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AAF Nuka Ride: A Porn Studio Mod


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Posted

I like the sound of this mod i'm hoping to fix fallout 4 i had to reinstall vortex and now its not recognizing any mods i like this mod alot so i'm hoping i can fix fallout soon so i can play it 

Posted

Every time I load this mod it breaks the AAF, and gets stuck at 68%. When I uninstall it everything works, all the required mods and such work by themselves, its only when I install this that everything breaks. 

Posted
44 minutes ago, OldMan3421 said:

Every time I load this mod it breaks the AAF, and gets stuck at 68%. When I uninstall it everything works, all the required mods and such work by themselves, its only when I install this that everything breaks. 

 

Quote


 

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Have outdated AAF.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 or Indarello Patch, I have everything without patches and it works fine. But other old patches can cause conflicts.

 

 

Posted
3 hours ago, alexfrechette said:

I also have a similar problem, sometimes its when loading to nukaworld for the first time, sometimes it when I approach the main entrance and sometimes its when I try to talk to Shank. I even tried to use a minimum amount of mods and it still CTD.

the buffout log will help to find the culprit

Posted
14 hours ago, Operand said:

clone doesn't need to drink or eat (why though? in-lore synths need that),

I had assumed that synths were programmed to have needs. Loken of the Institute says that they cannot get sick, be afraid and starve. So I assume they can safely go the rest of their lives without eating.

Posted
3 hours ago, JB. said:

I had assumed that synths were programmed to have needs. Loken of the Institute says that they cannot get sick, be afraid and starve. So I assume they can safely go the rest of their lives without eating.

 

I found some information and it is not entirely clear. https://fallout.fandom.com/wiki/Generation_3_synth

But since 3rd generation synths have a body very similar to the human, I think eating and sleeping helps replenish energy. Sex is very energy intensive, so synth need to eat something (probably anything digestible and nutritious ?).

 

"The resulting third gens are unlike humans and some liberated synths do not consider themselves human at all. The reasons for this are multiple, chief among them is the assembly process.[10] Other reasons include the fact that synths do not require sleep at all to function properly, are completely immune to disease (though not to the effects of radiation) and do not require the intake of food or water to generate energy for their bodies certainly contribute.[11] Of course, synths are provided with all the requisite components to process food and extract energy from it via digestion and even appreciate taste. All third generation synths share an affinity for Fancy Lads Snack Cakes, mystifying Institute scientists. However, they are physically incapable of gaining or losing weight.[12] However, this is contradicted by Curie, who mentions needing to sleep and eat when in her synth body. [13] According to a convocation between Janet and Enrico Thompson, synths do not age."

Posted
6 hours ago, JB. said:

I had assumed that synths were programmed to have needs. Loken of the Institute says that they cannot get sick, be afraid and starve. So I assume they can safely go the rest of their lives without eating.

 

Well, no. They have human bodies and as such they have all the basic needs. You can watch Ox's great analysis (using all the real lore insights) here and here.

Posted (edited)

JB.; I just read the change txt when updating this mod, don't let the language thing get to you, make your mod however you want!

If they do not like it the way it is, they don't have to use it.

I understand the Overboss letting others use his property (Player Character) he values power, influence, money, property, in that order, so by letting others use his property he gains in the other areas.

I think you did an excellent job so far, cannot wait for the rest.

Again, don't be pressured into changing anything, do it your way.

G

P.S. thanks for a great mod!!

Edited by caveman74
typo
Posted (edited)

Okay, finished the playthrough with the second scenario. The idea behind this one was to play as "the most logically plausible" PC: a girl trying to survive in the wasteland while also hoping to minimize the amount of humiliation/degrading stuff pushed onto her (because - heck - who would want it?). Here are some final thoughts.

