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  1. SL Widgets View File A plugin for iWant Status Bars to add sexlab related widgets to Skyrim. Supports 2 mechanics - Icons that have 9 stages and change dynamically - Icons that appear/dissapear on condition 113 icons included. MCM for flexible configuration Supported plugins: Stages: - vSLA SE (SexLab Aroused eXtended/SLAM) - Arousal and exposure icons - vApropos2 - w&t icons - vFill her up - cum icon - MME - milk and lactacid - PAF and MiniNeeds - piss and poop icons Toggles: - SexLab-Parasite - spider eggs, chaurus worms - Pregnancy: HentaiPregnancy, BeeingFemale, EggFactory, EstrusChaurus, EstrusSpider, EstrusDwemer, FM3 - cum inflation/ovulation/pregnancy - Defeat: SLDefeat - weakened (raped) Installation - Install as any other mod. SE version is esl based. (LE version - esp works for SE as well) - (Optional) Flexible icon configuration via SLWidgets MCM - (Optional) Save SLWidget properties via MCM (autopreload for new saves - inspired by Settings Loader Series) - (Optional) Configure icon placement/color/size in iWant Status Bars MCM. You can use multiple bars as well - (Optional) Use custom icons packs from download section. Just install as any other mode (dds icons only) Hard Requirements iWant Status Bars iWant Widgets PapyrusUtil Soft Dependencies Sexlab Aroused SE (any version will do, including SLAX) Apropos2 SE Fill her up Fertility Mod 3 HentaiPregnancy BeeingFemale EggFactory SexLab-Parasite EstrusChaurus EstrusSpider EstrusDwemer PAF MiniNeeds SLDefeat Incompatible mods: Affected indirectly by mods that impact iWant Widgets. Mods significantly altering hudmenu.gfx directly or via a hudmenu.swf file may prevent image display. Tested in different mod lists with multiple UI mods (Tsukiro/D&DDC) Customization: You can use your own icons. To do that put them into mod - \Interface\exported\widgets\iwant\widgets\library\.. folders. Just follow the naming convention already in place. Supported icon format is .dds. Image size 100x100. To convert you can use Gimp (pick bc3 compression/no mipmaps when exporting to dds). Notes on LE installation LE version of the iWant Status Bars/iWant Widgets is included in the fomod of the SE version. GitHub: https://github.com/crajjjj/slwidgets Thanks to: randomuser123two for the aroused icons markdf for the idea Saber2th for custom fhu icons coreoveride for fetus icon dragonlord217 for colon icons Tip jar : https://ko-fi.com/crajjjj Submitter crajjjj Submitted 09/06/2021 Category WIP / Beta Requires iWant Widgets, iWant Status Bars, PapyrusUtil Regular Edition Compatible Yes  
  2. Advanced Animation Framework View File What is this? The Advanced Animation Framework (AAF) provides a variety of tools for modders to play animations from a scalable number of animation packs. Additional behavior controls, relationship features, user interface elements (menus) and statistics tracking are also planned. AAF has a similar purpose and technical strategy to CE0's Skyrim mod OSA – Skyrim Ascendancy Engine. Download Location & Instructions In the interest of stream-lining management of the files and extended mod details, the main AAF file(s) are available on Nexus and the extended details are on the AAF wiki. There is a link in the downloads list to the Nexus AAF page shown as "31304". An LL focused installation and usage guide can be found here. Donations If you are interested in supporting this project, you can donate through my Patreon page. Submitter dagobaking Submitted 04/06/2018 Category Framework & Resources Requires Fallout 4 1.10.163, F4SE 0.6.21, LooksMenu 1.6.18  
  3. AhegaoAndy's Lewd Friendly Replacer View File This is my first mod... please don't murder me! What's This?!? This mod replaces the vanilla main menu loop with something a little more saucy. Did I mention that it's almost 9-minutes long? Now, instead of having to make a choice of only one sexy Fallout animation loop, you can enjoy almost 50 loops edit together into one beautiful sequence. So instead of actually playing the game, you can sit back and admire the master pieces created by SFM artists! What’s New In 2.0 Other than moving this mod to it’s new location I have replaced all of the S.P.E.C.I.A.L intros that can be played instead of the regular Bethesda Logo. I couldn’t replace the audio and so I tried to pick sequences that fit the original audio. That being said some, of them may not suit your taste. If you don’t want to see gore when you start the game, then manually download this mod and leave out the STRENGTH and ENDURANCE files. What's New IN 2.5 I tried to fix the lack of audio in the S.P.E.C.I.A.L intros. I removed some of the clips from the menu loop that I ended up using in the S.P.E.C.I.A.L intros so that there are no repeated animations. And I added a new clip to replace the Bethesda Logo intro. If you continue to have muted intros after installing this please let me know so I can try to fix it. If anyone knows where to find all the intro .xwm files, please let me know. Requires NOTHING :3 Installation I have provided a PDF called READ ME that contains the Download Link and a Decryption Key, as well as a lot of the information you are reading now. Just copy and paste the link to your browser, copy and paste the key, then click download! You should be able to drop the archive into any mod organizer, but if that doesn’t work then open it and drop the data folder into your Fallout 4 directory. When asked if you want to replace click yes… If that doesn’t work then go into C:>Program Files (x86)>Steam>steamapps>common>Fallout 4>Data>Video and delete the older MainMenuLoop file. I am happy to help troubleshoot issues you are having just keep in mind that I may not answer immediately. Don’t @ Me NONE OF THESE ANIMATIONS WERE CREATED BY ME!!! I found them on rule34 and edited/converted them to replace the game file. Why? Because I like UI mods but want variety instead of having to pick only one sexy clip. I did my best to keep artist’s watermarks in frame. There was no cropping done intentionally. I plan on making many updates to this mod, and I am hoping to fix the resolution of the video export so that all artists are represented. I may also try to add a list of links to the mod page or this document. I wanted video sequence to be as lore friendly as possible, so I only picked animations that fit the art style of the game. This did limit the number of clips I had to choose from. Please understand that while I may enjoy all the kinks represented, you might not. THIS SEQUENCE INCLUDES BEASTIALITY, FUTANARI, GORE, AND RAPE!!! This does not mean that I support any of these things outside of the game. IF ANY OF THESE TAGS ARE NOT FOR YOU DON’T DOWNLOAD IT!!! Final Words x.x This just a passion project of mine that I hope others can enjoy. I plan on adding more to this mod (replacing more of the vanilla videos, adding alternate sound/music, and fixing things that could be better). Please feel free to leave reviews, Ideas, and links to NSFW FO4 SFM clips. Once again, the real credit here goes to animators and artists, all I did was edit their art into a longer video. Also my Gifs thumbnails are apparently to big... So I will fix that on a later date. Submitter AhegaoAndy Submitted 04/13/2021 Category Sexual Content Requires Nothing :3  
  4. Version Version 2.0.0 (08102021)

