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Found 81 results

  1. User ACIES33 has made nice conversions, you can find them HERE You can find other conversions HERE UPDATE 02 apr 2018 Ok this is not really about CBBE, but... I am working on a beta new version of The Skeleton, compatible with CBBE too. Without going in deep details, it should be the most compatible skeleton: Sexout, CBBE, Nexus mods (with recent Xilandro's diagonal movement), Ragdolls, etc. It *IS NOT* fully compatible with BodyMorph. The reason is I am rewriting BodyMorph entirely from scratch and it'll use different bones. I didn't try it, but I think it still will work for most of the morphs, only some won't work. I also removed compatibility with Malos resizer, to restore the functionality of the IK on the legs. If you want to test it, this is the package: <skeleton removed due to weird random issues reported, need inspection> If you don't like raised / distorted corpses, please install some havok bouncer (i.e. the ragdolls.esp with the Ragdolls mod) UPDATE 18 mar 2018 - Added conversions: Arcade Gannon + Veronica (Druid outfit) + Metal Armor + Metal Armor Mark II + BoS Scribe + 1950 spring outfit - Yet another version of the damn Business Suit... this time it should work! UPDATE 18 feb 2018 - Added conversions: Combat Armor + Mark I + Mark II; Vault Suits (Normal, Dad, Armored, Security, Lab); Boomers - New version of Business Suit - Added the updated ESP that adds all the converted armors when the game starts, under the section named Test - NOTE: I cleaned the double folder of Merc 03, now it's called with the original name again. IMHO, if you already installed a previous port package and you don't want to risk mixing or confuse folders, before installing the new port package go inside ...\SteamApps\common\Fallout New Vegas\Data\Tools\BodySlide and delete ShapeData and SliderSets, then extract the new one. Unless you already created something on your own with OS, then be careful and make copies of your work. UPDATE 17 feb 2018 - Corrected 1st person issue, see AppleJam Skeleton, 17 feb 2018 update - Added Lingerie and 3 raiders armors - Corrected CTD caused by Merc Adventure 03. NOTE: I didn't overwrite the broken one, I added a "b" on the end of the good one. So, when you'll generate outfits, you'll see Wastelandblablabla03 and Wastelandblablabla03b: only use the second one. -Description- This is a NV port to let the wonderful CBBE - BodySlide - Outfit Studio (by Caliente and Ousnious) work in Mojave. It's a very alpha, meant for testing. For the very fews that don't know what it is about: > CBBE is a very famous high poly body for Skyrim and FO4. > BodySlide is a program for Windows which allows to customize that body in the way you prefer, then it allows you to use it in game, along with any converted armors and clothes, properly remodeled. > Outfit Studio is the program which allows to take an armor and convert it to work with Bodyslide. Here's a picture that explains pretty well what I mean: The port consists of a bunch of meshes, worked in Blender, and 20+ OS conversions to try in game. It's also rigged to be compatible with BodyMorph, even the lowerbody (which wasn't working previously). Warning This is a body / armor replacer, which means it'll overwrite your body and (some) armors. And let me repeat: it's just an alpha stage, it is neither complete nor precise, it's mainly intended for test. Install > Download and install BS/OS for FO4, ver. 4.4.1+ You can find it here, don't forget to thanks them. Install it with your mod manager, or extract Tools folder under \Fallout New Vegas\Data. > Eventually, you can make a link for the exe on your desktop, to launch it in an easier way. To do that, navigate in its subfolder \Fallout New Vegas\Data\Tools\BodySlide then create the link for BodySlide x64.exe, but still do not launch it. > Download the port package here, install it with the mod manager or manually extract the content as usual. Overwrite when asked. NOTE: every new update package is standalone, you don't need old versions because it already contains them. However I still keep them online. - old version 13 gen 2018 here - old version 17 feb 2018 here - old version 18 feb 2018 here > Last, download and install the skeleton, here, if you still miss it. You will want both the two latest files, extract them and you're good. > Now you are ready to launch BodySlide x64 from the link you made before on the desktop. The first time you launch it, a window will ask which game you want to use and in what folder its installed. Check the path's right and then click Choose Game. > When the BodySlide window will open, click on Settings, on bottom right. Here, you can modify the skeleton with the AppleJam one (skeleton_BoMo) Now you are ready to use BS and create the body you like. Note that the naked body is CBBE Body; ignore CBBE-NV-HH, it's just a body used to make some high heels outfits. When you've finished, you can Batch Build with the button on bottom left, just don't forget to untick the CBBE-NV-HH List of conversions 1950 style casual (prewar outfit) 1950 style spring (prewar outfit) 1950 business style suit Arcade Gannon Benny outfit Cass outfit N° 4 Great Khan outfits Leather armor Metal armor + Mark II Miss Fortune N° 3 prostitute outfits N° 3 wasteland settlers N° 6 wasteland mercs (NOTE: n°3 adventure merc causes CTD no more) Wasteland doctor N° 3 raider armors Lingerie N° 2 Boomers N° 3 Combat Armors: Normal, Mark I & Mark II N° 5 Vault Suits: Normal, Armored, Dad, Security, Lab Veronica outfit Known issues > Some neck seam, a good necklace will help with this > Some hand seam > Bad weight on long skirt in 1950s casual > Some armors lack meat caps for dismembering > Overall quality could be definetely better, actually "it just works" > Do you experience weird textures? see the section at the end of the post Test This is a small script that will add to the player all the armors converted till now, it's the one I use to test them in game. You can download it HERE (update 18 mar 2018). Credits Ousnious and Caliente - everything Junkacc - texture and knee problem KoolHndLuke - conversions and testing Imperfection - testing and patience Z0mBieP00Nani - conversions Perms Armors are vanilla; CBBE / BS is from Caliente and Ousnious, I just ported it, so you won't obtain any perms from me and instead you should ask the original creators. Or you can join and lend a hand to finish the work if you want, we'll be grateful. Weird textures CBBE uses its own UV map, which is different from vanilla, or Type 3/6/Any. So, if you are not using the provided textures, you'll see bad textures in game. On the other hand, there's a nice pro: textures from Skyrim and FO4 could be easily ported. In the example below there are two different textures, both for Type x, when loaded on CBBE body, there are some peculiar things you can easily spot, like pubic texture on belly, or some dark shade on the shoulders, or some blur behind the thighs: How to debug this: > Check Archive Invalidation. If it's active, then unflag it and then toggle it again. REPEAT: CHECK-ARCHIVE-INVALIDATION. > Check if you really installed textures, look at the image I posted under spoiler above, on the third point under Install; double check the files, the sizes, the folders, be sure that you are really using the provided textures. > If both the previous points are OK, then I can only think to some mod changing to a specific custom texture path / file, i.e. some custom races. Unfortunately I can't do much for that, the only thing I could actually think about is providing a ESP to check where the race comes from, I'll attach it to this post (aaaTestRace.esp), just load it on your load order and you'll see two message boxes, like this: Here's the ESP: aaaRaceTest.esp
  2. View File Welcome to PregnancyV3 I've moved on to FO4 for a few years now so there are unlikely to be any updates, but feel free to ask questions for others may have answers for you. It works for Female Players, the MCM setting allows it to also work for just the Player, Player & Female Companions or Female Companions and Female NPC's, though be careful not to over use this as it could become a lag fest if too many NPC's are running fertility scripts. You can use the MCM sliders to select who can be fertile male and female. MCM sliders also select if Creatures & Bots can cause pregnancy. Pregnancy swaps the outfits worn to ones of various stages P1-P7,P1-P4 being normal human pregnancies, most outfits only have up to P3, some outfits like metal armor or power armor don't stretch and have to be crafted or brought. RemoveWorkshopNeeds.esp is a file that will cause all outfits to swap. Some outfits may even tear at larger sizes too. The outfit will usually be Vanilla/Type3Cali, there are a handful of T3M and BnB versions of outfit meshes that will be used if the player or NPC bodytype in SCR is set to BnB or T3M. There are nude pregnant bodysuit meashes for T3Cali, BnB & T3M only. Pregnancy supports DLC and TTW creatures if they are installed but does not require them. Pregnancy has MCM options for Fertility adjustment, Male Pregnancy (Player only), any creature you can intitate sex with, Android race pregnancy (ARES), Menstruation (no visible effects), Pregnancy speed & Offspring Race Chances. Pregnancy does not cause sex to occur, it just detects sex occurring from other Sexout mods. If you are new to this, make sure everything else in Sexout works ok before adding this. Get something basic like SexoutSex or SexoutSexLite working first. Don't install 30 plugins at once without knowing what they do or how they work, hit go and then not know what is causing the problem and start reporting issues in the wrong mod threads, there are a heap of old dead plugins on Lovers Lab that are for old Sexout or just too many versions behind current SexoutNG & SCR to work Also note this is a complex mod, as