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AAF Nuka Ride: A Porn Studio Mod


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Posted
On 7/13/2022 at 10:07 PM, JB. said:

Let's see that buffout log.

 

But it's almost certainly due to Real Handcuffs and/or Bad End Animation being under Nuka Ride. They must be above in your load order.

What is "buffout log"? I find "Buffout4.log". Text in this file - "E:\Repos\f4se\Buffout4\src\main.cpp(70): [info] Buffout4 v1.24.5" . But my game in disk C. 

 

Right, Real Handcuffs and Bad End are higher on the Nuka Ride in my list. 

Posted

So after I went with Music to get her tattoo equipment and the Overboss was pissed at me....I went to him and he told me to go and get the supplies to cook for him and to take the dog for a walk.......I had not gotten the golden collar from my twin yet so I was not able to talk to the dog......he never came with me for the walk.....I went and got the supplies and the dog food, but the dog never came with me so I could not feed him......I went and talked to my twin and she went to my appartement and gave me the golden collar....went back and tried to talk to the dog, but I ended up feeding him the dog food up in the Overboss's place.....then I tried to talk to the dog and the game crashed to desktop.....I know I did things out of order, but I thought I would let you know that this can happen.....maybe it should check if I have the golden collar before allowing to go pay respects to the overboss.  So after this play thru I still get the Real Handcuff bug with Rottweiler....after the first AAF scene it will not go to the second AAF scene where you are sitting on the machine and then it will ctd unless I have the RH disabled before I get knocked out and kidnapped.  So just these two things happened....the golden collar and real handcuffs......no other things to report.  The sky being on fire was my fault...lol

Posted
6 minutes ago, Splithorse said:

  So after this play thru I still get the Real Handcuff bug with Rottweiler..

At this point and thanks to the latest reports I am 100% sure that it is load order. I want to put it on the main page as soon as I upload an update.

 

Gamaramdi had the most CTDs out of all the users, but once his load order fixed it he had no more ctds. I think he uses MO2 and he was convinced that the load order was correct, but according to the buffout report it was clear that Real Handcuffs and Bad End Animations were below Nuka Ride, but they must be above.

 

 

Send me your buffout report and we'll take a look at it.

Posted (edited)

"Pre-culling issue. To resolve it, place Nuka Ride.esp in the bottom of your load order"

Didn't help. I have WryBash patch after NukaRide only. Works without problems Nuka-Town only. Safari and Dry Rock Gulch have a flickering textures :(

I'm stuck after starting Music and Billy date because i'm just don't understand without textures where i need to go and what i need to find

P.S.: add the missions without marks when your mod add the problems with standart textures... is really nothing good

Edited by Alis_999
Posted
23 minutes ago, JB. said:

At this point and thanks to the latest reports I am 100% sure that it is load order. I want to put it on the main page as soon as I upload an update.

 

Gamaramdi had the most CTDs out of all the users, but once his load order fixed it he had no more ctds. I think he uses MO2 and he was convinced that the load order was correct, but according to the buffout report it was clear that Real Handcuffs and Bad End Animations were below Nuka Ride, but they must be above.

 

 

Send me your buffout report and we'll take a look at it.

I looked at my Buffout.log and it didn't have any information in it....I am using vortex and I have Nuka Ride almost last....just its own patches are after.  That being said, it could be vortex's fault....I don't trust that mod manager as far as I can throw it.  I lot of times when I load up FO4 and load the save it CTD's until I go into plug-ins and move something around...doesn't matter what order.....I can tell it the same order it is in.  Then I can load the save just fine.  I am ok with it the way it is....I know what to do to get past it.  I'll let you get back to programming....lol?

Posted (edited)
2 hours ago, Alis_999 said:

"Pre-culling issue. To resolve it, place Nuka Ride.esp in the bottom of your load order"

Didn't help. I have WryBash patch after NukaRide only. Works without problems Nuka-Town only. Safari and Dry Rock Gulch have a flickering textures :(

I'm stuck after starting Music and Billy date because i'm just don't understand without textures where i need to go and what i need to find

P.S.: add the missions without marks when your mod add the problems with standart textures... is really nothing good

I haven't touched those places. Chances are you have a mod that modifies them and they need priority. Since they don't have it, flickering occurs. 

