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View File Warning: This mods contains bestiality and non-consensual sex acts Note: This mod does not promote bestiality, rape or any other non-consensual or illegal sexual acts. So I have been using Sexout Tryout for a few months now and I really liked the kennel but it only allowed intercourse (no oral) and it was only in the legion camp so I thought a standalone kennel mod with more options was a good idea. Cate's Kennel can be found near Yangtze Memorial. Feel free to give suggestions for this mod What this mod does: NPCs: Planned: installation: Credits: FAQ: Full changelog (change logs that aren't the newest version): Submitter User09 Submitted 06/27/2015 Category Other Requires SexoutNG 2.10.94 and SexoutCommonResources.esm
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View File File Name: SexoutWillow File Submitter: BruceWayne File Submitted: 02 Feb 2013 File Category: Quests Requires: SexoutNG, Sexout Common Resources, Willow - A Better Companion Experience SexoutWillow by BruceWayne This mod replaces the Fade-to-black sex scene from the Willow Companion Mod with a random Sexout scene. To get the Sex scene you have to complete Willow's romance quest. Updates July 2015 You need at least Sexout 0.93 or above. As such you need all the new requirements for this, as NVSE 5 and NX 16. Fixed the broken kissing animation. Additional info: Due to the way the original scripts work, I had to work around the fact that the stages are timed and coupled the timer to the sexout timer. This was true for all old versions as well. The problem is, that if you pause the animation timer with SexoutPositioning, this doesn't translate to the script timer of NVWillow (it still uses the time set in your SexoutNG settings, plus a couple seconds extra). If you have to adjust your anims, do so with an unpaused timer. To rectify this, set your timer up to give you ample time to adjust and save the offset, so you won't have to do it everytime and can go back to a shorter duration. Read the SexoutPositioning instructions on the Sexout main pages to find out how. Old Updates: Requirements SexoutNG by prideslayer Willow - A Better Companion Experience v1.09 by llamaRCA Sexout Common Resources by Halstrom NVSE 5+ or higher NVSE Extender 16 (a.k.a NX) or higher Installation/Update Drop the files in your data folder. Answer "yes" if you are asked to overwrite files. Make sure SexoutWillow.esp is loaded after NVWillow.esp! Additional Info I enabled player controls during Willow's "warm up" dance, so you can get a better view. Don't run away! (I guess she will eventually find you, but you never know..) Make sure she is following you, when you ask her. If she is in wander mode she might run away during her dance... (I think this also happens, if you don't use this mod) I'd love to hear feedback, suggestions and/or constructive criticism. So rate, comment, troll, whatever.. If you want to run SexoutWillow with version 0.97 of the Willow mod, click here. Click here to download this file Submitter BruceWayne Submitted 02/02/2013 Category Quests Requires SexoutNG, Sexout Common Resources, Willow - A Better Companion Experience
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I figure there's no such thing as too much info, so I decided to go in to detail on How to Use MO 1st thing's 1st... Here's Mod Organizer: Full version l l V Mod Organizer v1_2_18-1334-1-2-18.7z Hotfix for those who need it (1.2.18) l l V process_blacklist.txt-1334-1-2-18.7z Full version l l V Mod Organizer v1_3_8-1334-1-3-8.7z Use this to update from version 1.3.5 - 1.3.10 to 1.3.11 l l V Mod Organizer v1_3_11 update-1334-1-3-11.7z Full version l l V Mod Organizer v1_3_11-1334-1-3-11.7z Note: If you use version 2.1.2 of the Unofficial Skyrim Patch, you must use version 1.3.8+ of MO. Here's Mod Organizer 2: Specifically for Fallout 4 Full version l l V ModOrganizer2.7z Note: This is in Alpha (Alpha 3). Bug I've found: MO2 may crash every time you install a mod, yet the mods will work in-game. May not happen to you, but happened to me and a friend of mine. MO2 can also be downloaded from its home on github. Alpha 4 is now available, but as I don't tend to upload installers here, you'll just need to click the github link above. If requested, I can upload it here. _____________________________________________________________________________________________________________________ Note: Some versions have been deleted because they had issues. Others were deleted because I did not have enough allotted attachment space to upload every single version. If you want an old version, just PM me and I'll get it to you. Sorry for the inconvenience. I know it looked nice having every version listed, but I simply got cut off from uploading after a certain number of versions. Hopefully, it's possible to get an extension on available attachment space. If not, old versions will disappear when a new one becomes available. _____________________________________________________________________________________________________________________ You can install it anywhere. Installing to the C: (anywhere) may put unnecessary stress on a SSD (Solid State Drive), wearing it out quickly, if you use a lot of mods. Not much to worry about on a HDD, but leave MO and Skyrim out of your Program Files (x86) DIR. Windows can cause issues if they are there. I love this thing, and I have everything running from it: Creation Kit, SKSE, FNIS, WryeBash, BOSS (now called LOOT), TES5Edit, even Steam! (that one was just for fun. don't do it ). Hell, you can probably run NMM with it! btw, you will have to run SKSE and FNIS using MO. If you don't know how that's done, here ya go: Open MO, and click the tab on the top right, which for you should say <Edit...