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AAF Nuka Ride: A Porn Studio Mod


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Posted
53 minutes ago, Splithorse said:

In the plug-in tab in Vortex....make sure that the Nukaride.esp is last in the load order.....

Ok, stupid question.  Cause Vortex is giving me a fit.  I tried using that Manage Rules feature by making Nukaride.esp load after the last in the load order, but when I deployed, Vortex just moved the last plugin up to load before Nukaride.esp

 

How do I move the esp file to the bottom of the load order? 

Posted
31 minutes ago, ZDDevolver said:

After testing this mod out till the Gunner HQ, I encountered quite a few annoying flaws and bugs that I wish to list here. Also if this has been brought up before, I apologize but I have found Sim Settlements 2 and NR seem to not like each other in the way that you must not do any SS2 quests that take over GNN HQ as this is why I had a hard stop in finishing this mod as sadly GNN HQ was taken over by the Settlers at the point the mods collided and brought my game play to an end. Might I recommend that this be solved by creating a custom instance that over rides any other mod's alterations so that progress is no longer conflicting with each other. This first part of the mod was enjoyable, fun and unique. I do not like the darker side of the mod, torture porn and overall lack of any respect towards woman other than they are just another hole to fuck and the constant abuse, Jesus wtf do you got against women, they are great! Rant aside, please have someone who is fluent in english to proof read and fix numerous grammatical errors and misspelled words such as in the institute scene "Clone" is spelled Clon... I did however love the idea turning the clone into a sister, as it was a nice touch for folks who value lives no matter how they were created. Also I had a lot of annoying issues where the apartment music would bug out during all aspects of the gameplay and never stop looping itself. Replacing itself over the game music and such. I had to do a lot of Resaver to fix some issues but it did not fix this one. Only way I could get it to turn off was walk back to the apartment, use the downstairs radio to turn it off. The music is lovely and well done, it gave it such a nice atmosphere. I also loved the costumes you implemented into the mod, Nisha's mule outfit was cute and loveable, and the bimbo bit was hilarious. You made a good mod, very immersive. Perhaps for those of us who don't like the sexual violence, abuse and torture porn, maybe add a choose your own experience at the beginning of the mod. A menu saying do you want to experience the full raw experience of this mod, or a softer side of "Sears" approach where the violence,abuse and torture are omitted. This is just one person's humble outlook, thanks for your time reading this and have a great day.

Yes....Sim Settlements will mess it up....I don't think this is going to be fixed.  It explains in the download section that this mod uses a lot of NPC's and places throughout the Fallout map and you should not use any mods that changes anything on the map.  A new game is highly encouraged too.  It did turn to the dark side a bit at the end, but this game has always had a dark side with the raiders and all.  I think JB has made a patch so you can bypass some of the whipping scenes.....check out his Patreon page.  I have made a list of NPC's who I will get my revenge upon them at the end...LOL

Posted (edited)
1 hour ago, ZDDevolver said:

, Jesus wtf do you got against women, they are great!

It amazes me that I have to clarify that a work does not have to represent my personal vision on a certain subject. I get the impression that I sometimes have to face the Spanish Inquisition around here. Where do you come from, do you persecute the authors of books about murders?

 

I'm telling a story, I don't know where I'm supposed to be conveying a message. The stories are to be told, not to convey an ideology or way of thinking, much less do they have to reflect me. Again, I don't know where you come from, but I'm from South America and here there are good-natured people, there are motherfucker people. Life itself has beautiful moments and it has horrible moments; For me it is in the hard moments that a character shines. For everything else I recommend a Disney movie. :thumbsup:

 

I suggest you start doing the grammatical correction of my mod. When you open the file and come across a bible-like block of text, you'll understand why it's not a job for anyone to do.

 

Regarding the lack of compatibility with Sim Settlements, I suggest you go to the SS2 forum and ask them to completely correct their mod to accommodate your mods, because I am not going to change my work to accommodate your specific mod list.

 

That being said, the Softcore mode, or "magical world of flowers" mode, is finished for version 4.1.3. But the "hardcore content" warning will still be on the main page of the mod.

