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AAF Nuka Ride: A Porn Studio Mod


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Posted
1 hour ago, devilangel13 said:

Well she still wear them  in porn scene where she should not so i think we don't have the same problem :) Let's the author of the mod answer i think :) I might have not selected the right option for undressing clothes in the AAF instal

Hold on do you have UAP installed ? If so reinstall it and do not tick the better partial stripping box.

Posted

hi j.b., 

 

i tryed to upgrade nuka raid in midgame (race to good neighbor) from v 6.2.4.7 up to 6.3.5.7..

 

i removed 6.1 voices to in this case..

 

but now the mod tells me that i am overboss and the mod is shutting down... why? :) 

 

i dont start nuka world so far, what happend? must i start again a new game with v 6.3.5?

Posted
3 minutes ago, roflmaones said:

hi j.b., 

 

i tryed to upgrade nuka raid in midgame (race to good neighbor) from v 6.2.4.7 up to 6.3.5.7..

 

i removed 6.1 voices to in this case..

 

but now the mod tells me that i am overboss and the mod is shutting down... why? :) 

 

i dont start nuka world so far, what happend? must i start again a new game with v 6.3.5?

 

What do you get if you write "SQV DLC04MQ00" ?

Posted
4 hours ago, Axary said:

I don't play Fallout 4, for me Fallout 4 is just a Nuka Ride launcher.

For me its A CS and Nuka Ride launcher. I like that there are overlaps between the two mods. Also when JB implements the new young girl route. It would be cool to have a young slave come over to NR. I can see a young person being molded into the perfect bimbo for the overboss.

Posted (edited)

Please, I need a hand here...

I went back to Far harbor, but i can't talk to the npc's i tried Dr. Teddy to help Andre, went to Erickson and he welcomed me, but no more, i can't buy dogs, or anything, i haven't started the vanilla quest with Nick tough, just went to get something for Mr. Dr. Pepper from the Bleachers, will the vanilla quest and content be available when i do?

Btw i forgot to comment in the fans quest, some ask me for a picture, and the menu pop up for a kiss, i accept and she signs an autograph... ? when the scenes work...

Edited by Gamaramdi
Posted

Just a little idea for when the boss come to deliver us from the Riders who was doing the snuff movie at the end there is a black screen before we change scene where he say "i'm gonna piss on their body" It would be fun to hear the piss on their body and a lil "argh" then the Peasant telling the boss " I think this one is still alive", "then we hear a "Blam" from a gun shoot and the boss answer "No more". And we go to the next scene, i though it would be funny so i just post that here ^^

Posted (edited)
2 hours ago, UsernameTaken666 said:

@Gamaramdi, I do not use either patch and it works ok for me. YMMV of course. During installation, I always choose to not install AAF setup if that matters as well.

Thanks i do to, the strange thing is that it only happens with this mod, and only some animations, others work, and it isn't about the version either cause, it happens in the audition with mason! some works some don't... really weird
I can trigger some of the animations manually and some of the quest continue like nothing happened, some others require a push with the console, no big deal anyways since i mostrly play so follow the story and no so much for the scenes anymore, but not knowing kills me ?

Edited by Gamaramdi
Posted

Well, to be fair to JB, this mod is awesome in scope and coding. He can't account for everyone's different mods / load orders, etc. He has made a DLC sized mod, if not larger. Maybe I have more patience for the bugs / kinks / whathaveyou. Though I will note that I *never* trigger any animations manually. I always prefer to see what plays out. And yeah, the story is what made me download his mod to begin with.

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

 

What do you get if you write "SQV DLC04MQ00" ?

