Jump to content

AAF Nuka Ride: A Porn Studio Mod


Recommended Posts

Posted (edited)
23 hours ago, shelloil said:

Hi All, Has anyone changed from AAF to NAF ? if so could they note how they got the animations changed over. Im playing other mods with NAF and its really quick

 

Yeah, I posted a few pages back about my experience with it.  It's not exactly feature parity with AAF, there are some issues.  The main issues I noticed are:

 

1. NAF Bridge uses the scene duration (passed in by the mod) on multi-staged animations, where AAF only seems to use it for non-staged animations.  So many of the animations stop in 30 seconds, you can bump that duration passed in Nuka Ride MCM settings but some of the simple animations run awkwardly long.

2. There are some issues with furniture and NPCs where animations will not play, so far it's only two that I noticed.  The Nisha scene where the slave is stuffing you with drugs, NAF basically complains that the actor is "None" (it might have something to do with the fact they are not in the room).  The other one is one the couch blowjob scene with OB (& Maxson is there, I don't think it was the final one where your blowing both of them), it complains about the furniture being invalid and suggests removing the noFurn tag.

3. I have seen other NPCs (not even involved in scenes) left in T-pose, not sure but assuming that is a bug in NAF itself, but it's minor issue.

4. First person makes the PC invisible in scenes, and there are some awkward positions where your sitting in the chair against a wall where the game forces you into 1st person even though your camera is 3rd person.

5. Overlays applied through NAF Bridge are only visible after an animation is played, where with AAF they are applied immediately.  And those are used in a number of places in the mod.  If you don't fix the XML (mentioned below) then none of those overlays will be applied at all, ever, but animations run fine after conversion by NAFicator.

 

I'll assume your using NAFicator to convert your AAF XMLs to NAF-ready XMLs, if not it's on Nexus and there are instructions there.  But really the only issue with converting the XMLs related to Nuka Ride is one XML (see one of the links below for the fix, it's in the message -- the code is the offending block of code, so you got to read the message).

 

My opinion is AAF is still the "best" experience with this mod, but NAF Bridge & NAF is pretty close.

 

UPDATE: I did post two of these issues #2 & #5 over on the NAF Bridge thread, fairly confident these are both bugs but we will see what the author makes of it.  #4 is probably the worst of the issues (if PC or NPC is invisible, I have seen both, and definitely invisible NPCs in latest).  #1 is an annoyance for sure, and I might put together something about it, but you can just change the scene duration in NR mod and end animations early.

 

 

 

Edited by dav42
Posted
21 minutes ago, JB. said:

There are a couple of users who are playing it with NAF with no problems. I'm interested to know if they were able to fix the invisible player bug during scenes. AAF has it fixed.

 

It's still an issue when the PC is in first person.  Panda fixed it in NAF Bridge 0.704 by forcing third person, but I guess he reverted it at some point because it probably caused other issues.  But that is a NAF issue, which I am guessing isn't going to be resolved until NAF 2.0 is backported to FO4.

Posted (edited)

BTW, here is that scene fail in NAF Bridge with the furniture, the issue is it's complaining because OB is sitting on the furniture I guess (maybe it fails in AAF, but what I have observed is AAF is a bit more lax about things and NAF Bridge is a bit more strict).

 

This seems to be a bug with NAF Bridge 0.906, reverting to 0.904 and these furniture scenes are OK.  Right off the bat Mason animations fail (pole dance is OK, the next two furniture animations fail for the same reason).

