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AAF Nuka Ride: A Porn Studio Mod


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

If you make me speak in English I'm going to speak worse than Cito. So until someone wants to correct the almost ten thousand lines we are going to continue playing Nuka Ride in beautiful broken English.

 

I am also very picky about grammar... But Spanish grammar. 

 

About the clothes. Just my personal decision, but you can delete "Nuka Ride Protected Items" from the AAF folder and the clothes will come off during the scenes (also the heels).

I actually am willing to go through the dialogue for you.

 

As for the clothes, the way you have it is fine, if that is how you meant it to be. The only reason it bothered me was because I thought it was a bug.

Edited by AlleyCa7
Posted (edited)
4 hours ago, Sonoftardis said:

Hey JB. I'm here to report a bug. I thought it might help to improve the mod. After installing version 5, there was a problem with sex animations in missions. I'm not sure if it's from me or the mod. But maybe you'd like to know.

 

For example: In the Night Fever mission, I went to the designated point to dance for the guards. When I went to the point, the option screen for dancing appeared. After choosing the option I wanted, my character danced. There is no problem so far...
But after the dance is over, the same point is still shown. And when I go to that point again, no function works. When I checked the FO4Edit program, I found out that the mission after the dance was to talk to Sullivan. And I solved the problem only using "setstage".

 

I just thought there might be a problem with this mission. But it wasn't like that. All of the quests that require any animation have this nuisance.
For example, when I work at Nuka Club, a pop-up opens asking a client what service I would like to provide before sex. (blowjob, pole dance etc.)

Whichever one I choose, the animation of my choice is playing without any problem. But after the animation is over, I am faced with the same problem again. I can't talk to the customer, nor does a pop-up appear. literally nothing.

 

Write this and show me what you get: 

 

SQV _NukaRide_Maintenance

 

It is the quest responsible for managing everything related to AAF and other events. You may need priority in your load order.

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

I know, I think you told me yourself a while ago. I looked at it and tried to do something similar -what I wanted to do is re-activate HHS in certain scenes-, but I can't (or don't know how to) without making HHS a hard requirement.

 

The function is called StartStopHeight_AAF() but this is where it shows that I am not a scripter. ?‍♂️

 

It looks like the HHS Papyrus script is all just global function definitions you'd import, so the traditional soft dependency approach where you bind a ScriptObject recast from a Quest likely won't work directly. You could probably use a "proxy script" approach similar to the one described here. Basically you make an isolated empty quest with your proxy script associated and then import HHS in that. Elsewhere when you want to toggle HHS you can use more of a typical soft dependency solution but to your proxy quest/script rather than HHS itself. That way you'll be able to cleanly skip the HHS calls if its plugin isn't installed.

 

Edit: That said, I've not needed to try this trick with a script full of only global function definitions. It's possible that import is a compiler directive which results in copying the HHS script directly into your pex file at compilation, in which case just importing it may be entirely safe and you can ignore everything else I said as long as you wrap your calls to its functions inside an IsPluginInstalled() condition.

Edited by vaultbait
Posted
32 minutes ago, vaultbait said:

 

It looks like the HHS Papyrus script is all just global function definitions you'd import, so the traditional soft dependency approach where you bind a ScriptObject recast from a Quest likely won't work directly. You could probably use a "proxy script" approach similar to the one described here. Basically you make an isolated empty quest with your proxy script associated and then import HHS in that. Elsewhere when you want to toggle HHS you can use more of a typical soft dependency solution but to your proxy quest/script rather than HHS itself. That way you'll be able to cleanly skip the HHS calls if its plugin isn't installed.

 

Edit: That said, I've not needed to try this trick with a script full of only global function definitions. It's possible that import is a compiler directive which results in copying the HHS script directly into your pex file at compilation, in which case just importing it may be entirely safe and you can ignore everything else I said as long as you wrap your calls to its functions inside an IsPluginInstalled() condition.

