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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)
19 hours ago, Axary said:

No, it's not your fault.
JB just forgot to add the AAF-1.71 compatibility fix to this scene.
Here, I made a fix for this scene, you can use it until JB updates NR.

Nuka Ride - Mason promise be gentle FIX.7z 4.31 kB · 11 downloads

 

Having something similar with Pastor clements doing the nisha drug mule quest, first scene plays fine when the "package" is extracted but the following scene that should play as i said yes to the nuka rush doesn't play, the AAF icon apears but just does that circling thing

 

Edit: Same thing with dancing at the dugout, original pole dance worked fine but trying to do it again for the misc quest just get the AAF circling although other options like dance naked play the animation

 

Dunno if this means anything but the AAF admin / error page shows
ScreenShot13.png.487b060e239b84dde804243a7dd06ff0.png
 

 

Edited by pinky6225
Posted

Hi,

 

Everything worked O.K. for me.

Only 2 problems after the mod. Music will not talk to me in the tatoo shop. Do I need to wear a specific outfit maybe? 

Also I could not dismiss the white dog. So I "disabled" and "marked for delete" the dog.

Now the overboss quests report "check what's up with Lyons".  You have the ref I.D. for the dog, so I can add him again? Problem is that everything in Nuka World is hostile towards the dog. So they keep shooting at him.

 

 

Posted
1 hour ago, pinky6225 said:

 

Having something similar with Pastor clements doing the nisha drug mule quest, first scene plays fine when the "package" is extracted but the following scene that should play as i said yes to the nuka rush doesn't play, the AAF icon apears but just does that circling thing

 

Edit: Same thing with dancing at the dugout, original pole dance worked fine but trying to do it again for the misc quest just get the AAF circling although other options like dance naked play the animation

  Reveal hidden contents

Dunno if this means anything but the AAF admin / error page shows
ScreenShot13.png.487b060e239b84dde804243a7dd06ff0.png
 

 

Thanks for the detail, I will see if I can upload a new uptade tonight. 

 

@markpatong What stage do you get when you type SQV _NukaRide_Lyons ? 

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

According to the stage guide, in this quest you have to approach Lyons and talk to him. Have you done that? You should get a dialog box with two options. 

It looks like you haven't finished the quest yet. 

 

So I "disabled" and "marked for delete" the dog in the console previously. So no more dog.

Specifically all the robots in the Galaxy zones were hostile towards the dog.

I started a new game for this, so I don't have any other mods besides the required ones.

Edited by markpatong
Posted (edited)
20 minutes ago, markpatong said:

 

So I "disabled" and "marked for delete" the dog in the console previously. So no more dog.

Specifically all the robots in the Galaxy zones were hostile towards the dog.

I started a new game for this, so I don't have any other mods besides the required ones.

I hope it helps you, I don't know which of the two IDs it is. 

 

 

 

image.png.fc8a1b8ecc7f72fa4727a26d8eb26bab.png

Edited by JB.
Posted (edited)
48 minutes ago, JB. said:

I hope it helps you, I don't know which of the two IDs it is. 

 

 

 

image.png.fc8a1b8ecc7f72fa4727a26d8eb26bab.png

 

The weird thing is : when I select the quest "Check what's up with Lyons", I get a green marker right where I deleted him. But he ain't coming back. I want him to go back to the overboss and stop following me.

Edited by markpatong
Posted
4 minutes ago, markpatong said:

 

The weird thing is : when I select the quest "Check what's up with Lyons", I get a green marker right where I deleted him. But he ain't coming back. I want him to go back to the overboss and stop following me.

I googled the "markfordelete" command and I'm surprised you don't figure out what's going on. Lyons has completely disappeared in your save. 

 

Posted
19 minutes ago, markpatong said:

 

 I get a green marker right where I deleted him.

You really screwed the pooch on that move. ?

markfordelete is permanent for the duration of that run. What you should have done, well, just leave him alone, but you could have written down his refID, then ran disable. Then later ran prid hisrefID and enable.

