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Found 56 results

  1. Malia_Teaser_01.mp4 Malia is a next-gen companion modification for Fallout 4 that poses a very simple question: What if the player was not the only survivor of Vault 111. Malia is a game start ready companion that can be found before the player ever leaves the vault, so she will be with you right from the start and could be, right up until the end. What sets Malia apart from other mods is that she has a wide range of autonomy built into her systems, be it interacting on her own accord with other NPCs or making observations about the changing game climate due to story progression. Malia features a knowledge base that allows her to track her interactions with people, places, factions, even with creatures and stories or rumors heard while traveling around. Malia is not capable of commenting on things in a knowing kind of way until she actually knows something about what she is observing. For example, when first encountering a deathclaw, Malia will not know what they are and her reactions to it will reflect this fact. However, following that initial encounter, she will know what deathclaws are going forward and her reactions will reflect that point. This holds true for many NPCs you will encounter in the game, as well as locations, and so on. The knowledge base is driven entirely by events in the game, be it combat, quest stages, holotapes, dialogue she is in range of hearing. There are many ways her knowledge of the Commonwealth can grow. Malia also features her own survival mode type systems, where she requires food, liquids and sleep. She also has her own custom built health and radiation damage system that is mostly independent of the base game system (where the game does not allow NPCs to accumlate rads). As part of her needs system, Malia also has autonomy in finding her own food and water, should conditions arise that warrant her scripting to kick in. If not and she is running low, she is set to let you know that she requires a top up and she will indicate what she is low on, be it food, water, stimpaks or radaway. Part of this needs system is also a need to use the bushes to relieve herself. All of this autonomy may be enabled and disabled via the included MCM. Malia has a multitude of affinity quests, unlike vanilla companions that have one only. Malia on the other hand features 15 total affinity level quests! That doesn't include the negative affinity dialogue quests or her side quests. Malia has a lot of content crammed into her esp file, more so than any companion I personally have ever played with. Her affinity system does not use the standard vanilla game rules and she has a custom affinity system that uses a weighted and sliding scale to determine her day to day feelings about you and your actions. Her moods toward you can shift quite often between hatred and friendship. It all depends on your actions within the game. Ultimately, the progression of her affinity system has the potential to reach a romanced stage, where you can pursue marriage, a player home, children and so on. All of this is encompassed in her affinity system. As there are positives, they are also negative quests. These are more reactionary to very specific events between the player and Malia. Key among these are her dislike of player infidelity once they hit the romanced state. She also is programmed to not want physical contact with the player until in a romanced state and any animation that plays upon her via AAF, where the player is the partner, prior to the romanced state, will be considered a violation and she will react accordingly. In all cases, Malia is programmed to provide the player with a series of warnings before she will leave the player. And for the record, once Malia leaves, she is programmed in a way that prevents you from ever unlocking her again, short of rolling back to an earlier save or starting a new game. Malia is still under construction, but at this time features nearly 4500 lines of dialogue and that is only going to grow because I am not quite done with her affinity quest systems. Malia has been inspired by Reginald's work on Ivy to have random chatter events while you are traveling with her. This random chatter encompasses many things, be it her life before the bombs fell, or her observations about your current location. They could reflect her feelings for the player. They may be nonsensical or comical. They may reflect current quests the player has running for the various factions. Time of day, weather related, even commenting on her clothing, armor and weaponry. Its all possible. Malia is also heavily injected directly into all four factions' quest lines, as well as the main story quests and most of the side quests that the base game offers. In some cases, I have created whole new branches within those dialogues to give Malia a little more room to breathe than a normal companion interjection would normally have. The easiest way to express how this feels when playing the game is that it feels as though Malia was always a part of the game, in the same way the vanilla companions are, just implemented and integrated better. This said, Malia has a LOT of form overrides in her ESP for these quests she is injected into. Extreme care has been made to not touch the core game scripts such as the Followers, WorkshopParent, etc. These remain free of any overrides in Malia's ESP file. However, due to the overrides present, in order to enjoy her integration as made, you will need to consider a low load order for Malia once she is available. Malia also has a few cell edits in place due to alterations to various game cells to integrate her into the game world a little more realistically, so this too will need to be a consideration. Although Malia does have these sorts of form overrides to consider, they were not done simply for the sake of doing them. Each edit was carefully made to serve the story and the character and is not done just because it could be done. Everything has a purpose, as you will discover as you explore the world with her. The key thing about Malia that I would try to impress upon you is that Malia is not just a companion. She is an experience and every such mod that provides an experience can only do so with modifications to vanilla forms, if you want the experience to be seamless to the game world. Malia also allows, without external mods being required, to have Dogmeat along as a second companion, by means of unlocking Bethesda's code that allows a humanoid companion and the dog at the same time. It is not strictly speaking multi-follower, but it is more aligned to what was originally intended for the game. An Important Note About How Malia Has Been Written: As said, Malia is an experience and she has been written in a way that mimics how companions are used in Doctor Who. I'll baseline this so everyone is on the same page as to what this means. The Doctor travels all of time and space and has for many thousands of years. He's seen it all. He reacts to very little. And when he does react, it is seldom in a very human sort of way. Hence the companions that travel with the Doctor, who are very much human. Their purpose has always been to give the viewer the human emotional reaction, to be the foil by which we can empathize. Where the Doctor may see something and be blase about it or completely ignore situations or elements within his immediate environment, the companion would have that reaction, of experiencing something new, something wonderful, something terrifying. This is how Malia is written. She is the foil by which you can experience the world, as observed, by someone who went to sleep when the world was one way and woke up hundreds of years later to a world that was very much different. Malia reacts to things and says things that the player never does and probably should have. It always bothered me that Nate/Nora never reacted, not in an appreciable way, to just how different the world is. I hated how the death of the spouse and the kidnapping of the child rarely played any role in events. Enter Malia. She comments on differences in the world. She laments all that has been lost. She talks about how it all affects her, reminisces about her life's events in relation to specific locations. She talks about the fact that the player has lost their spouse and their child. Malia is meant to extend the rapport you should be feeling for the player character. Her creation is nothing short of my attempt to correct the oversight in the player's complete non-reaction to the changes in their life and in the world around them. Further to this, Malia has been crafted to resemble, as closely as possibly can be done in a limited game engine, an actual living person that feels and has needs, be they physical, emotional or health related. In short, I set out to create the sort of companion I always wished to have along for the ride while playing through the game and by incorporating some of RSE's technology and being heavily inspired by LlamaRCA's work on Heather Casdin and Reginald001's work on Insane Ivy, I was finally able to do just that. Malia features her own unique body mesh and body texture so you can make her stand out from all other NPCs and the player. She is fully SLM usable. Malia, as stated above, features thousands of lines of dialogue. The rough estimate will be over 8 hours worth of recorded lines. Malia is somewhat script heavy. She has quite a few core scripts, but none of them are very big by filesize, so lag is not expected nor has been experienced in my tests. Malia is fully AAF aware. In and of herself, she doesn't contain AAF functions, but through the Animation Monitor, she is capable of commenting on AAF actions. Malia fully utilizes the Story Manager to drive many different layers of autonomous or randomly occurring events. Malia has an included MCM that allows you to tailor her to your desired play style, within context of her autonomy, needs and personality. Malia's ESP file alone currently sits at 2.5 megs, which is VERY large for a companion mod. This is expected to grow quite a bit before she is ready to deploy. Malia is able to interact with mod added companions such as Heather and Ivy, if they are installed. No other companion mod out there does this! Malia features her own wakeup beside romanced player functions, so she does not require an external mod to facilitate this. Malia has a comprehensive companion dialogue wheel that includes tactics such as travel distance and stance. She also includes romantic partner options. Malia's dialogue wheel is dynamic and certain options require certain conditions to be met in order for them to appear as a choice, specifically, as they relate to affinity. Malia levels up with the player, in five level intervals. During her level up phase, you can assign custom perks to her that improve her in various ways. Malia is aware of specific regions in the Commonweath as being excessively radioactive and if she has a hazmat suit, she will ask if she needs to wear it. Malia, as noted, her own Rads system since NPCs arent affected by radiation(*). Radaway and doctor visits (to remove your Rads) will remove her accumulated Rads. Malia, when having a Pipboy equipped, will have a simulated VATS effect, in that her damage and accuracy will improve dramatically. Malia's mood can affect her responses to your inquiries as to her feelings and also affect her willingness to physically engage the player via AAF actions. (*) NPCs can be affected by radiation in terms of weapons or explosions, but if it doesn't kill them, the rads are removed by the system. Even if they have no configured immunity to radiation via perk or spell, simply accumulating rads is removed within seconds. Things like being around radioactive barrels or being in water only showed rads accumulating for a second or two and then they were removed. This is why Malia had a custom rads system built, to ensure her rads remain and can affect her health. One question that invariably is always asked is how Malia compares to other companions, so I will address it right here. Malia is different than other companions. While she shares a lot of similar functions to mod added and vanilla companions, that's about the extent of how she compares. She has an introduction to the player. She has a recruitment phase. She has a travel and affinity system to get her into a romanced state. She gives the player an item occasionally. And honestly, that is where the parallels end. This is not to say that Malia is better than another companion available to play with. Simply that she is different; she offers a different player experience. All companions, when you get right down to it, are like comparing apples to oranges. Malia is an apple to companion X's orange. She might not be for everyone - that is to be expected. So yeah, the answer to that question is just that she is different. Another question that's been circling Malia's development is how she will function within a multi-companion mod setup. I personally do not use them so I have no functional knowledge of how they work. This said, Malia uses the vanilla follower system and companion slot. If your multi-follower mod breaks that, well, Malia's quest level interjection dialogue will likely no longer function. As to the question of how a multi-follower mod will work on her AI and packaging, again this is not something I can answer. The bottom line is that I don't use such mods and thus cannot account for them, nor will I support issues that arise from them. It really is a case of "caveat emptor", let the buyer beware. You alone take the risk and the responsibility for using such mods and having them potentially break Malia. Malia has no true dependencies other than Mod Configuration Manager, and by proxy, F4SE. She is coded to recognize and action upon AAF, Family Planning Enhanced and certain RSE Elements events, that relate to AAF Events. But if you opt to run Malia without AAF installed, none of that will matter anyways. There is a planned expansion pack for Season Pass DLC owners to add some integration into Vault-Tec DLC, Nuka World, Automatron and Far Harbor DLCs, though this is not yet 100% confirmed. Malia may also feature, down the road, an expansion pack that adds more Malia-related side quests, but this too is a drawing board item. It should be noted that I may have dependencies on that for external mods, should I do it as I am thinking about it. But at her core, Malia only requires the base game and F4SE and the MCM. Previously there had been questions about Malia's recruitment, so let's tackle this one. Malia is a start-game companion. This means that she needs to be installed prior to starting a new game. And you must start a new game. You cannot use a pre-vault exit save, such as you may download from the Nexus, where the player is standing in front of the elevator to the surface, nor can you use any save game where you have already exited the vault. Malia is coded to work only so long as the player has not yet used the Overseer's terminal in Vault 111 to unlock the emergency exit door. If that door is already unlocked and opened, Malia's core quests will fail to start and thus, she can never be recruited. So, it is imperative that you start a new game or at the very least are using a save from the moment the player exits their cryopod and before they even leave the room where their dead spouse is located. Malia has quite literally been crafted to be played with as if you have never played the game before and her vault introduction plays into that, as it is very detailed and relies on the vault being in a state where the player has touched nothing. As indicated, AAF has functionality within Malia's ESP. However, if AAF is not detected as installed the entire animation system will not initiate. This also means that certain items in her current companion dialogue wheel will not show. To that end, for those who will be using AAF with Malia, you will need RufGT's Atomic Lust animation pack installed for hugging and kissing. You will also want to have any animation pack that contains sex animations (M/F or F/F). Last, you will need Halstrom's Vanilla Sex and/or Kinky Sex Themes for AAF installed, though I suggest you install both just to cover all of the bases. A good one I am sure that will be a question until the very first time she actually speaks, is how do you say her name. The only answer to this question is to tell you how I hear her name in my mind, which is identical to the Irish name O'Malley. Take the O off the front and add an 'ah' sound at the end, M-alley-ah.
