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Fallout: New Vegas mods that don't fit in any of the existing categories

48 files

  1. NVSE Extender (aka NX)

    This is a plugin for NVSE, providing new script functions for modders.
     
    !!! FOMM REQUIREMENT !!!
    This FOMOD install requires my custom FOMM build from right here @ loverslab. The original/vanilla FOMM will not install executable files like dll's. At least, if I remember correctly, it won't. I don't know if NMM will install them either.
     
    Extender Version: 18
    Released: 5-Jan-2019
     
    Requires NVSE 4.5.7 or later
     
    Project source code: nvse extender. Send myself or jaam a message here or there if you'd like to contribute to the project. We are both admins.
     
    What does it do?
    NVSE Extender provides additional functions available to modders. Some will provide information via the console as well. It uses the save/load notifications to save (and load!) its data whenever the game is saved.
     
    How do I install it?
    Download the FOMOD for the version you want and install it with FOMM. You do not need the other files, and you only need ONE fomod.
     
    Advanced users:
     
     
     
    What functions are available?
    There are many functions available. I need to redo this documention to list and explain them all.
     
    Current implemented function list:
     
     
     
    Can I include this with my mod, upload it elsewhere, etc?
    Sure. You can do whatever you want with it.
     
    If you screw up your players by installing an older version than they already have, you deserve a slap. If you upload it somewhere else and claim to be the author, you can field the bug reports and write the fixes, while rotting in hell.
     
    I'm all about letting people do whatever they want with stuff I create, but be responsible about it and don't be a dick.
     
    What does the future hold?
    Many other functions are planned, they are discussed in the support thread.

    347,120 downloads

    Updated

  2. SmallerTalk

    SmallerTalk version 1.2.6
     
    I have taken ownership of Prideslayer's SmallerTalk and have added a few new features to it that will, and this has been proven fairly
    extensively through testing some very hard to talk to NPC's, make SmallerTalk a replacement for SmallTalk for any mod that needs the
    functionality SmallTalk provides.
     
    Why use SmallerTalk instead of SmallTalk?
    SmallTalk overrides vanilla records, SmallerTalk does not.
    SmallTalk is huge and causes you to watch the entire load sequence, SmallerTalk does not.
    SmallTalk does not handle dialogues it doesn't have a replacement for, SmallerTalk does.
    SmallTalk cannot fix NPC's that have forced goodbyes, SmallerTalk can.
    SmallTalk propagates all vanilla dialogue errors fixed by community and official patches/dlc's, SmallerTalk does not.
     
    How SmallerTalk works:
    SmallerTalk has a non-vanilla greeting and a non-vanilla response. It hooks the use of the ActivateControl (typically the "E" key) and if the target is not
    in combat, is not a creature, is not dead and IS an actor... it performs "StartConversation player, SmallerTalkGreeting" and sets a variable that is used by the greeting as a selection criterion so the NPC uses it. It does NOT in any way alter activation so it won't mess with activation scripts nor stop standard dialogue whatsoever. What it does do is cause a conversation with an NPC who has nothing but "goodbye" flagged dialogue responses that proceeds as follows:
     
    NPC: What's up?
    YOU: Nothing much... and you?
    NPC: Same ol', same ol'...
     
    ...
    and then it does not close the dialogue. Any mods you have that hook into GREETING that would display options such as SewerSlave, SexoutSex,
    HowAbout, UseableCigarettes and other mods of that type will then display their dialogue topics.
     
    More Information
    NEW In 1.2.6... Prefaced all debug messages with "SmallerTalk: ".
     
    NEW In 1.2.5... Ability for mods to have NPCs ignored by SmallerTalk. 2 options... add NPC to SmallerTalkIgnoreList (formid list) or SmallerTalkIgnoreFaction (faction) with rank 0.
     
    NEW In 1.2.4... Randomized dialogue (10 random greetings and 10 random responses) available as an MCM option, default is OFF
     
    In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON
     
    In 1.2.2... Reverted to armor tokens so they could be set non-playable and not appear in vendor inventories.
     
    In 1.2.1... Fix for weapons disappearing and becoming unusable.
     
    In 1.2.0... PROPERLY checking for GetSleeping now
     
    In 1.1.9... Can set timer delay from 1 to 10 seconds in MCM screen (default = 3).
     
    In 1.1.8... entirely new dialogue initiation code using a dialogue token, won't stomp on vanilla dialogue that was flagged as both SayOnce and Goodbye.
     
    In 1.1.7... the MCM config option to disable SmallerTalk while sneaking.
     
    In 1.1.6... critter support with body language dialogue in place of speaking... can be disabled(default)/enabled through MCM
     
    Altered Companion Wheel functionality response to disregard Cass so you won't see "we done?" , you'll get the SmallerTalk greeting-response, this is
    because Cass was EXTREMELY resistant to SexoutSex dialogue.
     
    Some NPC AI was locking up after using SmallerTalk on them. This is an attempted fix, please let me know if you have any more AI lockup issues.
    Added double protection AI reset Token. Fixed code error.
     
    With MCM you can enable or disable the mod from the MCM menu.
    With MCM you can enable or disable debug messages from the MCM menu.
    MCM is NOT required by the mod but the mod does support its use.
     
    SmallerTalk can display debug information. Typically it can be displayed by typing "set .doDebug to 1" or turned off (default) by typing "set .doDebug to 0".
     
    One
    situation with the companion wheel has a special handler... in the case
    of trading using the companion wheel, I have set SmallerTalk to NOT do
    its conversation and instead respond with "We done?" and exit the
    dialogue. This was an unintuitive use of SmallerTalk and was
    disorienting to testers so it was changed. Cass exempted from this.
     
