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Posted
On 9/11/2026 at 8:59 AM, deathmorph said:

A thumbs up is not enough. Therefore, thank you again for taking my wishes into consideration. 🍻

 

I never paid attention before, but I just noticed that there are no more empty bottles being returned..

 

The MCM feature is a good idea. I packed all the clothes I needed to take off into a box, keeping only my shoes and wedding ring on. Tampon, Pip-Boy (it's in the inventory from the Pip-Boy removal mod), and the hidden NAC-X menu; after exiting the MCM, I got a notification that the settings were being applied. I enabled it for the washing mod and AAF.

 

  Reveal hidden contents

2026-09-1119_24_43-Fallout4.png.bbe6aed46739b51ada8c81ef7fc94d8f.png


There is one thing I didn't quite understand, though - perhaps due to the language barrier: once activated, can the list of items not to be removed only be modified, rather than disabled entirely?

 

In this version of MWoW, empty water bottles are only returned if you use the Give Me That Bottle mod.  If the other mods have empty bottles, I didn't see them.

 

I don't want to disable the no strip formlist because the default version of it already has some items in it.  If you want to remove your items, just redo the MCM process when you don't have those items in your inventory.

 

I see you have a pistol still showing during washing.  I assume it is carried in an external holster?  Or does a mod simply allow it on the hip like that?

 

 

Posted (edited)
19 hours ago, GrimGrim31 said:

If the other mods have empty bottles, I didn't see them.

 

The "Give me the Bottle" mod caused issues for me (and others, according to the comments) and was replaced by "Give me the Bottle Rehydrated". "Give me the Bottle Rehydrated" is not compatible with the old GMTB, as it is a different mod with a similar name. It seems the old "Give me the Bottle" mod is no longer supported either - the last update was in 2017.
I use the "Classic Holstered Weapons System" mod - hence the pistol. In my earlier screenshots, you can see a rifle; that’s also thanks to the same mod.

 

A question regarding clothing: do items like sneakers and boots count as a single object because they occupy slot 3 (or 33), or is each item treated individually? That would be interesting to know for changing outfits.

 

PS: If you find a way to remove the weapons during washing or AAF, I would be very grateful.

Edited by deathmorph
Posted (edited)
21 hours ago, deathmorph said:

 

The "Give me the Bottle" mod caused issues for me (and others, according to the comments) and was replaced by "Give me the Bottle Rehydrated". "Give me the Bottle Rehydrated" is not compatible with the old GMTB, as it is a different mod with a similar name. It seems the old "Give me the Bottle" mod is no longer supported either - the last update was in 2017.
I use the "Classic Holstered Weapons System" mod - hence the pistol. In my earlier screenshots, you can see a rifle; that’s also thanks to the same mod.

 

A question regarding clothing: do items like sneakers and boots count as a single object because they occupy slot 3 (or 33), or is each item treated individually? That would be interesting to know for changing outfits.

 

PS: If you find a way to remove the weapons during washing or AAF, I would be very grateful.

 

 

I can modify the script to return empty white bottles for the boiled water from Lima Outpost and empty purified water bottles for the purified water from GMTB-Rehydrated. 

 

I will take a look at Classic Holstered Weapons System.  A lot of players use that mod.  I should be able to make the weapons invisible while bathing or having sex.

 

Clothing items in a Biped Slot will count as a single object if they only occupy one slot (like the base game clothing that covers an actor from neck to toe in Biped Slot 33).  A lot of mod clothing splits clothing into additional slots.  Armor clothing items also occupy other slots so that they can be layered over the initial clothing.  You can also code clothing items so that they cover multiple biped slots at the same time.  This is useful for prevent the wear of other clothing items simultaneously.  When clothing items cover multiple slots, the items are removed when the lowest biped slot they cover is triggered/activated to undress.

