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AAF Nuka Ride: A Porn Studio Mod


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Posted

Maybe I missed something, but all my girls lose their makeup, eyebrows, etc with Addictol. 😑

Posted
15 minutes ago, JB. said:

Maybe I missed something, but all my girls lose their makeup, eyebrows, etc with Addictol. 😑

 

Haven't noticed that.  What does it look like?  Are we talking like literal eyebrows missing?  :)

 

Posted (edited)
27 minutes ago, dav42 said:

 

Haven't noticed that.  What does it look like?  Are we talking like literal eyebrows missing?  :)

 

 

Here's Peach + Addictol + NR FaceGen. 

 

Addictol. No make up, black lips. edit: Hell, no piercings. 

 

Spoiler

AAF Nuka Ride_ A Porn Studio Mod - Page 1088 - Downloads - Fallout 4 Adult & Sex Mods - LoversLab — Mozilla Firefox 22_3_2026 15_25_41.png

 

 

 

Buffout 

 

Spoiler

Creation Kit Fallout 4 [v1.10.162.0] 64-bit - [Nuka Ride.esp] _NOT ESL Capable - no more IDs remaining__ 22_3_2026 15_22_11.png

 

 

I've tried several things. Even adding Peach to the exceptions list, removing "NR Textures for the girls", enabling/disabling HeadPart Extended, but without success. I'm going back to Buffout until I figure out the problem.

 

As for the eyebrows, they went back to eyebrow type 1, I don't remember the name. Very generic and kind of ugly. But at least I haven't seen them again since.

Edited by JB.
Posted
17 minutes ago, JB. said:

I've tried several things. Even adding Peach to the exceptions list, but without success. I'm going back to Buffout until I figure out the problem.

 

Try bInitTints=false in Addictol.toml, that seems to be the issue.

Posted

@JB.  Another interesting issue with my attempts to start "Confidence Man".  I went away from DC and did some vanilla quests, getting side tracked.   So I went back to NW (via the robot at DC) and "A new Name" quest started.   I am well past that.   I did a command line prompt to advance it to done.   

 

I don't know if there are "hooks" for the next quest or there if there is significance to the order of the completed quests (now "a new name" is high than "Kill me soft" in my completed quest under the data tab.

 

No issues, just odd behavior that makes me wonder if some of the older quests aren't closing out completely.  Does the "End Quest" close everything out?

Posted
12 minutes ago, dav42 said:

 

Try bInitTints=false in Addictol.toml, that seems to be the issue.

 

Yeah that patch is bugged on OG.  It's patching the wrong address when I look at what they are doing with the AE version of the patch.

Posted
10 minutes ago, dav42 said:

 

Try bInitTints=false in Addictol.toml, that seems to be the issue.

Thanks, that fixed it! 🤩 Addictol seems so convenient that I didn't want to go back to Buffout.

 

6 minutes ago, steelpanther24 said:

@JB.  Another interesting issue with my attempts to start "Confidence Man".  I went away from DC and did some vanilla quests, getting side tracked.   So I went back to NW (via the robot at DC) and "A new Name" quest started.   I am well past that.   I did a command line prompt to advance it to done.   

 

I don't know if there are "hooks" for the next quest or there if there is significance to the order of the completed quests (now "a new name" is high than "Kill me soft" in my completed quest under the data tab.

 

No issues, just odd behavior that makes me wonder if some of the older quests aren't closing out completely.  Does the "End Quest" close everything out?

 

"A New Name" starts, at least in Nora's route, when an random NPC in Nuka World tells you something about Shank, while you're walking through Nuka Town. Let me know if there are any more problems related to this. I'll keep an eye out if it happens to anyone else.

 

 

Funny. It reminds me of how if you have "Black Male Raiders" installed, it randomly starts "Cappy in a Haystack" at any random moment.

Posted
50 minutes ago, dav42 said:

 

Try bInitTints=false in Addictol.toml, that seems to be the issue.

Yeah, that function is busted for OG (wrong offset). Good catch. Someone just reported it.

Posted (edited)
22 minutes ago, lee3310 said:

Yeah, that function is busted for OG (wrong offset). Good catch. Someone just reported it.

 

Yeah, that's me. :)

 

@JB. Here is the fix from Perchik71:

https://github.com/Dear-Modding-FO4/Addictol/actions/runs/23410840354

 

This newer version should include:
Long Save Bug Fix (from Nukem, patch is bPapyrusGCBug=true)

 

So you would want to disable that plugin if you use it, or the Addictol patch.  It's a handy plugin for SS2, which suffers from it.

