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boopi_mod REDUX — Mod Manager, Adult Animation Studio (G.A.M.), 3D & Textures (F.O.R.G.E.), AI Dialogue


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boopi_mod REDUX — Mod Manager, Adult Animation Studio (G.A.M.), 3D & Textures (F.O.R.G.E.), AI Dialogue

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boopi_mod REDUX

boopi_mod REDUX

Flirt, date and spend the night with people who remember you. Plus a studio to make your own scenes and stories.

0.2.4 beta · Fallout 4 Old-Gen · Next-Gen · Anniversary · Skyrim SE / AE (beta) · Windows 10/11 x64 · English / Русский · free

boopi.site  •  Guides  •  GitHub  •  Report a bug  •  Donate (server)  •  Boosty


⚠ This is a beta. Some things may break. Tell me in the comments or on GitHub, and I will fix it.


G.A.M.

The G.A.M. scene editor. The scene plays in the game the same way.

 

What you get

  • 💋 Relationships. Flirt, dates, a couple, a night together, jealousy, a wedding. People remember what you said and did.
  • 🗣 Your own words. Turn on AI dialogue, then type or say anything. The person answers in character and decides for themselves.
  • 🌃 Nightlife. The Black Acorn night club with a singer you can win over, a VIP room and rooms upstairs. Boopi Corp. and its Gen 4 synths. The Red Rocket as a bar. Our animation packs, coming later as separate mods, will add more life to these places.
  • 🎬 Intimate scenes on our own engine. G.A.M. plays scenes for two or more people. You can make your own: describe a scene in one sentence, and the AI animator builds it.
  • 🧱 Textures and 3D objects. F.O.R.G.E. shows the game's objects in 3D. Recolour clothes, furniture or anything else, for everyone or for one person, with rollback. Build weapons from parts. Add your own 3D model to the game as a workshop object.
  • 🎙 A voiced story. "Lullaby" is fully voiced in English and Russian, and every character has a voice of their own.
  • 🛠 Make your own and share it. Dialogues, quests and scenes made in the Studio go into one file. Others install it in one click.

 

Scenes made in G.A.M.

Our AI animator made these from a text request. They are raw: no smoothing, no manual fixes, no optimisation. This is the first result that worked; nobody moved a key by hand. Our own finished animations will come later as separate mods, after hand polish.

 

⚠ Raw AI output. No smoothing, no manual fixes, no optimisation: the first result that worked.

pairs

solo

embrace_behind

dance_dip

 

 

What's inside

❤ "Life": relationships with memory

Every person has their own attitude to you: how much they like you, trust you and want you. It changes with what you do. You can flirt, go on dates, become a couple and propose. If they catch you with someone else, they get jealous. The world reacts too: reputation, the law, jobs, diseases.

  • Every NPC has a relationship with you: affinity, trust and attraction. They go up or down with what you do, say and give.
  • Flirting and dates in real places: a table at the club, a walk, a room for the night.
  • A night together is a scene on our own engine. Mood, your relationship, drinks and the moment all count. They can say no.
  • Couple, proposal, wedding. Partners and spouses live their own lives and get jealous if they catch you.
  • Faction reputation, law and bounties: guards remember crimes, factions remember whose side you took.
  • Jobs for caps. Diseases (cold, flu, fever, poisoning, radiation sickness) from weather, bites, food and people. Settlement doctors treat them and cure addiction.
  • Choose what defeat means: death as in vanilla, captivity, or a "bad ending".
  • 27 key characters with a backstory and memory. Chat with them in the app (with voice), edit their cards or make your own.
  • OldGen OS on the Pip-Boy (H😞 people, reputation and karma, dossiers, health and 71 achievements (15 hidden).
 

g_04_dialogue_wheel_club_waitress_ruby

g_07_oldgen_os_pipboy_app_menu

g_08_oldgen_os_pipboy_achievements

characters

 

🗣 AI dialogue: talk to people, not to a menu

Turn on AI dialogue, and the wheel gets "Say your own…". Type, or hold V and speak. People answer in character, with voice and a subtitle. They know who you are, what happened between you, and your S.P.E.C.I.A.L. A talk can lead to a kiss, a date or a night together, if they want it too.

  • It changes the game: the AI can give an item, move a quest forward, start a scene or move your relationship on. It can do only what the dialogues allow, so it cannot break your game.
  • Memory: people remember past talks and how you treated them.
  • The game's own dialogues: on an open vanilla wheel, press T and type what you want to say. The AI picks the matching answer, and the quest goes on as designed. If nothing fits, the person answers in character.
  • Talk to anyone: press T in front of any person: a named character, a settler, a robot, someone from a DLC. They know their faction, place and quests.
  • Models: OpenRouter, DeepSeek or OpenAI with your own key. Or a local model with Ollama, LM Studio or any OpenAI-compatible server: no key, no internet, nothing leaves your PC. Models of about 27B are enough for a conversation.
  • Voice in real time: the reply is spoken in parts while it is still being written, and the lips follow each part. On a local engine that is already loaded, the first sound comes in about half a second.
  • Voices: Edge TTS (works at once, no key), ElevenLabs, OpenAI TTS, Higgs TTS 3, and locally Qwen3-TTS (on your NVIDIA GPU), XTTS-v2 and Silero. Qwen3-TTS and XTTS-v2 can clone a voice from the game's own lines or from your recording. Speech recognition runs locally with faster-whisper.
  • Lip sync: the lips move with the voice, calculated from the recording. The face shows the line's emotion and blinks.
 

g_05a_ai_own_line_typed_on_daisy_vanilla_wheel

g_05b_ai_picked_vanilla_reply_shown

g_05c_vanilla_quest_goes_on_with_picked_reply

g_09a_ai_chat_free_talk_typed_russian

g_09b_ai_chat_free_talk_reply_in_character

 

🌃 Boopi Corp. and the Black Acorn

The Black Acorn night club near Diamond City: a bar, the singer Stella (you can try your luck with her), a dance floor, a VIP room and rooms upstairs. The Boopi Corp. HQ with Gen 4 synths, each with her own job and story. The Red Rocket, now a bar for settlers. About a hundred people there move with G.A.M. scenes: they dance, drink, smoke, play cards, wash glasses. Talk to one, and their scene stops. The system for pair scenes (two people in one scene, like cards across a table) is ready. The pair scenes themselves and the full life of these places come with our animation packs, as separate mods.

 

g_01_black_acorn_club_hall_guests

g_02_black_acorn_singer_and_performers

g_03_red_rocket_bar_marge_and_regulars

g_06_boopi_hq_gen4_synth_showcase

 

🎬 G.A.M.: our scene engine and editor

Our animation engine plays scenes for several people, with furniture, props, facial expressions and a camera. You make scenes in a 3D editor: a timeline, handles for hands and feet, an AI animator ("they embrace and sway"), a check for arms through bodies, and a button that plays the scene in your running game. In the game, a couple is fitted to the actors' real height.

  • 3D editor: timeline, bones, IK handles on hands, feet and head, lighting, several actors, creatures, furniture and props. Undo/redo, mirror, stretch time, loop seam, key values as numbers, fullscreen.
  • AI animator: describe a scene in one sentence, and it builds it step by step. You can fix the result by hand. Ready poses work without an AI key.
  • Checks before the game: arms through bodies, twisted wrists, bodies inside furniture, sliding feet, and a motion score from 0 to 100. A couple can be any mix of sexes.
  • AI polish in one click: smooth motion, arcs, weight shifts, breathing, a loop without a seam. Contacts stay in place.
  • Hand polish: a curve editor, "Ghosts" of nearby frames, trails, before/after compare (hold B), speed 0.25×–2×.
  • Role height: in the game (G.A.M. 0.6.1) a couple is fitted to the actors' real height, so a hug lands where it should.
  • Sounds on the timeline (wav, ogg, mp3, flac, m4a) play in the game from the actor's position. 22 sounds are included. Needs G.A.M. 0.5.0.
  • ▶ In game: the scene plays in your running game. Scenes can also start a sound, a line, an expression, an outfit change or a quest stage; face and camera tracks play too.
  • Library with search, folders, favourites and version history; previews as GIF, WebM or PNG.
  • Import animations you own: Fallout 4 HKX and idles, Skyrim SE moved onto the Fallout 4 skeleton, creature and robot clips on their own skeletons. Rights stay with their authors.
  • Skyrim SE / AE beta: GAM for Skyrim, an SKSE64 plugin, plays G.A.M. scenes from the console (gam play) and Papyrus. Checked in the game on Skyrim AE 1.6.1170 with SKSE64 2.2.6: scenes on the player and on NPCs, pair scenes too (a hug, a handshake). No scene events, sounds or props there yet.
 

gam

 

✍ Script Studio: write your own stories

Make dialogues, quests and triggers without the Creation Kit. You fill in simple forms and see the branches on a map. The checker shows mistakes. You can click through a dialogue before you start the game. Then you pack dialogues, voice and scenes into one .ogmod file, or publish it on boopi.site.