Posted
1 hour ago, JB. said:

I hope it helps you, I don't know which of the two IDs it is. 

You want the Reference Editor ID, but it's different depending on load order but the C3D65 stays the same. Clicking on a say Colter will show the load order part.

Posted
1 hour ago, izzyknows said:

You really screwed the pooch on that move. ?

markfordelete is permanent for the duration of that run. What you should have done, well, just leave him alone, but you could have written down his refID, then ran disable. Then later ran prid hisrefID and enable.

 

LOL. Yes,I screwed the pooch. But he was a real irritation . Maybe he will reapear when I load an update?

Posted
52 minutes ago, markpatong said:

 

LOL. Yes,I screwed the pooch. But he was a real irritation . Maybe he will reapear when I load an update?


nope, he’s permanently gone from your save. Time to start a brand new save. 

Posted
2 hours ago, markpatong said:

 

LOL. Yes,I screwed the pooch. But he was a real irritation . Maybe he will reapear when I load an update?

Like Nyx said, that save is toast. Time to start over.

Posted (edited)
1 hour ago, izzyknows said:

Like Nyx said, that save is toast. Time to start over.

 

Nope. When he is supposed to pop up again, I just advance the stage of the quest to where he is done. His part in the whole quest story is not big anyway. Except when he starts following you with no way to dismiss him. I deleted him in the commonwealth. It's a painless way to get rid of unwanted gouls etc. Then you just spawn new ones via the console. Don't bother with settlement beacons. Instant better settlers. Or use HOTC mod and you have a settlement full of hookers who act as normal settlers. You have a button which you push to create hookers. Then you can assign them to settlements and any task. Another version populates Diamond City, Bunker Hill  and Goodneighbour with hookers. And you get a real sex mod with them. They really are good looking with great outfits . CBBE however, but you don't need that body type for them to work. I use Fusion girl. I love the outfits in this mod by the way. And the bimbo walk is classic. Also check out HIB Facility for an awesome player home and settlement. Naked Pool, toilets, showers etc. 

Edited by markpatong
Posted
13 hours ago, Sir Bron said:

Yet every post you make references them, if that isn't promoting I don't know what is.

Wow, your delusional, blocking you.  I like friendly people, love what they have done here. No time for negative and dark trouble seekers

Posted
16 hours ago, izzyknows said:

It's bundled in Nuka Ride.

If you don't want them you'll have to edit the esp and several scripts then recompile them.

I love them, and they change every 48 hours?  New ones now, pretty cool really.  Oh, and I found a hack to get to the commonwealth without talking to the overboss, I use the mod APC transport, turns out,, works perfectly without interrupting the NR mod as long as you dont drive to the "transit station" So now, I can do normal quests where NR has already played out, like the Travis Radio chain.  Land in "Nuka Town" do avoid ending NR quest chain

1.png

2.png

Posted

Maintenance update.

 

Version 6.4.7 in MEGA

 

 

  • The scenes in the chapel during the mule deliveries for Nisha are now compatible with AAF 171, as well as the dancing scene for Vadim's bar (the repeatable one) and fixed the anal sex scene with Mason during his repeatable quest.  @bredaturk @pinky6225
  • The amphitheater gate is now correctly placed. @Axary
  • Fixed the patch for B.Y.O.P. @lt5ive
  • Added a shower at the Far Harbor rental house for both BYOP and CWSS. I always forget this suggestion.  @Wandering_Mania

 

Thanks for the reports and suggestions. ?

 

 

 

Spoiler

Photo446.png.857cf3c64d957e676ff6d2b4f05d629e.png

 

Posted
1 hour ago, JB. said:

The amphitheater gate is now correctly placed.

Doors remain hanging in the air, but if I manually (using the console) put them at the same position as in .esp, everything is fine.
As I understand it, to fix the doors I have to start over?
Or maybe they will update after I leave Nuka World for a while?

