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  1. Version Beta 0.8

    5049 downloads

    ========Disclaimer======== This release is to be considered an early, yet playable open beta. A lot of things aren't finished yet, but keeping all I want to add to this project to release would mean potentially never releasing it at all. ========Description======= Naughty Deeds is multi-module project that is aimed to bake sexual content for Courier into normal Fallout New Vegas gameplay process. It is designed as "All-In-One" alternative of other popular Sexout mods, designed specifically for male Courier. ND development is ongoing process, so expect plenty of updates with new content. Main features: --Radiant mechanics that are easy to patch for any mods. --Amount of brand new content that is tied to other ND features. --Extending vanilla game experience with adult content. Mod has many options to allow configure best experience for player's taste. Some of mod's features were inspired and recreate classic Sexout mods (Tryout, SexoutSex, Sexout Consequences etc.), some are unique and new. Any "bad outcome" situations, except Working Guy content module, are optional and can be turned off in MCM menu. ========Features======== -Vanilla Fade To Black Scenes- -Naughty Deeds provides merged into main master Sexout Fade To Black mod scenes, freeing .esp mod slot. -Canonic Benny scene is redesigned for male Courier with Confirmed bachelor perk, including slightly edited dialogues and voice files for full consistency. -Vanilla Extended Encounters- Using same concept as Sexout Consequences mod, Naughty Deeds extends amount of vanilla situations to have sexual options: -Doctors treatment in exchange of sex- Allows Courier to pay with sex for treatment. Unlike other mods that add this feature, sex will happen after Courier is treated, as jumping into intimacy with all that broken bones always felt wierd to me. -Naughty Greets- Greets Module is extensive Framework that provides radiant NPC approaches. It includes Generic, Prostitutes, Supermutants and Addiction approaches out of the box; it allows to patch every faction in base game, DLC or any mod to use their own specific Greet approach that would lead to any results modmaker wishes. Look into base game INI patch in config\aNDeeds\NGreetsFactionGR folder to see how it works. Framework respects default NPC sexuality: -If male default NPC sexuality is set to "straight", males will not approach Courier. -If female default sexuality is set to "lesbian", females will not apporach Courier. Basic Greet Types (any can be turned ON/OFF in MCM): -Generic Non-factioned, generic approaches from any NPC. All neutral/non-evil factions use this kind of approach. -Addiction Non-factioned approaches from NPC to addicted Courier, with propositions to give him a fix for a sexual favor. -Prostitutes Prostitute NPC's will approach Courier to offer sexual services. -Supermutants Approaches from Supermutants. -Factioned Greetings Approaches from different factions. Framework allows to add any faction/greet topic combination, for any mod, controlled by config files. Base game factions that are patched to have own approaches directly in Naughty Deeds: -Powder Gangers Approaches from Powder Gangers. As it's easy to guess, their intentions aren't nice. They can rob Courier or demand sex. -Legion Approaches from Legionnaires. As it's easy to guess, their intentions aren't nice. Legion part is very basic in first release and subject to be extended. -Great Khans Approaches from Khans will be a bit different, but will lead to generic choices. -Goodsprings Approaches from Goosprings residents will be a bit different, but will lead to generic choices. -Naughty Talk- Module that mostly recreates SexoutSex functionality in a more modern and compatible way, with some additional features: Courier can ask for sex most of ingame NPC, either vanilla or added by mods. NPC chance to agree is calculated from Courier's Charisma and Luck and is randomized to some degree. "Sex Luck" mechanics is ON by default; turning it OFF will make npc to ALWAYS agree to have sex. Courier can try to force NPC to sex if he/she refuse a proposition, which is also has calculated chance on success. Also, Courier can ask for caps in exchange of sex, for drugs if he's on withdrawal, for food and drink if he's hungry (hardcore needs). Those activities are rather treated as beggar ones, so often can lead to bad outcomes. -Heartly Helloes- Small module that does same thing as Smaller Talk - forces NPC that have no own dialogues to greet player. Useful for everything that benefits from Smaller Talk and designed to be alternative that takes Naughty Deeds, Devious Devices and possibly other my mods in account. -Working Guy- Module that adds Courier's prostitution mechanics. To begin whoring, simply equip any clothing that is treated by Naughty Deeds as whore outfit (by default all vanilla prostitute outfits); you can either ask NPC if they are interested in your service, or wait till they will approach you. Whoring grants experience, which increase Prostitution level (up to 100). The higher level is, the more clients ready to pay and the more satisfied they will be after service provided. Payment will depent on Courier's charisma, sexual experience for certain type of act and Prostitute level. You cannot whore yourself as "freelance" in cells that are treated as brothels; you can always add or remove cells manually from .INI file, aswell make ini's for any custom cells from any mods. Approaches respect default NPC sexuality: -If male default NPC sexuality is set to "straight", males will not approach Courier. -If female default sexuality is set to "lesbian", females will not apporach Courier. Pimps and Brothels: You can get a job as a Working Guy in any cell that is marked as Brothel (use INI to set cells up for vanilla or any mod) by talking to any NPC that is marked as Pimp (use INI to set up NPC's for vanilla or any mod). Whoring process will be very similar (either approaches or asking NPC if they would like to use your service), with a difference that bad outcomes (aka no payment, beating or rape) are impossible. You will have to share your earnings with a pimp when you end working. If you try to sneak out of brothel where you actively pimped out at a moment, you will be stripped out from all the caps you earned (...or, if you are stealthy enough, you have a chance to sneak out and leave all the earnings for yourself). If you run away from current session, this pimp will not accept your services again. Also, there is a chance that pimp will send agents to deal with you. If Pimp is located on Exterior, you will have to work on area that is as near as 12000 units around him; if you try to move further, your actions will be treated as attempt to run away, which will also lead to taking all earned caps away from you (or, there is a chance that you will sneak out with keeping all them for you). -Rough Awakening- Module that adds new gameplay feature: if Courier sleeps in outdoors for too long, he has a chance to be awoken by intruders. There's many variants what can happen: thief can steal your caps, wild animals can interrupt your sleep... Or someone can try to get into your pants without prior invite. Some encounter outcomes will depend on Courier's stats (perception, perks etc.). Rough awakening chance, is sex encounter possible, minimum hours for awakening to trigger are all configurable by MCM. Note: Rough Awakening supports Quest-per-Worldspace trigger principle, which means it can dynamically run specific quest events for specific worldspaces (controlled by ini file). It means that custom worldspaces can be patched with it's own events set for maximum immersion (because let's say triggering accidental gecko pack in Capital Wasteland would look off). Making such patches requires to know what you are doing though, as whole system is very sensitive to Start/StopQuest functions and StopQuest have to be called in correct moment to not break everything. -Infamy- Some Courier's action (public sex, scamming people, raping others) will lead to Infamy increase. The more Infamy Courier has, the worse people will think of him (affects only Naughty Deeds mechanics atm). If his Infamy is very high, people will stop talking to him completely. Infamy lowers with time. Lowering rate (aka how fast it fades) can be sen in MCM menu. -Surrender to the Enemy- Classic submit-to-enemy gameplay mechanics. Courier can submit to his combatants if he feels that he's not going to win this fight, by hotkey or by automatic health treshold (configurable in MCM). Courier can try to bribe his conquerors, talk his way out, or, expectably, exchange his body for his life. -Quests- -Confugirable INI Lists for ND functionality: Restricted Cells, Worldspaces, NPC; Brothel Cells, Pimp NPCs etc.- ========Compatibility======== -ND adds plenty of marker objects to Mojave, so mods that edit landscape or add new world objects may cause issue where NPC cannot freely access said markers and sctuck. Waiting (T) one hour usually teleports them to destination and solves issue. -Mod overrides some of vanilla dialogues, packages and other records. If other mods do the same and take precedent over Naughty Deeds, it may cause unexpected issues. ========Known issues======== -English is not my first language, so expect grammar nightmare if you're sensitive towards that. -A lot of content wasn't added yet and some of that is added is very basic. It's subject to improve/extend/flesh-out with updates. ========Requirements======== -Hard Requirements- Fallout New Vegas -SexoutNG '97+ and all it's requirements [SexoutSlavery.esm is not a requirement so can be safely deactivated to save plugin spot] -A-Lust and all it's requirements -Recommended mods- -Devious Devices If installed, ND widely use DD functionality, for either diclogue checks or adding devices themselves. -Wear and Tear If installed, ND widely use WaT values, such as wear, in many dialogues and mechanics checks. -Wash Yourself If installed, ND takes Courier's dirty state in account in many dialogues and mechanics checks. ========FAQ======== -Is this mod gay? Absolutely not. It allows you to completely ignore any bisexual/gay options and just get straight encounters. -Evil factions characters are very violent, aka tend to attack me in many situations! Is this normal? Yes. If you turn off "bad outcomes", in many cases potential sexual violence gets replaced by physical one, i.e. NPC decides to attack Courier. It's not like lowlife bandits and someone without morals would behave other way around. -What if I want to remove certain faction approaches and not "all-or-none"? Edit INI files by removing unwanted faction/greeting lines. Dont't forget to fix index size line and indexes themselves. -Is this mod relevant to use by female character? No, as it was created to fulfill catastrophic gap between content for female and male characters, so male characters have at least *something*. There are barely any sex checks in a mod, but it's fully designed around male anatomy and specifics. ========Credits======== All the Sexout devs, former and current. Loogie for Tryout approach script that I adapted for Greets module. Master Kingly - for FtB:R and free permission to tweak it.