  • Dialogue trees in forms or YAML: greetings, answers, conditions (SPECIAL, relationship, flags, items, time), outcomes, gestures and G.A.M. scenes.
  • Branch map and checker that takes you to the mistake. Triggers are checked against the game's places, items, quests and people.
  • Dialogue player: click through your wheel in the app with a test state. No build, no game.
  • Triggers: entering a place, a time, a timer, a quest stage, a kill, an item used. Actions: a message, a talk (it can open the tree you chose), a scene, a reward, a flag, show or hide, lock, move, change a faction.
  • Dialogues for the game's and DLC characters (Daisy, Vadim, settlers): your tree opens first in their normal talk. You can also add branches to the game's own conversations.
  • Lines from the game itself: a reply can use a vanilla line, and the character says it in their own voice with lip sync.
  • Voice from your recordings or a synthetic voice, with lip sync and a "Face" emotion per line.
  • "🎙 Voice all": voices every line of a file, with a voice for each speaker and a cost estimate for paid providers. Lines that did not change are not voiced again.
  • Editing: pickers for flags, stages, items and quests, copy / paste (also between files), Ctrl+F, rename with all references, versions with a diff. Your YAML comments are kept.
  • "+ Story": a ready dialogue with two triggers; an example story in one click.
  • "Check in AI mode": talk to your dialogue the way the AI will play it.
  • Your mod as one .ogmod with requirements (app version, plugins, other mods). Publish it on boopi.site from the Studio.
 

studio

 

🧱 F.O.R.G.E.: the game's 3D objects and textures

A tool inside the app. It shows the game's furniture, items, weapons, clothing, people and creatures in 3D with their real textures. You can recolour any of them in your own image editor and add your own 3D model to the game. The app converts the pictures to the game's format. Everything installs as a mod that you can remove byte for byte.

F.O.R.G.E.

  • Catalog: names in your language, a filter by plugin, search, keyboard control. Clothes are shown on the G.A.M. skeleton; hair and armour in their palette colour.
  • Weapons from parts: any weapon variant and any parts from your load order, joined in 3D. Each part can be recoloured. There is a first-person view.
  • Recolouring: "Save as PNG" → edit in any editor → "New picture…" (or the app reads the changed PNG by itself). The format, mips and size of the original are kept. "Show original" compares.
  • Who it changes: everywhere · this material only · this outfit only · this person only (others keep the old look) · this person's skin only.
  • Recolour in the app: hue, saturation, darker or lighter, with a preview on the model. It always starts from the game's texture.
  • Map generator: no normal or gloss map? It makes them from the colour texture, with a preview on the model.
  • "My textures" install as a mod through the journal and come out byte for byte. Install with the game closed. Share your recolours as one .ogmod with only your pictures.
  • Your own model: open an OBJ, glTF or GLB and press "To the game as an object". The app writes the NIF, materials, textures and collision. The object appears in the workshop menu and can be placed from the console. For now it is a static decoration: you cannot sit on it or pick it up.
  • Export: a UV template, OBJ or GLB, a PNG snapshot.
  • Bring in a texture mod you already have: drop a folder or a .zip laid out like Textures\… onto the page — you see what fits your game before anything goes in, then it all installs with one click and comes out the same way.
  • Handy bits: drag and drop for models and pictures, a dark / grey / light background, search by name, editor id, form id or model path.
 

forge-skeleton.webp

forge-scopes.webp

forge-generator.webp

forge-weapon.webp

forge-retexture-en.webp

forge-import.webp

forge-objects.webp

forge-mytextures.webp

 

🕵 "Lullaby": a new story

A machine kept you in a secret pod for 210 years. You were woken a year early, because someone came for you. A detective story about who you really are: an evidence board, a cipher, 18 main missions, 13 side quests, 9 endings, and romance. About 20–25 hours for the main story, 30+ with side quests. Fully voiced in English and Russian: about 46,000 lines, every character with a voice of their own, designed from a description (the game's people sound similar, but the voices are new). It replaces only the vanilla main quest; the rest of the game stays.

 

⚙ Under the hood

boopi_mod also does the routine work, so you can just play.

  • Installs what the game needs (F4SE and the usual fixes) in the right order and checks every file.
  • Every install goes into a journal: remove a mod, and the original files come back byte for byte.
  • zip / 7z / rar by drag and drop; Nexus and community mods from boopi.site inside the app.
  • Sorts your load order and shows the plan first; "Sort with AI" explains each plugin.
  • Detects your edition: Old-Gen 1.10.163, Next-Gen 1.10.980 / 1.10.984 or Anniversary 1.11.191 / 1.11.221 / 1.11.240. Next-Gen and Anniversary get one build of our plugins with everything on; it is checked in the game on 1.11.191. [NextGen] bSafeMode=1 turns off what was not checked on your version. The base pack offers the F4SE and Address Library files from Nexus for your exact version.
  • A pre-launch check: the game version, F4SE, the Address Library, the required mods, a Fallout4.ini without the game's archive lists, Mod Organizer 2 profiles with their own INIs.
  • "Copy logs for a report" (Settings → About): the logs of F4SE, our plugins and the app, and the newest crash reports, in one zip, with keys and personal paths masked.
  • 12 graphics presets and a recommendation for your hardware.
  • Our packs (story, Boopi Corp., dialogues, plugins) and the app update by themselves. The app checks for updates at every start and every 30 minutes.
  • A game picker and colour themes (only Fallout 4 is playable for now). The app asks for your language on the first start.
 

mods

graphics

 

 

Install

  1. Download the archive (button above) and unpack it to a short path, like C:\Games\boopi_mod.
  2. Run boopi_mod.exe → Mods → Base pack (our mods download by themselves) → Play.
  3. For AI dialogue: Settings → LLM providers (a key or a local model), then Settings → Dialogues → AI.
  4. Start a new game. "Lullaby" starts in Vault 111, so it needs a new game. "Life", chat and AI dialogue also work in your old saves.

🌐 English and Russian. The app asks on the first start. You can switch any time in Settings → Language: the interface and the characters' default reply language change at once.

language

You need Fallout 4 and Windows 10/11 x64. Supported: Old-Gen 1.10.163, Next-Gen 1.10.980 / 1.10.984, Anniversary 1.11.191 / 1.11.221 / 1.11.240 (checked in the game on 1.11.191; on the others everything is on, please report problems). Anniversary 1.11.137–1.11.169: update the game. Our packs are about 1.2 GB with the story voicing. Updates install by themselves. Step-by-step guides with screenshots are on boopi.site.

🛡 "Core executable not found" or your antivirus complains?

 
  • Your antivirus most likely moved core\oldgenai-core.exe to quarantine. This is a false alarm: the core is an unsigned Python program, and some antiviruses flag such programs by pattern.
  • Download the archive only from here or from GitHub and check its SHA-256 (PowerShell: Get-FileHash .\boopi_mod-0.2.4-win-x64.zip). For 0.2.4 it must be acae4126c28400a39c7b4ce13aa205dd2f4c8d4dd9baf286a88674f5dbdf766a.
  • Restore the file from quarantine or add the boopi_mod folder to the exclusions, then unpack the archive again.
  • Unpack to a normal folder (not Program Files). Do not run the app from inside the zip.
  • Tell me your antivirus and the detection name, and I will report the false positive.

 

 

What's coming


Next release

  • The first animation pack, as a separate mod, after my hand polish.

Fallout 4, later:

  • In-game checks on Next-Gen and the other Anniversary versions.
  • Our other animation packs: couples and romance, daily life, work, emotions, walks and smoking, including adult scenes made in G.A.M., as separate mods after my hand polish. With them, the pair scenes in the club and the bar will work.
  • Animation import and export in HKX, FBX, glTF and BVH; animation from a video, a pose from a picture.
  • F.O.R.G.E.: weapon paint swaps, blending a generated map with the original, exact collision and materials for your own objects.
  • G.A.M.: build an animation pack in the editor, seat height fitted to the actor's height.
  • Skyrim: scene events, sounds and props.
  • NPCs who talk to each other.
  • Group conversations.
  • Side quests made by the AI: find, escort, investigate.
  • Longer memory: people keep the main points of everything between you.
  • More "Lullaby", more Boopi Corp. and the club.
  • A FOMOD installer, mod profiles and a better load order.

Other games: Cyberpunk 2077, Skyrim, Starfield and The Sims 4. The base is already here: a game picker, colour themes, scene transfer, the Skyrim SE beta. Tell me in the comments which game you want first.


 

Version history

0.2.4 beta — move from MO2 and Vortex, switch any mod off, FOMOD, compatibility checks

 
  • Move from Mod Organizer 2 and Vortex in a couple of clicks: the app finds their Fallout 4 mods and offers "Move". Mods come over enabled and disabled as they were, with the same winners where files overlap and the same plugin order; no files are copied, MO2 and Vortex keep working. "Undo the move" puts everything back, "Export to MO2" goes the other way.
  • Any mod can be switched off: its files leave the game and whatever it covered comes back.
  • FOMOD installers: a choice window with steps, pictures and descriptions.
  • Installs check compatibility: F4SE plugins made for another game version, plugins missing their masters, archives the game cannot open. The mod still installs; the pre-launch check names such plugins with "Switch the mod off" and "Uninstall the mod".
  • A smarter load order: overlapping records, the plugin limits and, once downloaded, the LOOT community list. MCM on Anniversary installs only on 1.11.240.

 

0.2.3 beta — fixes for Next-Gen and Anniversary

 
  • You can see when our mods are not in the game: Home and the pre-launch check say so, with an "Install our mods" button. The "Play in game" panel says plainly when G.A.M. is missing.
  • Reinstalled the game? The mods install again: mods whose files left the game folder show as not installed and install again (the main menu logo, the posters and the map icon come back).
  • The latest base pack mods on Next-Gen and Anniversary: UFO4P 2.2.2a, MCM, High FPS Physics Fix 0.8.23, Buffout 4 AE 1.7.1 on Anniversary. Old-Gen stays as it was.
  • No extra version warnings before launching; the voiced Boopi Corp. builds and installs much faster.

