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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)
18 minutes ago, Sladen2019 said:

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.   :(

What surprises me is that clearly SS2 also modifies Wes. I revive them both, but it seems that your problem is only with Cruz.

 

Try this.


Start Fallout
Select "New Game"
Once outside of Vault 111, interact with the red eyebot and read the pamphlet.

 

 

I'm sure that will help since one of the requirements of my mod is a new game. ?

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

What surprises me is that clearly SS2 also modifies Wes. I revive them both, but it seems that your problem is only with Cruz.

 

Try this.


Start Fallout
Select "New Game"
Once outside of Vault 111, interact with the red eyebot and read the pamphlet.

 

 

I'm sure that will help since one of the requirements of my mod is a new game. ?

I appreciate your help but instead of starting a new game, I'll just use setstage 400 and give up trying to get this scene to work. We did everything we could. :)

This issue will probably only affect SS2 players who have already killed Cruz and Wes. If they end up having this problem also, they will just have to use the dialog option to bypass it.

Posted
1 hour 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. 

  Reveal hidden contents

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

  Reveal hidden contents

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.

 

Why not just fetch the player from the cryo pod. Getting access to vault 111 is just pushing a button. One of the dumbest design features of Fallout 4. 

Posted

Hi there's a bug. Ive waited for hours and hours, the eybot hasn't come in yet. And the console commands don't work rn. Unless I'm typing it wrong but other than that can u point me in the right direction here pls. If u have discord pls dm me. It's YaHomieMark#6506

Posted
4 hours ago, Splithorse said:

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.

Thanks !

I have been at this all day and night. I un-installed all my AAF setup, updated everything step by step, including Nuka Ride. I: cleaned out any loose files before re-installing too.

Everything is last in load order AAF -> Nuka Ride very last. 

Still getting missing plugin cannot find nuka ride.esp

 

I checked for any conflicting mods as best as I can. I found a fizztop grille edit, so i removed that. I also removed any cosmetic edits to raider bosses.

Then tried re-installing everything step by step on vortex, start a new game everytime and I'm still getting missing plugin cannot find nuka ride.esp

 

I'm at my wits end. Dont even know what else to troubleshoot. At this point the only thing left is to dump all my armor, weapon mods and i typically prefer simpler less intrusive mods (without any cell edits and stuff) and truestorms and things like that. 

I must have a mod interferrring but for the life of me I havent a clue anymore. I tried everything but stripping the rest of the game to vanilla, but honestly if I have to dump everything else its not even worth it anymore.

Posted
55 minutes ago, MisterTime said:

Thanks !

I have been at this all day and night. I un-installed all my AAF setup, updated everything step by step, including Nuka Ride. I: cleaned out any loose files before re-installing too.

Everything is last in load order AAF -> Nuka Ride very last. 

Still getting missing plugin cannot find nuka ride.esp

 

I checked for any conflicting mods as best as I can. I found a fizztop grille edit, so i removed that. I also removed any cosmetic edits to raider bosses.

Then tried re-installing everything step by step on vortex, start a new game everytime and I'm still getting missing plugin cannot find nuka ride.esp

 

I'm at my wits end. Dont even know what else to troubleshoot. At this point the only thing left is to dump all my armor, weapon mods and i typically prefer simpler less intrusive mods (without any cell edits and stuff) and truestorms and things like that. 

I must have a mod interferrring but for the life of me I havent a clue anymore. I tried everything but stripping the rest of the game to vanilla, but honestly if I have to dump everything else its not even worth it anymore.

I use NMM and occasionally it happens to me too after installing a new mod...fingers crossed not yet with Nuka Ride. I consider it rather a hiccup of the mod organiser while installing and not an incompability with other mods, kinda, cause sometimes the missing esp file is just not activated - just check the relevant box then - or it is indeed in the Data folder, a new start of NMM or a restart of the rig helps. If not, I usually just copy the esp file over the existing file in the Data folder. If it is not installed at all, I try it again or do a full manual install.