  2. Naughty Deeds View File ========Disclaimer======== This release is to be considered an early, yet playable open beta. A lot of things aren't finished yet, but keeping all I want to add to this project to release would mean potentially never releasing it at all. ========Description======= Naughty Deeds is multi-module project that is aimed to bake sexual content for Courier into normal Fallout New Vegas gameplay process. It is designed as "All-In-One" alternative of other popular Sexout mods, designed specifically for male Courier. ND development is ongoing process, so expect plenty of updates with new content. Main features: --Radiant mechanics that are easy to patch for any mods. --Amount of brand new content that is tied to other ND features. --Extending vanilla game experience with adult content. Mod has many options to allow configure best experience for player's taste. Some of mod's features were inspired and recreate classic Sexout mods (Tryout, SexoutSex, Sexout Consequences etc.), some are unique and new. Any "bad outcome" situations, except Working Guy content module, are optional and can be turned off in MCM menu. ========Features======== -Vanilla Fade To Black Scenes- -Naughty Deeds provides merged into main master Sexout Fade To Black mod scenes, freeing .esp mod slot. -Canonic Benny scene is redesigned for male Courier with Confirmed bachelor perk, including slightly edited dialogues and voice files for full consistency. -Vanilla Extended Encounters- Using same concept as Sexout Consequences mod, Naughty Deeds extends amount of vanilla situations to have sexual options: -Doctors treatment in exchange of sex- Allows Courier to pay with sex for treatment. Unlike other mods that add this feature, sex will happen after Courier is treated, as jumping into intimacy with all that broken bones always felt wierd to me. -Naughty Greets- Greets Module is extensive Framework that provides radiant NPC approaches. It includes Generic, Prostitutes, Supermutants and Addiction approaches out of the box; it allows to patch every faction in base game, DLC or any mod to use their own specific Greet approach that would lead to any results modmaker wishes. Look into base game INI patch in config\aNDeeds\NGreetsFactionGR folder to see how it works. Framework respects default NPC sexuality: -If male default NPC sexuality is set to "straight", males will not approach Courier. -If female default sexuality is set to "lesbian", females will not apporach Courier. Basic Greet Types (any can be turned ON/OFF in MCM): -Generic Non-factioned, generic approaches from any NPC. All neutral/non-evil factions use this kind of approach. -Addiction Non-factioned approaches from NPC to addicted Courier, with propositions to give him a fix for a sexual favor. -Prostitutes Prostitute NPC's will approach Courier to offer sexual services. -Supermutants Approaches from Supermutants. -Factioned Greetings Approaches from different factions. Framework allows to add any faction/greet topic combination, for any mod, controlled by config files. Base game factions that are patched to have own approaches directly in Naughty Deeds: -Powder Gangers Approaches from Powder Gangers. As it's easy to guess, their intentions aren't nice. They can rob Courier or demand sex. -Legion Approaches from Legionnaires. As it's easy to guess, their intentions aren't nice. Legion part is very basic in first release and subject to be extended. -Great Khans Approaches from Khans will be a bit different, but will lead to generic choices. -Goodsprings Approaches from Goosprings residents will be a bit different, but will lead to generic choices. -Naughty Talk- Module that mostly recreates SexoutSex functionality in a more modern and compatible way, with some additional features: Courier can ask for sex most of ingame NPC, either vanilla or added by mods. NPC chance to agree is calculated from Courier's Charisma and Luck and is randomized to some degree. "Sex Luck" mechanics is ON by default; turning it OFF will make npc to ALWAYS agree to have sex. Courier can try to force NPC to sex if he/she refuse a proposition, which is also has calculated chance on success. -Heartly Helloes- Small module that does same thing as Smaller Talk - forces NPC that have no own dialogues to greet player. Useful for everything that benefits from Smaller Talk and designed to be alternative that takes Naughty Deeds, Devious Devices and possibly other my mods in account. -Working Guy- Module that adds Courier's prostitution mechanics. To begin whoring, simply equip any clothing that is treated by Naughty Deeds as whore outfit (by default all vanilla prostitute outfits); you can either ask NPC if they are interested in your service, or wait till they will approach you. Whoring grants experience, which increase Prostitution level (up to 100). The higher level is, the more clients ready to pay and the more satisfied they will be after service provided. Payment will depent on Courier's charisma, sexual experience for certain type of act and Prostitute level. You cannot whore yourself as "freelance" in cells that are treated as brothels; you can always add or remove cells manually from .INI file, aswell make ini's for any custom cells from any mods. Approaches respect default NPC sexuality: -If male default NPC sexuality is set to "straight", males will not approach Courier. -If female default sexuality is set to "lesbian", females will not apporach Courier. Pimps and Brothels: You can get a job as a Working Guy in any cell that is marked as Brothel (use INI to set cells up for vanilla or any mod) by talking to any NPC that is marked as Pimp (use INI to set up NPC's for vanilla or any mod). Whoring process will be very similar (either approaches or asking NPC if they would like to use your service), with a difference that bad outcomes (aka no payment, beating or rape) are impossible. You will have to share your earnings with a pimp when you end working. If you try to sneak out of brothel where you actively pimped out at a moment, you will be stripped out from all the caps you earned (...or, if you are stealthy enough, you have a chance to sneak out and leave all the earnings for yourself). If you run away from current session, this pimp will not accept your services again. Also, there is a chance that pimp will send agents to deal with you. If Pimp is located on Exterior, you will have to work on area that is as near as 12000 units around him; if you try to move further, your actions will be treated as attempt to run away, which will also lead to taking all earned caps away from you (or, there is a chance that you will sneak out with keeping all them for you). -Rough Awakening- Module that adds new gameplay feature: if Courier sleeps in outdoors for too long, he has a chance to be awoken by intruders. There's many variants what can happen: thief can steal your caps, wild animals can interrupt your sleep... Or someone can try to get into your pants without prior invite. Some encounter outcomes will depend on Courier's stats (perception, perks etc.). Rough awakening chance, is sex encounter possible, minimum hours for awakening to trigger are all configurable by MCM. Note: Rough Awakening supports Quest-per-Worldspace trigger principle, which means it can dynamically run specific quest events for specific worldspaces (controlled by ini file). It means that custom worldspaces can be patched with it's own events set for maximum immersion (because let's say triggering accidental gecko pack in Capital Wasteland would look off). Making such patches requires to know what you are doing though, as whole system is very sensitive to Start/StopQuest functions and StopQuest have to be called in correct moment to not break everything. -Infamy- Some Courier's action (public sex, scamming people, raping others) will lead to Infamy increase. The more Infamy Courier has, the worse people will think of him (affects only Naughty Deeds mechanics atm). If his Infamy is very high, people will stop talking to him completely. Infamy lowers with time. Lowering rate (aka how fast it fades) can be sen in MCM menu. -Surrender to the Enemy- Classic submit-to-enemy gameplay mechanics. Courier can submit to his combatants if he feels that he's not going to win this fight, by hotkey or by automatic health treshold (configurable in MCM). Courier can try to bribe his conquerors, talk his way out, or, expectably, exchange his body for his life. -Quests- -Confugirable INI Lists for ND functionality: Restricted Cells, Worldspaces, NPC; Brothel Cells, Pimp NPCs etc.- ========Compatibility======== -ND adds plenty of marker objects to Mojave, so mods that edit landscape or add new world objects may cause issue where NPC cannot freely access said markers and sctuck. Waiting (T) one hour usually teleports them to destination and solves issue. -Mod overrides some of vanilla dialogues, packages and other records. If other mods do the same and take precedent over Naughty Deeds, it may cause unexpected issues. ========Known issues======== -English is not my first language, so expect grammar nightmare if you're sensitive towards that. -A lot of content wasn't added yet and some of that is added is very basic. It's subject to improve/extend/flesh-out with updates. ========Requirements======== -Hard Requirements- Fallout New Vegas -SexoutNG '97+ and all it's requirements [SexoutSlavery.esm is not a requirement so can be safely deactivated to save plugin spot] -A-Lust and all it's requirements -Recommended mods- -Devious Devices If installed, ND widely use DD functionality, for either diclogue checks or adding devices themselves. -Wear and Tear If installed, ND widely use WaT values, such as wear, in many dialogues and mechanics checks. -Wash Yourself If installed, ND takes Courier's dirty state in account in many dialogues and mechanics checks. ========FAQ======== -Is this mod gay? Absolutely not. It allows you to completely ignore any bisexual/gay options and just get straight encounters. -Evil factions characters are very violent, aka tend to attack me in many situations! Is this normal? Yes. If you turn off "bad outcomes", in many cases potential sexual violence gets replaced by physical one, i.e. NPC decides to attack Courier. It's not like lowlife bandits and someone without morals would behave other way around. -What if I want to remove certain faction approaches and not "all-or-none"? Edit INI files by removing unwanted faction/greeting lines. Dont't forget to fix index size line and indexes themselves. -Is this mod relevant to use by female character? No, as it was created to fulfill catastrophic gap between content for female and male characters, so male characters have at least *something*. There are barely any sex checks in a mod, but it's fully designed around male anatomy and specifics. ========Credits======== All the Sexout devs, former and current. Loogie for Tryout approach script that I adapted for Greets module. Master Kingly - for FtB:R and free permission to tweak it. Submitter Allnarta Submitted 08/15/25 Category Quests Requirements Sexout, A-Lust
