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AAF Nuka Ride: A Porn Studio Mod


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Posted
14 hours ago, JB. said:

Every cloud has a silver lining. I'm going to print the AAF version in that message box for better debugging. 👍

 

The 7.1.6b update no longer works with AAF 1.1.5.  I personally have no interest in using newer AAF's, the author has already proven to be untrustworthy and I won't run anything he delivers with DLLs.

Posted
1 hour ago, dav42 said:

The 7.1.6b update no longer works with AAF 1.1.5.  I personally have no interest in using newer AAF's, the author has already proven to be untrustworthy and I won't run anything he delivers with DLLs.

This is why I and the WJ list I help do dev testing on switched to NAF/NAF bridge.  The issue 7.16b has with the older AAF 1.15 is probably along the same vein as the NAF issue I had and it not supporting the call the script makes during animation.  Try switching back to the 7.16 version of the script _NR_AAF_Events_Handler.pex shown here and see how it goes for you.  I had CTD on calling any animation post 7.16b until I replaced it with the older one.  Then JB updated the script for NAF users.

 

image.png.1bc355fc325b66df6cd8c95b49bbdeba.png

Posted (edited)

I struggled with it myself after the AAF requirements changed. It's just easier to upgrade the game to version 1.11.240. It used to work on version 1.61 with game version 1.10.980, but it is no longer supported.

A few days ago, a link to the new AAF 1.8.0 was posted in the Discord channel. It is designed for game version 1.11.240. For those who cannot download it, here is the link. https://drive.google.com/file/d/1qOaJwab3l-vnfKYL4Jk9T50OUCtzoL3I/view?usp=sharing

P.S. I hope the developers won't be too offended by the redistribution of their file.

 

By the way, in the latest available version of @Nuka Ride 7.1.6b@, there is an issue with the Nuka Ride - Main.BA2 archive that causes constant game crashes. I had to use the one from the previous version. I hope they fix this soon.

Edited by idsoft
Posted
6 hours ago, rilieAP said:

This is why I and the WJ list I help do dev testing on switched to NAF/NAF bridge.

 

The unfortunate thing with NAF Bridge is really the source code is kind of haphazard, and it's unclear if it is all in GitHub, when I looked at it wouldn't rebuild.  And then it's co-mingled with a bunch of other crap that isn't really relevant.  If it was in better condition then I would have contributed to it.  But NAF is a far better product than AAF.  Frankly a lot of the issues with AAF are the author, the whole UI hitching/stuttering is a direct result of the malware he added, and the fact that he either doesn't realize or doesn't care is telling.

 

I have stripped all of that malware crap out of his Scaleform code, and it solves a lot of problems.

 

 

6 hours ago, JB. said:

I added a condition next to my NAF condition. It should work. Can you test it? 

 

The problem is actually the XML it seems.  I assume there is a new attribute.  AAF's XML parser is well not really an XML parser and it's borderline retarded (it's a bunch of string/pattern matching).

 

image.png.ec28fd07d9964ee25e35e9fd4ec04d9e.png

 

Posted (edited)
1 hour ago, dav42 said:

 

 

The problem is actually the XML it seems.  I assume there is a new attribute.  AAF's XML parser is well not really an XML parser and it's borderline retarded (it's a bunch of string/pattern matching).

 

image.png.ec28fd07d9964ee25e35e9fd4ec04d9e.png

 

It seems like NukaRide_PositionData.xml isn't in the DATA/AAF folder, could you check that? That or NukaRide_positionTreeData.

 

As far as I know, Axary didn't add anything new, just adjusted the positions and timers. 

 

Edit: Working fine in AAF 1.1, it's the oldest I have

 

 

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

I struggled with it myself after the AAF requirements changed. It's just easier to upgrade the game to version 1.11.240. It used to work on version 1.61 with game version 1.10.980, but it is no longer supported.

A few days ago, a link to the new AAF 1.8.0 was posted in the Discord channel. It is designed for game version 1.11.240. For those who cannot download it, here is the link. https://drive.google.com/file/d/1qOaJwab3l-vnfKYL4Jk9T50OUCtzoL3I/view?usp=sharing

P.S. I hope the developers won't be too offended by the redistribution of their file.

 

By the way, in the latest available version of @Nuka Ride 7.1.6b@, there is an issue with the Nuka Ride - Main.BA2 archive that causes constant game crashes. I had to use the one from the previous version. I hope they fix this soon.

Two things:

You may wish to pull the link to the AAF download as the developer does take a dim view to things like that.

It's available on AAF Discord.

 

The supposed CTD with 7.1.6b may occur for you, but is an issue with your setup.

You may try to clean Nuka Ride.esp with FO4Edit as there are 10013 total errors that are cleaned. This is for all versions of Nuka Ride.

Either way, it's a problem that exists on your system.

