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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)

Should I start the new game with Nuka ride enabled or enable it after leaving Vault 111? I tried to activate the mod after leaving Vault 111, but a box message popped up that said it failed to initiate the first quest of Nuka ride and recommended checking the load order even though Duke shows up and can talk to him. Also, I noticed that if start a new game with Nuka Ride, the TV nuclear explosions news is cut off and the door opens immediately, is that going to cause trouble in the future?

 

Ps. It is the Problems of Survivors that cause Nuka Ride to fail to load when out of the vault. 

Edited by Kaniee
Found the conflicting mod
Posted
51 minutes ago, reflum001 said:
1 hour ago, blasp4000 said:

Hello again!

I have a question for the Norita route, clean playthrough from the start. 
There are certain moments when it all stops on an infinite loading screen instead of starting an Aaf scene.
As far as I can tell these hangs are specific to MF animations with furniture (throne/desk).

Right now I keep getting stuck on the investors scene, after the Overboss leaves to take care of the attackers, first investor, second stage (with the desk). Can't get past it.
I suspected maybe actors couldn't get to the needed spots, so o tried also disabling collision for all involved, but no cigar.
Is it a problem with the installation of that certain animation set or something else?
What data do I need to provide?

As far as I can tell this is when things go south: 


[08/14/2024 - 02:33:27PM] error: Cannot check for a None keyword
stack:
    [ (00000014)].Actor.HasKeyword() - "<native>" Line ?
    [AAF_MainQuest (0B000F99)].aaf:aaf_mainquestscript.makeActorData() - "AAF_MainQuestScript.psc" Line 2010
    [AAF_MainQuest (0B000F99)].AAF:AAF_API.StartScene() - "C:\Users\qwerty\AppData\Local\ModOrganizer\Fallout 4\mods\AAF_DEV\Scripts\Source\User\AAF\AAF_API.psc" Line 675
    [_NukaRide_TheOverboss (13039CB0)].NukaRide:Fragments:Quests:QF__NukaRide_TheOverboss_04039CB0.Fragment_Stage_0244_Item_00() - "NukaRide\Fragments\Quests\QF__NukaRide_TheOverboss_04039CB0.psc" Line 640
[08/14/2024 - 02:33:27PM] error: Cannot check for a None keyword

Thank you!
 

Unless I am mistaken, and I usually am, I think the Keyshawn workout scene with the first Larsen apartment scene has a lot of different options I never saw before.

Line 640 is a simple “AAF_API.StartScene(actors, settings)” which basically asks AAF to start a scene. Specifically, on the Overboss desk. But, yeah, there seems to be something with your AAF installation from how you describe your experience with load screens. 

 

My suggestion: 

 

  • Reinstall AAF. If you want to use the new version 1.0, make sure you also install my hotfix for AAF 1.0 which is in the MEGA folder. 
  • Uninstall UAP. I don't really use it throughout my mod. You will notice that even everything runs smoother.
  • Uninstall any other patches you might have regarding AAF. You only need the animations and my mod, no patches. 
Posted
56 minutes ago, Kaniee said:

Should I start the new game with Nuka ride enabled or enable it after leaving Vault 111? I tried to activate the mod after leaving Vault 111, but a box message popped up that said it failed to initiate the first quest of Nuka ride and recommended checking the load order even though Duke shows up and can talk to him. Also, I noticed that if start a new game with Nuka Ride, the TV nuclear explosions news is cut off and the door opens immediately, is that going to cause trouble in the future?

A vanilla save outside of Vault 111 is ideal. 


You can also use SKK Fast Start, in Nexus, if you want to quickly start from vanilla startup to outside Vault 111 in less than two minutes. 


What you describe is most likely another mod's thing, not mine. I did not edit that vanilla quest. 

Posted
1 hour ago, reflum001 said:

So, yep, the strange woman was an important step to not skip. Picked the "cannon"? castle scene.

 

Unless I am mistaken, and I usually am, I think the Keyshawn workout scene with the first Larsen apartment scene has a lot of different options I never saw before.

I'm still impressed that you got through it eight times and skipped the strange woman always 😭 I've put a couple of friendly factions on her for the next update to avoid conflict so she's always willing to talk, just in case.  

 

There are some hidden dialogues, but they're not additions, they were always there from the first version. Keyshawn is definitely the one with the most hidden ones. The key is to exhaust all options before saying goodbye. 

 

In the next update Keyshawn returns and there is also this type of situation now that I think about it.

