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AAF Nuka Ride: A Porn Studio Mod


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Posted

I neglected to ask Which version you are using??

 

NR V 5.1.7

Posted
11 hours ago, caveman74 said:
Spoiler

# REPORTED F4SE VERSION DOES NOT MATCH THE F4SE VERSION USED BY AUTOSCAN #
UPDATE FALLOUT 4 SCRIPT EXTENDER IF NECESSARY: https://f4se.silverlock.org

====================================================
CHECKING FOR MODS THAT CAN CAUSE FREQUENT CRASHES...
====================================================
[!] Found: [FE:036] SCRAP EVERYTHING (CORE) 
- Weird crashes and issues due to multiple unknown problems. This mod must be always last in your load order.
-----
# CAUTION: ANY ABOVE DETECTED MODS HAVE A MUCH HIGHER CHANCE TO CRASH YOUR GAME! #
You can disable any/all of them temporarily to confirm they caused this crash.
-----
====================================================
CHECKING FOR MODS WITH SOLUTIONS & COMMUNITY PATCHES
====================================================
[!] Found: [0A] ARMOR AND WEAPON KEYWORDS 
If you don't rely on AWKCR, consider switching to Equipment and Crafting Overhaul 
Better Alternative: https://www.nexusmods.com/fallout4/mods/55503?tab=files
-----
[!] Found: [0B] TACTICAL RELOAD 
Can cause weapon and combat related crashes. TR Expansion For ECO is highly recommended. 
TR Expansion For ECO Link: https://www.nexusmods.com/fallout4/mods/62737
-----
[!] Found: [0E] HOMEMAKER 
Causes a crash while scrolling over Military / BoS fences in the Settlement Menu. 
Patch Link: https://www.nexusmods.com/fallout4/mods/41434?tab=files
-----
[!] Found: [14] ADVANCED ANIMATION FRAMEWORK 
Newest AAF version only available on Moddingham | AAF Tech Support: https://discord.gg/gWZuhMC
Newest AAF Link (register / login to download): https://www.moddingham.com/viewtopic.php?t=2
-----
Looks Menu versions 1.6.20 & 1.6.19 can frequently break adult mod related (erection) morphs 
If you notice AAF realted problems, remove latest version of Looks Menu and switch to 1.6.18
-----
[!] Found: [5F] LEGENDARY MODIFICATION 
Old mod plagued with all kinds of bugs and crashes, can conflict with some modded weapons. 
Better Alternative: https://www.nexusmods.com/fallout4/mods/55503?tab=files
-----
[!] Found: [8E] EVERYONE'S BEST FRIEND 
This mod needs a compatibility patch to properly work with the Unofficial Patch (UFO4P). 
Patch Link: https://www.nexusmods.com/fallout4/mods/43409?tab=files
-----
[!] Found: [9B] LOOKS MENU CUSTOMIZATION COMPENDIUM 
Apparently breaks the original Looks Menu mod by turning off some important values. 
Fix Link: https://www.nexusmods.com/fallout4/mods/56465?tab=files

Edited 10 hours ago by caveman74

 

Looking into your report though FIRST #1, F4SE is out of date according to the report.(not sure when this is report is from, so if this has already been said and hopefully fixed, sorry but it's super important)   Update it and try again, nearly everything is built to use the latest version and not having it will cause all kinds of crashes, including possibly with Nuka Ride.  Update this first, it's critical if it's still out of date.

