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Found 10 results

  1. [AAF] M.C.G. (Extended Social Interactions) View File Magno CUM Gaudio 2.12.50 (Extended Social Interactions) A modification that covers all the basics to properly sexualize your Fallout 4. Check it also for Skyrim Legendary Edition, HERE. MOD GUIDE: HERE! MOD FAQs: HERE! FOR MODDERS: HERE! WHAT IS THIS MOD? This is a jack of all trades mod regarding sex features. Its purpose is to cover all the basics features a reasonable man or woman would want regarding sex, in a coherent, consistent, fair and balanced way gameplay-wise, the goal is to give a simple all purpose mod for sex to use as a "dressing" for your vanilla gameplay. Due to its vanilla friendly and completely modular and customizable nature it can be paired well with almost any other good mod by simply adjusting its settings accordingly but it excels when used as the only main sexual mod in your load order. The primary focus of MCG is to expand the social interactions of the player with neutral, friendly and also enemy actors... because as you surely have noticed, Fallout 4 doesn't have many non combat activities, with MCG, instead, you can rely on solid gameplay and finally pretend to live the world, socially interact with the NPCs, make friends and lovers, recruit who you want as companion, stop in bars, play and flirt with npcs, date people, fear harassment, prostitute yourself, trade in slaves and much, much more... SUMMARY OF FEATURES REQUIREMENTS: All these requirements are mandatory ALL FALLOUT 4 ORIGINAL DLCS; F4SE: HERE MCM: HERE LOOKSMENU: HERE (already a requirement for AAF) AAF: HERE. AAF THEMES: HERE. You need to install all of them, this means that you need to install the Vanilla, Kinky and Creature themes. LEITO'S ANIMATIONS: HERE. SAVAGE CABBAGE ANIMATIONS: HERE. ATOMIC LUST ANIMATIONS: HERE. OPTIONAL REQUIREMENTS FOR ADDITIONAL FEATURES: These mods are not required to be installed, but you can expand MCG features if you install them: HUD FRAMEWORK: HERE. To have widgets of your Lust, Wear and Infamy levels (you may additionally need its patch for dev_UI, if you use it). AAF FAMILY PLANNING ENHANCED: HERE. MCG will make sure you not start a pregnancy if you start a kissing/hugging or foreplaying/masturbation from MCG. Also wearing a condom from FPE will prevent MCG diseases from sexual acts; WORKSHOP SYNTH PRODUCTION: HERE. Synths built using that mod will be flirtable and enslavable at will; CREATURE PACK RELEASE: HERE. (Valid for any other creature pack for AAF). MCG natively support sex with all actors in Fallout 4, you can have sex with any race of Fallout 4, including robots, bugs, animals etc... Stats will be always calculated and if you don't have an animation for a particular race MCG will play a fade to black instead, so you can still pretend to roleplay; RSEII: CSA - COMBAT SURRENDER AND ABDUCTIONS: HERE. MCG player defeat system is integrated with the abductions from CSA, with this when the player is raped defeated you can end being abducted after the rape. AAF BAD END ANIMATIONS: HERE. When you have this mod installed you can execute submitted or enslaved npcs using these amazing animations. And in addition, if you have the MCG Player defeat (Respawn system) enabled, you can enable the execution animations also for the player when you are defeated. AAF BP70s FALLOUT4 SEX ANIMS: HERE. Vanilla chaises can be activated to have sex on them with MCG. POLISTIRO'S PATCHES: HERE. AND AAF OVERLAY PATCHES: HERE. Only CumNWealth_Patches_Base.rar should be installed of AAF Overlay Patches; MCG can apply cum effects if the relative option in MCM debug page is enabled. This system has also a fail safe that remove Cum overlays of those two mods from the actors when the magic effect finish, in case AAF or LM fail. This means that this mod can have a similar function as the mod "Wash out that cum". Generally the more animations packs, the more XMLs patches and gender support you have the better, MCG is a mod that has a very free conception of sex, basically you can do sex with who or what the fuck you want. But if you don't have the animations for the actors you are planning to do sex with, MCG will replace it with a fade to black, it's up to you to find the AAF XMLs patches and animations that satisfy your gaming needs and set MCG settings accordingly. In particular orgy animations in the MCG mod requires genderless XMLs to fully work, if you don't have them it is suggested to set MCG to avoid orgies. INSTALLATION: (Optional for better performances): Disable Fallout 4 Papyrus logging, why and how to do it in THIS POST. Make sure all the requirements are installed correctly with all their dependencie, especially AAF and its XMLs patches if you use them. Download and install MCG FO4 v2.12.50. Do not unpack the .ba2 file of MCG, if you do it you will have to follow the for modders guide, in particular you will have to pay extra attention to not overwrite other mods scripts with MCG ones. If you use any of the mods in the list in the following spoiler, you must download and install MCG Compatibility Patches v2.12.50 to patch them, so they can be used with MCG without producing conflicts. Note that if you don't have any of the mods in that list you don't have to install these compatibility patches. (Optional for no kissing and hugging poses): download and manually extract the content of the "AAF" folder inside the archive "MCG_NoKissHuggingPoses" to your Fallout 4/data/AAF directory in your PC. The files with (Optional) mark are patches for mods that are not required to be installed, they are completely optional and you could install them if you like the changes they make to the original mods, see the suggested mod paragraph below for more info; Source files and MCG_Integration_Kit are for modders only and if you are not a modder you must not install those files. Once into the game remember that MCG when loaded the first time starts completely disabled, and you can activate it when prompted by the starting pop up message or later using the "START THE MOD" button in the MCM front page of the mod. Also note that the "Respawn system", "NPC-NPC random sex system" and the "Npc Initiative (approach) system" need to be manually enabled, each of them in the MCG Option hotkey menu after you activate the mod, if you want to use them: SUGGESTED MODS: These mod are not required and they are entirely optional, these are just my personal recommendation: FULL DIALOGUE INTERFACE: HERE. It's a very well done mod which also preserve the "prompt" part of the dialogues so you can also have "Text Replacement" like knowing exactly what are you going to pay for a prostitute, or a doctor in the MCG dialogues. FDI is a superior choice over XDI, which doesn't preserve the "prompt", but both are compatible with MCG; CWSS: HERE. Optional patch available in the download section of MCG change the buffs to be less OP and make them visible in pipboy, and also add support for the big CWSS showers to be used by MCG furniture selector for sex perk to have sex on them when planning sex. (Do not use this patch if you have other mods that rely on the original CWSS like the "Get Dirty" mod). COMPANION STATUS HUD: HERE. Optional patch available in the download section of MCG limit the hud widgets to ten followers and align the widgets to the right while scaling them down to be minimal, in addition you can show and refresh them pressing the RIGHT CTRL button or hide them by long pressing the RIGHT CTRL button; LIGHT EM UP 2.0: HERE. Optional patch available in the download section of MCG reduce the duration of nicotine effects and the quantity of cigarettes and cigars to be like similar mods from New Vegas and also replace the lit cigar and cigarettes model if you drop them to the LIT one instead of the original off one and other recently additions: Custom immersive animation for when using cigarettes with MCG (The animation can be enabled in the MCM of MCG, Debug page). The animation will play if the player is not in power armor, not in combat, with weapons sheated and generally when it is not sit in any furniture or vertibird. Once started the animation can be controlled using the Right Shift key to have a smoke, drop the cigarette or put it in your mouth. The advantage over other mods is that the animation doesn't lock the player movement. Ligth2.0 cigarettes, cigars and stogies are valid to be used in the "Relax Scenario CRIME AND PUNISHMENT: HERE. It's an awesome mod by the great Flashy - JoeyR that I highly suggest to enhance your gameplay. It is also integrated with some MCG mechanics thanks to some of its optional patches that you can directly download from that mod page. LOAD ORDER: Generally is not important but if you have the following mods make sure to put them after MCG so they'll have an higher priority: RSEII: CSA; INCOMPATIBLE MODS LIST: HERE! KNOW BUGS LIST: HERE! HOW TO UPDATE THE MOD: If you are updating a save to version 2.12.50 from version down to 2.7.30 you must unistall the previous version with a mod manager. Then install the new version with the mod manager and finally once in game you must stop and restart the "Npc Initiative system" and "Respawn system" (Player defeated