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AAF Nuka Ride: A Porn Studio Mod


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Posted
5 minutes ago, MrNicoras said:

@JB. "Leash Mode" is the mode my next mod will use and I decided to use it here with Bulldog. If you walk away from your captor, you will receive a warning and die if you don't come back. You have no choice but to follow him. 

 

This is more of a comment for your next mod than this one, but when this feature kicks in, do you force an autosave? I obviously only know the little I've been able to piece together here about your upcoming mod.  But this looks like one of those game features that is intended to be difficult, but instead turns to frustrating.  I can imagine a survival player with some unsaved game time getting captured, not knowing the mechanic, and losing a lot of play time.  Plus, the point is to capture/be captured, so presumably a player would be annoyed if they reloaded to a point before that happened because they died due to not knowing that escape is not an option.

 

Just a thought.

It is very intuitive and is only used on certain occasions. 

 

Check it. 

 

 

 

Posted
2 hours ago, caveman74 said:

Page 307, last comment is from JB. telling me how to do this, I am currently working on this. ?    G

 

JB's text

 

"You can follow the official guide but personally I have it like this. 

 

First uninstall everything related to AAF to clean your DATA/AAF folder. 


Install AAF
Then Themes
Then the animations (Savage Cabbage, Leito, Bp70, Atomic Lust). 
Then Leito Fix by Tentacus

 

Zero errors in my admin panel.  This is very basic, it is what I use to mod without a lot of headaches. 

 

However, if you follow the official guide you will have more animations, more options, and should also get zero errors. "

Yeah, well logic says that it should work like that, but i don't want to remove everything and install everithing again, just bc some animations arente there anymore and will be ignored... i mean those warnings never really caused me any trouble, all i wanted was to filter the AAF files that should be there anymore... But neh... to much work...

Thanks anyway

Posted
17 minutes ago, MrNicoras said:

@JB. "Leash Mode" is the mode my next mod will use and I decided to use it here with Bulldog. If you walk away from your captor, you will receive a warning and die if you don't come back. You have no choice but to follow him. 

 

This is more of a comment for your next mod than this one, but when this feature kicks in, do you force an autosave? I obviously only know the little I've been able to piece together here about your upcoming mod.  But this looks like one of those game features that is intended to be difficult, but instead turns to frustrating.  I can imagine a survival player with some unsaved game time getting captured, not knowing the mechanic, and losing a lot of play time.  Plus, the point is to capture/be captured, so presumably a player would be annoyed if they reloaded to a point before that happened because they died due to not knowing that escape is not an option.

 

Just a thought.

no auto save . some mod info when instaling cure this problem . and for now most people play with an76 that provides variaty of settings .some realy good function to this mod will be distance control in mcm menu.and some crawl on all for with property mod if this os posible (just suggestion)

Posted (edited)
20 minutes ago, kazeha9 said:

and some crawl on all for with property mod if this os posible (just suggestion)

The only one who could do that would be Langnao, but I don't think he's interested in that kind of animation. If someone with that knowledge made a mod for four-legged animations - NOT JUST THE ANIMATIONS, but the implementation through a new race entry - I'd already be lining up for permission.

 

Remember, you need to animate: 
Right turn
Left turn
jump and foot drop
There are many variations and you need to cover all of those. Or you could end up doing T-Pose if you make a move you don't have covered.  It's not as easy as it may seem. 

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

OverlaysSetID Vagina ? Aren't those from Indarello? Why are you installing the Indarello patch? 

I didn't, I don't think.    EDIT- Never mind I found it, it is " patch for animations squirt/cum effects by Indarello"

Is there another mod that would replace this effect??

Thanks                    G

Edited by caveman74
Posted
5 minutes ago, caveman74 said:

I didn't, I don't think. How do I find that patch??

Thanks                    G

Check for a mod called:  

 

AnimationsAddonsAndFixes

 

Indarello patch ?It is the only one I can think of that uses the OverlaySet, but I don't know if his new versions still use that as they are no longer needed with the release of Cum Overlays Scripted Edition. 

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

AnimationsAddonsAndFixes

 

This is the mod from Indarello 9.12.7z The one I have always used. Supposed to be updated for Savage Cabbages newly updated mod.

Thanks for the quick reply!           G

Did you get my PM?

Edited by caveman74
Posted
7 minutes ago, caveman74 said:

 

Did you get my PM?

Your idea is interesting. Scan the actors the PC was sexually with using the AAF History mod, so the Overboss knows who you were with and punish you for it. But I don't know if it will be possible. 

 

However, I would like to look at it in depth next year. I'm seriously thinking of a special route for everyone who is Overbitch: that basically the Overboss asks you for a son. 

 

But the same thing happens as with your idea: I don't know if I'll be able to pull it off. And if I do get it it won't be soon. 

Posted
1 minute ago, JB. said:

However, I would like to look at it in depth next year. I'm seriously thinking of a special route for everyone who is Overbitch: that basically the Overboss asks you for a son. 

Hope I live that long!!         ?              G

Posted

JB I have a suggestion, see if you think its worth implementing. When calling a scene via AAF API, its worth defining excludetags - even if there are no tags you want to exclude because you are calling a specific animation by name. The reason for this is because I noticed when playing with the AAF settings ini, I tried setting the default excludetags to not play anything with the hidden tag. But this breaks any nuka ride animation, because if no excludetags is specified in the function itself then it will default to whatever is in the AAF-settings ini. However if you include it then it will override what is in the aaf ini, and allow the scene to be played without problem.

 

Its not a huge problem but it would make controlling what animations play where via AAF much more clean and make nuka ride more "independent" of what settings might be defined in other mods / AAF itself. And its a very easy inclusion, just putting settings.excludeTags = none    (or something similar) inside the function whenever a scene is called. 

 

I'd do it myself and have done for another mod, but wrangling the creation kit papyrus compiler...ugh

 

Posted (edited)
54 minutes ago, kenbenis said:

When calling a scene via AAF API, its worth defining excludetags - even if there are no tags you want to exclude because you are calling a specific animation by name.

In NR there are no animations called by name, all animations are called by tags. But 80% of the animations are called by the exclusive NR tags.
Therefore, those animations are called that are specified in the NR AAF files and have these exclusive tags.

 

 

54 minutes ago, kenbenis said:

I noticed when playing with the AAF settings ini, I tried setting the default excludetags to not play anything with the hidden tag. But this breaks any nuka ride animation, because if no excludetags is specified

No, it breaks NR animations because they all have not only NR exclusive tags, but also a tag "Hidden", which you exclude.

If for some reason you really need to exclude the "Hidden" tag, you can open "NukaRide_PositionData.xml" and remove the "Hidden" tag from all position_id's.
Then the NR animations will work fine, and the "Hidden" tag will be excluded for all other mods.

Edited by Axary
Posted
38 minutes ago, caveman74 said:

Hope I live that long!!         ?              G

I hope the human race lives that long. Between the mad man in Russia talking about using nukes; The mad man in North Korea trying to get nukes to use; And Nostradamus's prediction saying we're all dead in 2023... Well, to quote Skyrim: "It's the end times." Or at least it sure looks like that.

Posted
5 minutes ago, Wandering_Mania said:

I hope the human race lives that long. Between the mad man in Russia talking about using nukes; The mad man in North Korea trying to get nukes to use; And Nostradamus's prediction saying we're all dead in 2023... Well, to quote Skyrim: "It's the end times." Or at least it sure looks like that.

Reverend!  Funny but sadly true. 

However, you forgot the Madmen in Washington DC!!                 ?                     G

Posted (edited)
42 minutes ago, Axary said:

In NR there are no animations called by name, all animations are called by tags. But 80% of the animations are called by the exclusive NR tags.
Therefore, those animations are called that are specified in the NR AAF files and have these exclusive tags.

 

 

No, it breaks NR animations because they all have not only NR exclusive tags, but also a tag "Hidden", which you exclude.

...... what? You are just summarising what I've just said as if I didn't say it, whether or not NR uses exclusive tags to call scenes is irrelevent IF they also have a tag that is excluded in the AAF settings .ini. By overriding the AAF ini exlude  tags by including it in the script it would solve this not-really-a-problem. That's all my point was.

Edited by kenbenis
Posted (edited)
21 minutes ago, kenbenis said:

...... what? You are just summarising what I've just said as if I didn't say it, whether or not NR uses exclusive tags to call scenes is irrelevent IF they also have a tag that is excluded in the AAF settings .ini. By overriding the AAF ini exlude  tags by including it in the script it would solve this not-really-a-problem. That's all my point was.

You suggest making changes to hundreds of scripts, but you haven't even looked at how exactly the animations are called in NR.
If you just remove the "Hidden" tag from "NukaRide_PositionData.xml", the result will be the same as you suggest.
Because NR animations have no other universal tags(only tags required for CumOverlays working), therefore they cannot be excluded in .ini.
Now think about what is easier to do: fix hundreds of scripts or do a "find and replace" in 1 file?

Edited by Axary
Posted (edited)
25 minutes ago, Axary said:

You suggest making changes to hundreds of scripts, but you haven't even looked at how exactly the animations are called in NR.
If you just remove the "Hidden" tag from "NukaRide_PositionData.xml", the result will be the same as you suggest.
Because NR animations have no other universal tags, therefore they cannot be excluded in .ini.
Now think about what is easier to do: fix hundreds of scripts or do a "find and replace" in 1 file?

I didn't know it was hundreds of scripts, I thought it might all be consolidated into one area and be a quick and  easy find and replace job. I thought I recalled from an old version some animations were called by name, but I was wrong it was just a difference in naming in the XMLs between SC/JB and Indarellos patch. I'm aware the hidden tag can be removed, but hiding animations from manual/player selection in the AAF control is still something useful to do.

 

It was just a suggestion thats all.  My bad if it sounds/or is nonsensical.

Edited by kenbenis
Posted
9 minutes ago, kenbenis said:

It was just a suggestion thats all.  My bad if it sounds/or is nonsensical.

It's okay... ?
Discussion is always helpful.
Fixing all the AAF calls in NR right now is too much work. But maybe your advice will be useful for JB in the future in his new projects.

Posted (edited)
27 minutes ago, kenbenis said:

I didn't know it was hundreds of scripts, I thought it might all be consolidated into one area and be a quick and  easy find and replace job

And here is one of the many examples that I am not a scripter ? It is something that I could have made more streamlined but I lack/lacked the knowledge to do it.  


I know what you are referring to. I recently saw how Stobor called AAF. He has like a main script and every time he wants to kick a scene he only sends certain data: Actors, tags, and the rest of the data is handled by the mainscript. 

 

I almost fell out of my chair seeing how I had been doing it....

 

Doing what you say would take me a long time. I don't think I can do it in the short term. BTW What is the benefit of excluding animations with hidden tags?

Edited by JB.
Posted
22 minutes ago, JB. said:

BTW What is the benefit of excluding animations with hidden tags?

I'm basically being anal AAF animation police, whenever a mod adds animations to the pool that AAF can play, different mods might also start playing those animations if they aren't rigorous enough in their inclusion / exclusion tagging. Most mods  include tags when calling a scene, plenty dont exclude any tags. The result is if those inclusion tags aren't very specific, you might end up calling an animation added from another mod that you didn't want. Especially if you want things like SEU to only play staged/sequenced animations, not individual/positional animations.

 

Its not a problem related to NR, its just that I discovered I broke my NR scenes by trying to fix what another mod was adding. 

 

The benefit of excluding tags via the AAF_setting ini would be you could easily control by default what is not allowed to play, but it would require any mod with scripts wanting to start a scene to override those default excluded tags. E.g. NR could override and allow hidden tags to be played (along with NR specific tags), but <any random sexmod> would not be able to play any tag with <hidden>, unless it also specifically overrided the default ini tags.

 

I've no idea if that makes sense but in my brain it does

 

 

Posted (edited)

@JB.  FYI.  IMO you should be on version 5.5.15 at least.     IMO (warning, i work in an industry that heavily relies on time of release, so we are pretty strict about how versions are controlled) this approach might help those of us who "wait" to update.    The file from the website unzips as 5.0.5 with no mention of the letter.   Also, IMO it would make it easier to troubleshoot issues, especially for those who may have downloaded 5.0.5 back in June (I think) and believe they are using the latest.    

 

Would it help or harm your style to "save up" fixes to a monthly or bi monthly release cycle?  Of course, you can opt to skip a month as needed.   After all, this is a work of passion, and a damn great DLC! 

 

I believe you know the following but for others who are curious:

A numbers breakdown

Each number in that sequence refers to a specific release type:

  • Major releases (indicated by the first number)
  • Minor releases (indicated by the second number)
  • Patches (indicated by the third number)

In this instance, Version 5.05 (should) means that:

  • Your current product has had 5 sweeping upgrades (versions) during its lifecycle
  • This current version of the product has since received 0 updates
  • The current version has been patched 5 times
 

Clear and consistent software version numbering rules, then, make it easy to track where you’re at with your current release.

But reading the numbers properly also requires a little more understanding behind the various release types.

 

  • Major releases

Also known as versions or upgrades. A major release represents a significant product change – a rollout of game-changing new features, an overhauled interface, a fresh new codebase. Typically, a major release will supersede previous versions of the software.

 
  • Minor releases

Also known as updates. A minor release edits the current version in a small way – usually to enhance existing functions. (Or, sometimes, to add lesser new features.) This will happen regularly and mostly in the background.

 
  • Patches

Also known as bug fixes. A patch often isn’t part of a planned release, as it will generally come in response to an uncovered problem or a new security threat. They help keep your product running effectively, even if they don’t offer new functionality.

Edited by steelpanther24
Posted
33 minutes ago, steelpanther24 said:

 After all, this is a work of passion, and a damn great DLC!

Personally I would call it a 'DLC Full Overhaul', but still, it is damn great; And very much so a lot better than the mess Bethesda released. And that would be still true, even if all the AO content wasn't present.

Posted
29 minutes ago, Wandering_Mania said:

Personally I would call it a 'DLC Full Overhaul', but still, it is damn great; And very much so a lot better than the mess Bethesda released. And that would be still true, even if all the AO content wasn't present.

 Agreed. This is the best DLC offered for the game.

Posted
11 hours ago, JB. said:

 Why are you installing the Indarello patch? 

Not necessarily the patch itself.  But the download page for Indarello's Patch includes a script that applies the effects of Tattoo after Rape to Companions and other NPC's.  It's the only mod I have found that easily does so.

Posted
3 hours ago, Olmech said:

 Agreed. This is the best DLC offered for the game.

I personaly wait for jb new mod and if he give as more info i 100% suport him on patreon as i do with nr .5 or 10 $ not wery much for such great work .

Posted (edited)

I consider this as the best part of the whole game!

I went and uninstalled all mods related to AAF again, and re installed them and still have errors though few compared to last time.

I don't know about the errors due to millisecond rules, but midcentury modern is an easy fix.

I liked Indarello's mod as it had a squirt emitter that worked, the rest of the cum mods only drip or are mostly transparent, if it didn't cause so many errors

I would still be using it.             ?                G

 

NR V 5.0.5



Fallout4 9_27_2022 5_22_56 AM.png

Edited by caveman74
spoiler tag

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