 

this one here -> (screen)

Screenshot 2023-07-17 063808.jpg 

but its ok, i rerolled an savegame befor start nuka raid, and play it again with v6.3.5, its so cool ( i dun worry about the 30 hours of gaming up to here lol)

 

ps: what are 30 hours in summary of 4537 :)

 

 

Screenshot 2023-07-17 064455.jpg 

 

->

PPS: after upgrade to 6.3.5 almost 70% of all sex scenes are skipped. (i dont change my aaf settings, only the nuka raid files) yfi

Edited by roflmaones
Posted (edited)
45 minutes ago, UsernameTaken666 said:

Well, to be fair to JB, this mod is awesome in scope and coding. He can't account for everyone's different mods / load orders, etc. He has made a DLC sized mod, if not larger. Maybe I have more patience for the bugs / kinks / whathaveyou. Though I will note that I *never* trigger any animations manually. I always prefer to see what plays out. And yeah, the story is what made me download his mod to begin with.

I would never even think that JB has any fault on my my installation failing, i hope that is not what anyone could understand, and after all i'm sure im the only one with some bugs, if i report them is just with the hope to "catch" a real problem before it happens in somebody elses game

When you are juggling with a lot of mods, you must understand that you will have to choose one thing or another at some point, Nuka Ride is a must, and we'll at some point will have to drop some mods to keep it, that is just how it is, and it is in no way modders fault, is just that each mod can do something that another one doesn't like, thinking otherwise is like wanting to get every ending of the game with every faction in the same game, it just doesn't even fit.

Edited by Gamaramdi
Posted (edited)
5 hours ago, Gamaramdi said:

I would never even think that JB has any fault on my my installation failing, i hope that is not what anyone could understand, and after all i'm sure im the only one with some bugs, if i report them is just with the hope to "catch" a real problem before it happens in somebody elses game

When you are juggling with a lot of mods, you must understand that you will have to choose one thing or another at some point, Nuka Ride is a must, and we'll at some point will have to drop some mods to keep it, that is just how it is, and it is in no way modders fault, is just that each mod can do something that another one doesn't like, thinking otherwise is like wanting to get every ending of the game with every faction in the same game, it just doesn't even fit.

To do that "DLC" the best way is to start a new game, also check if some of your mods are not in the "incompatibilities" section here:

 And check if you got everything from there too :)
Also are you sure that you got all of these package?

AAF 

Themes

AAF Bad End Animations

Atomic Lust

Savage Cabbage Animations latest version

Leito Animations

 

BP70 Animations

Kziitd Hookers Animations 

Edited by devilangel13
Posted

okay quick question is there a way to unlock raider outpost "settlement" without killing the overboss? i havent started this mod yet and i was planning to turn the commonwealth into raider heaven. 

 

Posted
49 minutes ago, ezusoppp said:

okay quick question is there a way to unlock raider outpost "settlement" without killing the overboss? i havent started this mod yet and i was planning to turn the commonwealth into raider heaven. 

 

Don't even start the dlc if you are planning on playing this mod. If you did you are already screwed. You cannot play both either one or the other. This mod will disable itself if you started the DLC. The overboss is a critical character that needs to be alive. I suggest to just read the description and requirements on the first page. 

Posted (edited)
14 hours ago, Gamaramdi said:

So if i dont have the UAP patch i get the AAF sceneinit fail msg?

No, you only need the animation packages that are specified in the requirements for NR.

NR has its own declaration, position, tagging and staging files for all animations it uses, all it needs is .esp and resource files(.hkx).
It doesn't even matter to NR what options you chose when installing animation packs, because those options change files that NR doesn't use.
Same with patches, NR doesn't even know if you have patches installed or not, because they change files and information that NR doesn't use.

 

Edited by Axary
Posted (edited)

At the end of all of this story  i can trully say that i'm gonna go on a rampage mode and kill most of the living people at Nuke Town i think :') Sometime i just save before starting to shoot some asshole XD Anyway i don't think the mod can handle me killing NPc from the story haha

"I might have misunderstood "Blow Job" with "Blood job" sowy! You can keep that gun!"

image.thumb.png.dcd9bf6f6eb6de8cc2ec03f2a1d015b3.png

Edited by devilangel13
Posted (edited)
1 hour ago, Axary said:

No, you only need the animation packages that are specified in the requirements for NR.