 

Biped Slots - the Fallout4 CreationKit Wiki

 

 

 

Edited by GrimGrim31
Posted (edited)
1 hour ago, GrimGrim31 said:

I can modify the script to return empty white bottles for the boiled water from Lima Outpost and empty purified water bottles for the purified water from GMTB-Rehydrated. 

I will take a look at Classic Holstered Weapons System.  A lot of players use that mod.  I should be able to make the weapons invisible while bathing or having sex.

 

That would be great.

 

Regarding clothing, I understand this to mean that Slot 33 - currently assigned to vtaw sneakers - also applies to vtaw boots that use that same slot. That’s excellent; it means I won’t have to create new entries every time I change shoes. I would only need to reconfigure things for standard clothing items that occupy Slot 33 as a single unit.


As I said, English isn't my native language, so I hope I’ve understood this correctly.

 

PS: I had both "Washing" and AAF enabled. With "Washing," the shoes stay on, but with AAF, they don't. I'll try it again; maybe it didn't work with both active at the same time.

Edited by deathmorph
Posted (edited)

Version 3.0.6. is now available for download.

 

It adds support for the mod Classic Holstered Weapons (CHW).  The player will hide their weapon away before bathing using MWoW's cleaning methods (rain shower, decon arch shower, or washing with super soap).

 

Also added empty bottles returned to the player if using the optional requirement for purified water as a precondition for washing.  If you use the mod, Give Me That Bottle Rehydrated, you get back an empty purified water container.  Otherwise, you get back an empty white bottle which should be refillable in survival mode.

 

I took a long look today at the CHW mod and I cannot change the way holstered weapons are displayed during AAF scenes.  The AAF mod author would have to put the necessary functions into the AAF mod.

 

Technically any mod with an active quest script can make things happen before and after AAF sex scenes, but I do not want to make MWoW take on AAF as a required master mod.

 

 

 

  

Edited by GrimGrim31
Posted (edited)
8 hours ago, GrimGrim31 said:

Technically any mod with an active quest script can make things happen before and after AAF sex scenes, but I do not want to make MWoW take on AAF as a required master mod.

 

Thanks for the Update.

 

fyi:  @dagobaking has earmarked CHW for later versions

Edited by deathmorph
Posted

I had already reported that the AAF list isn't working for me.
With the "Wash" list, the startup message appears, followed by a precise enumeration of what should not be removed.
When I run the same process with AAF, nothing happens other than the startup message. It seems the list isn't being created at all in my case.

 

Spoiler

2026-09-1419_52_23-Fallout4.png.3e2ae517c417b41448062aee8cebb988.png

 

Posted
On 9/14/2026 at 3:58 PM, deathmorph said:

I had already reported that the AAF list isn't working for me.
With the "Wash" list, the startup message appears, followed by a precise enumeration of what should not be removed.
When I run the same process with AAF, nothing happens other than the startup message. It seems the list isn't being created at all in my case.

 

  Hide contents

2026-09-1419_52_23-Fallout4.png.3e2ae517c417b41448062aee8cebb988.png

 

 

I will take a look at it tomorrow.

 

 

Posted (edited)
8 hours ago, deathmorph said:

Here are some items that are not unequipped, even though they have been deselected:
- Bags, backpacks (Backpack of the Commonwealth)
- Sunglasses (Julbo Vermont Classic Sunglasses and Warby Parker Griffin Sunglasses and Eyeglasses)
- Headlamps (Tactical Flashlights)

 

  Reveal hidden contents

2026-09-1620_15_22-Fallout4.png.92158aca379bdaa140c9f1434f8d2a1d.png

 

 

I looked at the script again and tested a few things.  My script had the wrong filename for AAF and that will be corrected in the next update.  

 

Those items that are not getting unequipped during washing are probably not assigned to the biped slots (33-45) that my mod undresses.  The early version of this mod undressed all 44 slots and people complained about it, so I reduced it to just the most commonly used slots for armor/clothing.

