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[AAF] M.C.G. (Extended Social Interactions) View File Magno CUM Gaudio 2.12.50 (Extended Social Interactions) A modification that covers all the basics to properly sexualize your Fallout 4. Check it also for Skyrim Legendary Edition, HERE. MOD GUIDE: HERE! MOD FAQs: HERE! FOR MODDERS: HERE! WHAT IS THIS MOD? This is a jack of all trades mod regarding sex features. Its purpose is to cover all the basics features a reasonable man or woman would want regarding sex, in a coherent, consistent, fair and balanced way gameplay-wise, the goal is to give a simple all purpose mod for sex to use as a "dressing" for your vanilla gameplay. Due to its vanilla friendly and completely modular and customizable nature it can be paired well with almost any other good mod by simply adjusting its settings accordingly but it excels when used as the only main sexual mod in your load order. The primary focus of MCG is to expand the social interactions of the player with neutral, friendly and also enemy actors... because as you surely have noticed, Fallout 4 doesn't have many non combat activities, with MCG, instead, you can rely on solid gameplay and finally pretend to live the world, socially interact with the NPCs, make friends and lovers, recruit who you want as companion, stop in bars, play and flirt with npcs, date people, fear harassment, prostitute yourself, trade in slaves and much, much more... SUMMARY OF FEATURES REQUIREMENTS: All these requirements are mandatory ALL FALLOUT 4 ORIGINAL DLCS; F4SE: HERE MCM: HERE LOOKSMENU: HERE (already a requirement for AAF) AAF: HERE. AAF THEMES: HERE. You need to install all of them, this means that you need to install the Vanilla, Kinky and Creature themes. LEITO'S ANIMATIONS: HERE. SAVAGE CABBAGE ANIMATIONS: HERE. ATOMIC LUST ANIMATIONS: HERE. OPTIONAL REQUIREMENTS FOR ADDITIONAL FEATURES: These mods are not required to be installed, but you can expand MCG features if you install them: HUD FRAMEWORK: HERE. To have widgets of your Lust, Wear and Infamy levels (you may additionally need its patch for dev_UI, if you use it). AAF FAMILY PLANNING ENHANCED: HERE. MCG will make sure you not start a pregnancy if you start a kissing/hugging or foreplaying/masturbation from MCG. Also wearing a condom from FPE will prevent MCG diseases from sexual acts; WORKSHOP SYNTH PRODUCTION: HERE. Synths built using that mod will be flirtable and enslavable at will; CREATURE PACK RELEASE: HERE. (Valid for any other creature pack for AAF). MCG natively support sex with all actors in Fallout 4, you can have sex with any race of Fallout 4, including robots, bugs, animals etc... Stats will be always calculated and if you don't have an animation for a particular race MCG will play a fade to black instead, so you can still pretend to roleplay; RSEII: CSA - COMBAT SURRENDER AND ABDUCTIONS: HERE. MCG player defeat system is integrated with the abductions from CSA, with this when the player is raped defeated you can end being abducted after the rape. AAF BAD END ANIMATIONS: HERE. When you have this mod installed you can execute submitted or enslaved npcs using these amazing animations. And in addition, if you have the MCG Player defeat (Respawn system) enabled, you can enable the execution animations also for the player when you are defeated. AAF BP70s FALLOUT4 SEX ANIMS: HERE. Vanilla chaises can be activated to have sex on them with MCG. POLISTIRO'S PATCHES: HERE. AND AAF OVERLAY PATCHES: HERE. Only CumNWealth_Patches_Base.rar should be installed of AAF Overlay Patches; MCG can apply cum effects if the relative option in MCM debug page is enabled. This system has also a fail safe that remove Cum overlays of those two mods from the actors when the magic effect finish, in case AAF or LM fail. This means that this mod can have a similar function as the mod "Wash out that cum". Generally the more animations packs, the more XMLs patches and gender support you have the better, MCG is a mod that has a very free conception of sex, basically you can do sex with who or what the fuck you want. But if you don't have the animations for the actors you are planning to do sex with, MCG will replace it with a fade to black, it's up to you to find the AAF XMLs patches and animations that satisfy your gaming needs and set MCG settings accordingly. In particular orgy animations in the MCG mod requires genderless XMLs to fully work, if you don't have them it is suggested to set MCG to avoid orgies. INSTALLATION: (Optional for better performances): Disable Fallout 4 Papyrus logging, why and how to do it in THIS POST. Make sure all the requirements are installed correctly with all their dependencie, especially AAF and its XMLs patches if you use them. Download and install MCG FO4 v2.12.50. Do not unpack the .ba2 file of MCG, if you do it you will have to follow the for modders guide, in particular you will have to pay extra attention to not overwrite other mods scripts with MCG ones. If you use any of the mods in the list in the following spoiler, you must download and install MCG Compatibility Patches v2.12.50 to patch them, so they can be used with MCG without producing conflicts. Note that if you don't have any of the mods in that list you don't have to install these compatibility patches. (Optional for no kissing and hugging poses): download and manually extract the content of the "AAF" folder inside the archive "MCG_NoKissHuggingPoses" to your Fallout 4/data/AAF directory in your PC. The files with (Optional) mark are patches for mods that are not required to be installed, they are completely optional and you could install them if you like the changes they make to the original mods, see the suggested mod paragraph below for more info; Source files and MCG_Integration_Kit are for modders only and if you are not a modder you must not install those files. Once into the game remember that MCG when loaded the first time starts completely disabled, and you can activate it when prompted by the starting pop up message or later using the "START THE MOD" button in the MCM front page of the mod. Also note that the "Respawn system", "NPC-NPC random sex system" and the "Npc Initiative (approach) system" need to be manually enabled, each of them in the MCG Option hotkey menu after you activate the mod, if you want to use them: SUGGESTED MODS: These mod are not required and they are entirely optional, these are just my personal recommendation: FULL DIALOGUE INTERFACE: HERE. It's a very well done mod which also preserve the "prompt" part of the dialogues so you can also have "Text Replacement" like knowing exactly what are you going to pay for a prostitute, or a doctor in the MCG dialogues. FDI is a superior choice over XDI, which doesn't preserve the "prompt", but both are compatible with MCG; CWSS: HERE. Optional patch available in the download section of MCG change the buffs to be less OP and make them visible in pipboy, and also add support for the big CWSS showers to be used by MCG furniture selector for sex perk to have sex on them when planning sex. (Do not use this patch if you have other mods that rely on the original CWSS like the "Get Dirty" mod). COMPANION STATUS HUD: HERE. Optional patch available in the download section of MCG limit the hud widgets to ten followers and align the widgets to the right while scaling them down to be minimal, in addition you can show and refresh them pressing the RIGHT CTRL button or hide them by long pressing the RIGHT CTRL button; LIGHT EM UP 2.0: HERE. Optional patch available in the download section of MCG reduce the duration of nicotine effects and the quantity of cigarettes and cigars to be like similar mods from New Vegas and also replace the lit cigar and cigarettes model if you drop them to the LIT one instead of the original off one and other recently additions: Custom immersive animation for when using cigarettes with MCG (The animation can be enabled in the MCM of MCG, Debug page). The animation will play if the player is not in power armor, not in combat, with weapons sheated and generally when it is not sit in any furniture or vertibird. Once started the animation can be controlled using the Right Shift key to have a smoke, drop the cigarette or put it in your mouth. The advantage over other mods is that the animation doesn't lock the player movement. Ligth2.0 cigarettes, cigars and stogies are valid to be used in the "Relax Scenario CRIME AND PUNISHMENT: HERE. It's an awesome mod by the great Flashy - JoeyR that I highly suggest to enhance your gameplay. It is also integrated with some MCG mechanics thanks to some of its optional patches that you can directly download from that mod page. LOAD ORDER: Generally is not important but if you have the following mods make sure to put them after MCG so they'll have an higher priority: RSEII: CSA; INCOMPATIBLE MODS LIST: HERE! KNOW BUGS LIST: HERE! HOW TO UPDATE THE MOD: If you are updating a save to version 2.12.50 from version down to 2.7.30 you must unistall the previous version with a mod manager. Then install the new version with the mod manager and finally once in game you must stop and restart the "Npc Initiative system" and "Respawn system" (Player defeated features) if you use them. Updating from versions lower than 2.7.30 is not possible on the same game, in that case a new game is required. MOD STATUS: The mod is officially finished feature wise. Support for bug fixing will continue if needed. At the current time I have thoroughly tested this mod in my personal gameplay and fixed all I found but this doesn't mean that this mod will run perfect for all configurations out there since mods for Fallout 4 are counted by the thousands and frankly I cannot make this compatible with all of them, so stick with the instructions, always read everything in the mod guide and the FAQs and other materials I have provided you in the long period I developed this mod. CREDITS: BETHESDA CREW; For stealing my time. THE AUTHOR OF F4SE; Because some mods will just be impossible to code without it; DOC CLOX, VINFAMY AND CHOSEN CLUE; Because they started everything about sex in Fallout 4... ASHAL: Because of the best sexual framework ever seen on this planet, and because his work on Skyrim enabled me to make MCG for Skyrim LE on which this mod is based and ported from even with all the current limitation of FO4; CRAZY, LEITO, SAVAGECABBAGE,RUFGT: for fantastic animations! DAGOBAKING: Because of the AAF. HALSTROM: for AAF THEMES! FLASHY(JOE-R): For inspiring me in start modding Fallout 4 in the first place, and for RSEII abductions system! IGNOTUM_VIRUM: for letting me check his code for inspiration! LAZY GIRL and KENTINGTON: for inspiration in the cloning code; nKALEX: for sexout unethical deeds EE (WIP)! DOCTASAX: for sexout spunk! DKATRYL: for sexlab submit! ODESSA: for sexout wear and tear! GRAYUSER: for AAF Bad End Animations mod! EXPIRED6978: for LooksMenu! POLISTRO AND RIOT_PUNCH: for human and mutant looksmenu cum overlays! KENNEDYMADEIT: for AAF XMLs Extended! VIOXIS: for "Strap-on's of Fallout 4". PRA: for "Grave Digger". LEGAL: Downloading or any form of distribution or modifications of this mod is allowed only from LOVERSLAB SITE; You can use the source code, provided under license, to do everything you want in your mod, or you can make forks, changes to this mod and even upload your own version of this mod, but: You must mention me (Anghelos92) in the credits of your mod if you were inspired or used any code from me as I did for every author that inspired or helped me with this mod; You must provide your source code in the download section; Don't allow any child porn situation in your modification, of any kind even if this is a videogame; No priority given in terms of privileged support or limited exclusive temporal distribution of newest version to eventual Patreon or Donators of any kind; If I go "AWOL" from this site for more than a month and a reasonable amount of attempts to contact me have been negative, I authorize Loverslab Staff to take ownership of this very download topic from me and give it to any maintaner(s) of good will. DISCLAIMER: I do not condone any form of violence or sexual abuse in real life. The content of this mod is purely fictional as the game "Fallout 4" which modifies. The file here presented is allowed to be downloaded only by people with the legal age of their country of origin and capable of discerning fiction (as this game and this mod) from reality. CHANGELOG Submitter anghelos92 Submitted 04/13/2019 Category Misc Sex Requires READING CAREFULLY THE INSTRUCTIONS;