Edited by dav42
Posted (edited)

Was just doing some vanilla stuff (Trinity tower - get companion strong) and the thought occurred that might make a good quest for NR, Overboss wants you to shoot some more extreme sort of stuff, the radio station the trapped presenter is from has a tie in already to Nuka World as the operators were going to rid there location of a radscorpion nest so them going to Mags for help to get there presenter back is believable and you could do it as a fight to release the presenter + Strong or a negotation with some sex for the super mutants as a peaceful solution

 

At the end strong could join golden globes and be available for some more porn of the sort the overboss wants to shoot

Edited by pinky6225
Posted (edited)
3 hours ago, Magnum717 said:

About the Bed Idle 4 pose. It seems that the legs twitch a bit for NPCs in that pose. Any way I can remedy it? 

You could try fixing it with SAM; I'm terrible at that. If you manage to fix it, feel free to share the .hkx file so we can all update it. The animation is called "_NR_Bed_Idle04".  With SAM you can find it easily.

Edited by JB.
Posted

Hmm... Starting Heart of Steel and at stage 110.   What animation is missing?   I think this has been a common miss, but..... without a FAQ, it is hard to find the latest solution.    Has anyone run into this recently?

 

Spoiler

image.thumb.png.be978a3774a0c6eb1b0212e66021d67b.png

 

Posted

image.png.c665649a753841c5b8bb6e6bd2c80d7b.png

i got 1 npc hair is scretching and crash but not that often, search google ai mode suggesting to disable the headpatextended.dll

  • Mod Involvement: The call stack explicitly mentions HeadpartExtended.dll multiple times right before the crash (pp. 8, 15). This mod is likely attempting to modify a head part for a "Nuka World" NPC (FormID: 0x06025F24) that the game cannot handle (pp. 2, 4).
  • should i disable it?
Posted
35 minutes ago, woodrealmelf said:

image.png.c665649a753841c5b8bb6e6bd2c80d7b.png

i got 1 npc hair is scretching and crash but not that often, search google ai mode suggesting to disable the headpatextended.dll

  • Mod Involvement: The call stack explicitly mentions HeadpartExtended.dll multiple times right before the crash (pp. 8, 15). This mod is likely attempting to modify a head part for a "Nuka World" NPC (FormID: 0x06025F24) that the game cannot handle (pp. 2, 4).
  • should i disable it?

image.png.f0aa5dc4a8fd8829e91380c420e99cc8.png

and for some odd reason the overboss went inside the door i cant open and interact with him?

Posted
2 hours ago, woodrealmelf said:

image.png.f0aa5dc4a8fd8829e91380c420e99cc8.png

and for some odd reason the overboss went inside the door i cant open and interact with him?

I had that bug once, I had to use console to moveto player to get him past it.

 

He should be leaning against the door, and the door will be locked because of that.

Posted
5 minutes ago, ItsJustPage said:

I had that bug once, I had to use console to moveto player to get him past it.

i tried to moveto him but instead crashed and worst i didnt save T_T

Posted
4 minutes ago, woodrealmelf said:

i tried to moveto him but instead crashed and worst i didnt save T_T

I get this bug on most playthroughs. I just tcl through the door and talk to him he will keep turning while talking to you because its you are supposed to be in the other direction but it will unlock the door after lol 

Posted
3 hours ago, woodrealmelf said:

image.png.f0aa5dc4a8fd8829e91380c420e99cc8.png

and for some odd reason the overboss went inside the door i cant open and interact with him?

This moment passed a couple of days ago. Everything was fine.

Posted (edited)
3 hours ago, woodrealmelf said:

i got 1 npc hair is scretching and crash but not that often, search google ai mode suggesting to disable the headpatextended.dll

 

It's caused by Commonwealth Cuts, remove A Bit Prettier NW Raiders or live with it.  Hair stretching for Commonwealth Cuts has been reported as early as 2017, but it's more noticeable with A Bit Prettier ... Raiders mods since they use more of the hair styles.  I think it's related to some attempt at hair physics used in the mod, but I don't understand enough about it.

 

Edited by dav42
Posted
26 minutes ago, dav42 said:

 

It's caused by Commonwealth Cuts, remove A Bit Prettier NW Raiders or live with it.  Hair stretching for Commonwealth Cuts has been reported as early as 2017, but it's more noticeable with A Bit Prettier ... Raiders mods since they use more of the hair styles.  I think it's related to some attempt at hair physics used in the mod, but I don't understand enough about it.

 

image.png.81e9fa0cceeb63f45e1f70a4190c2f11.png

removed abitprettierNWraider and the patch from nuka ride sophie turned into kali?

