Jump to content

[AAF] - Flashy Depreciated Mods Repository (RSE and Autonomy)


Recommended Posts

[AAF] - Flashy Depreciated Mods Repository (RSE and Autonomy)

View File

A repository of unsupported mods for Fallout 4, by Flashy(Joer).

 

Includes:

 

[FOURPLAY] - RSE v4.0 All-In-One

 

[AAF] - RSE v4.0 All-In-One

 

[AAF] - RSE Elements Vol.1 - Combat Surrender and Abductions (as stable as can be)

[AAF] - RSE Elements Vol.2 - Advanced Needs (as stable as can be)

[AAF] - RSE Elements Vol.3 - Karma System with Bounty Hunters, Jail, Stalkers and Nudity System (noted issues with Stalkers remain outstanding)

[AAF] - RSE Elements Vol.4 - Brothels and Prostitution (as stable as can be)

[AAF] - RSE Elements Vol.5 - Shenanigans, Arousal and Relationship System (noted issues with relationship system)

[AAF] - RSE Elements Vol.6 - RCO (noted issues with quest stages not progressing)

[AAF] - RSE Elements Vol.7 - Fetishes, Afflictions and Perversions (Monster Cock Lover is irreparably broken)

 

[AAF] - Autonomy Enhanced (Stable and better than Elements Vol.5, for those looking for just NPC/NPC sex action ingame)

 

[AAF] - Advanced Needs: Settlement Solutions (stable as fuck and changes the 'settlement' game in awesome ways!)

 

**NOTE** Do not install RSE All-In-One at the same time as the Elements mods. They are more or less the same thing. Elements contain VAST improvements of the All In One version of RSE and are simply parts of RSE spun out into their own smaller mod.

 

**NOTE** Do not install Autonomy Enhanced if you have RSE All In One installed, as it contains a vastly superior version within in. Also, do not install Autonomy Enhanced with RSE Elements Vol.5 installed, as again, that mod has a vastly superior version of autonomy built into it. Essentially, you should really only install Autonomy Enhanced if you dont use RSE at all.

 

**NOTE** Settlement Solutions modifies Minutemen scripting on quests! The mod limits the total settlements you can own. It does NOT require you to have RSE Elements Vol.2 - Advanced Needs to be installed. Features new random events and player capable farming (no need for settlers to do it, you can do it yourself - perfect for survival mode thematic playthroughs without settlers). You can read about this mod HERE. Note the version available on Nexus is identical except it does not have an AAF component to it's random events. If you want the adult rated version, the mod hosted here is the one you want. You do not need to use the settlement limiter if all you want is player farming! When the mod starts, it asks if you want to use settlement limits - just say no and the game continues as it always did with the added bonus of the player farming and the added random events (crop infestations, feral hordes and raiders coming into settlements looking for tribute).

 

None of these mods are supported. None of your bug reports will be addressed.

 

These mods are provided for historical purposes only, for those looking to add them back into their games or to experience them for the first time.


 

Link to comment

Thanks for this Flashy. This game is not the same without RSE, still good, but not the same. Currently running vol 1,2(nexus),3,4 and 7. I have a slight problem with a brothel quest. I am supposed to deliver an unwanted infant to Clements, but as I am infamous, I have to first go through the usual routine, and after Clements just talks his usual crap and I can't give him this annoying unwanted infant. Is there a console command to end the quest? Since it seems to block further brothel quests. 

Link to comment
On 5/4/2019 at 7:19 PM, fobbadabalaba said:

Thanks.

Will this thread be left open to ask others for help?

 

Absolutely.

22 hours ago, tjuebussen said:

Thanks for this Flashy. This game is not the same without RSE, still good, but not the same. Currently running vol 1,2(nexus),3,4 and 7. I have a slight problem with a brothel quest. I am supposed to deliver an unwanted infant to Clements, but as I am infamous, I have to first go through the usual routine, and after Clements just talks his usual crap and I can't give him this annoying unwanted infant. Is there a console command to end the quest? Since it seems to block further brothel quests. 

I don't know the quest off the top of my head. Id suggest looking in Fo4Edit and finding it - you'll see its name in the list. Once you have it, just use the console to complete it. - don't STOP it, as that'll stick it in your quest list and you wont be able to get rid of it.

 

In fact, I stopped being lazy and went to see what the quest is called for you.