  3. Diaper Lovers' New Vegas 2 View File This mod adds many different diapers and a few clothing options to make the Mojave Wasteland just a little bit cuter. You'll be able to have accidents and fill your pamps to your heart's content. Requirements: NVSE 6.3.5+ SUP NVSE Plugin JIP LN NVSE Plugin ShowOff NVSE Plugin Mod Configuration Menu Body Replacer Robert S for males, CBBE or Type4 for females *If you are using YUP - NPC Fixes (Base Game + All DLC).esp, be sure that DLNewVegas2DLC.esp is below it in your mod order. Installation: Install as you would any other mod, by installing from the archive with your mod organizer, or manually if you prefer. If you're updating your save file from version 1.0.x, please read the "Updating From 1.0" section below. You do not need to install "DLNewVegas Texture Assets.rar" in order for the mod to function. That is an archive of texture assets I made while making the texture files and is intended to be used when making your own new textures. (Optional) Vanilla UI+ Vault Girl Icons Pack by @DJ_Kitty: DLNV VUI+ Vault Girl Icons.rar Replace the icon textures in your textures folder with the ones in this .rar file. Or install as you would any other mod. Requires Vanilla UI+ and User Interface Organizer (UIO) Usage: Diapers will added to vendors all throughout the Mojave wasteland, and will be included in some enemies' loot tables (level lists). In order to activate your bladder and bowel needs, there is a book in the back of the truck outside Doc Mitchell's house called "Potty Training and You". Simply use that book, and the mod's startup sequence will activate. You'll have to manage your bladder and bowel bars, they fill up over time and will be filled by your consumption of food and beverages. If either of the bars fill up, you'll have an accident and your armor will take a sizeable hit to it's durability. Unless you're wearing a diaper, of course. You can relieve yourself anywhere in the wasteland, but be careful, some people might not take too kindly to you taking a dump on their floor. By default, "P" and "O" are bound as your keys to pee or poop. Relieving yourself without a diaper will force your character to pause for a moment to relieve themself, but wearing a diaper will allow you to keep on trucking. The mod adds two new Traits, "Incontinent" and "Bedwetter". "Incontinent" will make it so that you cannot tell when you have to go, but you gain a permanent +2 Agility and -15% AP cost to all weapons. "Bedwetter" will make it so you always wet the bed when you go to sleep, but you will always receive the "Well Rested" bonus, even in un-owned beds. The mod also adds two new effects, "Mommy, Wow!" and "Warm, Wet, Calm". "Mommy, Wow!" is a reward for using the toilet and not going in your pants. There are three levels, and it levels up based on how many days you've stayed clean for, with +10% EXP Gain after one day, +15% after two, and +20% after three. You also receive a +15% bonus to your critical hit chance. (Bedwetting won't count against your dry streak). "Warm, Wet, Calm" is a temporary bonus for whenever you use your diaper and your bladder/bowels bar is at least half full, giving you +10% AP Recovery and +15% Weapon Damage. Talcum Powder may also be found, crafted, or bought from vendors, and it will give a temporary bonus to speech, barter, and charisma. Your pee and poop keys can be adjusted in the mod configuration menu, along with toggling bladder and bowel needs, bladder and bowel capacity, the "Incontinence" trait, and the "Bedwetter" trait. Whenever making changes in the mod configuration menu, be sure to tick "Save Changes" at the bottom. What's New in 2.0? I completely rebuilt the mod from the ground-up to make it independent from the old Usable Toilets mod. I found it much more liberating and simpler to work with my own new code instead of piggybacking off of a 13-year-old mod. A benefit of this is that the mod now "cleans up" after itself, and it doesn't need an uninstall .esp file. Additionally, I created a .fomod installer to make installation simpler and cleaner. The entire system has been re-worked to make the mod more fun to play, I realized that awarding gameplay bonuses instead of penalties was much more enjoyable. I also re-worked the sneakers to look better and added flip-flops. I also fixed most the clipping issues with CBBE (for some reason, the "reference" CBBE shape in outfit studio was different from the one actually used in game). Bathing needs have been scrapped because I personally didn't care for them. Cloth diapers are also temporarily scrapped because I was dissatisfied with the .nif models. Dynamic Continence is also scrapped, as it couldn't really fit with the new system. Updating From 1.0: This is only necessary if you're using the same save file that was running 1.0. Any new games don't need to do this. All of your diapers and clothes will be removed since this is a complete re-build, so take inventory of your items before updating. You can add them in via console commands. Use the "search" function provided by JIP in order to find the new IDs and add them by typing "player.additem (ID) (amount)". If you made any new textures or adjusted your .nif models, please back them up to a safe location. Remove the DLNewVegas folders found in Data\meshes, Data\textures, and the DLFallout folder in Data\sound. Also remove the files that were added into the Data\sound\fx folder. Finally, remove UsableToilets.esp and any of the old additionaly .esp files (AllDLC, SexoutPatch, InvisWhitelist, etc.). Be sure to keep UsableToiletsUninstalled.esp. Enable UsableToiletsUninstalled.esp. This will reset any of the toilets that were replaced by the UsableToilets mod. Do note, that the toilets may not load in initially, but will be loaded after UsableToiletsUninstalled.esp has been disabled. Credits: Lucia1 - Initial model in Skyrim and Fallout 4 David Eichendorf on Sketchfab - GO Model Padded Dreams on ThemePlaza - PeekABU & Little Paws Assets yipthecoyotepup on furaffinity - BunnyHopps and DinoRawrz Assets TigerJams on flickr (and twitter) - Pull-Ups Assets Rearz, Bambino and ABUniverse for the awesome diaper designs Adding Armors to Invisibility Whitelists.pdf Submitter Watermylawn220 Submitted 11/27/24 Category Armor & Clothing Requirements NVSE 6.3.5+, SUP NVSE Plugin, JIP LN NVSE Plugin, ShowOff NVSE Plugin, Mod Configuration Menu, Body Replacer (Robert S for males, CBBE or Type4 for females)
  4. Devious Mojave - Devious Devices for Fallout New Vegas (Beta Release) View File NOTE: This release should be considered playable beta. It still has amount of quirks, yet should be already stable enough for common user. DISCLAIMER This mod is about BDSM and BDSM-devices. If it's not your piece of cake - just move forward. This mod is fully concentrated on submissive male character roleplay and in general set up for Yaoi aesthetics. If it's not your piece of cake - just move forward. This mod, as BDSM-themed mod, follows SSC ideology. If it's not your piece of cake... Please, go away. Description This mod does exactly what you think it should do: adds functional BDSM-devices that may be locked on a Courier and be quite hard to remove without a key. There is 917 devices in current version; it's barely a third part of overall amount I'm going to add at the end of the day. Devices support Bodyslide. There a few ways for Courier to free himself: -Try to struggle out of devices manually. Success chance depends on his Strenght and Agitily levels and has few ingame hours cooldown. -Use a key. This is safest way, with customisable success rate (1-100%). Only issue here is that Courier should always care to have at least few keys with him. Keep in mind that heavy restraints (armbinders etc.) would require Heavy Key to open them. -Some devices can be cut off with a knife, if Courier has one with him. Succes rate is shared with a keys; Device will logically be broken and removed after. If Courier fails, knife is broken and removed from him. -Ask for help (only for strongly restricting devices, i.e. armbinders/yoke etc.). This may lead to few consequences: NPC will either refuse to help, ask for money, decently help wothout asking for reward... Or, if NPC has bad Karma, they may decide to try to take advantage of Courier's vulnerable state (he can always try to fight them off). Sometimes attempt to open device with a key may lead to breaking a padlock (chance is customisable 0-100%), leaving Courier with non-unlockable device that can be only removed by asking for help, struggling from it or cutting it. Device with broken padlock will be automatically removed from Courier's inventory once he manages to escape it. Repair kits will allow to repair broken padlocks. They are sold in Forbidden Delight Shop, but in small amount and are pretty expensive. They also have 15% chance of fail. OPTIONAL: You can turn "Equip Unlocked" option in MCM. It will allow you to equip devices without locking them on Courier, so he can easily remove them without key or any effort at any time he wants. Mod features: -Forbidden Delight Store, located on Freeside, behind Atomic Wrangler. It has all avaible Devices, aswell keys and padlock repair kits, in stock for Courier to buy and enjoy. -Deviously Dangerous Loot - easy as that, traps that may occasionally lock devices on a Courier. Has configurable trap chance. If trap triggered, there will be cooldown (few ingame hours) for next one to possibly appear. Devices effects: -Gags will prevent player from eating and drinking. -Optional: Gags will prevent player from talking to NPC. -Optional: If talk blocking is ON, specific greeting dialogue may be used by NPC's for gagged Courier. -Optional: Restrictive boots, either