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AAF Nuka Ride: A Porn Studio Mod


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Posted

Hey @JB., I didn't wanna bother you over on the AAF Discord, so i'm making a post here.

 

I seem to have run into a problem. I was able to remove the collar, disabled RH and everything.

I'm at the Zoo quest and when I have to wear the Pack armor, I cannot equip the helmet, which causes our 'friend' there to just repeat his "..." lines and I can't advance the quest.

This is all i'm wearing and none of these items seem to use the Helmet slot (Which would just unequip them and equip the helmet, unless it's the facial piercings, which can't be unequipped because they were "locked" by Music)

 

image.png.b9424156639b1df83499cee08848a3c4.png

image.png.7c27dd944fd43a2a50938e202917803c.png

 

I might be missing something about removing RH's collar? I disabled it and all and removed the collar but maybe there's a console command I can use to remove some flag or something.

Posted
6 minutes ago, KitKatKseniya said:

Also every time I go to see Mason, the girls in the pen seem to have multiplied xD

 

 

Thats weird! It seems harmless. I hope it's not a symptom of something else. ?

 

4 minutes ago, michaelanglol said:

well, where could i find the "Japanese House" by Konata Inoue? i can not find it on nexus. could somebody give me a link?

 

 

Posted (edited)
8 hours ago, Saya Scarlett said:

Hey @JB., I didn't wanna bother you over on the AAF Discord, so i'm making a post here.

 

I seem to have run into a problem. I was able to remove the collar, disabled RH and everything.

I'm at the Zoo quest and when I have to wear the Pack armor, I cannot equip the helmet, which causes our 'friend' there to just repeat his "..." lines and I can't advance the quest.

This is all i'm wearing and none of these items seem to use the Helmet slot (Which would just unequip them and equip the helmet, unless it's the facial piercings, which can't be unequipped because they were "locked" by Music)

 

image.png.b9424156639b1df83499cee08848a3c4.png

image.png.7c27dd944fd43a2a50938e202917803c.png

 

I might be missing something about removing RH's collar? I disabled it and all and removed the collar but maybe there's a console command I can use to remove some flag or something.

 

 

You're not the first to mention this to me. It is possible that it is related to Real Hancuffs. That's why I had this little update ready. The helmet stops using the neck slot.

 

-removed-

 

Until I figure out why.

 

Download and replace in DATA folder. 

 

Edited by JB.
Posted

I hope it isn't superfluous to mention in this thread, but I'm in the process of trying your new quests you added in the last release, JB, and the writing is overwhelmingly good. It's friggin' wonderful and awesome. I'm so friggin' impressed. :)

Posted

Hey, let me start by saying that I really love the mod. The thing is that I have a few mods with unvoiced dialogues, which makes them excruciatingly slow to use without F4Z Roh Do. I also see that you mention that it causes CTD's with Nuka Ride. Is it possible to disable the mod during Nuka Ride content, and re-enable it later?

Posted
15 minutes ago, Karna5 said:

I hope it isn't superfluous to mention in this thread, but I'm in the process of trying your new quests you added in the last release, JB, and the writing is overwhelmingly good. It's friggin' wonderful and awesome. I'm so friggin' impressed. :)

Thank you Karna. Now just imagine if my English wasn't broken. ?

Posted
17 minutes ago, Reaper101001000 said:

Hey, let me start by saying that I really love the mod. The thing is that I have a few mods with unvoiced dialogues, which makes them excruciatingly slow to use without F4Z Roh Do. I also see that you mention that it causes CTD's with Nuka Ride. Is it possible to disable the mod during Nuka Ride content, and re-enable it later?

 

F4z Ro Doh is a mod based on F4SE, so I *think* it doesn't even leave traces on your save. This is why Buffout never detects F4z Ro Doh as responsible for the CTDs.

 

What I mean is that you can safely disable it during NR, and then enable it later. ?

Posted
4 hours ago, KitKatKseniya said:

Also every time I go to see Mason, the girls in the pen seem to have multiplied xD

 

Photo257.thumb.png.ac1be7089015028105497ebd4e902223.png

Make sure you do not have an old Nukaride patch still loaded......that can have a similar effect......but I don't think that is causing this.  weird.

Posted
9 minutes ago, km61569 said:

new save require?

 

Most likely yes.....the reason why is there are a lot of resources that are used during all of the quests.....many NPC's are used and if they are dead it can hang the mod up.  Other mods can change these said resources also so it is recommended not to have any other mods installed.  

Posted
1 hour ago, Karna5 said:

I hope it isn't superfluous to mention in this thread, but I'm in the process of trying your new quests you added in the last release, JB, and the writing is overwhelmingly good. It's friggin' wonderful and awesome. I'm so friggin' impressed. :)

What keeps me interested is the humor.  Father's discomfort and embarrassment had me on the floor.  Kells translating in the gorilla cage was a classic.  Really funny stuff.

Posted
26 minutes ago, Splithorse said:

Make sure you do not have an old Nukaride patch still loaded......that can have a similar effect......but I don't think that is causing this.  weird.

 

Never used any of the patches, oh well, as long as it doesn't crash the game or stop the mod working I'm not too worried. Might experiment and see if theres an upper limit on how many clones I can get in there ?