 

Open the console and type: completequest RSE_Brothels_Radiant_UnwantedBaby

 

You could event go so far after that to type: ResetQuest RSE_Brothels_Radiant_UnwantedBaby

 

That'll flag it as done and remove it from the Pipboy and put it back to a reset state so that it can run again later. Then, look in your inventory for UNWANTED INFANT and drop it ~ its useless at this point and does nothing. Its not an actor type form or anything, its more a MISC ITEM, so a set piece, useless, unwanted. ;)

Link to comment

Will these work with the new versions that are coming out?  In other words, If I install the new Volumes 1 and 3, and then install the rest of the old ones (excluding the old volumes 1 and 3, of course), will they play nice with each other, or are there too many differences for that to work properly?

Link to comment
8 hours ago, Malystraza said:

Will these work with the new versions that are coming out?  In other words, If I install the new Volumes 1 and 3, and then install the rest of the old ones (excluding the old volumes 1 and 3, of course), will they play nice with each other, or are there too many differences for that to work properly?

For clarity, RSE Elements Vol.1 and Vol.3 that you can download here are the same as the ones you can download in the standalone threads.

 

That said, if you want Elements, download any that you want from this download post - they will be the most recent releases and will play nice-ishly with one another. Hope that answers your question.

Link to comment
12 hours ago, acturia said:

Its good that you did this. A few weeks ago I was wondering where these mods went. 

I originally wanted to rework some of the other Elements, hence why they went offline, so that I could consolidate and bug fix them, but other things have come up that make that a little improbable just now, so... Im making what once was available, available again.

Link to comment
2 hours ago, Henrique said:

Thank you !

You're welcome...

 

But if I were you, I wouldn't get too used to playing with RSE. ;)

Link to comment
9 hours ago, Flashy (JoeR) said:

You're welcome...

 

But if I were you, I wouldn't get too used to playing with RSE. ;)

Flashy you confuse, worry and excite me :D
 

First Malia thread disappears then this, I don't know what to feel ?

Link to comment
23 minutes ago, The Pig said:

Flashy you confuse, worry and excite me :D
 

First Malia thread disappears then this, I don't know what to feel ?

Since this was always the plan and work on it was under way quite some time ago AND since I am nearing phase one completion... I suppose this will have to do to arouse speculation and excitement.

 

RSE2.jpg.d222b367924611efcf84ca05055aa1ab.jpg

Link to comment
3 hours ago, Flashy (JoeR) said:

Since this was always the plan and work on it was under way quite some time ago AND since I am nearing phase one completion... I suppose this will have to do to arouse speculation and excitement.

 

RSE2.jpg.d222b367924611efcf84ca05055aa1ab.jpg

Well.... now i'm really exited :D

Link to comment
17 minutes ago, The Pig said:

Well.... now i'm really exited :D

I'm at work, on my phone, at the moment, so won't go into a lot of details just now, but I will say this to tide people over until such a time as I'm ready to unveil it completely: I took lessons learned from the RSE "all in one" experiment and the RSE Elements experiment. Took what was good and improved on it. Looked at what was missing and added it. Looked at what was done wrong or was broken and fixed it.

 

RSE II will be a paradigm shift in the RSE ecosystem. Detailed information will follow in the coming days.

Link to comment

Not asking for a bug fix, and Flashy doesn’t have to respond, but..... (I would be nice ☺️?)

 

ive been using this load order to install mods and improve game play.   I just recently had to do a reinstall of the whole game because of my son liking flashy lights on my computer.  

 

The problem is my old copy of RSE 4.0 is just boinked.  Only certain parts are working.  CSA, solicitations, and abductions, are working.  Basic/advanced needs and ador won’t work.  

 

Thankfully, a kind sole re-uploaded some mods to help and I got basic/advanced to work, but of course I had to switch to all his elements (except #1 was sure if it was the NSFW or SFW version).   Even with the nudity ring, I still don’t get the infamy messages.  

 

So I am just wondering if anything in this load order is conflicting with your fabulous mod.

 

 https://www.nexusmods.com/fallout4/mods/23556

Link to comment
4 hours ago, fobbadabalaba said:

Not asking for a bug fix, and Flashy doesn’t have to respond, but..... (I would be nice ☺️?)

 

ive been using this load order to install mods and improve game play.   I just recently had to do a reinstall of the whole game because of my son liking flashy lights on my computer.  

 

The problem is my old copy of RSE 4.0 is just boinked.  Only certain parts are working.  CSA, solicitations, and abductions, are working.  Basic/advanced needs and ador won’t work.  

