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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.

A.J.

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Files posted by A.J.

  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. 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

  3. 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

  4. 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

  5. Sneeze Reset - Fallout NV

    The only workaround I found to reset the engine automatic pickidle when it glitches and stops working after a script call, conceiled behind a funny sneeze. This is mainly intended as proof of concept for animators and modders in general who suffer of this glitch (i.e. this and others on Nexus).
    M/F random sneeze sounds added for fun. The slight graphic glitch during the sneeze seems hardcoded and impossible to be bypassed (not the shake effect, that's an IMOD added by me. I mean the camera flipping 180 degrees very fast for 2 times). Can be invoked in game via X key held for a couple of seconds. Requires NVSE version 4+.

    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.

    64 downloads

    Updated

  6. Small Animator [Fallout New Vegas]

    ---------------
    Introduction
    ---------------
     
    This is like the... third or fourth animator I do. It's a tool I use often, and everytime I find they can be done better so I redo everything from scratch...
     
    However, this time I feel this is my Definitive Animator and probably the only one I'll update (especially if Lutana will have changes).
     
    -------------
    Description
    -------------
     
    In short, this mod gathers the animation files installed by other mods and allows to play them on the player or to some target. It is fully configurable via MCM. After being installed, it will be disabled by default, so it needs to be enabled via MCM, as the Welcome message will warn. Inside MCM, under OPTIONS, you can select I NEED HELP to gather few more infos about the mod, directly in game.
     
    To acquire a target, you need to point to an actor and TAP the Main Hotkey (Default I). If no actors are present, Player will be selected as target.
    HOLDING the Main Hotkey will call the Idle menu. The animations are chosen scrolling with W/S or mousewheel, then to confirm TAP Main Hotkey again or press left mouse button.
    Loop mode ON / OFF can be chosen with Grab (default Z)
     
    ------
    Video
    ------
     

     
    ------------------------
    Gathering animations
    ------------------------
     
    By default, the mod will load only the animation files inside its subfolder "aSA":
    Data\meshes\characters\_male\idleanims\aSA
    I included a bunch of files in that folder, just to try the mod on the fly. They require a compatability skeleton.
     
    However it is possible to tell the mod to gather the other animation files on its own: on MCM, under OPTIONS, there's "Use all IdleAnims subfolders", after selecting this option it will be possible to choose which subfolders to include, choosing FOLDERS on the left menu
     
    ------------
    Requisites
    ------------
     
    NVSE 5beta2+
    Lutana
    UIO
    MCM
    (Optional - but, in general, strongly suggested) - some compatible skeleton, like Deedes, Astymma or BodyMorph.
     
    --------------
    Default Keys
    --------------
     
    >>> IN GAME
    Main Hotkey (Default I) >>> TAP: acquire target; HOLD: open Idle Menu
    Reset Hotkey (Default O) >>> TAP: soft reset; HOLD: hard reset
    Trigger favorite animations: Numpad 1-9
     
    >>> IN IDLE MENU
    Forward / Backward or Mouse Wheel: scroll up / down (mousewheel is faster)
    Grab: Loop mode ON/OFF
    Confirm: Main Hotkey (Default I) or Left Mouse Button
    Bind favorite animations: Numpad 1-9
    Hard Reset: Reset Hotkey (O)
     
    >>> IN HUD CONFIGURATION
    Follow the infos on the screen
     
    -----
    Q/A
    -----
     
    Q. An example of how to use it?
    - Download an animation mod (i.e. search POSE in some mod repository and you'll find a lot of them.
    - Extract the content as you usually would do, but don't activate the ESP since you don't need it.
    - Go in game, go in Small Animator MCM.
    - In the first sub-menu OPTIONS, choose "Use all IdleAnims subfolders"
    - In the third sub-menu FOLDERS, check that the pose mod's folder is checked (every folder should be checked by default, so in case un-check those you don't want to include)
    - Go back in game, keep I pressed and choose on the menu the pose you want to trigger. Enjoy!
    - Eventually, download more poses / animations and follow the same procedure.
     
    Q. Can the menus be more responsive?
    - Go in MCM - OPTIONS - SMOOTHNESS - Reduce that value
     
    Q. My computer's old!
    - Go in MCM - OPTIONS - SMOOTHNESS - Increase that value. The mod will be less smoother but will eat less resources.
     
    Q. I quitted MCM, a sign appeared on the screen "LOADING ANIMATIONS", it leasted some seconds, during this time I couldn't move, everything was freezed.
    - You probably loaded 5000 animation files in 200 subfolders, like me. Reduce them in the FOLDERS menu.
     
    Q. Why should I hold the button for so much time?
    - Why don't you reduce that time? MCM - OPTIONS - HOLD TIME - Reduce that value for your heart content
     
    Q. I'm trying to trigger a first person animation, but everytime it kicks me in third person!
    - MCM - OPTIONS - Uncheck FORCE 3RD PERSON
     
    Q. I don't like the position of the list / the fonts used..
    - MCM - OPTIONS - CONFIGURE HUD
     
    Q. I have DARNUI, I can't see the menu right!
    - MCM - OPTIONS - CONFIGURE HUD
     
    Q. It uses the same hotkey of <insert mod name>!
    - MCM - HOTKEYS - Configure them as you prefer
     
    Q. Why Enable / Disable?
    - If you don't use the mod, and you disable it, it will eat less resources
     
    --------------
    Credits
    --------------
     
    hlp - NVSE
    Luthien Anarion - Lutana
    JazzIsParis - UIO
    Pelinor - MCM
     
    --------------
    For modders
    --------------
     
    A possible way to force hide the hud (but not block the mod) is BuildREF xx002D73 and Call it passing 1 as parameter. Passing 0 it will come back to normality.

    152 downloads

    Updated

  7. Small Animator - Fallout NV

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

    A smaller version of AnimTool, not much more to say. It allows to invoke on the fly 9 different animations ingame, using 9 different hotkeys. Everything's configurable via MCM.
    Actually there are included 3 unarmed combat animations (a spin kick, a kick, a punch with the palm of the hand) and six vanilla dances. To change them, just replace the files located in the path Data\Meshes\characters\_male\IdleAnims\aPA. You must use the same exact name of the existing files, so you must replace them.


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

    Use a mod manager or unzip everything under data, as always


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

    NVSE only. However the 3 unarmed combat animations are BnB, so you need a compatible skeleton


    ------------------------
    Not much more
    ------------------------


    http://youtu.be/d2EWQ1NdjP4



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

    191 downloads

    Updated

  8. 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

  9. Nina

    TEMPORARY ISSUE with the voice, my bad... it can be easily and manually solved, see under Technical



    Nina is a small quest mod, a pretext to introduce and place in the Mojave a voiced (...barked?) and lip-synced (...muzzle-synced?) female dog companion I created for another mod. The result is a half hour / one hour quest I created following the same rules of freedom and RP I usually adopt, with the exception that this time the goals are marked on the map.
    There are a total of 5 new cells and about twenty enemies to kill, but they are quite hard and well equipped. The only real pre-requisite for the player is 25 science (even if there's still a way to avoid that). DUE TO MY INABILITY IN FINDING VOICE ACTORS, THE TWO NPCs YOU WILL HAVE TO TALK WILL NEED SUBTITLES...
    It starts near Goodspring, in a shack near the Canyon Wrechage, west of Primm. It can be start by new players, but concerning the difficulty of the enemies it would be better if the player levels a little before going too far in the quest stages (north of the map).
    The shack can be used as player home: it has an usable working bench (the wooden table), a working mirror (to change hairstyle), a bedroll, a fireplace and various containers.
    The small quest has a precise path of clues, but it can still be done in more ways, the few steps can be faced concerning the NPC attitude and it has no ways to be broken, all the places are accessible since the begin and the player is not forced in the decisions.
    The last fight will be quite hard in my opinion: some enemies will heal themselves, other will buff themselves, everyone is well armed.
    IN A COUPLE OF STAGES YOU WILL NEED NINA WITH YOU! So don't fire Her even if She's annoying you.






