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Announcements
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SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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Other
Fallout: New Vegas mods that don't fit in any of the existing categories
38 files
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RaceBodyMorph (NPC BodyMorph Randomizer) 090915
By asdasfa
RaceBodyMorph (NPC BodyMorph Randomizer) (Could use a better name, but meh...)
A simple BodyMorph plugin that I originally made for myself causing me to learn scripting in GECK.
Description:
Allows randomization of NPC body morphs based on minimum and maximum values for each bones that can be set for each race and gender via the MCM.
Requirements:
BodyMorph, of course.
NVSE.
NVSE Extender (NX).
Mod Configuration Menu - Needed to activate and setup the plugin.
Weighted body, like T3F Body with BnB (look in Files section).
Weighted armors or clothing, like Bouncing Breasts Type 3 Armors.
Or T3FBBR BnB Body Replacer + Rough Outfit Conversions.
Notes:
There are alot of changes as of version 062815 (June 28 2015). To avoid issues from updating from an earlier version, it is advised to install it with a RaceBodyMorph-free save or better yet a BodyMorph-free save, to do so:
Disable/Uninstall BodyMorph and RaceBodyMorph from your load order, start game and save. Then install the latest version of BodyMorph and RaceBodyMorph.
Updating to a new version will deactivate the mod and reset all Male and Female settings on load, so be sure to use the mod's Save/Load Settings function to save time.
Changelog:
Spoiler - 090915
Merged both Female and Male settings into one MCM menu.
Now creates a settings ini in the Data/Config directory for editing slider limits to easily accommodate future changes to the core mod without updating.
Removed Parts settings.
- 080715
Added GetInSameCell check on the scanner instead of the previously removed GetInGrid.
Some minor script modifications.
- 080415
Removed GetInGrid check from the scanner.
Now uses a dummy armor for the AddItem bug workaround instead of leather armor that should prevent removal of NPCs' leather armor when resetted.
- 072015
Fixed dead cleanup not working.
Minor script modifications and optimizations.
- 071715
More foolproofing on the scanner.
- 071615
Minor modifications on the scanner.
Changed default scanner smoothness from 0.05 to 0.5.
Unsetted biped slots of tokens. Tokens shouldn't be equipped anymore.
- 071515
Rewritten and improved scanner script.
- 071215
Just minor logging changes.
- 070615
Added settings for toggling parts. (This will affect the Reset function, for example, disabling a part will prevent that part from being reset to 0)
Made the dead cleanup toggleable. (Default: Off)
Added 2 more slots for saving settings, making a total of 3 slots.
- 070415
Modified script for race determination. Will now check if a race name contains the name of a base race. For example, a custom race with the name "Custom Asian" will now be processed under the "Asian" category instead of "Others". This makes proper support for DLC races.
- 063015
Minor script changes.
- 062815
Added "Others" category for custom races.
Added settings for toggling races.
Added Save/Load Settings.
Refactored a lot of variables.
Replaced the misc token with an unplayable armor item to make it invisible from inventory.
- 062515
Added cleanup for bodymorph data of dead actors. This should keep the size of the nvse cosave file down.
- 062415
Finally fixed the unresponsive combat bug. It is caused by the AddItem function's bug that causes the weapons of the NPCs to become unusable.
Added some cleanup code.
- 062215
Will now ignore actors that are alerted, alarmed or in combat and actors that are within the same cell and are hostile towards the player.
- 032215
Reset function will now only reset actors that are enabled in the menu.
Fixed children not resetting. Forgot to remove a flag.
- 031915
Added Same Cell Scan.
Use ScaleUp and ScaleDown instead of ScaleAbs.
Forgot a bone in the reset script. Fixed.
- 031815
First release.
876 downloads
Updated
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SmallerTalk
By astymma
SmallerTalk version 1.2.6
I have taken ownership of Prideslayer's SmallerTalk and have added a few new features to it that will, and this has been proven fairly
extensively through testing some very hard to talk to NPC's, make SmallerTalk a replacement for SmallTalk for any mod that needs the
functionality SmallTalk provides.
Why use SmallerTalk instead of SmallTalk?
SmallTalk overrides vanilla records, SmallerTalk does not.
SmallTalk is huge and causes you to watch the entire load sequence, SmallerTalk does not.
SmallTalk does not handle dialogues it doesn't have a replacement for, SmallerTalk does.