I'm using 7.1.6b, Fallout 1.11.240 and AAF 1.8.0 and do not experience constant game crashes at all.

Perhaps go back to the first post in this thread and make sure you have all hard, soft and recommended mods, and THEIR requirements.

Posted
1 hour ago, JB. said:

It seems like NukaRide_PositionData.xml isn't in the DATA/AAF folder, could you check that? That or NukaRide_positionTreeData.

 

They are there.  I overwrote 7.1.6b AAF folder with 7.1.6 and it's fine.  So it's something with the XML that is unsupported, because AAF's parsing routine is shit.

 

image.png.85fada50e78720261a643cef40679e21.png

Posted
2 hours ago, JB. said:

It seems like NukaRide_PositionData.xml isn't in the DATA/AAF folder, could you check that? That or NukaRide_positionTreeData.

 

As far as I know, Axary didn't add anything new, just adjusted the positions and timers. 

 

Edit: Working fine in AAF 1.1, it's the oldest I have

 

Rename the animation in `NukaRide_animationData.xml:374` to `NR_FM_Handy_Floor01_Anim`.

 

OLD:

	<animation id="NR_FM_Handy_Floor01_Staged" frames="3500">
		<actor gender="F" idleForm="A36F9">
		</actor>
		<actor gender="M" skeleton="HandyCreateABot" idleForm="89BE7">
		</actor>
	</animation>

 

NEW:

	<animation id="NR_FM_Handy_Floor01_Anim" frames="3500">
		<actor gender="F" idleForm="A36F9">
		</actor>
		<actor gender="M" skeleton="HandyCreateABot" idleForm="89BE7">
		</actor>
	</animation>

 

 

That fixes the parsing problem, it's amazing that AAF is so poorly written that it gutters every single animation because of this.

 

Posted
37 minutes ago, dav42 said:

 

They are there.  I overwrote 7.1.6b AAF folder with 7.1.6 and it's fine.  So it's something with the XML that is unsupported, because AAF's parsing routine is shit.

 

image.png.85fada50e78720261a643cef40679e21.png

Ok, I think I got it.

 

The old Nexus AAF breaks with this update too, but by fixing this line in NukaRide_PositionData (a bug detected by AAF 1.8), old Nexus AAF works again. 

 

image.png

 

 

Axary changed it and it causes an error, but the new AAF versions bypass it. It said "Anim" but it should be "Staged". (it's already corrected in that screenshot)

 

 

Here you go: 

 

 

AAF FIX for NR7.1.6b.7z

 

 

Posted (edited)
10 minutes ago, dav42 said:

 

Rename the animation in `NukaRide_animationData.xml:374` to `NR_FM_Handy_Floor01_Anim`.

 

OLD:

	<animation id="NR_FM_Handy_Floor01_Staged" frames="3500">
		<actor gender="F" idleForm="A36F9">
		</actor>
		<actor gender="M" skeleton="HandyCreateABot" idleForm="89BE7">
		</actor>
	</animation>

 

NEW:

	<animation id="NR_FM_Handy_Floor01_Anim" frames="3500">
		<actor gender="F" idleForm="A36F9">
		</actor>
		<actor gender="M" skeleton="HandyCreateABot" idleForm="89BE7">
		</actor>
	</animation>

 

 

That fixes the parsing problem, it's amazing that AAF is so poorly written that it gutters every single animation because of this. 

 

OMG 😆. Your fix is better because it's not really staged, well at least this confirms that such an old AAF still rocks, but yes, it completely falls apart over a measly line.

Edited by JB.
Posted
20 minutes ago, JB. said:

OMG 😆. Your fix is better because it's not really staged, well at least this confirms that such an old AAF still rocks, but yes, it completely falls apart over a measly line.

 

I just jammed it into AI, and it figured it out.  The startscene API doesn't seem to care about the extra values in the array (I think it only looks at it by element position), I didn't use the Papyrus patch.  It took a while to get to one of your triggered scenes because I just met Nisha at Galactic Zone.  I happened to just test a manual scene at that time and noticed no animations were coming up.

 

Posted
3 hours ago, JB. said:

Axary changed it and it causes an error, but the new AAF versions bypass it. It said "Anim" but it should be "Staged". (it's already corrected in that screenshot)

I haven't changed anything in this animation in the last 2 years. This error is related to a change in your scripts or a new version of AAF.

Posted (edited)

I was also getting this crash another user was getting when I used 7.1.6b I would always crash during a transport position like say going into Brett's truck and going somewhere would cause the game to crash but my game would run fine when using 7.1.6 on its own I did update AAF though to 1.8 as what is being discussed right now

As during NR 6.9 I was using AAF 1.1.2 and not having a single problem with it in the past everything was running well

Edited by GhostMirror
Posted
1 hour ago, GhostMirror said:

I was also getting this crash another user was getting when I used 7.1.6b I would always crash during a transport position like say going into Brett's truck and going somewhere would cause the game to crash but my game would run fine when using 7.1.6 on its own I did update AAF though to 1.8 as what is being discussed right now

As during NR 6.9 I was using AAF 1.1.2 and not having a single problem with it in the past everything was running well

The crash may be related to the precombines. Did it happen on the farm then?

