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AAF Nuka Ride: A Porn Studio Mod


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Posted

I apologise straight away if this has already been written, but the Starlight Interstellar Theater precombines are broken in the latest version of the mod.

Posted
41 minutes ago, holp31pro said:

I apologise straight away if this has already been written, but the Starlight Interstellar Theater precombines are broken in the latest version of the mod.

I will check and upload an update if necessary tonight. Do you have PRP or do you play without PRP? 

 

It's not an area that I edited, but the CK does weird things if, by coincidence, I got to load that sector of the map. 

Posted
46 minutes ago, JB. said:

I will check and upload an update if necessary tonight. Do you have PRP or do you play without PRP? 

 

It's not an area that I edited, but the CK does weird things if, by coincidence, I got to load that sector of the map. 

Nuka RIde at the very end of the order of mods, PRP is not installed, checked specifically - yes, it's about Nuka Ride.

Posted (edited)
On 8/23/2023 at 12:08 PM, JB. said:

I understand dagoba, that all the work and sacrifice invested to perfect his XML now seems to be used as a shortcut to another framework.

 

Thank you JB. Appreciated.

 

FWIW, it may be helpful for you and other mod authors to know that updating the PC-animation-without-doppelganger, package control, actor locking and other features with C++ solutions was already in the works before anyone even knew NAF was being made. No exact ETA yet. But, should be ready soon.

 

I didn't previously see any need to indicate which language updates were being made in in the changelog. But, many of the last several updates have been other similar C++ optimizations.

Edited by dagobaking
Posted (edited)

hiho, me again :)

 

i got some missing anims in nukaraid 6.4. is it cause i have the wrong version or wrong anim packages?

have taken strict the install rules from site 1 here...

 

 

missing anim.jpg 

looks like the UAP overwrite some xml files with wrong position infos....

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

 

Thank you JB. Appreciated.

 

FWIW, it may be helpful for you and other mod authors to know that updating the PC-animation-without-doppelganger, package control, actor locking and other features with C++ solutions was already in the works before anyone even knew NAF was being made. No exact ETA yet. But, should be ready soon.

 

I didn't previously see any need to indicate which language updates were being made in in the changelog. But, many of the last several updates have been other similar C++ optimizations.

 

Hand on heart, I never really cared about the Doppelganger. And having tinkered a lot with Fallout and knowing the limitations, the fade to black is much appreciated in pursuit of the naturalness of the scene. So if you're even going to remove the Doppelganger someday, consider scripting an optional fadetoblack, configurable within the scene settings. ?

 

But package control! I was thinking of recommending something. I have a (non-AAF) scene where the mod takes control of the character and sends her to do something. I had the same problem that AAF sometimes suffers and that is that the character seems to get buggy when trying to move in a unlevel ground. 

 

Spoiler

 

 

 

 

How did I solve it? 

 

I forced the character to idle before starting her package, which ended my problem. It has been tested here and in other scenes for more than a week already.

 

Spoiler

 

 

 

 

Consider another option too: add an idle before the start of each scene, as an optional setting within your structure. ?

 

 

something like: 

settings.PlayPreSceneIdle = 

 

 

Edit: I can put it on Bickbucket, I'm slow and didn't realize this is not the best way to request stuff.... ?‍♂️

 

Edited by JB.
Posted (edited)

 

1 hour ago, JB. said:

Hand on heart, I never really cared about the Doppelganger. And having tinkered a lot with Fallout and knowing the limitations, the fade to black is much appreciated in pursuit of the naturalness of the scene. So if you're even going to remove the Doppelganger someday, consider scripting an optional fadetoblack, configurable within the scene settings. ?

 

I don't get the impression that many users at all really cared about the doppelganger (or even know what it is). But, there are some edge cases where it can affect certain types of mods. So, it will be better to use a different process.

 

That said, the fade-to-black feature is entirely separate from the doppelganger (which is just a work-around for moving the PC). I intend to leave fade-to-black in by default as it complies with cinematic visual standards by hiding actors that are teleporting around.

