Evi1Panda Posted January 11 Posted January 11 Titshirt View File Titshirt - Dynamic Clothing Fit and Push-Up Effect NWSF VIDEO LINK "Titshirt" is a script-based mod that gives clothing in Fallout 4 a dynamic and realistic look. It automatically adds a fitting and fabric tension effect to the equipment of your character and NPCs. On certain types of clothing (e.g., tops, bodices), an additional visual "push-up" effect is activated, enhancing the shape. All the mod's functionality is based on the game's internal mechanics and does not require mesh replacement, ensuring high compatibility. Core Working Principle: The mod uses Papyrus scripts assigned via hidden Spells and Magic Effects, which dynamically control body sliders. 🎯 You may also be interested in Underhelmet Hairfix Synths Explode Equipment Expand Holes Pole Activator Framework & Dancing pole for Red Seat Autonomy Sex ⚙️ Requirements Before installation, ensure you have the following mandatory mods and components: F4SE (Fallout 4 Script Extender): The latest version matching your game version. LooksMenu (v1.6.2+): The primary mechanism through which the mod affects the character's body. Important: Make sure your LooksMenu version is compatible with your game version. BodySlide with Slider Support: A body (e.g., CBBE, Fusion Girl) must be correctly installed and built with options for dynamic morphs (Body Morphs) enabled. Supporting Clothing: In-game clothing and armor must be created with support for the same body sliders. Skimpy Armor Keyword Resource (SAKR) / Skimpy Armor Keyword Resource Redux: A keyword resource for correctly identifying clothing types. SAKR Direct Injection Script probably also needed to add keywords to clothes.* (Optional) SUP_F4SE: Required only for extended logging. Without it, the mod will work, but debug messages will only be output via Debug.Trace. *I'm using SAKR REDUX, and it has own injecting system based on M8r's Complex Sorter's scripts. But probably for original SAKR you need this. 📦 Installation Install all the requirements listed above. Install the main mod file Titshider.7z using your mod manager (Vortex, MO2) or manually copy the files to the Data folder. (IMPORTANT) Launch the game ONLY through f4se_loader.exe, otherwise the mod will not work. 🎮 Configuration and Controls Configuration and debugging of the mod is done through the in-game console (~). CommandValuesDescription Recommendation: For most users, simply enabling the mod (set Titshirt_Enable to 1) is sufficient (initially enabled). Debugging is only needed if issues arise. Show the current state of the mod result: not 0 (On) / 0 (Off) command: show Titshirt_Enable Enable or disable the mod value: 1 or 0 command: set Titshirt_Enable to [value] Show the current logging level result: 0 (Off), 1 (Debug.Trace), 2 (SUP_F4SE) command: show Titshirt_Debug Set debug level value: 0 (off), 1 (trace), 2(SUP_F4SE: console + Fallout4\aaSUPF4SEDebugPrint.txt) command: set Titshirt_Debug to [value] ⚠️ Important Limitations and Conflict Warnings Distribution Mechanism: The mod uses the vanilla spell AbLegendaryCreatureItem to distribute its effect. This means potential conflicts with any other mods that also modify or use this spell (e.g., Fallout Emotions). Resolving conflicts will require manual patching (merging records in FO4Edit). Future Plans: A potential switch to distribution via an F4SE plugin in C++ to reduce conflicts is being considered. Ideal Performance in a New Game: Due to the use of AbLegendaryCreatureItem, the mod works ideally only when starting a new game. If you install the mod mid-playthrough, the effect may not apply automatically to all actors already created in the world (including the main character). Solution for Existing Saves: To apply the effect to already existing actors, you must manually restart the spell via the console: removeSpell AbLegendaryCreatureItem addSpell AbLegendaryCreatureItem Execute these commands while having the target character selected on whom you need to update the spell. If you'd like to support the ongoing development, you can donate here. It's never required but always deeply appreciated! Submitter Evi1Panda Submitted 01/12/2026 Category Other Requirements F4SE (Fallout 4 Script Extender) LooksMenu (v1.6.2+) BodySlide with Slider Support Supporting Clothing Skimpy Armor Keyword Resource (SAKR) 4
rubber_duck Posted January 14 Posted January 14 This seems great, I'll surely give it a shot. By the way, why not just use the perk with magic effect instead of spell? I think that, by using the said combo eliminates the potential incompatibility with the spell. I'm mostly concerned due to having a lot of custom NPCs and, frankly, I've never checked that for that particular spell. Having the mods I've been playing for years break out of the sudden is what I want to avoid at all costs. Keep up the great work!