> Once you've properly installed FNIS, enter a 'Title', click 'Binary' and click the [ ... ] icon on the right Add the information shown. Remember, anything you add to MO has to "Start in MO". My SKSE doesn't appear to be located in MO, but simply manually installing it and choosing to run it "through MO", it works perfectly when I run it using MO As for the warning you got about data on the top level when you get the warning, you need to use the window to search the files inside (data, textures, etc) and locate any .esp's, .esm's, and .bsa's in there (usually just a .esp and/or .bsa), and drag it to the 'top' folder, and drop it there. Same with Meshes and Textures, but almost all mods will already have that right. This takes it out of the file it was in, and puts it in the very 1st folder that opens when you use MO, thus getting MO to recognize it. It's much easier than I'm making it sound, and once you've done it, you'll always be able to install mods using MO. When you do this, you'll get a message saying "Looks Good!". Obviously, you're ready to rock after that. Don't forget to run FNIS (using MO) after you install everything, or nothing will work. Always start your game by running SKSE (MO). Install and run LOOT to make life easier. Remember, after you run LOOT (MO ) you may need to manually arrange some things, but it's rare. Note: If you're having problems using BOSS with MO, switch to LOOT. That is BOSS' new name. Missing ESPs Another very handy feature of MO is the ability to hover over a save file in the 'Saves' tab to see what mods other saves are missing, should you wish to load an older game, perhaps with a different character you previously used. If you have all the mods you used for that playthrough installed to MO still, you can right-click a save, and choose 'Fix mods...' from the 2-option mini-menu that pops up. This will activate the ESPs that were used during that saved playthrough, and save you a lot of time locating the mods you used on the save. Load order not correct when using a new version Remember to click Priority on the top right tab of the left pane if your load order seems incorrect. Change log Should you wish to use the same icon I use for my MO, here it is: Deleted the MO icon, because it is now part of MO. MO can do anything. MO knows all. MO is everywhere... FAQ And no, I most certainly didn't make this mod! It is called Mod Organizer by Tannin. All credits are given at the bottom of the spoiler. Mod Organizer Logo and icon were created by HeavyDude. Thank you! Update: What's better than a FAQ? Another FAQ! The LoversLab Mod Organizer FAQ Team has complied a FAQ specific to the questions I've been getting on this thread. As such, I will be updating it when certain questions that aren't already answered in the original are being asked repeatedly. Thank you for the support, Team! F.A.Q. How to . . . -Get FNIS to work: For crying out loud, install it as a mod, and find the executable in the 'Data' tab of MO's menu by right-clicking and choosing 'Add to Executables'. - Get Bodyslide to work: Install it as usual. Note that if you look in it, you'll see no recognizable (by MO) data in it. Fuck it. Install it anyway. When you do, MO will give you the standard warning that there is "no game data on top level". Fuck that too. When it's installed, navigate the 'explorer' to the Bodyslide.exe, and add it as an executable. When you run it, it will overwrite the .nif files you chose to alter, so have a copy of your mod-to-be-altered beforehand. Load Bodyslide, and make your desired alterations to your body or clothing. If you altered a body, the body mod you are using will have it's files overwritten, and the new info will go to that folder, in place of the original, overwriting it. If you altered a shirt, for example: The new files will replace the files inside the mod the shirt was in. If the shirt you altered was one from the game itself, the files will go to Overwrite, if no installed mods have files with the same name as the files you are saving. (*unlikely situation indeed) If you have 2 mods that alter the same files, which happens in addons and fixes, the mod MO loaded last (the addons/fixes) will contain the new files. It will not overwrite game files when using MO. MO would never let that happen. Anything that would normally go to Skyrim\Data will go to Overwrite instead, with a file path created for you. *Note: The Unofficial Patches alter clothing and armor, so if you use the Patches (and you should), those may be the mod locations for the newly altered files. You should learn file names, and where they will go before you commit to changes, and, if you're smart, you already know MO installs an extraction of your mod, so the original remains untouched. You can choose 'Reinstall mod' to load the unchanged mod, if you need to remake your Bodyslide project. This is why it's good to keep all Oblivion, Skyrim, or Fallout mods in their own folder, and not move their locations. If you move a mod from it's original location (where it was when you first installed it), MO will give an error, as MO does not search your computer for the mod. It only searches the same folder it installed from last time. The file names will remain unchanged, so there will be no indication that the changes were made, aside from the file date. You will see that when looking at the actual file, and looking at the second tab labeled [ Date modified ]. You will have no Textures (.dds) showing in your render unless you add the mod's textures to the folder you are getting your meshes (.nif) from when making changes in Bodyslide; ie, in the same folder the body or clothing you're changing stores it's files. - Get CK to compile: I shall borrow a quote from Administration: { "cmd": [ "C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Papyrus Compiler\\PapyrusCompiler.exe", "$file", "-op", "-f=TESV_Papyrus_Flags.flg", "-i=C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\Data\\Scripts\\Source\\Dawnguard;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab Framework\\scripts\\Source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\SexLab - Aroused\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\FNIS Behavior\\scripts\\source;C:\\Games\\Steam\\SteamApps\\common\\Skyrim\\ModOrganizer\\mods\\NetImmerse Override\\Scripts\\Source;$file_path", "-o=$file_path\\..\\" ], "file_regex": "(^.*\\.psc)\\(([0-9]*),([0-9]*)\\)", "selector": "source.papyrus" } Word on the street is, there may or may not be a 'Wrapper' in the making that allows you to compile scripts without any more ridiculous errors from Papyrus. I shall provide more on this later... ...and here it is: MO Skyrim Tool Launcher Use MO Skyrim Tool Launcher to run things like CK, Nifskope and other programs that once didn't work with MO. Thanks go out to CGi and the APPS Dev Team. (Wasn't easy keeping it a secret ) - Get HDT to work: Just take all files out of the included 'data' folder, make a 'new folder', and name it "HDT". Put all of the files from the 'data' folder and put them in the new HDT folder. Zip that folder, and install to MO. It's the classic "repacking for MO" technique that you need to know if you've downloaded a file from Nexus, but want to use MO to run it. - Get SkyRe to work: I have repackaged SkyRe for MO and uploaded to 4shared here: MO SkyRe - Get ENB to work: ENB core files need to be in the main Skyrim folder, so MO can't do anything about that. If it has textures or .esps, like some ENB presets have, however, those can be loaded through MO. You just load it up like a mod, uncheck all enb core files, set the data folder in a way that the .esp and textures are in the correct filepath and, once it's installed, enable it normally like any other mod. - Get SkyProc mods to work: Install the mod. In the data tab, search for skyproc patchers/mymod/mymod.jar (example skyproc patchers/asis/asis.jar) Add it as executable - Use Caliente's Texture Blender: Install the mod. In the data tab, search for CalienteTools/TexBlend/TexBlend.exe (Refer to Bodyslide FAQ for false 'no game data on top' error; also, many other Caliente Texture Blender mods use different paths and folders, take a look at the mod itself). Add it as executable - Use MultiXwm: Install the tool as a mod (why not). You will get a warning because it has no textures, meshes, or anything else MO would recognize. Install it regardless. Navigate to the MultiXwm.exe in 'mods', and add it as an executable. When you run it, it will tell you it cannot find the output path. That's because you need to add it yourself. Go to ModOrganizer\mods\MultiXwm\, and create a new folder, and name it 'output'. Then run MXwm. Be sure to click the file so it's selected/highlighted before you press Start. It should give you no error, and should have a msg saying it 'Finshed'. You will now see your sound file in the output folder, in \mods\MultiXwm\output\ - Get Dual Sheath Redux to Work: Team: ritualclarity bob11 Lother eifrag gvman3670 Want a copy so you don't have to keep coming to this page? Here: MO FAQ.rar Do you have Microsoft Word? Here: ModOrganizer_FAQ_MS_WORD_2014.docx How about a pic to save? (Dual Sheath Redux not in the FAQ download) Coming soon: Mod Organizer Strategy Guide MO has an official support thread found on the S.T.E.P. forums. Here is the Official MO Support Thread. MO was released on the Nexus, so you can always ask questions on Tannin42's Nexus page as well. That is where MO is first released, then I upload to LL. And, of course, you can ask questions right here on this thread. Here are a few tutorial videos from deathneko11: Here is MO's sourceforge page. MO on Skyrim G.E.M.S.. MO's original download page on Nexus. MO's Issue Tracker. Note: Use this Issue Tracker link to go to the Bug Genie, where bugs are reported. My thread here on LL is to solve things that are not bugs, and have solutions that do not require altering MO's files. Note 2: The tracker has been moved to here. MO is all over the web. If you simply Google Mod Organizer, you'll get pages of results.