Posted (edited)
41 minutes ago, JB. said:

The crash may be related to the precombines. Did it happen on the farm then?

 

Yeah it was when I went with Brett the first time to sell the crops at the beginning before meeting shank and OB for the very first time the cell transision between Bretts truck and to Nuka World just crashes for me I imagine it happens probably with any transision even on 7.1.6 when I was talking to Katlyn for the first time with Sophie if I switched to 7.1.6b I would crash after the conversation when Sophie goes outside to meet the OB for the first time but with 7.1.6 that crash doesnt happen ether

It seems 7.1.6 is just more stable for me even when using AAF 1.1.2 or 1.8.0

Edited by GhostMirror
Posted
9 hours ago, JB. said:

OMG 😆. Your fix is better because it's not really staged, well at least this confirms that such an old AAF still rocks, but yes, it completely falls apart over a measly line.

 

By the way, I saw someone has ported OStim to Fallout 4.  I also ported NAF to AE (1.11.240.0), with working morph integrations to LM.  It should work on all versions, but I haven't tested it on all of them.

 

Spoiler

https://attachments.f95zone.to/2026/10/6603331_1792160236174.png

 

Posted
2 hours ago, GhostMirror said:

 

Да, это случилось, когда я впервые пошёл с Бреттом продавать урожай в самом начале, перед встречей с Шэнком и ОБ. Переход между грузовиком Бретта и Нука-Уорлдом просто вылетает. Думаю, это происходит с любым переходом, даже на версии 7.1.6. Когда я впервые разговаривал с Кэтлин и Софи, если бы я переключился на 7.1.6b, игра бы вылетела после разговора, когда Софи выходит на улицу, чтобы впервые встретиться с ОБ. Но на версии 7.1.6 такого вылета не происходит.

Похоже, версия 7.1.6 для меня просто более стабильна, даже при использовании AAF 1.1.2 или 1.8.0.

Everything is working perfectly.

Spoiler

(684).png.0162dd30a03cb73923538a3bbcb07fcd.png(683).png.b7c1b07f2265a0187d43705f7d1dc1eb.png

 

Posted
1 hour ago, _Nomad_ said:

Everything is working perfectly.

  Reveal hidden contents

(684).png.0162dd30a03cb73923538a3bbcb07fcd.png(683).png.b7c1b07f2265a0187d43705f7d1dc1eb.png

 

 

Yeah I don't know I havent changed any thing only the AFF version or the NR version 7.1.6b just isn't stable for me compared to the previous release

Posted

Okay I think I may of solved my problem now the NR World Patch doesnt work with 7.1.6b when I did have it working fine with 7.1.6 as soon as I disabled and turned off the world patch no more crashes things worked which makes sense as precombines were changed in 7.1.6b and if I recall correctly I think the world patch used to do something with precombines unless I am mistaken sorry for the miss understanding 
and being as the world patch says it works upto 6.9.3 I should of known better my apologies

Posted (edited)
5 hours ago, JB. said:

The crash may be related to the precombines. Did it happen on the farm then?

I'm having a new crashing issue as well with the new version (7.1.6 and 7.1.6b) specifically happening around the apartment and Golden Globes area of NT, but seemingly only in that area.  It may or may not be related to what they're experiencing at the farm, though I'm not having issues with traveling in the truck or getting to/from the farm from Seven Bar and such

 

I've spent a few days making sure it's not just a couple profiles with sketchy mods or something (the first time I noticed it, I have a lot of mods and many probably shouldn't be used together, like I have SS2 with the 4 mods Outcasts, Fusion City Rising, etc) and isolating which areas do this for me and know the general area (can take screenshots of the "dead zones" if you need them where if I walk past the spot it'll crash)

 

Spoiler

I noticed it while doing my shopping chores with Lyons, exiting the market towards the apartment to check on Larsen, and didn't think much of it so tried fast traveling to the apartment which also crashed it for me.  I thought it was odd but bypassed it with a movetqt which puts me in my garden, I was able to complete that part of the quest up until I'm supposed to go outside and Sophie will be there.  I went ahead and rolled back to the previous version of the mod to complete this part of the quest and then after I'd finished it, tried to the new update again to see where the limits are.

