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AAF Nuka Ride: A Porn Studio Mod


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Posted
17 hours ago, lee3310 said:

Luca is going to use his own color struct anyway so i didn't go further. 

 

Yeah I took a look at what he did with Hydra 1.0.1, it looks nice.  I was testing it this morning, and I see where I got tripped up with X-Cell and thinking NPCs were not working, but once I disabled X-Cell it all works.  I am guessing that call to BSFaceGenManager::QueueCustomizationTexturesForNPC in DoUpdate is forcing maybe a facegen update?

 

fStrength is a nice knob to have there as well.

 

; "Papyrus Compiler\ScriptCompileRelease.bat" MT.psc
; cgf "MT.SetSkinToneColor" "14" "1.0" "180" "140" "100" "255"
ScriptName MT

Function SetSkinToneColor(Actor akTarget, float fStrength, int iRed, int iGreen, int iBlue, int iAlpha) Global
   Hydra:Forms:ActorBase:SkinTintData skinTintData = new Hydra:Forms:ActorBase:SkinTintData
   skinTintData.kColor = Hydra:Colors.Create(iRed, iGreen, iBlue, iAlpha)
   skinTintData.fStrength = fStrength
   Hydra:Forms:ActorBase.SetSkinTintData(akTarget.GetActorBase(), skinTintData)
   akTarget.QueueUpdate(0xC);
EndFunction

 

Posted
16 minutes ago, izumonoryu2 said:

Facegen data 1.2 appears to cause an infinite loading screen.

The facegen data 1.2 has been out for a while now, and the first I've heard it causing an infinite loading screen.

 

So what we have is you experiencing an infinite loading screen, and your sleuthing skills lead you to believe its the FaceGen Data 1.2.

Is it the black screen at the start of loading up Fallout 4?

If yes, count ten steamboats, then press "Enter" or "Escape"

Let us know how that turns out.

Posted
21 minutes ago, izumonoryu2 said:

Facegen data 1.2 appears to cause an infinite loading screen.

 

I have never had that issue with it.

Posted (edited)

Problem solved: I needed to download a patch for aaf and high heel system and fusion girl. Now all work 🙂

 

 

Hello all nice ppl.

 

I changed to fusion girl on a new profile just to check how it is with this mod as it is recommended. And it feels really good! But i have a problem, Nora is out of sync with the males a bit so they penetrate her chin etc etc.

 

I have fusion girl and skeleton + bodytalk4 and all things recommended on nukaride route (+ aaf ofcourse)

But i start to wonder if i miss some physic detector? Or is it something wrong how i have installed the animationpacks? (i have only the animationpacks recommended for nukaride)

Or is it some "box" i have missed to fill somewhere in an important mod?

 

(And a totally different question: I really like the Norita/Charlie preset, is there any preset for Nora as 30+ for Nora route? Or if you play slaver and want her a tad older as that is an option there Nora at 45+?) I am so bad doing them good so if there is presets using the mods from nukaride i have missed i would be grateful!)

 

Edit: i start to think it is the high heel system that makes the problem? Must look if there is any patch for aaf and hhs. 

 

Edited by Gubbe73
Posted (edited)
2 hours ago, dav42 said:

 

Yeah I took a look at what he did with Hydra 1.0.1, it looks nice.  I was testing it this morning, and I see where I got tripped up with X-Cell and thinking NPCs were not working, but once I disabled X-Cell it all works.  I am guessing that call to BSFaceGenManager::QueueCustomizationTexturesForNPC in DoUpdate is forcing maybe a facegen update?

 

fStrength is a nice knob to have there as well.

