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AAF Nuka Ride: A Porn Studio Mod


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Posted

Geezzzzzeeee.....people take a chill pill.....or drink your coffee before posting people.......everyone seems to have woke up on the wrong side of the bed this morning.......ok...one sip.....two sip....three sip....ok I'm good now.....rant over?

Posted
11 minutes ago, Splithorse said:

Geezzzzzeeee.....people take a chill pill.....or drink your coffee before posting people.......everyone seems to have woke up on the wrong side of the bed this morning.......ok...one sip.....two sip....three sip....ok I'm good now.....rant over?

 

lol i was going to write the same.

 

Gamaramdi, I have already tried to help you and nothing has worked. I even made a mod specifically for you without the precombines because we suspected that might interfere in some way. What is certain and concrete is that since the update of the precombines you have not stopped having CTD and I already told you that you should test in a profile without so many mods.  

Posted (edited)
1 hour ago, Operand said:

You can achieve that if you attach an active magic effect (MGEF) to a NR item enchantment (ENCH) which will attach a script that will track OnItenEquipped for the Player reference - and if the latter has undesired keywords, block its usage.

I recently started browsing Skyrim's "Pet Collar" and it does something like this. It's amazing how identical both games are in many stuffs. If it's not difficult, I'll do it. Right now I don't want to see the CK for at least a good couple of weeks. 

 

And I already know how to lock the weapon bench and armor bench! It's through Perks! I can block everything using keywords. That includes weapons. Armors too. Stuff like this makes me want to go back to CK and start laying the groundwork... but I'd better take a break.

Edited by JB.
Posted

Hi I'm having issue with Nuka Ride Mod as my AAF gets stuck at 68% I've Tried Everything to no avail finally after hours of enabling and disabling MODS i finally found that only conflicting mod is NUKA RIDE without its esp AAF works completely fine, please help!! i have wasted hours on this

Posted (edited)
1 hour ago, JB. said:

I recently started browsing Skyrim's "Pet Collar" and it does something like this. It's amazing how identical both games are in many stuffs. If it's not difficult, I'll do it. Right now I don't want to see the CK for at least a good couple of weeks. 

 

Okay, I implemented everything to not be the one talking theories.

 

Here is the FO4Edit part:

 

1. Created the MGEF record:

Spoiler

inst-1.thumb.png.c7b555db444f891009fb662d6f88af4f.png

 

2. Created ENCH record:

Spoiler

inst-2.thumb.png.ef70442241a1235a040f8a2a67f93b71.png

 

3. Attached the ENCH record to the selected outfit (and removed all additional biped slots while at it - because, duh, that's the whole reason for doing this thing):

Spoiler

inst-3.thumb.png.eba55afb89428ddeb9a1852b67f52f93.png

 

4. Created a list of blocked keywords:

Spoiler

inst-4.thumb.png.929972a6dc444a535bc064ae82476b6b.png

 

5. Added the blocked keywords list as a property on one of the quests that's always running (I chose maintenance for this):

Spoiler

inst-5.thumb.png.0f484cf63f57d53f8ed3ec1b3fdcec01.png

 

And that's it.

 

Now for the scripts:

 

1. The script that will be attached to the item (you see it on the first screenshot above highlighted with green):

Spoiler
Scriptname NukaRide:Effects:_NR_NoArmorEquipEffect extends ActiveMagicEffect

Quest Property InvokingHandler Auto Const

Event OnEffectStart(Actor akTarget, Actor akCaster)
	Debug.Trace("[NukaRide] : Started NR outfit effect to block armor items equip")
	(InvokingHandler as NukaRide:_NR_Maintenance).AddBlockingOutfit()
EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster)
	Debug.Trace("[NukaRide] : Stopped NR outfit effect to block armor items equip")
	(InvokingHandler as NukaRide:_NR_Maintenance).RemoveBlockingOutfit()
EndEvent

 

 

2. For the maintenance quest (_NR_Maintenance) you'll need to add the event handler itself:

Spoiler

This goes into properties section:

FormList Property BlockedArmorKeywords Auto Const
int ArmorEquipBlocked = 0

 

And this you can place wherever you like, I added a new section:

;-------------------------------------------------------------------------------------------
;--------------------------------------Armor Events-----------------------------------------
;-------------------------------------------------------------------------------------------

Event Actor.OnItemEquipped(Actor equippingActor, Form equippedItem, ObjectReference equippedReference)
	; not a player
	if equippingActor != PlayerREF
		Debug.Trace("[NukaRide] : OnItemEquipped - event ignored, equippingActor = " + equippingActor)
		return
	endif
	
	; no NR outfits are equipped, ideally this should never trigger because we unsub when no NR items are on
	if ArmorEquipBlocked <= 0
		Debug.Trace("[NukaRide] : OnItemEquipped - event ignored, ArmorEquipBlocked = " + ArmorEquipBlocked)
		ArmorEquipBlocked = 0 ; fail-safe, in case script was installed with NR outfits on
		return
	endif
	
	Armor equippedArmor = equippedItem as Armor
	; not an armor - potion or whatever
	if !equippedArmor
		Debug.Trace("[NukaRide] : OnItemEquipped - event ignored, equippedItem = " + equippedItem)
		return
	endif
	
	int index = 0
	while index < BlockedArmorKeywords.GetSize()
		if equippedArmor.HasKeyword(BlockedArmorKeywords.GetAt(index) as Keyword)
			equippingActor.unequipItem(equippedItem, false, true)
			Debug.Notification("I cannot wear armor while trying to dress sexy!")
			Debug.Trace("[NukaRide] : OnItemEquipped - event processed, blocked keyword = " + BlockedArmorKeywords.GetAt(index))
			return
		endif
		index += 1
	endwhile
	Debug.Trace("[NukaRide] : OnItemEquipped - event processed, no blocked keywords")
EndEvent

Function AddBlockingOutfit()
	ArmorEquipBlocked += 1
	; we sub if it's the first NR item, i.e. there were no NR items before:
	if ArmorEquipBlocked == 1
		Debug.Trace("[NukaRide] : Subscribed to OnItemEquipped event to block armor items equip")
		RegisterForRemoteEvent(PlayerRef, "OnItemEquipped")
	endif
EndFunction

Function RemoveBlockingOutfit()
	ArmorEquipBlocked -= 1
	; unsub to not listen to events with no NR outfists and save them FPS a bit
	if ArmorEquipBlocked <= 0
		Debug.Trace("[NukaRide] : Unsubscribed to OnItemEquipped event to block armor items equip")
		ArmorEquipBlocked = 0 ; fail-safe, in case script was installed with NR outfits on
		UnRegisterForRemoteEvent(PlayerRef, "OnItemEquipped")
	endif
EndFunction

 

 

That's it. If everything works, you will see the notification whenever you try to equip armor with NR outfits on and that item will be unequipped. You will also see stuff like this in the log:

Spoiler
[04/13/2022 - 09:31:34PM] [NukaRide] : Started NR outfit effect to block armor items equip
[04/13/2022 - 09:31:34PM] [NukaRide] : Subscribed to OnItemEquipped event to block armor items equip
[04/13/2022 - 09:31:36PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords
[04/13/2022 - 09:33:10PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords
[04/13/2022 - 09:33:14PM] [NukaRide] : OnItemEquipped - event processed, blocked keyword = [Keyword <ArmorBodyPartChest (0006C0EC)>]
[04/13/2022 - 09:34:14PM] [NukaRide] : Stopped NR outfit effect to block armor items equip
[04/13/2022 - 09:34:14PM] [NukaRide] : Unsubscribed to OnItemEquipped event to block armor items equip
[04/13/2022 - 09:35:27PM] [NukaRide] : Started NR outfit effect to block armor items equip
[04/13/2022 - 09:35:27PM] [NukaRide] : Subscribed to OnItemEquipped event to block armor items equip
[04/13/2022 - 09:35:35PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords
[04/13/2022 - 09:35:36PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords
[04/13/2022 - 09:35:41PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords

 

 

 

Couple of notes:

1. The event handler must be inside something that's "constantly running" or it will fail to do anything. That's why I placed it into the maintenance quest and not say directly into magic effect script - the latter will fail since the handler only enters start/finish of it. Unfortunately "active" magic effect is misleading - in reality it will just exit the moment start handler ended its work thus automatically unsubscribe from any events. So it's a no go.