 

The backpacks use slot 54, the glasses use 47, and the tactical flashlights vary from 30/31 to 46/47 or to 61.  I could unequip the backpack and glasses without causing much of a problem for players (although some other mods use 47 (the eyes slot).  Slot 61 is the FX slot.  Not many mods use that, I think.  30/31 are important because those are the slots for hair (top and long hair).  I might be able to unequip those slots but add a condition check to only unequip armor items that have the objectTypeArmor keyword.  That will work on the flashlight items because they all have that keyword.

 

 

Edited by GrimGrim31
Posted
46 minutes ago, deathmorph said:

 

Sorry, I forgot to mention that I’m also using the Tactical Flashlights - eXoPatch. Among other things, it changes the number of slots for some of the headlamps. For example, from 61 to 46 and 57.

 

Slots won't matter for the flashlights as long as they have the keyword ObjectTypeArmor.  Looking at the esp in XEdit, there are two flashlights that don't have that keyword so they won't be stripped.

 

Posted
41 minutes ago, GrimGrim31 said:

 

Slots won't matter for the flashlights as long as they have the keyword ObjectTypeArmor.  Looking at the esp in XEdit, there are two flashlights that don't have that keyword so they won't be stripped.

 

 

I think that in terms of immersion, it doesn't matter much if the headlamps aren't removed during washing. Backpacks, bags, and sunglasses are more important. In my opinion.

Posted (edited)
On 9/9/2026 at 9:07 PM, GrimGrim31 said:

If you encounter blood splatter that does not wash off, tell me in this support forum.

 

 

You wrote, regarding blood, that you would need details if it didn't work.
I've now gone through my 800+ mods with Grok and this is the result, I hope it helps you.

 

Spoiler

Grok said:

 

Observation

 

Female character, Fusion Girl body. After combat: red blood splatters on the thighs,
plus scorch marks from energy weapons. Super Soap does not remove them.

 

Opening LooksMenu (slm 14): legs are clean again. The LooksMenu overlay list only
shows the tattoo "CapTats (Arm Right) Skulls". No blood overlay, no scorch overlay.

 

Reloading the save: blood is gone as well.

 

What this rules out

 

LooksMenu stores visible layers (dirt, body overlays, tattoos) in that overlay list.
Combat blood is not listed there. It is therefore not a LooksMenu overlay and not one
of the usual overlay mods (Get Dirty, INVB, porc overlays, menstrual overlay,
A God Complex Pikachu). AGCP blood files in the install are face-only (facedetails),
not body.

 

What is actually happening

 

Fallout 4 applies hits as skinned decals on the body mesh. Those do not appear in
LooksMenu, are not stored like an overlay in the save, and drop off when the mesh
is rebuilt (save load, opening LooksMenu). Ballistic and energy hits use the same
system, just different decal textures. That is why blood and scorch show up together.

 

MeleeBangs

 

These loose files from MeleeBangs are present:

 

Textures\Decals\BLOODSPLATTER.dds
Textures\Decals\blooddecalhit.dds
Textures\Decals\BLOODHIT02.dds
Textures\Decals\blooddecalhitshotgun.dds

 

No Enhanced Blood Textures, no other blood retexture pack, no dedicated body scorch
DDS. MeleeBangs can change how the blood decals look if gun hits load the same
texture path. The decals themselves remain engine skinned decals.

 

Burst Impact Blast FX

 

Impact particles only (Textures\Effects\BIB\). Not a decal that stays on the skin.

 

Short version

 

Engine skinned decals from Fallout 4. Blood appearance may come from MeleeBangs
via the files in Textures\Decals\. Scorch texture is from the vanilla archives.
No LooksMenu overlay ID.

 

two pics:

 

2026-09-1722_18_08-Fallout4.png.09bd9ab148f5750dc4c8014c4c72dc9a.png

2026-09-1800_26_39-Fallout4.png.7d410cf6362faecad7c606b304cd058d.png

 

Edited by deathmorph
Posted
5 hours ago, deathmorph said:

 

 

You wrote, regarding blood, that you would need details if it didn't work.
I've now gone through my 800+ mods with Grok and this is the result, I hope it helps you.

