Advanced Animation Framework
These Fallout 4 mods are all related to the Advanced Animation Framework.
Select a subcategory to view available files.
Files From Subcategories
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[FO4] [AAF] STATS (Beta WIP)
By Halstrom
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.
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
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:
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
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
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 - 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
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.
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
This is a community project, I'm just kicking it out there, any ideas or thoughts on the Stats please feel free to discuss.
35485 downloads
Updated
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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))
Make some Viagra(requires a Stimpak) at the chemistry workbench under VIAGRA
it causes an Erection on yourself or others
Comes in six different types
30 second long - Consumable & Syringe
60 second long - Consumable & Syringe
120 second long - Consumable & Syringe
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
Requirements
Requires the BodyTalk male body with Erection slider set to 0% in Bodyslide with the 'Build Morphs' enabled
note
I fired the syringes at some male NPC's, one fail and one worked
Please let me know if you have issues
2188 downloads
Updated
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Unique Player - AAF Patch
By Operand
Fixes the issue with the unique player body not being reused for the AAF scenes.
What It Does
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.
Requirements
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
Installation
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.
Uninstallation
Uninstall via mod manager (preferred way). If doing it manually - you'll need to restore the ESP from the original mod.
____
* 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.
F.A.Q.
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.5434 downloads
Updated
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Grey User Gag Equip V3
By Dragonjoe69
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.
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??)
Installation: Install the required files, then install this file, overwriting all.
The file is compatible with indarallo's patch, and contains for the most part , the one patch to bang them all v1.0.1
5821 downloads
Submitted
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[AAF] RSE II: Framework Resources ESM (01/10/20)
By Guest
RSE II - Resources ESM v0.9
The RSE II Resources ESM is now ready for players to download and install! It is *required* for any RSE II official mods!
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.
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.
The karma system is in place, however the bathroom and illness functions have been removed while I work on them for the next release.
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.
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.
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).
And last, but certainly not least, yes... RSE II is cumming.
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)
Requirements:
A functioning install of AAF.
MCM -> https://www.nexusmods.com/fallout4/mods/21497
Legal:
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.
349646 downloads
Updated
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[AAF] RSE II: Brothels & Prostitution (01/10/20)
By Guest
Allows you to build functioning brothels in your settlements and to be a wandering prostitute. More detailed information will follow...
Requirements:
This mod *requires* the RSE II Resources ESM v0.9+ file to be installed in your game.
A functioning installation of AAF.
MCM -> https://www.nexusmods.com/fallout4/mods/21497
Installation:
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!
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, Brothels and Prostitution for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
72494 downloads
Updated
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[AAF] RSE II: Random Shenanigans (01/10/20)
By Guest
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.
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.
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.
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.
Everything is almost the same. Just rewritten from scratch where required. And quite possibly the best autonomous sex mod you will ever install.
Requirements:
Obviously a functioning installation of AAF.
RSEII Reources.ESM -> HERE.
MCM -> https://www.nexusmods.com/fallout4/mods/21497
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, Random Shenanigans for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
57167 downloads
Updated
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[AAF] RSE II: Wastelanders Rash (01/10/20)
By Guest
Wastelander's Rash has arrived for RSE II.
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.
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.
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.
NPCs infected might die if they have sex with another infected person. You can enable or disable this in the MCM. You can also mitigate this with an NPC antiviral medication that you can craft in the CHEMLAB.
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.
Installation:
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.
Requirements:
A functioning install of AAF.
MCM -> https://www.nexusmods.com/fallout4/mods/21497
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, Wastelanders Rash for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
Screenshots:
16487 downloads
Updated
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[AAF] RSE II: Combat Surrender and Abductions (12/30/19)
By Guest
Combat Surrender and Abductions has finally been completed!
At this time, all functions and features of the mod are in place and working.
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!
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.
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.
Requirements:
This mod *requires* the RSE II Resources ESM v0.9+ file to be installed in your game.
A functioning installation of AAF.
MCM -> https://www.nexusmods.com/fallout4/mods/21497
Installation:
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!
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, Combat Surrender and Abductions for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
269452 downloads
Updated
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MCG Zodiac Integration
By phillout
A really simple mod which adds an interface between Zodiac and Magno Cum Gaudio (MCG) for FO4.
