated without updating the file. Sorry.

    8,362 downloads

    Updated

  18. AAF DLC Creature Animation Pack (Beta v0.1)

    First, credit where credit is due:
    Dagobaking for all his work on AAF
    EgoBallistic for beta testing and troubleshooting the AAF xmlsΒ 
    Β 
    This is a beta release. The way Fallout 4 runs creature animations (especially the new DLC creatures) was not created with this in mind, and there are still problems (see 'bad news').
    Β 
    Requires AAF
    Recommended to have NSFW sound pack (for sounds)
    Probably you should also have Violate or some other mod that triggers these animations immersively
    Β 
    The good news:
    Β 
    Creatures with creature/human animation sequences right now:
    Β 
    Gulpers (small and large)
    Fog Crawlers
    Hermits
    Anglers
    Β 
    Each creature has 1 4-stage sequence, 300 frames (10 seconds) per animation, number of repeats at each stage set in the _animationGroupData xml.Β 
    Β 
    The bad news:Β 
    The animation behaviors for the DLC creatures are half baked (not something I know how to fix), so the animation types that would normally work, kind of don't. Probably, all the animations for all the creatures will work (but they will stutter in between repeats). But they might not, and there might not be a way to fix it on any given system.Β 
    Β 
    Problems that came up during testing:
    Hermit actor position breaks (think this is fixed, thanks to EgoBallistic)
    Large or small gulper positions off (this should be accounted for the in AAF files, but seems to not always read correctly?)
    Angler starts stuttering in and out of default idle, sometimes falls through ground (problem with anim types and anim/behavior interaction, can't be manually fixed but problem usually goes away)
    Gulper only animates every other repeat, gets off sequence (see above - don't know if this can be fixed, but it seems to go away after a while).Β 
    Β 
    And as always, if you want to stop creatures from attacking you during testing, add yourself to their faction. Using tcai will probably break all the animations.Β Β 
    Β 
    Β 
    Β 

    307,863 downloads

    Submitted

  19. AAF Family Planning Enhanced Addon Pack

    what is it?
    at the beginning it was only to be a Deathclaw Addon, but now that we have more animations that support other creatures, this file will become a pack for all creatures that have animations.Β I will try to update this pack according to my free time.
    Β 
    future plans:
    add the rest of the creatures that already have animations.
    Stingwing
    Bloodbug
    Bloatfly
    Yao Guai
    Behemoths
    Molerats
    Β 
    Requires
    Advanced Animation Framework Beta 93 or higher By @dagobaking
    AAF Family Planning Enhanced 2,300 or higher By @EgoBallistic
    AAF Creature Pack Release 3.00 Version 3.00 or higher By @Gray User
    Β 
    installation:
    Just use a mod manager like MO2 or Vortex, but if you prefer to do the manual installation just put it in the Date folder of your game.
    Β 
    Sorry for typing errors, but English is not my default language.
    Β 
    Credits:
    @Chosen Clue forΒ FPEMakeYourOwnBabyAddon.pdf, thanks for this great tutorial.
    @EgoBallistic forΒ for continuing to update AAF FPE
    Β 
    Β 

    43,514 downloads

    Updated

  20. AAF Gag Equip GrayUser Animations

    This is an experimental AAF plugin which causes the GrayUser Bondage Animations to actually equip a gag.Β  It uses the tape gag from Devious Devices, so you need that installed.Β  I chose the tape gag specifically since it is used by Violate and RaiderPet.

    2,808 downloads

    Updated

  21. AAF Overlay Patches OnePatch 1.1.1

    This is a WIP. I like overlays - the ones in the earlier patch by Riot_Punch.Β  But it is wayyy out of date now.Β  To use this you need c*moverlays.xml and c*moverlaysmutant.xml (where did the human ones come from originally?.. Leito?.. (Let me know pls)
    You also need
    CumNWealth_Patches_Base.rar from:
    Β 

    5,142 downloads

    Submitted

  22. [AAF] RSE II: Reproductive System Effects (07/25/19)

    About:
    Β 
    This mod adds a menstrual cycle to the player, be they female OR male, as well as various pregnancy related effects such as morning sickness and fatigue, as well as miscarriages. The options in the MCM highlight all of the current functionality, in a plain and understandable way. Integrates at this time with Wasterlander's Rash and in the future will also integrate with Advanced Needs. Note that there is no requirement to have either mod installed ~ their inclusion is done through a soft-check.
    Β 
    NOTE: This mod REQUIRES AAF and FAMILY PLANNING ENHANCED!
    Β 
    This mod starts in a "disabled" state and you will need to go into the MCM to set your timeframe for what the mod considers to be a month and then enable periods. This was done to prevent the mod from automatically starting on MALE player games, when you have forgotten the mod is installed.
    Β 
    Requirements:
    Β 
    A functioning install of AAF.
    Β 
    MCM -> https://www.nexusmods.com/fallout4/mods/21497
    Family Planning Enhanced
    RSE II Resources ESM
    Β 
    Legal:
    Β 
    All assets are to remain intact with RSEII: Reproductive System Effects. You may not take any part of it, in whole or in part, to use in your own mods without express permission. Trust, I know my code, function flow and my assets - if you use it without asking, I'll know and it wont be good for you. RSEII: Reproductive System Effects is made to be used in whole, not for you to rip apart and coopt components of it for your own uses. This mod may not be altered or redistributed. Lovers Lab is the only site that has permission to host the file and does so under my own user account.
    Β 