    The dog has some peculiar features, some of them will be unlocked with time (but during the beta they're already active).
    If you don't want to read the wall of text, here's a video with some of Nina's features:

    https://www.youtube.com/watch?v=YbjrrWO2YwM&feature=youtu.be



    - After the recruitment, a new item will be given to the player, under the Help section (as for consumables). Clicking on it and exiting the pipboy will trigger a menu with some choices.
    Some will be disabled for testing purposes, other are not for the player... the only two interesting ones for now are the possibility to set the follower as Essential or not (Default is Essential) and the configuration of the whistling key, which is good to do that at start.
    After choosing the option for the whistle hotkey, few seconds later a new message box will ask to keep pressed the new hotkey: if the hotkey is already assigned, IT WON'T BE NOTIFIED, but in case of mistakes you just need to repeat the procedure and choose another key.
    IN CASE OF DOUBLE CLICK ON THE DOG MENU INSIDE THE PIPBOY, it will disappear. But closing the pipboy after few seconds it will reappear, so... no worries!



    Using the configured hotkey, the player can whistle. If in third person and without a weapon wielded, an animation will occur. The sound of whistles is different between male or female player, and there are 3 different kinds of sound. To whistle, you must keep pressed the hotkey until you will hear the sound. Whistling can't be spammed (it has around 3 seconds of cooldown).
    The type of whistle determines the situation when it's used and the consequent dog reactions, you just need to play a little to understand in which way.
    Whistling is an important feature which has different effects.
    - If the dog is waiting, She will start following you automatically.
    - If the dog is fired and near the player, She will Arouuu (She wants to go with the player!)
    - If the dog is following or doing something on Her own (see Her behaviours below), She will come back to the player. THIS IS VERY IMPORTANT: the dog can get stuck because of nav-mesh and the engine, so whistling will force Her to come back and She will unstuck.
    - In any cases, after a whistle the dog usually answers with a bark ("Here I am!")
    - The whistle can be used as fighting tactic: if the player aims to an enemy and whistle, the Dog will approach it and start a fight when near it. This works even if you are aiming with a scope. If the dog will obey your order, you'll hear Her Grrrrr; if the target is a friend, She won't attack and instead She will Woof-Woof



    THE COMMANDS WILL BE GIVEN BY DIALOGUE. This is because I really don't believe in the companion wheel, I've never seen a dog with some sort of display where I can click to command Her.
    - The commands are much or less the sames of the other companions: fighting tactics, wait, follow etc. but when She's puppy She won't understand them.
    - SHE WON'T CARRY ANYTHING! Where is She supposed to put all that stuff?!?
    - She must eat. After a while She will be hungry and She will need to eat. You can give Her food by dialogue. If She will answer with Grrr, She's not hungry, but if She will Arf-Arf or Arouuu She will need to eat. There are 4 stages of hunger, you should hear that by the way She will answer (if She Arouuu, She's desperate)
    She won't die for starvation, but She will suffer a progressive debuff on Her stats. Also, at stage fourth She will start attacking brahmin on sight! Merchants and farmers won't be very happy for that...
    - She won't regenerate after combat, as other followers: you can heal Her by dialogue using stimpaks. You won't be able to use super stimpaks until She becomes adult, because She's scared by that big syringue.
    - She can get irradiated, this will lead to another debuff or Her stats. You will see that because She will light on as a Xmas tree. You can cure her by dialogue using Rad-Away.
    - She can look for food if you ask Her, much or less the same thing Dogmeat was doing in FO3. After She finds something edible, She will bring it to you.
    - She can hunt: this is a funny feature in my opinion. She will look for creatures in the nearby cells, all you need to do is following Her. During the hunt it's possible to whistle, to recall Her or manually point Her to a target.
    If, after asking to hunt, she will Arouuu, it means there are no creatures nearbie. IF SHE WON'T HUNT OR SHE WON'T AROUUU, WE'RE IN DANGER! See below under Technical.
    - Even if Her name is Nina, The Courier doesn't know that. So you can give Her the name you want. You just need to select the right option by dialogue (I think I'll call you...) and then insert the name on the box, after that She will be renamed. You can change the name all the times you want.
    - You can set Her a new home location, when She's fired She will go back there. The Default location is the starting shack. If She will be disappointed, She still obey your order. Simply She's making you notice that She doesn't appreciate your choice.



    - Nina hates crows. She will attack them on sight, you can't do anything against this.
    - When the time passes, Nina grows. She will pass through 4 different stages (4 ages), you can notice it because... well, She becomes bigger, first, and then She will change the sound of bark, from acute to low. Her stats will change, When She will be big She also will be able to knockdown enemies. PS NINA WON'T GROW IF SHE'S LEFT AT HOME... She must be your companion.
    - Nina must... pee. Everyone has to pee from time to time, right? She will look for a tree and She will go there to pee. If there's a combat, first She will fight and then She will pee. On interiors, she won't pee (she's well educated). If you whistle, She won't pee. So, if She gets stuck going to pee, whistle!
    - Nina will get stuck. This is because of the engine / navmesh of the game. Whistle to unstuck Her! Fortunally the more She grow, the less these problems will happen.
    - When Nina's small, She won't be able to climb over the stairs. Since puppies have serious difficulties in that, I find it quite pretty. Don't worry, because She can warp (see below).
    - Warp: if Nina will be too far from you, She will warp automatically behind you. She won't warp if She is going to pee or if you told her to hunt. But since whistling will stop Her current behaviour, She will automatically warp to you.




    While during the tests I didn't find peculiar problems, I'm aware to the fact that a heavy modded environment could cause problems to Her hunt script: I tested with many mods and everything was working fine, but then I activated an ENB and it broke the script.
    How to understand better if your environment is too "heavy" to be handled: If you tell Her to hunt, She will take 10-15 seconds to decide what to do. In case She can't hunt (no enemies near Her), She will Arouuu. IN CASE SHE NEITHER RUNS TO THE CREATURE NOR AROUUU, THE SCRIPT CAN'T BE HANDLED IN TIME BY YOUR ENVIRONMENT. This is a dangerous situation, it could even lead to bad consequences on new savegames
    Anyway, I suggest to not overwrite important saves until She will be out of the beta (next stage will be script optimization)
    CAREFUL: the last place (the factory) is heavily cluttered, it could lead to slowdowns on older computers.
    TEMPORARY VOICE ISSUE AFTER THE INSTALLATION:
    I renamed the file's extension so it wasn't bothering the managers... but this led to break the path for Nina's voice! Two manual solutions:
    - Rename the folder under Data\Sound\Voice\Nina.esp in Nina.esm
    OR
    - Rename Data\Nina.esm file in Nina.esp
    I will correct it in a future patch


    The beta is much or less complete, but the Debug mode will be On: messages will appear on top left of the screen.
    Until it's classified as beta, many behaviours of the dog will be already unlocked since the begin, for testing purposes.
    FEEDBACKS WILL BE VERY MUCH APPRECIATED, better if PM.


    Unpack manually everything under Data or use FOMM package manager
    NVSE REQUIRED!!!


    There could be problems if Nina is hired at the same time with Lenoire from Beyound Boulder Dome. But I never checked it. It's just a feeling.



