Fallout 4

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Chuck Yufarley

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About this mod

Custom animated, customizable, fully functional jukebox spinning classic 45s.

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Thanks to the generosity of mod author Mastercchris(ZaZ), I was able to add two new dance animations for both player and NPCs. These are both incredibly good animations and really help create a dance party atmosphere when using the Dance-Ola. I placed new markers for both player and NPCs that will each play one particular dance, eliminating some of the wanky transitioning from one dance to the next as with previous versions. I also include a new template in the optional downloads for anyone who'd like to create custom record labels. There was an inquiry as to whether or not I would be replacing vanilla jukeboxes with the Dance-Ola and as of now there are no plans for that, but if more people ask for it, I will certainly consider it. Enjoy the new dances!


Dance Animation Modder Resource by umpa for the Booty Shake animation.
Skyrim Dance Animations by invalidfate for converting the Booty Shake  animation from Skyrim to Fallout 4.
Groove and Funk Dances (my names) by Mastercchris(ZaZ) from his ZaZ-Extended-Skeleton (ZeX) mod.

The DanceOla is a fully operational, fully animated, customizable jukebox modeled after the classic Rock-Ola jukeboxes of the 1950s and 60s. It comes in two versions, a single play, button activated model that let's you select your favorite tracks any time you like, and an auto-play version that cycles through it's 23 tracks, four songs at a time with each play. Ideally I would have preferred one model that allowed for queuing playback of multiple single selections, you know, like a real jukebox, but that's a scripting rat's nest far above my pay grade. Also, I had considered fashioning the playback after a radio station, but that was going to take longer than I wanted since I've not ventured into radio station modding and I wasn't sure how to pull that off while allowing for the animations to play with each song change. My approach to scripting is a lot like my approach to algebra in jr. high, learn a few basics and make it fit what I'm trying to do. If my mods were cars they'd look a lot more like Studebakers than BMWs. If any modders with greater scripting abilities would like to help streamline these land yachts, I'd welcome your assistance.


As previously mentioned, the DanceOla is easily customizable for those of you who'd like to add your own music. Songs and their corresponding buttons/menu tags can all be customized, it's just a matter of how much detail you're interested in. See the Dance-Ola Read Me file for customization instructions.

As for the cycled playback of the auto-play versions, All I did was create stages that play (in order) songs 1-4, 5-8, 9-12, 13-16, 17-20, and 21-23 each time you activate the jukebox. No fancy random function, because I didn't want to delve into learning that bit. Plus, my experience with any random anything is that it's always far from random. This way you won't hear the same songs over and over. I was originally going to have a go at playing the entire list from top to bottom, but breaking it up means you don't have to start from the top every time. 4 and once in a while 3 songs is just about the right amount of time to spend doing whatever else you've got going on without having to go back and chunk more caps in every 3 minutes.

Both versions of the jukebox come in clean as well as dirty varieties and can be found in the workshop menu under Decor/Misc. The jukebox does require 8 power and must be wired. The power connect point is in the back near the bottom and does not protrude ridiculously far out. The jukebox also gives a small happiness boost to your settlement. There might be instances when if you disconnect power during playback the song will continue playing and/or animations might de-sync. One sure fire solution is to scrap the jukebox and build another one, but generally such incidents righted themselves by going into workshop mode and repositioning the jukebox. Doing that allows all the interdependent activators to respawn and usually fixes the problem.

I tested several different Sound Output Models looking for just the right sound. I didn't want to be able to hear the thing from across the settlement, nor did I want it to sound like a tin can, after all I did put "Stereo" right on the front of the thing. I think I got it just about right.

As you might have seen in the video, I have also built in dance idle markers that enable only while music is playing...mostly. Dancers might start a tad early sometimes and finish a bit late, but then they might just be passionate m**********n' dancers. For the life of me I can't figure out how to loop or stack these idles so that NPCs will dance the entire song, but they will resume right away about 30% of the time, and sometimes move to another spot and start again. It does look kind of funny when they quit in the middle of a song and walk away, like they're thinking "M**********rs ain't gonna watch me dance, then I ain't dancin'!" I started out only placing two markers but then had the bright idea to see if I could place two more close enough so that it looks like those NPCs are dancing together. I only had 3 NPCs available while I was testing it, but I damn near shit myself when I turned around and saw Sturges and Jun getting all deep into each other. As soon as I tried to record they quit.

I'm rolling the dice again with custom glass materials. I tried using the same vanilla material I used in one of the YuVend updates, but the normal map gave it some really awful looking blurred spots, so I just switched it out for the shared/flat normal and that got rid of the blurs. I really hope I don't have the pink glass bs happen again.

On that note, I hope you enjoy the new jukebox. Happy New Year!