 

Technical:

Spoiler

1. No CTDs or freezes, I didn't resort to any quest setting stages! Good progress here.

2. Some failed IMOD fade-outs. Fix as usual - forced cell reload

3. For the Institute scientist fight - mentioned above - the winner was not a supposed NPC, so I had to resurrect the supposed one

4. Delivering drug to the school teacher led to the "extraction" scene with Edna who was just stuck into PC doing nothing. I think it's my AAF setup for not having suitable robot-human animations installed but I can't be sure. This is very minor because AAF counted the timer down as expected and finished the scene properly.

5. You still forget to wait till AAF scene ends before progressing the quest objectives. My AAF setup in on a heavy side and it sometimes takes ~10 seconds for a scene to fire - but with the quest objective now moved it's unclear whether there will be a scene or I should move to the next step (talk to the next NPC etc).

6. As also mentioned above, quite a lot of notifications/messages are in the scripts directly, that would make it harder to localize. Would be cool if you consider making string elements as properties of scripts to make them editable from inside .esp

7. For the Lucy quest - OB got stuck far away from PC because some enemies were late to arrive to the boxing ring. This caused OB to leave his position near PC making conversation impossible. Of course, moveto almighty fixes this thing, but I'd consider: either tagging enemies into the group and not progressing the stage until all of them are dead (you can track that) or simply killing all hostiles in the area before starting the dialogue with PC.

8. For the Jungle quest - also mentioned, it was unclear what to do when Jesse was rejected since the marker was on him. This is a minor thing though - quest is possible to progress by just taking the outfit.

 

Plot:

Spoiler

Quests I personally liked ("personally" being key here, it's just my humble opinion):

- Initial quest (arriving to the Nuka Town). Streamlined, no forced plot line. Simple is best.

- Audition. It just makes sense to have an audition like that. Again - simple, "down to the money" attitude.

- Date with Corsican. It was great to see Corsican as a businessman, a producer - calculated, professional, creative - and not someone trying to get into PC's panties.

- Flag Pole. Tbh, I don't much like the "ho" route and insistence in the mod (see below), but this quest is the first occurrence of it and from perspective of OB character it just makes sense. It reminded me of the way it is IRL - all those actresses (AV or not) oftentimes - if not always - go through serving their producers, bosses and whatnot.

- Tattoo Shop. It is the first intro to Music and it's a nice touch to make her OB's daughter. It has a little "ho" element in it, but it's not forced and generally the story there makes sense. There's only one hitch there - William. I still don't get his U-turn on PC with his asking to "get a discount".

- Jungle (Cito retrieval). Nice involvement with Kells and good to see that females recognize male actors in the AV. Morgan has a fitting "let's do it" attitude. It was also nice to learn that OB also cares about parks - just like vanilla PC would in the role of OB. And overall Cito's "hiring" made sense.

- Radio (also getting Chip). It is directly contributing to the studio's success and touches on lives of some slaves in Nuka Town. Gives PC a perspective on what the alternative to her AV studio could be while simultaneously lets her blow off some steam on those slaves in the dominating role (though my PC didn't know what to do with it).

 

Quests I both liked and think have some inconsistencies

- Lucy's retrieval. The whole "making ho" out of PC here actually makes sense - the rival gangs want into the AV business seeing how successful it is. Th scene with OB is dramatic and flashy, it's very cool to see. But to choose Abernathy out of all possibilities is a bit.. weird. I just don't see a father who lost his child to ever trust anyone even remotely connected with any gangs. Also - Blake (or any man who fathers a daughter) will not be dense as to not understand what OB and PC are coming to ask for. Especially from the way PC is dressed.

- The new "sister". I expressed my thoughts about it above as well. In short: very cool to see this idea implemented. However, lore-wise the PC is walking on a very thin ice after the clone's arrival. With how every NPC is portrayed in the mod, nobody would have any use of PC very soon after realizing the clone is just a better version of PC (and you even hint at that during a date with the clone where she says some of the movies or scenes were remade already with the clone's acting)

 

Quests I personally think were lacking (with some reasoning)

- Vault women. It's just a full-blown deviation from the main "AV movies" route to an outright making "ho" out of PC. In things like Flag Pole there's also an element of it but there it's justified by being the first appearance of this and also doing it "for the good of the studio. But in this quest PC is just used as an entertainment girl by OB's underling to secure a completely side project unrelated to AV or the studio. I think this quest abuses the "ho route" which distracts from the AV one and I'd like the mod to be focused on AV.