    CK for the invaluable help on dialogues and translations
    Viktoria K. for the amazing skin of Nina
    M. for the music
    LoversLab for the host
    Beth / Zenimax for the wonderful playground (doghouse, in this case)
    No permissions granted until it will be out of beta

    145 downloads

    Updated

  10. Lipstick [Fallout New Vegas]

    Description
    These are working Lipsticks.
    To obtain them:
    - They can be bought from Chet in Goodspring, Miguel in Westside or Cliff Briscoe in Novac
    - You can COC aLPTestCell and will find them inside a container.
    - You can enable the debug mode on the ini file and receive them at the first execution of the mod (if MCM is installed)
    - You can... uhm... add them via console
     
    There are 8 colors, some of them are really awful.
     
    They can be used 10 times, after that you can throw them in the trashcan because they are exhausted.
     
    In your inventory, they can be found under "Apparel", like armors. After clicking on the lipstick, you will be kicked out from the pipboy, if you had some "obstruction" in the face it should be removed (i.e. a full head helm), after 1-2 seconds if you were in first person you will be forced in third, and an animation will trigger, with the player putting the lipstick on lips.
     
    You can also hotkey it and put it while you are playing, like for regular weapons etc., i.e. you are walking in some casino and you feel your lips require lipstick so you just press the hotkey and the player will put the lipstick while walking etc.etc.
     
    If you are wondering why the lipstick shape or alignment is not very much precise, here 2 good reasons: 1) it is tweaked for the MD preset I use ; 2) in NV there are no working mirrors, I really challenge you to put the lipstick in some decent way without a mirror.
     
    The lipstick provides a boost of +1 Charisma to female couriers and -3 Charisma to male couriers. The "effect" leasts 5 minutes. If for some reason the game removes the lipstick from the lips when it shouldn't, there's a check every 10 seconds which will restore it.
     
    For Modders, when the player has lipstick effect, every 10 seconds it dispatches "aLPPlayerHasLipstick" event.
     
    Installation
    Unpack everything under Data, as always. If you use a mod manager, check if it does its job (well probably only for the Config subfolder, so if you don't care about it you're fine).
     
    Incompatibilities
    No vanilla records or cells were modified. However, I've never seen anything like this, any possible downside can be considered unexpected by me.
    The only thing I could think about is... things that modify alpha, like ENB, maybe they will have a bad result, like for hairstyles, but I can't test ENB these days.
    EDIT: No wait I forgot to write this! there will be a coloured reflex on the back of the head, if you use short hair especially vanilla! Custom long hair are STRONGLY suggested!
     
    Requisites
    NVSE 5+
    Lutana (Optional)
    MCM (Optional) - Installed, even if not running. There's no MCM menu, I used the dll for the config file.
     
    Optionals:
    With Lutana installed, some NPCs will have them in their inventory. You can also find them playing the animation of the lipstick, however they won't have their lips color changed, it's just an idle.
    With MCM installed, even if not running (=ESP unflagged), a couple of parameters can be tweaked on the INI file (debug and charisma boost)
     
    Permissions:
    Even if playable, this mod can be considered a resource. Use it as you prefer, credit me if you think it's good.
     
    Credits:
    hlp and team for NVSE
    Luthien Anarion for Lutana
    Pelinor for MCM

    340 downloads

    Updated

  11. Kiss

    This was a fast 400 frames couple animation I did while I was trying my camera plugin. It's quite inaccurate and needs to be cleaned, I did just to take a look at the camera effect so I didn't care a lot about details. But someone liked it and told me if I could share it, so here it is.
    Here's how it appears in game:


    I included both the nif exports and the Blender file, mounted on vanilla bodies and skeleton.

    As a newbie, I see animations imports / exports quite abstruse to work with, as many other things in Blender. I did this following the great tutorial made by Labrat (I can't find the link... but it's here in LL). So, if you like animations and rabbits don't scare you, I really suggest you to take a look at that tutorial.

    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.

    795 downloads

    Updated

  12. 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

  13. Interiors for NV

    Description:

    These are some of the interiors I used and still use, merged in a single ESP. Some are better cluttered than other ones (new ones are usually better), but generally they're not that "empty" since I like cluttering. They can be used for different purposes / modified / whatever you want, just read permission.

    Maybe in the future I'll add more of them, but for now there are only 35 fully navmeshed cells, essentially:

    - Two basements
    - Two big buildings: 2 floors and 3 floors
    - Three "dungeon" kinds: a heavy cluttered shopping center with a main hall and 3 separated cells, a shop that leads to a cave, a dark lab / slaughterhouse with a good quantity of gore
    - Fourteen houses: different tilesets, various kinds (houses/rooms/motel rooms), some vanilla recluttered, some new shapes, some classy and some dirty
    - One utility / industrial kind
    - Three shacks (one with a cave below on a separate cell)
    - Three shops (two made by two separated cells)
    - A train station interior


    Technical:

    - All the cells are prefixed with aai + name/category + number, their names contains a small description
    - The lights are as I liked them, maybe they're not for everyone's taste, they're balanced for vanilla. Emittance should be setted (I didn't check if it kept it after the copy)
    - Doors are not linked, even the ones to the sub-cells, so you can use only a part of them.
    - Full navmesh > needs to be finalized when linked
    - I removed scripts, activators, markers, audio markers and thousands unique IDs, replacing with vanilla, I hope I didn't miss anything, in case let me know
    - Even if I changed all the unique assets with vanilla ones, the cell called aaIBuilding01 still needs an extra tile to fill a small gap. To notice it, you must climb the stairs and watch over your head at the end of these. I included the mesh in the archive, but I didn't create a new ID so that everyone will call it as he prefer concerning his mod. That tile should fit good snapping the grid

    - Since I modified them to be vanilla compatible, to copy an interior inside your ESP you just need to:
    >>> Load your ESP and this one, flag your ESP as active.
    >>> Don't touch anything, just load the new cells in the render window and take a look, choose the one you like.
    >>> Duplicate that cell, rename it as you wish, save.
    >>> Reload your ESP all alone now: it should contain the new renamed cell inside.


    COC:

    I didn't include COC Markers. If you still want to take a look ingame, you probably will land on the ceiling. Anyway, these are the names of the cells to COC:
    aaiBasement01, aaiBasement02
    aaiBuilding01, aaiBuilding02
    aaiDungeon01, aaiDungeon02, aaiDungeon02a, aaiDungeon02b, aaiDungeon02c, aaiDungeon03
    aaiHouse01 to aaiHouse14
    aaiIndustrial01
    aaiShack01, aaiShack02, aaiShack02a, aaiShack03
    aaiSoph01, aaiSoph01a, aaiSoph02, aaiSoph02a, aaiSoph03


    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.

    66 downloads

    Updated

  14. Interior retexture - 3 set

    These are some little retextures I did while creating Alice. Nothing great, if you hear me, but maybe someone could still like them and use them. I mainly did them to reduce the sensation of deja vu I usually have when I enter in new buildings ("oh... this is not a station, this is the Sarsaparilla Factory!").

    Keep in mind this:
    - Some textures are twice the resolution of vanilla
    - Some textures lack of Normal Maps because I liked vanilla ones over them, it allowed me to reduced the size
    - A LOT of textures lack of MipMaps (because of the size thing...) but you can easily do them in few clicks with GIMP or Photoshop. Or don't use them if you can stick with it.

    Unpack the content inside Data, it will create meshes\LL\etcetc. and textures\LL\etcetc. I included meshes with already the path changed, so it's less work for you. They could have different names, but still they include the original name on them, so you can easily understand which tile are they corresponding when you'll create a new tile ID in the GECK.

    There are 3 sets, here some pictures of how they appear ingame:






    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.