 

; "Papyrus Compiler\ScriptCompileRelease.bat" MT.psc
; cgf "MT.SetSkinToneColor" "14" "1.0" "180" "140" "100" "255"
ScriptName MT

Function SetSkinToneColor(Actor akTarget, float fStrength, int iRed, int iGreen, int iBlue, int iAlpha) Global
   Hydra:Forms:ActorBase:SkinTintData skinTintData = new Hydra:Forms:ActorBase:SkinTintData
   skinTintData.kColor = Hydra:Colors.Create(iRed, iGreen, iBlue, iAlpha)
   skinTintData.fStrength = fStrength
   Hydra:Forms:ActorBase.SetSkinTintData(akTarget.GetActorBase(), skinTintData)
   akTarget.QueueUpdate(0xC);
EndFunction

 

The game doesn't let you set the intensity in the original function, so that's a + yeah. It's a good idea to still get the default NPC value if left empty though.
He also noticed that the color format is reversed "BBGGRR instead of RRGGBB".

Edited by lee3310
Posted
8 hours ago, JB. said:

Eso indica que te falta uno de los maestros de Nuka Ride o que alguno de sus complementos está desactivado. ¿Has revisado tu gestor de mods para ver si te avisa de algo?

he instaldo la version anterior de 6.4.7 por medio de vortex, no funciona, por medio de m02 no funciona, lo he intentado manualmente archivo a archivo, tampoco , en esa version empezo a adrme problema  el mod y dejo de intetarlo hasta ahora la version ultima y tengo el mismo problema, a que se deberia falta algo, si fuese alguna animation me lo diria, pero me sale plugin has missin master, 

test fallout.png

Posted
1 hour ago, cowboy&32 said:

he instaldo la version anterior de 6.4.7 por medio de vortex, no funciona, por medio de m02 no funciona, lo he intentado manualmente archivo a archivo, tampoco , en esa version empezo a adrme problema  el mod y dejo de intetarlo hasta ahora la version ultima y tengo el mismo problema, a que se deberia falta algo, si fuese alguna animation me lo diria, pero me sale plugin has missin master, 

test fallout.png

Those little yellow bells indicate what I already told you: you're missing masters. Watch a YouTube tutorial to learn more, whether it's for MO2 or Vortex. And check out my list of hard requirements.

Posted
1 hour ago, lee3310 said:

The game doesn't let you set the intensity in the original function, so that's a + yeah. It's a good idea to still get the default NPC value if left empty though.
He also noticed that the color format is reversed "BBGGRR instead of RRGGBB".

 

Here is one more thing I threw into the mix (TESNPC::CalculateBodyTintColor), this does calculate the bodytintcolor_{r,g,b,a} on the TESNPC from the tinting data that is set.  So even if you have X-Cell loaded it will set the body skin color, but the face is not.

 

I don't know what you were seeing, but if I had X-Cell (or Addictol) loaded (in it's default configuration) the NPC would not change skin color at all.  If X-Cell (didn't check Addictol, but assume the same) is not loaded it works fine.  With this addition it will change the body skin color but the head skin color stays the same (presumably because of facegen).  This is the same behavior in LooksMenu which changing an NPC.

 

 

	static std::int64_t TESNPC_CalculateBodyTintColor(RE::TESNPC* a1, RE::NiColorA* a2, RE::BGSCharacterTint::Entry* a3, bool a4)
	{
		using func_t = decltype(&TESNPC_CalculateBodyTintColor);
		static REL::Relocation<func_t> func{ REL::ID { 134537, 2207435 } };
		REX::INFO("TESNPC_CalculateBodyTintColor = {:08X}", func.offset());
		return func(a1, a2, a3, a4);
	}

		if (baseNPC) {
			RE::NiColorA color;

			REX::INFO("baseNPC = {:08X}", baseNPC->GetFormID());
			TESNPC_SetTintingData(baseNPC, 1168, 1.0, a_value);
			TESNPC_CalculateBodyTintColor(baseNPC, &color, nullptr, true);

			auto* playerCharacter = RE::PlayerCharacter::GetSingleton();
			if (a_actor == playerCharacter) {
				PlayerCharacter_SetTintingData(playerCharacter, 1168, 1.0, a_value);
			}
			baseNPC->AddChange(RE::CHANGE_TYPES::kNPCFace);
			a_actor->Reset3D(false, 0, true, 0);
		}

 

Posted
4 hours ago, brololo said:

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 

Thanks for your kind words! I don't particularly like Skyrim's medieval fantasy setting. I like playing it, but I don't think I can make anything of quality. In fact, I don't really like the post-apocalyptic aspect either, but it was what it was, and I forced a lot of clean/modern elements into it to feel more comfortable.