SmallTalk cannot fix NPC's that have forced goodbyes, SmallerTalk can.
SmallTalk propagates all vanilla dialogue errors fixed by community and official patches/dlc's, SmallerTalk does not.
How SmallerTalk works:
SmallerTalk has a non-vanilla greeting and a non-vanilla response. It hooks the use of the ActivateControl (typically the "E" key) and if the target is not
in combat, is not a creature, is not dead and IS an actor... it performs "StartConversation player, SmallerTalkGreeting" and sets a variable that is used by the greeting as a selection criterion so the NPC uses it. It does NOT in any way alter activation so it won't mess with activation scripts nor stop standard dialogue whatsoever. What it does do is cause a conversation with an NPC who has nothing but "goodbye" flagged dialogue responses that proceeds as follows:
NPC: What's up?
YOU: Nothing much... and you?
NPC: Same ol', same ol'...
...
and then it does not close the dialogue. Any mods you have that hook into GREETING that would display options such as SewerSlave, SexoutSex,
HowAbout, UseableCigarettes and other mods of that type will then display their dialogue topics.
More Information
NEW In 1.2.6... Prefaced all debug messages with "SmallerTalk: ".
NEW In 1.2.5... Ability for mods to have NPCs ignored by SmallerTalk. 2 options... add NPC to SmallerTalkIgnoreList (formid list) or SmallerTalkIgnoreFaction (faction) with rank 0.
NEW In 1.2.4... Randomized dialogue (10 random greetings and 10 random responses) available as an MCM option, default is OFF
In 1.2.3... Conversation after companion wheel use is now an MCM option and defaults to ON
In 1.2.2... Reverted to armor tokens so they could be set non-playable and not appear in vendor inventories.
In 1.2.1... Fix for weapons disappearing and becoming unusable.
In 1.2.0... PROPERLY checking for GetSleeping now
In 1.1.9... Can set timer delay from 1 to 10 seconds in MCM screen (default = 3).
In 1.1.8... entirely new dialogue initiation code using a dialogue token, won't stomp on vanilla dialogue that was flagged as both SayOnce and Goodbye.
In 1.1.7... the MCM config option to disable SmallerTalk while sneaking.
In 1.1.6... critter support with body language dialogue in place of speaking... can be disabled(default)/enabled through MCM
Altered Companion Wheel functionality response to disregard Cass so you won't see "we done?" , you'll get the SmallerTalk greeting-response, this is
because Cass was EXTREMELY resistant to SexoutSex dialogue.
Some NPC AI was locking up after using SmallerTalk on them. This is an attempted fix, please let me know if you have any more AI lockup issues.
Added double protection AI reset Token. Fixed code error.
With MCM you can enable or disable the mod from the MCM menu.
With MCM you can enable or disable debug messages from the MCM menu.
MCM is NOT required by the mod but the mod does support its use.
SmallerTalk can display debug information. Typically it can be displayed by typing "set .doDebug to 1" or turned off (default) by typing "set .doDebug to 0".
One
situation with the companion wheel has a special handler... in the case
of trading using the companion wheel, I have set SmallerTalk to NOT do
its conversation and instead respond with "We done?" and exit the
dialogue. This was an unintuitive use of SmallerTalk and was
disorienting to testers so it was changed. Cass exempted from this.
If tapping the activate key (typically the "E" key) does not start the SmallerTalk conversation or an NPC proves unwilling to start the conversation... simply hold down the activate key for 3 seconds while keeping your crosshair on the NPC and then release... that WILL initiate the SmallerTalk conversation even with the most recalcitrant NPC's who possess factions like ForceNoGreeting like wastelander template NPC's, AWOP Wastelanders, freeside generics, and such.
Modders wishing to test SmallerTalk versioning from within their code to see if the user is using the right version can check the global value "SmallerTalkVersionNumber" and/or the mod description. The mod description will be in the form "v1.0.0" and the global will be a float such as "1.00". The two will be kept in sync with each new release as they happen.
Feel free to provide feedback, testing results and bug reports in this thread.
63,180 downloads
Updated
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NVSE
By prideslayer
This is a custom build of NVSE, required by the alpha/beta versions of the NVSE Extender.
It will remain here until ianpatt or one of the other Silverlock guys updates the official NVSE download page with this version, or a newer version with the features from this one.