- Delivery (mule). It's illogical because it's literally the same guard letting the same person in. After first time (or 2-3 times if security is really dumb) it would become obvious who is the reason behind the drug traffic into the city. Aside from that, this quest is also not very much an AV route. Or rather - if PC is successful with the drug delivery all too much and uses the "sniffer route" - she could very soon start doubting the necessity of OB and Corsican and all the humiliation there.

 

Characters:

Spoiler

- PC: 8/10 if played as a submissive helpless girl. Mod inflicts a great deal of peril onto her. Integration with FPA also helps to shape her personality. I edited some of that out - but that's just my tastes, there's nothing wrong with the mod. Great choice for generic/vault dweller stories. What drags PC down is a non-submissive route when PC will try to insist on the AV route (i.e. she's not a "ho" for OB or Gage or whatnot). I really liked the way PC can be defiant in the Vault women quest and I'd like to see more of it with different outcomes (ideally the one where say Gage loses his mind and breaks something to PC and then OB gets crazy over that and does something to Gage)

- Music: 7/10. Rather conflicted about her. On one hand she tries to declare herself a friend for PC, on another hand she really doesn't care (or cares little) about PC's struggles. She has a lot of influence on her father yet does nothing to prevent plain torture he inflicts onto PC on a regular basis. During the "Dog Walker" she asks PC to get with her into Safari and retorts at her if PC refuses - knowing full well how poorly it ended for PC last time + that PC got punished effectively for nothing by her father. And speaking of that - she didn't even try to defend PC when her father started accusing her for traveling to the Commonwealth. So all in all - she's very irresponsible and rather selfish. But - 7/10 because that'd be expected of OB's daughter.

- Overboss: 7/10 if PC isn't his "B" and 5/10 is she is. For the former - he's more or less consistent and stands in the position of power with his actions as one would expect to unfold. For the latter - I've mentioned it as well, I just don't see any man willing to share his woman, lest to say a man in the position of OB. And it'd be fine if he'd defined the "B" title properly and then didn't care - but he clearly showed right before claiming PC as his "B" that he does. Because as Music points out - he did indeed risk his life to get her back - he didn't send his goons, no he went practically solo guns blazing into a fortified base of a whole gang. So again - severe inconsistencies in the "B" route. I did my best to rewrite the dialogues there but it could only do so much.

- Mason: 7/10. Hard to judge mostly. But out of the secondary characters I liked him a lot. Short, no bs talks, no unnecessary humiliation to PC. All he does has a reason. And it's cool to see. Not higher than 7 because - well, there's not a lot of content with him.

- William: 5/10. The same issue with his sudden change of mind in less than a day. I'd be cool with it if he indeed was just "making fun" of PC and his real attitude revealed itself in the end - but nope. "My cigarette fell into my coffee" (golden btw!) by Corsican shows that he really wanted to kill the plumber over PC's affair. Thus I'm really at a loss to explain his behavior.

- Nisha: 6/10. There's not a lot of content with her directly, but surprisingly I find her rather on the positive side. The thing dragging her down is logical inconsistency in the delivery quests - she could've known better than to send the same girl over and over again. Attitude-wise she'll make vanilla Nisha a run for her money. I liked NR one's waaay more.

- Gage: 8/10 if not using the "B" route and 6/10 otherwise. Same thing - OB's madness with "lending" his girl in the latter case. In the former case all is logical and he is portrayed as a "necessarily cruel" right hand of OB. His involvement with PC & Music during the "Rottweiler" scene really shows he cares about his job and he'll stop at nothing to do it.

- Mags: 6/10. She's very similar to Mason in attitude, yet she has way less content than him. So it's hard to judge, but overall she;s consistent with vanilla goals of money-making.

