Jump to content

AAF Nuka Ride: A Porn Studio Mod


Recommended Posts

Posted
4 hours ago, Navybuster said:

 

 

@JB. So if you do end up making a slavery mod, I'd say that it would cool if the slavers acknowledge that the player character is a very dangerous individual. Thus they'd rather take more subtle approach for capturing the player.

 

Thanks, that's a cool idea. I actually really liked that intro in SlaveRun... but the second or third time I started skipping it, heh. But at least the way I see it, you walk out of a vault like a lawyer and there's really no reason for anyone to fear you.

 

I haven't defined how to start yet. But I'm doing the mod little by little. Right now, there are two raiders: Bellamy and Murphy, waiting in Concord. As soon as you see them, they shoot you a tranquilizer dart and the adventure begins. You never get to Preston. They never give you a chance to show whether or not you're dangerous. For them you are just one more victim of their human trafficking business.

 

This is the dialogue and it is not even a third of the first chapter ? So the project progresses as long as I'm in the mood.

 

2.png.abfff6bdb7427cf7f9717a9c43a44bf1.png

Posted
56 minutes ago, JB. said:

Thanks a lot. Well, it's actually a project that grew with the help of many people. I don't have enough knowledge to script things beyond the tutorials, so many here gave me their hand and continue to give it to me.

 

At some point I want the character to fight one of the final enemies. One of the raider brothers. He will be invincible, the entire Nuka World will be terrified of this bullet-immune guy. But it turns out that he has very low self-esteem and that's where you come in, to fight a battle in the style of Monkey Island: a dialectical battle. You will have to reply correctly and hurt his feelings to the point of killing him xD

 

That will be as close to a murder as you'll get... but I don't think my character will ever wield a gun with this mod. Too bad the main game doesn't lend itself to this variant.

I have  no unique  player or race, never had, using same preset and body gen for many  years. Will try to see if can change sex in slm.

Posted

I'm not sure why I'm struggling to get this working.

I have all the requirements installed, bodyslided.

All other AAF mods are working fine with animations, but Nuka Ride wont go.

I have it last in load order, and currently have

Nuka Ride 4.0.2 CBBE Bodyslide &

Nuka World 4.1.3

however at best I can get it to populate in MCM but with the error Nuka Ride.esp is missing.

 

I must have installed something wrong, but I dont know what. I tried changing versions, and all but the latest make it depopulate from MCM. 

Posted
Just now, MisterTime said:

however at best I can get it to populate in MCM but with the error Nuka Ride.esp is missing.

Oh, this is the key. It means that your mod organizer is not activating my esp. (Or Fallout itself isn't activating it.)

This is because you may not have all the hard requirements.

 

(or you just forgot to activate my plugin in your mod organizer).

Posted

Thanks for help. 

 

User on page 177 had similar problem.

Plugin is active. I verified all hard requirments. Made sure plugin and mod are loading last, but still Nuka Ride.esp is missing.

I'm stumped

I must have something wrong with my AAF setup. I'm obviously being stupid somewhere.

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

Thanks a lot. Well, it's actually a project that grew with the help of many people. I don't have enough knowledge to script things beyond the tutorials, so many here gave me their hand and continue to give it to me.

 

At some point I want the character to fight one of the final enemies. One of the raider brothers. He will be invincible, the entire Nuka World will be terrified of this bullet-immune guy. But it turns out that he has very low self-esteem and that's where you come in, to fight a battle in the style of Monkey Island: a dialectical battle. You will have to reply correctly and hurt his feelings to the point of killing him xD

 

That will be as close to a murder as you'll get... but I don't think my character will ever wield a gun with this mod. Too bad the main game doesn't lend itself to this variant.

I have an idea since you already have some missions linked to the institute. So one of the possible ending can be player (if play as nora) finally approved by father AFTER the final battle as father actually always watch the player. And bring her to the institute (or player can choose stay in the park) after the final mission so player at least can carry on the main game quest  (at least institute line XD). 