 

  Hide contents

Grok said:

 

Observation

 

Female character, Fusion Girl body. After combat: red blood splatters on the thighs,
plus scorch marks from energy weapons. Super Soap does not remove them.

 

Opening LooksMenu (slm 14): legs are clean again. The LooksMenu overlay list only
shows the tattoo "CapTats (Arm Right) Skulls". No blood overlay, no scorch overlay.

 

Reloading the save: blood is gone as well.

 

What this rules out

 

LooksMenu stores visible layers (dirt, body overlays, tattoos) in that overlay list.
Combat blood is not listed there. It is therefore not a LooksMenu overlay and not one
of the usual overlay mods (Get Dirty, INVB, porc overlays, menstrual overlay,
A God Complex Pikachu). AGCP blood files in the install are face-only (facedetails),
not body.

 

What is actually happening

 

Fallout 4 applies hits as skinned decals on the body mesh. Those do not appear in
LooksMenu, are not stored like an overlay in the save, and drop off when the mesh
is rebuilt (save load, opening LooksMenu). Ballistic and energy hits use the same
system, just different decal textures. That is why blood and scorch show up together.

 

MeleeBangs

 

These loose files from MeleeBangs are present:

 

Textures\Decals\BLOODSPLATTER.dds
Textures\Decals\blooddecalhit.dds
Textures\Decals\BLOODHIT02.dds
Textures\Decals\blooddecalhitshotgun.dds

 

No Enhanced Blood Textures, no other blood retexture pack, no dedicated body scorch
DDS. MeleeBangs can change how the blood decals look if gun hits load the same
texture path. The decals themselves remain engine skinned decals.

 

Burst Impact Blast FX

 

Impact particles only (Textures\Effects\BIB\). Not a decal that stays on the skin.

 

Short version

 

Engine skinned decals from Fallout 4. Blood appearance may come from MeleeBangs
via the files in Textures\Decals\. Scorch texture is from the vanilla archives.
No LooksMenu overlay ID.

 

two pics:

 

2026-09-1722_18_08-Fallout4.png.09bd9ab148f5750dc4c8014c4c72dc9a.png

2026-09-1800_26_39-Fallout4.png.7d410cf6362faecad7c606b304cd058d.png

 

 

Thank you.  I already knew that the game uses blood decals, but I have not found a good way to remove them other than turning off the bloodspatter effectshaders.

 

You may have described a possible solution though.  If I add a Bodygen update during washing, will that reset the body mesh and make all of the blood decals disappear?

 

It is worth experimenting.  Unfortunately, I cannot test it since blood splatters do not last long enough on my player character.  How do you get the blood splatters to stay on for a long amount of time?

 

 

 

 

 

Posted
14 hours ago, GrimGrim31 said:

It is worth experimenting.  Unfortunately, I cannot test it since blood splatters do not last long enough on my player character.  How do you get the blood splatters to stay on for a long amount of time?

 

If I can help and test it, gladly. The blood and gunshot residue only appears during combat, and I don't know how to create it without a fight. So it's purely accidental. Reloading a save to reproduce the issue doesn’t work because, as I mentioned, they only persist until the game is restarted. Sometimes, though, they would disappear for no apparent reason. Now that you mention it, the game seems to have recreated the body without me noticing.

Posted

Version 3.0.7. is now available for download.

 

This version expands the undressing system so that glasses, backpacks, and other armor/clothing items are unequipped while cleaning.  This complements the no-strip system added in Version 3.0.5. and gives the player a lot of control over what gets unequipped.  It is still a work in progress so feedback is encouraged. 