 

Edited by JB.
Posted (edited)
23 minutes ago, Splithorse said:

I have made a list of NPC's who I will get my revenge upon them at the end...LOL

It is not the first time that users tell me that they want to kill certain NPCs xD The truth is that I take it as a compliment. Making hateful characters is difficult, you have to hit the key or else they end up being comical or bland.

Edited by JB.
Posted
28 minutes ago, CylerLofgren said:

Ok, stupid question.  Cause Vortex is giving me a fit.  I tried using that Manage Rules feature by making Nukaride.esp load after the last in the load order, but when I deployed, Vortex just moved the last plugin up to load before Nukaride.esp

 

How do I move the esp file to the bottom of the load order? 

 

Don't worry, for the MCM it is enough that Nuka Ride.esp is active. But if you have a lot of mods installed, you might want to watch a tutorial on youtube to change the load order and give Nuka Ride a higher priority.

Posted
20 minutes ago, Splithorse said:

Yes....Sim Settlements will mess it up....

Just to be clear, if played as intended, as an alternate start, Nuka Ride does NOT conflict with Sim Settlements 2... at least not so far for me and I always play them together.  The person with the issue has played the main game for a long time... to level 25 or 30 I would guess.  Far too long.  He is guaranteed to have issues.  Like you Splithorse, I thought this was made clear  in the comments but if people just jump in... what can you do?

Posted
39 minutes ago, CylerLofgren said:

Ok, stupid question.  Cause Vortex is giving me a fit.  I tried using that Manage Rules feature by making Nukaride.esp load after the last in the load order, but when I deployed, Vortex just moved the last plugin up to load before Nukaride.esp

 

This is a fundamental misunderstanding of how plugin sorting works. Just because whatever plugin that was happened to be last in your load order right now, that doesn't mean it will stay there the next time the plugin list is re-sorted. You've simply told Vortex to make sure NR comes after that plugin wherever it may appear.

 

Also, it's entirely possible you're confusing the load order with the plugin indices, or that your plugins view is otherwise arranged by some other column for viewing. Make sure the load order column is actually being displayed (if it's hidden, you can un-hide it by using the gear icon to get to the settings). If the load order column is visible, click its column heading to arrange your view according to that so you can see the relative positions of your plugins that way.

 

39 minutes ago, CylerLofgren said:

How do I move the esp file to the bottom of the load order? 

 

The simplest way is to double-click to expand its properties and then switch its group from default to Dynamic Patches. Unless you've altered the mod groups (sounds highly unlikely) then anything in Dynamic Patches will get pushed as late in the load order as possible (modulo other more specific sorting rules you may also have provided). Once you make any of these adjustments, be sure to hit the Sort Now button at the top of the plugins page so they'll be applied.

Posted
36 minutes ago, JB. said:

It is not the first time that users tell me that they want to kill certain NPCs xD The truth is that I take it as a compliment. Making hateful characters is difficult, you have to hit the key or else they end up being comical or bland.

It is totally a compliment.  I imagine my Character as a waitress from Hooters(google it) before the war.....this is why she took the job in the first place....she just wasn't prepared for how violent the world has become....survival of the fittest and all.  Please don't take any more time to rewrite anything to please others....it is not needed.....The ending of this episode release really got me truly mad at a character....I took my rocket propelled bat that I got from the zoo and beat him to death....over and over...then I reloaded.☺️

Posted
56 minutes ago, JB. said:

 

I honestly thought that was not going to be a problem, since he has a package that forces him to go to the greenhouse. I'll see if I port it to the Greenhouse with a little script for 4.1.3 His package has him walking to the Greenhouse... so that's probably why he doesn't make it from his settlement on time.

Honestly its not a biggy, and you've already put so much time and effort in. And if I dispatched Sheffield to Outer Mongolia then so be it lol!

In the previous version I had installed I brought Farmer Abernathy back to life and the quest went off without a problem, admittedly I suspect (IIRC) I resurrected them before even starting NR, due to instructions stating they were needed. The GNN Plaza one doesnt seem to want to work and it sounds like too much effort to troubleshoot, especially as I discovered I need to resurrect Latimer as well! 

Posted (edited)

Sim Settlements 2 is compatible with Nuka Ride. The devs added a door switch to the vanilla buldings that they altered heavily. The player can just activate the door switch near the door and choose which version they want it to be and then back again. They added the door switches when they had issues with Depravity etc.

