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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)

Ok then. Start FO4, go into the "Mods" Menu. Make sure they are enabled there as well. Sometimes, for whatever reason, they will show as disabled there.

If that does not work, hopefully someone else can chime in. I use Vortex and that obvs is not that.

I'm sorry that I was unable to assist. Good luck.

Edited by jrag0921
Posted (edited)
8 minutes ago, jrag0921 said:

Ok then. Start FO4, go into the "Mods" Menu. Make sure they are enabled there as well. Sometimes, for whatever reason, they will show as disabled there.

Checked, its activated. Both of them and everything else

Edited by ChibakoShiba
Posted
9 hours ago, ChibakoShiba said:

I tried scanning for the bike and nothing came up. My scan range is 500 thats pretty wide already right?

 

Yeah, 500 is the default. I normally play with more like 200 or 150 so that I need to be standing almost on top of furniture for it to be selected, in order to reduce travel package path calculation delays and so on, and that does cause detection problems for some of NR's scenes because the actors aren't separately scripted to move close to the furniture before calling AAF. Sounds like that's not your issue at all though.

Posted
51 minutes ago, ChibakoShiba said:

Checked, its activated. Both of them and everything else

 

Consider an alternate approach: reinstall whatever animation packs/patches are trying to reference furniture for those plugins, and deselect support for them so that AAF isn't trying to find them.

 

Also, you aren't doing anything like adding "light" (ESL) flags, force "cleaning" them, and so on? It's hard for me to tell from the screenshots since I'm unfamiliar with the icons used by your mod manager.

Posted
4 minutes ago, vaultbait said:

 

Consider an alternate approach: reinstall whatever animation packs/patches are trying to reference furniture for those plugins, and deselect support for them so that AAF isn't trying to find them.

 

Also, you aren't doing anything like adding "light" (ESL) flags, force "cleaning" them, and so on? It's hard for me to tell from the screenshots since I'm unfamiliar with the icons used by your mod manager.

i reinstalled all the animation pack, and still got the error.
And no i didnt make it esl or clean them

Posted

Just wanted to say that I finished playing the majority of the mod last night and I absolutely loved it (still need to finish up some repeatables for Nisha).  Started a new game for it with a heavily modded load order and it was smooth sailing all the way through except for the one item below.  I look forward to playing it a few more times as new versions come out.  Keep up the good work!

 

Like other people much earlier in the thread, I had issues with Wes/Cruz, and like many of them I also have Depravity and SS2 installed.  Two of the three couches were invisible, but that didn't prevent the actors from sitting on them.  And the dialogue scene never seemed to start.  The dialogue was easy to fix in two ways for me - one was to move Nuka Ride to very last in my load order and the dialogue started as soon as I loaded up my save.  The other way, and the one I went with, was to fix Wes (we'll see if 'fixing' him ends up breaking him in another mod).  Seemed Wes wasn't enabled so a quick PRID, enable, movetoplayer and the dialogue started up instantly.  Beyond that, I don't recall encountering any bugs or crashes, which came as quite the pleasant surprise given how much of Nuka World this changes.  Truly very well done.

Posted (edited)
1 hour ago, ChibakoShiba said:

For the second time, yes

NO!!!

I don't know where you downloaded these mods, or what you did with them, but they're wrong.
Read the file names carefully!!!

Here, a comparison of your screenshots:

Spoiler

image.png.44c7450c4bc5e377b0224c56fd9dca66.jpg.075080ac38e4d4c158c5ece084dc8381.jpg

 

 

Edited by Axary
Posted
3 hours ago, Axary said:

S Maybe I'm wrong, and you got it a lot easier, and already tested in the game.

I edited the coordinates in Outfit Studio (Z axis +12) and the flagpole sits perfectly on the ground now.

 

This flagpole takes your mesh from a folder other than vanilla, so it doesn't affect flagpoles in the rest of the world. ?

Posted
16 minutes ago, dashipper said:

Just wanted to say that I finished playing the majority of the mod last night and I absolutely loved it (still need to finish up some repeatables for Nisha).  Started a new game for it with a heavily modded load order and it was smooth sailing all the way through except for the one item below.  I look forward to playing it a few more times as new versions come out.  Keep up the good work!

