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AAF Nuka Ride: A Porn Studio Mod


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Posted
2 minutes ago, JB. said:

No, now that I think about it, those textures are more like makeup and eyebrows. Facial texture is what matters, and for that, give Kziitd non realistic Skin a try. Just to clarify, this applies if you're using Fusion Girl. I don't know which is the best option for CBBE.

ahh okay yeah I am using cbbe so maybe that is the problem

 

Posted
3 hours ago, JB. said:

No, now that I think about it, those textures are more like makeup and eyebrows. Facial texture is what matters, and for that, give Kziitd non realistic Skin a try. Just to clarify, this applies if you're using Fusion Girl. I don't know which is the best option for CBBE.

@JB. I figured it out!!!! The issue was Asian face enhanced and oni face parts.

Posted

Here is the stack for LooksMenu setting skin tone, set a breakpoint on TESNPC::SetTintingData:

 

000000F2DDF3C8D8  00007FF721FEFA38  return to fallout4.BGSChargenUtils::SetSkinToneColorIndex(uint)+B8 from fallout4.TESNPC::SetTintingData(ushort,float,uint)
000000F2DDF3C8E0  0000000000000000  
000000F2DDF3C8E8  000002D586BCFC30  &L"Argyria"  <-- Color by name on the stack
000000F2DDF3C8F0  0000000000000000  
000000F2DDF3C8F8  0000000000000000  
000000F2DDF3C900  000002D57C223AB0  
000000F2DDF3C908  00007FF721E7FD68  return to fallout4.LooksMenu::Call(Scaleform::GFx::FunctionHandler::Params&)+AA8 from fallout4.BGSChargenUtils::SetSkinToneColorIndex(uint)

 

 

This is what is passed into the TESNPC::SetTintingData from LooksMenu (skin color = Agryia):

// 452734 05BDD00
// void __fastcall TESNPC::SetTintingData_ushort_float_uint_(RE::TESNPC *a1, __int16 a2, float a3, int a4)
// a2 - 0000000000000490 - TTGP\TETI - 1168 (Skin Tone)
// a3 - 0000000000000000000000003F800000 - tingingValue (1.0)
// a4 - 0000000000885851 - Color (hex: a?,b,g,r)

 

TTGP - SkinTints
   TETI - 1168 (Skin Tone) [rdx]
   TTGP - Skin tone
      TTEC:
         Color             Agryia rgba(81, 88, 136, 0) [r9d] 51, 58, 88, 00
         Template Index    3524 

 

 

Posted
10 hours ago, dav42 said:

Here is the stack for LooksMenu setting skin tone, set a breakpoint on TESNPC::SetTintingData:

 

000000F2DDF3C8D8  00007FF721FEFA38  return to fallout4.BGSChargenUtils::SetSkinToneColorIndex(uint)+B8 from fallout4.TESNPC::SetTintingData(ushort,float,uint)
000000F2DDF3C8E0  0000000000000000  
000000F2DDF3C8E8  000002D586BCFC30  &L"Argyria"  <-- Color by name on the stack
000000F2DDF3C8F0  0000000000000000  
000000F2DDF3C8F8  0000000000000000  
000000F2DDF3C900  000002D57C223AB0  
000000F2DDF3C908  00007FF721E7FD68  return to fallout4.LooksMenu::Call(Scaleform::GFx::FunctionHandler::Params&)+AA8 from fallout4.BGSChargenUtils::SetSkinToneColorIndex(uint)

 

 

This is what is passed into the TESNPC::SetTintingData from LooksMenu (skin color = Agryia):

// 452734 05BDD00
// void __fastcall TESNPC::SetTintingData_ushort_float_uint_(RE::TESNPC *a1, __int16 a2, float a3, int a4)
// a2 - 0000000000000490 - TTGP\TETI - 1168 (Skin Tone)
// a3 - 0000000000000000000000003F800000 - tingingValue (1.0)
// a4 - 0000000000885851 - Color (hex: a?,b,g,r)

 

TTGP - SkinTints
   TETI - 1168 (Skin Tone) [rdx]
   TTGP - Skin tone
      TTEC:
         Color             Agryia rgba(81, 88, 136, 0) [r9d] 51, 58, 88, 00
         Template Index    3524 

 

 

Luca tested the function and said that it only works on NPCs and doesn't change the head. So it needs more work. I'll look into it too and send him the code if i get it to work (This weekend most likely)

Posted
6 minutes ago, lee3310 said:

Luca tested the function and said that it only works on NPCs and doesn't change the head. So it needs more work. I'll look into it too and send him the code if i get it to work (This weekend most likely)

 

Yeah I can see that with this:

 

Function SetSkinTone1(Actor Ao) Global
   Hydra:Forms:ActorBase.SetBodyTintColor(Ao.GetActorBase(), Hydra:Colors.Create(180, 140, 100, 255))
   Ao.QueueUpdate(0xC);
EndFunction

 

What's apparent is Scaleform is calling BGSChargenUtils::SetSkinToneColorIndex -> TESNPC::SetTintingData_ushort_float_uint_ -- at least what I have done is this and it also doesn't work:

 

	static void SetTintingData(RE::TESNPC *a1, std::int16_t a2, float a3, std::uint32_t a4)
	{
		using func_t = decltype(&SetTintingData);
		static REL::Relocation<func_t> func{ REL::ID { 452734, 2207493 }  };
		REX::INFO("Func Offset = {:08X}", func.offset());
		return func(a1, a2, a3, a4);
	}

	static void SetSkinToneColor(std::monostate, RE::Actor* a_actor, std::uint32_t a_value)
	{
		if (!a_actor) [[unlikely]] {
			return;
		}

		if (!a_value) [[unlikely]] {
			return;
		}
		REX::INFO("a_actor = {:08X}", a_actor->GetFormID());
		REX::INFO("a_value = {:08X}", a_value);

		RE::TESNPC* baseNPC = a_actor->GetNPC();
		if (baseNPC) {
			REX::INFO("baseNPC = {:08X}", baseNPC->GetFormID());
			SetTintingData(baseNPC, 1168, 1.0, a_value);
			baseNPC->AddChange(2048);
			a_actor->Reset3D(0, 0, 1, 0);
		}
	}


 

Posted
2 hours ago, lee3310 said:

I'll look into it too and send him the code if i get it to work (This weekend most likely)

 

Well I have this working for the PC, but not the NPC.  I think I am passing in the color backwards but it worked.  This is a similar pattern in BGSChargenUtils::SetSkinColorIndex.  I noticed in that function and in BGSChargenUtils::DoUpdate they are either copying tints from the NPC to PlayerCharacter or calling both SetTintingData.  This also does the face & body.

 

[21:05:30.449] [31736] a_actor = 00000014
[21:05:30.449] [31736] a_value = B48C64FF
[21:05:30.449] [31736] baseNPC = 00000007
[21:05:30.449] [31736] TESNPC_SetTintingData = 005BDD00
[21:05:30.449] [31736] PlayerCharacter_SetTintingData = 00EB8AC0
[21:06:01.682] [31736] a_actor = 00002F1F
[21:06:01.682] [31736] a_value = B48C64FF
[21:06:01.682] [31736] baseNPC = 00002F1E
[21:06:01.682] [31736] TESNPC_SetTintingData = 005BDD00

 

 

	static void TESNPC_SetTintingData(RE::TESNPC *a1, std::int16_t a2, float a3, std::uint32_t a4)
	{
		using func_t = decltype(&TESNPC_SetTintingData);
		static REL::Relocation<func_t> func{ REL::ID { 452734, 2207493 }  };
		REX::INFO("TESNPC_SetTintingData = {:08X}", func.offset());
		return func(a1, a2, a3, a4);
	}

	static void PlayerCharacter_SetTintingData(RE::PlayerCharacter* a1, std::int16_t a2, float a3, std::uint32_t a4)
	{
		using func_t = decltype(&PlayerCharacter_SetTintingData);
		static REL::Relocation<func_t> func{ REL::ID { 802946, 0 } };
		REX::INFO("PlayerCharacter_SetTintingData = {:08X}", func.offset());
		return func(a1, a2, a3, a4);
	}

	static void SetSkinToneColor(std::monostate, RE::Actor* a_actor, std::uint32_t a_value)
	{
		if (!a_actor) [[unlikely]] {
			return;
		}

		if (!a_value) [[unlikely]] {
			return;
		}
		REX::INFO("a_actor = {:08X}", a_actor->GetFormID());
		REX::INFO("a_value = {:08X}", a_value);

		RE::TESNPC* baseNPC = a_actor->GetNPC();
		if (baseNPC) {
			REX::INFO("baseNPC = {:08X}", baseNPC->GetFormID());
			TESNPC_SetTintingData(baseNPC, 1168, 1.0, a_value);
			if (baseNPC->GetFormID() == 7) {
				PlayerCharacter_SetTintingData(RE::PlayerCharacter::GetSingleton(), 1168, 1.0, a_value);
			}
			baseNPC->AddChange(2048);
			a_actor->Reset3D(false, 0, true, 0);
		}
	}
}

 

 

Screenshot of the skin tone on PC:

 

Spoiler

image.png.1743ad4d2a2ebaec8efe5efc7ddfa514.png

Posted

@JB., there are no subtitles for one line in the dialogue array. Here's a video, starting from the 40th second. The line is something like: 'Why? Why are you doing this?'

