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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.

Other

Fallout: New Vegas mods that don't fit in any of the existing categories

38 files

  1. Writable Logbook [Fallout NV]

    ------------
    Update
    ------------

    NOTE on update: if you come from a previous version (especially <2.7), you could experience strange behaviours, a clean save would be necessary.
    V4.0 UPDATE
    IT STILL REQUIRES THE MAIN FILE (v.3) TO BE INSTALLED BEFORE IT! This is just an incremental update.
    - Groovatron compatibility granted
    - For modders: as per request, now 2 events are dispatching
    --- aLBOpenLogbook
    --- aLBCloseLogbook
    - Solved a small issue preventing TTW users who updated NV to receive their logbook
    V3.0
    Since ENB users can have problems in erasing characters with Backspace, I added the left arrow to erase the last character you are editing.
    Uploaded another interface file, the previous one was wrong. Not a big deal, however it was not the one intended and it was different from the pics)
    V2.9
    Added hotkey to open the LogBook without opening the pipboy (configurable via MCM - Default L)
    V.2.8
    Patched for TTW, now it shouldn't be possible to cause issues forcing the logbook to appear in inventory. It will be added after the quest Escape! in DC
    V.2.71
    Re-packaged the folders, I did a typo in the folder name, probably preventing a mod manager to install it correctly
    V.2.7
    Corrected critical issue mainly for non-Lutana users
    V.2.5
    I changed idea, I did a new version.
    - Added options to custom the UI, inside MCM, along with some pre-made themes. People using a custom UI graphic (i.e. Darn UI) should hopefully now be able to adapt the interface to their needs. If then a Darn UI user will send me the parameters to set MCM, I'll add it as pre-made theme for Darn UI.
    - Switched the day time back of 5 days (thank you RogueMage)
    - Added an initialization quest: now it will start after the first tutorial quest inside doc mitchell's house.

    V.2
    - Corrected little script things
    - Corrected a major issue where the logbook was erased everytime you were quitting and then playing again
    - AnT is in the safe list now
    - Introduced possibility to save the logbook on a file (Thank you Luthien)

    v.2 is probably the last stable version before removing the state of Beta.
    The optional requirement of Lutana was changed from v10 to v11 (updated around 26-27th february, check Lutana's page)
    This allowed me to introduce a new function in MCM that will save the LogBook inside a file. The file will be in Data\Config\LogBook, and it will be named with the name of your character. So basically you can have more logbooks if you play with more characters at the same time.
    What the save will do:
    > It will create the file if it doesn't exist. It will overwrite the existing entries
    What the save won't do:
    > If you save the file, then you manually erase a line using R and then you save again, you won't see the difference. This because the save is not differential, it will only store new values but not erased values. So, if you erased many lines and you want to update your logbook file, simply erase it and create a new one in game using the MCM option.


    ------------------
    Description
    ------------------

    A writable Logbook for New Vegas made by Odessa and me. It will be automatically added to your inventory once you finish the first quest "Ain't that a kick in the head) in NV, or "Escape!" in TTW. You will find it under Apparel, like armors and outfits. Once you'll click on it, you will be kicked out from pipboy and after an instant it will open.

    At start you will have only the cover, you will have to add a new page entry pressing the key N. The new page will contain the actual date, expressed as "number of days since you started the game", like a logbook. You can add a new page only once a day.

    You can browse along the pages using the four arrows or using WASD (NOTE: direct code, not controls)

    You can edit a page browsing over it and then pressing E: at that point, you will enter in EDIT mode, a green line will highlight the line you can edit. To edit the highlighted line, you can press <Enter>, a cursor will appear on the line and you will be able to write. <Enter> again will confirm your sentence. To quit EDIT mode you will press E again. You can press R to remove a line, except for the very first entry (the one named "NOTHING SO FAR" when you create a new page). You can add a new line pressing N, the line will be added just under the point where you actually are (the green hightlight line). If you press down arrow over the last line, you will automatically add a new line at the end (exactly as if you were pressing N and you were in the last position).

    To exit the logbook you must press Q in GameMode and ESC in MenuMode.

    NOTE: the keys could seem a lil hard to remember, but they are all written as description near the logbook, when you open it, so you can't make mistakes.


    -----------------------------------------
    GameMode vs MenuMode
    -----------------------------------------

    GameMode is "realtime", the game doesn't stop. It's more realistic, it will show an animation of your character pinching on the pipboy. If you are using a pipboy replacer / remover, it still shouldn't be that bad.
    Since you can be attacked, there's a safe script that will kick you out from the logbook if a creature is near you
    GameMode requires Lutana and it's a lil more script intensive.

    MenuMode is paused game, just like when you open your pipboy or you talk with someone or you sleep. No animations will be triggered nor you can't be attacked. However, in any case you won't be able to open the logbook if are already in combat or an enemy is near.
    MenuMode doesn't require Lutana and it's a lil less script intensive.

