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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)
18 minutes ago, lee3310 said:

from experience: if you don't specify a furniture ID, AAF will scan the area looking for it using default scan radius (if also not specified). So if the PC is far away from the furniture when the scene is called (small radius) AAF will throw an error ("move closer to furniture...").

Sometimes AAF-1.66 doesn't see furniture even if character literally stands on it. This is a random bug, and it is solved by reloading.
I've advised JB many times in bug reports that it's worth adding a marker to a specific furniture in one or another scene. And he adds it.

As a result, in NR-6 the calls for many old scenes have been redone, but not all of them, because not in all scenes we had problems.

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

I have this constant feeling that people out there are getting scared of, shall we say, little piranhas. And I'm sure they haven't seen the shark yet. And if they do get to see it, oh, boy. I love that Nuka Ride is kind of a little hidden treasure that hasn't drawn so much attention out there, and I'm not sure I want otherwise.

 

But, yes, above all I do it because the actors have expressed that they don't feel comfortable. Hopefully one day this will settle better but I have my doubts when we enter the NSFW field. 

Ah... it's cute that think that the FO4 Voice Actors don't know about your mod. IMO I think that the loudest voices only saw youtube videos like these 

 

 

Edited by bhuddaguy
Posted
14 minutes ago, Axary said:

Sometimes AAF-1.66 doesn't see furniture even if character literally stands on it. This is a random bug, and it is solved by reloading.
I've advised JB many times in bug reports that it's worth adding a marker to a specific furniture in one or another scene. And he adds it.

As a result, in NR-6 the calls for many old scenes have been redone, but not all of them, because not in all scenes we had problems.

So it was a known bug, i thought it was the radius cause when i edited AAF ini and increased it the problem went away. 

Posted (edited)
22 minutes ago, sattyre said:

Hey JB, I'm trying to figure out what is responsible for the dialogue disruptions on my end.  You say you don't have them at all and figure it's probably a conflict with a common mod,  I tried to disable Extended Dialogue Interface but it borks the save and I would have to start a new game.  Do you use Extended Dialogue Interface, or do you use something else, or nothing?  So far, I've disabled any mod that I thought may have any interaction with dialogue and XDI was the next step.

 

This is my most barebone modlist. I do use XDI. I always test with this modlist to avoid as few external conflicts as possible.

 

Spoiler

# Automatically generated by Vortex
*Unofficial Fallout 4 Patch.esp
*XDI.esm
*HUDFramework.esm
*AAF.esm
*Collection of Textures.esl
*KziitdAnimationPoses.esp
*AAFThemes.esl
*RealHandcuffs.esp
*AAF_BadEnd_Animations.esp
*Rusty Face Fix.esl
*The Eyes Of Beauty.esp
*TortureDevices.esm
*RZSex.esp
*Atomic Lust.esp
*ClearWeatherOnly.esp
*HBD_DressBox.esp
*HN66Fo4_Nails.esp
*Jump Grunt.esp
*No More Dirty Footsteps.esp
*Tone_OverQueen.esp
*ScreenArcherMenu.esp
*SavageCabbage_Animations.esp
*rxl_bp70_animations.esp
*BodyTalk3.esp
*SlaveTattoos.esp
*ComMoisturizer.esp
*CumOverlays.esp
*CustomCamera.esp
*ESPExplorerFO4.esp
*FO4HHS_AAF.esp
*FO4_AnimationsByLeito.esp
*FusionGirl.esp
*HiPolyFaces.esp
*Immersive HUD.esp
*LooksMenu.esp
*PhotoMode.esp
*RegsDynamiclights.esp
*FPAttributes.esp
*FPAttributesHUD.esp
*TacticalTablet.esp
*TulliusHair.esp
*Vioxsis_Strap-Ons.esp
*ZeX Skeleton.esp
*dcc-bp-lol.esp
*Nuka Ride.esp

 

Edited by JB.
Posted
27 minutes ago, Agnot2014 said:

Kill Me Softly Quest Help?

