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AAF Nuka Ride: A Porn Studio Mod


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Posted

So without getting into any spoilers; How is this mod actually supposed to be played ? Is this a one-way ticket to Nuka World and you're (if you even can) not supposed travel back to the commonwealth to play the vanilla game ? 

Posted (edited)
10 minutes ago, -Ayleth- said:

So without getting into any spoilers; How is this mod actually supposed to be played ? Is this a one-way ticket to Nuka World and you're (if you even can) not supposed travel back to the commonwealth to play the vanilla game ? 

You travel back & forth a good bit.

But the vanilla story line is a bit nonsensical while running NR. Once NR is completed, you "can" go back and run the vanilla story line. Even taking over Nuka World. Once you exit the train in NW, NR will completely shut down and everything goes back to vanilla.. quest wise. You do get to keep the apartment and ... well, I wont spoil ti for ya. ;)

 

Personally, I like to run around & kill shite in the Commonwealth, avoid that in NW. Play the DLC's a little, maybe build a settlement once in a while.
 

Edited by izzyknows
Posted

Hard to evaluate this mod. On the one hand, the writing, the dialog, the characters, all clever and well done. It also has some entertaining references, e.g., the dancing raider named Fever, which I am pretty sure is a reference to Saturday Night Fever. On the other, it's so heavily scripted that at times the player is just watching the game play itself. And the situations the protag gets into. When the protag is making observations like "Why does this shit keep happening to me?", that's kind of funny, When it got to the point where I was thinking "Why does this shit keep happening?" that's when I was getting weary of  things like "Oh, yay another kidnapping" or "Wow, another in-person wake up call from Colter, or Maxson, or Gage, or Longfellow, or whoever. Never saw that coming." Not to mention "Hey, I just did all this awesome stuff?" "No one believes you, Shut up." Eventually, all that kinda shit just got really old because it was completely predictable.

 

And radiant quests. Ugh, I just stopped caring about Mason when it became clear that visiting him started a "quest" to get him a sandwich and a beer, followed by sex. And I did two mule quests for Nisha and when the second one was exactly the same as the first one, aside from the delivery target, that was enough of that for me.

 

Also, for me, I see zero potential for replayability because the mod is all about its story and once you've seen the story, you've seen the story. But, overall, it's worth playing because of the already-mentioned cleverness and creativity, of the story. The mod is not very good as a computer game, but it tells a good story.

Posted
3 minutes ago, izzyknows said:

You travel back & forth a good bit.

But the vanilla story line is a bit nonsensical while running NR. Once NR is completed, you "can" go back and run the vanilla story line. Even taking over Nuka World. Once you exit the train in NW, NR will completely shut down and everything goes back to vanilla.. quest wise. You do get to keep the apartment and ... well, I wont spoil ti for ya. ;)

 

That's what I was hoping for, thank you! :heart:

Posted (edited)
1 hour ago, -Ayleth- said:

That's what I was hoping for, thank you! :heart:

Oh, I'd suggest NR 6.5, as it adds the beginning of a virgin player route, much shorter, to the non vanilla & vanilla vault dweller routes. So you can get 3 runs for the price of .... aah.. FREE! :P

 

Wanted to add, that many people miss the fact that there are many paths to the destination. And it's not about the destination, it's the journey itself that is the reward... or punishment... or both. ;)

NR is well on the way to having 20K lines of dialogue.... if not already, so, there are a lot of paths to explore.

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

Oh, I'd suggest NR 6.5, as it adds the beginning of a virgin player route, much shorter, to the non vanilla & vanilla vault dweller routes. So you can get 3 runs for the price of .... aah.. FREE! :P

Lol So it's you!

Link my signature better, not the Mega link 🤣

 

 

Edi: My project is to completely replace the non-vanilla route with the young girl route (it's so boring, I played it last year and that was one of the factors that made me determine to do this), so at some point those three routes are going to be just two. 

Edited by JB.
Posted
1 hour ago, branmakmuffin said:

Hard to evaluate this mod. On the one hand, the writing, the dialog, the characters, all clever and well done. It also has some entertaining references, e.g., the dancing raider named Fever, which I am pretty sure is a reference to Saturday Night Fever. On the other, it's so heavily scripted that at times the player is just watching the game play itself. And the situations the protag gets into. When the protag is making observations like "Why does this shit keep happening to me?", that's kind of funny, When it got to the point where I was thinking "Why does this shit keep happening?" that's when I was getting weary of  things like "Oh, yay another kidnapping" or "Wow, another in-person wake up call from Colter, or Maxson, or Gage, or Longfellow, or whoever. Never saw that coming." Not to mention "Hey, I just did all this awesome stuff?" "No one believes you, Shut up." Eventually, all that kinda shit just got really old because it was completely predictable.