standalone or with armbinders, will prevent Courier from running. -Optional: Blindfold will add sight blocking effect. -Plugs will activate in certain period of time, stimulating Courier's sensitive parts and arousing him. Devious MiscStats: DD adds amount of MiscStats that will be counted during normal Devious gameplay. Such as: amount of broken padlocks, amount of succesful struggles from Device, etc. Devious Perks: Bound Killmachine - awarded for killing 50 enemies while bound. Devious Escapist - awarded for escaping 25 devices succesfully. What this mod will never have: -Extreme/disturbing content, like amputee etc. -Anything related to pregnancy (male Courier doesn't get pregnant). -Content related to females or female-only content (this mod is for male Courier and despite it could have few devices usable by female, all features will always be designed primarly for male character). Limitations -Devices use Sexout "Blocked parts" system, which means sex scenes will be mostly logical, but when Courier has all his "parts" blocked, Sexout tends to pick any random animation to prevent aborting act or failing scripts, which means sometimes SNG will not fully respect blocked by DD parts. -If you have two 100% identical devices and one is locked on you, you'll be unable to remove non-equipped copy of it until you unlock/remove equipped one (engine limitation towards base forms and inventory references). -Devices are not locked on NPC. Making all those constant scanners, checks and other things to implement it is both performance killer and unnecessary hassle. Requirements JIL LN NVSE or JIP PP LN JohhnyGuitar NVSE ShowOff NVSE kNVSE v. 37+ Sexout [SexoutSlavery.esm is not a requirement so can be safely deactivated to save plugin spot] A-Lust Robert S Body Replacer Recommended: Real Time Reflections - Devices will look a lot more fancy with it, especially chrome and latex ones. Recommended: High Heels Script - Devices are designed not to shrink character's legs and have ini files for HH mod. Installation Just as any other mod, with MO2 or manually. Compatibility -Mod operates sensitive game variables, such as enable/disable controls, on a constant basis. Mods that do the same will clash with it and may lead to wierd results. Mod do not operate Enable/DisablePlayerControls function constatntly, so shouldn't cause issues with mods that do it on some occassions. -In general, mod is designed to be as safe as possible, but considering it locks Courier in devices that are difficult to get rid of, unexpected situations may occur. -Gag functionality option may prevent activities, such as quests that rely on dialogues, from progressing. It will not break them though - feature designed in a way it never triggers "say once" dialogues, so you can just disable feature for a while, do progressing, and enable it later. -Forbidden Delight shop is based on Freeside, so if something touches this area (behind Atomic Wrangler, near Silver Rush) - it will clash. -Solid Project may cause DD message boxes to appear two times in a row. Wierd issue that wasn't present before, and looks like any MessageBoxEx messageboxes (not only DD) are affected. Known Beta Release Quirks -English is not my first language, so probably mod text is far from perfect. -Forbidden Delight interior/NPCs may feel rather basic and unfinished. Will be improved with updates. FAQ -Breeze/IVMB/any other male body refits? I will not spend my time making them, but if anyone wish they are free to do it. -More extreme content? No. I will never add anything that looks disturbing/harmful/graphic (like out-of-roleplaying violence where participant is visibly distressed, devices that look noticably harmful, amputee and other unhealthy kinks), so do not expect it to be involved in this mod ever and do not request anything like that. One can always make own, not related to my creations, mods/frameworks for this. -Female content? Few devices will support females in upcoming updates. I always play as male Courier though, so will not bother further. -Is this mod gay? No. It contains a lot of content with female NPCs involved, and any interactions with males are optional, so Courier can only be involved in straight interactions if he wants to. It also follows yaoi-ish aesthtetics, not exactly gay; which still doesn't prevent it being used by those who search for gay content as it has a lot of similarities. -Is this mod a backport of original DD? Yes and no. Classic DD models were ported from Zadil and Koffii originals. All scripting and GECK work is done from scratch and isn't related to original scripts in any possible or impossible way. -Do I need to start new game? No, DD is perfectly fine to install mid-playthgrough. -Some of Sexout animations screw up character's hands position in hard restraining devices! Issue lies in animations themselves, not DD - all DXXMAN's animations rotate Neck bone 180 degrees for some reason. It was never noticable when devices were just static hand placements in outfit mesh; now, when they use actual animation and are bound to Neck bone, issue reveals itself. Adding own devices With updated advanced framwork, it should very easy to do. How to for modmakers: Please do not make female-only or female-oriented devices and do not alter existing ones to female-related. Framework is designed with male anatomy in mind, so it will never work properly. You can make devices that work for both sexes equally or work better for males. Permissions -Models that were made by authors that grant free permissions to be used, are pass original authors permissions, so are considered to be free to use as I only ported and edited them. -Models that were made by authors that require permissions to be used, need permissions from original authors to be granted to be used anywhere. -Models that were made by me (catsuits and all content of "Allnarta" meshes/textures folders) need my permission to be used anywhere. -All scripts and .esm mod content created by myself, so it also needs my permission to be used. -Me dissapearing, dying or traveling to another dimension do not change this permissions set-up. Credits Vovvva - for first framework implementation in far 2018. Demonorme - for adding an event handlers for ShowOff NVSE without which this mod would never be as stable and fast as it is Neutron_rus - great help with writing a script that automatically blacklist animations according to chosen tags Zadil - Glorious Classic DD Assets Koffii - Glorious Classic DD Assets Xinafay - Glorious Classic DD Assets Aradia - Tentacle Parasit Resources Haeretic - Skyrim resource pack and permission to use it for FNV DD Kziitd -Glorious KFT resources and permission to port them to FNV. GymE and LEIT - unarmed animations You can support me on Patreon: patreon.com/Allnarta You can also buy me a coffe https://www.buymeacoffee.com/Allnarta Submitter Allnarta Submitted 03/18/24 Category Framework & Resources Requirements JIL LN NVSE, JohhnyGuitar NVSE, ShowOff NVSE, Pip-Boy remover, Sexout, A-Lust, Robert S Body Replacer + RS Extended
  5. Sexout New Vegas Pregnancy View File Welcome to PregnancyV3 It works for Male and Female Players, the MCM setting allows it to also work for just the Player, Player & Companions or Companions and 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, 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. Some outfits like metal armor or power armor don't stretch and have to be crafted or brought. Some outfits may even tear at larger sizes too. If you don't want this feature and want all outfits to swap, you need the activate RemoveWorkshopNeeds.esp from SexoutCommonResources. Pregnancy has MCM options for Fertility adjustment, Male Pregnancy, 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 SexoutSexKey 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 outdated 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, fertility tokens will be given out to npcs automatically overtime, based on how close player are, if you have performance issues tweak token Update Distance in mcm. Fertility tokens still can be given out by having sex with npc. 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 20 minutes 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. 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 ... ... ... (optional) RemoveWorkshopNeeds.esp 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 JIP LN NVSE Plugin JohnnyGuitar NVSE NX_Extender Latest version SexoutNG Latest version Sexout Common Resources (SCR) same date or later 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 ... ... ... (optional) RemoveWorkshopNeeds.esp 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. 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 Link to Download OP: http://www.loverslab.com/files/file/47-sexoutng-new-vegas-pregnancy/ . Submitter dborg2 Submitted 02/06/2013 Category Sex Effects Requirements NVSE, JIP LN NVSE Plugin, JohnnyGuitar NVSE, NX_Extender, SexoutNG, Sexout Common Resources, SexoutSpunk  
  6. NCRA Morale Troopers View File adds 6 morale troopers with a unique armor to improve morale the best way possible - sex appeal! specifically in golf, forlorn hope, and mojave outpost for more of my mods & a roadmap, please check the doc here and join the discord here Submitter Ashri Submitted 06/02/2024 Category Armor & Clothing Requirements Type 4, Robert S  
  7. 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
  8. Sissy Sluts Heels and Stockings View File Heels and silk stockings, and sissy French maid stuff. LOCATION: *coc K2SissyRoom02 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 08/20/2019 Category Armor & Clothing Requires  
  9. 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  
  10. Sissy Slut Body Suits View File LOCATION: Look for a suitcase inside Easy Pete's house in Good Springs. It's next to the table in the room with the queen-sized bed. The suitcase is set to respawn. If you want to use one of these suits a replacer for the body that came with the K2SissySlutRaces mod; Go to Data\meshes\characters\K2Sissy and make a backup copy of the femaleupperbody nif. Rename the mesh of your choice to femaleupperbody and copy/paste it into the Data\meshes\characters\K2Sissy folder. 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 https://nsfwmods.com/files/file/306-feminized-sissy-sluts/  