  2. 'On Hold' (Last change: 13 Jan. 2019) Reason #397 Sections Post #1 - Basics Post #2 - Installing AAF, animations and the rest Post #3 - Tools Post #4 - Textures, ENB, weather and lighting Troubleshooting AAF (external thread) Preface Getting AAF and all the animation packs to finally work is a total PITA. It took me almost two three weeks to squash all the bugs and errors. Not mentioning several new installations of the game 'cause of bugs. Some of the needed files are hidden so well you'll probably only find them by accident. Especially if you don't know they exist at all... Meanwhile this has evolved quite a bit. The first version was an attempt to cover everything in one list and was running quite well. But there have been quite a few changes to a lot of mods so the list has to reflect the changes as well. Now we got a more modular Version. The 'Themes' allows us to narrow down the things we are going to see and Flashy's 'Elements' allows us to select the things that might happen in the game. All in all a better solution than what i tried to achieve the first time. So i hope this step by step guide/list will help to make your experience with AAF much easier than the one i had. Mod Organizer This is a thing i have to adress before anything else. The good old NMM doesn't get any updates anymore and the new spearhead on Nexus is Vortex. Based on my own experiences with them i can only say that you should look somewhere else to manage your mods. Both got trouble when it comes to install mods (they often 'forget' files) and they might even break or remove already installed ones. Communicating with others showed the same problems again and again. Either a missing file or the installation itself had to be repeated several times. I strongly recommend switching to a different mod manager (like MO2) as this will save you a lot of trouble in the long run. Most of the trouble i had while running the tests were suddenly missing and/or broken files. I even had a folder with extracted files to easily copy them back into the game if something stopped working. But having a mod manager and then being forced to drop a manual install on top of it somehow defies the reason why we use a mod manager at all. In the end its your decision. But, as Elminster would say, 'Ye have been warned...' Preparation You‘ll need following mods installed first. Otherwise you can stop right here and now... Fallout 4 Script extender Bodyslide and Outfit Studio Looksmenu Looks Menu Customization Compendium Mod Configuration Menu Edits to Ini-Files Fallout4Custom.ini (usually found in Documents > My Games > Fallout 4) Add or change the following line under [General] fMinPlayerMoveToDistForLoadScreen=2000 Have a clean game and savegame This is the most important thing! If you want to have everything to work properly you absolutely need to have a clean game and a clean savegame. Otherwise it is almost guaranteed that you will run into problems. In post #3 you'll find the necessary tools you need to accomplish that without reinstalling the whole game. Bodies and Textures Here you'll find the GGG (Gals, Guys, and Ghouls). Further down (in post #4) is a complete setup to improve all actors. CBBE This is a must have for the female body otherwise some parts of FPE and RSE won‘t work. Optional FSM Body Textures Redux This is imho the best texture pack you can get right now as it lets you choose which part of the body gets which texture components from several different texture mods (plus tanlines, blemishes, pubic hair, muscle tone, and lots of other stuff) and then blends them. In addition you get several body types to choose from. With the right ENB the results can be jaw-dropping. EVB (Nude Male cut/uncut) The EVB texture pack forms the base for the male bodies. Additional Body Textures for Ghouls OR Ghouls Revamped Ghouls want to have some fun too… The second mod reacts heavily on the installed ENB. Looks great with the right one, but not so much using the 'wrong' ENB. Daisy with Ghouls Revamped and Decent ENB Optional Recommended Additional Mods Here i want to introduce you to some mods that will enhance your gameplay and/or complement the whole AAF package. Fallout4.exe Auto-Backup Creates automatic backups of your Fallout4.exe. 1950's Feminine Outfits Fixes some laziness on Bethesda's part. Crazy Safari Stop Gatorclaws This mod adds the creatures from Nuka World into the Commonwealth (activate it after you got at least to lvl 10). Crazy Safari for DLC Far Harbor This mod adds the creatures from Far Harbor into the Commonwealth (activate it after you got at least to lvl 10). Insane Ivy 4.0 This companion is insane... Insanely good! You'll miss A LOT if you don't install this mod. Ended up in my personal always-install-list. NPCs Travel This mod simply makes the world outside of the settlements alive. Great addition if you want a living breathing world. Player Comments and Head Tracking With this your char gives comments to the things NPC say or situations she sees. Some fit so well that the author has to know LL. Realistic Conversations Fallout 4 Suddenly the NPC talk to each other. Their day, their fears, and their hopes can now be listened to. Start me up Be whoever you want to be... Breaks the forced YASP (aka 'You Are Shauns Parent') and gives you choices. Including an overhauled voice pack. NOT Recommended Mods Sadly i found a few mods which are incompatibel with AAF, cause problems with the files in my list, or got other issues that make them undesireable for us. This might change in the long run but as they are atm i simply can't recommend them, BodyTalk - A Male Body Mod (Dismemberment not working properly and acting strange). Combat Armor Pauldrons and Mesh Tweaks (Crashes while redressing) Unique NPC - An Overhaul of the Commonwealth (Got its own textures, so around 50% of the male NPC wear underwear again). Unique NPC - Creatures and Monsters (Someone would have to make a penis for each single creature in this pack). Vault Girl Mod ALPHA (Sadly this favourite mods of mine causes problems in combination with VIS-G. If you use the older VIS you might give it a shot). Loadorder I prefer to have AAF (and the other files) quite low in my loadorder. With all the updates they end up quite low anyways. But there are some mods that should be put even below them. Defense Gun Replacer for Pipe-Guns (this one has to be the first installed one in the weapons override group). Modern Weapon Replacer - Beretta M9-FS (Very good replacer. If you see the barrel and a floating cartridge it must be put lower and reinstalled again). Modern Weapon Replacer - MK14 EBR Redux (Excellent one. Sadly this weapon has been hidden by the author and is VERY sensitive to the loadorder). Modern Weapon Replacer - Service Rifle Redux (Also a very good replacer. If you got missing parts it must be put lower and reinstalled again). Outfit Switcher (This very useful tool should also be VERY low in your loadorder. I put it in the group 'Finish') Spring Cleaning Compatibility Patch (If Spring Cleaning is used this one has to be the last ESP in your loadorder. PERIOD). The best stable result i had was by grouping my mods. With extremely few (especially for a game from Bethesda) crashes. So if you got trouble in this regard the pictures in the spoiler might help.