- Corsican: 7/10. I liked his professionalism. He does what needs to be done. He isn't cruel to PC and isn't soft either. He sees her as a partner, he understands her value. Although I'd like to see how his perspective changes when there are a lot more other actors (hello, clone!).

- Clone: 6/10. Not a lot of content with her, but her positive outlook and support for PC (on a premise PC accepts her) is reassuring. To get through the whole madness PC needs some island of mental reprieve. At first was thinking Music could be that island and care for PC and support her - but quests after NR 3.x have shown she's not even close to being a true friend of PC. And I think clone has a great potential to fill this role.

 

Edited by Operand
Posted
3 hours ago, Operand said:

Okay, finished the playthrough with the second scenario. The idea behind this one was to play as "the most logically plausible" PC: a girl trying to survive in the wasteland while also hoping to minimize the amount of humiliation/degrading stuff pushed onto her (because - heck - who would want it?). Here are some final thoughts.

 

Technical:

  Reveal hidden contents

1. No CTDs or freezes, I didn't resort to any quest setting stages! Good progress here.

2. Some failed IMOD fade-outs. Fix as usual - forced cell reload

3. For the Institute scientist fight - mentioned above - the winner was not a supposed NPC, so I had to resurrect the supposed one

4. Delivering drug to the school teacher led to the "extraction" scene with Edna who was just stuck into PC doing nothing. I think it's my AAF setup for not having suitable robot-human animations installed but I can't be sure. This is very minor because AAF counted the timer down as expected and finished the scene properly.

5. You still forget to wait till AAF scene ends before progressing the quest objectives. My AAF setup in on a heavy side and it sometimes takes ~10 seconds for a scene to fire - but with the quest objective now moved it's unclear whether there will be a scene or I should move to the next step (talk to the next NPC etc).

6. As also mentioned above, quite a lot of notifications/messages are in the scripts directly, that would make it harder to localize. Would be cool if you consider making string elements as properties of scripts to make them editable from inside .esp

7. For the Lucy quest - OB got stuck far away from PC because some enemies were late to arrive to the boxing ring. This caused OB to leave his position near PC making conversation impossible. Of course, moveto almighty fixes this thing, but I'd consider: either tagging enemies into the group and not progressing the stage until all of them are dead (you can track that) or simply killing all hostiles in the area before starting the dialogue with PC.

8. For the Jungle quest - also mentioned, it was unclear what to do when Jesse was rejected since the marker was on him. This is a minor thing though - quest is possible to progress by just taking the outfit.

 

Plot:

  Reveal hidden contents

Quests I personally liked ("personally" being key here, it's just my humble opinion):

- Initial quest (arriving to the Nuka Town). Streamlined, no forced plot line. Simple is best.

- Audition. It just makes sense to have an audition like that. Again - simple, "down to the money" attitude.

- Date with Corsican. It was great to see Corsican as a businessman, a producer - calculated, professional, creative - and not someone trying to get into PC's panties.

- Flag Pole. Tbh, I don't much like the "ho" route and insistence in the mod (see below), but this quest is the first occurrence of it and from perspective of OB character it just makes sense. It reminded me of the way it is IRL - all those actresses (AV or not) oftentimes - if not always - go through serving their producers, bosses and whatnot.

- Tattoo Shop. It is the first intro to Music and it's a nice touch to make her OB's daughter. It has a little "ho" element in it, but it's not forced and generally the story there makes sense. There's only one hitch there - William. I still don't get his U-turn on PC with his asking to "get a discount".

- Jungle (Cito retrieval). Nice involvement with Kells and good to see that females recognize male actors in the AV. Morgan has a fitting "let's do it" attitude. It was also nice to learn that OB also cares about parks - just like vanilla PC would in the role of OB. And overall Cito's "hiring" made sense.

- Radio (also getting Chip). It is directly contributing to the studio's success and touches on lives of some slaves in Nuka Town. Gives PC a perspective on what the alternative to her AV studio could be while simultaneously lets her blow off some steam on those slaves in the dominating role (though my PC didn't know what to do with it).

