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  1. alors voila je sais que ce groupe francophone ce concentre plus sur skyrim, mais sur fallout 4 j'aimerais savoir comment permettre au pnj compagnon et au joueur de garder leurs vétement un peut comme le permet sexlab dans skyrim ^^, si il faut aller toucher au script sa ne me dérange pas même si je préférerais que ça se passe via les options in game
  2. Dongs of Fallout (+More realistic shapes, textures included) View File Update 22 Nov 19: All my mods for Skyrim, Skyrim SE and Fallout 4 are up for adoptions. All their source code is included in the download packages and can be used in whatever way any other modders see fit - no need to ask me for permission. I have retired from Bethesda games' modding to focus on my own indie game project LifePlay (check it out here, it's an life simulation RPG on Unreal Engine. It's also moddable and open-source, and completely free.). ----------------------------------------------------- Dicks that vary in shape and size and only get erect during any sex triggered by a Four-Play mod (i.e. but not sex triggered by Leito's or Crazy's gun). The human penises can also be controlled by hotkeys (erection status, 180-degree direction pointing) 15 July - Not a new update. Just reuploaded the file as it was down after LoversLab's server upgrade error. Also super mutant dicks that change from unerect into the right erect direction during sex scene. It works by in-game morphing rather than by equipping nudesuits like Leito's gun / Four-Play Nudesuits. Requirements: LooksMenu Latest Four-Play EITHER Four-Play Alignment Fixes and Animation Loader OR its predecessor Four-Lei Plus - in order for the erection system to work. To set up Four-Play properly in your game, follow the installation guide and you'll be good to go. No need to install a body texture separately like previously, Leito's EVB Cut textures already included from 1.5 onwards. You can however overwrite DOF with any textures for erect male bodies, if you prefer uncut. Installation: Install the requirements above. Then install Dongs of Fallout, overwriting everything when asked. Manually or with mod managers are both fine. In the future, never lets any mods overwrite Dongs of Fallout. If you use Unique Player/ Unique Follower type of mods that affect males, you'll need to overwrite whatever male mesh files used by those mods with malebody.nif and malebody.tri from Dongs of Fallout (Data\Meshes\Actors\Character\CharacterAssets) Human Erection and 180-degree penis rotation Controls Press Home to change the selected male actor to mess with (selected actor will be highlighted briefly in red). If the player is male, the player is selected by default without needing to press Home. When a sex scene is started involving the player, the player (if male) / the player's partner is automatically selected - you don't need to press Home manually. Press End to change erection status Press Page Up to rotate penis up Press Page Down to rotate penis down If you don't want to use the default hotkeys, change the hotkeys with the following console commands (will only take effect after fast travel/ going through a load door) set Key_Up to # set Key_Down to # set Key_Erect to # set Key_ChangeActor to # With # being a number that corresponds to a key as detailed here: https://www.creationkit.com/fallout4/index.php?title=DirectX_Scan_Codes Customization: Will add more via Vinfamy's Control Panel eventually. But for now you can use the following console command to change the average erect penis size (won't take effect on NPCs in your current cell/ that have already been given a dick size): set DOF_Average to # Replace # with the average penis size you want. Default # is 10. # should between 1 and 20. Future Plans: Customization options with Vinfamy's Control Panel. Futa and transgender support Credits: Leito86 for Enhanced Vanilla Bodies and super mutant meshes, which serve as base meshes and textures (from 1.5) for this. Also for making me a custom flaccid mesh with the vertex count I needed. Expired for F4SE, LooksMenu and F4EE morphing system BringTheNoise for 4 Play Nude Body files and the three sliders related to human penis size and three sliders for erection direction for super mutant smorris2012 for Super Hero Body which BringTheNoise's work is based on initially Submitter vinfamy Submitted 06/24/2017 Category Body Replacers Requires LooksMenu, Four-Play, Four-Play Alignment Fixes and Animation Loader  
  3. [Dev/Test/Beta] LL FourPlay community F4SE plugin v42 2021 09 13 View File ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 40 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT runtime neutral ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.163 will no longer be supported. ; Written against 0.6.20. You should not use an older version of F4SE. ; ; ; Known issue: errors in description and untested functionalities. This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch. This is also where the sources for the released plugin will be found. Current interface and available functions for v42: Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 42 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 42.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; ObjectReference functions ; ========================= ; ; Set the reference display name as a string without token. TO BE TESTED bool Function ObjectReferenceSetSimpleDisplayName(ObjectReference akObject, string displayName) native global ; ; Actor functions ; =============== ; ; Check if the ActorBase has a specific skin. TO BE TESTED bool Function ActorBaseIsClean(Actor akActor) native global ; Return the WNAM ARMO of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). new in v20: fix for DelKeywordFromForm. ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. Function PrintConsole(String text) native global v21: Same as v20 but with the correct DLL. new in v22: compatible with runtime version v1.10.98 new in v24: compatible with runtime version v1.10.106 new in v25: DELETED. new in v26: compatible with runtime version v1.10.111 new in v27: compatible with runtime version v1.10.114 (untested for now but should work). new in v28: ; Return the WNAM ARMO (skin mesh) of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global new in v29: compatible with runtime version v1.10.120 (untested for now but should work). new in v30: ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global new in v31: compatible with runtime version v1.10.130 new in v32: compatible with runtime version v1.10.138 new in v33: Bug fix for LastCrossHairActor by EgoBalistic. (Possible CTD, so please update) new in v34: Bug fix for SetMinimalMaxArraySize by EgoBalistic new in v35: new MFG morph functions and Scaleform integration by EgoBallistic. ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global new in v37: compatible with runtime version v1.10.162 and both F4SE 0.6.18 and 0.6.19 new in v38: compatible with runtime version v1.10.163 and 0.6.20/0.6.21 new in v39: new functions provided by EgoBallistic: ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global new in v40: ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global compatible with runtime version v1.10.163 and 0.6.20/0.6.21 v40 was not properly packaged (same content as v39). V41 contains the correct compiled files to use. new in v42: ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global Other files: Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin. Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers. Submitter jaam Submitted 07/22/2017 Category Modders Resources Requires Fallout 4 version 1.10.163 and F4SE 0.6.20.  