  3. Raider Pet View File This mod provides a scenario for role-playing a Raider captive. The quest is basically free-form, few quest markers or fixed objectives; it can be started anytime, simply by putting all your weapons in storage and walking into a Raider camp. There's a demanding note (found and delivered by Jun Long in Sanctuary) providing some extra motivation, but that's entirely optional. The first raider who greets you will take various items (bobby pins, caps, DD keys) and lock you in a collar - with an explosive attached. If you run away, or just stay away from Raider encounters for too long (20 min.), it will kill you... though there's a chance it'll misfire and spare your life. If you manage to remove the collar, or equip a weapon, the raiders will turn hostile again (grenades or mines don't count, if you equip them while sneaking). The raider boss (if one could be identified) will have some additional dialogue, but other raiders are mostly generic. He or she will also have a key to your collar. If no boss could be identified, then the raider who put the collar on will have the key. If you don't have Devious Devices loaded, you'll have to use your imagination for the collar, and there won't be any keys to find. In that case, the timer will be disarmed as soon as hostilities resume. So DD is strongly recommended - but it isn't a hard dependency. The first time you escape, you will gain the Black Widow perk (if you don't already have it). Every capture & escape will also provide a modest XP reward. The scenario is repeatable. NPC Interactions: Jun Long finds a ransom demand and delivers it to you. Several followers (Deacon, MacCready, Cait, Strong) may have scenes that play after you clear a location (any time after running the base infiltration scenario). Diamond City guards will be abusive, but not hostile, if you've been running with a Raider pack. Infiltration: Start by putting away all weapons and walking into Raider territory unarmed. Power armor does not count as 'unarmed', by the way. The first raider will collar you and take some items from your inventory. You'll be able to talk to the raiders, and may even get paid a little. You can probably filch stuff from camp, while you're at it. With the right animations installed, gang options will be available. Actors will be chosen from among the ones who've already greeted you, whether they previously participated in a scene or not. Max of 5 actors, including the player character. Equipping a weapon will end the infiltration, and the raiders will turn hostile again. Immediately. Equipping a mine or grenade (when sneaking) will not end the infiltration - if you can find or steal one. Neither will placing a grenade in a target's pocket (though that usually kills you too). Equipping brass knuckles (while sneaking) will also go unremarked. If you've picked up any weapons, particularly while outside the camp, raiders may notice and ask what you've got there. You might be able to distract them from confiscating the weapons. Removing the collar, by any means, will turn the raiders hostile again. There is a risk that one of the Raiders will attack you in a jealous rage. One of the non-boss Raiders will be chosen as the special actor 'Lucky', who will have some additional dialogue (work-in-progress at the moment). Using a cookpot or chem lab with Rat Poison in your inventory will give you a chance that people you encounter will take tainted food or drugs from you. Low level raiders may die, others will just be weaker. Poison is slow acting, and doesn't affect everyone you meet. Rat poison can often be found in garage cabinets (hint). Poisonings affect the path of Lucky's quest, as well as offering a way out of captivity. Pickpocket attempts are easier, for a short while after sex (i.e. distraction helps), but the DD keys are hard to steal. Certain targets may react violently, if you're caught. This scenario is repeatable. Assuming you can still walk afterwards. Mod Interactions: Uses a collar and tape gag from Devious Devices, if available. Adjusts D/s orientation in SexAttributes, depending on dialogue responses (mostly towards the submissive side). Mini-Quests: Current mini-quests, who gives them, etc.: The Get Lucky quest runs in parallel with the others, and currently has several endings: Modder Documentation and Example: This file is an example of various ways other mods can interact with this one, with extensive comments. It's a working example, tested in game. ExampleQuestScr.psc Troubleshooting: Raiders not recognizing unarmed status: Piercings: AAF Recommendations: ... Thanks: Thanks go to the LL mods gang, for fantastic mod resources. Thanks to @CGi for the German translation, @Caiena for the Russian translation, and @A.J. for the Italian translation. Requirements: This mod requires AAF for animations (minimum version AAF 49Beta). It won't load without that. FP-based mods should (mostly) work with it, using the AAF FourPlay proxy. The new dialogue is not voiced, so turn on subtitles. Optional extras: Toxic Raider Armor SexAttributes (the AAF version of FPAttributes) Devious Devices Lord Escobar's Moddable Piercings Conflicts: No known conflicts. This covers some of the same territory as my Rogue Sexbot mod, so I don't necessarily recommend using both at once, but they shouldn't actually conflict. Version History: Submitter stobor Submitted 02/01/2019 Category Quest Requires AAF
  4. [AAF] BP70s Fallout 4 Sex anims View File NOW WITH AAF SUPPORRT!!! hi all, this is my first attempt to create a sex animation for fallout 4 in Max 2014. Its very rough and I havent done animating in a while so im rusty. Still very new to this and cannot figure out how to install certain programs to try and can't even export as an xml file yet. I couldn't find any readme as to how to install anything for the animation kit, so don't expect much for now. Still I gotta thank Anubis for helping me out a lot with figuring out how max worked and wanna leave this with you all as a possible modders resource. couple notes: -THESE ANIMS ARE REPLACERS NOT STANDALONES. i don't know how to create custom anims in game. if you want to use them you have to replace any existing anims that you don't want with any other existing anim pack. -If you replace a existing anim please note that there will be quite a bit of misalignment. use the control panel hotkeys to readjust. -AGAIN THESE ARE REPLACERS NOT STANDALONE. installing without replacing an existing sex anim will do nothing. -i cant guarantee frequent updates. i will take requests if i am interested/able to do it but no guarantees. -Until I figure out how to make new anims they will be replacers only for nowq. -I didnt include an install address here so you can replace whatever anim you want. LATEST UPDATES!!!! Submitter blankproject Submitted 02/02/2018 Category Animation Requires 4-Play
  5. Version 1.1.2

    11,505 downloads

    hi all, this is my first attempt to create a sex animation for fallout 4 in Max 2014. Its very rough and I havent done animating in a while so im rusty. Still very new to this and cannot figure out how to install certain programs to try and can't even export as an xml file yet. I couldn't find any readme as to how to install anything for the animation kit, so don't expect much for now. Still I gotta thank Anubis for helping me out a lot with figuring out how max worked and wanna leave this with you all as a possible modders resource. couple notes: -THESE ANIMS ARE REPLACERS NOT STANDALONES. i don't know how to create custom anims in game. if you want to use them you have to replace any existing anims that you don't want with any other existing anim pack. -If you replace a existing anim please note that there will be quite a bit of misalignment. use the control panel hotkeys to readjust. -AGAIN THESE ARE REPLACERS NOT STANDALONE. installing without replacing an existing sex anim will do nothing. -i cant guarantee frequent updates. i will take requests if i am interested/able to do it but no guarantees. -Until I figure out how to make new anims they will be replacers only for nowq. -I didnt include an install address here so you can replace whatever anim you want. LATEST UPDATES!!!!
  6. Vadermania [AAF animations] View File This is basically the download for this stuff here : https://www.loverslab.com/topic/83411-vadermania-fp-animations-and-stuff-wip/ I finally got to create an AAF animation pack out of atleast some of these animations. Current Content (1.1) is : - 2 Human M/F anims - 1 Dog/Human M/F anim - 2 Deathclaw/Human M/F anims - 2 FeralGhoul/Human M/F anims - 1 FEVHound/Human M/F anim - 1 Gorilla/Human M/F anim So in case it's not obvious enough : this contains bestiality Known Issues By the way i had to do he Deathclaw anims, the duration of these animations has to be smaller than 64 seconds. Not much i can do about that (yet). Submitter Vader666 Submitted 07/12/2018 Category Animation Requires Advanced Animation Framework (AAF)  
  7. View File -According to the feedback i got, the patch works now- -THIS IS MY FIRST MOD EVER- ...so take it with a grain of salt... BACKUP YOUR "AAF_raceData_Fallout4.xml" BEFORE INSTALLING THE PATCH. I recently got AFF and the Vulpine Race, but i saw a few conflicts between the two. The issue this patch fixes is simple, characters using the "Vulpine Race" did not show up in the animations (That's the issue i got). So i made this quick patch to fix it, now keep in mind i have 0% experience in modding, so one of two things might happen when you download and install this mod... °1- The patch will fix the issue. °2- The patch won't fix the iusse. SO, CONSIDER THIS PATCH A TEST. Now, i really don't know if someone already made a patch or the issue is easy to fix (since i did 0% research about it, i just made the patch), if you find this patch first or you're to lazy to do it yourself, then feel free to download this. -RE-TEXTURE- I also made a quick Re-Texture with the already existing body texture of the "Vulpine Race", just added some nipples and a vagina, now keep in mind that they also change color with the fur, so this retexture works best with White-Black fur colors. -VULPINE GEAR- I made a custom Gas mask for the vulpine race, has the same stats as his human counter part, just download the "Vulpine Gear.rar" file, activate the .esp and ingame type in the command console "(Vulpine)" without the quotes or player.additem xx000f99 1. I currently planning on doing all of the headgear that covers the face. -INSTALLATION- Before you install the files, makes sure to Back up both your old "AAF_raceData_Fallout4.xml" and your new "AAF_raceData_Fallout4.xml" the old one is if you want to uninstall the "Vulpine Race" and restore the AAF data back and the new one is to keep it in hand everytime you download a AFF Update. Installing the textures is quite easy, just grab the "Texture" folder and place it on your "Data" folder. To install the "Vulpine Gear" you can use a Mod manager o just drop the files into the "Data" folder. -REQUIREMENTS- CBBE BODY -by Caliente https://www.nexusmods.com/fallout4/mods/15 The Vulpine Race also requires it. VULPINE RACE -by beardofsocrates https://www.nexusmods.com/fallout4/mods/34387 If you don't use this, then i don't know why you're doing here, but you're still wellcome!! [AAF] ADVANCED ANIMATION FRAMEWORK -by dagobaking https://www.nexusmods.com/fallout4/mods/31304 You also need this!! -CREDITS- beardofsocrates - Made the entire texture, i just painted the dirty stuff on top of his amazing job!. zentience - I just used the texture of his mod "NUCLEAR NUDE" to see where i had to draw the nipples and the vagina but still, without his amazing textures, my re-texture could have been a little bit more time consuming. https://www.nexusmods.com/fallout4/mods/1608 Submitter Pickle_Juice Submitted 12/22/2018 Category Races/Creatures Requires CBBE, Vulpine Race , [AAF] View File
  8. View File This is a plugin for AAF_STATS (STATS) that reads any actor having sex and modifies Lust and Arousal based on the Stimulation level and Triggers Orgasm which improves Happiness. Also included is a second Plugin called KinkyStats which covers Domination, Masochism, Sadism and Creatures. You may have problems caused by Double tagging if you have both Themes and Halstroms_TagData (APT) installed. Sexperience and Fatigue increase from sex. Domination/Submission is reduced or increased according to Scene tags. SexDamage and Stimulation are individually calculated for giving and receiving actors to and from Hands, Feet, Mouth, Nipples, Vagina, StrapOns, Penis and Anus based on the actors positions in the scene. There is a MCM adjustment for arousal speed to lengthen or shorten the Arousal/Orgasm process. If enabled in MCM it can give buffs/debuffs for High Arousal, High Lust, High Pain, High Stimulation, Low Stamina and post Orgasm. It also add semen to the actor in either the womb or stomach locations according to the Male actor/critters penis location so is the primer for a Pregnancy mod or cum inflation. Also some animations are set as "PenisToEither" which means SexStatSystem will use the AnalPreference Slider in MCM for the chance of it being anal. It would normally be the receivers preference unless its an aggressive animation then its the givers preference. Because these mods are in constant development changing the Scripts I recommend on most updates to uninstall the old version and then save a game without it then install the updated version. Basically by installing this you agree to become one of my test minions and submit detailed reports on issues and papyrus log files when needed if possible How to enable Debug Logging and where to find the files: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging Future plans: Later versions will stop the animation when orgasm occurs etc. Requirements: F4SE AAF MCM Sex Animations Theme and optional Kinky Sex Animations Theme and Creature Sex Animations Theme AAF_STATS (STATS) I made this a separate Plugin to STATS so it could easily be replaced by another system if desired, ideally any mods should be depending on STATs not this file. Basically the concept is this: Lust is how much desire the Actor has to have Sex and an Orgasm. Arousal is physical arousal caused by Stimulation so wetness for females and erectness for males. When Arousal reaches 100% the Orgasm process starts. Lust starts dropping during orgasm. Orgasm length is determined by the amount of Lust that has built up or if Orgasm reaches 100%. When Orgasm ends, Lust, Arousal and Orgasm are all set to 0% and Happiness is increased according to the length of the Orgasm. The basic Arousal code for other Script Monkeys : Submitter Halstrom Submitted 09/21/2018 Category WIP / Beta Requires F4SE, MCM, AAF, STATS, Themes View File
  9. Hi, I'm using AAF, and I've installed basically everything that I could find that people required (Everything from the themes to the animation patches to the community patches) but for some reason the penises stay flaccid during all animations? I read it can be a problem with looksmenu and/or the community patches, but I'm pretty sure those were installed right and I don't know of anywhere else that it could break. Do I need Dongs of Fallout ignotumvirum's edition? I'm kinda lost. Thanks!
  10. OK, I get AAF working - tested and usable. I download the latest themes, I run AAF SEU and AAF Violate. Both work properly. I get to where I want to fight - click mouse 1 no response. click mouse 2 no response tap r, weapon comes out, click mouse 1 to test fire no boom. My mouse wheel won't work although the mouse wheel click does. Also the vats key works it's just the mouse. The no weapon working only happens after sex. Anybody else having this problem? Oh and a save and restart of the game fixes it so I can fight again but it's annoying. And it only started after I installed the themes, after 2 months of not having the game installed. It only started after the reinstall and update of every file.