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- lust
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- bestiality
- hire
- followers
- marriage
- spouses
- solutions
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- immersive
- fair and balanced
- recruit
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- combat
- random sex
- autonomy
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- fpe
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- gameplay
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Commonwealth Captives View File Adds bound captives to Raider and Super Mutant lairs that you can rescue and recruit for your settlements. Mod Features Commonwealth Captives randomly spawns captive settlers in various states of distress throughout enemy lairs in the Commonwealth. You can find them crucified, strapped to metal frames, lashed to torture devices, or bound on their knees. Once freed, the settlers become followers who can be given equipment and who will fight alongside you. You can also request sexual favors from them in return for your gallant efforts. When you are ready, you can dismiss them or recruit them to one of your settlements. The mod works with devices from Torture Devices, Prisoner Shackles, CRX - Workshop Crosses, and ZaZOut4. These devices are not included in this mod, so you will want to install those mods if you don't already have them. The mod uses its own lists of unique settler NPCs. It does not modify vanilla NPCs or settler leveled lists, so it is compatible with mods that add new settlers like Better Settlers, Lots More Settlers and Enemies, etc. The settlers do not include their own meshes or textures, so they will use whatever body mesh and skin textures you have installed. All dialogue is fully voiced, using vanilla player and settler lines. Dynamic Placement Commonwealth Captives makes no edits to any vanilla records, including cell records. This means no mod conflicts and no broken precombines. The mod detects when you approach Raider camps and Super Mutant lairs and dynamically places captives near the inhabitants. The chance of captives appearing is controllable via the MCM. Captives you do not set free, or ones that you set free and then dismiss, will be de-spawned when you travel far enough away from them. The only captives who persist in the game world are those who are traveling with you, and ones that you have recruited to settlements. This means no save bloat and no crowds of NPCs to cause performance issues. If there isn't enough room in a particular spot for large contraptions, prisoners will simply be found tied up and kneeling. Not every enemy lair will have captives, and captives won't appear in the same place or with the same restraints, adding variety and unpredictability to the encounters. And because it is dynamic and based on factions, the mods also works with new Raider and Super Mutant camps added by mods. Commonwealth Captives can optionally place Captives on devices placed in the world by other mods, such as Up To No Good. If this option is enabled, the mod will look for existing devices and will place Captives on those devices instead of on new devices. Once all the existing devices have been used, Commonwealth Captives will place Captives on its own devices. Playing the mod Everything is driven by dialogue. When you first talk to a captive, the Set free and Let's go options let you free them from their bondage. The None of my business and I'll be back options exit the conversation, much to the captive's dismay. You can talk to them again if you decide to free them later. Note that if you are bound with Real Handcuffs or Devious Devices, you won't be able to free the settlers until you free yourself from your restraints. Once the captive is free, they will follow you, sneak when you sneak, and fight enemies. You can talk to them; the Trade option lets you change their equipment, Get out of here dismisses them permanently, Work for me lets you pick a settlement to send them to, and Return the favor lets you have sex with them. If you give your captives new armor or clothing, they will continue to wear it if you send them to a settlement. If you didn't give them a new outfit, they will pick one up on their way to their new home. Configuration The MCM options are: Enable Mod - allows you to enable or disable the mod. Disabling the mod will only prevent new captives from spawning, it will not affect existing freed captives or ones who have been turned into settlers. Chance of first captive - determines the chance that there is at least one captive in a location Chance of additional captives - the mod scans the location for additional enemies, and this setting controls the chance that a captive will spawn near each enemy Chance captive is male - just like it sounds Animation duration - sets the duration of animations when you ask a captive you have freed to return the favor Protection Level - determines whether Captives are Protected, Essential, or have no protection and can be killed by anyone You can also enable or disable the use of any of the supported restraint mods that are installed, as well as devices placed by other mods. Requirements AAF is a hard requirement, the mod will not work without it. Mod Configuration Menu is required if you want to configure the mod. At least one of the following is highly recommended. The mod is really intended to work with all of them, as this will give you the most variety of devices: Torture Devices CRX - Workshop Crosses Prisoner Shackles ZaZOut 4 Repack - Install the version at this link, not the original. Version ZaZOut4 [REPACK] V0.0.3.3 or later is required. Credits and Thanks RayV12 for settlers from Rez's Settler Makeover veter75n for settlers from The new settlers