 

The fade-to-black feature is already an optional setting that can be turned off/on (see fadeout_during_lock in AAF_settings.ini). Since the settings are external and stackable, you can even enforce that setting to be on/off when people use your mod (as long as another mod doesnt change the same setting with a higher priority).

 

1 hour ago, JB. said:

something like: 

settings.PlayPreSceneIdle =

 

So, the trouble is that when AAF triggers a walk to a scene, it sometimes does this same stuck leg thing?

 

And playing a blank idle for a moment before the walk fixes it?

 

If so, ideally, we can figure something out to just make sure the leg doesn't get stuck internally rather than add the work-around to the API. As it is, I haven't seen a packageOverride function in Papyrus for FO4 like we have in Skyrim. So, I've had to use Quests with packages, etc.

 

There could be some baggage in that process that affects the stuck leg issue. So, it may not even be an issue once we switch to the more direct packageOverride system.

Edited by dagobaking
Posted
2 hours ago, JB. said:

How did I solve it? 

 

I forced the character to idle before starting her package, which ended my problem. It has been tested here and in other scenes for more than a week already.


I have been fighting against the jerking leg bug all day. Thank you for figuring this out!

Posted

Pardon my ignorance, but I seem to be experiencing a bug. I'm stuck on the part where I have to talk to Charon for the first time and he's meant to do something, but when ever I try to talk to him the dialogue plays out how it should but it doesn't start the AAF scene. I can start the AAF scene manually by pressing the funny AAF buttons but it doesn't advance the quest. When I check the "sqs _nukaride" it says that its running and on stage 20 but I don't have any actual quest in my pipboy (no idea if that's a part of the problem). My other mods that use AAF seem to be working fine, its just this one that's giving me trouble. I'm at a bit of a loss on what to do. (I've attached my load order in the "plugins.txt" file)

if anyone has any ideas I would greatly appreciate the help.

plugins.txt

Posted
3 minutes ago, Eludura said:

Pardon my ignorance, but I seem to be experiencing a bug. I'm stuck on the part where I have to talk to Charon for the first time and he's meant to do something, but when ever I try to talk to him the dialogue plays out how it should but it doesn't start the AAF scene. I can start the AAF scene manually by pressing the funny AAF buttons but it doesn't advance the quest. When I check the "sqs _nukaride" it says that its running and on stage 20 but I don't have any actual quest in my pipboy (no idea if that's a part of the problem). My other mods that use AAF seem to be working fine, its just this one that's giving me trouble. I'm at a bit of a loss on what to do. (I've attached my load order in the "plugins.txt" file)

if anyone has any ideas I would greatly appreciate the help.

plugins.txt 5.66 kB · 0 downloads

If I had to bet, I'd say your AAF is not up to date. You must have version 171 or higher. 

Posted
4 minutes ago, JB. said:

If I had to bet, I'd say your AAF is not up to date. You must have version 171 or higher. 

My AAF version is "AAF_V171-0_beta" , is that one not the highest?

Posted
17 minutes ago, Eludura said:

My AAF version is "AAF_V171-0_beta" , is that one not the highest?

 

So everything is in order. When the scene fails again, please send me a screenshot of your AAF admin panel.

 

Quote

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.

 

Posted
7 minutes ago, JB. said:

 

So everything is in order. When the scene fails again, please send me a screenshot of your AAF admin panel.

 

 

you got it boss. (I'm assuming you wanted the error section)

20230824212059_1.jpg

Posted
8 minutes ago, Eludura said:

you got it boss. (I'm assuming you wanted the error section)

20230824212059_1.jpg

 

 

What patch are you using? 

 

I recommend following the step-by-step guide

 

 

only one exception: 

 

Install the latest version of Savage Cabbage. My mod needs the latest version, but the guide recommends  1.2.8

Posted
6 hours ago, JB. said:

I forced the character to idle before starting her package, which ended my problem. It has been tested here and in other scenes for more than a week already.