    26,281 downloads

    Updated

  23. [AAF] RSE II: Abductions Addon Pack

    RSE II: Official Abductions Addon Pack
    Β 
    About
    Β 
    This mod adds a few locations for kidnapping via Minutemen Radiant Quests and via RSE II's Abductions. However, this addon pack does not require RSE II CSA to be installed - anyone can use it.
    Β 
    Removed from kidnapping / abductions:
    Saugus Ironworks, simply because it could potentially interfere with a running quest. Modified:
    Hub City Auto Wreckers, by moving the prisoner mat out of the trailer and in front of the Boss NPC. Added:
    Gunner location - Mass Bay Medical Center Gunner location - Quincy PD Β 
    Installation
    Β 
    Simply install it to your data folder and then activate it in your mod manager of choice. Due to the fact that this mod alters many Locations, Encounter Zones and cells, it is best if you place this mod as low as you possibly can in your load order, just to ensure these overrides win out conflicts.
    Β 
    Legal
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    Permission is not granted to host this file on any other site than Lover's Lab, under my specific user account.

    50,647 downloads

    Submitted

  24. [AAF] RSE II: Advanced Needs Settlement Solutions (07/02/19)

    PREMABLE (aka Important Information To Note Ahead of Downloading)
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    This mod is NOT intended for ongoing games where you already have all settlements claimed, not if you wish to use modified settlements functionality. You can disable that upon the mod being installed and thus only have access to player farming, if that is your wish. But you should not install this mod for use on ongoing games with settlement outposts enabled. My whole-hearted recommendation is for new games only. It should also be said, as advisement, that I have modified a few of the vanilla scripts relating to Minutemen Radiant Quests and how they interact with owned settlements. All modifications are tested and function as expected. This warning is given so that you are aware that 1) I have modified core game scripting to allow this mod to work as written and 2) so that you are aware there will be scripts you need to ensure are removed should you ever uninstall this mod. There is a section below that highlights the modified script names and where to find them. Don't worry - I am a seasoned pro with this game's scripts and engine - the modifications are sound, tested and will not break your game.
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    NOTE: You do NOT need to have RSE II's Advanced Needs installed to use Settlement Solutions.
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    About Settlement Solutions:
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    This mod came into being to expand upon those brave souls who once demoed Survival Mode on Youtube, where they did not take settlements or settlers and tried to survive in that way. While those survival mode playthrough vids were an inspiration for what I am doing with this mod, you are most definitely not limited to using it in survival mode - it can be used in ANY game mode. I expanded upon this idea by allowing you to take five settlements where only one of them can be an actual settlement with settlers summoned via a radio beacon tower. You will only be allowed to build ONE recruitment beacon and this settlement build item will be locked off from your menu for the rest of your game with that character, so it is important to choose your settlement location carefully, for once the transmitter is placed, you need to keep it in the settlement - if you scrap it, you will not be able to build another one. This was done to prevent people from having five settlements, as the intent was to have one and have four private places to do what you need to do whilst running around the Commonwealth, such as restocking, crafting, tending your crops and to sleep in safety. You can assign supply routes to these outposts so that your workbenches are linked, sharing resources. After you reach five owned settlement locations, all remaining Commonwealth locations are locked and you will not be able to activate them to claim ownership. If you have Automatron DLC installed, this mod will account for The Mechanists Lair as well. Suffice it to say, the note below about using the Removal Tool is very important should you wish to continue a saved game after removing this mod!

    A note about settlements and outposts. Should you opt to not claim Sanctuary when you come down from the vault and just go to rescue Preston and company from the Museum, their quest automatically assigns Sanctuary Hills upon speaking to Preston once he arrives there when they leave the Museum. So... if you do not want Sanctuary as one of your five allocated outposts, simply never go back there to talk to him. If however, you claim it or allow it to be auto-owned upon speaking to Preston, it will count as one of your five allocated outpost locations but it will NOT count as your settlement - just because the five of them are there does not qualify it as your settlement. Placing the recruitment beacon is what proclaims a settlement and forever blocks further beacons from being built. Just a headsup on that aspect of the mod and the games quests.