Ahhh!!!  My head hurts.....I guess that is why I didn't pursue programming as a teenager......lol

Posted
9 minutes ago, Splithorse said:

Ahhh!!!  My head hurts.....I guess that is why I didn't pursue programming as a teenager......lol

 

In this case it's less about actual programming and more about working around the shortcomings and limitations of the scripting engine provided with the game. As someone who writes a lot of software in real life, trying to script for FO4 mods is really pretty frustrating (probably even more frustrating than for non-programmers, because at least they don't have reasonable expectations which get dashed by Papyrus at every turn).

Posted (edited)
4 hours ago, vaultbait said:

 

It looks like the HHS Papyrus script is all just global function definitions you'd import, so the traditional soft dependency approach where you bind a ScriptObject recast from a Quest likely won't work directly. You could probably use a "proxy script" approach similar to the one described here. Basically you make an isolated empty quest with your proxy script associated and then import HHS in that. Elsewhere when you want to toggle HHS you can use more of a typical soft dependency solution but to your proxy quest/script rather than HHS itself. That way you'll be able to cleanly skip the HHS calls if its plugin isn't installed.

 

Edit: That said, I've not needed to try this trick with a script full of only global function definitions. It's possible that import is a compiler directive which results in copying the HHS script directly into your pex file at compilation, in which case just importing it may be entirely safe and you can ignore everything else I said as long as you wrap your calls to its functions inside an IsPluginInstalled() condition.

Import statement is for managing namespaces, 'importing' global functions and structs from another namespace into current (so to speak), sparing the need to write ScriptB.Foo()

See [ https://www.creationkit.com/fallout4/index.php?title=Script_File_Structure#Imports ] and

CallGlobalFunction [ https://www.creationkit.com/fallout4/index.php?title=CallGlobalFunction_-_Utility ] calling global functions without hard dependecy.

Edited by requiredname65
Posted (edited)
6 hours ago, JB. said:

If you make me speak in English I'm going to speak worse than Cito. So until someone wants to correct the almost ten thousand lines we are going to continue playing Nuka Ride in beautiful broken English.


I've used this site "DeepL" which is an AI translator that doesn't translate stuff into a broken mess like google does most of the time. I use it quite often to type in spanish as I play with a spanish speaking clan in destiny 2 and they thought I spoke(typed?) it perfectly until I told them lol. So there's also that option if you'd like to try it.

Edited by Nyx Morrigan
typo
Posted

So running into an issue not sure what the issue is. The picture says it all. This has happened with several outfits and it also happened during a pole dance scene. I went through and installed everything and all the different requirements. I am using vortex btw. Could I have selected a wrong option during file install? Help would be appreciated this is literally the only thing going wrong in the mod so far. 

Glitch.png

Posted

I just installed this and used it as a game starter. I can hear no dialogue, neither from my PC or any NPC... first I thought it probably was my german installation, so I switched to english in steam, but still no dialogue... so it's hard to guess what i.e. Kaiser at the start wants from me ;)

Posted (edited)
16 minutes ago, TauTau said:

I just installed this and used it as a game starter. I can hear no dialogue, neither from my PC or any NPC... first I thought it probably was my german installation, so I switched to english in steam, but still no dialogue... so it's hard to guess what i.e. Kaiser at the start wants from me ;)

The dialogue is not voiced, so you should activate subtitles. I think there is also a voicepack for 4.x at the MEGA Link

Edited by Heinz01
Posted
49 minutes ago, Heinz01 said:

The dialogue is not voiced, so you should activate subtitles. I think there is also a voicepack for 4.x at the MEGA Link

ah, ok, thanks!

Posted
9 hours ago, requiredname65 said:

Import statement is for managing namespaces, 'importing' global functions and structs from another namespace into current (so to speak), sparing the need to write ScriptB.Foo()

 

My question there, and what the documentation doesn't really clarify either, is whether the import statement is used at compile time (relocating a copy of the imported script into the final pex file as it's being compiled), or at runtime (expecting the pex file for the imported script to exist).

