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Necromantic

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Necromantic

A necrophilia mod for Fallout 4 (AAF). Align yourself to a dead female NPC and run a one-player scene — only you are animated. The corpse is never reanimated, never added to AAF, and gore remains.


Overview

Necromantic lets you run a 1-actor AAF scene while aligned to a corpse. The body is treated as a prop for placement and aftermath only — the animation is the player’s only, wrapped as custom 1P AAF positions.


Features

  • Hotkey N — start / cancel a scene (MCM-configurable)
  • Aim at a dead woman nearby, or stand facing her in range
  • Hotkey position picker — curated 1P male-idle wrappers of BP70 ground anims (Missionary is the default and most tested). Doggy, Prone Bone, Romantic Missionary, Pit Doggy, Spooning, Lotus, Cowgirl, and similar options use the same start path and should also work; alignment may need a nudge per pose
    • Can be extended to use other animations that aren't BP70
  • Optional cum aftermath via AAF overlay sets when CumOverlays is present
  • Corpse Craving — after two finished scenes, a craving meter unlocks (time + seeing dead women nearby; stronger if undressed). High craving applies AGI −1 / CHA −1 until you finish another Necromantic scene
  • Witness insult lines (editable text file)
  • Full MCM: scene, alignment, craving, witnesses, debug


Requirements

  • Fallout 4 + F4SE
  • Advanced Animation Framework (AAF.esm)
  • At least one AAF sex animation pack — the game needs real idle animations to play. Shipped defaults use BP70; any other pack works but needs a short setup (docs/ADD_ANIMATION_PACK)
  • Garden of Eden Papyrus Script Extender (targeting / nearest-dead scan)
  • Body stack (for AAF) — pick one: Fusion Girl + BodyTalk (what BP70 targets), or CBBE (+ Animated Fannies if you use that path). Necromantic does not depend on these plugins directly, but scenes will look wrong or break without a supported body.

 

Highly Recommended

  • Graf's Fusion Girl Reduced
  • CumOverlays — for Belly (etc.) aftermath overlays
  • Collect Bodies — haul corpses into interiors
  • A multi-follower / companion framework if you prefer “alive → private interior → aftermath” play
  • BP70 sex animations 2.8 (rxl_bp70_animations.esp + its AAF data / meshes); If nothing else it is currently supported out of the box.

 

Known limits

Spoiler
  • Indoors only for now — outdoor / worldspace starts are blocked (CTD risk)
  • Female dead NPCs only
  • The corpse is not posed by this mod — pose/carry with vanilla grab or companion tools, then use Align / nudge
  • Non-Missionary MCM options are less smoke-tested — try them indoors and use Align if the pose doesn’t line up
  • Requires a working AAF + BP70 install (smoke-test: press N with no corpse for a solo male idle). Other animations besides BP70 can be used but it takes some minor to moderate effort. See documentation in the archive of the mod.

 

How to add new animation packs

Spoiler

Using a different animation pack than BP70


Necromantic ships ready-to-use BP70 positions, but it is not locked to BP70 (as of ver. 1.1.2). You need at least one AAF sex animation pack. Other packs work — you wrap that pack’s male idle into two small AAF XML files, list the new position ids in Positions.txt, then cycle with U / P and start with N. Optional: package those three files as their own add-on mod (load after Necromantic) so updates stay clean.

 

Full step-by-step (finding idle forms, XML templates, MO2 packaging): see docs\ADD_ANIMATION_PACK.md in the mod zip / install folder.

 

Prior releases

Spoiler

1.1.3

  • Skip cum overlays on dismembered corpses by default (avoids weird stump “halos”). Toggle on MCM Corpse page

 

1.1.2

  • Pick animations from a text file (Positions.txt) — press U / P to cycle, N to start. Edit the file to add more
  • BP70 is optional now (still needed for the shipped defaults). Other packs work if you wrap them — see docs/ADD_ANIMATION_PACK
  • New Align option: Move player into position (off by default). Leave yourself where you stand, or let the mod place you
  • Witnesses farther than a set distance are ignored — MCM Witness → Max witness distance (default 800)
  • If a position can’t start (wrong id / pack missing), you get a toast and aren’t left stuck
  • Witness insult lines from WitnessInsults.txt actually load from that file (edit freely)

 

1.0.1

  • Fixed floating above the corpse on furniture
  • “Craving sated” toast no longer buried by other notifications
  • Install / packaging fixes

 

1.0.0

  • Initial release


[/spoiler]


Quick start

  1. Load a save — you should see a ready toast (hotkey N)
  2. Get a dead woman into an interior
  3. Optionally change position using U or P.
  4. Aim at her and press N
  5. Press N again to cancel

Open MCM → Necromantic for positions, craving sliders, and debug checks.