  4. Version v42

    88,605 downloads

    ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 40 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT runtime neutral ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.163 will no longer be supported. ; Written against 0.6.20. You should not use an older version of F4SE. ; ; ; Known issue: errors in description and untested functionalities. This is the topic for intermediate and/or test versions. The released version will be available as part of the Four_Play Community patch. This is also where the sources for the released plugin will be found. Current interface and available functions for v42: Scriptname LL_FourPlay Native Hidden ; ; Shared community library of utility function from LoverLab distributed with FourPlay resources as a F4SE plugin with sources included ; ; Version 42 for runtime 1.10.163 2021 09 13 by jaam and Chosen Clue and EgoBallistic and Fedim ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_163.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.138 will no longer be supported. ; Written and tested against F4SE 0.6.21. You should not use an older version of F4SE. ; ; ; ; Returns the version of this script (when someone has not forgotten to update it :) ) Float Function GetLLFPScriptVersion() global return 42.0 endFunction ; Returns the version of the plugin and servers to verify it is properly installed. Float Function GetLLFPPluginVersion() native global ; Custom profile: written into "Data\F4SE\Plugins" ; =============== ; Returns the full path for custom profile name. IE "WhereverYourGameIs\Data\F4SE\Plugins\name". Don't forget to provide the .ini extension. string Function GetCustomConfigPath(string name) native global ; Get the value of custom config string option string Function GetCustomConfigOption(string name, string section, string key) native global ; Get the value of custom config integer option (Use 0/1 for boolean) int Function GetCustomConfigOption_UInt32(string name, string section, string key) native global ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config string option (at most 66535 characters per option). The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption(string name, string section, string key, string value) native global ; Sets the value of custom config integer option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_UInt32(string name, string section, string key, int data) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; Camera functions ; ================ ; ; Forces the FlyCam state. ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; if the requested state is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. bool Function SetFlyCam(bool activate) native global ; TO BE TESTED ; Forces the FlyCam state. Alternative version that allows to pause/unpause the game when entering FlyCam ; if activate is true and the FlyCam is not active AND the FXCam is not active either, the FlyCam will be activated. ; if pause then the game will be paused ; if activate is false and the FlyCam is active, the FlyCam will be deactivated. ; otherwise if the requested activate is identical to the current state nothing is done. ; Returns whether the FlyCam was active or not before the call so mods can restore the previous state if needed. ;TBT; bool Function SetFlyCam2(bool activate, bool pause) native global ; TO BE TESTED - So far this is useless as scripts seem to be stopped while in pause mode :( ; Get the current state of the FlyCam bool Function GetFlyCam() native global ; Get the current pause state of the game bool Function GetPaused() native global ; Get the current state of the FXCam bool Function GetFXCam() native global ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global ; ; Power Armor/Race/Skeleton functions ; =================================== ; ; Returns the actor's race when in PowerArmor Race Function GetActorPowerArmorRace(Actor akActor) native global ; Returns the actor's skeleton when in PowerArmor string Function GetActorPowerArmorSkeleton(Actor akActor) native global ; Returns the actor's current skeleton, not affected by PowerArmor string Function GetActorSkeleton(Actor akActor) native global ;Chosen Clue Edit ; ; String functions ; ================ ; ; Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ; Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ; Splits the string into a string array based on the delimiter given in the second parameter. ; As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray2(Var[] theArray, int theSize) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; Because filling with invalid values will CTD ; Bugged for any version prior to 14 ; theFill will be ignored, but kept for compatibility. Anyway nobody used it ever as it would have CTD. Please use ResizeVarArray2 Int theFill = 0 return ResizeVarArrayInternal(theArray, theSize, theFill) endFunction ; if the int theSize is negative, the resulting array is a copy of the original array unchanged. ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches ArrayAdd and ArrayInsert so they respect that maximum. The value is memorised in ToolLib.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not only a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Delete a keyword from a form (not only a reference). Does not persists. bool Function DelKeywordFromForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; ObjectReference functions ; ========================= ; ; Set the reference display name as a string without token. TO BE TESTED bool Function ObjectReferenceSetSimpleDisplayName(ObjectReference akObject, string displayName) native global ; ; Actor functions ; =============== ; ; Check if the ActorBase has a specific skin. TO BE TESTED bool Function ActorBaseIsClean(Actor akActor) native global ; Return the WNAM ARMO of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global ; ; Collision functions ; =================== ; ; Set the collision state of a reference. Returns the previous state. TO BE TESTED _ currently fails. ;TBT; bool Function ObjectReferenceSetCollision(ObjectReference akObject, bool enable=True) native global ; Get the collision state of a reference. If akObject is None, return the global collision state (controlled by TCL). TO BE TESTED ;TBT; bool Function ObjectReferenceGetCollision(ObjectReference akObject) native global ; ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. (Fixed as of v18) Int Function OriginalPluginID(Form akForm) native global ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. bool Function PrintConsole(String text) native global ; ; HIDDEN Functions. Never call directly. ; ; hidden function, use ResizeVarArray instead Var[] Function ResizeVarArrayInternal(Var[] theArray, int theSize, Var theFill) native global ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global This is a community resource. It