    54 downloads

    Updated

  15. Idles and behaviours - Fallout New Vegas

    ---------------------------------------------
    Idles and behaviours - W.I.P.
    ---------------------------------------------

    This is my attempt to bring some more life to my character.
    The idles trigger on their own following certain conditions.
    There's a MCM which allows to enable / disable the ones we don't like and some other categories.
    Some functions inside the MCM won't work (you click and nothing happens) because I ripped the code before the upload. This because the idles are just a small part of a bigger project, but in the meantime I wanted to see if the idles are appreciated and if they work fine with other people.
    I tweaked every file to reach my goals (idle + movement together), but I'm using this as reference. I never tested with vanilla walk, but since vanilla is less animated, it should even give less problems.
    THE IDLES ARE MADE FOR FEM CHARACTERS: however, you can play them as male character too. The mod tricks you because when you load the game as female it will automatically enable the idles, vice-versa as male it will disable them. But all you need is going on the MCM and re-enable them, if you want.

    Actions are another thing I'm trying to script. Actually they are not enabled in the ESP, the only one is "Pinching the pipboy": when you are in third person, instead of opening the pipboy you will trigger an animation, and it will open only at the end of it (see second video on bottom of the page)

    I ADMIT IT IS A PREMATURE UPLOAD, but I don't deny I would love some feedback and that's why I'm putting it online.


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

    - BNB compatible skeleton, i.e. Deedes, Thaunx or Astymma.
    - NVSE 4.6b1 or superior


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

    Unzip the content under Data and tick the ESP.


    ---------------
    Uninstall
    ---------------

    .PSE eht kcit dna ataD rednu tnetnoc eht piznU


    ---------------------------
    Incompatibilities
    ---------------------------

    Can't think to anything right now.

    ---------------------------------------
    Small video of few idles
    ---------------------------------------


    https://www.youtube.com/watch?v=fX28FTE47TI&feature=youtu.be


    --------------------------------------
    My ingame escape plan
    --------------------------------------

    The idles have some main conditions. First person won't work. Sneaking won't work. So, one of these two conditions can be used as your ingame fast escape plan when you're tired of them. OR simply disable them on the MCM Also, in combat they won't work. IsRunning: only 6 of the 21 general idles will work, the ones which are less invasive, you won't have any issues with them.
    Last, equipping or unequipping a weapon should break momentary their execution.

    -------------------------------------------
    Few more in-depth details
    -------------------------------------------
    Between an idle and another, there's a certain delay before the engine will pick a new one. The time is == to the delay you set on MCM (10 seconds default) + 1-6 second/s, after that it will have a window of 3 seconds to pick an idle. If the previous animation is still running and the timer expires, it will await the next cicle.
    Every idle has a certain percentage to trigger, tweaked with my taste. This means that you could even not see a certain idle for a long time. The priority is, as always in vanilla, from top to bottom, it means the first idles will have more probability to trigger anyway.

    > Primary Needs animations
    They trigger only in Hardcore mode. Hunger triggers a stomach ache animation, sleep deprivation triggers a rubbing eyes animation. There are 4 stages of hunger and 4 of sleep deprivation, which correspond to more probability to trigger these animations.
    When triggered, these animations won't allow the player to attack and move. They least very little time, but it's good to know.

    > Hit animations
    They have their own group and it can be activated via MCM. They trigger an animation under certain conditions of the player, of her injuries. If one of the two legs is broken, they won't work anymore.
    --- Hit Head: < 60% head condition
    --- Hit Leg: <60% mobility (3 different idles, for left and right leg condition) - THEY WILL STOP YOU FROM MOVING
    --- Hit Torso: <60% torso condition
    --- Pain: two different cry animations when the health is < 25%

    > Standing Idles
    --- No walk
    No walk idles will trigger when the player is not moving. Also, they have a low priority, so if you move they will interrupt momentary, then they will continue if you stop (if they were still running, of course)
    ------ Swat
    ------ Hands on Hips
    ------ Hands Behind
    ------ Single Hand on Hip
    ------ Crossed Arms custom 01
    ------ Breathing

    --- Walk
    Walk idles will trigger if the player is moving. THEY WON'T TRIGGER IF THE PLAYER IS RUNNING. IsRunning condition doesn't mean if you are actually running... it means if you have Caps Lock inserted (so if you would move, you would run), or if you have Caps Lock not inserted but you are holding the Shift key.
    TL;DR if you are walking, you will trigger these ones. Also, due to the tweaked priority, they will continue even if you move, i.e. you can smoke a cigarette while walking etc.etc.
    ------ (16 different idles)
    ------ The only 2 ones which have different conditions are Smoking (it wants Cigarette or Packet of cigarette in inventory, it won't work with Carton of cigarette) and Scared (it can trigger in the wastes - not interiors - from 22 PM to 5 AM - idle and priority tested, not the condition itself.


    ----------
    W.I.P.
    ----------

    This is a W.I.P. , the idles are just a small part of what I'm trying to achieve. Here's a video that shows a couple more idles (not interesting) and introduces Actions. The "pinching the pipboy" is already active in the ESP I uploaded, you can disable it via MCM if it annoys you. The other scripts should be disabled.


    https://www.youtube.com/watch?v=WWc1zFrnDBg&feature=youtu.be


    The nice part of this is it doesn't touch vanilla, so it doesn't create incompatibilities or potential conflicts with other mods.
    I don't have a long time to script and test this, and due to the original approach of the scripting I can't really foresee unexpected results, that's why I won't upload these Actions until they will be tested properly.


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

    2,131 downloads

    Updated

  16. Havok Bouncer for Deedes' "The Skeleton" [FONV]

    An OPTIONAL file for Deedes' wondrous "The Skeleton".

    It's a very small script that can be used INSTEAD of the TheSkeleton-CorpseFix.ESM

    Differencies:
    - It doesn't modify any vanilla ID
    - It solves the "raising dead" glitch on corpses from mods too
    - It works at runtime, so it's slower to start: it requires about 1-2 seconds to poke every corpse everytime you change cell.

    I did a small video that shows the difference in game:


    https://www.youtube.com/watch?v=zWorbN8O5IQ&feature=youtu.be]

    Requirements:
    - NVSE 4.5+
    - MCM

    Install:
    Unpack the content inside Data, or use a mod manager. It's a single file, so to uninstall it you simply delete the esp.
    The first time you go in game, it must be ACTIVATED in MCM, because it is DEACTIVATED BY DEFAULT.
    Remember: use this one OR Deedes' Skeleton-Corpses Fix, not both. While it won't cause troubles, it will create an additional work for your system that could be avoided.

    Technical:
    It's a simple scanner, whose frequency can be configured on the MCM. Everytime there's a cell change, it scans with depth 1 for corpses and fills an array. Later, it will walk the array in gamemode (frequency configurable via MCM, under the voice "smoothness") and will poke every raised corpse, so that it will bounce back on the ground. The impact should be very minimal on your system, however I would love feedbacks.

    Incompatibilities:
    I can't think to any possible incompatibility right now.

    Credits:
    All the credits go to Deedes, hlp and Pelinor.

    116 downloads

    Updated

  17. FPS Counter [FONV]

    ----------------
    Short description
    ----------------
    A simple-but-fully-configurable in-game FPS counter, to check the framerate, mainly for statistic and debug purposes. Or to make fun of your friends with bad rigs, showing them how high your FPS counter can go.

    This counter tracks down the time a frame leasts inside an effect, so it's strictly related to script execution and nothing about graphic. However, since graphic and scripts are related on their owns, you should see similar values to those you could see (for example) with Fraps.

    ------------
    MCM Options
    ------------
    - Enable FPS Counter: pretty explanatory... it allows to enable/disable the mod. The first time you load the mod it's disabled by default.

    - FPS Counter Position: clicking on this option, you will be kicked out from MCM and you will be able to decide the hud position. All the controls are written on the screen once you select this option, so don't worry to remember them, however the keys are: arrows or the control movements(WASD) move the hud, speed up the hud movement keeping Run pressed (SHIFT), change the font using Activate / Reload (E/R), enable / disable the infos on the screen using Grab (Z), confirm with Jump (SPACE) or Pipboy (TAB), reset to default pressing Auto-Run (Num Lock).