Well, even "adds an interface" is kind of 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.
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.
Released under Mozilla Public License 2.0
1598 downloads
Updated
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Custom Moans
By Bazinga
Good evening or whatever time it is in your neck of the woods,
a while ago I uploaded a voice fix for the female on female xmls added to Leito's animations by the One Patch. The problem with that animation mod and others is that the name of the voice set 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 the approach I used to fix that worked it also wasn't very elegant and took way too much time to fix just one gender combination for one animation pack.
Now thanks to @Rufgt I found a better solution, which is also documented in the AAF Wiki, but who reads manuals, right? ^^
Instead of editing all these hkx animation files and then the sound descriptor entries in the esp too I simply prepared a universal voice package mod that can be called upon in the AAF animation xmls and where you can easily replace the voice files if you don't like them.
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 Patch 1.1.1) and the original Atomic Lust 2.6.1b.
Instructions:
This mod won't do anything on its own. For it to work you need AAF and at least a few animations of course, and if I didn't do it already then you also have to edit animationdata.xml files.
In the case of Atomic Lust (which I already edited so you don't need to do it in this case) that would mean simply replacing the value for an action.
one example:
<animation id="Atomic Spork" frames="304">
<actor gender="F">
<idle form="0204D0BA" id="AtomicSporkF"/>
<value path="action" value="CustomMoans01 Action" target="0" loop="true" from="1" to="0" frames="8.555"/>
</actor>
<actor gender="M">
<idle form="0204D0BB" id="AtomicSporkM"/>
<value path="action" value="CustomMoans01 Action" target="1" loop="true" from="1" to="0" frames="8.555"/>
</actor>
</animation>
There are 3 actions you can call upon in this version, CustomMoans01 Action (female voice set 1 and male voice set 1), CustomMoans02 Action (female voice set 2) and 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 100 the arousal value will reset to 30 to make sure that the character won't use the orgasm voice set exclusively during very long animations, gangbangs or scenarios with more than one animation in a row.
Timings for the arousal increase speed can be adjusted in the Custom Moans_actiondata.xml, the decay rate in the Custom Moans_actorStatData.xml.
If you don't like the voices you can easily replace the files, just use either the wav or fuz file format (which adds lip movement) and make sure to not change the number of 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.
Credits:
@dagobaking for AAF and his help setting this up
@Rufgt for giving me the idea
@Leito86, @Rufgt, @Gray User and others for the animations and voice files
231098 downloads
Updated
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AAF Turn The Light ON
By megururu
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.)
+ Light Radius, dummy usage, Light Level Threshold etc can be set in MCM.
- This MOD is ESL.
- I'm not so good at English, so please bear with my poor English and I hope that I can tell you what I want to tell. Sorry.
+ Some Notes
+ 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.
+ TTLO has two objects as dummy, 'oil lamp' and 'fire barrel'.
- Dummy objects may overlap actors depending on the animation being played.
- So please adjust the placement distance in MCM according to your animation MODs while playing your FO4.
+ 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.
+ All lights and objects are reset when saving data is loaded.
+ Please please let me know if you noticed any bugs! Thank you!
+ For Modders: If you send "TTLONoLightUp" on Meta, TTLO will not light up that AAF scene.
+ If you need Japanese version of config.json for MCM, please download it separately.
- Files other than config.json, ie ESL file, script do not need to be translated.
- If I forget to explain something or the English text is very wrong, this description will probably be updated without updating the file. Sorry.
44856 downloads
Updated
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AAF DLC Creature Animation Pack (Beta v0.1)
By Gray User
First, credit where credit is due:
Dagobaking for all his work on AAF
EgoBallistic for beta testing and troubleshooting the AAF xmls
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').
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
The good news:
Creatures with creature/human animation sequences right now:
Gulpers (small and large)
Fog Crawlers
Hermits
Anglers
Each creature has 1 4-stage sequence, 300 frames (10 seconds) per animation, number of repeats at each stage set in the _animationGroupData xml.
The bad news:
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.
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).
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.
