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AAF Nuka Ride: A Porn Studio Mod


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Posted
55 minutes ago, JB. said:

I swear sometimes this feels like a house of cards. You slightly move something and everything falls out.

This made me laugh.  You are so right.  It is this way in programming in general....game programmers go through the same stuff.....get rid of one bug and 4 more pop up....LOL

 

I will download the patch and give it a go....

Posted
5 hours ago, JB. said:

(And I will never modify a quest that already works, ever again.)

 

Haha. That's what you have testers for. We don't mind. It's like fun easter egg hunt. Only egg is bug.

 

I was surprised at how much intro sequence has changed. Improved. Nice work.

Posted (edited)

I hate to say this. I think the latest 8h version breaks the same quest if you do film with the dog. I have not tested. Just looked at the change in xEdit. I am pretty sure the condition needs to be "Equal or greater to stage 100" not just "Equal to 100".

 

image.png.44171331a3eb8753fc36e405cc1036fe.png

 

Edit: I just noticed that you can fail the Plumber scene if you select the "Two mirelurks fucking" dialogue branch. That's funny.

 

I think this might create a small bug. From what I recall later dialogues assumes you shot the Plumber video. Once you report to Corsican he is upset. Then asks if you want to help setup the studio. Reshooting the scene is optional. You can play the game without ever filming the plumber scene.

Edited by kaxat
Posted
2 hours ago, kaxat said:

I hate to say this. I think the latest 8h version breaks the same quest if you do film with the dog. I have not tested. Just looked at the change in xEdit. I am pretty sure the condition needs to be "Equal or greater to stage 100" not just "Equal to 100".

 

image.png.44171331a3eb8753fc36e405cc1036fe.png

 

No, it's fine. When I started with the mod last year I still didn't handle the concept of variable globals, so I used stages to determine some stuffs: 

 

ToCommonwealth Get Stage = 100 (you filmed dancing)
ToCommonwealth Get Stage = 120 (You filmed with the dog)


So basically Mason greets you congratulating you for fucking a dog (120) or just greets you by saying that he was waiting for you (100). I use this condition several more times (when you meet Nisha, she tells you that "the dog fucker came sniffing around here" (120), Sullivan, the Overboss, Chip Morse and many more NPC say some stuffs too based on this). So I prefer to leave it that way.

 

But yeah, the mod changed a lot. Maybe I should change the "Back to Commonwealth" name to "Job Interview" or something.

Posted
2 hours ago, kaxat said:

I think this might create a small bug. From what I recall later dialogues assumes you shot the Plumber video. Once you report to Corsican he is upset. Then asks if you want to help setup the studio. Reshooting the scene is optional. You can play the game without ever filming the plumber scene.

Ufff, thanks, I forgot about that. Yeah, it is a little hidden. But I'm afraid to touch the house of cards again. ?‍♂️

 

 

But... it can be harmless that when Billy says "I'm not feeling too good", the dialogue redirects you back to the beginning, where you have to choose again how to deal with the scene.

Posted
23 minutes ago, JB. said:

Ufff, thanks, I forgot about that. Yeah, it is a little hidden. But I'm afraid to touch the house of cards again. ?‍♂️

 

 

But... it can be harmless that when Billy says "I'm not feeling too good", the dialogue redirects you back to the beginning, where you have to choose again how to deal with the scene.

It's a silly thing to even worry about. But given how polished the mod is I thought I'd mention it. I think most people will opt to reshoot the scene because they left unfulfilled. I know thats what I wanted to do.

Your fix would help with one other slightly inconsistent thing. The failure quest objective hints that you should go collect payment. By not advancing the quest you wont get that objective. But you will miss out on Corsicans failure dialogue. :(

I love this mod. Second playthrough and getting a different experience.

Posted

hello jb

 

thank you for your mod and your work.

 

I have a request for help though.

 

indeed I use your mod with different clothes slots

for example body piercings use slot 58
the thong or panties on 40 (you on 39) and a dress on 36 and 39 etc...


in short, I would like to create a patch so as not to modify your esp with each update!


I tried to create one but not speaking English I did what I could but I don't know if it's good because I haven't started your mod for a while because I was waiting for a few novelties.

 

Quote

 

can you help me create this patch?

 

Cordially

Posted (edited)
44 minutes ago, leduss said:

hello jb

 

thank you for your mod and your work.

 

I have a request for help though.

 

indeed I use your mod with different clothes slots

for example body piercings use slot 58
the thong or panties on 40 (you on 39) and a dress on 36 and 39 etc...


in short, I would like to create a patch so as not to modify your esp with each update!


I tried to create one but not speaking English I did what I could but I don't know if it's good because I haven't started your mod for a while because I was waiting for a few novelties.

 

 

can you help me create this patch?

 

Cordially

 

I redid the patch for you because first you have to put Nuka Ride.esp with the ESM flag, in FO4Edit. Once you do that you can create a new esp and make Nuka Ride the master.

Here I made a basic edition of the heels. That is, heels will only use slot 33 (like Vtaw, EasyGirl, and so many other mods).

The rest will have to be done by you, because I don't know the slots that other mods normally use.

Just keep in mind that the Nuka Ride outfits are not intended to be fully customizable like Vtaw, EasyGirl,etc

 

Nuka Ride Slots Number Patch.esp

 

 

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

 

I redid the patch for you because first you have to put Nuka Ride.esp with the ESM flag, in FO4Edit. Once you do that you can create a new esp and make Nuka Ride the master.

Here I made a basic edition of the heels. That is, heels will only use slot 33 (like Vtaw, EasyGirl, and so many other mods).