2. I govern the presence of the blocking outfits by an integer variable called ArmorEquipBlocked, this is for the case if PC will equip more than one NR outfit to which you've attached the aforementioned magic effect. I didn't test what happens if you do it though - because, well, you can only equip one item into slot 33 and the idea was to remove biped slots from just one type of outfits (the body one). But I think it should work with multiple NR items too.

3. Be careful with keywords you use on NR outfits too. I initially had helmet keyword in the list of blocked keywords (screenshot 4) only to discover that you use vanilla helmet keywords on some of your NR outfits. If you do this, the whole setup will obviously contradict itself and NR outfits will fail to be equipped.

4. Strongly recommend to add some fun difficulty and also make it so that PC can't run while wearing NR outfit heels :)  You can easily extend the already created script for the magic effect to enable/disable control layer for running.

 

Works like a charm for me. Good luck!

Edited by Operand
Posted
14 minutes ago, gvab89 said:

Hi I'm having issue with Nuka Ride Mod as my AAF gets stuck at 68% I've Tried Everything to no avail finally after hours of enabling and disabling MODS i finally found that only conflicting mod is NUKA RIDE without its esp AAF works completely fine, please help!! i have wasted hours on this

anyone @JB. @Operand?

Posted
15 minutes ago, gvab89 said:

anyone @JB. @Operand?

 

As usual.. you need to show your AAF log. You can access the admin control panel of AAF in-game with the [Home] key. Make sure to edit your AAF_Settings.ini to set

debug_on = true

 

Posted (edited)

 

51 minutes ago, gvab89 said:

Hi I'm having issue with Nuka Ride Mod as my AAF gets stuck at 68% I've Tried Everything to no avail finally after hours of enabling and disabling MODS i finally found that only conflicting mod is NUKA RIDE without its esp AAF works completely fine, please help!! i have wasted hours on this

 

At this point my AAF setup is pretty solid and even has countermeasures in case someone hasn't installed some variants of Savage Cabbage's fomod.

What can screw this up is:

Not having one of these installed: BP70, Savage Cabbage, Leito. You need these even if they are not hard requirements. Normally everyone has it, but just in case...
Have a non-updated Savage Cabbage. 2.6 or 2.7 would be fine. Just in case, check animations for Protectrons, Mister Handy, Gorillas... well, check all of them.
Have outdated AAF.
Have a non-UAP patch. UAP is the official community patch. You can also play without patches, I have everything without patches and it works fine. But other old patches can cause conflicts.

Edited by JB.
Posted
47 minutes ago, Operand said:

 

Okay, I implemented everything to not be the one talking theories.

 

Here is the FO4Edit part:

 

1. Created the MGEF record:

  Hide contents

inst-1.thumb.png.c7b555db444f891009fb662d6f88af4f.png

 

2. Created ENCH record:

  Hide contents

inst-2.thumb.png.ef70442241a1235a040f8a2a67f93b71.png

 

3. Attached the ENCH record to the selected outfit (and removed all additional biped slots while at it - because, duh, that's the whole reason for doing this thing):

  Hide contents

inst-3.thumb.png.eba55afb89428ddeb9a1852b67f52f93.png

 

4. Created a list of blocked keywords:

  Hide contents

inst-4.thumb.png.929972a6dc444a535bc064ae82476b6b.png

 

5. Added the blocked keywords list as a property on one of the quests that's always running (I chose maintenance for this):

  Hide contents

inst-5.thumb.png.0f484cf63f57d53f8ed3ec1b3fdcec01.png

 

And that's it.