497958 downloads
- animation
- bestiality
- (and 1 more)
Submitted
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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. I will try to update this pack according to my free time.
future plans:
add the rest of the creatures that already have animations.
Stingwing
Bloodbug
Bloatfly
Yao Guai
Behemoths
Molerats
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
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.
Sorry for typing errors, but English is not my default language.
Credits:
@Chosen Clue for FPEMakeYourOwnBabyAddon.pdf, thanks for this great tutorial.
@EgoBallistic for for continuing to update AAF FPE
56895 downloads
Updated
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AAF Gag Equip GrayUser Animations
By dapood
This is an experimental AAF plugin which causes the GrayUser Bondage Animations to actually equip a gag. It uses the tape gag from Devious Devices, so you need that installed. I chose the tape gag specifically since it is used by Violate and RaiderPet.
3087 downloads
- aaf
- deviousdevices
- (and 1 more)
Updated
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AAF Overlay Patches OnePatch 1.1.1
By dapood
This is a WIP. I like overlays - the ones in the earlier patch by Riot_Punch. But it is wayyy out of date now. 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:
5909 downloads
Submitted
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[AAF] RSE II: Reproductive System Effects (07/25/19)
By Guest
About:
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.
NOTE: This mod REQUIRES AAF and FAMILY PLANNING ENHANCED!
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.
Requirements:
A functioning install of AAF.
MCM -> https://www.nexusmods.com/fallout4/mods/21497
Family Planning Enhanced
RSE II Resources ESM
Legal:
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.
31817 downloads
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[AAF] RSE II: Abductions Addon Pack
By Guest
RSE II: Official Abductions Addon Pack
About
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.
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
Installation
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.
Legal
Permission is not granted to host this file on any other site than Lover's Lab, under my specific user account.
62219 downloads
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[AAF] RSE II: Advanced Needs Settlement Solutions (07/02/19)
By Guest
PREMABLE (aka Important Information To Note Ahead of Downloading)
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.
NOTE: You do NOT need to have RSE II's Advanced Needs installed to use Settlement Solutions.
About Settlement Solutions:
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:
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.
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
Requirements:
A functioning install of AAF.
MCM -> https://www.nexusmods.com/fallout4/mods/21497
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, Advanced Needs Settlement Solutions for RSE II is only allowed to be hosted and downloaded from Lover's Lab, under my specific user account.
14355 downloads
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Raider Pet
By stobor
This mod provides a scenario for role-playing a Raider captive. The quest is basically free-form, few quest markers or fixed objectives; it can be started anytime, simply by putting all your weapons in storage and walking into a Raider camp. There's a demanding note (found and delivered by Jun Long in Sanctuary) providing some extra motivation, but that's entirely optional.
The first raider who greets you will take various items (bobby pins, caps, DD keys) and lock you in a collar - with an explosive attached. If you run away, or just stay away from Raider encounters for too long (20 min.), it will kill you... though there's a chance it'll misfire and spare your life. If you manage to remove the collar, or equip a weapon, the raiders will turn hostile again (grenades or mines don't count, if you equip them while sneaking).
The raider boss (if one could be identified) will have some additional dialogue, but other raiders are mostly generic. He or she will also have a key to your collar. If no boss could be identified, then the raider who put the collar on will have the key.
If you don't have Devious Devices loaded, you'll have to use your imagination for the collar, and there won't be any keys to find. In that case, the timer will be disarmed as soon as hostilities resume. So DD is strongly recommended - but it isn't a hard dependency.
The first time you escape, you will gain the Black Widow perk (if you don't already have it). Every capture & escape will also provide a modest XP reward.
The scenario is repeatable.
NPC Interactions:
Jun Long finds a ransom demand and delivers it to you. Several followers (Deacon, MacCready, Cait, Strong) may have scenes that play after you clear a location (any time after running the base infiltration scenario). Diamond City guards will be abusive, but not hostile, if you've been running with a Raider pack.
