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AAF Nuka Ride: A Porn Studio Mod


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Posted
7 minutes ago, KOBRA1997 said:

hello everyone, can someone share the build?

Mines required stuff for this mod plus an old diverse bodies mod and a Fal weapon mod and nothing else in a separate profile

Posted
6 hours ago, zonder4213 said:

@JB. Really liked the new quest, I look forward to developing a bunch of totally normal settlements that aren't secretly dens of smut and/or armory depositories for the various knick-knacks I uhhhh 'liberated' around the commonwealth and commonwealth adjacent areas. 

 

One issue, the sister doesn't have a talk menu so I can't dismiss her. I never really used her as a follower before so I don't know if that's a new issue or not. >_<

OMG y forgot to stop the farm quest. 

 

StopQuest _NR_ChoresFarm

 

That should do the trick. I'll upload it again for that final line. 

Posted (edited)
7 hours ago, judge007 said:

@JB.

A very nice person has posted a conversion of The BZW Maya Rebel to FG for us!

All thanks to @happosade77

 

That's so cool, thank you for let me know, I'll post the link.

Edited by JB.
Posted (edited)
1 hour ago, JB. said:

OMG y forgot to stop the farm quest. 

 

StopQuest _NR_ChoresFarm

 

That should do the trick. I'll upload it again for that final line. 

 

At least the one I downloaded (7.1) the farm chores stops after turning in The Last Stand with Brett.

 

Spoiler

The only thing that was odd is the minutemen flag didn't advance after I placed it in Workshop mode.  I don't know if it needed to be a specific place.  And the "It" killed me, it came up so quickly that I didn't even notice it and I was dead.  I think just by pure exploration I ended up finding the right place to advance The Last Stand, a few of the clues along the way but I was just visiting every marker for the most part.

 

The other issue is after turning in The Last Stand, the quest starts again with reporting to Brett.

 

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

 

At least the one I downloaded (7.1) the farm chores stops after turning in The Last Stand with Brett.

 

  Reveal hidden contents

 

 

It's possible that the area where you placed the flag didn't have properly made navmeshes, becasue the clone want to get closer for her "flag" scene. The bunker at the end doesn't have them properly made , which is why the clone can't get all the way to the switch; she stays near the entrance.

 

I'm going to set a timer, and if it's not met, the clone will suspend her scene.

 

I'll see what happens with the ending. 🤔 I'm going to check the "Run Only Once" box so that the quest doesn't accidentally restart once it's stopped.

Edited by JB.
Posted
6 hours ago, MEGA_VOIN said:

Я знаю тут есть люди из сообщества СНГ... Кто-то уже переводил на Русский? Можете поделиться актуальными достижениями??? Заранее спасибо

 Перевод можно найти в этой теме: https://gamesource.org/topic/8309-aaf-nuka-ride/page/27/ . Там живёт товарищ bobrovskii. Он хорошо делает переводй. 

 Если интерисут русская озвучка, то вам сюда: https://gamer-mods.ru/load/fallout_4/zvuki/russkaja_ozvuchka_moda_aaf_nuka_ride/145-1-0-17716 . Только подождите дня два скачивать озвучку. Я доделаю версию 1.2 и соединю с версией 1.3.

Posted
9 hours ago, Hoobu said:

Are you on a laptop the settings seem strange?

I don't think a laptop would matter in the slightest in this case. Because at the moment, I am on a laptop until I can replace my main rigs AIO CPU water cooler.

Sure I have really shitty FPS, and a few lockups here and there; But that is strictly due to a laptop's limited cooling ability.

 

What it really sounds like to me is some kind of 'botched install'. Either a mod, or the Nuka World DLC itself. Like the game is trying to reference something, and the file that contains that reference is corrupted.

Posted
1 hour ago, JB. said:

 

It's possible that the area where you placed the flag didn't have properly made navmeshes, becasue the clone want to get closer for her "flag" scene. The bunker at the end doesn't have them properly made , which is why the clone can't get all the way to the switch; she stays near the entrance.

 

I'm going to set a timer, and if it's not met, the clone will suspend her scene.

 

I'll see what happens with the ending. 🤔 I'm going to check the "Run Only Once" box so that the quest doesn't accidentally restart once it's stopped.

 

Yeah, that's probably right.  She just stood there and when I tried to interact it said she was busy.  I dropped it by the cabin down the road though.  

Posted
1 hour ago, dav42 said:

 

Yeah, that's probably right.  She just stood there and when I tried to interact it said she was busy.  I dropped it by the cabin down the road though.  

 

I went back through, dropped the flag somewhere else (a different settlement) and the scene did fire.

Posted
4 hours ago, JB. said:

OMG y forgot to stop the farm quest. 

 

StopQuest _NR_ChoresFarm

 

That should do the trick. I'll upload it again for that final line. 

Ahhh, Farm Chores Quest completed when I returned to Brett so I thought that was intentional. XD

Posted
27 minutes ago, dav42 said:

 

I went back through, dropped the flag somewhere else (a different settlement) and the scene did fire.