    If tapping the activate key (typically the "E" key) does not start the SmallerTalk conversation or an NPC proves unwilling to start the conversation... simply hold down the activate key for 3 seconds while keeping your crosshair on the NPC and then release... that WILL initiate the SmallerTalk conversation even with the most recalcitrant NPC's who possess factions like ForceNoGreeting like wastelander template NPC's, AWOP Wastelanders, freeside generics, and such.
     
    Modders wishing to test SmallerTalk versioning from within their code to see if the user is using the right version can check the global value "SmallerTalkVersionNumber" and/or the mod description. The mod description will be in the form "v1.0.0" and the global will be a float such as "1.00". The two will be kept in sync with each new release as they happen.
     
    Feel free to provide feedback, testing results and bug reports in this thread.

    217,119 downloads

    Updated

  3. BodyMorph 1.x [Fallout NV]

    This is the continuation from THIS THREAD, separated for a matter of practicity.
     
    >Short summary
    BodyMorph is a framework which allows to change the aspect of in-game humans (PC and NPCs). The core handles the changes, but it doesn't do anything by itself. So, to see its effects you'll have to install specific plugins for that, which will be located in separated pages (i.e. BodyMorph Selector And RaceBodyMorph)


    >Avaiable Plugins:
    RaceBodyMorph - A fully configurable plugin to randomize npcs. Requires latest NVSE and MCM
    BodyMorph Selector - A basic tool which allows to target a NPC (or PC if noone is targeted) and edit the single bone values via hud. Requires latest NVSE, MCM and UIO
     
    >Skeleton:
    The mod comes with custom 1st and 3rd skeleton. It is compatible with the major skeletons (Astymma, Thaunx BnB body, probably BnB extended too). It is *not compatible* with extra peculiar bones (i.e. tail or wings from Deedes' "The skeleton", resize bones of Malos' resizer - or more in general with any extra bone that I don't know, give me a holler if you need some compatibility added).
     
    FOR MODDERS: DO NOT RIG or DO NOT ANIMATE with this skeleton. This is not law, it's just a suggestion, this skeleton's not made to be used in that way. But you probably already know it.
     
    This skeleton is compatible with this mod
     
    >Installation:
    Same as for the previous version. It's a FOMOD, so if you use a mod manager like FOMM you should be able to install it with a click (suggested). Alternatively, you can extract the content under Data using 7zip (not suggested)
    Requisites:
    - Latest NVSE (5+)
    - NVSE Extender (NX)
    - MCM (maybe not mandatory but strongly recommended)
    - Lutana (Optional)
     
    >Compatibility and downsides:
    Mods that alter skeleton.nif could not be compatible. It's not always easy to understand if a skeleton is or is not compatible, between 2 mods, so don't forget to ask for advices to the modders who did the mods or to some user who knows about it.
    Skeleton's compatible with Sexout, it should be the same one.
    It is also compatible with BnB, it shares the same bones.
     
     
     
     
    IMPORTANT NOTE: ACTUALLY THE WHOLE LOWER BODY IS NOT ACTIVE, i.e. you can't morph thighs, or at least you can change values but you won't see any difference. This should be solved in the future, but it requires a pretty heavy patch and the introduction of a custom body replacer.
     
    >MCM:
    MCM has plenty of options, but I'd want to spend few lines about the bones selections. It is strongly suggested that you deselect all the bones that don't interest you. For example, you find that shoulders are useless? then deselect them on MCM. You only want to tweak the arms on the player, while the npcs should be randomized in all the bones? then select only the arms for the player and all the bones for the npcs (options are separated on MCM). Same thing for the bones which are typical for gender (i.e. breast for fems and penis for males), selecting "Both" wouldn't make sense. In game, you won't see the effect anyway, but deselecting them on MCM is important to optimize the performances of the whole mod.

    17,947 downloads

    Updated

  4. Shake The Dope Out

    D- ...do you have any jet? Jet.
     
    Massively expands Jet. Adding multi-dosing, comedowns, like in FO2
     
    - 6 Levels of Jet High (Minor buzz -> overdose)
    - 5 Levels of Jet Comedown (minor hangover -> dangerous)
    - 10 Levels of Jet Addiction (Tolerance)
    - 4 Levels of Jet Withdrawal (minor -> mind destroying)
     
    Taking Jet boosts you jet levels, the higher it is, the better the high. High levels give big stat bonuses, and occasionally extra perks in combat (bullet time, DR, low health regeneraton). Over time it decreases, and when it gets back to zero you get the comedown, which sets it to a negative value. You can take a load more jet then to get back up, but you can't run from the comedown forever.
     
    Your tolerance level (addiction) starts at 0, as you take more it increases (game days limits speed). The higher your tolerance, the lower jet boosts you, the faster it wears off, and the worse the comedowns get.
     
    After developing addiction and going cold turkey, withdrawal sets in at varying speeds and increasing levels, dependent on addiction level. At severe levels, expect insomnia, hallucinations and impulsively starting conversations with NPCs asking if they have jet. If they do, you may be unable to say no. You're going to have to trade something.
     
    Jet is very moreish, with addiction you may impulsively take jet if you have it.
     
    After going Cold Turkey for a while, your jet addiction level decreases slowly back to 1. It can never return to 0.
     
    A new chem pusher is added in Freeside, Westside and North Vegas Square.
     
    ---
     
    This mod is great for anyone who always fantasized about being a desperate hard drug fiend!
     
    Or... well, it is fun too. Maybe.
     
    --------
     
    Requirements
     
    NVSE 4.5.7 or later
     
    Optional
    NX
    Sexout '84 or later
     
    Conflicts
     
    This mod must be loaded after anything that modifies the vanilla items: Jet, Dixon's Jet, and UltraJet. (SexoutDrugging does not, so no issues there).
     
