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AAF Nuka Ride: A Porn Studio Mod


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

The quest to work at the Truck Stop is done 🥵 Now there is only 1 training quest left to do. 

 

Well, none of what you screen shotted happened in my playthrough. All my character wound up doing was putting up posters, then having a very brief conversation with Oswald, then leaving. I guess there's a lot content hidden behind the different dialog choices the player makes.

Edited by branmakmuffin
Posted
On 2/18/2024 at 11:11 AM, JB. said:

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

Question about this: Do you absolutely have to get braces, or is it purely a cosmetic choice?

Just coming from someone that had the damn things for a decade, braces have all of my hate LMAO (I do like the idea of the OB footing the bill... )

Spoiler

Perhaps it would be a choice for a non-pup player and forced for a OB-pup? Sorry, trying to think of suggestions if you wanted this to be a thing that you have to get.

The concept itself does at least make sense... Or heck, maybe they came out of the Freezer with the braces from before the war? As a customization the player makes upon creating the character? (Oh god the nightmare that would be...)

Posted
18 minutes ago, clockw0rkh3art said:

Question about this: Do you absolutely have to get braces, or is it purely a cosmetic choice?

Braces, Jesus. I missed a lot of stuff in my playthrough.

Posted (edited)
39 minutes ago, clockw0rkh3art said:

Question about this: Do you absolutely have to get braces, or is it purely a cosmetic choice?

Just coming from someone that had the damn things for a decade, braces have all of my hate LMAO (I do like the idea of the OB footing the bill... )

  Hide contents

Perhaps it would be a choice for a non-pup player and forced for a OB-pup? Sorry, trying to think of suggestions if you wanted this to be a thing that you have to get.

The concept itself does at least make sense... Or heck, maybe they came out of the Freezer with the braces from before the war? As a customization the player makes upon creating the character? (Oh god the nightmare that would be...)

It's not mandatory, it's just an aesthetic option. Just like cosmetic surgery. Also, those who play with other races like Nanako or the furrys won't be able to use this. I mean, they will be able to use it, but they will have human teeth and it will fuck up their face. 

 

It's a fairly new addition, to the point where I don't have special dialogs for this (yet).

 

@branmakmuffin These pics are from the version 6.6 (including the braces), the version I'm working. It's more to let the patreons know that I'm not dead yet.  

 

Teasing 1

Teasing 2

Teasing 3

Teasing 4

 

I forgot to tell you something. If you ever see that supermutant who interrupted again, click on him/his dead body and send me his ID. If you have Better Console installed you would save me a lot of time too, as it usually shows a lot of extra data. 

 

That way I'll track down what random quest put him there and I'll kill the quest. It happened before with a random raider enemy who usually spawns over there, which was reported back in November. 

Edited by JB.
Posted (edited)
2 hours ago, JB. said:

@branmakmuffin These pics are from the version 6.6 (including the braces), the version I'm working. It's more to let the patreons know that I'm not dead yet.  

 

Teasing 1

Teasing 2

Teasing 3

Teasing 4

 

I forgot to tell you something. If you ever see that supermutant who interrupted again, click on him/his dead body and send me his ID. If you have Better Console installed you would save me a lot of time too, as it usually shows a lot of extra data. 

 

That way I'll track down what random quest put him there and I'll kill the quest. It happened before with a random raider enemy who usually spawns over there, which was reported back in November. 

Thanks for the info and when ('ll say when not if) I play the young path in 6.5 again, I will get that Super Mutant's ID (and I do have Better Console installed). NR is a pretty intense story, though, so I am cleansing my palate, so to to speak, playing Skyrim (with a male, heavy armor-wearing warrior as my protagonist). So unless 6.6 is patron only, 6.6 might be out before I give NR another ride.

 

EDIT: Speaking of braces (not sure what Brits and Europeans call dental braces), does Patti have them? Looks to me like she does.

Edited by branmakmuffin
Posted
16 hours ago, branmakmuffin said:

I prefer NR to CS and have made no secret in recent posts that I really like the young vault dweller path in 6.5. Have you tried it? You might like it better than the vanilla path. What I did like about CS is that by the end, I get to kill or see killed every evil asshole. I get your point about the disconnect in NR as compared to CS, because in NR, you pretty much quick travel everywhere (which I like, but you perhaps do not).