NR has its own declaration, position, tagging and staging files for all animations it uses, all it needs is .esp and resource files(.hkx).
It doesn't even matter to NR what options you chose when installing animation packs, because those options change files that NR doesn't use.
Same with patches, NR doesn't even know if you have patches installed or not, because they change files and information that NR doesn't use.

 

Thanks man.

I can't like your comments today... i mean is 9 o clock here... but i cant like any more coments... even if it's the first one, but i read you

I checked that yesterday, making sure i have everything installed and updated, and i do, even downloaded some files to overwrite making sure is the latest.

Every mod that triggers animation works... except NR, and only with some animations... anyway i learned something new today thanks to you, so... NR dont need anything from DATA/AAF directory, it only needs "the bones" that is esp's and hkx's from the Data\Meshes\Actors\character\animations, some packs like themes dont have the later... maybe they are packed? idk, what matters is i have everything, actually in the early versions of NR, (when i was testing) every scene worked, is just in the latest that some fail, even if i can run the same animation manually when it fails! ? to be honest, sometimes i end faster the animations when they work pressing end to continue the history, so is not a big deal, is just im the kind of guy that hates when something doesn't work as intented... ? at least until i know why, you know... control freak

 

Spoiler

image.thumb.png.cd266139f38f8581134ec5110605088d.png

 

 

 

Spoiler

image.thumb.png.cde423f843da2da16fed65b33b206fe6.png

 

Edited by Gamaramdi
Posted
1 hour ago, devilangel13 said:

At the end of all of this story  i can trully say that i'm gonna go on a rampage mode and kill most of the living people at Nuke Town i think :') Sometime i just save before starting to shoot some asshole XD Anyway i don't think the mod can handle me killing NPc from the story haha

"I might have misunderstood "Blow Job" with "Blood job" sowy! You can keep that gun!"

image.thumb.png.dcd9bf6f6eb6de8cc2ec03f2a1d015b3.png

Afraid Black Guy - Imgflip

Posted (edited)
3 hours ago, Gamaramdi said:

actually in the early versions of NR, (when i was testing) every scene worked, is just in the latest that some fail, even if i can run the same animation manually when it fails!

If you have almost all animations work normally, and those that do not work automatically, worked at manual start.
Then basically with AAF side, you have everything fine.
Need to deal with each individual case separately, as the reasons for each case may be different.
For example:
Depending on the NR-6 versions, there were some animations that didn't actually work due to a bug in the NR scripts. This was gradually fixed, and maybe now we're talking about a problem that's already fixed.
Or, if you have some animations running intermittently, it could be a bug in the AAF itself. Yes, sometimes AAF can't trigger an animation by script because it can't find the right furniture. But everything will work fine when you run the animation manually, because AAF has different search algorithms for furniture when running from a script and when running manually.

Or maybe you have installed some mod that changes the furniture in the interiors and you do not have, for example, a chair with a specific ID on which NR tries to trigger the animation. But manually you can trigger the animation on any chair.
Etc.

To understand what exactly your problem is, need more information: need to see the AAF logs for each specific situation.

Edited by Axary
Posted

Sorry if this is rude to ask but can anybody send me the voice files for this mod, it really made this mod top tier. I understand tho if i shouldnt be asking this here

Posted
19 minutes ago, Axary said:

If you have almost all animations work normally, and those that do not work automatically, worked at manual start.
Then basically with a part of AAF, you have everything fine.
Need to deal with each individual case separately, as the reasons for each case may be different.
For example:
Depending on the NR-6 versions, there were some animations that didn't actually work due to a bug in the NR scripts. This was gradually fixed, and maybe now we're talking about a problem that's already fixed.
Or, if you have some animations running intermittently, it could be a bug in the AAF itself. Yes, sometimes AAF can't trigger an animation by script because it can't find the right furniture. But everything will work fine when you run the animation manually, because AAF has different search algorithms for furniture when running from a script and when running manually.