a plus Overhaul vanilla @ZaZ for ZAP bondage ropes I converted from Skyrim, and for making ZaZOut4 @Oakern for making CRX - Workshop Crosses @Vader666 for making TortureDevices mlucke for making Prisoner Shackles @Gothuska for multiple translations of the mod Permissions This mod is only to be hosted on LoversLab and only under my account. You may not publish a fork or port of this mod, or a mod that uses this mod's code to reproduce substantial portions of its features or functionality, without my explicit permission. You may not publish patches for this mod that include any of this mod's code or modify its plugin without my explicit permission. You may not use any code from this mod in a closed-source project, a paywalled project, or a project offered for sale. You may publish translations of this mod, provided the translation is a patch that only replaces or modifies the portions of the mod required to make the translation. Your translation patch must indicate the version(s) of the mod that it applies to, and it must be hosted exclusively on LoversLab. You may use code from this mod in your own projects as long as you publish the source of your project, you allow others to use your code in a similar fashion, and you give credit where it is due. Any patches, forks, translations, etc, of this mod that were published before August 21, 2023 are assumed to be in compliance with these permissions. Submitter EgoBallistic Submitted 10/06/2020 Category Other Requires AAF, Torture Devices, CRX, Prisoner Shackles
- 1,443 replies
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Version 1.12
233,713 downloads
Adds bound captives to Raider and Super Mutant lairs that you can rescue and recruit for your settlements. Mod Features Commonwealth Captives randomly spawns captive settlers in various states of distress throughout enemy lairs in the Commonwealth. You can find them crucified, strapped to metal frames, lashed to torture devices, or bound on their knees. Once freed, the settlers become followers who can be given equipment and who will fight alongside you. You can also request sexual favors from them in return for your gallant efforts. When you are ready, you can dismiss them or recruit them to one of your settlements. The mod works with devices from Torture Devices, Prisoner Shackles, CRX - Workshop Crosses, and ZaZOut4. These devices are not included in this mod, so you will want to install those mods if you don't already have them. The mod uses its own lists of unique settler NPCs. It does not modify vanilla NPCs or settler leveled lists, so it is compatible with mods that add new settlers like Better Settlers, Lots More Settlers and Enemies, etc. The settlers do not include their own meshes or textures, so they will use whatever body mesh and skin textures you have installed. All dialogue is fully voiced, using vanilla player and settler lines. Dynamic Placement Commonwealth Captives makes no edits to any vanilla records, including cell records. This means no mod conflicts and no broken precombines. The mod detects when you approach Raider camps and Super Mutant lairs and dynamically places captives near the inhabitants. The chance of captives appearing is controllable via the MCM. Captives you do not set free, or ones that you set free and then dismiss, will be de-spawned when you travel far enough away from them. The only captives who persist in the game world are those who are traveling with you, and ones that you have recruited to settlements. This means no save bloat and no crowds of NPCs to cause performance issues. If there isn't enough room in a particular spot for large contraptions, prisoners will simply be found tied up and kneeling. Not every enemy lair will have captives, and captives won't appear in the same place or with the same restraints, adding variety and unpredictability to the encounters. And because it is dynamic and based on factions, the mods also works with new Raider and Super Mutant camps added by mods. Commonwealth Captives can optionally place Captives on devices placed in the world by other mods, such as Up To No Good. If this option is enabled, the mod will look for existing devices and will place Captives on those devices instead of on new devices. Once all the existing devices have been used, Commonwealth Captives will place Captives on its own devices. Playing the mod Everything is driven by dialogue. When you first talk to a captive, the Set free and Let's go options let you free them from their bondage. The None of my business and I'll be back options exit the conversation, much to the captive's dismay. You can talk to them again if you decide to free them later. Note that if you are bound with Real Handcuffs or Devious Devices, you won't be able to free the settlers until you free yourself from your restraints. Once the captive is free, they will follow you, sneak when you sneak, and fight enemies. You can talk to them; the Trade option lets you change their equipment, Get out of here dismisses them permanently, Work for me lets you pick a settlement to send them to, and Return the favor lets you have sex with them. If you give your captives new armor or clothing, they will continue to wear it if you send them to a settlement. If you didn't give them a new outfit, they will pick one up on their way to their new home. Configuration The MCM options are: Enable Mod - allows you to enable or disable the mod. Disabling the mod will only prevent new captives from spawning, it will not affect existing freed captives or ones who have been turned into settlers. Chance of first captive - determines the chance that there is at least one captive in a location Chance of additional captives - the mod scans the location for additional enemies, and this setting controls the chance that a captive will spawn near each enemy Chance captive is male - just like it sounds Animation duration - sets the duration of animations when you ask a captive you have freed to return the favor Protection Level - determines whether Captives are Protected, Essential, or have no protection and can be killed by anyone You can also