Infiltration:
Start by putting away all weapons and walking into Raider territory unarmed. Power armor does not count as 'unarmed', by the way. The first raider will collar you and take some items from your inventory. You'll be able to talk to the raiders, and may even get paid a little. You can probably filch stuff from camp, while you're at it. With the right animations installed, gang options will be available. Actors will be chosen from among the ones who've already greeted you, whether they previously participated in a scene or not. Max of 5 actors, including the player character. Equipping a weapon will end the infiltration, and the raiders will turn hostile again. Immediately. Equipping a mine or grenade (when sneaking) will not end the infiltration - if you can find or steal one. Neither will placing a grenade in a target's pocket (though that usually kills you too). Equipping brass knuckles (while sneaking) will also go unremarked. If you've picked up any weapons, particularly while outside the camp, raiders may notice and ask what you've got there. You might be able to distract them from confiscating the weapons. Removing the collar, by any means, will turn the raiders hostile again. There is a risk that one of the Raiders will attack you in a jealous rage. One of the non-boss Raiders will be chosen as the special actor 'Lucky', who will have additional dialogue. Using a cookpot or chem lab with Rat Poison in your inventory will give you a chance that people you encounter will take tainted food or drugs from you. Low level raiders may die, others will just be weaker. Poison is slow acting, and doesn't affect everyone you meet. Rat poison can often be found in garage cabinets (hint). Poisonings affect the path of Lucky's quest, as well as offering a way out of captivity. Pickpocket attempts are easier, for a short while after sex (i.e. distraction helps), but the DD keys are hard to steal. Certain targets may react violently, if you're caught. Diamond city jail can be a risky place, for a Raider pet. Bored guards need to relieve the tedium... This scenario is repeatable. Assuming you can still walk afterwards.
Mod Interactions:
Uses a collar and tape gag from Devious Devices, if available. Adjusts D/s orientation in SexAttributes, depending on dialogue responses (mostly towards the submissive side). Will try to work with Real Handcuffs, and can even remove them.
Mini-Quests:
Current mini-quests, who gives them, etc.:
The Get Lucky quest runs in parallel with the others, and currently has several endings:
Modder Documentation and Example:
This file is an example of various ways other mods can interact with this one, with extensive comments. It's a working example, tested in game.
ExampleQuestScr.psc
Troubleshooting:
Raiders not recognizing unarmed status:
Piercings:
AAF Recommendations:
...
Thanks:
Thanks go to the LL mods gang, for fantastic mod resources.
Thanks to @CGi for the German translation, @Caiena for the Russian translation, @A.J. for the Italian translation, @JBpy for the Spanish translation, and @Benjou1 for the French translation.
Requirements:
This mod requires AAF for animations (minimum version AAF 73Beta). It won't load without that.
The new dialogue is not voiced, so turn on subtitles.
Optional extras:
Toxic Raider Armor
SexAttributes (the AAF version of FPAttributes)
Devious Devices
Lord Escobar's Moddable Piercings
Real Handcuffs
Slave and Model Poses
Conflicts:
No known conflicts.
This covers some of the same territory as my Rogue Sexbot mod, so I don't necessarily recommend using both at once, but they shouldn't actually conflict.
Version History:
255113 downloads
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AAF - Modders Resource
By CGi
Advanced Animation Framework - Modders Resource
With the death of the AAFCP due to outdated components this is now the new home for them as they are NOT meant to be used during normal gameplay.
All of the components in this package are meant for modders only.
Changes:
Patches for other mods like pose mods and race support have been moved into the Misc Patches on AAF's Nexus Page. Devious Devices support is now part of the Themes package. The EVB Morphs from Themes are now in the AAFMR (AAF Modders Resource - this package). The BT2 Morphs from Themes will be part of BT2 itself to streamline the installation.
Contents:
FourPlay Proxy: Can be used instead of FourPlay to run FourPlay native mods. Only to be used when porting a FourPlay native mod to AAF. EVB Bodies: A leftover of a now unsupported body. Only to be used to quickly create a test setup for AAF.
Note:
This is a Modders Resource and NOT meant to be used for normal gameplay.
We won't support this in any way, form or manner.
Q&A:
#1: But this forces me to use BT2 or any other male body mod!
- Yes and no but BT2 is the defacto standard male body for AAF anyway.
#2: But BT2 sucks!
- Did someone say something?
#3: But i get no erections in certain animations with BT2!