there are scripts running on each offspring to grow them and adding fertility/pregnancy to random NPC's may cause lag & freezing depending on how many and how good your computer is, I can't do anything about that, it's just an computer/engine limitation, if you want to get a specific NPC pregnant turn on Female NPC pregnancy before sex then set it back again afterwards and that will allow the fertility tokens to be added then and continue to work. Also consider killing or selling Offspring if you have too many. This mod will grind your game to nearly a halt & cause stuttering and all sorts of issues if Pregnancy is used on everyone or you have a lot of OffSpring. The scripts check for pregnancy every 30minutes game time to reduce lag and update for time missed during fast travel/sleep/wait. Sexout OffSpring What I have done is split the management of offspring from SexoutPregnancy into it's own ESM. So Pregnancy only plops an egg or baby into the cold cruel world. From birth onwards Offspring manages the growth of the eggs/babies/pups/young/mature Offspring. The growth speeds and follower options are still adjusted in the Pregnancy MCM menu. This means other modders have the option to do their own offspring handling for behaviour etc. Or this now gives the option to completely replace Offspring with their own mod. The Offspring eggs, creatures and children etc remain in SCR so this shouldn't effect any mods using them. SexoutOffspring only contains the control scripting and behaviour package stuff. So if you don't install this, or another OffSpring replacement, Offspring will still be born but will not grow or do anything except random sandbox behaviour. Eggs will not hatch. Larve will not grow. I have made a few improvements to the follower control aspect, but don't have a lot of interest in doing much more with this other than bug fixes. SexoutOffspring requires SCR and Pregnancy versions of the same date or later SexoutOffspring needs to be below SCR & SexoutPregnancy in Load Order so Load Order is: SexoutNG.esm SexoutCommonResources.esm SexoutPregnancy.esm SexoutOffSpring.esm Never merge/bash Sexout mods, I can guarantee failures in all my mods if you try this. The data file contains some of the Baby Assets you will need. Requirements: NVSE Latest beta NX_Extender Latest version SexoutNG Latest version Sexout Common Resources (SCR) same date or later HalstromsData SexoutSpunk Latest Version Pregnancy requires SCR, SexoutSharedResources (SSR) conflicts with SCR, so you can't use it with Pregnancy. Make sure you go to EvilRunner & User29's Maternity clothes threads and get the latest clothing files too. http://www.loverslab.com/files/file/3284-maternity-clothes/ You also need MCM to change any settings. http://newvegas.nexusmods.com/downloads/file.php?id=42507 Full List & Download links are in the second post of the Support Topic http://www.loverslab.com/topic/13841-sexoutng-nv-pregnancy-beta-wip-new-thread/ Please use the Support Topic Button on the right for more information, support & beta versions. The beta should only be used by experienced users and issues with it reported in it's support thread. The second post here contains more information and link for the beta version containing technical stuff where modders can request new features. You will also need to download the Maternity clothing packs listed in the 2nd Post if you want to use those outfits in Plugins or SexoutStore. Also remember when you update this it may change itself in your load order, use the following Load order or it will crash your game: Sexout.esm SexoutCommonResources.esm SexoutPregnancyV3.esm SexoutOffSpring.esm The file version is in YYYYMMDD.x format, eg 20120122.2 = 2012-01-22 Version2. When reporting issues please state what version of SCR & Pregnancy you are using. The Torrent isn't necessary, it's just an alternative download for the data pack, not the esm. For users that use Wrye Flash to make a bashed patches. Wrye Flash completely undoes all changes that RemoveWorkstationNeeds does, so make sure that that plugin is not included in the bashed patch and loads AFTER bashed Patch, 0.esp. PERMISSIONS: Translations are cool, just don't claim my stuff is yours. No uploading elsewhere than LoverLab. No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy. If I disappear or am inactive on Lovers Lab for over 3 months, others are free to take over my mods, don't claim its yours unless you do a reasonable amount of upgrading, then just thank me in the credits Basically I don't have FONV installed anymore and the time to continue work on this other than the occasional bugfix if enough information is given. If anyone wants to submit updates or overhaul it and use any of my code or assets for the enjoyment of the community go for it, just keep free and on LoversLab and give me some credit I have no problems with anyone translating this to FO3 or other Languages, just give me credit and link back to LoversLab Russian Translation: http://gamesource.ru/index.php?s=&showtopic=2618&view=findpost&p=51428 Known Issues: The players nude body is blocked from swapping to the pregnant version during sex, this is an engine limitation to do with the camera, if the players body tries to swap bodies during sex it will result in a invisible body, NPC's will swap ok. So strip off before starting sex if you want to see a baby bump. Link to Download OP: http://www.loverslab.com/files/file/47-sexoutng-new-vegas-pregnancy/ . Submitter Halstrom Submitted 02/06/2013 Category Sex Effects Requires NVSE, NX_Extender, SexoutNG, Sexout Common Resources, SexoutSpunk View File
  3. Feminized Sissy Sluts View File What is it? Four races for traps, sissies and fembois; and 15 character presets. The mod is all-inclusive, with body, head and hand meshes, and its own textures. If you want more info and screenshots go to the WIP thread. Requirements None. Installation Drop the download contents into your data folder and play. The game will do the rest. Disclaimer Some of the custom hair models I used do not fit the head mesh well. I am well fucking aware of how bad some of them are. I’m not happy about it but conformulating them did not work for me. Just deal with it. I also know few of the face presets are hideous, particularly the Asian ones. That’s not my fault; blame Bethesda for the crap race facial morphs that are next to impossible to work with. Credits dimon99 for hand meshes meshes, kiwi82mx for the mipmap layers I used to bake the body, head and hand normal textures, Breeze582000 for the penis model, and Kendo 2 for everything else. Permissions The body mesh and body textures are resource materials. Feel free to make all of the sissy slut outfits you want. I encourage you to do so. The remainder of the upload contents are not resource material. Terms Submitter Kendo 2 Submitted 08/18/2019 Category Races Requires
  4. View File CORE: 2.10.97 -- 23-December-2016 DATA: 2.10.97 -- 23-December-2016 BODIES: 1.1.1 -- 25-July-2015 MIRROR - SexoutNG.torrent - All files also available via bit torrent. May be faster, and saves loverslab bandwidth. You need a bit torrent client, such as qBitTorrent. Sexout code is hosted here on the GitLab. Please use the Issues link to report confirmed bugs in Sexout, or to ask for features! The sexout BETA can be found here, if there is one. Note that to use the beta, you must still have SexoutNG Core and SexoutNG Data installed. Requirements Fallout New Vegas. Should be obvious, but a few people have tried to use it with Fallout 3 (works with TTW). NVSE 5.0b2 or later; This is now the stable version. NX 16 or later (NVSE Extender) SexoutNG - CORE and DATA. SexoutNG - Bodies OR Nude male and/or female bodies manually installed, see spoiler below. Since '94, a compatible skeleton (AJ's BodyMorph) is included with 'Core'. Astymma's compatability or Deede's The Skeleton will also work if you prefer. Known issues FAQ / Troubleshooting - Read this before posting support questions First, please read the requirements section above carefully. The game doesn't even start, it freezes before main menu! ==> Usually corrupted plugin. Disable all plugins except Sexout. If it works, sexout is innocent. If not, validate your install via STEAM, and try downloading sexout again. The game starts, but sex doesn't work! ==> Did you install NVSE? Press '~' to open the console in game, and type GetNVSEVersion. If it does not return a number you did not install it correctly. Check the instructions for it and try again. ====> GetNVSEVersion works! ....but I also get this annoying message box appearing every time I start game! ======> Maybe try reading it . You have not installed the requirements correctly. Sexout requires NVSE 5.0 or later, and NX 16 or later. It will not work without them. See above for links. ~~~> But I installed NVSE and NX! =====> No. You didn't. There are no exceptions. If you think you did, you installed them wrong, check their own respective instructions and try again. ==> ...Okay, NVSE and NX installed. Uhhh, how do I actually start sex? ====> Sexout is just a framework for other mods to use. It does nothing on its own. Try installing some sexout mods. ==> ...I have sexout mods, but the actors just stand still inside each other! (maybe with sounds) ====> Usually a conflicting mod that adds idle animations in an inconsiderate way. Disable all mods except sexout. If it works, enable them one by one to figure out which is guilty. More info: ==> I definitely definitely definitely disabled all mods except FalloutNV.esm and Sexout.esm, and actors still stand inside each other but no animations! ====> Did you install 'SexoutNG - DATA'? Because, that's where the animations are. ======> Yes, with NMM! ========> Use FOMM. NMM has known issues with Fallout New Vegas mods in general. Animations work, except... ==> Infinity tits! ====> You do not have a compatible skeleton installed correctly. See requirements section ==> Infinity dicks! ====> You do not have a compatible skeleton installed correctly, or you do not have a compatible male body suit installed. See requirements / Bodies section above. ==> Invisible male bodies / big red boxes‽‽ ====> You do not have meshes for one or both of the sexout body suits installed. Either install "SexoutNG - Bodies" or manually add them- see the spoiler in the requirements section above for more information. More Useful Posts: How to GET HELP!! Help us help you. RitualClarity's tutorial on animation trouble BruceWaynes installation guide Another Sexout FAQ Modders: - Want to make your own sexout mod? (or modify an existing one). First stop is the API guide. See also: Tips and Tricks. - See the Gitlab project for more info on sexout status, or if you want to contribute. - API documentation is a WIP, if you can't find/understand something, please post here on loverslab. License: Sexout is free. Free as in BSD license free, except even freer. This work is public domain. Do whatever the hell you want to do with it. You can even upload it to some other site and claim to be the creator, but that's bad karma, and when it comes back 'round you'll regret the decision. Release History Submitter Odessa Submitted 12/29/2013 Category Framework & Resources Requires NVSE 5.0+, NX 16+, FOMM, reading instructions