 

Spoiler

20250211021742 : BRIDGE :  0.906000 : StartScene requested :
Actors : [[Actor < (343081C5)>], [Actor < (3403E92F)>]]
Settings : [startEquipmentSet = "None", staged = 0, scanLocation = None, skipWalk = True, sceneTags = "", scanRadius = 3000.000000, locationObject = [ObjectReference < (060377E9)>], id1 = 0, nafPosition = "", positionRef = None, time_init_scene = "20250211021742", leavingActors = "", isRootLocked = False, nafDuration = 0.000000, successful = False, sceneKey = 1044, usePackages = False, positionId = "", animationID = "", id2 = 0, excludeTags = "pose,utility", positionType = "", nafIncludeTags = "", meta = "NR_MaxsonScene", ignoreCombat = False, forceNPCControlled = True, nafExcludeTags = "pose,utility", actors = "", combinedTags = "None", duration = 90.000000, joinActors = "", bridge_meta = "", position = "None", nafIgnoreCombat = False, preventFurniture = False, furniturePreference = 10, failReason = "", playOnce = False, formation = "None", megaScene = "None", includeTags = "NukaCouchOral", requireTags = "", stopEquipmentSet = "None", isNPCControlled = True]

20250211021742 : BRIDGE :  0.906000 : bridge override duration : -1.000000
duration : 90.000000

20250211021742 : BRIDGE :  0.906000 : sceneKey : 1044, locationObject : [ObjectReference < (060377E9)>], location object is Actor : False

20250211021742 : BRIDGE :  0.906000 : Furniture rejected (code 2 (IsFurnitureInUse)) : [ObjectReference < (060377E9)>]

20250211021742 : BRIDGE :  0.906000 : StartScene : Furniture in location object is not valid : [ObjectReference < (060377E9)>], akActor[0] will set as scene position ref : [Actor < (343081C5)>]

20250211021742 : BRIDGE :  0.906000 : sceneKey : 1044, is positionRef actor : True, cachedSettings[Id].requireTags : noFurn

20250211021742 : BRIDGE :  0.906000 : nafSettings.position =

20250211021742 : BRIDGE :  0.906000 : ERROR : SCENE VALIDATE FAIL, reason : No available positions for provided combination of actors.
Try to remove "NoFurn" tag

 

 

Edited by dav42
Posted
26 minutes ago, dav42 said:

 

Yeah, I posted a few pages back about my experience with it.  It's not exactly feature parity with AAF, there are some issues.  The main issues I noticed are:

 

1. NAF Bridge uses the scene duration (passed in by the mod) on multi-staged animations, where AAF only seems to use it for non-staged animations.  So many of the animations stop in 30 seconds, you can bump that duration passed in Nuka Ride MCM settings but some of the simple animations run awkwardly long.

2. There are some issues with furniture and NPCs where animations will not play, so far it's only two that I noticed.  The Nisha scene where the slave is stuffing you with drugs, NAF basically complains that the actor is "None" (it might have something to do with the fact they are not in the room).  The other one is one the couch blowjob scene with OB (& Maxson is there, I don't think it was the final one where your blowing both of them), it complains about the furniture being invalid and suggests removing the noFurn tag.

3. I have seen other NPCs (not even involved in scenes) left in T-pose, not sure but assuming that is a bug in NAF itself, but it's minor issue.

4. First person makes the PC invisible in scenes, and there are some awkward positions where your sitting in the chair against a wall where the game forces you into 1st person even though your camera is 3rd person.

5. Overlays applied through NAF Bridge are only visible after an animation is played, where with AAF they are applied immediately.  And those are used in a number of places in the mod.  If you don't fix the XML (mentioned below) then none of those overlays will be applied at all, ever, but animations run fine after conversion by NAFicator.

 

I'll assume your using NAFicator to convert your AAF XMLs to NAF-ready XMLs, if not it's on Nexus and there are instructions there.  But really the only issue with converting the XMLs related to Nuka Ride is one XML (see one of the links below for the fix, it's in the message -- the code is the offending block of code, so you got to read the message).

 

My opinion is AAF is still the "best" experience with this mod, but NAF Bridge & NAF is pretty close.

 

 

 

Thanks

 

Posted
27 minutes ago, dav42 said:

It's still an issue when the PC is in first person.  Panda fixed it in NAF Bridge 0.704 by forcing third person, but I guess he reverted it at some point because it probably caused other issues.  But that is a NAF issue, which I am guessing isn't going to be resolved until NAF 2.0 is backported to FO4.

 

Another one is the Boris scene MuleClothed, this time the NPC (Boris) is invisible but the scene played (that's new).