    TTW
     
    It will work, although it is NV focused.

    4,801 downloads

    Updated

  5. RaceBodyMorph (NPC BodyMorph Randomizer) 1.0.2

    RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...)
     
    A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK.
     
    Description:
    Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM.
    Use Ctrl+M to quickly access the Activation Menu.
     




     
    Requirements:
    BodyMorph 1.1.0+, of course.
    NVSE.
    NVSE Extender (NX).
    Mod Configuration Menu - Needed to activate and setup the plugin.
    Weighted body, like T3F Body with BnB (look in Files section).
    Weighted armors or clothing, like Bouncing Breasts Type 3 Armors.
    Or T3FBBR BnB Body Replacer + Rough Outfit Conversions.
     
    Notes:
    There are alot of changes as of version 1.0.0 (January 3, 2016). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so:
    Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph.
     
    Updating RaceBodyMorph or the core BodyMorph to a new version will deactivate the mod and reset all settings on load, so be sure to use the mod's Save/Load Settings function to save time.
     
    Changelog:
     

    7,362 downloads

    Updated

  6. Wild Wasteland Perks

    Just a fun little mod I made because I lost a bet to someone a while ago. I figured that instead of keeping this on my Nexus, I could upload it on LoversLab as well because we all appreciate a good laugh every once in a while.
     
    Questions you may have:
     
    What does this mod do, exactly?
    It replaces the descriptions of all perks and traits to something more goofy. That's all, really. There's two versions: the Vanilla and GOTY. Download Vanilla if you don't have all DLC's, download GOTY if you want all descriptions of the base game and the official DLC's to be changed.
     
    What's happening with the mod from here on out?
    Not much. Unless, of course, people show high demand for stuff like a TTW version, in which case I'll probably make one of those as well.
     
    Why nothing sex related?
    Because I can.

    812 downloads

    Submitted

  7. BodyMorph Selector [FO NV]

    >Description
    A small plugin for BodyMorph which allows to modify values for actors' bones (both PC and NPCs).
    You aim someone, tap the hotkey, it will blink red, then you hold the hotkey for a couple of seconds and the menu will appear in game. If you don't aim anyone, then the player will be selected (it will blink green).
    You can browse the node list with forward / backward (W / S) and change the values with left / right (A / D)
    The list of nodes is picked from the filtered list on the MCM menu, means that if you disabled "arms" you won't be able to select here too.
     
    When you change value, it won't be instantaneous, it requires a variable quantity of time which could be 1 second or more. You can decide to not wait for the changes and simply choose your value, i.e. if you need to pass from 0 to -10 you don't have to wait for every step, just reach -10 and wait for the last morph queued and see if you like the result.
     
    When you've finished, jump (default space) will quit the menu. The menu will also be force quitted if an enemy engages you while you're editing, however it's not a bad idea doing it in a calm place.
     
    When modifying NPCs, you can experience an issue where the morph seems not working. It's not so uncommon, it usually happens if the npc is already doing something, i.e. leaning on a wall.
     
    > MCM
    Enable / Disable mod: ...
    Hotkey: allows to define a new hotkey to tap / hold
    Hud aspect: will allow to configure the small hud position on the screen. It will be always centered horizontally, you only will be able to move it vertically. You can also change the font and the space among lines - this is useful for users with DarnUI or other font replacers, so they can adapt the hud to whatever font they want. All the keys to use these options are specified in a message when you click on the MCM option.
    Hold time: the amount of time you must hold the Hotkey to let the menu appear.
    Debug mode: it spams my messages on console - you should disable it if you don't have problems.
     
    > Install
    Use a mod manager or extract the content under Data.
    Requisites:
    - Bodymorph 1.1.0+
    - Latest NVSE (5+)
    - UIO
    - MCM (shouldn't be mandatory but it's useful)

    6,822 downloads

    Updated

  8. Clean Quick Saves

    Reusing the same save game slots causes an increasingly severe performance drop, due to the shoddy Gamebryo engine.
     
    This simple mod allows you to make clean quick saves in a new slot each time, and also quick load them via keys bindable in MCM.
     
    Save game names are in the format "Location Date Time"
     
    You can use the vanilla F5 / F9 keys, just make sure to unbind them in the vanilla options or they'll both trigger at once.
     
     
    Requires MCM and NVSE 4.5+.

    1,473 downloads

    Updated

  9. Orphan Tycoon

    Let's not beat around the bush, everyone wants sex but not everyone wants a baby 9 months down the line. Sure, "you should have used contraception", or "couldn't you have gotten an abortion?", all too commonly, it is a bit late for that. Horror stories are whispered of babies being discarded in dumpsters or sold to cannibals, but we pretend not hear them and tell ourselves "What else can be done? It's not my problem. It can't really be that bad".
     
    Until now. Introducing: Orphan Tycoon
     
    ---
    Now you can find a new home for your unwanted little urchins, and hopefully feel a little less guilty about it.
     
    - Sister Assumpta can be found at the old Mormon Fort, and runs an orphanage in Freeside.
     
    - The Legion run orphanages in the East, and Marcus Drusus at the Fort is always interested to acquire new souls.
     
    ---
     
    Requirements
     
    Sexout Pregnancy
    NVSE 4.5 or later

    1,091 downloads

    Updated

  10. TTW - Mojave DC Makeover

    TTW Mojave DC Makeover
     
    Prettifies some FO3 NPC's using Mojave Delight resources.
     
    Requires
    TTW
    Mojave Delight Resources only. The esp is NOT required!
    A Type3 compatible body. Such as this, or TypeN. Anything that has Type3 compatible textures.

