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AAF Nuka Ride: A Porn Studio Mod


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Posted

I guess that i have some problem mods or something, i didn't have problems before. sigh. All the scenes to shoot have no actors, been using commands to skip, but i have more problems than these like crashing, incomplete quests.... I suppose it's troubleshooting time. Could it be from autonomy and spell perk item distributor? I didn't have these in my previous playthrough. Is there a list with incompatible mods?

Spoiler

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Posted
3 hours ago, nuclearsilo said:

What do you mean by clean new save? It's a new game.... deleted all saves. I uninstalled and removed 6.5 before installing 6.4.7 prior to starting new game

6.5 testing version has the previous content?

Either you used an old save, or.... 6.5 didn't uninstall correctly. That's the only 2 ways you get the wrong version.

And yes as other have stated 6.5 adds content to 6.4.

So you can choose young vault dweller (new content), vanilla vault dweller or generic vault dweller.

 

I'd uninstall NR completely and manually check that the files really are gone. Then install NR at the bottom of your load order, and again manually check the files are there.
Theeeen.... start a new game, no saves, just click new game.

Yeah, I disable autonomy and the spell perk mods. At least until you get things sorted.
 

Posted

Getting height setting error when trying to create height when using fo4HHS obviously this is causing the high heels to clip through the floor. Ive reinstalled everything idk what to do

Posted
8 hours ago, izzyknows said:

That's probably because you didn't start a clean new run and reused an old one that had 6.5 installed.

Always start a new run when up/down grading. Saves a lot of issues.

And 6.5 has all the 6.4 content and will work fine... on a clean new run.

 

Also, this is one case where using an un-modded  vanilla save outside the vault is not a good idea, as it's a very heavy load on start up and things don't get loaded/activated correctly.

Starting from scratch will allow mods to load slower, some load after leaving the vault, some before. aka less load, less chance to miss up.

 

 

Wow, I was just checking back in after "finishing" the mod and found out that there is more! =D

 

I played through the 6.4.7 version and see that there is a 6.5 version. I was looking through this thread and see that you suggested a clean save when changing versions. If I wanted to play the 6.5 version, there is not a recommended way to do so with the same playthrough? I would need to start a new play-through/character right? 

 

Its been awhile since I have been into modding, but I thought it was OK if you updated the version of the same mod as long as "nothing was running". I remember in Skyrim that usually meant going into an interior cell. But this is also a big quest mod, so I am thinking there is a bit more going on than upgrading a lighting effect or npc pack. 

Posted
6 minutes ago, Paradox_of_Theseus said:

If I wanted to play the 6.5 version, there is not a recommended way to do so with the same playthrough? I would need to start a new play-through/character right? 

Yes, because the added content is triggered as you leave the vault. If you're already left the vault, you can upgrade and play the 6.4 content. But the new content needs a new run.

 

10 minutes ago, Paradox_of_Theseus said:

But this is also a big quest mod, so I am thinking there is a bit more going on than upgrading a lighting effect or npc pack. 

Yeah. it's not like updating a weapon or clothing mod. Once you start the quest line, you "might" be able to upgrade. It just depends on what the update does and where you're currently at in the time line.

Generally, I just start a new run and don't worry about it.

Posted
10 hours ago, izzyknows said:

Yes, because the added content is triggered as you leave the vault. If you're already left the vault, you can upgrade and play the 6.4 content. But the new content needs a new run.

 

Yeah. it's not like updating a weapon or clothing mod. Once you start the quest line, you "might" be able to upgrade. It just depends on what the update does and where you're currently at in the time line.

Generally, I just start a new run and don't worry about it.

 

Thanks izzyknows!

Posted
On 1/7/2024 at 11:20 PM, izzyknows said:

It's Beagle! His name is Beagle!!

For God's sake... don't call him a c.. r.. a.. b, it hurts his feelings.

Anyway, sounds like he didn't get the factions assigned correctly.

You add him to the player faction by clicking on him and run:

AddToFaction 1C21C 0

That "should" calm everyone down.

