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AAF Nuka Ride: A Porn Studio Mod


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Posted
3 hours ago, JB. said:

@_Nomad_   I've noticed that my scripts don't run very fast on your PC. Are you experiencing any lag in Cassius's mansion?  (coc NukaMansion). Because ultimately I can do precombines.

 

I don't know if I'm pushing the limits of the mansion. There are too many activities to do there in the future. Many things to add.

Can we try that out too JB?

Posted (edited)
15 minutes ago, Hoobu said:

Can we try that out too JB?

Sure, go there and meet Cassius. Although he hasn't had an appearance edit in months. In fact, he has a hair bug that dav42 later helped me fix (headparts), but I forgot to fix it for him I've already fixed it in my local version. I also want to give him a more personalized clothes.

 

If you zoom in on his mouth (using a mod like "fo4 photo mode"), you'll see his gold teeth. But since I don't have any dialogue yet, I haven't seen them "in action". I hope they don't look like dirty teeth; if they do, I'll remove them.

 

Outside the mansion, everything is pre-combined, so I'm not worried. But inside... I still have a lot to add. And I'm worried that it will start to show up in the frame rate. I need to fill Cassius's office with more books. Then I'll add things for other quests, like the massages for Cassius' clients. You'll see a small sauna, and also a room (Peach's) that I need to add more things to. There is a room, like a mini cinema, for filming porn scenes too. 

 

 

Ohh, and Heavy Metal, Cassius's dog, is wandering around the garden.

 

 

Edited by JB.
Posted

I think I am having issues with F4SE and the Nuka Ride Mod interfering for some reason. I have F4SE  6.21 for Pre NG Version game. Each time I boot the loader with the mod it gives me an error message: IneedThatFuntion.dll (under that is:) REL/IDDB.cpp(82): failed to open: Data/F4SE/Plugins/version-1-10-163-0.bin. There are no issues if I remove disable the mod, IneedThatfunction.dll disappears. Could use some guidance if possible, but will continue to troubleshoot

Posted
5 minutes ago, claritysteamed said:

I think I am having issues with F4SE and the Nuka Ride Mod interfering for some reason. I have F4SE  6.21 for Pre NG Version game. Each time I boot the loader with the mod it gives me an error message: IneedThatFuntion.dll (under that is:) REL/IDDB.cpp(82): failed to open: Data/F4SE/Plugins/version-1-10-163-0.bin. There are no issues if I remove disable the mod, IneedThatfunction.dll disappears. Could use some guidance if possible, but will continue to troubleshoot

IneedThatFuntion.dll  only works for the old gen. I'm waiting for the "Papyrus Common Library" to be updated. But It's safe to play with that DLL disabled; it's just a script to dye your hair. 

Posted (edited)
27 minutes ago, JB. said:

Sure, go there and meet Cassius. Although he hasn't had an appearance edit in months. In fact, he has a hair bug that dav42 later helped me fix (headparts), but I forgot to fix it for him I've already fixed it in my local version. I also want to give him a more personalized clothes.

 

If you zoom in on his mouth (using a mod like "fo4 photo mode"), you'll see his gold teeth. But since I don't have any dialogue yet, I haven't seen them "in action". I hope they don't look like dirty teeth; if they do, I'll remove them.

 

Outside the mansion, everything is pre-combined, so I'm not worried. But inside... I still have a lot to add. And I'm worried that it will start to show up in the frame rate. I need to fill Cassius's office with more books. Then I'll add things for other quests, like the massages for Cassius' clients. You'll see a small sauna, and also a room (Peach's) that I need to add more things to. There is a room, like a mini cinema, for filming porn scenes too. 

 

 

Ohh, and Heavy Metal, Cassius's dog, is wandering around the garden.

 

 

Thank you I had checked it out in creation kit but didn't want to give anything away I might take Ai piper there she's getting into the porn stuff for her newspaper lol,still yet to put the hard word on if she would like to act in a scene yet 

P.s I'll get him to say something in A.i after i give him a little bio and voice file,lip sync works in Ai and take shots for you

Edited by Hoobu
Posted
5 minutes ago, JB. said:

IneedThatFuntion.dll  only works for the old gen. I'm waiting for the "Papyrus Common Library" to be updated. But It's safe to play with that DLL disabled; it's just a script to dye your hair. 

Thank ya for the clarification, and quick at that. How can I disable it? 

Posted
7 minutes ago, Hoobu said:

Thank you I had checked it out in creation kit but didn't want to give anything away I might take Ai piper there she's getting into the porn stuff for her newspaper lol,still yet to put the hard word on if she would like to act in a scene yet 

P.s I'll get him to say something in A.i after i give him a little bio and voice file,lip sync works in Ai and take shots for you

Oh, if it helps, I want to make him a sort of Duke Nukem. A womanizing guy, rough around the edges, tough but with a good heart.

Posted
5 minutes ago, claritysteamed said:

Thank ya for the clarification, and quick at that. How can I disable it? 

As far as I understand, you don't need to do anything. Just accept the warning and continue.

Posted
3 minutes ago, JB. said:

As far as I understand, you don't need to do anything. Just accept the warning and continue.