  5. Sexout Common Resources (SCR) View File Welcome to Sexout Common Resources BEFORE INSTALLING THIS OR ANY MODS REQUIRING IT CHECK YOU CAN GET SEXOUTSEXLITE.ESP WORKING FIRST, IF THAT WON"T WORK, YOU'VE SCREWED UP SOMETHING BASIC AND NOTHING MORE COMPLEX WILL WORK TILL YOU SORT IT OUT. The aim of this produce an ESM that holds all the common assets used by SexoutNG Plugins like NPC's, Drugs, Creatures & Clothing, Weapons etc so that other plugons can refer to them without needing to have each other as masters. It doesn't include meshes or textures themselves, merely point to them. it will have minimal scripting, only scripts required by the objects and plugins it contains. The DataPack provided is only some of my additions and minimum requirements of SCR itself. SCR Includes support for all DLC and TTW but does not require them. SCR adds some Perks, but they don't necessarilily add any effects, they are mainly flags for other Plugins to know the players preferences in dialogue. To explain in detail how it works, there are 2-3 parts to most outfits, the first is the Item ID which contains all the Armor ratings, weight, value, etc of an outfit and also where to get the mesh model and textures from, that is what I have copied from the original mods into SCR. The other parts are the model mesh and optionally textures for which the original download is needed, because I don't have permission to add other peoples work to the SCR download and it would be too big. Doing it this way gives users the option to not install Ghost suits etc. The Item ID itself uses next to no space in SCR compared to meshes & textures, but having outfits in there means that outfit can be incuded in formlist groups of SCR, this means a plugin can just check if the player is wearing something in the "Heavy Armor" group formlist and then change their dialogue or sex options based on that. Optionally people can also add their custom outfits to those lists too. it contains a percentage of Lore unfriendly assets but they should be only added to the game world by plugin modules calling them, mostly SexoutStore. Before you install Sexout use the Steam Backup function and backup your game as there's a good chance new users will completely screw their game on the first attempt of installing Sexout because they didn't read something properly and install things they shouldn't. If you aren't using Steam then you'll find Sexout won't work for you anyway so give up here or buy the game. SCR adds some Sex related Perks but their effects are up to the Plugins referencing them Dominant, Submissive. Brood Mother & Bitch in heat are added but only activated by Pregnancy. There's a few changes here: SporeData is only required for the SporeRace in Breeder. HalstromsData contains a few textures & meshes I've modified for some content, like the Camo, Nurse, Vault69 & Nun and other Textures for the Mantis suits, most people won't need it, they were in the original Data pack, I just split them to save download & installation space for those not using them. GynoChair.rar contains the mesh & animations for the GynoChair used in Pregnancy at the New Vegas Medical Clinic. SCR Integrated Plugins: Drugs: SexoutDrugging is now a separate plugin for SCR. The MCM menu is still in SCR to avoid adding another MCM Menu for one slider. Please use the Support Topic Button on the right for more information, support & beta versions. You will also need to download the clothing packs listed in the 2nd Post if you want to use those outfits in Plugins or SexoutStore, there are also some assets in there that are no longer available for download so no links for them, I cannot remove them without breaking them for people who do have them. RitualClarity has written a great installation guide in the link below for installing SCR. http://www.loverslab.com/topic/22156-tutorial-installation-of-sexout-common-resources-scr/ I have no problems with anyone translating this to FO3 or other Languages, just give me credit and link back to LoversLab Russian Translation: http://gamesource.ru/index.php?s=&showtopic=2618&view=findpost&p=51428 Requirements: FalloutNV (Non-Pirated Steam Version) FOMM NVSE Latest beta NX_Extender Latest version http://www.loverslab.com/topic/24656-nvse-extender-aka-nx/ SexoutNG Stable Release http://www.loverslab.com/topic/24614-sexoutng-stable-release-96/ And Astymma's Compatibility Skeleton from here: http://newvegas.nexusmods.com/mods/45229 You will need MCM to change any settings http://www.nexusmods.com/newvegas/mods/42507/? Other Supported Assets: Assets used in SCR mods you may need to install if you are getting diamonds and invisible bodies and other stuff not showing, there are also some assets in there that are no longer available for download so no links for them, I cannot remove them without breaking them for people who do have them: For most of these clothing mods as noted you can remove or deactivate the original esp if you are using Pregnancy or Sexout Store, you only need to install the meshes, textures & sounds etc. Those that are FO3 downloads definitely need the esp removed or they will crash the game. Also remember when you update this it may change itself in your load order, use the following Load order or it will crash your game: Sexout.esm SexoutCommonResources.esm SexoutPregnancyV3.esm SexoutOffSpring.esm SexoutStore.esm The ingame version is in YYYYMMDD.x format, eg 20120122.2 = 2012-01-22 Version2. When reporting issues please state what version of SCR you are using. If you can please post in font size 14, it's a lot easier for me to read too The Torrent isn't necessary, it's just an alternative download for the data pack, not the esm. PERMISSIONS: Translations are cool, just don't claim my stuff is yours. No uploading elsewhere than LoverLab. No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy. If I disappear or am inactive on Lovers Lab for over 3 months, others are free to take over my mods, don't claim its yours unless you do a reasonable amount of upgrading, then just thank me in the credits Basically I don't have FONV installed anymore and the time to continue work on this other than the occasional bugfix if enough information is given. If anyone wants to submit updates or overhaul it and use any of my code or assets for the enjoyment of the community go for it, just keep free and on LoversLab and give me some credit Link to Download OP: http://www.loverslab.com/files/file/33-scr-sexout-common-resources/ . Submitter dborg2 Submitted 02/05/2013 Category Framework & Resources Requires NVSE, NVSE Extender, SexoutNG and heaps of outfits
  6. View File File Name: Breast Expansion and Lactation File Submitter: RapidWaterOver File Submitted: 17 Sep 2015 File Category: Sexual Content Requires: Fallout 3: FOSE; New Vegas: NVSE + Sexout, DLC What is this mod? Breast Expansion and Lactation creates a world in which you, as the player, acquire the ability to become a real life cow girl. Now you can produce milk and sell it all to the highest bidder! Or save it for yourself, that delicious cream provides a lot of useful buffs that come in handy in a harsh wasteland. How does it work? Over time your breasts produce milk. After a certain period of time, you are given the oppurtunity to milk yourself. This produces bottles of milk that you can sell. Be aware though that the milk is dirt cheap, so you need to sell a lot to make any kind of fortune. To start producing milk...well, let's just say you'll find out if you loot enough ghouls. For your companion, just feed them some of your milk. There are three chems that will help you in various ways with lactating. Growth extract Increases bust size Decreases the amount of milk your glands produce before expansion Production extract Increases amount of milk produced in a time frame Decreases the milk level, total amount of milk available after milking (to increase it milk yourself, but not more than a few times in a a few days period) Storage extract Increases amount of milk your glands produce before expansion Decreases amount of milk produced in a time frame These chems can be found being sold by vendors selling assorted goods as well as places where you find other drugs. BreastExpansionLactationTTW.esm: This is the master file containing the core data. BreastExpansionLactationTTW Raiders.esp: Addon that adds several weapon types to raiders that are laced with the essence from the plants and chems in this mod. BreastExpansionLactationTTW Drugging: Addon for Sexout Drugging. BreastExpansionLactationTTW SCR: Addon for Sexout Common Resources. BreastExpansionLactationTTW Lab: The secret lab has been moved to this plugin. Installation Download and unpack the contents of the latest version to your Fallout folder. Note that in each folder (3, NV and TTW) plugins all have the same name; I simply didn't bother renaming them. Copy the plugins from 3 to your data folder if you're using Fallout 3, the plugins from NV if you're using New Vegas, etc. Credits: Milking Animation: gamedude711 Milking Armor + related textures: gamedude711 Submitter RapidWaterOver Submitted 09/17/2015 Category Sexual Content Requires Fallout 3: FOSE; New Vegas: NVSE + Sexout, DLC