HTH

Posted
53 minutes ago, cosworth said:

I use NMM and occasionally it happens to me too after installing a new mod...fingers crossed not yet with Nuka Ride. I consider it rather a hiccup of the mod organiser while installing and not an incompability with other mods, kinda, cause sometimes the missing esp file is just not activated - just check the relevant box then - or it is indeed in the Data folder, a new start of NMM or a restart of the rig helps. If not, I usually just copy the esp file over the existing file in the Data folder. If it is not installed at all, I try it again or do a full manual install.

HTH

Thank You I will try again tommorrow and tinker more. I will inform if I find a solution. Thank You very much !

Posted

And another problem with textures, most of them are displayed normally, but several decorations get purple textures, and the outfit from the niche and music are not displayed at all, although all the requirements for installing textures and materials have been met...

https://ibb.co/Y2P3g10

Posted
6 hours ago, MisterTime said:

Thank You I will try again tommorrow and tinker more. I will inform if I find a solution. Thank You very much !

 

 

Check the size of your Nuka Ride zip file.  It should be around 407 MBs.   If you have a Nuka Ride file size in the GB range then you have attempted to download the entire file structure on the nz site.    I noticed an error when the site said i exceeded download limits and had to wait 4 hours to continue.   Also, if you have "older versions" folder in the Nuka Ride file structure, then it is likely you grabbed the entire download from the nz site.   You only need Nuka Ride 4.1.3 and the appropriate body slide file.

 

I am no novice to IT, yet I did this, so I hope you do not take this suggestion as patronizing.    Even the most experienced game modders make simple mistakes :)

Posted
3 hours ago, Errotikk said:

And another problem with textures, most of them are displayed normally, but several decorations get purple textures, and the outfit from the niche and music are not displayed at all, although all the requirements for installing textures and materials have been met...

https://ibb.co/Y2P3g10

 

Do you use Body Slide?    Can you find the outfits that you are missing in the body slide menu?   If so, the purple textures means you do not have the right body slide file loaded.   Nuka Ride needs two files from the download site, the main file (Nuka Ride 4.1.3) and the correct body slide file.  If your body type does not appear then you may need to manually build the outfits in Body Slide.  

 

As for the missing outfits, that means that those clothes items are missing completely.    If you are using Vortex, check to make sure the esps are enabled, and as always check for conflicts with other clothing mods.    For vortex, putting mods at the bottom of the load order does not necessarily fix the conflicts, but it should note where there are conflicts and ask you which mod do you want to load first (the one you want overwritten) and which one you want loaded after (the one you want).

Posted
10 hours ago, badandunusual said:

Why not just fetch the player from the cryo pod. Getting access to vault 111 is just pushing a button. One of the dumbest design features of Fallout 4. 

well, it will not happen if you haven't a pipboy or some one to open the gate inside

Posted

Had anyone encountered problem when "MADE IN HEAVEN" quest is not starting after you talk with the Corsican and end the "A DATE WITH THE BOSS" quest? I even tried starting the quest manually with:

StartQuest _NukaRide_Heaven

SetStage _NukaRide_Heaven 10

Maybe this problem is related to my recent update of the mod from 3.2.4.7 to 4.1.3.7.

Would be great if there is some kind of solution.

Posted
1 hour ago, michaelanglol said:

well, it will not happen if you haven't a pipboy or some one to open the gate inside

 

This and only the Institute has full access over the Vault. So it would only make sense if the slavers are there by sheer coincidence.

 

13 hours ago, JB. said:

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".

 

@JB. Yeah it's one of the things that suck in Slaverun. The whole slave sister concept with Ivana the daughter doesn't work, because she doesn't care for the player. Why she wasn't made slave sister with her mother is beyond me.?

 

Then there's the Maria angle and her obsession with Diamonds family. She more or less demanded that she was going the be the one to train the family personally. As a result Ivana never got properly disciplined, because of Maria's late arrival. Pike should've recognized her obsession as a weakness. Thus strip her privileges as "strong women" away from her and then simply enslave her as punishment. Sadly Pike was simping so hard for Maria.

 

Plus the player is essentially their golden goose and Pike sentences her to death, due other peoples mistakes. The slavers in Slaverun are such smooth brains.?

At the same the time I didn't really liked that the player was treated as special... All slaves should be equal.