    --------
    MCM
    --------
    MCM is not mandatory, however it would make easier choosing the few extra options
    1) Debug mode: flag it to check the console spam and understand something more when there are problems.
    2) I've lost my logbook: will give you another logbook if you have lost yours (because it's not considered quest item so you can drop it in a container)
    3) MenuMode: if flagged, will select MenuMode; if unflagged, will select GameMode. If Lutana is not installed, you won't be able to unflag it.
    4) AZERTY bug: this is just for those lucky ones using QWERTY but Beth was really thinking they were using AZERTY

    Manual enabling options via console:
    1) Set "xx000AE0".bDebug to 1
    2) Player.AddItem xx000ADD 1
    3) Set "xx000AE0".bLogMode to 1 >>> *** SEE NOTE BELOW!
    4) Set "xx000AE0".iKeyb to 1

    *** NOTE: setting to 1 means enabling MenuMode. DO NOT FORCE THIS VALUE TO ZERO IF YOU DON'T HAVE LUTANA!


    ----------------------
    Requirements
    ----------------------
    - NVSE v4.5+
    - JazzIsParis UIO
    - MCM (Optional)
    - Lutana (Optional) v11+
    - 45+ fps (Optional). More it's lower and less it's smooth when you write.


    ------------------
    Installation
    ------------------

    Install the requirements and then use your favourite mod manager to install this package, or unzip the content inside Data as always.
    If you are updating, please do a clean save.

    NOTE for DARNUI users, or whatever custom UI you are using: you can custom the UI alignment using the MCM options, I included a picture that shows the parameters. It's not super easy but if you can manage to make some template for Darn UI I will include them as standard templates in a future update

    ------------------------------------------------
    Known Issues and extra notes
    ------------------------------------------------

    Until it's Beta, Debug Mode will be enabled by default. Can be disabled via MCM or console.
    Darn UI will probably have a misplacement on the strings, due to the different size. I'll be happy to make a patch if some Darn UI user will drop me a line and will have small patience to send me a screenshot and try the patch.


    ------------------
    Permission
    ------------------

    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.


    -----------
    Credits
    -----------

    Odessa
    Jaam, Luthien, JazzIsParis
    Prideslayer and Doctasax

    --------------------------------------
    Video example in game
    --------------------------------------

    https://www.youtube.com/watch?v=Og8GDb9Mi60

    193 downloads

    Updated

  2. Wild Wasteland Perks

    Just a fun little mod I made because I lost a bet to someone a while ago. I figured that instead of keeping this on my Nexus, I could upload it on LoversLab as well because we all appreciate a good laugh every once in a while.
     
    Questions you may have:
     
    What does this mod do, exactly?
    It replaces the descriptions of all perks and traits to something more goofy. That's all, really. There's two versions: the Vanilla and GOTY. Download Vanilla if you don't have all DLC's, download GOTY if you want all descriptions of the base game and the official DLC's to be changed.
     
    What's happening with the mod from here on out?
    Not much. Unless, of course, people show high demand for stuff like a TTW version, in which case I'll probably make one of those as well.
     
    Why nothing sex related?
    Because I can.

    114 downloads

    Submitted

  3. Wasteland Stress

    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

  4. TTW Colored Tranquility Lane

    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

  5. TTW - Train Station Access Via Inventory

    Cheat mod that will allow you to purchase or simply take a train ticket to or from each wasteland and transport you into the train.
     

    Use it to verify that you've installed TTW correctly, because you have to constantly create new characters for testing or some other reason, or because you feel like being a dirty, dirty cheater.
     

    If you start in the Capital Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have exited Vault 101 and the Following in His Footsteps quest has started. The DC to Goodsprings option will only display if you have completed Doc Mitchell's Ain't That a Kick in the Head quest.
     

    If you start in the Mojave Wasteland, the [TTW Train Pass] is added under the Aid menu of your pip-boy after you have finished Ain't that a Kick in the Head.
     

    NOTE: If you transport from DC to Goodsprings or from NV to Vault 101, the travel does not account for time the way that the train ride, which takes two weeks, does. It is instantaneous. Additionally, a ticket is NOT added to your inventory if you select one of these options as that you are effectively skipping the train.
     

    Vault Girl Images are NOT included in this mod. If you're interested, download the Complete Vault Girl Interface mod by tragiverse.

    397 downloads

    Updated

  6. TTW - Mojave DC Makeover

    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

  7. SuperCola

    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

  8. Stamina HUD [FONV]

    -----------
    Changelog
    -----------

    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


    ---------------------------
    BETA - Requires feedback
    ---------------------------

    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


    ---------------
    Requirements
    ---------------

    - NVSE 4.6+
    - UIO
    - MCM (while MCM is optional, the amount of configurable things is a good reason to install it)


    ------------
    Installation
    ------------

    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


    -------------
    For Modders
    -------------

    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.


    ------------
    Permission
    ------------

    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

  9. Stamina - Options [FONV]

    ------------
    Description
    ------------

    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.