 

no, what i have problem with nuka ride is the story, playing as the new young vault dweller arent going to fix the fact that music ran over a random monster and it be the focus point of getting the dog brothers with superpower to go after you... playing that new young vault dweller arent going to fix that dance off with fever that just happen for no reason...

 

some people might find those nonsensible story fun, but i dont.. not with fallout 4 world building... it just too jarring and out of place for me... as MxR put it, that isnt very immersive..

Posted (edited)
1 hour ago, calvin_0 said:

 

no, what i have problem with nuka ride is the story, playing as the new young vault dweller arent going to fix the fact that music ran over a random monster and it be the focus point of getting the dog brothers with superpower to go after you... playing that new young vault dweller arent going to fix that dance off with fever that just happen for no reason...

 

some people might find those nonsensible story fun, but i dont.. not with fallout 4 world building... it just too jarring and out of place for me... as MxR put it, that isnt very immersive..

I'm not sure how much I'd say that Commonwealth Slavers has world building, if you were implying that. It's heavily scripted and guided just like Nuke Ride is. NR is not what I would call a comedy quest (I can't think of a FO4 mod I would call a light-hearted comedy quest, but if you play Skyrim, The Erotic Adventures of Misty Skye qualifies), but it is certainly not as dark as CS. I can only say that I found the young path in NR to be extremely immersive.

Edited by branmakmuffin
Posted (edited)
52 minutes ago, branmakmuffin said:

NR is not what I would call a comedy quest 

 

i would say that anything that have an nonsensical element like

Spoiler

putting a mirelurk hatchling in a law school or having to use insult to hurt your opponent's feeling to win a battle or having a dance off with a raider for no reason as comedy...

 

commonwealth slavers on the other hand doesnt have those element, it's grounded and the theme fit right in with fallout 4 world building... nothing in that mod is out of place in fallout...

 

if you remove the dog brothers story from nuka ride, it would be just a story about the dark side of the porn industry.... you sign up for making porn, but one thing leads to another, you would be trafficking drugs and human additional to being a sex toy for the crime boss... if the mod is just about that,  it would be perfect... just like commonwealth slavers.

 

but obviously the creator of the mod have a different things in mind for this mod and that is why i say this mod isnt suited for my taste... the mod isnt at fault...

Edited by calvin_0
Posted

Man, I'm not going to convince anyone of anything. But NR's story was always something light for a sexy adventure with colorful characters. Of course there is nonsense, for me the fun is how the rest of the characters and the protagonist herself face that nonsense in the most realistic way possible.

 

But I'm simply dumbfounded by the whole "I don't like it, but I'll keep playing it" thing. We're not exactly talking about a short mod. We're talking about a mod that's almost thirty hours long. I couldn't continue with something I don't enjoy. I think this borders on masochism. It's stress for nothing. I don't come in here to stress out, life already gives me that. 

 

Just in case there is any doubt, the mod will follow this path. Literally the hatchling is going to have bullies in college (which we will have to take care of), he will have girlfriends, break hearts and even have his graduation ceremony, to finally be able to convince queen mirelurk to leave the bottling park. All this to the astonishment of the protagonist.

 

The idea is, and always will be, to share something fun, light and sexy.


 

Posted
19 minutes ago, JB. said:

But I'm simply dumbfounded by the whole "I don't like it, but I'll keep playing it" thing. We're not exactly talking about a short mod. We're talking about a mod that's almost thirty hours long. I couldn't continue with something I don't enjoy. 


 

 

it's called sunk cost fallacy =D

 

I already invested so much time in it, might as well keep going....

Posted (edited)
3 hours ago, calvin_0 said:

 

i would say that anything that have an nonsensical element like [something spoilery]

 

commonwealth slavers on the other hand doesnt have those element, it's grounded and the theme fit right in with fallout 4 world building... nothing in that mod is out of place in fallout...