    FAQ
    What about TTW - Fallout 3 Redesigned? Doesn't that do the same thing?
    That covers a lot more NPC's than mine, however: I handle a lot of NPC's not touched by FO3 Redesigned. (I modified a lot of the DLC NPCs for instance.) I use both together myself. Just pick which you prefer to take precedence and either load mine last or FO3 Redesigned.
    So if the other one exists why update this?
    Any further updates to this will be NPC's not covered by FO3 Redesigned. Chiefly DLC NPCs primarily.

    1,112 downloads

    Updated

  11. Wasteland Stress

    Adds a Stress mechanic to Fallout: New Vegas's Hardcore Mode.
     
    How it works:
    -Stress piles up every second you spend breathing. (5 Stress/second)
    -Six tiers of stress, with 2500 Stress for every tier.
    -Stress increases even faster under certain conditions (being in combat, having low health, radiation poisoning or low weapon health)
    -Stress can be decreased by either sleeping, using alcohol/relaxing chems or playing a minigame (caravan, blackjack etc.)
    -If you can't keep your stress low, you will experience debilitating side effects (the vanilla hardcore diseases are nothing compared to this.)

    568 downloads

    Updated

  12. Hairs - Races Auto - Patcher [FONV]

    24/03/2017 - Added JIP NVSE version.
     
    Description
    Everytime you install custom hairs or custom eyes, if you want them to be used in your favourite custom race you must open the GECK and add them in the list - basically you must patch them manually.
     
    This small script does it for you, everytime you load the game.
     
    You'll be able to load any hairstyle and eyes, and it will spread it on any race you have installed. IIl will execute when you load the game, when you'll arrive in the main menu - the game will freeze when loading the arrays, and when it has finished it will show you a message box. NOTE: if you'll open the console at this point, you'll be able to see how many eyes / hairs were added to records.
    If you have slowdowns / freezes after the message box, they're not caused by this mod. How much time it will take? it varies by some factors. It makes many operations, it can make *some thousand* operations. I tried with ARES + Mojave Delight + Mojave Delighted + Mikoto, it took about 4 seconds to load everything. Considering how big Mikoto is, it was a very fine result for me. If your loading times are too high, then consider to reduce the number of races / hairs or not use this small mod.
     
    The mod also provides you an item under Apparel, named [Mirror-Hairs ] and [Mirror-Eyes]. f you click on them, it will close the pipboy and after 1-2 seconds it will open the barber menu for hairs and the plastic surgeon menu for eyes, so you'll be able to change your hairstyle.
     
    Requisites
    - NVSE 5+
    - JIP NVSE
     
    Installation
    Drop the ESP under Data and activate it. To uninstall, simply remove it and make a clean save.
     
    Issues and Conflicts
    Sincerely, I can't think to any possible downsides right now. Let me know if you'll have issues posting your experience on the thread.
     
    For hairs, maybe you could have some improper hairstyles if you play with child races, it's not made for child races. If you find any issues please use the thread to warn me.
     
    A note about eyes: there are some mods that introduce a new kind of eye, with a different UV. Basically, its texture can't be adapted over a vanilla eye and vice-versa. Translated in practical terms, it means that since this mod knows nothing about which model you install and it only merges them all together, you'll find yourself with some eyes that look well and some other eyes that have obviously a wrong texture over them. You can't do anything about it. To use a fantasy comparison, it's like if you install UNP body on Skyrim and then you want to use CBBE textures over it.
     
    Update: there are essentially a couple of issues I managed to find during further tests.
     
    - One is well known since always, you can read about it on some race pages too (i.e. Mojave Delight if I remember well). It is about the fact that under some circumstances you can't change eyes and hairs together. If you want to change eyes, you should first choose some vanilla hair and then change eyes and then change hair back to your custom model. I say "under some circumstances" because for Mojave Delight and its eyes / hairs it always happened to me, but on other races it doesn't, so I still can't say what's the real cause.
     
    - The second is a lil more strange. It's still about eyes, they cause me random freezes if I change them on the fly in game. As it is, it seems game engine related, and it depends by the kind of custom race I'm using. For example, with vanilla race and custom eyes + hairs I didnt' have problems, while on ARES I had it often.
     
    This, for me, means that you probably will be able to use every hair and eye you want (but keep in mind the point number One for some races) during the character creation, but changing them later could lead to problems, so save your game before changing something to avoid to loose where you arrived, because of the freeze. This also means that you probably could avoid further freezes if you swap race, but it causes other downsides, in every Bethesda game changing race resets things like attributes / skills etc.
     
    TL;DR THERE SHOULDN'T BE ISSUES DURING CHARACTER'S CREATION, BUT THERE COULD BE SOME IF CHANGING THE ASPECT LATER. I'LL LEAVE THE TWO MIRRORS ON THE PLAYER'S INVENTORY, BUT BEFORE SWAPPING YOUR ASPECT ON THE FLY (mainly eyes), PLEASE MAKE A SAVE FIRST.
     
    Also, it could be that some mods like NVAC or some specific tweaks / settings could reduce or avoid this issue, it could be nice to make further tests with these.
     
    Credits
    hlp for NVSE 4+
    JazzIsParis for JIP NVSE
    Luthien Anarion for Lutana
    raschau on Nexus for the idea of adding eyes
     
    Permissions
    My general rule on permissions - you can do whatever you want but not for commercial use; if it's marked as Beta/WIP, then do not use it, it's better if you contact me and we cooperate; if you use something from my mods, some credit would be nice, but if you can please inherit the permissions, so that others will be able to use your mod too, mods deserve to be spreaded.