I do extremely minor work on this myself, you can thank jaam for most of what gets done here! I'm only making the download page to keep the question/support issues about this version of NVSE in the Extender support thread to a minimum.
995 downloads
Updated
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NVSE Extender (aka NX)
By prideslayer
This is a plugin for NVSE, providing new script functions for modders.
!!! FOMM REQUIREMENT !!!
This FOMOD install requires my custom FOMM build from right here @ loverslab. The original/vanilla FOMM will not install executable files like dll's. At least, if I remember correctly, it won't. I don't know if NMM will install them either.
!!! NOTICE !!!
NVSE 4.5b7 or newer. The latest NVSE is available from this bethesda forum thread -- the version on silverlock is usually a few releases behind, and other mods may require a newer version.
Extender Version: 16
Released: 21-Mar-2015
Project source code: nvse extender. Send myself or jaam a message here or there if you'd like to contribute to the project. We are both admins.
What does it do?
NVSE Extender provides additional functions available to modders. Some will provide information via the console as well. It uses the save/load notifications to save (and load!) its data whenever the game is saved.
How do I install it?
Download the FOMOD for the version you want and install it with FOMM. You do not need the other files, and you only need ONE fomod.
Advanced users:
What functions are available?
There are many functions available. I need to redo this documention to list and explain them all.
Current implemented function list:
Can I include this with my mod, upload it elsewhere, etc?
Sure. You can do whatever you want with it.
If you screw up your players by installing an older version than they already have, you deserve a slap. If you upload it somewhere else and claim to be the author, you can field the bug reports and write the fixes, while rotting in hell.
I'm all about letting people do whatever they want with stuff I create, but be responsible about it and don't be a dick.
What does the future hold?
Many other functions are planned, they are discussed in the support thread.
103,545 downloads
Updated
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50 Caps A Day
By NexusVetX94
hey everyone this is just a simple mod that gives the player character 50 caps every 24hrs. the reason i made this was for immersion reasons and was only intended for my personal use so if you like it great if you don't just skip it.
if anyone wants me to add more values simply leave a comment and ill eventually upload any number of caps you like.
and one last thing anyone saying "oh but we have console commands har Har har" i don't care this was intended for me because i dont like having thousands of caps at level 1 and there may be more people like me so here you go.
,falloutveteran
dont use my esp anywhere else without my permission which is pointless anyways.
81 downloads
Submitted
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Bribe The NCR To Reduce Infamy
By Odessa
This is a very simple mod, but I thought someone might like it.
When you have high infamy with the NCR, you get the rangers threatening you and warning you have 3 days to improve your reputation or they are bringing you death.
It can be quite difficult to improve your reputation, especially if you have already done a lot of NCR quests, and lore wise, the NCR has plenty of corrupt politicians and brahmin barons exploiting the system. You can't bribe the rangers, they're too clean, but you can go to the Mojave Outpost and talk to Major Knight, who is authorised to sell treasury bonds which is essentially bribing the official justice system. They don't give you fame, but for every 1000 caps you spend, it reduces your infamy by 4%.
Requirements
NVSE v4.2
Why does it require NVSE at all? No good reason, purely to force anyone still using V2 to upgrade, since I feel that having most people still using old versions holds the modding community back
(The screenshot is just to make the page more interesting, its actually from a dream in Another Kick in the Head)
224 downloads
Updated
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Remote Control Explosive Car - Beta
By A.J.
SHORT DESCRIPTION
If you want to try this, just watch this video AND read KNOWN ISSUES below
https://www.youtube.com/watch?v=_jmdZja36hI&feature=youtu.be
UPDATE
It now requires this to be downloaded separately, to increase compatibility. You place it inside your Data folder, activate it and put it before in your Load Order.
LONG DESCRIPTION
While waiting for Nina, I did this mod as a proof of concept, it was a nice way to test the reliability of some UDFs I did few days ago. This is classified as Beta because I just uploaded to have more tests on the "core" itself, trying that on other NV installations. Anyway, if it will work fine, this "bomb" will be craftable and I will hide the schematics inside a short quest involving some fiend bloodbath.
HOW IT WORKS
Take this bomb inside a trunk just in front of Doc Mitchell's house, on a wall. They are "ingestibles", it means you will find them under "Help" (or is it Aid?) in GECK, just like food.