 

I myself moved from AWKCR to ECO within the last year(and Complex Item Sorter/FallUI Item Sorter) and may have turned JB. and others onto in this thread too.  So I will say unequivocally, yes.  It's the way the mod community seems to be moving because you patch your own load lists with a script instead of the AWKCR dependency being hard coded.  So basically authors don't need to write anything to make it compatible and there are scripts for FallUI Item Sorter, everything gets properly tagged without needing anything.  Before if an author made it AWKCR, and the base mod updated all the authors needed to update their mods to work, which means many authors who have left FO4 modding never updated the mod and it could not be used anymore with a new AWKCR version.  You will find No-AKWCR patches that make just about any popular mod that was hard tied to AWKCR work without it and let ECO do the job instead.  (you also get cool stuff like mobile workbenches, mobile PA station, and other cool features(like it replaces legendary modifcation, see my note below)

 

Then next right at the top, the warning is to be SURE scrap everything is at the bottom of your load order, but unless you really build alot of settlement stuff, I would say get rid of it.  It really it isn't needed unless you're really, really, really into building settlements and it will break precombines & navmeshes if you scrap too much as an added "Bonus"(not good).  I tend to just use transfer settlements, do a "scrapall" in the console and let the authors that created transfer settlements plans do the work.  IMO settlements were kinda cools when the game came out, but I'm not wasting my limited time gaming building settlements these days, so I dumped it in favor of this instead, https://www.nexusmods.com/fallout4/mods/42552 cleans up the junk and clutter in the settlements by scrapping the trash can it adds to each official settlement.

 

Make sure to do what it says in the rest of your report too.  Make sure you've installed the patches that are linked or you will get crashes. 

 

Some good news though if you switch to ECO, legendary modification isn't needed as it's built into ECO, and then is patched into EVERY weapon when you create your sorter plugin. 

 

If you do switch to ECO, make sure to install the TR/ECO patches as the report indicates. I removed TR as it really only matters on anything needs single bullet reloading, where I tend to use laser or weapons with magazines, and not things like the lever action rifle, but that's just me and I think it has pretty high overhead in the game engine, which means other things tend to break because of it, but that's just my opinion.

 

If you're on the latest version of Looksmenu (1.6.20) move back to 1.6.18 or it will break erections(would make Nuka Ride way less fun!!!)

 

Finally, make sure you've updated AAF because it says it's out of date.  Install AAF and any animation packs according to the [AAF Fucking manual]. Make sure you're not using old mods listed at the top that are game breaking.

 

Posted
1 hour ago, caveman74 said:

O Contraire, all missing masters matter, it will tell you what is missing, easy fix. That is probably why buffout reflected that issue.

nah trust me its all hair stuff, ive had it like this for about 1 year now and 0 issues. if something was wrong it would've surfaced ages ago by now, normally you'd be right though ofc, just to be clear here.

Posted
1 minute ago, sion8833 said:

nah trust me its all hair stuff, ive had it like this for about 1 year now and 0 issues. if something was wrong it would've surfaced ages ago by now, normally you'd be right though ofc, just to be clear here.

OK, I give up! You win, do it your way. Good Luck!!

Posted (edited)
45 minutes ago, RileyAP said:

Looking into your report though FIRST #1, F4SE is out of date according to the report.(not sure when this is report is from, so if this has already been said and hopefully fixed, sorry but it's super important)   Update it and try again, nearly everything is built to use the latest version and not having it will cause all kinds of crashes, including possibly with Nuka Ride.  Update this first, it's critical if it's still out of date.

 

I myself moved from AWKCR to ECO within the last year(and Complex Item Sorter/FallUI Item Sorter) and may have turned JB. and others onto in this thread too.  So I will say unequivocally, yes.  It's the way the mod community seems to be moving because you patch your own load lists with a script instead of the AWKCR dependency being hard coded.  So basically authors don't need to write anything to make it compatible and there are scripts for FallUI Item Sorter, everything gets properly tagged without needing anything.  Before if an author made it AWKCR, and the base mod updated all the authors needed to update their mods to work, which means many authors who have left FO4 modding never updated the mod and it could not be used anymore with a new AWKCR version.  You will find No-AKWCR patches that make just about any popular mod that was hard tied to AWKCR work without it and let ECO do the job instead.  (you also get cool stuff like mobile workbenches, mobile PA station, and other cool features(like it replaces legendary modifcation, see my note below)

 

Then next right at the top, the warning is to be SURE scrap everything is at the bottom of your load order, but unless you really build alot of settlement stuff, I would say get rid of it.  It really it isn't needed unless you're really, really, really into building settlements and it will break precombines & navmeshes if you scrap too much as an added "Bonus"(not good).  I tend to just use transfer settlements, do a "scrapall" in the console and let the authors that created transfer settlements plans do the work.  IMO settlements were kinda cools when the game came out, but I'm not wasting my limited time gaming building settlements these days, so I dumped it in favor of this instead, https://www.nexusmods.com/fallout4/mods/42552 cleans up the junk and clutter in the settlements by scrapping the trash can it adds to each official settlement.