 

So yeah this works very well.  I ended up using

 

PlayIdleAction(Game.GetForm(0x0002FFA9) as Action, None) ; ActionInitializeGraphToBaseState

 

Which instantly, and invisibly, resets the player's animation graph completely.

 

Another thing that seemed to work was to add a procedure to the travel package to make the player face the destination, before starting the travel procedure.  I think internally it does pretty much the same thing as playing an idle.  But it can look strange if the player is facing away from the destination when it starts.

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

 

 

What patch are you using? 

 

I recommend following the step-by-step guide

 

 

only one exception: 

 

Install the latest version of Savage Cabbage. My mod needs the latest version, but the guide recommends  1.2.8

I am using the UAP patch v2.6.64-1 and Savage Cabbage v1.3.0 (I'll try re-installing it to see if that will solve the issue)

Edit: It didn't

Edited by Eludura
Posted
7 hours ago, Eludura said:

if anyone has any ideas I would greatly appreciate the help.

ok stage 20 is "sex with Charon" option which shows up if you do not have 30 caps.  for the AAF scene to play it needs a  protectron and female animation.

not sure which animation pack has one offhand. 

 

if you have 30 caps the AAF scene with Charon should not even try to play.  what he does is take the 30 caps and drives (teleports) you to Nuka World and you

end up near Kaiser.  by any chance are you over encumbered???  if so there is a base game issue that causes these type of movements to not work correctly.

the only 2 solutions to this specific issue that i know of are to either not be over encumbered or to have "strong back" perk at lvl 4 (and not be in survival mode).

 

the only thing i can think of to tell you to try is to roll back to just before you talk to Charon for the first time and make sure you have 30 caps on you.

there is (usually) enough junk laying around Drumlin Diner to be able to make the caps selling something to Trudy or Wolfgang (if you solved the standoff),

or just to any other merchant in the game.  Trashcan Carla's merchant route includes stopping at Drumlin Diner as well as walking through Concord, past

Red Rocket and stopping in Sanctuary.

 

hope the information helps.

Posted

 

6 hours ago, EgoBallistic said:

 

So yeah this works very well.  I ended up using

 

PlayIdleAction(Game.GetForm(0x0002FFA9) as Action, None) ; ActionInitializeGraphToBaseState

 

Which instantly, and invisibly, resets the player's animation graph completely.

 

Another thing that seemed to work was to add a procedure to the travel package to make the player face the destination, before starting the travel procedure.  I think internally it does pretty much the same thing as playing an idle.  But it can look strange if the player is facing away from the destination when it starts.

 

Oh, glad to have lent a hand. Looks like that bug will soon be a thing of the past. Thanks for the code, I'll use it too.

Posted
6 hours ago, Eludura said:

I am using the UAP patch v2.6.64-1 and Savage Cabbage v1.3.0 (I'll try re-installing it to see if that will solve the issue)

Edit: It didn't

 

Stage 20 is sex with Charon. 

 

Even if the scene fails, my mod should send to Stage 30 and warn "Nuka Warning: AAF Scene Failed, advancing stage." . But it doesn't because something is going on with your AAF installation. 

 

I wish I could help you but I don't know why the scenes don't start. If the scenes don't start, my mod won't work properly. ?

Posted
8 hours ago, Eludura said:

I am using the UAP patch v2.6.64-1 and Savage Cabbage v1.3.0 (I'll try re-installing it to see if that will solve the issue)

Edit: It didn't

 

Just to rule it out:  Since the current UAP only supports Savage Cabbage v1.2.8, you need to deselect support for Savage Cabbage when installing UAP with 1.3.0.  Hopefully that is just what is missed..

Posted
3 hours ago, Bigglsby said:

 

Just to rule it out:  Since the current UAP only supports Savage Cabbage v1.2.8, you need to deselect support for Savage Cabbage when installing UAP with 1.3.0.  Hopefully that is just what is missed..

