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AAF Nuka Ride: A Porn Studio Mod


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Posted
36 minutes ago, reflum001 said:

There is a train in the Norita route?

It's the vanilla train/monorail between NW & the Commonwealth.

Before if you entered the NW train station it would completely shut down Nuka Ride. Now, it doesn't and you can ride the train back & forth. :)

 

Posted
2 hours ago, JB. said:

I tested it a few days ago and it turns out that my script only works if you are there in the Nuka Station. My script gives electricity, puts Nuka World map marker in your pip boy and turns on the elevator... but turns out the train is more tricky. 

 

At the moment, you can type 


SetStage _NukaRide 45 when you are there. 

 


That guy doesn't say anything now. I blocked his original dialogs because they don't make sense now. He wants to send you to the Gauntlet. 

The whole powering thing is bloody tricky... on a good day! 😜

I didn't know if you had changed his dialogue or just blocked it.

Murphy does look better for some reason.

I did tweak Billy to meet Norita's standards. Music approved too so it's all good. ;)

 

Spoiler

Fallout4Screenshot2024_08.26-11_51_31_44.png.f7ee39541e0e8c277cabd0d25586ade4.png

 

Posted

Anyone own 6.0.X version of this mod that they can share? i tried using 6.8 & 6.7 both of em cause CTD on launch

 

i also tried disabled all mod except the hard and important soft required mod + nuka ride and still CTD

Posted
1 hour ago, welpcat321 said:

Anyone own 6.0.X version of this mod that they can share? i tried using 6.8 & 6.7 both of em cause CTD on launch

 

i also tried disabled all mod except the hard and important soft required mod + nuka ride and still CTD

 

It isn't this mod causing that. What version of AAF are you using?

Posted
10 hours ago, JB. said:

If it helps, I use Reactor ENB. NAC is too post apocalyptic for me with all those weird storms. At least for the tone of this mod.

doesn't it list NAC X as requirement?

Posted
7 minutes ago, shpuntik said:

doesn't it list NAC X as requirement?

Yeah, but it works fine without NAC. 

 

 

Spoiler

Photo277.png.0d66222460e75696015be4a1b394fc2a.pngPhoto280.png.c231aa81fbdef8d3b523945d6f0eb1ca.pngPhoto257.png.a3b8a4cbf9d8dad4638d34684c44c63d.png

 

Posted
8 hours ago, izzyknows said:

The whole powering thing is bloody tricky... on a good day! 😜

I didn't know if you had changed his dialogue or just blocked it.

Murphy does look better for some reason.

I did tweak Billy to meet Norita's standards. Music approved too so it's all good. ;)

 

  Hide contents

 

 

Oh send it to me if you can and I can include him. I don't dislike Billy but he is literally the drummer boy from the Railroad. 

Posted (edited)
8 hours ago, WaterRabbit said:

 

It isn't this mod causing that. What version of AAF are you using?

i use the newest version of AAF 1-1-1

 

The weird part is someone gave me 5.0 version and that wont cause crash just 6,6 and 6,8

Edited by welpcat321
Posted
2 hours ago, JB. said:

Oh send it to me if you can and I can include him. I don't dislike Billy but he is literally the drummer boy from the Railroad. 

Here ya go. He's totally vanilla so no extra requirements.

NR_Billy.7z

Posted
4 hours ago, welpcat321 said:

i use the newest version of AAF 1-1-1

 

The weird part is someone gave me 5.0 version and that wont cause crash just 6,6 and 6,8

 

When I was using AAF 1.1.1 I was getting errors on the FourPlay.dll and my game would crash when the camera would move around.  I hid it in MO2 and stopped getting CTDs.  So I reverted back to 161 and stopped getting them.

 

Plus, with AAF 1.1.1 it would choose furniture animations in weird places, so I would have to spend most of the time trying to find where the animation was taking place.

