Jump to content

AAF Nuka Ride: A Porn Studio Mod


Recommended Posts

Posted
On 2025/10/11 at AM1点35分, JB. said:

在这方面,我真羡慕《上古卷轴5:天际》;他们资源丰富,尤其是动画。我多么希望也能有一套我们端着啤酒或托盘的动画啊。熨衣服的动画也很棒。

Fallout 4 actually supports mods that can play custom videos — you already built a cinema system, right?

I have an idea based on that.

We could integrate some BDSM-style MMD content into the cinema. In terms of story, during Nora’s third trigger of Attitude Adjustment, the “punishment” would be that she is forced to make a punishment-themed film.

After that, the scene cuts to the cinema, where the screen plays a bondage-style MMD animation sourced from IWARA — for example, short MMD videos made by DV8 or YunaTBM.

Nora herself would be shown locked to restraints off to the side, implying that the filming has already been completed. Visually, this would only require a hairstyle and outfit that match the MMD character style, without needing explicit interaction or complex animation.

DV8’s MasoFactory – Raven video would fit this concept particularly well.

From a modding perspective, this is mainly video playback plus scene staging, rather than full custom animation work.

Posted
8 hours ago, Hoobu said:

Might be a problem for JB ,not even dead so that is a weird one from i read here most of the none existing npc's show up dead when you moveto but the duke thing means the mod hasn't loaded right,Dixie and Evan could be clones JB made so they won't exist if the mod hasn't fired

 

the Duke (he is the eybot that shows up when you leave Vault 111 and starts NR, giving you the Nora or Norita choice) thing is actually showing that NR is working.

 what makes it strange to me is that NR6.86 works but NR6.93 does not.

NR 6.86 = Evan and Dixie show up fine but NR 6.93 they are not there but are alive.

 

8 hours ago, judge007 said:

Looking at your load order, I wonder if you are experiencing issues with the number of archives.

Fallout 4 has a limit to the number of archives you have, any more and the game will still load, but some archives will not loaded properly.

 

If your not aware of it there is an excellent tool called Collective Modding Toolkit, that will analyze your archives, your .dll files, loose files and greatly highlight any version mismatches with Fallout 4 releases.  https://www.nexusmods.com/fallout4/mods/87907

 

For managing archives I use Cathedral Assets Optimizer from SkyrimSE Nexus (the version is the 5.something one)

You can configure it to load all files into one archive, for settings don't use Separate Archives or Compression.

Any mods you have with small archives can be loaded as loose files to decrease archive count.

 

If you're already aware of the Toolkit, forget I said anything.

Although the way I manage load order, I would load your important quest style mods a lot lower, with Nuka Ride dead last.

 

i have a grand total of 2 active BA2 (archives) files (both from NR)  i use the BA2 Unpacker tool to unpack them to keep that number as low as possible.

if i did not unpack them i would definitly exceed the archive limit.   when i was unpacking the archives i accidently unpacked all archives, but have re-installed

NR 6.93 and NR 6.86 since then so those archives are still packed, but all others are unpacked which means i have tons of room for archives.

 

when looking at the MO2 files modlist reads from bottom to top but load order and plugins read from top down.

 

did not actually know of that toolkit

 

tried the toolkit and it shows i am not over any limits and that all my dlls are good

 

hopefully this can get figured out Evan (according to FO4Edit) is not touched by any mod,

but with NR active he is missing (not there) while with NR inactive (or NR 6.86 active) he is at his usual spot and i can get the recipe book from him.

 

thanks for all the suggestions and ideas.

 

Posted
1 hour ago, valcon767 said:

hopefully this can get figured

 

The place to start is disabling mods using binary search until you identify the conflict.  It's possible the NPCs are enabled by a script, no idea, you would have to look at the NPCs in xEdit to see if they are initially disabled.  The other issue is you should check for cell conflicts, if there is a cell conflict then I am fairly sure the NPCs wouldn't be placed in the cell.

