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AAF Nuka Ride: A Porn Studio Mod


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Posted
1 minute ago, Wandering_Mania said:

With my current game, and with the addition of the 'Another Life' mod, I started out as the 'Soprano' (singer/entertainer). Making it even more immersive.

i'm runnin hardship and tentacus alternate start mod, so after been rape by raiders, i was sold to slavers, manage to escape, passed out and woke up near DC, there i begged for a couple days then finally had to resort to prostitution. After a while i had enough of getting abused, i was addicted to sex (SA), jet and psycho, so i gathered enough caps to buy some addictol, and in a moment of clarity remembered that job offer that robot gave me when i left the vault, so i headed to drumlin dinner, escorted by a raider merc (mercenaries and safe passage mod) and started my pornstar career.

Posted (edited)

So I've got a little problem. Charon doesn't talk to me when I go to Drumlin diner. The little bot still has voicelines but not a dialogue. I spoke with the bot in the beginning and told him I'd meet him at Drumlin diner on my own. Normally I just go straight there with him but this time I did it the other way and did the little basic Sanctuary stuff before going there.

This might not be a bug related to the mod, might just be a FO4 thing, but I can't continue. I'll see if console commands can reset him or something, he did kill some bugs when I first arrived, but he's still silent after waiting and fast travelling.

Edit: I did console commands on Charon and restarted and reloaded and he still doesn't acknowledge or talk to me. I'm not sure how I could have borked him. I've had the mod working flawlessly on this installation. I did just recently update, but I don't see how that'd effect this.

SOLVED: Silly me forgot about the note Duke gave me. All is working now! Love the mod btw.

Edited by stillindie
fixed
Posted (edited)

Hi, guys. I just finished Nuka Ride and start play vanilla game. But gunners are friendly to me.

Can u explane what nr faction are used in NR to make gunners friendly, so i can make them hostile using setenemy?

 

Upd: i have fixed it, setenemy with player faction didnt work at first, but now I have hostile gunners.

Edited by WA1KER885
Posted
8 minutes ago, WA1KER885 said:

Hi, guys. I just finished Nuka Ride and start play vanilla game. But gunners are friendly to me.

Can u explane what nr faction are used in NR to make gunners friendly, so i can make them hostile using setenemy?

Humm, it's the second report about this so I'm going to check something. 

For now remove yourself from the Gunner faction

player.removefromfaction 00058303

Posted
29 minutes ago, beeline134 said:

Hey yall , how to update this safely? just uninstall old one and replace with new one or need new save every time?

Unless you're in the middle of Becoming a Porn Star Quest, you can upgrade safely. 

Posted
38 minutes ago, stillindie said:


SOLVED: Silly me forgot about the note Duke gave me. All is working now! Love the mod btw.

 

Well I just did as you did and indeed Charon does not greet you if you turn Duke down and go on your own to Drumlin Diner. There is one small condition missing which I will now include in MEGA. 

 

Indeed, it is solved if you read the pamphlet, but it is better if I add this possibility among the conditions.
 

Posted

I'm a moron and during the "fight" against Fever you have Gunner faction, and I forgot to remove that faction when returning to Nuka World. 

 

It's safe to stay like that if you're not going to do vanilla quests. In the next Nuka Ride quest I'll remove that faction. But I already added the fix: I remove you from that faction after finishing the "Fever Night" quest (after saying goodbye to Gage and Adolf)

 

If you do not want to repeat this quest you can write this in the console:

 

player.removefromfaction 00058303

 

BTW, this update brings a new XML specifically for Keyshawn's rimjob animation adapted to his size. I can't reproduce the error of his shrinking, but I made this for others to test if he still appears as a small man during the rimjob animation.  @MrNicoras @Axary Can you test it when you have the opportunity?

 

Posted
14 hours ago, JB. said:

Good news. There is a function that lets you know if you have the radio on. It will be included in tonight's update. 

 

 

IsRadioOn

 

But it's a function, not an event. Basically it will work like this: 

 

If you have Golden Globes radio on, and you are starting a quest, the music for that quest will not start. The radio will take priority. 