    6,417 downloads

    A plugin for iWant Status Bars to add sexlab related widgets to Skyrim. Supports 2 mechanics - Icons that have 9 stages and change dynamically - Icons that appear/dissapear on condition 113 icons included. MCM for flexible configuration Supported plugins: Stages: - vSLA SE (SexLab Aroused eXtended/SLAM) - Arousal and exposure icons - vApropos2 - w&t icons - vFill her up - cum icon - MME - milk and lactacid - PAF and MiniNeeds - piss and poop icons Toggles: - SexLab-Parasite - spider eggs, chaurus worms - Pregnancy: HentaiPregnancy, BeeingFemale, EggFactory, EstrusChaurus, EstrusSpider, EstrusDwemer, FM3 - cum inflation/ovulation/pregnancy - Defeat: SLDefeat - weakened (raped) Installation - Install as any other mod. SE version is esl based. (LE version - esp works for SE as well) - (Optional) Flexible icon configuration via SLWidgets MCM - (Optional) Save SLWidget properties via MCM (autopreload for new saves - inspired by Settings Loader Series) - (Optional) Configure icon placement/color/size in iWant Status Bars MCM. You can use multiple bars as well - (Optional) Use custom icons packs from download section. Just install as any other mode (dds icons only) Hard Requirements iWant Status Bars iWant Widgets PapyrusUtil Soft Dependencies Sexlab Aroused SE (any version will do, including SLAX) Apropos2 SE Fill her up Fertility Mod 3 HentaiPregnancy BeeingFemale EggFactory SexLab-Parasite EstrusChaurus EstrusSpider EstrusDwemer PAF MiniNeeds SLDefeat Incompatible mods: Affected indirectly by mods that impact iWant Widgets. Mods significantly altering hudmenu.gfx directly or via a hudmenu.swf file may prevent image display. Tested in different mod lists with multiple UI mods (Tsukiro/D&DDC) Customization: You can use your own icons. To do that put them into mod - \Interface\exported\widgets\iwant\widgets\library\.. folders. Just follow the naming convention already in place. Supported icon format is .dds. Image size 100x100. To convert you can use Gimp (pick bc3 compression/no mipmaps when exporting to dds). Notes on LE installation LE version of the iWant Status Bars/iWant Widgets is included in the fomod of the SE version. GitHub: https://github.com/crajjjj/slwidgets Thanks to: randomuser123two for the aroused icons markdf for the idea Saber2th for custom fhu icons coreoveride for fetus icon dragonlord217 for colon icons Tip jar : https://ko-fi.com/crajjjj
  5. Hello, does anyone know which mod might be causing the skill values in certain UI screens (such as the lockpicking screen) to be displayed in decimal digits? Overall it's only a minor inconvenience but keeps annoying me, as it also clashes with other texts. I checked which of my mods are winning the conflcts for most hud/ui files, but didn't find anything related to this issue (Mostly SkyUI AIO Survival (SAS) CCSM Version). Since my modlist is rather big and the possibility of non UI related mods causing it exists, I was hoping someone else came across this behaviour and might help me to find the culprit. An example in case of the lockpicking screen is attached. But it is not limited to the lockpicking hud and also happens in any menu that displays the current used skill on the bottom bar (Crafting, Enchanting, etc.). Also the number of digits behind the "." varies depending on the skill, while the digits itself seem to stay the same. Thank you in advance for your answers.
  6. iWant Arousal Widgets View File A quick and dirty plugin for iWant Status Bars to add arousal and exposure widgets for SLAR. It currently only uses the default icons that come with iWant Widgets. If you happen to have some good icons to contribute, I'd love to incorporate them! There's no particular reason to think it's incompatible with Legendary Edition other than the fact that I made it an ESL. Submitter markdf Submitted 08/06/2020 Category WIP / Beta Requires iWant Status Bars, Sexlab Aroused Redux Regular Edition Compatible No  
  7. Version Beta 164

    230,683 downloads

    What is this? The Advanced Animation Framework (AAF) provides a variety of tools for modders to play animations from a scalable number of animation packs. Additional behavior controls, relationship features, user interface elements (menus) and statistics tracking are also planned. AAF has a similar purpose and technical strategy to CE0's Skyrim mod OSA – Skyrim Ascendancy Engine. Download Location & Instructions In the interest of stream-lining management of the files and extended mod details, the main AAF file(s) are available on Nexus and the extended details are on the AAF wiki. There is a link in the downloads list to the Nexus AAF page shown as "31304". An LL focused installation and usage guide can be found here. Donations If you are interested in supporting this project, you can donate through my Patreon page.
  8. Version 1.0.0

    534 downloads

    Custom Vault Girl loading wheel for New Vegas based on http://www.shadbase.com/vault-girl-by-gashi/ Original drawn by Gashi, based on the character by Shädman.
  9. Shädman Vault Girl by Gashi Loading Wheel View File Custom Vault Girl loading wheel for Fallout 3/New Vegas based on http://www.shadbase.com/vault-girl-by-gashi/ Original drawn by Gashi, based on the character by Shädman. Submitter Pandoran Coomer Submitted 07/26/2021 Category Models & Textures Requires  
  10. AhegaoAndy's Lewd Friendly Menu Loop View File This is my first mod... please don't murder me! THIS FILE MIGHT NOT WORK RIGHT NOW! I AM TRANSFERING IT OVER TO THE FO4 ADULT MOD SECTION! IT WILL STILL BE AVAILIBLE HERE FOR A TIME BUT THE NEWER FILE HAS MORE CONTENT SO I WOULD GO THERE What's This?!? This mod replaces the vanilla main menu loop with something a little more saucy. Did I mention that it's almost 9-minutes long? Now, instead of having to make a choice of only one sexy Fallout animation loop, you can enjoy almost 50 loops edit together into one beautiful sequence. So instead of actually playing the game, you can sit back and admire the master pieces created by SFM artists! Requires NOTHING :3 Installation I have provided a PDF called READ ME that contains the Download Link and a Decryption Key, as well as a lot of the information you are reading now. Just copy and paste the link to your browser, copy and paste the key, then click download! You should be able to drop the archive into any mod organizer, but if that doesn’t work then open it and drop the data folder into your Fallout 4 directory. When asked if you want to replace click yes… If that doesn’t work then go into C:>Program Files (x86)>Steam>steamapps>common>Fallout 4>Data>Video and delete the older MainMenuLoop file. I am happy to help troubleshoot issues you are having just keep in mind that I may not answer immediately. Don’t @ Me NONE OF THESE ANIMATIONS WERE CREATED BY ME!!! I found them on rule34 and edited/converted them to replace the game file. Why? Because I like UI mods but want variety instead of having to pick only one sexy clip. I did my best to keep artist’s watermarks in frame. There was no cropping done intentionally. I plan on making many updates to this mod, and I am hoping to fix the resolution of the video export so that all artists are represented. I may also try to add a list of links to the mod page or this document. I wanted video sequence to be as lore friendly as possible, so I only picked animations that fit the art style of the game. This did limit the number of clips I had to choose from. Please understand that while I may enjoy all the kinks represented, you might not. THIS SEQUENCE INCLUDES BEASTIALITY, FUTANARI, AND RAPE!!! This does not mean that I support any of these things outside of the game. IF ANY OF THESE TAGS ARE NOT FOR YOU DON’T DOWNLOAD IT!!! Also, I am sorry this is being uploaded in AAF mods. for some reason it wouldn't let me pick a categories in adult mods. If I ever get the chance to move it I will. Final Words x.x This just a passion project of mine that I hope others can enjoy. I plan on adding more to this mod (replacing more of the vanilla videos, adding alternate sound/music, and fixing things that could be better). Please feel free to leave reviews, Ideas, and links to NSFW FO4 SFM clips. Once again, the real credit here goes to animators and artists, all I did was edit their art into a longer video. Submitter AhegaoAndy Submitted 04/05/2021 Category Other Requires Nothing :3  
  11. View File Faster Mod Setup Notifications SE Supports Left, Centre and Right Notification messages. This mod can increase the amount of notification messages (or use vanilla settings) and makes them fade faster. Handy during mod setups This is based off this mod on Nexus but I didn't like the bright hud colours so I used the stock Interface assets https://www.nexusmods.com/skyrimspecialedition/mods/30170?tab=description Here are some timings with different settings (based on 261 active plugins).. messages stopped/disappeared 3:29 80 frames 3 shown 2:12 50 frames 3 shown 2:02 40 frames 3 shown 1:27 30 frames 3 shown 1:17 20 frames 3 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running) 3:09 80 frames 15 shown 2:05 50 frames 15 shown 1:51 40 frames 15 shown (I use this setting, a good balance I think) 1:21 30 frames 15 shown 1:02 20 frames 15 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running) You won't always get 15 spam messages during a playthrough unless your doing something to spam the notification messages (building a house etc) Tools Used: Jpexs - https://github.com/jindrapetrik/jpexs-decompiler Compatability: LE Version Here Don't know if it will work with LE, if somebody could test I'd be grateful Anything that does not touch "interface/exported/hudmenu.gfx" If you do have a mod that touches on it you can modify it (hudmenu.gfx or hudmenu.swf) yourself (might need to extract it if it's in a BSA). Steps To Modify Or Change Position: Open gfx or swf file in Jpexs ( if you get a "this uses assets from gfxfontlib.swf" just select no (twice). 1) In the left pane navigate to Scripts then click on Messages 2) In the far right pane click on "Edit P-code" and modify either the "MAX_SHOWN" (default 3) and "END_ANIM_FRAME" (default 80) to your choosing. 3) To change the position navigate to line 71 and change the x,y coords to your choosing 4) Press Save under the Pane, then Press Save on the main file menu voila your done. Submitter pinkfluf Submitted 06/12/2021 Category Regular Mods Requires Regular Edition Compatible No  
  12. Version 1.3