- Will be solved over time. AAF is still a beta and changes in it's file structures can have such results.
#4: You guys take to long to fix things!
- Real life comes first, no matter what.
#5: {insert question/accusation here}
- {insert random answer here}
30450 downloads
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[AAF] - Flashy Depreciated Mods Repository (RSE and Autonomy)
By Guest
A repository of unsupported mods for Fallout 4, by Flashy(Joer).
Includes:
[FOURPLAY] - RSE v4.0 All-In-One
[AAF] - RSE v4.0 All-In-One
[AAF] - RSE Elements Vol.1 - Combat Surrender and Abductions (as stable as can be)
[AAF] - RSE Elements Vol.2 - Advanced Needs (as stable as can be)
[AAF] - RSE Elements Vol.3 - Karma System with Bounty Hunters, Jail, Stalkers and Nudity System (noted issues with Stalkers remain outstanding)
[AAF] - RSE Elements Vol.4 - Brothels and Prostitution (as stable as can be)
[AAF] - RSE Elements Vol.5 - Shenanigans, Arousal and Relationship System (noted issues with relationship system)
[AAF] - RSE Elements Vol.6 - RCO (noted issues with quest stages not progressing)
[AAF] - RSE Elements Vol.7 - Fetishes, Afflictions and Perversions (Monster Cock Lover is irreparably broken)
[AAF] - Autonomy Enhanced (Stable and better than Elements Vol.5, for those looking for just NPC/NPC sex action ingame)
[AAF] - Advanced Needs: Settlement Solutions (stable as fuck and changes the 'settlement' game in awesome ways!)
**NOTE** Do not install RSE All-In-One at the same time as the Elements mods. They are more or less the same thing. Elements contain VAST improvements of the All In One version of RSE and are simply parts of RSE spun out into their own smaller mod.
**NOTE** Do not install Autonomy Enhanced if you have RSE All In One installed, as it contains a vastly superior version within in. Also, do not install Autonomy Enhanced with RSE Elements Vol.5 installed, as again, that mod has a vastly superior version of autonomy built into it. Essentially, you should really only install Autonomy Enhanced if you dont use RSE at all.
**NOTE** Settlement Solutions modifies Minutemen scripting on quests! The mod limits the total settlements you can own. It does NOT require you to have RSE Elements Vol.2 - Advanced Needs to be installed. Features new random events and player capable farming (no need for settlers to do it, you can do it yourself - perfect for survival mode thematic playthroughs without settlers). You can read about this mod HERE. Note the version available on Nexus is identical except it does not have an AAF component to it's random events. If you want the adult rated version, the mod hosted here is the one you want. You do not need to use the settlement limiter if all you want is player farming! When the mod starts, it asks if you want to use settlement limits - just say no and the game continues as it always did with the added bonus of the player farming and the added random events (crop infestations, feral hordes and raiders coming into settlements looking for tribute).
None of these mods are supported. None of your bug reports will be addressed.
These mods are provided for historical purposes only, for those looking to add them back into their games or to experience them for the first time.
38101 downloads
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Auto Staged Animations Please
By tesalutamus
Made some XMLs which makes some animation packs auto-stage. This will only overwrite the original position xmls (enumerates the animations that appear in the AAF wizard list) because I merged the separate animation nodes into one animation group so that only my staged animations are listed. I can probably do a non-replacer version (so you get the original position list and my staged position list) if anyone is interested. This was made using the guide posted by Dagobaking https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/HowToMakeStagedFurnitureAnimationsWithTransitions
All animation groups (when the original mod has stages) are grouped and will play in sequence automatically. I've tested most of them myself, but if something bugs out, please do tell me and I'll try to fix it as quick as possible. Some animation groups have more than 8 stages so the whole animation takes long to finish, so these may be adversely affected by other mods calling for a timer.
