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AAF Nuka Ride: A Porn Studio Mod


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Posted
8 minutes ago, JB. said:

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.

I had this for the first time coming out of GG to go and see the Operators yesterday,I just reloaded my save and everything was cool,sometimes people don't do that first and run here freaking out

Posted (edited)
26 minutes ago, Hoobu said:

I had this for the first time coming out of GG to go and see the Operators yesterday,I just reloaded my save and everything was cool,sometimes people don't do that first and run here freaking out

I only have the mods listed for Nukaride. Other than some clothing mods and I already tried reloading the mods and other saves. I'm still trying to figure out how to move a mod's esp to a lower order. I'm using vortex so not sure if that's an issue. First time using it. I was always using MO2. I did install CWSS but I don't think that would cause an issue.

Edited by TripTease
Posted (edited)

I may have missed an obvious way to find my scooters - but lacking that could we get two optional Quest markers for the two scooters?

Or really, just one Quest marker on both scooters. That will narrow it down enough...

Edited by fred200
Posted (edited)
23 minutes ago, TripTease said:

I only have the mods listed for Nukaride. Other than some clothing mods and I already tried reloading the mods and other saves. I'm still trying to figure out how to move a mod's esp to a lower order. I'm using vortex so not sure if that's an issue. First time using it. I was always using MO2. I did install CWSS but I don't think that would cause an issue.

 

I don't know if this link works but JB explained it in this post

Edited by Hoobu
Posted
30 minutes ago, fred200 said:

I may have missed an obvious way to find my scooters - but lacking that could we get two optional Quest markers for the two scooters?

Or really, just one Quest marker on both scooters. That will narrow it down enough...

In the MCM there is a recovery option for the scooter (possibly the vespa too?) that will bring it to your apartment in case you lost it.  It's under the scooter options

Posted (edited)
16 minutes ago, savantladylilith said:

In the MCM there is a recovery option for the scooter (possibly the vespa too?) that will bring it to your apartment in case you lost it.  It's under the scooter options

Another silly thing I forgot (besides leaving Monique in oblivion in this update) is that when you return from fighting at the canned food factory, your scooter stays there in the commonwealth because Cassius takes care of bringing you back. 😵‍💫

 

I should have scripted it so they leave it at your apartment.

 

@fred200 But yes, in the meantime, you have to use the MCM, Scooter section, to bring it back to your place. I'll script it in the next update.

Edited by JB.
Posted
10 minutes ago, savantladylilith said:

In the MCM there is a recovery option for the scooter (possibly the vespa too?) that will bring it to your apartment in case you lost it.  It's under the scooter options

The little blue one gets left a the Hubs camp when you get taken to complete the audition I sneak back and get it doing my best to avoid the arsehole crickets it's just a fun challenge for me

Posted
2 minutes ago, JB. said:

Another silly thing I forgot (besides leaving Monique in oblivion in this update) is that when you return from fighting at the canned food factory, your scooter stays there because Cassius takes care of bringing you back. 😵‍💫

 

Yeah, I noticed, I was like where is the scooter.  The other thing I noticed is I still had permission from the OB, and I can't remember if that's from the whole cannery thing or even earlier than that, I went to ask permission and it had the end permission dialogue option, so I just left.

 

Posted (edited)
11 minutes ago, Donky said:

Hello, an alternative for Head Part Extended  still not updated for AE version ?

 

HeadPart Enhanced works, requires Addictol 1.3 or later.  Especially if you want the vanilla tints on the NPC (only affects base game, DLC, & CC.  NPCs in mods always load tints) to work after facegen is disabled.

 

Addictol 1.6 has a fix to further separate the tints patch from the facegen patch, so they can be enabled/disabled independently of each other.  Although I have never had a problem with the facegen patch in Addictol.

Edited by dav42
Posted
26 minutes ago, dav42 said:

 

HeadPart Enhanced works, requires Addictol 1.3 or later.  Especially if you want the vanilla tints on the NPC (only affects base game, DLC, & CC.  NPCs in mods always load tints) to work after facegen is disabled.

 

Addictol 1.6 has a fix to further separate the tints patch from the facegen patch, so they can be enabled/disabled independently of each other.  Although I have never had a problem with the facegen patch in Addictol.

Wow, thanks, I'll put it on the main page.

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