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AAF Nuka Ride: A Porn Studio Mod


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Posted
10 hours ago, michaelanglol said:

weii, while the fake PC gets her gun ,and several seconds later it CTD. 

Lol, are you serious? I have played and tested that scene countless times.

But never a CTD there.

A buffout log would help.

Posted
11 minutes ago, michaelanglol said:

 

You can uninstall Nuka Ride Outfit Modifier. It is already included in the mod.

 

 

Okay. 

 

FOUND     [22] SCRAP EVERYTHING!
-----
FOUND     [64] EXTREME PARTICLES OVERHAUL!

 

 

Checking for Audio Driver Crash...........CULPRIT FOUND!
> Priority Level: [5] | Detected number of X3DAudio1_7.dll | XAudio2_7.dll :  2  |  1

 

Checking for Particle Effects Crash.......CULPRIT FOUND!
> Priority Level: [4] | Detected number of ParticleSystem :  2

 

 

It looks like a problem with the particles. In the laboratory there are many synths and that has probably contributed.

Try uninstalling them for a while and test.

 

Posted

I use Animations, Addons, and Fixes which seems to disable a number of required animations for your mod. (Authors personal choice) What would be the necessary animation packs so that all the functions would work? Thanks.

Posted

Is there any way to get the most recent version to run without Kztiid's animations as a hard requirement? I cannot, for the life of me, get it to work with AFF. I've narrowed it down and it's the mod that's causing AFF to stop initializing at 68%, stopping scenes from loading. I've properly installed AFF, the AFF patch from Kztiid's animations and I still can't seem to get the two to work together.

 

Uninstalling/disabling the daily life of hookers immediately causes everything to work properly again but then I can't use Nuka Ride because it requires it as a hard requirement.

Posted

Don't suppose you know what nif the mule hat is taken from? Its not in the meshes folder for Nuka Ride so I assume its being taken straight from another mod but I can't seem to find it in the easy girl outfits, just wanted to replace the nif for it if possible but if not no worries

Posted (edited)
15 minutes ago, Nevada21 said:

the AFF patch from Kztiid's animations

You don't need that patch, Nuka Ride already takes care of that. Let me know if that fixed it for you.

 

Another common mistake I've noticed is that some don't have Savage Cabbage updated to the latest version.

Edited by JB.
Posted
Just now, KitKatKseniya said:

Don't suppose you know what nif the mule hat is taken from? Its not in the meshes folder for Nuka Ride so I assume its being taken straight from another mod but I can't seem to find it in the easy girl outfits, just wanted to replace the nif for it if possible but if not no worries

It's all packed inside the BA2. (Nuka Ride - Main.ba2)

put a nif in

Meshes/Nuka Ride/

and name it

"Hat.nif"

 

That will be enough.

Posted
Just now, JB. said:

It's all packed inside the BA2. (Nuka Ride - Main.ba2)

put a nif in

Meshes/Nuka Ride/

and name it

"Hat.nif"

 

That will be enough.

 

Nice one, thanks :)

Posted
35 minutes ago, maddadicusrex said:

I use Animations, Addons, and Fixes which seems to disable a number of required animations for your mod. (Authors personal choice) What would be the necessary animation packs so that all the functions would work? Thanks.

Really? Do you know what animations those would be? I don't think Indarello disables many. Normally I agree with his selection.

Make sure you have these animations installed and in their latest version.

Savage Cabbage
BP70
Leito

Posted
16 minutes ago, JB. said:

Really? Do you know what animations those would be? I don't think Indarello disables many. Normally I agree with his selection.

Make sure you have these animations installed and in their latest version.

Savage Cabbage
BP70
Leito

The early ones (pole dance?) in the Ampetheatre. I did not have Leitos. Is his absolute necessary. I will try again as your mod is top notch. Do not hate me as I still use EVB. I know some of the outfits will not show.

Posted

I have massive texture problems in nuka world with this mod. Like invisible textures or textures becomming invisible when I move my char.

Posted
7 minutes ago, xyzxyz said:

I have massive texture problems in nuka world with this mod. Like invisible textures or textures becomming invisible when I move my char.

I have mine near last in plugin order. But if that does not work, use console command..TPC enter. Should fix it.

Posted
10 minutes ago, xyzxyz said:

I have massive texture problems in nuka world with this mod. Like invisible textures or textures becomming invisible when I move my char.

 

That's a classic symptom of a previs/precombine conflict. If you can't drop other mods you have which alter the same cells (easiest way to find them for me is to just load up all my enabled plugins in FO4Edit and look at the record for that cell to see what mods are changing it), you may need to play around with reordering their plugins.

Posted
11 minutes ago, vaultbait said:

 

That's a classic symptom of a previs/precombine conflict. If you can't drop other mods you have which alter the same cells (easiest way to find them for me is to just load up all my enabled plugins in FO4Edit and look at the record for that cell to see what mods are changing it), you may need to play around with reordering their plugins.

I only have the texture overhaul "Vivid Fallout" mod for all of fallout but never had problems befor.

Posted (edited)
18 minutes ago, vaultbait said:

 

That's a classic symptom of a previs/precombine conflict. If you can't drop other mods you have which alter the same cells (easiest way to find them for me is to just load up all my enabled plugins in FO4Edit and look at the record for that cell to see what mods are changing it), you may need to play around with reordering their plugins.