    - Mode: you can choose between FPS (frames per second) or MS (milliseconds, the time every frame leasts)

    - Refresh time: this parameter could be controversial, so please be careful to its interpretation. If you are unsure, just keep it very low (0.05-0.1), as per default.
    I introduced it only to catch spikes and understand their intervals. The way the mod works is grabbing EVERY frame time and choose the smallest value among the <Refresh Time> interval. This means that if you set the max value (2 seconds) you could notice that the FPS value drastically drops down. THIS DOESN'T MEAN YOUR FPS IS THAT LOW, this means that during the interval of 2 sec. you had at least one frame with that low framerate (= a "spike").

    - Threshold: under this FPS value, the counter will become red. It's just a way to catch the low values more easily.

    -------------
    Requirements
    -------------
    - NVSE 4.6+ (note: in date 12/05/2015 it is the Beta version on Silverlock)
    >>>> It wouldn't be bad installing the most recent one, you can find it on hlp's thread on Beth forum (note: in date 12/05/2015, it is the link to v5.0 beta 1 from his Dropbox).
    - UIO
    - MCM

    Personal note about requirements: if, in general, you feel you dont' want to install requirements like the ones stated above, for whatever reason you could have ("they're not safe!", "my computer's old and slow!", "once my cousin installed it and it broke his level 50!", <insert here some other unfounded excuse>), if you love modding then you should really start to think about it seriously. Requirements like these are top-notch modding, made by professional modders, created to break the barriers of common modding, introducing new wonderful features. And this is the same for every other extension you can find around, like JIP or Lutana. In my opinion, they should be considered on the same level of VANILLA, when people make a NV installation.


    -----------
    Installation
    -----------
    Unpack everything inside your Data folder. To uninstall, remove those few files and make a clean save.
    Please report if you have issues so that we can solve them together.


    ------------
    For modders
    ------------
    aFPSLowFPS event dispatched everytime it goes under the threshold value.


    ------
    Video
    ------


    https://www.youtube.com/watch?v=l4jF2xa0Tts&feature=youtu.be



    -------
    Credits
    -------
    hlp for NVSE
    JIP for UIO
    Pelinor for 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.

    118 downloads

    Updated

  18. Flags - Placeable Map Markers

    -----------------
    Description
    -----------------
    Flags is a small mod I did the past days using some map marker functions of Lutana plugin. If you own the miscellaneous item "Flag pole" (introduced by this mod), then a new option under the Apparel pipboy section will appear, named "[Place flag]". This option grants you the possibility to plant a flag on the ground. A new map marker will appear in that location and you will be asked to put a name for it. To avoid excessive spam of markers, there's a condition which says that another map marker can't be closer than 3000 units.

    After your flag is on the ground, you will be able to interact with it, clicking on its pole. You will be able to rename the map marker, change the icon on the pipboy, change the banner on the flag (see below), remove the flag and check how many flags are avaiable.

    To obtain flag poles, you can craft them at the workbench, but the recipe will appear only if you own the book "You're C.A.R.P.E.N.T.E.R." in your inventory.

    Everything you need to start using this mod is located south of Goodspring, inside a buried building, near the place where Barton Thorn asks you to kill geckos. However there's a "Cheat Trunk" that you can enable via MCM or console, it will spawn a chest with all the items in front of Chet's shop in Goodspring.
    (note: after enabling the cheat flag, if the chest doesn't spawn, it could be necessary to save / reload or fast travel somewhere / back)


    --------------
    Location
    --------------

    An unmarked buried building south of Goodspring, near the place where you need to kill geckos for Barton Thorn. It was once a workshop used by carpenters to craft things. In this place you can achieve the book "You're C.A.R.P.E.N.T.E.R." which allows you to craft the new items. If you go there by night, it's very dark and somewhat scary. If you have a follower, probably it won't follow you down there, they'll remain outside and laugh because you felt down inside the building. Not a big deal, it's just a couple of rooms, you probably will remain alone for no more than 25 seconds, don't be sad!

    --------------
    Banners:
    --------------

    When you first plant a flag, it will have a black banner, but you can change it choosing from a small list of factions. It is mainly aesthetic, but it could be used to gain an extra buff if you enabled the Buff option inside the MCM. Different faction >>> different buff.
    On MCM there's also an option to visualize the buff effect: the ones affected by the buff of the flag will light on - it was mainly to test who and when someone is affected.

    The player will always receive the buff, no matter what faction he is friend or what. But the near npcs, they will receive a buff concerning their factions. So for example if there's a war between NCR and Legion, and you put a Legion flag, the Legion characters in range will receive an extra buff.

    The buff range has a radius of 2000 units and it leasts about 30 seconds when it's active. It won't stack (i.e. you can't take a buff then change fast the flag so you take another buff)

    List of factions and relative buffs:
    > Black flag - No buff
    > Brotherhood of Steel - Increase Fire / Poison / Rad resistance by 15
    > Great Khan - +25 Damage Resistance; +10 Action Points
    > Legion - +1 Agility; +1 Perception; +5 Melee Damage
    > NCR - +1 Endurance; +1 Strenght; +5 Damage Threshold
    > Followers of Apocalypse - +1 Intelligence; Restore Health +2/sec
    > Lucky 38 - +2 Luck; +5% Crit.Chance


    -------------
    Crafting
    -------------
    The pole flags can be crafted, along with few other general goodies. Even if you can craft all the flags you want, there's a max limit in how many
    of them you can plant. This limit is 50, and you can see the remaining flags using the option on the flag menu "Avaiable flags". This limit could be increased in the future, for now I thought it was big enough.

    I introduced the possibility to craft few other items, like crates, barrels, a portable bedroll and even some flammable barrels that will explode if you shoot them, so I could make a better small camp near my flags.
    All these items more or less require Spare Parts (=Scrap Metal), so I also introduced new recipes to breakdown common clutter to scrap metal.

    They can be crafted at the workbench and they have their own category to be filtered, but since the crafting list is always cluttered with thousand recipes and I can't suffer that, I made all the recipes dependent by the crafting book called "You're C.A.R.P.E.N.T.E.R.": if you have this book in your inventory, then you will see the recipes. If you drop this book, then you won't see the recipes anymore. I placed 2 copies inside the buried building, be careful to not loose them. In case, there are more copies inside the Cheat Trunk.

    These new "special items" you can craft, they are scripted. You should only drop a quantity of 1, everytime, because if you'll use the slider and put a higher quantity, only one will appear in game and you will loose the other ones, so be careful.
    When one of these items is on the ground, if you activate it standing up you will interact with them (i.e. sleep on the bedroll, open a crate to put things inside etc.), but if you activate them when you are sneaking then you will pick them again. If you placed some things inside a container, these things will go back automatically in your inventory.

    List of clutter you can dismantle to obtain Scrap Metal: Pot, Dog Bowls, Coffee Kettle, Firehose Nozzle, Hammer, Iron, Lawnmower Blade, Leaf Blower, Lunch Box, Paint Guns, Pan Cooking, Pressure Cooker, Steam Gauge, Tin Cans, Bent Tin Cans, Toaster, Vacuum Cleaner, Wood Chipper

    List of items you can craft: portable bedroll, small and big wooden crate (container), ammo crate (container), dufflebag (container), wooden barrel (container), pole flag (...), flammable barrel (explosive)

    --------
    MCM
    --------

    MCM is not mandatory but it's strongly recommended. The few options inside allow you to enable / disable debug mode in case of problems, the buff effect of the flag, the visual magic effect and enable the cheat trunk. This is a trunk in front of Chet's in Goodspring, it contains every item added by the mod, so you can avoid the small quest too if you are not in the mood.