 

  Hide contents

 

 


Search for Thompson and Sierra

I’ve asked Billy and Music and the say search near the roller Coaster

I run around and around Dry Rock Gulch and found nothing, Mad Mulligan’s Mine which is under the Coaster sign is locked with no clue to where the key is.
 

 

 

I thought I was looking for people?

How to move forward?

 

Here (Min 23:40)

Posted
1 hour ago, JB. said:

I have this constant feeling that people out there are getting scared of, shall we say, little piranhas. And I'm sure they haven't seen the shark yet. And if they do get to see it, oh, boy. I love that Nuka Ride is kind of a little hidden treasure that hasn't drawn so much attention out there, and I'm not sure I want otherwise.

 

But, yes, above all I do it because the actors have expressed that they don't feel comfortable. Hopefully one day this will settle better but I have my doubts when we enter the NSFW field. 

Look at the bright side... is way easier to change a dialog if you don't like it, there's a reason why mods like silent protagonist exists, but in the end it will be just as simple to change a voice from a free library created for modder comunity... then voice actors WILL see the Shark and they'll have to adapt 

Posted

Hey I've been testing on the Golden Girls interview quest.  Nora is supposed to be on the bed.  I am guessing there is an animation or pose or something else firing during that interview,  could the dialogue bug be caused by conflicting poses/animations?

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

I have this constant feeling that people out there are getting scared of, shall we say, little piranhas. And I'm sure they haven't seen the shark yet. And if they do get to see it, oh, boy. I love that Nuka Ride is kind of a little hidden treasure that hasn't drawn so much attention out there, and I'm not sure I want otherwise.

 

But, yes, above all I do it because the actors have expressed that they don't feel comfortable. Hopefully one day this will settle better but I have my doubts when we enter the NSFW field. 

IMHO All of the hysteria from voice actors will be over when the writer's strike is over in Hollywood; as the question AI created content started there in the mainstream media - then the actors went on strike with demands that also connect with AI created content - and then voice actors chimed in. Here's the rub - Studios are planning on starving the writers out before they even go to negotiations. You can bet your ass - that the studios will not budge on anything that can make them money without human actors or writers.  

 

1 hour ago, Gamaramdi said:

Look at the bright side... is way easier to change a dialog if you don't like it, there's a reason why mods like silent protagonist exists, but in the end it will be just as simple to change a voice from a free library created for modder comunity... then voice actors WILL see the Shark and they'll have to adapt 

You are Correct. However Autistic Retards with OCD have these compulsions to make everything FIT. If there's a voiced protagonist and the technology is out there; we want our protagonist's voices in our mods. However the voice actors who are bitching about AI are giving NSF Mods a pass. They are only objecting to NSFW Mod Content. Courtenay Taylor (Nora's VA) thinks we see her face when we hear her voice. Have you seen Courtenay Taylor? or Courtney Ford (aka - Piper)? 

Some modders have already reacted to these entitled Nobodies, by replacing the voice lines in Fallout 4 with entirely different voice actors. As for the "Shark" - writers will be feeling those teeth come September when their unions are out of money for strike pay and stomachs start grumbling. Until then - I say "FUCK EM!" I will continue to create voice lines for my mods!

Edited by bhuddaguy
Posted
11 minutes ago, sattyre said:

Hey I've been testing on the Golden Girls interview quest.  Nora is supposed to be on the bed.  I am guessing there is an animation or pose or something else firing during that interview,  could the dialogue bug be caused by conflicting poses/animations?

Yeah. My mod makes your character stop responding to your control, and start responding to some of my packages that make her and her clone do various sexy poses in bed. (like the dancing battles)

 

Check the the penultimate image of the main page of Nuka Ride.

Posted

If memory serves, that is where I would have dialogue issues.  There were a lot of scenes where I could change the pc viewpoint and that would enable the dialogue, but in some situations either the proper stage didn't fire or the pc was too far away to make that connection.  So I would guess that something is interfering with that process, whether its other animations or dialogue mods.  any idea's

Posted
1 hour ago, Agnot2014 said:

Thank You I wouldn’t have got it in a million years.