Might even have to toggle combat off for a bit.. maybe. tcai

This way didn't work. But the name Beagle helps me find this "SetStage _NukaRide_FH 76" to end the ritual. Thanks a lot!?

Posted
23 hours ago, scrillzzzzz said:

Getting height setting error when trying to create height when using fo4HHS obviously this is causing the high heels to clip through the floor. Ive reinstalled everything idk what to do

Are you getting an error when editing the height in MCM or is the error the high heels clipping through the floor?   I have had issues with misalignment, but I use CBBE and kinda shrugged and took it as the price of not converting to FG. 

 

If you are CTD when trying to create height, then you may need to double check the two articles on editing height for FO4HHS.   In other words, your issue may not be with NR.

Posted (edited)

i have kinda a weird problem, dont know if this is my fault for playing this mod on an existing savefile or it's just fallout being fallout. from time to time, after i save in nuka world, whenever i try to load the save later, the game would ctd... sometime it'll crash during loading, sometime it'll freeze and crash after it finish load into the game.

 

it seems like this problem tend to happen if i save in nuka world that have a lot of open spaces like in the entrance of nuka world where the protector to diamond city is located. 

 

because i never play nuka world before, so i dont know if this is a problem with nuka world itself or it's related to this mod.

Edited by calvin_0
Posted
1 hour ago, calvin_0 said:

i have kinda a weird problem, dont know if this is my fault for playing this mod on an existing savefile or it's just fallout being fallout. from time to time, after i save in nuka world, whenever i try to load the save later, the game would ctd... sometime it'll crash during loading, sometime it'll freeze and crash after it finish load into the game.

 

it seems like this problem tend to happen if i save in nuka world that have a lot of open spaces like in the entrance of nuka world where the protector to diamond city is located. 

 

because i never play nuka world before, so i dont know if this is a problem with nuka world itself or it's related to this mod.

Can't guarantee that this is definitely not related to mods or Nuka Ride but that is definitely something I've experienced in vanilla unmoded fallout since release. Large cells, Nuka World Exteriors, Downtown Boston, Heavily developed settlements always seemed to be a bad place to save if I wanted to avoid ctd's while loading. Sometimes it is unavoidable but save often and try to have saves in interior cells. This has saved me more than a few headaches on modded and unmodded runs.

Posted
52 minutes ago, Thelasvegasenigma said:

Can't guarantee that this is definitely not related to mods or Nuka Ride but that is definitely something I've experienced in vanilla unmoded fallout since release. Large cells, Nuka World Exteriors, Downtown Boston, Heavily developed settlements always seemed to be a bad place to save if I wanted to avoid ctd's while loading. Sometimes it is unavoidable but save often and try to have saves in interior cells. This has saved me more than a few headaches on modded and unmodded runs.

 

thanks, i guess chances are pretty high that, this is just fallout being fallout... i guess i should make it a habit to make critical savefile inside a building rather than outside.

Posted (edited)
1 hour ago, calvin_0 said:

fallout being fallout

It's always better to use 1.10.163.0 - I never updated beyond this version ans almost have no problems with any mod (unless I mess up intentionally, just to see what will happen).

Edited by mircislav
Posted
1 hour ago, mircislav said:

It's always better to use 1.10.163.0 - I never updated beyond this version

That's because you can't. ;)

 

Posted

On the bright side - my FO4 install is few years old (do not remember exact date... should check this), just installing or updating various mods (trough MO2), though, I remember that at some point (can't recall the date...) Steam started pestering me about FO4 update... 

Posted

Shit, got it... it was about hi-res textures - which I let the damn Steam to download it, than removed them and replaced the exe from my backup - just in case... now it's peaceful time.

And I wont shoot myself, it's not fun...

Posted
18 hours ago, Langmans said:

Not sure if it's needed, but I made 2 patches for Unofficial Fallout 4 Patch/ Wasteland Heroines (https://www.nexusmods.com/fallout4/mods/29205😞

 

UFO4P_WH_NR.esp 5.2 kB · 1 download UFO4P_NR.esp 3.69 kB · 1 download

 

ESL flagged ESP's.

 

Also, if you use both, then you might also want https://www.nexusmods.com/fallout4/mods/77389 .