Posted
11 hours ago, Thewhteboy45 said:

Hey First off absolutely love the mod but I'm having a problem with infinite a loading screen issue. After i choose my nickname from Shank and we teleport back from the fireworks and watching nuka-world turn on i have a infinite loading screen when going back. I've tried to trouble shoot it but cant figure it out. Any ideas?

If it always happens it's probably because of having too many mods or too many mods interfering in the same place. The best thing to do would be to give more priority to mine. But to be honest it's not a situation that I've been given enough to at least know what specifically to suggest to you. 🤔

Posted
2 hours ago, Ueli_123 said:

Where does it stop? I',m hanging out here, without a clue :)

You'll get an interactive popup that lets you know to save and wait for the next update.

But, without more info, we can't tell you how close you are to the end.

Posted

I am currently adding keywords to nukaride but for some reason I can't find the maid outfit to assign them I know there are 3 more that have different names. Party outfit uses hotpants Mason outfit uses Jeans short and corsican outfit uses ripped jeans then Maid outfit says it uses short skirt but it dose not show up in bodyslide.

Posted

Ran into a problem with the Nuka Cop quest getting soft locked. When George Cooper complains that you aren't whipping him hard enough and Sophie whips him, he comes off of the cross then she shoots him with a laser pistol downing him. When he gets up you can't talk to either of them, and continuing to whip him does nothing.

Posted

I am starting to believe that the 254 mod limit is a hard limit, regardless of how many of the mods were turned into an esl or came that way.   This mod in particular really doesn't like it when I go over the limit.   For the next patch I think I will make a new instance in MO2 and pull out at least half the mods as I really don't do anything with the main quest or settlements while playing this mod.   My last set-up which ran really smooth I was sitting at 249 and no hang-up or weird crashes.   I have this mod currently inactive while I wait for the next update and went back to my normal settlement/quest setup up and crash at least once a session on zoning or walking open world but into a new location.   But I am sitting at 267 active mods but at least 20 to 30 of them are ESL flagged so technically not over the limit.   I may need to dive deeper into the ini files and see if I can help the engine/memory handle this game better, its not the rig as its a strong gaming setup (5800x3d, 32 gig 16 cl 3600 memory, 7900xt GPU which has 20 Gig memory) but there has to be something that is not handling that large mod count.   This mod works very well, I am going to try what you said in a post a few back and not run the patches and see how it works, maybe even not use wrye Bash and just rely on LOOT and the guides for load order.   Funny enough Skyrim handled heavy mod builds better then this game, pretty sure my normal one was well above this with 10x the texture packs installed.   Oh forgot to mention this game runs around 250ish fps with very little dips but occasionally runs around 400ish.   Which could potentially be part of the problem as older engines are not designed to handle that.   here is one of the latest crash logs, I don't really know what to look for in there if someone sees something that could point to the random stability issues on heavy mod setups (again under 250 runs super clean)

crash-2024-08-14-10-23-50.log

Posted
1 hour ago, Mimirue17 said:

I am starting to believe that the 254 mod limit is a hard limit, regardless of how many of the mods were turned into an esl or came that way.   This mod in particular really doesn't like it when I go over the limit.   For the next patch I think I will make a new instance in MO2 and pull out at least half the mods as I really don't do anything with the main quest or settlements while playing this mod.   My last set-up which ran really smooth I was sitting at 249 and no hang-up or weird crashes.   I have this mod currently inactive while I wait for the next update and went back to my normal settlement/quest setup up and crash at least once a session on zoning or walking open world but into a new location.   But I am sitting at 267 active mods but at least 20 to 30 of them are ESL flagged so technically not over the limit.   I may need to dive deeper into the ini files and see if I can help the engine/memory handle this game better, its not the rig as its a strong gaming setup (5800x3d, 32 gig 16 cl 3600 memory, 7900xt GPU which has 20 Gig memory) but there has to be something that is not handling that large mod count.   This mod works very well, I am going to try what you said in a post a few back and not run the patches and see how it works, maybe even not use wrye Bash and just rely on LOOT and the guides for load order.   Funny enough Skyrim handled heavy mod builds better then this game, pretty sure my normal one was well above this with 10x the texture packs installed.   Oh forgot to mention this game runs around 250ish fps with very little dips but occasionally runs around 400ish.   Which could potentially be part of the problem as older engines are not designed to handle that.   here is one of the latest crash logs, I don't really know what to look for in there if someone sees something that could point to the random stability issues on heavy mod setups (again under 250 runs super clean)

crash-2024-08-14-10-23-50.log 135.72 kB · 0 downloads

yeah too many mods / load order issue. tl; dr

Posted

JB

First thing I want to say, I really love the mod you created, it is absolutely my nr.1 sexual mod that exists fro FO4, playing it for some time now, maybe from version 7.0, but could be a bit longer or shorter, don't remember.