    993 downloads

    (text from SE page) But mod converted using LE vanilla Interface Assets and tested in LE Supports Left, Centre and Right Notification messages. This mod can increase the amount of notification messages (or use vanilla settings) and makes them fade faster. Handy during mod setups This is based off this mod on Nexus but I didn't like the bright hud colours so I used the stock Interface assets https://www.nexusmods.com/skyrimspecialedition/mods/30170?tab=description Here are some timings with different settings (based on 261 active plugins).. messages stopped/disappeared 3:29 80 frames 3 shown 2:12 50 frames 3 shown 2:02 40 frames 3 shown 1:27 30 frames 3 shown 1:17 20 frames 3 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running) 3:09 80 frames 15 shown 2:05 50 frames 15 shown 1:51 40 frames 15 shown (I use this setting, a good balance I think) 1:21 30 frames 15 shown 1:02 20 frames 15 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running) You won't always get 15 spam messages during a playthrough unless your doing something to spam the notification messages (building a house etc) Tools Used: Jpexs - https://github.com/jindrapetrik/jpexs-decompiler Compatability: SE Version here Anything that does not touch "interface/exported/hudmenu.gfx" If you do have a mod that touches on it you can modify it (hudmenu.gfx or hudmenu.swf) yourself (might need to extract it if it's in a BSA). Steps To Modify Or Change Position: Open gfx or swf file in Jpexs ( if you get a "this uses assets from gfxfontlib.swf" just select no (twice). 1) In the left pane navigate to Scripts then click on Messages 2) In the far right pane click on "Edit P-code" and modify either the "MAX_SHOWN" (default 3) and "END_ANIM_FRAME" (default 80) to your choosing. 3) To change the position navigate to line 71 and change the x,y coords to your choosing 4) Press Save under the Pane, then Press Save on the main file menu voila your done.
  13. Version 1.3

    2,069 downloads

    Supports Left, Centre and Right Notification messages. This mod can increase the amount of notification messages (or use vanilla settings) and makes them fade faster. Handy during mod setups This is based off this mod on Nexus but I didn't like the bright hud colours so I used the stock Interface assets https://www.nexusmods.com/skyrimspecialedition/mods/30170?tab=description Here are some timings with different settings (based on 261 active plugins).. messages stopped/disappeared 3:29 80 frames 3 shown 2:12 50 frames 3 shown 2:02 40 frames 3 shown 1:27 30 frames 3 shown 1:17 20 frames 3 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running) 3:09 80 frames 15 shown 2:05 50 frames 15 shown 1:51 40 frames 15 shown (I use this setting, a good balance I think) 1:21 30 frames 15 shown 1:02 20 frames 15 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running) You won't always get 15 spam messages during a playthrough unless your doing something to spam the notification messages (building a house etc) Tools Used: Jpexs - https://github.com/jindrapetrik/jpexs-decompiler Compatability: LE Version Here Don't know if it will work with LE, if somebody could test I'd be grateful Anything that does not touch "interface/exported/hudmenu.gfx" If you do have a mod that touches on it you can modify it (hudmenu.gfx or hudmenu.swf) yourself (might need to extract it if it's in a BSA). Steps To Modify Or Change Position: Open gfx or swf file in Jpexs ( if you get a "this uses assets from gfxfontlib.swf" just select no (twice). 1) In the left pane navigate to Scripts then click on Messages 2) In the far right pane click on "Edit P-code" and modify either the "MAX_SHOWN" (default 3) and "END_ANIM_FRAME" (default 80) to your choosing. 3) To change the position navigate to line 71 and change the x,y coords to your choosing 4) Press Save under the Pane, then Press Save on the main file menu voila your done.
  14. Version 2.0.0

    330 downloads

    Follower Health and Arousal Widgets Adds a small widget that displays follower health and optionally arousal. With options to enable/disable fading out, as well as customizable X and Y positions. You can also press a key that cycles through your followers, if you have more than 1. Technical Stuff Due to the nature of this mod, it runs quite often and could be considered fairly script-intensive. I've done as much as I can to minimize the script load, however if you're already running a script-intensive play through you may get stack dumps. The script normally runs every 5s by default, however during combat it runs every 0.1 seconds. Rates are customizable to your preference. If you're worried about script lag, consider using the health-only version - it's a lot faster. Requirements Requires the following mods: iWant Status Bars iWant Widgets LibFire SLA for Arousal version. You are free to use whatever scripts you like from my mod, so long as credit is provided. The arousal version of this mod is to remain exclusive to LL, and the general version is to remain exclusive to Nexus and LL.
  15. Follower Health Widget View File Follower Health and Arousal Widgets Adds a small widget that displays follower health and optionally arousal. With options to enable/disable fading out, as well as customizable X and Y positions. You can also press a key that cycles through your followers, if you have more than 1. Technical Stuff Due to the nature of this mod, it runs quite often and could be considered fairly script-intensive. I've done as much as I can to minimize the script load, however if you're already running a script-intensive play through you may get stack dumps. The script normally runs every 5s by default, however during combat it runs every 0.1 seconds. Rates are customizable to your preference. If you're worried about script lag, consider using the health-only version - it's a lot faster. Requirements Requires the following mods: iWant Status Bars iWant Widgets LibFire SLA for Arousal version. You are free to use whatever scripts you like from my mod, so long as credit is provided. The arousal version of this mod is to remain exclusive to LL, and the general version is to remain exclusive to Nexus and LL. Submitter BluByt3 Submitted 07/01/2021 Category Adult Mods Requires iWant Status Bars, iWant Widgets, LibFire, SLA Regular Edition Compatible No  
  16. Faster Mod Setup Notifications LE View File (text from SE page) But mod converted using LE vanilla Interface Assets and tested in LE Supports Left, Centre and Right Notification messages. This mod can increase the amount of notification messages (or use vanilla settings) and makes them fade faster. Handy during mod setups This is based off this mod on Nexus but I didn't like the bright hud colours so I used the stock Interface assets https://www.nexusmods.com/skyrimspecialedition/mods/30170?tab=description Here are some timings with different settings (based on 261 active plugins).. messages stopped/disappeared 3:29 80 frames 3 shown 2:12 50 frames 3 shown 2:02 40 frames 3 shown 1:27 30 frames 3 shown 1:17 20 frames 3 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running) 3:09 80 frames 15 shown 2:05 50 frames 15 shown 1:51 40 frames 15 shown (I use this setting, a good balance I think) 1:21 30 frames 15 shown 1:02 20 frames 15 shown (Faster but noticed some messages still appeared "your follower can't follow you here" so scripts still running) You won't always get 15 spam messages during a playthrough unless your doing something to spam the notification messages (building a house etc) Tools Used: Jpexs - https://github.com/jindrapetrik/jpexs-decompiler Compatability: SE Version here Anything that does not touch "interface/exported/hudmenu.gfx" If you do have a mod that touches on it you can modify it (hudmenu.gfx or hudmenu.swf) yourself (might need to extract it if it's in a BSA). Steps To Modify Or Change Position: Open gfx or swf file in Jpexs ( if you get a "this uses assets from gfxfontlib.swf" just select no (twice). 1) In the left pane navigate to Scripts then click on Messages 2) In the far right pane click on "Edit P-code" and modify either the "MAX_SHOWN" (default 3) and "END_ANIM_FRAME" (default 80) to your choosing. 3) To change the position navigate to line 71 and change the x,y coords to your choosing 4) Press Save under the Pane, then Press Save on the main file menu voila your done. Submitter pinkfluf Submitted 06/12/2021 Category Other Requires Special Edition Compatible No  
  17. Version 2.5.0

