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5 hours ago, TyrantsMisery said:

Just wanted to come and ask if anyone else has had CTD issues after talking to your Synth clone and it engages in combat. Haven't had any other issues with the mod until right here. I've tried sprinting to the end and talking to Shaun/Father in hopes i could get through the convo fast enough to move forward, but no luck.

Everything seems to point to Weapon Debris Crash Fix or the like. A buffout log would help to see your specific case.

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21 minutes ago, JB. said:

Everything seems to point to Weapon Debris Crash Fix or the like. A buffout log would help to see your specific case.

crash-2022-04-27-05-37-25.log

 

I don't have the Weapon Debris Crash Fix downloaded so unless it's implemented in another mod some where I don't think that's it. And thanks for any help, reading crash logs was always over my head. I can generally get the mods downloaded and playing nice, but when it comes to actually reading them I get lost.

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9 hours ago, JB. said:

Did you say goodbye to Hawthorne? That should send the quest to stage 1,000 and fix your "pretty nasty bug". How dramatic! ?

 

I tried but he just keeps talking about Deathclaws. It is voiced so I am assuming it is vanilla lines so he is probably bugged. The other NPCs do acknowledge me with unvoiced subtitles from the NR mod tho.

What Quest ID should I be using to set the stage to 1000? I saw a reference to a _NukaRe_Mule tag in a post from April 7th. Should I use that, _NukaRide_Mule, or something else?

 

And on that note, not asking for a tutorial but how would one go about seeing the quest names and the stage numbers? Just point me in the right direction (app needed to debug or extract like for the BA2 files) so I can move past bugs like this in the future (with any mod).

 

Thanks.

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54 minutes ago, ddufour1395 said:

 

I tried but he just keeps talking about Deathclaws. It is voiced so I am assuming it is vanilla lines so he is probably bugged. The other NPCs do acknowledge me with unvoiced subtitles from the NR mod tho.

What Quest ID should I be using to set the stage to 1000? I saw a reference to a _NukaRe_Mule tag in a post from April 7th. Should I use that, _NukaRide_Mule, or something else?

 

And on that note, not asking for a tutorial but how would one go about seeing the quest names and the stage numbers? Just point me in the right direction (app needed to debug or extract like for the BA2 files) so I can move past bugs like this in the future (with any mod).

 

Thanks.

 

Write 

SQV _NukaRide_Mule

 

You will get the number of your current stage.

 

If it's less than 1,000 (as I suspect), write this:

 

SetStage _NukaRide_Mule 1000

 

The quest should update and ask you to return to Nisha.

 

If it doesn't work for you, send me a screen when you type SQV _NukaRide_Mule so I can take a look.

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1 hour ago, TyrantsMisery said:

crash-2022-04-27-05-37-25.log 41.15 kB · 0 downloads

 

I don't have the Weapon Debris Crash Fix downloaded so unless it's implemented in another mod some where I don't think that's it. And thanks for any help, reading crash logs was always over my head. I can generally get the mods downloaded and playing nice, but when it comes to actually reading them I get lost.

I don't see anything weird, but there seems to be a clue: one of the causes of the CTD is the health of some character. It can be from you, or from your clone, or from spawning enemies.

 

I recommend you prioritize Nuka Ride in your mod organizer. Load after Start Me Up if you have Vortex, or load between the last ones if you have MO.

 

Or maybe you want to look at the guide to skip that couple of stages and go to the end of the mission (return to Bunker Hill).

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16 minutes ago, drake_hoard said:

Hi, I have a nasty bug only at the overboss quests. As long as I am at the overboss, I am experiencing random CTDs. Reload and mostly this scene runs and crashes a bit later... It's completly random and the log seems to point to the Nuka DLC....
Really strange.
 

crash-2022-04-27-12-31-33.log 34.61 kB · 0 downloads

Your CTD doesn't seem to be related to my mod, apparently it's in conflict with the skeleton you're using and the game in general -well, according to the report, with Nuka World-.

Put my mod at the bottom of your load order so that, at least during that mission, it has a higher priority. You can watch a tutorial if you don't know how to do it, it can be tricky.

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I don't know if anyone else has this problem, but when abducted by Bulldog and taken to Andrew Station, my PC has to slip the cuffs and kill most of the Raiders in the station because Blake keeps getting killed.

