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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)
21 hours ago, vangun71 said:

Need to ask this I already went to far harbor but didn't finish it only didn't a few quest, am I still good or do I need to roll back my save when this mod has quest there

 

 

 

My script: start_fh.txt

cgf "Debug.Notification" "Far Harbor: Applying level 42"
Player.SetLevel 42

cgf "Debug.Notification" "Far Harbor: Incomming!"
coc FarHarbor02

 

I'm using the mod "SKK Fast Start" to go out of Vault 111 right after Char creation.

Say you need 1 min to create your char (presets and so on), you would be in FH in about 2 mins, incl loading times.

 

Have fun

 

EDIT:

Though, you would need to set stats/perks first after that and figure a way to equip you with some weapons, maybe with ESP explorer or via console - if you know what you want.

Edited by Sephrajin
Posted
50 minutes ago, Sephrajin said:

 

While I do like AFT as well, it has some quirks.

1. Never disable it mid-savegame - or it wont enable ever again (on that savegame, btw same applies to ESP explorer)

2. In situations you described, try make them follow you again, and IF that works, dismiss them immediatly

3. Otherwise, load savegame before issue, dismiss them, new hardsave, continue

 

Hope this helps

thanks. it took me a long while to notice as i was doing NR stuff. probably will just make a new save as the best i was able to get was sending piper home but she thinks she is still following me.
 

Posted (edited)
1 hour ago, Sephrajin said:

On another note, werent there "empty voice files" at some point?

This dialog is voiced, voice file: Nuka Ride - Voices_en.BA2\Sound\Voice\Nuka Ride.esp\NPCMSolomon\000371E6_1.fuz
I don't know why, but the sound of some phrases does not play, although they have voice files.
The same problem with Gage's phrases in the _NukaRide_Heaven: "Approach slowly. ... Nightmare? This is real, bitch. I'm Rottweiler, Bulldogs' brother. I come to take revenge for the death of my brother."

These phrases are voiced, but the sound is not played.

Edited by Axary
Posted

@JB.

I have had already checked the DD equipmets that I had in the inventory afterwards, none of which allowed for the NR tags.

Then again, they do not allow for "default" mods, as they only offer "color swap" and maybe states like "broken" (for things like handcuffs).

 

Posted
1 hour ago, sucker98sucker said:

Does anyone know how to fix it?

Are you talking about the switch from first person to third person view, or does it zoom in and you cannot switch back?

I use an xbox controller, you?

Posted (edited)
3 hours ago, sucker98sucker said:

Third person view gets zoomed in after wearing the Audition outfit. Does anyone know how to fix it?

 

I've experienced that on other outfits (generaly speaking, not NR related) as well.

Without game restart, only workaround for me is pressing "v" (which is the default: 1st/4d person view toggle).

Edited by Sephrajin
Posted
1 hour ago, asdfa94 said:

I have completed Fever Night but the fan approches never happened, did I miss something there?

I have found that the pc needs to wear either the bimbo or bunny collar for fan approaches as well as NR clothing.  

Posted
4 minutes ago, Kalamaki22 said:

I have found that the pc needs to wear either the bimbo or bunny collar for fan approaches as well as NR clothing.  

And sometimes you might get 1 or no approach other times up to 6.  Unsure how it works but it is a bit of fun.

Posted
3 hours ago, asdfa94 said:

fan approches

According to the Author, wearing any clothes with the Porn Star label applied, either those that are given to you, or those you make and tag at the workbench, will start the approaches.

I have not had the issue you describe, get dressed and stand in front of Arturos gun store in DC, not at the counter, just back where the residents will be walking close by.

See if that triggers it.

What version are you using??

 

NR V 5.1.6

Posted

JB can I make a couple of suggestions please.

 

1.  Could the scooter also travel to the atom cat's garage.  It makes sense as the scooter would need a service.

 

2. Pickman's gallery, I was clearing out the raiders and pickman the other day and couldn't help feeling  it seems one of those places either for NR.