    5,975 downloads

    This is my first mod... please don't murder me! What's This?!? This mod replaces the vanilla main menu loop with something a little more saucy. Did I mention that it's almost 9-minutes long? Now, instead of having to make a choice of only one sexy Fallout animation loop, you can enjoy almost 50 loops edit together into one beautiful sequence. So instead of actually playing the game, you can sit back and admire the master pieces created by SFM artists! What’s New In 2.0 Other than moving this mod to it’s new location I have replaced all of the S.P.E.C.I.A.L intros that can be played instead of the regular Bethesda Logo. I couldn’t replace the audio and so I tried to pick sequences that fit the original audio. That being said some, of them may not suit your taste. If you don’t want to see gore when you start the game, then manually download this mod and leave out the STRENGTH and ENDURANCE files. What's New In 2.5 I tried to fix the lack of audio in the S.P.E.C.I.A.L intros. I removed some of the clips from the menu loop that I ended up using in the S.P.E.C.I.A.L intros so that there are no repeated animations. And I added a new clip to replace the Bethesda Logo intro. If you continue to have muted intros after installing this please let me know so I can try to fix it. If anyone knows where to find all the intro .xwm files, please let me know. What's New In 3.0 The Audio for the SPECIAL intros should finally work. huge thanks to @nb097 for figuring this out! Requires NOTHING :3 Installation I have provided a PDF called READ ME that contains the Download Link and a Decryption Key, as well as a lot of the information you are reading now. Just copy and paste the link to your browser, then download the file! You should be able to drop the archive into any mod organizer, but if that doesn’t work then open it and drop the data folder into your Fallout 4 directory. When asked if you want to replace click yes… If that doesn’t work then go into C:>Program Files (x86)>Steam>steamapps>common>Fallout 4>Data>Video and delete the older files. I am happy to help troubleshoot issues you are having just keep in mind that I may not answer immediately. Don’t @ Me NONE OF THESE ANIMATIONS WERE CREATED BY ME!!! I found them on rule34 and edited/converted them to replace the game file. Why? Because I like UI mods but want variety instead of having to pick only one sexy clip. I did my best to keep artist’s watermarks in frame. There was no cropping done intentionally. I plan on making many updates to this mod, and I am hoping to fix the resolution of the video export so that all artists are represented. I may also try to add a list of links to the mod page or this document. I wanted video sequence to be as lore friendly as possible, so I only picked animations that fit the art style of the game. This did limit the number of clips I had to choose from. Please understand that while I may enjoy all the kinks represented, you might not. THIS SEQUENCE INCLUDES BEASTIALITY, FUTANARI, GORE, AND RAPE!!! This does not mean that I support any of these things outside of the game. IF ANY OF THESE TAGS ARE NOT FOR YOU DON’T DOWNLOAD IT!!! Final Words x.x This just a passion project of mine that I hope others can enjoy. I plan on adding more to this mod (replacing more of the vanilla videos, adding alternate sound/music, and fixing things that could be better). Please feel free to leave reviews, Ideas, and links to NSFW FO4 SFM clips. Once again, the real credit here goes to animators and artists, all I did was edit their art into a longer video. Also my Gifs thumbnails are apparently to big... So I will fix that on a later date.
  18. Version 1.0.0

    2,233 downloads

    This is my first mod... please don't murder me! I AM TRANSFERING THIS FILE OVER TO THE FO4 ADULT MOD SECTION! IT WILL STILL BE AVAILIBLE HERE FOR A TIME BUT THE NEWER FILE HAS MORE CONTENT SO I WOULD GO THERE What's This?!? This mod replaces the vanilla main menu loop with something a little more saucy. Did I mention that it's almost 9-minutes long? Now, instead of having to make a choice of only one sexy Fallout animation loop, you can enjoy almost 50 loops edit together into one beautiful sequence. So instead of actually playing the game, you can sit back and admire the master pieces created by SFM artists! Requires NOTHING :3 Installation I have provided a PDF called READ ME that contains the Download Link and a Decryption Key, as well as a lot of the information you are reading now. Just copy and paste the link to your browser, copy and paste the key, then click download! You should be able to drop the archive into any mod organizer, but if that doesn’t work then open it and drop the data folder into your Fallout 4 directory. When asked if you want to replace click yes… If that doesn’t work then go into C:>Program Files (x86)>Steam>steamapps>common>Fallout 4>Data>Video and delete the older MainMenuLoop file. I am happy to help troubleshoot issues you are having just keep in mind that I may not answer immediately. Don’t @ Me NONE OF THESE ANIMATIONS WERE CREATED BY ME!!! I found them on rule34 and edited/converted them to replace the game file. Why? Because I like UI mods but want variety instead of having to pick only one sexy clip. I did my best to keep artist’s watermarks in frame. There was no cropping done intentionally. I plan on making many updates to this mod, and I am hoping to fix the resolution of the video export so that all artists are represented. I may also try to add a list of links to the mod page or this document. I wanted video sequence to be as lore friendly as possible, so I only picked animations that fit the art style of the game. This did limit the number of clips I had to choose from. Please understand that while I may enjoy all the kinks represented, you might not. THIS SEQUENCE INCLUDES BEASTIALITY, FUTANARI, AND RAPE!!! This does not mean that I support any of these things outside of the game. IF ANY OF THESE TAGS ARE NOT FOR YOU DON’T DOWNLOAD IT!!! Also, I am sorry this is being uploaded in AAF mods. for some reason it wouldn't let me pick a categories in adult mods. If I ever get the chance to move it I will. Final Words x.x This just a passion project of mine that I hope others can enjoy. I plan on adding more to this mod (replacing more of the vanilla videos, adding alternate sound/music, and fixing things that could be better). Please feel free to leave reviews, Ideas, and links to NSFW FO4 SFM clips. Once again, the real credit here goes to animators and artists, all I did was edit their art into a longer video.
  19. This can be easily done in TS4, but I can't figure out which file to make this change to in TS3. Playing in 4k requires a telescope to see all dialogue and options.
  20. Version 1.0.0