    If you don't own MCM, you can still set variables using the console, to 0 (Disable) or to 1(Enable):
    Set "xx000ae7".bDebug To 0 / (or 1) >>> Disable/Enable the debug mode, descriptions spamming on console.
    Set "xx000ae7".bBuff To 0 / (or 1) >>> Disable/Enable the buff provided by the flags
    Set "xx000ae7".bBuffEffect To 0 / (or 1) >>> Disable/Enable the visual effect you see on actors when they are affected by the buff
    Set "xx000ae7".bCheatTrunk To 0 / (or 1) >>> Disable/Enable the cheat trunk in front of Chet in Goodspring.

    ...where xx is the index of the mod in the load order.


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

    - Install NVSE (Mandatory 4.5+ something)
    - Install Lutana plugin (Mandatory 9+, uploaded 11/02/2015 or newer)
    - Install MCM (Optional, but recommended)
    - Use a mod manager to install the archive or unpack manually everything under Data, as you usually do.


    --------------
    Conflicts
    --------------

    The only vanilla cell which was modified is outside the playing zone, so basically no vanilla record were changed. I can't think to anything else right now.

    RECOMMENDATION: don't forget that it's always a good idea to not save while a scripted sequence is running. For this reason, avoid saving during those 5 seconds from where you click on the option [Plant flag] to when the flag is really planted.

    ---------------------
    Known issues
    ---------------------

    - When you drop one of the new scripted items (crates, barrels etc.etc.) you can't do it in a quantity higher than 1. For example, if you want to drop 4 crates, you must drop 4 times 1 crate. If you choose 4 in the slider, you will loose the other 3. Flag poles are the only exception.

    - There are cases where the cheat trunk doesn't appear, it should be enough to fast travel somewhere and then fast travel back in Goodspring, or Save / Reload the game.

    - When you name the flag, you will see "enter character name": this is because I'm using the player's name box to change it, that description can't be changed.

    - When you slip down inside the buried building, probably your companion won't follow you automatically. Not a big deal, there's only a couple of rooms down there.


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

    - Jaam and Luthienanarion for the script extenders


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


    -----------------------------------------------------------------------------------
    Everything that could happen in game with this mod
    -----------------------------------------------------------------------------------


    https://www.youtube.com/watch?v=DB4o18VL_q0&feature=youtu.be

    60 downloads

    Updated

  19. Fem Walk Replacer - Fallout New Vegas

    ----------------------
    Small Update
    ----------------------

    V.2b corrected audio textdatas, she seemed crippled to me.
    V.2 removes the different animations on left and right, it simply uses the forward animation but rotated in the right direction.
    The package also includes the mtidle I use. This is a BnB breath idle which doesn't vary too much vanilla, because mtidle is shared between fem and male characters, so I can't simply put a female idle or even the most rude of the Fiends will have feminine attitudes... Anyway, the main goal of this idle is correcting the breast in the wrong position after playin a BnB locomotion animation (which I personally find very annoying)

    Here's a video of how left / right plays now

    https://www.youtube.com/watch?v=TMERzgnd5QE&feature=youtu.be


    -------------------------------------------------------------
    Female walk replacer "Haughty Mare"
    -------------------------------------------------------------

    My first attempt to a walk replacer. It changes forward, backward left and right, but only the walk (not the run nor the sneak, swim, etc.). It's mainly a RP thing.

    It's a 360° walk, it means when you go backward your character won't back-pedal, but instead she will look at you.
    Left and right are facing in a different direction because I would like a feedback to which direction is better to watch, if the player or not.

    The BnB is made by many movements, this could lead to "weirdness" on some breast types, or even some slight clipping in some clothes. I personally used type 3 and 6 and I didn't notice anything strange.

    Here's a video that shows how it appears in game.

    https://www.youtube.com/watch?v=-YJgT2Wd6p4&feature=youtu.be


    ------------------
    Installation
    ------------------
    It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma

    Unpack the content inside your Data. If it asks you to overwrite something, it means you are not using vanilla animations, it means you probably are using Thaumx BnB animation, it means if you will want to uninstall this you could simply overwrite with the BnB mod files.

    To uninstall, just remove the added files:
    Data\Meshes\characters\_male\locomotion\female\mtforward.kf
    Data\Meshes\characters\_male\locomotion\female\mtbackward.kf
    Data\Meshes\characters\_male\locomotion\female\mtleft.kf
    Data\Meshes\characters\_male\locomotion\female\mtright.kf

    Check also the run here and the idles here.


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

    5,581 downloads

    Updated

  20. Fem Run Replacer - Fallout New Vegas

    ----------------------------------------------------------------
    Female run replacer "Jogging Butterfly"
    ----------------------------------------------------------------

    - v.20b: Same as before, but now Backward speed is the same of the Forward. There's an optional package with a different Backward animation: if you use some mod that slows down backpedalling (i.e. Project Nevada), you could try to overwrite with this file and see how it goes, it should speed up of a good 70%

    - v.20: more relaxed, less exagerated

    This changes fast forward, backward left and right, with a 360 relaxed jogging run, it means when you go backward your character won't back-pedal, but instead she will look at you.

    The BnB is made by many movements, this could lead to "weirdness" on some breast types, or even some slight clipping in some clothes, or a not nice mesh if the weight is not made at its best.

    Here's a video that shows how it appears in game.

    New v20 + Optional Sprint - 19/04/2015: deprecated by this.





    Old v 13




    ----------------
    Few Infos
    ----------------

    It REQUIRES a skeleton compatible BnB, like Deedes, Thaumx or Astymma

    To install, unpack it manually under Data or via your favourite mod manager.
    Keep in mind this is a replacer, so if you already have a run replacer you will overwrite it.

    To uninstall, remove its 4 files:
    Data\Meshes\characters\_male\locomotion\female\mtfastforward.kf
    Data\Meshes\characters\_male\locomotion\female\mtfastbackward.kf
    Data\Meshes\characters\_male\locomotion\female\mtfastleft.kf
    Data\Meshes\characters\_male\locomotion\female\mtfastright.kf

    Check also the walk here and the idles here.

    Notes on the optional sprint: it uses SHIFT to be enabled. If you press SHIFT and then a key, it won't work. You must first run forward and then press SHIFT and keep it pressed. For now it has no AP consumption because it's just for testing purpose. However you will hear female different panting/breathing sounds while sprinting. The sprint speed is about 25% faster than normal running.
    In case you have a sprint mod or Project Nevada, you will have first to unactivate them on the MCM, or map another hotkey to avoid conflict.


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

    6,079 downloads

    Updated

  21. Dance Pill - New Vegas Resource

    A small dance modder resource for whoever need it.
    I included an ESP just if you want to try it ingame.
    As you go in game, "Dance Pill" will be added in your inventory, under Aid (it's an ingestible)
    Your controls are disabled for almost a minute, don't dance when deathclaws are around
    Miss Torrini's song isn't included for obvious copyright reasons, the file included is an empty file sound, in case you can't dance without a background music you just need to overwrite it with a song file, it must be .wav and it must be called in the exact name, so the ESP can load it.

    I'm sorry, both me and my computer can't do any better, the picture should explain enough well my actual resigned feeling

    Thousand thanx to Umpa and all the help he gave me



    http://youtu.be/6iL5b9oTwIM



    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.

    95 downloads

    Updated

  22. AnT - AnimTool (New Vegas)

    11/06: Added an alternative version (it's just an update, main package is required).
    It adds a new option in MCM that allows to bind a new hotkey (Emergency Key). When this key is pressed in game, it will remove AnT key binding on the numpad, and when pressed again it will re-enable it of course.
    This was made because a user made me notice that other mods can use the numpad (i.e. SO Positioning) and there are not so many practical keys to bind on the keyboard.
     