 

Another possibility is that the patch you're talking about is causing the problem. I have no idea what your patch does and I personally don't use those types of patches. I just remember there was a user who was also using a custom patch and causing all sorts of erratic behavior with my mod.

 

 

Edit: just entered your profile and indeed you have a lot of random problems with my mod. Check your "patches".

Edited by JB.
Posted
2 hours ago, Splithorse said:

I looked at my Buffout.log and it didn't have any information in it....I am using vortex and I have Nuka Ride almost last....just its own patches are after.  That being said, it could be vortex's fault....I don't trust that mod manager as far as I can throw it.  I lot of times when I load up FO4 and load the save it CTD's until I go into plug-ins and move something around...doesn't matter what order.....I can tell it the same order it is in.  Then I can load the save just fine.  I am ok with it the way it is....I know what to do to get past it.  I'll let you get back to programming....lol?

Upload your log here or send it to me privately if you want.

Posted
3 hours ago, JB. said:

At this point and thanks to the latest reports I am 100% sure that it is load order. I want to put it on the main page as soon as I upload an update.

 

Gamaramdi had the most CTDs out of all the users, but once his load order fixed it he had no more ctds. I think he uses MO2 and he was convinced that the load order was correct, but according to the buffout report it was clear that Real Handcuffs and Bad End Animations were below Nuka Ride, but they must be above.

 

 

Send me your buffout report and we'll take a look at it.

Even when in the plugins list NR is way down, in the buffout report it was before the other mods... go figure... i uninstalled it completly, and reinstalled, using NMM, and tada!!! making sure of the load order and no more ctds.

image.thumb.png.b7a0e6c55528ce51c8d8ab7a28b27e78.png

Posted
58 minutes ago, JB. said:

The log should have a name like Buffout4CrashLog[date].log

 

Look in inside Documents\My Games\Fallout4\F4SE

 

Mine, at least, are just named crash-YYYY-mm-dd-HH-MM-SS.log (with the date and time rather than those placeholders of course).

Posted
On 7/15/2022 at 12:17 PM, GerrahGT said:

What is "buffout log"? I find "Buffout4.log". Text in this file - "E:\Repos\f4se\Buffout4\src\main.cpp(70): [info] Buffout4 v1.24.5" . But my game in disk C. 

 

Right, Real Handcuffs and Bad End are higher on the Nuka Ride in my list. 


oh this file?

crash-2022-07-15-09-29-21.log

Posted (edited)
On 7/11/2022 at 8:16 PM, Navybuster said:

 

 

Glad to see such excitement, for something that I came up with on the spot.

 

Start out small, make sure that each important room in the asylum gets it's own interior cell and serves a certain function/purpose. Smaller levels allow for more detail, which is what you want if you to nail that creepy asylum look.

I see that some modders out there tend to create big empty levels and dump like 20+ NPC in there, with all kinds of scripts running in the background, resulting in laggy and not very stable levels.

 

Hope you'll have fun turning this concept into a reality, maybe even in inspire other modders in the process.

 

Ye I agree with you, a smooth experience is very important; I try to make all my mods very optimized in that regard, I don't want them impacting on performance in any significant way and I tend to run with high quality models.


Anyone:

I have experience with level design but not building in Bethesda land, not anything significant anyway. I know it can really be a pain and my strengths are in design and programming. Any chance anyone knows of any existing cells modders have made that they may want to contribute to such a project? Looking for labs, asylum, silent hill hospital, grimdark sort of themes but any ideas are welcome.

 

On 7/11/2022 at 6:01 AM, Tifa Lockheart said:

Let's doooo itttt, I mean you'll literally have to put up with me, which is like awful, but we'll get there ish ??

 

Maybe you and Navybuster could upload some image reference to help with ideas on level design? Perhaps we should move this to a new thread also.

Edited by Bratty Cheeks - RMCW
Posted
On 7/3/2022 at 5:40 PM, packprof said:

Having problems with the Special Girls Quest.  I meet Gage and start the conversation.  When it comes time to "follow Gage", he pulls out his weapon and just stands there.  His dialog continues but when he is finished nothing happens.  Can use console commands to advance the quest but that really do anything except make things worse.  Any advice is appreciated.

had the same problem with Special Girls and couldn't find an answer in the thread yet.