I always thought it was just a load order thing, but I trust you more than me because the only mod with precombines I used was Diamond City Expansion. That is, I did not expect that as a last resort you should uninstall the conflicting mod.

 

Yeah, Nuka Ride now has precombines and previs files. It was getting insufferable in Nuka Town, both in-game and in CK. So you know, if one day you are editing exterior cells, there will come a point where the fps start to drop. This effect is also felt in the CK.

 

 

 

 

 

 

 

Edited by JB.
Posted (edited)
4 minutes ago, xyzxyz said:

I only have the texture overhaul "Vivid Fallout" mod for all of fallout but never had problems befor.

No, textures are not the problem.


Do you already have Nuka Ride last in your load order? It is one of the requirements that I asks for on the main page. Give it a try.

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

No, textures are not the problem.


Do you already have Nuka Ride last in your load order? It is one of the requirements that I asks for on the main page. Give it a try.

Tried that but setting load orders in Vortex is not easy...

Posted
9 minutes ago, JB. said:

I always thought it was just a load order thing, but I trust you more than me because the only mod with precombines I used was Diamond City Expansion. That is, I did not expect that as a last resort you should uninstall the conflicting mod.

 

In almost all cases, I've been able to get things working reasonably by adjusting load order (and yeah, I've run into this with a lot of other mods which touch random cells all over the place like UWBSS, Usable Soap Trays, Boston Breeder, South of the Sea, Atomic World, et cetera). Occasionally you'll come across a couple of mods which make conflicting edits you may or may not want to deal with (for example, Diamond City Interiors Redone changes the Dugout Inn floorplan enough that the ladder to the hatch from Diamond City Enhanced Security is in an unreachable part of the cell).

 

But more generally, what I meant was drop any mods you don't need/want, particularly if they're getting in the way. Many people pile more and more mods into their game which they thought seemed cool at some point in time, without regularly cleaning out the ones they end up not taking advantage of.

Posted (edited)
8 minutes ago, xyzxyz said:

Tried that but setting load orders in Vortex is not easy...

 

In the plugins view, click the connector icon in the Dependencies column and drag it to the plugin you want it to load after. Alternatively you can click it and then select edit, then check the checkbox next to each of the ones you want it to load after, and then click the checkmark next to the original plugin again to save your selection.

 

Once you've done that (either way), click the Sort Now button at the top and they should get reordered as you indicated. If you've declared any dependency cycles, it will error and give you additional details/options to correct it into a proper DAG.

 

If you're not trying to solve for specific plugin conflicts and just want the NR plugin at the end of the order, you can double-click it to expand the details and under the Group section select Dynamic Patches since that group is prioritized near the end of all the other groups. Remember to Sort Now after any changes to your ordering.

Edited by vaultbait
Posted
2 hours ago, JB. said:

Another common mistake I've noticed is that some don't have Savage Cabbage updated to the latest version.

More like a choice to follow the AAF Fucking Manual which still recommends Savage Cabbage v1.2.6 over the newest v1.2.7

I stick close to that and they don't often let me down.  Maybe V1.2.7 would be best for Nuka Ride but causes issues elsewhere?  Anyway, that is the reason why I still use 1.2.6 and I bet I am not alone. 

Posted
7 minutes ago, vaultbait said:

 

In the plugins view, click the connector icon in the Dependencies column and drag it to the plugin you want it to load after. Alternatively you can click it and then select edit, then check the checkbox next to each of the ones you want it to load after, and then click the checkmark next to the original plugin again to save your selection.

 

Once you've done that (either way), click the Sort Now button at the top and they should get reordered as you indicated. If you've declared any dependency cycles, it will error and give you additional details/options to correct it into a proper DAG.

I set the dependency for NukaRide to load after the last plug In but it doesn't change when I sort the load order.

Posted (edited)
16 minutes ago, xyzxyz said:

I set the dependency for NukaRide to load after the last plug In but it doesn't change when I sort the load order.

 

"The last plugin" is sort of irrelevant, since re-sorting won't guarantee it retains its position relative to the other plugins unless it also has relationships with all the other plugins telling Vortex to load it after them as well. As I said, if you just want NR's plugin at the end rather than specifying its relationship to other specific plugins, set its group to Dynamic Patches.

 

Also, be sure you have the Load Order column visible, since that's what's being changed. Your plugins view may still be arranged alphabetically or by index (if you want to see it arranged by Load Order, click that column heading).

Edited by vaultbait
Posted
20 minutes ago, tch65721 said:

More like a choice to follow the AAF Fucking Manual which still recommends Savage Cabbage v1.2.6 over the newest v1.2.7

I stick close to that and they don't often let me down.  Maybe V1.2.7 would be best for Nuka Ride but causes issues elsewhere?  Anyway, that is the reason why I still use 1.2.6 and I bet I am not alone. 

 

Correct, since the manual also recommends installing UAP, which wasn't compatible with SC 1.2.7 until a couple of weeks ago (and while it no longer causes AAF to fail to load, it still hasn't been adjusted to take the newer animations from SC 1.2.7 into account).

Posted

Damn. I wasn't aware as I use my own AAF setup. 

 

Anyway, since Saya already won the mod and hasn't had any issues with AAF, I guess Savage Cabbage version 2.6 is still good.

 

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