Search the Community
Showing results for tags 'super mutants'.
-
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
- 1,447 replies
-
33
-
Commonwealth Captives More Female Captives View File V1.0.6 Fixes some errors and injection issues, and makes it a tiny bit more efficient.. This patch will add a total of 137 updated original and new female captives. It also adds a total of 38 male captives. The original 24, which have not had their looks updated and 14 new males. All 175 captives all have names and you'll also be able to see what they are wearing in the trade menu. Which means you can strip them naked if you wish. It's an ESL flagged ESP so it wont take up a mod slot. +++++++++++++++++ Little details. IF you want the captives to look like the screen shots, you'll need to have Valkyr Female Face and Body Textures installed. (at least the face textures) You may notice that some females look a lot like others. For example Noelle & Hope are pretty close to being twins, which in this case they "were". But one of them has been replaced by a Synth that was intercepted and memory wiped, not 100% successful, by the Railroad. Then captured by the bad guys... cause the RR is not very good at getting them out of the Commonwealth. These Synths may or may not be easy to spot, but will drop a Synth component on death. You might find an long distance Synth observer, the eyes give it away, or a moral Synth like Lucia, always grinning. You might even find a male Synth or two. Requirements: Commonwealth Captives and its requirements. Credits: @EgoBallistic for his awesome mods and his patients with my shenanigans. Change Log: Submitter izzyknows Submitted 09/07/2021 Category Sexual Content Requires Commonwealth Captives
- 157 replies
-
5
-
Version 1.12
243,428 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. -
TTW Super Mutants & Ghouls fix - SexoutNG View File UPDATE! - Mod now include a fix to DC Ghouls after noticing that sexout always returned invalid actor when trying to have fun with Super Mutant in DC, I tried to find why and noticed that when TTW 3.2 was released they changed the default SM folder to a new one, So I tried to override the mutants to use the older nif files and now I can have sexy time with Mutants. This also changes FO3 AWOP Super Mutants and also the invisible Super Mutants from some Mods like (TTW QuestOverhaul + additions and Fertile Breader DC) Requirements: Tale of Two Wastelands 3.2.x AWOP4FO3 Includes a version that doesnt require AWOP4FO3 mod Attention: This was not tested extensible so it could have broke things because of the change of skeleton and the nif files, report if any anything wrong and I will take a look if I can Fix Note: New file Includes two esp files, use only one and the version AWOP4FO3 version if you have it. Submitter x3kmak Submitted 07/30/2019 Category Other Requires AWorldOfPainFO3.esm, TaleOfTwoWastelands.esm
- 12 replies
-
1
-
- sexoutng
- ttw questoverhaul
-
(and 4 more)
Tagged with:
-
Version 1.0.6
66,710 downloads
V1.0.6 Fixes some errors and injection issues, and makes it a tiny bit more efficient. This patch will add a total of 137 updated original and new female captives. It also adds a total of 38 male captives. The original 24, which have not had their looks updated and 14 new males. All 175 captives all have names and you'll also be able to see what they are wearing in the trade menu. Which means you can strip them naked if you wish. It's an ESL flagged ESP so it wont take up a mod slot. +++++++++++++++++ Little details. IF you want the captives to look like the screen shots, you'll need to have Valkyr Female Face and Body Textures installed. (at least the face textures) You may notice that some females look a lot like others. For example Noelle & Hope are pretty close to being twins, which in this case they "were". But one of them has been replaced by a Synth that was intercepted and memory wiped, not 100% successful, by the Railroad. Then captured by the bad guys... cause the RR is not very good at getting them out of the Commonwealth. These Synths may or may not be easy to spot, but will drop a Synth component on death. You might find an long distance Synth observer, the eyes give it away, or a moral Synth like Lucia, always grinning. You might even find a male Synth or two. Requirements: Commonwealth Captives and its requirements. Credits: @EgoBallistic for his awesome mods and his patients with my shenanigans. Change Log: -