features) if you use them. Updating from versions lower than 2.7.30 is not possible on the same game, in that case a new game is required. MOD STATUS: The mod is officially finished feature wise. Support for bug fixing will continue if needed. At the current time I have thoroughly tested this mod in my personal gameplay and fixed all I found but this doesn't mean that this mod will run perfect for all configurations out there since mods for Fallout 4 are counted by the thousands and frankly I cannot make this compatible with all of them, so stick with the instructions, always read everything in the mod guide and the FAQs and other materials I have provided you in the long period I developed this mod. CREDITS: BETHESDA CREW; For stealing my time. THE AUTHOR OF F4SE; Because some mods will just be impossible to code without it; DOC CLOX, VINFAMY AND CHOSEN CLUE; Because they started everything about sex in Fallout 4... ASHAL: Because of the best sexual framework ever seen on this planet, and because his work on Skyrim enabled me to make MCG for Skyrim LE on which this mod is based and ported from even with all the current limitation of FO4; CRAZY, LEITO, SAVAGECABBAGE,RUFGT: for fantastic animations! DAGOBAKING: Because of the AAF. HALSTROM: for AAF THEMES! FLASHY(JOE-R): For inspiring me in start modding Fallout 4 in the first place, and for RSEII abductions system! IGNOTUM_VIRUM: for letting me check his code for inspiration! LAZY GIRL and KENTINGTON: for inspiration in the cloning code; nKALEX: for sexout unethical deeds EE (WIP)! DOCTASAX: for sexout spunk! DKATRYL: for sexlab submit! ODESSA: for sexout wear and tear! GRAYUSER: for AAF Bad End Animations mod! EXPIRED6978: for LooksMenu! POLISTRO AND RIOT_PUNCH: for human and mutant looksmenu cum overlays! KENNEDYMADEIT: for AAF XMLs Extended! VIOXIS: for "Strap-on's of Fallout 4". PRA: for "Grave Digger". LEGAL: Downloading or any form of distribution or modifications of this mod is allowed only from LOVERSLAB SITE; You can use the source code, provided under license, to do everything you want in your mod, or you can make forks, changes to this mod and even upload your own version of this mod, but: You must mention me (Anghelos92) in the credits of your mod if you were inspired or used any code from me as I did for every author that inspired or helped me with this mod; You must provide your source code in the download section; Don't allow any child porn situation in your modification, of any kind even if this is a videogame; No priority given in terms of privileged support or limited exclusive temporal distribution of newest version to eventual Patreon or Donators of any kind; If I go "AWOL" from this site for more than a month and a reasonable amount of attempts to contact me have been negative, I authorize Loverslab Staff to take ownership of this very download topic from me and give it to any maintaner(s) of good will. DISCLAIMER: I do not condone any form of violence or sexual abuse in real life. The content of this mod is purely fictional as the game "Fallout 4" which modifies. The file here presented is allowed to be downloaded only by people with the legal age of their country of origin and capable of discerning fiction (as this game and this mod) from reality. CHANGELOG Submitter anghelos92 Submitted 04/13/2019 Category Misc Sex Requires READING CAREFULLY THE INSTRUCTIONS;
  2. I saw this Korean mod that displays hentai images with ammo count and enemy type, modified from (a small) Gun HUD at Fallout 4 Nexus, with adjustable image location and transparency, but the link(s) provided on the Korean website were all down. I looked around (even in some Chinese and Japanese modding sites), but I cannot find any suitable/similar mod anywhere. Does anyone here know of similar mod, or at least able to provide the mod (if you somehow have it) or a basic guide on how to change around with the original Gun HUD mod to make my own? My modding skills are basically non-existent. 5c1e33cf526dafda559a8bf8d1cc3112f7493badac445c65b7f779d78b7a46d8.mp4
  3. Hello, does anyone know which mod might be causing the skill values in certain UI screens (such as the lockpicking screen) to be displayed in decimal digits? Overall it's only a minor inconvenience but keeps annoying me, as it also clashes with other texts. I checked which of my mods are winning the conflcts for most hud/ui files, but didn't find anything related to this issue (Mostly SkyUI AIO Survival (SAS) CCSM Version). Since my modlist is rather big and the possibility of non UI related mods causing it exists, I was hoping someone else came across this behaviour and might help me to find the culprit. An example in case of the lockpicking screen is attached. But it is not limited to the lockpicking hud and also happens in any menu that displays the current used skill on the bottom bar (Crafting, Enchanting, etc.). Also the number of digits behind the "." varies depending on the skill, while the digits itself seem to stay the same. Thank you in advance for your answers.
  4. Forno & Fredas' Sexy Vault Girl Interface - Alternative Release - View File This is the original Forno FNV mod, updated from its alpha state, packed to the gills with features and a strong emphasis on quality. Includes everything Forno released and some things he didn't. 2022-09-04: The mod's title has been changed, upon suggestion from Forno, to achieve parity of nomenclature, for professional reasons. This remains the only Forno mod to offer maximum resolution, multiple UI support, and special features aimed at ensuring all of Forno's artwork can be viewed in-game without compromise. 2022-08-22: Forno presented two new perk icon sets—the special unarmed perks, and Dead Money. These have now been fully integrated. Systems are in place to guarantee that all of the new artwork can be viewed in-game. More details below. 2022-08-19: Support added for DarNified UI, with one caveat. Read below. 2022-08-17: With the advent of lStewieAl's High Resolution Screens mod, it is now possible to present the full quality of max-resolution icons even in the Pip-Boy. As it happens, 900x900 is perfectly idealized for Pip-Boy use in 4K—lower means wasted resolution; higher could mean sluggish menus for no discernible gain. Now you can enjoy this mod's full potential at all times. The stats menu avatar has also been thoroughly revamped to take full advantage of the new possibilities. This is the original Forno FNV mod, updated from its alpha state, packed to the gills with features and a strong emphasis on quality. Includes everything Forno released and some things he didn't. Forno and I were deeply involved in the development of this mod—he produced his wonderful artwork; I provided feedback, recommendations, observations, corrections, and, of course, the New Vegas guts that would support it. I supplied the original alpha build of this mod to him in September 2021. It was decided at the time that the official release would wait for a deeper fleshing out of the artwork package. It was not well-established at that time that Forno would get significantly drawn away from this project by financial obligations. At some point during the wait, I was forced to abandon everything, including gaming and a social life, and focus on personal matters. Nevertheless, I spent months bringing this mod to its current state, and that work is not going to go to waste. I am aware of the existing mod posting. There's nothing for it: There are certain things I require out of a mod featuring Forno's artwork, and since I'm the only person I know who will supply all of those things, this mod exists. I also owe it to Forno to ensure his artwork is presented in the highest possible standard, in honor of our lengthy collaboration. So I brought the mod up to a releasable state. This release includes all the new artwork released in the last year, and a number of additional artwork pieces that Forno provided only to me. In Detail The chief focus of this undertaking was to produce a result which would be unassailable in as many respects as possible, in order to do proper justice to the finest Pip-Boy avatar ever developed for Fallout New Vegas. To this end, considerable effort was expended in these areas: Providing the maximum detail the game theoretically supports, to ensure that Forno's artwork is allowed to shine. The target resolution for all provided assets is 4K, and a special function was implemented to ensure that detail is maximized both in the Pip-Boy and in the level-up menus. Icons in the Pip-Boy are the "sweet spot" resolution of 512x512, and in other scenarios such as the level up menu, they are 900x900—the latter being a 1:1 match for icon resolution at 4K in those menus. Cleaning up the source artwork. The results of Forno's drawing technique speak for themselves, clearly. But it's also true that each new piece of vault girl art evinces leftover anomalies, off-color specks, subtle drawing outlines, compositing or scaling artifacts, etc. These have been painstakingly sniped out of existence one by one where possible, prior to processing the art for use in this mod. In some instances, after consulting with Forno, extraneous elements were removed; in others, missing elements