Lol, honestly I only got it because I gave up and decided to fuck around...I have never played the vanilla Nuka World DLC so I just decided to check the place out and was surprised to see that the rail was climbable...I thought it would be a fun "use a horse to vertically climb mountains in skyrim" kinda experience and was flabbergasted to reach the end and find out that that was the solution. 

Posted
3 hours ago, Axary said:

Sometimes AAF-1.66 doesn't see furniture even if character literally stands on it. This is a random bug, and it is solved by reloading.
I've advised JB many times in bug reports that it's worth adding a marker to a specific furniture in one or another scene. And he adds it.

As a result, in NR-6 the calls for many old scenes have been redone, but not all of them, because not in all scenes we had problems.

 

This issue is caused by an unexpected "reverse-deduction" approach to starting the scene. If a specific location is not given via the API, then AAF uses a random one. In this case, the location of the PC is one of the random locations. So, whenever the dice lands on that option, no animation plays because the tag the mod uses prohibits any animation on just a standing PC.

 

I am working on a solution to make this work as-is. But, its a little unclear if that will be viable at this time.

 

Even if that is fixable as-is, the best solution would be for @JB. to add the location setting to StartScene calls with references to the specific furniture where the scene should start.

Posted
6 minutes ago, dagobaking said:

 

Even if that is fixable as-is, the best solution would be for @JB. to add the location setting to StartScene calls with references to the specific furniture where the scene should start.

No problemo, boss. I've been thinking of telling Ego that if it's too much trouble, I'd better start adjusting my scripts. Luckily that only happens in the first part of the mod, since I didn't know a lot of things back then.

Posted
2 hours ago, sattyre said:

If memory serves, that is where I would have dialogue issues.  There were a lot of scenes where I could change the pc viewpoint and that would enable the dialogue, but in some situations either the proper stage didn't fire or the pc was too far away to make that connection.  So I would guess that something is interfering with that process, whether its other animations or dialogue mods.  any idea's

 

Look, I've recorded it so you can see what it's like to film Golden Girls. 

 

Spoiler

 

 

 

 

 

 

Posted (edited)
1 hour ago, dagobaking said:

The existence of furniture-related tags is kind of misleading. I'm not sure what those are for...

NR does not use random animations, all scenes are specially prepared. NR contains a set of .xml files with specially prepared animations and works only with them. All animations in NR are auto-staged and automatically finish at the moment of animation end (no animation loops).

 

For example:

"Plumber"(repeatable quest) - oral sex scene.
There is a room with a table, couch, chair and of course a floor.
There are prepared animations for the couch, chair and floor, but not for the table.
How to add an element of variety?
We add a tag to all these animations and call them by that tag. AAF randomly selects an animation, and then searches for furniture for it.
That's where "reverse-deduction" comes from.


Or maybe I misunderstood your question and answered off-topic?

 

PS

If you have time, download NR and see how animation staging is made. I think you'll find it funny how some of the AAF features are applied.

Edited by Axary
Posted
24 minutes ago, Axary said:

NR does not use random animations, all scenes are specially prepared. NR contains a set of .xml files with specially prepared animations and works only with them. All animations in NR are multi-staged and automatically finish at the moment of animation end (no animation loops).

 

For example:

"Plumber"(repeatable quest) - oral sex scene.
There is a room with a table, couch, chair and of course a floor.
There are prepared animations for the couch, chair and floor, but not for the table.
How to add an element of variety?
We add a tag to all these animations and call them by that tag. AAF randomly selects an animation, and then searches for furniture for it.
That's where "reverse-deduction" comes from.

 

Or maybe I misunderstood your question and answered off-topic?

 

The furniture tags are a way to tell AAF to only play positions which match those furniture types. If the scene data doesn't specify an exact location, AAF needs to search for suitable furniture, but where should it search?