  7. Having a blast doing the Men and Women of Fallout 3, 4, 76, and all points in between and adding a couple of Vault numbers in there myself. Vaults 72 (The Hospital), Vault 86 (The Archive), Vault 91 (A.H.M. or Advanced Human Mutation and Vault-Tec's Bio-Engineering Division), Vault 100 (A Nexus-Vault housed with over 2000 Vault-Tec Employees with trans-dimensional telepads and a fleet of vertibirds), and Vault 113 (home of the notorious Liar's Lair). I'd like to do Vault Suits with these individual numbers some day, maybe when I learn how to use the correct software. Coming Soon, I hope. Zoey Goldschmitt - a hard and bitter Ex-Gunner mercenary with a knack for androids hails from Little Lamplight and Vault 87. She has taken a vow to track and eliminate the murderous association called Talon Company to the last man. That 's if she can get away from the Gunners first. Zoey's bad reputation and hard luck seems to follow her where ever she goes. Now she's here in the Commonwealth of Boston to fulfill the vow of a dying friend. The Caprice Sisters - Well, let's just say Vault 108 has several sub-levels and "Gary" wasn't the only clone to leave the Capital Wasteland. A series of clones, 108 groups in all, are stored in cryogenic sleep deep inside 5 localized sub-basements. The Caprice Sisters, from that same Vault, are, if not worse, than Gary-Series clone that plagues the Capital Wasteland. Thy are the most recognized and beautiful female clones in post-nuclear America. A warning to the wise and foolish, If you see twins beware. Rumor says there are five of them in any given group and they function very well as a team and are trained combat fighters. Siobahn Shivers - this prudish woman wouldn't be caught dead without her power armor. Born in Megaton near Vault 101 and recruited into the Brotherhood of Steel when she turned 13, has spent the 17 years of her time and life on the outskirts of Northern Maryland or within the traveling ranks of the Brotherhood. Now she is on a solo mission, searching for a traitor to the Brother in a place the locals of the Commonwealth call Nuka-World. Sun-Nee MacIntyre - Except no substitutes, she is the Daughter of James MacIntyre, Founder of Project Purity representing Vault 101. Her current mission is to catalog the location of other Vaults outside the Capital Wasteland for the Brotherhood of Steel and Naval Science Institute. She's here to make contact with Vault 81 with the possibility of establishing a secure trade route. Her second mission is to find the main entrance to the Lost Vault, Vault 117. There is something inside that Vault the Brotherhood of Steel desperately needs. Magnus "My Blood is Type-0 Green" Odinsohn - Originally from West Virginia and an original inhabitant, Magnus is one of thee oldest living survivors of Vault 76. The only male of this group and has ghoulified not once, but on three other occasions and has been cured each time. A combination of multiple viral infections, anti-viral meds, and stasis pods has kept alive for nearly 210 years with no sign of slowing down. Trained as Green Beret and as a Park Ranger, Magnus spent the first five years stabilizing the Appalachians before venturing in Maryland, Eastern Pennsylvania, and the Commonwealth of Boston (Circumnavigated and marked the outer most boundaries of the Glowing Sea) to stabilize other parks and wilderness habitats. He wears his Vault-suit (Marked with the numbers 76 ) under his Park Ranger uniform proudly. Magnus is deadly proficient with his modified fire axe. If you can get past the scares all over his body, he's the best ally and the most knowledgeable forester you can ever have. Update 20191221 - The Door is Open or Exploring Some New Vaults Second Update - 20201214 With the exception of Vaults 45 and 118, the remaining vaults are located in West Virginia and the Appalachia, the old state of Maryland and the Washington D.C. area (The Capital Wasteland) or Massachusetts and the general area outside the Commonwealth of Boston (51, 63, 75, 76, 77, 79, 81, 87, 88, 92, 94, 95, 96, 101, 106, 108, 111, 112, 114, 117, 118). Vault 45 - (Location: one mile north of Riverton, Wyoming) Vault 45 was a control vault located near Riverton, Wyoming. Vault 45 was designed via its location as to position it approximately 200 or such miles away from any other residential vaults or bomb shelters. Isolation of this control group and its vault was the key paradigm to the Societal Preservation Program. The idea was to create a community from the ground up free and away from future external cultural (except for historical factors) contamination. Vault 45 is a true control group with no covert agenda. Its opening date was set for 80 years in 2157. this vault, from corporate records, came equipped with a G.E.C.K. Similar to Vault 92, Vault 45 was marketed, however, as to preserve Western culture and heritage among a variety of ethnicities and creeds in the Western regions of the United States. Vault 45 would have state of the art building faculties, seed vaults, embryonic arc to repopulate pure strain animals, and a fully functional G.E.C.K. Vault 51 - (Location: Forest Region of the Appalachias, Northeast of Point Pleasant) A brief history can be found here: https://fallout.gamepedia.com/Vault_51 Vault 61 - (Location: Unknown) This vault was never completed before October 23rd, 2077. Vault 61 lain in abandoned and somewhat ruin until some 10 years ago when an expedition from Vault 100 discovered the main door was sealed but functional. With the power generators restored, the vault was brought up to a minimum of functionality as the access its potential. Vault 100's Board of Directors decided to finish its construction and bring the installation to full operational capacity. Vault 61 would become a penal colony of sorts. Housing the worse criminals and psychopathic to rise after the post-nuclear devastation of the Great War Vault 63 - (Location: South of Welch, West Virginia) Information about Vault 63 can be found here, https://www.polygon.com/2019/2/10/18219293/fallout-76-vault-63-location-inside-dlc-cut-content and here: https://fallout.fandom.com/wiki/Vault_63 Vault 68 - (Location: Trenton, New Jersey) Vault 68 was meta-control group, a gage, and a health barometer for the some 22-25 Vault (control) Groups. It was intended to be a mix-salad and to see if the vault could function with various personalities and ethnicities and to see if conflict resolution could be obtained without oversight or overseer discretion. To add pressure and another antagonizing variable, Vault 68 was opened exactly three hours after the bombs fell on the Eastern Coast. Modified eye-bots (E-M pulse and radiation resistant) were dispatched to recruit survivors in the immediate area of Trenton, New Jersey. 999 random recipients had exactly three hours to reach the main vault before it sealed once again. Survivors would be administered anti-radiation treatments and then shown to their new quarters. A new life would proceed as if their old life never mattered. Vault 69 - (Location: Unknown) Twin Vaults maintained by two overseers and whose experimental function strictly separates the residencies on the basis of their physical sex and gender. Homosexuality and other deviant forms of sexuality or expression are simple eradicated or expelled for the purpose of this heterosexual experiment. Housing of both sexes occurs in two separate dormitories. While Vault 75 was conducting unethical experiments to breed the ultimate soldier, Records from Vault 100 indicate that Vault 69 was breeding both sexes to become the perfect mates with abilities into the empathic spectrum of behavior. Vault 72 - (Location: 12 miles south of Baltimore, Maryland) Heavily fortified by barriers, wreckage, and collapsed rubble, patrolled on a rotating basis via a coveted contract with Talon Company. Vault 72 maintains some security with eye-bots and military combat droids. Starting out as another control group, but with a stated function and purpose after the events that transformed post-apocalyptic America. Vault 72 is simply a large medical faculty and hospital. All individuals inside Vault 72 are trained doctors, physicians, medical technicians, or researchers. Security is done via robots and Talon Company. It's not unusual to find both or all three operating hand-in-hand. Vault 76 - Vault 77 - (Location: Northwest of Paradise Falls but outside the Capital Wasteland, east of Hagerstown, inside the Catocin Mountain Park) The entrance to this vault around the bend away direct line-of-sight. It holds a social isolation experiment still operational after two hundred years to the present day. Located along the Interstate 270 and used by merchant caravans, astute merchants with pip boys, use the Vault 77's vast warehouse to store scavenged goods, computers, robots, and military hardware. Vault 77 is a multi-dimensional habitat/teserract, isolation cell, and warehouse stationed with Vault 77 but separated from the main experiment. Vault 79 - Vault 85 - (Location: 25 miles northeast of Washington D.C.) Vault 85 was a large commorancy for it inhabitants, designed to be a stressor, and all of whom had little or no engineering skills. The technology and equipment was designed to stress the registered inhabitants with a consistent state of needy repairs. All equipment and useful devices were designed