 

This version also adds a Bodygen update near the end of cleaning that might trigger removal of blood splatters.  I cannot test this in my playthroughs since blood splatters never last very long on my player character.  Let me know if it works for anyone.

 

 

Posted (edited)
9 hours ago, GrimGrim31 said:

It is still a work in progress so feedback is encouraged.

 

Thanks for the update. A quick interim report:


- both lists recreated
- this time, the AAF list was generated successfully as well
- during washing - whether with rain or water - all items removed via the list were detected and taken off, including the backpack, sunglasses, and headlamp (in my case, the Sonic Earpiece)
- I haven't been able to test the AAF list yet due to the lack of a sex scene
- there haven't been any blood spatters or powder burns so far either; a report on that will follow

 

PS: Unfortunately, the blood was not removed.

 

Spoiler

2026-09-1912_46_59-Fallout4.png.b91a35d976d98b3690b4a7dabbfdd532.png2026-09-1912_47_42-Fallout4.png.d341084d8ddd0fad215c5d84a38819f6.png

 

Edited by deathmorph
Posted (edited)

The AAF list was presumably created, but not applied by AAF. The settings would have been the same as for the washing process - meaning boots and wedding ring were to be left on.

 

Spoiler

2026-09-1914_04_29-Fallout4.png.4155f218f1049ae3788a1c8a77991165.png2026-09-1914_16_03-Fallout4.png.745619f5378d49b719e8df3f3007a2ac.png

 

Edited by deathmorph
Posted
15 hours ago, deathmorph said:

The AAF list was presumably created, but not applied by AAF. The settings would have been the same as for the washing process - meaning boots and wedding ring were to be left on.

 

  Hide contents

2026-09-1914_04_29-Fallout4.png.4155f218f1049ae3788a1c8a77991165.png2026-09-1914_16_03-Fallout4.png.745619f5378d49b719e8df3f3007a2ac.png

 

 

I will run some tests on it.  My no-strip items were not unequipped by AAF but I will have to see if I created some other failsafe to protect them in my other mod.

 

 

 

Posted (edited)

Visually, I noticed that the soap lather is only visible for a very short time during washing. I don't know if that's important.

 

PS: 

Would it be much work to include such a list for AN2 (not AN76) as well? AN2 allows the lady to squat to attend to her sanitary needs. AN2 has a setting that either makes her do this completely naked or removes slots 33 and 41. Which doesn't make sense, since slot 33 is for shoes and slot 41 is for the top. Flashy only works with vanilla clothing.

If she squats and only removes shorts or panties for this, that would make much more sense.

Edited by deathmorph
Posted
13 hours ago, deathmorph said:

Visually, I noticed that the soap lather is only visible for a very short time during washing. I don't know if that's important.

 

PS: 

Would it be much work to include such a list for AN2 (not AN76) as well? AN2 allows the lady to squat to attend to her sanitary needs. AN2 has a setting that either makes her do this completely naked or removes slots 33 and 41. Which doesn't make sense, since slot 33 is for shoes and slot 41 is for the top. Flashy only works with vanilla clothing.

If she squats and only removes shorts or panties for this, that would make much more sense.

 

It is probably the effectshader not running long enough.  That is a simple fix.

 

Adding protected equipment functionality for AN2 is creeping this mod more and more outside of its own lane.  I probably should not have started the creep by including AAF.

 

I asked the AAF mod author, Dagoba, about the formlist that I am using from his mod to protect equipment from being unequipped during AAF scenes.  I will wait for his reply.

 

 

Posted

Dagoba confirmed that his AAF formlist, AAF_BlockedEquipmentForms, is not currently used in AAF's undressing function.  He told me that he will add it to the function in the next update of AAF.

 

Until then, MWoW's MCM setting to prevent AAF from stripping your inventory clothing items during sex scenes will not work.

 

Once AAF is updated with the formlist, you will have to use that version of AAF for the MWoW MCM setting to work correctly for protecting clothing from being stripped during sex scenes.

 

 

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