 

The fact that your form id starts with 06 suggests it's not at the bottom of your load order but at the top, is that the correct form id's?  The form id should be at least 30-40 range using the recommended mods.

Posted (edited)

Having a similar issue to one that's been posted on here a few times - when I follow Corsican into the studio, if I move the camera even slightly to the left then I get a crash. I'm assuming that this is a corrupted mesh issue, as was mentioned before, but I'm not really sure what to do - I reinstalled Nuka Ride entirely as suggested, but I'm still getting a notice from DDS Texture Scanner that something is up with Adolf_heels_e.  I don't have the world patch active at all. 

Edit: Just did a test. Disable absolutely everything but Nuka Ride and its requirements. Can confirm that the crash is still taking place.

crash-2025-12-30-21-01-11.log

Edited by RathAzu
Posted (edited)

Have been lurking and following this mod since some years now but I wanted to say thank you for this amazing mod. The time and effort that has been put into this is astonishing.

So thank you again JB, your work is great! 😁

 

 

On 12/28/2025 at 10:35 PM, valcon767 said:

ok i have run into a weird issue

 

due to various reasons i had not done a serious NR run since 6.86

 

playing through 6.93g (after 6.86 i have copies of 6.91i and 6.91j) and i ran into an issue that i did not realize was there for a bit.

 

Dixie and Evan (and possibly more) are just missing.  cannot interact with them in any way without using console.

if i use the console to move to thier location they are not there .... nothing visible. cannot click on them in console (but prid refid works).

console commands do not make them visible.  have tried the disable, enable combo, tried recycleactor and resurrect commands. 

those do nothing.  openactorcontainer 1 console command will let me take or leave stuff, but if i try to have them equip anything instant ctd.

trying to use slm on them also does instant ctd.

 

so i rolled back trying 6.91i and 6.91j and same thing, but rolling back to 6.86 they are there like normal.

 

checked for mod conflicts useing FO4Edit and no mods touch Evan according to it, while Dixie is touched by mods (Prettier NPC bosses, and NR)
Nisha is also touched by the same mods as Dixie but is there and (as far as i can tell) works just fine.

 

knowing my luck i have found some weird edge case.

 

i have attached my modlist/plugin/loadorder files (i use MO2) in case someone else has hit this and knows a fix.

 

plugins.txt 7.94 kB · 0 downloads modlist.txt 17.65 kB · 1 download loadorder.txt 7.73 kB · 2 downloads

 

Though one thing of note

 

I have run into a similar issue as valcon here ever since upgrading from 5.x to 6.93g for a new playthrough but for me it's the overboss that's the issue instead. During The Star Crops quest when talking with sophie at the fountain and when the conversation is supposed to switch over to shank and the overboss; the overboss does not end up appearing. He is there but invisible and so I cannot continue with the quest. I have tried all possible solutions like valcon in the thread here but to no avail. And since I don't have the other versions like 6.86 I cannot check in those.

 

I think this might be more than a weird edge case since it seems to affect some Nuka Ride NPCs but who knows I just could be talking a bunch of crap. Just wanted to give a heads up that valcon here isn't the only one with this problem albeit only slightly different.

Edited by Gekkao
Posted
11 hours ago, dav42 said:

 

The place to start is disabling mods using binary search until you identify the conflict.  It's possible the NPCs are enabled by a script, no idea, you would have to look at the NPCs in xEdit to see if they are initially disabled.  The other issue is you should check for cell conflicts, if there is a cell conflict then I am fairly sure the NPCs wouldn't be placed in the cell.

 

The fact that your form id starts with 06 suggests it's not at the bottom of your load order but at the top, is that the correct form id's?  The form id should be at least 30-40 range using the recommended mods.

 

the 0604b04d is the RefID for Evan, which is normal for Nuka World DLC and according to FO4Edit he is not touched by any mod (not even Nuka Ride).

NukaRide.esp would be number DF for the NPCs it adds (not modifies) in my normal full loadorder.

sorry if i did not make it clear that was the RefIDs.

that is what makes this so weird (to me at least).  it is happening to someone who should not be affected by the mod, but is.