to break randomly, others at timed intervals, and eventually became unrepairable. Ineffectiveness was a commonplace theme All technology had a life expectancy no more than five years, save the Overseer's Office, the main Power Generator (Cecil, a Mr. Handy was assigned as the reactors repair technician), and the Mechanism operating the Vault 85's main door. Within 24 months in operation, Vault 85 was abandoned. It's inhabitants and descendants live outside the Vault 85 in a pastoral community with a near Amish attitude towards technology. When the inhabitants of Vault 92 fled the experiments of their vault, they found acceptance with the community of Vault 85. Vault 85 did not have a G.E.C.K. in its inventory. Vault 86 - (Location: Unknown) The Archive. Actual location is still undetermined as of 20191226. Vault 91 - (Location: 15 miles South of Canobie Lake Park, on the west side of I-93, within southern New Hampshire) The Vault is believed to be in operation to this very day. The purpose of this Vault is two expand the human condition via genetic engineering (i.e. beneficial mutation) and thus create a race of breedable human mutants. Vault 94 - Vault 96 - Vault 98 - (Location: Unknown) Vault 98's true function was to gauge and study a Mass Transport Arch (M.T.A.) discovered three centuries ago (roughly 1930) in Egypt. Activated so long ago and after its quantities were gauged, It's home in Cheyenne Mountain was decommissioned then refurbished for neuro-cybernetic experiments at Vault-Tec's request. Vault-Tec's Board of Directors relocated to Vault 100 days before October 23rd to continue its observation of the M.T.A. Its current Board of Directors has a vested interest in the activities of Vault 98 and knows that it is still functional and fully operational, even to the present day. Vault 100 - (Location: Willington, Pennsylvania, southwest of Philadelphia) Vault 100 opened exactly 100 years to day after it was secured shut. Now the ten block area around Vault 100 is in full operation with a population of 10,000 governed by Vault-Tec's CEO and a governing board via corporate hierarchy. Vault 100 is a true corporate government. Vault 104 - (Location: North of Cockeysville, just outside Baltimore, Maryland) Access to the vault's main entrance room is simple with any serviceable Pip-Boy. The inner doors that lead to the lower levels are sealed from both sides of the vault. Nothing organic, (except someone in the Overseer's office) is alive and surviving the high levels of gamma radiation scrubbing the remaining vault structure clean and sterile. The science teams of Vault 104 were engaged in experiments that focused on immunophysiology and molecular generation via blood platelets and regenerating nannites. Reassembling a host from the ground up, literally was the unethical goal of Vault 104. Vault 110 - (Location: 5 miles north of Philadelphia, Pennsylvania) It seems the experiments conducted on the inhabitants of Vault 110 were a success with over 75% of a population of 1000 responded to a mixture of genetic manipulation and organelle grafting. Longevity experimentation and the application of Anti-Aging pharmaceuticals on its Vault Residents, resulted in some inhabitants are well over two hundred and twelve years old by 2212. Vault 113 - (Location: 20 miles west (right outside) Trenton, New Jersey but within the western boarder of Pennsylvania) The vault itself is maintained by the A.I. overseer. Only the A.I grants access into and out of the vault. Designed to be an experiment similar to Vault 21, Vault 113 inhabitants are all habitual or pathological liars. Vault 117 - (Location: The Glowing Sea, Southwest Massachusetts) What started as an experiment in holo-deck and particle synthesis technology turned into a tomb for the inhabitants of Vault 117. The entire vault is still intact, but powerless. The inhabitants, all ghoulified inhabit what mercenary companies come to call a graveyard. Field reports say the power generators and the internal lights are salvageable and can be repaired. The remaining ferals inside Vault 117 have become accustomed to darkness and bright photonic bursts or prolonged lighting painfully hurts their sensitive eyes. The Glowing Sea's physical dimensions constantly shift with the rolling coastal air currents. The "Sea" itself extends from the shattered ruins of Westwood, Norwood, and Dedham southwest riding the old I-95, all the way across Providence, Rhode Island and ending somewhere along the coastlines of the former New England states. The former capital of Providence is a blasted hulk of high radioactivity and abandoned buildings. The old city is infested with "ferals", with some intelligent and more friendly "ghouls" managing to survive and thrive. The Mod itself can be found here, on the Fallout 4 Nexus Site: https://www.nexusmods.com/fallout4/mods/32242 Vault 119 - (Location: 25 mile northwest of Pittsburgh, Pennsylvania) "The Hive" - With what began as an embryonic arc similar to Vault 96, ended when super-mutants broke inside Vault 119 and exposed the insect wing on Level 5 to canisters of FEV. The bio-chemicals and mutagenic agents turned the undeveloped "eggs" into hungry and very larger-than-life life monstrosities. Reports from the Brotherhood of Steel, the Minutemen, and (believe it or not) Talon Company claim that the insects function together for the defense of Vault 119 and oddly enough with a very unique hive mind. Thankfully field reports indicate that the upper four levels are accessible and the former inhabitants had time to seal the rest of the vault (levels 1-2, 7 -12) from the infestation
  8. View File This is a plugin for NVSE, providing new script functions for modders. !!! FOMM REQUIREMENT !!! This FOMOD install requires my custom FOMM build from right here @ loverslab. The original/vanilla FOMM will not install executable files like dll's. At least, if I remember correctly, it won't. I don't know if NMM will install them either. Extender Version: 18 Released: 5-Jan-2019 Requires NVSE 4.5.7 or later Project source code: nvse extender. Send myself or jaam a message here or there if you'd like to contribute to the project. We are both admins. What does it do? NVSE Extender provides additional functions available to modders. Some will provide information via the console as well. It uses the save/load notifications to save (and load!) its data whenever the game is saved. How do I install it? Download the FOMOD for the version you want and install it with FOMM. You do not need the other files, and you only need ONE fomod. Advanced users: What functions are available? There are many functions available. I need to redo this documention to list and explain them all. Current implemented function list: Can I include this with my mod, upload it elsewhere, etc? Sure. You can do whatever you want with it. If you screw up your players by installing an older version than they already have, you deserve a slap. If you upload it somewhere else and claim to be the author, you can field the bug reports and write the fixes, while rotting in hell. I'm all about letting people do whatever they want with stuff I create, but be responsible about it and don't be a dick. What does the future hold? Many other functions are planned, they are discussed in the support thread. Submitter prideslayer Submitted 12/30/2013 Category Other Requires fallout new vegas, NVSE, FOMM View File
  9. Hello so i have modified a outfit from being female only to work with the Feminized Sissy Sluts mod i have done this using the newest version of blender with nif plugin but no matter what i do i can't get it to work in the fallout new vegas version of bodyslide what i am trying to do is export the changed model as a obj and then import it into Bodyslide so i can change it to a nif but Bodyslide shows up with a error saying unweighted vertices and i know it is something i am doing wrong in blender but this is the first time i have done anything with models so i don't know what to do please if anyone can help that would be great thanks. p.s sorry for my horrible spelling and punctuation.
  10. Hello so here is a mod i made using Photoshop and i have decided to upload it here for anyone who may be like me and likes this kind of thing. Credits: I got the images from google images so all credit and rights for the images go to there respective owners and all credits and rights for the photoshop template i used go to Rapscallion. Yaoi Playing Cards.zip
  11. any body have or willing to do a conversion of pipboytopsvita for new vegas to fallout 4 pretty please🙏
  12. looking for any good sex mods for new vegas? if any one recommend would be nice
  13. Decided to create new separate topic for this. I always liked Oblivion GIGABITE Femboy body mod as it most detailed and anatomically correct from all I saw in this theme for bethesda games. So, when I saw this topic: https://www.loverslab.com/topic/118806-femboy-mod/ I decided to try and make a port to NV. It was my first full body port, but in my opinion it turned out quite pretty. It adapted to female head and hands seams. I plan to make Femboys separate race with new body and new assets. Race is mostly male PC oriented as Femboys are actually complete males, but technically female sex will use the same assets, so player will be able to avoid dumb gender restriction of adult mods. I plan to use daughters of ares principle for armor switch - it's not perfect but most easy way to implement armor swap without deep scripting. Race will use Head06 port by zzjay as I don't like how it looks with vanilla female head - vanilla F head for Fallout too much refers to adult badass woman, while in my opinion Femboy should look more anime-ish and cute. Few WIP shots of the race: Release date of first version fully depends on GIGABITE permission. I already asked for it, but while he was last online in january, I dunno how many time it may take to get answer.