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View File I have received permission from srayesmanll to update and continue his work on the classic plugin Sexout Rapist. It's a simple, direct mod for being a menace to the people of the Mojave. No combat rape as yet, just direct assault and blitz (sneak) rape. I am clueless as to what I'm doing at the moment, I'm gonna start by just updating the sex calls to the current standard, as this mod as it currently stands hasn't been updated since three years ago yesterday Current upload is just srayesmanll's last version. It currently works, though position selections may be off due to recent position selection changes. Below is the original description. Submitter KainsChylde Submitted 10/14/2015 Category Misc Sex Requires SexoutNG, Common Resources for some props, and anything else those two files require.
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Version 1.5 AB Re-Up (03/07/17)
1,567 downloads
11/06: Added an alternative version (it's just an update, main package is required). It adds a new option in MCM that allows to bind a new hotkey (Emergency Key). When this key is pressed in game, it will remove AnT key binding on the numpad, and when pressed again it will re-enable it of course. This was made because a user made me notice that other mods can use the numpad (i.e. SO Positioning) and there are not so many practical keys to bind on the keyboard. 03/01/15: Added 2 gorgeous themes for a total of 6, thank you Viktoria AnimTool (AnT) - Ver. 1.5 AB Re-Up ------------------------ Description ------------------------ Some days ago I started again working on animations and I did this simple tool to try them in game. Then I found that could have been a nice tool for other people too, so here it is. Basically, it allows you to invoke an animation after you chosed it from a menu, on you or on a target (NPC or Creature) Everything works in GameMode (realtime), because I can't suffer MenuModes. Actually it contains around 300 animations divided in 8 categories. Keys and other stuff are configurable via MCM. In future, I still intend to change things, like the default key, the list etc.etc. concerning the needs. Also I hope to *find* soon of some function to write and read a file, it would be pretty useful. ------------------------ Purpose ------------------------ Machinima, screenshots, testing animations. When I play, I use it for RP (RolePlay: it won't be a karma counter that tells me how good I am... I want to blow kisses to other NPCs. Or taunt them, in case I feel mean. Or drink from a bottle. Or eat something. Etc.etc.). So, the main purpose is strictly related to animations. But also I wanted to give the possibility to make custom lists of animations. Basically, if you have some animations and you would like to release them, but you miss a way to invoke them and don't like scripting, you follow a procedure I described inside a pdf and then you re-package everything and re-distribute it. The actual limit, in terms of numbers of animations, is 9 categories of 50 animations = 450 animations, + 1 category reserved for AO (=50 AOs) ------------------------ How to use it ------------------------ Please watch the video here, until the end: ------------------------ Installation ------------------------ - Requires last NVSE - JIP NVSE. You can find it here - JIP UIO is mandatory now, it's pretty stable and works very well. You can find it here JazzIsParis' UIO After that, download the Main package v15 AB.zip, unpack it inside your data folder (or use FOMM), activate AnT.esp in your load order. Done. Inside the package there are further instructions in case you have troubles. - Create your own animation package (GECK is optional) Download the file "Optional - Custom Anims package" and follow the instructions included in the file NOTE ABOUT LOAD ORDER: the esp doesn't require a specific position, however it contains a dirty edit that should solve some problems with mods that prevent animations to play (i.e. some pose packs). So, if you put AnT.esp lower in your load order, it should "clean" that issue. ------------------------ Incompatibilities ------------------------ Script itself shouldn't have incompatibilities, except pretty absurd cases i.e. you prolly can't open the menu while you are sprinting with some sprint mod or PN... But for what concerns huds, they are a delicate beast to handle, that's why I suggest UIO which should tame the beast for you. - Darn UI changes the fonts. So the strings won't be perfectly formatted. Still, it's perfectly usable, just a bit more ugly. - Due to no answer from Gopher, I can't provide explicit compatibility with uHud. However, you can still make a manual install of this after you installed uHud and it should work. Don't forget that if you re-activate uHud, it probably will revert the changes you made manually, so you'll have to re-do them ------------------------ Permissions ------------------------ This mod can be considered free for non-commercial use only. However, from this free permission are EXCLUDED any asset I could list down here: - antCat6Anim48.kf and antCat6Anim49.kf ------------------------ Credits and love ------------------------ hlp, JazzIsParis, luthienanarion, Odessa, prideslayer, doctasax, tomm434, Umpa, Xilandro -
Version 1.3 NTVM
164 downloads
Description: This is much or less the translation with UDFs of my Cammy, the first thing I did using NVSE some months ago. It doesn't do anything on its own, since it's just UDFs that handle some math. This ESM (ESP marked as ESM) comes as it is and mainly for modders' reference. There are a bunch of functions I usually call in my ESPs, mainly for cutscenes/machinima, but they're pretty generic and they can be used in different environments. They all are prefixed with aCam. They all are tested, but due to the difficulty in handling some stuff I can't exclude there are bugs or unexpected results under specific conditions. Or my mistakes, of course. Use: Just drop the ESP-marked-as-ESM it inside your FONV\Data folder and activate it, then you know what you need to do. Unuseful notes about movement: Compatibility: 1.2 PS is compatible with companions mods and pipboys mods (huh, finally). Permission: 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. Credits: Jaam Doctasax's tutorials Examples: A bunch of ingame frames taken when I apply some functions and the result I achieve. https://www.youtube.com/watch?v=G5G-Ps6Zmuc&feature=youtu.be -
Version v1.4
29,194 downloads
NOTE: THIS MOD DOES NOT PROMOTE ANY ILLEGAL ACTIVITIES THIS IS PURELY FOR ENTERTAINMENT AND SEXUAL FANTASIES! IF YOU ARE OFFENDED BY THIS MOD DO NOT PLAY IT! After almost a month of work I'm ready to release the first version of my new expansion for Sexout Kennel (more content will be added, look in the "planned" spoiler for more details). Also please write any suggestions (that are somewhat realistic and fits the mod) here: CLICK ME! What this mod does: Planned: Installation: Credits: FAQ: Full changelog (change logs that aren't the newest version):-
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- Sexout Kennel
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Version 1.1.8
10,158 downloads
Ever wanted to get captured inside of Big MT and used by slavers? if so this mod is for you xD This mod adds a new faction to the Old World Blues DLC called the 3X Faction. Unlike the other Lobotomites these do not want to kill player instead they want to use her for their own selfish needs. You can find the 3X Faction just outside the sink. NPCs: Planned: installation: FAQ: Full changelog (change logs that aren't the newest version):-
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Version 4.8
37,818 downloads
Warning: This mods contains bestiality and non-consensual sex acts Note: This mod does not promote bestiality, rape or any other non-consensual or illegal sexual acts. So I have been using Sexout Tryout for a few months now and I really liked the kennel but it only allowed intercourse (no oral) and it was only in the legion camp so I thought a standalone kennel mod with more options was a good idea. Cate's Kennel can be found near Yangtze Memorial. Feel free to give suggestions for this mod What this mod does: NPCs: Planned: installation: Credits: FAQ: Full changelog (change logs that aren't the newest version): -
Version 1.0 BETA
2,868 downloads
Hi, This is my first upload on here. These are high poly 3D resource files for Blender. In the RAR file you'll find two folders: Project1 - Project1 contains female body. Project2 - Project 2 contains male body. This is a BETA so there could be bugs so please let me known if you have any request or encounter any bugs Regards. -
Version Classic
13,601 downloads
I have received permission from srayesmanll to update and continue his work on the classic plugin Sexout Rapist. It's a simple, direct mod for being a menace to the people of the Mojave. No combat rape as yet, just direct assault and blitz (sneak) rape. I am clueless as to what I'm doing at the moment, I'm gonna start by just updating the sex calls to the current standard, as this mod as it currently stands hasn't been updated since three years ago yesterday Current upload is just srayesmanll's last version. It currently works, though position selections may be off due to recent position selection changes. Below is the original description. -
Changelog for 1.2: -Sexout Kennel Show now depends on Sexout Slavery -Added two new perks (Canidae Lover Perk and Exhibitionist Perk) -Added a companion dog called "Shadow" -Added more dialogue to Ann -Added a Atomic Wrangler map marker for convenience -Added a new NPC called Clementine -Added a new NPC called Stella -Added a enslavement scenario where the player can get enslaved -Added various items used in the enslavement scenario -Various cell changes -Improved lightning slightly -Fixed flickering of rug in the player prostitute room As I said in the last WIP change log the dog companion might not be added in 1.2