 

Lets take a somewhat extreme example, one of Savage Cabbage's super mutant foursome positions, which has three super mutant actors and a human female actor. AAF will pick one of those actors at random and check within its scan radius for the "broken bed" furniture it needs. If the actor it chooses to search near is not within the configured scan radius of the broken bed, the animation can't proceed.

 

I agree tagging with multiple kinds of furniture and letting AAF pick one adds some flavor, but if there's no fallback (e.g. "floor") option then it can run into problems randomly if not all actors for the specified scene are near a suitable furniture. An alternative, if the mod author knows the exact furniture that's available (because it was intentionally added to the room where the animation is taking place) then the script which is calling AAF can have its own list of those references, pick one at random itself, and put that as the location in the scene data so that there's no question. Of course, taking this approach, the furniture tags become unnecessary.

Posted
6 minutes ago, vaultbait said:

An alternative, if the mod author knows the exact furniture that's available (because it was intentionally added to the room where the animation is taking place) then the script which is calling AAF can have its own list of those references, pick one at random itself, and put that as the location in the scene data so that there's no question.

That's exactly what JB is doing now (in NR-6 and its updates).
And yes, most old scripts can be updated and made to work this way too.

 

But here's an example of where I personally wouldn't want to see restrictions based on specific furniture:

Spoiler

enb2023_7_22_02_33_21.thumb.jpg.4e296ead15601f09b12b4d86770b7031.jpg

This is a repeatable quest, so I've prepared many different animations for it for each of its paths:

Oral Sex Path: animations for couch, chair and floor - call tag "NR_Oral"

Vaginal Sex Path: animations for couch, chair and floor - call tag "NR_Vaginal"

Anal Sex Path: animations for table, couch, chair and floor - call tag "NR_Anal"

And to add elements of variety to each of the paths, animations are called by tags without specifying furniture. This way we get different animations every time in all paths, and that's cool.

Posted
9 minutes ago, Axary said:

That's exactly what JB is doing now (in NR-6 and its updates).
And yes, most old scripts can be updated and made to work this way too.

 

But here's an example of where I personally wouldn't want to see restrictions based on specific furniture:

  Hide contents

enb2023_7_22_02_33_21.thumb.jpg.4e296ead15601f09b12b4d86770b7031.jpg

This is a repeatable quest, so I've prepared many different animations for it for each of its paths:

Oral Sex Path: animations for couch, chair and floor - call tag "NR_Oral"

Vaginal Sex Path: animations for couch, chair and floor - call tag "NR_Vaginal"

Anal Sex Path: animations for table, couch, chair and floor - call tag "NR_Anal"

And to add elements of variety to each of the paths, animations are called by tags without specifying furniture. This way we get different animations every time in all paths, and that's cool.

I have been thinking specifically about this part with Billy. I remember setting up the desk, couch, armchair and chair so that filming a scene wasn't always the same thing and I know you put together the XMLs for that purpose too. 

 

(Holy cow, that briefcase and the fire extinguisher in there are going to make it three years floating there xD).

Posted
16 minutes ago, JB. said:

(Holy cow, that briefcase and the fire extinguisher in there are going to make it three years floating there xD).

Why did you say that?
I never noticed it before, and now I'm gonna be looking at it all the time. ?

Posted
1 hour ago, Axary said:

NR does not use random animations, all scenes are specially prepared. NR contains a set of .xml files with specially prepared animations and works only with them. All animations in NR are auto-staged and automatically finish at the moment of animation end (no animation loops).

 

Thank you. I get this. AAF is designed to allow non-random animations of many types.

 

The problem in this case is that the code is trying to force the animation to play on a specific furniture by using tags. The tags narrow down the animations. But, not the furniture AAF finds. So, when AAF returns the scene location as "The Ground at the PC", there are no animations to play because the only allowed animations have the "OnMattress" tag.