enable or disable the use of any of the supported restraint mods that are installed, as well as devices placed by other mods. Requirements AAF is a hard requirement, the mod will not work without it. Mod Configuration Menu is required if you want to configure the mod. At least one of the following is highly recommended. The mod is really intended to work with all of them, as this will give you the most variety of devices: Torture Devices CRX - Workshop Crosses Prisoner Shackles ZaZOut 4 Repack - Install the version at this link, not the original. Version ZaZOut4 [REPACK] V0.0.3.3 or later is required. Credits and Thanks RayV12 for settlers from Rez's Settler Makeover veter75n for settlers from The new settlers a plus Overhaul vanilla @ZaZ for ZAP bondage ropes I converted from Skyrim, and for making ZaZOut4 @Oakern for making CRX - Workshop Crosses @Vader666 for making TortureDevices mlucke for making Prisoner Shackles @Gothuska for multiple translations of the mod Permissions This mod is only to be hosted on LoversLab and only under my account. You may not publish a fork or port of this mod, or a mod that uses this mod's code to reproduce substantial portions of its features or functionality, without my explicit permission. You may not publish patches for this mod that include any of this mod's code or modify its plugin without my explicit permission. You may not use any code from this mod in a closed-source project, a paywalled project, or a project offered for sale. You may publish translations of this mod, provided the translation is a patch that only replaces or modifies the portions of the mod required to make the translation. Your translation patch must indicate the version(s) of the mod that it applies to, and it must be hosted exclusively on LoversLab. You may use code from this mod in your own projects as long as you publish the source of your project, you allow others to use your code in a similar fashion, and you give credit where it is due. Any patches, forks, translations, etc, of this mod that were published before August 21, 2023 are assumed to be in compliance with these permissions. -
Version 0.20.1
8,302 downloads
Originally a personal mini-mod put together for a new playthrough it gradually grew with tweaks, fixes and some new functions so I decided to clean it up a bit and release as an alternative "flavour" of Abduction. Disclaimer - This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road TLDR: Makes it possible to clone NPCs Institute style and have the result work as a settler or basic follower Differences No edits to NPCs required - Eliminating both the risk of conflicts as well as making anyone abductable No DLC requirement - Works with any version Abduction collar removed - Tied to above, replaced with non DLC asset - the "DNA sequencer" Abduct and restrain perk actions removed - NPCs are now captured by having the DNA sequencer put in their inventory. Now any mod or way that makes it possible to access NPCs inventory like reverse pickpocketing or Knockout Framework can be used to capture with. Knockdown spell removed - No longer needed. For those who still want to abduct NPCs in a state of vulnerability there's the "Simple Abduction" mode will allow instant cloning of sleeping, bleeding out, restrained or paralysed targets Holotape menu removed - Added a MCM interface, the slow and clunky terminal interface is finally gone Perk toggle - Hotkey support added making it easy to make the actions only show when needed minimizing conflicts with other perks and mods Improved voice management - NPCs detected as settlement vendors, doctors or radiant quest targets will automatically be assigned a compatible voice. No more silent stare "conversations" Improved maintenance - Now completely event and on demand driven making it near instantanous and very resource friendly. Custom outfit system reworked - Only one variant is now supported but it should now work better with weapons If a function present in Abduction isn't mentioned above it's likely not included in this version, it's Lite after all. How to use Craft a DNA sequencer at any chem station Sneak it into a NPCs inventory That's it Notes No dialogue to trade or control NPCs - Default raider, gunner or other NPC voicetypes don't have support for much dialogue besides shouting combat stuff. To access their inventor and other functions make sure to have the perk option enabled and use the quick menu options instead. Keep in mind if the clone is recruited they'll have the basic follower dialogue options so if that's all you need use the perk to recruit them and then toggle it off again. Can't add weapon ammo to outfits - Since it's not possible to equip ammo and trigger the Event necessary for the outfit system to detect it you have to hand this out manually. There's also a console workaround by using the console command "player.equipitem ammoIdHere" to forcibly equip and get it added Weapons should spawn with a few bullets which is all they need for infinite ammo to work. Can't change the appearance - Due to the way clones work they'll always keep the appearance of the original. You can however edit the target before abduction (provided they support it) and that'll be passed on instead Resurrected NPCs are stuck in one place - Death will often screw up their AI but it can be fixed by targeting them in console and type "resurrect 1" NPCs walking away when editing appearance - Recruit them and tell them to stay put. Also keep in mind moving too close can trigger the default behaviour of moving out of the way. Also keep in mind editing resurrected NPCs before applying the stuck fix (see above) is a good idea since it keeps them in one place (Win10) Mod won't isn't loaded or don't work partially/at all - Try renaming the esp. Seems the word "abduction" is on some of Microsoft blacklist so it's blocked from loading properly 0.10.0 Notes below. Leaving this up in case someone wants to use the old version requiring edits. Offers more functionality at the risk potential conflicts with other mods changing the NPCs or reverting them back to hostile behaviour To get more diversity in your ranks of "volunteers" I highly recommend Unique NPCs and Better Settlers 2.0 Since I made this for myself I haven't tested it with any other mods or game mechanics than the ones I use. For example the arena fight system, Nuka World settlements and mixing non-abducted settlers with abductees isn't. Should these or other game functions not work with an abducted the only advice I can give is to unregister the NPC to release them from this mod and try again. Source included. Papyrus log keyword to filter for is "AbductionLite". Feel free to tweak or change things for your own use. This is a Loverslab only release, please do not upload this or modified versions elsewhere-