    1,338 downloads

    Updated

  13. Heaven's Motel

    Welcome to Heaven's Motel.
     
    A nice FALLOUT 3 megaton style house (or whatever you wanna call it)
     
    Its located near repconn HQ (one with the "demons" inside), you cant miss it walking to repconn HQ after the Checkpoint its to the right when going down hill
     


     
     
    Requires Fallout NV and Honest Hearts DLC.
     
    This mod is not to be released anywhere else then Loverslab and Gunetwork. If found else where Send me a message VIA inbox.

    216 downloads

    Submitted

  14. Bribe The NCR To Reduce Infamy

    This is a very simple mod, but I thought someone might like it.
     
    When you have high infamy with the NCR, you get the rangers threatening you and warning you have 3 days to improve your reputation or they are bringing you death.
     
    It can be quite difficult to improve your reputation, especially if you have already done a lot of NCR quests, and lore wise, the NCR has plenty of corrupt politicians and brahmin barons exploiting the system. You can't bribe the rangers, they're too clean, but you can go to the Mojave Outpost and talk to Major Knight, who is authorised to sell treasury bonds which is essentially bribing the official justice system. They don't give you fame, but for every 1000 caps you spend, it reduces your infamy by 4%.
     
    Requirements
     
    NVSE v4.2 or later
     
    Why does it require NVSE at all? No good reason, purely to force anyone still using V2 to upgrade, since I feel that having most people still using old versions holds the modding community back
     

    (The screenshot is just to make the page more interesting, its actually from a dream in Another Kick in the Head)

    740 downloads

    Updated

  15. FEEL - Facial Expression Editor (Limited *pfft*) [FONV]

    - UPDATE -
     
    09/04/2017
    V.4 - Added a correction on the code during the initialization.
     
    23/03/2017
    V.3 - REQUISITES CHANGED, check description. Introduced new check version with JIP and corrected small typo on player selection with R
     
    27/02/2017
    V.2 - Added a full reset. Now when you press DEL to reset the values, it should also reset your face.
     
    - DESCRIPTION -
    An in-game facial expression editor, if you used something like that in Skyrim then you're already used to it.
     
    You open an Edit mode, it goes in TFC (Fly cam), an UI with the list of phonemes appears on the screen, you choose a phoneme, you choose a value, you apply it, your character's face will change.
     
    So why "limited"? because after a while that you are using it, you probably will start wondering "what if..." "can you..." - well, the answer is 99% of times No. Just because what was viable was already made. And I'll add, "unfortunately", because it could have given a lot of pretty opportunities. However, while I can't change the game engine's behaviours, I can still change the "mechanics", the way I wrote the editor, if it helps the user's experience, so please drop me a line with a feedback if you have an idea to share.
     
    - KEYBIND -
    All the keys can be changed via MCM. Here's the default ones:
    I - Enters / Exits the Edit mode, to edit the facial expression. It also calls the TFC (flycam) if you're not on it.
    Up / Down arrow - browses through the list of the phonemes
    Left / Right arrow - decreases / increases the value of the highlighted phoneme
    Left Shift - Hold it to speed up the previous actions
    Return (the main one, not the one on the numpad) - Applies the highlighted value
    Del - Zeroes all the values (which doesn't mean it resets your facial expression v.2 should reset the face too)
    Page Up - Changes category / page .There are 3 categories: phonemes, modifiers, expressions
    Numpad numbers 1-6 - They allow to store a preset. To STORE a new preset, you must HOLD the key for a couple of seconds, until you hear a sound and a message on top right of the screen will warn you. To LOAD a preset, you must TAP the key and you'll hear a different sound, and a message on top right of the screen will warn you.
    R - cycles through the targets in the list (see later). The selected npc will have a blue cloud on it for a couple of seconds.
     
    - USAGE -
    I will describe the usage with an example, so you can understand part of the limits by yourself.
    - I press "I" and I go in edit mode, to change the player's expression.
    - I put my freecam in front of the face, I modify the Aah phoneme value, I press Return to apply it.
    - I don't like it, so I increase that value, I press again Return to apply it.
    - I move on another phoneme, i.e. Big Aah, I select a value, I press Enter to apply it.
    - Now I want to see how the Big Aah would show without the Aah, so I go back on the Aah, I select a zero value, I press Return to apply it.
    - I proceed in this way until I find a good expression, then I HOLD the Numpad 1 for a couple of seconds, until I hear the sound and the message tells me that it's stored.
    - Now I want to make a new expression, I press Del to zero all the values, BUT FIRST I memorize which ones I changed, i.e. Aah, Big Aah and Ooh, because I will have to go over them one by one and apply the zero pressing Return and since v.2 this should also reset my facial expression.
    ...
    - Now I stored some expressions. I prepare myself to make a screenshot, I load back the first stored expression TAPPING Numpad 1, the sound effect and the message on top right will tell me that it's loaded, but the face won't be changed - to do that, I will have to browse through every single modified phoneme and press Return to apply them.
     
    - TARGETING -
    If you simply press I, you'll go in Edit mode and the player will be the only target.
    If you press I while having a NPC on your crosshair, you'll go in Edit mode with both the player and that npc as viable targets.
    If you press I and you are using Sexout, it will load Sexout's targets (actor A, B and C) in the list of viable targets - UNTESTED, please report issues.
     