 

Quests I both liked and think have some inconsistencies

- Lucy's retrieval. The whole "making ho" out of PC here actually makes sense - the rival gangs want into the AV business seeing how successful it is. Th scene with OB is dramatic and flashy, it's very cool to see. But to choose Abernathy out of all possibilities is a bit.. weird. I just don't see a father who lost his child to ever trust anyone even remotely connected with any gangs. Also - Blake (or any man who fathers a daughter) will not be dense as to not understand what OB and PC are coming to ask for. Especially from the way PC is dressed.

- The new "sister". I expressed my thoughts about it above as well. In short: very cool to see this idea implemented. However, lore-wise the PC is walking on a very thin ice after the clone's arrival. With how every NPC is portrayed in the mod, nobody would have any use of PC very soon after realizing the clone is just a better version of PC (and you even hint at that during a date with the clone where she says some of the movies or scenes were remade already with the clone's acting)

 

Quests I personally think were lacking (with some reasoning)

- Vault women. It's just a full-blown deviation from the main "AV movies" route to an outright making "ho" out of PC. In things like Flag Pole there's also an element of it but there it's justified by being the first appearance of this and also doing it "for the good of the studio. But in this quest PC is just used as an entertainment girl by OB's underling to secure a completely side project unrelated to AV or the studio. I think this quest abuses the "ho route" which distracts from the AV one and I'd like the mod to be focused on AV.

- Delivery (mule). It's illogical because it's literally the same guard letting the same person in. After first time (or 2-3 times if security is really dumb) it would become obvious who is the reason behind the drug traffic into the city. Aside from that, this quest is also not very much an AV route. Or rather - if PC is successful with the drug delivery all too much and uses the "sniffer route" - she could very soon start doubting the necessity of OB and Corsican and all the humiliation there.

 

Characters:

  Reveal hidden contents

- PC: 8/10 if played as a submissive helpless girl. Mod inflicts a great deal of peril onto her. Integration with FPA also helps to shape her personality. I edited some of that out - but that's just my tastes, there's nothing wrong with the mod. Great choice for generic/vault dweller stories. What drags PC down is a non-submissive route when PC will try to insist on the AV route (i.e. she's not a "ho" for OB or Gage or whatnot). I really liked the way PC can be defiant in the Vault women quest and I'd like to see more of it with different outcomes (ideally the one where say Gage loses his mind and breaks something to PC and then OB gets crazy over that and does something to Gage)

- Music: 7/10. Rather conflicted about her. On one hand she tries to declare herself a friend for PC, on another hand she really doesn't care (or cares little) about PC's struggles. She has a lot of influence on her father yet does nothing to prevent plain torture he inflicts onto PC on a regular basis. During the "Dog Walker" she asks PC to get with her into Safari and retorts at her if PC refuses - knowing full well how poorly it ended for PC last time + that PC got punished effectively for nothing by her father. And speaking of that - she didn't even try to defend PC when her father started accusing her for traveling to the Commonwealth. So all in all - she's very irresponsible and rather selfish. But - 7/10 because that'd be expected of OB's daughter.

- Overboss: 7/10 if PC isn't his "B" and 5/10 is she is. For the former - he's more or less consistent and stands in the position of power with his actions as one would expect to unfold. For the latter - I've mentioned it as well, I just don't see any man willing to share his woman, lest to say a man in the position of OB. And it'd be fine if he'd defined the "B" title properly and then didn't care - but he clearly showed right before claiming PC as his "B" that he does. Because as Music points out - he did indeed risk his life to get her back - he didn't send his goons, no he went practically solo guns blazing into a fortified base of a whole gang. So again - severe inconsistencies in the "B" route. I did my best to rewrite the dialogues there but it could only do so much.

- Mason: 7/10. Hard to judge mostly. But out of the secondary characters I liked him a lot. Short, no bs talks, no unnecessary humiliation to PC. All he does has a reason. And it's cool to see. Not higher than 7 because - well, there's not a lot of content with him.