Or maybe you have installed some mod that changes the furniture in the interiors and you do not have, for example, a chair with a specific ID on which NR tries to trigger the animation. But manually you can trigger the animation on any chair.
Etc.

To understand what exactly your problem is, need more information: need to see the AAF logs for each specific situation.

Cool, Is not intermitent, is always the same scenes that fails, the idea of the furniture is good but, some scenes dont require any furniture, and still wont run, where do i get the AAF Logs?

Thanks!

Posted

I cleaned this mod in Xedit:

    - name: 'Nuka Ride.esp'


    dirty:
      - <<: *reqManualFix
        crc: 0x03E33504
        util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
        itm: 1052
        udr: 205
        nav: 46
    dirty:
      - <<: *reqManualFix
        crc: 0xD913A23F
        util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
        nav: 46 

Then I used the fix navmesh script from the SSE nexus and this is what I ended up with after once again cleaning with Xedit.

 

    - name: 'Nuka Ride.esp'


    clean:
      - crc: 0xB0D2FED1
        util: 'FO4Edit v4.0.4'
[00:00] Quick Clean mode finished.
[00:28] Background Loader: finished 

 

I'll let you know how it plays and if there are any issues caused.

Posted (edited)
1 hour ago, Gamaramdi said:

where do i get the AAF Logs?

Press "Home" to call AAF menu then press "Delete" several times until you see "Admin Panel" in the menu, press "Enter" to open "Admin Panel" and take a screenshot.

Well, and of course a little describe the situation: quest and stage.

Edited by Axary
Posted

Would you ever consider a mission that makes the over boss get mad that the PC gets pregnant? And subsequently punishes her for getting pregnant by someone who wasn't him?

Posted
4 minutes ago, skredram said:

Would you ever consider a mission that makes the over boss get mad that the PC gets pregnant? And subsequently punishes her for getting pregnant by someone who wasn't him?

 

It's not a line I want to cross. 

 

1 hour ago, sattyre said:

I cleaned this mod in Xedit:

  Reveal hidden contents

    - name: 'Nuka Ride.esp'


    dirty:
      - <<: *reqManualFix
        crc: 0x03E33504
        util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
        itm: 1052
        udr: 205
        nav: 46
    dirty:
      - <<: *reqManualFix
        crc: 0xD913A23F
        util: '[FO4Edit v4.0.4](https://www.nexusmods.com/fallout4/mods/2737)'
        nav: 46 

 

Then I used the fix navmesh script from the SSE nexus and this is what I ended up with after once again cleaning with Xedit.

 

 

  Reveal hidden contents

    - name: 'Nuka Ride.esp'


    clean:
      - crc: 0xB0D2FED1
        util: 'FO4Edit v4.0.4'
[00:00] Quick Clean mode finished.
[00:28] Background Loader: finished 

 

 

I'll let you know how it plays and if there are any issues caused.

Really the biggest problem is that the indexing of the greetings gets messy. After a cleanup you will now notice that generic phrases have higher priority than phrases that advance a quest, which makes it annoying/tedious, but not something that stops progress.

 

 

 

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

Really the biggest problem is that the indexing of the greetings gets messy. After a cleanup you will now notice that generic phrases have higher priority than phrases that advance a quest, which makes it annoying/tedious, but not something that stops progress.

Good to know.   Everything still seemed to function ok besides that.

 

There does still seem to be a rendering issue in the N-W market.  I noticed it with all three versions I have installed so far, versions 6.3.2, 6.3.4 and now 6.3.5.  The scene with the electrician still functioned, but most of the furniture and the walls didn't render properly.  I don't believe it's on my end or load order related as it was also present when I tested a minimum install with only necassary mods installed, but I did that in ver 6.3.2, so.....  I did only see it inside the market and no where else.

Regards.

 

 

Edited by sattyre

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