Perhaps Pickman could be a director of darker films, using the torture devices, whipping the PC etc.  Lots of dead raiders, maybe some captive raiders to play with. 

Of course you could use it in CS but the idea of a horror porn flic kind of fits in with the Nukaride theme.

 

You may have already thought of the idea, or someone else has, but just in case.

Posted
55 minutes ago, Kalamaki22 said:

Perhaps Pickman could be a director of darker films, using the torture devices, whipping the PC etc.  Lots of dead raiders, maybe some captive raiders to play with.

 

Whoa... Pickman directing snuff and guro genre porn films. That's a genius idea.

Posted

Posting this here for posterity

 

The Special Girls has some incompatibilities with either Depravity or Sim Settlements 2 (probably both) but you can work through them with console commands.

First issue is going to be a mine placed at Gunners Plaza exactly where you spawn in when you drive with Gage. You can enable tgm in console to survive the blast.

Second issue will be that the Elevator is inaccessible by you. To bypass this issue let Gage walk through the elevator, wait a minute or two and then use the command player.moveto [Gage's ID]. You can learn his ID by clicking on him with the console open.

Third issue is going to happen during the evacuation. The elevator has a hidden mine in front of it so while you're going up the elevators enable tgm again if you disabled it.

Posted
On 25.09.2022 at 00:25, JB. said:

Это накладки? Музыка удаляет все наложения перед применением набора. Любой оверлей из любого мода.

 

У меня нет возможности добавить «заблокированные наложения», но это было бы круто. Но это зависит от создателя Looksmenu, и прошли годы с тех пор, как он добавил новые функции в свой мод. 

Может это пойдет Data

Posted
25.09.2022 в 00:25, JB. сказал:

Это накладки? Музыка применима ко всем наложениям перед применением набора. Любой оверлей из любой моды.

 

У меня нет возможности добавить «заблокированные наложения», но это было бы круто. Но это зависит от создателя Looksmenu, и прошли годы с тех пор, как он добавил новые функции в свой мод. 

femalebody_d.dds

Posted

Всем привет . Версия 5.1.6 и у всех персов Нюка Райд офигительно длинные диалоги - простое предложение около минуты висит ! Может кто в курсе , что с этим можно сделать ? 

Posted (edited)
16 minutes ago, stalm61 said:

Всем привет . Версия 5.1.6 и у всех персов Нюка Райд офигительно длинные диалоги - простое предложение около минуты висит ! Может кто в курсе , что с этим можно сделать ? 

You need to install "F4z Roh Doh":  F4z Roh Doh

Or you can use the voiceover: Nuka Ride 5.1 xVASynth voiceover by Axary

Edited by Axary
Posted (edited)

After updating the mod (and removing everything related to it before that + starting a new game) AAF broke in some odd way - now it just doesn't progress animations:

 

  • The scene wizard reports "animating" instead of a stage
  • The admin error log doesn't reveal any errors I didn't have before (like some transitions being too short or unlimited companion framework not being installed)
  • All AAF-related events fire correctly
  • The scene ends as expected when the timer runs out
  • This seems to happen for NR-invoked scenes only¹.

 

It looks as if just transitions are somehow broken now and stages do not change.

I opted out of configs provided by this mod when installing because I already use the AAF patches like Indarello's one. Was that a mistake? I'm really not familiar with AAF's XML structure so I can't "just go and check" without extensive dive into the AAF world. So asking in case there's some obvious issue I can quickly fix.

 

___

¹ For instance, during the NR scene with the Plumber, AAF was landed to the chair and it was just the initial stage played for the entire scene duration. If I then manually invoke some scene on the same chair via AAF Wizard it works just fine (also seems to be the same animation - hard to judge because in the faulty case it shows "Animating" instead of the animation name).