When you use it and close the pipboy, you will be forced to equip a detonator, there's no way to remove it. After 1-2 seconds (it varies by game delays), a small buggy will be deployed on your feet, you will hear a sound like something that falls on the ground. DON'T CLICK your left button! or it will detonate just on your feet
At this point, you can decide to go a bit more far and detonate it, so it can be used just like a remote control mine, just like C4, or you can point your crosshair on the little car and activate it. A small menu will allow you to take the car back (so the detonator will be removed by your hands) or start driving the car (with the option Activate).
To drive you can use WASD just like you move your character. Still, if you press Fire, the car will detonate.
On top left there's a small hud that shows the damage of the car hull. If a monster will attach the car, when the health reaches zero it will detonate automatically.
Also, if while you drive the car your character with the remote control is attached by an enemy, the controls will go back to you and the car will detonate automatically (so be careful).
If you deployed the car and an enemy is attacking you, you won't be able to Activate it and drive against him, no matter if he's very far, if he's in the Combat condition you can't drive the car.
I guess that's all.
FUTURE PLANS (if everything works fine, much or less)
- Solving known and unknown bugs
- Putting a small quest to gain the schematics so that the car will be craftable
- Nerfing the explosion (fatman explosion is just a placeholder, it was nice to see)
- Putting a max range of the controller, definetely shorter in interiors
- Increase compatibility
INSTALLATION
Requires last NVSE, what is it... 4.2something.
Drop the content inside your Data folder, activate both the ESM (CamUtil.esp) and the ESP (BoomBoom.esp).
If some program tells you "hey it's marked as esm but it's an esp!", answer it that yes, you can read.
UNINSTALLATION
.(pse.mooBmooB) PSE eht dna (pse.litUmaC) MSE eht thob etavitca ,redlof ataD ruoy edisni tnetnoc eht porD
Basically, do the contrary of what you did when you installed it.
KNOWN ISSUES
- Since it's a beta, when you deploy the car till you detonate it, your console WILL SPAM A LOOOOT OF MY MESSAGES! can you disable them? yes but I don't tell you how. They don't hurt you and could help me if something goes wrong with you.
- ALMOST FULLY INCOMPATIBLE WITH PIPBOY REPLACERS! for now I'm sure that Readius works fine (next thing I'll fix) should be fixed
- INCOMPATIBLE with non-vanilla companions, just leave them grazing at home (next next thing I'll fix, at least for the most common ones) should be fixed
- PROJECT NEVADA: if you sprint with the detonator on your hand, the car will detonate, so CAREFUL!
- I can't really call it "script intensive", but well there are scripts running. If your installation is slow, something could not work fine. If you're unsure, please create new savegames and don't overwrite old ones.
A good way to understand if you're in danger: if the car doesn't do what it's supposed to do, like in the video, you're in danger.
At that point, really, DON'T overwrite your savegames. Please.
CREDITS and PERMISSION
Doctasax for his wonderful UDF tutorial
REZ for his wonderful buggy mesh resource
This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
129 downloads
Updated
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Jogging [New Vegas]
By A.J.
A small request, maybe someone else could find it useful.
This script introduces a force in the opposite direction when you are running. As consequence, you will run slower, but your animation speed will be the same. This more or less tries to emulate the different speed effect you achieve with controller pads.
It only slow downs forward and backward movements, side movements will be at the normal speed.
To slowdown the run just hold the hotkey (default Q, can be redefined via MCM)
You can change the amount of speed on the MCM >>> higher Smoothness = lower speed
To install, just unpack it on Data, as always, and check the ESP on the Load Order (or use a mod manager). Position on the Load Order is uninfluent.
To uninstall, just remove the ESP from the folder and make a clean save.
Recent NVSE (4+) is required.
MCM is optional, it's required to reconfigure the parameters.
No vanilla ID modifies - I can't think to any possible conflicts.
Comparative video to show what I was meaning, if it's not so much clear:
https://www.youtube.com/watch?v=uZSRlHSGgVM&feature=youtu.be
Permissions:
This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
93 downloads
Updated
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Stamina HUD [FONV]
By A.J.