    03/01/15: Added 2 gorgeous themes for a total of 6, thank you Viktoria
     
    AnimTool (AnT) - Ver. 1.5 AB
    ------------------------
    Description
    ------------------------
    Some days ago I started again working on animations and I did this simple tool to try them in game. Then I found that could have been a nice tool for other people too, so here it is.
    Basically, it allows you to invoke an animation after you chosed it from a menu, on you or on a target (NPC or Creature)
    Everything works in GameMode (realtime), because I can't suffer MenuModes. Actually it contains around 300 animations divided in 8 categories.
    Keys and other stuff are configurable via MCM.
    In future, I still intend to change things, like the default key, the list etc.etc. concerning the needs. Also I hope to *find* soon of some function to write and read a file, it would be pretty useful.
     
    ------------------------
    Purpose
    ------------------------
    Machinima, screenshots, testing animations. When I play, I use it for RP (RolePlay: it won't be a karma counter that tells me how good I am... I want to blow kisses to other NPCs. Or taunt them, in case I feel mean. Or drink from a bottle. Or eat something. Etc.etc.).
    So, the main purpose is strictly related to animations. But also I wanted to give the possibility to make custom lists of animations. Basically, if you have some animations and you would like to release them, but you miss a way to invoke them and don't like scripting, you follow a procedure I described inside a pdf and then you re-package everything and re-distribute it.
    The actual limit, in terms of numbers of animations, is 9 categories of 50 animations = 450 animations, + 1 category reserved for AO (=50 AOs)
     
    ------------------------
    How to use it
    ------------------------
    Please watch the video here, until the end:
     

     

    ------------------------
    Installation
    ------------------------
    - Requires last NVSE
    - NOTE: this mod already includes Lutana plugin, just because he gives explicit permission. This allows the players to skip an extra step during the installation process (which is already pretty complicated in the case of the manual installation). However, I STRONGLY RECOMMEND to go in that page, download the latest version, and LEAVE A “THANK YOU”. And I “thank you” back if you do it.
     
    - I say that UIO is mandatory now, it's pretty stable and works very well. You can find it here JazzIsParis' UIO
    After that, download the Main package v15 AB.zip, unpack it inside your data folder (or use FOMM), activate AnT.esp in your load order. Done.
    Inside the package there are further instructions in case you have troubles.
     
    - Create your own animation package (GECK is optional)
    Download the file "Optional - Custom Anims package" and follow the instructions included in the file
     
    NOTE ABOUT LOAD ORDER: the esp doesn't require a specific position, however it contains a dirty edit that should solve some problems with mods that prevent animations to play (i.e. some pose packs). So, if you put AnT.esp lower in your load order, it should "clean" that issue.
     
    ------------------------
    Incompatibilities
    ------------------------
    Script itself shouldn't have incompatibilities, except pretty absurd cases i.e. you prolly can't open the menu while you are sprinting with some sprint mod or PN...
    But for what concerns huds, they are a delicate beast to handle, that's why I suggest UIO which should tame the beast for you.
     
    - Darn UI changes the fonts. So the strings won't be perfectly formatted. Still, it's perfectly usable, just a bit more ugly.
    - Due to no answer from Gopher, I can't provide explicit compatibility with uHud. However, you can still make a manual install of this after you installed uHud and it should work. Don't forget that if you re-activate uHud, it probably will revert the changes you made manually, so you'll have to re-do them
     
    ------------------------
    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.
     
    However, from this free permission are EXCLUDED any asset I could list down here:
    - Lutana plugin. You can find it here
    - antCat6Anim48.kf and antCat6Anim49.kf
    ------------------------
    Credits and love
    ------------------------
    hlp, JazzIsParis, luthienanarion, Odessa, prideslayer, doctasax, tomm434, Umpa, Xilandro

    567 downloads

    Updated

  23. Alice in Wasteland - The Rabid Hole

    http://www.youtube.com/watch?v=tlIEPe1wDbw





    Alice in Wasteland - The Rabid Hole is an uvoiced tale, inspired by some movies (neither Alice in Wasteland nor Alice in Wonderland...). It is composed by a main quest and seventeen side quests, with different ways to complete them. There's also a hidden quest and a bonus quest that will lead to a little reward if the main quest will be finished in a certain way.
    There are some hard fights, but it's mainly dialogues, situations, thinking how to put together every single piece of the puzzle, trying to figure how to reach the end.




    It doesn't take a lot from the story of Alice in Wonderland. The characters are references from the tale, also they sometimes could tell you sentences from the book. But everything else is inspired from some movies I love.

    Beyond that, it brings an important concept I've gained reading that story, the same feeling I had watching those movies. What you see, what is happening, what NPCs tell you: everything can be read in different ways.

    And about the lore... It doesn't care about Enclave, BoS, NCR, Legion and everything happening in the Mojave, NPCs live their own separated story and it seems as they don't care about anything else. No, it's not in lore and it isn't supposed to be. And... well, there will be some bit of magic in the air, but... it's a tale.




    This is essentially what I had in mind and I tried to follow when I did this mod:

    - I love Fallout's sense of freedom and I tried to stick to it as much as it was possible for me.
    - I tried to give the player the opportunity to use different approaches. The GOOD one is the hardest one, as always. The BAD one can be easier sometimes, but also more dangerous: you can end up in a cul-de-sac, breaking the quest, as it can happen in the vanilla too. But until you won't break the main quest it's all ok.
    What really counts for me is giving the opportunity to do it, it's tied with that freedom concept I was trying to achieve. No essential people (only the "mothers" are essentials...), few doors impossible to be open, you can attack whoever you want, rob them, it won't be the quest itself that will judge your actions, the consequences will be quite natural. Sometimes a bad approach could even be useful.
    - All the speech challenges are hidden and you won't take XP from them: this means that playing with two different characters you'll see "natural" changes in the dialogues with the NPCs.
    And remember that you can only ask about things you actually know: you can't ask mr.X about mr.Y if you still have not met him or heard about him.
    - Male and female characters will have a slight different playthrough and dialogues.
    - The pipboy will be used as a log, in first person: you'll find "that guy told me to go there" and not simply "go there".
    - What you see, usually, is what you perceive: you'll meet a "well dressed man" and he will be such until he won't tell you his name, or someone else who knows him. I find Perception is very important, i think it's the way your character has to tell you what's happening, this doesn't mean it is really the truth.
    - There won't be arrows to point you to your destination. But usually the informations given are enough, if they're not it means you can still achieve more informations in some way. Or it means I forgot something, yes. Anyway, you shouldn't end up roaming the whole Mojave looking for a spot, at least not the main ones.
    - I didn't place a lot of notes written in first person. I preferred putting some "details": they, all together, help picturing the whole situation.
    - Freedom applied to the quest: as I said you can finish them in different ways, but since few places will be closed, you can do some quests even if you... still don't have them, simply they'll trigger different situations.

    To start the main quest, take a look in Freeside. But if you are playing the vanilla NV, you can also forget about this mod and simply wander around the Mojave to find the few new spots etc. they are part of the landscape. Just like in vanilla side quests, you don't need to do them following a certain order.




    I tested very much the mod, mainly with a female character. My main concern were the fights, they weren't easy in my opinion and I nerfed enemies a lot. The weapons you carry with you are what really makes the difference.