Posted

My game fell apart on "Special Girls".  Everything was fine up to the fistfight... I was actually winning,  then suddenly found myself on my back getting fucked.  People were acting like I lost the fight but when the smoke cleared, the girl I was fighting was on her knees surrendering to me.  I had dialogue options that seemed she was surrendering via AAF Violate.  Oops.  Conflict?  After that things seemed to go normally until the raid....

 

I took the girls out to the car by going upstairs and out the front onto the roof and down to the ground.  Waited by the car FOREVER but Gage never came out.  I eventually went to see what was happening... turns out the dog boys kept coming back to life so the damn fight never ended.  Well, I wasn't going to sit there all night so I blew it off and did a setstage to finish the quest. 

 

Posted (edited)
1 hour ago, tch65721 said:

  Waited by the car FOREVER but Gage never came out. 

 

 

It's Tessa who should be outside waiting to talk to you and advance stages, but it seems like it all started way back when Violate kicked. I'm going to add a warning before starting the fight with Tessa for those who have Violate installed: you should turn it off for a moment.

Edited by JB.
Posted (edited)

@JB. I have left a comment suggesting if it is possible for AAF Violate's author to add an mod event to the API which can be used to temporarily suspend and resume its functions? If this gets added it would befit you and this mod, as well as other authors who run into this trouble. All that would be required then is to check if AAF Violate is installed, the current state, then afterwards send the mod events required if necessary, at the appropriate points.

Edited by Leoosp
Posted
2 minutes ago, Leoosp said:

@JB. I have left a comment suggesting if it is possible for AAF Violate's author to add an mod event to the API which can be used to temporarily suspend and resume its functions? If this gets added it would befit you and this mod, as well as other authors who run into this trouble. All that would be required then is to check if AAF Violate is installed, the current state, then afterwards send the mod events required if necessary, at the appropriate points.

 

Thanks! I haven't checked Violate yet.

 

I want to make a slavery mod soon, something like Slaverun, and it would be helpful to know that I can disable Violate on certain events. 


For now, I only put this before the fight with Tessa:

 

if ( Game.isPluginInstalled( "AAF_Violate.esp" ) )
Debug.Messagebox("Nuka Warning: You have AAF Violate installed. You are about to have a fist fight, so turn off the Violate functions to avoid conflicts")	
Else
          
EndIf

 

Posted
13 minutes ago, JB. said:

 

It's Tessa who should be outside waiting to talk to you and advance stages, but it seems like it all started way back when Violate kicked. I'm going to add a warning before starting the fight with Tessa for those who have Violate installed: you should turn it off for a moment.

Actually, she was there but she was still in surrender mode so I just released her.  She took off like a bat out of hell.  I had no idea she was there to advance the quest.  Really no reason to have violate activated for this mod anyway.  I should have just turned it off.  I just didn't think about it as it is part of my standard loadout.

Posted
6 hours ago, KitKatKseniya said:

 

Just happened to me as well. Shot him in the head and he absoluetly slaughtered me lol. After I respawned and tried again it again he talked to me after the pole dance so not sure what happened the first time lol

I'll Try that! ?

Posted

Is William working as intended?  I took the ride to Goodneighbor as I wanted to get my mental stats reset.  When I was done William had disappeared.  There was a bike there but it was an old junky bike.  Fast traveled to Diamond City and got back to Nuka World that way... and William was sitting in front of the studio.  When I engaged him he asked if I were ready to "go home".  Huh.  Curious, I said yes.  Travel noises started and we ended up in front of the studio exactly where we started.  Huh.  Weird.

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

 

 

You're not the first to mention this to me. It is possible that it is related to Real Hancuffs. That's why I had this little update ready. The helmet stops using the neck slot.

 

Nuka Ride.espUnavailable

 

Until I figure out why.

 

Download and replace in DATA folder. 

 

 

Appreciate it, thanks ??

 

EDIT: Welp, seems it ain't working.. I'll test a bit more.. ?

Edited by Saya Scarlett
Posted (edited)

Congrats on new release (I got a notice on that - did I miss something?)

 

3 hours ago, JB. said:

Thanks! I haven't checked Violate yet.

 

That's easy, the mod has a global control variable to switch its "enabled" state - AFV_Global_On (0x002E01), so all you need to do is to change that. Here's a sketch:

 

Function EnableAFV(bool Enabled)
   If Game.IsPluginInstalled("AAF_Violate.esp")
      (Game.GetFormFromFile(0x002E01, "AAF_Violate.esp") as GlobalVariable).SetValue(Enabled as float)
   Endif
EndFunction

EnableAFV(false)
; Do your stuff
EnableAFV(true)

 

Ideally you'd also need to check the initial state (so that your code won't enable it if user had it disabled in the first place). But - well, maybe @EgoBallistic could suggest some API call for all of that instead. API is always better because it's a contract and relying on a hard-coded value of some stuff isn't safe in general so if the external mod changes something (changes the FormID / removes the stuff) it might become a problem.

Edited by Operand
Posted
18 hours ago, JB. said:

As for the turd, the problem is that it can sometimes fall to the ground through the floor grates.

 

For a mod I'm working on, I was pointed to attaching the defaultdisablehavokonload script to the reference to prevent that, if it helps in this case.

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