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Changelog
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v.1.2 - The core seems pretty much completed. Solved few script bugs, leading to random issues when reloading. Added a new variable to the fnPrint function. Tweaked some consumption values. Added an extra "weak" effect when you are in CoolDown - it now reduces Unarmed and Melee ability and damage. And... something else I cant' remember.
v.1.1 - Added an extra option on the MCM - Customize colors. If you check it, you will be able to choose your custom colors, as before. If you un-check it, you will have vanilla themes (the classic yellow and red per default - or different if you changed it on the main menu)
v.1 - Release
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BETA - Requires feedback
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A small script that adds a stamina bar on the NV hud. The bar itself doesn't do anything, but can be used along with other mods (i.e. this Sprint mod or these realism Options).
It has many options to configure it via MCM
- Debug Mode: not much interesting, it enables some console spam, for debug.
- Stamina Bar Position: this is important. When you click on this, you will be kicked out from the MCM and you will be able to decide the bar position, using the arrows. If you press SHIFT, it will move faster. E/R increases / decreases the size etc. all the commands are written on the screen.
- CoolDown: this Option on the MCM will decide the amount of seconds that Cooldown mode will least.
(what is CoolDown mode) When the stamina reaches zero, the bar will start blinking and the player will be exhausted >>> it will go in CoolDown mode. While in CoolDown, stamina won't regenerate.
- Force Walk: if enabled, the player won't be able to run in Cooldown mode (because he's exhausted)
- Breath Sound: if enabled, when the character will go under a certain value of stamina (the BREATHING THRESHOLD), it will start breathing heavily
- Breathing Threshold: the percentage where the player will start breathing
- Bar Primary and Secondary colors: they decide the color of the bar.
- Endurance and Agility Ratio:
These two sliders decide how much the player's S.P.E.C.I.A.L. influence the Stamina.
Player's END decides the max amount of stamina
Player's AGI decides the regeneration rate
Stamina Max = END * Endurance ratio
Stamina Regen = AGI * Agility ratio
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Requirements
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- NVSE 4.6+
- UIO
- MCM (while MCM is optional, the amount of configurable things is a good reason to install it)
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Installation
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Extract the content in Data or use a mod manager to do the same. Flag is on the load order and you're ready to go. Load order position is not influent.
Optional: if you prefer the alternative bar, after the installation un-pack it and overwrite the files
Updates: when not request, clean save is not necessary. However, if you'll have issues, it would be better making a clean save before reporting any possible problems (or temporary starting a new game and see how it goes)
A small video to show a bunch of features in game:
https://www.youtube.com/watch?v=CdBLe82z5fg&feature=youtu.be
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For Modders
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I'm still wondering what I should / shouldn't do, that's why I flagged it as WIP. Things can be changed properly if they are not easy to be used / they don't work at 100% etc. so I would appreciate some feedbacks on that.
The way to interact with it is pretty easy. There are 3 things done for now.
> A main function
Let iMaster := GetModIndex "Stamina.esp" Let bStaminaInit := 1 Let fnStamina := BuildREF iMaster 7188
After BuildREF, to drain or provide stamina, it's necessary to call the function passing 3 parameters:
Call fnStamina fValue fCoolDown sName
- fValue is the amount of stamina gained/drained(positive or negative).
- sName is a string, a note, better if it's the name of the mod. It's only used for test purpose, it will be printed on console if debug is activated.
- fCoolDown is a peculiar value, I'll try to explain it the best I can. It introduces a CoolDown time in the regeneration. The stamina mod ticks regeneration every 0.1 seconds. This means that if fCoolDown is 0, you will drain stamina but in the same time the regeneration will regenerate. At high regeneration rates, you risk that things like sprinting (which drain stamina continuously) won't consume the stamina as intended. To avoid it, you can introduce a fCoolDown of even just 0.2, it will prevents the stamina to regenerate. A higher value could be used to simulate a hit, for example, you put 2 seconds when you receive a hit, you won't regenerate for 2 seconds.
> A couple of events
"aSTTiredUDE" and "aSTNoTiredUDE" are dispatched when you are in CoolDown mode (see Stamina - when the bar blinks, when you are forced to walk)
> A function returns few vars
aSTfnPrint (Hex = 3027, Dec = 12327) wants a string as parameter (the name of the var) and returns the value of the variable. Not tested...
Parameters:
- "fStamina": actual stamina value
- "fStaminaMax": max stamina value
- "fStaminaRegen": regen value
- "bBlink": if true, the stamina bar will blink => when aST_TiredUDE will be dispatched
- "iBreath_TH": the threshold when the player starts breathing
- "fAgi_Ratio": Agility ratio
- "fEnd_Ratio": Endurance ratio
30/04:
Added a new parameter "rInit"
if eval (Call fnPrint "rInit")
If you call a string like this, it will go true only after that the main mod Stamina.esp has finished to be initialized.