can be used in any way you wish in any mod. The released version can be re uploaded on other sites as needed but please do not duplicate on this site. Any part of the source code not provided as part of F4SE can be reused in your own work as you wish. Use this topic to comment, request and eventually propose new functionalities on the plugin. Also in v3: Compiled DLL properly named. Update to KK after test. Proved insufficient then commented out. new in v5: ; Select the speed at which the FlyCam moves (identical to SetUFOCamSpeedMult/sucsm console command) ; The console command supports an optional second parameter to control rotation speed. ; The way it handles default value is not compatible so I use an explicit bool to select which speed to change ; Returns the previous value of the selected speed. float Function SetFlyCamSpeedMult(float speed, bool rotation=False) native global new in v6: ; ; String functions ; ================ ; ;Returns the first index of the position the toFind string starts. You can use this to check if an animation has a tag on it. Is not case sensitive. Int Function StringFind(string theString, string toFind, int startIndex = 0) native global ;Returns the selected substring from theString. If no length is set, the entire string past the startIndex number is returned. string Function StringSubstring(string theString, int startIndex, int len = 0) native global ;Splits the string into a string array based on the delimiter given in the second parameter. ;As this function does ignore whitespace, putting a space as the delimiter will only result in a string being returned without spaces. string[] Function StringSplit(string theString, string delimiter = ",") native global ; Opposite of StringSplit. string Function StringJoin(string[] theStrings, string delimiter = ",") native global new in v7: ; ; Array functions ; =============== ; ;Just a precursor: This does not mean we can use Alias based scripts to store animations like sexlab does, as the F4SE team has yet to include a typedef of them in the F4SE CPP files. I am guessing that they haven't reverse engineered it yet. Form[] Function ResizeFormArray(Form[] theArray, int theSize, Form theFill = NONE) native global String[] Function ResizeStringArray(String[] theArray, int theSize, String theFill = "") native global Int[] Function ResizeIntArray(Int[] theArray, int theSize, Int theFill = 0) native global Float[] Function ResizeFloatArray(Float[] theArray, int theSize, Float theFill = 0.0) native global Bool[] Function ResizeBoolArray(Bool[] theArray, int theSize, Bool theFill = False) native global Var[] Function ResizeVarArray(Var[] theArray, int theSize) global ; if the int theSize is negative, the reulting array is a copy of the original array unchanged. ; ; Misc. Form functions ; ==================== ; ; Returns the Editor ID of a Race. Originally GetFormEditorID, but passing in a form and using the F4SE function GetEditorID() has only worked on Quest and Race forms. So I've just made it for race forms only. String Function GetRaceEditorID(Race akForm) native global new in V8: ; ; Keyword functions ; ================= ; ; Return the first keyword whose editorID is akEditorID Keyword Function GetKeywordByName(string akEditorID) native global ; Adds a keyword to a form (not a reference). Does not persists. bool Function AddKeywordToForm(Form akForm, Keyword akKeyword) native global ; Return an array of all keywords loaded in game. Keyword[] Function GetAllKeywords() native global new in v9.0 ; ; Shared community libray of utility function from LoverLab distributed with FourPlay ressources as a F4SE plugin with sources included ; ; Version 9 for runtime 1.10.20 2017 08 31 by jaam and Chosen Clue ; Runtime version: This file should be runtime neutral. The accompanying F4SE plugin (ll_fourplay_1_10_20.dll) is NOT! ; You need to always use a plugin corresponding with the game version you play. ; Plugin should be available just after F4SE has been updated for the modified runtime. ; Runtime versions lower than 1.10.20 will no longer be supported. ; Written and tested against F4SE 0.5.0. You should not use an older version of F4SE. ; ; Get the value of custom config float option Float Function GetCustomConfigOption_float(string name, string section, string key) native global ; Sets the value of custom config float option. The directories and path will be created as needed. If the result is false, the set did not happen. bool Function SetCustomConfigOption_float(string name, string section, string key, float data) native global ; Returns the name of the plugin that created a form String Function OriginalPluginName(Form akForm) native global ; Returns the persistent ID of a form (excluding the load index) Should be compatible with esl files. Int Function OriginalPluginID(Form akForm) native global ; Sets the minimum array size required by a mod. Returns false if the current value was greater. Bool Function SetMinimalMaxArraySize(int theMaxArraySize) native global ; This patches add and insert so they respect that maximum. The value is memorised in LL_FourPLay.ini ;[Custom Arrays] ;uMaxArraySize=nnnnnn ; ; !! Creating arrays that are too large will adversaly affect your game !! new in v10: fix the FxCam offset so the FlyCam works properly reuploaded v10 without the 1.9 DLL. For 1.9 use v8 version of the DLL new in v11: compatible with runtime version v1.10.26 new in v12: compatible with runtime version v1.10.40 new in v13: compatible with runtime version v1.10.50 new in v14: not needed for current version of four_play (nor the current alpha of FP 1.0) any version prior to 14 had an issue during ResizeVarArray or ResizeVarArrayInternal due to either copying uninitialized existing data or setting new data to the fill value. both are replaced with a fixed ResizeVarArray2 which lets the system initilize to null the arrays. (old prototype remains otherwise the papyrus log would complain loudly). new in v15: compatible with runtime version v1.10.64 new in v16: compatible with runtime version v1.10.75 new in v17: compatible with runtime version v1.10.82 new in v18: compatible with runtime version v1.10.89 fixed OriginalFormID added DelKeywordFromForm (but it untested at the moment). new in v20: fix for DelKeywordFromForm. ; Get all the keys and values contained in a section. Both at once to avoid discrepancies in the order. ; The keys are in VarToVarArray(Var[0]) as String[] and the values in VarToVarArray(Var[1]) as String[] Var[] Function GetCustomConfigOptions(string fileName, string section) native global ; Set a list of keys and values in a section. Any other existing key will be left alone. bool Function SetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Reset all the keys and values contained in a section. ; Any exiting key value pair will be suppressed first, so providing none arrays will effectivly removes