 

And radiant quests. Ugh, I just stopped caring about Mason when it became clear that visiting him started a "quest" to get him a sandwich and a beer, followed by sex. And I did two mule quests for Nisha and when the second one was exactly the same as the first one, aside from the delivery target, that was enough of that for me.

 

Also, for me, I see zero potential for replayability because the mod is all about its story and once you've seen the story, you've seen the story. But, overall, it's worth playing because of the already-mentioned cleverness and creativity, of the story. The mod is not very good as a computer game, but it tells a good story.

 

Now, I personally appreciate criticisms, and for some of us who have been playing this mod since NR 1.0, your critique might ruffle some feathers.    Of course, no one said you had to be fair in your points, as your points apply to several multi million dollar AAA games with hundreds of coders, writers and graphic artists.  However, if you were interested in being fair, you would have figured that into your critique as well.    The sheer size of this mod makes it on the level of a DLC.   The writing, the direction and the nice touches primarily came from one person, with input from us, the players.     Lastly, you didn't address that this mod makes the entirety of NW make sense, as it would explain why the hero of the commonwealth would all of a sudden turn on everyone and become a raider base builder.   My PC now "comes back"  to take revenge on the overboss.   Then it makes sense that all the raider gangs agree to follow her because all have realized that she is much more than some stranger from the commonwealth.  

 

I think you had the wrong idea on this mod, as it is very much an immersion mod, helping you, the player, experience what would be a more realistic scenario than what was presented in the vanilla game.   Aren't most mods designed to do that?

 

So, if you are interested in making the mod better, you could suggest another adventure for the PC to be assigned by Nisha, or by LongFellow or any number of others.    Constructive criticism is always well received, especially when you start by considering the cost of this DLC ized mod.   

Posted
2 minutes ago, JB. said:

Lol So it's you!

Link my signature better, not the Mega link 🤣

Jeesh @JB.   come on, you gotta fix NR!     I am still waiting for my Mass Effect 1, 2, 3 tie in with the reapers coming down  to demand an ending to "The Motorcycle" (did he ever find true love, did she ever get that oil stain off her back, etc. )

 

Spoiler

 

 

Posted
1 hour ago, izzyknows said:

Oh, I'd suggest NR 6.5, as it adds the beginning of a virgin player route, much shorter, to the non vanilla & vanilla vault dweller routes. So you can get 3 runs for the price of .... aah.. FREE! :P

I have my eye on it, but I'll probably wait for the full release. Running a test version on my save seems sketchy. :sweat_smile:

Posted
2 hours ago, branmakmuffin said:

Hard to evaluate this mod. On the one hand, the writing, the dialog, the characters, all clever and well done. It also has some entertaining references, e.g., the dancing raider named Fever, which I am pretty sure is a reference to Saturday Night Fever. On the other, it's so heavily scripted that at times the player is just watching the game play itself. And the situations the protag gets into. When the protag is making observations like "Why does this shit keep happening to me?", that's kind of funny, When it got to the point where I was thinking "Why does this shit keep happening?" that's when I was getting weary of  things like "Oh, yay another kidnapping" or "Wow, another in-person wake up call from Colter, or Maxson, or Gage, or Longfellow, or whoever. Never saw that coming." Not to mention "Hey, I just did all this awesome stuff?" "No one believes you, Shut up." Eventually, all that kinda shit just got really old because it was completely predictable.

 

And radiant quests. Ugh, I just stopped caring about Mason when it became clear that visiting him started a "quest" to get him a sandwich and a beer, followed by sex. And I did two mule quests for Nisha and when the second one was exactly the same as the first one, aside from the delivery target, that was enough of that for me.

 

Also, for me, I see zero potential for replayability because the mod is all about its story and once you've seen the story, you've seen the story. But, overall, it's worth playing because of the already-mentioned cleverness and creativity, of the story. The mod is not very good as a computer game, but it tells a good story.

I am learning as I continue to create the mod. For example the first quests didn't give much room to roleplay because I didn't know how to make branches (I learned that when Gage takes you to GNN more or less, until then I didn't even know how to use globals).  And after a while I realized that the final scene in Far Harbor is so... scripted. There's almost no player input, except choosing who fucks the protagonist based on your decisions. 

 

So those are things I think I'll avoid/develop as I learn. 

 

The thing is, I'm not a video game developer nor am I familiar with stuff like replayability/leveling/level design. I know this isn't a mod that gives you an open-ended experience like others, I just know that I like to tell a story and this medium gives me the opportunity to do so. 

Posted
8 minutes ago, -Ayleth- said:

I have my eye on it, but I'll probably wait for the full release. Running a test version on my save seems sketchy. :sweat_smile:

6.6 will also be a test version. And version 6.7, version 7.0. Literally all of them are test versions. 🤩

 

This is not a "product" for the market that is intended to come out with zero bugs. It's a simple mod for a community, it's going to have bugs of course. And even more so when it is mixed with other mods of the most diverse types.