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- Sexout Kennel Show
- Sexout
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Sexout Kennel Show will most likely be released before the end of September This is the change log for 1.2 remember more things might get changed and added but these are the changes so far: Changelog for 1.2: -Added two new perks (Canidae Lover Perk and Exhibitionist Perk) -Added a companion dog called "Shadow" (might not get enabled in 1.2 but is being worked on) -Added more dialogue to Ann -Added Atomic Wrangler map marker for convenience -Various cell changes -Improved lightning slightly -Fixed flickering of rug in the player prostitute room
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Version v2.5
374 downloads
- 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 -
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Version 20130620
39,509 downloads
I am just rehosting these for Spectrum Warrior as he doesn't seem to be around I had to break it up into smaller files due to my crappy upload speed. Original files are here: http://www.loverslab.com/topic/3833-fonv-wip-adult-resources-for-scr-on-hold/ Do not use the ST.esp if you are using SCR, as it is a box containing duplicates of the SCR item that Sexout doesn't recognize Includes: 4 Anal Beads 9 Anal Plugs 8 Anal Tails 3 Vibrators 20 Collars 7 Strapons 4 Dildos 17 Headgears 7 Weapons 4 Chastity Belts 4 Symbiotes Milker (BNB body) Location GoodSprings Gas Station Sign base -
Version 0.73
997 downloads
Pose Converter Beta 0.73 This is the big update I've been promising. Pose Converter is a suite of Blender tools designed to simplify and automate many animation related tasks. The latest update simplifies and streamlines the process of converting animations from one game or armature to another. At things currently stand, if you can port an animation and its armature into Blender, you can port it to any other armature with a vaguely similar structure. Features: 1. Automated compensation for differences in bone bind orientation: This radically simplifies the process of porting animations from one armature to another. 1.a. Automatically convert animations between different creature types, or between creatures and humans. 1.b. Automatically convert animations between different games...if you can import it into Blender, you can convert it. 2. 1-Click button to freely convert Skyrim, Fallout, and Oblivion meshes between Skyrim, Fallout, and Oblivion bind positions 3. Automatic BB generation has been improved. The X, Y, and Z orientation are no longer relative to the bind position of the bones. This means that it is much easier to get consistent results from the settings. 4. Modify the magnitude of any movement, rotation, or scale animations, by bone and frame. 5. Set bone priorities to all bones in an animation 6. Automatically add B4 (BBB) Breast animation to Skyrim, Fallout, and Oblivion Animations 7. Automatically add B4 (BB) Buttock animation to Skyrim and Oblivion Animations 8. Automatically add B4 (BBB) style motion to any bone on any armature 9. Rotate Oblivion animations (movement and/or direction) - Fixes the 90 degree import bug and simplifies the creation of left, right, forwards, backwards animation groups. 10. Automatically update Anim text keys for Oblivion animations 11. Automatically add facial expressions to Oblivion animations 12. Automatically repair breast scaling distortion when using Growlf's controllable skeleton. 12.a. Improved repair of breast scaling distortion. Requires Lovers Animation Workshop Skeleton Mark II Using the Tool Converting Animations between Armatures (ie, from Oblivion to Fallout, from an NPC to a creature, etc) Adding Bouncing Breasts, Buttocks, or any other bone As you can see, the number of control settings for modifying BB Butts animations and BB Breasts animations has grown to absurd levels. But it does a damn fine job if you tweak the settings a bit. Explanation of Options Recommended tweaks: To generate a L/R swinging motion, set the Z frequency multiplier to double that of the X. In order to generate L/R symmetrical animations, the Left Y amplitude generally needs to be set to the negative of the value of the R Y amplitude. Using the Copy Animations tool I'm in the process of writing instructions now, so please feel free to post any questions, feedback, suggestions, etc. -
Version v1
10,770 downloads