 

Spoiler

image.png.a4e08c1836ca4ab71591d417d770484e.png

 

Posted
6 hours ago, bobrovskii said:

@JB., there are no subtitles for one line in the dialogue array. Here's a video, starting from the 40th second. The line is something like: 'Why? Why are you doing this?'

 

  Reveal hidden contents

 

Unfortunately, there's not much I can do. There's no show/hide subtitles option in the Creation Kit.

Posted
11 hours ago, DGerry said:

I just wanted to post and say how great I think this mod is, I haven't played much yet but it's really hitting the beats well and the story is being told well etc.  I got really nervous serving the table with that mercenary there, my hands got all sweaty!  A sign you did a great job.

Thanks ! 😍 That's kind of just the beginning. 

Posted
14 hours ago, dav42 said:

 

Well I have this working for the PC, but not the NPC.  I think I am passing in the color backwards but it worked.  This is a similar pattern in BGSChargenUtils::SetSkinColorIndex.  I noticed in that function and in BGSChargenUtils::DoUpdate they are either copying tints from the NPC to PlayerCharacter or calling both SetTintingData.  This also does the face & body.

 

[21:05:30.449] [31736] a_actor = 00000014
[21:05:30.449] [31736] a_value = B48C64FF
[21:05:30.449] [31736] baseNPC = 00000007
[21:05:30.449] [31736] TESNPC_SetTintingData = 005BDD00
[21:05:30.449] [31736] PlayerCharacter_SetTintingData = 00EB8AC0
[21:06:01.682] [31736] a_actor = 00002F1F
[21:06:01.682] [31736] a_value = B48C64FF
[21:06:01.682] [31736] baseNPC = 00002F1E
[21:06:01.682] [31736] TESNPC_SetTintingData = 005BDD00

 

 

	static void TESNPC_SetTintingData(RE::TESNPC *a1, std::int16_t a2, float a3, std::uint32_t a4)
	{
		using func_t = decltype(&TESNPC_SetTintingData);
		static REL::Relocation<func_t> func{ REL::ID { 452734, 2207493 }  };
		REX::INFO("TESNPC_SetTintingData = {:08X}", func.offset());
		return func(a1, a2, a3, a4);
	}

	static void PlayerCharacter_SetTintingData(RE::PlayerCharacter* a1, std::int16_t a2, float a3, std::uint32_t a4)
	{
		using func_t = decltype(&PlayerCharacter_SetTintingData);
		static REL::Relocation<func_t> func{ REL::ID { 802946, 0 } };
		REX::INFO("PlayerCharacter_SetTintingData = {:08X}", func.offset());
		return func(a1, a2, a3, a4);
	}

	static void SetSkinToneColor(std::monostate, RE::Actor* a_actor, std::uint32_t a_value)
	{
		if (!a_actor) [[unlikely]] {
			return;
		}

		if (!a_value) [[unlikely]] {
			return;
		}
		REX::INFO("a_actor = {:08X}", a_actor->GetFormID());
		REX::INFO("a_value = {:08X}", a_value);

		RE::TESNPC* baseNPC = a_actor->GetNPC();
		if (baseNPC) {
			REX::INFO("baseNPC = {:08X}", baseNPC->GetFormID());
			TESNPC_SetTintingData(baseNPC, 1168, 1.0, a_value);
			if (baseNPC->GetFormID() == 7) {
				PlayerCharacter_SetTintingData(RE::PlayerCharacter::GetSingleton(), 1168, 1.0, a_value);
			}
			baseNPC->AddChange(2048);
			a_actor->Reset3D(false, 0, true, 0);
		}
	}
}

 

 

Screenshot of the skin tone on PC:

 

  Hide contents

image.png.1743ad4d2a2ebaec8efe5efc7ddfa514.png

Nice. I will DM your code to Luca.
One question:
Are you sure about the Hardcoded stuff ? i was planning on getting the palette from the race (to make it compatible with other races). And the original function seems to preserve the intensity if possible instead of hardcoding it to 1.0f (not sure if it matters though). 