 

I did this to force the error. CK has a nice function for knowing whether individual actions in a scene have been completed or not. Thanks for the report, I'll add a failsafe. 

 

Fallout4 8_8_2026 12_35_21.png

 

Fallout4 8_8_2026 12_35_29.png

Posted (edited)
26 minutes ago, zonder4213 said:

Ahhh, Farm Chores Quest completed when I returned to Brett so I thought that was intentional. XD

 

No, that's fine. The problem was that the quest kept running in the background, even though it was completed.

Edited by JB.
Posted (edited)
On 8/6/2026 at 4:54 PM, JB. said:

Regarding the heels, I can only think of these things:

You're missing the High Heel System.

You're using a skeleton incompatible with the High Heel System. Make sure you have Zex and that nothing overwrites it.

And that's it.

 

Hello @JB., I'm using the latest High Heel System and Zex as well. I don't know why it's still happening. I've already uninstalled and reinstalled both mods, but I'm still having the same problem.
I don't know what's going wrong, or what I'm doing wrong.

 

20260807131049_1.jpg

Edited by _Helen_
Posted (edited)
2 часа назад _Хелен_ сказала:

 

древесина@JB.Я использую последние версии High Heel System и Zex. Не понимаю, почему проблема всё ещё. Я уже удалил и переустановил оба мода, но проблема осталась.
Не знаю, что происходит не так или что я делаю не так.

 

20260807131049_1.jpg

Создайте свои собственные значения высоты в меню конфигурации мода. Там есть клавиша, которая переключает высоту каблуков. Посмотрите и попробуйте. Включите поддержку AAF.

Spoiler

(129).png.f16f5cc6f95c050023f326e245e024ca.png(131).png.4020ab13fdac8acf54166ef8e6ee5d5f.png(130).png.f7e15e265f33a3081cde3f34bbf65377.png

 

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

 

I did this to force the error. CK has a nice function for knowing whether individual actions in a scene have been completed or not. Thanks for the report, I'll add a failsafe. 

 

Fallout4 8_8_2026 12_35_21.png

 

Fallout4 8_8_2026 12_35_29.png

i have built the minuteman flag at all settlements but the clone doesn't do anything. Can you give us a marker so she never fails to trigger JB?

Posted
12 minutes ago, caddo9tales said:

i have built the minuteman flag at all settlements but the clone doesn't do anything. Can you give us a marker so she never fails to trigger JB?

 

The post you replied to is the fix, it's just not published yet.  But what you could probably do in the meantime, if it is a navmesh issue, is move the clone close to you and place it in front of you.

 

I was able to get it to trigger on the second attempt.  You probably need to rollback your save before you built the flagpole the first time, because I believe the stage will be stuck because I assume the dialogue has to fire from the clone to advance the quest.

 

Posted (edited)
1 hour ago, caddo9tales said:

i have built the minuteman flag at all settlements but the clone doesn't do anything. Can you give us a marker so she never fails to trigger JB?

 

I've already updated to version 7.1.1, check it out. 

 

If you don't want to revert to a save from before the [first] flag was planted, type:

 

SetStage _NR_WW 190 (with this new update, I mean)

 

Or load a save from before the first flag was planted. I've added a 15-second timer now. If the clone doesn't reach the flag, the quest will cancel the scene and continue.

 

7.1.1

  • A failsafe has been added in case the clone can't get close to the flag due to navmeshes. 
  • The option to skip Brett's story should now work. There are no consequences, I only put it there in case someone plays it for the second or third time.
  • You can now ask your sister to stop following you once the quest is finished.
  • At some point in the grandpa's story, a couple of dialogues had voices that didn't correspond to the dialogue.

 

 

P.S. Just in case, my Minutemen flag is in the "Special" section of the workshop. I didn't realize there would be other Minutemen flags available via mods.

Edited by JB.
Posted (edited)

Got an issue I'm not sure how to fix. I know this has been an issue for people in the past including me.  But what can I do to fix this.

EDIT: I checked and it was said not to use the patch because it is not up to date yet for 7+.

Screenshot 2026-08-08 141219.png

Edited by TripTease
added text
Posted
1 hour ago, _Helen_ said:

 

Hello @JB., I'm using the latest High Heel System and Zex as well. I don't know why it's still happening. I've already uninstalled and reinstalled both mods, but I'm still having the same problem.
I don't know what's going wrong, or what I'm doing wrong.

 

20260807131049_1.jpg

Try disable then enable for player and npc in HHS MCM menu to reset it. 

Posted (edited)
2 hours ago, dav42 said:

 

The post you replied to is the fix, it's just not published yet.  But what you could probably do in the meantime, if it is a navmesh issue, is move the clone close to you and place it in front of you.

 

I was able to get it to trigger on the second attempt.  You probably need to rollback your save before you built the flagpole the first time, because I believe the stage will be stuck because I assume the dialogue has to fire from the clone to advance the quest.