  11. [New Vegas] Hair Patcher Two - 15 dec 2019 View File If you never used the Hair Patcher: In games like FONV, when you install mods of hair / eyes / races you need to make patches to make these work together. Mind you, it's quite easy to patch them, however you could decide to let the hair patcher handle it for you. But this comes to a cost: the more races / hair / eyes you introduce, the more it slows the loading of the game. I don't mean when you load a savegame, I mean the first time you load the game, the time needed to arrive at the Main Menu. If you were fine with the previous Hair Patcher, you can stick with it; or, you can check the few new differences with the Hair Patcher Two, and then decide. I rewrote most of it and I feeled it was better keep them separated.     Differencies with the previous one: Hair Patcher Two comes with a .ini file, located inside \Data\Config, called HairPatcher.ini You can edit it with a common text editor, like Windows Notepad, or Notepad++. These are the settings: [OPTIONS] >>> DEBUG: if 1, it will enable debug mode. You don't need it. >>> MESSAGE: it will show you a message on the main menu, where it tells you how much time it took to process, the quantity of hairs / eyes / races and the IDs of the mirrors, if you need them. It's enabled (=1) by default. >>> HAIRS: this is very important. If you set it to 0, the mod won't process the hair styles. This is very helpful when you install a mod with eyes, and you don't really need to process hairs, setting this to zero will reduce drastically the loading time. >>> EYES: same as for HAIRS, but for EYES. Just don't put both to zero, or the mod won't patch anything. >>> MIRROR: on every new save, you will always receive a couple of Mirrors, one to change hairstyle and one to change eyes. However, if you lose them, you won't receive them again, you should add them via console. This parameter is an alternative to that: if you set this value to ZERO, the next time you will load the savegame you will receive a new couple of Mirrors (assuming you don't have them already in your inventory) [RACES] This section initially is empty, it will populate on its own the first time you will load the game. Later, if you'll change your load order/add/remove mods, this section will change eventually when necessary, but well this is not important. What's important is that you can manually edit the value of the races, to exclude them from processing, greatly increasing the loading time. Let's make an example. After running the game, you'll find something like this in this section: MojaveDelight.esp:415A='Posh' #1 MojaveDelight.esp:415C='Posh' #2 FalloutNV.esm:424A=African American Now, let's assume that you installed Mojave Delight but you want to play with an African American and you're only interested on the hairs and eyes contained in that mod. All you need to do is delete the name of the race on the right, and replace it with a zero (0), like this: MojaveDelight.esp:415A=0 MojaveDelight.esp:415C=0 FalloutNV.esm:424A=African American The next times you'll start the game, the hair patcher won't tell you "I found 3 races", but it'll tell you "I found 1 race", and the script will only do one third of the necessary operations. Requisites - NVSE - JIP NVSE Installation You can both do it manually, extracting the archive inside \Data, or using a mod manager. Submitter A.J. Submitted 12/15/2019 Category Other Requires NVSE, JIP NVSE  
  12. [New Vegas] Inspector View File Description It's a small mod which gives you few informations about the reference you are pointing with your crosshair. These informations go from the base ID, to the position, the angle, the cell, part of the inventory (if Actors or Containers) etc. Examples: you find a flying tree and you don't know what mod moved it. Or, more complicated, some aspects of the game are unbalanced and you need to inspect deeper (especially when using complete overhauls) To activate it, just press the Hotkey while not having anything under your crosshair, you'll see INSPECTOR ACTIVE on your screen. When the UI is active, you just need to point your crosshair to some reference and if you are close enough (=activation distance) then the infos will appear on the screen. Everytime you'll move your crosshair over a new reference, the infos will automatically update. To close the interface, just go into a Menu (i.e. Pipboy, Main Menu) or point your crosshair to nowhere and press the Hotkey again. The only MenuMode exception is the console: when you open it, the interface won't close and the informations will stay on the screen. By default, the Hotkey is the bar on the numpad ( / ), but it can be changed with a key (see later), or replaced with the Control for Aim / Blocking (default Alt or Right Mouse button) Some references (Actors, Creatures, Containers) can have more pages of informations. To access them, stick with your crosshair on them and press the Hotkey ( / by default) more and more to turn the pages. Since this could be complicated if you're doing it on a moving actor, you can target it and see the first page of the inspector, and then immediately open the console so the game will stop and you can browse through the pages (again, with the Hotkey) safely. I did it few days ago as request from a user, I ended up adding few more features I needed myself. If you need to add few extra infos, please let me know and let's see if it's doable. Options You can set them on MCM. If you don't use MCM you can edit with a notepad the config file inside Data\Config\aDT\Settings.ini - Enable Mod: when you disable this, the hotkey will stop working - Debug Mode: will spam something in console, don't use it if unnecessary - Modifier: if you choose HOTKEY, in the next option you can choose to assign whatever key on your keyboard (default is / on the NumPad). If you choose CONTROL, the hotkey will be the Control for Block / Aim (default is Alt, or Right Mouse button) - Vertical Alignment: the number of pixels from the top of the screen to the Inspector's informations - Horizontal Alignment: it can be Left, Middle or Right - Vertical Line Spacing: you can decide the space from a line to another, in pixels. This is useful to tweak when you change font. Default is 22 for Font 3 - Font: allows to use one of the 8 fonts. - Alpha Background: the transparent black background you see on the Inspector, 0 is invisible and 255 is full black. - All the other flags under Interface Options: they decide what to output on the Inspector The same options are basically replicated inside Data\Config\aDT\Settings.ini, for those not using MCM. In the INI, the hotkey will always take precedence: to switch to the Aim/Block control you must set Key to 0 (zero). Requisites - NVSE - Latest JIP (release 30/11/19) - UIO - MCM (Optional) Installation You can both do it manually, extracting the archive inside \Data, or using a mod manager. Known Issues There's a bunch of meshes which can't be targeted, so the Inspector won't find them. Fortunally I found not many for now. I'm still thinking what to do with them. I.e. treejoshANV.nif, some cactus Changelogs V5 Added new page "Active Effects" for creatures and actors. Corrected small error in previous version. V4 Added check if a reference has a script attached, with the ref ID of the script. It's on the bottom, in the group of the Extra var. Rearranged few lines of script. V3 Added recipes for MISC items (abraxo, egg timer etc.) and ALCH items (food, drinks etc.), they're in second page V2 Added Export button on MCM, so that you can save your actual configuration and you won't have to reconfigure it next time you'll start a new game. Small fix on a script. If possible, make a clean save. V1 First release Submitter A.J. Submitted 12/08/2019 Category Other Requires NVSE, JIP NVSE, JIP UIO, MCM(Optional)  
  13. 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
  14. View File 24/03/2017 - Added JIP NVSE version. Description Everytime you install custom hairs or custom eyes, if you want them to be used in your favourite custom race you must open the GECK and add them in the list - basically you must patch them manually. This small script does it for you, everytime you load the game. You'll be able to load any hairstyle and eyes, and it will spread it on any race you have installed. IIl will execute when you load the game, when you'll arrive in the main menu - the game will freeze when loading the arrays, and when it has finished it will show you a message box. NOTE: if you'll open the console at this point, you'll be able to see how many eyes / hairs were added to records. If you have slowdowns / freezes after the message box, they're not caused by this mod. How much time it will take? it varies by some factors. It makes many operations, it can make *some thousand* operations. I tried with ARES + Mojave Delight + Mojave Delighted + Mikoto, it took about 4 seconds to load everything. Considering how big Mikoto is, it was a very fine result for me. If your loading times are too high, then consider to reduce the number of races / hairs or not use this small mod. The mod also provides you an item under Apparel, named [Mirror-Hairs ] and [Mirror-Eyes]. f you click on them, it will close the pipboy and after 1-2 seconds it will open the barber menu for hairs and the plastic surgeon menu for eyes, so you'll be able to change your hairstyle. Requisites - NVSE 5+ - JIP NVSE Installation Drop the ESP under Data and activate it. To uninstall, simply remove it and make a clean save. Issues and Conflicts Sincerely, I can't think to any possible downsides right now. Let me know if you'll have issues posting your experience on the thread. For hairs, maybe you could have some improper hairstyles if you play with child races, it's not made for child races. If you find any issues please use the thread to warn me. A note about eyes: there are some mods that introduce a new kind of eye, with a different UV. Basically, its texture can't be adapted over a vanilla eye and vice-versa. Translated in practical terms, it means that since this mod knows nothing about which model you install and it only merges them all together, you'll find yourself with some eyes that look well and some other eyes that have obviously a wrong texture over them. You can't do anything about it. To use a fantasy comparison, it's like if you install UNP body on Skyrim and then you want to use CBBE textures over it. Update: there are essentially