 

if you remove the dog brothers story from nuka ride, it would be just a story about the dark side of the porn industry.... you sign up for making porn, but one thing leads to another, you would be trafficking drugs and human additional to being a sex toy for the crime boss... if the mod is just about that,  it would be perfect... just like commonwealth slavers.

 

but obviously the creator of the mod have a different things in mind for this mod and that is why i say this mod isnt suited for my taste... the mod isnt at fault...

Whether or not a quest or mod is a comedy quest or mod is going to be subjective in many if not most cases (although I don't think anyone would say The Erotic Adventures of Misty Skye is not a comedy quest). Nuka Ride has some light-hearted elements, such as the one in your spoiler tag, And many others. For me, they don't add up to enough to make me label the entire mod a comedy mod. Thuggysmurf's mods also have comedic elements, but not enough to make me call them "comedy mods," either.

 

The default vanilla vault dweller path is not entirely to my tastes either. But then I played the young vault dweller path in 6.5. Obviously not everyone is going to experience that as the second coming, but I enjoyed the hell out of it. I'm not going to try to convince you it's fun, I already suggested you play the young path and you said you didn't think it would make a difference. And again, no doubt Commonwealth Slavers is a much darker story than Nuka Ride. I don't recall any comedic elements in it. CS is a story of revenge, And it's a good revenge story. in my opinion, Nuka Ride is a story of growth and change, in my opinion, and I like NR's story better than CS's.

 

They say there is no more enthusiastic evangelist than the converted, and that's me regarding Nuka Ride. I don't regret my first post about the mod because in my opinion none of it was unfair. Kind of like what you say.

 

EDIT: And here's a big difference for me in NR vanilla path vs. young path. By the end of the vanilla path, if it had been an option, I would have killed Colter, William, Mason, Maxson, Gage and Shank. And maybe more. In the young path, I had no such desire (we also don't see several of those characters in the young path). The craziest thing NR did, either path, was give Nisha a personality to make me like her. She's just a one-dimensional psycho I want to kill in the vanilla game. EDIT: I take it back about Mason. I want to kill him in the vanilla game and in both NR paths. He's just a fuckin' dick no matter how you slice it.

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

Man, I'm not going to convince anyone of anything. But NR's story was always something light for a sexy adventure with colorful characters. Of course there is nonsense, for me the fun is how the rest of the characters and the protagonist herself face that nonsense in the most realistic way possible.

 

But I'm simply dumbfounded by the whole "I don't like it, but I'll keep playing it" thing. We're not exactly talking about a short mod. We're talking about a mod that's almost thirty hours long. I couldn't continue with something I don't enjoy. I think this borders on masochism. It's stress for nothing. I don't come in here to stress out, life already gives me that. 

 

Just in case there is any doubt, the mod will follow this path. Literally the hatchling is going to have bullies in college (which we will have to take care of), he will have girlfriends, break hearts and even have his graduation ceremony, to finally be able to convince queen mirelurk to leave the bottling park. All this to the astonishment of the protagonist.

 

The idea is, and always will be, to share something fun, light and sexy.


 

Dude Its simple. Make the mod the way you want to make it. Its good sometimes to listen to ideas and things but in the end its your vision. Don't let people try to force you to go in a direction that is not in your vision. You know there are a gazillion more of us here that really enjoy your mods than those idiots with the stupid remarks. There is no question. Your mods are the best adult mods for FO4 period.  

Posted
43 minutes ago, osculim said:

Dude Its simple. Make the mod the way you want to make it. Its good sometimes to listen to ideas and things but in the end its your vision. Don't let people try to force you to go in a direction that is not in your vision. You know there are a gazillion more of us here that really enjoy your mods than those idiots with the stupid remarks. There is no question. Your mods are the best adult mods for FO4 period.  

 

i second that, just make the mod that you want to make, tell the story that you want to tell... with the exception of bug, you dont really need to listen to any of us...

 

i dont enjoy nuka ride's story, but it is on me and my personal taste.. not the mod or your fault..