 

I'd rather have the slavers to be actually smart and be one of the few well organized and armed raider/slaver factions.

 

13 hours ago, JB. said:

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

 

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

 

A cargo ship is definitely cool base of operation. The alternative could've been a factory complex, as there would be a lot of tools and equipment lying around, to make all kinds of contraptions for slavery usage.

 

Then again a cargo ship is essentially a badass mobile prison fortress. Only the BoS could do something about that, but they're to busy being tech hoarders. Who else misses the F3 times when the Lyons where in control and the east coast BoS was actually somewhat of an humanitarian faction? XD

 

...

Also one potential ending that I think might be fun is that slavers give you your "freedom" back. Only the slaves that are fully trained and indoctrinated could earn this "freedom". Don't get me wrong, you'd still be a slave, but you completely worship them at that point. So they deem you save to leave to do other stuff, cause you'd come crawling back begging to be collared and fucked all over again.

Posted
21 minutes ago, avengeangel said:

Had anyone encountered problem when "MADE IN HEAVEN" quest is not starting after you talk with the Corsican and end the "A DATE WITH THE BOSS" quest? I even tried starting the quest manually with:

StartQuest _NukaRide_Heaven

SetStage _NukaRide_Heaven 10

Maybe this problem is related to my recent update of the mod from 3.2.4.7 to 4.1.3.7.

Would be great if there is some kind of solution.

You need two living actors:

Elder Maxson
Old Man Stockon

If they are dead, revive them via console. You must revive them at any time, as long as it is before Corsican tells you that "The Overboss's daughter is looking for you".

Posted
40 minutes ago, JB. said:

You need two living actors:

Elder Maxson
Old Man Stockon

If they are dead, revive them via console. You must revive them at any time, as long as it is before Corsican tells you that "The Overboss's daughter is looking for you".

It worked after I resurrected them! You are a life saver, thank you.

Posted
10 minutes ago, tjuebussen said:

There is a shortcut to Nuka garden between Red rocket and Abernathy farm, is that intended?

 

It's from the original Japanese Garden mod, but I thought I deleted that reference. Thanks, I'll get it out in the next update.

Posted

Hey just an update on my last posts regarding the issue of the Nuka Ride.esp not being detected.

The mod would show in MCM menu, but not detect the Nuka Ride.esp

 

I eventually tracked the problem to Kziitd Hookers Animations

I guess I needed all three of those downloads for it to interact with Nuka Ride. 

This was not apparent to dumb dumbs like me. who just downloaded hookers thing.

 

One problem solved, another pops up. AAF stuck at 70% now.

Fixed that my removing the 

  • #8 ZaZOut4 [REPACK] v0.0.3.2 (OPTIONAL) [Make sure NOT to get the old one. Get the REPACK one]

For some reason this was stopping my AAF from loading up. Its from Step 8 in the AAF setup guide.

I removed it, and low and behold.

Nuka Ride appears to be working in MCM now and AAF is booting to 100%

 

Looking forward to finally trying nuka ride for the first time. Wish me luck .

 

Thanks all for the help.

Posted
8 minutes ago, MisterTime said:

I guess I needed all three of those downloads for it to interact with Nuka Ride. 

You really only need the main mod. Daily Life Of Hookers.rar. I'm glad at least you were able to fix it.

Posted (edited)
5 hours ago, Navybuster said:

The alternative could've been a factory complex, as there would be a lot of tools and equipment lying around, to make all kinds of contraptions for slavery usage.

I had planned to use Corvega, but I know myself and I know that I will start doing as Nuka Ride. I'm going to put one thing here, then another there. In another update there will be more stuffs... and in the end I will be forced to do the precombines stuffs. And that's going to affect those who use precombines in Lexinton.

 

So I'll almost certainly make a new worldspace for these slavers' base of operations. I already "made" one, I just copied it from another mod and started to play a bit to understand this tool. I still have problems putting the ocean, as you can see in the image. But today I will see a tutorial.

 

As for my restrictions, I've changed my mind. The restrictions will still be in my mod, but only when the slave collar is put on you. The collar will shock you if you try to manipulate workbenches without permission. Obviously that can be removed if you achieve a high level of submission or if you take off the collar.