were carefully re-implemented. No stone was left unturned. All of the above, and plenty more, were diligently corrected. A dedication to the original, unexpurgated artwork—effort was lavished to ensure that the full artwork of each icon was preserved as Forno intended. To this end, for example, the absolute limits of available Pip-Boy screen real estate were occasionally fully tapped. No arbitrary changes were made, and any tweaks that were implemented were discussed with Forno beforehand. No cop-outs on perfection. As a vivid example, getting the avatars in the stats menu and HUD to behave is a notoriously finicky process. But the necessary time and patience was applied, and the result is that if you choose to use the "naked" avatar, rest assured that it will appear seamless in both the Pip-Boy and the HUD. Consistency of shade across the entire artwork package. Furthermore, 100% accurate duplication of the brightness and glow standards established by ItsMeJesusHChrist, the author of the indispensable Consistent Pip-Boy Icons, Clean Vanilla HUD and Pop-Up Message Icons. If you're using his mods—and you should be—the beautiful 4K detail AND gray levels of the artwork in this mod will be a perfect match. Devotion to the icon rules established by the vanilla icons and shared by Consistent Pip-Boy Icons, which is to say: A very strong focus was placed on sensibly keeping Forno's vault girl the same physical size and position across the vast majority of the icon package, making exceptions primarily only in close-up cases. Furthermore, icons were centered not on the middle of their image files but rather the middle of their Pip-Boy stage, which is what matters. All in keeping with the standards of the vanilla icons. Options. Especially when it comes to the all-important stats menu avatar, there are many options to choose from, since there's no other piece of art the player will find themselves looking at more over the course of a given playthrough. Extra features. A configuration file is included with this mod which enables one to change things like the layout of the stats menu avatar, or whether the crippled limb indicator is allowed to show a facial expression when it appears. One may also enable a feature which causes the torso to fake being crippled even if one has a perk which normally prevents this. Q: You said options? Like what? A: Apart from the obvious point of providing all of the "alternative" artwork Forno specifically iterated for a dozen or so perks, or the choice of using either a naked avatar or one wearing the vault suit, many additional options were thrown in: Several of the contextual HUD faces (the ones which appear with "You lost Karma!", etc.) have multiple variations to choose from. You can choose to install the entire package with a target resolution of either 4K or 1080p. When Forno drew the stats menu avatar, he drew "neck muscles" on some of the images, but forgot them on others. Because of the inconsistency, and because these neck muscles do not appear on any of the other artwork, I've provided the choice to either keep or do without them. (Incidentally, the "dimples" in the tips of the nipples, which are visible in all of the perk icon artworks, are another item that Forno partially forgot to include in some of the stats menu avatar images, and I've fixed that as well.) The nipples on the stats menu avatar can be optionally shaded, and there are multiple different shading levels available. The file "interfaceshared0.dds", which is normally an important part of packages like this, is no longer necessary to include. But the option to include it remains open. If you are using DarNified UI, this is something you need regardless. The layout of the stats menu is multiple choice: You can choose to have the avatar fill the Pip-Boy screen, or make room for the other elements. The player character's name can also be situated in any of several different spots. See the screenshots above the mod description. A special "Author's Config" is provided, with which you may bypass the installation process and just go with what I like. 2022-08-22: A few of the perks in Forno's latest art packages normally never appear in the player character's Pip-Boy, for a variety of reasons. This mod forces these perks to appear. Specifics: In My Footsteps—A companion-provided perk. This normally uses the same art as the Light Step perk. Elijah's Last Words—A perk used by a certain companion, as opposed to the player character. As long as the companion has this perk, it will now appear in the Pip-Boy. Ravenous Hunger—A companion-provided perk which normally does not appear in the Pip-Boy. Now it does. This one perk requires the use of an .esp plugin. Details in the installation package. This necessity may change in the future. This perk no longer requires the use of a plugin. Q: So icons display at 512x512 in the Pip-Boy, and 900x900 everywhere else? Why not just use 900x900 for both, and avoid the hassle? A: Nope. The crux of the issue is that the Pip-Boy's scaling algorithm is very bad. If icon resolution is too low, the graphics are blurry, as you'd expect. But if the resolution is too high, things look worse, because all you're doing is sharpening the Pip-Boy's aliasing artifacts. Observe: Curved edges in particular have a tendency of revealing this harsh aliasing. Look at the bottom of the plate in the image. The 512x512 version, counter-intuitively, is objectively way better-looking. What it boils down to is that the only way to achieve the best possible look in both the Pip-Boy and the other menus is to ensure one of them is displaying 512x512 icons and the other is displaying 900x900 icons. In both cases: no more and no less. This is the first and only New Vegas mod which does this. Forno's artwork is worth it. 2022-08-17: Of course, with the advent of lStewieAl's High Resolution Screens mod, all of the above is now entirely moot, since everything in the Pip-Boy can now display with unrestricted resolution. Q: Why did you have to put your life on hold, exactly? Requirements: Although this mod was designed around Axonis's Vanilla UI Plus (VUI+), I owe it to my other acquaintance, RoyBatterian, to support his equally great UI as well. I also owe this to Forno, in order to ensure access to his artwork is maximized. And so, even though I do not personally use DarNified UI, I have added what support I can for it with my limited time. If you are using Vanilla UI Plus, you will need to update to v9.07+. For DarNified UI, the one to use seems to be the "Unofficial DarNified UI Update". Other than that, be sure your JIP-LN, JohnnyGuitarNVSE, SUP NVSE, ShowOff NVSE, etc. are up to date—some things would definitely break without them. And place this mod below VUI+ and anything that fiddles with icon graphics. Caveat specific to DarNified UI: 1. The crippled limb HUD element will not display properly. Simply put, getting this to work, while obviously not impossible, would require more fiddling than I have time for. Never mind. I couldn't leave well enough alone, so the HUD avatar now displays properly. 2. If you choose the "Naked" stats menu avatar, there will be visible seams. Once again, this could probably be treated, but I can't afford more timesinks. Submitter Fredas Submitted 08/07/2022 Category Models & Textures Requires Vanilla UI Plus v9.06+ or Darnified UI, JIP-LN NVSE, Johnny Guitar NVSE, SUP NVSE, ShowOff NVSE
  5. Version 1.0.0

    55,962 downloads

    SexLab Aroused Monitor Widget SE NOTE: this mod is a direct port of the original SexLab Aroused Monitor Widget made by BeamerMiasma. This means: No changes have been made to the mod itself Mod has been converted with Cathedral Assets Optimizer I've tried to contact BeamerMiasma asking for his permission to upload the SE version but as of today he has not replied. Therefore, should he wish to see this upload to be removed, I will comply. For official support, descriptions, information on how to install, requirements and more, please go to the original mod. Those actions have not been changed for Skyrim SE. The added text below is only for quick reference. SLAM Widget offers the following features: Options to only show females, males, humanoids, or creatures. Adjustable scanner range and refresh rate. Possibility to store settings in Local and Global profiles. Local profiles are specific to the savegame, while Global profiles are shared between all your characters. Option to force SLA to immediately assign an arousal value to certain types of NPCs when first encountered. Hotkey toggle support with auto-hide function. Docking to Left/Center/Right and Top/Center/Bottom of the screen with automatic text justification. Adjustable margin to the docking edge. Adjustable Font size and line spacing. Colors for all different arousal states can be configured. Turn display of the numeric arousal values on/off. Turn the usage of colors to indicate the arousal state on/off. Descriptive hover-tips for all MCM configuration options. Test mode that displays a full list of (fake) NPC names and arousal values for easy configuration of style and color options. Option to disable the SLAM Widget when you don't need it to save on papyrus script time. With German translation.