    1,983 downloads

    A quick and dirty plugin for iWant Status Bars to add arousal and exposure widgets for SLAR. It currently only uses the default icons that come with iWant Widgets. If you happen to have some good icons to contribute, I'd love to incorporate them! There's no particular reason to think it's incompatible with Legendary Edition other than the fact that I made it an ESL.
  21. I don't actually have the capability to make this on my own. I spew out ideas, but I have no modding experience in Bethesda games. Also, yes, I know there's no GECK. Still, what do people think? S.O.C.K.S+ Settler Overhaul: Characters, Kids, Skills + Perks, Functionality and Quality of Life and Other Stuff People want more out of their settlers. If you don't want more use out of the feckless masses wandering around your bases, this idea is not for you. If you are interesting in making those farm-fodder imbeciles do something other than mass produce glue, this may interest you. Obviously, there needs to be improvements in settler management. No-one is going to argue that the vanilla method of settler 'management' is optimal. In fact, sometimes it isn't even functional. And that's obviously an issue I would like to address, that everyone would like to address. For this reason, I'm not going into detail about fixing up the Settler assignment issue until later in this post. Settlers need to be useful. Sure, they are already, but no settler is any more useful than any another settler. You have no reason to care about them. So what if one dies? Ship in another from elsewhere, it's not like you lost anything. Even if you leave a settler farming for a year, they don't get any better. A guy on guard duty for a year won't give any more defence than a guy freshly assigned to a post. Wouldn't it be better if settlers got better at something the more they did it? If some settlers arrived with skills in one area? And finally, one of the least important mechanically, but most important in making your settlers people... Giving them names. Without names, settlers don't have identities. Simple as. There's no Ivan the Guard, with his room full of anti-tank mines, ammo boxes and gas masks. There's no Mrs. Mira, with her room decorated with a broken crib, littered with toys for a lost child. Of course, you decorated these rooms. But with names, you can give these settlers lives. You can give them histories and meanings. Characters, Kids and Skills Role Identifiers, Settler Job Types, Skills, Perks, Kids, Elders and Names Role Identifiers Names are all well and good, but they still won't tell you what a settler actually does. Not unless you remember the names of everyone in your settlements. To help this, role icons are added to help identify your settlers. Functioning like the "Legendary" and "Hard" enemy icons, role icons sit beside a settler's name to help you identify their role. ALTERNATIVE: Prefixes to names. However, this may not be compatible with randomly generated names, or overwrite them completely. Tracy Alex Dennis Additional Settler Job Types Mods will probably introduce new settler job types. For the sake of streamlining everything (and not becoming Dwarf Fortress), many jobs will share related skills. Hunters: Settlers that roam outside your settlement to hunt wildlife for food, or bandits for resources. These settlers will have their success and contribution measured off the same stat as guards, which is basically their ability to fight and shoot. Depending on where your settlement is (rural, farming settlements versus settlements near or in urban areas) your settlers may be more likely to encounter creatures or raiders. [Maybe some contribution from Scavenging too? Make Hunters a high end investment. Scavenger score = resource gained. Guard score = how safe they are doing it.] Raider Hunting: The reputation of your settlement grows, combat able settlers are more likely to spawn to join your settlement. Hunting expeditions return with weapons, armor, ammo and caps. However, they are also more risky and likely to result in the deaths of your hunters. It is advisable to sent out experienced hunters rather than green recruits. [This could raise the likelihood of your base being attacked by raiders.] Wildlife Hunting: Hunters return with food which adds to the settlement's food output (or stores, see FFS mod idea). They may also return with various herbs and fungi from the Wastelands found while hunting. Wildlife hunting is generally safer than raider hunting, except in high level areas. Cooks: Cooks are another method of boosting your settlements food production, except they function more as food multipliers. [Perhaps giving an additional 25% at base level] They do not PRODUCE any food, they simply convert the raw ingredients into meals far more nutritious than their constituent parts. Having a cook in a settlement producing only 8 food won't get you much - only 2 more production, so you'd be better off assigning them as a farmer. However, if your base produces 20 food, a base level cook will produce 5 food. They also make settlements happier, because everyone likes a warm, cooked meal. Scavengers: Scavengers already exist within your base. However, I suggest adding another Scavenger action type - sending them out to scavenge the nearby area for resources. It would be higher risk than the existing Scavenger role, but also produce more resources. The resources would be based on where your settlement is. [Guard skill increases their safety.] Rural Scavenging: Plants, herbs and lots of wood. Also some bits of metal, from the abandoned cars and whatnot littering the commonwealth. Urban Scavenging: Steel, aluminium and copper. Also some of the rarer resources (nuclear material, circuitry) at higher scavenging levels. Small amounts of wood, rarely. Entertainers: People that make your bases happier. Maybe they sing in the diner, or go around bringing everyone lemonade. Something to make it easier to raise happiness past that 80% mark. Who am I kidding. This is just mainly here for the mods people will make involving vertical poles from the ceiling. Settler Skills As mentioned earlier, settlers have skills which function as multipliers to their ability to perform their assigned roles. I propose a numbered value to their skills, spanning from 0 - 8. A score of '0' gives 0% increased output at their assigned role - they produce vanilla quantities. Alternately, it could be configurable for them to produce less than baseline amounts of a resource. It depends on how 'hardcore' you want your experience to be, or more appropriately, how laughably easy food production could get if you leave your settlers to specialise. As an idea, each point from 0 - 8 gives you an additional 25% production. So... 0 Skill - Value x 1.00 5 Skill - Value x 2.25 1 Skill - Value x 1.25 6 Skill - Value x 2.50 2 Skill - Value x 1.50 7 Skill - Value x 2.75 3 Skill - Value x 1.75 8 Skill - Value x 3 4 Skill - Value x 2.00 Maybe also a special ability at Rank 8. Farmer / Cook: I'm not sure if I should combine these two, but on its own Cook is too specialised. Anyway, this skill boosts your farmers ability to produce food from farming or cooking. How? The plants WERE producing this amount of fruit before, but most of them were inedible and disgusting. Through their careful learning of Garden-Fu, pest control, application of fertilizer and singing to their plants, your farmers are able to coax the plants to produce at their full potential. Max Rank Bonus: Plants produced are non-irradiated. Guard: Your guards produce extra guard-points when assigned to guard posts (which themselves need to be modded with more tiers and included gun placements to make them competitive with turrets). They are also less likely to die on missions outside your settlement and gain extra HP. Max Rank Bonus: Their presence causes a passive boost to the stats of units around them. Increased temporary HP, accuracy and damage? Scavenger: Finding more resources than normal when scavenging or on missions outside of your settlement. Max Rank Bonus: Scavengers can now find rare materials, such as Nuclear Material, Crystal, Circuitry and Fibre-Optics when scavenging. Entertainer: How happy they make people when assigned to an Entertainer role. Max Rank Bonus: Your Entertainer gains the 'Bubbly' perk, providing a happiness buff to people around them, even when they're not working. Trader: Increasing ranks means increasing amounts of caps available for the trader, and they make increased caps too. Max Rank Bonus: The trader now stocks rare stuff. They also have a chance to acquire rare items / resources while trading. Also, if they are sent on trading runs to major cities, they have a chance to come back with better-than-average settlers. Settler Perks Sometimes you get a settler with a rare Perk. This Perk is (usually) not related to any skills, but can combine with many for a distinct advantage to your settlement. You may want to carefully organise your Perked settlers around your various Settlements, or have them rotate through them providing their bonuses. Elder: Default perk for Elder assigned settlers. [i imagine settlers with old looking faces can still spawn, but unless tagged AS Elders, they are not elders] This settler passively gives the settlers around them increased exp gain. Child: Seeing children growing up in (ideally peaceful) settlements helps your settlers to believe that there is maybe some hope left in the world. Having a child around makes people happier. Teacher: This Settler boosts the Skill levelling rate of all other settlers assigned to the same role as themselves. Bubbly: Just being around this Settler makes people assigned to the same role happy. Their continual smile helps to brighten up everyone's day. Lucky: A random chance to return with extra rare items / resources / extra gold when scavenging or trading. Medic: Settlers are less likely to die, and recover faster from their wounds. It also makes people feel better knowing there's a doctor in the house. Fast