It doesn't give me a warning to skip past. I won't let me load it beyond that. I just get the message and can close it.

Posted
2 minutes ago, JB. said:

Oh, if it helps, I want to make him a sort of Duke Nukem. A womanizing guy, rough around the edges, tough but with a good heart.

In Mantella that's all I need then you let the LLM run wild and Grok Ai is fucking wild,too much info straight jackets it,I've been diving head first in how it works and I'm learning lots and having a ball with it

Posted
8 minutes ago, claritysteamed said:

It doesn't give me a warning to skip past. I won't let me load it beyond that. I just get the message and can close it.

Okay, I don't know much because I've never had to deal with that. How about deleting it?

 

Go to Data/F4SE/Plugins/

 

Delete IneedThatFunction.dll

Posted
39 minutes ago, JB. said:

Okay, I don't know much because I've never had to deal with that. How about deleting it?

 

Go to Data/F4SE/Plugins/

 

Delete IneedThatFunction.dll

That was indeed the solution. Thank ya for the help and suggestion! I had considered deleting it but had no idea if it was an important file lol.

Posted
1 hour ago, caddo9tales said:

it would have been a neat twist if Corsican was actually a pre-war ghoul...


Corsican is a character inspired by a porn studio manager in Fallout 2 - at Golden Globes studio, New Reno. He was not a ghoul. Our camera operator is, and for me it would be nice to have some content related to him. Or pre-war Oswald. But that seems like a questline in itself, and maybe it's not all that interesting as I think it would be.

On a sidenote - in gamedev many narrative or gameplay ideas get cut not because of the lack of time, but for they're not good enough ideas in the first place. ;D

Posted
8 minutes ago, burgirinhaler said:

On a sidenote - in gamedev many narrative or gameplay ideas get cut not because of the lack of time, but for they're not good enough ideas in the first place. ;D

If only they had thought that with NG and AE updates JB's left nut could write better quests than the quests that was spewed out in that debacle

Posted (edited)
2 hours ago, Hoobu said:

If only they had thought that with NG and AE updates JB's left nut could write better quests than the quests that was spewed out in that debacle

 

I think after people separate their emotional connection with the game they realize from Bethesda's perspective it's a business.  Of course they are going to be opportunistic to generate buzz, sell more copies.  AE was literally predictable.

 

Bethesda gets a lot of abuse from it's user base, some of it justified and most of it is not.  It's not their fault that people are injecting code at runtime into their executables (F4SE plugins), which by the way the method to achieve such things is probably against their EULA.  It's not like they are not aware of it, but they just turn a blind eye and do not challenge it.  Perhaps it's in their EULA to limit liability from someone trying to sue over their modded game being broken.  But it is their fault that they don't fix these engine bugs, and people are forced to take it upon themselves.

 

It's clear with Fallout 76, NG, and AE that Bethesda's QA department is very narrowly focused in terms of testing.  With AE it's clear they didn't bother to test with any creations content because the plugins were being disabled due to an engine bug.

 

But in all of those updates Bethesda really didn't change anything in terms of the main game quests, they didn't even roll a new DLC, they basically took some very small mods they have been peddling on their mod network and bundled them for free, and most of them are just garbage -- the only thing of interest (Tale of the Bounty Hunter) for free in AE isn't even made by Bethesda.

 

Edited by dav42
Posted
32 minutes ago, dav42 said:

 

I think after people separate their emotional connection with the game they realize from Bethesda's perspective it's a business.  Of course they are going to be opportunistic to generate buzz, sell more copies.  AE was literally predictable.

 

Bethesda gets a lot of abuse from it's user base, some of it justified and most of it is not.  It's not their fault that people are injecting code at runtime into their executables (F4SE plugins), which by the way the method to achieve such things is probably against their EULA.  It's not like they are not aware of it, but they just turn a blind eye and do not challenge it.  Perhaps it's in their EULA to limit liability from someone trying to sue over their modded game being broken.  But it is their fault that they don't fix these engine bugs, and people are forced to take it upon themselves.

 

It's clear with Fallout 76, NG, and AE that Bethesda's QA department is very narrowly focused in terms of testing.  With AE it's clear they didn't bother to test with any creations content because the plugins were being disabled due to an engine bug.

 

But in all of those updates Bethesda really didn't change anything in terms of the main game quests, they didn't even roll a new DLC, they basically took some very small mods they have been peddling on their mod network and bundled them for free, and most of them are just garbage -- the only thing of interest (Tale of the Bounty Hunter) for free in AE isn't even made by Bethesda.