  11. View File REQUIREMENTS DLC's : Automatron. Wasteland Workshop Contraptions Workshop Vault-Tec Workshop Advanced Animation Framework By Dagobaking ( And all its requirements) INSTALLATION Use a Mod Manger (Recommended) , Or Drag the Contents of the zip File into your Fallout Data Directory CREDITS Content Beta Version - V.003 Adds a workshop menu "Z-TEC" in the workshops main menu. Adds - Two Furniture Items - With 4 Texture Options. Wasteland Edition - Rusty Metal Raider Edition- Rusty Red VaultTec Edition- Rusty Yellow Institute Edition - Clean Metal Crop/Cane Adds a Crop And Cane Weapon with 2 Textures Each Use the console to add them To Find their Form ID's in Console Help Crop 0 Help Cane 0 Player.additem XXXXXX 1 AAF Experimental Release For Best Results it would best to scale the actors in evenly 1:1 Right Now , the Animations are Set to Heterosexual M/f ( May Edit or Add so as it can be used by all genders in the future ) This is Because the sound files have been baked directly into the animations. (But it can be edited using HKXPack) Use the Workshop Menu to Place A Hydraulic Pillory . And Use AAF to Find and Start the animations between two actors Enjoy Submitter ZaZ Submitted 08/31/2018 Category Animation Requires AAF, Automatron DLC, Vault-Tec Workshop, Contraptions Workshop,Wasteland Workshop. View File
  12. View File This is a very early work. Be prepared for bugs and suffering. "The bombs... the vault... I felt cold... I'm awake again... but I feel nothing... SHAUN!! NATE!! Why am I seeing these numbers in my vision? WHAT DID THEY DO TO ME?" Its basic features are functional with no crashing or bugs that I know of. It should not activate till you exit the CryoPod but can also be used on any saved game of any level. Basically by installing this you agree to become one of my test minions and submit detailed reports on issues and papyrus log files when needed if possible How to enable Debug Logging and where to find the files: https://www.creationkit.com/fallout4/index.php?title=Enable_Debug_Logging It should look something like this: Papyrus.0.log Those logs should be for the last 4 save games. My messages should all have the Prefix "SynthPlayer:" With all the other mods cleaned out using Notepad++ Search "SynthPlayer:" it looks like this: PapyrusCleaned.0.log Basically the goal is to simulate the player awakening from crysleep replaced into a Synth, a Gen 2.5 Prototype Gynoid Sexbot to be more specific. It is Player only and wont be expanded to other actors. As the unit becomes more experienced, abilities to override Vault-Techs Asimov like safety protocols and be more combat orientated will increase. Currently the mod assumes you appear completely human, although later Robots and Synths may detect you as an escaped Synth. This is not meant or survival mod as being a bot you should not suffer hunger disease, poison etc, by the time I disable all that, your playing in normal mode anyway Bad News - Less Electricity resistance, but it improves as you level. Normal healing like Stimpacks doesn't work on you. Good News - . You are immune to Poisons and regenerate damage and use Rads to generate power. Action Points, Endurance, Agility, Intelligence, Perception, Movement and Jumping Speed are increased as you get higher in Status Damage Regeneration = Requires power also occurs more efficiently when not moving, sitting or sleeping. OverClocking gives you a Status/Level Boost for a short time when activated by key or Combat detection. The Duration in seconds and Percentage of Unit Status boost is set from the MCM sliders and has a 100 second cooldown afterwards. There is a MCM menu for Settings and HUD displaying the following: UnitStatus = Basically the current operational status of the Gynoid, health and other systems etc. It Buffs Physical stats, Action points, Speed and Jump Height. Power = Electricity, you need it. Drained by Running/Sprinting/Jumping/Sex etc. Power affects Movement and Jumping rates. Slow recharges from soaking any Rads you have, rad can now be useful, but they can still kill you and create overheating. Though if you have Rads you can't fully heal and if you are fully charged you can't process anymore rads. Conversion of Rads happens asted when stationary, and faster again when seated or sleeping. You can also use the Torture Devices Extractor Chair or Synth Reclaimation chair at the cost of some LubriCool or Plugs Of The Commonwealth Buttplug Cores. You can also charge from Fusion cores using Power Armor. if you enter Power armor both batteries will average out the charge between them, so you could end up losing power to charge the Power Armor or using its power to charge you. There should be wearable Insertable Fusion Core option if you have any Fusion Cores in your inventory. When depleted they should become Depleted Cores. Similar for Plugs of the Commonwealth Butt Plug Fusion Cores. CoreTemp = 0-100 degrees Celsius plus a small level buff, Heat generated by external temperature, heavy armor rating and running, Rads, Arousal, Fertilty. Reduced by Stationary, sitting, sleeping or swimming. External temperatures are 18degrees indoors, 8 degrees while swimming and varying 18 +/-12 degrees outdoors dependant on time of day. The more armor rating you wear the hotter you will get too. NutriLube = Is the total NutriLube you have in your body, it repairs, cools and lubricates. It is lost from damage or during sex or high arousal, restored by drinking it or making it. NutriLube affects Movement and Jumping. The Gynoid has 1000ml of storage in body + 1000ml in Breasts, 500ml in the Butt, 500ml in the Womb and up to 1000ml in the Belly and the NutriLube enters the Belly and transfers gradually through the Butt, Breasts then into the Body as needed at roughly 1ml per second. Excessive Lubricant will cause bloating and swelling in areas using LooksMenu Morphing. There are sliders in MCM to adjust the amount of Morphing for each area. I have avoided using the Pregnancy Belly bodymorph node thingy so it should not conflict with it. Finally a use for all those Coolant containers, you can craft NutriLube from Semen, Coolant and Oil. You can craft Coolant from Alcohol and Abraxo. You can consume Coolant, Abraxo and Oil by crafting it into Cups or Glasses. Food, Soda and Water Consumption generate waste which is planned to be linked to pooping in RSE, but I'll make that an optional feature. Waste is stored in the stomach and Butt area. The Butt Waste and NutriLube storage sizes are adjustable in MCM for those who want more or less of either. You should see digestible Abraxo, Coolant and Cooking Oil in your AID tab if you have any normal versions in your inventory. Firewall = (Non-Functional) Resistance to Hacking by Synths and Robots and the Gynoids SexualProcessor, reduced by Gynoids Arousal, Lust and Submissiveness. Killing things especially Synths and Humans will result in Behaviour errors and corrective shocks if your Firewall is low. Sexual Processor = (WIP) The Gynoid is a Sexbot, the Sexual processor is basically the units Lust to engage in Sexual activity and may gradually override the Gynoids options and responses, I plan to actually alter settings and other factors in mods like RSE, FPA, Perversions etc so the player will have less control. It is going to be like a virus in your system, you may start becoming Sadistic or Masochistic or desiring Supermutants, or whatever just to sate your programmed desires. Arousal = (WIP) How close to Orgasm, Arousal and Orgasm expels LubriCool and increases the Sexual Processor Control. UpperServos = Arms health, when damaged to low levels abilities like Combat may be lost but damage does regenerate. Systems disabled re-enable at twice the Percentage they disable, so if Combat is disabled at 10% it will re-enable at 20%. MobilityServos = Legs health, when damaged to low levels abilities like FastTravel, Sprint, Jump, Running and Movement may be lost but damage does regenerate. TorsoChassis = Torso health, also damaged by overheating and sex. Later will effect cooling and recharging system efficiency, but damage does regenerate. CranialStatus = Head health, also damaged by overheating, when damaged to low levels abilities like Sneak and VATS may be lost but damage does regenerate. VisualSensors = Eyes health, when damaged to low levels abilities like "Look At" may be lost but damage does regenerate. Storage System: These storage areas may stretch to 200% of the full amount. After this the fluids will transfer to another storage location. If Body, Breasts or Butt storage locations are less than 100% they will transfer the appropriate liquid from another location. Excess will be sent to waste system. Excess waste can result in emergency waste release. Body - 1000ml of NutriLube, may also be contaminated by Injected/Inhaled Chems Breasts - 1000ml of NutriLube (adjustable in MCM for those who don't want Breast expansion) Butt - 500ml of NutriLube (adjustable in MCM for those who don't want Butt expansion) Butt - 500ml of Solid Waste (adjustable in MCM for those who don't want Butt expansion) Belly - 200ml of Womb, when Pregnant contains offspring size and NutriLube. Possibly contaminated with Oil and NutriLube from Robots or Synths and Semen from Biologicals Belly - 200ml of Bladder, Liquid Waste Belly - 200ml of Stomach, Storage containing Food, Water, Soda, NutriLube, Cum, Oil, Coolant, Abraxo, Alcohol and Ingested Chems. The Stomach converts its contents into other substances with some wastage generated. Coolant and Oil make NutriLube Abraxo and Alcohol make Coolant Food, Water and Cum make NutriMilk Food and Sodas make Waste Waste is removed by using RSE's Peeing and Pooping animations with a manual hotkey in MCM. It's frequency can be adjusted or turned off with the MCM sliders. Clothing: Devious Devices Corsets, Chastity Belts, Chastity Bras and Catsuits will restrict or reduce expansion of Butt, Breasts and Belly. MCM Settings: In the HUD there are settings that don't do much yet but will be hijacked by the SPU meaning you will be able to set them at start but may lose the ability to adjust them when the SPU has control: VocalInterationResponse: How much the Unit is aroused or Pained by Oral Sexual interaction UpperStorageInterationResponse: How much the Unit is aroused or pained by Boobs Sexual interaction PrimaryPortInterationResponse: How much the Unit is aroused or pained by Genital Sexual interaction WastePortInterationResponse: How much the Unit is aroused or pained by Anal Sexual interaction DermalInterationResponse: How much the Unit is aroused or pained by skin contact Human Appearance Slider: This tells my mod how human the Gynoid appears. I have no idea what body mod you may be using. This will eventually alter the chances of NPC's and opponents like BOS treating you as a human. may be adjusted by extreme expansion amking you look inhuman. You can adjust the spacing of most of the top left status messages in MCM to make them less frequent, currently default is 15unit changes prompt a message. Male Gynoids: Although this is aimed at females I plan to allow for Futa/Male Androids, but wont be doing any testing, let me know if anything doesn't work or make sense for males and I will see if I can make it work. I have already set some of the sounds to alter for male players. I'll have to add a toggle in to disable the womb stuff, some things really depend on know ing what type of sex is occurring, which will only come from AAF. Yeah, I could do a whole balls swelling with Cum thing later This is mainly scripted with few records altered so should not conflict with any other mods. Requirements (No hard requirements, no idea how it will go if you don't have some installed: F4SE, I think I only use it for one function so far but will use for others later. HUD Framework, you wont see any status without it, not a hard requirement though as it seems a bit buggy for some. MCM if you want to change settings. No DLC required, it does soft load some assets if installed. This is designed to interface with the following to this degree so far: LooksMenu - This is required for the Boob, Belly and Breast