    This mod also gives you, the player, the ability to farm your own crops! No more do you need settlers to have produce items growing. Using the FARMING settlement build menu, you can place player farmed crop items. When placed, you will need to TEND to your crop in order for it to produce an item of food. Each planted crop item has its own need of being tended and has its own cycle of replenishment. You can adjust the length of time it take between tending and harvesting via the MCM. Crop items are not linked to the workshop, so do not generate happiness or food. They are also immune from settlement attack damage. The workshopobjectsscript was not altered in any way for these crop items - I simply removed it from my cloned food items and created my own script. Sadly, I could not link this script to the WorkshopParent script for the above resource tracking and damage as the WSParent script calls back directly to workshopobjectsscript and would not recognize my custom script on compiling. No big deal.

    This mod includes a custom Random Events script that will, at intervals, potentially start up some small random events, like raiders coming into your outposts to demand things from you or critters infesting your player farmed crop items. More will be added as the mod grows.

    It is very important that you use the Removal Prep Tool in the MCM should you wish to remove this mod after trying it out, so that it can unlock any workbenches that have been blocked and also to correct the settlement build menu.

    IMPORTANT NOTE:
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    This mod alters the scripting on a few quest fragments for Minutemen radiant quests. This in no way hampers the quests nor breaks them. These small edits simply 1) prevent auto-ownership of workbenches upon completing a quest, so you have the choice to take it or not, and 2) on quests where you must place a radio beacon when defeating all of the hostiles in the location, it now skips this stage of the quest and proceeds straight to the stage where you update Preston that the quest is completed. In total, this comprises two single line edits on two scripts. The quest line involving the Castle is not interfered with in any way and the Castle (as well as Home Plate) are exempt from the settlement limiter scripting. The modified scripts are included in this download, so be sure you remove them should you uninstall the mod down the road. One will be found in your scripts folder, named "minrecruitquestscript.pex" and the other in your Scripts\Fragments\Quests\ folder called "QF_MinRecruit06_0015F040.pex", and "MinutemenCentralScript.pex". They has been modified to allow Defend the Castle to begin without worrying about the player owning 75% of the available settlements in the game. Please note that you will need to ensure this script is removed as well, should you ever uninstall the mod. All this edited script does is bypass the settlement count and never start up the Form Ranks quest that requires 75% settlement ownership.
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    Available Mods That Use RSE II's ESM:
    RSE II Combat Surrender and Abductions RSE II Wastelander's Rash RSE II Random Shenanigans RSE II Advanced Needs Β 
    Requirements:
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    A functioning install of AAF.
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    MCM -> https://www.nexusmods.com/fallout4/mods/21497
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    Legal:
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    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, Advanced Needs Settlement Solutions for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.

    11,698 downloads

    Updated

  25. [FO4] Various AAF XML files

    30 June 2019 - Uploaded 2.4, an update made by EgoBallistic, to be in line with the latest version of Themes and AAF. I left the previous 2 files (2.3 and 2.3 patched) just for "historical purposes", but if you keep your game updated you should definetely use this latest 2.4 version.
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    06 May 2019 - I was warned of some change in the latest AAF who made necessary a correction in the syntax of some xmls. So I uploaded the same 2.3 but it should be patched to work properly with the new framework version. It's untested, now tested, please tell me if there's issues. Other than that, I still stand on what I wrote below, even if this time I didn't put a password on the archive for practicity of those in need to update. (PS sorry if I made a couple of reuploads, I needed to make corrections)
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    01 May 2019 - The life of the latest version 2.3 has ended. Until a new updated version won't be made, no user should install it. I leave the file here as a reference for whoever wants to pick it, modify, copy/paste IDs etc., it's a file intended for modders' reference and not for users. The password to extract the archive is sunnysmile.
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    These XML allow extra combinations with the existing animations, so you can have more possibilities when choosing actors / animation / furniture. I'm making some XML files while I'm learning how things work. I'll dump them here if they seem interesting enough. Please let me know what you think.
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    NOTE ON VERSION 2.3
    - Corrected some strapons, thanks to Torn for test
    - Removed Leito Beta files, I saw he introduced furnitures on V2
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    Install
    Since v. 2.2, there's a practical FOMOD All-In-One installer (tested with NMM and MO2). Many thanks to Roggvir to help me solve all the issues that came out in the creation.
    You can install them manually if you know what folders / files need to be installed and where.
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    Requirement:
    - AAF
    - SavageCabbage vanilla pack. If you have the full, I think it works anyway, I'm just not using its animations
    - Leito FF patch (which will want you to install Vioxis Strapon too)
    - Horizon patch requires Horizon mod
    - Vs patch requires V's Stylish Decor mod
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    Issues:
    - If you have an error, first of all please remove the XML file and see if the error goes away. These XML files are loaded everytime you load your save, you are safe in doing it.
    - If the error goes away when you remove the XML, check if you installed the Requirements.
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    Old description, it's not important, it's only for reference:

    61,306 downloads

    Updated


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