 

9 hours ago, requiredname65 said:

 

Oh! I totally missed the existence of Utility.CallGlobalFunction(), thank you! I guess that's the backend for the CGF command in the game console? So for @JB.'s case, seems like it could be done pretty simply this way:

 

Spoiler
If IsPluginInstalled("FO4HHS_AAF.esp")
    var[] Parameters = new var[0]
    Parameters.Add(Game.GetPlayer()) ; act on the player
    Parameters.Add(true) ; true=start, false=stop
    Utility.CallGlobalFunction("HHS", "StartStopHeight_AAF", Parameters)
EndIf

 

 

Posted (edited)

NR V5.0.3

I just finished (Kill Me Softly) no issues since previous post. 

JB. when Music gives the Over Bitch her armor she also gives Nisha's tattoo set, why does she not give the Harlowe set since it was Harlowe who was the Over Bitch?

Question... Isabella has a dark forehead is this supposed to be that way. or is this a product of my mods?? I had some raider face redo mod but uninstalled it a while ago.

Now my opinion... William...It seems to me William fell in love with Mrs. White the moment he saw her, and all the bitching he does is generated by that fact. He wants her for himself so that he is pretty much cross-eyed by it. He is tormented so by his feelings that he can't stand the thought of anyone but him bedding her. I know he stated he had a bad childhood and that was the reason he objected to the plumber, Bullshit, I say. 

Like I said just my opinion, I would like to hear your opinion, if that is OK with JB. .

G

Fallout4 8_11_2022 4_59_08 AM.png

Edited by caveman74
Posted (edited)
1 hour ago, vaultbait said:

My question there, and what the documentation doesn't really clarify either, is whether the import statement is used at compile time (relocating a copy of the imported script into the final pex file as it's being compiled), or at runtime (expecting the pex file for the imported script to exist).

Interesting question. Here are my findings on the matter. Couple of caviats:

- I'm not a reverse-engineer.

- I used Caprica to output assembly information, which does match what official PapyrusAssembler outputs from .pex files.

- For authoratitive answer you may want to visit script extender and/or reversing discords to ask this from experts.

- I didn't enable any compiler optimizations.

- Names are terrible :S

 

foo.psc

Scriptname foo

int Function fonction() global
    return 1
EndFunction

 

bar.psc

Scriptname bar

import foo
function HERE()
    fonction()
EndFunction

 

PapyrusAssembly .pas from Caprica using switch --dump-asm

.info
  .source "H:\\Steam-library\\SteamApps\\common\\Fallout 4\\Caprica\\bar.psc"
  .modifyTime 1660224032
  .compileTime 1660224039
  .user "<redacted>"
  .computer "<redacted>"
.endInfo
.userFlagsRef
.endUserFlagsRef
.objectTable
  .object bar
    .userFlags 0
    .docString ""
    .autoState
    .structTable
    .endStructTable
    .variableTable
    .endVariableTable
    .propertyTable
    .endPropertyTable
    .propertyGroupTable
    .endPropertyGroupTable
    .stateTable
      .state
        .function HERE
          .userFlags 0
          .docString ""
          .return None
          .paramTable
          .endParamTable
          .localTable
            .local ::temp0 Int
          .endLocalTable
          .code
            CALLSTATIC foo fonction ::temp0 ;@line 5
          .endCode
        .endFunction
      .endState
    .endStateTable
  .endObject
.endObjectTable

 

and what official PapyrusAssembler.exe outputs if given both foo.pex and bar.pex for completeness.

Spoiler
.info
        .source "H:\\Steam-library\\SteamApps\\common\\Fallout 4\\Caprica\\bar.psc"
        .modifyTime 1660224032 ;Thu Aug 11 16:20:32 2022 Local
        .compileTime 1660224039 ;Thu Aug 11 16:20:39 2022 Local
        .user "<redacted>"
        .computer "<redacted>"
.endInfo
.userFlagsRef
.endUserFlagsRef
.objectTable
        .object bar ScriptObject
                .userFlags 0    ; Flags: 0x00000000
                .docString ""
                .autoState
                .structTable
                .endStructTable
                .variableTable
                .endVariableTable
                .propertyTable
                .endPropertyTable
                .propertyGroupTable
                .endPropertyGroupTable
                .stateTable
                        .state
                                .function HERE
                                        .userFlags 0    ; Flags: 0x00000000
                                        .docString ""
                                        .return None
                                        .paramTable
                                        .endParamTable
                                        .localTable
                                                .local ::temp0 Int
                                        .endLocalTable
                                        .code
                                                CallStatic foo fonction ::temp0                          ;@line 5
                                        .endCode
                                .endFunction
                        .endState
                .endStateTable
        .endObject
.endObjectTable