I've checked that scene in NR, it's invoked like this:
 

Spoiler

 

AAF:AAF_API AAF_API
AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API
Actor[] actors = new Actor[2]
actors[0] = PlayerRef
actors[1] = akActor
AAF:AAF_API:SceneSettings settings = AAF_API.GetSceneSettings()
settings.preventFurniture = False
settings.duration = _NR_Duration.GetValue()
settings.includeTags = "NR_Vaginal, NR_Anal"
settings.excludeTags = "Aggresive"
Settings.isNPCControlled = true
AAF_API.StartScene(actors, settings)

 

 

so it's very likely the issue is somehow connected to the animation tags "NR_Vaginal, NR_Anal". Here's what I have found in AAF's XML installed for one of these tags:
 

Spoiler

 

<!-- Start NR_Vaginal -->	
	<position id="NR_Leito_Spoon_1_Staged" animationGroup="NR_Leito_Spoon_1_AnimGroup" tags="Hidden,NR_Vaginal,PenisToVagina" isHidden="true"/>
	<position id="NR_Leito_Spoon_1_PT" positionTree="NR_Leito_Spoon_1_Tree" tags="Hidden,NR_Vaginal,PenisToVagina"/> 
	
	<position id="NR_Standing01_Staged" animationGroup="NR_Standing01_AnimGroup" tags="Hidden,NR_Vaginal,PenisToVagina" isHidden="true"/>
	<position id="NR_Standing01_PT" positionTree="NR_Standing01_Tree" tags="Hidden,NR_Vaginal,PenisToVagina"/> 

	<position id="NR_Couch01_Staged" animationGroup="NR_Couch01_AnimGroup" location="Couches" tags="Hidden,NR_Vaginal,NR_Couch,Couch,PenisToVagina" isHidden="true"/>
	<position id="NR_Couch01_PT" positionTree="NR_Couch01_Tree" location="Couches" tags="Hidden,NR_Vaginal,NR_Couch,Couch,PenisToVagina"/>
	
	<position id="NR_Armchair01_Staged" animationGroup="NR_Throne_Sex_AnimGroup" location="ArmChair" tags="Hidden,NR_Vaginal,ArmChair,PenisToVagina" isHidden="true"/>
	<position id="NR_Armchair01_PT" positionTree="NR_Armchair01_Tree" location="ArmChair" tags="Hidden,NR_Vaginal,ArmChair,PenisToVagina"/> 
<!-- End NR_Vaginal -->	

 

The scene was invoked on a chair which matches this group:
 

Spoiler

 

	<group id="ArmChair">
		<furniture form="4D1CC" id="PlayerHouse_Chair01"/>
		<furniture form="74BB0" id="PlayerHouse_Ruin_Chair01"/>
	</group>

 

 

on this: form="4D1CC" (exactly the FormID of the furniture item so I reckon I found the group correctly). From there I see that the group is connected to "NR_Armchair01_Tree" or "NR_Throne_Sex_AnimGroup" which is a good find because Mason's scene suffered from exactly the same issue and it was on the "Throne". Here's what I have for these sequences:
 

Spoiler

 

	<tree id="NR_Armchair01_Tree" strictExiting="true">
		<branch id="Sequence with Auto Exit" positionID="NR_Armchair01_Staged" forceComplete="true" time="123.3" isExit="true"></branch>
	</tree>

 

and for positionID="NR_Armchair01_Staged" I have.. well, looks like nothing. Only these occurrences were found:
 

Spoiler

 

<position id="NR_Armchair01_Staged" animationGroup="NR_Throne_Sex_AnimGroup" location="ArmChair" tags="Hidden,NR_Vaginal,ArmChair,PenisToVagina" isHidden="true"/>

and

<tree id="NR_Armchair01_Tree" strictExiting="true">
		<branch id="Sequence with Auto Exit" positionID="NR_Armchair01_Staged" forceComplete="true" time="123.3" isExit="true"></branch>
	</tree>

 

so I didn't understand where the transitions for this are even defined. But - hey, again, I'm not an expert so it's very likely I don't understand the full architecture of it.

 

One (last?) thing: I cannot invoke the NR animations through the AAF Wizard manually but if I have to guess, that has to do with them being marked as "hidden" in their XML configs. Attached also some relevant files I found (the code blocks above are mostly from them).

