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AAF Nuka Ride: A Porn Studio Mod


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Posted
2 hours ago, izzyknows said:

The sort version: No.

The longer version:

Doing so will auto shutdown Nuka Ride as soon as you exit the train, because you have to kill Colter which would break NR.

Buut....

If you want all 3 weapons from the Bosses, turn on the power and claim Red Rocket (which doesn't bother NR at all) and still play NR. 4 console commands will do it.


 

  Reveal hidden contents

Use at your own risk!

Do NOT enter the train station EVER! (that's where the trigger box is to shut down Nuka Ride)

 

Get a ride to Nuka World so NR starts proper.
Then....

additem 603C5A9 <Control Room Key

setstage DLC04MQ05 110

coc nukaworldpowerplantext
unlock the control room & turn on the power

setstage DLC04MQ05 255

Talk to the 3 Bosses and collect your weapons.

Visit Red Rocket and unlock/assign a gang.

 

Or.. just use the console to get the weapons.

Figures... but i thought nuka ride were only clones of the original cast. Thats why i asked

 

Posted (edited)

Hello, I'm a gamer who wishe there were more people like you in the world.

I encountered a problem while having fun with mod.

 

 

In a quest where they are fucked my butt by a big guy named keyshawn in the security office, the two are hardened like stones and do nothing!

 

All the animation packs in the requirement are up to date.

If you don't mind, can I refer to order of your animation pack plug-in?

 

I hope you have a great day today.
Gamer exploring nukaride.

 

Edited by duncandoughnut
Posted

@duncandoughnut  

 

My list of mods concerning AAF is very simple for testing purposes. 

  • AAF 
  • AAF Themes
  • Savage Cabbage 
  • Leito 
  • BP70 Sex Animations
  • Atomic Lust
  • Bad End Animations

 

All in their latest version. The only patch I currently have is "Leito Patch" by Tentacus, you can google it. That one should have higher priority than Leito. 

 

That animation you're talking about comes from Savage Cabbage, so make sure nothing is overwriting it. 

Posted (edited)

Does anyone know if it is possible to create Music as a PC? 

 

If so, does anyone know what the sliders should be set to and which mods I would need? 

 

Either way. Really impressed with this mod. Can't imagine how much work has gone into it. Thank you everyone who poured their time into it. 

Edited by booberboober
Posted
1 hour ago, booberboober said:

Does anyone know if it is possible to create Music as a PC? 

 

If so, does anyone know what the sliders should be set to and which mods I would need? 

 

Either way. Really impressed with this mod. Can't imagine how much work has gone into it. Thank you everyone who poured their time into it. 

You'll need Looksmenu which I'm sure you have.
Put the attache file in ....Steam\steamapps\common\Fallout 4\Data\F4SE\Plugins\F4EE\Presets

Music.json

Posted

Has anybody else experienced the issue of not being able to start the Far Harbor DLC after playing through Nuka Ride?  I arrive to the island but the quest does not complete and it appears there are NPCs missing that should be waiting at the dock.

Posted (edited)
1 hour ago, loganclawzzz said:

Has anybody else experienced the issue of not being able to start the Far Harbor DLC after playing through Nuka Ride?  I arrive to the island but the quest does not complete and it appears there are NPCs missing that should be waiting at the dock.

Just run up to Acadia and see what happens. It worked for me a time or two.

 

Edit: That was during NR! You can bring peace to the island during the NR quest! :)

Haven't tried it after NR ended.. need to do that.

Edited by izzyknows
Posted (edited)
2 hours ago, loganclawzzz said:

Has anybody else experienced the issue of not being able to start the Far Harbor DLC after playing through Nuka Ride?  I arrive to the island but the quest does not complete and it appears there are NPCs missing that should be waiting at the dock.

I'm familiar with that bug, but I thought I fixed it long time ago. 

 

Write this. 

 

CQF _NukaRide_Main FixHarbor

 

This causes the triggerboxes that I disabled to become active again. It also puts Captain Avery back in visible mode.

 

 

Edit: Sorry. Is "_NukaRide_Maintenance", not "_NukaRide_Main". 

 

CQF _NukaRide_Maintenance FixHarbor

 

Edited by JB.
Posted

Hey @JB. During the quest Made In Heaven  _NukaRide_Heaven 280 when it auto saves, it hard locks every time. Well 98% of the time anyway.

The save is successful and I can start the game, load the save and it continues with the interview. Funny thing is, the thumbnail for the save is always at Bunker hill.

It's only that auto save that locks up.

Posted
5 minutes ago, izzyknows said:

Hey @JB. During the quest Made In Heaven  _NukaRide_Heaven 280 when it auto saves, it hard locks every time. Well 98% of the time anyway.