Posted (edited)
16 minutes ago, woodrealmelf said:

removed abitprettierNWraider and the patch from nuka ride sophie turned into kali?

 

Sounds like you removed Nuka Ride as well.  Sophie is a modified Kali Dunmore.   Do you have the facegen packages for NR, etc?

Nuka Ride 6.9 FaceGenData 1.2

 

Did you remove these?

Nuka Ride - aBitPrettierNWRaiders Patch 1.1

A Bit Prettier Nuka World Raider Faces 1.11
A Bit Prettier Nuka World Raider Faces 1.11 - Vanilla Skin Patch

 

If you get this hair stretching all the time then it may be something different, but what I would do is open console, click on the NPC, look at their ref id and type "slm <ref id>" and then save them as a preset -- then I would check the preset to see what headparts are used and if KSHairdos.esp is referenced.  If it is then it's likely related to this issue with CC.

 

 

This is what I have seen posted about Commonwealth Cuts on a related patch to fix other issues with that mod:

image.png.ffb1be630df4f79d8ff4a8f8dbce14ad.png

 

Basically he is saying the issue is with the mesh, contains dummy bones/bones not attached to the mesh.  I believe these bones are related to hair physics, but I don't know specifically.  I can tell you that I rarely see this problem (and for me it only started when I added A Bit Prettier NW Raiders to the LO), it's usually once in maybe 40 hours of play.  There are mentions of hair stretching on A Bit Prettier ... Raiders and Commonwealth Cuts with perchik71 saying the problem is Commonwealth Cuts.

 

If you see it more frequently than that, then perhaps it's some other setting in your game.  I pretty much use OCBP 2.2.5 w/ Fusion Girl presets for OCBP.  I don't use MTM or any other OCBP preset.  I don't think OCBP deals with head physics, but could be wrong on that.  I have never noticed anything other than body related bones in OCBP presets.

Edited by dav42
Posted
3 minutes ago, dav42 said:

Did you remove these?

i only removed the nuka ride patch for prettier raider and raider faces the skin patch its still there, then i switch it back on and return to game sophie still kali tho in ai google suggest

  1. Run FaceGen Fix: You have FaceGenFix.esp active (p. 20). Ensure this mod is loaded at the very bottom of your "Light" (FE) plugins to ensure its fixes aren't being overwritten.

i drop it down at the lowest just of nuka ride, maybe thats the cause of it?

Posted
6 minutes ago, woodrealmelf said:

i only removed the nuka ride patch for prettier raider and raider faces the skin patch its still there, then i switch it back on and return to game sophie still kali tho in ai google suggest

  1. Run FaceGen Fix: You have FaceGenFix.esp active (p. 20). Ensure this mod is loaded at the very bottom of your "Light" (FE) plugins to ensure its fixes aren't being overwritten.

i drop it down at the lowest just of nuka ride, maybe thats the cause of it?

image.png.4dd32d19cc19d1a946ab350fb417207f.png

now is back lol haha, i run loot then the facegen went at the highest priority on the right side plugins and i put the vanilla facegen fix on left side to lowest

Posted (edited)
26 minutes ago, woodrealmelf said:

i drop it down at the lowest just of nuka ride, maybe thats the cause of it?

 

No idea really what you did here.  But generally best practice is to create a new profile (and you should be using profile-specific saves & profile-specific INI), so you can rollback changes easily.  And if you remove plugins you should start a new game.  NR's Facegen patch should be at the bottom, otherwise whatever FacegenFix is maybe is overwriting.   I think that was the optional file in Headpart Extended, I have never used it so not sure what it is.  You would probably need to use xEdit to look at what it does and what conflicts exist in your LO.

 

But removal of ABP is the NR Patch plus the original mod.  You didn't really answer the other questions on frequency of this problem, at least for me the bug is pretty rare.  So it's definitely related to physics and bad hair meshes, but the conditions really have to be right to cause the stretching because I can literally just save, close the game, and start it back up and the problem is gone.

 

 

And this is probably why I don't use FaceGenFix.esp, from the description on Headpart Extended:
"The optional facegenFix.esp is not needed anymore if you have x-cell."

 

This is also probably related to the Addictol bug that JB noticed, I posted earlier a GitHub build that fixes it for OG.  What lee3310's description eludes to is the tints patch fixed the reason/need for FaceGenFix.esp.  What I am understanding is the game only applies tint entries from non-Vanilla plugins, at least looking at the code that the tints patch is modifying it is checking that it's not BSGameDataSystemUtility::IsDLCMasterOrCCFile or it has a CompileIndex > 0 (which I think would be the load order index?).

 

Edited by dav42

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