 

0.2.2 beta — Next-Gen and Anniversary, the story voiced, real-time voice, Skyrim checked in the game

 
  • Fallout 4 versions: Next-Gen 1.10.980 / 1.10.984 and Anniversary 1.11.191 / 1.11.221 / 1.11.240 are supported, with one build of our plugins and all features on. Checked in the game on 1.11.191: menus, the text line and the HUD, lip sync and the face, "Life", the story start, G.A.M. scenes and pair scenes, gestures, the camera and sounds, the main-menu logo. On the other versions [NextGen] bSafeMode=1 turns off what was not checked. Anniversary 1.11.137–1.11.169: update the game. The app offers the right F4SE and Address Library from Nexus for your version; on Next-Gen also Buffout 4 NG.
  • Voicing: "Lullaby" is fully voiced in Russian and English (about 24,000 and 22,600 lines, about 56 hours), with 84 designed voices; the game's people get similar but new voices. It comes in the story pack 0.6.0.
  • Real-time voice for AI replies: spoken in parts while the reply is written, the lips follow each part, the first sound in about half a second on a loaded local engine. A new local engine, Qwen3-TTS. A voice sample can be a single WAV file.
  • Skyrim SE / AE (beta): GAM for Skyrim 0.1.1 is checked in Skyrim AE 1.6.1170 with SKSE64 2.2.6, pair scenes too. The game folder can be set by hand; SKSE64 and the Address Library are checked for your exact version.
  • F.O.R.G.E.: recolour a texture in the app (hue, saturation, lightness); "Show whole"; a units warning for imported models; a person opens dressed.
  • G.A.M. and Studio: K selects the new key, angle fields keep typed values, tags by Russian name, visible panel borders, clearer AI panel errors; the Studio offers to rebuild the plugin when a story file is deleted.
  • Reliability: the install journal is written under a lock, in one step, with a backup; INI files are saved byte for byte; console output on Russian Windows; Play checks F4SE at launch; G.A.M. sounds leave with the mods; a pre-launch check for broken Fallout4.ini and MO2 profiles; "Copy logs for a report".

 

0.2.1 beta — the story starts properly again, updates install themselves

 
  • The start after the pod works: the S.P.E.C.I.A.L. screen shows again, controls come back after the face editor, and the hero walks out of the vault.
  • Sound at the start: the knocking and the sounds in the pod are back.
  • Codsworth in Sanctuary: the meeting plays in full again.
  • Updates: checked at every start and every 30 minutes. The "What's new" window installs packs and updates our mods in the game with one button. Old copies of our files are found and replaced.
  • G.A.M. and F.O.R.G.E.: the editor fills the window, panel borders can be dragged, a better import list, messages in your language.

 

0.2.0 beta — F.O.R.G.E. workshop, role height in the game, facial expression, Skyrim beta

 
  • F.O.R.G.E.: your own 3D model as a workshop object; weapons from parts; recolouring for one outfit or one person; a normal and gloss map generator; clothes on the G.A.M. skeleton.
  • G.A.M.: no more white screen, ready poses, a grouped timeline, GIF / WebM / PNG previews; couples fitted to the actors' height in the game (G.A.M. 0.6.1).
  • Voice: smooth lip sync with facial expression (BoopiUI 1.3.0); Higgs TTS 3; an automatic voice sample for Studio speakers.
  • Studio: many fixes, triggers checked against the game, voicing with a cost estimate.
  • Living places: pair scenes, waitresses walking around, evening movement even without packs.
  • Skyrim SE (beta): an archive reader, the skeleton from your game, and GAM for Skyrim.

 

0.1.9 beta — F.O.R.G.E., sounds on the timeline, lip sync

 
  • F.O.R.G.E.: view the game's objects in 3D and recolour them, with rollback.
  • G.A.M.: sounds on the timeline, a curve editor, AI polish and a motion check.
  • Living places: people in the club, the Red Rocket and the HQ move with G.A.M. scenes.
  • Also: lip sync, "Voice all", a game picker and colour themes, language choice.

 

0.1.8 beta — AI in the game's own conversations, talk to anyone, the whole story playable

 
  • AI dialogue: press T on a vanilla wheel and type; free talk with anyone; outcomes reach the game.
  • Also: LM Studio and any OpenAI-compatible server; your dialogues on game characters; "Lullaby" playable to all 9 endings.

 

0.1.7 beta — G.A.M. editor tools, triggers, dialogue player

 
  • G.A.M.: undo/redo, key editing, face and camera tracks, "▶ In game", scene events in the game.
  • Studio: triggers, "+ Story", a dialogue player; .ogmod mods from the boopi.site catalog.

 

0.1.6 beta — simpler animation import

 
  • Drop an archive, folder, plugin, BA2 or HKX into G.A.M.; "Life" intimate scenes play through G.A.M.

 

0.1.5 beta — community mods and publishing

 
  • Community mods from boopi.site in the app; sign in with a boopi.site account; publish from the Studio.

 

0.1.4 beta — our mods as separate signed packs

 
  • Our mods download from boopi.site and update without a new app version.

 

0.1.3 beta — license and story fixes

 
  • Freeware, all rights reserved; fixes in "Lullaby".

 

0.1.2 beta — maintenance

 
  • Updated descriptions and screenshots.

 

0.1.1 beta — one-click updates

 
  • The app checks for a new version and installs it; if it does not start, the old one comes back.

 

0.1.0 beta — first release

 
  • Mod manager, G.A.M., Script Studio, AI dialogue, "Life", "Lullaby", voice and 12 graphics presets.

 

 

🧡 Support the project

boopi_mod is free and made by one person. There are two ways to help:

🧡 Boosty subscription: regular support that pays for development time (animation packs, F.O.R.G.E., all Fallout 4 versions, other games). Questions from Boosty supporters are answered first.

boosty.to/boopi_coder

💸 One-time donation for the server: updates, the mod catalog and packs on boopi.site. Card and other methods, no sign-up.

donate
donationalerts.com/r/boopi_coder

 

Feedback and support

Found a bug? Write in the comments or open a GitHub issue. Add the app version, %APPDATA%\BoopiMod\logs\all.log and what you did. 👍 Follow the file to get updates. 🧡 Questions from Boosty supporters are answered first.


boopi_mod is an unofficial project, not affiliated with Bethesda Softworks or ZeniMax Media; Fallout is a trademark of its owners. Free to use and to share the original archive; no changed versions, no commercial use. Author: boopi-coder.

 

🇷🇺 Описание на русском

 

boopi_mod REDUX

boopi_mod REDUX

Флирт, свидания и ночь вместе с людьми, которые вас помнят. И студия, чтобы делать свои сцены и истории.

0.2.4 beta · Fallout 4 Old-Gen · Next-Gen · Anniversary · Skyrim SE / AE (бета) · Windows 10/11 x64 · Русский / English · бесплатно

boopi.site  •  Руководства  •  GitHub  •  Сообщить о баге  •  Донат на сервер  •  Boosty


⚠ Это бета. Что-то может сломаться. Напишите в комментариях или на GitHub, и я исправлю.


G.A.M.

Редактор сцен G.A.M. В игре сцена выглядит так же.

 

Что вы получаете

  • 💋 Отношения. Флирт, свидания, пара, ночь вместе, ревность, свадьба. Люди помнят, что вы говорили и делали.
  • 🗣 Своими словами. Включите ИИ-диалог и пишите или говорите что хотите. Человек отвечает в образе и решает сам.
  • 🌃 Ночная жизнь. Клуб «Чёрный жёлудь» с певицей, которую можно добиться, VIP-залом и комнатами наверху. Boopi Corp. с синтами Gen 4. «Ред Рокет», ставший баром. Больше жизни в эти места добавят наши паки анимаций, они выйдут позже отдельными модами.
  • 🎬 Интимные сцены на своём движке. G.A.M. играет сцены на двоих и больше. Можно делать свои: опишите сцену фразой, и ИИ-аниматор её соберёт.
  • 🧱 Текстуры и 3D-объекты. F.O.R.G.E. показывает объекты игры в 3D. Перекрашивайте одежду, мебель и что угодно ещё, для всех или для одного человека, с откатом. Собирайте оружие из деталей. Добавляйте в игру свою 3D-модель как объект мастерской.
  • 🎙 Озвученная история. «Колыбельная» целиком озвучена на русском и английском, у каждого персонажа свой голос.
  • 🛠 Делайте своё и делитесь. Диалоги, квесты и сцены из Студии собираются в один файл. Другие ставят его в один клик.

 

Сцены, сделанные в G.A.M.

Их собрал наш ИИ-аниматор по текстовому запросу. Это сырые анимации: без сглаживания, ручной правки и оптимизации. Это первый удачный результат; руками никто не двигал ни одного ключа. Наши готовые анимации выйдут позже отдельными модами, после ручной доводки.

 

⚠ Сырые анимации от ИИ. Без сглаживания, ручной правки и оптимизации: первый удачный результат.

pairs

solo

embrace_behind

dance_dip

 

 

Что внутри

❤ «Жизнь» — отношения с памятью

У каждого своё отношение к вам: насколько вы ему нравитесь, доверяет ли он вам и хочет ли вас. Оно меняется от ваших поступков. Можно флиртовать, ходить на свидания, стать парой и сделать предложение. Если вас застанут с другим, будет ревность. Мир тоже реагирует: репутация, закон, работа, болезни.

