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AAF Nuka Ride: A Porn Studio Mod


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Posted
4 hours ago, DevilGod05 said:

Not even sure what happened but on the quest "fly me to the moon" I get on the vertibird from the start and it goes into the air, circles around, and it comes back and land. After that i'm pretty much stuck and can't progress the quest or go to the oil rig or far harbor. Could I get the setstage level to just finish the quest? 

Ok this is something new. I have heard of the thing just flying around but never it just go landing again. Anyway all stages are available in a file on the same mega where you got the mod

Posted (edited)
11 hours ago, Axary said:

Translations includes not only Nuka Ride.esp, but also translated scripts.
Have you tried downloading the mod from JB's Mega and don't install any translations on it?

12 hours ago, JB. said:

Well, I'll call it a day. I left you my list of plugins and load order. 

 

 

1. I downloaded the original mod JB's Mega (Nuka Ride 6.7.6 )
2. installed with a minimum number of mods

Spoiler


00001.JPG.02daced45671c4f0d1359bacdf8e8f00.JPG

 

3 I'm using this vanilla save NoraDrumlin.7z

 

4. I approach Charon. He's taking me to the NUKA World. I approach the Kaiser......

THE
KAISER IS SILENT

5.I started a new game with these mods from the very beginning. .NoraDrumlin2.rar

THE KAISER IS SILENT.

Spoiler

 

00003.JPG.52dacb494876e14da5e312c427bd7274.JPG

 

 

Please repeat my actions on your computer.

What is the minimum that needs to be added in order for the Kaiser to start talking?
 

Windows 10
Fallout 4 1.10.163

f4se 0.0.6.23

 

Edited by Nea_Bessy
Posted
55 minutes ago, Nea_Bessy said:

 

 

1. I downloaded the original mod JB's Mega (Nuka Ride 6.7.6 )
2. installed with a minimum number of mods

 

00001.JPG.02daced45671c4f0d1359bacdf8e8f00.JPG

 

3 I'm using this vanilla save NoraDrumlin.7z

 

4. I approach Charon. He's taking me to the NUKA World. I approach the Kaiser......

THE
KAISER IS SILENT

5.I started a new game with these mods from the very beginning. .NoraDrumlin2.rar

THE KAISER IS SILENT.

 

 

Please repeat my actions on your computer.

What is the minimum that needs to be added in order for the Kaiser to start talking?
 

Windows 10
Fallout 4 1.10.163

f4se 0.0.6.23

UPD.

Wait a sec what is that second green bar from the bottom cannot quiet read it. ?

Posted (edited)
20 minutes ago, osculim said:

Подождите секунду, что это за вторая зеленая полоска снизу, которую невозможно прочитать. ?

 

1. Base mods .,..

2 Body....

This is a Separators of mods, There are collapsed mods under it, but they are disabled now, only those mods that are connected matter.

Spoiler

 


00002.GIF.4098128bca01ec493d47e2dceccff24c.GIF

 

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

Wait a sec what is that second green bar from the bottom cannot quiet read it. ?

Nea_Bessy makes mod packs that give users a prepared basic functionality: visual enhancements + the base required for most mods to work. In green is a guide on what the order of mods should be when users add their personal mods.

Since users often use her mod pack for NR, she is trying to make an addon to her main pack that includes NR + all requirements.

That's why she's trying to find the cause of the problem and fix it, instead of just using the console and continuing the NR storyline. 

 

One more thing, I think it's important to note that her mod packs are free.

Edited by Axary
Posted (edited)
20 minutes ago, Axary said:

Nea_Bessy makes mod packs that give users a prepared basic functionality: visual enhancements + the base required for most mods to work. In green is a guide on what the order of mods should be when users add their personal mods.

Since users often use her mod pack for NR, she is trying to make an addon to her main pack that includes NR + all requirements.

That's why she's trying to find the cause of the problem and fix it, instead of just using the console and continuing the NR storyline. 

 

One more thing, I think it's important to note that her mod packs are free.

Thanks for the support. I have found an operational solution for two cases, but I would like to solve this problem fundamentally

 

 

Google Translation

1. Arrival in the Nuka World. This problem is solved by entering the console command setstage _NukaRide_Kaiser 100 . After that, you can immediately go to the Shank (such a task will appear in the Miscellaneous section.

2. Quest "THE BYKE" You need to go to Diamond City, and Kaiser refuses to talk to you again, I did not find a single console command to solve this problem, Alternatively, I suggest that you initially include cheats in the Settings of the modules- Nuka Ride -Cheats If the Kaiser is silent, I recommend rolling back to an earlier save and after receiving the task from Corso, choose to skip this quest, If someone knows a different solution, please share information. I have found such a solution, We are approaching the Kaiser.

If he is silent, open the console: setstage _NukaRide_TheBike 10 - the dialogue with Kaiser is recognized as completed, but we are not going anywhere. The task "Convince the gatekeeper" appears. coc DiamondCityExt - we move to the gates of Diamond City, but the gates are closed. Piper is standing in front of them and talking all sorts of nonsense, probably because we're supposed to have a completely non-vanilla dialogue with Sullivan. We are approaching the gate... The console... click... Unlock... We open the gate manually. We go inside. The mayor is standing there, starting to talk. Piper comes to life and enters too. Their familiar dialogue begins. We ignore them, go to the guard Sullivan and start talking to him. The Motorcycle quest will continue, but not in the same way as it was in earlier versions. I advise you not to start a dialogue with the mayor until he gets to his office.

Edited by Nea_Bessy
Posted
11 minutes ago, Axary said:

Nea_Bessy makes mod packs that give users a prepared basic functionality: visual enhancements + the base required for most mods to work. In green is a guide on what the order of mods should be when users add their personal mods.