N.Gamma Posted January 28 Posted January 28 If I understand your description correctly, the zipper on my Vault Outfit will not open further under certain conditions, as your preview image suggests!
Krazyone Posted February 16 Posted February 16 Extra Tag and Morph Ideas... Nipples Normal Nipples Big Nipples Flat Breasts Pushup High Breasts Pushup Normal Breasts Flatten Nipples Big for Milkers, Wasteland Dairy, or Nipple Piercings swelling Breasts Pushup High for Corsets, Devious Devices, Corset Clothing Breasts Flatten for Catsuits that squeeze the Breasts Nipples Flatten for heavy materials that wont get Nipple Distortion 1
Evi1Panda Posted February 18 Author Posted February 18 (edited) Nice idea. It looks difficult for now, but it’s something to strive for. Perhaps this can somehow be packaged with SAKR Redux. Have to think. Edited February 18 by Evi1Panda
Evi1Panda Posted February 18 Author Posted February 18 On 1/28/2026 at 6:22 PM, N.Gamma said: If I understand your description correctly, the zipper on my Vault Outfit will not open further under certain conditions, as your preview image suggests! No, you've got something wrong. I think I attached a video of how it works... 1
ralphk11 Posted February 19 Posted February 19 Hi AbLegendaryCreatureItem does not exists in my game and according to a google search is not a valid fallout 4 command.
Evi1Panda Posted February 19 Author Posted February 19 5 hours ago, ralphk11 said: Hi AbLegendaryCreatureItem does not exists in my game and according to a google search is not a valid fallout 4 command. AbLegendaryCreature Not Item.
ralphk11 Posted February 21 Posted February 21 On 2/20/2026 at 1:56 AM, Evi1Panda said: AbLegendaryCreature does not work either
Evi1Panda Posted February 21 Author Posted February 21 1 hour ago, ralphk11 said: does not work either Spoiler This is the question to you and your mods why you have no AbLegendaryCreatureItem spell item. It is fully vanilla edid.
ralphk11 Posted February 23 Posted February 23 On 2/21/2026 at 2:12 PM, Evi1Panda said: Reveal hidden contents This is the question to you and your mods why you have no AbLegendaryCreatureItem spell item. It is fully vanilla edid. I'll keep this in my load order for when I start a new game but it's not recognising the console commands for add or remove spell. I can see in FO4edit that the spell exists, the first override is knockoutframeworkafter that it is the same as yours. I temporarily remove knockoutframework but that made no difference which is strange as my FO4edit looks exactly the same as yours now. I even copied the spell name from FO4edit into the console and it still can't find it. Thanks for pointing me in the right direction.
Evi1Panda Posted February 23 Author Posted February 23 7 hours ago, ralphk11 said: I'll keep this in my load order for when I start a new game but it's not recognising the console commands for add or remove spell. I can see in FO4edit that the spell exists, the first override is knockoutframeworkafter that it is the same as yours. I temporarily remove knockoutframework but that made no difference which is strange as my FO4edit looks exactly the same as yours now. I even copied the spell name from FO4edit into the console and it still can't find it. Thanks for pointing me in the right direction. Try to use FormID instead of EditorID, I believe using EditorID achieved by some Baka mod...
ralphk11 Posted February 26 Posted February 26 On 2/23/2026 at 6:37 PM, Evi1Panda said: Try to use FormID instead of EditorID, I believe using EditorID achieved by some Baka mod... I does not error about either add or remove when using editor ID. It does give a message for addspell saying the spell has not been applied when the target is the PC, does the same for Piper.
Evi1Panda Posted February 26 Author Posted February 26 Just now, ralphk11 said: I does not error about either add or remove when using editor ID. It does give a message for addspell saying the spell has not been applied when the target is the PC, does the same for Piper. It doesn’t matter what it writes, if you entered the command to console, the effect will appear - you can see it using console extender. But in general, yes, I already understood that the legendary effect does not apply to the player (only npcs), I will soon give an update where the effect will be applied to the player automatically.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now