Last time I left 3 Raiders and he got killed 4 times.

Blake dies, back up to previous save, rinse, repeat,

till he does not get killed.

Am I doing something wrong or is he not flagged as essential??

Thanks for your help.  G

 

Edited by caveman74
typo
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20 minutes ago, caveman74 said:

I don't know if anyone else has this problem, but when abducted by Bulldog and taken to Andrew Station, my PC has to slip the cuffs and kill most of the Raiders in the station because Blake keeps getting killed.

Last time I left 3 Raiders and he got killed 4 times.

Blake dies, back up to previous save, rinse, repeat,

till he does not get killed.

Am I doing something wrong or is he not flagged as essential??

Thanks for your help.  G

 

I haven't touched that quest much since I finished it in version 3.1. But for version 4.2 I will try to do something with Blake because he is essential, maybe I need to put him as a ghost.


For now, type "kah" into the console, that will kill all the hostiles. In theory, at this point, the opponents are weak, but if you are in an advanced level or have a mod that alters the enemies, then maybe that fight goes on too long.

Edited by JB.
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4 hours ago, JB. said:

Your CTD doesn't seem to be related to my mod, apparently it's in conflict with the skeleton you're using and the game in general -well, according to the report, with Nuka World-.

Put my mod at the bottom of your load order so that, at least during that mission, it has a higher priority. You can watch a tutorial if you don't know how to do it, it can be tricky.

I had some persistant CTDs while attempting to talk to the Overboss also. I noticed that sometimes when I get off of the elevator, he pops in underneath the floor also. I was able to pinpoint it to him standing at one area. If I moved him away from where he was standing, there would not be a CTD when I talked to him. I think the crash is related to the precombines or mesh on the floor.

Edited by Sladen2019
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4 hours ago, JB. said:

 

Write 

SQV _NukaRide_Mule

 

You will get the number of your current stage.

 

If it's less than 1,000 (as I suspect), write this:

 

SetStage _NukaRide_Mule 1000

 

The quest should update and ask you to return to Nisha.

 

If it doesn't work for you, send me a screen when you type SQV _NukaRide_Mule so I can take a look.

 

FYI For troubleshooting Running Nuka Ride 4.1.3

Had no issues prior to this one bug as it locks the player out of advancing. (I did have issues with the Sexual Harassment mod taking priority in conversations triggering events preventing any other mod/quest from continuing until it resolved. Then DD dialogue would trigger when trying to talk to any NPC for any mod/quest advancement having to 'Ignore devices".  Neither of those are issues with your mod but just a heads up for others reading as their priority over dialogue can get annoying at times (but they work great otherwise!).
 

Quest State:
Enabled? Yes
State: Running
Current Stage: 78
Priority: 75


"SetStage _NukaRide_Mule 1000" did return the message "Return to Nisha" and options for more quests with the NPC.  (So I am assuming fixed now and thanks for quick response)

 

 

As others have mentioned would be great to get voiced dialogue in but not sure how mods like Depravity did this other then splicing voice lines used by the main character voice actors. 

 

 

Love the mod and respect the work put into it.

 


Also I am Coffee Tier now on your Patreon.

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11 minutes ago, ddufour1395 said:

 

As others have mentioned would be great to get voiced dialogue in but not sure how mods like Depravity did this other then splicing voice lines used by the main character voice actors. 

 

There is a new voice pack for Nuka Ride available. Released just yesterday. Courtesy of Lestat_Rhodes. Its very WIP currently.

 

https://www.loverslab.com/topic/188980-aaf-nuka-ride-a-porn-studio-mod-voice-files/

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20 minutes ago, Sladen2019 said:

I had some persistant CTDs while attempting to talk to the Overboss also. I noticed that sometimes when I get off of the elevator, he pops in underneath the floor also. I was able to pinpoint it to him standing at one area. If I moved him away from where he was standing, there would not be a CTD when I talked to him. I think the crash is related to the precombines or mesh on the floor.

 

Never had this happen with NR and I have way too many mods active. 

 

If you enter the building from the first floor, use that elevator, and then exit to the OB area does the OB still clip and or CTD?

Have you tried moveto.player command for OB and see if it still crashes when you try to enter dialogue?

Is this the first time you are meeting OB in NR and/or have you done NW DLC before NR?