 

 

ScreenShot0.png

ScreenShot1.png

Edited by Sladen2019
Posted
7 hours ago, vaultbait said:

 

I ran into the exact same problem with the motorcycle shoot and the poledance in the studio. Both involve initiating the scene while standing relatively far away from their respective pieces of furniture, so the animations got silently skipped. I too worked it out after looking in AAF's admin log, and realized my furniture_search_area setting (250) was the cause. Going back to AAF's default search radius fixed those for me.

 

Yeah it's unfortunate, I wish there was a better way to start animations for modders, because having that search radius at 500 is incredibly annoying. Especially in places like buildings, where the animation will start in a different room, or even different floor, and than I have to fly around looking for where the action is :( .

Posted
8 hours ago, JB. said:

Меня поражает, что я должен уточнить, что работа не должна представлять мое личное видение определенного предмета. У меня такое впечатление, что мне иногда приходится сталкиваться с испанской инквизицией. Откуда вы родом, вы преследуете авторов книг об убийствах?

Тем не менее, режим Softcore, или режим "волшебный мир цветов", завершен для версии 4.1.3. Но предупреждение "хардкорный контент" по-прежнему будет на главной странице мода.

 

You are the author, you know better. But your mod can be passed completely without unpleasant consequences for the character. At the first conversation with the Kaiser to refuse the trip and that's it, but it will be a very short mod.

Posted

My sincere apologies to the author of this mod, and to everyone else for showing my ignorance.

At 63yrs old and no training I am (since the pandemic began) modding Skyrim SE, and Fallout 4.

I have read what I can find about precombines and think I know what is causing the issue (scrap everything) So I will start there.

I do not mean to hijack this forum, please do not take it that way, just wanted to apologize.

P.S. could someone point me to a forum to learn about these things. THX

Fallout4 4_7_2022 11_05_56 AM.png

Posted
1 hour ago, caveman74 said:

My sincere apologies to the author of this mod, and to everyone else for showing my ignorance.

At 63yrs old and no training I am (since the pandemic began) modding Skyrim SE, and Fallout 4.

I have read what I can find about precombines and think I know what is causing the issue (scrap everything) So I will start there.

I do not mean to hijack this forum, please do not take it that way, just wanted to apologize.

P.S. could someone point me to a forum to learn about these things. THX

 

That's what we're here for. My mod makes the largest pooltable invisible, but you have another mod that makes it visible again. This happens because my mod doesn't have priority in your load order.

 

 

You should find a tutorial on how to modify the load order depending on which mod organizer you're using. I learned by watching one on youtube. ?

Posted
10 hours ago, Sladen2019 said:

Sim Settlements 2 is compatible with Nuka Ride. The devs added a door switch to the vanilla buldings that they altered heavily. The player can just activate the door switch near the door and choose which version they want it to be and then back again. They added the door switches when they had issues with Depravity etc.

 

 

 

ScreenShot1.png

This is a very ingenious solution.

 

The next Nuka Ride update will take place almost entirely in Nuka World, and I intend to capture the space park for the Operators.

 

But... we will have to promote the Movie Theatre, in the Commonwealth, and for that we will have to go to Diamond City and Goodneighbor with the other two actresses. I know there is a mod that puts a gigantic cage in DC, on the platform where the Mayor usually gives his speech. That is the platform I want to use. You are warned.?

Posted
14 hours ago, ZDDevolver said:

After testing this mod out till the Gunner HQ, I encountered quite a few annoying flaws and bugs that I wish to list here. Also if this has been brought up before, I apologize but I have found Sim Settlements 2 and NR seem to not like each other in the way that you must not do any SS2 quests that take over GNN HQ as this is why I had a hard stop in finishing this mod as sadly GNN HQ was taken over by the Settlers at the point the mods collided and brought my game play to an end. Might I recommend that this be solved by creating a custom instance that over rides any other mod's alterations so that progress is no longer conflicting with each other. This first part of the mod was enjoyable, fun and unique. I do not like the darker side of the mod, torture porn and overall lack of any respect towards woman other than they are just another hole to fuck and the constant abuse, Jesus wtf do you got against women, they are great! Rant aside, please have someone who is fluent in english to proof read and fix numerous grammatical errors and misspelled words such as in the institute scene "Clone" is spelled Clon... I did however love the idea turning the clone into a sister, as it was a nice touch for folks who value lives no matter how they were created. Also I had a lot of annoying issues where the apartment music would bug out during all aspects of the gameplay and never stop looping itself. Replacing itself over the game music and such. I had to do a lot of Resaver to fix some issues but it did not fix this one. Only way I could get it to turn off was walk back to the apartment, use the downstairs radio to turn it off. The music is lovely and well done, it gave it such a nice atmosphere. I also loved the costumes you implemented into the mod, Nisha's mule outfit was cute and loveable, and the bimbo bit was hilarious. You made a good mod, very immersive. Perhaps for those of us who don't like the sexual violence, abuse and torture porn, maybe add a choose your own experience at the beginning of the mod. A menu saying do you want to experience the full raw experience of this mod, or a softer side of "Sears" approach where the violence,abuse and torture are omitted. This is just one person's humble outlook, thanks for your time reading this and have a great day.

 

Thank you for noting all the issues that you found in the mod.   while @JB. is the primary author, he has several volunteers who add when they can.   A mod this complex, with as many directions that it is going, increases in complexity with every branch.   I, long ago, dug into the esp in attempt to help and broke a few things, but it did lead to me contributing one small part to this mod.    If you can, develop the custom instance, if the current one is not working.     Modders notoriously have wildly different set ups, like I will not give up my Scrap Anything mod, or portable workshop even though it plays hell with precombines. 

 

The language is ....well  I find it funny, much like native German speakers find my "hoch Deutche" terrible and extremely funny to hear.  However, I am very thankful JB has written the mod in English, as I have no Spanish language skills, other than what every person in the US picks up.   As I mentioned above, if you are willing, you can go into editing the mod to fix all those, though if you do, be sure to document everything you change,  to make it easy to cut and paste your changes into a master version.  

 

The radio and ambient music....... I haven't ran through 4.0 but......yes, there were significant issues.  This almost requires a different skill set to perfect, and there always seems to be something new to fix no matter how many radio mods you have.  

 

The objection you noted, wrt sexual violence was done in a respectful and constructive way and that is much appreciated, especially on a website that prides itself on being inclusive of many different fetish types.   Other mods have done this, (CAP is the one I use), but.....those mods, while excellent, only partially add to the RPG element.  It would be like making a porn but without nudity.  Does it remain a porn at that point?   That said, I believe your reasonable recommendation is something to consider, but would likely entail considerable effort, though it looks like JB is considering that option.  

 

I hope you will continue to follow the developments of this mod, and please feel free to offer your constructive criticism.   Feedback is the only way things will improve and it is a valuable tool for modders seeking to build mods enjoyable to the large audience possible.

 

Posted
1 hour ago, steelpanther24 said:

The language is ....well  I find it funny, much like native German speakers find my "hoch Deutche" terrible and extremely funny to hear. 

 

 

It's "Hochdeutsch" - as in "Deutsche Muttersprachler finden mein Hochdeutsch furchtbar und äußerst lustig anzuhören"

 

This totally unfunny and superfluous comment was brought to you by: Grammar Nazi (TM) - correcting german language mistakes worldwide since 1933

Posted (edited)
18 hours ago, vaultbait said:

 

This is a fundamental misunderstanding of how plugin sorting works. Just because whatever plugin that was happened to be last in your load order right now, that doesn't mean it will stay there the next time the plugin list is re-sorted. You've simply told Vortex to make sure NR comes after that plugin wherever it may appear.

 

Also, it's entirely possible you're confusing the load order with the plugin indices, or that your plugins view is otherwise arranged by some other column for viewing. Make sure the load order column is actually being displayed (if it's hidden, you can un-hide it by using the gear icon to get to the settings). If the load order column is visible, click its column heading to arrange your view according to that so you can see the relative positions of your plugins that way.

 

 

The simplest way is to double-click to expand its properties and then switch its group from default to Dynamic Patches. Unless you've altered the mod groups (sounds highly unlikely) then anything in Dynamic Patches will get pushed as late in the load order as possible (modulo other more specific sorting rules you may also have provided). Once you make any of these adjustments, be sure to hit the Sort Now button at the top of the plugins page so they'll be applied.