 

Make sure to do what it says in the rest of your report too.  Make sure you've installed the patches that are linked or you will get crashes. 

 

Some good news though if you switch to ECO, legendary modification isn't needed as it's built into ECO, and then is patched into EVERY weapon when you create your sorter plugin. 

 

If you do switch to ECO, make sure to install the TR/ECO patches as the report indicates. I removed TR as it really only matters on anything needs single bullet reloading, where I tend to use laser or weapons with magazines, and not things like the lever action rifle, but that's just me and I think it has pretty high overhead in the game engine, which means other things tend to break because of it, but that's just my opinion.

 

If you're on the latest version of Looksmenu (1.6.20) move back to 1.6.18 or it will break erections(would make Nuka Ride way less fun!!!)

 

Finally, make sure you've updated AAF because it says it's out of date.  Install AAF and any animation packs according to the [AAF Fucking manual]. Make sure you're not using old mods listed at the top that are game breaking.

 

wow where to begin here... first off thank you very much for the ECO info, i will def look into that.

 

as for F4SE and AAF i just installed those updates and they appear to be working well without crash or conflict (slightly unrelated side note: im a bit bummed that i tried to install the latest version of Leito's animations and it had my load stuck at 68% in the upper right of the screen so i just reverted to the version i had been using and everything is fine again...).

 

as for Scrap Everything... I. Build. A lot. i mean... A LOT lmao... but i will try your idea/mod replacement idea all the same. i might even just disable the plugins for it when i dont need it and enable them when its not in conflict with anything (as its definitely not the issue causing these crashes with the food workbench, i tested it already to confirm that)

 

I think i covered all my replies here, and ty for all of this, will go try it out immediately.

 

EDIT: so yea i have TONS of mods/patches that rely on AWKCR... this should be a pain in the ass for sure... lmao smh fml... you can ofc ignore the ones i have crossed out... i should get rid of those looks presets anyway lol

AKCWR_Required.png

 

...oh and Commonwealth Cannabis isnt going anywhere.... is there anyway to get it to work with ECO? And @JB/whoever might know, is there any way one of these on the list could be affecting the food workbench at Fizztop? esp since i guess i just cant get rid of AKCWR now apparently...

Edited by sion8833
Posted

@JB. I loaded up Wrye Bash to do a plugin check to make sure all was looking good and the new 5.17 version had 229 deleted references and recommended cleaning with FO4Edit.  Not sure if this was intended or not, but it was new I think with 5.17.  Just wanted to check. FYI, the BYOP has a one too, but it always did if I remember correctly.

Posted (edited)

yea this isnt good... i hope you have a fix for this, JB... i cant get rid of AKCWR it seems since i have too many things that depend on it... going down the list of what i just cant get rid of:

 

1. Cannabis Commonwealth, HARD requirement this is one of the absolute HIGHlights (*takes a bow* I thank you ?lol) of my Fallout 4 game/experience.

2. combat_PA - AWKCR, this is my go-to PA, but it might be something i can reinstall and uncheck the AWKCR box, idk

3. Devious Devices, obviously i need this one for the AAF stuff, might be a check mark box too

4. RealHandcuffs_AWKCR_Comp, just like 2 and 3 above i think i might be able to reinstall it and uncheck the AWKCR box (if memory serves)

 

And the mods i disabled that were not the issue:

 

1. AnyModAnyWeapon2

2. Elegant Hardware

3. LegendaryModification2LMAKPatch

 

disabled all 3 and it STILL crashes...