Posted
7 hours ago, JB. said:

The thing is, I'm not a video game developer nor am I familiar with stuff like replayability/leveling/level design. I know this isn't a mod that gives you an open-ended experience like others, I just know that I like to tell a story and this medium gives me the opportunity to do so. 

 

you may not be familiar but you do tell an immersive story very well and the amount of work you have done here (and in CS) is highly

impressive to anyone who is not a professional game developer (and if they have every tried creating mods themselves).

 

while i would personally love to create mods i cannot due to physical injury (dominant wrist) that in most situations does not affect me

but will not let me work in the CK for more than 30 minutes at a time with a minimum 4 hour break between times in the CK.  so i enjoy

the work of those with the talent, drive, and ability who do create mods for the rest of us.  as for how i can play, it is simple i just use an

x-box controller instead of mouse (it works as i can use one for 3-4 hours at a time).

 

so i will jsut thank you again for all the work and time and effort you have used in creating this great mod for us to play.

 

Posted
3 hours ago, JB. said:

6.6 will also be a test version. And version 6.7, version 7.0. Literally all of them are test versions. 🤩

 

This is not a "product" for the market that is intended to come out with zero bugs. It's a simple mod for a community, it's going to have bugs of course. And even more so when it is mixed with other mods of the most diverse types.

Fair enough :P  Once it made it to the main page / download then!

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

I am learning as I continue to create the mod. For example the first quests didn't give much room to roleplay because I didn't know how to make branches (I learned that when Gage takes you to GNN more or less, until then I didn't even know how to use globals).  And after a while I realized that the final scene in Far Harbor is so... scripted. There's almost no player input, except choosing who fucks the protagonist based on your decisions. 

 

So those are things I think I'll avoid/develop as I learn. 

 

The thing is, I'm not a video game developer nor am I familiar with stuff like replayability/leveling/level design. I know this isn't a mod that gives you an open-ended experience like others, I just know that I like to tell a story and this medium gives me the opportunity to do so. 

What you did, you did well, and it;'s clear you're clever and talented. It's just not entirely my cup of tea. I hope that came across and I hope it did not sound like a personal attack. EDIT: I shouldn't even have mentioned the replayability thing, because that's hard to achieve.

Edited by branmakmuffin
Posted (edited)
7 hours ago, steelpanther24 said:

 

Now, I personally appreciate criticisms, and for some of us who have been playing this mod since NR 1.0, your critique might ruffle some feathers.    Of course, no one said you had to be fair in your points, as your points apply to several multi million dollar AAA games with hundreds of coders, writers and graphic artists.  However, if you were interested in being fair, you would have figured that into your critique as well.    The sheer size of this mod makes it on the level of a DLC.   The writing, the direction and the nice touches primarily came from one person, with input from us, the players.     Lastly, you didn't address that this mod makes the entirety of NW make sense, as it would explain why the hero of the commonwealth would all of a sudden turn on everyone and become a raider base builder.   My PC now "comes back"  to take revenge on the overboss.   Then it makes sense that all the raider gangs agree to follow her because all have realized that she is much more than some stranger from the commonwealth.  

 

I think you had the wrong idea on this mod, as it is very much an immersion mod, helping you, the player, experience what would be a more realistic scenario than what was presented in the vanilla game.   Aren't most mods designed to do that?

 

So, if you are interested in making the mod better, you could suggest another adventure for the PC to be assigned by Nisha, or by LongFellow or any number of others.    Constructive criticism is always well received, especially when you start by considering the cost of this DLC ized mod.   

Since you are not the author, your white knighting is just that. I don't feel obligated to like something simply for the sake of the sweat of the author's brow. I said what I like about the mod and what I don't like about it. If you think (and I don't know if this is true of you, but if it is) the mod is beyond criticism, then you're a fanboi, which is fine, if that is what you are. I didn't post "this mod is stupid." We could argue all day about the mod's (or vanilla NW's, or the MQ's, or the Railroad's) "realism."It would be pointless to do so. And I guarantee you I did not have the wrong idea of the mod, unless you say I should have expected it to have so much heavily scripted play out of my control.

 

Constructive criticism might be well-received, just not by you. All you did was react with knee-jerk defensiveness (and we could argue all day about that, too, I imagine, and it would be pointless to do so).

 

And NR does not explain why the hero of the Commonwealth suddenly becomes a raider base builder. You can't seamlessly transition from NR to vanilla NW and become a raider base builder. Or if I am wrong about that, tell me. Is there an option in NR to seamlessly continue on to vanilla NW, with the game also being aware of what happened in NR, and I missed it? If not, it makes zero sense,, thematically, to play NR and then play vanilla NW. Yeah, your PC comes back to "take revenge" on Colter and maybe the other leaders, yet none of them would know who your PC is as I assume there is no awareness of NR once you start vanilla NW (again, if I am wrong, tell me). I guess the easy way would be a small interim quest where your protag leaves Nuka World, does some stuff in the Commonwealth, gets plastic surgery from someone other than Crocker, then returns to Nuka World to start the vanilla quest. Or you can just hand waive the whole thing, which is even easier.