 

I'd love more height variety. I always said that Nora and Norita, even in heels, shouldn't be taller than the Overboss, but I completely understand the implications if AAF allowed that.

 

 

Posted (edited)
7 minutes ago, dav42 said:

(presumably because of facegen).

What if I mark a group of my NPCs as "IsCharGen FacePreset"? That way, I would only enable tans for my specific characters. And these NPCs would no longer have facegen. 

Edited by JB.
Posted
6 hours 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?

Thanks! Remember that if you want to make corrections, you can use "ESP Translator." You don't need to correct the entire mod. For example, if you're interested in a quest, you can filter it in the tool and make corrections. It's very easy to use; it was the first tool I used when I started modding. I did the Spanish translation for Raider Pet. Once you have it, send me the file, and I'll inyect it into the mod.

Posted
54 minutes ago, JB. said:

What if I mark a group of my NPCs as "IsCharGen FacePreset"? That way, I would only enable tans for my specific characters. And these NPCs would no longer have facegen. 

 

It doesn't appear to be the case, Music seems like the flag is off and what I am seeing in-game is the NPC doesn't change at all.  And if I turn off bFacegen in Addictol just the fact changes.  So that extra call to calculate body tint seems to be required for NPCs.  It's almost like Bethesda was changing the design to use the tinting data, but kludged the NPCs and still requires this other call.  What's weird about this is sometimes it works and sometimes it doesn't on the NPC.  With bFacegen off, the head will get set and not the body on an NPC (sometimes), and recycling the actor the tint is applied.  I noticed there are some other calls in the function I mentioned earlier where it traverses scenes to set the body tint as well.

 

I wonder if this has tie in to bTintsPatch, maybe needs to be extended?  lee3310 probably has a better idea on it.

 

 

__int64 __fastcall anonymous_namespace_::UpdateBodyTintHelper_TESNPC__NiAVObject__(RE::TESNPC *a1, __int64 a2)
{
  _QWORD v4[3]; // [rsp+30h] [rbp-18h] BYREF
  char v5; // [rsp+60h] [rbp+18h] BYREF

  v4[0] = 0;
  v4[1] = 0;
  TESNPC::CalculateBodyTintColor_NiColorA__BGSCharacterTint::Entry__bool_bool_(a1, (float *)v4, 0, 1);
  BSFaceGenUtils::UpdateBodyTintColorsOnScene_NiAVObject__NiColorA__(a2, v4);
  v5 = 0;
  return BSVisit::TraverseScenegraphGeometries__lambda_32f222b55999a4b1b0aef653f7f10db5___NiAVObject___lambda_32f222b55999a4b1b0aef653f7f10db5___(
           a2,
           &v5);
}

 

Posted (edited)

@dav42I've already implemented your script and tested it with Sophie, who has chargen enabled. It worked. And it worked with Music too, who isn't chargen enabled.  

 

Old gen. Addictol with facegen = true. 🤔 

With loose files, without loose files.

Edited by JB.
Posted
1 hour ago, JB. said:

I'd love more height variety. I always said that Nora and Norita, even in heels, shouldn't be taller than the Overboss, but I completely understand the implications if AAF allowed that.

 

I always adjust with player.modscale when playing NR or Slavers since the heels are huge and I find the male/female height differences awkward. AAF and/or SCRS handle the rescaling well enough and I haven't noticed any major issues playing that way.