 

As for all the others, I'm entirely sure i need them for everything else to run properly...

 

Edited by sion8833
Posted
2 hours ago, sion8833 said:

EDIT: so yea i have TONS of mods/patches that rely on AWKCR... this should be a pain in the ass for sure... lmao smh fml... you can ofc ignore the ones i have crossed out... i should get rid of those looks presets anyway lol

I agree, it's a painful switch to get it working, took a good couple days of work finding the non-AWKCR patches and everything. 

 

What is causing the Nuka Ride plugin to get flagged as a culprit is beyond my knowledge as it hasn't been an issue and I use with a very massive modlist(517 plugins and over 600 mods!!!) so I'm kinda stumped.  Have you done the entire AAF Manual?  Because there are specific versions of all the animation packs, and really you should more than anything make sure nothing on the Skip/Scrap these mods/patches (INCOMPATIBILITIES) list is installed, correct?

2 hours ago, sion8833 said:

1. Cannabis Commonwealth, HARD requirement this is one of the absolute HIGHlights (*takes a bow* I thank you ?lol) of my Fallout 4 game/experience.

2. combat_PA - AWKCR, this is my go-to PA, but it might be something i can reinstall and uncheck the AWKCR box, idk

3. Devious Devices, obviously i need this one for the AAF stuff, might be a check mark box too

4. RealHandcuffs_AWKCR_Comp, just like 2 and 3 above i think i might be able to reinstall it and uncheck the AWKCR box (if memory serves)

 

1- Cannabis Commonwealth has a No_AWKCR patch for it. https://www.nexusmods.com/fallout4/mods/63977

2. Combat PA does not look like it has a hard AWKCR requriement and there is a Complex Item Sorter INNR file out there to make it work perfectly with ECO/CIS

 = https://www.nexusmods.com/fallout4/mods/51927

3. DD and real handcuffs are both patched for no AWKCR, look in the LL forum threads, for DD I would really push to DD RC8 here as does not require AWKCR and is the latest release.  For Real Handcuffs, yes do not install the AWKCR patch.

 

P.S. I might be installing Cannabis Commonwealth myself now, since there is a no-AWKCR patch!!

Posted
46 minutes ago, RileyAP said:

I agree, it's a painful switch to get it working, took a good couple days of work finding the non-AWKCR patches and everything. 

 

What is causing the Nuka Ride plugin to get flagged as a culprit is beyond my knowledge as it hasn't been an issue and I use with a very massive modlist(517 plugins and over 600 mods!!!) so I'm kinda stumped.  Have you done the entire AAF Manual?  Because there are specific versions of all the animation packs, and really you should more than anything make sure nothing on the Skip/Scrap these mods/patches (INCOMPATIBILITIES) list is installed, correct?

1- Cannabis Commonwealth has a No_AWKCR patch for it. https://www.nexusmods.com/fallout4/mods/63977

2. Combat PA does not look like it has a hard AWKCR requriement and there is a Complex Item Sorter INNR file out there to make it work perfectly with ECO/CIS

 = https://www.nexusmods.com/fallout4/mods/51927

3. DD and real handcuffs are both patched for no AWKCR, look in the LL forum threads, for DD I would really push to DD RC8 here as does not require AWKCR and is the latest release.  For Real Handcuffs, yes do not install the AWKCR patch.

 

P.S. I might be installing Cannabis Commonwealth myself now, since there is a no-AWKCR patch!!

Fuck yes! Lol tyvm!

Posted

Sometimes its best for the user with issues to simply start over. So many users with issues have large and ridiculous load orders, and they wonder why they have issues.

They have no clue on confl;ict detection and resolution. They stubbournly use known problematic mods like Scrap Everything and AWKCR and get crashes and expect others to solve their problems for them. What makes it worse, is they dont even know how to properly use their mod manager. Vortex users that dont know how to use Vortex. MO2 users that dont know how to use MO2. Large load orders are ok, if the user knows how to deal with it properly, but unfortunately most do not. When I try to help such peole, I just start ignoring them if they get snippy or dont listen. They arent worth the keystrokes.