 

Like other people much earlier in the thread, I had issues with Wes/Cruz, and like many of them I also have Depravity and SS2 installed.  Two of the three couches were invisible, but that didn't prevent the actors from sitting on them.  And the dialogue scene never seemed to start.  The dialogue was easy to fix in two ways for me - one was to move Nuka Ride to very last in my load order and the dialogue started as soon as I loaded up my save.  The other way, and the one I went with, was to fix Wes (we'll see if 'fixing' him ends up breaking him in another mod).  Seemed Wes wasn't enabled so a quick PRID, enable, movetoplayer and the dialogue started up instantly.  Beyond that, I don't recall encountering any bugs or crashes, which came as quite the pleasant surprise given how much of Nuka World this changes.  Truly very well done.

Thanks man ? For NR5 I will use clone versions of Wes (currently only Cruz) to fix the conflict with SS2. I'll also fix the couch thing, is an item used by SS2 (for some reason in SS2 those couches, Wes and Cruz are disabled). It is solved by putting my own couches and my own clones. I think that's the biggest conflict with SS2. 

Posted
17 minutes ago, Axary said:

NO!!!

I don't know where you downloaded these mods, or what you did with them, but they're wrong.
Read the file names carefully!!!

Here, a comparison of your screenshots:

  Hide contents

image.png.44c7450c4bc5e377b0224c56fd9dca66.jpg.075080ac38e4d4c158c5ece084dc8381.jpg

 

 

 

Oh, wow... good eye!

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

I edited the coordinates in Outfit Studio (Z axis +12) and the flagpole sits perfectly on the ground now.

Did you run the dance animation in the game?

It just probably won't change anything.
Again, the mesh(.nif) is a sham. You can replace the flagpole mesh with a bus mesh or blank mesh, and nothing will change for the animation.

Only the positioning of the in-game object matters for the animation.
The in-game object is first and foremost a set of parameters in the esp, the mesh is just a decoration for these parameters.

For the animation to go up, you need the in-game object to stand +12 above the floor.

I intentionally lowered the base of the flagpole to -12Z. I did this to hide the lifting of the in-game object to +12Z.

AAF works with the coordinates of the in-game objects, about the mesh and certainly its coordinates AAF does not know at all.

 

I don't know much about the CK interface, but if it looks +/- the same as the constructor of the game I work with.
Then these blue lines show the collision of the flagpole or maybe trigger of its activation.
The bottom line is that for the dance animation to go up, you need these lines to start +12Z above the floor.

Spoiler

1.png.cb4fe0c0d1c720a9b76d5be3672798a3.jpg.629a2c02572911535e6aaabe9832d98a.jpg

 

Again, maybe I'm wrong, just check it out now so you don't waste time later.

 

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

Thanks man ? For NR5 I will use clone versions of Wes (currently only Cruz) to fix the conflict with SS2. I'll also fix the couch thing, is an item used by SS2 (for some reason in SS2 those couches, Wes and Cruz are disabled). It is solved by putting my own couches and my own clones. I think that's the biggest conflict with SS2. 

Just for information.
If you play this part before advancing the SS2-Story to Chapter2, it works without problems. Just did it without any problems.

Posted
1 hour ago, Axary said:

Again, maybe I'm wrong, just check it out now so you don't waste time later.

I just tested it and you are right. I'm going to make custom pole dances, with the Z axis +12, in my XML. 

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

I just tested it and you are right. I'm going to make custom pole dances, with the Z axis +12, in my XML. 

There is another way...

As I understand it, CK doesn't let you put objects in the air...
But this can be very easy to cheat.
Make an invisible (with empty mesh) small object. In CK, in the parameters, specify the collision size XY the same as the flagpole, and Z=12.
Put it in place of the flagpole, and put the flagpole on it.
This way we get +12Z relative to the floor for the flagpole.

 

With this method, any dance animations will work with +12Z offset, not just those that come with NR.

Edited by Axary
Posted
2 hours ago, Axary said:

NO!!!

I don't know where you downloaded these mods, or what you did with them, but they're wrong.
Read the file names carefully!!!

Here, a comparison of your screenshots:

  Hide contents

image.png.44c7450c4bc5e377b0224c56fd9dca66.jpg.075080ac38e4d4c158c5ece084dc8381.jpg

 

 

I have no idea how is it not the same, I downloaded the mod from the source, all of them, maybe the guy who made the patch use the wrong name for esp? That im not sure how I am suppose to fix. I did not change anything myself.