 

 

Seems that bar depends on foo's presence at runtime. There's a static call into another namespace and code isn't copied from foo into bar.

Edited by requiredname65
Posted (edited)
10 hours ago, brianldrk said:

So running into an issue not sure what the issue is. The picture says it all. This has happened with several outfits and it also happened during a pole dance scene. I went through and installed everything and all the different requirements. I am using vortex btw. Could I have selected a wrong option during file install? Help would be appreciated this is literally the only thing going wrong in the mod so far. 

Glitch.png

That is a problem with weights, physics, and skeletons from the body type, you need to check the body's requirements, is not an issue from Nuka ride or aaf

Edited by Gamaramdi
Posted

I wanted to exit Nuka world to use a workshop, and as soon as I entered that train I got a message that Nuka Ride quest is quit... I still have the next quest in my questlist, and should go to the golden globe studio, but I have no questmarker... where can i find it, to possibly take up the questline again?

Posted

Некоторые фразы вызывают недоумение, так что, переводил я их руководствуясь пролетарским чутьем? Спишем на бета версию, да и немного подобного

Nuka Ride 5.0.3 RU.7z

Posted (edited)

NR V5.0.3

Night Fever Quest...after sex with Keyshawn there is a several minute lag in being able to tell him goodbye. I went and talked to several guards, went outside and back in, then talked to Adolph, and a couple of guards before the marker popped up with dialog telling me to speak to him and say goodbye.

Now I do not know what caused this so I am just reporting in.    G

Edited by caveman74
typo
Posted
5 minutes ago, caveman74 said:

NR V5.0.3

Night Fever Quest...after sex with Keyshawn there is a several minute lag in being able to tell him goodbye. I went and talked to several guards, went outside and back in, then talked to Adolph, and a couple of guards before the marker popped up with dialog telling me to speak to him and say goodbye.

Now I do not know what caused this so I am just reporting in.    G

Thanks for the report, I know why it happens, basically the mod waits the same time you have defined in AAF scene duration, in the MCM. I will adjust it.

 

Oh, and thanks also for the report about the buny girl's face -I use texture replacers and couldn't notice it-. 

Posted
1 hour ago, TauTau said:

I wanted to exit Nuka world to use a workshop, and as soon as I entered that train I got a message that Nuka Ride quest is quit... I still have the next quest in my questlist, and should go to the golden globe studio, but I have no questmarker... where can i find it, to possibly take up the questline again?

Never go to the train station, that's when Nuka Ride auto shuts off and the DLC starts. At that point the mod can no longer be played.

Posted (edited)
17 hours ago, vaultbait said:

 (probably even more frustrating than for non-programmers, because at least they don't have reasonable expectations which get dashed by Papyrus at every turn).

Yeah I can confirm. When I discovered the "IF", "EndIf" my head was blown. I thought it was the coolest thing and thanks to that I was able to do optional things, like playing the music, the name of the actress, and so many other things. I understand that this is something like basic but well, I never programmed in my life so...  ?

Edited by JB.
Posted (edited)
19 minutes ago, JB. said:

Never go to the train station, that's when Nuka Ride auto shuts off and the DLC starts. At that point the mod can no longer be played.

oh, too bad... can I reset it somehow?

Edit: dumb me... forgot about saves, I just load an older one ;)

Edited by TauTau
Posted

Hello sorry again, may I know the exact location of Sierra and Thompson is? I kinda stuck where i unable to find them even i circled the dry dock gulch. Even after asked sierra or billy additional info? Check the rollercoaster

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