Posted
21 minutes ago, Axary said:

Doors remain hanging in the air, but if I manually (using the console) put them at the same position as in .esp, everything is fine.
As I understand it, to fix the doors I have to start over?
Or maybe they will update after I leave Nuka World for a while?

I'm absolutely sure that I got it down in the Creation Kit.  The change should be reflected immediately (at least it was in my case).  But on the other hand, I am working with two different esp. 

 

One is the Mega version which I occasionally fix. The other is the private version I am working with new content. 

 

So there is a possibility also that I messed up and fixed the my private version ?‍♂️

 

 

 

Posted

I want to apologize to @JB. and all others using this thread.

This guy with his self promotion of an off-site, money making thing just is wrong, should not be allowed and I made a couple of posts to try to get him to back off the self promotion, which He said he even knows it is not allowed but continues to do it.

I will not say another thing about this, but to me it's Piracy of @JB. & @Axary's work and if anyone should be benefiting from the work it is those two people, not some rube who breaks the rules then when called on it throws trash and calls names.

Just my two cents.

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

I'm absolutely sure that I got it down in the Creation Kit.

Yes, I checked, the NR-6.4.7.esp for that door specifies a Z offset 416.

But if the save was made on an older version, that door Z offset remains 464.
I just checked: I loaded a safe made in Diamond City(NR-6.4.6) on NR-6.4.7, returned to Nuka World and the door still have Z offset 464.

If I manually(using console ) set for this door the same Z offset as in .esp(416), then it looks fine.
That is, on a new game everything will be fine, but on the old saves this door itself is not updated.

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

to me it's Piracy of @JB. & @Axary's work and if anyone should be benefiting from the work it is those two people

I'm very pleased to hear that, but NR is JB's creation. I just helped him a little(0.001%).
And I think I've already gotten the best possible reward - NR has given me 90+ hours of enjoyment of the coolest story of all mods I've ever played.

And I'm sure NR will give me a lot more fun. I don't know how JB did it, but I just don't want to leave NR: I finished NR -> played BG3 -> realized I miss NR and started NR from the beginning?

Edited by Axary
Posted (edited)

I hope im in the right spot, but im having trouble with the Quest, "The Audition" 

I get sent to golden globes by mason, I double check to make sure his dialogue is over, and when I get there, Corsican is just invisible, so confused

I should add im on the latest version of Nuka Ride, 6.4.7.7

 

Edited by yayeetyyyy
forgot to add mod version
Posted
1 hour ago, Axary said:

That is, on a new game everything will be fine, but on the old saves this door itself is not updated.

It will over time, but you have to load that area many maaaany times. Now IF the precombines/previs & LOD had been built, it would update on the next game load. But there's far to many updates/content to be done to do that.
It's like updating navmesh on current save. It will not update correctly and can even break pathing.
I have a NR patch that fixes a boat load of world/cell issues, terrain, floating items, misaligned/duplicate building pieces along with hours of navmesh fixes. Which I really enjoy doing btw. :)
But the point is, there's a lot of things that are baked into a save that only a new run will fix.

Posted
5 hours ago, JB. said:

Maintenance update.

 

Version 6.4.7 in MEGA

 

 

  • The scenes in the chapel during the mule deliveries for Nisha are now compatible with AAF 171, as well as the dancing scene for Vadim's bar (the repeatable one) and fixed the anal sex scene with Mason during his repeatable quest.  @bredaturk @pinky6225
  • The amphitheater gate is now correctly placed. @Axary
  • Fixed the patch for B.Y.O.P. @lt5ive
  • Added a shower at the Far Harbor rental house for both BYOP and CWSS. I always forget this suggestion.  @Wandering_Mania

 

Thanks for the reports and suggestions. ?

 

 

 

  Reveal hidden contents

Photo446.png.857cf3c64d957e676ff6d2b4f05d629e.png

 

 

Can't wait for your next quest extension release. 

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