 

The good news is that AAF has a solution for this already. You can put a specific location in the settings that forces the scene to be there. JB. just has to put the reference to the pole or whatever else the furniture is in the code that starts the scene. Then it will work the same every time.

 

I also implemented a second solution that will be available in build 172. Its a "ignoreActorLocations" setting in SceneSettings. That will turn off adding the actors locations to the possibilities AAF considers. This way, the system will technically work the way JB. intended (if he adds that setting). But, I still dont think there is any reason to do it that way in this case. Just add the locationObject setting. :)

 

29 minutes ago, vaultbait said:

The furniture tags are a way to tell AAF to only play positions which match those furniture types. If the scene data doesn't specify an exact location, AAF needs to search for suitable furniture, but where should it search?

 

Lets take a somewhat extreme example, one of Savage Cabbage's super mutant foursome positions, which has three super mutant actors and a human female actor. AAF will pick one of those actors at random and check within its scan radius for the "broken bed" furniture it needs. If the actor it chooses to search near is not within the configured scan radius of the broken bed, the animation can't proceed.

 

I agree tagging with multiple kinds of furniture and letting AAF pick one adds some flavor, but if there's no fallback (e.g. "floor") option then it can run into problems randomly if not all actors for the specified scene are near a suitable furniture. An alternative, if the mod author knows the exact furniture that's available (because it was intentionally added to the room where the animation is taking place) then the script which is calling AAF can have its own list of those references, pick one at random itself, and put that as the location in the scene data so that there's no question. Of course, taking this approach, the furniture tags become unnecessary.

 

There are the "location" attributes and the "tag" attributes in the position XML. The location one does indicate which animations can play on which furniture.

 

The confusion is created by making furniture tags in the "tag" attribute.

 

AAF uses the tags to control which animations are allowed to play in a scene. But, they do not control which locations AAF might choose. There are a bunch of technical reasons behind this. For example, getting a big list of all furnitures found would be super slow. Bethesda has a "FindRandomReferenceOfAnyTypeInListFromRef" function that is much faster. But, that means that AAF can't run some kind of logic to find only working locations on a list. It just has the one location to work with.

 

The solution is to designate specific locations when one is desired. In other situations when a random location is ok, authors should try not to limit the animation list (with settings filters) to the point that it leaves no animations for the ground (which AAF falls back to if no furnitures are found). Or, they should at least code in some handling for a "no locations" result.

 

To go full circle, the above is why I'm not sure what furniture tags are for. I think they confuse people about how AAF works and don't have a clear utility imo. I guess they could if you made a mod that needs to run some extra-AAF code when its detected that a type of furniture is used?

 

Another possibility would be that you want a scene to run on pinball machines but not on nearby pool tables. In that case, the mod author should do their own random selection code and then just send the result in to AAF as a specific location scene.

 

1 minute ago, Axary said:

This is a repeatable quest, so I've prepared many different animations for it for each of its paths:

Oral Sex Path: animations for couch, chair and floor - call tag "NR_Oral"

Vaginal Sex Path: animations for couch, chair and floor - call tag "NR_Vaginal"

Anal Sex Path: animations for table, couch, chair and floor - call tag "NR_Anal"

And to add elements of variety to each of the paths, animations are called by tags without specifying furniture. This way we get different animations every time in all paths, and that's cool.

 

That's all set up on the AAF side to work as you describe.

 

Specifying a furniture is not required. It's only required if running an animation on a specific furniture is the goal.

Posted
18 minutes ago, dagobaking said:

There are the "location" attributes and the "tag" attributes in the position XML. The location one does indicate which animations can play on which furniture.

 

The confusion is created by making furniture tags in the "tag" attribute.

 

AAF uses the tags to control which animations are allowed to play in a scene. But, they do not control which locations AAF might choose. There are a bunch of technical reasons behind this. For example, getting a big list of all furnitures found would be super slow. Bethesda has a "FindRandomReferenceOfAnyTypeInListFromRef" function that is much faster. But, that means that AAF can't run some kind of logic to find only working locations on a list. It just has the one location to work with.