all keys from the section. bool Function ResetCustomConfigOptions(string fileName, string section, string[] keys, string[] values) native global ; Get all the sections in a file. string[] Function GetCustomConfigSections(string fileName) native global ; For all array functions: ; The implementation as an arbitrary limitation of 32767 bytes buffer for all Keys, Values or sections involved. ; If needed because the limitation becomes a problem, another implementation can be done using memory allocation, though there will remain a limit imposed by Windows. ; When arrays for keys and values are provided, the count of elements in both arrays must be identical or the function fails on purpose. ; An empty value should be provided as a zero length string. TO BE TESTED ; ; CrossHair functions ; ==================== ; ; Returns the Reference that is currently under the CrossHair. Returns None if there isn't one currently. ObjectReference Function LastCrossHairRef() native global ; Returns the last Actor that is or was under the CrossHair. Returns None until there is one since the game was (re)started. Actor Function LastCrossHairActor() native global ; ; Misc functions ; ============== ; ; Prints a message to the debug console. Exposes the internal F4SE function Console_Print using the code found in Papyrutil in Skyrim. Function PrintConsole(String text) native global v21: Same as v20 but with the correct DLL. new in v22: compatible with runtime version v1.10.98 new in v24: compatible with runtime version v1.10.106 new in v25: DELETED. new in v26: compatible with runtime version v1.10.111 new in v27: compatible with runtime version v1.10.114 (untested for now but should work). new in v28: ; Return the WNAM ARMO (skin mesh) of either the actor base or the actor's race Form Function GetActorBaseSkinForm(Actor akActor) native global new in v29: compatible with runtime version v1.10.120 (untested for now but should work). new in v30: ; Returns whether a form is in a given leveled item list bool Function GetInLeveledItem(Leveleditem akList, Form akForm) native global new in v31: compatible with runtime version v1.10.130 new in v32: compatible with runtime version v1.10.138 new in v33: Bug fix for LastCrossHairActor by EgoBalistic. (Possible CTD, so please update) new in v34: Bug fix for SetMinimalMaxArraySize by EgoBalistic new in v35: new MFG morph functions and Scaleform integration by EgoBallistic. ; MFG morph function provided by EgoBallistic ; Apply a MFG Morph to the actor bool Function MfgMorph(Actor akActor, int morphID, int intensity) native global ; Set all MFG Morph values to zero on an actor bool Function MfgResetMorphs(Actor akActor) native global ; Save an actor's MFG Morph values to an array of float Float[] Function MfgSaveMorphs(Actor akActor) native global ; Restore an array of saved MFG morph values to an actor bool Function MfgRestoreMorphs(Actor akActor, Float[] values) native global ; Copy the MFG morph values from one actor to another bool Function MfgCopyMorphs(Actor a0, Actor a1) native global ; Apply a set of MFG morphs to an actor. Morph ID morphIDs[x] will be set to values[x] bool Function MfgApplyMorphSet(Actor akActor, int[] morphIDs, int[] values) native global new in v37: compatible with runtime version v1.10.162 and both F4SE 0.6.18 and 0.6.19 new in v38: compatible with runtime version v1.10.163 and 0.6.20/0.6.21 new in v39: new functions provided by EgoBallistic: ; Converts an integer of any base to a hexadecimal string representation string Function IntToHexString(Int num) native global ; Converts a hexadecimal string to an integer Int Function HexStringToInt(String theString) native global ; Copy the base skin of one actor onto another as a skin override, similar to what LooksMenu does bool Function CopyActorBaseskinForm(Actor akSourceActor, Actor akDestActor) native global ; Cell Functions ; ============== ; ; Returns the number of references of type formType in cell. Use GetFormType() below for formType values. If formType is 0 this returns the count of all refs in the cell. Int Function GetNumRefsInCell(Cell akCell, Int formType) native global ; Returns nth reference of type formType in cell. If formType is 0 this returns the nth reference of any type. ObjectReference Function GetNthRefInCell(Cell akCell, Int index, Int formType) native global ; Return a form's record flags Int Function GetRecordFlags(Form akForm) native global ; Return a form's formType Int Function GetFormType(Form akForm) native global new in v40: ; ; Wav function (by Fedim) ; ; Plays a WAV file. FileName relative to "Data\Sound\Voice\" ; Option is possible "Data\Sound\Voice\MyPlugin\sound001.wav" Function PlaySoundWav(string FileName) native global ; Returns the current volume level of the player (-1 = 0xFFFFFFFF -> max) ; LowWord - left channel volume ; HeighWorg - right channel volume ; 0 <= volume <= 65535 (0xFFFF) int Function GetVolumeWav() native global ; Sets the volume of the player channels ; 0 <= volume <=65535 (0xFFFF) int Function SetVolumeWav(int volumeA, int volumeB) native global ; Randomly selects a line from the SectionText section of the "Data\F4SE\Plugins\PluginName.ini" file, plays the WAV and returns the text ; ini file must be UTF-8 encoded ; Sounds should be in the "Data\Sound\Voice\PluginName.esp\" String Function VoiceMessage(String PluginName, String SectionText) native global compatible with runtime version v1.10.163 and 0.6.20/0.6.21 v40 was not properly packaged (same content as v39). V41 contains the correct compiled files to use. new in v42: ; Return whether form is persistent or not Bool Function IsPersistent(Form akForm) native global ; Set a form persistent or not. Returns false if form does not exist Bool Function SetPersistent(Form akForm, bool akFlag) native global Other files: Test-LLFP-vX-YYYYMMDD contains the current version of the test and verification mod for the plugin. Src-LLP-vX-YYYYMMDD contains version X source files and compiled resources for developers.
  5. Hi there! I was hoping for a proper male conversion for the Anime Race mod that changes both the player and the NPCs. It's honestly really awkward to see the girls looking anime with a bunch of realistic male NPCs. The only solutions I've seen either give the guys tits, or require multiple different patches that are really hard to get to work, and only end up working on the NPCs and not the player. I just wanna play as a guy and not look out of place. I'd also really appreciate it if, while you're in there, you could change the skintones so the black characters aren't white. If you send me the textures in PNG format, I can even edit them myself so you have less to do if you're willing to take on that second request! You don't have to though if you don't want too, I'm already really thankful for the first half since it's a lot of effort. Thanks for reading!! I hope y'all have a good day.