 

All your points are valid especially the business side of it after all it is all about making money and they are very smart that's why they released the Creation kit without modder input this game would have run out of steam years ago plus with the creation club they can monetise it

But to force updates on people that don't know how to stop that from happening is almost criminal as well particularly if it breaks most of their mods surely Bethesda know not a many people plays the vanilla game and this is why steam and I haven't got on since they stopped being Valve,my copy of Fallout is an unmolested .163 that never seen an update and I am not looking forward to the day when no one makes mods for my version of the game

Posted (edited)
39 minutes ago, Hoobu said:

But to force updates on people that don't know how to stop that from happening is almost criminal as well particularly if it breaks most of their mods surely Bethesda know not a many people plays the vanilla game and this is why steam and I haven't got on since they stopped being Valve,my copy of Fallout is an unmolested .163 that never seen an update and I am not looking forward to the day when no one makes mods for my version of the game

 

Yeah I almost feel like that is more of the digital platforms doing, obviously Bethesda is initiating it but before Steam you would go to those ancient modding sites to download game patches or the publisher/developers site and install them manually.  I am sure people complained about that too (the lack of automation), but you had a choice in the matter.  Yeah there are ways to stop Steam from updating (the most foolproof is marking your application manifest as read-only), but people don't know how to do it or become aware of it after the fact.

 

I would say the advent of digital platforms is almost the reason why their QA sucks, it's easier to fix a mistake.  What would be nice is if they actually had a public beta channel on Steam and used it, I am sure there are people that would love to do their testing.

 

 

Edited by dav42
Posted
On 2/3/2026 at 1:17 PM, JB. said:

I don't recall reading whether your AAF is up to date. Another possibility is that if you really do have as many mods as you say, the game itself can't handle so many script calls.

 

 

If that's the case, you're currently at the bottom of this favela: 

 

Sin título.jpg

 

 

— Кажется, я нашел причину черного экрана в диалогах NR в фавелах!..* (кто-то звонит в дверь)* — Подождите секунду, мне нужно посмотреть, кто там... *(Раздается громкий стук в дверь)* — Черт, это они... забыл, что хотел сказать, в общем, Джей Би, пиши больше детективов и триллеров, хватит этих розовых соплей для девочек!
* (слышен звук выбитой двери и выстрел из дробовика )*
-(хрипло) твой бывший фанат (последний вздох перед смертью)

Posted

Hello, don't know if this have been asked before any way to use this with sim settlements 2 ? i am using nexar curated modlist that is 1.10.984 because i tried and it is messing sanctuary road and bridge....

Posted
45 minutes ago, dav42 said:

 

Yeah I almost feel like that is more of the digital platforms doing, obviously Bethesda is initiating it but before Steam you would go to those ancient modding sites to download game patches or the publisher/developers site and install them manually.  I am sure people complained about that too (the lack of automation), but you had a choice in the matter.  Yeah there are ways to stop Steam from updating (the most foolproof is marking your application manifest as read-only), but people don't know how to do it or become aware of it after the fact.

 

I would say the advent of digital platforms is almost the reason why their QA sucks, it's easier to fix a mistake.  What would be nice is if they actually had a public beta channel on Steam and used it, I am sure there are people that would love to do their testing.

 

 

This is how old I am,I grew up in a really small town in Tasmania and I bought a computer magazine one the pages offered for the princely sum of one US dollar a shareware copy of Doom on a floppy sent to me via airmail from ID software I received it 3 weeks later with a letter from American Mcgee thanking me for my purchase,now it's like you never really own the game it feels like a lease arrangement,I still have the floppy but it's been 15 years since I've owned a floppy drive they may not even make them anymore lol

Posted
12 minutes ago, DarHen said:

Hello, don't know if this have been asked before any way to use this with sim settlements 2 ? i am using nexar curated modlist that is 1.10.984 because i tried and it is messing sanctuary road and bridge....

I play SS2 but I wouldn't use them together SS2 has lots of script heavy stuff going on ,Nukaride doesn't have anything going on in Sanctuary other than an eyebot floating around so it's probably a load order issue,use Nukaride in a new profile if you use MO2 ,it doesn't make sense to have both going in the same playthrough

Posted (edited)
30 minutes ago, DarHen said:

with sim settlements 2 ?

 

Why would you, SS2 is the most script heavy lag fast I have ever used.  But some people have done it and from what I have read it works (well who knows to what level, some people do tend to use console to skip quest stages because they have mod conflicts and don't know how to fix it).  Personally I would just create another profile in my mod manager and use a separate loadout and save game.

 

 

30 minutes ago, DarHen said:

i am using nexar curated modlist

 

This is probably your problem.  NR is an overhaul mod, a lot of changes made to Nuka World.  But you would probably have to look for conflicts using xEdit to see what is your problem.  I don't think NR makes edits to post-war Sanctuary, other than an NPC placement at the vault exit.  I could be wrong, JB would know.  The only other thing that comes to mind is there is a cave placed north of the Sanctuary bridge (where the military vehicle is in the middle of the water) not sure if that would contribute to a conflict.  AR2 has a cave/entrance near that location as well.

 

One thing that might be easy to try and is on the mod description is to ensure Nuka Ride.esp is at the bottom of your load order, and only Nuka Ride patches should follow it.

 

Edited by dav42
Posted
56 minutes ago, SSJGokuBlackVA said:

question is there any way to get notified like in emails for when ever there's a major update???

lol. Not a “thank you,” not some opinions or suggestions, just a simple “when is the next update??????????”. Again. You're acting like this is a fast food restaurant and on top of that you expect me to have some kind of mail service? Learn to behave like you're in a community first. Your comments and your lack of gratitude to those who tried to help you are one of the reasons why many mod authors end up leaving.

 

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