Since users often use her mod pack for NR, she is trying to make an addon to her main pack that includes NR + all requirements.

That's why she's trying to find the cause of the problem and fix it, instead of just using the console and continuing the NR storyline. 

 

One more thing, I think it's important to note that her mod packs are free.

 

11 minutes ago, Nea_Bessy said:
  Reveal hidden contents

00004.JPG.7b3b9bd36ff1cec566bfa6b19045490c.JPG

 

THE KAISER IS SILENT

 

00003.GIF.8d43411c79c2378cfb26969e2fb3a1a3.GIF

 

The problem is basically Kaiser, isn't it? Charon and Duke can be talked to, can't they? I'm looking closely at the mod and can't think of much else. 

 

Possible version 6.7.7

 

*I changed Kaiser's factions.
*I removed the voice type in Kaiser's quest, Alias section. This is something I did to be able to get Kaiser's lines of dialogue and voice him. 

*Incidentally, I fixed the bug of the submissive route in GNN.

 

 

Nuka Ride.esp

 

Can you test it? 

 

 

Posted
7 hours ago, DevilGod05 said:

Not even sure what happened but on the quest "fly me to the moon" I get on the vertibird from the start and it goes into the air, circles around, and it comes back and land. After that i'm pretty much stuck and can't progress the quest or go to the oil rig or far harbor. Could I get the setstage level to just finish the quest? 

The quest did not start, otherwise the mod would have sent you to Far Harbor. Quests don't start when they can't fill the aliases. This basically means: someone is dead or some item no longer exists. 


Example. This quest needs a vanilla chair in The Last Plank, the bar in Far Harbor. If Far Harbor is destroyed or modified by another mod, this chair may no longer exists. 
 

My suggestion is, if you know how to use Fo4edit, is to enter the quest _NR_FH and mark all aliases as optional. Many aliases are already marked as such, but some are not. If they are all optional, the quest will be able to start. However, the underlying problem will persist.

Posted

Just finished CS and going to start NR Nora.  Curious about the MCM switch that says you have successfully completed CS.   Does it impact the story line or is it for other purposes?

Posted
5 minutes ago, vladpol said:

version 6.7.7 did not fix the problem

You too? Are you Russian too? I'm starting to grow a little bit mad at the russian version   🥲 It's like there's something different in the gut.

 

 I used the save provided and had no problems. 😵‍💫

 

These are my saves btw. 

 

 

Posted
11 minutes ago, packprof said:

Just finished CS and going to start NR Nora.  Curious about the MCM switch that says you have successfully completed CS.   Does it impact the story line or is it for other purposes?

Only changed dialogues. You'll notice them right away because it mentions things from Slavers. But it doesn't last long.

 

 

Posted
8 minutes ago, JB. said:

Only changed dialogues. You'll notice them right away because it mentions things from Slavers. But it doesn't last long.

 

 

Thanks

Posted

The fact is that with another set of mods, everything works fine for me with and without translation, including Kaiser. The problem appears with some other sets of mods.

Posted (edited)

 

8 minutes ago, vladpol said:

The fact is that with another set of mods, everything works fine for me with and without translation, including Kaiser. The problem appears with some other sets of mods.

 

If you look at the previous replicas, (and further) you will see that my problem manifests itself without any additional mods at all

Edited by Nea_Bessy
Posted
27 minutes ago, JB. said:

You too? Are you Russian too? I'm starting to grow a little bit mad at the russian version   🥲 It's like there's something different in the gut.

 

 I used the save provided and had no problems. 😵‍💫

 

These are my saves btw. 

 

 

 

the file names are the opposite... I changed the name and the save opened,

 

KAISER IS SILENT

Posted (edited)
25 minutes ago, vladpol said:

The fact is that with another set of mods, everything works fine for me with and without translation, including Kaiser. The problem appears with some other sets of mods.

 

If you have set of mods on which Kaiser is talking, then only you can solve this problem now, So there's something in your build that makes him talk. Could you try to turn off mods other than Nuke Rider.esp and its master files
And if he doesn't talk, then connect the rest of your set of mods until you figure out which one makes it talk.

Edited by Nea_Bessy
Posted

I'll try, another set consists of mods merged into one folder. Separating them separately is not an easy task. I've been experimenting for a couple of days now. So far to no avail. I'll try disabling mods in the right panel MO

Posted
2 minutes ago, Nea_Bessy said:

 

If you have an assembly on which Kaiser is talking, then only you can solve this problem now, So there's something in your build that makes him talk. Could you try to turn off mods other than Nuke Rider.esp and its master files
And then connect the rest of your build's mods until you figure out which one makes it talk.

That would be great. I downloaded those 7 gigs of data and I see they are for MO2. I use Vortex and have no idea how MO2 works. 

 

Good luck. ✔️

 

Posted
3 минуты назад, Джей Би. сказал:

Это было бы прекрасно. Я скачал эти 7 гигов данных и вижу, что они для МО2. Я использую Vortex и понятия не имею, как работает MO2. 

 

Удачи. ✔️

 

 

And this is a good way to get acquainted with MO2))))..... I have a procedure for installing these modules on my page. Perhaps Google Translator will help you and there is a video there,
It's very simple... Just a few minutes
And here is the page with the module for your mod. There's a video there too

Posted
1 hour ago, JB. said:

 I used the save provided and had no problems.

Theoretically:
My mod pack was created before NG, which means that all mods are made exactly for the version of the game I have installed. So I don't have any problems.
Your situation is the same.
But now some of the mods have already been updated. It can't be that some of the base mods, after being updated for NG, now doesn't work correctly with the old version of the game?

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