  • С каждым NPC свои отношения: симпатия, доверие и влечение. Они растут или падают от того, что вы делаете, говорите и дарите.
  • Флирт и свидания в настоящих местах: столик в клубе, прогулка, комната на ночь.
  • Ночь вместе — сцена на нашем движке. Важны настроение, отношения, выпитое и момент. Вам могут отказать.
  • Пара, предложение, свадьба. Партнёры и супруги живут своей жизнью и ревнуют, если застанут.
  • Репутация у фракций, закон и награды за голову: стража помнит преступления, фракции — на чьей вы стороне.
  • Работа за крышки. Болезни (простуда, грипп, жар, отравление, лучевая болезнь) от погоды, укусов, еды и людей. Доктора в поселениях лечат и снимают зависимость.
  • Поражение на выбор: смерть как в ванили, плен или «плохая концовка».
  • 27 ключевых персонажей с историей и памятью. С ними можно поговорить в программе (с голосом), поправить их карточки или создать своих.
  • OldGen OS на Пип-Бое (H😞 люди, репутация и карма, досье, здоровье и 71 достижение (15 скрытых).
 

g_04_dialogue_wheel_club_waitress_ruby

g_07_oldgen_os_pipboy_app_menu

g_08_oldgen_os_pipboy_achievements

characters

 

🗣 ИИ-диалог — говорите как с человеком

Включите ИИ-диалог, и на колесе появится «Сказать своё…». Пишите или зажмите V и говорите. Человек отвечает в образе, голосом и субтитром. Он знает, кто вы, что между вами было, и ваш S.P.E.C.I.A.L. Разговор может привести к поцелую, свиданию или ночи вместе, если он тоже этого хочет.

  • Меняется игра: ИИ может дать предмет, продвинуть квест, начать сцену или сделать шаг в отношениях. Только то, что разрешают диалоги, поэтому сломать игру он не может.
  • Память: люди помнят прошлые разговоры и как вы с ними обошлись.
  • Родные диалоги игры: на открытом колесе нажмите T и напишите свою фразу. ИИ выберет подходящий ответ, и квест пойдёт как задуман. Если ничего не подходит, человек ответит в образе.
  • Разговор с кем угодно: T перед любым человеком — именным персонажем, поселенцем, роботом, кем-то из DLC. Он знает свою фракцию, место и квесты.
  • Модели: OpenRouter, DeepSeek или OpenAI со своим ключом. Или локальная модель через Ollama, LM Studio или любой OpenAI-совместимый сервер: без ключа, без интернета, ничего не уходит с ПК. Моделей около 27B хватает для разговора.
  • Голос в реальном времени: ответ звучит частями, пока он ещё пишется, губы двигаются по каждой части. На локальном движке, который уже загружен, первый звук — примерно через полсекунды.
  • Голоса: Edge TTS (сразу, без ключа), ElevenLabs, OpenAI TTS, Higgs TTS 3, а локально Qwen3-TTS (на вашей видеокарте NVIDIA), XTTS-v2 и Silero. Qwen3-TTS и XTTS-v2 умеют клонировать голос по репликам самой игры или по вашей записи. Распознавание речи работает локально через faster-whisper.
  • Липсинк: губы двигаются под голос, движение считается по записи. Лицо показывает эмоцию реплики и моргает.
 

g_05a_ai_own_line_typed_on_daisy_vanilla_wheel

g_05b_ai_picked_vanilla_reply_shown

g_05c_vanilla_quest_goes_on_with_picked_reply

g_09a_ai_chat_free_talk_typed_russian

g_09b_ai_chat_free_talk_reply_in_character

 

🌃 Boopi Corp. и «Чёрный жёлудь»

Ночной клуб «Чёрный жёлудь» у Даймонд-сити: бар, певица Стелла (у вас есть шанс), танцпол, VIP-зал и комнаты наверху. Штаб Boopi Corp. с синтами Gen 4, у каждой своя работа и история. «Ред Рокет» — теперь бар для поселенцев. Около сотни людей там двигаются сценами G.A.M.: танцуют, пьют, курят, играют в карты, моют стаканы. Заговорите с человеком, и его сцена остановится. Механизм парных сцен (двое в одной сцене, например карты через стол) готов. Сами парные сцены и полную жизнь мест принесут наши паки анимаций, отдельными модами.

 

g_01_black_acorn_club_hall_guests

g_02_black_acorn_singer_and_performers

g_03_red_rocket_bar_marge_and_regulars

g_06_boopi_hq_gen4_synth_showcase

 

🎬 G.A.M. — свой движок и редактор сцен

Наш движок анимаций играет сцены на несколько человек, с мебелью, предметами, мимикой и камерой. Сцены делаются в 3D-редакторе: таймлайн, ручки для рук и ног, ИИ-аниматор («обнимаются и покачиваются»), проверка рук сквозь тело и кнопка, которая сразу играет сцену в запущенной игре. В игре пара подгоняется под настоящий рост актёров.

  • 3D-редактор: таймлайн, кости, IK-ручки на руках, ногах и голове, свет, несколько актёров, существа, мебель и предметы. Отмена/повтор, зеркало, растяжение времени, шов цикла, значения ключей числами, полный экран.
  • ИИ-аниматор: опишите сцену фразой, и он соберёт её по шагам. Результат можно поправить руками. Готовые позы работают без ключа ИИ.
  • Проверки до игры: руки сквозь тело, вывернутые запястья, тело в мебели, скольжение ног и оценка движения 0–100. Пара — любое сочетание полов.
  • ИИ-доводка в один клик: плавность, дуги, перенос веса, дыхание, цикл без шва. Касания остаются на месте.
  • Ручная доводка: редактор кривых, «Призраки» соседних кадров, траектории, сравнение до/после (держите B), скорость 0,25×–2×.
  • Рост ролей: в игре (G.A.M. 0.6.1) пара подгоняется под настоящий рост актёров, и объятие приходится куда нужно.
  • Звуки на таймлайне (wav, ogg, mp3, flac, m4a) звучат в игре от позиции актёра. В комплекте 22 звука. Нужен G.A.M. 0.5.0.
  • ▶ В игре: сцена играет в запущенной игре. Сцена может запускать звук, реплику, эмоцию, смену одежды или стадию квеста; дорожки лица и камеры тоже работают.
  • Библиотека с поиском, папками, избранным и историей версий; превью в GIF, WebM или PNG.
  • Импорт ваших анимаций: HKX и idle Fallout 4, Skyrim SE с переносом на скелет Fallout 4, клипы существ и роботов на своих скелетах. Права остаются у авторов.
  • Skyrim SE / AE — бета: GAM for Skyrim, плагин SKSE64, играет сцены G.A.M. из консоли (gam play) и Papyrus. Проверен в игре на Skyrim AE 1.6.1170 с SKSE64 2.2.6: сцены на герое и на NPC, в том числе на двоих (объятие, рукопожатие). Событий сцены, звуков и предметов там пока нет.
 

gam

 

✍ Студия скриптов — пишите свои истории

Диалоги, квесты и триггеры без Creation Kit. Вы заполняете простые формы и видите ветки на карте. Проверка показывает ошибки. Диалог можно прокликать ещё до запуска игры. Потом диалоги, голос и сцены упаковываются в один .ogmod или публикуются на boopi.site.

  • Деревья диалогов в формах или YAML: приветствия, ответы, условия (SPECIAL, отношения, флаги, предметы, время), последствия, жесты и сцены G.A.M.
  • Карта веток и проверка, которая ведёт к ошибке. Триггеры сверяются с местами, предметами, квестами и людьми игры.
  • Проигрыватель диалога: прокликайте колесо в программе с тестовым состоянием, без сборки и без игры.
  • Триггеры: вход в место, время, таймер, стадия квеста, убийство, использование предмета. Действия: сообщение, разговор (можно открыть выбранное дерево), сцена, награда, флаг, показать или скрыть, запереть, переместить, сменить фракцию.
  • Диалоги для персонажей игры и DLC (Дейзи, Вадим, поселенцы): ваше дерево открывается первым в их обычном разговоре. Можно и добавить ветки в родные разговоры игры.
  • Реплики самой игры: в ответе можно указать ванильную реплику, и персонаж скажет её своим голосом с липсинком.
  • Озвучка своими записями или синтезом, с липсинком и эмоцией лица («Лицо») у реплики.
  • «🎙 Озвучить всё»: озвучивает все реплики файла, с голосом для каждого говорящего и оценкой стоимости для платных провайдеров. Неизменённые реплики заново не озвучиваются.
  • Правка: выбор флагов, стадий, предметов и квестов из списка, копирование и вставка (и между файлами), Ctrl+F, переименование с переносом ссылок, версии с показом отличий. Ваши YAML-комментарии сохраняются.
  • «+ История»: готовый диалог с двумя триггерами; пример истории в один клик.
  • «Проверить в ИИ-режиме»: поговорите со своим диалогом так, как его сыграет ИИ.
  • Свой мод одним .ogmod с требованиями (версия программы, плагины, другие моды). Публикация на boopi.site прямо из Студии.
 

studio

 

🧱 F.O.R.G.E. — 3D-объекты и текстуры игры

Раздел программы, который показывает мебель, предметы, оружие, одежду, людей и существ игры в 3D с настоящими текстурами. Любой из них можно перекрасить в своём графическом редакторе, а в игру можно добавить свою 3D-модель. Программа сама переводит картинки в формат игры. Всё ставится модом, который снимается байт в байт.

F.O.R.G.E.