 

Now for the scripts:

 

1. The script that will be attached to the item (you see it on the first screenshot above highlighted with green):

  Hide contents
Scriptname NukaRide:Effects:_NR_NoArmorEquipEffect extends ActiveMagicEffect

Quest Property InvokingHandler Auto Const

Event OnEffectStart(Actor akTarget, Actor akCaster)
	Debug.Trace("[NukaRide] : Started NR outfit effect to block armor items equip")
	(InvokingHandler as NukaRide:_NR_Maintenance).AddBlockingOutfit()
EndEvent

Event OnEffectFinish(Actor akTarget, Actor akCaster)
	Debug.Trace("[NukaRide] : Stopped NR outfit effect to block armor items equip")
	(InvokingHandler as NukaRide:_NR_Maintenance).RemoveBlockingOutfit()
EndEvent

 

 

2. For the maintenance quest (_NR_Maintenance) you'll need to add the event handler itself:

  Hide contents

This goes into properties section:

FormList Property BlockedArmorKeywords Auto Const
int ArmorEquipBlocked = 0

 

And this you can place wherever you like, I added a new section:

;-------------------------------------------------------------------------------------------
;--------------------------------------Armor Events-----------------------------------------
;-------------------------------------------------------------------------------------------

Event Actor.OnItemEquipped(Actor equippingActor, Form equippedItem, ObjectReference equippedReference)
	; not a player
	if equippingActor != PlayerREF
		Debug.Trace("[NukaRide] : OnItemEquipped - event ignored, equippingActor = " + equippingActor)
		return
	endif
	
	; no NR outfits are equipped, ideally this should never trigger because we unsub when no NR items are on
	if ArmorEquipBlocked <= 0
		Debug.Trace("[NukaRide] : OnItemEquipped - event ignored, ArmorEquipBlocked = " + ArmorEquipBlocked)
		ArmorEquipBlocked = 0 ; fail-safe, in case script was installed with NR outfits on
		return
	endif
	
	Armor equippedArmor = equippedItem as Armor
	; not an armor - potion or whatever
	if !equippedArmor
		Debug.Trace("[NukaRide] : OnItemEquipped - event ignored, equippedItem = " + equippedItem)
		return
	endif
	
	int index = 0
	while index < BlockedArmorKeywords.GetSize()
		if equippedArmor.HasKeyword(BlockedArmorKeywords.GetAt(index) as Keyword)
			equippingActor.unequipItem(equippedItem, false, true)
			Debug.Notification("I cannot wear armor while trying to dress sexy!")
			Debug.Trace("[NukaRide] : OnItemEquipped - event processed, blocked keyword = " + BlockedArmorKeywords.GetAt(index))
			return
		endif
		index += 1
	endwhile
	Debug.Trace("[NukaRide] : OnItemEquipped - event processed, no blocked keywords")
EndEvent

Function AddBlockingOutfit()
	ArmorEquipBlocked += 1
	; we sub if it's the first NR item, i.e. there were no NR items before:
	if ArmorEquipBlocked == 1
		Debug.Trace("[NukaRide] : Subscribed to OnItemEquipped event to block armor items equip")
		RegisterForRemoteEvent(PlayerRef, "OnItemEquipped")
	endif
EndFunction

Function RemoveBlockingOutfit()
	ArmorEquipBlocked -= 1
	; unsub to not listen to events with no NR outfists and save them FPS a bit
	if ArmorEquipBlocked <= 0
		Debug.Trace("[NukaRide] : Unsubscribed to OnItemEquipped event to block armor items equip")
		ArmorEquipBlocked = 0 ; fail-safe, in case script was installed with NR outfits on
		UnRegisterForRemoteEvent(PlayerRef, "OnItemEquipped")
	endif
EndFunction

 

 

That's it. If everything works, you will see the notification whenever you try to equip armor with NR outfits on and that item will be unequipped. You will also see stuff like this in the log:

  Hide contents
[04/13/2022 - 09:31:34PM] [NukaRide] : Started NR outfit effect to block armor items equip
[04/13/2022 - 09:31:34PM] [NukaRide] : Subscribed to OnItemEquipped event to block armor items equip
[04/13/2022 - 09:31:36PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords
[04/13/2022 - 09:33:10PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords
[04/13/2022 - 09:33:14PM] [NukaRide] : OnItemEquipped - event processed, blocked keyword = [Keyword <ArmorBodyPartChest (0006C0EC)>]
[04/13/2022 - 09:34:14PM] [NukaRide] : Stopped NR outfit effect to block armor items equip
[04/13/2022 - 09:34:14PM] [NukaRide] : Unsubscribed to OnItemEquipped event to block armor items equip
[04/13/2022 - 09:35:27PM] [NukaRide] : Started NR outfit effect to block armor items equip
[04/13/2022 - 09:35:27PM] [NukaRide] : Subscribed to OnItemEquipped event to block armor items equip
[04/13/2022 - 09:35:35PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords
[04/13/2022 - 09:35:36PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords
[04/13/2022 - 09:35:41PM] [NukaRide] : OnItemEquipped - event processed, no blocked keywords

 

 

 

Couple of notes:

1. The event handler must be inside something that's "constantly running" or it will fail to do anything. That's why I placed it into the maintenance quest and not say directly into magic effect script - the latter will fail since the handler only enters start/finish of it. Unfortunately "active" magic effect is misleading - in reality it will just exit the moment start handler ended its work thus automatically unsubscribe from any events. So it's a no go.

2. I govern the presence of the blocking outfits by an integer variable called ArmorEquipBlocked, this is for the case if PC will equip more than one NR outfit to which you've attached the aforementioned magic effect. I didn't test what happens if you do it though - because, well, you can only equip one item into slot 33 and the idea was to remove biped slots from just one type of outfits (the body one). But I think it should work with multiple NR items too.

3. Be careful with keywords you use on NR outfits too. I initially had helmet keyword in the list of blocked keywords (screenshot 4) only to discover that you use vanilla helmet keywords on some of your NR outfits. If you do this, the whole setup will obviously contradict itself and NR outfits will fail to be equipped.

4. Strongly recommend to add some fun difficulty and also make it so that PC can't run while wearing NR outfit heels :)  You can easily extend the already created script for the magic effect to enable/disable control layer for running.

 

Works like a charm for me. Good luck!

Where do you want me to build your golden statue, mate. Thanks a lot ?

Posted
57 minutes ago, gvab89 said:

Hi I'm having issue with Nuka Ride Mod as my AAF gets stuck at 68% I've Tried Everything to no avail finally after hours of enabling and disabling MODS i finally found that only conflicting mod is NUKA RIDE without its esp AAF works completely fine, please help!! i have wasted hours on this

Yeah....any animation patch other than UAP(if installed correctly) will cause this.....a lot of animation overlay patches will cause this too.

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

Where do you want me to build your golden statue, mate. Thanks a lot ?

 

Don't worry. In many ways you've already far surpassed what I can do - because I avoid CK like a plague. This mod is a good example of things I always wanted to do but never enough to overcome my disdain for CK. And I have so many ideas for story / dialogue / scenes driven mods that anyone who can do NR level of mods with CK is great in my book.

 

So, consider my help to be my simple way of contributing to something I'm unable to create on my own.

Edited by Operand
Posted
22 minutes ago, Operand said:

 

Don't worry. In many ways you've already far surpassed what I can do - because I avoid CK like a plague. This mod is a good example of things I always wanted to do but never enough to overcome my disdain for CK. And I have so many ideas for story / dialogue / scenes driven mods that anyone who can do NR level of mods with CK is great in my book.

 

So, consider my help to be my simple way of contributing to something I'm unable to create on my own.

Just be careful if you're going to add more script lines to NukaRide: _NR_Maintenance, because it's at its limit. CK won't let me add more so I don't know how it will behave if you force more lines on it.