a couple of issues I managed to find during further tests. - One is well known since always, you can read about it on some race pages too (i.e. Mojave Delight if I remember well). It is about the fact that under some circumstances you can't change eyes and hairs together. If you want to change eyes, you should first choose some vanilla hair and then change eyes and then change hair back to your custom model. I say "under some circumstances" because for Mojave Delight and its eyes / hairs it always happened to me, but on other races it doesn't, so I still can't say what's the real cause. - The second is a lil more strange. It's still about eyes, they cause me random freezes if I change them on the fly in game. As it is, it seems game engine related, and it depends by the kind of custom race I'm using. For example, with vanilla race and custom eyes + hairs I didnt' have problems, while on ARES I had it often. This, for me, means that you probably will be able to use every hair and eye you want (but keep in mind the point number One for some races) during the character creation, but changing them later could lead to problems, so save your game before changing something to avoid to loose where you arrived, because of the freeze. This also means that you probably could avoid further freezes if you swap race, but it causes other downsides, in every Bethesda game changing race resets things like attributes / skills etc. TL;DR THERE SHOULDN'T BE ISSUES DURING CHARACTER'S CREATION, BUT THERE COULD BE SOME IF CHANGING THE ASPECT LATER. I'LL LEAVE THE TWO MIRRORS ON THE PLAYER'S INVENTORY, BUT BEFORE SWAPPING YOUR ASPECT ON THE FLY (mainly eyes), PLEASE MAKE A SAVE FIRST. Also, it could be that some mods like NVAC or some specific tweaks / settings could reduce or avoid this issue, it could be nice to make further tests with these. Credits hlp for NVSE 4+ JazzIsParis for JIP NVSE Luthien Anarion for Lutana raschau on Nexus for the idea of adding eyes Permissions My general rule on permissions - you can do whatever you want but not for commercial use; if it's marked as Beta/WIP, then do not use it, it's better if you contact me and we cooperate; if you use something from my mods, some credit would be nice, but if you can please inherit the permissions, so that others will be able to use your mod too, mods deserve to be spreaded. Submitter A.J. Submitted 03/14/2016 Category Other Requires NVSE 5+, JIP NVSE  
  15. View File Description Yesterday I've installed the last Lutana, and this small script is the result. I wanted it since a long time, and I loved to share it. This mod has 2 purposes: 1) Automatically store and restore the weapon hotkeys when you enter / exit casinos 2) Allow to store / restore on the fly 3 different presets for the weapon hotkeys The first one is done automatically, all you can do is deactivate it via MCM if you don't want it. The three places where this automatic script fires are the Ultra Lux, the Gomorrah and the Tops. I can easily add more places if it's necessary. The second one is done manually. It -is- very simple, but I have some hard time to explain it right now. Later in the description I'll do a practical example, which is how I use it in game. Requisites MANDATORY: NVSE 5+ MANDATORY: Lutana 16 (march 2016) - new versions could not work OPTIONAL: UIO OPTIONAL: MCM However, the optionals are STRONGLY RECOMMENDED. Without them, weird things can happen, like cows with 2 heads roaming Mojave etc. Installation Drop everything under your \Data, as usual, or use a Mod Manager that is so kind to do it for you. But it must do it diligently and in a correct way of course. Uninstallation Remove the files and make a clean save, traces of the mod will be removed automatically. Initial recommendations This is not mandatory, but it's still a nice thing to do for scripted mods. Before installing, go inside a calm interior and save your game, then install the mod, then reload that save and wait few seconds: the mod will make its own initial settings and if no bad things happen then you're ready to go. Regarding this specific mod: at first, I suggest to go on MCM and make your own initial setup - decide if you need both the features, or unflag what you don't use (it reduces script workload). Then, unflag Debug if it's flagged and you don't have issues. Then, if you decide to use the preset hotkeys, configure the hud position with its option. Also, define how many seconds the menu must stick on the screen. Last, decide what keys bind to the 3 presets if you don't like the default ones (NumPad 1, 2 and 3) How to use it To STORE the hotkeys on a preset, HOLD the preset hotkey for a couple of seconds, until you'll hear a beep sound. To SEE what you stored on a certain preset, TAP the preset hotkey: a menu will appear on the screen, showing the keys and the weapons. The menu will close on its own after few seconds (the Menu Time parameter on MCM). To RESTORE the hotkeys on a preset, TAP the preset hotkey WHILE the menu is open. Or if the menu is not open, simply TAP-TAP (double tap) the preset hotkey. You then will hear a beep sound (even if slightly different from the store sound) What you CAN'T do: TAP a preset hotkey to check what you stored on a certain preset, and THEN HOLD that preset hotkey because you assume that it will replace it with your current setup. No, you can't, if you do that you won't STORE but will RESTORE instead. So, after that you checked the menu, wait few seconds that it will go away and THEN HOLD the preset key to STORE your current setup. Practical in-game example (how I usually use it) - I set some weapons on the hotkeys. Generally I reserve 1 for melee, 3 for shotgun, 4 for automatic, 5 for rockets, 6 for nades, 7 and 8 are extra - I then STORE it on the first hotkey (default Numpad 1). To do that, HOLD the Numpad 1 for a couple of seconds, until you hear a *beep* sound - After that, I open again the pipboy and I go under Apparel. I store some outfits on the hotkeys, i.e. a combat set and a "sunday clothes" set, you know, for roleplay when you walk on the Strip... - Then I STORE it on the second hotkey (default Numpad 2), HOLDING the Numpad 2 for a couple of seconds, till the *beep* sound. - Last, I open pipboy and set some drugs / stimpaks on the hotkeys, i.e. 1 for stimpaks, 3 for psycho, 4 for jet, etc. - Then I STORE it on the third and last hotkey (Default Numpad 3), HOLDNG the Numpad 3 for a couple of seconds, till the *beep* sound. Now, in game, everytime I need to switch weapons, I'll have to recall the Preset 1. To do that, I'll TAP-TAP (double tap) the Numpad 1. Then, if I go to the Strip, I'll change my outfit so I'll TAP - TAP Num Pad 2 and then I'll choose the hotkeys for some classy outfit. Then, if I'm fighting and I'm hit, I'll TAP - TAP Numpad 3 and then I'll press 1 to inject myself a stimpak. Possible issues - The mod doesn't work It's pretty generic... however, in order: 1) Check if you really have the requisites installed and working 2) Check if the files are in the correct folders 3) Please report your experience on the thread, possibly checking the console messages after you enabled Debug on MCM - The mod doesn't store / restore some items, sometimes, randomly During my tests, it never happened to me. However, if it will ever happen, I won't be able to do anything because it all relies on some miracle made by some function, and not by me. - Conflicts? Mmmh, nothing I could think about. Pretty hard that it could conflict, no vanilla ID were touched. - DarnUI et similia? On MCM, you can change the aspect of the hud, the ratio, the fonts etc. So if the default hud is not nice, you can configure it in game as you prefer. - Gamepad? 90 % of the mod uses "controls" and not "keys", so if you can bind the 3 presets hotkeys on some gamepad button, I think you're ok. Credits hlp for NVSE Luthien Anarion for Lutana JazzIsParis for UIO Pelinor for MCM Permissions My general rule on permissions - you can do whatever you want but not for commercial use; if it's marked as Beta/WIP, then do not use it, it's better if you contact me and we cooperate; if you use something from my mods, some credit would be nice, but if you can please inherit the permissions, so that others will be able to use your mod too, mods deserve to be spreaded. Submitter A.J. Submitted 03/13/2016 Category Other Requires NVSE 5+, Lutana 16 (MCM and UIO optionals but strongly recommended)  
  16. 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
  17. View File 18/05/2017 Added a patch for those experiencing black face due to ENB, courtesy of MALETIR Install this mod, then install his patch, overwrite the files, activate his ESP and put it lower in the load order. Description These are working Lipsticks. To obtain them: - They can be bought from Chet in Goodspring, Miguel in Westside or Cliff Briscoe in Novac - You can COC aLPTestCell and will find them inside a container. - You can enable the debug mode on the ini file and receive them at the first execution of the mod (if MCM is installed) - You can... uhm... add them via console There are 8 colors, some of them are really awful. They can be used 10 times, after that you can throw them in the trashcan because they are exhausted. In your inventory, they can be found under "Apparel", like armors. After clicking on the lipstick, you will be kicked out from the pipboy, if you had some "obstruction" in the face it should be removed (i.e. a full head helm), after 1-2 seconds if you were in first person you will be forced in third, and an animation will trigger, with the player putting the lipstick on lips. You can also hotkey it and put it while you are playing, like for regular weapons etc., i.e. you are walking in some casino and you feel your lips require lipstick so you just press the hotkey and the player will put the lipstick while walking etc.etc. If you are wondering why the lipstick shape or alignment is not very much precise, here 2 good reasons: 1) it is tweaked for the MD preset I use ; 2) in NV there are no working mirrors, I really challenge you to put the lipstick in some decent way without a mirror. The lipstick provides a boost of +1 Charisma to female couriers and -3 Charisma to male couriers. The "effect" leasts 5 minutes. If for some reason the game removes the lipstick from the lips when it shouldn't, there's a check every 10 seconds which will restore it. If you drink from most toilets / sinks / water pumps, the lipstick can go away. For Modders, when the player has lipstick effect, every 10 seconds it dispatches aLPPlayerHasLipstick event. When the lipstick finishes, it dispatches aLPPlayerHasNoMoreLipstick Installation Unpack everything under Data, as always. If you use a mod manager, check if it does its job (well probably only for the Config subfolder, so if you don't care about it you're fine). Incompatibilities - No vanilla records or cells were modified, with the exception of 1 ITM. - Some ENBs could have weird reactions with alpha, so the head could seem black - it was reported to me, my ENBs never had issues. - Due to the nature of the membrane shader, you'll have a wondrous shining coloured reflection on the back of your head, with some vanilla short hairs. Custom long hairs are strongly suggested... Requisites NVSE 5+ Lutana (Optional) MCM (Optional) - it only requires the dll Optionals: With Lutana installed, some NPCs will have them in their inventory. You can also find them playing the animation of the lipstick, however they won't have their lips color changed, it's just an idle. With MCM dll installed, a couple of parameters can be tweaked on the INI file (debug and charisma boost). Permissions: This mod can be considered a resource, not for commercial use. Use it as you prefer, credit me if you think it's good. Credits: hlp and team for NVSE Luthien Anarion for Lutana Pelinor for MCM Submitter A.J. Submitted 07/11/2015 Category Animation Requires NVSE 5+