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Permission
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This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
329 downloads
Updated
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Sprint Mod (uses Stamina bar) [FONV]
By A.J.
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Description
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The small sprint resource I uploaded some time ago, with few modifies, to let the Stamina bar working properly.
It can work WITH or WITHOUT the Stamina Mod.
- WITHOUT STAMINA MOD
Pressing SHIFT and Forward, the player will sprint. The speed is about 160% of the normal speed. It's not huge but noticiable.
You can see a preview of the Sprint animation here, around 15 seconds:
https://www.youtube.com/watch?v=LF0jZD_9VRQ&feature=youtu.be
- WITH STAMINA MOD
Same as before, but it will cause a stamina consumption.
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MCM
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- Without Stamina Bar installed, the only option you are able to do is enabling / disabling the sprint.
- With Stamina Bar installed, you will be able to enable / disable the stamina consumption and the amount of stamina consumed while sprinting.
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Limitations
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This was made to work in third person, I mainly play in third person. The first person sprinting effect was a workaround to allow people to use this mod also in first person, but it uses a different method. I don't want to go in deep with it, but let's just say that if you hear two different step sounds when in first or third person, it's perfectly normal. It could be annoying, but it can't be changed.
Note that some keys will be disabled while sprinting, for example F, so you won't be able neither to switch 1st/3rd person nor to rotate the camera in the usual way, you must stop sprinting to do that.
Last, for obvious and known reasons, loved by all the animators (... ...), when sprinting in third person the left / right keys will be used to rotate your Z angle: basically you will still be able to change direction, but in a different way, just like if you were a speedboat. Like a speedboat.
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Requirements
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- NVSE 4.6+
- Optional: Stamina Bar
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Installation
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Unpack everything inside Data, flag the ESP and you're ready to go. Or use a mod manager.
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Permissions
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This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
534 downloads
Updated
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Gun Runners Home
By UberWanderer
5th mod on Loverslab!!
Gun Runners Home
Located next to Gun Runners Store
Uses Dead Money house textures!
Uses OWB television (thats the only reason it needs OWB lol )
Hope you enjoy!!
The pictures are dark due to my ENB. (nevada skies enb stuff)
Requires: Fallout New Vegas
Dead Money and OWB
Do NOT release this mod or alter it in ANY way.
65 downloads
Updated
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TTW Colored Tranquility Lane
By pepertje
Just a simple mod which adds color to the Tranquility Lane Simulation so you can have all the bright colors the assets deserve to catch.
Sorry for the interiors still being black and white, now fixed
72 downloads
Updated
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SuperCola
By Halstrom
I'm not wanting this to be a god mod, I want to make it a balanced way to progress a more melee path without bulking up in armor & big guns. But it's Super Powers, not necessarily Lore friendly. maybe if it proves popular I'll make a MCM menu with sliders for the effect of Level vs Karma vs Radiation etc.
It basically endows your Player or any NPC drinking it with buff effects to their Abilities, Resistances & Healing based on their Karma, XP Level, and Sunlight. To a lesser extent powers are also effected by Drug use, Pocket Picking, People Killed, Eaten & Pants Exploded.
There's an evil version cola that works in reverse of course, powers are dependant on bad karma, darkness and people killed etc. Both are found next to Doc M's chemistry set.
Radiation is the weakness of both Power Sets. Radiation, by Centaur Spit, Glowing Ones, Radioactive Ponds etc.
You don't need it but might want to add one of the following:
It checks NX variables for Lust and Arousal too and applies them positively or negatively depending on if you are good or evil. I think it checks against some SCR formlists but doesn't require SCR. These functions have no effect if neither SCR or Spunk/Lust is installed.
Superman Outfit:
http://newvegas.nexusmods.com/downloads/file.php?id=41072
SuperGirl Outfit:
http://newvegas.nexusmods.com/downloads/file.php?id=41077
This is a vast improvement on my old version which was full of issues, but I haven't done a great deal of testing so am interested to know how people find it so I can make further improvements. Unlike the old version this won't screw up your stats, you can just turn off or uninstall to remove all the effects.
http://www.loverslab.com/files/file/1892-supercola/
33 downloads
Updated
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Stamina - Options [FONV]
By A.J.