Learner: This Settler gains exp faster than other settlers. Animal Friend: This settler is less likely to be attacked by animals. Decreased chance of being mauled to death by Yau Gai when gathering. Bad Past: This Settler used to run with the raiders. They know the gang signs, making them less likely to be killed by raiders when out and about. More Ideas: Anyone have mode ideas? Post 'em! Children and Elders Children: Occasionally, child settlers join your settlement. They don't really do much - they are limited to gathering and scavenging within the base (not scavenging patrols). However, having children in your settlements makes everyone feel better about the world. [No guarding or anything involving combat, as children are unkillable by default.] I wouldn't be surprised if they were prioritised for kidnapping events, though. Unsurprisingly, everyone gets very upset if you let the Settlement's kid die. Elders: Rarely, old folk join your settlement. How they've survived so long, you have no idea. But don't worry! They're going to tell all your settlers how they're still alive and everything they know. Just so long as they can settle down inside your base, and not go out on Raider-raids or hunting. With an Elder sharing all their stories, everyone learns what they're doing faster with the Elder's wisdom. Names Compared to everything else, Names have the least mechanical impact. But it's really nice to be able to identify and find your settlers. Randomly generate the names of new settlers for sweet, delicious immersion. Quality of Life, Other Interesting Stuff Settler Management, Raider Monitoring, Raid the Raiders, Wounds, Self Sufficiency, Guard Posts, Immersion Settler Management The most important thing that everyone seems to want. A way to manage what the bloody hell our Settlers are doing. To do this, you build a special object within your base (found in resources, like the Settler Bell) that allows you to manage your settlers. What is this special item? It's a desk. With folders on it. You sit at the desk, and a UI is brought up (looking like pages in a folder) that you navigate through to see information on your individual settlers (their role, their skills), current complaints and reports (X settlers joined, caravan returned, X gained skill level). Frankly, I imagine this would be one of the hardest things to make. I've heard that UI based stuff can be an absolute pain in the arse. I'll spawn a mockup of this idea in screenshots / photoshop... at some point. Maybe. Alternately: By assigning icons to settlers, this UI may not be needed. It should be clear who is idle and who has a job. Talk to Settlers: An extra option in the chat menu allows you to ask your peasants settlers what they are good at. A central pop-up (the type that pauses the game) appears with the info. Raider Attacks Overhaul, Raider Monitoring First off, I'd like to completely do away with the current useless system of base raiding and defence. Instead, replace it with an "aggressiveness" meter for the local raiders. Certain actions and resources will increase this meter, others can deplete it. Having a water purifier and a lot of stored food increases the raiders aggressiveness towards your Settlement - they're jealous. Sending hunters out to kill Raiders makes them angry. Caravans let them know you have money and resources, which they want. When talking to a Guard, you can ask them how things are. They will respond with a report on what the local area is like, specifically local raider / super mutant / whatever activity. Note that, apart from at the All Quiet level, attacks can happen at any time. Increasing aggressiveness links to the LIKELIHOOD of an attack, checking on a daily basis with an RNG based chance mechanic (or something). Each time you repel a raid, the chance counter resets and sticks at zero for a while. On triggering the raid chance, it does not happen immediately, but at a random point in the next 5 days. In an ideal world, it would also be possible to spawn single scouting raiders to approach your base. This serves no real purpose other than immersion - to watch your settlers cut them down as you stroll around your base. Maybe, if you have no defences or alert guards, these scouts can steal resources or sabotage equipment. "All quiet ma'am/sir." - No raider activity, no chance of a raid any time soon "Lookouts saw a little activity, but nothing much." - Under 20% raid chance. "They're scouting closer, but I don't think they'll attack yet." - 20-40% raid chance. "They're taking pot shots at our walls." / "They're getting cocky." - 40-70% raid chance. "We've seen them preparing for an assault, it can't be long now." - 70% upwards. Raid / Provoke the Raiders Counter-Raid: Are the raiders taking pot shots at your walls, but you don't want to wait for THEM to make the first move? No worries, take a selection of Settlers out and attack the nearest Raider base instead! A successful attack drops the raider chance back down again. Provoke: With loud speakers (now with an actual use!), blare out a challenge to the raiders. Come on, if you think you can! At 40%+ chance of Raider Attack, this will provoke the raiders to launch their attack on your base. Tower defence, anyone? Wounds Probably an option rather than a default feature. It's mostly for immersion and realism, and would likely be inconvenient to some. Then again, maybe it balances out some of the other advantages within the mod idea. Ideally, it comes in two flavours. Anti-Death Wounds: Settlers become wounded rather than dying. While wounded they are bedridden and cannot contribute to your settlement for a week. Having a Medic in the settlement reduces this down time. Combat Wounds: Settlers can become wounded if they take damage in raids or on missions. Depending on how harmed they are, they are bedridden for a few days (up to 4). Self Sufficiency Are you pissed off that your settlement will automatically fall if you aren't there to defend it? Even though you build enough turrets to give it 200 defence? I know I find the idea irritating! Settlements are given a percentage chance to survive and even repel attacks (although there may be a loss of life without you there, at least they don't ALL die) based on their defences. It's RNG, but at least there's a reward now for building enough defences for a base to fend for itself. Upgraded Guard Posts Guard posts are terrible. Really, really terrible. So, let's upgrade them to make the multiplier effect from Guard skill actually mean something - otherwise a rank 8 guard on a guard post still only produces 6 defence. So, let's strap a Vertibird minigun onto them! Minigun Guard Post: Gun Nut rank 2. The Guard Post contributes a defence score of 6 (or 18 in the hands of a Max Rank guard). Gatling Laser Guard Post: Gun Nut rank 2. Science rank 2. The guard post contributes a defense score of 10 (or 30 with a Rank 8 guard). Immersion - Miscellanious Area Markers: Place down special 'mats' on the floor that mark areas of your settlements as certain places. For example, mark your dining hall as such, and have the NPCs walk there in the morning and evening for their meals. Place a floor marker in the room you made to be a hospital, and have your wounded settlers carted in there. Designate an area as the 'recreational / relaxing' area, for settlers (and idlers) to relax. Designate a small area as YOUR ROOM, to keep the peasants from sleeping in your bed and using your chairs. Firing Range: Occasionally, settlers go here to shoot at targets and practice their marksmanship. [Maybe gain a very small amount of Guard exp] That's about it. Anyone else have any ideas? Are any of the ideas here impossible, impractical or unstable to mod?
  22. 1. XML basics XML, extensible markup language, is a meta-language that describes information by breaking it down into smaller elements using tags: <>. In itself, it does nothing. It just helps organize data. XML is often described in contrast to HTML - after all, a lot of its practical applications (and most guides) are related to web design. While HTML displays data, focusing on how it's supposed to look, XML describes the information, telling us what it consists of. If we ran an online shop, we probably hooked up our site to a database that holds everything there is to say about the different items in our inventory. Let's assume this was done in xml, and remember what kind of shop we'd probably run: <sex_store_inventory> <toys> <name>Jack Rabbit</name> <price>$59</price> <description>Ten-Speed Dual Action Vibrator</description> </toys> <toys> <name>Magik Mike</name> <price>$99</price> <description>7-Function Dual Action Vibrator with Rotating Ball Bearings</description> </toys> <gels> <name>Booty Eaze</name> <price>$15</price> <description>Anal soothing gel</description> </gels> </sex_store_inventory> In itself, listing our inventory in XML doesn't do anything, except wrap up the information in a plain-text format, divided in different elements according to the tags, ready to be used by software. <price> doesn't mean diddley to a browser, so our site software would need to be coded to use that intel and display it according to how we'd like that to happen. Maybe something like: <appealing images on the left here> Jack Rabbit $59 Ten-Speed Dual Action Vibrator <image> Magik Mike $99 7-Function Dual Action Vibrator with Rotating Ball Bearings <image> Booty Eaze $15 Anal Soothing Gel Or completely differently, who cares even. That's html's job. What's important is that, broken down to basic elements, the information is easily shared among different software and different versions approaching the display of it entirely differently, without the raw data becoming unusable, even if some software is coded not to use all the data, or when new intel is added. This is why it's called 'extensible'. If there were some sort of safety test for vibrators or some kind of rating that they passed, we could add that intel in new tags <FancyRating>yes</FancyRating> and the software wouldn't need updating in order to continue displaying the intel it already displayed before. 