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1 minute ago, Sladen2019 said:

There is a new voice pack for Nuka Ride available. Released just yesterday. Courtesy of Lestat_Rhodes. Its very WIP currently.

 

https://www.loverslab.com/topic/188980-aaf-nuka-ride-a-porn-studio-mod-voice-files/

 

JB just helped fix the Nisha/Mule Quest bug and now I have to start NR over just to hear the WIP voice files! 

 

Thanks a lot Lestat_Rhodes and anyone else hard at work making awesome content for the community here. Pfft ?

 

 

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Just now, ddufour1395 said:

 

Never had this happen with NR and I have way too many mods active. 

 

If you enter the building from the first floor, use that elevator, and then exit to the OB area does the OB still clip and or CTD?

Have you tried moveto.player command for OB and see if it still crashes when you try to enter dialogue?

Is this the first time you are meeting OB in NR and/or have you done NW DLC before NR?

Yes I moved him elsewhere nearby by using moveto.player and no crash.  Its not the first time I have met the Overboss. I completed the mod already. Did not do the vanila Nuka Wold quests in this playthrough.

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6 hours ago, JB. said:

I don't see anything weird, but there seems to be a clue: one of the causes of the CTD is the health of some character. It can be from you, or from your clone, or from spawning enemies.

 

I recommend you prioritize Nuka Ride in your mod organizer. Load after Start Me Up if you have Vortex, or load between the last ones if you have MO.

 

Or maybe you want to look at the guide to skip that couple of stages and go to the end of the mission (return to Bunker Hill).

Thanks I ended up just skipping to Bunker Hill.

 

Edit: I love the mod by the way.

Edited by TyrantsMisery
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9 hours ago, ddufour1395 said:

And on that note, not asking for a tutorial but how would one go about seeing the quest names and the stage numbers? Just point me in the right direction (app needed to debug or extract like for the BA2 files) so I can move past bugs like this in the future (with any mod).

 

I posted a list earlier. xEdit can help you easily explore game data. This includes quest stages but also everything else. Its what I used to build the list. JB helpfully includes notes describing what happens every stage. So my export used those notes rather than quest objectives. Objectives can be ambiguous or even absent for some stages.

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26 minutes ago, kaxat said:

JB helpfully includes notes describing what happens every stage. So my export used those notes rather than quest objectives. Objectives can be ambiguous or even absent for some stages.

 

Yeah, those things were written down for me, as a memory aid, but now I see that it can be used for something more useful.

 

You know, I've been thinking about what you say, because now with more knowledge and "mastery" of CK, I'm already able to put all the scripts in the Quest (not spread it in dialogues like all Nuka Ride quests).

 

I'm doing the last Quest and absolutely all my scripts are in the stages. Sometimes I go back stages and call functions, without affecting the natural progress of the quest at all, and it is very comfortable and fast for me. Also, imagine when it comes to packaging... I only have to package the main quest script! I no longer have to go looking for the other small scripts in Fragments.

 

But that means that now the stages are going to "look" more complicated to understand for the player who is stuck.

 

Just look, I've tried to make it understandable as best I could. Basically, the player should not call the functions, just te "quests".

 

1.png.ddfa8cbe7acd19f7c934cc1c29662a7a.png

 

Something I will do very often in my next mod.

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12 hours ago, JB. said:

 

Yeah, those things were written down for me, as a memory aid, but now I see that it can be used for something more useful.

 

You know, I've been thinking about what you say, because now with more knowledge and "mastery" of CK, I'm already able to put all the scripts in the Quest (not spread it in dialogues like all Nuka Ride quests).

 

I'm doing the last Quest and absolutely all my scripts are in the stages. Sometimes I go back stages and call functions, without affecting the natural progress of the quest at all, and it is very comfortable and fast for me. Also, imagine when it comes to packaging... I only have to package the main quest script! I no longer have to go looking for the other small scripts in Fragments.

 

But that means that now the stages are going to "look" more complicated to understand for the player who is stuck.

 

Just look, I've tried to make it understandable as best I could. Basically, the player should not call the functions, just te "quests".

 

1.png.ddfa8cbe7acd19f7c934cc1c29662a7a.png

 

Something I will do very often in my next mod.

That is terrific. Notes will be even more useful going forward.

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I am a few hours into a new game when I noticed my character ran out of things to spend caps on. She gets housing for free. Meals for free. Clothes for free. There was little roleplay motivation to shoot more scenes because she is not going to spend money on weapons and armor.

 

Since I play in Survival Mode I made a small tweak to the studio Mini Fridge. Now it charges the player money. Only when the player is very poor does Mr.Corsican take pity on them and will still offer 2 Noodle Cups for free. The rest of the time the Noodle Cup costs 1/15th of what the player earns for filming a scene. So filming a scene will get you about 3 days worth of food. This provides incentive to keep coming back and doing more work.

 

Spoiler
Scriptname NukaRide:_NR_SnackMachine extends ObjectReference Const

Potion Property Snack Auto Const
Potion Property Coffee Auto Const

Event OnActivate(ObjectReference akActionRef)

	; Do nothing if someone other than player activates this
	If ( akActionRef != Game.GetPlayer() )
		return
	EndIf
	
	Form bottlecap = Game.GetFormFromFile(0x0000000f, "Fallout4.esm")
	GlobalVariable nrPaymentAmount = Game.GetFormFromFile(0x0000D65D, "Nuka Ride.esp") as GlobalVariable	
	
	Int playerSnacks = akActionRef.GetItemCount(Snack)
	Int playerCaps = akActionRef.GetItemCount(bottlecap)
	Int snackCost = (nrPaymentAmount.GetValue() / 15) as Int

	; Snack cost
	If ( playerCaps > nrPaymentAmount.GetValue() )
		; Player has plenty of money. No free snacks.
		akActionRef.AddItem(Snack, 1, true)
		akActionRef.RemoveItem(bottlecap, snackCost, true )
		Debug.Notification(Snack.GetName() + " added. "+snackCost+" bottlecaps removed.")
	Else
		; Player is destitute. Corsican pities them and offers a couple snacks for free.
		if ( playerSnacks < 2 )
			akActionRef.AddItem(Snack)	
		Else
			Debug.Notification("Enough food. I should start taking care of myself if I'm going to be an actress.")
		EndIf
	EndIf

EndEvent

 

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1 hour ago, kaxat said:

I am a few hours into a new game when I noticed my character ran out of things to spend caps on. She gets housing for free. Meals for free. Clothes for free. There was little roleplay motivation to shoot more scenes because she is not going to spend money on weapons and armor.

 

Since I play in Survival Mode I made a small tweak to the studio Mini Fridge. Now it charges the player money. Only when the player is very poor does Mr.Corsican take pity on them and will still offer 2 Noodle Cups for free. The rest of the time the Noodle Cup costs 1/15th of what the player earns for filming a scene. So filming a scene will get you about 3 days worth of food. This provides incentive to keep coming back and doing more work.

 

  Hide contents
Scriptname NukaRide:_NR_SnackMachine extends ObjectReference Const

Potion Property Snack Auto Const
Potion Property Coffee Auto Const

Event OnActivate(ObjectReference akActionRef)

	; Do nothing if someone other than player activates this
	If ( akActionRef != Game.GetPlayer() )
		return
	EndIf
	
	Form bottlecap = Game.GetFormFromFile(0x0000000f, "Fallout4.esm")
	GlobalVariable nrPaymentAmount = Game.GetFormFromFile(0x0000D65D, "Nuka Ride.esp") as GlobalVariable	
	
	Int playerSnacks = akActionRef.GetItemCount(Snack)
	Int playerCaps = akActionRef.GetItemCount(bottlecap)
	Int snackCost = (nrPaymentAmount.GetValue() / 15) as Int

	; Snack cost
	If ( playerCaps > nrPaymentAmount.GetValue() )
		; Player has plenty of money. No free snacks.
		akActionRef.AddItem(Snack, 1, true)
		akActionRef.RemoveItem(bottlecap, snackCost, true )
		Debug.Notification(Snack.GetName() + " added. "+snackCost+" bottlecaps removed.")
	Else
		; Player is destitute. Corsican pities them and offers a couple snacks for free.
		if ( playerSnacks < 2 )
			akActionRef.AddItem(Snack)	
		Else
			Debug.Notification("Enough food. I should start taking care of myself if I'm going to be an actress.")
		EndIf
	EndIf

EndEvent

 

Nice, thanks! I like it, I'll include the script and change the description a bit.

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