  • Каталог: названия на вашем языке, фильтр по плагину, поиск, управление с клавиатуры. Одежда показана на скелете G.A.M., волосы и броня — в цвете палитры.
  • Оружие из деталей: любой вариант оружия и любые детали из вашего порядка загрузки, собранные в 3D. Каждую деталь можно перекрасить. Есть вид от первого лица.
  • Перекраска: «Сохранить как PNG» → правите в любом редакторе → «Новая картинка…» (или программа сама перечитает изменённый PNG). Формат, мипы и размер оригинала сохраняются. «Показать оригинал» сравнивает.
  • На кого действует: везде · только этот материал · только эта вещь · только этот человек (у остальных вещь прежняя) · только кожа этого человека.
  • Перекраска в программе: оттенок, насыщенность, темнее или светлее, с предпросмотром на модели. Всегда от текстуры игры.
  • Генератор карт: нет карты нормалей или блеска? Генератор сделает их из цветной текстуры, с предпросмотром на модели.
  • «Мои текстуры» ставятся модом через журнал и убираются байт в байт. Ставьте при закрытой игре. Перекрасками можно поделиться одним .ogmod, в нём только ваши картинки.
  • Своя модель: откройте OBJ, glTF или GLB и нажмите «В игру как объект». Программа сама пишет NIF, материалы, текстуры и коллизию. Объект появляется в меню мастерской и ставится из консоли. Пока это статичная декорация: на ней нельзя сидеть, её нельзя взять.
  • Экспорт: шаблон UV, OBJ или GLB, снимок в PNG.
  • Свой текстурный мод — целиком: перетащите папку или .zip с Textures\… на страницу — ещё до установки видно, что подходит к вашей игре; ставится одним щелчком и так же убирается.
  • Удобства: перетаскивание моделей и картинок, тёмный / серый / светлый фон, поиск по названию, editor id, form id или пути модели.
 

forge-skeleton.webp

forge-scopes.webp

forge-generator.webp

forge-weapon.webp

forge-retexture-ru.webp

forge-import.webp

forge-objects.webp

forge-mytextures.webp

 

🕵 «Колыбельная» — новая история

Двести десять лет машина хранила вас в тайной капсуле. Вас разбудили на год раньше, потому что за вами пришли. Детектив о том, кто вы на самом деле: доска улик, шифр, 18 основных миссий, 13 побочных, 9 финалов и романтика. Около 20–25 часов на основную линию и 30+ с побочными. Озвучена целиком на русском и английском: около 46 000 реплик, у каждого персонажа свой голос, созданный по описанию (люди игры звучат похоже, но голоса новые). История заменяет только ванильный основной квест, остальная игра остаётся.

 

⚙ Под капотом

Рутину boopi_mod берёт на себя, чтобы вы просто играли.

  • Ставит то, что нужно игре (F4SE и привычные исправления), в правильном порядке и проверяет каждый файл.
  • Каждая установка идёт в журнал: удалили мод, и исходные файлы вернулись байт в байт.
  • zip / 7z / rar перетаскиванием; Nexus и моды сообщества с boopi.site прямо в программе.
  • Сортирует порядок загрузки и сначала показывает план; «Сортировать с ИИ» поясняет каждый плагин.
  • Узнаёт издание: Old-Gen 1.10.163, Next-Gen 1.10.980 / 1.10.984 или Anniversary 1.11.191 / 1.11.221 / 1.11.240. Next-Gen и Anniversary получают одну сборку наших плагинов, всё включено; в игре она проверена на 1.11.191. [NextGen] bSafeMode=1 выключает то, что на вашей версии не проверено. Базовый пакет предлагает F4SE и Address Library с Nexus именно для вашей версии.
  • Проверка перед запуском: версия игры, F4SE, Address Library, обязательные моды, Fallout4.ini без списков архивов игры, профили Mod Organizer 2 со своими INI.
  • «Логи для отчёта» (Настройки → О программе): журналы F4SE, наших плагинов и программы и последние отчёты о вылетах в одном zip, ключи и личные пути скрыты.
  • 12 пресетов графики и рекомендация под ваше железо.
  • Наши паки (сюжет, Boopi Corp., диалоги, плагины) и сама программа обновляются сами. Проверка — при каждом запуске и каждые 30 минут.
  • Выбор игры и цветовые оформления (пока играбельна только Fallout 4). При первом запуске программа спрашивает язык.
 

mods

graphics

 

 

Установка

  1. Скачайте архив (кнопка выше) и распакуйте в короткий путь, например C:\Games\boopi_mod.
  2. Запустите boopi_mod.exe → Моды → Базовый пакет (наши моды скачаются сами) → Играть.
  3. Для ИИ-диалога: Настройки → Провайдеры LLM (ключ или локальная модель), потом Настройки → Диалоги → ИИ.
  4. Начните новую игру. «Колыбельная» начинается в Убежище 111, поэтому ей нужна новая игра. «Жизнь», чат и ИИ-диалог работают и в старых сохранениях.

🌐 Русский и английский. Программа спрашивает язык при первом запуске. Сменить его можно в любой момент в Настройки → Язык: сразу меняются интерфейс и язык ответов персонажей по умолчанию.

language

Нужны Fallout 4 и Windows 10/11 x64. Поддерживаются Old-Gen 1.10.163, Next-Gen 1.10.980 / 1.10.984, Anniversary 1.11.191 / 1.11.221 / 1.11.240 (в игре проверена 1.11.191; на остальных всё включено, сообщайте о проблемах). Anniversary 1.11.137–1.11.169: обновите игру. Наши паки вместе с озвучкой сюжета — около 1,2 ГБ. Обновления ставятся сами. Пошаговые руководства со скриншотами — на boopi.site.

🛡 «Core executable not found» или ругается антивирус?

 
  • Скорее всего, антивирус убрал core\oldgenai-core.exe в карантин. Это ложная тревога: ядро — неподписанная программа на Python, такие некоторые антивирусы помечают по шаблону.
  • Скачивайте архив только отсюда или с GitHub и проверьте SHA-256 (PowerShell: Get-FileHash .\boopi_mod-0.2.4-win-x64.zip). Для 0.2.4 должно быть acae4126c28400a39c7b4ce13aa205dd2f4c8d4dd9baf286a88674f5dbdf766a.
  • Верните файл из карантина или добавьте папку boopi_mod в исключения и распакуйте архив заново.
  • Распаковывайте в обычную папку (не в Program Files) и не запускайте из архива.
  • Напишите, какой у вас антивирус и как он назвал угрозу, — я сообщу о ложном срабатывании.

 

 

Что дальше


Следующий выпуск

  • Первый пак анимаций — отдельным модом, после моей ручной доводки.

Fallout 4, позже:

  • Проверка в игре на Next-Gen и других версиях Anniversary.
  • Остальные наши паки анимаций: пары и романтика, быт, работа, эмоции, походки и курение, в том числе взрослые сцены из G.A.M., отдельными модами после моей ручной доводки. С ними заработают парные сцены в клубе и баре.
  • Импорт и экспорт анимаций в HKX, FBX, glTF и BVH; анимация из видео, поза из картинки.
  • F.O.R.G.E.: окраска оружия, смешивание сгенерированной карты с оригинальной, точная коллизия и материалы у своих объектов.
  • G.A.M.: сборка пака анимаций в редакторе, высота сиденья под рост.
  • Skyrim: события сцены, звуки и предметы.
  • NPC, которые разговаривают друг с другом.
  • Групповые разговоры.
  • Побочные задания от ИИ: найти, сопроводить, расследовать.
  • Длинная память: люди помнят главное из всего, что было между вами.
  • Больше «Колыбельной», Boopi Corp. и клуба.
  • FOMOD-установщик, профили модов и лучше порядок загрузки.

Другие игры: Cyberpunk 2077, Skyrim, Starfield и The Sims 4. Основа уже есть: выбор игры, цветовые оформления, перенос сцен, бета Skyrim SE. Напишите в комментариях, какую хотите первой.


 

История версий

0.2.4 beta — переезд из MO2 и Vortex, выключение любого мода, FOMOD, проверка совместимости

 
  • Переезд из Mod Organizer 2 и Vortex в пару кнопок: программа сама находит их моды для Fallout 4 и предлагает «Перенести». Моды приходят включёнными и выключенными как там, с теми же победителями в пересечениях файлов и тем же порядком плагинов; файлы не копируются, MO2 и Vortex остаются рабочими. «Отменить перенос» возвращает всё как было, «Экспорт в MO2» — обратный путь.
  • Любой мод можно выключить переключателем: его файлы уходят из игры, возвращается то, что он перекрывал.
  • Установщики FOMOD: окно выбора с шагами, картинками и описаниями.
  • Установка проверяет совместимость: F4SE-плагины под другую версию игры, плагины без файлов-мастеров, архивы, которые игра не откроет. Мод всё равно ставится; проверка перед запуском называет такие плагины с кнопками «Выключить мод» и «Удалить мод».
  • Порядок загрузки умнее: пересечения записей, лимиты на число плагинов и, если загрузить, список сообщества LOOT. MCM на юбилейной ставится только на 1.11.240.

 

0.2.3 beta — исправления для Next-Gen и Anniversary

 
  • Видно, если наши моды не стоят в игре: на главной и перед запуском об этом сказано, с кнопкой «Установить наши моды». Окно «Проиграть в игре» прямо говорит, если G.A.M. нет в игре.
  • Переустановили игру — моды поставятся заново: моды, чьих файлов больше нет в папке игры, показываются как не установленные и ставятся снова (возвращаются логотип в меню, плакаты и иконка на карте).
  • Свежие моды базового пакета для Next-Gen и юбилейной: UFO4P 2.2.2a, MCM, High FPS Physics Fix 0.8.23, на юбилейной — Buffout 4 AE 1.7.1. На Old-Gen всё как было.
  • Нет лишних предупреждений о версии перед запуском; озвученный «Boopi Corp.» собирается и ставится намного быстрее.