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- slavery
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Version 2.12.50 - 2020/04/25
381,198 downloads
Magno CUM Gaudio 2.12.50 (Extended Social Interactions) A modification that covers all the basics to properly sexualize your Fallout 4. Check it also for Skyrim Legendary Edition, HERE. MOD GUIDE: HERE! MOD FAQs: HERE! FOR MODDERS: HERE! WHAT IS THIS MOD? This is a jack of all trades mod regarding sex features. Its purpose is to cover all the basics features a reasonable man or woman would want regarding sex, in a coherent, consistent, fair and balanced way gameplay-wise, the goal is to give a simple all purpose mod for sex to use as a "dressing" for your vanilla gameplay. Due to its vanilla friendly and completely modular and customizable nature it can be paired well with almost any other good mod by simply adjusting its settings accordingly but it excels when used as the only main sexual mod in your load order. The primary focus of MCG is to expand the social interactions of the player with neutral, friendly and also enemy actors... because as you surely have noticed, Fallout 4 doesn't have many non combat activities, with MCG, instead, you can rely on solid gameplay and finally pretend to live the world, socially interact with the NPCs, make friends and lovers, recruit who you want as companion, stop in bars, play and flirt with npcs, date people, fear harassment, prostitute yourself, trade in slaves and much, much more... SUMMARY OF FEATURES REQUIREMENTS: All these requirements are mandatory ALL FALLOUT 4 ORIGINAL DLCS; F4SE: HERE MCM: HERE LOOKSMENU: HERE (already a requirement for AAF) AAF: HERE. AAF THEMES: HERE. You need to install all of them, this means that you need to install the Vanilla, Kinky and Creature themes. LEITO'S ANIMATIONS: HERE. SAVAGE CABBAGE ANIMATIONS: HERE. ATOMIC LUST ANIMATIONS: HERE. OPTIONAL REQUIREMENTS FOR ADDITIONAL FEATURES: These mods are not required to be installed, but you can expand MCG features if you install them: HUD FRAMEWORK: HERE. To have widgets of your Lust, Wear and Infamy levels (you may additionally need its patch for dev_UI, if you use it). AAF FAMILY PLANNING ENHANCED: HERE. MCG will make sure you not start a pregnancy if you start a kissing/hugging or foreplaying/masturbation from MCG. Also wearing a condom from FPE will prevent MCG diseases from sexual acts; WORKSHOP SYNTH PRODUCTION: HERE. Synths built using that mod will be flirtable and enslavable at will; CREATURE PACK RELEASE: HERE. (Valid for any other creature pack for AAF). MCG natively support sex with all actors in Fallout 4, you can have sex with any race of Fallout 4, including robots, bugs, animals etc... Stats will be always calculated and if you don't have an animation for a particular race MCG will play a fade to black instead, so you can still pretend to roleplay; RSEII: CSA - COMBAT SURRENDER AND ABDUCTIONS: HERE. MCG player defeat system is integrated with the abductions from CSA, with this when the player is raped defeated you can end being abducted after the rape. AAF BAD END ANIMATIONS: HERE. When you have this mod installed you can execute submitted or enslaved npcs using these amazing animations. And in addition, if you have the MCG Player defeat (Respawn system) enabled, you can enable the execution animations also for the player when you are defeated. AAF BP70s FALLOUT4 SEX ANIMS: HERE. Vanilla chaises can be activated to have sex on them with MCG. POLISTIRO'S PATCHES: HERE. AND AAF OVERLAY PATCHES: HERE. Only CumNWealth_Patches_Base.rar should be installed of AAF Overlay Patches; MCG can apply cum effects if the relative option in MCM debug page is enabled. This system has also a fail safe that remove Cum overlays of those two mods from the actors when the magic effect finish, in case AAF or LM fail. This means that this mod can have a similar function as the mod "Wash out that cum". Generally the more animations packs, the more XMLs patches and gender support you have the better, MCG is a mod that has a very free conception of sex, basically you can do sex with who or what the fuck you want. But if you don't have the animations for the actors you are planning to do sex with, MCG will replace it with a fade to black, it's up to you to find the AAF XMLs patches and animations that satisfy your gaming needs and set MCG settings accordingly. In particular orgy animations in the MCG mod requires genderless XMLs to fully work, if you don't have them it is suggested to set MCG to avoid orgies. INSTALLATION: (Optional for better performances): Disable Fallout 4 Papyrus logging, why and how to do it in THIS POST. Make sure all the requirements are installed correctly with all their dependencie, especially AAF and its XMLs patches if you use them. Download and install MCG FO4 v2.12.50. Do not unpack the .ba2 file of MCG, if you do it you will have to follow the for modders guide, in particular you will have to pay extra attention to not overwrite other mods scripts with MCG ones. If you use any of the mods in the list in the following spoiler, you must download and install MCG Compatibility Patches v2.12.50 to patch them, so they can be used with MCG without producing conflicts. Note that if you don't have any of the mods in that list you don't have to install these compatibility patches. (Optional for no kissing and hugging poses): download and manually extract the