The save is successful and I can start the game, load the save and it continues with the interview. Funny thing is, the thumbnail for the save is always at Bunker hill.

It's only that auto save that locks up.

 

That save was a bit for my personal use for testing purpose and I left it there. It's not a report I usually read, but it doesn't hurt to take that out. 

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

I'm familiar with that bug, but I thought I fixed it long time ago. 

 

Write this. 

 

CQF _NukaRide_Main FixHarbor

 

This causes the triggerboxes that I disabled to become active again. It also puts Captain Avery back in visible mode.

 

perhaps something is wrong with my installation of Nuka Ride because when I type that into the console it says: Script command "CQF_NukaRide_Main" not found

Edited by loganclawzzz
Posted
6 minutes ago, loganclawzzz said:

perhaps something is wrong with my installation of Nuka Ride because when I type that into the console it says: Script command "CQF_NukaRide_Main" not found

 

Sorry. Is "_NukaRide_Maintenance", not "_NukaRide_Main". 

 

CQF _NukaRide_Maintenance FixHarbor

Posted (edited)
1 hour ago, loganclawzzz said:

perhaps something is wrong with my installation of Nuka Ride because when I type that into the console it says: Script command "CQF_NukaRide_Main" not found

Copy & paste it.

CQF _NukaRide_Maintenance FixHarbor

There's a space.. ;)

 

Edited by izzyknows
Posted
On 11/17/2023 at 12:54 PM, Axary said:

You forgot to install the BodySlide files.

Downloaded the Bodyslide files which fixed it. Only small thing I've noticed so far (not gotten too far into Nuka Ride yet) when I had my first scene with Mason, I've noticed some strange white squares randomly popping near my girls head.

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

 

New SOFTS Requirements 

  • Maibatsu Piercings (CBBE or Fusion Girl) - If not, the mod will simply act as if you have a piercing in certain dialog

 

umm i think you made a slight error in these links

the FG link takes me to the CBBE piercings, and the CBBE link takes me to Perraines Fembots Androids and Cyborgs (5 female outfits).

 

 

edit

download completed but i will probably not start it just yet as that is new game start and i want that last bobblehead that i have a game

saved just outside its dungeon.

 

will report after testing.

end edit

 

Edited by valcon767
Posted

NR 6.5.0

When I talk to Duke and choose Young Girl, he says something (it just flashes the text) and leaves. Can't even talk to Charon. Sooo I take it that rout isn't available?

Posted (edited)

RE: Alternate start -

 

It looks like the alternate start patch/script part of the FOMOD isn't properly copying the files - so the alternate start option isn't triggering.  It looks like it's buried in a second \data folder.  Quick fix is to adjust the folder after installing the fomod, but should be fixed in next round.  :)

 

Edit: 

 

Just tested and confirmed - copied second nested \data directory back one level to the first level directory, and Alternate start options are triggering correctly.  Grab both the .esp and scripts directory and drop them down one folder level.

Edited by Bigglsby
tested
Posted
6 minutes ago, Bigglsby said:

RE: Alternate start -

 

It looks like the alternate start patch/script part of the FOMOD isn't properly copying the files - so the alternate start option isn't triggering.  It looks like it's buried in a second \data folder.  Quick fix is to adjust the folder after installing the fomod, but should be fixed in next round.  :)

Agh. Thank you. I'll upload it again. 

 

@izzyknows

 

I'm playing with the same Mega version. You won't have a patch editing stuff in my mod? Install the source code and try again.  

Posted
17 minutes ago, JB. said:

Agh. Thank you. I'll upload it again. 

 

@izzyknows

 

I'm playing with the same Mega version. You won't have a patch editing stuff in my mod? Install the source code and try again.  

 

Another quick fix before you upload (if possible).

 

Sophie has a typo in her display name - she's labled "Shopie" in the ESP.

Posted
24 minutes ago, JB. said:

I'm playing with the same Mega version. You won't have a patch editing stuff in my mod? Install the source code and try again.  

It only edits cell/world stuff, nothing with scripts or quests, triggers ect. Even so, it wasn't active.

Just installed the last upload 22:09 with source. Gonna fire up another new run.

BTW not using the alternate start... don't have Start Me Up.

Posted

I'm happy that I was just starting a new playthrough and was kinda waiting on you to drop this update @JB..  Was looking forward to the alternate start in particular.

 

Gotta say, not far in (just did the initial delivery with Sophie), but I'm absolutely loving the feel and vibe of the start up.  Looking forward to how it fleshes out, and how you incorporate the new start with the full questline once you get to implement that.  Big props and a bigger thank you.  :)

 

Aside from the two quick fixes I passed along, everything has been good so far.

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