 

tested agian on minimum load out (new game from main menu) memory fixes, FG, Looksmenu, Nuka Ride and the mods it need to run.

what makes it stranger to me is that if i load NR 6.86 both Evan and Dixie are where they are supposed to be and i can both see and interact with them.

but if i load NR 6.93 both Evan and Dixie (and possibly others) are just not there so i cannot interact with them.

 

what makes it so confusing to me is the same mods that affect Dixie also affect Nisha but Nisha is there (can interact) but Dixie is not, and Evan is (according to FO4Edit)

untouched by any mods.

 

1 hour ago, Gekkao said:

I have run into a similar issue as valcon here ever since upgrading from 5.x to 6.93g for a new playthrough but for me it's the overboss that's the issue instead. During The Star Crops quest when talking with sophie at the fountain and when the conversation is supposed switch over to shank and the overboss; the overboss does not end up appearing. He is there but invisible and so I cannot continue with the quest. I have tried all possible solutions like valcon in the thread here but to no avail. And since I don't have the other versions like 6.86 I cannot check in those.

 

I think this might be more than a weird edge case since it seems to affect some Nuka Ride NPCs but who knows I just could be talking a bunch of crap. Just wanted to give a heads up that valcon here isn't the only with this problem albeit only slightly different.

 

thanks for confirming i am not the only one to have this issue (or something very very similar)

 

i will just wait till JB comes back and try again then.

even if it is something that i cannot fix i still am grateful for the great mods JB has made.

 

Posted
1 hour ago, valcon767 said:

 

the 0604b04d is the RefID for Evan, which is normal for Nuka World DLC and according to FO4Edit he is not touched by any mod (not even Nuka Ride).

NukaRide.esp would be number DF for the NPCs it adds (not modifies) in my normal full loadorder.

sorry if i did not make it clear that was the RefIDs.

that is what makes this so weird (to me at least).  it is happening to someone who should not be affected by the mod, but is.

 

tested agian on minimum load out (new game from main menu) memory fixes, FG, Looksmenu, Nuka Ride and the mods it need to run.

what makes it stranger to me is that if i load NR 6.86 both Evan and Dixie are where they are supposed to be and i can both see and interact with them.

but if i load NR 6.93 both Evan and Dixie (and possibly others) are just not there so i cannot interact with them.

 

what makes it so confusing to me is the same mods that affect Dixie also affect Nisha but Nisha is there (can interact) but Dixie is not, and Evan is (according to FO4Edit)

untouched by any mods.

 

 

thanks for confirming i am not the only one to have this issue (or something very very similar)

 

i will just wait till JB comes back and try again then.

even if it is something that i cannot fix i still am grateful for the great mods JB has made.

 

Maybe a silly question but what version of the game are you running?

Posted (edited)
4 hours ago, valcon767 said:

the 0604b04d is the RefID for Evan

 

This is not the ref id for "Evan".  It's a dialogue entry.  Not even sure who Evan is.

 

image.png.203ee0bf686852979ae7897911b53da1.png

 

As a side note, 06024afe is the ref for Dixie (base game), as I mentioned she is initially disabled.  This is because NR Dixie is a clone, this is fairly typical of what JB does to avoid conflicts, NR Dixie ref is xx25F619 but she is also initially disabled.

 

image.png.80672ee8878477cd7cff75f632f0d3ab.png

 

 

The reason people don't show up is either cell conflicts or scripts not firing.  Perhaps the difference is JB is now disabling the base game NPC refs with 6.93g, but I can tell you that all of this works totally fine for me.  So your issue is likely your loadout.  In this case you can't just do a player.moveto and expect things to work on a new game, unless JB is enabling these refs immediately after character creation (which is doubtful).

 

Edited by dav42
Posted

Happy New Year everyone!!! :star: 

 

lol a few days ago, I saw this image on Twitter / X and thought it would be cool if Norita had one like this as a result of messing with her father's friends during "My Radio" (if she did). I will have to limit it to her six possible pseudonyms. 