- William: 5/10. The same issue with his sudden change of mind in less than a day. I'd be cool with it if he indeed was just "making fun" of PC and his real attitude revealed itself in the end - but nope. "My cigarette fell into my coffee" (golden btw!) by Corsican shows that he really wanted to kill the plumber over PC's affair. Thus I'm really at a loss to explain his behavior.

- Nisha: 6/10. There's not a lot of content with her directly, but surprisingly I find her rather on the positive side. The thing dragging her down is logical inconsistency in the delivery quests - she could've known better than to send the same girl over and over again. Attitude-wise she'll make vanilla Nisha a run for her money. I liked NR one's waaay more.

- Gage: 8/10 if not using the "B" route and 6/10 otherwise. Same thing - OB's madness with "lending" his girl in the latter case. In the former case all is logical and he is portrayed as a "necessarily cruel" right hand of OB. His involvement with PC & Music during the "Rottweiler" scene really shows he cares about his job and he'll stop at nothing to do it.

- Mags: 6/10. She's very similar to Mason in attitude, yet she has way less content than him. So it's hard to judge, but overall she;s consistent with vanilla goals of money-making.

- Corsican: 7/10. I liked his professionalism. He does what needs to be done. He isn't cruel to PC and isn't soft either. He sees her as a partner, he understands her value. Although I'd like to see how his perspective changes when there are a lot more other actors (hello, clone!).

- Clone: 6/10. Not a lot of content with her, but her positive outlook and support for PC (on a premise PC accepts her) is reassuring. To get through the whole madness PC needs some island of mental reprieve. At first was thinking Music could be that island and care for PC and support her - but quests after NR 3.x have shown she's not even close to being a true friend of PC. And I think clone has a great potential to fill this role.

 

 

 

I appreciate the criticism! 

It is precisely when I was doing the vault girls quest that I thought "I really have to make a separate slave mod because I have many ideas, but they don't quite work with this mod".

 

The problem is that since I have to do everything, sometimes rewriting scenes wears me out because it involves restructuring things that you had already structured. Narratively, technically. For example, it still bothers me a bit that Music tells you that she's going to protect you too, but three doritos later she's watching *smiling* how her father whips you in public. 

 

But of course, "Made in Heaven" sucked a lot of energy out of me and it's like when you burn yourself with CK, you don't want to play it for a long time. The same thing happened but with that quest.

 

I was surprised to discover that some commands do not have their papyrus version! I wanted to use the "killall" function with Andrew Station raiders but never found a method. How can I track enemies? Andrew Station is gigantic, I don't know if I could limit it to a radius or something.

Posted

I love this mod, I think it's one of the best mods for Fallout 4 I've played so far. I really like the story, the characters and the quests, just about everything.

 

I was quite interested in what you wrote above: " I really have to make a separate slave mod because I have many ideas" that sounds very interesting.

I think the larger mod on this topic is a bit missing here and you would be great author for this.

So maybe when you're in the mood and a little free time .......

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

The problem is that since I have to do everything, sometimes rewriting scenes wears me out because it involves restructuring things that you had already structured. Narratively, technically. For example, it still bothers me a bit that Music tells you that she's going to protect you too, but three doritos later she's watching *smiling* how her father whips you in public. 

 

Don't sweat. The last thing I'd want to do is to push any opinions on you. I just expressed my preference and I could imagine how tedious could be changing a well-polished scene. But if you take even 10% of what I wrote to your notice for the future content - I'd be more than happy.

 

21 minutes ago, JB. said:

I was surprised to discover that some commands do not have their papyrus version! I wanted to use the "killall" function with Andrew Station raiders but never found a method. How can I track enemies? Andrew Station is gigantic, I don't know if I could limit it to a radius or something.

 

Yes, unfortunately. kah (kill all hostiles) is a console-specific thing. You can circumvent it by using ConsoleUtil (source), the prototypes can be found here.

Edited by Operand
Posted

 

2 hours ago, poblivion said:

I love this mod, I think it's one of the best mods for Fallout 4 I've played so far. I really like the story, the characters and the quests, just about everything.