Got this idea because I play as nora through the game. And i gave my character the reason to travel to the nuka world is that baby may be kidnapped by the raider or at least may get some information from there. Actually it is not reasonable for female player to travel to diamond city  (too dangerous on the road for a lawyer -so  i escape the concord without help preston and meet the robot outside the restaurant. And actually it is difficult to believe a kidnapper will go a place like diamond city if they dont heard mama's prophet). And we all know how the things going on after travel to nuka world XD. That's the story i gave to my character.

Edited by stin2pig
Posted
58 minutes ago, casualSinner said:

20220413130408_1.jpg.5dbc586ea0a0543a006b6f5cd84ca6ba.jpg

hey having some issues getting this mod to work, not sure how to fix it besides disabling the mod

 

thanks

You need to update Savage Cabbage. 

Posted
12 hours ago, JB. said:

but the second or third time I started skipping it, heh. But at least the way I see it, you walk out of a vault like a lawyer and there's really no reason for anyone to fear you.

 

True, I agree that having a short as possible quest intro for getting captured is desirable.

 

12 hours ago, JB. said:

I haven't defined how to start yet. But I'm doing the mod little by little. Right now, there are two raiders: Bellamy and Murphy, waiting in Concord. As soon as you see them, they shoot you a tranquilizer dart and the adventure begins. You never get to Preston. They never give you a chance to show whether or not you're dangerous. For them you are just one more victim of their human trafficking business.

 

One of the problems I see here is... what if I don't go Concord and just go somewhere else instead, grab some easy to find power armor (PA is littered all over the commonwealth) do the Automatron quest so I can make a murderbot and come back to Concord. I'd say that the tranquilizer sequence stops making sense at that point. Some good will from the player is needed. Whilst you consider may Nora as someone who's barely any experience with firearms, somebody else who's playing your mod might disagree with and thinks their version of Nora is pro 2nd amendment, who has put some serious time at the range.

 

The other part of the problems is the lack of player agency with the tranquilizer sequence. It's not that bad, but you can't really decide when to start the slave quest, it's somewhat forced upon you. Unless you avoid Concord as I've mentioned earlier.

 

I hope that I'm not coming of as being too harsh, It's not a bad at all.

 

However I feel like you leave out the option to do a run as more vanilla depiction of a "badass" Nora. Were you can do the "heroine turned down a notch, put into their proper place and treated the same as the other slaves" kinda narrative. It may be fun for people to choose between a meek or strong (normal) Nora.

Posted

You could place the bad guys in Concord Speakeasy or workhouse, then have a quest that can be found at Sanctuary or the Red Rocket, that involves exploring in there. Enter, get zapped and you are are off. Nothing complicated needed. Or alternatively is that you can be taken when asleep, once the quest has started, which actually makes a lot of sense as this is when you would be generally most vulnerable.

Posted (edited)

 

Another variant that I really like is Raider Pet. With Raider Pet the raiders send you a letter when you finish building your first settlement. "Either you surrender or we burn your settlement."

 

 

Well, the Concord thing is not final. I've limited it to Concord for the simple reason that I'm not able to prevent the slavers from following you to Diamond City or another place where there are invincible NPCs, so I've limited it to Concord to continue testing or think of another approach.

 

In my first draft, the slavers followed me to Sanctuary Hills so they were going to fight Codswort to infinity...

 

What happens is that in my mod I force the player these things: 

 

You only know how to handle the pistol. To handle the other weapons you need training (Arturo?).
You don't know how to use workbenches. It will be taught to you by slavers so you can repair their armor and weapons.
You don't know how to use the kitchen. Rather, you do not know the new recipes of the wasteland, very different from the pre-war. It will be taught to you by slavers too.

 

When I impose these limitations at the first moment (a warning appears clarifying that it is my mod that is creating these restrictions), I find myself in the need to start the mod as soon as possible. That's why I think that the slavery mod should be an alternative start, which starts as soon as possible. 

