Wolfe6900 Posted 7 hours ago Posted 7 hours ago Multi-Player-Menu (MPM) View File WARNING: Work-In-Progress (early stages). Bugs are expected — use at your own risk. Multi Player Manager (MPM) — v1.3.0 Have you felt the Commonwealth was too easy for one survivor? MPM lets you run multiple player identities in one save — each with their own inventory, LooksMenu preset, and MCM options — and swap between them from a terminal hub / MCM. What it does: - Up to 10 player slots (inventory + appearance presets; shared skills/XP by default) - Institute lab alternate start with a terminal to configure/deploy loadouts - MCM for per-player options, widgets, and MSM profile hooks - Defeat outcomes (reload, stay as the defeated player, swap-defeat lookalike, late/random fate) with MCM weights — optional soft integrations for captured / Bad End / auction-style flows; optional follower support Why: One save, many survivors. Failures and swaps stay part of the journey instead of always reloading the same character. Requirements (hard): - Fallout 4 (current F4SE-supported build; built against 1.11.221 / F4SE 0.7.8) - F4SE — https://www.nexusmods.com/fallout4/mods/42147 - Address Library for F4SE Plugins — https://www.nexusmods.com/fallout4/mods/47327 - Mod Configuration Menu (MCM) — https://www.nexusmods.com/fallout4/mods/21497 - LooksMenu — https://www.nexusmods.com/fallout4/mods/12631 - MCM Settings Manager — https://www.nexusmods.com/fallout4/mods/56195 Soft dependencies (optional features only): KFT, Torture Devices / Bound In Public, AAF + Bad End animation pack, Auction House — enable the extras you use; core multi-player still works without them. Do not install AAF Violate with MPM (conflicts). Install Mod Organizer 2: drop the MPM_v1.3.0 folder in as a mod (or extract so MultiPlayerMenu.esp sits under Data). Enable MultiPlayerMenu.esp. Launch with f4se_loader.exe. New Game recommended (MPM lab alternate start). Existing saves are unsupported. Incompatibilities: - Start Me Up (MPM provides its own alternate start) - AAF Violate Appearance tip: Overwrite LooksMenu presets Male_MPM_01…10 / Female_MPM_01…10 (mirror at start or showlooksmenu player 1, then save over those names). Known quirks: - Start mirror: Nora may not visibly swap with Nate up front, but you can still edit her — not game-breaking. - After deploy/swap, the weapon may briefly draw/sheathe before settling. Submitter Wolfe6900 Submitted 08/09/26 Category Quest Requirements - Fallout 4 (current F4SE-supported build; built against 1.11.221 / F4SE 0.7.8) - F4SE — https://www.nexusmods.com/fallout4/mods/42147 - Address Library for F4SE Plugins — https://www.nexusmods.com/fallout4/mods/47327 - Mod Configuration Menu (MCM) — https://www.nexusmods.com/fallout4/mods/21497 - LooksMenu — https://www.nexusmods.com/fallout4/mods/12631 - MCM Settings Manager — https://www.nexusmods.com/fallout4/mods/56195
katrina.balanchuk Posted 5 hours ago Posted 5 hours ago Sounds super interesting. But could these two identities interact with one another at all? So when you are not "in" the inactive identity will be it governed by some kind of AI package?
Samhsay Posted 5 hours ago Posted 5 hours ago (edited) The idea reminded me of FOnline, where, after every death, the hero would respawn in one of the Hubologists' bunkers (or maybe not the Hubologists. It’s been a long time since I played it). Obviously, it’s impossible, but it would be fun to run into your own alter ego, enslave them in one of your settlements, and then switch to playing as them and try to escape. Edited 5 hours ago by Samhsay
NocturnalSlayer08 Posted 4 hours ago Posted 4 hours ago Very intriguing concept! Could something like this be done with the followers, i.e., essentially taking control of your followers and playing as them?
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