Posted
47 minutes ago, lee3310 said:

Are you sure about the Hardcoded stuff ? i was planning on getting the palette from the race (to make it compatible with other races). And the original function seems to preserve the intensity if possible instead of hardcoding it to 1.0f (not sure if it matters though). 

 

Yes, you are right it needs to come from race based on sex.  I was just doing something quick and dirty.  

 

image.png.2da9ebfc79671147603265b71f0d3458.png

 

This is the BGSChargenUtils::SetSkinToneColorIndex, it passes in an index (which i assume is the array of colors you see in scaleform) and translates that into the actual color value, tingingValue (which is probably xEdit alpha field on the template color entry).

 

Some of the BGSChargenUtils structure I lifted from F4SE's CharacterCreation class.

 

void __fastcall BGSChargenUtils::SetSkinToneColorIndex_uint_(RE::BGSChargenUtils *this, unsigned int colorIndex)
{
  RE::BGSCharacterTint::Template::Palette *skinTint; // rcx
  RE::BGSColorForm *colorForm; // r8
  unsigned int color; // edi
  __int16 uniqueID; // si
  RE::BGSCharacterTint::Entries *tintingData; // rcx
  RE::BGSCharacterTint::Entry *tintEntry; // rax
  float tingingValue; // xmm2_4
  RE::BGSCharacterTint::Entries *v10; // rdx

  skinTint = this->skinTint;
  if ( skinTint && colorIndex < skinTint->colorValues._size )
  {
    colorForm = (RE::BGSColorForm *)*((_QWORD *)skinTint->colorValues._allocator._data + 3 * colorIndex);
    if ( !colorForm || (colorForm->flags & 2) != 0 )
      color = 0;
    else
      color = colorForm->color;
    uniqueID = skinTint->uniqueID;
    if ( this->actor == qword_1459D6FD0 )
      tintingData = g_PlayerCharacter->tintingData;
    else
      tintingData = this->npc->tintingData;
    if ( tintingData && (tintEntry = BGSCharacterTint::Entries::GetEntryByID_ushort_(tintingData, uniqueID)) != 0 )
      tingingValue = (float)tintEntry->tingingValue * 0.0099999998;
    else
      tingingValue = 1.0;
    TESNPC::SetTintingData_ushort_float_uint_(this->npc, uniqueID, tingingValue, color);
    if ( this->actor == qword_1459D6FD0 )
    {
      v10 = this->npc->tintingData;
      if ( v10 )
        BGSCharacterTint::Entries::CopyFrom_BGSCharacterTint::Entries__(g_PlayerCharacter->tintingData, v10);
      else
        PlayerCharacter::FreeTintingData_void_(g_PlayerCharacter);
    }
    this->npc->AddChange(this->npc, 2048u);
    this->unk514 = 1;
  }
}

 

this->skinTint is derived as (inside BGSChargenUtils::Initialize):

      while ( 1 )
      {
        v94 = *v92;
        entrySlot = (*v92)->slot._impl;
        v96 = (unsigned int)BGSCharacterTint::GetEntryType_BGSCharacterTint::EntrySlot_(entrySlot) != 0;
        if ( v96 )
        {
          if ( v197 <= 1 )
            goto LABEL_157;
          if ( (unsigned int)(v94->slot._impl - 7) <= 0x11 )
            break;
        }
LABEL_189:
        if ( ++v92 == v198 )
        {
          TintingTemplate_void = v162;
          goto LABEL_191;
        }
      }
      v96 = v197 == 3;
LABEL_157:
      if ( v96 )
      {
        if ( entrySlot == kSkinTone )
        {
          this->skinTint = v94;
        }

 

Posted
54 minutes ago, dav42 said:

 

Yes, you are right it needs to come from race based on sex.  I was just doing something quick and dirty.  

 

image.png.2da9ebfc79671147603265b71f0d3458.png

 

This is the BGSChargenUtils::SetSkinToneColorIndex, it passes in an index (which i assume is the array of colors you see in scaleform) and translates that into the actual color value, tingingValue (which is probably xEdit alpha field on the template color entry).

 

Some of the BGSChargenUtils structure I lifted from F4SE's CharacterCreation class.