 

I must confess that I did not know about this limit until two months ago. I thought my keyboard had a problem because I couldn't type anymore ?‍♂️

 

That's how I added (in the same Quest)

 

NukaRide: _NR_AAF_Events_Handler for everything AAF related.
and finally
NukaRide: _NR_Functions

 

You can add it to NukaRide: _NR_Functions if you start having problems.

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

I must confess that I did not know about this limit until two months ago.

 

I must confess I never knew there even was a limit. There is a script in my Fallout Fantasy4 mod:

Spoiler

inst-1.png.d1a9dcec50e9a5f50516f4d737ec9086.png

 

translating into roughly 7.5k lines:

Spoiler

inst-2.png.39857b47afa2dd1b44b8bc40026655e3.png

 

(don't worry, it's programmatically generated, I didn't really write the whole thing)

 

So.. yeah ? I guess one of the reasons to add to the long list of why I dislike CK so much. While we're at it - maybe stuff like CK fixes could help? Alternatively, simply don't use CK for Papyrus? Use some nice external editor with all the syntax highlighting and whatnot.

Also, I don't need to worry about CK since I compile stuff without it anyways. I don't even have it installed. But hey - if you're considering adding my code into the mod - sure thing, do it in a way most suitable to you.

Edited by Operand
Posted

I`m playing version 4.12 and I like it a lot.

 

I would like to play the vanilla Nuka World afterwards - what is the best way to do it? Should I deactivate Nuka Ride when I`m finished with it?

Posted

Hi JB, 

 

Could you tell me the script 's name you use for adding overlays on event ( like spanking). I would like to see if I'm able to add tears  overlays at the end of some scenes like Lucy in the Sky,  made in heaven or even overboss visits.

Thank you.

Posted
12 hours ago, Splithorse said:

Yeah....any animation patch other than UAP(if installed correctly) will cause this.....a lot of animation overlay patches will cause this too.

I use indarellos patch, and works fine for me.

Posted
On 4/8/2022 at 4:20 AM, JB. said:

download the latest version

 

Haven't you done the VIP party? Because that doesn't count.
But take Lyons for a walk.

For that you just have to go to the base and say hello to the Overboss. The VIP party is done through Music. But paying respect to the Overboss you just go directly to the base and greet him

 

 

check the miscellaneous tab

"I should go visit the Overboss whenever I can"

Yes.. I have been doing VIP party over and over again.. I feel like an idiot. Thank you.. Now I have completed it, and it was really great. Can't wait for the continuation of this. :D 

Posted
4 hours ago, bedellia said:

Hi JB, 

 

Could you tell me the script 's name you use for adding overlays on event ( like spanking). I would like to see if I'm able to add tears  overlays at the end of some scenes like Lucy in the Sky,  made in heaven or even overboss visits.

Thank you.

 

Currently there is no way to put facial overlays via papyrus. At least not with Looksmenu, which is why we don't have a mod like Apropos in Skyrim.

 

The script is in the "Comments" quest. AAF has an API that allows me to use overlays.

 


Game.ShakeController(0.5, 0.5, 0.8)
AAF:AAF_API AAF_API
AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API
AAF_API.ApplyOverlaySet(PlayerREF, "ButtSlap1")
MainScript.SlapReaction()

 

 

As you can see, my script asks for a set of Overlays called "ButtSlap1".


If you go to Data/AAF you will find a file called NukaRide_OverlayData.XML

 

You will see there is a line like this. 

 

<overlaySet id="ButtSlap1">
<condition>
<overlayGroup duration="80">
<overlay template="ButtSlapRed" alpha="100" isFemale="true"/>
</overlayGroup>
</condition>
</overlaySet>


So, we are looking for an overlay called "ButtSlapRed".

 

That is the tattoo ID in Captives Tattoos (Data\F4SE\Plugins\F4EE\Overlays\SlaveTattoos.esp)

 

 

Posted (edited)
3 hours ago, tjuebussen said:

I use indarellos patch, and works fine for me.

