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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)
1 hour ago, Nyx Morrigan said:

Oh is there? Never bothered to even venture out to the mono-rail area. lol

I think he means Kaiser, where you either dance or sex with Dog, (first act when you get to Nuka World) across from where Gage parks his car. Not the actual monorail that brings you to Nuka World.     G

NR V 5.0.4i

Edited by caveman74
Posted

JB.   Do you still want issue reports on NR V 5.0.4i ?

I do not want to post them if they are not needed.

It is amazing to me how an object like this Computer can make me feel so inadequate and unintelligent, when I am not.  ?    G

Posted
1 hour ago, caveman74 said:

I think he means Kaiser, where you either dance or sex with Dog, (first act when you get to Nuka World) across from where Gage parks his car. Not the actual monorail that brings you to Nuka World.     G

NR V 5.0.4i

Yeah, that's the robot. I just couldn't remember it's name.

Posted

So that issue about the CWSS shower not functioning I posted a few days back... Well I started a new game, after reinstalling/reactivating NR; And it seems like my issue was somehow related to having an old 1.4 version of CWSS installed at the time NR was installed, and switching to the newer version of CWSS mid-game didn't work, as it seemed to still have the old scripts attached.

Because now the shower in the NR apartment works just fine. So that might want to be noted just in case.

Posted (edited)

well i just finished this for the first time (what's available at least, which is a lot longer than i was expecting, which was nice) and i cant wait for future updates, great stuff JB. only 'issues' i encountered were occasional dialogue stalls, but they were easily corrected with just reloading saves, typical stuff for a bethesda game. wont deny that i had 'omg get this over with' moments, but there were far less of those than simply enjoying the mod! fun fact, ive never actually DONE nuka world dlc yet, this mod is my first ever time going there, funny eh? might need to make a fresh file and preserve this one for future updates to the mod, so i can have a proper nuka world run as well!

 

side note, is it possible to get the tatoos like nisha's set in game without the use of this mod for a more 'vanilla' play? did those come from any specific mod pack i can aquire?

Edited by BladeoftheHeavens18122
Posted
3 minutes ago, BladeoftheHeavens18122 said:

well i just finished this for the first time (what's available at least, which is a lot longer than i was expecting, which was nice) and i cant wait for future updates, great stuff JB. only 'issues' i encountered were occasional dialogue stalls, but they were easily corrected with just reloading saves, typical stuff for a bethesda game. wont deny that i had 'omg get this over with' moments, but there were far less of those than simply enjoying the mod! fun fact, ive never actually DONE nuka world dlc yet, this mod is my first ever time going there, funny eh? might need to make a fresh file and preserve this one for future updates to the mod, so i can have a proper nuka world run as well!

Good luck finding all the hidden Cappy's to get into Bradburton's office. ?   G

 

Posted
5 minutes ago, caveman74 said:

Good luck finding all the hidden Cappy's to get into Bradburton's office. ?   G

 

lol i will probably use a guide for something like that. im a weak willed gamer who has a hard time not looking stuff up when i get frustrated lol

Posted
14 minutes ago, caveman74 said:

Good luck finding all the hidden Cappy's to get into Bradburton's office. ?   G

 

10 minutes ago, BladeoftheHeavens18122 said:

lol i will probably use a guide for something like that. im a weak willed gamer who has a hard time not looking stuff up when i get frustrated lol

If you know where they are, they are all pretty much on the 'beaten path'. You just have to remember to get them. Following a location guide, one can get them all while doing the norm DLC raider quest line.

 

 

Posted (edited)
33 minutes ago, BladeoftheHeavens18122 said:

side note, is it possible to get the tatoos like nisha's set in game without the use of this mod for a more 'vanilla' play? did those come from any specific mod pack i can aquire?

Go to fallout 4 folder under steam, Data/F4SE/Plugins/F4EE/Overlays/Nukaride/overlays/ then open with notepad ++ and change playables from false to true. Then Save in notepad.

They then will be available in looks menu, slm 14   to apply to your PC as long as Nuka Ride is enabled in your mod list.

It can be working you just choose to ignore Duke's invite to go there.   

Props to JB. for telling me how to do This!!          G

Edited by caveman74
Posted (edited)
14 minutes ago, caveman74 said:

Go to fallout 4 folder under steam, Data/F4SE/Plugins/F4EE/Overlays/Nukaride/overlays/ then open with notepad ++ and change playables from false to true. Then Save in notepad.

They then will be available in looks menu, slm 14   to apply to your PC as long as Nuka Ride is enabled in your mod list.

It can be working you just choose to ignore Duke's invite to go there.   

Props to JB. for telling me how to do This!!          G

awesome, tysm!

 

funny enough, the changes are already applied when i started a new game? maybe its bc i didnt close the game first and it somehow carried over between saves? lol

Edited by BladeoftheHeavens18122
Posted

Nice mod. I like the idea of it as an "alternate start" quite a bit. Gives the character a lot of depth, having interacted with all of these different major NPC's in this capacity. Sets the stage well for her motivations / faction alignments / etc. Thanks!

 

I'm approaching the end of the current content, and debating on what my character's motivation would be to go out adventuring. There's the revenge angle, of course. Or, she could be indoctrinated by the raiders, and become one of them. What have other people done for this?

Posted
21 hours ago, JB. said:

That's exactly what happens. Yeah, it's solved if you carry a gun. But in the future I think I'll be able to "kill" the Raider Pet quest before my quest and re-activate it upon completion.

the Raider pet, by the way, does not interfere much with quest Lucy's in the sky. Passed for the first time in 3.2.4 without weapons, on the way to the gallows, the raiders braked a couple of times, in the Spare Bench with a skeleton key removed the slave collar, as if along the way a quest was made to escape from the captivity of the raiders.

Posted
20 hours ago, BladeoftheHeavens18122 said:

classic fallout/fallout 2 anyone? lol srsly... i cant read a lick of what that person wrote, being an English speaking Texan and all that, but i get the idea it was not nice and unnecessarily rude and pointless to post about a mod they dont have to play if they dislike so much lol

 

They ain't got Google Translate in Texas yet? ? But seriously, not worth the time it would take to translate it anyway, no.

 

20 hours ago, BladeoftheHeavens18122 said:

im actually liking the message box popups, they are very good for explaining things and/or story driven elements that are hard to implement using just AAF. imagination is a great and powerful thing after all, so sometimes text boxes can do a way better job of explaining/telling the story.

 

Yeah, I leverage them primarily for narrating abstract dream sequences, internal monologue, and creating menus. They're really quite a useful feature and really easy to call from scripts, not to mention convenient to translate into other languages if you implement them as message objects in a plugin (since the translations can just be a patch plugin, no need to recompile any scripts). I strive to never hard-code any text strings other than debug logging in my scripts for that very reason.

Posted
1 hour ago, vaultbait said:

 

They ain't got Google Translate in Texas yet? ? But seriously, not worth the time it would take to translate it anyway, no.

 

 

Yeah, I leverage them primarily for narrating abstract dream sequences, internal monologue, and creating menus. They're really quite a useful feature and really easy to call from scripts, not to mention convenient to translate into other languages if you implement them as message objects in a plugin (since the translations can just be a patch plugin, no need to recompile any scripts). I strive to never hard-code any text strings other than debug logging in my scripts for that very reason.

HA! you assume im going to bother translating what is an obvious flame message just judging off the response, shame you for assuming! XD

Posted
Just now, MrNicoras said:

***Not a bug report***

 

I don't know why people think Keyshawn is so intimidating outside Diamond City:

377160_20220831120201_1.png

 

He's really not so scary once you get to know him.....

 

377160_20220831105732_1.png

Posted

During the second scene with Gauge and Fristsch, I got an AAF error.

The AAF log showed that I had no F+M+M animations compatible with any furniture nearby. 

I'm not sure which of the animation packs I need to re-install here, that is used in this scene, but if anyone knows I would be grateful if you could point me in the right direction.

 

Thanks much for any help !

Posted

Got a problem I've never seen before at the end of the Special Girls.  The whole quest played perfectly for me.  I got the girls, made it through GNN, talked to Tessa, the load screen popped up and the "vroom" sound played.  And then the game came back up.  I'm still outside GNN and Tessa is beating the hell out of me.  Stage 400 is set to done.  I'm at a loss with this one. 

 

Oh... and there's a stingwing attacking me. 

377160_20220901030341_1.png

Posted
10 minutes ago, MrNicoras said:

Got a problem I've never seen before at the end of the Special Girls.  The whole quest played perfectly for me.  I got the girls, made it through GNN, talked to Tessa, the load screen popped up and the "vroom" sound played.  And then the game came back up.  I'm still outside GNN and Tessa is beating the hell out of me.  Stage 400 is set to done.  I'm at a loss with this one. 

 

Oh... and there's a stingwing attacking me. 

377160_20220901030341_1.png

 

Are you over-encumbered? That prevents fast travel and can break the black screen teleports of the mod.

Posted

Update:  I was able to load the game from when I left GNN and the gunners weren't aggro.   I used console to COC back to Nuka World, and then entered the last two setstage commands to finish the quest.

Posted
6 minutes ago, RenFL2 said:

 

Are you over-encumbered? That prevents fast travel and can break the black screen teleports of the mod.

I was definitely over-encumbered.  There was a sweet loadout of power armor pieces in one of the chests that I just couldn't leave behind.  I didn't realize that would be a problem.  Thanks for letting me know.

Posted
50 minutes ago, MrNicoras said:

I was definitely over-encumbered.  There was a sweet loadout of power armor pieces in one of the chests that I just couldn't leave behind.  I didn't realize that would be a problem.  Thanks for letting me know.

I think that's why I use the 'armorsmith', and 'legendary crafting' mods. Anything that I 'can't pass up' becomes, 'I'll make it later'.

Posted
6 hours ago, Wandering_Mania said:

I think that's why I use the 'armorsmith', and 'legendary crafting' mods. Anything that I 'can't pass up' becomes, 'I'll make it later'.

Wouldn't matter.  I actually never use Power Armor other than for clearing out Concord.  I'm just a hoarder.....

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