 

I was quite interested in what you wrote above: " I really have to make a separate slave mod because I have many ideas" that sounds very interesting.

I think the larger mod on this topic is a bit missing here and you would be great author for this.

So maybe when you're in the mood and a little free time .......

Thanks, that is a project that I will definitely do. In fact I already have a prototype with some basic functions. But there is a long way to go and I will also need a bondage framework. Ego is working on it, but currently he's taking a break like me hehe.

 

The functions that I already have functional are:

 

You won't be able to use the weapon worbench until someone shows you how to use it. I can't currently lock the armor workbench at 100%, but I'll keep trying.
You will not be able to use any weapon except the pistol. You don't know how to handle other types of weapons.
You won't be able to use the kitchen. You're from the prewar so you shouldn't know the current ingredients. 

Here is a prototype message. It will obviously say something like "You don't know how to use weapons of this type" or something like that.

 

 

Spoiler

 

 

All these things will be taught to you by your slavers. Here the rest of my ideas.

 

 

 

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

You won't be able to use the weapon worbench until someone shows you how to use it. I can't currently lock the armor workbench at 100%, but I'll keep trying.

 

That sounds like an easy task? I can slap together some PoC of a script to do it? That is - if you will tell the requirements exactly (+ what's currently not working for you)

1 hour ago, JB. said:

You will not be able to use any weapon except the pistol. You don't know how to handle other types of weapons.

 

I have this implemented for every type of weapons and even armors (including power armor) in my Fallout Fantasy⁴ mod. You can take a look into the code there, it's open-source. Or did you mean you already have this working?

 

Edited by Operand
Posted
7 minutes ago, Operand said:

I have this implemented for every type of weapons and even armors (including power armor) in my Fallout Fantasy⁴ mod. You can take a look into the code there, it's open-source. Or did you mean you already have this working?

Oh, I'm going to look at it in case I see any more restrictions that I like. I really have it working now. But I'm missing something you recommended: making the aim on the pistols very bad. Guess I'll have to do a perk for that too, but it doesn't seem too complicated.

 

No script needed for weapon, kitchen, and weapon workbench. You block them with a perk. I did the same thing for the armor workbench, but it came out like this:

 

 

Fabricate
Transfer
you can't use it

 

66738390_Fallout42022-04-1617-46-26-84.png.61ce78d438a63709f058194fefb5d79e.png

 

It should look like this.

 

521184148_Fallout42022-04-1617-47-57-25.png.b79e31da9801700d3dbde64a6aa5e246.png

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

No script needed for weapon, kitchen, and weapon workbench. You block them with a perk. I did the same thing for the armor workbench, but it came out like this:

 

Are you blocking it via replacing the UI prompt by any chance? Because if so - it's unfortunately not sufficient. There are modded workbenches like my favorite Compact Crafting which provides a joint station which invokes a corresponding workbench via script. These won't be affected by the UI prompt because the insertion activator doesn't have any crafting furniture keywords.

 

So if you do it with UI replacement - you should probably instead approach it via reacting on an event OnPlayerUseWorkbench. In there you can check the keyword of the activated object reference and kick PC off it if she can't use it. Besides - kicking PC off is much more lore-friendly. You can punish her somehow (like a % probability of crippling her arm because she messed up so badly she sewed through her hand or jammed her finger in something).

 

With this you can even implement a gradual % of PC's experience increase. So the higher % of her mastery is - the lower chance that she gets kicked off the workbench. Say you track it with a global variable that goes from 100 to 0 as PC's skill with armor workbench goes up and at 0 (effectively full mastery) she has 0% chance of being kicked off the workbench.

 

Dang, this sounds cool. I will do this as a crafting skill branch for Fallout Fantasy.

 

  

23 minutes ago, JB. said:

But I'm missing something you recommended: making the aim on the pistols very bad. Guess I'll have to do a perk for that too, but it doesn't seem too complicated.

 

The gun wobble? The easiest thing I can imagine is to modify AimStability actor value on PC. For more sophisticated stuff you'll probably need to look into SetAccuracyBonus (F4SE) applying it via script entry on a spell attached to some perk entry. I have no idea if it will work with negative values though.