The rest will have to be done by you, because I don't know the slots that other mods normally use.

Just keep in mind that the Nuka Ride outfits are not intended to be fully customizable like Vtaw, EasyGirl,etc

 

Nuka Ride Slots Number Patch.esp 15.24 kB · 0 downloads

 

 

Thank you very much JB you are a chef!

Posted
4 hours ago, JB. said:

first you have to put Nuka Ride.esp with the ESM flag, in FO4Edit.

 

Is that strictly necessary? I've successfully created patch ESP plugins in the past which were mastered to another ESP which didn't have the ESM flag, so curious now whether I've been doing it wrong this whole time. For example, I have a clothing override patch plugin I use for applying my preferences to a variety of clothing mods, and it's an ESL flagged ESP which has five other ESP plugins listed as masters in its file header, none of which have the ESM flag themselves, yet it still seems to be working fine in my playthroughs.

Posted

Having a bit of an issue with the gage quest where he takes you to the raider base, I went through the majority of the scene but then it gives me the objective to wait for gage and wes to finish talking but they're not talking... waited for quite a while even sat down and used the wait function to pass 24hours and they just sit there and I can't talk to any of them

Posted (edited)
44 minutes ago, robbieg2000 said:

Having a bit of an issue with the gage quest where he takes you to the raider base, I went through the majority of the scene but then it gives me the objective to wait for gage and wes to finish talking but they're not talking... waited for quite a while even sat down and used the wait function to pass 24hours and they just sit there and I can't talk to any of them

 

Fixed in the last version. 4.0.8h

 

Load a save before the threesome. 

 

1 hour ago, vaultbait said:

 

Is that strictly necessary? I've successfully created patch ESP plugins in the past which were mastered to another ESP which didn't have the ESM flag, so curious now whether I've been doing it wrong this whole time. For example, I have a clothing override patch plugin I use for applying my preferences to a variety of clothing mods, and it's an ESL flagged ESP which has five other ESP plugins listed as masters in its file header, none of which have the ESM flag themselves, yet it still seems to be working fine in my playthroughs.

Yeah, it's fine if you stay in FO4Edit, but the links break when you open with CK and save it. For example, the patch above lost all keywords from my mod.

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

Yeah, it's fine if you stay in FO4Edit, but the links break when you open with CK and save it. For example, the patch above lost all keywords from my mod.

 

Oh, ouch! I'll definitely keep that in mind. I've only just started playing around with the CK for making some original content and have plans to include optional modules, so this assumption would definitely have bitten me sooner or later. Thanks as always for the sage advice!

Posted
11 minutes ago, Sladen2019 said:

@JB. Will the official non beta version be released this weekend ? Also, will it require a clean save ?

 

I want to upload it tonight. And if you have a save where you won version 3.2.4 you can continue from there -as long as you haven't killed several npc that I need alive-.

 

The ones most in danger of being death in a late game are the Gunner Plaza soldiers, as I use them.

 

The other NPCs should be alive since they are all in Diamond City and normally no one kills them.

 

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

 

I want to upload it tonight. And if you have a save where you won version 3.2.4 you can continue from there -as long as you haven't killed several npc that I need alive-.

 

The ones most in danger of being death in a late game are the Gunner Plaza soldiers, as I use them.

 

The other NPCs should be alive since they are all in Diamond City and normally no one kills them.

 

The Gunners for that area in my game are dead. A list of their id's would be useful so we can enable/resurrect them via console, if needed.

Edited by Sladen2019
Posted
6 minutes ago, Sladen2019 said:

The Gunners for that area in my game are dead. A list of their id's would be useful so we can enable/resurrect them via console, if needed.

 

Nah, I'm going to add one last script to revive them before starting the Quest. I do the same in another Quest precisely to avoid this.

Posted
1 hour ago, JB. said:

 

Nah, I'm going to add one last script to revive them before starting the Quest. I do the same in another Quest precisely to avoid this.

You should put a Synth component on each of those people when you resurrect them. Haha. A little lore friendly intrigue.

Posted
1 hour ago, JB. said:

 

Nah, I'm going to add one last script to revive them before starting the Quest. I do the same in another Quest precisely to avoid this.

Ah cheers for that. I'd taken Ivy on a shooting tour of the Commonwealth and we had last visited the plaza lol

Posted

Many thanks to those who helped me test. It's a pretty big mod with a lot of variants and there was no way I could do it alone. We're going to make this shit epic. Conquer all the parks, have several movies, several side quests and reach the final goal: Overcome everything and become the future Overbitch of Nuka World.

 

Spoiler

Poster.thumb.png.e8f5f5197c9c8563c077513fb79ca76e.png

 

 

Spoiler

ESoJ-lbWoAEEyrO.jpg.645da1e895fd38b407a50ed792942a1b.jpg

 

Posted

Male version involving Mags, Dixie and Trisha when? i would love a mod like Coito Ergo Sum in fallout 4, or like fallout 2 with the Golden Globes in Reno

Posted
36 minutes ago, Elllollos said:

Male version involving Mags, Dixie and Trisha when? i would love a mod like Coito Ergo Sum in fallout 4, or like fallout 2 with the Golden Globes in Reno

 

Here.

 

And also here.

 

 

 

Posted (edited)

@JB. Congratulations Sir on the launch of Nuka Ride 4.1.  Speaking for myself, and I imagine many others, I want to say thank you for creating and developing this spectacular story mod.  You've done yeoman's work here, and I want you to know that it is very much appreciated.  I'm thrilled for you, and I can't wait to see where this mod goes from here.   

Edited by MrNicoras

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