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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)

@JB., @izzyknows or @dav42 or anyone else, 

Is there a way to change a texture (the GGS sign outside the studio) based on the completion of becoming a Porn Star?   

 

Basically, I want to take the second poster and make that the GGS sign, but only after Nora becomes the new star of GGS.  

 

Spoiler

image.jpeg.745ce0a95847dfacf3d52f881cbed8cd.jpeg

 

 

I was also thinking of putting up "Wanted Dead or Alive" posters in the CW raider bases as well. 

Edited by steelpanther24
Posted (edited)
26 minutes ago, steelpanther24 said:

@JB., @izzyknows or @dav42 or anyone else, 

Is there a way to change a texture (the GGS sign outside the studio) based on the completion of becoming a Porn Star?   

 

Basically, I want to take the second poster and make that the GGS sign, but only after Nora becomes the new star of GGS.  

 

  Reveal hidden contents

image.jpeg.745ce0a95847dfacf3d52f881cbed8cd.jpeg

 

 

I was also thinking of putting up "Wanted Dead or Alive" posters in the CW raider bases as well. 

 

This is JB's bread and butter right here.  :)   But if it is a non-precombined placed reference then you should be able to disable it via Papyrus and enable another placed reference.  I assume that's how JB does this, usually the placed references that show up are just initially disabled and triggered through scripted events.  I'm assuming this is the sign below?  It looks like it is parented with the door, so the door would control enable/disable state.  So maybe you could just move it's z axis through the ground and then enable your placed reference.

 

But JB probably has infinitely more ideas (and practical experience) on how to do it.

 

Spoiler

image.png.28cbce8665122f6c8b6f47dbf2bf39e3.png

 

image.png.c385d39ecca7eb525a785e69d21cb2d3.png

Edited by dav42
Posted (edited)
23 minutes ago, dav42 said:

 

This is JB's bread and butter right here.  :)   But if it is a non-precombined placed reference then you should be able to disable it via Papyrus and enable another placed reference.  I assume that's how JB does this, usually the placed references that show up are just initially disabled and triggered through scripted events.  I'm assuming this is the sign below?  It looks like it is parented with the door, so the door would control enable/disable state.  So maybe you could just move it's z axis through the ground and then enable your placed reference.

 

But JB probably has infinitely more ideas (and practical experience) on how to do it.

 

  Hide contents

image.png.28cbce8665122f6c8b6f47dbf2bf39e3.png

 

image.png.c385d39ecca7eb525a785e69d21cb2d3.png

I was hoping to do it in game, rather than console unless I don't understand you.   However.....I realize this is a static item, so without diving deep into the coding (and risk breaking it) to set up a flag check (QuestComplete_<name of quest> = true then swap dds), I might have to "break immersion" from the start of the mod by putting the version of Nora shown earlier.      BTW, one of the posters here built those images.   I need to make sure to write that down to give that person credit. 

Edited by steelpanther24
Posted (edited)
15 minutes ago, steelpanther24 said:

I was hoping to do it in game, rather than console unless I don't understand you.   However.....I realize this is a static item, so without diving deep into the coding (and risk breaking it) to set up a flag check (QuestComplete_<name of quest> = true then swap dds), I might have to "break immersion" from the start of the mod by putting the version of Nora shown earlier.      BTW, one of the posters here built those images.   I need to make sure to write that down to give that person credit. 

 

Yeah how I was thinking it would have to be a plugin + Papyrus scripting.  You can enable/disable object references via Papyrus, and you should be able to change positions on X/Y/Z planes.  There is a objectReference.GetPosition{X,Y,Z} function, and an objectReference.SetPosition(X,Y,Z) function.

 

There is also material swaps, but I don't I know if those work on static objects like this.  Usually you see them on clothing.  But that would still require the original object to have the material swap records, that might be a little simpler if it works like this:

 

MatSwap MySwap = Game.GetFormFromFile(0x01234567, "MyMod.esp") as MatSwap
ObjectRef.ApplyMaterialSwap(MySwap)

 

Usually the textures are in the mesh (NIF) or in a material file (BGSM), material swaps allow you to swap textures on an existing mesh.  Those two options that come to mind as the easiest Bethesda way to do it.  But I have done limited Papyrus scripting myself, my problem is I lack the motivation or ideas to do something.

Edited by dav42
Posted (edited)
2 hours ago, dav42 said:

Yeah how I was thinking it would have to be a plugin

@steelpanther24

Or set enable parent (opposite maybe) like I did with the GG Theater sign. Not sure if there's assets that change (enabled or disabled) at the end of that quest. But even if it's just a bit later quest it'll still work.

That way you could also disable the original when the new one shows up in the same manner.  Just simple links LOL

Edited by izzyknows
Posted

Hi, sorry to bother if this has been answered in one of the 1000+ pages, but in case i wanna play again the vanilla DLC, is it safe to unistall this mod ? And if it is, can i play it on characters that still havent started Nuka World or i must start a new char ?(Mod's great btw!)