 

0.2.2 beta — Next-Gen и Anniversary, озвучка сюжета, голос в реальном времени, Skyrim проверен в игре

 
  • Версии Fallout 4: поддерживаются Next-Gen 1.10.980 / 1.10.984 и Anniversary 1.11.191 / 1.11.221 / 1.11.240 — одна сборка наших плагинов, всё включено. В игре проверено на 1.11.191: меню, строка ввода и HUD, липсинк и лицо, «Жизнь», начало сюжета, сцены G.A.M. и сцены на двоих, жесты, камера и звуки, логотип в главном меню. На других версиях [NextGen] bSafeMode=1 выключает непроверенное. Anniversary 1.11.137–1.11.169: обновите игру. Программа предлагает нужные F4SE и Address Library с Nexus для вашей версии, на Next-Gen — и Buffout 4 NG.
  • Озвучка: «Колыбельная» целиком озвучена на русском и английском (около 24 000 и 22 600 реплик, примерно 56 часов), 84 голоса созданы по описаниям; люди игры звучат похоже, но голоса новые. Озвучка входит в пакет сюжета 0.6.0.
  • Голос ИИ-ответов в реальном времени: ответ звучит частями, пока пишется, губы двигаются по каждой части, первый звук — примерно через полсекунды на загруженном локальном движке. Новый локальный движок Qwen3-TTS. Образец голоса — одним WAV-файлом.
  • Skyrim SE / AE (бета): GAM for Skyrim 0.1.1 проверен в Skyrim AE 1.6.1170 с SKSE64 2.2.6, в том числе сцены на двоих. Папку игры можно указать вручную; SKSE64 и Address Library проверяются для вашей версии.
  • F.O.R.G.E.: перекраска текстуры прямо в программе (оттенок, насыщенность, яркость); «Показать целиком»; предупреждение о единицах у импортированных моделей; человек открывается одетым.
  • G.A.M. и Студия: K выбирает новый ключ, поля углов сохраняют введённое, теги по русскому названию, видимые границы панелей, понятнее ошибки ИИ-панели; Студия предлагает пересобрать плагин при удалении файла истории.
  • Надёжность: журнал установки пишется под блокировкой, за один шаг и с резервной копией; INI сохраняются байт в байт; вывод консольных программ на русской Windows; «Играть» проверяет F4SE при запуске; звуки G.A.M. удаляются вместе с модами; проверка перед запуском находит сломанный Fallout4.ini и профили MO2; «Логи для отчёта».

 

0.2.1 beta — сюжет снова стартует как надо, обновления ставятся сами

 
  • Старт после капсулы работает: снова появляется окно S.P.E.C.I.A.L., после редактора внешности возвращается управление, герой выходит из Убежища.
  • Звук на старте: в капсуле снова слышны стук и фон.
  • Кодсворт в Сэнкчуари: встреча снова проходит целиком.
  • Обновления: проверка при каждом запуске и каждые 30 минут. Окно «Что нового» одной кнопкой ставит паки и обновляет наши моды в игре. Старые копии наших файлов находятся и заменяются.
  • G.A.M. и F.O.R.G.E.: редактор на всё окно, границы панелей перетаскиваются, удобнее список импорта, сообщения на русском.

 

0.2.0 beta — мастерская F.O.R.G.E., рост ролей в игре, мимика, бета Skyrim

 
  • F.O.R.G.E.: своя 3D-модель как объект мастерской; оружие из деталей; перекраска для одной вещи или одного человека; генератор карт нормалей и блеска; одежда на скелете G.A.M.
  • G.A.M.: больше нет белого экрана, готовые позы, таймлайн с группами, превью в GIF / WebM / PNG; пары подгоняются под рост актёров в игре (G.A.M. 0.6.1).
  • Голос: плавный липсинк с мимикой (BoopiUI 1.3.0); Higgs TTS 3; автоматический образец голоса для говорящих в Студии.
  • Студия: много исправлений, триггеры проверяются по игре, озвучка с оценкой стоимости.
  • Живые места: парные сцены, официантки на обходе, вечерние прогулки даже без паков.
  • Skyrim SE (бета): читатель архивов, скелет из вашей игры и GAM for Skyrim.

 

0.1.9 beta — F.O.R.G.E., звуки на таймлайне, липсинк

 
  • F.O.R.G.E.: объекты игры в 3D и их перекраска, с откатом.
  • G.A.M.: звуки на таймлайне, редактор кривых, ИИ-доводка и проверка движения.
  • Живые места: люди в клубе, «Ред Рокете» и штабе двигаются сценами G.A.M.
  • Ещё: липсинк, «Озвучить всё», выбор игры и цветовые оформления, выбор языка.

 

0.1.8 beta — ИИ в разговорах самой игры, разговор с кем угодно, сюжет до конца

 
  • ИИ-диалог: T на ванильном колесе и своя фраза; свободный разговор с кем угодно; последствия доходят до игры.
  • Ещё: LM Studio и любой OpenAI-совместимый сервер; ваши диалоги на персонажах игры; «Колыбельная» до всех 9 финалов.

 

0.1.7 beta — инструменты редактора G.A.M., триггеры, проигрыватель диалога

 
  • G.A.M.: отмена/повтор, правка ключей, дорожки лица и камеры, «▶ В игре», события сцены в игре.
  • Студия: триггеры, «+ История», проигрыватель диалога; моды .ogmod из каталога boopi.site.

 

0.1.6 beta — простой импорт анимаций

 
  • Перетащите в G.A.M. архив, папку, плагин, BA2 или HKX; интимные сцены «Жизни» играют через G.A.M.

 

0.1.5 beta — моды сообщества и публикация

 
  • Моды сообщества с boopi.site в программе; вход через аккаунт boopi.site; публикация из Студии.

 

0.1.4 beta — наши моды отдельными подписанными паками

 
  • Наши моды скачиваются с boopi.site и обновляются без новой версии программы.

 

0.1.3 beta — лицензия и исправления сюжета

 
  • Бесплатно, все права защищены; исправления в «Колыбельной».

 

0.1.2 beta — служебное обновление

 
  • Обновлены описания и скриншоты.

 

0.1.1 beta — обновление в один клик

 
  • Программа сама находит и ставит новую версию; если та не запустится, вернётся прежняя.

 

0.1.0 beta — первый релиз

 
  • Менеджер модов, G.A.M., Студия скриптов, ИИ-диалог, «Жизнь», «Колыбельная», голос и 12 пресетов графики.

 

 

🧡 Поддержать проект

boopi_mod бесплатен, его делает один человек. Помочь можно двумя способами:

🧡 Подписка на Boosty — регулярная поддержка, которая оплачивает время на разработку (паки анимаций, F.O.R.G.E., все версии Fallout 4, другие игры). Вопросы поддержавших на Boosty я разбираю в первую очередь.

boosty.to/boopi_coder

💸 Разовый донат на сервер — обновления, каталог модов и паки на boopi.site. Карта, СБП и другие способы, без регистрации.

donate
donationalerts.com/r/boopi_coder

 

Обратная связь и поддержка

Нашли баг? Пишите в комментариях или на GitHub. Приложите версию программы, %APPDATA%\BoopiMod\logs\all.log и что вы делали. 👍 Подпишитесь на файл, чтобы получать обновления. 🧡 Вопросы поддержавших на Boosty — в первую очередь.


boopi_mod — неофициальный проект, не связан с Bethesda Softworks и ZeniMax Media; Fallout — товарный знак правообладателей. Можно пользоваться и делиться оригинальным архивом; без изменённых версий и коммерческого использования. Автор: boopi-coder.

 


  • Submitter
  • Submitted
    10/13/26
  • Category
  • Requirements
    Fallout 4 1.10.163 (Old-Gen), Windows 10/11 x64, F4SE (the app downloads it from the official page)

 

Edited by sibawal
Posted
15 hours ago, dagobaking said:

Genius:

Using AI to steal my work is still stealing.

 

Take it down immediately.

boopi_mod-IP-Infringement-Report.pdf 262.29 kB · 1 download

 

Just out of curiosity, how does this mod steal your work? Does it use code directly in the mod itself or build off of it?

 

I'm confused.

 

I haven't read that document you attached, so maybe it explains in there, or maybe it's full of a bunch of "legalese" that I wouldn't understand.

Posted

The description sounds like some kind of scam. Even if that’s not the case and everything works as advertised, I foresee a snowball effect of bugs.

Posted
37 minutes ago, Z0mBieP00Nani said:

Just out of curiosity, how does this mod steal your work? Does it use code directly in the mod itself or build off of it?

AAF code is used. The author has already acknowledged this and completely removed AAF from their project.

Posted
20 hours ago, dagobaking said:

Genius:

Using AI to steal my work is still stealing.

 

Take it down immediately.

boopi_mod-IP-Infringement-Report.pdf 262.29 kB · 1 download

Hi dagobaking,

boopi_mod and AAF are entirely separate projects with nothing in common technically. boopi_mod no longer uses your code, your technology or anything related to AAF, has no compatibility with AAF of any kind, including AAF animations, and none will be added at anyone's request.

Your complaint has no grounds. Our projects go separate ways.

All the best.

Posted
10 hours ago, Z0mBieP00Nani said:

 

Just out of curiosity, how does this mod steal your work? Does it use code directly in the mod itself or build off of it?

 

I'm confused.

 

I haven't read that document you attached, so maybe it explains in there, or maybe it's full of a bunch of "legalese" that I wouldn't understand.

 

Thank you. That question is answered in the doc. It's more technical than legal.

