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AAF Nuka Ride: A Porn Studio Mod


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Posted
3 minutes ago, Karna5 said:

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I'll keep your loose files installed, nevertheless, because I think it's more effective. Thanks :)

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Hah. NMM has problems with large mods (like mine). So this little test leads me to point out that you have NMM.Ā ?

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Give Vortex or MO2 a try one of these days.Ā 

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Posted (edited)

Hi, JB. The difference between BA2 archive and loose files in the Fallout 4 engine is that BA2 archives are read once at start up and not read again until you restart the game. With loose files, they are reread every time you change cells.

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So the reason the loose files are more effective in this case is that even when they fade away, they are reread and readded as I walk around between cells.

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Loose files create a crash condition if you have to read too many textures at once, so BA2 is safer in that regard, but in some cases BA2 is inferior.

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My Fallout 4 game directory is half a terabyte, and I have many mods which are multiple gigabytes in size without issue. So I respectfully submit that you're mistaken about NMM being unable to handle large mods. It actually handles them magnificently.

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This said, I do think this is a performance issue in this case, and I will change ugrids from 6 to 5 when the next Nuka Ride version comes out. That will tell my game to read only 5 cells away when I cross cells instead of 6 cells away and will reduce how much is loaded each time I cross cells.

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Edited by Karna5
Posted
4 hours ago, JB. said:

NMM has problems with large mods (like mine).

Nope it doesn't. Maybe the very early versions..Ā  dunno about them.Ā  But I've installed/uninstalled mods up to 4GB with no issues. Not sure if I have any larger. LOL

Posted
17 hours ago, Karna5 said:

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Thanks for that, JB. It seemed to work significantly better than the ba2 archive versions, and I tested it walking around for several minutes.

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With the ba2 archive version most of the walls disappear and stay gone (they're there at start of play through and then fade out and don't come back, and I navigate by knowing where everything is rather than seeing walls).

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With the loose file version, the walls fade in and out but mostly in making it easier to see where to go and showing most of the walls at some point, though they fade out.

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I did crash to desktop after a few minutes of walking around with the loose files, so I really think it might be an engine limitation or a performance issue rather than a problem with your files.

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I'll keep your loose files installed, nevertheless, because I think it's more effective. Thanks :)

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p.s. I think when your next version of Nuka Ride comes out I'll start a new play through from scratch setting ugrid to 5 instead of 6. I think that'll help performance but is the kind of thing that needs a fresh game to test properly.

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Too many NPCs loaded at the same time will crash the game (theoretical limit around 300). For the loose files, are you sure you don't have any other mod editing same cells as NR.

Posted
12 hours ago, izzyknows said:

Nope it doesn't. Maybe the very early versions..Ā  dunno about them.Ā  But I've installed/uninstalled mods up to 4GB with no issues. Not sure if I have any larger. LOL

If by NMM you mean vortex, i went as far as 8 gb (texture) with no problem.

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Posted
15 minutes ago, lee3310 said:

If by NMM you mean vortex, i went as far as 8 gb (texture) with no problem.

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Nexus Mod Manager
Texture mods I've went 12GB. But they're pretty simple. I mean even Vortex can handle that. ?

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Posted (edited)
49 minutes ago, lee3310 said:

If by NMM you mean vortex

NMM (Nexus Mod Manager) and Vortex are different mod managers.
You think that it's the same because nexusmods.com previously promoted NMM,Ā but then they broke off cooperation with the NMM team and started promoting Vortex. But NMM is still supported by its team separately from nexusmods.com.

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And since we're talking about NMM, I use it too, and I've never had any problems with NR.

Edited by Axary
Posted
2 minutes ago, PrincessDaybreak said:

Has there been one conclusion as to why the quest breaks with charon not taking the character to Nuka World? I have pretty much only this mod and the requirements installed. (and some of the soft ones)

Did you get the invite from Duke around Vault 111, or Medium Sized Bomb, if you played through Commonwealth Slavers.

Posted
1 hour ago, PrincessDaybreak said:

Has there been one conclusion as to why the quest breaks with charon not taking the character to Nuka World? I have pretty much only this mod and the requirements installed. (and some of the soft ones)

Dialogues work, but no scripts.

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It's going to sound crazy, but if you have AAF Violate, consider uninstalling it for a while to try again. For some reason my scripts don't fire with Violate installed (I can't reproduce it, but there are some reports pointing that out).

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Posted
On 5/3/2023 at 11:08 AM, JB. said:

JB sorry, im desperate to figure out how i can use your character preset hahaha.Ā I'm new to this world of modding in Fallout 4, how do I open this file you posted. Help me, JB. You are my only hope.

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Posted
On 10/31/2023 at 11:49 PM, Karna5 said:

The difference between BA2 archive and loose files in the Fallout 4 engine is that BA2 archives are read once at start up and not read again until you restart the game. With loose files, they are reread every time you change cells.

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So the reason the loose files are more effective in this case is that even when they fade away, they are reread and readded as I walk around between cells.

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Sort of. There are other differences too. BA2 archive filenames correspond to plugins, and are read in order based on the corresponding plugin load order, so reordering the plugins associated with those archives will determine which files in them "win" in a virtual filename conflict. Loose files, on the other hand, are read last after all the archives are read in, so loose files always "win" over archived files with the same virtual names.

Posted
11 hours ago, JB. said:

Dialogues work, but no scripts.