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

I'm interested to know if they were able to fix the invisible player bug during scenes. AAF has it fixed.

It's fixed in NAF Bridge - no more invisible characters. Nuka Ride runs perfectly for me with NAF.

Edited by Andy14
Posted
36 minutes ago, dav42 said:

1. NAF Bridge uses the scene duration (passed in by the mod) on multi-staged animations, where AAF only seems to use it for non-staged animations.  So many of the animations stop in 30 seconds, you can bump that duration passed in Nuka Ride MCM settings but some of the simple animations run awkwardly long.

2. There are some issues with furniture and NPCs where animations will not play, so far it's only two that I noticed.  The Nisha scene where the slave is stuffing you with drugs, NAF basically complains that the actor is "None" (it might have something to do with the fact they are not in the room).  The other one is one the couch blowjob scene with OB (& Maxson is there, I don't think it was the final one where your blowing both of them), it complains about the furniture being invalid and suggests removing the noFurn tag.

3. I have seen other NPCs (not even involved in scenes) left in T-pose, not sure but assuming that is a bug in NAF itself, but it's minor issue.

4. First person makes the PC invisible in scenes, and there are some awkward positions where your sitting in the chair against a wall where the game forces you into 1st person even though your camera is 3rd person.

1. Setup in NAF Bridge MCM
2. Works perfectly with the latest update in NAF Bridge.

3. Never seen in 3 Nukar Ride completed
4. Fixed i last NAF  Bridge Update

Posted
2 minutes ago, Andy14 said:

1. Setup in NAF Bridge MCM
2. Works perfectly with the latest update in NAF Bridge.

3. Never seen in 3 Nukar Ride completed
4. Fixed i last NAF  Bridge Update

 

1. I have it doesn't seem to care, if you want please elaborate.

2. Not for me, and I am using the latest.

4. Even author says it's not fixed (as of 2/9).

Posted (edited)

NAFicator also modifies a NR foot fetish animation, adding a vertical offset of 15 (that's due to high heels, I presume). You should change that single offset to 0 for barefoot, in the _animationData.xml, in NAFicator exports.

As for the furniture, I've only had a failed start for the aforementioned Nisha scene (Nora route) with inserting the drugs, and the Overboss's bed at Fizztop (Nora as well).

Showers/bathroom scenes (like the Brotherhood party) are still a mystery to me. I've used CWSS witch patches, tried BYOP too, separately. But sorted out my load order since the last time I've played the Norita route, and NAF Bridge/NAFicator also had some recent updates. I dunno about these, I'd have to try again with said furniture fixes.

For the pond quest with a Brotherhood guy (where you have an option to make both happy and seal the deal), I've had a workaround of manually stopping that Norita's idle which locks druring her dialogue. I've used SAM to quit it. And then NAF had no issues starting the scenes.

As for the missing characters (usually the whole player model), this problem seems to be gone, thanks to an FOV switch in the latest Bridge.

I gotta try this XML fix for Overlays yet. So far only the Moisturizer and tattoos worked well with NAF, as those are applied in a different way than bruises etc.

Edited by burgirinhaler
Posted
1 hour ago, burgirinhaler said:

I dunno about these, I'd have to try again with said furniture fixes.

 

Yeah 0.906 breaks the furniture animations, 0.904 is ok with them.

 

2 hours ago, burgirinhaler said:

NAFicator also modifies a NR foot fetish animation, adding a vertical offset of 60 (that's due to high heels, I presume). You should change that single offset to 0 for barefoot, in the _animationData.xml, in NAFicator exports.

 

I think you can also adjust that globally in the Naficator.ini, before converting your XMLs.  I haven't noticed it, but there are some scenes where the heels are through the floor/ankles are in awkward positions, usually the sitting blowjob scenes.  Does this help in any way?  Honestly I can't remember if that is an AAF issue as well, I just know high heels mostly work fine but there is a few areas where vertical offset is an issue (like initially when you sit).