Posted
Just now, Sladen2019 said:

Large load orders are ok, if the user knows how to deal with it properly

This is the hardest part of getting a large load order working. Especially when you know there are no major conflicts that require a real patch. It often it just takes checking with Wyre Bash for load order mistakes and FO4Edit for conflicts but even that takes time to learn what you've doing.

Posted

 

10 minutes ago, Sladen2019 said:

So many users with issues have large and ridiculous load orders, and they wonder why they have issues.

You can lead a Whore to water, can you make them drink?!

As I have been told in the past, let's keep this about Nuka Ride, I know I started it, but help isn't received well. I know I don't know much but I Tried.

Posted
32 minutes ago, Sladen2019 said:

Sometimes its best for the user with issues to simply start over. So many users with issues have large and ridiculous load orders, and they wonder why they have issues.

They have no clue on confl;ict detection and resolution. They stubbournly use known problematic mods like Scrap Everything and AWKCR and get crashes and expect others to solve their problems for them. What makes it worse, is they dont even know how to properly use their mod manager. Vortex users that dont know how to use Vortex. MO2 users that dont know how to use MO2. Large load orders are ok, if the user knows how to deal with it properly, but unfortunately most do not. When I try to help such peole, I just start ignoring them if they get snippy or dont listen. They arent worth the keystrokes.

All good man calm down... mine isn't even going to be load order-based anyway if any of this rant is directed at me. im fairly confident i know what it must be at this point, and it HAS to be something Fizztop Grille food workbench-related, 100%. so im gonna reinstall everything that is AWKCR-related and unchecked the boxes and all that... and no worries Caveman you mightve helped someone trying to help me, who knows.

 

And Im appreciative for all the help I've gotten whether it's actually helped or not... its just that I have been trying to fix this for well over 24 hours (close to 48 in fact by now lol) on/off (more on though ofc lol smh) so that is why "snippy" even came up in any of this im sure. ? because let's face it... any human being who is pushed to the brink will typically behave like that and im no exception lol

 

And im sorry ive posted so much too, its just been a really great mod (Commonwealth Slaver too!) and having something NEW to play on Fallout 4 with that train wreck Vault 76 around is a God-sent in my book so thank you too, JB! ?

Posted
26 minutes ago, sion8833 said:

it HAS to be something Fizztop Grille food workbench-related

 

Just remember, one of the refs possibly involved according to your crash report was a weapons workbench in Fizztop Grille, so maybe there's some sort of odd interaction with workbench linking in that cell (in the CK you can give workbenches linked references to a hidden container which acts as a replacement for their local storage, that's how "shared storage" between workbenches in an area is usually done).

Posted (edited)
1 hour ago, sion8833 said:

its just that I have been trying to fix this for well over 24 hours (close to 48 in fact by now lol) on/off (more on though ofc lol smh) so that is why "snippy" even came up in any of this im sure. ? because let's face it... any human being who is pushed to the brink will typically behave like that and im no exception lol

This is a Nuka Ride Forum and we have tried to steer you in the right direction, time to quit blaming this mod and fix your shit!

No one has this issue but you.

Edited by caveman74
Posted

Here's a neat thing I noticed, if you pick the tatos at Abernathy Farm when doing Lucy in the Sky, and Lucy goes to Nuka World.  If you go back later in the game only 2/3 of the tato plants are being worked, since Lucy moved on to be a Pornstar so not all of them have fruit again.  This is even before you unlock the workbench, so the game only farms what the people can do, and NR moving Lucy lowers that total dynamically.

Posted

Is the arpatment from Nuka Raid the same as in the Nuka World DLC? I ask because I have a huge problem entering the arpatment and I have never played Nuka World.
When I enter the arpatment music plays but the screen just stays black and the loading icon is displayed. When I open the Tarsk manager, it doesn't say that the game has hung.
I sometimes have the problem that modded cells can't be entered, but after restarting the game I can usually get in, which unfortunately doesn't work with the apartment.
What could be the reason for this?