  18. View File 25 march 2017 - Uploaded a fast change so that now it requires JIP NVSE instead than Lutana. Clean save suggested. If you have troubles, please let me know. --------------- Introduction --------------- This is like the... third or fourth animator I do. It's a tool I use often, and everytime I find they can be done better so I redo everything from scratch... However, this time I feel this is my Definitive Animator and probably the only one I'll update (especially if Lutana will have changes). ------------- Description ------------- In short, this mod gathers the animation files installed by other mods and allows to play them on the player or to some target. It is fully configurable via MCM. After being installed, it will be disabled by default, so it needs to be enabled via MCM, as the Welcome message will warn. Inside MCM, under OPTIONS, you can select I NEED HELP to gather few more infos about the mod, directly in game. To acquire a target, you need to point to an actor and TAP the Main Hotkey (Default I). If no actors are present, Player will be selected as target. HOLDING the Main Hotkey will call the Idle menu. The animations are chosen scrolling with W/S or mousewheel, then to confirm TAP Main Hotkey again or press left mouse button. Loop mode ON / OFF can be chosen with Grab (default Z) ------ Video ------ ------------------------ Gathering animations ------------------------ By default, the mod will load only the animation files inside its subfolder "aSA": Data\meshes\characters\_male\idleanims\aSA I included a bunch of files in that folder, just to try the mod on the fly. They require a compatability skeleton. However it is possible to tell the mod to gather the other animation files on its own: on MCM, under OPTIONS, there's "Use all IdleAnims subfolders", after selecting this option it will be possible to choose which subfolders to include, choosing FOLDERS on the left menu ------------ Requisites ------------ NVSE 5beta2+ JIP NVSE (old 1.3 was requiring Lutana) UIO MCM (Optional - but, in general, strongly suggested) - some compatible skeleton, like Deedes, Astymma or BodyMorph. -------------- Default Keys -------------- >>> IN GAME Main Hotkey (Default I) >>> TAP: acquire target; HOLD: open Idle Menu Reset Hotkey (Default O) >>> TAP: soft reset; HOLD: hard reset Trigger favorite animations: Numpad 1-9 >>> IN IDLE MENU Forward / Backward or Mouse Wheel: scroll up / down (mousewheel is faster) Grab: Loop mode ON/OFF Confirm: Main Hotkey (Default I) or Left Mouse Button Bind favorite animations: Numpad 1-9 Hard Reset: Reset Hotkey (O) >>> IN HUD CONFIGURATION Follow the infos on the screen ----- Q/A ----- Q. An example of how to use it? - Download an animation mod (i.e. search POSE in some mod repository and you'll find a lot of them. - Extract the content as you usually would do, but don't activate the ESP since you don't need it. - Go in game, go in Small Animator MCM. - In the first sub-menu OPTIONS, choose "Use all IdleAnims subfolders" - In the third sub-menu FOLDERS, check that the pose mod's folder is checked (every folder should be checked by default, so in case un-check those you don't want to include) - Go back in game, keep I pressed and choose on the menu the pose you want to trigger. Enjoy! - Eventually, download more poses / animations and follow the same procedure. Q. Can the menus be more responsive? - Go in MCM - OPTIONS - SMOOTHNESS - Reduce that value Q. My computer's old! - Go in MCM - OPTIONS - SMOOTHNESS - Increase that value. The mod will be less smoother but will eat less resources. Q. I quitted MCM, a sign appeared on the screen "LOADING ANIMATIONS", it leasted some seconds, during this time I couldn't move, everything was freezed. - You probably loaded 5000 animation files in 200 subfolders, like me. Reduce them in the FOLDERS menu. Q. Why should I hold the button for so much time? - Why don't you reduce that time? MCM - OPTIONS - HOLD TIME - Reduce that value for your heart content Q. I'm trying to trigger a first person animation, but everytime it kicks me in third person! - MCM - OPTIONS - Uncheck FORCE 3RD PERSON Q. I don't like the position of the list / the fonts used.. - MCM - OPTIONS - CONFIGURE HUD Q. I have DARNUI, I can't see the menu right! - MCM - OPTIONS - CONFIGURE HUD Q. It uses the same hotkey of <insert mod name>! - MCM - HOTKEYS - Configure them as you prefer Q. Why Enable / Disable? - If you don't use the mod, and you disable it, it will eat less resources -------------- Credits -------------- hlp - NVSE Luthien Anarion - Lutana JazzIsParis - UIO Pelinor - MCM -------------- For modders -------------- A possible way to force hide the hud (but not block the mod) is BuildREF xx002D73 and Call it passing 1 as parameter. Passing 0 it will come back to normality. Submitter A.J. Submitted 07/20/2015 Category Animation Requires NVSE 5beta2, JIP NVSE, UIO, MCM
  19. View File An OPTIONAL file for Deedes' wondrous "The Skeleton". It's a very small script that can be used INSTEAD of the TheSkeleton-CorpseFix.ESM Differencies: - It doesn't modify any vanilla ID - It solves the "raising dead" glitch on corpses from mods too - It works at runtime, so it's slower to start: it requires about 1-2 seconds to poke every corpse everytime you change cell. I did a small video that shows the difference in game: Requirements: - NVSE 4.5+ - MCM Install: Unpack the content inside Data, or use a mod manager. It's a single file, so to uninstall it you simply delete the esp. The first time you go in game, it must be ACTIVATED in MCM, because it is DEACTIVATED BY DEFAULT. Remember: use this one OR Deedes' Skeleton-Corpses Fix, not both. While it won't cause troubles, it will create an additional work for your system that could be avoided. Technical: It's a simple scanner, whose frequency can be configured on the MCM. Everytime there's a cell change, it scans with depth 1 for corpses and fills an array. Later, it will walk the array in gamemode (frequency configurable via MCM, under the voice "smoothness") and will poke every raised corpse, so that it will bounce back on the ground. The impact should be very minimal on your system, however I would love feedbacks. Incompatibilities: I can't think to any possible incompatibility right now. Credits: All the credits go to Deedes, hlp and Pelinor. Submitter A.J. Submitted 05/17/2015 Category Other Requires MCM, NVSE 4.5+
  20. View File ---------------- Short description ---------------- A simple-but-fully-configurable in-game FPS counter, to check the framerate, mainly for statistic and debug purposes. Or to make fun of your friends with bad rigs, showing them how high your FPS counter can go. This counter tracks down the time a frame leasts inside an effect, so it's strictly related to script execution and nothing about graphic. However, since graphic and scripts are related on their owns, you should see similar values to those you could see (for example) with Fraps. ------------ MCM Options ------------ - Enable FPS Counter: pretty explanatory... it allows to enable/disable the mod. The first time you load the mod it's disabled by default. - FPS Counter Position: clicking on this option, you will be kicked out from MCM and you will be able to decide the hud position. All the controls are written on the screen once you select this option, so don't worry to remember them, however the keys are: arrows or the control movements(WASD) move the hud, speed up the hud movement keeping Run pressed (SHIFT), change the font using Activate / Reload (E/R), enable / disable the infos on the screen using Grab (Z), confirm with Jump (SPACE) or Pipboy (TAB), reset to default pressing Auto-Run (Num Lock). - Mode: you can choose between FPS (frames per second) or MS (milliseconds, the time every frame leasts) - Refresh time: this parameter could be controversial, so please be careful to its interpretation. If you are unsure, just keep it very low (0.05-0.1), as per default. I introduced it only to catch spikes and understand their intervals. The way the mod works is grabbing EVERY frame time and choose the smallest value among the <Refresh Time> interval. This means that if you set the max value (2 seconds) you could notice that the FPS value drastically drops down. THIS DOESN'T MEAN YOUR FPS IS THAT LOW, this means that during the interval of 2 sec. you had at least one frame with that low framerate (= a "spike"). - Threshold: under this FPS value, the counter will become red. It's just a way to catch the low values more easily. ------------- Requirements ------------- - NVSE 4.6+ (note: in date 12/05/2015 it is the Beta version on Silverlock) >>>> It wouldn't be bad installing the most recent one, you can find it on hlp's thread on Beth forum (note: in date 12/05/2015, it is the link to v5.0 beta 1 from his Dropbox). - UIO - MCM Personal note about requirements: if, in general, you feel you dont' want to install requirements like the ones stated above, for whatever reason you could have ("they're not safe!", "my computer's old and slow!", "once my cousin installed it and it broke his level 50!", <insert here some other unfounded excuse>), if you love modding then you should really start to think about it seriously. Requirements like these are top-notch modding, made by professional modders, created to break the barriers of common modding, introducing new wonderful features. And this is the same for every other extension you can find around, like JIP or Lutana. In my opinion, they should be considered on the same level of VANILLA, when people make a NV installation. ----------- Installation ----------- Unpack everything inside your Data folder. To uninstall, remove those few files and make a clean save. Please report if you have issues so that we can solve them together. ------------ For modders ------------ aFPSLowFPS event dispatched everytime it goes under the threshold value. ------ Video ------ ------- Credits ------- hlp for NVSE JIP for UIO Pelinor for MCM ----------- Permissions ----------- 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 05/12/2015 Category Other Requires NVSE, UIO, MCM
