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AAF Nuka Ride: A Porn Studio Mod


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Posted
21 minutes ago, IwantzModz said:

I have a bit of a problem with the Audition outfit, no matter what, I always get this bug after bulding the body.

Any ideas? thanks n.n

 

It looks like you built your top with a different preset (or possibly even a different reference body entirely) than your base body preset.

Posted (edited)
4 minutes ago, vaultbait said:

 

It looks like you built your top with a different preset (or possibly even a different reference body entirely) than your base body preset.

its weird, the body shoys fine in my bodyslide tho (don't care about the slight vagina clipping (as it shows that way in other outfits), only care about correcting the giant weird top ?

03198dce203da06fce19a48822e3f93d.png

Edited by IwantzModz
Posted
43 minutes ago, IwantzModz said:

its weird, the body shoys fine in my bodyslide tho (don't care about the slight vagina clipping (as it shows that way in other outfits), only care about correcting the giant weird top ?

03198dce203da06fce19a48822e3f93d.png

 

Quick update, as I couldn't google an answer for this I stumbled upon an author's suggestion to simply replace the outfit with other mod's outfit. I spent an hour or so jiggling with .nifs and .tris, but its done! :) I swapped it for a micro bikini GG

Posted (edited)

I created a small plugin. I wanted to have the GGS Radio Music playing right out of an actual radio which i can place in my settlements. It looks like a small radio but uses the Soundmodel of a jukebox which makes it a little bit more louder and it doesnt fade out so fast, when you move some steps away.

 

It can be built from the Deco-misc section, where the other vanilla radios are. It has no hard requirements, but wont play any music without NR. As far as i tested it also wont play anything before the signal is active

 

Spoiler

image.jpeg.6f257601063e1b30d168add9d1f0aa57.jpeg

 

 

Nick Valentine approves it:

Spoiler

 

GGS Radio.esp

 

@JB. i think something like this could be a nice addition to your workshop rewards

 

 

Edited by Heinz01
Posted
1 hour ago, Heinz01 said:

I created a small plugin. I wanted to have the GGS Radio Music playing right out of an actual radio which i can place in my settlements. It looks like a small radio but uses the Soundmodel of a jukebox which makes it a little bit more louder and it doesnt fade out so fast, when you move some steps away.

 

It can be built from the Deco-misc section, where the other vanilla radios are. It has no hard requirements, but wont play any music without NR. As far as i tested it also wont play anything before the signal is active

 

  Reveal hidden contents

image.jpeg.6f257601063e1b30d168add9d1f0aa57.jpeg

 

GGS Radio.esp 570 B · 0 downloads

 

@JB. i think something like this could be a nice addition to your workshop rewards

 

 

Definitely! Thank you, I will include it. 

 

 

Posted (edited)

I think I better call the next update as 6.0 and not 5.2. 

 

I still couldn't start the Far Harbor content -I'm literally at the point where I've finally moved the character to Far Harbor. I fell in love with the new worldspace and made more content for it than I planned. 

 

I would like to say an approximate date, but I don't know yet. The project is progressing well. The "problem" is that when I finish something, I look back and say, "OK, here's something else cool to put in."

 

Spoiler

Photo25.png.c17a7fd5c69c5b1cde0a84515c493635.pngPhoto29.png.8775c9192470c51a49ed09174cba67e3.png1113491943_Capturadepantalla2023-01-1800_07_27.png.b1dceaa8d65f221f609cb1588678bca9.png1592839810_Capturadepantalla2023-01-2017_58_53.png.66bd165b893fc4c9af0cba9f6b58cfff.png1656565326_Capturadepantalla2023-01-2114_10_12.png.29c1a040650233014968de3a6aee1372.pngPhoto37.png.d9fc72e4ec0c0be2112ff2ad69954873.png1571344794_Capturadepantalla2023-01-1801_25_10.png.0f3360581c1da08f6b959c171a130da2.png1412655917_Capturadepantalla2023-01-1801_27_43.png.180700609b47dc9452e761959eaad8e0.png2085385475_Capturadepantalla2023-01-1822_26_24.png.93533d75c29c19c3ed02b5b199aac509.png1495762144_Capturadepantalla2023-01-2114_04_55.png.742e023c2b213e192ea74e2e36d42a99.pngPhoto41.png.1847028d513cf8776b56bfe505cda1e4.png532060929_Capturadepantalla2023-01-2114_21_04.png.2da7dc02c24380d7bcee2974464d18c4.png125605820_Capturadepantalla2023-01-2107_14_55.png.7de66c0a96fe5729582dd5342cde87ce.png

 

 

Edited by JB.
Posted

Anyone have the console command to appease Overboss? I seem to have the opposite problem I had with Mason. I can visit Overboss over and over but Gage doesn't seem to count any of the visits. 

Posted
4 minutes ago, Bloodrager said:

Anyone have the console command to appease Overboss? I seem to have the opposite problem I had with Mason. I can visit Overboss over and over but Gage doesn't seem to count any of the visits. 