    - PROBLEMS / LIMITS -
    - If you Apply two values too fast, the second one will reset the previous. The necessary time for the game engine to apply it, is about a second.
    - If you Apply many values too fast, even if only the last one will be applied, every command will still be queued and will need (number of operations x 1 second) seconds to end up the queue. Queue is persistent through saves, so don't think to trick it loading a save, you just need to wait
    - A facial expression is PERSISTENT THROUGH SAVES: if you have a open mouth, you'll have to close it. If you don't, and you simply load a previous game, you still will see the mouth open.
    - A facial expression is NOT PERSISTENT if you exit the game or go back to main menu. This also clues you something important - whatever you do, you can't do any real damage, don't be scared.
    - It shouldn't clash with any mods that use Special Idles, so it should be compatible with them (i.e. Sexout)
    - It should clash with FAFF and any other mods that introduce a reset of facial expressions inside an animgroup (i.e. I can think to... uhm... animated chems or something like that). If they give you troubles, remove the added animgroups (like, mtidle etc.)
    - There could be some cases where some specific expressions don't apply - you could need a different skeleton, let's talk about it.
    - My ARES doesn't morph Eee phoneme. Didn't inspect too much the reason.
     
    - REQUIREMENTS -
    - Last NVSE
    - JIP NVSE
    - MCM (optional but strongly recommended)
    - JIP UIO
     
    - INSTALLATION -
    Extract the content under Data and activate the plugin, or use your favourite mod manager.
     
    - PERMISSIONS -
    I guess it's a final version, you can do whatever you want with it, if it's non-commercial / doesn't involve money.
     
    - CREDITS -
    hlp for NVSE
    Pelinor for MCM
    Doctasax for uMCM
    JIP for UIO and JIP NVSE
    panthercom for testing

    505 downloads

    Updated

  16. Deserted Radio Station - Couriers Home

    Welcome to the Deserted Radio Station - Couriers Home Mod
    Version 1.0
    by Morgan Riggs
     
    About
    The Deserted Radio Station is my first mod for Fallout New Vegas. It is a smaller but organized and functional player home.
    The home includes the absolutely amazing mod "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8, for sorting equipment from your inventory to your home.
    The Radio Station is a lore friendly home with a cozy vibe to it. It is located between the strip and Vault 34 upon the hill of Vault 34.
     
    THIS MOD IS NO LONGER BEING UPDATED AND IS CONSIDERED COMPLETE.
     
    Other mods I've made
    WoSD - Weapons of Sex Destruction
    Boxing Gloves retexture - RENO
     

    ATTENTION!
    When you are updating to newer versions please make sure that you equip all your stored items and move your character out of the building and area.
    This is in case of updates that could interfere with your placement of your character or storage of items.
     
    Features
    A lore friendly home for you character
    Fully functional equipment sorting system to sort your inventory to containers in the radio station for both the lower and upper floor. (See the Sortomatic mod for more information on how to use it)
    A nice view overlooking the strip, Helios and Lake Mead
    A map marker for fast travel
    A small quest that gives some history of the place and its previous owner
    A unique weapon found later in the quest. It is slower than the original weapon but has more of a kick to it and uses a different kind of ammo!
    A bird pet static in the radio station
     
    Compatibility / Requirements
    This mod is using various items and clutter from four different expansions of Fallout New Vegas it also uses Sortomatic Mod.
     
    Expansions
    Dead Money
    Old World Blues
    Honest Hearts
    Lonesome Road
     
    Mods
    "Sortomatic - Modders Resource" by tunaisafish and Gribbleshnibit8
    NVSE

     
    BUGS / ISSUES
    If you would notice or experience any bugs please do contact me via private message or in the posting section of this page. All feedback is greatly appreciated!
    Try to get photos or video capture of the bug that you've experienced.
     
    Credits
    Many thanks goes out to
    - tunaisafish and Gribbleshnibit8
    For making an excellent mod tunaisafish and Gribbleshnibit8, Sortomatic - Modders Resource
     
    - Mike Hancho
    For making some excellent mods and tutorials on youtube that actually got me started modding Fallout New Vegas
     
    I hope that you will enjoy this new home, and please take a moment to endorse and give me some feedback so that I can improve and become a better modder.
     
    mod by Morgan Riggs

    395 downloads

    Updated

  17. (TTW) Chargen Quest Overhaul

    Overhauls parts of the Chargen Quests in Vault 101, with the center of attention being neat goodies you can get once Amata wakes you up.
     
    Changes:
    -During Baby Steps, you're now given a child's outfit so it doesn't look so awkward when using a 1st person camera mod.
    -During Future Imperfect (where you take the GOAT), your normal haircut will now show, rather than the default hairstyle.
    -When Amata wakes you up during Escape!, there is a unique piece of equipment somewhere in your room (either clothing or a weapon), this is different for every job you're assigned as result of your GOAT exam, so be sure to pick different options every time you play

    1,001 downloads

    Submitted

  18. NVSE

    This is a custom build of NVSE, required by the alpha/beta versions of the NVSE Extender.
     
    It will remain here until ianpatt or one of the other Silverlock guys updates the official NVSE download page with this version, or a newer version with the features from this one.
     
    I do extremely minor work on this myself, you can thank jaam for most of what gets done here! I'm only making the download page to keep the question/support issues about this version of NVSE in the Extender support thread to a minimum.

    1,418 downloads

    Updated

  19. NX Insight (MCM NX Data Viewer)

    NX Insight
     
    Description:
    An MCM mod that allows the user to view associated NX data of the target reference (Player if no reference under crosshair).
    NX variables to be displayed are defined inside the INI files located in "Data/Config/NXInsight/SubMenuFolder/INIFile.ini".
    Requires Lutana NVSE plugin to work.
     
     
     
     
    Directory Structure:
    GameDirectory/Data/Config/NXInsight/SubMenuFolder/INIFile.ini
    - SubMenuFolder (SubMenu, MCM has a 10 submenu limit, so 10 folders are possible)
    - INI file (contains section names and NX variables to be displayed)
    Folders inside directory "Data/Config/NXInsight" will act as MCM submenus.
    There are no hard rules on organizing keys inside the INIs, just make sure you got the NX key of the NX variable you want to display right.
    See attachments in the first post for sample INIs.
     