  6. so I followed the up to date Guide on AAF, and everything seemded to work fine, then I installed the one patch for all and Leito's erection fix, but now both supermutant and human males are flacid, even after building the morphs for the human males in bodyslide and I am kinda lost on what to do, every other animation seems to be working but I have yet to test ghouls out here is my load order # This file was automatically generated by Mod Organizer. Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm Unofficial Fallout 4 Patch.esp AAF.esm AAFThemes.esl TortureDevices.esm BodyTalk3-RaiderNormalsFix.esl TacticalReload.esm cleaner_lived-in_settlements.esl ArmorKeywords.esm Devious Devices.esm Bememoth Separated Cart.esl HUDFramework.esm BakaWaitAnywhere.esm SavrenXWeaponHD.esp SavrenX HD Vanilla Clothes Optimized.esp SavrenX HD Vanilla Armor.esp CBBE.esp LooksMenu.esp PiP-Boy2000.esp LooksMenu Customization Compendium.esp ESPExplorerFO4.esp cleaner_lived-in_settlements.esp UltraExteriorLighting.esp Diamond City Exterior Cleanup.esp CheatTerminal.esp Faster Terminal Displays (20x).esp AzarPonytailHairstyles.esp KSHairdos.esp MiscHairstyle.esp Vioxsis_Strap-Ons.esp BodyTalk3-LooksMenu.esp AAF_CreaturePack01.esp AAF_CreaturePack02DLC.esp Fr4nssonsLightTweaks.esp Vivid Waters.esp UniqueUniques.esp MWRam7.esp MagnoCumGaudio.esp Diamond City Interior Cleanup.esp Beggar_Whore.esp F4NVServiceRifleRedux.esp Wana_SA58.esp ElMudoStore.esp AAF_BadEnd_Animations.esp AAF_GrayAnimations.esp AAF_Violate.esp AAF_Violate_DLC_Patch.esp Vivid Fallout - All in One - Best Choice.esp The Eyes Of Beauty.esp TheEyesOfBeauty.esp Clothes Pack v2.0 by DonEb14n.esp Commonweath Vans.esp Clothes Pack 2 by DonEb14n.esp Gunner_Operator.esp Nexus_PMC.esp PMC_extended.esp 3dscopes-framework.esp Vivid Weathers - FO4.esp Vivid Weathers - FO4 - Far Harbor.esp Vivid Weathers - Natural Bright.esp Vivid Weathers - Nuka World.esp NukaRadBans.esp Mutated Lust.esp AAF_SEU.esp Raider Pet.esp Animated_Fannies.esp GetDirty.esp GetDirty_NoCleanlinessPatchForCWSS.esp AAF_Dirty_Sex.esp FPAttributes.esp FP_SexualHarassment.esp SavageCabbage_Animations.esp BraveAnims.esp rxl_bp70_animations.esp Rufgt's Animations.esp Vadermania[AAF_anims].esp FO4_AnimationsByLeito.esp Farelle_Animations.esp SuperMutantFreezeFix.esp Behemoth No Cart.esp Deathclaw_nude.esp ErectionFix_SilverPerv.esp SMBehemoth Loincloth.esp goodlooking piper v1.esp MWEagle.esp WinCowbowRepeater.esp HK_MP5.esp SR1MP.esp HK_MP5_TacticalReloadPatch.esp Immersive HUD.esp SlaveTattoos.esp TatsAfterRape.esp Jericho 941.esp Glock19x.esp PPK.esp AlexMakarovPistol.esp M60.esp MWStriker.esp PiP-Boy2000_LMCC.esp AlexSleevePatcher.esp AlexMakarovPistol_TacticalReloadPatch.esp P90_TacticalReloadPatch.esp Mossberg500.esp Remington700.esp Remington700_TR.esp Vivid Weathers - FO4 - Summer.esp BraveAnims_Fix.esp UAP Moans.esp Zaz Particle Effects.esp
  7. Like the Title say. Wish for a app that will give you the install folder of any mod installed from Bethesda net so you can manage them by hand or any Mod installer. Will be useful now when people running away from the nexus Have a nice day all of you modders and the rest too
  8. I'm new to modding Fo4 so i'm sorry in advance if I seem dumb, but my problem is the title. So I wanted to download some mods off here to make my F04 experience more adult and immersive, especially with my favorite companions. I ended up installing the basic mods needed being AAF, MCM, CBBE, BodySlide & OutfitStudio, and Looks Menu. On my female character CBBE, BS & OS, AAF, and LM work fine. The body looks great and with ILER & Atomic Lust the actions work good to. On my male character with CBBE, BS & OS, AAF, LM, and BodyTalk3.15 do not. I even have the plugin ZaZ which I somehow managed to get the body type but when performing an act the junk goes all weird... Looks like a piece of paper flowing in the breeze lol. When I uninstall and reinstall BodySlide & OutfitStudio along with BodyTalk3.15 Vortex gives me an error stating the 2 mods conflict because they both use the same file. Any help on how to fix these issues? Thanks guys!
  9. Anyone please help me. Everytime i start a new game, the game crashes and closes automatically. I have also provided the link to the crashlog. Link : https://drive.google.com/file/d/1VAF3gP1yowA1Wl79KmFGOkEVVLZy_XEd/view?usp=sharing
  10. Hello, I installed the mods properly but during gameplay of using the sex mod it seems that the models always seem to be misaligned so where most female models look like their being screwed by a mysterious man or themselve without using said strap-on mod, is there a way to properly fix it?