inflation, it also morphs the body Muscles dependant on the Strength Stat. Not all outfits are set up for morphing as far as I can see. AAF - Yes it detects sex and adds Cum, increases SexProcessor and Arousal. FourPlay - Yes it detects sex and adds Cum, increases SexProcessor and Arousal. Family Planning Enhanced - Detects Fertility, Pregnancy will draw extra power, NutriMilk, etc, and reduces physical abilities. Devious Devices - Not a great deal so far but working on Institute devices to reduce Firewall and slowly hack the Gynoid. Chastity Bra, Chastity Belt and Corset should prevent Bodymorphing in relevant parts. Corset and Catsuits will increase Core temperature. Torture Devices - Extraction and Reclamation Chair which will be used recharge at the cost of gathering coolant from the Gynoid. Stimulation from the Milking Chair and HydroPillory Four Play Attributes - The Stats affect Firewall and wear is repaired. Realistic Saliascious Encounters - Disables Basic and Advanced needs as they aren't relevant to a Gynoid. Uses the peeing and pooping Animations ,it should work fine with both FourPlay and AAF versions. Perversions - Plans to link into the Orgasm feature and adjust some settings. Plugs Of The Commonwealth - The FusionCore is usable as a recharging item. And may cause additional SexProcessor/Arousal Buff/Debuff dependant on the MCM Anal penetration response setting Glory Hole - Reduces SelfEsteem and Dominance, Cum is an ingredient needed to make NutriMilk. ASIA - Charging from some of the upgrade chairs, more stuff to come, this should work fine with both FourPlay and AAF versions. Bugs: As its an Alpha, you will get FREE STUFF added for testing purposes and to retain playability, ideally they should not be needed to play this mod. There is something funny going on between this and other HUDFramework mods causing zero readings and no updating. Make sure you install the FPAttributes HUD in a save before adding this mod and it seems to solve it. There is a script reset in MCM that may solve issues if you have updated from older versions. Some bugs I've found due to the engine require clean saves. Future Plans: Adding a game start Bootup sequence to gradually raise all values from zero to current operational status and make it feel a little more immersive. Use Fusion Generators to charge somehow. Makeshift Batteries? Settlement Generators? AAF support, just waiting for it to stabilise a bit and have the detection I need for Sex types and Races etc, hopefully Fade to Black at least for Robots till animations are made. Hijack the Family Planning Fertility settings so it is controlled by the Gynoids SPU. Place Reclaimation chargers around the Commonwealth and reduce the charging effect of Rads. Or maybe I use the Vault Tech Single person Nuke Shelters. Hopefully I can do that by script once I work out the co-ordinates. A Reclaimation chair may be the only way to get the Institute Chastity Belt removed once added. Other Synths and Robots will use you for a Battery or LubriCool source, they will milk your swollen boobs before bloating your Belly with materials to create more before maybe releasing you. Gen 1 Synths just want to drain power from you by fucking you. May add DD Institute devices to you. Gen 2's require NutriLube and attempt to hack you during sex to make you more submissive. May add DD Institute devices to you. Robots? Any of the above I guess. May add DD Institute devices to you. Assaultrons? Got to be something special for them. The Rust Devils will want you of course too and who knows what the Mechanist's plans are for you? The Institute will want you for experiments, you may not know you are programmed to collect something like FEV Hound sperm so will automatically submit when you find one. You may catch a Virus from a Radio Station, Terminal, Holotape or Power Armor. Pumps and valves that transfer LubriCool between areas may fail leading to uncontrolled bloating or shortages. Adding the ability to hack robots and other Synths. Adding features like Nightvision that use power of course. Finding upgrade components that can increase systems efficiency, those Military Circuit boards will be handy. Most healing other than Stimpacks will be disabled, I'm only leaving them in for emergency use, the aim is to play without them so just Roleplay that for now I have no plans to use a body race or similar or make it a requirement, Mesh/Textures is pretty much beyond my ability, I mainly just script code Lastly get my SInstitute idea happening again and linked to this. Any new ideas are welcome or suggestions on improvements. File versions are by date so 180510 is 10th of May 2018, not 5th of October 2018 unless you are American PERMISSIONS: Translations are cool, just don't claim my stuff is yours. No uploading elsewhere than LoverLab. No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy. If I disappear or am inactive on Lovers Lab for over 3 months, others are free to take over my mods, don't claim its yours unless you do a reasonable amount of upgrading, then just thank me in the credits Submitter Halstrom Submitted 05/05/2018 Category Races/Creatures Requires HUD Framework, F4SE, MCM View File
  13. View File This is a port of Chosen Clue's great mod Four-Play Sex 'Em Up to the Advanced Animation Framework. Sex 'Em Up is a casual sex mod that allows for some basic, immersive ways to initiate sex in Fallout 4 via using hotkeys and dialogue to ask for sex, prostitute yourself, masturbate, and more! It allows you and your companions, and even your dog, to hook up with humans, non-feral ghouls, Gen 3 synths, and super mutants. Features Masturbation Simple pleasures of the world can be free. You can pleasure yourself by holding the SEU Active hotkey for one second. Flirting and Sex Flirt with others to sate your carnal desires. Use the Active hotkey, and the person closest to you, within a short distance, will initiate dialogue giving you a host of options to choose from. You can kiss, cuddle, hug, or have sex, or convince someone to have sex with your companion. The chance you have of convincing someone is based on your charisma and their charisma, but this can be changed. You can get those you flirted with to follow you by selecting "Let's find somewhere private" after successfully flirting with them. When you have found the right spot, talk to your partner using the normal dialogue controls (the "e" key) to continue the dialogue. You can start a threesome by successfully flirting with someone, then choosing "Hey, want to find someone to join us?" Then, go to the second NPC you want to be involved in the act, and press the Active hotkey near them to have them join you. Stripping You can ask someone to strip for you. But it may take some convincing! Use the Active hotkey to try to ask them to strip their clothes off. Sexual Assault Satiate those desires another way - by means of force. Crouch and use the Active hotkey to attempt to assault the person closest to you, within a short distance. The chance you have of forcing them is based off of your Strength and theirs, but this can be changed. Be careful - if they fight you off, they will become hostile. If you'd rather watch the action than participate, you can have your companion assault the victim instead. In that case, your companion's Strength determines success. Combat Surrender Surrender to your enemies. In combat, use the Passive hotkey to initiate surrender. You can then negotiate with your enemies - will you bribe them with money, talk your way out, or trade your body for your freedom? Prostitution Sell your body for pleasure and profit. When you are around NPCs, use the Passive hotkey to initiate a prostitution dialogue. You can then sell your "goods", or those of your companions, for extra caps. If you've got the charisma for it, drive up the price - but don't get too greedy or your customers may decide you're not worth it. To go somewhere more private, select "Follow me" in the dialogue. When you have found the right spot, talk to your customer using the normal dialogue controls (the "e" key) to continue the transaction. MCM You can use Mod Configuration Manager to change the many options SEU comes with. Installation Install the prerequisite mods, listed under Requirements below. Then, install SEU, either with your favorite mod manager, or manually by dragging the archive contents into your ..\Fallout 4\Data\ folder. Once you've installed the mod, start up Fallout 4 and go into the Sex 'Em Up MCM and go to the "Hotkeys" page. There you will find the Sex Em' Up hotkey option. Set your preferred Active and Passive hotkeys here. You can also select whether each hotkey will select the last actor under the crosshairs, or use an area scan. By default, the Active hotkey uses the crosshairs, while the Passive hotkey uses an area scan. Requirements Fallout 4 Script Extender (F4SE) by the F4SE team. Please make sure this is installed correctly. Advanced Animation Framework (AAF) by Dagobaking. SEU requires AAF version 35 or later. Mod Configuration Menu by Registrator2000 AAF Themes by Halstrom Animation Packs: SEU does not include any animations itself. You must download and install animation packs to use with it. Atomic Lust, BP70, Crazy's, Farelle, Leito, SavageCabbage, VaderMania, Mutated Lust, all work nicely with this mod. Installation order: Mod Status and Known Issues Version 0.90 is a fully functional port of Four-Play SEU version 2.5.1 to AAF. All of the features of the original mod should work as they did before. In addition, AAF SEU has several enhancements, including actor selection using the crosshairs, additional options when flirting, protection to prevent hotkey activation while animations from other mods are playing, and full integration with the game's affinity system. AAF SEU does not require Four-Play at all, nor does it need the Four-Play proxy from AAF. It relies entirely on native AAF calls for playing animations. Changelog Submitter EgoBallistic Submitted 11/04/2018 Category Sexual Content Requires AAF, MCM, Animation Position Tags, Animation Packs View File
  14. View File PORNO MUSIC! Some AAF animations don't have sounds, or maybe you removed the voices yourself to make them more conducive to same sex pairings. Maybe you just want to lighten up the way your sexual encounters in The Commonwealth feel. What this very simple mod does is play a little cheezy 70s style porno music whenever an AAF animation starts. that's pretty much all there is to it. It should work with any AAF animation, but the aggressive track is specific to Leitos Aggressive animations. FEATURES Two funky tracks play randomly for vanilla sex anims A third seperate track plays during Leito Aggressive animations (all pairing types) with more of a dark 80s vibe. Each track fades out when the animation ends. REQUIREMENTS Advanced Animation Framework and it's requirements Fallout 4 Animations by Leito Required only for the aggressive track AAF Themes INSTALLATION Use a mod manager. I recommend Mod Organizer 2 KNOWN ISSUES If you are using Player voice frequency slider, or a similar mod that changes the player voice pitch, it will also affect the pitch and tempo of the porno music. However if you stick within their recommended safe range the effect doesn't really detract from this mod. FAQ Q: This mod is stupid. A: That's not a question but... Yes... yes it is. Q: Is this lore friendly? A: Not really... but I don't feel like it's especially lore breaking either. CREDITS Royalty free music: Peter John Ross Submitter Tentacus Submitted 02/26/2019 Category Sexual Content Requires AAF, Animations for AAF View File  
  15. View File AAF Compatibility Patches - V3.0 - Changelogs available. This place is now the only place where you can download the Compatibility Patches for the Advanced Animation Framework. As this file isn't the main focus of Dagobaking, CGi and myself decided do take care of these patches while Dagobaking continue the development of AAF. If you want installation instructions, please refers to this post. Submitter Farelle Submitted 06/13/2018 Category Other Requires Advanced Animation Framework. View File  