  14. View File >Description A small plugin for BodyMorph which allows to modify values for actors' bones (both PC and NPCs). You aim someone, tap the hotkey, it will blink red, then you hold the hotkey for a couple of seconds and the menu will appear in game. If you don't aim anyone, then the player will be selected (it will blink green). You can browse the node list with forward / backward (W / S) and change the values with left / right (A / D) The list of nodes is picked from the filtered list on the MCM menu, means that if you disabled "arms" you won't be able to select here too. When you change value, it won't be instantaneous, it requires a variable quantity of time which could be 1 second or more. You can decide to not wait for the changes and simply choose your value, i.e. if you need to pass from 0 to -10 you don't have to wait for every step, just reach -10 and wait for the last morph queued and see if you like the result. When you've finished, jump (default space) will quit the menu. The menu will also be force quitted if an enemy engages you while you're editing, however it's not a bad idea doing it in a calm place. When modifying NPCs, you can experience an issue where the morph seems not working. It's not so uncommon, it usually happens if the npc is already doing something, i.e. leaning on a wall. > MCM Enable / Disable mod: ... Hotkey: allows to define a new hotkey to tap / hold Hud aspect: will allow to configure the small hud position on the screen. It will be always centered horizontally, you only will be able to move it vertically. You can also change the font and the space among lines - this is useful for users with DarnUI or other font replacers, so they can adapt the hud to whatever font they want. All the keys to use these options are specified in a message when you click on the MCM option. Hold time: the amount of time you must hold the Hotkey to let the menu appear. Debug mode: it spams my messages on console - you should disable it if you don't have problems. > Install Use a mod manager or extract the content under Data. Requisites: - Bodymorph 1.1.0+ - Latest NVSE (5+) - UIO - MCM (shouldn't be mandatory but it's useful) Submitter A.J. Submitted 01/02/2016 Category Other Requires NVSE 5+, UIO, BodyMorph 1.1.0+
  15. Version 20020305.1

    670,936 downloads

    Welcome to Sexout Common Resources BEFORE INSTALLING THIS OR ANY MODS REQUIRING IT CHECK YOU CAN GET SEXOUTSEXLITE.ESP WORKING FIRST, IF THAT WON"T WORK, YOU'VE SCREWED UP SOMETHING BASIC AND NOTHING MORE COMPLEX WILL WORK TILL YOU SORT IT OUT. The aim of this produce an ESM that holds all the common assets used by SexoutNG Plugins like NPC's, Drugs, Creatures & Clothing, Weapons etc so that other plugons can refer to them without needing to have each other as masters. It doesn't include meshes or textures themselves, merely point to them. it will have minimal scripting, only scripts required by the objects and plugins it contains. The DataPack provided is only some of my additions and minimum requirements of SCR itself. SCR Includes support for all DLC and TTW but does not require them. SCR adds some Perks, but they don't necessarilily add any effects, they are mainly flags for other Plugins to know the players preferences in dialogue. To explain in detail how it works, there are 2-3 parts to most outfits, the first is the Item ID which contains all the Armor ratings, weight, value, etc of an outfit and also where to get the mesh model and textures from, that is what I have copied from the original mods into SCR. The other parts are the model mesh and optionally textures for which the original download is needed, because I don't have permission to add other peoples work to the SCR download and it would be too big. Doing it this way gives users the option to not install Ghost suits etc. The Item ID itself uses next to no space in SCR compared to meshes & textures, but having outfits in there means that outfit can be incuded in formlist groups of SCR, this means a plugin can just check if the player is wearing something in the "Heavy Armor" group formlist and then change their dialogue or sex options based on that. Optionally people can also add their custom outfits to those lists too. it contains a percentage of Lore unfriendly assets but they should be only added to the game world by plugin modules calling them, mostly SexoutStore. Before you install Sexout use the Steam Backup function and backup your game as there's a good chance new users will completely screw their game on the first attempt of installing Sexout because they didn't read something properly and install things they shouldn't. If you aren't using Steam then you'll find Sexout won't work for you anyway so give up here or buy the game. SCR adds some Sex related Perks but their effects are up to the Plugins referencing them Dominant, Submissive. Brood Mother & Bitch in heat are added but only activated by Pregnancy. There's a few changes here: SporeData is only required for the SporeRace in Breeder. HalstromsData contains a few textures & meshes I've modified for some content, like the Camo, Nurse, Vault69 & Nun and other Textures for the Mantis suits, most people won't need it, they were in the original Data pack, I just split them to save download & installation space for those not using them. GynoChair.rar contains the mesh & animations for the GynoChair used in Pregnancy at the New Vegas Medical Clinic. SCR Integrated Plugins: Drugs: SexoutDrugging is now a separate plugin for SCR. The MCM menu is still in SCR to avoid adding another MCM Menu for one slider. Please use the Support Topic Button on the right for more information, support & beta versions. You will also need to download the clothing packs listed in the 2nd Post if you want to use those outfits in Plugins or SexoutStore, there are also some assets in there that are no longer available for download so no links for them, I cannot remove them without breaking them for people who do have them. RitualClarity has written a great installation guide in the link below for installing SCR. http://www.loverslab.com/topic/22156-tutorial-installation-of-sexout-common-resources-scr/ I have no problems with anyone translating this to FO3 or other Languages, just give me credit and link back to LoversLab Russian Translation: http://gamesource.ru/index.php?s=&showtopic=2618&view=findpost&p=51428 Requirements: FalloutNV (Non-Pirated Steam Version) FOMM NVSE Latest beta NX_Extender Latest version http://www.loverslab.com/topic/24656-nvse-extender-aka-nx/ SexoutNG Stable Release http://www.loverslab.com/topic/24614-sexoutng-stable-release-96/ And Astymma's Compatibility Skeleton from here: http://newvegas.nexusmods.com/mods/45229 You will need MCM to change any settings http://www.nexusmods.com/newvegas/mods/42507/? Other Supported Assets: Assets used in SCR mods you may need to install if you are getting diamonds and invisible bodies and other stuff not showing, there are also some assets in there that are no longer available for download so no links for them, I cannot remove them without breaking them for people who do have them: For most of these clothing mods as noted you can remove or deactivate the original esp if you are using Pregnancy or Sexout Store, you only need to install the meshes, textures & sounds etc. Those that are FO3 downloads definitely need the esp removed or they will crash the game. Also remember when you update this it may change itself in your load order, use the following Load order or it will crash your game: Sexout.esm SexoutCommonResources.esm SexoutPregnancyV3.esm SexoutOffSpring.esm SexoutStore.esm The ingame version is in YYYYMMDD.x format, eg 20120122.2 = 2012-01-22 Version2. When reporting issues please state what version of SCR you are using. If you can please post in font size 14, it's a lot easier for me to read too The Torrent isn't necessary, it's just an alternative download for the data pack, not the esm. PERMISSIONS: Translations are cool, just don't claim my stuff is yours. No uploading elsewhere than LoverLab. No Kiddie Porn usage, I don't want to be involved in any crap that hits the fan. I DO NOT support any use of my mods for kiddie porn or adult sexual situations like child pregnancy. If I disappear or am inactive on Lovers Lab for over 3 months, others are free to take over my mods, don't claim its yours unless you do a reasonable amount of upgrading, then just thank me in the credits Basically I don't have FONV installed anymore and the time to continue work on this other than the occasional bugfix if enough information is given. If anyone wants to submit updates or overhaul it and use any of my code or assets for the enjoyment of the community go for it, just keep free and on LoversLab and give me some credit Link to Download OP: http://www.loverslab.com/files/file/33-scr-sexout-common-resources/ .
  16. I know that is a comon problem that head and body skin mismatch in NV, i solved it after modifyng .ini files and creating ESM with FOMM tesnip, and togleing archive invalidation on after any change. After that, any body i used from any existing mod works correctly and with the wanted colour, face and body perfect in my modded companions. But now i am triyng to edit an existing bnb body in blender 2.49b, then in nifskope, i want to create my own body type. i can put it in game, but colors don't match between face and body. i don't know if it is a problem of the export in blender or nifskope or what the hell. I tried different ways of exports following tutorials, but i couldn´find ANY tutorial abou ho to edit a body and then put it in game. I found how to do it with clothes, armors, but not specific with the bodies, and most of them didn't explain in detail all the process. I found this image in my computer, downloaded some years ago, about BODY export settings: but couldn´t find explanations,for example, did ai i need to do something before export, to propperly aply changes? what must i have selected when exporting? i tried with only body mesh selected before export, then with absolutely all pieces, and with the skeleton only. Or may be is something i don´t do in nifskope? I tryed it in nifskope with all the previous combinations, and i never got the same colors in face and body skin. I tried to open some of other mods bodies that had worked well in my game, colors included , and then select and remove the body mesh block branch, copy the block branch of the news exported nif meshes i have edited before in blender. And then rename txt in niftristrips (with the same name that old mod mesh had. I saw i some tutorial that for armors with skin pieces it is necesary to rename it as SKIN, but i didn´'t because in all only bodymesh nifs i am using it is not i çn this way), then update arrays of tangents and binormals in nitristripsdata, select main ninode and in spells batch update al tangent spaces....but when put it in game the color mismatching problem continues, and i couldn't solve creating a new esm and togleing on and of archive invalidation. But, if after doin all that and creating the ESM, i overrite in the folder my new edited body with one of other mod, the other works well, only mine fails. Anyone could help?? perhaps a detalied tutorial of editing specificaly bodiemeshes and exporting in blender for new vegas could be helpfull, but i only found abour armors, weapons and skeletons. It would be wonderful if someone that had already edited a bodymesh in blender could tell me, what to do after the editing process is ended, if it requires then some change or rename in Nifskope... Help me please!