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Description
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Update 1.3 - Introduced consumption while Swimming. This will start only after that the Courier is in the water for at least 4 seconds. This will happen even if the Player isn't moving (because to float you must move), and then the stamina consumption will become higher if you move.
Changed the overall formula: now Running and Swimming (and maybe Unarmed, I don't recall) depend by the ratio between Carry Weight and Max Carry Weight.
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Description
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A plugin that uses the Stamina bar hud to consume stamina. It can be considered a REALISM plugin.
For now, it adds 4 options, all configurable via MCM, every option can be enabled / disabled singularly, as the amount of stamina they drain.
- Consumption when running (yes, not sprinting, the common NV run). At the actual value, the stamina drains very slowly, but it drains. With middle values, you can probably run from Goodspring to Primm.
- Consumption when wearing a medium or heavy armor
The amount of consumption depends by the value on MCM and the difference between your STR value and the requirements (threshold). The minimal threshold is not configurable: you require 6 STR for medium armors and 7 STR for heavy armors.
- Consumption when wielding a weapon with an higher requirement of STR - this is pretty bad. To make an example, a simple 10mm machine gun require at least 5 STR. If you're a technician-kind of character, probably your STR is low and now you will have more issues in handling these weapons.
- Consumption when fighting Unarmed or Melee. It subtract a certain value of stamina every hit you does, it doesn't matter if you hit or not. This value depends by the MCM value and your END value.
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Install
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Unpack everything inside Data and activate the ESP, or use a mod manager. Load Order is not influencing.
While both MCM and Stamina bar are not listed as Masters on the ESP, they're pretty much required.
When you'll start the first time, the extra options will be all unflagged, they must be activated via MCM.
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Permissions
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This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod must share the same policies. There are no exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
87 downloads
Updated
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(TTW) Chargen Quest Overhaul
By pepertje
Overhauls parts of the Chargen Quests in Vault 101, with the center of attention being neat goodies you can get once Amata wakes you up.
Changes:
-During Baby Steps, you're now given a child's outfit so it doesn't look so awkward when using a 1st person camera mod.
-During Future Imperfect (where you take the GOAT), your normal haircut will now show, rather than the default hairstyle.
-When Amata wakes you up during Escape!, there is a unique piece of equipment somewhere in your room (either clothing or a weapon), this is different for every job you're assigned as result of your GOAT exam, so be sure to pick different options every time you play
229 downloads
Submitted
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Bug Fix - Birds of a Feather: Baptiste Won't Kill Cass
By Odessa
Bug Fix / Fan Patch
There is a bug in the quest 'Birds of a Feather' (VMS29a) when you bring Cass to Jean-Baptiste. He will say "Well, looks like you came through after all. She's not half bad looking, is she? It's almost a shame...", and then the conversation ends and nothing happens.
I believe Obsidian intended to remove this greeting dialog, as it's result script is commented out, as is the one on its follow up topic. If it worked, he would kill Cass immediately.
There is a similar second Greeting topic with more or less the same conditions which allows player response of 'kill her' or 'I won't let you kill her' instead, and works, but it can be blocked by the other.
This patch simply adds an impossible condition to the broken line, so it always picks the correct one.
This fix is not in NVEC, as of v3.4DD.
66 downloads
Updated
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TTW - Mojave DC Makeover
By Nessa
TTW Mojave DC Makeover
Prettifies some FO3 NPC's using Mojave Delight resources.
Requires
TTW
Mojave Delight Resources only. The esp is NOT required!
A Type3 compatible body. Such as this, or TypeN. Anything that has Type3 compatible textures.
FAQ
What about TTW - Fallout 3 Redesigned? Doesn't that do the same thing?
That covers a lot more NPC's than mine, however: I handle a lot of NPC's not touched by FO3 Redesigned. (I modified a lot of the DLC NPCs for instance.) I use both together myself. Just pick which you prefer to take precedence and either load mine last or FO3 Redesigned.
So if the other one exists why update this?
Any further updates to this will be NPC's not covered by FO3 Redesigned. Chiefly DLC NPCs primarily.
453 downloads
Updated
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Updated
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Heaven's Motel
By UberWanderer
Welcome to Heaven's Motel.