  16. View File AAF Overlay Patches for Various Animation Packs Also adds in glowing mutant overlays. Patched Animation Packs: -Leito's animations v2.0a (mutant animations) -SavageCabbage's animations v1.0.4 -ZaZ's animations v003 -Gray User's animations v02 -Farelle's animations v0.1.2 -Rufgt's animations v2.3a (mutant v1.1) Requirements: -Polistiro's Patch v3.2 -Leito's animations Installation: -SavageCabbage's animations, ZaZOut, Atomic Lust, Mutated Lust, Creature Pack, and Farelle's Animations (you don't have to install all of these) -Leito's Animations -Leito-AAF patch -This mod's base files -Patch the animation packs you are using (Overwrite when asked) Note for Users: -If the overlays gets stuck/won't disappear, use looksmenu to disable it manually (Showlooksmenu>body>overlays). If you're camera gets stuck when exiting the character menu, press the left mouse button. Note for Modders: (these are the overlay group ids) example = normal female example_m = normal male m_example = mutant female m_example_m = mutant male Thanks to the AAF team, the animators, @Polistiro, and @WandererZero. Report any bugs and disregard older versions posted on comments sections. Submitter riot_punch Submitted 12/23/2018 Category Sexual Content Requires https://www.loverslab.com/topic/99273-aaf-patches-for-crazy-leito-mods-v21-more-cum-overlays/ View File
  17. View File Major upgrade release now available! Integrated Support For AAF! Legacy Support for Fourplay! Now with full NPC/Companion support, up to an arbitrarily large number (The Script engine is the limit) Description Inspired by Harlekin's DickChick, vinfamy's Dongs of Fallout, and using resources from Mauler158's Bag Of Dicks, FutaFEV is a non-body-replacer dicks for chicks mod featuring flaccid and erect states, chems for increasing or decreasing size, automatic hiding and equipping, compatible with AAF, but it is not a requirement (enables auto-erection for AAF animations) A Fourplay version is available for people who have not yet/don't want to/can't make the switch. I have done my best to make it identical to the AAF version, but it is offered on an as-is basis (see notes below) If you have neither AAF or Fourplay, use the AAF version. Now Features NPC/Companion support! Note: using the craftable Syringer Ammo counts as assault, shoot at your own risk! Companions and settlers will tolerate it, others may attack. Notes / Known issues. I'm not sure how dependant AAF XML is with load order, you may have to edit the single entry in the Raknar_Futanari xml file. The Override to have AAF recognise your futa(s) as male is buggy. works for the first one, but may not after that. I think the problem is with AAF though. It currently doesn't line up super well with most animations, it's on my to-do list to adjust the meshes, and hopefully add support for other angles. At the largest sizes, your dick will stick out the other side of your animation partner. I may add more smaller sizes. The Syringer ammo works, but the dick will be permanently visible for NPC's/Companions. I'm aware of it, and I'm working on it. Fixed as of 2.1.0 Using it on NPC's counts as assault, which they may attack you for. The cure items don't really seem to cure much of anything... The Fourplay version will correctly recognise a PlayerFuta as male in M/F animations, but will not recognise NPC's. This is a flaw in Fourplay, and not my mod. If you have strap-on mods installed, NPC's will have both a dick, and a strap-on when on the giving end, sorry. I may release a dirty workaround patch in the near future. Getting this working this well was an absolute mission. I've tested it as best I can, with a pretty heavily modded game, and I don't expect any mod conflicts, but I promise nothing. Installation Manual Merge Data folders NMM/Vortex Click "add mod from file" and install as you would any other mod Acquisition Craft in the chemlab under FutaFEV with MedX and Irradiated blood. Or find it in the suitcase of a long dead runaway girl... Warning! Adding random things with console commands will just break things behind the scenes, The Futanari FEV Injection [xx00082D] or the FFEV Syringer Ammo [xx0371BE] are the only way to make it work without breaking the scripts. The injection can be made at chem bench, or found in the Ranger's Cabin (South of Vault 111). Submitter DracoRaknar Submitted 05/01/2018 Category Sexual Content Requires View File  
  18. View File Themes allow customisation of AAF by tuning it to ignore some installed animation groups. It does not effect the AAF Wizard. If you do not install some themes, there will be no tags added to any relevant animations you have installed so they should not be picked by mods using the tagging system. So if you want to install an animation pack that has a mix of Posing and Other animations, you should only experience the Posing ones in your game unless you manually pick them in the AAF wizard. You can install any one theme or all of them. There are duplicated files across them so let them overwrite or not makes no difference, unless one is newer. The VanillaSex, KinkySex and CreatureSex Themes are now combined in the one FOMOD and only available on Lovers Lab, the Basic Theme is only needed if you use poses. You should only see the message when a theme is first installed on a save game. https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/WhatIsAnAAFTheme These theme packs contain all the parts of tagData from Halstroms_TagData.XML (APT) split into each relevant theme making APT redundant. If you have APT (Halstrom_tagData.xml) also installed it will result in double tagging some animations and probably cause weirdness or bugs. Installing all the themes is the same as having the full APT.This also includes new avatars for Humans and most creatures by Polistro most have not been tested yet. This spoiler contains links to the supported Animation mods. Let me know if I've missed any too. Vanilla Sex Theme contains the following xml files that may be removed if those human animations are not desired: Theme_SexVanilla_NoFurn2P_tagData.xml - Contains all the Vanilla NonFurniture animations that involve 2 actors Male and Female or Ungendered (I may split this later) Theme_SexVanilla_NoFurn1P_tagData.xml - Contains all the Vanilla NonFurniture animations that involve 1 actor Male or Female or Ungendered Theme_SexVanilla_NoFurnMM_tagData.xml - Contains all the Vanilla NonFurniture animations that involve 2 Male actors Theme_SexVanilla_NoFurnFF_tagData.xml - Contains all the Vanilla NonFurniture animations that involve 2 Female actors Theme_SexVanilla_NoFurnGB_tagData.xml - Contains all the Vanilla NonFurniture animations that involve More than 2 actors Theme_SexVanilla_Furn2P_tagData.xml - Contains all the Vanilla Furniture animations that involve 2 actors Male and Female or Ungendered (I may split this later) Theme_SexVanilla_Furn1P_tagData.xml - Contains all the Vanilla Furniture animations that involve 1 actor Male or Female or Ungendered Theme_SexVanilla_FurnMM_tagData.xml - Contains all the Vanilla Furniture animations that involve 2 Male actors Theme_SexVanilla_FurnFF_tagData.xml - Contains all the Vanilla Furniture animations that involve 2 Female actors Theme_SexVanilla_FurnGB_tagData.xml - Contains all the Vanilla Furniture animations that involve More than 2 actors Kinky Sex Theme contains the following xml files that may be removed if those animations are not desired: Theme_SexKinky_NoFurn2P_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve 2 actors Male and Female or Ungendered Theme_SexKinky_NoFurn1P_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve 1 actor Male or Female or Ungendered Theme_SexKinky_NoFurnMM_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve 2 Male actors Theme_SexKinky_NoFurnFF_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve 2 Female actors Theme_SexKinky_NoFurnGB_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve More than 2 actors Theme_SexKinky_Furn2P_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve 2 actors Male and Female or Ungendered Theme_SexKinky_Furn1P_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve 1 actor Male or Female or Ungendered Theme_SexKinky_FurnMM_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve 2 Male actors Theme_SexKinky_FurnFF_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve 2 Female actors Theme_SexKinky_FurnGB_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve More than 2 actors Creatures Sex Theme contains the following xml files that may be removed if those animations are not desired: Theme_SexCreatures_Furn_tagData.xml - Contains all the Creature NonFurniture animations (This will be split by creature type soon) Theme_SexCreatures_NoFurn_tagData.xml - Contains all the Creature Furniture animations (This will be split by creature type soon) File versions are by date so 180510 is 10th of May 2018, not 5th of October 2018 unless you are American Thanks To: F4SE people Dagobaking for his help learning how this voodoo works CGI for general help and creating the FOMOD version and Test Minions PERMISSIONS: No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy. Otherwise do whatever you want with this except selling it, Animators are free to use it themselves to replace their templates, less work for me when updates then The Basic and Vanilla Sex Themes are available on Nexus but may be a version behind this for a week or so. Basic Theme - Covers one of the Pose packs. Also includes new avatars for Humans and most creatures by Polistro. BasicSex Theme - Covers all vanilla basic sex animations, Male/Female, Male/Male, Female/Female, GangBangs. Also includes new avatars for Humans and most creatures by Polistro. KinkySexTheme - Includes Vanilla sex Theme and covers Aggressive/Rough Sex, Spanking, Bondage positions and Bondage furniture animations. Also includes new avatars for Humans and most creatures by Polistro. CreatureSex Theme - Includes Vanilla sex Theme and covers all Creature Sex Animations including Aggressive ones. Also includes new avatars for Humans and most creatures by Polistro. Requirements: AAF obviously The DLC's are currently required for only the Kinky and Creature Themes until I update the FOMOD. But they can be used if the following files are removed. Theme_Animations_raceData_DLCRobot.xml Theme_Animations_raceData_DLCWorkShop01.xml Theme_Animations_raceData_DLCCoast.xml Theme_Animations_raceData_DLCNukaWorld.xml Installation: 3 of the files are old versions just in case there's an issue with the latest version, the files are labelled by Date 181211.0 is 2018 December 11th version 0 The VanillaSex, KinkySex and CreatureSex Themes are combined in the one FOMOD and only available on Lovers Lab. Submitter Halstrom Submitted 12/08/2018 Category Animation Requires AAF View File
  19. I have been giving AAF and a number of mods for it another try and have gotten them to work except for one issue - I am having armor accessories go missing or are changed during sex scenes. Some examples of missing items are the Wedding Ring, Jet Packs, Belts from various mods and other miscellaneous items. Some of the items I have had changed primarily is armor for the arms and legs (leather armor being reverted to the base version instead of the upgraded items I have crafted). The items that go missing are not stripped initially but end up being removed in the final stage of the animation and are no longer in my inventory. This happens when sex is initiated from various mods and has been happening much more frequently (every time for items such as the jet pack and belts) and this didn't happen on previous versions (items were not stripped before). I am not getting any errors either on screen or in the papyrus log so I am not sure what the issue is. Currently I have the following mods installed (latest versions of all of them): AAF Sex em Up AAF Violate AAF Vanilla Fudge AAF Morning Sex with Lover Leito and Crazy Animations with AAF compatibility patch I had used all of these (except Violate) and this didn't happen before and is happening to the point that I am ready to just uninstall it all again.