Posted
9 hours ago, WaterRabbit said:

 

When I was using AAF 1.1.1 I was getting errors on the FourPlay.dll and my game would crash when the camera would move around.  I hid it in MO2 and stopped getting CTDs.  So I reverted back to 161 and stopped getting them.

 

Plus, with AAF 1.1.1 it would choose furniture animations in weird places, so I would have to spend most of the time trying to find where the animation was taking place.

intresting but again im here just asking if someone have 6.0.x version of this mod that they can share maybe that work for me just is my first time stuck trying to figure out what cause the crash

Posted
22 minutes ago, welpcat321 said:

intresting but again im here just asking if someone have 6.0.x version of this mod that they can share maybe that work for me just is my first time stuck trying to figure out what cause the crash

 

Well, what if 6.0 works and you run into problems, not sure if the author is going to want to spend time figuring out an issue with an unsupported version of the mod.  It might be more fruitful to post your Buffout crash log and revisit the AAF guide and the 1st page calling out the various requirements/dependencies, and if you get that working then at least you would be on a version that includes the new content and bug fixes and is more likely to get support.

 

Not really sure how many people are archiving 600+MB copies of the mod forever, I have the last few versions (6.7-latest) and the last few of 6.8.  That's basically around 1.2GB of storage for each version because mod managers usually want the original ZIP file plus an unpacked version.

Posted
30 minutes ago, welpcat321 said:

intresting but again im here just asking if someone have 6.0.x version of this mod that they can share maybe that work for me just is my first time stuck trying to figure out what cause the crash

 

In addition to what dav42 said that also means keeping track of the additional files tied to that version.

If you are getting CTDs with the newest version of the mod, then you haven't set up the requirements correctly or you are having a mod conflict.

The most likely culprit is that you don't have AAF setup correctly. So instead of reverting Nuka Ride, try reverting AAF (which takes like a minute using MO2).

Posted
10 hours ago, WaterRabbit said:

 

In addition to what dav42 said that also means keeping track of the additional files tied to that version.

If you are getting CTDs with the newest version of the mod, then you haven't set up the requirements correctly or you are having a mod conflict.

The most likely culprit is that you don't have AAF setup correctly. So instead of reverting Nuka Ride, try reverting AAF (which takes like a minute using MO2).

i done that with MO2 and still Nuka ride is the issue for CTD .oh i forgot to say that im playing on non nextgen fallout 4 that might be the cause ?

Posted
8 minutes ago, welpcat321 said:

i done that with MO2 and still Nuka ride is the issue for CTD .oh i forgot to say that im playing on non nextgen fallout 4 that might be the cause ?

No. Share your buffout log and I'll take a look at it. If you have followed the official AAF guide you will have buffout installed. 

Posted
2 minutes ago, welpcat321 said:

i done that with MO2 and still Nuka ride is the issue for CTD .oh i forgot to say that im playing on non nextgen fallout 4 that might be the cause ?

You're missing master/s for something.

99.97% of folks are playing on 163 of the game, so that's not the issue.

Baring a corrupt download, I can guarantee NR is not your CTD problem. It may seem like it, but it's just a symptom of the root issue.

Post your Plugins.txt file or whatever MO2 uses for the actual load order.

Posted

@welpcat321 

 

as you might already know

 

the files you want from MO2 are (usually) located in the mod organizer/fallout 4/profiles/(yourprofilename) directory

 

the 2 important ones are 

 

modlist.txt = all the mods you have installed for that profile but reads from bottom to top (this is the left pane of MO2) and anything with a + sign in front 

                      of the mod name is active.  the reason this one is useful/needed is not all mods have a esl/esp/esm

 

plugins.txt = the esl/esp/esm files that the active mods have (and reads top to bottom) and has a * sign in front of the esp/esl/esm names for which are active.

 

 

Posted

I need some ideas for a roleplay playthrough. I love NR and all its quests. But at the same time i love guns, shooting things and building settlements (i use Horizon 1.9.4 to deal with all the combat, damage and settlement build tweaks). So far I have only played them exclusively (NR only, OR shoot and loot).

 

Does anyone have a suggestion for a playthrough where I can have NR and Horizons so that I can shoot, loot and fuck my way through the commonwealth? 

The Nora route is my favourite. I'd like to play both NR but at the same time play the vanilla content. How can I do this without breaking things as NR requires certain NPCs to be alive?

 

Open to suggestions and ideas.

Posted (edited)
58 minutes ago, icladel said:

How can I do this without breaking things as NR requires certain NPCs to be alive?

These are the characters that should not die until you have done their Nuka Ride quests. After those quests you can do whatever you like.  

 

  • The Mayor ("The Bike")
  • Sullivan  ("The Bike" and "Fever Night")
  • Travis  ("The Bike")
  • Vadim ("Posters")
  • Geneva ("Posters")
  • Blake, Connie and Lucy Abernathy ("Lucy in the Sky")
  • Andrew Station's raiders ("Lucy in the Sky")
  • The gunners of GNN ("The Special Girls")

Because of your contract with Golden Globes, don't make enemies with the Brotherhood of Steel. If you make enemies with them then my mod's Brotherhood characters will attack you. 

 

I was thinking for future quests, that the Overboss “train” Nora with weapons (the same way Brett trains Norita). Basically to have a credible excuse to finally go out and do vanilla quests. I realized that Norita going out to do missions with her sister looks really very natural, since she has “training”. 

Edited by JB.
Posted
8 hours ago, espguy said:

Does it work with startme up redux?

Yes, of course, in fact I recommend it to play the alternative route where the protagonist is not the mother looking for her son.

Posted
5 minutes ago, JB. said:

These are the characters that should not die until you have done their Nuka Ride quests. After those quests you can do whatever you like.  

 

  • The Mayor ("The Bike")
  • Sullivan  ("The Bike" and "Fever Night")
  • Travis  ("The Bike")
  • Vadim ("Posters")
  • Geneva ("Posters")
  • Blake, Connie and Lucy Abernathy ("Lucy in the Sky")
  • Andrew Station's raiders ("Lucy in the Sky")
  • The gunners of GNN ("The Special Girls")

Because of your contract with Golden Globes, don't make enemies with the Brotherhood of Steel. If you make enemies with them then my mod's Brotherhood characters will attack you. 

 

I was thinking for future quests, that the Overboss “train” Nora with weapons (the same way Brett trains Norita). Basically to have a credible excuse to finally go out and do vanilla quests. I realized that Norita going out to do missions with her sister looks really very natural, since she has “training”. 

Thanks for the list of characters, What about Kellog, Shaun, (Maxson obviously as you pointed out above). With Kellogg, is he only for the Norita route? I havent played Norita route specifically as I can not find a Horizon patch for start me up. 

Posted
2 minutes ago, icladel said:

What about Kellog, Shaun

Start me Up is not mandatory for the Norita route. You can kill the original Kellog in his vanilla quest because I use a copy. Many characters are copies of the originals, except the one I listed.  The Shaun I use is also a copy. If you kill him, the real Shaun will stay alive during his quests. 

Posted (edited)
4 minutes ago, JB. said:

Start me Up is not mandatory for the Norita route. You can kill the original Kellog in his vanilla quest because I use a copy. Many characters are copies of the originals, except the one I listed.  The Shaun I use is also a copy. If you kill him, the real Shaun will stay alive during his quests. 

Ah ok on the copies. I just remembered from some very old posts that killing Kellogg or Shaun can mess up the quests. 

 

For the Norita route, how do I start that without SMU? I have quite a few game restarts and every time, there is no option for "young dweller" when talking to Duke. 

 

Does it require a "fresh out of the vault" start? Because in that case, I usually activate NR after leaving the vault and reaching sanctuary.

Edited by icladel

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