 

On the topic of Skyrim, I think you're selling yourself short here. The Skyrim scene is miles ahead of FO4 when it comes to assets, animations, physics, Papyrus extenders, and other technical resources (various bimbo things included), though you probably already know that since you play it. What it's lacking, at least on the nsfw side, is story content. For whatever reason, 99% of nsfw Skyrim modders only care about creating frameworks and sandboxes and barely anyone has any interest in creating proper quest mods. My guess is you'd receive a ton of support and assistance over there, if you wanted it.

 

That said, I understand if you feel you can't write anything compelling in a medieval fantasy setting - just a shame since Skyrim's technical resources combined with your passion for grand quest design would've been a perfect match. 

Posted
1 hour ago, JB. said:

Old gen. Addictol with facegen = true. 🤔 

With loose files, without loose files.

 

Hum, well that's good news.  Maybe I am just having a mental episode.  :)

Posted
3 hours ago, dav42 said:

 

Here is one more thing I threw into the mix (TESNPC::CalculateBodyTintColor), this does calculate the bodytintcolor_{r,g,b,a} on the TESNPC from the tinting data that is set.  So even if you have X-Cell loaded it will set the body skin color, but the face is not.

 

I don't know what you were seeing, but if I had X-Cell (or Addictol) loaded (in it's default configuration) the NPC would not change skin color at all.  If X-Cell (didn't check Addictol, but assume the same) is not loaded it works fine.  With this addition it will change the body skin color but the head skin color stays the same (presumably because of facegen).  This is the same behavior in LooksMenu which changing an NPC.

 

 

	static std::int64_t TESNPC_CalculateBodyTintColor(RE::TESNPC* a1, RE::NiColorA* a2, RE::BGSCharacterTint::Entry* a3, bool a4)
	{
		using func_t = decltype(&TESNPC_CalculateBodyTintColor);
		static REL::Relocation<func_t> func{ REL::ID { 134537, 2207435 } };
		REX::INFO("TESNPC_CalculateBodyTintColor = {:08X}", func.offset());
		return func(a1, a2, a3, a4);
	}

		if (baseNPC) {
			RE::NiColorA color;

			REX::INFO("baseNPC = {:08X}", baseNPC->GetFormID());
			TESNPC_SetTintingData(baseNPC, 1168, 1.0, a_value);
			TESNPC_CalculateBodyTintColor(baseNPC, &color, nullptr, true);

			auto* playerCharacter = RE::PlayerCharacter::GetSingleton();
			if (a_actor == playerCharacter) {
				PlayerCharacter_SetTintingData(playerCharacter, 1168, 1.0, a_value);
			}
			baseNPC->AddChange(RE::CHANGE_TYPES::kNPCFace);
			a_actor->Reset3D(false, 0, true, 0);
		}

 

  • Are you testing on mod added NPC or vanilla ? cause even without x-cell, you can't change head color of vanilla NPCs since the game will load it from the pre-generated face data (facegen).
  • "a_actor->Reset3D(false, 0, true, 0);" this work for you ? it should only reset head not whole body. 
  • You know what CalculateBodyTintColor() do ? I don't see where RE::NiColorA color is used in your snipped
Posted
1 hour ago, JB. said:

@dav42I've already implemented your script and tested it with Sophie, who has chargen enabled. It worked. And it worked with Music too, who isn't chargen enabled.  

 

Old gen. Addictol with facegen = true. 🤔 

With loose files, without loose files.

Did you apply headpart to Sophie ?

Posted (edited)
49 minutes ago, dav42 said:

 

Hum, well that's good news.  Maybe I am just having a mental episode.  :)

I thought it would be Headparts Extended. But even without that mod I can tan Music.

 

I've uninstalled others mods I have, but I can still tan Music.

 

Faster File Copy

Fast Decompress

 

 

However, Billy is immune.

 

Spoiler

Fallout4 2_5_2026 22_05_07.pngFallout4 2_5_2026 22_05_10.pngPhoto33.png

 

 

Billy is "tannable" when I reinstall HeadPartExtended.