  20. stobor

    Raider Pet

    Version v1_3

    5,061 downloads

    This mod provides a scenario for role-playing a Raider captive. The quest is basically free-form, few quest markers or fixed objectives; it can be started anytime, simply by putting all your weapons in storage and walking into a Raider camp. There's a demanding note (found and delivered by Jun Long in Sanctuary) providing some extra motivation, but that's entirely optional. The first raider who greets you will take various items (bobby pins, caps, DD keys) and lock you in a collar - with an explosive attached. If you run away, or just stay away from Raider encounters for too long (20 min.), it will kill you... though there's a chance it'll misfire and spare your life. If you manage to remove the collar, or equip a weapon, the raiders will turn hostile again (grenades or mines don't count, if you equip them while sneaking). The raider boss (if one could be identified) will have some additional dialogue, but other raiders are mostly generic. He or she will also have a key to your collar. If no boss could be identified, then the raider who put the collar on will have the key. If you don't have Devious Devices loaded, you'll have to use your imagination for the collar, and there won't be any keys to find. In that case, the timer will be disarmed as soon as hostilities resume. So DD is strongly recommended - but it isn't a hard dependency. The first time you escape, you will gain the Black Widow perk (if you don't already have it). Every capture & escape will also provide a modest XP reward. The scenario is repeatable. NPC Interactions: Jun Long finds a ransom demand and delivers it to you. Several followers (Deacon, MacCready, Cait, Strong) may have scenes that play after you clear a location (any time after running the base infiltration scenario). Diamond City guards will be abusive, but not hostile, if you've been running with a Raider pack. Infiltration: Start by putting away all weapons and walking into Raider territory unarmed. Power armor does not count as 'unarmed', by the way. The first raider will collar you and take some items from your inventory. You'll be able to talk to the raiders, and may even get paid a little. You can probably filch stuff from camp, while you're at it. With the right animations installed, gang options will be available. Actors will be chosen from among the ones who've already greeted you, whether they previously participated in a scene or not. Max of 5 actors, including the player character. Equipping a weapon will end the infiltration, and the raiders will turn hostile again. Immediately. Equipping a mine or grenade (when sneaking) will not end the infiltration - if you can find or steal one. Neither will placing a grenade in a target's pocket (though that usually kills you too). Equipping brass knuckles (while sneaking) will also go unremarked. If you've picked up any weapons, particularly while outside the camp, raiders may notice and ask what you've got there. You might be able to distract them from confiscating the weapons. Removing the collar, by any means, will turn the raiders hostile again. There is a risk that one of the Raiders will attack you in a jealous rage. One of the non-boss Raiders will be chosen as the special actor 'Lucky', who will have some additional dialogue (work-in-progress at the moment). Using a cookpot or chem lab with Rat Poison in your inventory will give you a chance that people you encounter will take tainted food or drugs from you. Low level raiders may die, others will just be weaker. Poison is slow acting, and doesn't affect everyone you meet. Rat poison can often be found in garage cabinets (hint). Poisonings affect the path of Lucky's quest, as well as offering a way out of captivity. Pickpocket attempts are easier, for a short while after sex (i.e. distraction helps), but the DD keys are hard to steal. Certain targets may react violently, if you're caught. This scenario is repeatable. Assuming you can still walk afterwards. Mod Interactions: Uses a collar and tape gag from Devious Devices, if available. Adjusts D/s orientation in SexAttributes, depending on dialogue responses (mostly towards the submissive side). Mini-Quests: Current mini-quests, who gives them, etc.: The Get Lucky quest runs in parallel with the others, and currently has several endings: Modder Documentation and Example: This file is an example of various ways other mods can interact with this one, with extensive comments. It's a working example, tested in game. ExampleQuestScr.psc Troubleshooting: Raiders not recognizing unarmed status: Piercings: AAF Recommendations: ... Thanks: Thanks go to the LL mods gang, for fantastic mod resources. Thanks to @CGi for the German translation, @Caiena for the Russian translation, and @A.J. for the Italian translation. Requirements: This mod requires AAF for animations (minimum version AAF 49Beta). It won't load without that. FP-based mods should (mostly) work with it, using the AAF FourPlay proxy. The new dialogue is not voiced, so turn on subtitles. Optional extras: Toxic Raider Armor SexAttributes (the AAF version of FPAttributes) Devious Devices Lord Escobar's Moddable Piercings Conflicts: No known conflicts. This covers some of the same territory as my Rogue Sexbot mod, so I don't necessarily recommend using both at once, but they shouldn't actually conflict. Version History:
  21. Version 1.0.1

    658 downloads

    PORNO MUSIC! Some AAF animations don't have sounds, or maybe you removed the voices yourself to make them more conducive to same sex pairings. Maybe you just want to lighten up the way your sexual encounters in The Commonwealth feel. What this very simple mod does is play a little cheezy 70s style porno music whenever an AAF animation starts. that's pretty much all there is to it. It should work with any AAF animation, but the aggressive track is specific to Leitos Aggressive animations. FEATURES Two funky tracks play randomly for vanilla sex anims A third seperate track plays during Leito Aggressive animations (all pairing types) with more of a dark 80s vibe. Each track fades out when the animation ends. REQUIREMENTS Advanced Animation Framework and it's requirements Fallout 4 Animations by Leito Required only for the aggressive track AAF Themes INSTALLATION Use a mod manager. I recommend Mod Organizer 2 KNOWN ISSUES If you are using Player voice frequency slider, or a similar mod that changes the player voice pitch, it will also affect the pitch and tempo of the porno music. However if you stick within their recommended safe range the effect doesn't really detract from this mod. FAQ Q: This mod is stupid. A: That's not a question but... Yes... yes it is. Q: Is this lore friendly? A: Not really... but I don't feel like it's especially lore breaking either. CREDITS Royalty free music: Peter John Ross
  22. Version 190308.0

    77,552 downloads

    Themes allow customisation of AAF by tuning it to ignore some installed animation groups. It does not effect the AAF Wizard. If you do not install some themes, there will be no tags added to any relevant animations you have installed so they should not be picked by mods using the tagging system. So if you want to install an animation pack that has a mix of Posing and Other animations, you should only experience the Posing ones in your game unless you manually pick them in the AAF wizard. You can install any one theme or all of them. There are duplicated files across them so let them overwrite or not makes no difference, unless one is newer. The VanillaSex, KinkySex and CreatureSex Themes are now combined in the one FOMOD and only available on Lovers Lab, the Basic Theme is only needed if you use poses. You should only see the message when a theme is first installed on a save game. https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/WhatIsAnAAFTheme These theme packs contain all the parts of tagData from Halstroms_TagData.XML (APT) split into each relevant theme making APT redundant. If you have APT (Halstrom_tagData.xml) also installed it will result in double tagging some animations and probably cause weirdness or bugs. Installing all the themes is the same as having the full APT.This also includes new avatars for Humans and most creatures by Polistro most have not been tested yet. This spoiler contains links to the supported Animation mods. Let me know if I've missed any too. Vanilla Sex Theme contains the following xml files that may be removed if those human animations are not desired: Theme_SexVanilla_NoFurn2P_tagData.xml - Contains all the Vanilla NonFurniture animations that involve 2 actors Male and Female or Ungendered (I may split this later) Theme_SexVanilla_NoFurn1P_tagData.xml - Contains all the Vanilla NonFurniture animations that involve 1 actor Male or Female or Ungendered Theme_SexVanilla_NoFurnMM_tagData.xml - Contains all the Vanilla NonFurniture animations that involve 2 Male actors Theme_SexVanilla_NoFurnFF_tagData.xml - Contains all the Vanilla NonFurniture animations that involve 2 Female actors Theme_SexVanilla_NoFurnGB_tagData.xml - Contains all the Vanilla NonFurniture animations that involve More than 2 actors Theme_SexVanilla_Furn2P_tagData.xml - Contains all the Vanilla Furniture animations that involve 2 actors Male and Female or Ungendered (I may split this later) Theme_SexVanilla_Furn1P_tagData.xml - Contains all the Vanilla Furniture animations that involve 1 actor Male or Female or Ungendered Theme_SexVanilla_FurnMM_tagData.xml - Contains all the Vanilla Furniture animations that involve 2 Male actors Theme_SexVanilla_FurnFF_tagData.xml - Contains all the Vanilla Furniture animations that involve 2 Female actors Theme_SexVanilla_FurnGB_tagData.xml - Contains all the Vanilla Furniture animations that involve More than 2 actors Kinky Sex Theme contains the following xml files that may be removed if those animations are not desired: Theme_SexKinky_NoFurn2P_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve 2 actors Male and Female or Ungendered Theme_SexKinky_NoFurn1P_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve 1 actor Male or Female or Ungendered Theme_SexKinky_NoFurnMM_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve 2 Male actors Theme_SexKinky_NoFurnFF_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve 2 Female actors Theme_SexKinky_NoFurnGB_tagData.xml - Contains all the Kinky or Aggressive/Rough NonFurniture animations that involve More than 2 actors Theme_SexKinky_Furn2P_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve 2 actors Male and Female or Ungendered Theme_SexKinky_Furn1P_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve 1 actor Male or Female or Ungendered Theme_SexKinky_FurnMM_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve 2 Male actors Theme_SexKinky_FurnFF_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve 2 Female actors Theme_SexKinky_FurnGB_tagData.xml - Contains all the Kinky or Aggressive/Rough Furniture animations that involve More than 2 actors Creatures Sex Theme contains the following xml files that may be removed if those animations are not desired: Theme_SexCreatures_Furn_tagData.xml - Contains all the Creature NonFurniture animations (This will be split by creature type soon) Theme_SexCreatures_NoFurn_tagData.xml - Contains all the Creature Furniture animations (This will be split by creature type soon) File versions are by date so 180510 is 10th of May 2018, not 5th of October 2018 unless you are American Thanks To: F4SE people Dagobaking for his help learning how this voodoo works CGI for general help and creating the FOMOD version and Test Minions PERMISSIONS: No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy. Otherwise do whatever you want with this except selling it, Animators are free to use it themselves to replace their templates, less work for me when updates then The Basic and Vanilla Sex Themes are available on Nexus but may be a version behind this for a week or so. Basic Theme - Covers one of the Pose packs. Also includes new avatars for Humans and most creatures by Polistro. BasicSex Theme - Covers all vanilla basic sex animations, Male/Female, Male/Male, Female/Female, GangBangs. Also includes new avatars for Humans and most creatures by Polistro. KinkySexTheme - Includes Vanilla sex Theme and covers Aggressive/Rough Sex, Spanking, Bondage positions and Bondage furniture animations. Also includes new avatars for Humans and most creatures by Polistro. CreatureSex Theme - Includes Vanilla sex Theme and covers all Creature Sex Animations including Aggressive ones. Also includes new avatars for Humans and most creatures by Polistro. Requirements: AAF obviously The DLC's are currently required for only the Kinky and Creature Themes until I update the FOMOD. But they can be used if the following files are removed. Theme_Animations_raceData_DLCRobot.xml Theme_Animations_raceData_DLCWorkShop01.xml Theme_Animations_raceData_DLCCoast.xml Theme_Animations_raceData_DLCNukaWorld.xml Installation: 3 of the files are old versions just in case there's an issue with the latest version, the files are labelled by Date 181211.0 is 2018 December 11th version 0 The VanillaSex, KinkySex and CreatureSex Themes are combined in the one FOMOD and only available on Lovers Lab.