I don't see a reason to use vortex, it is very intrusive, takes it's own decisions, messes everything up, takes a LOT of your Disk, that is why i manage 90% of my mods manually, only when i try a new mod or i know that i will be updating and testing use NMM, so my installations are lighter AND DO WHAT I TELL THEM TO DO, and still there are times when the game behives weird, like:

I have my clothes and accesories assigned to:

 

                                                         LO

*HiPolyFaces.esp                              19
*VtawUtilityPack1.esp                      1A
*VtawWardrobe4.esp                       1B
*VtawWardrobe5.esp                       1C
*VtawWardrobe6.esp                       1D
*VtawWardrobe7.esp                       1E
*HN66Fo4_EasyGirl_BS.esp              1F
*HN66Fo4_TRS.esp                          20

So i can run a bat file that place all the items in my workshop, but turns out that in the game utilitypack1 begins with 1b... and so on, so i had to move hipolyfaces and place utilitypack in 19 son in the game shows again in 1A... why? IDK!! i have a Gremlin on the game...
 

Edited by Gamaramdi
Posted

I don't know much German, but I remember that many years ago there was a reality show with Heidi Klum, and she always said "auf wiedersehen" and I just thought "man, that's too long to just say bye".

Posted
3 hours ago, JB. said:

This is a very ingenious solution.

 

The next Nuka Ride update will take place almost entirely in Nuka World, and I intend to capture the space park for the Operators.

 

But... we will have to promote the Movie Theatre, in the Commonwealth, and for that we will have to go to Diamond City and Goodneighbor with the other two actresses. I know there is a mod that puts a gigantic cage in DC, on the platform where the Mayor usually gives his speech. That is the platform I want to use. You are warned.?

That's ok you just have to change the choice about slavery if you activated it, and the cage will be removed

Posted

Hey, I have a bit of a problem. The outfits are invisible, even though I have both TRS and EasyGirl outfits (and their FG bodyslides) installed and working outside your lovely mod. Any idea what might cause this?

Posted
7 minutes ago, Cornoholio said:

Hey, I have a bit of a problem. The outfits are invisible, even though I have both TRS and EasyGirl outfits (and their FG bodyslides) installed and working outside your lovely mod. Any idea what might cause this?

Go back to the MEGA folder and grab the bodyslide files for your favorite body. Those are the outfits you have to build in Bodyslide.

Posted (edited)

Still having the issue with Cruz being stuck on the upper floor. Maybe his scripts/ai got broken after your script to resurrect him was used ? All of the relevant NPCs are alive. All three couches are there. Gage and my character walk to the room and Gage tells her how to behave, but then he stops right by the doorway to the room, about 12 feet away from the couches. Might be better off just making a duplicate of him, even if it has a brown face, at least it would work better.

Edited by Sladen2019
Posted
41 minutes ago, JB. said:

Go back to the MEGA folder and grab the bodyslide files for your favorite body. Those are the outfits you have to build in Bodyslide.

That did the trick... I didn't download the one from MEGA since I already had the old one that's named the same (except being a .zip instead of a .7z) Thanks a lot.

Posted (edited)
34 minutes ago, Sladen2019 said:

Still having the issue with Cruz being stuck on the upper floor. Maybe his scripts/ai got broken after your script to resurrect him was used ? All of the relevant NPCs are alive. All three couches are there. Gage and my character walk to the room and Gage tells her how to behave, but then he stops right by the doorway to the room, about 12 feet away from the couches. Might be better off just making a duplicate of him, even if it has a brown face, at least it would work better.

 

That requires rescripting everything (deactivate originals, activate new ones, reactivate originals at the end of the quest). Honestly I'm a bit burned out and I don't want to see the CK anymore for a few days.

 

The new update allows you to skip missions. You can activate the SoftCore mode in the MCM. And when you talk to Gage in Nuka World (during stage 10), instead of advancing to stage 20, he will advance to stage 400.

 

Edit: the new update is already in MEGA, I will edit the details in Loverslab soon.

Edited by JB.

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