 

9 hours ago, Holylokki said:

AAF code is used. The author has already acknowledged this and completely removed AAF from their project.

 

This.

 

5 hours ago, sibawal said:

Hi dagobaking,

boopi_mod and AAF are entirely separate projects with nothing in common technically. boopi_mod no longer uses your code, your technology or anything related to AAF, has no compatibility with AAF of any kind, including AAF animations, and none will be added at anyone's request.

Your complaint has no grounds. Our projects go separate ways.

All the best.

 

My complaint has no grounds? You removed a huge chunk of my work from this and apologized for including it. I think that proves that my complaint did have grounds and there was a lot in common technically (as the doc above demonstrates).

 

I think that my reaction was entirely understandable and justified.

 

It remains that you are still attempting to read files designed for AAF that result in the same thing. I think this is problematic in a number of ways. Legally, I'm not sure how you are supposed to execute and document complex and unique configuration without re-implementing my original work, especially after you have proven a close reading of my files, including a large amount of reverse engineered source code. Technically, the overlapping animation features are going to result in a rash of user issues if/when people start trying to intermingle two mods trying to do the same things. And ethically, I'm not sure how to square your original statement wanting to collaborate with also trying to make the same functionality. Is this collaboration via arm twisting?

I was getting ready to reply to your comment today and suggest ways we could collaborate. I do so with many others on a daily basis. But, then I find that you retracted your apology note and have hidden your source code entirely. So, I'm not sure what you are really trying to do, tbh.

Posted
On 10/12/2026 at 3:59 PM, dagobaking said:

Genius:

Using AI to steal my work is still stealing.

 

Take it down immediately.

boopi_mod-IP-Infringement-Report.pdf 262.29 kB · 3 downloads

yeah God forbid anyone tries to improve your mod and help the modding community. its ppl like you who ruin the market for everyone. you can only monopolize the animation framework scene for so long, with everyone having access to ai now you don't stand a chance. you did this same shit with naf bridge too and its clearly better than your mod, you should be trying to work with other modders instead of hindering them. cause inevitability when your shit is obsolete who's going to be willing to work with you. its not like buddy is making money off your shit, get off your high horse

Posted (edited)
5 hours ago, D4NSUM said:

yeah God forbid anyone tries to improve your mod and help the modding community. its ppl like you who ruin the market for everyone. you can only monopolize the animation framework scene for so long, with everyone having access to ai now you don't stand a chance. you did this same shit with naf bridge too and its clearly better than your mod, you should be trying to work with other modders instead of hindering them. cause inevitability when your shit is obsolete who's going to be willing to work with you. its not like buddy is making money off your shit, get off your high horse

true, besides didn't he literally remove the problematic part from his mod anyway.

 

Edited by Maledictions
Posted
5 hours ago, D4NSUM said:

yeah God forbid anyone tries to improve your mod and help the modding community. its ppl like you who ruin the market for everyone. you can only monopolize the animation framework scene for so long, with everyone having access to ai now you don't stand a chance. you did this same shit with naf bridge too and its clearly better than your mod, you should be trying to work with other modders instead of hindering them. cause inevitability when your shit is obsolete who's going to be willing to work with you. its not like buddy is making money off your shit, get off your high horse

 

I think most of this has it backwards. The only thing I "monopolize" is my own work. If someone wants something different, they're free to build it. All I ask is that people don't copy what I made and take it as their own. That's about as old a standard as there is.
 

On NAF Bridge: nobody is stopping anyone from using it. It got distributed anyway, and it didn't live up to the claims. I said beforehand that big promises aren't the same as a working mod, and that's how it played out.
 

On "work with modders": that's how AAF and the animations and mods around it got built in the first place. It's still what I do pretty much every day, and supporting other authors takes up most of my time.
 

On AI: sure, it'll probably make it easier for some people to cut corners. I'm not worried about it. I do my own work honestly and I'm comfortable standing behind that.
 

On money: read the doc I posted. He acknowledged the code was mine and removed most of it, but the project is still set up to earn from mods that were made for AAF. A lot of my time went into supporting those authors: adjusting AAF to their needs, testing, writing XML for them. Legalities aside, repurposing that work for his own project is still profiting off mine. And if it isn't about money, why did it launch on day one with a "how to support me" section, graphics to promote it, and a license to protect it from exactly what was done to AAF?

 

16 minutes ago, Maledictions said:

true, besides didn't he literally remove the problematic part from his mod anyway.

 

 

He partially did, and that's to his credit. But it's not the whole story, and that story is still being written.

Posted
Just now, dagobaking said:

 

I think most of this has it backwards. The only thing I "monopolize" is my own work. If someone wants something different, they're free to build it. All I ask is that people don't copy what I made and take it as their own. That's about as old a standard as there is.
 

On NAF Bridge: nobody is stopping anyone from using it. It got distributed anyway, and it didn't live up to the claims. I said beforehand that big promises aren't the same as a working mod, and that's how it played out.
 

On "work with modders": that's how AAF and the animations and mods around it got built in the first place. It's still what I do pretty much every day, and supporting other authors takes up most of my time.
 

On AI: sure, it'll probably make it easier for some people to cut corners. I'm not worried about it. I do my own work honestly and I'm comfortable standing behind that.
 

On money: read the doc I posted. He acknowledged the code was mine and removed most of it, but the project is still set up to earn from mods that were made for AAF. A lot of my time went into supporting those authors: adjusting AAF to their needs, testing, writing XML for them. Legalities aside, repurposing that work for his own project is still profiting off mine. And if it isn't about money, why did it launch on day one with a "how to support me" section, graphics to promote it, and a license to protect it from exactly what was done to AAF?

 

 

He partially did, and that's to his credit. But it's not the whole story, and that story is still being written.

Hi dagobaking,

Thank you for taking the time to write, and I'm sorry my previous reply came across so sharply. That wasn't the tone I wanted. Your reaction was understandable, and I see that now.

Your notice honestly opened my eyes to modding from the developer's side, not just the user's. I'm new to developing mods, and the right way for me going forward is to build my own system without relying on anyone else's product. That was my original idea too. I wanted backward compatibility between the projects, and I imagined it working both ways: our engine able to play AAF animations, and AAF one day able to play animations made in our format. I thought it could help both projects grow and give players more content. That's the kind of cooperation I had in mind. But you're right: something like that can only be built together, and I should have talked to you about it first instead of doing it on my own.

About your points:

- I don't read AAF files anymore. Since version 0.1.6 boopi_mod has no compatibility with AAF of any kind: not with your engine, your animations or even your file formats. It doesn't read, import, convert or play AAF packs or positions. Anyone who opens the manager today can see there is nothing in common. To use mods made for AAF, people need to install AAF, and that's how it should be.
- The apology note is back and expanded: https://github.com/boopi-coder/boopi_mod/issues/1 . It disappeared only because I deleted and recreated the whole repository, so that the old commits and any part of that code would no longer be available to anyone. All functionality related to AAF has been removed from the project completely.
- The source is closed because the project has gone a completely different way from AAF, with different technologies and tools. Documentation for modders and developers will be published on our site.

The project also simply can't be compatible with AAF going forward. Our animation engine is being built to run animation content for other games too: Skyrim, Starfield and The Sims. Building our engine around one game's framework is architecturally impossible for us. That is exactly why we are now making our own animation packs for our own storyline, from scratch, in our own editor.

In the places where I originally planned to use AAF, we now make our own animations, and from here on that is the only path for us. It's certainly harder at the start, but I think it's the right way: this is how we'll polish our own engine and technology. It's already turning out pretty well, and the rest comes with experience :)

So there's no "arm twisting" here. Our projects really are separate now, and they don't overlap in a way that should cause conflicts for users.

I'm open to cooperation and would be glad to hear any ideas you have. I can also assure you that development goes on without using your technologies.

I'd suggest we put this dispute behind us here and each keep working on our own projects in parallel. Time will tell where things go from there.

Take care, friend.

boopi-coder

Posted
38 minutes ago, badboy64 said:

I am getting a core executable not found when I open the program and my virus scanner flags your mod.

Hi badboy64, thanks for the report!

"Core executable not found" means the file core\oldgenai-core.exe is missing from the app folder. Almost certainly your antivirus removed or quarantined it right after unpacking. It's a false positive: the core is an unsigned program built with Python, and some antivirus engines flag that kind of file by pattern, not by what it actually does.

How to fix it:
1. Download the archive only from the official places: GitHub (boopi-coder/boopi_mod releases) or this LoversLab page.
2. Check the archive's SHA-256. For 0.1.7 it must be:
   98fe66a602b14fa06564e44e3c99e7d833702d5201da292131a6281f97f3d1e3
   (PowerShell: Get-FileHash .\boopi_mod-0.1.7-win-x64.zip)
3. Restore oldgenai-core.exe from the antivirus quarantine, or add the boopi_mod folder to its exclusions and unpack the archive again.
4. Unpack into a normal folder (for example C:\Games\boopi_mod), not into Program Files, and don't run it from inside the zip.

You can also upload the file to virustotal.com to check it yourself.

Posted
6 minutes ago, sibawal said:

Hi dagobaking,

Thank you for taking the time to write, and I'm sorry my previous reply came across so sharply. That wasn't the tone I wanted. Your reaction was understandable, and I see that now.

Your notice honestly opened my eyes to modding from the developer's side, not just the user's. I'm new to developing mods, and the right way for me going forward is to build my own system without relying on anyone else's product. That was my original idea too. I wanted backward compatibility between the projects, and I imagined it working both ways: our engine able to play AAF animations, and AAF one day able to play animations made in our format. I thought it could help both projects grow and give players more content. That's the kind of cooperation I had in mind. But you're right: something like that can only be built together, and I should have talked to you about it first instead of doing it on my own.