 

Spoiler

Photo34.png

 

 

Mr. Summers (an NPC from my mod, but whose template is the vanilla Mr. Summerset, is impossible to tan, even with all my mods activated.

 

Spoiler

Fallout4 2_5_2026 22_11_00.png

 

 

 

 

Edited by JB.
Posted
3 minutes ago, lee3310 said:

Did you apply headpart to Sophie ?

 

I used this script exactly as written.

 

 

; "Papyrus Compiler\ScriptCompileRelease.bat" MT.psc
; cgf "MT.SetSkinToneColor" "14" "1.0" "180" "140" "100" "255"
ScriptName MT

Function SetSkinToneColor(Actor akTarget, float fStrength, int iRed, int iGreen, int iBlue, int iAlpha) Global
   Hydra:Forms:ActorBase:SkinTintData skinTintData = new Hydra:Forms:ActorBase:SkinTintData
   skinTintData.kColor = Hydra:Colors.Create(iRed, iGreen, iBlue, iAlpha)
   skinTintData.fStrength = fStrength
   Hydra:Forms:ActorBase.SetSkinTintData(akTarget.GetActorBase(), skinTintData)
   akTarget.QueueUpdate(0xC);
EndFunction
Spoiler

Fallout4 2_5_2026 20_15_00.png

 

Posted (edited)
2 hours ago, dav42 said:

 

It doesn't appear to be the case, Music seems like the flag is off and what I am seeing in-game is the NPC doesn't change at all.  And if I turn off bFacegen in Addictol just the fact changes.  So that extra call to calculate body tint seems to be required for NPCs.  It's almost like Bethesda was changing the design to use the tinting data, but kludged the NPCs and still requires this other call.  What's weird about this is sometimes it works and sometimes it doesn't on the NPC.  With bFacegen off, the head will get set and not the body on an NPC (sometimes), and recycling the actor the tint is applied.  I noticed there are some other calls in the function I mentioned earlier where it traverses scenes to set the body tint as well.

 

I wonder if this has tie in to bTintsPatch, maybe needs to be extended?  lee3310 probably has a better idea on it.

 

 

__int64 __fastcall anonymous_namespace_::UpdateBodyTintHelper_TESNPC__NiAVObject__(RE::TESNPC *a1, __int64 a2)
{
  _QWORD v4[3]; // [rsp+30h] [rbp-18h] BYREF
  char v5; // [rsp+60h] [rbp+18h] BYREF

  v4[0] = 0;
  v4[1] = 0;
  TESNPC::CalculateBodyTintColor_NiColorA__BGSCharacterTint::Entry__bool_bool_(a1, (float *)v4, 0, 1);
  BSFaceGenUtils::UpdateBodyTintColorsOnScene_NiAVObject__NiColorA__(a2, v4);
  v5 = 0;
  return BSVisit::TraverseScenegraphGeometries__lambda_32f222b55999a4b1b0aef653f7f10db5___NiAVObject___lambda_32f222b55999a4b1b0aef653f7f10db5___(
           a2,
           &v5);
}

 

This function is called by BSFaceGenPendingHeadData::Attach which is also called when you reset3d() IIRC. The body color doesn't change because like i said in the previous comment: Reset3D(false, 0, true, 0) only update face. Try Reset3D(0, 1, 1, 0). Or queueUpdate 0xc for body update

Edited by lee3310
Posted (edited)
22 minutes ago, JB. said:

 

I used this script exactly as written.