content of the "AAF" folder inside the archive "MCG_NoKissHuggingPoses" to your Fallout 4/data/AAF directory in your PC. The files with (Optional) mark are patches for mods that are not required to be installed, they are completely optional and you could install them if you like the changes they make to the original mods, see the suggested mod paragraph below for more info; Source files and MCG_Integration_Kit are for modders only and if you are not a modder you must not install those files. Once into the game remember that MCG when loaded the first time starts completely disabled, and you can activate it when prompted by the starting pop up message or later using the "START THE MOD" button in the MCM front page of the mod. Also note that the "Respawn system", "NPC-NPC random sex system" and the "Npc Initiative (approach) system" need to be manually enabled, each of them in the MCG Option hotkey menu after you activate the mod, if you want to use them: SUGGESTED MODS: These mod are not required and they are entirely optional, these are just my personal recommendation: FULL DIALOGUE INTERFACE: HERE. It's a very well done mod which also preserve the "prompt" part of the dialogues so you can also have "Text Replacement" like knowing exactly what are you going to pay for a prostitute, or a doctor in the MCG dialogues. FDI is a superior choice over XDI, which doesn't preserve the "prompt", but both are compatible with MCG; CWSS: HERE. Optional patch available in the download section of MCG change the buffs to be less OP and make them visible in pipboy, and also add support for the big CWSS showers to be used by MCG furniture selector for sex perk to have sex on them when planning sex. (Do not use this patch if you have other mods that rely on the original CWSS like the "Get Dirty" mod). COMPANION STATUS HUD: HERE. Optional patch available in the download section of MCG limit the hud widgets to ten followers and align the widgets to the right while scaling them down to be minimal, in addition you can show and refresh them pressing the RIGHT CTRL button or hide them by long pressing the RIGHT CTRL button; LIGHT EM UP 2.0: HERE. Optional patch available in the download section of MCG reduce the duration of nicotine effects and the quantity of cigarettes and cigars to be like similar mods from New Vegas and also replace the lit cigar and cigarettes model if you drop them to the LIT one instead of the original off one and other recently additions: Custom immersive animation for when using cigarettes with MCG (The animation can be enabled in the MCM of MCG, Debug page). The animation will play if the player is not in power armor, not in combat, with weapons sheated and generally when it is not sit in any furniture or vertibird. Once started the animation can be controlled using the Right Shift key to have a smoke, drop the cigarette or put it in your mouth. The advantage over other mods is that the animation doesn't lock the player movement. Ligth2.0 cigarettes, cigars and stogies are valid to be used in the "Relax Scenario CRIME AND PUNISHMENT: HERE. It's an awesome mod by the great Flashy - JoeyR that I highly suggest to enhance your gameplay. It is also integrated with some MCG mechanics thanks to some of its optional patches that you can directly download from that mod page. LOAD ORDER: Generally is not important but if you have the following mods make sure to put them after MCG so they'll have an higher priority: RSEII: CSA; INCOMPATIBLE MODS LIST: HERE! KNOW BUGS LIST: HERE! HOW TO UPDATE THE MOD: If you are updating a save to version 2.12.50 from version down to 2.7.30 you must unistall the previous version with a mod manager. Then install the new version with the mod manager and finally once in game you must stop and restart the "Npc Initiative system" and "Respawn system" (Player defeated features) if you use them. Updating from versions lower than 2.7.30 is not possible on the same game, in that case a new game is required. MOD STATUS: The mod is officially finished feature wise. Support for bug fixing will continue if needed. At the current time I have thoroughly tested this mod in my personal gameplay and fixed all I found but this doesn't mean that this mod will run perfect for all configurations out there since mods for Fallout 4 are counted by the thousands and frankly I cannot make this compatible with all of them, so stick with the instructions, always read everything in the mod guide and the FAQs and other materials I have provided you in the long period I developed this mod. CREDITS: BETHESDA CREW; For stealing my time. THE AUTHOR OF F4SE; Because some mods will just be impossible to code without it; DOC CLOX, VINFAMY AND CHOSEN CLUE; Because they started everything about sex in Fallout 4... ASHAL: Because of the best sexual framework ever seen on this planet, and because his work on Skyrim enabled me to make MCG for Skyrim LE on which this mod is based and ported from even with all the current limitation of FO4; CRAZY, LEITO, SAVAGECABBAGE,RUFGT: for fantastic animations! DAGOBAKING: Because of the AAF. HALSTROM: for AAF THEMES! FLASHY(JOE-R): For inspiring me in start modding Fallout 4 in the first place, and for RSEII abductions system! IGNOTUM_VIRUM: for letting me check his code for inspiration! LAZY GIRL and KENTINGTON: for inspiration in the cloning code; nKALEX: for sexout unethical deeds EE (WIP)! DOCTASAX: for sexout spunk! DKATRYL: for sexlab submit! ODESSA: for sexout wear and tear! GRAYUSER: for AAF Bad End Animations mod! EXPIRED6978: for LooksMenu! POLISTRO AND RIOT_PUNCH: for human and mutant looksmenu cum overlays! KENNEDYMADEIT: for AAF XMLs Extended! VIOXIS: for "Strap-on's of Fallout 4". PRA: for "Grave Digger". LEGAL: Downloading or any form of distribution or modifications of this mod is allowed only from LOVERSLAB SITE; You can use the source code, provided under license, to do everything you want in your mod, or you can make forks, changes to this mod and even upload your own version of this mod, but: You must mention me (Anghelos92) in the credits of your mod if you were inspired or used any code from me