  11. So, this is a private mod, in which I'm using assets from 2 different mod authors. The original NIF is of a CAR 15 rifle reflex sight which I've converted into a Trijicon ACOG sight using the RU556. It's not the copying and/or pasting of blocks that I need help with, nor is it placing the right materials path. The sights, the mildot and the red dot et al are aligned properly and work well in game. The problem arises when I place the backup iron sights from the RU556 on top of the rear stock of the rifle (they don't serve a purpose with the ACOG, just aesthetics). The save game in which I'm using the modded rifle with the custom attachment crashes. I've troubleshooted it down to the fact that the problem most definitely has to do with the backup iron sights and sights holder blocks. The materials path in both(1 , 2 ) blocks is correct (I've double checked); what seems to vary though from the original RU556 is the BSTriShape 'name value'. I've tried using blank fields, I've tried using name values from the original RU556 nif, I've tried setting some custom names, but they don't work. I've also loaded up the custom NIF on BodySlide just to check if it works but quite rightly, the application crashes as does the game itself. What am I doing wrong? Can anyone help me out?
  12. Fallout Genetics https://www.nexusmods.com/fallout4/mods/35459?tab=description + Looksmenu (and bodygen) https://www.nexusmods.com/fallout4/mods/12631 = Almost a way to have your npc's spawn completely uniquely based of the tastes of bodyslide and looksmenu pre-sets you select, including unique hair and facial features. Why isn't there any work on this?? The mods are just left sitting there.
  13. Coming back to playing and modding FO4 after a loong time. Just quickly looked through the top forum posts and was wondering if there is anything like Sexlab (Skyrim) for FO4 these days ? Or are there just dozens of similar animation mods that do not rely on a central framework ? Would greatly appreciate it of someone could quickly get me up to speed on that topic!:)
  14. Hello everybody! So I recently bought FO4 and so far I really like it. But there are just very very few animation mods for this game. For Skyrim you can get all sorts of naughty animations, but not for this game. I found this very disturbing. So instead of just complaining about it, like others do, I started to learn about how the whole "custom animations in Fallout 4" works. I found a great tutorial somewhere and all, and I was about to get started when I found out something really depressing: You need the 2013 version of 3DS MAX to create custom animations for Fallout 4 and to export them to be used in the game. At first I thought I will just get the free student version thing or buy it, but older versions of 3DS MAX are not sold anymore. I mean I am willing to spend money on this, they don't sell it. Then I tought I will just, you know, get it somewhere else .... you know .... But I have never done such a thing before and I don't know where to start. All I found was links to websites that just showed ads and crap like that ... So I think I can't get the 2013 version of 3DS MAX. I feel really shitty right now, because I want to contribute to this community instead of just complaining and asking other modders for stuff. I really want to, but I can't because of this stupid program ...... I can't be the only one who had to aquire this piece of shit software after they discontinued it to make animations for FO4. So I want to know how did you get it? I just don't know what to do or who to ask ...
  15. Version 0.5

    30 downloads

    No longer maintained as a separate file. Now included in the main file at http://www.loverslab.com/files/file/2738-mto-male-take-over/
  16. Hello everyone, I'm looking for a 3D modeller for creating a private outfit with my idea, anyone interested? I would like to create a CBBE SE outfit, but I also would like to use it in FO4 too if possible) I will pay the service fee for helping me, and if you have a portfolio to show your works, it would be better!
  17. Hi all. How do I make new hair colors in the CK and export it in the Fallout 4 game?
  18. View File File Name: Competition Swimsuit - CBBE - BodySlide File Submitter: Aubri File Submitted: 04 Mar 2018 File Category: Armor & Clothing Competition Swimsuit from Skyrim converted to Fallout 4. i've also included :: - nexus user moriartykain's lore-friendly textures this conversion has been available on the nexus for a year now but having updated it, i figured i'd upload it here as well. if you make textures for this swimsuit & want me to implement them as standalone, send me a msg :} i have limited resource & knowledge so this conversion was done solely in outfit studio. there's a visible gap between the torso and the swimsuit (below the twins & above the buns) i'll see about fixing that in the future but it's not top priority atm. meant for cbbe/bodyslide but nexus user themilkdrinker has created an atomic beauty conversion available on nexus. if you're unable to access the ab conversion, lmk & i'll upload it here. choose between three plugins a) vanilla b) awkcr c) ae ae & awkcr are crafted at armorsmith workbench -- AEC_cm_CO_Skimpy_Dresses_Recipe "OUTFITS - SKIMPY DRESSES vanilla is crafted at the chemlab -- RecipeCompetitionSwimsuit "Competition Swimsuit" alternatively, you can obtain them through console -- help swimsuit 0 -> player.equipitem / additem / placeatme if you use f4se, i strongly recommend downloading IN-GAME ESP Explorer it's essential if you often add many items into your game. if not, you can place the trunk at your character, it's a vanilla suitcase & contains 5 of each swimsuit. if you do not build the swimsuit to your own body preset, it will be fit for the default preset (cbbe zeroed sliders). it uses body slot #51, which is most often used for rings. very easy to change in fo4edit, i'm sure you guys know how. it does not currently feature physics. i could add physics but i don't think it'd look good so no plans to do that as of right now. this mod would not be possible w/o :: + shimaneko & moriartykain + cbbe & bodyslide & outfit studio + material editor + fo4edit + nifskope + gimp + nexus mod manager + bethesda <3 as always, don't hesitate to post screenshots/videos, whatever you want. i encourage constructive criticism as well. if you want to improve the mesh, create retextures, create _ body conversion, feel free. all i ask is :: - credit to the original mod author shimaneko as they created the outfit, i only ported it. - credit/kudos to mod author moriartykain for his retextures. no need to credit me. other mods shown in screenshots :: a huge & continuous thank you to everyone who's shown me support, whether with this mod or the many others. hope you guys enjoy the swimsuit in your commonwealth! Click here to download this file Submitter Aubri Submitted 03/04/2018 Category Armor & Clothing Requires cbbe + bodyslide, atomic beauty if you're using that conversion, awkcr/ae if you choose either plugin.