Thanks to anyone answering!

Posted
14 minutes ago, zkg1978 said:

Hi, sorry to bother if this has been answered in one of the 1000+ pages, but in case i wanna play again the vanilla DLC, is it safe to unistall this mod ? And if it is, can i play it on characters that still havent started Nuka World or i must start a new char ?(Mod's great btw!)

Thanks to anyone answering!

You will not be able to play Nuka World because this mode replaces it

Posted
12 hours ago, JB. said:

Uninstall XDI for a moment and try again.

I'm sorry for the annoying troubleshooting but just tried and uninstalling XDI did not help. It seems to be that specific quest line that is broken

Posted (edited)
41 minutes ago, EazyA03 said:

I'm sorry for the annoying troubleshooting but just tried and uninstalling XDI did not help. It seems to be that specific quest line that is broken

 

That's a possibility, but the more likely scenario is it's your mod list / load order creating a conflict.

 

I can tell you that on 6.9.5k I just turned in Lucy in the Sky to Charlotte, she told me Corsican is worried about me, I talked to Corsican and he gave the correct dialogue for A Date With The Boss and asked me to follow him.  So my experience is nothing is broken with the quest.  Is this the same place your having an issue?

Edited by dav42
Posted
55 minutes ago, Enkidu222 said:

You will not be able to play Nuka World because this mode replaces it

damn, not even if i uninstall it and play a new char ?

Posted (edited)
9 minutes ago, zkg1978 said:

damn, not even if i uninstall it and play a new char ?

 

Of course, that's the only way if you want to play the Vanilla DLC is to uninstall mods that modify it and start a new game.  That's what profiles are for in your mod manager.

Edited by dav42
Posted
Just now, dav42 said:

 

Of course, that's the only way if you want to play the Vanilla DLC is to uninstall mods that modify it.  That's what profiles are for in your mod manager.

Thanks, sorry im just kinda new to this, thats why i was wondering if uninstalling the mod would give me back Nuka World even on chars that are already  leveled but didnt start Nuka World. Thanks again!

Posted (edited)
9 minutes ago, zkg1978 said:

Thanks, sorry im just kinda new to this, thats why i was wondering if uninstalling the mod would give me back Nuka World even on chars that are already  leveled but didnt start Nuka World. Thanks again!

 

If you uninstall a mod mid-save you risk save corruption.  That comes from Bethesda.  There are some types of mods where it's OK (those are generally texture or mesh replacer mods), but general rule is anything that is a plugin (esm/esp/esl) or Papyrus script (pex) is something you shouldn't uninstall mid-save.

Edited by dav42
Posted
9 minutes ago, zkg1978 said:

Thanks, sorry im just kinda new to this, thats why i was wondering if uninstalling the mod would give me back Nuka World even on chars that are already  leveled but didnt start Nuka World. Thanks again!

Apart from using a separate profile - which is the best solution imho - and as far as i remember going to nuka world through the vanilla route with a separate char simply disables J.B.s mod for that very char, i.e. with another char you can simply go ahead without going through the hazzle of installing/uninstalling such a big mod during a gameplay.

Of course, I may be wrong. Many things have changed since my last playthrough.

Posted
6 minutes ago, cosworth said:

Apart from using a separate profile - which is the best solution imho - and as far as i remember going to nuka world through the vanilla route with a separate char simply disables J.B.s mod for that very char, i.e. with another char you can simply go ahead without going through the hazzle of installing/uninstalling such a big mod during a gameplay.

Of course, I may be wrong. Many things have changed since my last playthrough.

Nope i'm afraid, i tried going through vanilla route and Nuka World doesnt begin/work since it's replaced. Thanks anyway and i'll see this stuff about profiles, i never used them tbh.

Posted
14 minutes ago, dav42 said:

 

If you uninstall a mod mid-save you risk save corruption.  That comes from Bethesda.  There are some types of mods where it's OK (those are generally texture or mesh replacer mods), but general rule is anything that is a plugin (esm/esp/esl) or Papyrus script (pex) is something you shouldn't uninstall mid-save.

Ok, thanks for the warning, i'll see what i'll do, tho i would say that i got many chars and only the one im using now has Nuka Ride installed, in the sense i never opened the game/played with any other char after installing Nuka Ride and trying it on the char im using now. Hope it makes sense what i said

Posted
4 minutes ago, cosworth said:

Apart from using a separate profile - which is the best solution imho - and as far as i remember going to nuka world through the vanilla route with a separate char simply disables J.B.s mod for that very char, i.e. with another char you can simply go ahead without going through the hazzle of installing/uninstalling such a big mod during a gameplay.

Of course, I may be wrong. Many things have changed since my last playthrough.