  21. View File WHAT IS IT? A hard reset for FO3 and NV male bodies. Mesh replacers as requirements and other silliness are now things of the past. WHAT’S THE POINT? I’m tired of dealing with mesh replacers that are poorly rigged, incompatibilities with DLCs and I felt like doing it. WHAT’S INCLUDED? K2 BREEZE REDUX Base Files: the base files for both FO3 and NV. This includes base textures for raiders, ghouls, and the playable race humans. There are a few armor replacers, but only to fix what is needed. FO3_DLC Pitt: mesh replacers where needed and male texures for the Pitt Mutated Humans. FO3_DLC PointLookout: Tribal race textures and outfit fixes. NV_BREEZE REDUX Sexout Body Suit: Amra72‘s Breeze body mesh remapped to work with Breeze Redux. NV_DLC OldWordlBlues: meshes fixes and an esp to revive the unused Lobomite body textures. NV_DLC LonesomeRoad: textures for the DLC’s Marked Men. K2 BREEZE REDUX Resource Body: a base body without the penis, rigged and ready for modding clothes and armor. NOTE The tribals for Honest Hearts are NOT addressed in this mod. For that you will need Kendo 2's Honest Hearts Tribals. REQUIREMENTS None, other than FO3 or New Vegas. COMPATIBILITY/INCOMPATIBILITY Incompatible with Breeze FO3 Males versions 1.6 or later, SickleYield’s Roberts Male Body for Fallout 3, Sesom’s Breeze New Vegas Males, Nivea’s Robert’s Male Body FNV and the version made by FavoredSoul. Otherwise, no issues. INSTALLATION Drop the download contents into your data folder. Go to the folder Data\meshes\characters\_male and look for the files upperbody_nude erect, upperbody_nude and upperbodymale_underwear shorts. Rename the mesh of your choice to upperbody. Activate the esp(s) if needed and play. The game will do the rest. CREDITS Breeze582000 for Breeze Males, Kendo 2 for everything else. PERMISSIONS Feel free to use the mod’s content in your own work. The contents of this mod are subject to the additional terms below. TERMS If you use my meshes or textures in your own mods you must credit Breeze582000 and Kendo 2. You are not allowed repackage the mod in its entirety and present it as your own work. You are not allowed to convert my content for use with Skyrim or Fallout 4. You are not allowed to upload my content (including derivatives) to NexusMods.com, Bethesda.net (or their third party designees) or Steam Workshop. You are not allowed to use any of my content for the purposes of monetized modding. You have no claim or right to the content other than what is described in the Permissions and Terms of this document. *NEW* Update 2018/12 Re-rigged and re-weighted meshes for nude, erect and underwear body models. Dismemberment changed to new vertice areas, neck and wrist seams improved, distortion on the back with some animations addressed. DOWNLOAD LINK Effective 13 March 2016 I will no longer be providing mod support or otherwise communicating publicly on Lover’s Lab. All support questions and other comments will be handled HERE. My absence from Lover's Lab either by accident or design is not to be interpreted as permission to use my uploaded content as resource material unless I state otherwise. This shall commence immediately, effective 13 March 2016. Submitter Kendo 2 Submitted 05/13/2016 Category Body Replacers Requires FO3 or New Vegas View File  
  22. 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
  23. View File hey everyone this is just a simple mod that gives the player character 50 caps every 24hrs. the reason i made this was for immersion reasons and was only intended for my personal use so if you like it great if you don't just skip it. if anyone wants me to add more values simply leave a comment and ill eventually upload any number of caps you like. and one last thing anyone saying "oh but we have console commands har Har har" i don't care this was intended for me because i dont like having thousands of caps at level 1 and there may be more people like me so here you go. ,falloutveteran dont use my esp anywhere else without my permission which is pointless anyways. Submitter NexusVetX94 Submitted 08/20/2014 Category Other Requires  
  24. File Name: Interiors for NV File Submitter: A.J. File Submitted: 21 Mar 2014 File Category: Modders Resources Description: These are some of the interiors I used and still use, merged in a single ESP. Some are better cluttered than other ones (new ones are usually better), but generally they're not that "empty" since I like cluttering. They can be used for different purposes / modified / whatever you want, just read permission. Maybe in the future I'll add more of them, but for now there are only 35 fully navmeshed cells, essentially: - Two basements - Two big buildings: 2 floors and 3 floors - Three "dungeon" kinds: a heavy cluttered shopping center with a main hall and 3 separated cells, a shop that leads to a cave, a dark lab / slaughterhouse with a good quantity of gore - Fourteen houses: different tilesets, various kinds (houses/rooms/motel rooms), some vanilla recluttered, some new shapes, some classy and some dirty - One utility / industrial kind - Three shacks (one with a cave below on a separate cell) - Three shops (two made by two separated cells) - A train station interior Technical: - All the cells are prefixed with aai + name/category + number, their names contains a small description - The lights are as I liked them, maybe they're not for everyone's taste, they're balanced for vanilla. Emittance should be setted (I didn't check if it kept it after the copy) - Doors are not linked, even the ones to the sub-cells, so you can use only a part of them. - Full navmesh > needs to be finalized when linked - I removed scripts, activators, markers, audio markers and thousands unique IDs, replacing with vanilla, I hope I didn't miss anything, in case let me know - Even if I changed all the unique assets with vanilla ones, the cell called aaIBuilding01 still needs an extra tile to fill a small gap. To notice it, you must climb the stairs and watch over your head at the end of these. I included the mesh in the archive, but I didn't create a new ID so that everyone will call it as he prefer concerning his mod. That tile should fit good snapping the grid - Since I modified them to be vanilla compatible, to copy an interior inside your ESP you just need to: >>> Load your ESP and this one, flag your ESP as active. >>> Don't touch anything, just load the new cells in the render window and take a look, choose the one you like. >>> Duplicate that cell, rename it as you wish, save. >>> Reload your ESP all alone now: it should contain the new renamed cell inside. COC: I didn't include COC Markers. If you still want to take a look ingame, you probably will land on the ceiling. Anyway, these are the names of the cells to COC: aaiBasement01, aaiBasement02 aaiBuilding01, aaiBuilding02 aaiDungeon01, aaiDungeon02, aaiDungeon02a, aaiDungeon02b, aaiDungeon02c, aaiDungeon03 aaiHouse01 to aaiHouse14 aaiIndustrial01 aaiShack01, aaiShack02, aaiShack02a, aaiShack03 aaiSoph01, aaiSoph01a, aaiSoph02, aaiSoph02a, aaiSoph03 Permissions: If you want to use something for a plugin which will be released only here, no need to credit or contact me. If you are going to release your plugin in other sites, please contact me first and wait my answer. Click here to download this file
  25. File Name: Interior retexture - 3 set File Submitter: A.J. File Submitted: 30 Dec 2013 File Category: Modders Resources Requires: GECK... These are some little retextures I did while creating Alice. Nothing great, if you hear me, but maybe someone could still like them and use them. I mainly did them to reduce the sensation of deja vu I usually have when I enter in new buildings ("oh... this is not a station, this is the Sarsaparilla Factory!"). Keep in mind this: - Some textures are twice the resolution of vanilla - Some textures lack of Normal Maps because I liked vanilla ones over them, it allowed me to reduced the size - A LOT of textures lack of MipMaps (because of the size thing...) but you can easily do them in few clicks with GIMP or Photoshop. Or don't use them if you can stick with it. Unpack the content inside Data, it will create meshes\LL\etcetc. and textures\LL\etcetc. I included meshes with already the path changed, so it's less work for you. They could have different names, but still they include the original name on them, so you can easily understand which tile are they corresponding when you'll create a new tile ID in the GECK. Permissions: Use whatever you want if you need them, also if you see something else in Alice's assets that you could like please tell me (*laughs* I really can't remain serious while writing this sentence... who could be so crazy to need those awful assets...) But please keep in mind this: - If you are going to upload your mod ONLY here, you DON'T need to contact or credit me. - If you are going to upload your mod in other places, you NEED to contact me and point to Alice's page in your credits (http://www.nexusmods.com/newvegas/mods/54450/). There are 3 sets, here some pictures of how they appear ingame: Click here to download this file
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