I remember another user with the same problem, it turns out that he was doing the VIP parties (the ones that start with Music in the tattoo shop), but what you have to do is to go directly to the Overboss base. It's a new mission where you no longer need to "schedule" with Music. 

 

So load a game where you have not started the party with the vips, and go straight to the base to talk to the OB.

Posted
37 minutes ago, JB. said:

I think I better call the next update as 6.0 and not 5.2. 

 

I still couldn't start the Far Harbor content -I'm literally at the point where I've finally moved the character to Far Harbor. I fell in love with the new worldspace and made more content for it than I planned. 

 

I would like to say an approximate date, but I don't know yet. The project is progressing well. The "problem" is that when I finish something, I look back and say, "OK, here's something else cool to put in."

 

  Reveal hidden contents

Photo25.png.c17a7fd5c69c5b1cde0a84515c493635.pngPhoto29.png.8775c9192470c51a49ed09174cba67e3.png1113491943_Capturadepantalla2023-01-1800_07_27.png.b1dceaa8d65f221f609cb1588678bca9.png1592839810_Capturadepantalla2023-01-2017_58_53.png.66bd165b893fc4c9af0cba9f6b58cfff.png1656565326_Capturadepantalla2023-01-2114_10_12.png.29c1a040650233014968de3a6aee1372.pngPhoto37.png.d9fc72e4ec0c0be2112ff2ad69954873.png1571344794_Capturadepantalla2023-01-1801_25_10.png.0f3360581c1da08f6b959c171a130da2.png1412655917_Capturadepantalla2023-01-1801_27_43.png.180700609b47dc9452e761959eaad8e0.png710273217_Capturadepantalla2023-01-1822_11_26.png.2bc6e49d0e3a412bad467c97b95648d0.png422111753_Capturadepantalla2023-01-1822_11_33.png.8abd5d630c59bb75dc95a2a0922017e4.png2085385475_Capturadepantalla2023-01-1822_26_24.png.93533d75c29c19c3ed02b5b199aac509.png1495762144_Capturadepantalla2023-01-2114_04_55.png.742e023c2b213e192ea74e2e36d42a99.pngPhoto41.png.1847028d513cf8776b56bfe505cda1e4.png532060929_Capturadepantalla2023-01-2114_21_04.png.2da7dc02c24380d7bcee2974464d18c4.png125605820_Capturadepantalla2023-01-2107_14_55.png.7de66c0a96fe5729582dd5342cde87ce.png

 

 

That's a problem I'm happy to hear you're having.  Should make the next update fairly good.

Posted
1 hour ago, JB. said:

I think I better call the next update as 6.0 and not 5.2. 

It's great to hear that my favorite mod continues to evolve.

JB, thank you for your amazing work.

Posted (edited)

Hello, the mod author stated that Nuka Ride "needs many living Npc that in a late game could be dead"

 

I probably missed it, but, is there some kind of list of the required commonwealth npc's that are needed for this mod to keep going?

 

I'm currently in the Nuka Ride quest "A New Ride" and after I finish it, I would love to keep Nuka Ride and it's next quests as a side hustle while I'm out exploring the commonwealth and returning to Golden Globe Studios to film some scenes and get some caps. That way I know I'm not rushing the mod, but rather enjoying it while playing some vanilla quests back in the Commonwealth, but without killing any essential Nuka Ride actors.

 

Thank you:)

Edited by IwantzModz
Posted
12 minutes ago, IwantzModz said:

I probably missed it, but, is there some kind of list of the required commonwealth npc's that are needed for this mod to keep going?

I don't think the answer to your question exists.
The author is still working on the mod and expanding it. Most likely JB doesn't know yet which NPCs will be involved in the mod in a month or two.

Posted
55 minutes ago, Axary said:

I don't think the answer to your question exists.
The author is still working on the mod and expanding it. Most likely JB doesn't know yet which NPCs will be involved in the mod in a month or two.

I see, thanks, I guess random Raider, Supermutant bases aren't touched? Only Cities and Settlements?

Posted
16 hours ago, IwantzModz said:

I see, thanks, I guess random Raider, Supermutant bases aren't touched? Only Cities and Settlements?

 

Named raiders should remain off your hit list, but having played NR since the beginning I recommend that you just accept that you are gonna have to start a new game once 6 comes out. 

Posted
3 hours ago, steelpanther24 said:

 

Named raiders should remain off your hit list, but having played NR since the beginning I recommend that you just accept that you are gonna have to start a new game once 6 comes out. 

Superb!

Thank you friend, I'll take it into consideration and try not to cross paths with any main raider.

Have a nice day!

Posted
1 hour ago, IwantzModz said:

I'll take it into consideration and try not to cross paths with any main raider.