 

void __fastcall BGSChargenUtils::SetSkinToneColorIndex_uint_(RE::BGSChargenUtils *this, unsigned int colorIndex)
{
  RE::BGSCharacterTint::Template::Palette *skinTint; // rcx
  RE::BGSColorForm *colorForm; // r8
  unsigned int color; // edi
  __int16 uniqueID; // si
  RE::BGSCharacterTint::Entries *tintingData; // rcx
  RE::BGSCharacterTint::Entry *tintEntry; // rax
  float tingingValue; // xmm2_4
  RE::BGSCharacterTint::Entries *v10; // rdx

  skinTint = this->skinTint;
  if ( skinTint && colorIndex < skinTint->colorValues._size )
  {
    colorForm = (RE::BGSColorForm *)*((_QWORD *)skinTint->colorValues._allocator._data + 3 * colorIndex);
    if ( !colorForm || (colorForm->flags & 2) != 0 )
      color = 0;
    else
      color = colorForm->color;
    uniqueID = skinTint->uniqueID;
    if ( this->actor == qword_1459D6FD0 )
      tintingData = g_PlayerCharacter->tintingData;
    else
      tintingData = this->npc->tintingData;
    if ( tintingData && (tintEntry = BGSCharacterTint::Entries::GetEntryByID_ushort_(tintingData, uniqueID)) != 0 )
      tingingValue = (float)tintEntry->tingingValue * 0.0099999998;
    else
      tingingValue = 1.0;
    TESNPC::SetTintingData_ushort_float_uint_(this->npc, uniqueID, tingingValue, color);
    if ( this->actor == qword_1459D6FD0 )
    {
      v10 = this->npc->tintingData;
      if ( v10 )
        BGSCharacterTint::Entries::CopyFrom_BGSCharacterTint::Entries__(g_PlayerCharacter->tintingData, v10);
      else
        PlayerCharacter::FreeTintingData_void_(g_PlayerCharacter);
    }
    this->npc->AddChange(this->npc, 2048u);
    this->unk514 = 1;
  }
}

 

this->skinTint is derived as (inside BGSChargenUtils::Initialize):

      while ( 1 )
      {
        v94 = *v92;
        entrySlot = (*v92)->slot._impl;
        v96 = (unsigned int)BGSCharacterTint::GetEntryType_BGSCharacterTint::EntrySlot_(entrySlot) != 0;
        if ( v96 )
        {
          if ( v197 <= 1 )
            goto LABEL_157;
          if ( (unsigned int)(v94->slot._impl - 7) <= 0x11 )
            break;
        }
LABEL_189:
        if ( ++v92 == v198 )
        {
          TintingTemplate_void = v162;
          goto LABEL_191;
        }
      }
      v96 = v197 == 3;
LABEL_157:
      if ( v96 )
      {
        if ( entrySlot == kSkinTone )
        {
          this->skinTint = v94;
        }

 

image.png.7b21310e9a14a126c7a035753dabd710.png
I didn't test it yet.

Posted

he instalado el mod tanto por M02 , como por vortex, como asi manualmente archivo uno a uno, pero al entrar en el juego ,el mcm nunca me reconoce el archivo esp. siempre dice que esta perdido, lo he intentando de las 3 maneras instalarlo y no funciona, tengo la version 163. cual es el problema? me funciono hace 4 o 5 actualizaciones atras , y lo he dejado para que avanzara y las ultimas actualizaciones siempre me da falllo de plugins esp. aguna ayuda?

Posted (edited)

@JB. @dav42 Got it to work for both PC and NPC. Wait for the next Hydra update.
PS
NPCs using facegen won't have their skin color change (same as headpart). I can disable/enable facegen for them at runtime like i did in headpartExtended. In the mean time, use x-cell/addictol white list if you want to change their skin color.

 

Spoiler

image.png.484996514f01f3c27f05dfd8713fa151.png

image.png.a1764617a5275f10e9e532245fa83d01.png

 

Edited by lee3310
Posted
1 hour ago, lee3310 said:

Got it to work for both PC and NPC. Wait for the next Hydra update.

 

Yay, nice job.

Posted
17 minutes ago, dav42 said:

 

Yay, nice job.

RE::BGSCharacterTint::Entry* FindTintEntryByID(RE::BGSCharacterTint::Entries* entries, uint16_t uniqueID)
{
	if (!entries)
		return nullptr;

	for (auto& entry : entries->entriesA) {
		if (!entry)
			continue;
		if (entry->idLink == uniqueID)
			return entry;
	}
	return nullptr;
}

float GetTintIntensity(RE::TESNPC* npc, uint16_t uniqueID)
{
	if (!npc->tintingData)
		return 1.0f;

	auto* entry = FindTintEntryByID(npc->tintingData, uniqueID);
	return entry ? entry->tintingValue * 0.01f : 1.0f;
}

Just an FYI, I was able to retrieve the intensity like the original function but for the color, i pass a raw value (HEX) as you can see in the console. The game function takes an int (0,1,2,3...) and does the calculation inside the function. Luca is going to use his own color struct anyway so i didn't go further. 