Supported packs (just load mine after their files)
1. SavageCabbages animation pack (1.04)
2. Gray User's creature pack release (2.0) [for mirelurk, radscorpion, mirelurk queen, yao guai, bloodbug, bloatfly, stingwing ; mirelurk hunter and mirelurk king is still being diagnosed]
NEW
3. Leito - FO4 Animations (2.0a) - works with Leito compatibility patches, as long as you load mine last (overlays and MM and FF animations introduced by the patch still functions)
Note1: The method I used selects the first and last of an animation group as the entrance and exit animation, and lists the applicable animation nodes between those two. When there is no exit trigger (manual end in AAF wizard, or a timer in other AAF mods) the animation shall cycle between the animation nodes, some animation groups look good during this cycling, some dont. When there is an exit trigger, the last of an animation group will be called, some animation group handles this well, some dont. This method is merely a placeholder for the next iteration of staging (automatic/manual) which is the tree xml to be introduced in full when the next AAF update includes it. For now we make use of the animationgroup + transition xmls to make multi-stage animations.
Note2: Supermutants, dogs, and creatures generally behave weirdly when staging. They will flicker back to the original standing position before animating. This is "vanilla"
Note3: Dogs have weird head tracking, and I think is being addressed in AAF beta versions
Note4: I did this in a few hours, there may be errors (typo's) please inform me ASAP so I can fix it.
Note5: Do NOT turn off NPC AI (tai / tcai) or else they will not stage. Use relevant AAF mods to call for an animation (start and end) such as AAF Violate, AAF sex em up.
Credits to:
Dagobaking and the AAF team. Without them all this would not be possible.
SavageCabbage. Great animations and his file structure and naming made it possible for me to quickly do this
Grey User. Several animation packs with various stages, currently supports creature pack V2
Leito. The one, the only.
Future Plans
1. Do all other animation packs with multi-stage animations
2. Make use of the new tree xml which will better streamline auto-staging (under development). Currently only the player can select through the branches using the AAF wizard. Will make them in anticipation of the AAF update thereof
3. Introduce taggings and overlay functions compatible with existing XMLs that do the same
Link to the support page:
https://www.loverslab.com/topic/117774-auto-staged-animations-please/
Post your comments/reports there, so I can address them
21748 downloads
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AAF Morning Sex With Lover
By megururu
About This MOD
+ When a romanced companion who woke up together speaks "Pillow-Talk", this little MOD calls an AAF scene with three probabilities and some customizable settings.
- This MOD works with "Romanceable Vanilla and DLC Companions". If you want this MOD to works with "Romanceable Non-Vanilla Companion", you need to create a patch esp.
- I'm not good at English, like couldn't sense difference between dude vs. buddy, or probability vs. possibility. So... please bear with my poor English and I hope that I can tell you what I want to tell. Sorry.
+ 2019/03/01 - There is no update. Added two links to patch section.
Requirements
+ Nuka-World DLC (If you use Gage. "No Nuka-World esp" is available in the FOMOD.)
+ AAF Beta26 or above
+ MCM v1.11 or above
Conflicts
+ Any MODs that changes "Pillow Talk" dialogue.
- Player's comments on "Pillow-Talk" will be conflicts. So patched esp for "PlayerComments MOD" is available in the FOMOD. Load this MOD after "PlayerComments.esp".
- If there are any other MODs that needs patches, please let me know.
How to Work
+ Basically, when PC wakes up, -> The romanced companion wakes up with pillow-talk, (Up to this point, this MOD do nothing,) -> Probability calculation, -> The companion approaching to PC, -> Then starts an AAF scene. Simple as that.
+ To start an AAF scene, the following conditions must be met.
+ The companion who spoke the pillow-talk must be within the distance set in the MCM.
+ The player character must not hold a weapon (or bare-hands), and not be in combat state.
+ Also, the "pillow-talk" must be played within 10sec after the sleep menu is executed and blackout is completed.
+ This MOD checks whether the companion is in wake-up animation, considering the case that the pillow-talk dialogue is played at normal times.
- However, since Danse is always in PA, the wake-up animation will not be played. So, only in his case, if he is in PA, he clears the condition and no longer needs to be in wake-up animation. Please let me know if there is any problem with this.
- Dance now uses the same checking method as other companions.
Some MCM Settings and Features
++ MSWL's Settings
+ Main Switch is in MCM. There are also the rings alternative to the main switch (no need any equip-slot), these can be crafted at the Chemistry station.
+ ON/OFF of [Check the Player's Sleep State]
- When set to "Do Not Check", this MOD ignores whether the sleep menu was executed just before the "pillow-talk".