Posted
1 hour ago, drake_hoard said:

Just for information.
If you play this part before advancing the SS2-Story to Chapter2, it works without problems. Just did it without any problems.

 

Must be something else going on on my side then.  I started a new game and went straight into Nuka Ride content without touching anything with SS2.  Wonder if it's exacerbated by a depravity/SS2 compatibility patch I've got specifically for that location.  I was a dummy and installed a handful of new stuff to all try on the same play through and not sure what effects what yet.

Posted

hi, thank you very much for this fantastic mod JB. :)
i had a very smooth playthrough.

 

for me its the ultimate "alternate start" mod now. i am playing with this https://www.nexusmods.com/fallout4/mods/25811 (the nv setup) which fits so perfect to nuka ride. just great. (this connected to perks from nuka world..as a training reward etc dont know ..lol.)

 

things i discovered at my playthrough,
"sis" got pregnant after our first adventure (outside from nuka world) this gets me immune to pregnancy.
she got her baby... now i got pregnant.   / something to do with this clone thing...ok np.
and the pornostar tattoo set kills the branding...ok.. making the wooden horse quest gets me the branding back. np

Posted

Is this mod compatible with a relatively normal playthrough of fallout 4 nuka world?

 

I understand it is going to be somewhat immersion breaking but i'm weighing my options =)

Posted
3 hours ago, ChibakoShiba said:

I have no idea how is it not the same, I downloaded the mod from the source, all of them, maybe the guy who made the patch use the wrong name for esp? That im not sure how I am suppose to fix. I did not change anything myself.

 

What patch adds support for stuff from SS2? Seems like maybe it's outdated or just straight up broken. I'd suggest uninstalling whatever's adding those configs to AAF.

Posted
21 minutes ago, bbob123121212 said:

Is this mod compatible with a relatively normal playthrough of fallout 4 nuka world?

 

I understand it is going to be somewhat immersion breaking but i'm weighing my options ?

 

Not really, no. If you start the "normal" NW arrival quest where you visit the transit center, run the gauntlet and then fight Colter to become the new overboss, NR shuts itself down permanently. If you really want, you can probably play through NW somewhat normally after completing NR, though you will have unlocked/accessed/obtained a bunch of stuff from the normal NW quests by then so would still be rather weird.

Posted
26 minutes ago, vaultbait said:

 

Not really, no. If you start the "normal" NW arrival quest where you visit the transit center, run the gauntlet and then fight Colter to become the new overboss, NR shuts itself down permanently. If you really want, you can probably play through NW somewhat normally after completing NR, though you will have unlocked/accessed/obtained a bunch of stuff from the normal NW quests by then so would still be rather weird.

Thanks.

 

I haven't really played through Nuka world so it was a pretty bad idea from me anyway. Author of NR did a great job. Very sexy.

Posted

so out of curiosity and my own inability to figure this out... is this mod just flat out incompatible with large mod loads? i mean, im sure its just i suck at load ordering and building my mod loads, not trying to say anything is wrong with this mod, i see too many ppl having great success with it in here to say that, im simply at my wits end but still want this in my mods, so far what ive seen is just too good to ignore (im trying to do a sorta mix nuka ride/normal play run, where i do this mod while mixing in parts of the story/etc from the main game/other mods... im not too worried about 'continuation errors' in my content, i jus want both nuka ride/main game to function together within reason (ik nuka world will be very different and im ok with that)

Posted

If you have any mod involving Nuka World changes its best to work out in which order/your head canon you want to play it. Ive got Companion Ivy so uninstalled this mod to play Ivy's story first. Only a suggestion though

Posted
1 minute ago, Beerbatty said:

If you have any mod involving Nuka World changes its best to work out in which order/your head canon you want to play it. Ive got Companion Ivy so uninstalled this mod to play Ivy's story first. Only a suggestion though

well, everything in nuka world so far hasnt given me problems, the problem im facing is whenever i fade to black to enter solomon's house, it crashes without fail. ive yet to figure out why, considering the mods that were suspected culprits are no longer in my load. so im truly at a loss beyond that XD

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