  19. Hello, all. I'm having an issue with the FO4 Creation Kit and I was wondering about how can I have my data back into the open slot. How do I get my data into Fallout 4, because it's blank in the section where the ESPs and ESMs are located.
  20. FALLOUT 4 GIRLS Piper, Cait, And Curie DOWNLOAD: Fallout4Girls.zip Whenever I make sims and upload them I like using little to no CC so that way people don't end up with a ton of stuff they don't need. Don't forget to leave a comment, and let me know if you like my sims, also if anyone wants certain sims made let me know and I will see what I can do
  21. Hello all, I have been getting severe flickering and invisible buildings/walls issues. This wasn't a problem in Sanctuary but once I started getting to further cities, it became way more of an issue. My last save is inside a building with a bunch of super mutants but mostly everything is invisible or not loading. I attached photos of it. My specs include a GTX 1060 6GB, 16GB RAM, etc. I have tried uninstalling mods like Merged Visuals, Sim Settlements, Place, Ultra Interior LIghting, Thaylor LIght Fixes ,etc. Nothing changed. I have deleted FO4 custom ini and FO4 prefs. Prefs and Custom are clean installs and included the custom ini details. My load order list: Fallout4.esm DLCRobot.esm DLCworkshop01.esm DLCCoast.esm DLCworkshop02.esm DLCworkshop03.esm DLCNukaWorld.esm ccbgsfo4060-dgrot.esl Unofficial Fallout 4 Patch.esp AAF.esm AAFThemes.esl ArmorKeywords.esm FPEAIOCreatureAddon.esl Bememoth Separated Cart.esl CanarySaveFileMonitor.esl COCO 2B Wedding.esl HUDFramework.esm WorkshopFramework.esm SimSettlements.esm TortureDevices.esm Devious Devices.esm FaceLight.esl InoueYivianBrand.esl KillTips_by_tooun.esl MidnightBreedArmorFO4.esl RSE_II_Resources.esm Slave&ModelPinup.esl TERASwimwear.esl XDI.esm LandingAnimationConsistencyFix.esl 3dscopes-replacer.esp Fo4FI_FPS_fix.esp A Forest.esp AAF_CreaturePack01.esp PlayerComments.esp UltraInteriorLighting.esp PiperCaitCurieDialogueOverhaul.esp WorkshopRearranged.esp Merged Visuals.esp Better Locational Damage.esp Better Explosives Redux.esp Better Locational Damage - DLC_Far_Harbor.esp AAF_CreaturePack02DLC.esp AAF_debug_on.esp AAF_SEU.esp AarwynLFR.esp ANiceOakTree Hairs.esp Atomic Lust.esp AzarPonytailHairstyles.esp BDO Hair.esp BLD - Leveled Lists - DLC.esp Merged Audio.esp BostonFPSFixAIO.esp Remove Interior Fog - All Dlc.esp Fog Remover II (AIO) Recommended.esp Institute Patch for PRC.esp W.A.T.Minutemen.esp CheatTerminal.esp WeightlessMods.esp WeightlessJunk.esp RealHandcuffs.esp Beggar_Whore.esp Behemoth No Cart.esp WeightlessAid.esp Better Chems.esp Better Locational Damage - DLC_Automatron.esp Better Locational Damage - DLC_Nuka_World.esp Better Locational Damage - DLC_WWorkshop.esp Better Locational Damage - Ghoul Edition.esp Better Perks.esp Better VATS - No Reduction.esp Binoculars.esp Black Widow Suit.esp BlackCat.esp BobbleGirl.esp BodyTalk3-LooksMenu.esp Complimentary Gameplay Enh - Sandbox Radius.esp ImprovedBoSRedux.esp ImprovedBoSRedux-Uniforms.esp XavierRE3JILL.esp Boston Devious Helper.esp bTankTop.esp Merged Fixes.esp CBBE.esp ChoiJiYoon.esp Clean Water - Tropical.esp WeightlessSpecialAmmo.esp Complimentary Gameplay Enh - Artillary and Flares.esp Complimentary Gameplay Enh - Bash Melee Distance.esp Complimentary Gameplay Enh - Broadsider Tweaks.esp Complimentary Gameplay Enh - Collision of dead bodies.esp Complimentary Gameplay Enh - Combat Styles Accuracy.esp Complimentary Gameplay Enh - Crafting Station.esp Complimentary Gameplay Enh - DLC Load Screen Tweaks.esp Complimentary Gameplay Enh - Docile Factions.esp Complimentary Gameplay Enh - Food Heal Over Time.esp PRC Patch for Enbs.esp Complimentary Gameplay Enh - Green Filter and Jet.esp Complimentary Gameplay Enh - Gun Particle FX.esp Complimentary Gameplay Enh - Ironsight DOF.esp Complimentary Gameplay Enh - Legendary Enemy FX.esp Complimentary Gameplay Enh - Minigun Vertibird.esp Complimentary Gameplay Enh - Moon Resize.esp RAW INPUT.esp Complimentary Gameplay Enh - Movement Tweaks.esp Complimentary Gameplay Enh - Pipboy PA Lights.esp Complimentary Gameplay Enh - Puddles Fix.esp Reverb and Ambiance Overhaul.esp Complimentary Gameplay Enh - Radio Holotape Sounds.esp Complimentary Gameplay Enh - Survival MessageBox.esp CompRedo.esp CraftingFramework.esp CuteOutfit.esp DangerousNights.esp dcc-bp-lol.esp DD_LegAnimOverride.esp DDWardrobe_ThaliaOutfit.esp Deathclaw_nude.esp Devious Devices Blindfold Effect Remover.esp Devious Devices Face Morphs.esp Dickys Pinup Outfit.esp