  23. View File There are several excellent mods available that let you wander the Commonwealth as a sexbot, but it's a bit jarring that nobody seems to recognize your nature. So this mod aims to provide some of the key NPCs with additional dialogue and behavior to make this a more immersive experience. It doesn't provide a story quest, in the traditional sense - just some extra role-play opportunities to fit into your own tale. The A.S.I.A. mod is an excellent option for this, there should be no conflict between these scenes and it's terminal-driven storyline. Another good choice is the Rogue Prototype armor mod (with Unique Player to create a unique nude body for the player). But you can use any body you like, it doesn't affect this mod's behavior. It's written for female characters, but gender roles are not enforced in any way. NPC Interactions: Sturges may proposition you, anytime after completing the settlement tutorial quest for him. Deacon (as a follower) has several new dialogues, mostly in major settlements, provided you have Devious Devices and/or RSE. MacCready (as a follower) may proposition you, once he gets to know you a bit (kill off the Gunners at the overpass). Piper is curious about how lifelike you feel (does not require that she be your follower) Hancock may demand tribute of a personal nature (does not require that he be your follower, does require Fahrenheit to still be alive). Nick Valentine may comment on your similarities. And the nicer packaging. Random passerby may make rude (or admiring) comments. Some of them are specific to Good Neighbor or Bunker Hill, to give each community a more unique flavor. ASIA sexbots have a few new dialogue scenes of their own, including one to cadge Nanite Overclock drugs from the player. Patrick (Trudy's Jet-addict son) has a bit of new dialogue as well. Knight Rhys has a scene of his own, once you've completed your first radiant quest for him (Brotherhood quest line). Travis has an option to start an Infiltration mission, at the appropriate point in the Confidence Man quest (i.e. to scout the Beantown Brewery). Sturges can also start an Infiltration mission, once you've done a scene with him - though he won't follow you. This makes Infiltration a viable option for the Corvega Factory mission: get in, hack the Protectron, and escape in the resulting confusion. Strong can also proposition you. Codsworth cannot, but may have other comments from time to time. Several of these scenes are repeatable, and responses are slightly different after the first time. Infiltration: Once they get to know you a bit, either Deacon or MacCready will have a new dialogue option: they'll offer to hold your guns while you go off and infiltrate a raider or supermutant camp... as their toy. Should also work with Strong (as of v1_3). You'll be able to talk to the raiders or mutants, and may even get paid a little. You can probably filch stuff from camp, while you're at it. With the right animations installed, gang-bang options will be available. Actors will be chosen from among the ones who've already greeted you, whether they previously participated in a scene or not. Max of 5 actors, including the player character. Equipping a weapon will end the infiltration, and the bad guys will turn hostile again. Immediately. Equipping a mine or grenade (when sneaking) will not end the infiltration - if you can find or steal one. Using a cookpot or chem lab with Rat Poison in your inventory will give you a chance that people you encounter will take tainted food or drugs from you. Low level raiders may die, others will just be weaker. Poison is slow acting, and doesn't affect everyone you meet. This scenario is repeatable. Assuming you can still walk afterwards. Mod Interactions: Uses a collar from Devious Devices, if available. Notifies SexAttributes if scenes are aggressive or consensual, and may defer scenes if the character's too worn out. Adjusts D/s orientation in SexAttributes, depending on dialogue responses (mostly towards the submissive side). Uses 'Pickaxe Body Spray' from RSE in one scene, if available. ... Thanks: Thanks go to the LL mods gang, for fantastic mod resources. Thanks to @Caiena, for the Russian translation. Thanks to @CGi, for the German translation. Requirements: This mod requires AAF for animations. It won't load without that. FP-based mods should (mostly) work with it, using the AAF FourPlay proxy. The new dialogue is not voiced, so turn on subtitles. Optional extras: A.S.I.A. New A.S.I.A with BoS Addon Rogue Prototype ( and Unique Player to provide a unique nude body based on it ) Recommend adding the SavageCabbage animation pack, if you want gang scenes to work. SexAttributes (the AAF version of FPAttributes) RSE (either FP or AAF) Devious Devices Conflicts: No known conflicts. Version History: Submitter stobor Submitted 07/21/2018 Category Quest Requires AAF View File
  24. Version 1.0.0

    1,979 downloads

    Made some XMLs which makes some animation packs auto-stage. This will only overwrite the original position xmls (enumerates the animations that appear in the AAF wizard list) because I merged the separate animation nodes into one animation group so that only my staged animations are listed. I can probably do a non-replacer version (so you get the original position list and my staged position list) if anyone is interested. This was made using the guide posted by Dagobaking https://bitbucket.org/dagobaking/advanced-animation-framework/wiki/Guides/HowToMakeStagedFurnitureAnimationsWithTransitions All animation groups (when the original mod has stages) are grouped and will play in sequence automatically. I've tested most of them myself, but if something bugs out, please do tell me and I'll try to fix it as quick as possible. Some animation groups have more than 8 stages so the whole animation takes long to finish, so these may be adversely affected by other mods calling for a timer. Supported packs (just load mine after their files) 1. SavageCabbages animation pack (1.04) 2. Gray User's creature pack release (2.0) [for mirelurk, radscorpion, mirelurk queen, yao guai, bloodbug, bloatfly, stingwing ; mirelurk hunter and mirelurk king is still being diagnosed] NEW 3. Leito - FO4 Animations (2.0a) - works with Leito compatibility patches, as long as you load mine last (overlays and MM and FF animations introduced by the patch still functions) Note1: The method I used selects the first and last of an animation group as the entrance and exit animation, and lists the applicable animation nodes between those two. When there is no exit trigger (manual end in AAF wizard, or a timer in other AAF mods) the animation shall cycle between the animation nodes, some animation groups look good during this cycling, some dont. When there is an exit trigger, the last of an animation group will be called, some animation group handles this well, some dont. This method is merely a placeholder for the next iteration of staging (automatic/manual) which is the tree xml to be introduced in full when the next AAF update includes it. For now we make use of the animationgroup + transition xmls to make multi-stage animations. Note2: Supermutants, dogs, and creatures generally behave weirdly when staging. They will flicker back to the original standing position before animating. This is "vanilla" Note3: Dogs have weird head tracking, and I think is being addressed in AAF beta versions Note4: I did this in a few hours, there may be errors (typo's) please inform me ASAP so I can fix it. Note5: Do NOT turn off NPC AI (tai / tcai) or else they will not stage. Use relevant AAF mods to call for an animation (start and end) such as AAF Violate, AAF sex em up. Credits to: Dagobaking and the AAF team. Without them all this would not be possible. SavageCabbage. Great animations and his file structure and naming made it possible for me to quickly do this Grey User. Several animation packs with various stages, currently supports creature pack V2 Leito. The one, the only. Future Plans 1. Do all other animation packs with multi-stage animations 2. Make use of the new tree xml which will better streamline auto-staging (under development). Currently only the player can select through the branches using the AAF wizard. Will make them in anticipation of the AAF update thereof 3. Introduce taggings and overlay functions compatible with existing XMLs that do the same Link to the support page: https://www.loverslab.com/topic/117774-auto-staged-animations-please/ Post your comments/reports there, so I can address them
  25. Hello Description: I am working towards making sexual creature animations mostly towards female creature/s violating a male human. Ideally, there will be at least 2-3 animations per creature type as well as animations for multiple creatures of the same type at once e.g. (3 bloatflies/1 human). These animations are aimed towards mods like 'Violate' or other sex-defeat mods. I would like to mainly focus on female animations for: - Mole Rat - Deathclaw - Mirelurk (Spawn, regular, and hunter) - Bloatfly - Bloodbug - Radroach Male creature animations: - Mongrel - Radstag - Mutant Hound Possibly in the future: - Cave Cricket (Female & Male) - Ants (Female & Male) - Radscorpion (Female) - Stingwing (Female & Male) - Fog Crawler (?) - Bloodworm (Female) - Angler (Female & Male) - Gulper (Female & Male) Starting off though, I think it would be smarter if it do some human/human animations to get used to the process. These will focus on female on male violation (or rape) since that is what I am more interested in and because there is a severe lack of it for Fallout 4. Assistance Required: I have been looking into, and collecting, the programs and files that I need as well as figuring out how to properly make use of them, and I will continue to do so. Currently I have: - 3Ds Max 2016 (I was unable to find a download for 2015) - HavokContentTools 2014 - niftools-max-plugins-3.8.0 https://github.com/figment/max_nif_plugin/releases - Havok 2 FBX Converter 0.1a https://github.com/Highflex/havok2fbx - HKXPack by DexesTTP https://github.com/Dexesttp/hkxpack - Fallout 4 Animation Kit AAF by Shadeanimator https://www.nexusmods.com/fallout4/mods/16694/? - F4Biped Animation Rig https://www.nexusmods.com/fallout4/mods/16691/ - FO4 Creature rig.txt files 1.0.0 - FO4 Animation Rigs for Naughty Animations 18.06.09 What I need some help with, however, is finding rigs for more creatures, directions to guides or help working 3Ds Max (importing, exporting, and animating multiple actors, all wile using the proper files), and if at all possible a safe link to a 3Ds Max 2015 download. I would also greatly appreciate any tips or advice anyone could throw my way regarding what is currently possible with AFF/FP as well as any advice on animating for Fallout 4 in general. I also know about a few guides already, and they are very helpfull, but they can still be a bit unclear about how to do curtain things at times. I am also unsure what is the same when it comes to making animations for skyrim and fallout 4. https://wiki.nexusmods.com/index.php/Animation_In_Fallout_4 https://www.loverslab.com/topic/39996-3ds-max-skyrim-video-animation-tutorial/ Background: I have experience with 2D animation as well as 3D (using Source FilmMaker). I have never used 3Ds Max before so I'm currently trying to figure out how it works in general as well as how to use it for my purposes. I have been a member of this community for a while now and I'd like to not only make content that I feel isn't normally done by others but I also want to give back, in a sense, by creating something for others. I am new to creating mods so this is a bit overwhelming but I'm taking it one step at a time. I've used many mods for skyrim from this site so I am somewhat familiar with well-known modders and mods. Update #1 02/18/2019:
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