 

Thankfully, a kind sole re-uploaded some mods to help and I got basic/advanced to work, but of course I had to switch to all his elements (except #1 was sure if it was the NSFW or SFW version).   Even with the nudity ring, I still don’t get the infamy messages.  

 

So I am just wondering if anything in this load order is conflicting with your fabulous mod.

 

 https://www.nexusmods.com/fallout4/mods/23556

Load order is outta my league mate, so sorry about that - I can be honest and say I havent launched the game to legitimately play it over a year. Someone else might be able to assist though. All I can say is that if RSE Elements Vol.3 is not installed, a lot of stuff wont work. As for conflicts, again, no idea... I havent added a new mod to Fallout, drumroll, in over a year.

Link to comment

RSE2.jpg.457beb2af481fbe0819f9f2cac77a34e.jpg

 

 

I know some of you have questions. I know this seems like something exciting. So let me address some items in a very high level manner, just to give you some insights.

 

RSE II is the next iteration in the RSE line of mods. It will, at least that is the hope, replace both the original RSE All-In-One mod and the RSE Elements experiments. Both were important, even if they were ultimately frustrating for you due to bugs, compatibility and those ever-constant clean saves that used to be required. But between the very first days of RSE, back in October of 2017, up to and including the most recent RSE Elements, a lot of new skills were learned, a lot of new observations were made. Improvements, bug fixes, all of it led to this point - a complete understanding of what worked and what didn't in each version of the RSE ecosystem of mods that came out up to this point.

 

The big thing about RSE All-In-One was that it was a unified framework, more or less, though really, it was just a massive overhaul of the game. But there was an underlying framework in that each element of RSE could draw upon the same forms natively, actioning or blocking as required by function. But RSE suffered one critical flaw (aside from the myriad bugs) - it was just too fucking big. And let's face it, not everyone used 100% of RSE all the time. It was a resource hog, it slowed down mid-to-low end PCs. There was just too much going on.

 

And that gave rise to RSE Elements, where I split out the functions of RSE into their own micro mods, centering on specific modules within RSE. This made them more usable, in that 1) I had a chance to fix some major problems with RSE, 2) since they were smaller, they worked a lot better and 3) you no longer had to go for everything when you really only wanted one or two functions. But therein lied the Elements biggest fault. Bethesda's interoperability does not function as advertised and believing in the CK wiki, I set about to use soft dependencies to interlink the various elements, so they would talk to one another. This proved to be the biggest failing of the Elements experiment. Yeah sure, they had some new toys that RSE didn't, but they just didn't feel the same, didn't change the game in the same way. The interoperability proved fatal to Elements because it forced people to install components they may not have wanted to install and without that (ahem: looking at you Elements Vol.3), a lot of functionality become unusable.

 

And the way Elements were made was also a problem - at the time, I thought it would save time, that I could manage to fix it all in smaller chunks. But that proved slightly on the false side too. How I built Elements was I took RSE v4.0, made a copy of it and then said, okay, I want to make the CSA mod. I loaded the v4.0 copy into FO4Edit and literally removed all of the forms within RSE that didn't touch the combat surrender or abductions stuff. Then, I resaved the newly created RSE Elements Vol.1 - CSA. After, I went into the CK with that trimmed down mod, reworked some of the quests, dialogues, packaging and used the original scripting to baseline correct functions.

 

You can see the problem, yes? What I thought was saving time ended up being nothing more than a bandaid to fix outstanding RSE problems. In truth, I should have continued with the All-In-One RSE and never tried the Elements experiment.

 

But then, I never would have learned as much as I'd like to think that I have. I would not have been forced to look at both releases, seeing the best and the worst in them and figuring out how to build on the good and completely correct the bad. And so, that brings us to...

 

RSE II: The Second Cumming.

 

RSE II is modular, much like Elements. But unlike Elements that had no unifying framework, RSE II has a framework, a prerequisite .ESM that contains all of the common forms that RSE would need to use to provide intercommunication between modules. This resources esm file contains global variables, actor values, keywords, factions, sound effects, idle animations, common meshes that RSE would need to draw upon across multiple mods. It has baseline functions within it that do nothing on their own, unless you call upon them to do what they are built to do. Essentially, the resources file is simply a library of stuff that I can draw upon, to use, to action with or to block action, as I see fit, within the various modules of the RSE II ecosystem.

 

Because I built RSE II from the ground up with the resources file first, it is scalable. I can add functionality and controls to it, as required. I can activate or shut parts of it down, as needed, though to be honest, this shouldnt be required since the functions are latent and do nothing unless they are told to do something.