 

Photo263.png.547de32de111d388995d497142cf9e60.png

 

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

I had planned to use Corvega, but I know myself and I know that I will start doing as Nuka Ride. I'm going to put one thing here, then another there. In another update there will be more stuffs... and in the end I will be forced to do the precombines stuffs. And that's going to affect those who use precombines in Lexinton.

 

So I'll almost certainly make a new worldspace for these slavers' base of operations.

 

Having tried a lot of mods which attempt to "seamlessly" integrate themselves into the FO4 world by modifying vanilla game locations and characters, it's become apparent that using custom cells and actors while modifying the base game/DLC content as little as possible will yield far fewer interoperability headaches. Players are rarely ever going to use just your mod. Tricks like the door switches in Sim Settlements are great to a point, but there's only so much you can do to work around the fact that lots of mods are going to think it's a great idea to alter the same bits of the game.

 

Making new cells and similar content, while definitely a lot more design work overall, is still probably the best way to avoid those sorts of problems. I expect the additional time you put into it will pay off tenfold in ease of integration and time saved otherwise helping users troubleshoot random mod conflicts.

Posted
7 hours ago, Navybuster said:

 

This and only the Institute has full access over the Vault. So it would only make sense if the slavers are there by sheer coincidence.

nonono, they can just put someone watching it, if there is somebody go outside, they will know that they can catch the one to control the vault.

Posted (edited)

@MisterTime  

There were a couple of reports in that specific stage and it was solved by:

 

Or upgrading Torture Devices
Or by enable back the "fade to black" in the AAF.ini. (most common)

Edited by JB.
Posted (edited)
5 hours ago, JB. said:

I had planned to use Corvega, but I know myself and I know that I will start doing as Nuka Ride. I'm going to put one thing here, then another there. In another update there will be more stuffs... and in the end I will be forced to do the precombines stuffs. And that's going to affect those who use precombines in Lexinton.

 

So I'll almost certainly make a new worldspace for these slavers' base of operations. I already "made" one, I just copied it from another mod and started to play a bit to understand this tool. I still have problems putting the ocean, as you can see in the image. But today I will see a tutorial.

 

As for my restrictions, I've changed my mind. The restrictions will still be in my mod, but only when the slave collar is put on you. The collar will shock you if you try to manipulate workbenches without permission. Obviously that can be removed if you achieve a high level of submission or if you take off the collar.

 

 

 

 

@JB. Corvega is also fairly scripted with a few events, plus you'd need make overrides to npc's there. Not really ideal.

If only Previsibines and precombines weren't a thing and Bethesda used dynamic object occlusion culling instead of doing pre-baked bullshit.

 

The collar should inhibit the player's ability to go into combat mode. You try that and you'll get shocked, harm a slaver? Boom!... head off.

 

I'm assuming the base in the image is supposed to be some type of oil rig structure?

I suggest taking a look at these mods:

 

https://www.nexusmods.com/fallout4/mods/56925

https://www.nexusmods.com/fallout4/mods/13725

 

Spoiler

13725-1-1463633379.jpg

 

They could help as inspiration, to get a better idea of the aesthetics. You might also want to add a docking point for your ship.

I think copying Far Harbor's foggy atmosphere might look good in an open ocean and it helps obscuring some ugly details that might be there.

 

The slavers shouldn't look like generic raiders. I purpose using the wet suit from Far Harbor.

Spoiler

20220421010923_1.png.896108230d6a82f8a67ce80725ccc3b7.png

 

Used basic leather armor, as raider armor looks silly and impractical, especially at sea.

Only the guards and foot soldiers though. I don't think that the slave trainers need armor. Bellamy would probably rock a raider harness when he's at base to show off his abs (and toxic masculinity).

 

2 hours ago, michaelanglol said:

nonono, they can just put someone watching it, if there is somebody go outside, they will know that they can catch the one to control the vault.

 

Imagine fishing at a giant lake with single fish in it. Not worth the wait...  could take forever to catch that fish.

Edited by Navybuster

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