 

If you are in the middle of a quest with music playing and you want to listen to the radio, you will have to turn the music off trough the MCM. This is the limitation I was talking about. It only works before the quest music starts.

 

 

EDIT: WELP, I just tested it and it doesn't work. ?‍♂️?

 

But Game.IsPlayerRadioOn works perfect. Uploading now. 


Oh that's cool! Neato

Posted

One thing I noticed that happens a lot, is that 'auto equip' of outfits messes with the AAF undressing. Sometimes AAF doesn't properly unequip the outfits, then when using the AAF scene controls to unequip the outfit, AAF doesn't always re-equip them. And during at least one of the 'Mule quests' for Nisha, you are put in cuffs causing some weird 'side effects'.

 

Just a heads up on that one. So it might be better just to add the outfits, and then tell the player equip them manually to avoid that 'conflict'.

Posted
5 hours ago, caveman74 said:

Where did you find the NR comp patch on UAP? I just reinstalled and it was not there, redownloaded and not there either, same with SC.

Thanks for the help!    G

NR V 5.0.4j

Pretty sure JB changed the call from NR to match what is in UAP.  I reinstalled SC and UAP activating SC support in the UAP options and then NR 5.0.4j which should now call the scenes correctly.  At least that's what I got from the thread, but I'm just loading into game now and gonna go back and test the 2nd Gage/Fritsch scene in a save to see if it fixed that one.

 

13 minutes ago, Wandering_Mania said:

One thing I noticed that happens a lot, is that 'auto equip' of outfits messes with the AAF undressing. Sometimes AAF doesn't properly unequip the outfits, then when using the AAF scene controls to unequip the outfit, AAF doesn't always re-equip them. And during at least one of the 'Mule quests' for Nisha, you are put in cuffs causing some weird 'side effects'.

 

Just a heads up on that one. So it might be better just to add the outfits, and then tell the player equip them manually to avoid that 'conflict'.

I think that might also fix High Heel training.  Same kinda thing happens, the auto-swap of clothes mess with the equip/not equiped trigger and ultimately breaks tracking so it never flags you as having heels on.

Posted
21 minutes ago, RileyAP said:

I think that might also fix High Heel training.  Same kinda thing happens, the auto-swap of clothes mess with the equip/not equiped trigger and ultimately breaks tracking so it never flags you as having heels on.

Yeah, another thing that I just thought of is that it might also be the cause of the 'replicating' outfits as well, mentioned a day or so ago. And it happens a lot with the 'Brotherhood Propaganda film' and Nora's "sister" not being able to keep the flight suit off during the AAF scene.

 

So this might be the source of a lot of equip conflicts.

Posted (edited)
32 minutes ago, RileyAP said:

I think that might also fix High Heel training.


I ended up having to make a keybind with FO4Hotkeys just to run "set hhtheelstatus to 1" every time. Bc it also happens after using CWSS.

Speaking of CWSS, JB you forgot to remove the encounter zone for the apartment from the CWSS and Japanese apartment thingy patch.

Edited by Nyx Morrigan
Posted (edited)
4 hours ago, JB. said:

@Axary Can you test it when you have the opportunity?

I already found why I was having a problem with Keyshawn's size.
In "AAF_settings.ini" everything was correct, but some animation packs add their ".ini".
I checked them, and it turned out that in "rxl_bp70_settings.ini" and "Atomic Lust_settings.ini" specified that "scale_actors_for_animations = true".

After I changed "true" to "false" in those .ini Keyshawn size problem is gone.

Edited by Axary
Posted
7 hours ago, caveman74 said:

Where did you find the NR comp patch on UAP? I just reinstalled and it was not there, redownloaded and not there either, same with SC.

 

It's not a patch. The latest version of NR simply adds another keyword to the SceneSettings struct for some AAF calls (because UAP apparently removes some existing animation keywords from SC's mod for unexplained reasons).

Posted (edited)

so im not sure why, but after making the tatoos a changeable overlay in looksmenu (or maybe its just random bad luck/i did something wrong) the visable part on my hands keeps dissapearing INTO my hands when im using a weapon? it was not doing this in nuka ride on my other save (this is a 'normal' playthrough). any idea what might be wrong?

 

edit: this is only happening in first person btw not 3rd

 

edit 2: nvm this is apparently related to my armor im using, i am guessing the armor and the overlay are somehow sharing a slot, i guess i need to find and fix this in fo4edit. does anyone know where in  fo4edit the tats are located? would make searching for them hella more easy lol

Edited by BladeoftheHeavens18122
Posted (edited)

 

3 hours ago, RileyAP said:

Pretty sure JB changed the call from NR to match what is in UAP.  I reinstalled SC and UAP activating SC support in the UAP options and then NR 5.0.4j which should now call the scenes correctly.  At least that's what I got from the thread, but I'm just loading into game now and gonna go back and test the 2nd Gage/Fritsch scene in a save to see if it fixed that one.

Its ok, I ditched UAP, and the new Savage Cabbages anyway.

The last playthrough was my first using UAP, and (Personal Opinion) it Sucked!!

Too many repetitive animations, too many slowly waiting for it to start, most were staged which on UAP's page were called out as slow to shift.  

I went back to the previous Savage Cabbages download, and AAF creature Resources, yeah the Super mutants freeze when killed but that is minor compared to loosing animations, loosing scenes when cycled forward too fast, and repetition.          G

NR V 5.0.4j

Edited by caveman74
Posted (edited)
2 hours ago, vaultbait said:

It's not a patch. The latest version of NR simply adds another keyword to the SceneSettings struct for some AAF calls (because UAP apparently removes some existing animation keywords from SC's mod for unexplained reasons).

 

11 hours ago, Splithorse said:

Yes he did....so I updated UAP and Savage Cabbage and reinstalled those.....UAP had a box to select Nuka Ride compatibility patch....so I selected that and installed and selected everything....same with SC....I selected everything there too.....so far everything is working correctly.....just completed going to get music and everything works.

He stated he ticked a box with NR comp patch. I do not want to belabor the point but where the hell is that box? I got fed up with UAP anyway, but just trying to be clear not condescending. I have no issues with this person, just following instructions to try to do things better than I have in the past.?   G                     

 P.S. OCD sucks!!

NR V 5.0.4j

Edited by caveman74
typo's
Posted
14 minutes ago, caveman74 said:

 

Its ok, I ditched UAP, and the new Savage Cabbages anyway.

The last playthrough was my first using UAP, and (Personal Opinion) it Sucked!!

Too many repetitive animations, too many slowly waiting for it to start, most were staged which on UAP's page were called out as slow to shift.  

I went back to the previous Savage Cabbages download, and AAF creature Resources, yeah the Super mutants freeze when killed but that is minor compared to loosing animations, loosing scenes when cycled forward too fast, and repetition.          G

NR V 5.0.4j

i kinda have the same experience as you when using UAP alone, but since i use hardship on one of my profiles, i have to run UAP and stage leito together and find it much smoother that way, i also uncheck SC in UAP on this set up. Kind of a band aid solution, but i still get that mutant fix at least

Posted
2 minutes ago, erynyes said:

i kinda have the same experience as you when using UAP alone, but since i use hardship on one of my profiles, i have to run UAP and stage leito together and find it much smoother that way, i also uncheck SC in UAP on this set up. Kind of a band aid solution, but i still get that mutant fix at least

I too use hardship, and have not had any issues not using UAP except freezing SM.

When I tried UAP 1.5 years ago it was causing CTD's when trying to launch the game, and at that time I couldn't get an answer as to why so I went on without it, and I got the idea of using AAF creature resources from Saya's F Guide.    G 

NR V 5.0.4j

Posted

When I played NR 4, I always modify body slots (for example 33 and thats all), and made some changes in outfits, it's my personal sight.

I have downloaded NR5 and I have seen, that body slots are already changed. But when I checked heels sound patch, I have found, that it has old body slots. 

Posted
15 hours ago, Splithorse said:

Wow...that is a long time....so question.  Have you updated all the mods...like AAF, UAP....ect.  Having Nuka Ride.esp the last to load is very important.......it needs to be Nuka Ride.esp then all the Nuka Ride patches for the bathroom mod, High Heel sounds patch..ect...these can come after.  What mod organizer are you using?

well I do have scrap everything below it in the load order That was the only thing ( I mean it's mod maker says to place it at very bottom too), and loot places Nuka ride.esp up very high.

 

I know when I was oblivion and FNV modding every modder would always say place my mod at the bottom of the load order... I never could figure out how you could run more than one mod if that was the case.  (But yeah I will try that)

 

As to updating everything ,Nope not yet, I mean AAF is not a sex mod, and f4se will have to be redone, and then weed through every plugin I have and see what still works with the new AAF, (and what had to be redone to make sex animations work right with it, or just no longer works at all.) and trial and error to get my priority list in MO2 to function right, It will be a few days before I can get all that done and tested well to make sure it all works, before installing a mod like Nuka Ride.

 

How ever My current installation has been playing everything else, and so far excepting all the new animations, and sex toy's.

 

So I might just cull this one for awhile until I feel like shutting down my play time for a few day's.

 

I do appreciate and thank you all for your help!though. Very Much!?

 

I mean I love Beth games because there mod-able, and a lot of people make some really cool mods for them,  but every time  I think yeah I'll play a beth game, I am like many, many hour's latter maybe possibly getting to play it if my mods all play well together, and I have not lost interest in playing the game while trying to get it to play with all the new update's<<< If I have not played in awhile it can be quite testy, and discouraging.

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

I'm a moron and during the "fight" against Fever you have Gunner faction, and I forgot to remove that faction when returning to Nuka World. 

 

It's safe to stay like that if you're not going to do vanilla quests. In the next Nuka Ride quest I'll remove that faction. But I already added the fix: I remove you from that faction after finishing the "Fever Night" quest (after saying goodbye to Gage and Adolf)

 

If you do not want to repeat this quest you can write this in the console:

 

player.removefromfaction 00058303

 

BTW, this update brings a new XML specifically for Keyshawn's rimjob animation adapted to his size. I can't reproduce the error of his shrinking, but I made this for others to test if he still appears as a small man during the rimjob animation.  @MrNicoras @Axary Can you test it when you have the opportunity?

 

I went back and tested the rimjob anim with Keyshawn.  Here is the "before" (daytime) and "after" (night time) for comparison.  He doesn't appear dramatically different in size in either pic.  But, I have actor scaling set to "true" for all AAF, so I assumed the problem was there.   That's why I said it wasn't a bug report.  I just posted both because I thought it was funny.image.png.3f2021bd77566f008538d648a6bec0d9.png

 

377160_20220902105135_1.png

Edited by MrNicoras
Posted
31 minutes ago, galgat said:

I mean I love Beth games because there mod-able, and a lot of people make some really cool mods for them,  but every time  I think yeah I'll play a beth game, I am like many, many hour's latter maybe possibly getting to play it if my mods all play well together, and I have not lost interest in playing the game while trying to get it to play with all the new update's<<< If I have not played in awhile it can be quite testy, and discouraging.

Your not alone in that. But for me it's more that Bethesda is at the root of the problem, as their quests, and script writing is just horrible. I mean if they could make a main quest, that was fun, and gave you incentive to finish, without becoming more of an annoyance, for a change. It would be much better.

 

I mean in Oblivion it was the annoyance of the oblivion gates that where all the same, 'go in, walk to the top of the tower, grab stone'. In Skyrim it was the dragon annoyance that could kill every NPC. Fallout New Vegas (Yes I know that one is on Obsidian but still) it was the game not being open ended. And FO4 it's just the lack of character development, which gave the player zero incentive for caring about Nate/Nora's child. Plus in Fo4 you got the extremely repetitive menial tasks from the radiant quest gen.

Posted

New problem.  First time I've ever seen this one.  I finished the dancing scene in the Dugout Inn and am on my way back with Adolf to Nuka World.  The gunners stopped us, and the dialogue box appears.  Up to this point, everything has worked perfectly.  But  I cannot select any of these dialogue options.  Each one just jumps the selector to the first option when I click any of them, and none of them advance the quest.  Is there a fix?

377160_20220902121557_1.png

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