EasyHacking.esp EasyLockpicking.esp EFF.esp EPO.esp ErectionFix_SilverPerv.esp ESPExplorerFO4.esp Farelle_Animations.esp Feral Ghoul Bite Skills.esp Flicker Fixer.esp FO4_AnimationsByLeito.esp FO4HHS_AAF.esp FP_FamilyPlanningEnhanced.esp FP_SexualHarassment.esp FPAttributes.esp FPEAddonPack.esp FPEDogAddon.esp FPESuperMutantAddon.esp FrenchMaidFO4-CBBE.esp Friffy_Holstered Weapons.esp KSHairdos.esp MiscHairstyle.esp THEEYESOFBEAUTY.esp goodlooking piper v1.esp HAAS Automatron Replacer AE Edition.esp HAAS Core Replacer AE Edition.esp HAAS Nuka World Replacer AE Edition.esp HairVariations_Conversions.esp HairVariations_Elegant.esp HairVariations_FairyTails.esp HairVariations_Sophisticate.esp HairVariations_YoungAtHeart.esp ImprovedBoSRedux-Vertibirds.esp InoueCosplayPack01.esp InoueKittyKollars.esp RSE_II_CSA.esp InouePokaNonCosplay01.esp InoueSexyRider01.esp InoueSexySeashells.esp InoueStripedBikini01.esp InoueYivianBrand.esp Insignificant Object Remover.esp JNFA.esp K-Girl outfits.esp KSHairdos_oel.esp KSHairsFemsheppingRadbeetle.esp LooksMenu Customization Compendium.esp LooksMenu.esp MidnightBreedArmorFO4.esp Mutated Lust.esp MYLadyKillerBed.esp Natasha_Face_Texture_Vanilla_Colours.esp Nier.esp Panundrum-EgyptianDress.esp ParagonHairs.esp PD_LowerWeapon.esp PlayerComments_UFO4P_Patch.esp PowerArmorImpactEffects.esp Project Reality Footsteps FO4.esp Quieter Settlements - Recommended Settings.esp RealHandcuffs_AWKCR_Compatibility.esp RealHandcuffs_DD_Compatibility.esp Realistic_conversations.esp RSE_II_AbductionsAddonPack.esp SKKSettlementAttackSystemMarkers.esp ResidentEvilClaie2.esp rfortaleza2.esp rfortaleza2-mk1.esp rfortaleza2-mk2.esp rfortaleza2-mk3.esp rfortaleza2-mk4.esp rfortaleza2-mk5.esp rfortaleza2-mk6.esp rfortaleza2-pauldron.esp rfortaleza2-wetsuit1.esp Rogg DD Items Manager.esp rpampas.esp RSE_II_Brothels.esp Rufgt's Animations.esp rxl_bp70_animations.esp SalvageBeacons.esp SavageCabbage_Animations.esp See You Sleep CW editon - Beta.esp SettlementMenuManager.esp Shino Clothes School Uniform.esp SKKCombatSettlers.esp SKKSettlementAttackSystem.esp Slave&ModelPinup.esp slootyVaultSuit.esp Sonico.esp spacefiddle_Follower-Stealth-Distance-Fixes.esp Sunshine.esp Swinging Meat Bags.esp Tactical Combat Swimwear.esp TakeCover.esp TBOS-AntoHairPAck.esp TERA officer.esp TERASwimwear.esp THPoses.esp Tom Sprint.esp ToughGirlAttire.esp Vadermania[AAF_anims].esp Vioxsis_Strap-Ons.esp VisibleWeapons.esp vneck.esp VtawBabydoll.esp VtawClaire.esp VtawClaire2.esp VtawDark.esp VtawGhost.esp VtawLittleDanger.esp VtawLullaby.esp VtawSensualWear.esp VtawShirt.esp VtawTorn.esp VtawUtilityPack1.esp VtawWardrobe2.esp VtawWardrobe4.esp VtawWardrobe5.esp VtawWarrior.esp WestTekTacticalOptics.esp XavierFFVTIFA.esp Yaoguai grab skill.esp zgchairpack.esp SimSettlements_MegaPack_YearThree.esp Patch BLD-HBT.esp Thaylar Lighting 3.2 - Big Edition.esp Thaylar Lighting 3.2 Workshop Rearranged Patch - Big Edition.esp Thaylar Lighting 3.2 VTWO Patch - Big Edition.esp Armorsmith Extended.esp 2pacSkimpy.esp CompetitionSwimsuit.esp HAAS Far Harbor Replacer AE Edition.esp rfortaleza2_AE.esp Tactical Flashlights.esp Tactical Flashlights - Settings.esp zgcjillvalentine.esp Pip-Boy Flashlight.esp Bashed Patch, 0.esp
  22. Would anyone be able to make outfit this in cbbe? I like outrider variant and figured that someone would make it better than I could and others would like it. I am not good with making stuff. Sorry if text is bad English not first language and still learning.
  23. VatsSoundrReplacesForAnswer[JP] View File Required MOD: None About this mod Armored Core Operator Voices now play when VATS and some PERKS are activated Is a mod Corresponding PERK Grimreaper CriticalHit Quest start End of quest This MOD is a test version, so I couldn't implement the following features due to poor mod production Sound sounds at HP 75/50/30% Sound sounds at AP75 / 50/30% Random sound after the battle ends Random playback of audio at the start of the quest If you have any ideas to implement these features please contact me on Twitter I am very happy Twitter @delvershine About competition Conflicts with VATS, PERK, PERK that changes the sound at the start and end of quests Since the development environment is Japan version, unintended audio may be played in other languages. The author is not very good at English, so I can not understand the opinions using slang https://youtu.be/u_Oz7lq4mJI Submitter geck91111119 Submitted 05/22/2020 Category Other Requires none  
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