I absolutely don't want to rush you or anything, I'm just so in love with your mod that I wonder when the next update is gonna come out.

Now I know modding takes time, both creating and play testing the mod, but if you have something like a aprox. Time when the next update comes out, I would be really happy to hear, if you are too unsure or don't like aprox sort of deadliness, I understand and will patiently await the next update.

You are making such a piece of modding art IMO, that I'll wait till the end of time for every amazing update and hope you will continue for a long time with joy on this mod

Posted (edited)
6 hours ago, dodenriijk4 said:

JB

First thing I want to say, I really love the mod you created, it is absolutely my nr.1 sexual mod that exists fro FO4, playing it for some time now, maybe from version 7.0, but could be a bit longer or shorter, don't remember.

I absolutely don't want to rush you or anything, I'm just so in love with your mod that I wonder when the next update is gonna come out.

Now I know modding takes time, both creating and play testing the mod, but if you have something like a aprox. Time when the next update comes out, I would be really happy to hear, if you are too unsure or don't like aprox sort of deadliness, I understand and will patiently await the next update.

You are making such a piece of modding art IMO, that I'll wait till the end of time for every amazing update and hope you will continue for a long time with joy on this mod

I echo the sentiment, thou isn't the latest public version 6.7?
Is there a 7.0 out exclusively for Patreon backers?

Edited by blasp4000
Posted (edited)
10 hours ago, Mimirue17 said:

I am starting to believe that the 254 mod limit is a hard limit, regardless of how many of the mods were turned into an esl or came that way.   This mod in particular really doesn't like it when I go over the limit.   For the next patch I think I will make a new instance in MO2 and pull out at least half the mods as I really don't do anything with the main quest or settlements while playing this mod.   My last set-up which ran really smooth I was sitting at 249 and no hang-up or weird crashes.   I have this mod currently inactive while I wait for the next update and went back to my normal settlement/quest setup up and crash at least once a session on zoning or walking open world but into a new location.   But I am sitting at 267 active mods but at least 20 to 30 of them are ESL flagged so technically not over the limit.   I may need to dive deeper into the ini files and see if I can help the engine/memory handle this game better, its not the rig as its a strong gaming setup (5800x3d, 32 gig 16 cl 3600 memory, 7900xt GPU which has 20 Gig memory) but there has to be something that is not handling that large mod count.   This mod works very well, I am going to try what you said in a post a few back and not run the patches and see how it works, maybe even not use wrye Bash and just rely on LOOT and the guides for load order.   Funny enough Skyrim handled heavy mod builds better then this game, pretty sure my normal one was well above this with 10x the texture packs installed.   Oh forgot to mention this game runs around 250ish fps with very little dips but occasionally runs around 400ish.   Which could potentially be part of the problem as older engines are not designed to handle that.   here is one of the latest crash logs, I don't really know what to look for in there if someone sees something that could point to the random stability issues on heavy mod setups (again under 250 runs super clean)

crash-2024-08-14-10-23-50.log 135.72 kB · 1 download

No I have over 600 plugins atm. The only time where esl becomes a problem is when you do a synthesis patch but even that can be split in two groups. Anyway lets have a look at your crashlog. 

 

EDIT: Raider overhaul should go first of all. That is most likely where the issue lies. Also have a look at combined arms. Remove first the raider overhaul and test again.

Edited by osculim
Posted
39 minutes ago, osculim said:

No I have over 600 plugins atm. The only time where esl becomes a problem is when you do a synthesis patch but even that can be split in two groups. Anyway lets have a look at your crashlog. 

 

EDIT: Raider overhaul should go first of all. That is most likely where the issue lies. Also have a look at combined arms. Remove first the raider overhaul and test again.

done, also sadly this mod probably needs to go https://www.nexusmods.com/fallout4/mods/50505?tab=description as it replaces the skeleton (did not catch that in the description) which seriously sucks as I love the weapons that this adds and never really noticed any animation issues.   It also never showed that it was overwriting Zaz....

Posted
7 hours ago, dodenriijk4 said:

JB

First thing I want to say, I really love the mod you created, it is absolutely my nr.1 sexual mod that exists fro FO4, playing it for some time now, maybe from version 7.0, but could be a bit longer or shorter, don't remember.

I absolutely don't want to rush you or anything, I'm just so in love with your mod that I wonder when the next update is gonna come out.

Now I know modding takes time, both creating and play testing the mod, but if you have something like a aprox. Time when the next update comes out, I would be really happy to hear, if you are too unsure or don't like aprox sort of deadliness, I understand and will patiently await the next update.

You are making such a piece of modding art IMO, that I'll wait till the end of time for every amazing update and hope you will continue for a long time with joy on this mod

 

1 hour ago, blasp4000 said:

I echo the sentiment, thou isn't the latest public version 6.7?
Is there a 7.0 out exclusively for Patreon backers?

 

Thank you. There is no exclusive version or anything, the mod is free. 


The next update is called 6.8 and my idea is to upload it before the end of this month, so I can take advantage of September and October to receive reports or suggestions to make it as stable as can be. I won't have much time during november and december. Although nov. and dec. are a time that I use to write drafts for future versions. 

 

And I'll probably will start with version 6.9 in February. 

Posted
1 hour ago, JB. said:

 

 

Thank you. There is no exclusive version or anything, the mod is free. 


The next update is called 6.8 and my idea is to upload it before the end of this month, so I can take advantage of September and October to receive reports or suggestions to make it as stable as can be. I won't have much time during november and december. Although nov. and dec. are a time that I use to write drafts for future versions. 

 

And I'll probably will start with version 6.9 in February. 

Is 6.9 Nora only? Not sure how your schedule works. I thought I saw somewhere that Nora was next and I took that as Nora, then Norita catchup, then Nora.

Posted (edited)

JB I know there has been some discussion around the camera settings and mods, I just set up a new mod profile for this game and have no camera mods but it crashed at the scene at the dunmores where the camera goes into to free mode and rotates around the farm.   I am assuming the camera settings got adjusted in the ini files by Betheni Pie.    What are the base camera settings you have for this mod so I can reset them in the ini files.   Only camera setting I saw was in the Fallout4 ini

 

Edit: went back and made sure everything was reinstalled and everything works as intended! downside of setting up new profile in MO2

Edited by Mimirue17
Posted
21 minutes ago, Mimirue17 said:

JB I know there has been some discussion around the camera settings and mods, I just set up a new mod profile for this game and have no camera mods but it crashed at the scene at the dunmores where the camera goes into to free mode and rotates around the farm.   I am assuming the camera settings got adjusted in the ini files by Betheni Pie.    What are the base camera settings you have for this mod so I can reset them in the ini files.   Only camera setting I saw was in the Fallout4 ini

I don't have special camera settings, although I do occasionally test with Nexus “Custom Camera” installed with no problems. 


In my experience CTD's with outdoor cameras are due to broken or conflicting pre-combines. For example, if Nuka Ride does not have absolute priority in your load order, there is a chance that another mod with higher priority is editing Nuka World. So that conflict will make CTD when the special camera kicks in. 

Posted
49 minutes ago, reflum001 said:

Is 6.9 Nora only? Not sure how your schedule works. I thought I saw somewhere that Nora was next and I took that as Nora, then Norita catchup, then Nora.

Basically I want Norita to get to the same quest as Nora, it's a quest called “A Place Called Home”, and from there I will sit down and plan what I will do. 


I don't know in which version I will catch up with Nora. 

Posted

@JB.  I have been busy in real life work learning and doing a lot of programming for touch panel control systems.   Where you touch a button and it does this or that, or whatever for room control.

 

I was just thinking the other day while I was working on that, how complicated your work here must be, having this mod that has two completely different paths.

 

You are doing an amazing job.

Posted

Telling different stories in the same scene with different protagonists is a very difficult task. I am really looking forward to it.

 

Of course, I am more looking forward to the continuation of Nora’s story, especially since my main save file is Nora, and she entered the NR story from the CS story (normal ending). Although it is possible that the CS and NR stories will be completely separated in the future, I still give my character such a setting.

 

By the way, I have 5 save files: a normal Nora, a rebellious Nora in CS, a submissive Nora in CS, a rebellious Norita, and a submissive Norita. Experiencing this story in all aspects really makes me happy.😀

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