I moved gage with "moveto player" a bit, went into the apartment and slept for 24 hours. gage had then moved to where he was supposed to.

Posted
2 hours ago, GerrahGT said:

Your load order is fine. But you must upgrade Buffout. You have version 1.2.4 and you need v1.26.2

The crash was not caused by my mod, but by something in your game's hud.

[RSP+1090] 0x2D1ACEA5300 (HUDAmmoCounter*)

 

High probability that it is this: [FE:00C] 76HUD - AIO.esl

Posted
12 minutes ago, Quirld said:

had the same problem with Special Girls and couldn't find an answer in the thread yet.

I moved gage with "moveto player" a bit, went into the apartment and slept for 24 hours. gage had then moved to where he was supposed to.

I can't think why he doesn't want to walk there. There may be several reasons.

 

1-There is a mod that overrides the Nuka Town navmesh (other than nuka Ride). But that would be very easy to catch. Other Nuka Town NPCs are standing still, not moving? That is a symptom that they have the AI disabled or something is wrong with the navmesh.

 

2-You probably have many mods and there is script lag at certain times. In that case, Gage forgets that he must walk to another place and I recommend two things:

 

a-Sit somewhere and wait 1 hour -Gage should have already reached the destination-


b-Make the mod ask Gage again to walk where he needs to go. (Write to console: "SetStage _NukaRide_Girls 20")

Posted
1 hour ago, Bratty Cheeks - RMCW said:

Anyone:

I have experience with level design but not building in Bethesda land, not anything significant anyway. I know it can really be a pain and my strengths are in design and programming. Any chance anyone knows of any existing cells modders have made that they may want to contribute to such a project? Looking for labs, asylum, silent hill hospital, grimdark sort of themes but any ideas are welcome.

 

No idea if it helps, but I'm in a similar situation, working on my first real FO4 interior spaces for a mod, and what's really done well for me so far is to find spaces in the game or DLCs I like as a starting point, copy those cells, gut all the triggers and whatnot, replace the locations and encounter zones with customized copies, and then start ripping and replacing from there. In some cases I've copied parts of structures from one cell and spliced them into another, with decent success. Just get good at redoing the navmeshes for everything.

 

I still need to read up on previs/precombine generation, but one step at a time (and honestly, performance isn't that bad yet, but I'm also not running on a potato).

Posted
1 hour ago, Bratty Cheeks - RMCW said:

Anyone:

I have experience with level design but not building in Bethesda land, not anything significant anyway. I know it can really be a pain and my strengths are in design and programming. Any chance anyone knows of any existing cells modders have made that they may want to contribute to such a project? Looking for labs, asylum, silent hill hospital, grimdark sort of themes but any ideas are welcome.

 

The best cells modder that I know is him. He took a 2 years break but recently became active again. However, he has never done anything related to what you're asking for as far as I know. His work is focused on residencial (and exterior cells) more than community buildings, BUT he has hotels and stuff and those can be edited (by him, maybe? or just asking for permission) to convert them, for example, into a hospital (like this one), or maybe an asylum (like this one). Just throwing an idea.

 

 

23 minutes ago, vaultbait said:

No idea if it helps, but I'm in a similar situation, working on my first real FO4 interior spaces for a mod, and what's really done well for me so far is to find spaces in the game or DLCs I like as a starting point, copy those cells, gut all the triggers and whatnot, replace the locations and encounter zones with customized copies, and then start ripping and replacing from there. In some cases I've copied parts of structures from one cell and spliced them into another, with decent success. Just get good at redoing the navmeshes for everything.

 

And here I am, trying to install the CK correctly to start doing my own buildings (int and ext) to share, but I'm just unable to find a way for the CK to show my installed mod's esps, it just shows the main fallout 4 and DLC's ones, aaaand I get a lot, a freaking lot, of warnings just when launching the program, lol

Posted (edited)
12 minutes ago, xRCx said:

And here I am, trying to install the CK correctly to start doing my own buildings (int and ext) to share, but I'm just unable to find a way for the CK to show my installed mod's esps, it just shows the main fallout 4 and DLC's ones, aaaand I get a lot, a freaking lot, of warnings just when launching the program, lol

 

Are you using MO2? Maybe its virtual directory concept means you need to install the CK in a particular way.