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It's going to sound crazy, but if you have AAF Violate, consider uninstalling it for a while to try again. For some reason my scripts don't fire with Violate installed (I can't reproduce it, but there are some reports pointing that out).

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I unfortunately don't have AAF violate installed :(Ā Do you think any other mod could be causing this?

Posted

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21 hours ago, Axary said:

NMM (Nexus Mod Manager) and Vortex are different mod managers.
You think that it's the same because nexusmods.com previously promoted NMM,Ā but then they broke off cooperation with the NMM team and started promoting Vortex. But NMM is still supported by its team separately from nexusmods.com.

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And since we're talking about NMM, I use it too, and I've never had any problems with NR.

21 hours ago, izzyknows said:

Nexus Mod Manager
Texture mods I've went 12GB. But they're pretty simple. I mean even Vortex can handle that. ?

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NMM is still supported, that news to me (i thought that NMM and Vortex were made by the same person(s)).

Posted (edited)
1 hour ago, lee3310 said:

NMM is still supported, that news to me

The new version 0.85 came out when StarField was released, and NMM now supports StarField as well.

So yes, it's safe to say it's still supported.

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1 hour ago, lee3310 said:

i thought that NMM and Vortex were made by the same person(s)

I can't say it isn't.
But it seems to me that they are still different people, otherwise I don't understand why Nexusmods.com had to change the famous NMM brand to Vortex.
Besides, I personally think that "Nexusmods + Nexus Mod Manager" sounds much better than "Nexusmods + Vortex". But for some reason Nexusmods.com removed NMM from their website. So the NMM brand doesn't belong to Nexusmods.com

Edited by Axary
Posted
1 hour ago, Axary said:

But for some reason Nexusmods.com removed NMM from their website. So the NMM brand doesn't belong to Nexusmods.com

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As i remember my mod manager history nexus persuaded the person that made MO to come work for them so it was prolly a condition that they got to start from scratch so went with a new name to reflect that

Posted

Hi JB; Axary and eveyone.

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Back from Cyberpunk, decided to go back to my favourite mod, but the last character I have fiinished slavers and then became a raider pet.Ā  Can I play Nukaride with Raider Pet like I could with CS or is it going to cause problems when I go to DC for the OB's PA?Ā  Sorry if the question has been asked before.

Posted
14 minutes ago, Kalamaki22 said:

Hi JB; Axary and eveyone.

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Back from Cyberpunk, decided to go back to my favourite mod, but the last character I have fiinished slavers and then became a raider pet.Ā  Can I play Nukaride with Raider Pet like I could with CS or is it going to cause problems when I go to DC for the OB's PA?Ā  Sorry if the question has been asked before.

If you get the RP comments from the guards, you can just ignore them and carry on. Personally, I never had an issue, but I've always escaped and remove the collar, but my PC wasn't an "active" Raider pet.

Posted (edited)
51 minutes ago, Kalamaki22 said:

Can I play Nukaride with Raider Pet

No, NR conflicts with Raider Pet.
In the quest "Lucy in the Sky", the dialog from Raider Pet will replace the dialog from NR, causing the quest to hang.

Edited by Axary
Posted
1 hour ago, Axary said:

No, NR conflicts with Raider Pet.
In the quest "Lucy in the Sky", the dialog from Raider Pet will replace the dialog from NR, causing the quest to hang.

Haven't seen that before. Interesting

Posted (edited)
17 minutes ago, izzyknows said:

Haven't seen that before. Interesting

The bug occurs when the character wakes up in the Bulldog's cage after being kidnapped. When trying to talk to Bulldog, the dialog from Raider Pet starts instead of NR, and because of this the quest "Lucy in the Sky" becomes unpassable.

I had this bug myself about a year ago, but it looks like it's still relevant as I saw it mentioned in this thread a month or two ago.

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Edited by Axary
Posted
43 minutes ago, Axary said:

The bug occurs when the character wakes up in the Bulldog's cage after being kidnapped. When trying to talk to Bulldog, the dialog from Raider Pet starts instead of NR, and because of this the quest "Lucy in the Sky" becomes unpassable.

I had this bug myself about a year ago, but it looks like it's still relevant as I saw it mentioned in this thread a month or two ago.

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Thanks, will have to disable it, I thought it would be more of an issue in DC Jail, never considered Bulldog being an issue.

Posted

Since the second walking the dog Lyons stays with me and comes along all the time. Now I am in the Gunners Headqurter and Lyons is constantly under attack and quest can“t proceed - Gunners always start fighting instead of talking to me.... how to send the dog back? Any ideas other than never doe the quest (walking the dog) two times?

Posted (edited)
15 hours ago, PrincessDaybreak said:

I unfortunately don't have AAF violate installed :(Ā Do you think any other mod could be causing this?

As you were told, Harrasment could also cause it. Do you have my mod with top priority? A quick way to check if the scripts are working is to open the MCM, go to the Scooter section and choose the option to get scooter.Ā 

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If the scripts work, you should get a box saying that you can't get the scooter yet.Ā 

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23 hours ago, 4L0Y said:

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Devon Jade preset in Nexus.Ā ?

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

Since the second walking the dog Lyons stays with me and comes along all the time. Now I am in the Gunners Headqurter and Lyons is constantly under attack and quest can“t proceed - Gunners always start fighting instead of talking to me.... how to send the dog back? Any ideas other than never doe the quest (walking the dog) two times?

It's a bug that has been mentioned before. Point to the dog and type Disable. I haven't been able to play that part again yet. By the way, do you have the latest version? 6.4.7

Edited by JB.

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