Posted
2 hours ago, N.Gamma said:

Is the arpatment from Nuka Raid the same as in the Nuka World DLC? I ask because I have a huge problem entering the arpatment and I have never played Nuka World.
When I enter the arpatment music plays but the screen just stays black and the loading icon is displayed. When I open the Tarsk manager, it doesn't say that the game has hung.
I sometimes have the problem that modded cells can't be entered, but after restarting the game I can usually get in, which unfortunately doesn't work with the apartment.
What could be the reason for this?

The building used for  the apartment is a vacant boarded up building in regular nuka world. So nothing should be messing with it. Do you have CWSS installed and the CWSS patch for Nuka Ride? or are you playing without them? If you're playing with them then ensure Nuka Ride and it's CWSS patch are after CWSS and the Nuka ride CWSS patch is after both Nuka Ride and CWSS. That's the only thing I can think of that would hang the load for that cell. If you are having problems entering other modded cells like this there may be a problem with your load order in some other way or you have a mod that is breaking a lot of pre-combines.

Posted

hello i have a problem. when i installed the mod duke spawned infront of me , got to the angry robot/animation didn't start .and realized i didn't had a quite few of the requirements, after realizing that i got every single of'em, but when i got back in game, i loaded an older save to start over again and Duke is nowhere. not in Vault 111, or anywhere else, i waited him a long time. what might i doing wrong? no missing req/incompatible mods/order is correct.

TLDR: Duke used to exist, but gone after getting missing requirements (Only first scenes/quest)

Posted
1 hour ago, Oldwolf58 said:

The building used for  the apartment is a vacant boarded up building in regular nuka world. So nothing should be messing with it. Do you have CWSS installed and the CWSS patch for Nuka Ride? or are you playing without them? If you're playing with them then ensure Nuka Ride and it's CWSS patch are after CWSS and the Nuka ride CWSS patch is after both Nuka Ride and CWSS. That's the only thing I can think of that would hang the load for that cell. If you are having problems entering other modded cells like this there may be a problem with your load order in some other way or you have a mod that is breaking a lot of pre-combines.

Thank you very much for your answer,
I don't use CWSS, I use BYOP and the Nuka Ride BYOP patch. I cleaned the files with xEdit and sorted the load order by LOOT.

Posted
4 minutes ago, N.Gamma said:

Thank you very much for your answer,
I don't use CWSS, I use BYOP and the Nuka Ride BYOP patch. I cleaned the files with xEdit and sorted the load order by LOOT.

Many people do not trust loot to sort their load orders as it often causes problems with sexually oriented mods. A basic rule of thumb I use to sort are: Base game files/mods of base game (ie: large texture mods, combat change mods, weapon added mods etc)/sexual mods with animations first then frameworks then quests, then body mods - CBBE/Fusion girl outifit studio others, then the skeleton/clothing mods/ then finally patches and alt start mods.

 

You can try that and see if it clears up some of your problems.

Posted
13 minutes ago, Qaras said:

hello i have a problem. when i installed the mod duke spawned infront of me , got to the angry robot/animation didn't start .and realized i didn't had a quite few of the requirements, after realizing that i got every single of'em, but when i got back in game, i loaded an older save to start over again and Duke is nowhere. not in Vault 111, or anywhere else, i waited him a long time. what might i doing wrong? no missing req/incompatible mods/order is correct.

TLDR: Duke used to exist, but gone after getting missing requirements (Only first scenes/quest)

try unchecking Nuka ride in your mod manager. Go back in game before you leave vault 111. move around inside the vault a bit. Save game. go back to your mod manager and re-enable Nuka Ride. Reload the new save you made. exit the vault and see if Duke is there. If he isn't try going to the Drumlin Dinner and see if both he and the protectron are there.

Posted

Can I disable the sprint-disable somehow?
I finished NR and want to go back to the commonwealth, but now wearing HN66 boots, I cant sprint.

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