Permissions

Ask before redistributing or porting. Do not upload this mod’s files to other sites without permission.
Built on AAF and BP70 — their licenses / permissions still apply to those assets.

Feedback, bug reports, and load-order notes welcome in the thread.


  • Submitter
  • Submitted
    07/14/26
  • Category
  • Requirements
    Advanced Animation Framework
    Garden of Eden Papyrus Script Extender (targeting / nearest-dead scan)

 

Edited by Oohtre
Posted (edited)

bug it says it needs bp70 animation, but those animations are not recommended to install and causes ctds and fusion girl and body talk are required that are can u make it where it can scan and use any random animation installed, plug fusion girl is borked now as im on fo4 v1.11.221.0

Edited by Cyberdev
Posted

If the player gets killed (for now I've only seen my player head exploded from reduced CBBE), and we stop the death restart allowing NPC to play animations 

and then we use something like purgatory or Player respawn at settlement to jump back into the game.  

or we could let NPC play it on other dead npcs

 

 

Party at Pickman Gallery 

 

Posted
13 hours ago, 4nln415 said:

If the player gets killed (for now I've only seen my player head exploded from reduced CBBE), and we stop the death restart allowing NPC to play animations 

and then we use something like purgatory or Player respawn at settlement to jump back into the game.  

or we could let NPC play it on other dead npcs

 

 

Party at Pickman Gallery 

 

 

This! I personally using "Revive Player" from nexusmods where i have to craft defibrillators which makes it kinda balanced. I wouldn't recommend it thos, since my first revive i can't hold onto things to drag them around but the rest works fine. 

Posted
14 hours ago, Cyberdev said:

bug it says it needs bp70 animation, but those animations are not recommended to install and causes ctds and fusion girl and body talk are required that are can u make it where it can scan and use any random animation installed, plug fusion girl is borked now as im on fo4 v1.11.221.0

Fusion Girl doesn't work on AE? I'm stuck in NG limbo for a while then. 

Posted
15 minutes ago, msmfoster said:

Fusion Girl doesn't work on AE? I'm stuck in NG limbo for a while then. 

 

No issues here with FG on AE 1.11.221.

Posted
1 hour ago, dav42 said:

 

No issues here with FG on AE 1.11.221.

Here is hoping. I can't stay on NG considering AAF bypasses it outright now. Was waiting for more stability before jumping.

 

Posted
16 minutes ago, msmfoster said:

Here is hoping. I can't stay on NG considering AAF bypasses it outright now. Was waiting for more stability before jumping.

 

Uh, honestly not upgrading AAF is probably the best thing right now.  AAF 1.1.5 still works fine on AE, you just have to update LL_fourPlay DLLs from that thread.

Posted
49 minutes ago, dav42 said:

 

Uh, honestly not upgrading AAF is probably the best thing right now.  AAF 1.1.5 still works fine on AE, you just have to update LL_fourPlay DLLs from that thread.

I missed 1.1.5 so still on 1.1.2. That's a me problem though. Trouble with 1.5.x?

Posted (edited)
4 hours ago, msmfoster said:

Fusion Girl doesn't work on AE? I'm stuck in NG limbo for a while then. 

yeah becasue whenever i add fg on my game the skin textures get borked

Edited by Cyberdev
add the skin word
Posted
1 hour ago, msmfoster said:

I missed 1.1.5 so still on 1.1.2. That's a me problem though. Trouble with 1.5.x?

im on AAF v1.7.2.1

Posted
19 hours ago, Cyberdev said:

bug it says it needs bp70 animation, but those animations are not recommended to install and causes ctds and fusion girl and body talk are required that are can u make it where it can scan and use any random animation installed, plug fusion girl is borked now as im on fo4 v1.11.221.0

 

Let me see if I can remove that requirement. FWIW I am using bp70 with Fusion Girl on v1.11.221.0 and no CTDs (knock on wood). But still, I'd prefer if this was more of a dynamic list of animations. Missionary works, but honestly if you propped the body up on furniture other positions should work too. I'd love it if it was easier to experiement with different animations.

Posted (edited)
21 hours ago, Cyberdev said:

bug it says it needs bp70 animation, but those animations are not recommended to install and causes ctds and fusion girl and body talk are required that are can u make it where it can scan and use any random animation installed, plug fusion girl is borked now as im on fo4 v1.11.221.0

 

Good quality nylon is being smoked or what? 