View File This mod born from a request in adult section Info: It add female SM with their own body, face, armour and voice to mutants levelled lists. All assets come from Female Super Mutants mod, go endorse it. The only thing I didn't add from original mod was gore and Strong meshes. Any mods that change SM Race and levelled lists will need a patch. Added Redux version, new female Nightkins and Glowing, I consider it an Alpha because of one bug (see bugs below) Dependencies: The Redux version need Super Mutants Redux Installation: Unzip it to Data folder Keep Redux version below Super Mutants Redux Bugs: There is one issue that bugs me in Alpha version (at least in my game), in 100 mutants, 25 are males other 25 are females and then things get confused, 25 Female Named Mutants have Male Body and 25 Male Named Mutants have Female Body, at the moment I'm not understanding what is causing this, the females created are completely stand alone, they don't get nothing from males and didn't touch vanilla males, the only thing that came to mind is some script is responsible for 50% of the spawns and make some mix of templates, the Vanilla mutant race is marked as ungendered and I removed that flag. I suspect the version 1.2 have the same bug. Request: Can someone make improved textures for body and face, please? Future improvements: The main file will have names corrected but unless someone make improved textures (If I find what make the body swap it will be corrected),I'll consider it finished. When I was making the patch for 'Super Mutants Redux' I noticed that I could make one Add On to make a few more females with those new textures (Nightkin and any other retexture), so, the next version will only work with Super Mutants Redux . Available. Credits: HarmonicaBlues aka Lord Buffquad MrCasual aka Buffscale McThundertail Submitter 0acme0 Submitted 07/14/2016 Category Body Replacers Requires
- 41 replies
-
- female
- super mutants
-
(and 2 more)
Tagged with:
-
Version v1.2
6,842 downloads
This mod born from a request in adult section Info: It add female SM with their own body, face, armour and voice to mutants levelled lists. All assets come from Female Super Mutants mod, go endorse it. The only thing I didn't add from original mod was gore and Strong meshes. Any mods that change SM Race and levelled lists will need a patch. Added Redux version, new female Nightkins and Glowing, I consider it an Alpha because of one bug (see bugs below) Dependencies: The Redux version need Super Mutants Redux Installation: Unzip it to Data folder Keep Redux version below Super Mutants Redux Bugs: There is one issue that bugs me in Alpha version (at least in my game), in 100 mutants, 25 are males other 25 are females and then things get confused, 25 Female Named Mutants have Male Body and 25 Male Named Mutants have Female Body, at the moment I'm not understanding what is causing this, the females created are completely stand alone, they don't get nothing from males and didn't touch vanilla males, the only thing that came to mind is some script is responsible for 50% of the spawns and make some mix of templates, the Vanilla mutant race is marked as ungendered and I removed that flag. I suspect the version 1.2 have the same bug. Request: Can someone make improved textures for body and face, please? Future improvements: The main file will have names corrected but unless someone make improved textures (If I find what make the body swap it will be corrected),I'll consider it finished. When I was making the patch for 'Super Mutants Redux' I noticed that I could make one Add On to make a few more females with those new textures (Nightkin and any other retexture), so, the next version will only work with Super Mutants Redux . Available. Credits: HarmonicaBlues aka Lord Buffquad MrCasual aka Buffscale McThundertail-
- female
- super mutants
-
(and 2 more)
Tagged with:
-
Version 1.1.0-b
4,689 downloads
UPDATE! - Mod now include a fix to DC Ghouls after noticing that sexout always returned invalid actor when trying to have fun with Super Mutant in DC, I tried to find why and noticed that when TTW 3.2 was released they changed the default SM folder to a new one, So I tried to override the mutants to use the older nif files and now I can have sexy time with Mutants. This also changes FO3 AWOP Super Mutants and also the invisible Super Mutants from some Mods like (TTW QuestOverhaul + additions and Fertile Breader DC) Requirements: Tale of Two Wastelands 3.2.x AWOP4FO3 Includes a version that doesnt require AWOP4FO3 mod Attention: This was not tested extensible so it could have broke things because of the change of skeleton and the nif files, report if any anything wrong and I will take a look if I can Fix Note: New file Includes two esp files, use only one and the version AWOP4FO3 version if you have it.-
3
-
- sexoutng
- ttw questoverhaul
-
(and 4 more)
Tagged with: