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AAF Nuka Ride: A Porn Studio Mod


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Posted (edited)
9 minutes ago, izzyknows said:

That would be great!

The purple is well.. way to much... purple. Can't see nothin! LOL

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Fallout4Screenshot2024_08.26-02_53_45_16.png.20703f588cb090c4cf6466d6b2aa302c.png

 

Oh yeah I have mentioned this to JB he is already on it. Its when you have to follow Harlow and grab the helmet. I got it by pure luck lol. I highly suspect weather mods to be the problem with some of JB's changes. When I previously had another weather mod it complained during the dream scene on the farm. So I switched to NAC. With this one it even happens with NAC

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

The fade out only should last 2 seconds.

 

Yeah, it took me a good 10 minutes of guessing to get the right dialogue and whatever else popped up right.  Being stuck in dialogue you can't quick save/load, which always fixes that.

Posted (edited)
8 minutes ago, osculim said:

Oh yeah I have mentioned this to JB he is already on it. Its when you have to follow Harlow and grab the helmet. I got it by pure luck lol. I highly suspect weather mods to be the problem with some of JB's changes. When I previously had another weather mod it complained during the dream scene on the farm. So I switched to NAC. With this one it even happens with NAC

I don't have any weather mods and even tried setting the time to 9am with clear weather (fw 2b52a) in hopes of seeing something. That just made it worse. LOL

Edit: Buuut... if you wait long enough it'll go away! :)

 

 

Edited by izzyknows
Posted
35 minutes ago, izzyknows said:

I don't have any weather mods and even tried setting the time to 9am with clear weather (fw 2b52a) in hopes of seeing something. That just made it worse. LOL

Edit: Buuut... if you wait long enough it'll go away! :)

 

 

Lol I also tried changing the weather. That was a disaster too 🤣

Posted
On 8/23/2024 at 2:24 PM, JB. said:

CTD reports have to be attached with your buffout log here in the forum so I can take a look at it. 

 

When i enter for see if there is an answer i see your post and see too Nuka Ride 6.8 is for download. So i download and install it. First time i try, looks equal than 6.7. Then i read your warning about uninstall any mod changing NukaWorld, so i disable one i have in load order. Then try again.

 

Next time is better, i can advance the mod more (Norita route), but at the end my game crash. Crash is almost always while chat with a NPC. I try too move the mod inside load order, but no luck. I go until the quest for have some ice cold beer of some gunners, then crash. At the end the game crash too if i try enter perks table.

 

I think i have some buffout option but cannot understand how works. I answer your post because i think is the right thing to do. I will try or look for this mod in the future because i think is very interesting. Nuka Ride 5 was amazing.

 

Greetings.

 

Posted

can confirm that wasteland dairy blocks you from cooking up some special cupcakes for Nisha in her hideout.

When going with Gage, and agreeing to get his tattoos along with outfit (not overboss bitch) he puts the overboss iron symbol on your ass.   Is there a way to remove it cause it should not be there.   I can go back and do that quest again with Hazmat suit if that is needed to solve this.

BTW your recreation of Sanctuary in the cup cake world was awesome, that is some seriously good work.

Posted
1 hour ago, Hober9 said:

 

When i enter for see if there is an answer i see your post and see too Nuka Ride 6.8 is for download. So i download and install it. First time i try, looks equal than 6.7. Then i read your warning about uninstall any mod changing NukaWorld, so i disable one i have in load order. Then try again.

 

Next time is better, i can advance the mod more (Norita route), but at the end my game crash. Crash is almost always while chat with a NPC. I try too move the mod inside load order, but no luck. I go until the quest for have some ice cold beer of some gunners, then crash. At the end the game crash too if i try enter perks table.

 

I think i have some buffout option but cannot understand how works. I answer your post because i think is the right thing to do. I will try or look for this mod in the future because i think is very interesting. Nuka Ride 5 was amazing.

 

Greetings.

 

Dude post a crash log, Also check any npc overhauls including overhauls that changes raiders. In the end the most important part is the crash log. Without that its pretty much impossible to help you.

Posted
32 minutes ago, Mimirue17 said:

can confirm that wasteland dairy blocks you from cooking up some special cupcakes for Nisha in her hideout.

When going with Gage, and agreeing to get his tattoos along with outfit (not overboss bitch) he puts the overboss iron symbol on your ass.   Is there a way to remove it cause it should not be there.   I can go back and do that quest again with Hazmat suit if that is needed to solve this.

BTW your recreation of Sanctuary in the cup cake world was awesome, that is some seriously good work.

Checking the script, I see that I missed to add a condition for the first marking. For the moment you can remove it manually using Looksmenu (SLM 14), until I upload another update with the fix. 

Posted
4 hours ago, izzyknows said:

That would be great!

The purple is well.. way to much... purple. Can't see nothin! LOL

  Hide contents

 

 

 

It's terrible! This is how I see it. Well, I'll remove it in the next update. I'll see if there's anything else to correct before I upload it. 

 

I'm not sure how to reproduce your Sanctuary bug yet, if it happens to you it might happen to someone else. 

Posted
1 hour ago, JB. said:

 

It's terrible! This is how I see it. Well, I'll remove it in the next update. I'll see if there's anything else to correct before I upload it. 

 

I'm not sure how to reproduce your Sanctuary bug yet, if it happens to you it might happen to someone else. 

The other time I have it is when serving food to Ryder in Fizztop when pretending to be a slave. The moment I serve the food & it fades out I have to F5/F9 to get it to clear. That's also 100% of the time, but not a big deal as it's easy to workaround. I'm not sure if it's a fade out issue, or a transition into an animation/idle. All the other fade out's work fine.... if I remember right.

 

BTW, just in case you haven't heard it enough, fucking amazing work!!!! 👌❤️

Posted
17 minutes ago, Vhel said:

is there anyway to use a console command to raise your innuendo level?

If you just want to tweak your stats a little you can use the following. Otherwise, you can cheat in the MCM.

Spoiler

set _NR_Stats_Diligence to 70 <--is 0 to 100 range
set _NR_Stats_Guts to 70
set _NR_Stats_Innuendo to 70
set _NR_Stats_Anal to 70

 

Posted

Thank you JB for keeping updating and developing this mod! Those new features for SnowBunny name are cool and this makes me to choose SnowBunny name for 3rd time😄. I wanted to choose some other name this time, but well... Nora gonna love black men again♠️😄

Posted
1 hour ago, izzyknows said:

The other time I have it is when serving food to Ryder in Fizztop when pretending to be a slave. The moment I serve the food & it fades out I have to F5/F9 to get it to clear. That's also 100% of the time, but not a big deal as it's easy to workaround. I'm not sure if it's a fade out issue, or a transition into an animation/idle. All the other fade out's work fine.... if I remember right.

 

BTW, just in case you haven't heard it enough, fucking amazing work!!!! 👌❤️

Couldn't agree more this was my fav episode so far. 

Posted
13 minutes ago, Waity6taity said:

Is it safe to update from 6.7.6 to 6.8 having Beta AAF v166? I am afraid I can break something

Yes, it's safe. Many are playing with that AAF because 1.0 still has some problems.

Posted
3 hours ago, osculim said:

Couldn't agree more this was my fav episode so far. 

Glad to hear it. For me my favorite will always be the first part. It's basically the beginning and end of the little mod I wanted to do (all of this is prolonging it by taking advantage of Nuka Ride's story). If people wonder if I abandoned Nora's story, I didn't abandon it, but they have to understand that Norita is a story of mine with my characters. Nora's story is a story based on Bethesda characters. You don't have complete freedom of creation here, not to the level of Norita. 

Posted (edited)

Taking 6.8 for a spin. Right off the bat - you might want to mention minimal (or required) versions of the mods you're relying on. For instance, this one. If the user has a previous version of it, then the custom events you're subscribed to will obviously not work rendering the integration useless. Also as a hint: you're hard-coding the reference module API like this:

Function LoadCMZ(); get your events ready to be used
	if ( Game.isPluginInstalled( "ComMoisturizer.esp") )
		Quest CMZScript = Game.GetFormFromFile(0x00000F99, "ComMoisturizer.esp") as quest
		CMZ_Event = CMZScript as CMkz:CMkz_LibScript
		RegisterForCustomEvent(CMZ_Event, "OnCMkzCumApplied") 
		RegisterForCustomEvent(CMZ_Event, "OnCMkzCumCleaned") 	
	EndIf  
EndFunction


Event CMkz:CMkz_LibScript.OnCMkzCumApplied(CMkz:CMkz_LibScript akSender, Var[] akArgs)
	Actor MyActor = akArgs[0] as Actor 
	Bool FacialCum = akArgs[1]
	If MyActor == PlayerREF 
		If FacialCum == True
		_NR_FacialCum.SetValue(1)
		EndIf
	endIf
EndEvent


Event CMkz:CMkz_LibScript.OnCMkzCumCleaned(CMkz:CMkz_LibScript akSender, Var[] akArgs)
	Actor MyActor = akArgs[0] as Actor 
	If MyActor == PlayerREF 
		_NR_FacialCum.SetValue(0)
	endIf
EndEvent

 

 

 

which is actually very bad and can be damaging - i.e. if the user doesn't have those mods installed, your whole script might fail and your quest will end up not running that script at all (so none of the stuff in it will potentially work!). Since this is your "maintenance" script - which looking on it - seems to be a library-type script, it could actually be very damaging and halt a lot of the mods' functions. In this case I don't know for sure - I didn't check - you could be in luck, since these are custom events and the compiler is (afaik) lenient with those, but for the future you want to:

 

-- Create a separate quest for each of external mod integration

-- Create internal APIs to communicate with those quest's scripts

-- Never use stuff like CMZ_Event = CMZScript as CMkz:CMkz_LibScript, instead use ScriptObject and then do CallFunction on it (as the latter does not require any namespace resolution or presence of the respective scripts at all)

 

This way you will be 120% sure that if worst comes to worst, the most troublesome thing that'd happen is those individual quests not running their scripts and then your internal APIs returning some sort of errors which you then can gracefully handle from within your main engine.

 

P.S. Just in case, the above only applies to modules you want "soft" / "optional" integration with. Doing explicit assignments and cast to APIs like AAF is just fine because - well, those are hard requirements anyways and the mod won't work without them.

Edited by Operand
Posted

I have several questions about NR since its a HUUUUGE and fantastic mod and many thing stay unplayed by me, but I am interested and im not afraid of spoilers since I dont feel much impact from spoilers.

1) When enema can be used? I only played rich virgin Norita, but maybe non virgin can use enema. I was wondering when I get opportunity to use enema.

2) Does completing CS2 influence on Nuka ride and what exactly (I know Nora route have some dialogue lines and that pretty much all I noticed)

3) Continuing last question I suggest an idea to add some small collab/crossover quest with some NPC from CS (unnecessary to have CS2 installed, only duplicate of some CS Raider for example) 

E.g. Nora is a OB bitch, OB have some meeting with Raider gang leader in commonwealth who was related to corvega gang. Nora escorts OB in his trip to commonwealth . That raider gang leader recognizes an ex slave in Nora. He gives some spicy comments about her, how she was a slave, and now she is a porn star, quiet a promotion. For some reason Nora and that raider gang leader are left alone tete a tete. He starts to harass Nora. Nora can accept or deny him.

4) I still waiting for that quest meeting with that friend of OB (forgot his name). Quest Dolled Up goes before it and OB explains why he dolls Nora up to show off to his friend😄

5) Are those small endmod quests after OB gives Nora the Red Rocket station in plans?

Posted
8 minutes ago, Operand said:

you might want to mention minimal (or required) versions of the mods you're relying on. For instance, this one. If the user has a previous version of it, then the custom events you're subscribed to will obviously not work rendering the integration useless

 

I've struggled with this myself for soft integration in my mods. Unfortunately most other mods don't supply fine-grained change histories so it can be hard or even impossible without onerous bisection testing. Instead, I try to remind users to install the latest versions of whatever mods mine integrate with, and upgrade them if they're upgrading mine. Anything more is intractable, really.

Posted
7 minutes ago, Operand said:

Taking 6.8 for a spin. Right off the bat - you might want to mention minimal (or required) versions of the mods you're relying on. For instance, this one. If the user has a previous version of it, then the custom events you're subscribed to will obviously not work rendering the integration useless. Also as a hint: you're hard-coding the reference module API like this:

Function LoadCMZ(); get your events ready to be used
	if ( Game.isPluginInstalled( "ComMoisturizer.esp") )
		Quest CMZScript = Game.GetFormFromFile(0x00000F99, "ComMoisturizer.esp") as quest
		CMZ_Event = CMZScript as CMkz:CMkz_LibScript
		RegisterForCustomEvent(CMZ_Event, "OnCMkzCumApplied") 
		RegisterForCustomEvent(CMZ_Event, "OnCMkzCumCleaned") 	
	EndIf  
EndFunction


Event CMkz:CMkz_LibScript.OnCMkzCumApplied(CMkz:CMkz_LibScript akSender, Var[] akArgs)
	Actor MyActor = akArgs[0] as Actor 
	Bool FacialCum = akArgs[1]
	If MyActor == PlayerREF 
		If FacialCum == True
		_NR_FacialCum.SetValue(1)
		EndIf
	endIf
EndEvent


Event CMkz:CMkz_LibScript.OnCMkzCumCleaned(CMkz:CMkz_LibScript akSender, Var[] akArgs)
	Actor MyActor = akArgs[0] as Actor 
	If MyActor == PlayerREF 
		_NR_FacialCum.SetValue(0)
	endIf
EndEvent

 

 

 

which is actually very bad and can be damaging - i.e. if the user doesn't have those mods installed, your whole script might fail and your quest will end up not running that script at all (so none of the stuff in it will potentially work!). Since this is your "maintenance" script - which looking on it - seems to be a library-type script, it could actually be very damaging and halt a lot of the mods' functions. In this case I don't know for sure - I didn't check - you could be in luck, since these are custom events and the compiler is (afaik) lenient with those, but for the future you want to:

 

-- Create a separate quest for each of external mod integration

-- Create internal APIs to communicate with those quest's scripts

-- Never use stuff like CMZ_Event = CMZScript as CMkz:CMkz_LibScript, instead use ScriptObject and then do CallFunction on it (as the latter does not require any namespace resolution or presence of the respective scripts at all)

 

This way you will be 120% sure that if worst comes to worst, the most troublesome thing that'd happen is those individual quests not running their scripts and then your internal APIs returning some sort of errors which you then can gracefully handle from within your main engine.

Just to clarify any ambiguities, you still need to use hard links (CMZ_Event = CMZScript as CMkz:CMkz_LibScript) if you are registering for events, just use a dummy expendable quest/script instead of main ones to avoid breaking your mod if the dependency is missing. 

Posted
2 minutes ago, vaultbait said:

I've struggled with this myself for soft integration in my mods. Unfortunately most other mods don't supply fine-grained change histories so it can be hard or even impossible without onerous bisection testing. Instead, I try to remind users to install the latest versions of whatever mods mine integrate with, and upgrade them if they're upgrading mine. Anything more is intractable, really.

 

Not really? All you need to do is to state stuff like "Soft Requirement: Mod ABC (tested to work with version XYZ)" and then you put XYZ as the one you were testing it with. You aren't claiming that it will NOT work with prior/different versions, but you just say - hey, if you have issues, try version XYZ.

Posted
12 minutes ago, Operand said:

Not really? All you need to do is to state stuff like "Soft Requirement: Mod ABC (tested to work with version XYZ)" and then you put XYZ as the one you were testing it with. You aren't claiming that it will NOT work with prior/different versions, but you just say - hey, if you have issues, try version XYZ.

 

That's a fair compromise. It's not the same as stating the actual minimum version which will work though (and to be honest, I'm not going to dig back through the support topic of a mod each time I start to use another feature from it, to find out when that got added, though I do tend to at least skim historical changelogs if the mod author makes them available on or linked clearly from the file page).

 

That said, with mods like MHK or UC (which have a comparable number of soft integrations as NR does), I would be updating dozens of minimum versions in the mod description every time I make a new release. I constantly track and update to the newest versions of every mod I test with, so the set of known working versions is essentially the latest versions at the time I made the release anyway.

Posted
13 minutes ago, Operand said:

Taking 6.8 for a spin. Right off the bat - you might want to mention minimal (or required) versions of the mods you're relying on. For instance, this one. If the user has a previous version of it, then the custom events you're subscribed to will obviously not work rendering the integration useless. Also as a hint: you're hard-coding the reference module API like this:

Function LoadCMZ(); get your events ready to be used
	if ( Game.isPluginInstalled( "ComMoisturizer.esp") )
		Quest CMZScript = Game.GetFormFromFile(0x00000F99, "ComMoisturizer.esp") as quest
		CMZ_Event = CMZScript as CMkz:CMkz_LibScript
		RegisterForCustomEvent(CMZ_Event, "OnCMkzCumApplied") 
		RegisterForCustomEvent(CMZ_Event, "OnCMkzCumCleaned") 	
	EndIf  
EndFunction


Event CMkz:CMkz_LibScript.OnCMkzCumApplied(CMkz:CMkz_LibScript akSender, Var[] akArgs)
	Actor MyActor = akArgs[0] as Actor 
	Bool FacialCum = akArgs[1]
	If MyActor == PlayerREF 
		If FacialCum == True
		_NR_FacialCum.SetValue(1)
		EndIf
	endIf
EndEvent


Event CMkz:CMkz_LibScript.OnCMkzCumCleaned(CMkz:CMkz_LibScript akSender, Var[] akArgs)
	Actor MyActor = akArgs[0] as Actor 
	If MyActor == PlayerREF 
		_NR_FacialCum.SetValue(0)
	endIf
EndEvent

 

 

 

which is actually very bad and can be damaging - i.e. if the user doesn't have those mods installed, your whole script might fail and your quest will end up not running that script at all (so none of the stuff in it will potentially work!). Since this is your "maintenance" script - which looking on it - seems to be a library-type script, it could actually be very damaging and halt a lot of the mods' functions. In this case I don't know for sure - I didn't check - you could be in luck, since these are custom events and the compiler is (afaik) lenient with those, but for the future you want to:

 

-- Create a separate quest for each of external mod integration

-- Create internal APIs to communicate with those quest's scripts

-- Never use stuff like CMZ_Event = CMZScript as CMkz:CMkz_LibScript, instead use ScriptObject and then do CallFunction on it (as the latter does not require any namespace resolution or presence of the respective scripts at all)

 

This way you will be 120% sure that if worst comes to worst, the most troublesome thing that'd happen is those individual quests not running their scripts and then your internal APIs returning some sort of errors which you then can gracefully handle from within your main engine.

 

P.S. Just in case, the above only applies to modules you want "soft" / "optional" integration with. Doing explicit assignments and cast to APIs like AAF is just fine because - well, those are hard requirements anyways and the mod won't work without them.

Hey, Operand. So I have to do a quest for each soft compatibility of this style? I had no idea about this (for a change). 

 

It's a bit of a bore. But it will save me future headaches. 

 

Now I understand better what Ego had told me with Comm. Slavers. He suggested that I had better send Sex Attributes in my Hard Requierements list. And I had a hard time understanding why, but I did it anyway because it's Ego hehe, and the truth is that almost all the “mod won't start” reports stopped. 

 

 

 

Posted (edited)

  

7 minutes ago, JB. said:

So I have to do a quest for each soft compatibility of this style? I had no idea about this (for a change). 

 

Correct.

7 minutes ago, JB. said:

Now I understand better what Ego had told me with Comm. Slavers. He suggested that I had better send Sex Attributes in my Hard Requierements list.

Yes, because with the way you integrate your mod won't function properly without those. You can alleviate those issues by doing what I mentioned.

 

32 minutes ago, lee3310 said:

Just to clarify any ambiguities, you still need to use hard links (CMZ_Event = CMZScript as CMkz:CMkz_LibScript) if you are registering for events

Correct, because in this case the compiler does a type-based resolution. Which is why segregating integration API calls into their own quests is probably the only safe way to make it work on a "soft" / "optional" basis.

Edited by Operand

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