 

I'm playing on AE, so I actually think I built the flag that is included in the CC stuff instead of JB's flag . duh... Well there are a shitlod of flags there now! I juat verified that JBs flag is all the ay at the end of the special category so I was building the wrong one.

 

The farm chores quest is still active even after talking to Brett, and for some reason fast travel is disabled in NW upon returning through the train. I had to use the train and not the scooter because that is where the quest pointed me to, dont know if that was intentional. Pretty cool work JB, thank you again!

Edited by caddo9tales
Posted
1 hour ago, JB. said:

 

I've already updated to version 7.1.1, check it out. 

 

If you don't want to revert to a save from before the [first] flag was planted, type:

 

SetStage _NR_WW 190 (with this new update, I mean)

 

Or load a save from before the first flag was planted. I've added a 15-second timer now. If the clone doesn't reach the flag, the quest will cancel the scene and continue.

 

7.1.1

  • A failsafe has been added in case the clone can't get close to the flag due to navmeshes. 
  • The option to skip Brett's story should now work. There are no consequences, I only put it there in case someone plays it for the second or third time.
  • You can now ask your sister to stop following you once the quest is finished.
  • At some point in the grandpa's story, a couple of dialogues had voices that didn't correspond to the dialogue.

 

 

P.S. Just in case, my Minutemen flag is in the "Special" section of the workshop. I didn't realize there would be other Minutemen flags available via mods.

JB thank you, if you read my post above the flag was an error on my part. I have made it back to Brett, and must say I hope you give us the chance to go there with him Sophie and Monique (with Sistie and maybe even Isabella) at some point! Maybe some industrious soul can make some TS Blueprints (as Long as they don't require AWKCR) for the places and we can start a thriving community.

Posted
28 minutes ago, caddo9tales said:

JB thank you, if you read my post above the flag was an error on my part. I have made it back to Brett, and must say I hope you give us the chance to go there with him Sophie and Monique (with Sistie and maybe even Isabella) at some point! Maybe some industrious soul can make some TS Blueprints (as Long as they don't require AWKCR) for the places and we can start a thriving community.

Lol, damn it, you reminded me that I disabled Monique and left her like that forever 🤣

 

Well, it would be cool, but the big limitation is that everything works with soft requirements. It's easy to send the sister because she follows you. But placing NPCs in specific locations is virtually impossible because we're making it work with soft requirements.

 

Thanks for the info about the Minutemen flag; it's a vanilla addition then! I'm going to add "Plant a Minutemen flag in Ryneham [Special Workshop Category]" to clear up any future doubts.

 

The mod points you to the train station because it's the only known way to get to Nuka-World. The game doesn't understand that the scooter is also a viable way. I think it would be best to remove that marker from the screen to avoid confusion.

Posted
1 hour ago, TripTease said:

Got an issue I'm not sure how to fix. I know this has been an issue for people in the past including me.  But what can I do to fix this.

EDIT: I checked and it was said not to use the patch because it is not up to date yet for 7+.

Screenshot 2026-08-08 141219.png

Load order. 

 

From the main page: 

 

Quote

 

Why are objects and textures in Nuka Town flickering and disappearing?

 

Pre-culling issue. To resolve it, place Nuka Ride.esp in the bottom of your load order

 

 

 

 

Additionally, avoid mods that modify Nuka-World in any way. There are mods out there that clean it up, or add more corpses, or more candles, etc.

 

 

 

Posted
3 minutes ago, JB. said:

Lol, damn it, you reminded me that I disabled Monique and left her like that forever 🤣

 

Well, it would be cool, but the big limitation is that everything works with soft requirements. It's easy to send the sister because she follows you. But placing NPCs in specific locations is virtually impossible because we're making it work with soft requirements.

 

Thanks for the info about the Minutemen flag; it's a vanilla addition then! I'm going to add "Plant a Minutemen flag in Ryneham [Special Workshop Category]" to clear up any future doubts.

 

The mod points you to the train station because it's the only known way to get to Nuka-World. The game doesn't understand that the scooter is also a viable way. I think it would be best to remove that marker from the screen to avoid confusion.

Both the CC flag and yours are in the special category, the CC one is toward the beginning and yours is at the very end, just FYI, I know you're on OG, but the good news is NR works pretyy flawlessly (if you follow recommendations to avoid conflicts) on AE. Again thank you for such stellar work and above and beyond support.

Posted
6 hours ago, Wandering_Mania said:

I don't think a laptop would matter in the slightest in this case. Because at the moment, I am on a laptop until I can replace my main rigs AIO CPU water cooler.

Sure I have really shitty FPS, and a few lockups here and there; But that is strictly due to a laptop's limited cooling ability.

 

What it really sounds like to me is some kind of 'botched install'. Either a mod, or the Nuka World DLC itself. Like the game is trying to reference something, and the file that contains that reference is corrupted.

Yep this isn't our first rodeo with Woody there are literally pages where we have tried sorting his problem out ,Steam has verified his files but I suspect it just counts the files but does not checksum them for size so a corruption is possible

the lack of options on bethini and odd resolution just had me wondering

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