 

 

; "Papyrus Compiler\ScriptCompileRelease.bat" MT.psc
; cgf "MT.SetSkinToneColor" "14" "1.0" "180" "140" "100" "255"
ScriptName MT

Function SetSkinToneColor(Actor akTarget, float fStrength, int iRed, int iGreen, int iBlue, int iAlpha) Global
   Hydra:Forms:ActorBase:SkinTintData skinTintData = new Hydra:Forms:ActorBase:SkinTintData
   skinTintData.kColor = Hydra:Colors.Create(iRed, iGreen, iBlue, iAlpha)
   skinTintData.fStrength = fStrength
   Hydra:Forms:ActorBase.SetSkinTintData(akTarget.GetActorBase(), skinTintData)
   akTarget.QueueUpdate(0xC);
EndFunction
  Reveal hidden contents

Fallout4 2_5_2026 20_15_00.png

 

If you apply a headpart to an NPC while headpartExtended is enabled, it will disable facegen for them until all headpart are removed from the NPC. That could explain it. If an NPC doesn't get tanned, "cf "actor.changeHeadpart" "any HP of your choice" and test again. 

Edited by lee3310
Posted
21 minutes ago, lee3310 said:

You know what CalculateBodyTintColor() do ? I don't see where RE::NiColorA color is used in your snipped

 

It sets bodyTintColor_{R,G,B,A} from the tinting data.  The function seems to be a dual getter/setter, the bool determines whether to set or get and the NiColor is used to return the value, but it's just thrown away in this use case.  You can either pass in tinting data directly or nullptr and it will pull it from the NPC.

 

23 minutes ago, lee3310 said:

Are you testing on mod added NPC or vanilla ? cause even without x-cell, you can't change head color of vanilla NPCs since the game will load it from the pre-generated face data (facegen).

 

Yeah, I was trying with Charlotte, Music, Corsican, and Dara.  None of them work unless I set bFacegen = false in Addictol or bUseFaceGenPreprocessedHeads=0 works.

Posted (edited)
4 hours ago, noctred said:

 

I always adjust with player.modscale when playing NR or Slavers since the heels are huge and I find the male/female height differences awkward. AAF and/or SCRS handle the rescaling well enough and I haven't noticed any major issues playing that way.

 

On the topic of Skyrim, I think you're selling yourself short here. The Skyrim scene is miles ahead of FO4 when it comes to assets, animations, physics, Papyrus extenders, and other technical resources (various bimbo things included), though you probably already know that since you play it. What it's lacking, at least on the nsfw side, is story content. For whatever reason, 99% of nsfw Skyrim modders only care about creating frameworks and sandboxes and barely anyone has any interest in creating proper quest mods. My guess is you'd receive a ton of support and assistance over there, if you wanted it.


I'm using the NPC Height Changer mod, with my own values in the ESP, keeping females at 1.0 and males at 1.1+ (I believe).
On top of that, FOV Slider and Player Height with all height values set to 0.9, so there's no rescaling back after animations. (I like my character to be smaller, especially for tall shoes,)
AAF does handle the height reset well, so does NAF in my case. 
Player Scale Compatibility helps to resolve walk/run speed changes that come from the height changing and high heels, with custom walk/run anims.

As for Skyrim NSFW modding - its strenghts are its biggest weaknesses at the same time. I've tried, I've tried multiple times and I just cannot make everything compatible with all the different game versions, mod versions, using external software to convert and apply shit, trying to beautify it along with adding features... There's errors upon errors and in the end I just broke my game, trying to resolve smaller problems, lol.
It's huge and to me it has grown so much that diving into it was made a real trouble for a newcomer. With FO4 I've learned to install things and do my own edits in days, weeks at worst. With Skyrim I find it impossible at my patience levels.

Edited by burgirinhaler
Posted
12 hours ago, judge007 said:

The facegen data 1.2 has been out for a while now, and the first I've heard it causing an infinite loading screen.

 

So what we have is you experiencing an infinite loading screen, and your sleuthing skills lead you to believe its the FaceGen Data 1.2.

Is it the black screen at the start of loading up Fallout 4?

If yes, count ten steamboats, then press "Enter" or "Escape"

Let us know how that turns out.

Nah, even loading into existing savegames that don't have NR. And it's isolated to that mod thru good old binary search - enable it, ILS, don't enable it, smooth load into heavily modded game. I do also have CS installed though. Any interactions there? Can it clash with Textures for Girls?

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