A nice FALLOUT 3 megaton style house (or whatever you wanna call it)
Its located near repconn HQ (one with the "demons" inside), you cant miss it walking to repconn HQ after the Checkpoint its to the right when going down hill
Requires Fallout NV and Honest Hearts DLC.
This mod is not to be released anywhere else then Loverslab and Gunetwork. If found else where Send me a message VIA inbox.
42 downloads
Submitted
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Wasteland Stress
By pepertje
Adds a Stress mechanic to Fallout: New Vegas's Hardcore Mode.
How it works:
-Stress piles up every second you spend breathing. (5 Stress/second)
-Six tiers of stress, with 2500 Stress for every tier.
-Stress increases even faster under certain conditions (being in combat, having low health, radiation poisoning or low weapon health)
-Stress can be decreased by either sleeping, using alcohol/relaxing chems or playing a minigame (caravan, blackjack etc.)
-If you can't keep your stress low, you will experience debilitating side effects (the vanilla hardcore diseases are nothing compared to this.)
94 downloads
Submitted
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Neko Gameplay Changes
By Minoumimi
This will change some in-game settings
No auto aim
Higher jump
Faster run when unarmed
More Gore Explosion and blood
Camera Angle and View distance minimum and maxed changed
That new Minimum Fov is so nice in 3rd person
it is almost first person but its not xD
i really like it so hope you enjoy!
View video for moaaar info
/>https://www.youtube.com/watch?v=7ZVTcuHwfC0
you do not need it but i made this for the nekomimi project have a look
124 downloads
Submitted
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Creature Test Area
By Omega0
description:this mod just adds a sewer grate behind goodsprings gas station that leads to an underground area populated by a few non-hostile creatures to do with as you please
possible uses: 1.test out any changes made to the affected creatures 2.easy loot (cheater) 3.(recommended) sexout tests or "tests"
note: with the exception of the creatures found in the thorn and the mutant, i had to create special versions of all the creatures found in the test area; i pretty much just copied the thorn creatures to make the rest
note2:the small gecko & the coyote won't stop running away (and mysteriously dying), the cazador wasn't meant for indoor use so it'll periodically fly and clip through walls, and the spore plant wouldn't play nice so i just removed it's "weapons"
requirements: umm... final fantasy 10... no, wait... sonic '06... no... skyrim... no... i remember now: just new vegas
installation: just drop it in your data folder
anybody can do whatever they want with this, a little credit would be nice though
version 1.1:added/changed a few of them for better alignment purposes (still not perfect though)
645 downloads
Updated
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Modest Start
By Nessa
Modest Start
What Does it Do?!
Adds a non-armored patient gown from OWB to your character in the beginning so Mole Butt isn't a total pervert.
Modifies the two headgear items in OWB to NOT hide hair.
Doesn't modify any vanilla quests and should be compatible with just about everything.
So... YAY! No more awkwardness in the beginning!
Requirements
Old World Blues baby!
302 downloads
Updated
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Home101
By UberWanderer
This is a mod i made awhile back but its an updated version never before released.
It is a simple players home with plenty of storage.
It is located in-front of Aeritech Office Park
http://fallout.wikia.com/wiki/Aerotech_Office_Park
Go straight back from the door its the house on the left (not the big one, the small one with white fence in front.
Please comment feedback!!!
What you would like to see in the next house!!
Requires All DLC for Fallout New Vegas besides the weapon packs.
Just main 4 DLC + Gun runner Arsenal
This mod is not to be released anywhere else then Gunetwork and Loverslab.
46 downloads
Updated
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Home In The Mojave
By UberWanderer
This player home is technically not a home at all. but the courier basically takes it in as there home.
It's an Abandoned NCR Armory!
It comes with a box for Each armor type, Each ammo type, Each weapon type, and an extra box! cause you can never have to many boxes!
Spoiler here if you cant figure out how to get into the Armory
This one is located in Boulder City
Screenshots:
(if the screenshots dont work heres links, they wasn't showing up for me!)
http://i.imgbox.com/d8XEhySC.png
http://i.imgbox.com/KQgoi9NY.png
http://i.imgbox.com/hherjSLa.png
http://i.imgbox.com/CmgwCD8b.png
http://i.imgbox.com/a9xKizTr.png
Requirements:
JUST Fallout New Vegas
No other mods/DLC
My mods are NOT to be released anywhere else then LoversLab.
Ask for Permission of use if you want to mod them
71 downloads
Submitted