  6. Version 0.50

    5,906 downloads

    This is the original Forno FNV mod, updated from its alpha state, packed to the gills with features and a strong emphasis on quality. Includes everything Forno released and some things he didn't. 2022-09-04: The mod's title has been changed, upon suggestion from Forno, to achieve parity of nomenclature, for professional reasons. This remains the only Forno mod to offer maximum resolution, multiple UI support, and special features aimed at ensuring all of Forno's artwork can be viewed in-game without compromise. 2022-08-22: Forno presented two new perk icon sets—the special unarmed perks, and Dead Money. These have now been fully integrated. Systems are in place to guarantee that all of the new artwork can be viewed in-game. More details below. 2022-08-19: Support added for DarNified UI, with one caveat. Read below. 2022-08-17: With the advent of lStewieAl's High Resolution Screens mod, it is now possible to present the full quality of max-resolution icons even in the Pip-Boy. As it happens, 900x900 is perfectly idealized for Pip-Boy use in 4K—lower means wasted resolution; higher could mean sluggish menus for no discernible gain. Now you can enjoy this mod's full potential at all times. The stats menu avatar has also been thoroughly revamped to take full advantage of the new possibilities. This is the original Forno FNV mod, updated from its alpha state, packed to the gills with features and a strong emphasis on quality. Includes everything Forno released and some things he didn't. Forno and I were deeply involved in the development of this mod—he produced his wonderful artwork; I provided feedback, recommendations, observations, corrections, and, of course, the New Vegas guts that would support it. I supplied the original alpha build of this mod to him in September 2021. It was decided at the time that the official release would wait for a deeper fleshing out of the artwork package. It was not well-established at that time that Forno would get significantly drawn away from this project by financial obligations. At some point during the wait, I was forced to abandon everything, including gaming and a social life, and focus on personal matters. Nevertheless, I spent months bringing this mod to its current state, and that work is not going to go to waste. I am aware of the existing mod posting. There's nothing for it: There are certain things I require out of a mod featuring Forno's artwork, and since I'm the only person I know who will supply all of those things, this mod exists. I also owe it to Forno to ensure his artwork is presented in the highest possible standard, in honor of our lengthy collaboration. So I brought the mod up to a releasable state. This release includes all the new artwork released in the last year, and a number of additional artwork pieces that Forno provided only to me. In Detail The chief focus of this undertaking was to produce a result which would be unassailable in as many respects as possible, in order to do proper justice to the finest Pip-Boy avatar ever developed for Fallout New Vegas. To this end, considerable effort was expended in these areas: Providing the maximum detail the game theoretically supports, to ensure that Forno's artwork is allowed to shine. The target resolution for all provided assets is 4K, and a special function was implemented to ensure that detail is maximized both in the Pip-Boy and in the level-up menus. Icons in the Pip-Boy are the "sweet spot" resolution of 512x512, and in other scenarios such as the level up menu, they are 900x900—the latter being a 1:1 match for icon resolution at 4K in those menus. Cleaning up the source artwork. The results of Forno's drawing technique speak for themselves, clearly. But it's also true that each new piece of vault girl art evinces leftover anomalies, off-color specks, subtle drawing outlines, compositing or scaling artifacts, etc. These have been painstakingly sniped out of existence one by one where possible, prior to processing the art for use in this mod. In some instances, after consulting with Forno, extraneous elements were removed; in others, missing elements were carefully re-implemented. No stone was left unturned. All of the above, and plenty more, were diligently corrected. A dedication to the original, unexpurgated artwork—effort was lavished to ensure that the full artwork of each icon was preserved as Forno intended. To this end, for example, the absolute limits of available Pip-Boy screen real estate were occasionally fully tapped. No arbitrary changes were made, and any tweaks that were implemented were discussed with Forno beforehand. No cop-outs on perfection. As a vivid example, getting the avatars in the stats menu and HUD to behave is a notoriously finicky process. But the necessary time and patience was applied, and the result is that if you choose to use the "naked" avatar, rest assured that it will appear seamless in both the Pip-Boy and the HUD. Consistency of shade across the entire artwork package. Furthermore, 100% accurate duplication of the brightness and glow standards established by ItsMeJesusHChrist, the author of the indispensable Consistent Pip-Boy Icons, Clean Vanilla HUD and Pop-Up Message Icons. If you're using his mods—and you should be—the beautiful 4K detail AND gray levels of the artwork in this mod will be a perfect match. Devotion to the icon rules established by the vanilla icons and shared by Consistent Pip-Boy Icons, which is to say: A very strong focus was placed on sensibly keeping Forno's vault girl the same physical size and position across the vast majority of the icon package, making exceptions primarily only in close-up cases. Furthermore, icons were centered not on the middle of their image files but rather the middle of their Pip-Boy stage, which is what matters. All in keeping with the standards of the vanilla icons. Options. Especially when it comes to the all-important stats menu avatar, there are many options to choose from, since there's no other piece of art the player will find themselves looking at more over the course of a given playthrough. Extra features. A configuration file is included with this mod which enables one to change things like the layout of the stats menu avatar, or whether the crippled limb indicator is allowed to show a facial expression when it appears. One may also enable a feature which causes the torso to fake being crippled even if one has a perk which normally prevents this. Q: You said options? Like what? A: Apart from the obvious point of providing all of the "alternative" artwork Forno specifically iterated for a dozen or so perks, or the choice of using either a naked avatar or one wearing the vault suit, many additional options were thrown in: Several of the contextual HUD faces (the ones which appear with "You lost Karma!", etc.) have multiple variations to choose from. You can choose to install the entire package with a target resolution of either 4K or 1080p. When Forno drew the stats menu avatar, he drew "neck muscles" on some of the images, but forgot them on others. Because of the inconsistency, and because these neck muscles do not appear on any of the other artwork, I've provided the choice to either keep or do without them. (Incidentally, the "dimples" in the tips of the nipples, which are visible in all of the perk icon artworks, are another item that Forno partially forgot to include in some of the stats menu avatar images, and I've fixed that as well.) The nipples on the stats menu avatar can be optionally shaded, and there are multiple different shading levels available. The file "interfaceshared0.dds", which is normally an important part of packages like this, is no longer necessary to include. But the option to include it remains open. If you are using DarNified UI, this is something you need regardless. The layout of the stats menu is multiple choice: You can choose to have the avatar fill the Pip-Boy screen, or make room for the other elements. The player character's name can also be situated in any of several different spots. See the screenshots above the mod description. A special "Author's Config" is provided, with which you may bypass the installation process and just go with what I like. 2022-08-22: A few of the perks in Forno's latest art packages normally never appear in the player character's Pip-Boy, for a variety of reasons. This mod forces these perks to appear. Specifics: In My Footsteps—A companion-provided perk. This normally uses the same art as the Light Step perk. Elijah's Last Words—A perk used by a certain companion, as opposed to the player character. As long as the companion has this perk, it will now appear in the Pip-Boy. Ravenous Hunger—A companion-provided perk which normally does not appear in the Pip-Boy. Now it does. This one perk requires the use of an .esp plugin. Details in the installation package. This necessity may change in the future. This perk no longer requires the use of a plugin. Q: So icons display at 512x512 in the Pip-Boy, and 900x900 everywhere else? Why not just use 900x900 for both, and avoid the hassle? A: Nope. The crux of the issue is that the Pip-Boy's scaling algorithm is very bad. If icon resolution is too low, the graphics are blurry, as you'd expect. But if the resolution is too high, things look worse, because all you're doing is sharpening the Pip-Boy's aliasing artifacts. Observe: Curved edges in particular have a tendency of revealing this harsh aliasing. Look at the bottom of the plate in the image. The 512x512 version, counter-intuitively, is objectively way better-looking. What it boils down to is that the only way to achieve the best possible look in both the Pip-Boy and the other menus is to ensure one of them is displaying 512x512 icons and the other is displaying 900x900 icons. In both cases: no more and no less. This is the first and only New Vegas mod which does this. Forno's artwork is worth it. 2022-08-17: Of course, with the advent of lStewieAl's High Resolution Screens mod, all of the above is now entirely moot, since everything in the Pip-Boy can now display with unrestricted resolution. Q: Why did you have to put your life on hold, exactly? Requirements: Although this mod was designed around Axonis's Vanilla UI Plus (VUI+), I owe it to my other acquaintance, RoyBatterian, to support his equally great UI as well. I also owe this to Forno, in order to ensure access to his artwork is maximized. And so, even though I do not personally use DarNified UI, I have added what support I can for it with my limited time. If you are using Vanilla UI Plus, you will need to update to v9.07+. For DarNified UI, the one to use seems to be the "Unofficial DarNified UI Update". Other than that, be sure your JIP-LN, JohnnyGuitarNVSE, SUP NVSE, ShowOff NVSE, etc. are up to date—some things would definitely break without them. And place this mod below VUI+ and anything that fiddles with icon graphics. Caveat specific to DarNified UI: 1. The crippled limb HUD element will not display properly. Simply put, getting this to work, while obviously not impossible, would require more fiddling than I have time for. Never mind. I couldn't leave well enough alone, so the HUD avatar now displays properly. 2. If you choose the "Naked" stats menu avatar, there will be visible seams. Once again, this could probably be treated, but I can't afford more timesinks.
  7. Version 2.12.50 - 2020/04/25

    375,049 downloads

    Magno CUM Gaudio 2.12.50 (Extended Social Interactions) A modification that covers all the basics to properly sexualize your Fallout 4. Check it also for Skyrim Legendary Edition, HERE. MOD GUIDE: HERE! MOD FAQs: HERE! FOR MODDERS: HERE! WHAT IS THIS MOD? This is a jack of all trades mod regarding sex features. Its purpose is to cover all the basics features a reasonable man or woman would want regarding sex, in a coherent, consistent, fair and balanced way gameplay-wise, the goal is to give a simple all purpose mod for sex to use as a "dressing" for your vanilla gameplay. Due to its vanilla friendly and completely modular and customizable nature it can be paired well with almost any other good mod by simply adjusting its settings accordingly but it excels when used as the only main sexual mod in your load order. The primary focus of MCG is to expand the social interactions of the player with neutral, friendly and also enemy actors... because as you surely have noticed, Fallout 4 doesn't have many non combat activities, with MCG, instead, you can rely on solid gameplay and finally pretend to live the world, socially interact with the NPCs, make friends and lovers, recruit who you want as companion, stop in bars, play and flirt with npcs, date people, fear harassment, prostitute yourself, trade in slaves and much, much more... SUMMARY OF FEATURES REQUIREMENTS: All these requirements are mandatory ALL FALLOUT 4 ORIGINAL DLCS; F4SE: HERE MCM: HERE LOOKSMENU: HERE (already a requirement for AAF) AAF: HERE. AAF THEMES: HERE. You need to install all of them, this means that you need to install the Vanilla, Kinky and Creature themes. LEITO'S ANIMATIONS: HERE. SAVAGE CABBAGE ANIMATIONS: HERE. ATOMIC LUST ANIMATIONS: HERE. OPTIONAL REQUIREMENTS FOR ADDITIONAL FEATURES: These mods are not required to be installed, but you can expand MCG features if you install them: HUD FRAMEWORK: HERE. To have widgets of your Lust, Wear and Infamy levels (you may additionally need its patch for dev_UI, if you use it). AAF FAMILY PLANNING ENHANCED: HERE. MCG will make sure you not start a pregnancy if you start a kissing/hugging or foreplaying/masturbation from MCG. Also wearing a condom from FPE will prevent MCG diseases from sexual acts; WORKSHOP SYNTH PRODUCTION: HERE. Synths built using that mod will be flirtable and enslavable at will; CREATURE PACK RELEASE: HERE. (Valid for any other creature pack for AAF). MCG natively support sex with all actors in Fallout 4, you can have sex with any race of Fallout 4, including robots, bugs, animals etc... Stats will be always calculated and if you don't have an animation for a particular race MCG will play a fade to black instead, so you can still pretend to roleplay; RSEII: CSA - COMBAT SURRENDER AND ABDUCTIONS: HERE. MCG player defeat system is integrated with the abductions from CSA, with this when the player is raped defeated you can end being abducted after the rape. AAF BAD END ANIMATIONS: HERE. When you have this mod installed you can execute submitted or enslaved npcs using these amazing animations. And in addition, if you have the MCG Player defeat (Respawn system) enabled, you can enable the execution animations also for the player when you are defeated. AAF BP70s FALLOUT4 SEX ANIMS: HERE. Vanilla chaises can be activated to have sex on them with MCG. POLISTIRO'S PATCHES: HERE. AND AAF OVERLAY PATCHES: HERE. Only CumNWealth_Patches_Base.rar should be installed of AAF Overlay Patches; MCG can apply cum effects if the relative option in MCM debug page is enabled. This system has also a fail safe that remove Cum overlays of those two mods from the actors when the magic effect finish, in case AAF or LM fail. This means that this mod can have a similar function as the mod "Wash out that cum". Generally the more animations packs, the more XMLs patches and gender support you have the better, MCG is a mod that has a very free conception of sex, basically you can do sex with who or what the fuck you want. But if you don't have the animations for the actors you are planning to do sex with, MCG will replace it with a fade to black, it's up to you to find the AAF XMLs patches and animations that satisfy your gaming needs and set MCG settings accordingly. In particular orgy animations in the MCG mod requires genderless XMLs to fully work, if you don't have them it is suggested to set MCG to avoid orgies. INSTALLATION: (Optional for better performances): Disable Fallout 4 Papyrus logging, why and how to do it in THIS POST. Make sure all the requirements are installed correctly with all their dependencie, especially AAF and its XMLs patches if you use them. Download and install MCG FO4 v2.12.50. Do not unpack the .ba2 file of MCG, if you do it you will have to follow the for modders guide, in particular you will have to pay extra attention to not overwrite other mods scripts with MCG ones. If you use any of the mods in the list in the following spoiler, you must download and install MCG Compatibility Patches v2.12.50 to patch them, so they can be used with MCG without producing conflicts. Note that if you don't have any of the mods in that list you don't have to install these compatibility patches. (Optional for no kissing and hugging poses): download and manually extract the content of the "AAF" folder inside the archive "MCG_NoKissHuggingPoses" to your Fallout 4/data/AAF directory in your PC. The files with (Optional) mark are patches for mods that are not required to be installed, they are completely optional and you could install them if you like the changes they make to the original mods, see the suggested mod paragraph below for more info; Source files and MCG_Integration_Kit are for modders only and if you are not a modder you must not install those files. Once into the game remember that MCG when loaded the first time starts completely disabled, and you can activate it when prompted by the starting pop up message or later using the "START THE MOD" button in the MCM front page of the mod. Also note that the "Respawn system", "NPC-NPC random sex system" and the "Npc Initiative (approach) system" need to be manually enabled, each of them in the MCG Option hotkey menu after you activate the mod, if you want to use them: SUGGESTED MODS: These mod are not required and they are entirely optional, these are just my personal recommendation: FULL DIALOGUE INTERFACE: HERE. It's a very well done mod which also preserve the "prompt" part of the dialogues so you can also have "Text Replacement" like knowing exactly what are you going to pay for a prostitute, or a doctor in the MCG dialogues. FDI is a superior choice over XDI, which doesn't preserve the "prompt", but both are compatible with MCG; CWSS: HERE. Optional patch available in the download section of MCG change the buffs to be less OP and make them visible in pipboy, and also add support for the big CWSS showers to be used by MCG furniture selector for sex perk to have sex on them when planning sex. (Do not use this patch if you have other mods that rely on the original CWSS like the "Get Dirty" mod). COMPANION STATUS HUD: HERE. Optional patch available in the download section of MCG limit the hud widgets to ten followers and align the widgets to the right while scaling them down to be minimal, in addition you can show and refresh them pressing the RIGHT CTRL button or hide them by long pressing the RIGHT CTRL button; LIGHT EM UP 2.0: HERE. Optional patch available in the download section of MCG reduce the duration of nicotine effects and the quantity of cigarettes and cigars to be like similar mods from New Vegas and also replace the lit cigar and cigarettes model if you drop them to the LIT one instead of the original off one and other recently additions: Custom immersive animation for when using cigarettes with MCG (The animation can be enabled in the MCM of MCG, Debug page). The animation will play if the player is not in power armor, not in combat, with weapons sheated and generally when it is not sit in any furniture or vertibird. Once started the animation can be controlled using the Right Shift key to have a smoke, drop the cigarette or put it in your mouth. The advantage over other mods is that the animation doesn't lock the player movement. Ligth2.0 cigarettes, cigars and stogies are valid to be used in the "Relax Scenario CRIME AND PUNISHMENT: HERE. It's an awesome mod by the great Flashy - JoeyR that I highly suggest to enhance your gameplay. It is also integrated with some MCG mechanics thanks to some of its optional patches that you can directly download from that mod page. LOAD ORDER: Generally is not important but if you have the following mods make sure to put them after MCG so they'll have an higher priority: RSEII: CSA; INCOMPATIBLE MODS LIST: HERE! KNOW BUGS LIST: HERE! HOW TO UPDATE THE MOD: If you are updating a save to version 2.12.50 from version down to 2.7.30 you must unistall the previous version with a mod manager. Then install the new version with the mod manager and finally once in game you must stop and restart the "Npc Initiative system" and "Respawn system" (Player defeated features) if you use them. Updating from versions lower than 2.7.30 is not possible on the same game, in that case a new game is required. MOD STATUS: The mod is officially finished feature wise. Support for bug fixing will continue if needed. At the current time I have thoroughly tested this mod in my personal gameplay and fixed all I found but this doesn't mean that this mod will run perfect for all configurations out there since mods for Fallout 4 are counted by the thousands and frankly I cannot make this compatible with all of them, so stick with the instructions, always read everything in the mod guide and the FAQs and other materials I have provided you in the long period I developed this mod. CREDITS: BETHESDA CREW; For stealing my time. THE AUTHOR OF F4SE; Because some mods will just be impossible to code without it; DOC CLOX, VINFAMY AND CHOSEN CLUE; Because they started everything about sex in Fallout 4... ASHAL: Because of the best sexual framework ever seen on this planet, and because his work on Skyrim enabled me to make MCG for Skyrim LE on which this mod is based and ported from even with all the current limitation of FO4; CRAZY, LEITO, SAVAGECABBAGE,RUFGT: for fantastic animations! DAGOBAKING: Because of the AAF. HALSTROM: for AAF THEMES! FLASHY(JOE-R): For inspiring me in start modding Fallout 4 in the first place, and for RSEII abductions system! IGNOTUM_VIRUM: for letting me check his code for inspiration! LAZY GIRL and KENTINGTON: for inspiration in the cloning code; nKALEX: for sexout unethical deeds EE (WIP)! DOCTASAX: for sexout spunk! DKATRYL: for sexlab submit! ODESSA: for sexout wear and tear! GRAYUSER: for AAF Bad End Animations mod! EXPIRED6978: for LooksMenu! POLISTRO AND RIOT_PUNCH: for human and mutant looksmenu cum overlays! KENNEDYMADEIT: for AAF XMLs Extended! VIOXIS: for "Strap-on's of Fallout 4". PRA: for "Grave Digger". LEGAL: Downloading or any form of distribution or modifications of this mod is allowed only from LOVERSLAB SITE; You can use the source code, provided under license, to do everything you want in your mod, or you can make forks, changes to this mod and even upload your own version of this mod, but: You must mention me (Anghelos92) in the credits of your mod if you were inspired or used any code from me as I did for every author that inspired or helped me with this mod; You must provide your source code in the download section; Don't allow any child porn situation in your modification, of any kind even if this is a videogame; No priority given in terms of privileged support or limited exclusive temporal distribution of newest version to eventual Patreon or Donators of any kind; If I go "AWOL" from this site for more than a month and a reasonable amount of attempts to contact me have been negative, I authorize Loverslab Staff to take ownership of this very download topic from me and give it to any maintaner(s) of good will. DISCLAIMER: I do not condone any form of violence or sexual abuse in real life. The content of this mod is purely fictional as the game "Fallout 4" which modifies. The file here presented is allowed to be downloaded only by people with the legal age of their country of origin and capable of discerning fiction (as this game and this mod) from reality. CHANGELOG
  8. So as the title says, what's this pink bar on the center low part of the screen? Been trying to figure out which mod is that but I can't. It's kind of annoying because it's always there, not fading or anything. ScreenShot4.bmp
  9. SexLab Aroused Monitor Widget SE View File SexLab Aroused Monitor Widget SE NOTE: this mod is a direct port of the original SexLab Aroused Monitor Widget made by BeamerMiasma. This means: No changes have been made to the mod itself Mod has been converted with Cathedral Assets Optimizer I've tried to contact BeamerMiasma asking for his permission to upload the SE version but as of today he has not replied. Therefore, should he wish to see this upload to be removed, I will comply. For official support, descriptions, information on how to install, requirements and more, please go to the original mod. Those actions have not been changed for Skyrim SE. The added text below is only for quick reference. SLAM Widget offers the following features: Options to only show females, males, humanoids, or creatures. Adjustable scanner range and refresh rate. Possibility to store settings in Local and Global profiles. Local profiles are specific to the savegame, while Global profiles are shared between all your characters. Option to force SLA to immediately assign an arousal value to certain types of NPCs when first encountered. Hotkey toggle support with auto-hide function. Docking to Left/Center/Right and Top/Center/Bottom of the screen with automatic text justification. Adjustable margin to the docking edge. Adjustable Font size and line spacing. Colors for all different arousal states can be configured. Turn display of the numeric arousal values on/off. Turn the usage of colors to indicate the arousal state on/off. Descriptive hover-tips for all MCM configuration options. Test mode that displays a full list of (fake) NPC names and arousal values for easy configuration of style and color options. Option to disable the SLAM Widget when you don't need it to save on papyrus script time. With German translation. Submitter Ecohex Submitted 01/06/2020 Category Adult Mods Requires SkyUI, SexLab Aroused (Redux) Regular Edition Compatible No  
  10. 1. XML basics XML, extensible markup language, is a meta-language that describes information by breaking it down into smaller elements using tags: <>. In itself, it does nothing. It just helps organize data. XML is often described in contrast to HTML - after all, a lot of its practical applications (and most guides) are related to web design. While HTML displays data, focusing on how it's supposed to look, XML describes the information, telling us what it consists of. If we ran an online shop, we probably hooked up our site to a database that holds everything there is to say about the different items in our inventory. Let's assume this was done in xml, and remember what kind of shop we'd probably run: <sex_store_inventory> <toys> <name>Jack Rabbit</name> <price>$59</price> <description>Ten-Speed Dual Action Vibrator</description> </toys> <toys> <name>Magik Mike</name> <price>$99</price> <description>7-Function Dual Action Vibrator with Rotating Ball Bearings</description> </toys> <gels> <name>Booty Eaze</name> <price>$15</price> <description>Anal soothing gel</description> </gels> </sex_store_inventory> In itself, listing our inventory in XML doesn't do anything, except wrap up the information in a plain-text format, divided in different elements according to the tags, ready to be used by software. <price> doesn't mean diddley to a browser, so our site software would need to be coded to use that intel and display it according to how we'd like that to happen. Maybe something like: <appealing images on the left here> Jack Rabbit $59 Ten-Speed Dual Action Vibrator <image> Magik Mike $99 7-Function Dual Action Vibrator with Rotating Ball Bearings <image> Booty Eaze $15 Anal Soothing Gel Or completely differently, who cares even. That's html's job. What's important is that, broken down to basic elements, the information is easily shared among different software and different versions approaching the display of it entirely differently, without the raw data becoming unusable, even if some software is coded not to use all the data, or when new intel is added. This is why it's called 'extensible'. If there were some sort of safety test for vibrators or some kind of rating that they passed, we could add that intel in new tags <FancyRating>yes</FancyRating> and the software wouldn't need updating in order to continue displaying the intel it already displayed before. 2. The rules of XML In XML you use tags to pretty much devise your own code language. It's up to you (or in our case Bethesda) what the tags mean. There are only a few pre-defined bits that simply needed special treatment because certain characters such as < and > are taken up by the language, ie they're already used for tags. Instead, we'd use < (lesser than) > (greater than) &quote; (quotation mark) and & (ampersand). Those are called entities, shortcuts really, and Bethesda uses entities of its own to refer to elements that are probably hardcoded. Eg boolean elements have values of &true; or &false. Because it's not really a language in its own right there's not much to remember when you read xml that isn't going to be a direct result of Beth's choices. Just that: a) All elements must be closed with a closing tag <tag>content</tag> or be a self-closing empty-element tag: <tag/> The latter is usually used in combination with attributes, see below. b ) Tags are case-sensitive and must be properly nested: <Tag> content </tag> : wrong <tag1><tag2> content </tag1></tag2> : wrong <tag1><Tag2> content </Tag2></tag1> : correctamundo c) all documents need to have a root tag: every document's structure starts with the one tag holding everything else. <A> <B> </B> </A> <C> </C> is incorrect because there are 2 elements, A & C, at root level. <A> <B> <D> </D> </B> <C> </C> </A> is correct. The relationship between different elements of an xml document is often described as a family tree. Elements on the same level of the hierarchy are called 'siblings'. An element containing another is the 'parent' to it, and the other one's its 'child'. Grandparents and grandchildren exist too. However, procreation happens asexually, what else is new, so there are no spouses or anything. ? d) some information about the element can be parked inside the tag itself rather than in a sub-element. When this is done, it's called an attribute. For instance, an element defined as text below is identified by a singular name using an attribute: <text name="NameOfTextElement"> </text> Information that's parked in an attribute tends to be that type of meta-information, something unique to the element that wouldn't benefit much from being listed as a sub-element. e) you can add a comment that won't be processed like this: <!-- mycomment --> 3. XML in Bethesda games: a schema Recap: Beth's pre-skyrim Gamebryo games have their menus and HUD components organized in elements inside XML documents. The elements and their hierarchy are translated into what to display on-screen by the game's own XML parser. For that, it applies meaning to elements, the tags and what's between them. XML supplies a loose syntax, Bethesda brought the vocab. And didn't quite publish a dictionary, so that could pose a problem for modding. That type of dictionary, telling us which tags in an XML structure are valid and meaningful, is what is called an XML schema. Luckily for us, some clever people on the CS wiki figured most of that out for us when it came to Oblivion. Of course we should always be cautious not to automatically assume that everything that worked in Oblivion does in FO3 or FNV, but I'll gladly follow their structure. It divides Bethesda's xml elements in roughly 3 major types: object elements, property elements, and operator elements. You can see them all in this excerpt from stats_menu.xml, lines 1415-1420: <image name="stats_hunger_meter"> <locus> &true; </locus> <filename> Interface\Stats\rad_meter_bracket.dds </filename> <zoom> <copy src="parent()" trait="zoom"/> </zoom> ... </image> The main element here declares that a new image component is added to the stats menu. These are what are called object elements, which introduce new objects to the menu or hud. As a matter of course, these are immediately given a name with the name attribute, so that operator elements and NVSE functions can refer to them. One level down, you can see that several things about this new component need specifying, such as which texture it uses (the <filename> tag), and its zoom percentage. Other properties included the dimensions and the position of the object element. Elements specifying the properties of object elements... are called property elements. Also known as traits. A lot of times the content of a property element can be an absolute value, either numeric or a string such as that filepath. However, these values can also be calculated during the game session, copied from the properties of other object elements and/or manipulated by mathematical and conditional elements. In the example above, the image's zoom percentage is copied from that of its own parent. Elements that perform such 'live' operations on property elements are called operator elements. They often involve the use of the src and trait attributes, in order to refer to another property. Src will most likely refer to an object element or something global, while 'trait' will refer to the property. There are cases of elements that fall a little outside of this overall division. One is the <include> element, which you can spot all over the vanilla files, inserting code from other documents, the obvious advantage there being that you can use the same code all over without having to type it again all the time: <image name="stats_headline_h1"> <include src="line.xml"/> </image> While we'll give you the rundown on the most commonly used object, property & operator elements in a minute, it's important to also point out that many documents may contain custom property elements. They're marked that way by starting them with an underscore. In themselves they're a mystery to the parser, but they can be referred to by name by operators and NVSE functions, and have operators as children, so they're good at holding values and doing intermediate calculations, in order to avoid longer formulas, and at interacting with your mod's scripts. Eg, again from stats_menu: <_meter_height> 38 </_meter_height> <!-- line 26 --> <height> <copy src="StatsMenu" trait="_meter_height"/> </height> <!-- various lines --> 3.1. Object Elements <rect> defines a rectangular region on the screen. In itself it won't be visible, but its own properties affect any children it has. In the example below, the text element that is a child to the rectangle element inherits the <systemcolor> property. <rect name="SneakMeter"> <id> &noglow_branch; </id> <systemcolor>&hudmain;</systemcolor> <width> 356 </width> <height> 34 </height> <text name="sneak_nif"> <width>128</width> <height>128</height> <justify>&center;</justify> </text> </rect> <text>, as you can imagine, defines a text component <image> defines a rectangular area that is to be filled with a texture. <image name="filled_checkbox"> <visible>&false;</visible> <alpha>0</alpha> <filename>Interface\Shared\Marker\glow_square_filled_small.dds</filename> <texatlas> Interface\InterfaceShared.tai </texatlas> <width>26</width> <height>26</height> <x>-20</x> <y>3</y> </image> <nif> defines an animation, and is used in loading_menu.xml, as well as for the breath meter in the hud: <nif name="BreathMeter"> <filename>Interface\HUD\AirTimer01.NIF</filename> <animation>Forward</animation> <visible>&false;</visible> <alpha>0</alpha> <width>64</width> <height>64</height> <systemcolor>&hudmain;</systemcolor> </nif> <menu> is the root element of menu-related xml files. <menu name="HUDMainMenu"> <class> &HUDMainMenu; </class> <stackingtype> &does_not_stack; </stackingtype> <visible>&false;</visible> ... and so on </menu> Other object elements encountered in vanilla include <hotrect> and <template>. As an object element, <template> probably serves a similar function as custom property elements do: holding intel that can be re-used elsewhere. That would make sense. Unsure about the difference between <rect> and <hotrect> (see stats_menu.xml). <template name="stats_list_template"> <hotrect name="stats_list_template_item"> <include src="list_box_template.xml"/> 3.2. Property Elements Property elements, or traits, define the properties of their parent elements. They can have literal values (numbers, strings, entities such as &true; or &false;), or consist of formulas that use operator elements. <width> 450 </width> vs <width> <copy src="screen()" trait="width" /> If an element contains 2 or more properties of the same type, the last one wins. If no property is defined in a context where it would be applicable, the standard value will be used, usually 0 or empty string. In-game, properties get updated if any of their properties change as a result of an engine calculation or a script command. For instance, changing a property with SetUIFloat or SetUIString will immediately reevaluate all properties that use it. a. size and position <x> and <y> define the position of the parent element on the x & y axis on the screen <width> and <height> should be self-explanatory <locus> is a boolean element. If &true; the x/y positioning of the element's children will be relative to that of the element, if not it will be absolute. b. rendering <visible> is a boolean that toggles on or off the display of an element, as well as that of its children. A hidden element can't be clicked or moused over but can still be activated through script. <alpha> is a numeric element that determines its parent's transparency, values range from 0 to 255 (normal, full visibility) <depth> is a numeric element that determines precedence for overlapping elements. The element with the higher value will be drawn on top. By