    ------------
    Description
    ------------

    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.


    -------
    Install
    -------

    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.


    -------------
    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.

    87 downloads

    Updated

  10. Sprint Mod (uses Stamina bar) [FONV]

    ------------
    Description
    ------------

    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.


    -----
    MCM
    -----

    - 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.


    ------------
    Limitations
    ------------

    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.


    ---------------
    Requirements
    ---------------

    - NVSE 4.6+
    - Optional: Stamina Bar

    ------------
    Installation
    ------------

    Unpack everything inside Data, flag the ESP and you're ready to go. Or use a mod manager.


    -------------
    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.

    534 downloads

    Updated

  11. SmallerTalk

    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

  12. Shake The Dope Out

    D- ...do you have any jet? Jet.

    Massively expands Jet. Adding multi-dosing, comedowns, like in FO2

    - 6 Levels of Jet High (Minor buzz -> overdose)
    - 5 Levels of Jet Comedown (minor hangover -> dangerous)
    - 10 Levels of Jet Addiction (Tolerance)
    - 4 Levels of Jet Withdrawal (minor -> mind destroying)

    Taking Jet boosts you jet levels, the higher it is, the better the high. High levels give big stat bonuses, and occasionally extra perks in combat (bullet time, DR, low health regeneraton). Over time it decreases, and when it gets back to zero you get the comedown, which sets it to a negative value. You can take a load more jet then to get back up, but you can't run from the comedown forever.

    Your tolerance level (addiction) starts at 0, as you take more it increases (game days limits speed). The higher your tolerance, the lower jet boosts you, the faster it wears off, and the worse the comedowns get.

    After developing addiction and going cold turkey, withdrawal sets in at varying speeds and increasing levels, dependent on addiction level. At severe levels, expect insomnia, hallucinations and impulsively starting conversations with NPCs asking if they have jet. If they do, you may be unable to say no. You're going to have to trade something.

    Jet is very moreish, with addiction you may impulsively take jet if you have it.

    After going Cold Turkey for a while, your jet addiction level decreases slowly back to 1. It can never return to 0.

    A new chem pusher is added in Freeside, Westside and North Vegas Square.

    ---

    This mod is great for anyone who always fantasized about being a desperate hard drug fiend!

    Or... well, it is fun too. Maybe.

    --------

    Requirements

    NVSE 4.5.7 or later

    Optional
    NX
    Sexout '84 or later

    Conflicts

    This mod must be loaded after anything that modifies the vanilla items: Jet, Dixon's Jet, and UltraJet. (SexoutDrugging does not, so no issues there).

    TTW

    It will work, although it is NV focused.

    1,850 downloads

    Updated

  13. Searchlight Airport Home

    This Player home is located in Searchlight Airport, But to get there you use the helicopter next to the gas station in good springs.
     

     
    Raz mods are no longer needed and come with the Rar included in the download, I put it as a mirror cause apparently loverslab didn't want me uploading a giant file and ran into problems >_<
     
    Install this mod like you would install anything through NMM. The raz folders go directly in the right place.
     
    Also, bug fixes ha.
     

    Screenshots



     

     
    This mod is intended for LoversLab and Gunetwork. For use of my mod in other mods PM me
    Also dont go posting it on other places!

    80 downloads

    Updated

  14. Remote Control Explosive Car - Beta

    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

  15. RaceBodyMorph (NPC BodyMorph Randomizer) 090915

    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

  16. Orphan Tycoon

    Let's not beat around the bush, everyone wants sex but not everyone wants a baby 9 months down the line. Sure, "you should have used contraception", or "couldn't you have gotten an abortion?", all too commonly, it is a bit late for that. Horror stories are whispered of babies being discarded in dumpsters or sold to cannibals, but we pretend not hear them and tell ourselves "What else can be done? It's not my problem. It can't really be that bad".

    Until now. Introducing: Orphan Tycoon

    ---
    Now you can find a new home for your unwanted little urchins, and hopefully feel a little less guilty about it.

    - Sister Assumpta can be found at the old Mormon Fort, and runs an orphanage in Freeside.

    - The Legion run orphanages in the East, and Marcus Drusus at the Fort is always interested to acquire new souls.

    ---

    Requirements

    Sexout Pregnancy
    NVSE 4.5 or later

    387 downloads

    Updated

  17. Old World Blues Self Cannibal

    This is a simple mod that lets you eat your Brain , Heart and Spine after you obtain them in Old World Blues. Message me or post on the topic if there are any bugs in the mod. Ensure its near the end of the load order.
     

    Download Link: https://userscloud.com/idlo9rtg4fjm

    12 downloads

    Submitted

  18. OLD DELETED MOD

    New download created

    435 downloads

    Updated

  19. NVSE Extender (aka NX)

    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

  20. NVSE

    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

  21. Neko Gameplay Changes

    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

  22. Modest Start

    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

  23. Jogging [New Vegas]

    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

  24. Home101

    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

  25. Home In The Mojave

    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