Posted (edited)

Hey all.  It has been a while since I've played and posted.  Started a new play though (6.9.5k) as Norita.  Having an issue with a animation(s).  With Brett in the motel, training with Dallas, Training with the OB.  In all instances the  2 characters are superimposed  and no movement while the animation is running.   Attached is a photo with Brett as and example.  No other issues with animations.  What am I missing?  Thanks in advance.

Spoiler

 

 

ScreenShot29.thumb.png.3af574a7e44d4b950f2355c00762f2cc.png

 

 

 

Edited by packprof
Posted
12 hours ago, assassin394 said:

is Bimbofication optional in this mod? I just don't like that stuff.

It's a non combat quest mod with a story, primarily. And the bimbofication element is there if you want it. You can reject it all. Being the overboss's girl, piercings, cosmetic surgery, dyeing, lip injections, tanning, accesories. But these elements are there because, while the story doesn't revolve around bimbofication, it's a very present element. So I think you'll have better luck with another quest mod.

Posted
16 hours ago, cowboy&amp;32 said:

he instalado el mod tanto por M02 , como por vortex, como asi manualmente archivo uno a uno, pero al entrar en el juego ,el mcm nunca me reconoce el archivo esp. siempre dice que esta perdido, lo he intentando de las 3 maneras instalarlo y no funciona, tengo la version 163. cual es el problema? me funciono hace 4 o 5 actualizaciones atras , y lo he dejado para que avanzara y las ultimas actualizaciones siempre me da falllo de plugins esp. aguna ayuda?

That's a sign that you're missing one of the Nuka Ride masters or one of its plugins is disabled. Have you checked your mod manager to see if it's warning you about anything?

Posted

Hi JB, this is a great mod and the work you've put in has been amazing. If you'd ever like some help regarding dialogue and proofreading for proper grammar/spelling i'd be happy to help out. Looking forward to the next part of Norita's questline :)

Also, I am going to start Nora's questline and wondering how different it is to Norita's?

Posted

i have played through both your mods and you make some really one of a kind quality level sex themed quest mods out there like there is no other sex quest mod that works as good or is as good as yours like not even skyrim has these levels of quality when it comes to those sex quest mods some are decent but feel simple compared to yours others are big but are so buggy that it is rather hard to even complete them leading to having to use console commands for when a quest just will not work correctly, have you ever thought of making a skyrim sexlab quest mod animation wise allot of sexlab animations are not as good looking as the aaf ones mostly because of skyrim having different races with all different heights wich makes lining up some animations a bitch compared to fallout where every character is the same height. other than that i am very excited for what is next in store for nuka ride and commenwealth slavers 

Posted
1 hour ago, hickaru said:

Hi JB, this is a great mod and the work you've put in has been amazing. If you'd ever like some help regarding dialogue and proofreading for proper grammar/spelling i'd be happy to help out. Looking forward to the next part of Norita's questline :)

Also, I am going to start Nora's questline and wondering how different it is to Norita's?

nora's questline is quite a bit different you pretty much start way sooner as a porn star and also has allot more hardcore stuff in it still great though and also feeling somewhat more complete allthough there are quite allot of things from norita's questline i wish would flow over into nora's questline such as stuff with the 7bar and more stuff with the girls from the overboss harem like would be nice if there was a repeatable girls night out quest or something where you go do some "fun" stuff like hangin out or going to some orgy/swingers party somewhere in the wasteland with them, both routes got some really nice stuff norita's route is a bit more wholesome ish still very porno graphic where as nora's route can be a bit more degrading and shocking, i would also love to see more repeatable quests and offcourse more films to make especially for norita a option for custom scenes that you get to pick the set and the actors and the positions would be somewhat like the motorcycle scene but just with more options like there are quite some characters that you still can't really shoot scenes with and these more simple custom films would fill in the gap a little wouldn't even need any dialog maybe just a little bit before the sex starts but some dialog that can be universally used so you don't need that many different lines maybe change them depending on what type of scene is being shot like if you want to create a hardcore/non con scene that the other actor would have more agressive lines compared to less hardcore and consensual scenes

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