 

You can face the mod with submission and rebellion, something similar to Nuka Ride but more marked. For example, if you are rebellious they can shave your hair and give you more humiliating names.

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

You only know how to handle the pistol. To handle the other weapons you need training (Arturo?).
You don't know how to use workbenches. It will be taught to you by slavers so you can repair their armor and weapons.
You don't know how to use the kitchen. Rather, you do not know the new recipes of the wasteland, very different from the pre-war. It will be taught to you by slavers too.

 

When I impose these limitations at the first moment (a warning appears clarifying that it is my mod that is creating these restrictions), I find myself in the need to start the mod as soon as possible. That's why I think that the slavery mod should be an alternative start, which starts as soon as possible. 

 

That's an interesting concept. ?

 

Although it kinda makes thing more challenging. As you're more or less limiting yourself on how to start the slavery mod amongst other things.

 

Part of me feels that this idea might be better of served as a separate "wasteland survival" mod. Something that functions more as a supplementary add-on that compliments your other mods in general. ?

Posted (edited)

Доброго времени суток разработчик и игроки! Столкнулся с такой проблемой во время прохождения квеста "Девушки особого назначения" (русская локализация). Строки диалога не выбираются (скриншот прилагается), точнее выделяются, но не нажимаются. Играю на сборке, но даже не представляю в чем может быть проблема. До этого момента ошибок вообще не было. Пробовал пройти через консоль, но скрипты не позволяют. Прошу прощения за переводчика ;)
Мод замечательный, спасибо создателю и не увлекайтесь кофе!?

jm38dVf.png

Edited by Valkiria161ru
Posted
19 minutes ago, Navybuster said:

Part of me feels that this idea might be better of served as a separate "wasteland survival" mod. Something that functions more as a supplementary add-on that compliments your other mods in general. ?

Man, that's a good idea. I'm not good at naming mods so it's probably going to be called "AAF: Wasteland Survival". ?

 

Maybe I'll work on that while we wait for Ego's bondage framework to come to port one day.

Posted (edited)
22 minutes ago, Valkiria161ru said:

Доброго времени суток разработчик и игроки! Столкнулся с такой проблемой во время прохождения квеста "Девушки особого назначения" (русская локализация). Строки диалога не выбираются (скриншот прилагается), точнее выделяются, но не нажимаются. Играю на сборке, но даже не представляю в чем может быть проблема. До этого момента ошибок вообще не было. Пробовал пройти через консоль, но скрипты не позволяют. Прошу прощения за переводчика ;)
Мод замечательный, спасибо создателю и не увлекайтесь кофе!?

jm38dVf.png

 

 

Hey, thanks. What is the assembly? Is it something like a pack of many mods? Since I don't know what mods it includes, it will be difficult for me to tell you what is causing the problem. It is not a bug that has happened to someone around here.

 

If you have other mods with MCM, try disabling features. For example, if you have Sex Em Up, disable it for a while. Things like that. I can't think of much else.

 

Write this: 

 

SetStage _NukaRide_Girls 176

SetStage _NukaRide_Girls 180

 

The first one removes the tongue (you don't want to walk like this all day)
The second sets you free; You should get some beers.

Edited by JB.
Posted (edited)

@JB. I am still having trouble with Cruz on the upper floor. I think I have found out which mod is causing the trouble though. SS2's "SS2_XPAC_Chapter2.esm". It makes some edits to Cruz and Captain Wes. It might be something with place markers, but I dont know enough yet to know how to make a patch. Can you take a look ? Since the whole mod is like 3 GB with meshes and textures and all, I can add the esm and its few masters in a rar file, which is only 10 MB total. Maybe it would be an easy fix for you. It would benefit me and any other SS2 players.

 

 

 

SS2 Masters 04-19-2022.rar

Edited by Sladen2019
Posted
18 hours ago, MisterTime said:

Thanks for help. 