 

One thing I have done for the resources esm is to add a karma system into it. It does nothing in and of itself. It simply accepts input from a calling mod and then returns a karma point total. Thats all it does. It doesn't call stalkers, it doesn't call bounty hunters, hell, it doesn't make your settlers give you a cold beer after a hard day's work killing raiders. All it does is sit quietly, waiting for someone to send it a value and then it hands back a results. In a nutshell.

 

For those interesting in seeing the Karma Script and it's documentation / uses and how to call upon it, open the spoiler:

 

Spoiler

Scriptname RSEII:RSEII_KarmaScript extends Quest

Group Globals
    GlobalVariable Property RSEII_Karma_Negative auto
    GlobalVariable Property RSEII_Karma_Positive auto
    GlobalVariable Property RSEII_Karma_Total auto
EndGroup

RSEII_KarmaScript Function GetScript() Global
    return (Game.GetFormFromFile(0x0000174D, "RSE_II_Resources.esm") as Quest) as RSEII_KarmaScript
EndFunction

;-------------------------------------------------------------------------------------------------------------------------------------------
; Example sending positive karma from a mod - RSEII:RSEII_KarmaScript().PositiveKarma(2.50,"Being angelic", true, true)
; This will add 2.50 to the positive karma pool, pop up (Good Karma earned for being angelic) as a click messagebox.
;-------------------------------------------------------------------------------------------------------------------------------------------

Function PositiveKarma(Float fValue = 1.00, String sReason = "good behavior", bool bShowNotice = false, bool bMessageBox = false)
    Float Positive = RSEII_Karma_Positive.GetValue()
    Float Temp = Positive + Math.Abs(fValue)
    RSEII_Karma_Positive.SetValue(Temp)
    If bShowNotice
        If !bMessageBox
            Debug.Notification("Good Karma earned for "+sReason+".")
        Else
            Debug.MessageBox("<p align='justify'>Good Karma earned for "+sReason+".")
        Endif    
    Endif
    UpdateKarmaTotal()
EndFunction

;-------------------------------------------------------------------------------------------------------------------------------------------
; Example sending negative karma from a mod - RSEII:RSEII_KarmaScript().NegativeKarma(1.00,"Being a dick", true, false)
; This will add 1.00 to the negative karma pool, print out (Bad Karma earned for being a dick) as a 2 second notification.
;-------------------------------------------------------------------------------------------------------------------------------------------

Function NegativeKarma(Float fValue = 1.00, String sReason = "bad behavior", bool bShowNotice = false, bool bMessageBox = false)
    Float Negative = RSEII_Karma_Negative.GetValue()
    Float Temp = Negative + Math.Abs(fValue)
    RSEII_Karma_Negative.SetValue(Temp)
    If bShowNotice
        If !bMessageBox
            Debug.Notification("Bad Karma earned for "+sReason+".")
        Else
            Debug.MessageBox("<p align='justify'>Bad Karma earned for "+sReason+".")
        Endif    
    Endif
    UpdateKarmaTotal()
EndFunction

;----------------------------------------------------------------------------------------------

; update karma point total
; call from your mod with - RSEII:RSEII_KarmaScript.GetScript().UpdateKarmaTotal()
;----------------------------------------------------------------------------------------------
Function UpdateKarmaTotal()
    Float Positive = RSEII_Karma_Positive.GetValue()
    Float Negative = RSEII_Karma_Negative.GetValue()
    Float Total = Positive - Negative
    RSEII_Karma_Total.SetValue(Total)
EndFunction

;----------------------------------------------------------------------------------------------

; reset positive karma points to zero
; call from your mod with - RSEII:RSEII_KarmaScript.GetScript().ResetPositiveKarma()
;----------------------------------------------------------------------------------------------

Function ResetPositiveKarma()
    RSEII_Karma_Positive.SetValue(0.00)
EndFunction

;----------------------------------------------------------------------------------------------

; reset negative karma points to zero
; call from your mod with - RSEII:RSEII_KarmaScript.GetScript().ResetNegativeKarma()
;----------------------------------------------------------------------------------------------

Function ResetNegativeKarma()
    RSEII_Karma_Negative.SetValue(0.00)
EndFunction

 

Unlike the old Infamy System in RSE or the Karma System in Elements, you can specify how much to add to either positive or negative karma (you must always send a + value, but in case you don't the karma script corrects it to absolute value anyways), update the total karma point count, or reset the positive OR the negative total. In that you, you have control over how your mod deals with player actions. And of course, since you are updating a count and getting back a result, your mod can then create functions to do literally anything you want, based on the player's actions and karma. Want to make your own stalkers mod? Go for it. Bounty Hunters? Cool beans! Make your own methods for resetting negative karma to 0? Absolutely. This one small little script lets YOU decide how to deal with the karma total and you decide what causes the karma to rise. The power of this little script in the resources ESM is that it allows ALL of your mods to potentially draw on the same pool - meaning, for an example, RSE II's CSA mod could add negative karma if you sexually assault a surrendered victim and that increase in negative karma could affect an outcome in someone else's mod just because the negative value got too high. And because you use the framework, you can flag when your mod has player focus and that will prevent all other mods using the framework from trying to highjack the player, creating conflicts or bugs, but more on that later...

 

Starting to see the power of having a unified framework yet?

 

Also, and this one is still ongoing, but I am building basic needs directly into the ESM resources file. It too sits latent and awaits a trigger in order to action. For example, a calling mod could say, hey, Nate ate something an hour ago and has been running ragged ever since; let's send him for a poop. Call the function in the resource ESM, and Nate will go poop, sending the all clear back to the calling mod, so that you can action on that appropriately.

 

And there's the kicker and Im sure some of you are seeing it now...

 

RSE II will be open to ANYONE to create their own Realistic Salacious Encounter. All of the methods you will need to make that work, both for your own mod and within the to-be-released official RSEII mods, are there and more importantly, since they will share a common master file (and you MUST use the resources ESM as a master file to your mod), the forms are NATIVE to each mod using the resource file as a master. No more need for shitty intercommunication / interoperability hooks that don't work as advertised.

 

I say again - RSE II will be open for ANYONE to make their own RSE-esque mod. And even though it is intended for me, as a resource ESM, anyone can use it, even those mod authors out there that are not the biggest Flashy(Joer)/RSE fans - gasp! I know! But it's true, for some odd reason they exist! Just because the resource ESM is used doesn't mean one needs to make their mod an RSE mod. But having a common resource that is able to action or block action within ALL Lover's Lab Fallout 4 sex mods is something that is sorely lacking. For now, but not much longer. Whether or not anyone else uses that as the advantageous thing it is, well, that is up to them. Just think about it... being able to prevent RSEII mods from doing something because your mod is in the middle of one of it's functions. And because its a shared master, RSEII mods can prevent your mod from starting a function when one of it's own is in the middle of running. No more inter-mod conflicts with quests and AI packages. Everything will be able to talk back and forth, saying, "Hey, I'm doing something right now, so you cannot. When I'm done, I'll flag that Im done and you'll be able to do your thing later.". Imagine that, with two mods by two different mod authors, who NEVER have to coordinate or communicate with one another about that potential conflict/bug, maybe because one of the mod authors hates the other one. Imagine its not just two mods and two mod authors who benefit from this? Imagine it's ALL the mods here and ALL of the mod authors. THAT is the power of the RSE_II_Resources.esm file.

 

So, what does the resource ESM contain? Well, at the moment that is a small amount of items, as I am in the midst of finalizing the first official RSEII mod. But this list will absolutely grow as I built more and more functionality into it.

  • RSEII contains a faction that is flagged as ALLY to itself, so that you can pacify ANYONE, immediately, just like in CSA.
  • RSEII contains keywords that block approaches, block nudity check, flag if the player is engaged in a function you don't want to interrupt.
  • RSEII contains global variables to govern the karma system.
  • RSEII contains a well-documented script for the karma system functions (with source code!)
  • RSEII contains a handful of commonly used idles, such as surrenders, hostage, bondage, bathroom, clapping, pointing, whistling, etc.
  • RSEII contains sound effects for whistling, bathroom and being sick.
  • RSEII contains a vomit triggering function, replete with my vomit .NIF file.
  • RSEII will soon have a fully functional bathroom trigger function, gender appropriate, with effects and fluids/deposits.
  • RSEII will feature methods in their function calls to allow or disallow items you do not wish to use in said function.
  • IE: If you dont want to see poop or pee, you will be able to flag the resource ESM to not use it.
  • IE: If you dont want the player to see notifications when they receive karma points, just send flags across the call to block that from happening.

Basically, RSE II's resource ESM was made to bring back the original RSE's unified framework, but also allowing it to be modular the way RSE Elements was.

 

And the RSEII_Resources.ESM file is 100% original - nothing from the original RSE is present in it, aside from animations and sounds. And that bring me to...