1. BP70 animations don't causes ctd

2. FG is not borked

 

Quote

yeah becasue whenever i add fg on my game the skin textures get borked

 

You are wrong. Not all skin textures is for Fusion Girl. Pick the right one and load it after Fusion girl. Stop posting bullshit, please

Edited by deff.
Posted
48 minutes ago, deff. said:

 

Good quality nylon is being smoked or what? 

1. BP70 animations don't causes ctd

2. FG is not borked

 

 

You are wrong. Not all skin textures is for Fusion Girl. Pick the right one and load it after Fusion girl. Stop posting bullshit, please

see i also tried that for some reason its still borked for me

Posted
Just now, Cyberdev said:

see i also tried that for some reason its still borked for me

 

What have you tried? Which skin texture? 

BP animations not cause ctd. Load it very bottom (if you are on MO2, don't know about Vortex)

Posted

You should make a Provocative Perks Addon, along with a Peverted Mechanics patch, so your mod gets rolled for an Undead Cravings Perk, which currently doesn't exist.

 

Possible hooks...

Nudity... See 50 naked female corpse, and you are aroused... Perk gets added. ... Perverted Mechanics, also requires Provocative Perks.

MCM... NEW PERK... Manually adding the Undead Cravings Perk, from the Perk Selection. ... Provocative Perks.

 

That way, you don't have to run up to a corpse, and start enjoying the corpse. You'd do it a few times, in a real playthrough, but that would be it.

 

I'd add Animals and Monsters to it as well...

Corpses... Butchered 100 animals, you have the pheromones on you, the smell of corpses filling your brain with ungodly thoughts. The smell of the dead, is intoxicating. The soft fur, or putrid scaly skin is turning you on.

 

Dead Cum Junky... you accidentally get some corpse sperm in your mouth, whilst butchering an animal, an unconsciously swallow it. You feel yourself heading down a dark, and perverted path.

 

 

Just some possible future ideas... 🙂

 

Posted (edited)

Alright, if Skyrim has it, FO4 should have it too!
I’d like to ask: does the game still treat a corpse as a "character"?
What I mean is, if you simply lack the 2 person animation assets for living character and others that look "dead," I can help with that.

 I’ve created animations specifically for the AAF scene in SH where a "malicious fan" causes you to lose consciousness after drinking something.
It’s just that the creator of SH never appeared again

Edited by kziitd
Posted
11 hours ago, deff. said:

 

What have you tried? Which skin texture? 

BP animations not cause ctd. Load it very bottom (if you are on MO2, don't know about Vortex)

always caused ctd for me and im using vanilla skins and not sure if im doing something wrong but in the fucking manual says to not use bp animations

Posted
13 minutes ago, Cyberdev said:

always caused ctd for me and im using vanilla skins and not sure if im doing something wrong but in the fucking manual says to not use bp animations

 

Are you blind? 

 

Spoiler

Ekrnuzmums2026-07-16194418.png.9469b2a937ac0e5b00d7db9f4dde8efc.png

 

Fucking manual don't say not to use BP70 animations and these animations don't cause ctd. It's your load order or something else.  While I/we don't know your game version, your modlist/plugin list/loadorder, it's not impossible to tell you what is wrong. 

 

So, if you want help, please, be so kind and post these things.

Posted

[Collect Bodies] is not compatible with the NG version of the game, said by the author himself. On my AE 1.11.221 setup, installing it caused an infinite loading issue at the main menu: the animation and music played normally, but the menu options never appeared. Disabling the mod and verifying the game files did not fix it, and I eventually had to delete the entire game folder and redownload Fallout 4, so take your own risk if you decide to use it.

I also could not find a reliable console method to teleport a dead NPC and permanently preserve that specific corpse. Since this mod requires the NPC to be inside an interior cell, its practical use seems quite limited—possibly mainly to dead NPCs already located inside indoor dungeons I guess?

Posted

I just uploaded a new version.

 

  • The mod no longer has a hard requirement for BP70. It will take some small effort to setup new animations, I document it step by step inside the mod zip. I'd encourage sharing these new configs as mods here so others can benefit.
  • I also disabled moving the player at the start of the animation. This can cause issues if the target is missing limbs. Having control over your character where they are positioned at the start should make using certain idles more reliable. I uploaded a screenshot as an example.
  • The witness text file was likely not getting loaded properly before, and is now fixed.
  • Oh and positions can now be cycled through using the U and P keys. This change takes effect before the scene begins. Through the XML configs in the mod multiple animations could be played for a single position, but will require some minor setup. 
  • Finally (I think?) I am attempting to tweak the range I look for witnesses to see if this can resolve issues playing animations outside a private cell. This could be a BP70 issue or my mod, unsure atm. This change is included but hasn't been thoroughly tested.

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