+ High Chance, Medium Chance, Low Chance
- Scripts with different probabilities are attached to each dialogue. You can change the number of probabilities, but you cannot change the type of probability. Sorry.
+ Waiting Time in Seconds (You can change this number in MCM)
- There is a little waiting time for RP, before and after an AAF scene. The companion will follows the PC and looks at the face. (Some companion management MODs may interfere with the function of looks at the PC's face.)
+ Minimum Sleeping Hours
- If the sleeping hours is shorter than or not equal to the setting hours, MSWL scene will not be started.
++ AAF Scene Settings (Only affects MSWL's AAF scenes)
+ Duration of Animations
+ ON/OFF of [AAF's "travel and wait" Packages]
+ ON/OFF of [Animations Using Furniture]
- (You can set a percentage for "furniture-preference", also set the "Furniture Scan Radius", in MCM.)
+ Whether to include aggressive animations or not, or use aggressive animations only.
- (Tags MOD like "Animation Position Tags" or "[AAF] Themes (beta)" by Halstrom is required.)
+ ON/OFF of [Change Subs' Expression to "in Pain", If "Aggressive" Animation is Playing]
- Note that if "xxx_animationData.xml" has any animations with blank gender settings, and the actor nodes in that animation node are not in the order of F then M, this function dose not works well. (Not the subs' expresson, but the aggressor's expression will be changed to "in Pain".)
- If "ignore_animation_genders" in "AAF_settings.xml" is "true", "the order of F then M" is required for all animations.
- If not works well, please turn off this function or edit those xml.
Examples for required order:
<animation>
<actor gender=""> Settings for "Receiving" Actor, like Female. </actor>
<actor> Settings for "Giving" Actor, like Male. </actor>
</animation>
<animation>
<actor gender="F"> Settings for "Receiving" Actor, like Female. </actor>
<actor gender="M"> Settings for "Giving" Actor, like Male. </actor>
</animation>
++ About PC's Position (Only affects MSWL's AAF scenes, and Most only affects the same-sex scenes)
- Receiving, Giving, Random
+ If "ignore_animation_genders" in "AAF_settings.xml" is "false (Default)", this setting will works with the following animations.
- Same-sex animations.
- If there are any animations with blank gender settings, such as <actor gender =""> line or "gender =" is omitted, in the "xxx_animationData.xml". In this case, "the order of F then M" is required for those animations.
+ If "ignore_animation_genders" in "AAF_settings.xml" is "true", this setting will works with the following animations.
- "The order of F then M" is required for all animations.
- All animations regardless of gender settings (...I think).
++ The AAF_GenderOverride Rings
- Add/remove the following keywords to equipped character. These rings can be crafted at the Chemistry station. (Only works with unique characters).
- Characters with these keywords are treated as the indicated gender in AAF.
- If you add/remove these keywords in the middle of the playing, you will need to save and load for reset the AAF's cache or something to actually apply the keyword to the character.
+ AAF_GenderOverride_Female
- Cum Overlays after animations will be applied. Male genital morph will be no longer apply.
- "ON/OFF of [Morph a Male PC who has "Female Keyword"] for MSWL's AAF scene" is available in MCM. (ApplyMorphSet to OverrideFemale-Male seems to works only for PC (or Doppelganger), for now.)
+ AAF_GenderOverride_Male
- Cum Overlays after animations will be no longer apply.
- I have not tested what happens to female's strapon, sorry.
++ Turn PlayerComments MOD OFF During the Scenes
+ Only during the MSWL scenes.
- For no more comments on the partner's naked body or Race or something.
Patch ESPs For "Non-Vanilla Companions"
Meet FULLY VOICED Insane Ivy 4.0! By Reginald_001
https://www.loverslab.com/topic/100597-meet-fully-voiced-insane-ivy-40/?do=findComment&comment=2507881
I'm Darlene v1.13 By Gépalladium
https://www.loverslab.com/topic/114400-aaf-morning-sex-with-lover/?do=findComment&comment=2541851
95026 downloads
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Rogue Sexbot
By stobor
There are several excellent mods available that let you wander the Commonwealth as a sexbot, but it's a bit jarring that nobody seems to recognize your nature. So this mod aims to provide some of the key NPCs with additional dialogue and behavior to make this a more immersive experience. It doesn't provide a story quest, in the traditional sense - just some extra role-play opportunities to fit into your own tale.