  17. Sexout works perfectly fine with all animations EXCEPT beastiality animations... dogs, etc. Anybody know how to help? Thanks!
  18. View File ------------ Update ------------ NOTE on update: if you come from a previous version (especially <2.7), you could experience strange behaviours, a clean save would be necessary. v5.1 - Corrected an issue where a customized UI aspect could have been resetted during initialization; some slight script changes. V5 - Adds the possibility to use the logbook with alternative starts (i.e. Project Brazil, DUST). Automatically corrects the data, whatever the modder decided. V4.0 UPDATE IT STILL REQUIRES THE MAIN FILE (v.3) TO BE INSTALLED BEFORE IT! This is just an incremental update. - Groovatron compatibility granted - For modders: as per request, now 2 events are dispatching --- aLBOpenLogbook --- aLBCloseLogbook - Solved a small issue preventing TTW users who updated NV to receive their logbook V3.0 Since ENB users can have problems in erasing characters with Backspace, I added the left arrow to erase the last character you are editing. Uploaded another interface file, the previous one was wrong. Not a big deal, however it was not the one intended and it was different from the pics) V2.9 Added hotkey to open the LogBook without opening the pipboy (configurable via MCM - Default L) V.2.8 Patched for TTW, now it shouldn't be possible to cause issues forcing the logbook to appear in inventory. It will be added after the quest Escape! in DC V.2.71 Re-packaged the folders, I did a typo in the folder name, probably preventing a mod manager to install it correctly V.2.7 Corrected critical issue mainly for non-Lutana users V.2.5 I changed idea, I did a new version. - Added options to custom the UI, inside MCM, along with some pre-made themes. People using a custom UI graphic (i.e. Darn UI) should hopefully now be able to adapt the interface to their needs. If then a Darn UI user will send me the parameters to set MCM, I'll add it as pre-made theme for Darn UI. - Switched the day time back of 5 days (thank you RogueMage) - Added an initialization quest: now it will start after the first tutorial quest inside doc mitchell's house. V.2 - Corrected little script things - Corrected a major issue where the logbook was erased everytime you were quitting and then playing again - AnT is in the safe list now - Introduced possibility to save the logbook on a file (Thank you Luthien) v.2 is probably the last stable version before removing the state of Beta. The optional requirement of Lutana was changed from v10 to v11 (updated around 26-27th february, check Lutana's page) This allowed me to introduce a new function in MCM that will save the LogBook inside a file. The file will be in Data\Config\LogBook, and it will be named with the name of your character. So basically you can have more logbooks if you play with more characters at the same time. What the save will do: > It will create the file if it doesn't exist. It will overwrite the existing entries What the save won't do: > If you save the file, then you manually erase a line using R and then you save again, you won't see the difference. This because the save is not differential, it will only store new values but not erased values. So, if you erased many lines and you want to update your logbook file, simply erase it and create a new one in game using the MCM option. ------------------ Description ------------------ A writable Logbook for New Vegas made by Odessa and me. It will be automatically added to your inventory once you finish the first quest "Ain't that a kick in the head) in NV, or "Escape!" in TTW. You will find it under Apparel, like armors and outfits. Once you'll click on it, you will be kicked out from pipboy and after an instant it will open. From v.5, it is possible to have a LogBook via MCM, to grant compatibility with those using mods like Project Brazil or Dust. At start you will have only the cover, you will have to add a new page entry pressing the key N. The new page will contain the actual date, expressed as "number of days since you started the game", like a logbook. You can add a new page only once a day. You can browse along the pages using the four arrows or using WASD (NOTE: direct code, not controls) You can edit a page browsing over it and then pressing E: at that point, you will enter in EDIT mode, a green line will highlight the line you can edit. To edit the highlighted line, you can press <Enter>, a cursor will appear on the line and you will be able to write. <Enter> again will confirm your sentence. To quit EDIT mode you will press E again. You can press R to remove a line, except for the very first entry (the one named "NOTHING SO FAR" when you create a new page). You can add a new line pressing N, the line will be added just under the point where you actually are (the green hightlight line). If you press down arrow over the last line, you will automatically add a new line at the end (exactly as if you were pressing N and you were in the last position). To exit the logbook you must press Q in GameMode and ESC in MenuMode. NOTE: the keys could seem a lil hard to remember, but they are all written as description near the logbook, when you open it, so you can't make mistakes. ----------------------------------------- GameMode vs MenuMode ----------------------------------------- GameMode is "realtime", the game doesn't stop. It's more realistic, it will show an animation of your character pinching on the pipboy. If you are using a pipboy replacer / remover, it still shouldn't be that bad. Since you can be attacked, there's a safe script that will kick you out from the logbook if a creature is near you GameMode requires Lutana and it's a lil more script intensive. MenuMode is paused game, just like when you open your pipboy or you talk with someone or you sleep. No animations will be triggered nor you can't be attacked. However, in any case you won't be able to open the logbook if are already in combat or an enemy is near. MenuMode doesn't require Lutana and it's a lil less script intensive. -------- MCM -------- MCM is not mandatory, however it would make easier choosing the few extra options 1) Debug mode: flag it to check the console spam and understand something more when there are problems. 2) I've lost my logbook: will give you another logbook if you have lost yours (because it's not considered quest item so you can drop it in a container) 3) MenuMode: if flagged, will select MenuMode; if unflagged, will select GameMode. If Lutana is not installed, you won't be able to unflag it. 4) AZERTY bug: this is just for those lucky ones using QWERTY but Beth was really thinking they were using AZERTY Manual enabling options via console: 1) Set "xx000AE0".bDebug to 1 2) Player.AddItem xx000ADD 1 3) Set "xx000AE0".bLogMode to 1 >>> *** SEE NOTE BELOW! 4) Set "xx000AE0".iKeyb to 1 *** NOTE: setting to 1 means enabling MenuMode. DO NOT FORCE THIS VALUE TO ZERO IF YOU DON'T HAVE LUTANA! ---------------------- Requirements ---------------------- - NVSE v4.5+ - JazzIsParis UIO - MCM (Optional) - Lutana (Optional) v11+. - 45+ fps (Optional). More it's lower and less it's smooth when you write. ------------------ Installation ------------------ Install the requirements and then use your favourite mod manager to install this package, or unzip the content inside Data as always. If you are updating, please do a clean save. NOTE for DARNUI users, or whatever custom UI you are using: you can custom the UI alignment using the MCM options, I included a picture that shows the parameters. It's not super easy but if you can manage to make some template for Darn UI I will include them as standard templates in a future update ------------------------------------------------ Known Issues and extra notes ------------------------------------------------ Until it's Beta, Debug Mode will be enabled by default. Can be disabled via MCM or console. Darn UI will probably have a misplacement on the strings, due to the different size. I'll be happy to make a patch if some Darn UI user will drop me a line and will have small patience to send me a screenshot and try the patch. ------------------ Permission ------------------ This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you. ----------- Credits ----------- Odessa Jaam, Luthien, JazzIsParis Prideslayer and Doctasax -------------------------------------- Video example in game -------------------------------------- [FLASH] [/FLASH] Submitter A.J. Submitted 02/24/2015 Category Other Requires NVSE, UIO
  19. View File 14/06/2016 - Instead that correct the issues and make an update, I rewrote the entire plugin from scratch. So, THIS VERSION WILL BE DEPRECATED. The new version can be found at this link: http://www.loverslab.com/files/file/2973-behaviours-fonv-idles-run-headtracking-etc/ --------------------------------------------- Idles and behaviours - W.I.P. --------------------------------------------- This is my attempt to bring some more life to my character. The idles trigger on their own following certain conditions. There's a MCM which allows to enable / disable the ones we don't like and some other categories. Some functions inside the MCM won't work (you click and nothing happens) because I ripped the code before the upload. This because the idles are just a small part of a bigger project, but in the meantime I wanted to see if the idles are appreciated and if they work fine with other people. I tweaked every file to reach my goals (idle + movement together), but I'm using this as reference. I never tested with vanilla walk, but since vanilla is less animated, it should even give less problems. THE IDLES ARE MADE FOR FEM CHARACTERS: however, you can play them as male character too. The mod tricks you because when you load the game as female it will automatically enable the idles, vice-versa as male it will disable them. But all you need is going on the MCM and re-enable them, if you want. Actions are another thing I'm trying to script. Actually they are not enabled in the ESP, the only one is "Pinching the pipboy": when you are in third person, instead of opening the pipboy you will trigger an animation, and it will open only at the end of it (see second video on bottom of