NukaRide_PositionData.xml NukaRide_animationData.xml NukaRide_positionTreeData.xml

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

so I didn't understand where the transitions for this are even defined. But - hey, again, I'm not an expert so it's very likely I don't understand the full architecture of it.

In this case, the tree is not used for transitions , but for specifying an exit timer for the scene.
It works like this:
AAF calls "NR_Armchair01_PT"
      "NR_Armchair01_PT" redirects the call to "NR_Armchair01_Tree"
            "NR_Armchair01_Tree" sets the exit timer (123.3 seconds) and redirects the call to "NR_Armchair01_Staged"
                  "NR_Armchair01_Staged" calls the animation group "NR_Throne_Sex_AnimGroup", which contains 8 stages of animation, with a total duration of 123.3 seconds.

                        <animationGroup id="NR_Throne_Sex_AnimGroup" sequential="true">
                              <stage animation="NR_Throne_Sex_01Tease"/>
                              <stage animation="NR_Throne_Sex_02Start"/>
                              <stage animation="NR_Throne_Sex_03Cowgirl"/>
                              <stage animation="NR_Throne_Sex_04Cowgirl"/>
                              <stage animation="NR_Throne_Sex_05Cowgirl"/>
                              <stage animation="NR_Throne_Sex_06Cowgirl"/>
                              <stage animation="NR_Throne_Sex_07ClimaxLoop"/>
                              <stage animation="NR_Throne_Sex_08Finish"/>
                        </animationGroup>

The animation group with the parameter sequential="true" is automatic staging.

 

If everything works fine, the AAF menu will show that the "NR_Armchair01_Staged" animation is playing, automatically will be played 8 stages of the animation, and at the end of the last stage the AAF will automatically close.

 

Why the AAF menu shows you "Animating" and not "NR_Armchair01_Staged", I don't know.
Maybe Indarello or some other AAF patch is to blame.
I don't use AAF patches, so I can't tell you.

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

Why the AAF menu shows you "Animating" and not "NR_Armchair01_Staged", I don't know.
Maybe Indarello or some other AAF patch is to blame.
I don't use AAF patches, so I can't tell you.

 

It was working perfectly with NR stuff before this update though. Also his patch is (or at least was) the most complete, up to date and easy to install. I didn't change a jot in my AAF configuration, I just updated NR.

26 minutes ago, Axary said:

"NR_Armchair01_Staged" calls the animation group "NR_Throne_Sex_AnimGroup", which contains 8 stages of animation, with a total duration of 123.3 seconds.

 

I have this in my XML files so it looks like on the surface the configs are what they're supposed to be, all 8 stages are there. Also, non-NR animations work just fine. What's interesting is that from the inside of AAF the scene appears to be "correct" - for instance, I have Lewd Talks installed and it correctly reacts on NR scenes and recognizes the scene type which means the underlying AAF event fired correctly and with the right tags.

Edited by Operand
Posted
20 hours ago, wareware said:

Posting this here for posterity

 

The Special Girls has some incompatibilities with either Depravity or Sim Settlements 2 (probably both) but you can work through them with console commands.

First issue is going to be a mine placed at Gunners Plaza exactly where you spawn in when you drive with Gage. You can enable tgm in console to survive the blast.

Second issue will be that the Elevator is inaccessible by you. To bypass this issue let Gage walk through the elevator, wait a minute or two and then use the command player.moveto [Gage's ID]. You can learn his ID by clicking on him with the console open.

Third issue is going to happen during the evacuation. The elevator has a hidden mine in front of it so while you're going up the elevators enable tgm again if you disabled it.

This is good information.  But the truth is that Nuka Ride is designed to be a beginning of the game mod.  Either you become a slave for a while first, or you go directly from the vault to Nuka World to find fame. In any event, the best practice for any other large mod like SS2 or Depravity is to simply keep them disabled until you finish Nuka Ride.  Don't install them until you finish all the quests and are ready to return to the Commonwealth.  That eliminates all such conflicts, and you won't touch anything from Depravity or SS2 until then anyway.

 

Source: Hard learned through experience

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