 

I am pretty skeptical that for the size of this mod that something Vanilla wouldn't be broken if you declined going to Nuka Ride, but I have never tested it myself.  I would just use a different profile without the mod enabled if I wanted the vanilla experience, so I am just telling OP what I know works without a doubt.

Posted
1 minute ago, zkg1978 said:

Nope i'm afraid, i tried going through vanilla route and Nuka World doesnt begin/work since it's replaced. Thanks anyway and i'll see this stuff about profiles, i never used them tbh.

In Mod Order 2 it is quite easy to do, few clicks and in a couple of minutes you are good to go.  In a nutshell you just copy your current profile , give it a new name, uncheck what you do not need, copy or transfer saves ( to be used exlusively than by that profile if box checked), and you are done.

Posted (edited)
17 minutes ago, zkg1978 said:

Nope i'm afraid, i tried going through vanilla route and Nuka World doesnt begin/work since it's replaced. Thanks anyway and i'll see this stuff about profiles, i never used them tbh.

 

I think you would have to talk to the eyebot and decline, but as I just mentioned I am skeptical even if you declined that it works.  I just can imagine it's a lot of conditional logic in the plugin/scripted events to ensure things do or don't fire, and I know some of the quests were stripped of their Start Game flags so JB would have to conditionally start those quests based on a dialogue or some other trigger (i.e. talking to the eyebot and refusing).

 

If your using MO2 they are fairly easy to use, there is a Profile pull down above the mod list, you would go in and select Manage and copy your existing profile (ensure you have profile-specific saves turned on, I would also turn on profile specific INIs [rarely you need it, but handy if you do]), then from there you can select it and adjust what's enabled or disabled, you can delete the saves on that profile and it won't affect the other profile, etc.

 

For Vortex, I think it's buried in a setting to enable it and then it would be available as a new navigation button on the left IIRC.  

 

Only key takeaway with profiles is the mod list is shared, so if you delete or replace a mod it is removed from all profiles.  I have the habit of installing new copies of mods, so I can manage by different profiles manually and decide when to move to the new mod version.

Edited by dav42
Posted
8 minutes ago, cosworth said:

In Mod Order 2 it is quite easy to do, few clicks and in a couple of minutes you are good to go.  In a nutshell you just copy your current profile , give it a new name, uncheck what you do not need, copy or transfer saves ( to be used exlusively than by that profile if box checked), and you are done.

Ah, i use vortex, guess it's not the same

Posted
4 minutes ago, zkg1978 said:

Ah, i use vortex, guess it's not the same

 

A video from the horses mouth on how to use Vortex profiles:

Spoiler

 

 

Posted (edited)
8 minutes ago, dav42 said:

 

I think you would have to talk to the eyebot and decline, but as I just mentioned I am skeptical even if you declined that it works.  I just can imagine it's a lot of conditional logic in the plugin/scripted events to ensure things do or don't fire, and I know some of the quests were stripped of their Start Game flags so JB would have to conditionally start those quests based on a dialogue or some other trigger (i.e. talking to the eyebot and refusing).

 

If your using MO2 they are fairly easy to use, there is a Profile pull down above the mod list, you would go in and select Manage and copy your existing profile (ensure you have profile-specific saves turned on, I would also turn on profile specific INIs [rarely you need it, but handy if you do]), then from there you can select it and adjust what's enabled or disabled, you can delete the saves on that profile and it won't affect the other profile, etc.

 

For Vortex, I think it's buried in a setting to enable it and then it would be available as a new navigation button on the left IIRC.  

 

Only key takeaway with profiles is the mod list is shared, so if you delete or replace a mod it is removed from all profiles.  I have the habit of installing new copies of mods, so I can manage by different profiles manually and decide when to move to the new mod version.

Thanks for the help, really. For now i'll keep on playing but when i'll finish nuka ride i'll see what i'll do. I think it's fine if i uninstall it and then go for Vanilla Nuka World with a char i didnt even play or loaded a save after installing Nuka Ride. I think i already uninstalled mods like these and it went fine, tho i may have got lucky.

edit:

Thanks for the video too!

Edited by zkg1978
Posted
1 hour ago, dav42 said:

 

That's a possibility, but the more likely scenario is it's your mod list / load order creating a conflict.

 

I can tell you that on 6.9.5k I just turned in Lucy in the Sky to Charlotte, she told me Corsican is worried about me, I talked to Corsican and he gave the correct dialogue for A Date With The Boss and asked me to follow him.  So my experience is nothing is broken with the quest.  Is this the same place your having an issue?

Yes, that is the correct spot. I'm gonna go through everything and try to find the issue. Thank you for taking your time

Posted
6 hours ago, zkg1978 said:

Thanks, sorry im just kinda new to this, thats why i was wondering if uninstalling the mod would give me back Nuka World even on chars that are already  leveled but didnt start Nuka World. Thanks again!

 

 

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