 

JB can do whatever they want with it, feel free to add them in the FOMOD :)

I can include it in the optional files folder, thank you. Specifically what does it do? 

Posted
2 hours ago, mircislav said:

Well........... I'll shoot myself.

I was meaning that 1.10.163.0 is the last update Bugthesda has made.

I have auto update set to off and would wait maybe a month before manually updating the game.
When they update again, I "might" never install it. Not trusting their greedy shenanigans anymore.

Posted
24 minutes ago, izzyknows said:

never install it.

Just make the appmanifest_ to read-only and hidden. That's how I solved steam pestering to update my SE to AE... no more.

Posted (edited)

@JB.

Found an issue with the posters. They have a collision plane offset to the lower right. Really they don't need one. But they really need it resized and fitted.

If you hit F4 in the CK you can see the collision geometry.

Took me for ever to figure out why a doorway was blocked. LOL

Spoiler

DesktopScreenshot2024_01.10-10_55_00_19.png.5aeacb291f08a77d5d89d07756b3ad49.png

 

DesktopScreenshot2024_01.10-11_03_42_24.thumb.png.e5c29d48cf4ebdf77283d0ca1f6c507c.png


Also added proper doors on the CargoShip.

Spoiler

DesktopScreenshot2024_01.08-16_44_49_31.png.7bf53a7ac32992dea42d2c8a113096df.png

 

Edited by izzyknows
Posted (edited)

one thing i like about this mod and commonwealth slavers is the writing, it's engaging and grounded, a lot of the time, it make sense, you can see why the character is that way...

 

except that section that take places in a garage shop on the way back to nuka world after fetching the tattoo artist...

Spoiler

the story of that section kinda immersion breaking... william goes from being a cool guy to a slavers for seemly no reason at all... a 180 flip like that is generally consider a bad writing... i know that he is delusional, but delusion dont change personality... that whole section not only doesnt make sense, it also feel unnecessary... i think it's better if that section is cut out...

 

however i am playing version 6.4.7, so maybe that section has been updated to something better in 6.5....

 

Edited by calvin_0
Posted (edited)
19 minutes ago, calvin_0 said:

except that section that take places in a garage shop on the way back to nuka world after fetching the tattoo artist...

If you remember, and you might not have chosen the dialogue, but you tell William you'll be a good porn star and he can be a good raider. Then at Atom Cats he'll tell you that he's just being a good Raider.

Also, it sets the stage for refilling your scooters fusion core, and a thing or two later on. So it's very integrated into the story.

And lets face it, William is a total idiot.

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

@JB.

Found an issue with the posters. They have a collision plane offset to the lower right. Really they don't need one. But they really need it resized and fitted.

If you hit F4 in the CK you can see the collision geometry.

Took me for ever to figure out why a doorway was blocked. LOL

  Reveal hidden contents

DesktopScreenshot2024_01.10-10_55_00_19.png.5aeacb291f08a77d5d89d07756b3ad49.png

 

DesktopScreenshot2024_01.10-11_03_42_24.thumb.png.e5c29d48cf4ebdf77283d0ca1f6c507c.png


Also added proper doors on the CargoShip.

  Reveal hidden contents

DesktopScreenshot2024_01.08-16_44_49_31.png.7bf53a7ac32992dea42d2c8a113096df.png

 

😵‍💫 I remember I also caught it that way, because there was something blocking the way in a corridor. 

 

If I take out the collision, the posters will not be able to stick to the walls in Workshop Mode.

 

I had seen a YouTube tutorial on how to create collision physics from scratch but I'm very lazy and I preferred to do the fast and cheap (copy physics through outfit studio). 

 

The door thing is cool, I didn't know you could use that.

Edited by JB.
Posted
3 hours ago, JB. said:

I can include it in the optional files folder, thank you. Specifically what does it do? 

It forwards some stuff from UFO4P (NPC bugfixes) and Wasteland Heroines (NPC makeover)

 

The UFO4P_WH_NR is when you have both mods. I'm assuming everyone wants UFO4P installed anyway, so I only made these two.

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