About your points:

- I don't read AAF files anymore. Since version 0.1.6 boopi_mod has no compatibility with AAF of any kind: not with your engine, your animations or even your file formats. It doesn't read, import, convert or play AAF packs or positions. Anyone who opens the manager today can see there is nothing in common. To use mods made for AAF, people need to install AAF, and that's how it should be.
- The apology note is back and expanded: https://github.com/boopi-coder/boopi_mod/issues/1 . It disappeared only because I deleted and recreated the whole repository, so that the old commits and any part of that code would no longer be available to anyone. All functionality related to AAF has been removed from the project completely.
- The source is closed because the project has gone a completely different way from AAF, with different technologies and tools. Documentation for modders and developers will be published on our site.

The project also simply can't be compatible with AAF going forward. Our animation engine is being built to run animation content for other games too: Skyrim, Starfield and The Sims. Building our engine around one game's framework is architecturally impossible for us. That is exactly why we are now making our own animation packs for our own storyline, from scratch, in our own editor.

In the places where I originally planned to use AAF, we now make our own animations, and from here on that is the only path for us. It's certainly harder at the start, but I think it's the right way: this is how we'll polish our own engine and technology. It's already turning out pretty well, and the rest comes with experience :)

So there's no "arm twisting" here. Our projects really are separate now, and they don't overlap in a way that should cause conflicts for users.

I'm open to cooperation and would be glad to hear any ideas you have. I can also assure you that development goes on without using your technologies.

I'd suggest we put this dispute behind us here and each keep working on our own projects in parallel. Time will tell where things go from there.

Take care, friend.

boopi-coder

 

Thank you, fair enough. From my side, I think a lot of this was a misunderstanding, and I can't expect new authors to know the full history behind this subject. I appreciate the tone and the apology. If everything AAF-related is out of the project and the note is back up, that settles the main issue for me. Building your own thing from scratch is the right way to go. I applaud it and wish you luck. If you ever want your framework to play AAF content I'm open to discussing API additions if you need them. Reach out any time to go over details.

Posted
6 minutes ago, dagobaking said:

 

Thank you, fair enough. From my side, I think a lot of this was a misunderstanding, and I can't expect new authors to know the full history behind this subject. I appreciate the tone and the apology. If everything AAF-related is out of the project and the note is back up, that settles the main issue for me. Building your own thing from scratch is the right way to go. I applaud it and wish you luck. If you ever want your framework to play AAF content I'm open to discussing API additions if you need them. Reach out any time to go over details.

Thank you, I really appreciate that. Glad we could settle it. For now I'm focused on building our own content from scratch, and you know better than anyone how much time that takes, but it's good to know the door is open. Good luck with AAF!

Posted

Description and images look lazily ai prompted, like you just told the agent to make a good sales pitch and didn't even look it over afterward. the sort of description that uses many words but somehow lacking in detail, so I'm left wondering if its actually saying what I think it is or if my imagination is filling in the blanks. That combined with this being released out of nowhere yesterday and the absurd levels of scope creep right out of the gate. (Mod manager, animation editor, mod publisher, story mod, and in game ai chat integration if I'm reading that right?)

 

It has all the signs of being the sort of vibe coded "mega project"  that someone spends a bunch of tokens on to get into a pseudo-functional state. and then loses interest in after a few weeks when they remember that fixing bugs is boring and then they start vibing some other project. I know I sound hostile and possibly curmudgeonly but this smells sus!

Posted (edited)

I use a Lmstudio for my mantella playthroughs can this be hooked into my local llm? 

scrub that found it in the snap in

Edited by Hoobu
Posted
13 minutes ago, Pliny The Elder said:

Description and images look lazily ai prompted, like you just told the agent to make a good sales pitch and didn't even look it over afterward. the sort of description that uses many words but somehow lacking in detail, so I'm left wondering if its actually saying what I think it is or if my imagination is filling in the blanks. That combined with this being released out of nowhere yesterday and the absurd levels of scope creep right out of the gate. (Mod manager, animation editor, mod publisher, story mod, and in game ai chat integration if I'm reading that right?)

 

It has all the signs of being the sort of vibe coded "mega project"  that someone spends a bunch of tokens on to get into a pseudo-functional state. and then loses interest in after a few weeks when they remember that fixing bugs is boring and then they start vibing some other project. I know I sound hostile and possibly curmudgeonly but this smells sus!

Ha, fair enough, and thanks for being honest about it.

I originally built this project just for myself, then thought maybe I'm not the only one who wants something like this and it could be useful to someone else too.

I've been in development for over 10 years, but on commercial products for businesses. This direction is more of a hobby, something to keep the game from getting boring. I have a lot of things and mods I've made just for myself over the years, mostly through the Creation Kit and BodySlide, and I wouldn't wish that grind on anyone, haha.

So yes, you're right that the presentation sounds AI-written. My English really suffers (we studied German at school), so I have to use AI for it.

Most of the code is written with AI, but the architecture is mine, and since I still play this game myself, I catch and fix the bugs myself too.

A "mega project"? I don't really think so. It's more the wish to make a tool that lets people create their own stories, animations, scenes and, in the future, assets, without needing years of experience nobody has at the start. That's partly what the AI support is for: to fill the holes and gaps in knowledge.

Right now I'm tuning the animation system so the AI creates animations as correctly as possible. But I clearly understand that without manual polishing there won't be a perfect result. Still, that's better than doing 100% of the work by hand.))

And pessimism at the start is normal. I've run into it plenty of times in my business projects. Whether this one fizzles out in a few weeks or keeps growing, time will tell :) And if you give it a try and something breaks, let me know.

Have a good day!

Posted
13 minutes ago, Hoobu said:

I use a Lmstudio for my mantella playthroughs can this be hooked into my local llm? 

scrub that found it in the snap in

Hi! Yes, it works with a local LLM: boopi_mod talks to any OpenAI-compatible API.

For LM Studio right now: start its local server on port 11434 (Developer tab → server port), then in boopi_mod pick "Ollama (local)" and enter the name of the model you loaded. The next update adds a field for any custom OpenAI-compatible address, so the port change won't be needed.

About models: for now ~27B models (Qwen-class) handle the dialogue reasonably well. By the release version I expect 8B models to hold long conversations well too.

Posted
3 minutes ago, sibawal said:

Ha, fair enough, and thanks for being honest about it.

I originally built this project just for myself, then thought maybe I'm not the only one who wants something like this and it could be useful to someone else too.

I've been in development for over 10 years, but on commercial products for businesses. This direction is more of a hobby, something to keep the game from getting boring. I have a lot of things and mods I've made just for myself over the years, mostly through the Creation Kit and BodySlide, and I wouldn't wish that grind on anyone, haha.

So yes, you're right that the presentation sounds AI-written. My English really suffers (we studied German at school), so I have to use AI for it.

Most of the code is written with AI, but the architecture is mine, and since I still play this game myself, I catch and fix the bugs myself too.

A "mega project"? I don't really think so. It's more the wish to make a tool that lets people create their own stories, animations, scenes and, in the future, assets, without needing years of experience nobody has at the start. That's partly what the AI support is for: to fill the holes and gaps in knowledge.

Right now I'm tuning the animation system so the AI creates animations as correctly as possible. But I clearly understand that without manual polishing there won't be a perfect result. Still, that's better than doing 100% of the work by hand.))

And pessimism at the start is normal. I've run into it plenty of times in my business projects. Whether this one fizzles out in a few weeks or keeps growing, time will tell :) And if you give it a try and something breaks, let me know.

Have a good day!

Well, hopefully I'm wrong. I might take a look later this week.

Posted (edited)
45 minutes ago, sibawal said:

Hi badboy64, thanks for the report!

"Core executable not found" means the file core\oldgenai-core.exe is missing from the app folder. Almost certainly your antivirus removed or quarantined it right after unpacking. It's a false positive: the core is an unsigned program built with Python, and some antivirus engines flag that kind of file by pattern, not by what it actually does.

How to fix it:
1. Download the archive only from the official places: GitHub (boopi-coder/boopi_mod releases) or this LoversLab page.
2. Check the archive's SHA-256. For 0.1.7 it must be:
   98fe66a602b14fa06564e44e3c99e7d833702d5201da292131a6281f97f3d1e3
   (PowerShell: Get-FileHash .\boopi_mod-0.1.7-win-x64.zip)
3. Restore oldgenai-core.exe from the antivirus quarantine, or add the boopi_mod folder to its exclusions and unpack the archive again.
4. Unpack into a normal folder (for example C:\Games\boopi_mod), not into Program Files, and don't run it from inside the zip.

You can also upload the file to virustotal.com to check it yourself.

Thank you I will try that. The one from the Github worked.

Edited by badboy64
Posted
1 minute ago, sibawal said:

Hi! Yes, it works with a local LLM: boopi_mod talks to any OpenAI-compatible API.

For LM Studio right now: start its local server on port 11434 (Developer tab → server port), then in boopi_mod pick "Ollama (local)" and enter the name of the model you loaded. The next update adds a field for any custom OpenAI-compatible address, so the port change won't be needed.

About models: for now ~27B models (Qwen-class) handle the dialogue reasonably well. By the release version I expect 8B models to hold long conversations well too.

I use a Gemma 4 8b uncensored with mantella, 12gb vram it works a treat this mod is very interesting it's a niche that i love exploring, quest giving will change my depraved games 

on i side note where does your mod expect to find piper ? I of cause have it buried in the mantella app 

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