 

User on page 177 had similar problem.

Plugin is active. I verified all hard requirments. Made sure plugin and mod are loading last, but still Nuka Ride.esp is missing.

I'm stumped

I must have something wrong with my AAF setup. I'm obviously being stupid somewhere.

This happens to me all the time when I install a new NukaRide update....just move Nukaride.esp up one and then back down.  I am using Vortex and for some reason it has a problem activating the esp even though it says it is....try that.

Posted (edited)
54 minutes ago, Sladen2019 said:

@JB. I am still having trouble with Cruz on the upper floor. I think I have found out which mod is causing the trouble though. SS2's "SS2_XPAC_Chapter2.esm". It makes some edits to Cruz and Captain Wes. It might be something with place markers, but I dont know enough yet to know how to make a patch. Can you take a look ? Since the whole mod is like 3 GB with meshes and textures and all, I can add the esm and its few masters in a rar file, which is only 10 MB total. Maybe it would be an easy fix for you. It would benefit me and any other SS2 players.

 

 

 

SS2 Masters 04-19-2022.rar 10.61 MB · 0 downloads

 

Do you know if that mod shares its source code? Well, I have seen it and I see that they have clones for all the GNN Gunners. including Cruz. SS2 has a Quest with Cruz and a clone of him. So I imagine, without source code, they get rid of the original Cruz at some point. 


I made a small patch (I don't know how SS2 will behave). Instead of SS2 pointing to Cruz in his Quest Manager, now it doesn't point to anyone.

 

Without the source code I don't know how SS2 mod works and if my method will work. My recommendation is the following:

 

Install "Free Willy". I mean Free Cruz. 
Load a save where "Special Girls" has not yet started.
Revive Cruz.
Manually start the quest:

StartQuest _NukaRide_Girls
SetStage _NukaRide_Girls 10
SetStage_NukaRide_Girls 150


-let it load in front of GNN-

SetStage -NukaRide_Girls 160

Cross your fingers.

 

 

Free Cruz.esp

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

 

Do you know if that mod shares its source code? Well, I have seen it and I see that they have clones for all the GNN Gunners. including Cruz. SS2 has a Quest with Cruz and a clone of him. So I imagine, without source code, they get rid of the original Cruz at some point. 


I made a small patch (I don't know how SS2 will behave). Instead of SS2 pointing to Cruz in his Quest Manager, now it doesn't point to anyone.

 

Without the source code I don't know how SS2 mod works and if my method will work. 

About the source code.. I know they have a private github and it seems only the devs have access to it.

 

I will test out your fix now. Hopefully it works. :)

Posted
1 hour ago, Sladen2019 said:

@JB. I am still having trouble with Cruz on the upper floor. I think I have found out which mod is causing the trouble though. SS2's "SS2_XPAC_Chapter2.esm". It makes some edits to Cruz and Captain Wes. It might be something with place markers, but I dont know enough yet to know how to make a patch. Can you take a look ? Since the whole mod is like 3 GB with meshes and textures and all, I can add the esm and its few masters in a rar file, which is only 10 MB total. Maybe it would be an easy fix for you. It would benefit me and any other SS2 players.

 

 

 

SS2 Masters 04-19-2022.rar 10.61 MB · 1 download

I use SS2 and had no trouble with Cruz.  To be perfectly clear I had SS2 part 1 and 2 and all requirements installed, but not started.  Played Nuka Ride to conclusion first.  No issues. 

Posted
3 hours ago, JB. said:

 

Another variant that I really like is Raider Pet. With Raider Pet the raiders send you a letter when you finish building your first settlement. "Either you surrender or we burn your settlement."

 

 

Well, the Concord thing is not final. I've limited it to Concord for the simple reason that I'm not able to prevent the slavers from following you to Diamond City or another place where there are invincible NPCs, so I've limited it to Concord to continue testing or think of another approach.