Not just raiders, have you played NR far enough to work in the Nuka Club? There are 5 characters there that are not Raiders, They are Bosses, any NPC that is a named character, could possibly be used in coming content. I have been on a fallout 4 break waiting for the upcoming content, Thanks @JB. for all your hard work, the names of all escape me, yeah I'm old and forgetful, Jacob Latimer from Diamond City, The guy from the hotel in Goodneighbor, the guy from the insane asylum, the guy you have to kill or spare when rescuing Nick Valentine, one other I cannot place. Sorry if this does not help, and someone help me out on the names please.

Posted
53 minutes ago, caveman74 said:

Not just raiders, have you played NR far enough to work in the Nuka Club? There are 5 characters there that are not Raiders, They are Bosses, any NPC that is a named character, could possibly be used in coming content. I have been on a fallout 4 break waiting for the upcoming content, Thanks @JB. for all your hard work, the names of all escape me, yeah I'm old and forgetful, Jacob Latimer from Diamond City, The guy from the hotel in Goodneighbor, the guy from the insane asylum, the guy you have to kill or spare when rescuing Nick Valentine, one other I cannot place. Sorry if this does not help, and someone help me out on the names please.

It's been a while since I started using clones and not the originals, but yeah, there are still some vanilla characters that should still be alive. 

 

They are: 

DC's mayor
Sullivan
Travis
Solomon
Geneva
Vadim
Leonard Moore
Gunners at GNN

 

The others are all clones of the originals, so there should be no problems. All of the Nuka Club, Elder Maxson, Shaun, even the Far Harbor ones are clones. 

 

Of all of them, I will probably still use the original Diamond City ones. 

Posted
9 minutes ago, Nyx Morrigan said:

Will 6.0 also feature tie in’s from your other mod “commonwealth slavers” or is this just purely focused on far harbor/bos like content?

I do want to touch up some of the dialogues with Mason during the audition and some other similar occasion like Bulldog's kidnapping or the meeting with Shaun: NR will detect if you finished Commonwealth Slavers and replace some dialogues. But I don't think I'll go much deeper into that. 

 

I will start to pick up Commonwealth Slavers after 6.0. 

Posted
4 hours ago, caveman74 said:

Not just raiders, have you played NR far enough to work in the Nuka Club? There are 5 characters there that are not Raiders, They are Bosses, any NPC that is a named character, could possibly be used in coming content. I have been on a fallout 4 break waiting for the upcoming content, Thanks @JB. for all your hard work, the names of all escape me, yeah I'm old and forgetful, Jacob Latimer from Diamond City, The guy from the hotel in Goodneighbor, the guy from the insane asylum, the guy you have to kill or spare when rescuing Nick Valentine, one other I cannot place. Sorry if this does not help, and someone help me out on the names please.

Thank you for your answer! will keep an eye out when I get to that Nick quest too! very careful in not sabotaging this beautiful masterpiece of a mod. :)

Posted
2 hours ago, JB. said:

It's been a while since I started using clones and not the originals, but yeah, there are still some vanilla characters that should still be alive. 

 

They are: 

DC's mayor
Sullivan
Travis
Solomon
Geneva
Vadim
Leonard Moore
Gunners at GNN

 

The others are all clones of the originals, so there should be no problems. All of the Nuka Club, Elder Maxson, Shaun, even the Far Harbor ones are clones. 

 

Of all of them, I will probably still use the original Diamond City ones. 

Oh, thanks for the detailed list! It's nice to have it as an official and palpable answer so I don't mess any interactios in your mod, while playing vanilla also. I also read you talk spanish, así que muchas gracias por la respuesta, tu mod es de lo mejor que le ha pasado a Fallout 4, empecé a jugar de nuevo por este y por el Commonwealth Slavers! un abrazo :)

Posted

NR update is more awaited than Bethesda's Fo4 "NEXT-GEN" ?

 

2 hours ago, JB. said:

I do want to touch up some of the dialogues with Mason during the audition and some other similar occasion like Bulldog's kidnapping or the meeting with Shaun: NR will detect if you finished Commonwealth Slavers and replace some dialogues. But I don't think I'll go much deeper into that. 

 

I will start to pick up Commonwealth Slavers after 6.0. 

 

Posted
3 hours ago, JB. said:

I do want to touch up some of the dialogues with Mason during the audition and some other similar occasion like Bulldog's kidnapping or the meeting with Shaun: NR will detect if you finished Commonwealth Slavers and replace some dialogues.


I'm quite happy with this. Most of the current dialogue works these would make the experience perfect for doing both mods.

Posted
11 hours ago, JB. said:

I do want to touch up some of the dialogues with (...) or the meeting with Shaun (...)

Hi JB.

I really appreciate the huge immersive work you're doing, your humor in certain situations and lines; etc. I really appreciate but for Shaun.

Spoiler

He is disguted by his biological mother's choices but, be realistic, he never knew his mother, stolen to young to remember her or keep any strong affinity. Your very very first version with his disturbing incest interest looks like more in line with your mod.

Anyway, i'm waiting your next mod level to initiate a new alternate game ;) Keep on modding your masterpiece.

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