Posted
On 2/19/2024 at 10:46 PM, branmakmuffin said:

When I found out there was another path in 6.5, I thought "OK, I want to try this, and if I find some bugs to help the author, so much the better." The vanilla path is still not my cup of tea, but the young path in 6.5 is (sounds perverted out of context). I cannot emphasize enough how fun I found the 6.5 young path. It's not the difference between night and day, more like the difference between overcast twilight and day.

 

On the topic of bugs, or bug-like issues, Sophie's pathing on the way to meet Patti for the first time is the biggest issue for me. I hate navigating around in Kiddie Kingdom, so I imagine it's even more of a challenge for the game's pathing AI. Followed by the random Super Mutants that pop up in Kiddie Kingdom, triggering Sophie to join the BOS soldiers in fighting them. Conceptually, seems to me making Sophie a temporary follower would fix the pathing issue I had. Whether that's feasible technically for how you do things in the mod, I have no idea.

 

And on the topic of replayability, I can see myself replaying the young path to make different choices.

 

EDIT: To continue about characters, in vanilla, Nisha has nothing about her to make me care about her, other than wanting to kill her. NR develops her personality into someone I sort of like (like what you say about Colter, on a smaller scale). As for Mags, well, as you said in another post, you're just one guy.  But if you had a magic wand, expanding Mags's personality would be fun to see. And Lizzy's. Hell, Dixie's and Savoy's, too. And while we're at it with the magic wand, point the wand at Sierra's teeth (or is there a mod somewhere that addresses that; if there is and it's compatible with NR, that's a candidate for "recommended mod" in my opinion).

 

Gage, Maxson, William and Mason went from assholes I want to kill in vanilla to more talkative assholes I want to kill in NR. Which is fine, because there's definitely room for assholes in a game like FO4.

Not sure if anyone has addressed this.. there have been twice mentioning of super mutants in kiddie kingdom. In my 6.5 young playthough i have not encountered a single super mutant.

Maybe some mod conflict on your side?

Posted
5 hours ago, JB. said:

Man, I'm not going to convince anyone of anything. But NR's story was always something light for a sexy adventure with colorful characters. Of course there is nonsense, for me the fun is how the rest of the characters and the protagonist herself face that nonsense in the most realistic way possible.

 

But I'm simply dumbfounded by the whole "I don't like it, but I'll keep playing it" thing. We're not exactly talking about a short mod. We're talking about a mod that's almost thirty hours long. I couldn't continue with something I don't enjoy. I think this borders on masochism. It's stress for nothing. I don't come in here to stress out, life already gives me that. 

 

Just in case there is any doubt, the mod will follow this path. Literally the hatchling is going to have bullies in college (which we will have to take care of), he will have girlfriends, break hearts and even have his graduation ceremony, to finally be able to convince queen mirelurk to leave the bottling park. All this to the astonishment of the protagonist.

 

The idea is, and always will be, to share something fun, light and sexy.


 

You would be better off getting a career at herding cats. Much easier to deal with.

Posted
14 hours ago, branmakmuffin said:

Well, none of what you screen shotted happened in my playthrough. All my character wound up doing was putting up posters, then having a very brief conversation with Oswald, then leaving. I guess there's a lot content hidden behind the different dialog choices the player makes.

JB is working on the next update. None of these screen shots are available in 6.5 but will - hopefully - be in the 6.6 😉

Posted
4 minutes ago, dude7189 said:

Not sure if anyone has addressed this.. there have been twice mentioning of super mutants in kiddie kingdom. In my 6.5 young playthough i have not encountered a single super mutant.

Maybe some mod conflict on your side?

This could also be settings. There are INI settings that prevent mobs from crossing cells. It might be that the specific settings are turned off and a wandering patrol is spawned that crosses the cell. Could also be mods that adds more roaming mobs.

Posted
On 2/19/2024 at 8:51 AM, branmakmuffin said:

Regarding the crash during the Dunmore dinner, I'm pretty sure it had something to do with the POV camera because when it worked, the POV origin  went up like 10 feet (3m, if you prefer)  to look down at an angle to the dinner table. I'm beginning to think the rad storm thing was just coincidence, but on the other had it did crash twice at the exact same point with the rad storm going.