default, children have higher depth than parents. <clips> is a boolean that makes sure that if the parent's <clipwindow> property is true, the child element will be hidden if it's outside of the parent's diemensions. <systemcolor> takes entities, mostly &hudmain; which stands for the hud's main, 'pipboy' color c. clicking & mousing over <target> is a boolean element that determines if an element (rect or image) will react to player input. If true, the mouseover property will be set accordingly by the engine and if the element has an <id> property, clicking on it will set it to 'clicked' and play the specified clicksound. <clicked> is a numeric element that's set to 1 by the engine for a single frame after the element is clicked by the mouse. <clicksound> is a numeric element that determines which click sound effect is played when the element is clicked. <mouseover> is another numeric element that is automatically set to 1 by the game engine when the element has mouse focus. It is set to 0 otherwise. d. properties unique to image elements <filename> specifies the filepath to the texture that the element will display, relative to the Data\Textures folder. <zoom> is a numeric element that specifies the zoom percentage. If larger than 100, it will magnify the source texture. If 0, it will hide the image. If -1, the image will be resized to fit the element's width and height instead of becoming cropped. <filewidth>, <fileheight> are read-only elements, set by the game engine to the actual width and height of the loaded texture (in pixels), after zoom has been applied. If zoom is -1, the value is 0. <tile> is a boolean element, if true and the width or height of the element is larger than the texture, 2 or more of the texture will be stacked together in a single image. <cropx>, <cropy> specifies the point of the texture that will be placed at the upper left-hand corner of the image. See here for an example. <texatlas> seems to refer to a .tai file, which unsurprisingly is a 'texture atlas', a file holding several textures. e. properties unique to text elements <string> contains the text that is to be displayed. <red>, <green> and <blue> are numeric elements that you can use to specify the color of the text. Ranges from 0 to 255. (These also work on images!) <font> is a numeric element that stipulates which font is to be used according to the fonts listed in fallout.ini. If missing or invalid, it'll default to font 1. <justify> is an element that specifies where the text begins relative to the element's x coordinate. Values are "&left;", "&center;" and "&right;". <wrapwidth> is the maximum width in pixels of the element. If the text exceeds this width it's split into multiple lines. <wraplines> is the maximum number of lines displayed. See here for potential advanced use of the elements <IsHTML>, <PageNum> and <PageCount>, which should allow the display of text divided in pages. f. properties unique to menu elements <class> specifies which internal menu class to use for handling in- and output to the menu. The values can be numeric and match the codes used by MenuMode, but are usually specified as entities matching the menu name, such as &HUDMainMenu; or &StatsMenu; If a value is entered that doesn't correspond to a menu class, the menu will open but not be updated or accept input. <stackingtype> determines whether or not the menu blocks the use of other menus or the gameplay controls when it's open. Most do block such interaction and are marked as "&no_click_past;". <menufade> specifies the duration in seconds of the fade in/out effect when the menu is opened and closed. A menu doesn't update or accept input while it's fading. g. general & misc <id> is supposed to be somewhat related to a menu's <class> tag, in that it specififes which part of the menu's own class system the element corresponds to for the purpose of updating and accepting player input. The examples on the Oblivion schema page are limited to menu types unique to that game, and it is unclear just how <id> functions in the context of various Fallout menus. <user#> : element types starting with user aren't normally part of the xml schema but can be recognized by specific menu classes. Like <id>, it seems their significance very much depends on the menu they're in. According to the talk page here, they seem to be meant as some sort of placeholders to be used instead of referring to a menu structure several levels down, which might be subject to modding. Other unexplained property elements are listed here. 3.3. Operator Elements a. how they work Operators perform certain operations on property elements, using either literal values <rect> <!--object--> <x> <!--property--> <copy> 10 </copy> <!-- operator: 'copy' is necessary if you'll perform further operations --> <add> 5 </add> <!--operator--> </x> </rect> or other properties as their second operand, with the 'src' and 'trait' attributes in a self-closing tag: <rect name="thiselement"> <x> <copy> 10 </copy> <add src="anotherelement" trait="y" /> </x> </rect> Multiple operations are possible on the same property, and they are performed from top to bottom. If you need a different precedence instead, you can nest them: <rect name="thiselement"> <x> <copy> 10 </copy> <add src="anotherelement" trait="y" /> <mul> 2 </mul> <add> <copy> 10 </copy> <div src="anotherelement" trait="x" /> </add> </x> </rect> b. possible values for 'src' The most direct way of referring to another property to perform an operation with is to simply state its name. <rect name="firstrect"> <x> 10 </x> </rect> <image name="firstimage"> <x> <copy src="firstrect" trait="x" /> </x> </image> However, there are also 'relative' ways to refer to other properties, using values for 'src' that include me, parent, sibling(name), and child(name): <y> <copy src="me()" trait="x" /> </y> sets an element's y position to the same as its x position <x> <copy src="parent()" trait="x" /> </x> sets an element's x position to that of its parent <width> <copy src="sibling(siblingsname)" trait="width" /> </width> sets an element's width to that of a specified sibling. If the name of the sibling's omitted, it defaults to the sibling defined directly before it. Child follows the same syntax in that you need to specify a name, but it will also find grandchildren and below. If multiple children, grandchildren etc exist with the same name, the last one specified in the xml will be chosen. Lastly, src can also refer to certain global properties, most notably by using "screen()" and "io()". In the example below, a hud element is positioned at the far right of the screen, by setting its x position to the width of "screen()", minus the element's own width: <image name="thisimage"> <width> 300 </width> <x> <copy src="screen()" trait="width" /> <sub src="me()" trait="width" /> </x> </image> io() is probably an abbreviation for input/output, as it tends to serve as a means of communication between the xml parser and the game's geck scripts. Properties copied from io can be set in geck script with SetUIFloat and SetUIString. Pretty important, if you plan to toggle elements or position them using geck script and possibly MCM settings. <visible> <copy src="io()" trait="_MyModVisible" /> </visible> means that the HUD component described by this element will be visible, if the custom property "_MyModVisible" has been toggled on with SetUIFloat in my script: SetUIFloat "HudMainMenu\_MyModVisible" 1 c. common operators Math operators: <add>, <sub>, <mul> and <div> should be self-explanatory. Also available are <mod> (modulus) and <rand> (random number between 0 and the contents of <rand> </rand>) Logical operators, all returning the entities &true; (standing for the number 2), or &false; (1, or any other number): <onlyif> and <onlyifnot> condition the element before them. <systemcolor> <copy> &hudmain; </copy> <onlyifnot> <copy src="io()" trait="_MyModAltColorTrait" /> <eq> 1 </eq> <!-- superfluous, really --> </onlyif> </systemcolor> <and>, <or>, and <not> should be fairly familiar. When it comes to comparing numbers to values, we have <lt> (lesser than), <lte> (lesser than or equal to), <gt> (greater than), <gte>, <eq> (equals), and <neq> (not equal). <min> and <max> set the property value to, respectively, the minimum or maximum of itself and what's between the tag. <x> <copy src="parent()" trait="x" /> <min> 200 </min> <!-- will be 200 or less --> </x> 4. Conclusion All this was ever meant to be was a guide in how to read UI-related xml files. Even understanding xml syntax and most of Beth's vocab, it still takes some dogged perseverance to make sense of the more complicated menus, but at least it should give you a chance. Reading is obviously a prerequisite for ever hoping to write one, and that'll be the focus of another tutorial.
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