 

 

 

Spoiler

Captura de pantalla 2025-12-28 190937.png

 

Posted

@valcon767 Vanilla Dixie gave me a lot of trouble when implementing her cupcake-making quest. I wasn't sure what other quest or script was interfering with her, but I opted to make her invisible and create a clone, as dav42 mentioned. 

 

This clone resides in pre-war Sanctuary. She comes into play later in the story, after you finish walking Lyons. In Nora's route, she's still invisible.

 

ID: 

 

image.png

 

The other guy you're looking for is at the train station once it's enabled during the quest where we meet Kali. He becomes a vendor. But unlike Dixie, I don't make him invisible or use clones.

 

@Gekkao

 

One reason a character might not appear is incorrect load order. While Nuka Ride should have priority, its patches should have even more. Having the patches without priority will cause characters like Corsican and Keyshawn to not appear in their quests. The Overboss could be another case.

 

 

 

Nuka Ride

Nuka Ride Patches

Posted
On 12/30/2025 at 6:58 PM, RathAzu said:

Having a similar issue to one that's been posted on here a few times - when I follow Corsican into the studio, if I move the camera even slightly to the left then I get a crash. I'm assuming that this is a corrupted mesh issue, as was mentioned before, but I'm not really sure what to do - I reinstalled Nuka Ride entirely as suggested, but I'm still getting a notice from DDS Texture Scanner that something is up with Adolf_heels_e.  I don't have the world patch active at all. 

Edit: Just did a test. Disable absolutely everything but Nuka Ride and its requirements. Can confirm that the crash is still taking place.

crash-2025-12-30-21-01-11.log

I'm noticing a pattern with this crash, the texture you mentioned, and AMD. I've resized the texture. Install this and see how it goes.

 

NR 6.9 Env Texture Resized.7z

 

But I don't think that's the real problem. It seems to me that what it's saying there's a problem with the camera. Go to the game's vanilla options and disable the dialogue camera for a while. I've been told that my special cameras don't work well with a mouse. I play with a controller.

 

 

Posted
On 12/28/2025 at 10:33 PM, ARose845 said:

Hi JB, I hope you had a very merry christmas! I was just curious, and this might be a long shot, but, I am not currently playing through nuka ride (at least not yet) on this save, and am testing some other things I have installed. that said, I was wondering, is there a way to get the braces on the teeth effect without triggering that part of the norita quest? I just think they look cute on my player character. there doesn't seem to be any way to mess with the teeth in looks menu that I can find, no problem if it isn't possible, I just couldn't think of anywhere else to ask, and I can't find a mod that adds them seperately. thank you for your time.

 

Write CQF _NukaRide_Main SetBrackets Player 

Posted
On 12/28/2025 at 11:25 AM, Wishmaster89 said:

another tattoo question: where I can find lower back "starlight"?

It's hidden by default. Go to:

 

Data\F4SE\Plugins\F4EE\Overlays\Nuka Ride.esp

 

Open Overlays.json with Notepad++

 

Edit line 81, change false to true. You'll then see it in-game every time you open Looksmenu.

Posted

 

On 12/22/2025 at 2:57 PM, firefriendxx said:

Hey JB , no rush ofc but I was wondering if you had a timeline for the next update ? Will it be focused on Nora or Norita ? 

 

I want to replay it but I’m wondering if I should wait or not ! Thanks :) 

 

If I start in January, and with the things I have in mind, I'm sure I'll have a cool update by April/May. I look at the poll I posted about Nora and Norita and I want to die, man. I'll try to make quests for Nora, but unfortunately, my motivation lies elsewhere. 😖

Posted (edited)
2 hours ago, JB. said:

 

 

If I start in January, and with the things I have in mind, I'm sure I'll have a cool update by April/May. I look at the poll I posted about Nora and Norita and I want to die, man. I'll try to make quests for Nora, but unfortunately, my motivation lies elsewhere. 😖

 

On the bright side maybe by april/may bethesda will be done with their general fuckery and things can update for the Anniversary Edition ( I can dream T_T )

 

Edited by zonder4213
Posted

thanks JB 

 

that tells me NR 6.93 is acting right with Dixie (main worry i had), and she should appear when she is actually needed.