2. The rules of XML In XML you use tags to pretty much devise your own code language. It's up to you (or in our case Bethesda) what the tags mean. There are only a few pre-defined bits that simply needed special treatment because certain characters such as < and > are taken up by the language, ie they're already used for tags. Instead, we'd use < (lesser than) > (greater than) &quote; (quotation mark) and & (ampersand). Those are called entities, shortcuts really, and Bethesda uses entities of its own to refer to elements that are probably hardcoded. Eg boolean elements have values of &true; or &false. Because it's not really a language in its own right there's not much to remember when you read xml that isn't going to be a direct result of Beth's choices. Just that: a) All elements must be closed with a closing tag <tag>content</tag> or be a self-closing empty-element tag: <tag/> The latter is usually used in combination with attributes, see below. b ) Tags are case-sensitive and must be properly nested: <Tag> content </tag> : wrong <tag1><tag2> content </tag1></tag2> : wrong <tag1><Tag2> content </Tag2></tag1> : correctamundo c) all documents need to have a root tag: every document's structure starts with the one tag holding everything else. <A> <B> </B> </A> <C> </C> is incorrect because there are 2 elements, A & C, at root level. <A> <B> <D> </D> </B> <C> </C> </A> is correct. The relationship between different elements of an xml document is often described as a family tree. Elements on the same level of the hierarchy are called 'siblings'. An element containing another is the 'parent' to it, and the other one's its 'child'. Grandparents and grandchildren exist too. However, procreation happens asexually, what else is new, so there are no spouses or anything. ? d) some information about the element can be parked inside the tag itself rather than in a sub-element. When this is done, it's called an attribute. For instance, an element defined as text below is identified by a singular name using an attribute: <text name="NameOfTextElement"> </text> Information that's parked in an attribute tends to be that type of meta-information, something unique to the element that wouldn't benefit much from being listed as a sub-element. e) you can add a comment that won't be processed like this: <!-- mycomment --> 3. XML in Bethesda games: a schema Recap: Beth's pre-skyrim Gamebryo games have their menus and HUD components organized in elements inside XML documents. The elements and their hierarchy are translated into what to display on-screen by the game's own XML parser. For that, it applies meaning to elements, the tags and what's between them. XML supplies a loose syntax, Bethesda brought the vocab. And didn't quite publish a dictionary, so that could pose a problem for modding. That type of dictionary, telling us which tags in an XML structure are valid and meaningful, is what is called an XML schema. Luckily for us, some clever people on the CS wiki figured most of that out for us when it came to Oblivion. Of course we should always be cautious not to automatically assume that everything that worked in Oblivion does in FO3 or FNV, but I'll gladly follow their structure. It divides Bethesda's xml elements in roughly 3 major types: object elements, property elements, and operator elements. You can see them all in this excerpt from stats_menu.xml, lines 1415-1420: <image name="stats_hunger_meter"> <locus> &true; </locus> <filename> Interface\Stats\rad_meter_bracket.dds </filename> <zoom> <copy src="parent()" trait="zoom"/> </zoom> ... </image> The main element here declares that a new image component is added to the stats menu. These are what are called object elements, which introduce new objects to the menu or hud. As a matter of course, these are immediately given a name with the name attribute, so that operator elements and NVSE functions can refer to them. One level down, you can see that several things about this new component need specifying, such as which texture it uses (the <filename> tag), and its zoom percentage. Other properties included the dimensions and the position of the object element. Elements specifying the properties of object elements... are called property elements. Also known as traits. A lot of times the content of a property element can be an absolute value, either numeric or a string such as that filepath. However, these values can also be calculated during the game session, copied from the properties of other object elements and/or manipulated by mathematical and conditional elements. In the example above, the image's zoom percentage is copied from that of its own parent. Elements that perform such 'live' operations on property elements are called operator elements. They often involve the use of the src and trait attributes, in order to refer to another property. Src will most likely refer to an object element or something global, while 'trait' will refer to the property. There are cases of elements that fall a little outside of this overall division. One is the <include> element, which you can spot all over the vanilla files, inserting code from other documents, the obvious advantage there being that you can use the same code all over without having to type it again all the time: <image name="stats_headline_h1"> <include src="line.xml"/> </image> While we'll give you the rundown on the most commonly used object, property & operator elements in a minute, it's important to also point out that many documents may contain custom property elements. They're marked that way by starting them with an underscore. In themselves they're a mystery to the parser, but they can be referred to by name by operators and NVSE functions, and have operators as children, so they're good at holding values and doing intermediate calculations, in order to avoid longer formulas, and at interacting with your mod's scripts. Eg, again from stats_menu: <_meter_height> 38 </_meter_height> <!-- line 26 --> <height> <copy src="StatsMenu" trait="_meter_height"/> </height> <!-- various lines --> 3.1. Object Elements <rect> defines a rectangular region on the screen. In itself it won't be visible, but its own properties affect any children it has. In the example below, the text element that is a child to the rectangle element inherits the <systemcolor> property. <rect name="SneakMeter"> <id> &noglow_branch; </id> <systemcolor>&hudmain;</systemcolor> <width> 356 </width> <height> 34 </height> <text name="sneak_nif"> <width>128</width> <height>128</height> <justify>&center;</justify> </text> </rect> <text>, as you can imagine, defines a text component <image> defines a rectangular area that is to be filled with a texture. <image name="filled_checkbox"> <visible>&false;</visible> <alpha>0</alpha> <filename>Interface\Shared\Marker\glow_square_filled_small.dds</filename> <texatlas> Interface\InterfaceShared.tai </texatlas> <width>26</width> <height>26</height> <x>-20</x> <y>3</y> </image> <nif> defines an animation, and is used in loading_menu.xml, as well as for the breath meter in the hud: <nif name="BreathMeter"> <filename>Interface\HUD\AirTimer01.NIF</filename> <animation>Forward</animation> <visible>&false;</visible> <alpha>0</alpha> <width>64</width> <height>64</height> <systemcolor>&hudmain;</systemcolor> </nif> <menu> is the root element of menu-related xml files. <menu name="HUDMainMenu"> <class> &HUDMainMenu; </class> <stackingtype> &does_not_stack; </stackingtype> <visible>&false;</visible> ... and so on </menu> Other object elements encountered in vanilla include <hotrect> and <template>. As an object element, <template> probably serves a similar function as custom property elements do: holding intel that can be re-used elsewhere. That would make sense. Unsure about the difference between <rect> and <hotrect> (see stats_menu.xml). <template name="stats_list_template"> <hotrect name="stats_list_template_item"> <include src="list_box_template.xml"/> 3.2. Property Elements Property elements, or traits, define the properties of their parent elements. They can have literal values (numbers, strings, entities such as &true; or &false;), or consist of formulas that use operator elements. <width> 450 </width> vs <width> <copy src="screen()" trait="width" /> If an element contains 2 or more properties of the same type, the last one wins. If no property is defined in a context where it would be applicable, the standard value will be used, usually 0 or empty string. In-game, properties get updated if any of their properties change as a result of an engine calculation or a script command. For instance, changing a property with SetUIFloat or SetUIString will immediately reevaluate all properties that use it. a. size and position <x> and <y> define the position of the parent element on the x & y axis on the screen <width> and <height> should be self-explanatory <locus> is a boolean element. If &true; the x/y positioning of the element's children will be relative to that of the element, if not it will be absolute. b. rendering <visible> is a boolean that toggles on or off the display of an element, as well as that of its children. A hidden element can't be clicked or moused over but can still be activated through script. <alpha> is a numeric element that determines its parent's transparency, values range from 0 to 255 (normal, full visibility) <depth> is a numeric element that determines precedence for overlapping elements. The element with the higher value will be drawn on top. By default, children have higher depth than parents. <clips> is a boolean that makes sure that if the parent's <clipwindow> property is true, the child element will be hidden if it's outside of the parent's diemensions. <systemcolor> takes entities, mostly &hudmain; which stands for the hud's main, 'pipboy' color c. clicking & mousing over <target> is a boolean element that determines if an element (rect or image) will react to player input. If true, the mouseover property will be set accordingly