the page) I ADMIT IT IS A PREMATURE UPLOAD, but I don't deny I would love some feedback and that's why I'm putting it online. -------------------- Requirements -------------------- - BNB compatible skeleton, i.e. Deedes, Thaunx or Astymma. - NVSE 4.6b1 or superior ------------------ Installation ------------------ Unzip the content under Data and tick the ESP. --------------- Uninstall --------------- .PSE eht kcit dna ataD rednu tnetnoc eht piznU --------------------------- Incompatibilities --------------------------- Can't think to anything right now. --------------------------------------- Small video of few idles --------------------------------------- [FLASH] [/FLASH] -------------------------------------- My ingame escape plan -------------------------------------- The idles have some main conditions. First person won't work. Sneaking won't work. So, one of these two conditions can be used as your ingame fast escape plan when you're tired of them. OR simply disable them on the MCM Also, in combat they won't work. IsRunning: only 6 of the 21 general idles will work, the ones which are less invasive, you won't have any issues with them. Last, equipping or unequipping a weapon should break momentary their execution. ------------------------------------------- Few more in-depth details ------------------------------------------- Between an idle and another, there's a certain delay before the engine will pick a new one. The time is == to the delay you set on MCM (10 seconds default) + 1-6 second/s, after that it will have a window of 3 seconds to pick an idle. If the previous animation is still running and the timer expires, it will await the next cicle. Every idle has a certain percentage to trigger, tweaked with my taste. This means that you could even not see a certain idle for a long time. The priority is, as always in vanilla, from top to bottom, it means the first idles will have more probability to trigger anyway. > Primary Needs animations They trigger only in Hardcore mode. Hunger triggers a stomach ache animation, sleep deprivation triggers a rubbing eyes animation. There are 4 stages of hunger and 4 of sleep deprivation, which correspond to more probability to trigger these animations. When triggered, these animations won't allow the player to attack and move. They least very little time, but it's good to know. > Hit animations They have their own group and it can be activated via MCM. They trigger an animation under certain conditions of the player, of her injuries. If one of the two legs is broken, they won't work anymore. --- Hit Head: < 60% head condition --- Hit Leg: <60% mobility (3 different idles, for left and right leg condition) - THEY WILL STOP YOU FROM MOVING --- Hit Torso: <60% torso condition --- Pain: two different cry animations when the health is < 25% > Standing Idles --- No walk No walk idles will trigger when the player is not moving. Also, they have a low priority, so if you move they will interrupt momentary, then they will continue if you stop (if they were still running, of course) ------ Swat ------ Hands on Hips ------ Hands Behind ------ Single Hand on Hip ------ Crossed Arms custom 01 ------ Breathing --- Walk Walk idles will trigger if the player is moving. THEY WON'T TRIGGER IF THE PLAYER IS RUNNING. IsRunning condition doesn't mean if you are actually running... it means if you have Caps Lock inserted (so if you would move, you would run), or if you have Caps Lock not inserted but you are holding the Shift key. TL;DR if you are walking, you will trigger these ones. Also, due to the tweaked priority, they will continue even if you move, i.e. you can smoke a cigarette while walking etc.etc. ------ (16 different idles) ------ The only 2 ones which have different conditions are Smoking (it wants Cigarette or Packet of cigarette in inventory, it won't work with Carton of cigarette) and Scared (it can trigger in the wastes - not interiors - from 22 PM to 5 AM - idle and priority tested, not the condition itself. ---------- W.I.P. ---------- This is a W.I.P. , the idles are just a small part of what I'm trying to achieve. Here's a video that shows a couple more idles (not interesting) and introduces Actions. The "pinching the pipboy" is already active in the ESP I uploaded, you can disable it via MCM if it annoys you. The other scripts should be disabled. [FLASH] [/FLASH] The nice part of this is it doesn't touch vanilla, so it doesn't create incompatibilities or potential conflicts with other mods. I don't have a long time to script and test this, and due to the original approach of the scripting I can't really foresee unexpected results, that's why I won't upload these Actions until they will be tested properly. ------------------ Permission ------------------ This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you. Submitter A.J. Submitted 12/26/2014 Category Animation Requires NVSE 4.6b, BnB Skeleton
  20. View File ---------------------------------------------------------------- Female run replacer "Jogging Butterfly" ---------------------------------------------------------------- - v.20b: Same as before, but now Backward speed is the same of the Forward. There's an optional package with a different Backward animation: if you use some mod that slows down backpedalling (i.e. Project Nevada), you could try to overwrite with this file and see how it goes, it should speed up of a good 70% - v.20: more relaxed, less exagerated This changes fast forward, backward left and right, with a 360 relaxed jogging run, it means when you go backward your character won't back-pedal, but instead she will look at you. The BnB is made by many movements, this could lead to "weirdness" on some breast types, or even some slight clipping in some clothes, or a not nice mesh if the weight is not made at its best. Here's a video that shows how it appears in game. New v20 + Optional Sprint - 19/04/2015: deprecated by this. Old v 13 ---------------- Few Infos ---------------- It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma To install, unpack it manually under Data or via your favourite mod manager. Keep in mind this is a replacer, so if you already have a run replacer you will overwrite it. To uninstall, remove its 4 files: Data\Meshes\characters\_male\locomotion\female\mtfastforward.kf Data\Meshes\characters\_male\locomotion\female\mtfastbackward.kf Data\Meshes\characters\_male\locomotion\female\mtfastleft.kf Data\Meshes\characters\_male\locomotion\female\mtfastright.kf Check also the walk here and the idles here. Notes on the optional sprint: it uses SHIFT to be enabled. If you press SHIFT and then a key, it won't work. You must first run forward and then press SHIFT and keep it pressed. For now it has no AP consumption because it's just for testing purpose. However you will hear female different panting/breathing sounds while sprinting. The sprint speed is about 25% faster than normal running. In case you have a sprint mod or Project Nevada, you will have first to unactivate them on the MCM, or map another hotkey to avoid conflict. ------------------ Permission ------------------ This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you. Submitter A.J. Submitted 01/02/2015 Category Animation Requires BnB Skeleton
  21. Every time I go to start the game it just crashes before the main menu screen. I have both latest versions or NVSE and NVSE Extender. I know it's SexOut because I've only had it active and tried to run the game to no avail. I'm all out of options and just wanna experience the fun. FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm CaravanPack.esm Sexout.esm SexoutSlavery.esm The Mod Configuration Menu.esp SmallerTalk.esp SexoutAnimManagement.esp SexoutPosNew.esp SexoutSexLite.esp Total active plugins: 17 Total plugins: 17
  22. mods: https://pastebin.com/vxcdGEZL will also share mods included in the merges if needed. so, more or less, getting lead to Pearl's Barracks essentially locks me from moving anywhere. Not as in, I literally can't move, but attempting to exit the coordinates you get placed at results in me just getting teleported back. VATS, coc, tcl, nothing works. Initially I assumed it was due to using the CCO Followers mod and having every of my companions + me getting teleported to the same spot fucking up the script, but even dismissing everyone still results in me being eternally teleported. I'm at my wits' end here! Tried asking on /fog/ and /r/falloutmods, but no luck. Please help!
  23. Sissy Sluts Tiny Bikinis View File Tiny bikinis and matching accessories in 8 color variations. LOCATION: *coc K2SissyRoom01 to get the items. They are in the trunks in front of you. Fast Travel to exit the cell. PERMISSIONS: The contents of this mod are NOT resource material. You may not redistribute my content without my expressed permission. If you want to use my content then ASK ME first. Submitter Kendo 2 Submitted 08/19/2019 Category Armor & Clothing Requires  
  24. I'm trying to figure out what I did wrong here. I was able to add hair to armor with a hood, and trimmed the hair to only show parts visible. The top image shows the armor up close, and the bottom shows it further away. As you can see, the hair has the correct texture paths but disappears when up close. I think it might be a transparency problem since the armor itself has two meshes, one showing the outer layer, and another showing the inner layer. Both those layers have inner transparencies that complement each other. Is there a way to remove the transparencies of the armor to correct this? Or is this a whole other error that I'm not seeing?
  25. I foubd a bug that made the game unplayable, this bug causes a wierd animation, but that's not all, the weapons actually fire in the direction the gun is pointing, so as you can see in the images, makes impossible to aim the idle animation also has a weird thing where the right hand just stays floating in mid-air in the idle animation, everything was fine until i left "camp searchlight" after that everytime i holster and unholstered my gun the bug would happen, i do have "Asurah Reanimation pack" https://www.nexusmods.com/newvegas/mods/64339?tab=description Do you guys know a way to fix this?
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