 

since I also have my problems with the UAP patch since all the updates of the animation mods and the upgrade to AAF 171, I only use the originals. I'll leave out the UAP now. still brings errors, but MUCH less than with UPA... (Better only 20 instead of 200 errors) .

Posted
7 hours ago, JB. said:

 

Stage 20 is sex with Charon. 

 

Even if the scene fails, my mod should send to Stage 30 and warn "Nuka Warning: AAF Scene Failed, advancing stage." . But it doesn't because something is going on with your AAF installation. 

 

I wish I could help you but I don't know why the scenes don't start. If the scenes don't start, my mod won't work properly. ?

I GOT IT TO WORK!! I did a fresh install because I noticed that even with the caps the robot wouldn't take me to nuka world, that coupled with really messing with the load order because LOOT wasn't playing nice managed to get it working.
thank you all for all of the help/suggestions

Posted

Just finished my 2nd playthrough and I am so excited to see what you come up with for the Cassius meeting. 

I saw where you said you were thinking of making him black and I, for one, would love to see another big black guy like Keyshawn. It would be a pretty funny dynamic between him and the OB, too. 

I would also love to be involved in a fight again. I know you're supposed to be a porn star and you don't want to fuck up your face but the Tessa fight was so much fun. Especially since I kicked her ass, heh. Oh, what if Cassius has his own bad bitch and they pit you against her? Could be a chance for Gage to come clean about the Tessa fight if you didn't tell on him. Like Slut Olympics or something? Could have several events. Loser has to stay with the winner or whatever you like. It would be nice to have a chance to do something in front of the OB to maybe earn a little love or praise.

 

Posted

Not sure if this is a issue with AAF 171 or NR, but Ann Codman whips my PC and then does nothing. If I press buttons I can stand up from the wooden horse, but cannot perform controls.

Posted
50 minutes ago, neeceerae said:

Just finished my 2nd playthrough and I am so excited to see what you come up with for the Cassius meeting. 

I saw where you said you were thinking of making him black and I, for one, would love to see another big black guy like Keyshawn. It would be a pretty funny dynamic between him and the OB, too. 

I would also love to be involved in a fight again. I know you're supposed to be a porn star and you don't want to fuck up your face but the Tessa fight was so much fun. Especially since I kicked her ass, heh. Oh, what if Cassius has his own bad bitch and they pit you against her? Could be a chance for Gage to come clean about the Tessa fight if you didn't tell on him. Like Slut Olympics or something? Could have several events. Loser has to stay with the winner or whatever you like. It would be nice to have a chance to do something in front of the OB to maybe earn a little love or praise.

 

That idea is quite good, since the OB has a certain inferiority complex when it comes to Cassius.  That Cassius is physically bigger is actually a fantastic idea to reinforce why the OB hates him.

 

Unfortunately, making him big requires certain adjustments. But these adjustments are lost the moment the actor sits down or interacts with any furniture. At that point he would revert to the standard height. 

 

He would have to stand all the time, like Keyshawn, and I wouldn't like that. I imagine him sitting on a wide couch, surrounded by his girls, treating Colter as "Coltie" and laughing his ass off. He's got to be a good guy about everything. 


In my plans is that the OB, in a fit of envy, bets (and loses) the protagonist in a bet against Cassius, which means that the girl has to go live with Cassius for a few days.

 

Cassius will also have a pre-war girl with him, so I'll see if a fight option comes up. The OB is very much against his women fighting, but his desire to prove himself better than Cassius may lead him to approve a fight.

 

If you want you can try a hidden quest. Make a save, and then type:

 

StartQuest _NukaRide_ColaCars
SetStage _NukaRide_ColaCars 100

 

And visit the Overboss.

 

When you finish this quest, go back to your previous save, as this quest still needs to be implemented naturally into the story.

 

@RenFL2 

Even if the scene fails, it should end after 30 seconds. 

 

Likewise, if nothing has happened, write this down and I'll look at it tonight. 

 

SetStage _NukaRide_Mule 69

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