    If you find a hard place you can still level up and go there later, as in vanilla game.
    Anyway here some examples:

    - I tried it around level 15, Hard settings: I did it, but still there were some places not really easy. If you like hard challenges, and your Mojave economy isn't made easier because of some mods (as adding expensive weapons etc.), I suggest you to be around this level. But you should have nice equipment.
    - I tried it around level 5, Hard settings with basic weapons: it was really a pain, but still I went through a bunch of contents.
    - I tried it around level 32, with Project Nevada, Very Hard settings and a lot of weapons: I found it easy.
    - I tried it around level 22, with ED-E, Project Nevada, Very Hard settings: a nice ammo consuption as always, but a companion definetely makes your life easier.
    - After nerfing the fights, last playthrough: I did it at level 7, Hard settings, Delilah, PN and AWOP (without nerfing the loot): I ended it at level 11, I found it not very hard. I preferred sticking with this difficulty, I like the story, I think it's more important than the fights themselves.
    For what concerns the abilities, it is done in a way that many kinds of players should be able to do it, no matter their stats. The only real requisite is a base of 25. Essentially, 25 Lockpick and 25 Repair. Low levels should still be able to play it. High level players will find ways to skip some parts of the mod thanks to their stats or moneys, but... less fun.

    There's only a certain point where it can happen that you "don't feel ready": this means exactly that, you are not ready. Not for your level, but for your combat abilities. Not a huge value anyway. There's an alternative end which requires some stats, just like in vanilla.
    Playing as it was the first time, it took me about 8 hours to complete it and unlock all the contents, with many reloads because I was dying etc. because I'm soooo slow, I take my time exploring and reading everything.

    I suggest to leave your companions at home. No, better: essentially, they can come, but there are some things in Chapter IV that "shouldn't" be made for companions, it's a matter of concept. Also, in chapter III a companion will break your... "view". But it won't break your quest, don't worry... Anyway, places are navmeshed and you already know how it works: when you snap your fingers they will follow you, always. So... when you find a hard fight, you can still bring some backup with you.




    I'm a fan of survival mods and low loot. I thought very much about this aspect. I think I didn't place a lot of stuff around, but I did sometimes, following some rules I gave to myself.

    The quest provides something useful for your playthrough. But it could be a nice ammo consumer, based by your difficulty level. There are some spots and quests that aren't useful for the main one: they are there as a source of equipment and moneys.
    You won't gain a lot of experience from the quests. Still, I took 1-4 levels (depending by my level of course) when I killed all the enemies and I unlocked all the contents.

    The only time you'll gain a bigger experience will be at the very last, especially triggering a certain end. As I said, there are more ways to finish the main quest. Essentially, if you'll finish it and you still will have A question haunting your mind, it means you still didn't do everything. But the ability to unlock the contents depends by how you played through the quest.
    In some cases you'll be able to trigger a couple of extra contents that should in some ways answer to that and also you'll be able to build your own house: not a luxury aseptic attic, it will be my concept of confortable wasteland home.




    - 01/04: added TTW Compatibility Patch. Thanks to nyaallich for this. Adding this .esp on the bottom of the Load Order will move the Alice door to the modified station of TTW. You will be able to enter both in Alice station (the one with the rabbit graffiti near) and TTW station.
    - 28/02: v3 is online.
    Many grammar corrections by Chancellor Kremlin
    Knockdown fix by Chancellor Kremlin
    Solved an issue where "the black guy" stalking AlChestBreach was breaking the start of the mod
    Soundtrack included as loose file
    MAYBE Beatrix fix (can't test it, it's just a feeling)

    Installation Instructions:

    - Requirements: Fallout NV and NVSE. Archive Invalidation enabled for the textures.
    - Install: manually extract the archives (Alice - Assets, Video and Alice.esm) under Data folder, then tick the Alice.esm in your load order. You will have: Alice.bsa and Alice ESM inside Data, four bik files under DataVideoAlice. Better if the ESM is on the bottom of your load order.
    - Uninstall: manually remove from Data folder the files Alice.esm and Alice.bsa; manually remove the four Chapter files from the sub-folder VideoAlice.
    - Cleaned and checked errors with FNVEdit and PU.
    - Conflicts: I tried with AWOP and NVInteriors, everything was good. But I'm aware it could conflict with other mods. I THINK it could create a little issue with CotW in a certain quest, I'll test that when I'll have some more time.
    - General issues: even if I tested it many times, I'm aware that due to the complexity of some things there will be errors. Essentially I started this quest when this summer I wanted to learn how to use the GECK and the other things concerning general modding. If you have troubles don't hesitate to write me. If you find it will change the name of certain cells (in a different language than english), please PM me with details, it's a thing I couldn't check on my own.
    - Console: its use is dangerous, really weird things can happen. Following the main quest, you can TGM but avoid to TCL, COC, UNLOCK doors that can't be open or SETAV SPEEDMULT.
    - ENB users: I'm one of you, I love ENB. But I used IMODs, some effects can't be visible if you are using certain ENBs. I suggest you to turn them off. Also, the lights are tweaked for vanilla without ENB.
    If still you want to use them, nothing bad will happen of course: if you get stuck for some seconds, it's simply because a fade to black effect is running.
    - I really can't figure if the quest itself is hard. So I included some extra documents under Downloads. One is the list of the quests: useful if you want to see if you did everything, not a great spoiler. Then, I included the list of the locations: this is a spoiler, I would avoid that, you will loose the sense of the exploration, the quest already should provide all the infos to reach these places. I also included some General Tips if you feel lost at start and you don't want to give up: the first page is general tips, the second page is Chapter I small walkthrough, the last page is what you could do to continue the quest if you still are lost. As last resource I included the complete walkthrough: I know it could be frustrating when you are stuck and you can't realize if you had an issue with the quest or if you still can't figure what to do, that's why I included it. It's the definitive spoiler, you will loose all the fun, so... don't use it until you are crying or banging your head against the monitor. Or both.




    - Eronel, Kendo and Xazomn to allow me drawing one of the characters based on their amazing Mojave Delight.
    It was definetely too much important for me. As I always love thinking... "if Beauty had a name, it would be Mojave Delight"

    - A Big Thank you to Chancellor Kremlin for his grammar corrections

    - A big Thank you to LL for this hosting

    - A big Thank you to Bethesda for the amazing playground

    - A big Thank you to the modders and their creations. It is thanks to them if this past summer I started exploring the wonderful world of modding

    - A big Thank you to LL's nice scripters and everyone that found a minute to answer my questions, you really showed me the light everytime I was ending in a dark tunnel with the GECK

    - A big Thank you to Desert Bufalo and his neverending search for perfection

    - A big Thank you to DigitalMemories, Randagio, The Doctor, Snake, Spikes and Cary

    - A big Thank you to "Suiko" and "Evan": in some ways... if it wasn't for you, I would have never found this passion

    - A big Thank you to those I forgot

    Permissions:
    PM me if you need anything.







    - The files are split due to file size limits -



    You only need Main, Assets and Videos

    1,654 downloads

    Updated

  24. A bunch of UDFs

    Description:

    This is much or less the translation with UDFs of my Cammy, the first thing I did using NVSE some months ago.
    It doesn't do anything on its own, since it's just UDFs that handle some math.
    This ESM (ESP marked as ESM) comes as it is and mainly for modders' reference.
    There are a bunch of functions I usually call in my ESPs, mainly for cutscenes/machinima, but they're pretty generic and they can be used in different environments. They all are prefixed with aCam.
    They all are tested, but due to the difficulty in handling some stuff I can't exclude there are bugs or unexpected results under specific conditions. Or my mistakes, of course.


    Use:
    Just drop the ESP-marked-as-ESM it inside your FONV\Data folder and activate it, then you know what you need to do.

    Unuseful notes about movement:




    Compatibility:

    1.2 PS is compatible with companions mods and pipboys mods (huh, finally).


    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:
    Jaam
    Doctasax's tutorials


    Examples:
    A bunch of ingame frames taken when I apply some functions and the result I achieve.


    https://www.youtube.com/watch?v=G5G-Ps6Zmuc&feature=youtu.be

    92 downloads

    Updated