by the engine and if the element has an <id> property, clicking on it will set it to 'clicked' and play the specified clicksound. <clicked> is a numeric element that's set to 1 by the engine for a single frame after the element is clicked by the mouse. <clicksound> is a numeric element that determines which click sound effect is played when the element is clicked. <mouseover> is another numeric element that is automatically set to 1 by the game engine when the element has mouse focus. It is set to 0 otherwise. d. properties unique to image elements <filename> specifies the filepath to the texture that the element will display, relative to the Data\Textures folder. <zoom> is a numeric element that specifies the zoom percentage. If larger than 100, it will magnify the source texture. If 0, it will hide the image. If -1, the image will be resized to fit the element's width and height instead of becoming cropped. <filewidth>, <fileheight> are read-only elements, set by the game engine to the actual width and height of the loaded texture (in pixels), after zoom has been applied. If zoom is -1, the value is 0. <tile> is a boolean element, if true and the width or height of the element is larger than the texture, 2 or more of the texture will be stacked together in a single image. <cropx>, <cropy> specifies the point of the texture that will be placed at the upper left-hand corner of the image. See here for an example. <texatlas> seems to refer to a .tai file, which unsurprisingly is a 'texture atlas', a file holding several textures. e. properties unique to text elements <string> contains the text that is to be displayed. <red>, <green> and <blue> are numeric elements that you can use to specify the color of the text. Ranges from 0 to 255. (These also work on images!) <font> is a numeric element that stipulates which font is to be used according to the fonts listed in fallout.ini. If missing or invalid, it'll default to font 1. <justify> is an element that specifies where the text begins relative to the element's x coordinate. Values are "&left;", "&center;" and "&right;". <wrapwidth> is the maximum width in pixels of the element. If the text exceeds this width it's split into multiple lines. <wraplines> is the maximum number of lines displayed. See here for potential advanced use of the elements <IsHTML>, <PageNum> and <PageCount>, which should allow the display of text divided in pages. f. properties unique to menu elements <class> specifies which internal menu class to use for handling in- and output to the menu. The values can be numeric and match the codes used by MenuMode, but are usually specified as entities matching the menu name, such as &HUDMainMenu; or &StatsMenu; If a value is entered that doesn't correspond to a menu class, the menu will open but not be updated or accept input. <stackingtype> determines whether or not the menu blocks the use of other menus or the gameplay controls when it's open. Most do block such interaction and are marked as "&no_click_past;". <menufade> specifies the duration in seconds of the fade in/out effect when the menu is opened and closed. A menu doesn't update or accept input while it's fading. g. general & misc <id> is supposed to be somewhat related to a menu's <class> tag, in that it specififes which part of the menu's own class system the element corresponds to for the purpose of updating and accepting player input. The examples on the Oblivion schema page are limited to menu types unique to that game, and it is unclear just how <id> functions in the context of various Fallout menus. <user#> : element types starting with user aren't normally part of the xml schema but can be recognized by specific menu classes. Like <id>, it seems their significance very much depends on the menu they're in. According to the talk page here, they seem to be meant as some sort of placeholders to be used instead of referring to a menu structure several levels down, which might be subject to modding. Other unexplained property elements are listed here. 3.3. Operator Elements a. how they work Operators perform certain operations on property elements, using either literal values <rect> <!--object--> <x> <!--property--> <copy> 10 </copy> <!-- operator: 'copy' is necessary if you'll perform further operations --> <add> 5 </add> <!--operator--> </x> </rect> or other properties as their second operand, with the 'src' and 'trait' attributes in a self-closing tag: <rect name="thiselement"> <x> <copy> 10 </copy> <add src="anotherelement" trait="y" /> </x> </rect> Multiple operations are possible on the same property, and they are performed from top to bottom. If you need a different precedence instead, you can nest them: <rect name="thiselement"> <x> <copy> 10 </copy> <add src="anotherelement" trait="y" /> <mul> 2 </mul> <add> <copy> 10 </copy> <div src="anotherelement" trait="x" /> </add> </x> </rect> b. possible values for 'src' The most direct way of referring to another property to perform an operation with is to simply state its name. <rect name="firstrect"> <x> 10 </x> </rect> <image name="firstimage"> <x> <copy src="firstrect" trait="x" /> </x> </image> However, there are also 'relative' ways to refer to other properties, using values for 'src' that include me, parent, sibling(name), and child(name): <y> <copy src="me()" trait="x" /> </y> sets an element's y position to the same as its x position <x> <copy src="parent()" trait="x" /> </x> sets an element's x position to that of its parent <width> <copy src="sibling(siblingsname)" trait="width" /> </width> sets an element's width to that of a specified sibling. If the name of the sibling's omitted, it defaults to the sibling defined directly before it. Child follows the same syntax in that you need to specify a name, but it will also find grandchildren and below. If multiple children, grandchildren etc exist with the same name, the last one specified in the xml will be chosen. Lastly, src can also refer to certain global properties, most notably by using "screen()" and "io()". In the example below, a hud element is positioned at the far right of the screen, by setting its x position to the width of "screen()", minus the element's own width: <image name="thisimage"> <width> 300 </width> <x> <copy src="screen()" trait="width" /> <sub src="me()" trait="width" /> </x> </image> io() is probably an abbreviation for input/output, as it tends to serve as a means of communication between the xml parser and the game's geck scripts. Properties copied from io can be set in geck script with SetUIFloat and SetUIString. Pretty important, if you plan to toggle elements or position them using geck script and possibly MCM settings. <visible> <copy src="io()" trait="_MyModVisible" /> </visible> means that the HUD component described by this element will be visible, if the custom property "_MyModVisible" has been toggled on with SetUIFloat in my script: SetUIFloat "HudMainMenu\_MyModVisible" 1 c. common operators Math operators: <add>, <sub>, <mul> and <div> should be self-explanatory. Also available are <mod> (modulus) and <rand> (random number between 0 and the contents of <rand> </rand>) Logical operators, all returning the entities &true; (standing for the number 2), or &false; (1, or any other number): <onlyif> and <onlyifnot> condition the element before them. <systemcolor> <copy> &hudmain; </copy> <onlyifnot> <copy src="io()" trait="_MyModAltColorTrait" /> <eq> 1 </eq> <!-- superfluous, really --> </onlyif> </systemcolor> <and>, <or>, and <not> should be fairly familiar. When it comes to comparing numbers to values, we have <lt> (lesser than), <lte> (lesser than or equal to), <gt> (greater than), <gte>, <eq> (equals), and <neq> (not equal). <min> and <max> set the property value to, respectively, the minimum or maximum of itself and what's between the tag. <x> <copy src="parent()" trait="x" /> <min> 200 </min> <!-- will be 200 or less --> </x> 4. Conclusion All this was ever meant to be was a guide in how to read UI-related xml files. Even understanding xml syntax and most of Beth's vocab, it still takes some dogged perseverance to make sense of the more complicated menus, but at least it should give you a chance. Reading is obviously a prerequisite for ever hoping to write one, and that'll be the focus of another tutorial.
  23. I was trying to remove all of the UI elements possible and got stuck with the health/stamina/magicka bars. There should be a way of informing the player how much of each of these stats the character has, like shading the screen like some games does. I don't know how well it would work, but it could go like this: Health: Adds more blur as health lowers; or screen receive a red tint at the edges; or both. Stamina: Adjust the sound of breathing as stamina lowers Magicka: This one I don't know!
  24. hi Im trying to display the current value of a skill level in an item description or as a seperate text below the item description in skyui. afaik thats almost impossible and only doable with swf interface edits but I cant find any information how to do stuff with that in the internet. only that I can open swf files and look at them and change stuff. well I dont know how I get variables with the SWF file from the game and display them. Frostfall did get some variables from the game and displayed it in the itembox in the inventory. Or is there any other way to do this. Also I cant find any helpful stuff of skse that would help me with that. I know basic programming stuff (basic knowledge of C#) it should be a small mod for the total conversion Enderal
  25. I have an issue as the title says, plus one more, during sex animation, just before it begins, my HUD appears, normally it was invisible for better immersion (I guess that's default for SexLabs) and also when I hit my skip to next part of the animation button, my character randomly stands up and goes back to the animation, didn't happen before, I have a hunch it was cause of Pregnancy Mod, but I doubt it? Please someone help
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