 

If you could seamlessly transition from NR to vanilla NW that would be pretty sweet, but no doubt a lot of work. Convincing Gage and the leaders to get rid of Colter and replace him with your protag would make a lot of sense thematically, once your protag convinces them that the current success has more to do with the protag than it does with Colter. Except NR goes to great lengths (over and over and over) to establish that Gage and Mason would probably not follow a "stupid slut" as Overboss. But it does establish that Mags and Nisha probably would.

Edited by branmakmuffin
Posted
12 hours ago, izzyknows said:

Ones that add the items to NPC's can be worse than scripted mods.  The more items NPC's have the more processing power it takes when they spawn, to the point of even crashing the game when there are a lot of NPC's.

We did a little test with 500 base level ghouls in an interior cell. They normally have 2 items on them. Other that garbage FPS there was never a problem loading the cell.
Changed them out to Raiders with a few armor & weapon mods, 7ish out of 10 times the game crashed before fully loading.

well shit that explains alot 

Posted (edited)
4 hours ago, Midnight19 said:

so I merged a lot of mods and got down to 191 Esps and 165 els

sank is still broke, guess ill try reinstalling NR 

Are you sure you are testing with a new save? As I said, the saves where Shank doesn't respond are screwed up. 

 

I've never really tested with many mods though. My NR profile has about 90 plugins, basically the basics for testing and playing.  

 

Edit: Nop. I have 57 plugins. 😵‍💫
 

Edited by JB.
Posted (edited)

Dental brackets 

 

In the Seven Bar one of the soldiers is a doctor so he will perform dental services and can put on up to four different types of colorful braces. I thought he should charge for his services but given the context it's better to get them for free and have the Overboss pay the bills.

 

Video Testing

Edited by JB.
Posted
4 minutes ago, OHwonder_69 said:

In MEGA its 6.3. I convert that to 3bbb. 

Oh great, I'll add that to the mega folder now!

 

If you want to keep an eye on it, there is a new version (check the link in my signature, it says "6.5"). I'm not uploading it to Loverslab because I still need to fully finish it, but many have been testing it, it has a couple of new outfits too and new quests. 

Posted
9 minutes ago, JB. said:

Oh great, I'll add that to the mega folder now!

 

If you want to keep an eye on it, there is a new version (check the link in my signature, it says "6.5"). I'm not uploading it to Loverslab because I still need to fully finish it, but many have been testing it, it has a couple of new outfits too and new quests. 

OK. 😘

Posted
7 hours ago, JB. said:

Oh great, I'll add that to the mega folder now!

 

If you want to keep an eye on it, there is a new version (check the link in my signature, it says "6.5"). I'm not uploading it to Loverslab because I still need to fully finish it, but many have been testing it, it has a couple of new outfits too and new quests. 

I imagine it's possible one or two (or, who knows, maybe more) think I did nothing more than take a giant shit on your mod with a previous post. My previous comments about lack of replayability notwithstanding, seeing new quests sounds interesting because if they are new, I would be playing them for the first time. So I did install 6.5 on a save that's just before exiting the vault, but not an entirely new game. Does it *require* the alternate start mod (or an entirely new game) to take the new path that 6.5 adds? Because so far I'm just doing the same stuff I did in 6.3. Plus, is it normal for Duke to be dead in 6.5?

Posted
2 minutes ago, branmakmuffin said:

I imagine it's possible one or two (or, who knows, maybe more) think I did nothing more than take a giant shit on your mod with a previous post. My previous comments about lack of replayability notwithstanding, seeing new quests sounds interesting because if they are new, I would be playing them for the first time. So I did install 6.5 on a save that's just before exiting the vault, but not an entirely new game. Does it *require* the alternate start mod (or an entirely new game) to take the new path that 6.5 adds? Because so far I'm just doing the same stuff I did in 6.3. Plus, is it normal for Duke to be dead in 6.5?

Duke has to be alive, as he is the one who kicks the new alternate start when he asks you "what are you doing here". Use this mod to quickly start a new game and exit to the Vault, and talk to Duke.

 

I wasn't bothered or anything by your criticism. In fact I internalized it because of the things you said, the narration is what is in my power to improve. And I find it suggestive that you try the new mode because it's a different story. 

 

Just remember that I'm just one guy and I don't have a team that takes care of other areas of the mod or anything. It's obvious that the mod falters in areas such as economy, level design, combat. 
 

 

 

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