Edited by Operand
Posted (edited)
10 minutes ago, Operand said:

So if you do it with UI replacement - you should probably instead approach it via reacting on an event OnPlayerUseWorkbench. In there you can check the keyword of the activated object reference and kick PC off it if she can't use it. Besides - kicking PC off is much more lore-friendly. You can punish her somehow (like a % probability of crippling her arm because she messed up so badly she sewed through her hand or jammed her finger in something).

 

That's great, thanks, I didn't know about that event... Man, I have to start a thread soon to gather ideas. NR wouldn't be halfway to what it is without the suggestions.

 

Errr, how do I kick the player from the workbench?

 

Event OnPlayerUseWorkBench(ObjectReference akWorkBench)
  Debug.Trace(akWorkBench+ "work bench used by the player.")
endEvent

 

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

You will not be able to use any weapon except the pistol. You don't know how to handle other types of weapons.

Just a thought......if somebody doesn't know how to work a weapon....such as reloading.....charging...and what not....you should still be able to pick up a dropped weapon and point the gun....pulling the trigger is pretty much the same for all guns....accuracy would be shit.....now reloading the gun is a different story.  Is there a way to prevent the character from picking up ammo?  Disabling reload?  Kind of like not being high enough level to use a gun sort of thing.  If you could lock things by needing to be a certain level...like 999 then that would keep everyone from being able to use a gun unless you cheat....

Posted
12 minutes ago, JB. said:

Errr, how do I kick the player from the workbench?

 

Hmm... I think there are several ways. Need to try though. Off the back of my mind and to fit into lore - I think PushActorAway would do the trick (just don't overdo it with the push force)

Posted
2 minutes ago, Splithorse said:

Just a thought......if somebody doesn't know how to work a weapon....such as reloading.....charging...and what not....you should still be able to pick up a dropped weapon and point the gun....pulling the trigger is pretty much the same for all guns....accuracy would be shit.....now reloading the gun is a different story.  Is there a way to prevent the character from picking up ammo?  Disabling reload?  Kind of like not being high enough level to use a gun sort of thing.  If you could lock things by needing to be a certain level...like 999 then that would keep everyone from being able to use a gun unless you cheat....

You know, I've been thinking something similar. You better be able to pick up the weapons so you can sell them.

 

A gun requires more than just pulling the trigger. You have to adopt a proper posture and you learn that by training. 

 

I don't know if it's possible about the reload, but it's kinda true. On the other hand, the context is that the character comes from a period where the threat of war is constant, so she could at least know how to reload a pistol.

Posted

I had a problem, megg didn't talk to me,
and I used the console, but now the music and the assistant in the studio don't talk to me, all the things are dressed, and everyone is talking except them, what could be the problem?

Posted
44 minutes ago, Errotikk said:

I had a problem, megg didn't talk to me,
and I used the console, but now the music and the assistant in the studio don't talk to me, all the things are dressed, and everyone is talking except them, what could be the problem?

 

Write SQV _NukaRide_Movies2 and show me what you get. 

 

Also SQV _NukaRide_Music and show me. 

Posted

Probably a dumb question, but once you are finished this mod, can you still play the vanilla nuka world content, or does it prevent all of those quests permanently.

 

 

Posted

Congratulations on great mod. I am doing my 3rd playthrough with it and the first one with version 4.  I have question about Bimbo wig, is it me or it appears to not have physics or physics are very unnoticeable . I did not use this hairstyle in the past so not sure if its inherent to the hairs style or wig is missing physics. Thanks

Posted
37 minutes ago, LL_PW said:

Probably a dumb question, but once you are finished this mod, can you still play the vanilla nuka world content, or does it prevent all of those quests permanently.

 

 

Yeah, you can play that, but there will be weird behavior. I haven't prepared all the countermeasures to all the options yet.

 

I recommend that you keep a save from when you won the mod, to continue it another day when I continue it.

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