 

Fast traveling or exiting into the area around the apartment, Golden Globes, and the outside of the Ampitheater/Shop cause a CTD.  This happens regardless of how I travel there, fast travel, exiting an area (market, store, apartment, studio) or using the scooter/vespa to travel to the apartment again

 

Cola Cars seems ok, entryway to NT seems ok, and after going just past The Parlor seems okay

 

This has happened on several profiles as well, at various stages of completion of the mod and always in the exact same locations 🤔

 

ETA I did try both with and without the World Patch during my testing and while I did disable it mid-save so it may not be fully conclusive, it didn't appear to make any difference in whether I crashed 

Edited by savantladylilith
Posted (edited)
16 hours ago, JB. said:

OMG 😆. Your fix is better because it's not really staged, well at least this confirms that such an old AAF still rocks, but yes, it completely falls apart over a measly line.

Holy shit, I was wrong in the last my post.

I renamed this animation to "NR_FM_Handy_Floor01_Anim" in mid-September, but when I was collecting files to send the fix to you, I decided that the file "NukaRide_animationData.xml" from the middle of September, it's too old and you don't need it. I forgot that I not only fixed timings and positioning, but also cleaned up unnecessary parameters to not overload AAF, and brought everything into a single naming system to make it easier to work with files.

Sorry 🥺

Edited by Axary
Posted
2 hours ago, savantladylilith said:

I'm having a new crashing issue as well with the new version (7.1.6 and 7.1.6b) specifically happening around the apartment and Golden Globes area of NT, but seemingly only in that area.  It may or may not be related to what they're experiencing at the farm, though I'm not having issues with traveling in the truck or getting to/from the farm from Seven Bar and such

 

I've spent a few days making sure it's not just a couple profiles with sketchy mods or something (the first time I noticed it, I have a lot of mods and many probably shouldn't be used together, like I have SS2 with the 4 mods Outcasts, Fusion City Rising, etc) and isolating which areas do this for me and know the general area (can take screenshots of the "dead zones" if you need them where if I walk past the spot it'll crash)

 

  Reveal hidden contents

 

Fast traveling or exiting into the area around the apartment, Golden Globes, and the outside of the Ampitheater/Shop cause a CTD.  This happens regardless of how I travel there, fast travel, exiting an area (market, store, apartment, studio) or using the scooter/vespa to travel to the apartment again

 

Cola Cars seems ok, entryway to NT seems ok, and after going just past The Parlor seems okay

 

This has happened on several profiles as well, at various stages of completion of the mod and always in the exact same locations 🤔

 

ETA I did try both with and without the World Patch during my testing and while I did disable it mid-save so it may not be fully conclusive, it didn't appear to make any difference in whether I crashed 

 

 

Thanks for the details. I did a short tour using fast travel to those areas: Apartment, Golden Globes, Fizztop, Nuka Market, Farm, back to the main entrance of Nuka Town, one more lap just in case. It went well. My suspicion is that it might be leftovers from the Nuka Ride World Patch that were left in the save file and are conflicting with the new precombines.

 

The tour made me realize that for some reason the counter near the fountain is no longer there. 😮‍💨

 

 

Spoiler

Fallout4 17_10_2026 15_03_23.png

 

 

 

 

Posted
44 minutes ago, Axary said:

Holy shit, I was wrong in the last my post.

I renamed this animation to "NR_FM_Handy_Floor01_Anim" in mid-September, but when I was collecting files to send the fix to you, I decided that the file "NukaRide_animationData.xml" from the middle of September, it's too old and you don't need it. I forgot that I not only fixed timings and positioning, but also cleaned up unnecessary parameters to not overload AAF, and brought everything into a single naming system to make it easier to work with files.

Sorry 🥺

No worries. It seems AAF no longer needs "PositionData.xml" since version 1.80, but it kills me to think it will eliminate all retro-compatibility, so I don't see myself changing to the new XML system. Especially knowing that there are users with NAF and even older versions of AAF for various reasons, such as geographical ones.

Posted
6 minutes ago, JB. said:

 

 

Thanks for the details. I did a short tour using fast travel to those areas: Apartment, Golden Globes, Fizztop, Nuka Market, Farm, back to the main entrance of Nuka Town, one more lap just in case. It went well. My suspicion is that it might be leftovers from the Nuka Ride World Patch that were left in the save file and are conflicting with the new precombines.

 

The tour made me realize that for some reason the counter near the fountain is no longer there. 😮‍💨

 

 

  Reveal hidden contents

Fallout4 17_10_2026 15_03_23.png

 

 

 

 

I'll go ahead and start a new character without the World Patch and see how that goes and if that's the problem then maybe until the patch is updated it should be used with some caution and if I'm still having the same crashing issue I'll leave you another report 🖤

 

OMG how did I not notice the entire counter missing when I was just over there when Lyons bounced his ball into the boathouse just this morning for me 🤣 maybe my brain assumed he stole it along with caps stashes, purses and who knows what else that dog has taken from Nuka World 😜

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