    INI Format:
     

    SectionName = Section name
    NXKey = NX key of variable to display
    Enabled = Determines if this variable will be displayed in the MCM, set it to 1.
     
    Requirements:
    Mod Configuration Menu
    NVSE
    NX (NVSE Extender)
    Lutana NVSE
     
    Note:
    Having an ini file with the name "System.ini" apparently crashes the game when initialized, probably some engine level stuff conflicting, so avoid the name "System.ini".
     
    Changelog:
     
     
    Attached are some INI files for BodyMorph, SOIntimacy and Spunk:
    NXInsight-BodyMorph.7z
    NXInsight-SOIntimacy.7z
    NXInsight-Spunk.7z

    480 downloads

    Updated

  20. Havok Bouncer for Deedes' "The Skeleton" [FONV]

    An OPTIONAL file for Deedes' wondrous "The Skeleton".
     
    It's a very small script that can be used INSTEAD of the TheSkeleton-CorpseFix.ESM
     
    Differencies:
    - It doesn't modify any vanilla ID
    - It solves the "raising dead" glitch on corpses from mods too
    - It works at runtime, so it's slower to start: it requires about 1-2 seconds to poke every corpse everytime you change cell.
     
    I did a small video that shows the difference in game:
     

     
    Requirements:
    - NVSE 4.5+
    - MCM
     
    Install:
    Unpack the content inside Data, or use a mod manager. It's a single file, so to uninstall it you simply delete the esp.
    The first time you go in game, it must be ACTIVATED in MCM, because it is DEACTIVATED BY DEFAULT.
    Remember: use this one OR Deedes' Skeleton-Corpses Fix, not both. While it won't cause troubles, it will create an additional work for your system that could be avoided.
     
    Technical:
    It's a simple scanner, whose frequency can be configured on the MCM. Everytime there's a cell change, it scans with depth 1 for corpses and fills an array. Later, it will walk the array in gamemode (frequency configurable via MCM, under the voice "smoothness") and will poke every raised corpse, so that it will bounce back on the ground. The impact should be very minimal on your system, however I would love feedbacks.
     
    Incompatibilities:
    I can't think to any possible incompatibility right now.
     
    Credits:
    All the credits go to Deedes, hlp and Pelinor.

    294 downloads

    Updated

  21. Stamina [FONV]

    - 03/06/2016: CRITICAL UPDATE - v2.5 is up; added safecrack to manually force PN values after uninstall if something goes wrong
    - 28/5/2016: CRITICAL UPDATE - v2.4 is up
     
    Description
    A mod that introduces a stamina / fatigue bar in the game, with its own hud on the screen, fully configurable via MCM. You'll get tired while doing normal actions, like run, sprint (if PN is installed, instead than using APs), swimming, grabbing items, wearing heavy armors or heavy weapons, shooting (because of recoil) etc. etc.
    Can be used by other mods, no need to be a requisite.
    Compatible with Project Nevada Sprint
     
    Fast start
    - Load the game, wait few seconds, then go on MCM and activate the mod under GENERAL(picture)
    - Go under ADVANCED and choose IMPORT (picture)
    - Whatever list of files you'll find, select ANICE.INI and load it (picture)
    - Go on MCM, under PLUGINS, check that everything is alright (picture)
    - Under ADVANCED, check that DEBUG is NOT selected (picture)
    - Play! Play!
     
    Purpose
    I had two main purposes. One was trying to introduce some mechanics that were allowing me to differentiate more the character's builds, because in my game I wasn't feeling enough differencies between a trained / strong character and an untrained / weak-but-smart character (leading to high INT as an easy choice and a better deal). The second was coming from Skyrim, and how I'm completely in love for my gameplay there (mainly based on Requiem), so I'd love to bring some of its features on NV, introducing few extra features concerning realism and immershun.
    Actually, I still make tweaks and add features, so I don't expect that everything is perfect and smooth.
    Here's an ingame test of v2.1 (the previous one), with old options based on Anice template:
     

     
    (The bar's on top right, the first one is not much visible at low resolutions when the sun is shining and I turn my ENB off to grab videos)
     
    MCM
    The mod's prenty configurable, there's many options in MCM to tweak better the game experience.
     
    - GENERAL
    General aspect and basic options.
    Picture
     
    - OPTIONS
    It contains the parameters (consuption) used by the formulas in the scripts, for the interaction between the environment and the stamina bar.
    Picture
     
    - ADVANCED
    This section contains advanced tweaking. Some of these parameters shouldn't be touched if you don't really know what you are doing.
    Picture
     
    - PLUGINS
    This section shows relationships with external plugins
    Picture
     
    Install / Uninstall
    Install requisites:
     
    - Latest NVSE (mandatory)
    - MCM (mandatory)
    - JIP UIO (mandatory)
    - JIP NVSE (strongly recommended)
    - Lutana.
     
    Then install the mod, check under PLUGINS if everything is fine, eventually check console to see if there are issues.
     
    To make a cleaner uninstall, go under ADVANCED, then click the option UNINSTALL. Follow instructions on the screen, save, quit, uninstall, reload that save, make a new save.
    v2.5 - I introduced a safecrack to prevent that Project Nevada AP draining isn't restored after the uninstall.
    To manually force its value, open console and write PLAYER.CIOS xx00FC2D, where xx is the number of the stamina mod in the load order.
    That ID is also written in MCM (under Plugins), if Debug mode is active. Also described during the uninstall.
     