Evan shoudl (probably) also show later when he becomes a merchant.

 

in the middle of a early Depravity quest (does not affect any FO4 named NPCs) right now, but once i finish that i will start NR 6.93g and

report when i hit those points on what happens in my game.

 

thanks agian for the great mods and also for all the info.

 

Posted

Thanks for your assistance! Also, just wanted to echo the comments above - the level of work you've put in is staggering and it's really worth both congratulating and celebrating. I've been playing basically nothing but this mod across both routes for the last month and I'm still not done with either. Norita is probably the most fleshed out and "complete" feeling adult mod path I've ever seen. 

 

(Complete in the sense that it feels considered, fleshed out, and works on its own merits.)

Posted (edited)

I need help!
Which characters aren't included in Nora's adventure? I need a list of NPCs who are only included in Norita's adventure. These include: Sophie, Patty, Dallas, Monica, Brett, and Kathleen. What other NPCs are there only in the Norita branch?

Edited by stalkerVlad1
Posted
13 hours ago, wayandean said:

I'm about 3/4 of the way through this mod and I was wondering if I can leave it for a while and start Commonwealth Slavers?

Have you played Slavers before? It can be quite restrictive so it's best to play them on a separate save. 

Posted
2 hours ago, 4nln415 said:

Have you played Slavers before? It can be quite restrictive so it's best to play them on a separate save. 

It seems to be working fine so far. Obviously it is very restrictive and I can see that I would have to finish slavers before returning to Nuka.

Posted (edited)
On 1/1/2026 at 1:56 AM, JB. said:

One reason a character might not appear is incorrect load order. While Nuka Ride should have priority, its patches should have even more. Having the patches without priority will cause characters like Corsican and Keyshawn to not appear in their quests. The Overboss could be another case.

 

 

 

Nuka Ride

Nuka Ride Patches

 

I do have Nuka Ride at the bottom of the load order and it's patches loading after it If that's what you mean. I also looked If scripts are firing which they are but the Overboss stays invisible and I don't have any mods that mess with cells or npcs which I even checked in FO4Edit to be sure. I only use alot of clothing mods but I am nowhere near the archive limit. That's the puzzling thing, nor do I use any script heavy mods. I have even tried running the mod with only what's necessary and the problem would still persist. I also always run any possible solution on a new save. It's a real headscratcher.

 

Was looking forward to playing the mod since it's fricking amazing and I haven't played it for like a year. But it seems some sort of invisible force is trying to prevent it from happening :')

Edited by Gekkao
Posted
5 hours ago, Gekkao said:

 

I do have Nuka Ride at the bottom of the load order and it's patches loading after it If that's what you mean. I also looked If scripts are firing which they are but the Overboss stays invisible and I don't have any mods that mess with cells or npcs which I even checked in FO4Edit to be sure. I only use alot of clothing mods but I am nowhere near the archive limit. That's the puzzling thing, nor do I use any script heavy mods. I have even tried running the mod with only what's necessary and the problem would still persist. I also always run any possible solution on a new save. It's a real headscratcher.

 

Was looking forward to playing the mod since it's fricking amazing and I haven't played it for like a year. But it seems some sort of invisible force is trying to prevent it from happening :')

Well, I tested it from the beginning and haven't had any problems. Does this always happen to you?

 

Spoiler

Fallout4 31_12_2025 00_48_16.png

 

Is the Overboss even alive? 

 

SQV _NR_Crops

 

Check if the "Overboss" alias is filled.  

 

I occasionally receive reports from Corsican and Keyshawn, which are usually resolved by adjusting the load order. But this is the first time anyone has reported the Overboss.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...