 

EDIT: And some more. Was unable to talk to the Nuka Market chem dealer about the cold beers for Colter. Had to do SetStage _NR_Beer 120;  Ask the man for some cold beers to progress.

 

Sophie, upon exiting the Kiddie Kingdom bar to go get the cold beers, joins BOS soldiers in attacking some nearby Super Mutants. After they're were killed, to talk to Sophie I had constantly block her movement to keep her from moving so far away from me that it would reset the conversation.

I had also crashes on the POV camera. I was too impatient, moving my cursor around too much and bang - crashed.

 

Once its working it gives a nice touch. JB has modded a few of them into the 6.5 .. but they can also cause hiccups. 

 

@JB. im not a modder, so a simpleton question: can these pov scenes be coded so that player movement do not intervene or break the scene?

Posted (edited)
2 hours ago, dude7189 said:

Not sure if anyone has addressed this.. there have been twice mentioning of super mutants in kiddie kingdom. In my 6.5 young playthough i have not encountered a single super mutant.

Maybe some mod conflict on your side?

It's possible. That's why I said (I think) "This happened" not "Your mod caused this to happen." I don;t have any other Nuka World-specific mod installed, but we know mods often touch on things when it makes no sense from the player's side of things for them to do so. EDIT: Although come to think of it, the author did tell me that Commonwealth Slavers is not compatible with NR 6.5, (he said it causes Duke to be dead when your character comes up out of 111, which indeed was the case), and I still had CS installed when I did my NR 6.5 run, so maybe that's it.

Edited by branmakmuffin
Posted (edited)
2 hours ago, osculim said:

There will be no drama. Anyone not liking the mod are welcome to just not play it. Its that simple.

I was not speaking of your posts. Sorry if I offended you.

And there is already Drama here in the forum.

Edited by Raven 54
Posted
1 hour ago, dude7189 said:

I had also crashes on the POV camera. I was too impatient, moving my cursor around too much and bang - crashed.

 

Once its working it gives a nice touch. JB has modded a few of them into the 6.5 .. but they can also cause hiccups. 

 

@JB. im not a modder, so a simpleton question: can these pov scenes be coded so that player movement do not intervene or break the scene?

My constant worry (if you want to call it that) with any heavily scripted mod is "Is this the time the script is not gonna fire, or is this the time the script is gonna get stuck or whatever and I'm gonna have to go back a save and re-do a whole bunch of shit?" It's a bigger deal when it's a fun mod. If the mod is a hunk of shit that I'm playing because "What the fuck, why not?", I'll just stop playing it because it's not worth the bother.

Posted
51 minutes ago, Raven 54 said:

I was not speaking of your posts. Sorry if I offended you.

And there is already Drama here in the forum.

O no I was not offended. I didn't assume I was the target of your post. I was speaking in general really.

Posted (edited)
3 hours ago, dude7189 said:

I had also crashes on the POV camera. I was too impatient, moving my cursor around too much and bang - crashed.

 

Once its working it gives a nice touch. JB has modded a few of them into the 6.5 .. but they can also cause hiccups. 

 

@JB. im not a modder, so a simpleton question: can these pov scenes be coded so that player movement do not intervene or break the scene?

I'm inclined to think that the CTDs for my special cameras are due to broken or conflicting precombines.

 

Having CS + NR right now creates a precombine conflict at Dunmore Farm, so when my special camera is activated there is a hell of a lot of CTD risk. You can notice that conflict because we have the giant yellow tree on the Dunmore farm (NR) interspersed with the giant dead tree (vanilla). The giant dead tree is disabled in NR, but when you see those two trees in there mixed together you know there is a pre-combine conflict and there will be CTD when I use my special cameras or if you fast travel.

 

Right now I cannot recommend having both mods installed at the same time. What happens at Dunmore Farm with both mods enabled happens anywhere in NW.

 

Fallout really isn't intended for an intensive camera use like I make. The camera is always glued to the player and you can only detach it during dialogues, but if you move too much, it will break. We have no choice but to adapt to this dynamic. 


 

Edited by JB.

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