Update: Hi guys, it's been some time since I did anything with Fallout: New Vegas and this mod seems to be outdated by now, so I do not recommend you try to use this mod with the current version of Sexout. This mod is based on Loogie's Tryout mod and changes the way the Powder Gangers, especially the ones at the NCR correctional facility, interact with you. Basically, this mod will make your time at the NCR prison harder and thus more immersive. Requirements A running version of Loogie's Tryout mod is required. Please, click on the link in the name to get to the Tryout forum thread to download and install it, if you have not done so already. It is also required that the plug-in files from this mod load after the SexoutPowderGangers.esp plug-in file from Loogie's mod in the load order. You must load the files in the following order to use them: SexoutPowderGangers.esp SexoutPowderGangers (HPT Tweaks).esp Tryout - Hard Prison Time.esp -
Version V4.4
39,326 downloads
File Name: SexoutWillow File Submitter: BruceWayne File Submitted: 02 Feb 2013 File Category: Quests Requires: SexoutNG, Sexout Common Resources, Willow - A Better Companion Experience SexoutWillow by BruceWayne This mod replaces the Fade-to-black sex scene from the Willow Companion Mod with a random Sexout scene. To get the Sex scene you have to complete Willow's romance quest. Updates July 2015 You need at least Sexout 0.93 or above. As such you need all the new requirements for this, as NVSE 5 and NX 16. Fixed the broken kissing animation. Additional info: Due to the way the original scripts work, I had to work around the fact that the stages are timed and coupled the timer to the sexout timer. This was true for all old versions as well. The problem is, that if you pause the animation timer with SexoutPositioning, this doesn't translate to the script timer of NVWillow (it still uses the time set in your SexoutNG settings, plus a couple seconds extra). If you have to adjust your anims, do so with an unpaused timer. To rectify this, set your timer up to give you ample time to adjust and save the offset, so you won't have to do it everytime and can go back to a shorter duration. Read the SexoutPositioning instructions on the Sexout main pages to find out how. Old Updates: Requirements SexoutNG by prideslayer Willow - A Better Companion Experience v1.09 by llamaRCA Sexout Common Resources by Halstrom NVSE 5+ or higher NVSE Extender 16 (a.k.a NX) or higher Installation/Update Drop the files in your data folder. Answer "yes" if you are asked to overwrite files. Make sure SexoutWillow.esp is loaded after NVWillow.esp! Additional Info I enabled player controls during Willow's "warm up" dance, so you can get a better view. Don't run away! (I guess she will eventually find you, but you never know..) Make sure she is following you, when you ask her. If she is in wander mode she might run away during her dance... (I think this also happens, if you don't use this mod) I'd love to hear feedback, suggestions and/or constructive criticism. So rate, comment, troll, whatever.. If you want to run SexoutWillow with version 0.97 of the Willow mod, click here. Click here to download this file -
Version 1.0
184 downloads
This is a resource, NOT a direct replacer. Some skill with GECK is required to get these meshes ingame. I believe I had to raise the vehicle heights in Blender so the rims and tires wouldn't clip into the ground, but seeing as I haven't played Fallout in over five years I'm not sure... Back in early 2012 my house was burglarized and my computer among many other things was stolen. Last week Metro called to inform me that they'd found several of my items including an external 1TB SSD drive that at the time cost me a small fortune. Being more than five years old it's now just a run of the mill drive but a TB is a TB so I tied it into my system. Much to my surprise all my files were still on it. A couple of the meshes may have originally been other authors work. If I remember correctly, the boxtrucks and the halftrack were mashups I did in Blender. I don't know who the original authors are anymore. I do recall that I stretched the police car mesh model, remodeled a gas station to have gas pumps (or maybe it was some type of fusion pump), remade the bus, (one with skeletons inside one without), made a flatbed semi trailer model and a flatbed boxcar model, added doors to both types of the mobile home trailers (without collision), and made a new model of the frontloader with a raised bucket, other than that most vehicles now have multiple damage options, multiple texture options, side mirrors, glass, fusion type engines, rims, tires, seats, steering wheels, and the occasional skeleton inside. I also remade some of the blown up versions of them. -