The A.S.I.A. mod is an excellent option for this, there should be no conflict between these scenes and it's terminal-driven storyline. Another good choice is the Rogue Prototype armor mod (with Unique Player to create a unique nude body for the player). But you can use any body you like, it doesn't affect this mod's behavior. It's written for female characters, but gender roles are not enforced in any way.
NPC Interactions:
Sturges may proposition you, anytime after completing the settlement tutorial quest for him. Deacon (as a follower) has several new dialogues, mostly in major settlements, provided you have Devious Devices and/or RSE. MacCready (as a follower) may proposition you, once he gets to know you a bit (kill off the Gunners at the overpass). Piper is curious about how lifelike you feel (does not require that she be your follower) Hancock may demand tribute of a personal nature (does not require that he be your follower, does require Fahrenheit to still be alive). Nick Valentine may comment on your similarities. And the nicer packaging. Random passerby may make rude (or admiring) comments. Some of them are specific to Good Neighbor or Bunker Hill, to give each community a more unique flavor. ASIA sexbots have a few new dialogue scenes of their own, including one to cadge Nanite Overclock drugs from the player. Patrick (Trudy's Jet-addict son) has a bit of new dialogue as well. Knight Rhys has a scene of his own, once you've completed your first radiant quest for him (Brotherhood quest line). Travis has an option to start an Infiltration mission, at the appropriate point in the Confidence Man quest (i.e. to scout the Beantown Brewery). Sturges can also start an Infiltration mission, once you've done a scene with him - though he won't follow you. This makes Infiltration a viable option for the Corvega Factory mission: get in, hack the Protectron, and escape in the resulting confusion. Strong can also proposition you. Codsworth cannot, but may have other comments from time to time. Several of these scenes are repeatable, and responses are slightly different after the first time.
Infiltration:
Once they get to know you a bit, either Deacon or MacCready will have a new dialogue option: they'll offer to hold your guns while you go off and infiltrate a raider or supermutant camp... as their toy. Should also work with Strong (as of v1_3). You'll be able to talk to the raiders or mutants, and may even get paid a little. You can probably filch stuff from camp, while you're at it. With the right animations installed, gang-bang options will be available. Actors will be chosen from among the ones who've already greeted you, whether they previously participated in a scene or not. Max of 5 actors, including the player character. Equipping a weapon will end the infiltration, and the bad guys will turn hostile again. Immediately. Equipping a mine or grenade (when sneaking) will not end the infiltration - if you can find or steal one. Using a cookpot or chem lab with Rat Poison in your inventory will give you a chance that people you encounter will take tainted food or drugs from you. Low level raiders may die, others will just be weaker. Poison is slow acting, and doesn't affect everyone you meet. This scenario is repeatable. Assuming you can still walk afterwards.
Mod Interactions:
Uses a collar from Devious Devices, if available. Notifies SexAttributes if scenes are aggressive or consensual, and may defer scenes if the character's too worn out. Adjusts D/s orientation in SexAttributes, depending on dialogue responses (mostly towards the submissive side). Uses 'Pickaxe Body Spray' from RSE in one scene, if available.
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Thanks:
Thanks go to the LL mods gang, for fantastic mod resources.
Thanks to @Caiena, for the Russian translation.
Thanks to @CGi, for the German translation.
Requirements:
This mod requires AAF for animations. It won't load without that. FP-based mods should (mostly) work with it, using the AAF FourPlay proxy.
The new dialogue is not voiced, so turn on subtitles.
Optional extras:
A.S.I.A.
New A.S.I.A with BoS Addon
Rogue Prototype ( and Unique Player to provide a unique nude body based on it )
Recommend adding the SavageCabbage animation pack, if you want gang scenes to work.
SexAttributes (the AAF version of FPAttributes)
RSE (either FP or AAF)
Devious Devices
Conflicts:
No known conflicts.
Version History:
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