 

The solution is to designate specific locations when one is desired. In other situations when a random location is ok, authors should try not to limit the animation list (with settings filters) to the point that it leaves no animations for the ground (which AAF falls back to if no furnitures are found). Or, they should at least code in some handling for a "no locations" result.

 

To go full circle, the above is why I'm not sure what furniture tags are for. I think they confuse people about how AAF works and don't have a clear utility imo. I guess they could if you made a mod that needs to run some extra-AAF code when its detected that a type of furniture is used?

 

Another possibility would be that you want a scene to run on pinball machines but not on nearby pool tables. In that case, the mod author should do their own random selection code and then just send the result in to AAF as a specific location scene.

 

Thanks, I thought that's what I said, but perhaps I didn't do an adequate job of phrasing it. Anyway, it's at least a helpful confirmation that the mental model I had absorbed from pouring over the API docs turned out to be accurate.

Posted (edited)

Quick report to say I have found a conflict between Amputator and HN66 nails.

I did the quick and bad ending of Commonwealth slavers were I had to kill the farmer (using version 1.7test), both arms were amputated during the play through so I had to use the mcm to get them back as well as re-enable combat control. After finishing CS and before starting Nuka Ride I re-amputated the left arm only, so i could carry on with my character story.

Having just finished the quest "A New Ride" I now need to talk with Music to arrange a meeting with the Overboss. Wanting to have as much content available as possible I installed HN66 nails (both options and the Fusion girl meshes). To test I had installed everything, I mad a bunch of nails at the chem station, opened the pipboy and was unable to equip the nails.

Using a different mod I have installed (Q.C.A Menu(Quick Change Armor).Beta.v0.4, can't remember where I got this from as its not on Nexus) I am able to see items that are worn which don't show up normally in the pipboy. There I was able to unequip the left arm bandage and now equip the nails.

 

see spoiler for screenshots.

Spoiler

20230722140556_1.jpg.b6226218aa106fec896f81a617b62b63.jpg20230722140601_1.jpg.9f081bd44a17dc1f9a9a21a6ca49d32a.jpg20230722140615_1.jpg.f44ce73602194919fad149193b743d5a.jpg

Looking through the amputator esp I see that bandage takes up slots 34 - L Hand, 35 - R Hand, 42 - [A] L Arm, 43 - [A] R Arm (this is the same for the "Left", "Right" and "Both" versions of bandages). The Nails take up slots 34 - L Hand, 35 - R Hand.

 

Edit Update:

 

I made a quick patch in xEdit and changed the slots that the left and right arm bandages take up, and I am now able to equip the nails.

The Left arm bandage only takes slot 42 - [A] L Arm

The Right arm bandage only takes slot 43 - [A] R Arm

I don't know if this will cause me any future conflicts or if JB had used those slots for a specific reason, but for the moment its working.

 

Spoiler

20230722163255_1.jpg.104f9bd4df543886084ddb08036364eb.jpg

20230722163414_1.jpg.df82b3a7e23965605f984fb0d93fc304.jpg

Hopefully these screenshots are clear enough.

 

Edit Update:2

 

After some testing I had to revert the hand slots back to the bandages as in First Person mode the hands were visible again. I am reaching the limits of my skills in regards to modding so for now I am happy just removing the bandages. Will keep testing and do another update if I can manage to get it properly sorted.

 

Edit Update: Final

 

So I am a sleep deprived idiot, as I had completely forgotten about the nails adding their own hand nifs which was the cause of the first person view problem.

Now I just need to work out how to either delete or zap the hand away. 

Edited by Evelynith
Posted
3 hours ago, vaultbait said:

Thanks, I thought that's what I said, but perhaps I didn't do an adequate job of phrasing it. Anyway, it's at least a helpful confirmation that the mental model I had absorbed from pouring over the API docs turned out to be accurate.

 

Sounds good. I think I was thrown off by the term "furniture tags". It can be read two different ways.

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