    Updates
    Due to the scripted nature of the mod, I strongly suggest a clean save everytime there's an update. Since most of the options can be exported, it shouldn't be too much a chore.
     
    Interactions
    - You can import / export your personal settings (templates).
    Templates are located on Data\Config\Stamina. To create a new template, simply copy paste one of these and rename it.
    Ten files is the max that will be loaded, in alphabetical order.
     
    - You can use a custom bar without making a replacer. Put 2 files (a foreground and a background) inside the proper folder, located in
    Data\Textures\interface\Stamina.
    The files must be named with a specific prefix, see Picture. Size is 320x40.
    Ten files is the max that will be loaded, in alphabetical order.
    The fish bar I included is more like a joke.
     
    - For modders:
    A small example ESP is included in the download section.
    A bunch of infos in this TXT
     
    Credits and Permissions
     
    hlp for NVSE
    JIP for JIP NVSE and UIO
    Luthien Anarion for Lutuna
    Pelinor for MCM
    Adam, TommInfinite, CK for testing
    The two wondrous Daytunas' sisters of ARES, for being such kind testing scapegoats
     
    My general rule on permissions - you can do whatever you want but not for commercial use; if it's marked as Beta/WIP, then do not use it, it's
    better if you contact me and we cooperate; if you use something from my mods, some credit would be nice, but if you can please inherit the permissions, so that others will be able to use your mod too, mods deserve to be spreaded.
     
    May 2016: this mod is still updated by me

    372 downloads

    Updated

  22. Goodsprings Home

    This player home today will be located in Goodsprings!
     
    To find this gem, you just need to follow the road going to the Gas Station from the good Doctors house
     
    Screenshots:
     
     
     
     
     
    This house comes with my Usual set up. Bedroom/Kitchen/Armory!
     
    Requirements
    Fallout New Vegas
    Old World Blues DLC
     
     
    My mods are not to be released or altered in any personal way without my permission.
     
     
    Bugs:
    Plants outside are consider stealing. Will change tomorrow. Lol forgot to change it XD

    792 downloads

    Updated

  23. Pace Yourself

    WHAT IT IS
     
    Pace Yourself is a small utility that you can use to remind yourself you've been playing for a certain amount of time and should probably stop for a while. You can then simply dimiss the message, choose to be reminded again later, or leave yourself a note that will be displayed next time you start the game in order to remember what you were about to do.
     
    REQUIREMENTS

    NVSE 5.1.4
    JIP 55+
    JohnnyGuitar 2+
     
    CUSTOMIZABLE

    Both the messages you send yourself, and when they should be displayed, are easily customizable in the .ini file that comes with it. You can be as passive-aggressive to yourself as you like.

    Every section in the ini comes with the following fields:
    Msg=the actual message that is displayed to you.
    Time=after how many minutes it should be displayed since game start (FirstMsg) or the last time you got a message (the Reminders).
    DismissOption=the text for the button where you simpy want the message to go away
    SnoozeOption=the text for the button where you ask to be reminded again later
    NoteOption=the text for the button where you want to leave a note
    By default, there is one first message, and 3 reminding messages for when you hit the proverbial snooze button before. You can actually add more reminding messages if you want: simply follow the conventions of the previous ones, and leave the SnoozeOption empty for the last one.
     
    PERMS
    Dedicated to the public domain with CC.0
     
    DISCLAIMER
    Whipped this up in about an hour. Untested, I have other things to do. Should be fine. If not, I'll hear about it. If you want it to do more, or less, or do things differently, you're welcome to do it yourself, see Perms.
     
    CREDITS
    As always, kudos to the coders who made the script functions I use.
     

    68 downloads

    Submitted

  24. TTW - Train Station Access Via Inventory

    Cheat mod that will allow you to purchase or simply take a train ticket to or from each wasteland and transport you into the train.
     
    Use it to verify that you've installed TTW correctly, because you have to constantly create new characters for testing or some other reason, or because you feel like being a dirty, dirty cheater.
     
    If you start in the Capital Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have exited Vault 101 and the Following in His Footsteps quest has started. The DC to Goodsprings option will only display if you have completed Doc Mitchell's Ain't That a Kick in the Head quest.
     
    If you start in the Mojave Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have finished Ain't that a Kick in the Head.
     
    NOTE: If you transport from DC to Goodsprings or from NV to Vault 101, the travel does not account for time the way that the train ride, which takes two weeks, does. It is instantaneous. Additionally, a ticket is NOT added to your inventory if you select one of these options as that you are effectively skipping the train.
     
    Vault Girl Images are NOT included in this mod. If you're interested, download the Complete Vault Girl Interface mod by tragiverse.

    873 downloads

    Updated

  25. Jogging [New Vegas]

    A small request, maybe someone else could find it useful.
     
    This script introduces a force in the opposite direction when you are running. As consequence, you will run slower, but your animation speed will be the same. This more or less tries to emulate the different speed effect you achieve with controller pads.
     
    It only slow downs forward and backward movements, side movements will be at the normal speed.
     
    To slowdown the run just hold the hotkey (default Q, can be redefined via MCM)
     
    You can change the amount of speed on the MCM >>> higher Smoothness = lower speed
     
    To install, just unpack it on Data, as always, and check the ESP on the Load Order (or use a mod manager). Position on the Load Order is uninfluent.
    To uninstall, just remove the ESP from the folder and make a clean save.
    Recent NVSE (4+) is required.
    MCM is optional, it's required to reconfigure the parameters.
     
    No vanilla ID modifies - I can't think to any possible conflicts.
     
    Comparative video to show what I was meaning, if it's not so much clear:
     

     
     
    Permissions:
    This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.

    254 downloads

    Updated


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