 

The First Official RSE II Mod: Combat Surrender and Abductions

 

Unlike RSE Elements, as you saw above, that repurposed 90% of the original RSE forms and code to make it work, RSE II's build of CSA is 100% original, started from scratch. And it is in process of completion as I write this. It is not quite the CSA you are used to. Sure, it has a lot of the same functionality, but it is also 100% coded FROM SCRATCH, using the original code as a baseline for research and identifying problem areas. RSE II's CSA not only allows the player to surrender (as well as companions), but it also allows your enemies to potentially surrender too. And now, every single enemy that surrenders can be spoken to, without fail. You have three hostiles surrendered? All three of them will interact with you, every single time, unlike older RSE functions where it was simply broken and didn't work most of the time. Not only that, but I have reintroduced strength in numbers, meaning hostiles just dont surrender because you shoot them below a health threshold - if there are more of them than your party, the odds of them surrendering are slim. The more you whittle them down, the greater the odds they will. Not only that, but interacting with surrendered hostiles now has a four-pronged menu system for those interactions, wherein you can choose exactly how you want to deal with them. Want a non-violent outcome, like robbing them? Doable. Want a violet outcome, like slitting their throat? Doable. Want to assault them in a carnal way? Doable. Want to open their inventory and give them a slave collar? Doable. I have gone over CSA and redone the entire thing, as far as I have gotten because let's face it, RSE's CSA is a complex piece of code weighing in at 100kb compiled - almost the same size as some of Bethesda's biggest game governing scripts.

 

And the best thing about RSE II's CSA? It no longer has cell-edit overrides! It will be able to sit ANYWHERE in your load order without conflicts! About fucking time, right?

 

Do I have an ETA on this?

 

No. The resources ESM is pretty much good now, aside from final tweaks on the bathroom stuff. CSA is about 25% complete. I wont give ETAs because that is the worst thing that I can do. I am working on this, when I have time. Between the new job and other IRL things, I have only small amounts of time to work on this stuff. But I do, as time and opportunity permits. And also, I wont release even one part of it until I am sure CSA is solid. Who knows? It could be next month, at the end of summer or it could be next week. I just don't know and I don't want to make promises on anything. Because let's face it... my track record on releasing stuff I work on is spotty at best. But for RSE and for RSE's fans, I'm at the least going to give it my all, Small recompense for two years of your support and for the two years of RSE-related headaches you've endured.

 

I can say for certain that the RSE_II_Resources.esm will be the first to release, just in case anyone wants to start unifying all of their own Lover's Lab mods under a common sex-mod framework, whether they are fans of me/RSE or not, whether their mods are actual sex mods or not - a common framework can prevent all sorts of potential cross-mod issues from arising even if it just to use the basic "PlayerIsInScene" keyword to block all other mods from actioning while yours is in control. @anghelos92 @Halstrom @EgoBallistic @Jahem_kinkaid @stobor @ignotum_virum @Reginald_001

 

(No offence, and apologies if I missed anyone - I believe this is the list of current and applicable mod developers for LL adult content)

 

RSE II and the unified sex-mod framework it includes is going to kick all kinds of ass. #justsaying

 

 

Link to comment
5 hours ago, Flashy (JoeR) said:

Load order is outta my league mate, so sorry about that - I can be honest and say I havent launched the game to legitimately play it over a year. Someone else might be able to assist though. All I can say is that if RSE Elements Vol.3 is not installed, a lot of stuff wont work. As for conflicts, again, no idea... I havent added a new mod to Fallout, drumroll, in over a year.

Ok..... 

 

Are all of these mods on LL the NSFW versions?

 

 

Also, which version of FPE works best with RSE elements??  AAF 79 FPE or the AAF FPE 2.201?

Link to comment
3 minutes ago, fobbadabalaba said:

Ok..... 

 

Are all of these mods on LL the NSFW versions?

 

 

Also, which version of FPE works best with RSE elements??  AAF 79 FPE or the AAF FPE 2.201?

All the mods in this download are the NSFW versions, yes. As for FPE, use the newest one from EgoBallistic - it is an amalgamation of all of the various FPEs.

 

 

 

Link to comment
1 hour ago, chinbobble said:

the idea and path you are taking this on is so sorely needed. hopefully the other creators will jump at the chance run through a unified framework. most welcome news. good luck in your continuing development of what is truly an essential mod

I was going to point you to the other thread, but I see you found it :)

 

And cheers mate! Appreciate the kindness!

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use