 

Since I'm using Vortex, which deploys plugins into the actual game directory (well, hardlinks them into there anyway), the CK found them for me with no additional configuration needed.

 

Edit: Also there's a help topic for the CK, which is probably a better place to troubleshoot that issue.

Edited by vaultbait
Posted
53 minutes ago, vaultbait said:

I still need to read up on previs/precombine generation, but one step at a time (and honestly, performance isn't that bad yet, but I'm also not running on a potato).

That's the worst part ? glitching disappearing textures after rebuilding the previs.

This Video could help you.

Posted
29 minutes ago, vaultbait said:

 

Are you using MO2? Maybe its virtual directory concept means you need to install the CK in a particular way.

 

Since I'm using Vortex, which deploys plugins into the actual game directory (well, hardlinks them into there anyway), the CK found them for me with no additional configuration needed.

 

Yeah, I'm using MO2, so I kind of guessed it needs to be installed just the way I installed BodySlide, but... not sure about it since, as you well said, I found some info related to CK just working with Vortex or NMM because CK looks for a specific structure in the data folder and cannot work with a virtual directory

Posted
3 hours ago, JB. said:

Your load order is fine. But you must upgrade Buffout. You have version 1.2.4 and you need v1.26.2

The crash was not caused by my mod, but by something in your game's hud.

[RSP+1090] 0x2D1ACEA5300 (HUDAmmoCounter*)

 

High probability that it is this: [FE:00C] 76HUD - AIO.esl

Well I just sat and watched a rather indepth video on Vortex......So I created a sort group and called it Last Load.......put Nuka Ride into that group....went into manage groups....deleted the sort line of Nuka Ride and put it after Dynamic Plug-ins ...which is last in the load order groups.....then sorted the plug-ins.....it didn't look like it changed anything to me, but I loaded up a save just before getting knocked out by bulldog.  It all worked great....had the handcuffs on the whole time too.  Thanks JB for your patients.  The crash log....I have the old version of buffout....showed nuka ride as 36 in the load order out of 58 plug-ins.....and vortex showed it as being last.....so I will chalk this up to Vortex not displaying the proper load order of things correctly.  This was the only "bug" I had left....yay!

 

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

I haven't touched those places. Chances are you have a mod that modifies them and they need priority. Since they don't have it, flickering occurs. 

 

Another possibility is that the patch you're talking about is causing the problem. I have no idea what your patch does and I personally don't use those types of patches. I just remember there was a user who was also using a custom patch and causing all sorts of erratic behavior with my mod.

 

 

Edit: just entered your profile and indeed you have a lot of random problems with my mod. Check your "patches".

BashedPatch from Wrybash for levellist only. If i turn off NukaRide.esp these places works without problems

Edited by Alis_999
Posted

Is there a console command to enable the Scooter?  I've done 6 or 7 mule quests.  The last one, I redid the Pastor Clements quest, and one of my dialogue options was something like "I don't know why I keep doing this to myself. I already have the fucking scooter."  But the scooter doesn't appear in front of my apartment were its supposed to be.  I'm doing a new playthrough with a different mod list, but NukaRide is as close to the bottom of my LO as I can make it, and nothing is interfering or overriding the Mule Quest or the Scooter Activator.  I can try loading an earlier save and running the whole Mule quest over again, but I'd rather not if I can avoid it.  Overall the mod is running smooth as ever. 

 

As an aside, for this run I'm playing as a Futa using the Futanari FEV mod.  I'd say the only conflict this mod has with Nuka Ride are that most of the actual sex scenes won't play (AAF Init error 4), and the tattoos won't work unless you edit the Captive Tats XML files to enable the overlays for Male characters since the Futa mod forces AAF to recognize your player as male.  Otherwise, the playthrough has been working fairly smoothly.  Except for this scooter problem, which I can't imagine is linked to the futa mod.

 

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