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She could not believe her eyes. Anger rushed through her mind, causing her fists, to hit the table which shook mildly due to the force. Slowly she read again waht the computor was telling her: "CLEANING COMPLETE". Still filled by blazing anger she stood up and drew her 10mm pistol out of her holster and aimed at the computer. With tears in her eyes she pulled the trigger. Once. Twice. Even as the bolt hit a dry chamber because of the emptied magaine she didn't stopped pulling the trigger countless times more. Every of the 12 holes showed her growing desperation and as the 6th imaginary nullet pierced through the currier of bad nws, she droppeed on her knees and cried bitterly in sorrow. Since multiple years Jane had been blackmailed by the man in a strange kind of power armor that was different than any kind of armor used by the Brotherhood if Steel or the old military from the time before the bombs. This man - or woman, no one was sure about that - has kidnapped her partner who was with her since she was cast away by her father as a young girl. They earned a reputation as professional hitmen, most people started to call them "Mr and Mrs Bishop", even though they weren't even married, but the idea of a couple that earned their money as efficient assassins seemed to be an appealing one for those who had a dark heart and saw murder as a simple tool of buisness and power. 3 years ago Colin was dragged away during his sleep and since 3 years Jane did various jobs for Colin's captor in order to pay off the "dept" both of them were in. It was neither a matieral nor moral dept the Bishops were in though, the person behind the power armor - who was referred to as "Stray Fox" by the slavers from Paradise Falls - simply mentioned an investment that had been done several years ago and now was about to be dropped. This dept almost was repayed, there was one simple job peft until they were both free to go together, the Stray Fox made this clear when Jane was allowed to see Colin for a short time in Paradise Falls. Jane's schedule was tight though, if there was a simple day of delay Colin would be executed, so she had to hurry in order to save him. Her tears hit the cold floor which was covered with the dust of old times. It was over, the computer hhad sealed Colin's fate by deleting the corrupted data and therefore making it impossible for Jane to find out where the last target was. She could not save him anymore. While crying bitterly her thougths went berserk, she desperately tried to find a solution, but there was nothing she could do but wait in agny or die in a rain f bullets from the slaver's guns while she tried to get Colin out of Paradise Falls; even tjough she couldn't even be sure they held him captured there or just dragged him to this location when ever she was allowed to meet him. Slowly she dropped the empty magazine to the ground and slid in a fresh one labled with HP. The barrel was raised and now pointed at her head, she was ready to pull the trigger and end her misery. Suddenly the mechanical purring of pneumatic servos appeared from behind of her, the metallic boots heavily stepped on the ground and made her aware of the wearer's presence. But only as a long barrel of a rather unique rifle shoved her 10mm pistol away from her head she turned around and checked who stood behind her. A black plated armor with several servo attachments and a surface that was covered in the dust of the wastes stood like an unreal abomination, it seemed to htreat anything close to it. Neither RAD nor the ruins of the capital wasteland were as threatening as this power armor. The low voice echoed through the dead building, every word was spoken slowly and with a short pause between them, giving it an almost mechanical and surreal sound: "Last chance. Farafax. Go. Eliminate target."
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WELCOME TO ROBCO INDUSTRIES TERMLINK > LOGON ADMIN ENTER PASSWORD NOW >******** --------------------------------------------------------------------------------------- ROBCO INDUSTRIES UNIFIED OPERATING SYSTEM COPYRIGHT 2075-2077 ROBCO INDUSTIRES -Server 1- ____________________________________________________ ERROR DATAFILES CORRUPTED > DEBUGMODE CLEAN OR REPAIR THE SYSTEM > REPAIR ERROR NO REPAIR DATA FOUND SYSTEM CLEANSE INITIALIZED > CANCEL PROGRESS ERROR CLEANING IN PROGRESS > VIEW STANDART OPERATION -------------------------------------------------------------------------------------- ROBCO INDUSTRIES UNIFIED OPERATING SYSTEM COPYRIGHT 2075-2077 ROBCO INDUSTIRES -Server 1- Welcome, Ms. Bishop NOTE: CLEANING IN PROGRESS ____________________________________________________ > Entry 1 > Entry 2 > Entry Ä > ENTRY Ä ERROR CORRUPTED FILES CLEANING IN PROGRESS > ENTRY 2 > Hey there, darling. I am gl@d to t#ll you that we got +ew inform*#ion on the ne@t and finÖll* last assin#@ent; s/on we wil[ be free t& go wh[]e ever w? want! Ju&t one o% yo=r ski%le^ shot§ and th$se dam% Tal=n can't bl@kmai% us an"moÄÖ. Pl{a)e keep i& yo$r sw=et lit+le m#nd tho(gh th!t th%s suc&er John@on wi0l ex!cu#e me if y%& do&'t k§/l the t@rge% wit&in t() n?x! d&ys! T/e tÖÄÜ@et wi&= h0d@ §$ ÖÄ(/)]% ERROR STOPPING CURRENT OPERATION DELITING ALL CORRUPTED DATA CLEANING COMPLETE