 

In my first draft, the slavers followed me to Sanctuary Hills so they were going to fight Codswort to infinity...

 

What happens is that in my mod I force the player these things: 

 

You only know how to handle the pistol. To handle the other weapons you need training (Arturo?).
You don't know how to use workbenches. It will be taught to you by slavers so you can repair their armor and weapons.
You don't know how to use the kitchen. Rather, you do not know the new recipes of the wasteland, very different from the pre-war. It will be taught to you by slavers too.

 

When I impose these limitations at the first moment (a warning appears clarifying that it is my mod that is creating these restrictions), I find myself in the need to start the mod as soon as possible. That's why I think that the slavery mod should be an alternative start, which starts as soon as possible. 

 

You can face the mod with submission and rebellion, something similar to Nuka Ride but more marked. For example, if you are rebellious they can shave your hair and give you more humiliating names.

in my opinion, slavers will be much more professional. they will waiting outside the Vault 111 to find prey. As a choice, we can set a lowest level to start the task like slaverun. 

the task might be: vault 111 send a message/signal/a explosion, then nora go into Vault 111, atfer some scenes (maybe still pay tribute to slaverun and set a mother and daughter who are already sex slaves?), she successfully become a sex slave. 

Spoiler

then a bad taste, slavers hack the database find nora had a hunsband, then train her before nate's body.

Spoiler

well i know little about modding, so you can ignore it if it's technically too hard. 

slavers in 22th century will have some technology, they using machines editing slave's memory, so we can add some prewar scenes.

maybe the final scene: the slavers give it as a gift which changes nora's memory, want to make her a prewar submissive bitch, but nora find a bug to know the boss of slavers, so she can end the slavery.

 

Posted
42 minutes ago, JB. said:

 

Do you know if that mod shares its source code? Well, I have seen it and I see that they have clones for all the GNN Gunners. including Cruz. SS2 has a Quest with Cruz and a clone of him. So I imagine, without source code, they get rid of the original Cruz at some point. 


I made a small patch (I don't know how SS2 will behave). Instead of SS2 pointing to Cruz in his Quest Manager, now it doesn't point to anyone.

 

Without the source code I don't know how SS2 mod works and if my method will work. My recommendation is the following:

 

Install "Free Willy". I mean Free Cruz. 
Load a save where "Special Girls" has not yet started.
Revive Cruz.
Manually start the quest:

StartQuest _NukaRide_Girls
SetStage _NukaRide_Girls 10
SetStage_NukaRide_Girls 150


-let it load in front of GNN-

SetStage -NukaRide_Girls 160

Cross your fingers.

Ok tried your patch. Took me awhile to find a save that was before Special Girls. I tried your listed commands and the commands worked but still no Cruz.   :(

Posted
35 minutes ago, tch65721 said:

I use SS2 and had no trouble with Cruz.  To be perfectly clear I had SS2 part 1 and 2 and all requirements installed, but not started.  Played Nuka Ride to conclusion first.  No issues. 

At a certain point in Chapter 2, the player character and some other NPCs take over GNN and Cruz and Captain Wes and all gunners die. The GNN then gets remade into a base of operations for the player character and his/her army.

Posted
22 minutes ago, michaelanglol said:

in my opinion, slavers will be much more professional. they will waiting outside the Vault 111 to find prey. As a choice, we can set a lowest level to start the task like slaverun. 

the task might be: vault 111 send a message/signal/a explosion, then nora go into Vault 111, atfer some scenes (maybe still pay tribute to slaverun and set a mother and daughter who are already sex slaves?), she successfully become a sex slave. 

 

 

I always hated that mother and her daughter. Bellamy always seemed so funny to me. I remember him saying something like "You're going to suffer a lot, but at least my cock is going to have fun".

 

 

I saw on Nexus today what is probably going to be Master Pike's raider base. ?

 

https://www.nexusmods.com/fallout4/mods/59814

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...