It's great to know. I think one of my versions was not compatible, but I managed to make a couple of changes. UAP and the Indarello patch are the most up to date around here.

Edited by JB.
Posted

 

8 hours ago, markmollusker said:

I`m playing version 4.12 and I like it a lot.

 

I would like to play the vanilla Nuka World afterwards - what is the best way to do it? Should I deactivate Nuka Ride when I`m finished with it?

The best thing is that once you win Nuka Ride, save a save at that time to continue it another day. My mod is far from finished. My final idea is to conquer all the parks and that the protagonist becomes Overbitch.

7 hours ago, metisgirl said:

 FRICKIN FANTASTIC Mod, loved everything. Never really had any problems at all while playing.

Can't wait to see more from you.❤️

I'm glad to hear it! ?

Posted
39 minutes ago, JB. said:

 

Currently there is no way to put facial overlays via papyrus. At least not with Looksmenu, which is why we don't have a mod like Apropos in Skyrim.

 

The script is in the "Comments" quest. AAF has an API that allows me to use overlays.

 


Game.ShakeController(0.5, 0.5, 0.8)
AAF:AAF_API AAF_API
AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API
AAF_API.ApplyOverlaySet(PlayerREF, "ButtSlap1")
MainScript.SlapReaction()

 

 

As you can see, my script asks for a set of Overlays called "ButtSlap1".


If you go to Data/AAF you will find a file called NukaRide_OverlayData.XML

 

You will see there is a line like this. 

 

<overlaySet id="ButtSlap1">
<condition>
<overlayGroup duration="80">
<overlay template="ButtSlapRed" alpha="100" isFemale="true"/>
</overlayGroup>
</condition>
</overlaySet>


So, we are looking for an overlay called "ButtSlapRed".

 

That is the tattoo ID in Captives Tattoos (Data\F4SE\Plugins\F4EE\Overlays\SlaveTattoos.esp)

 

 

So sad for the facial overlays. Thank you for your answer !

 

Little question, when you talk about become the Overbitch, you mean overboss' wife or take his seat? Just to know ?

Posted (edited)
26 minutes ago, bedellia said:

Little question, when you talk about become the Overbitch, you mean overboss' wife or take his seat? Just to know ?

I plan two endings (submission or rebellion), and in both endings you will not be the Overboss. Your position would be similar to that of Gage, worth the distances marked by a misogynistic patriarchal leader.

 

The rebellious ending is what many ask for. Kill the Overboss. But we will have to put a suitable substitute. There are two of my candidates: Mag Blacks or Bradberton's head. If I pick Brabderton, his "Overbitch" will be Sierra Petrovita.


The submissive ending is to continue to keep the Overboss as the overlord and you as the Overbitch. 

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

I plan two endings (submission or rebellion), and in both endings you will not be the Overboss. Your position would be similar to that of Gage, worth the distances marked by a misogynistic patriarchal leader.

 

The rebellious ending is what many ask for. Kill the Overboss. But we will have to put a suitable substitute. There are two of my candidates: Mag Blacks or Bradberton's head. If I pick Brabderton, his "Overbitch" will be Sierra Petrovita.


The submissive ending is to continue to keep the Overboss as the overlord and you as the Overbitch. 

Just an idea ( it's your mod so you do what you want ^^ ) what about Gage, as he's the one who organize the death of Colter in the main quest of Nuka world it would also make sense, and the charactter as his Overbitch ( as he already said " one day I'll give you some love ).

My 2 cents.

Posted
27 minutes ago, bedellia said:

Just an idea ( it's your mod so you do what you want ^^ ) what about Gage, as he's the one who organize the death of Colter in the main quest of Nuka world it would also make sense, and the charactter as his Overbitch ( as he already said " one day I'll give you some love ).

My 2 cents.

I hadn't thought of Gage as the Overboss because he says during the DLC that he doesn't want the job and isn't qualified for it. But I will think about it. Sounds cool.

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