as I did for every author that inspired or helped me with this mod; You must provide your source code in the download section; Don't allow any child porn situation in your modification, of any kind even if this is a videogame; No priority given in terms of privileged support or limited exclusive temporal distribution of newest version to eventual Patreon or Donators of any kind; If I go "AWOL" from this site for more than a month and a reasonable amount of attempts to contact me have been negative, I authorize Loverslab Staff to take ownership of this very download topic from me and give it to any maintaner(s) of good will. DISCLAIMER: I do not condone any form of violence or sexual abuse in real life. The content of this mod is purely fictional as the game "Fallout 4" which modifies. The file here presented is allowed to be downloaded only by people with the legal age of their country of origin and capable of discerning fiction (as this game and this mod) from reality. CHANGELOG-
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View File Originally a personal mini-mod put together for a new playthrough it gradually grew with tweaks, fixes and some new functions so I decided to clean it up a bit and release as an alternative "flavour" of Abduction. Disclaimer - This is a very work-in-progress WIP project and as such comes with no guarantees or warranty regarding safety or function. Please make sure to read this description before deciding to use it and do not run it on that super important save you have no backups for or expect the mod to be uninstallable without problems either immediately or down the road TLDR: Makes it possible to clone NPCs Institute style and have the result work as a settler or basic follower Differences No edits to NPCs required - Eliminating both the risk of conflicts as well as making anyone abductable No DLC requirement - Works with any version Abduction collar removed - Tied to above, replaced with non DLC asset - the "DNA sequencer" Abduct and restrain perk actions removed - NPCs are now captured by having the DNA sequencer put in their inventory. Now any mod or way that makes it possible to access NPCs inventory like reverse pickpocketing or Knockout Framework can be used to capture with. Knockdown spell removed - No longer needed. For those who still want to abduct NPCs in a state of vulnerability there's the "Simple Abduction" mode will allow instant cloning of sleeping, bleeding out, restrained or paralysed targets Holotape menu removed - Added a MCM interface, the slow and clunky terminal interface is finally gone Perk toggle - Hotkey support added making it easy to make the actions only show when needed minimizing conflicts with other perks and mods Improved voice management - NPCs detected as settlement vendors, doctors or radiant quest targets will automatically be assigned a compatible voice. No more silent stare "conversations" Improved maintenance - Now completely event and on demand driven making it near instantanous and very resource friendly. Custom outfit system reworked - Only one variant is now supported but it should now work better with weapons If a function present in Abduction isn't mentioned above it's likely not included in this version, it's Lite after all. How to use Craft a DNA sequencer at any chem station Sneak it into a NPCs inventory That's it Notes No dialogue to trade or control NPCs - Default raider, gunner or other NPC voicetypes don't have support for much dialogue besides shouting combat stuff. To access their inventor and other functions make sure to have the perk option enabled and use the quick menu options instead. Keep in mind if the clone is recruited they'll have the basic follower dialogue options so if that's all you need use the perk to recruit them and then toggle it off again. Can't add weapon ammo to outfits - Since it's not possible to equip ammo and trigger the Event necessary for the outfit system to detect it you have to hand this out manually. There's also a console workaround by using the console command "player.equipitem ammoIdHere" to forcibly equip and get it added Weapons should spawn with a few bullets which is all they need for infinite ammo to work. Can't change the appearance - Due to the way clones work they'll always keep the appearance of the original. You can however edit the target before abduction (provided they support it) and that'll be passed on instead Resurrected NPCs are stuck in one place - Death will often screw up their AI but it can be fixed by targeting them in console and type "resurrect 1" NPCs walking away when editing appearance - Recruit them and tell them to stay put. Also keep in mind moving too close can trigger the default behaviour of moving out of the way. Also keep in mind editing resurrected NPCs before applying the stuck fix (see above) is a good idea since it keeps them in one place (Win10) Mod won't isn't loaded or don't work partially/at all - Try renaming the esp. Seems the word "abduction" is on some of Microsoft blacklist so it's blocked from loading properly 0.10.0 Notes below. Leaving this up in case someone wants to use the old version requiring edits. Offers more functionality at the risk potential conflicts with other mods changing the NPCs or reverting them back to hostile behaviour To get more diversity in your ranks of "volunteers" I highly recommend Unique NPCs and Better Settlers 2.0 Since I made this for myself I haven't tested it with any other mods or game mechanics than the ones I use. For example the arena fight system, Nuka World settlements and mixing non-abducted settlers with abductees isn't. Should these or other game functions not work with an abducted the only advice I can give is to unregister the NPC to release them from this mod and try again. Source included. Papyrus log keyword to filter for is "AbductionLite". Feel free to tweak or change things for your own use. This is a Loverslab only release, please do not upload this or modified versions elsewhere Submitter LazyGirl Submitted 01/20/2018 Category WIP / Beta Requires MCM
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