 

1 hour ago, burgirinhaler said:

I gotta try this XML fix for Overlays yet. So far only the Moisturizer and tattoos worked well with NAF, as those are applied in a different way than bruises etc.

 

Yeah some tatoos, as JB mentioned earlier, are applied directly via LM APIs and others are using AAF APIs.  And unfortunately even with the XML fix the overlays are applied but not visible until an animation is played or a save/reload and that's I guess is an issue with NAF Bridge's implementation of applying overlays.   You will notice it with the Summer Slut tattoo, unless you reload it would effectively never be applied.  The other one is bruises in the Abernathy farm, they show up when the caged BJ scene plays (but they are applied as soon as you appear in the cage).

 

I didn't notice the issue myself until I got to the "Summer Slut" tattoo scene.  If it's converted correctly it should be in the "NAF/Panda's_Naficator_overlayData.xml" file and you should see mentions of a comment that says "FILE : NukaRide_Overlaysdata.xml".  Interestingly the "offsetUV" attribute is stripped off anyways by Naficator.

 

 

Posted (edited)
57 minutes ago, dav42 said:

 

Yeah 0.906 breaks the furniture animations, 0.904 is ok with them.

 

 

I think you can also adjust that globally in the Naficator.ini, before converting your XMLs.  I haven't noticed it, but there are some scenes where the heels are through the floor/ankles are in awkward positions, usually the sitting blowjob scenes.  Does this help in any way?  Honestly I can't remember if that is an AAF issue as well, I just know high heels mostly work fine but there is a few areas where vertical offset is an issue (like initially when you sit).

 

 

Yeah some tatoos, as JB mentioned earlier, are applied directly via LM APIs and others are using AAF APIs.  And unfortunately even with the XML fix the overlays are applied but not visible until an animation is played or a save/reload and that's I guess is an issue with NAF Bridge's implementation of applying overlays.   You will notice it with the Summer Slut tattoo, unless you reload it would effectively never be applied.  The other one is bruises in the Abernathy farm, they show up when the caged BJ scene plays (but they are applied as soon as you appear in the cage).

 

I didn't notice the issue myself until I got to the "Summer Slut" tattoo scene.  If it's converted correctly it should be in the "NAF/Panda's_Naficator_overlayData.xml" file and you should see mentions of a comment that says "FILE : NukaRide_Overlaysdata.xml".  Interestingly the "offsetUV" attribute is stripped off anyways by Naficator.

 

 


Huh, curious. I'm not 100% sure but I think most of the furniture worked after I've updated to .906. The apartment bed (where I was recently as Nora), this I'm confident about - and it wasn't always like that previously.

As for the global adjustment in NAFicator - yes. But I left it as default, considering all the other animations are more or less spot on, when it comes to positioning (clipping with BT3 and FG is a minor detail I don't really care about, that's all on the animations themselves). HH effect can be bound to a hotkey, so that's helpful whenever anything breaks in that regard. I've never used any partial-undress features of the mods I use, so a vast majority of animations runs like a charm.
I still have problems with creature schlongs and I'm adjusting the morphs manually through SAM when needed. That's on me and my lack of knowledge on getting these bodies to work automatically, so don't bother too much. :") I can live with that.

The disappearing player model was the worst, since this happened in crucial scenes of the main quests. Now it's fixed in the Bridge, and for the third time I can guarantee it's all good.

Edited by burgirinhaler
Posted
26 minutes ago, burgirinhaler said:

Huh, curious. I'm not 100% sure but I think most of the furniture worked after I've updated to .906. The apartment bed (where I was recently as Nora), this I'm confident about - and it wasn't always like that previously.

 

Try the Mason scenes in the beginning (audition), they fail for furniture in use (only the pole dance scene works).  I'm fairly sure it is a false flag error because that is the section of code that was changed in 0.906.

 

27 minutes ago, burgirinhaler said:

The disappearing player model was the worst, since this happened in crucial scenes of the main quests. Now it's fixed in the Bridge, and for the third time I can guarantee it's all good.

 

With 0.906 I had the other actors as invisible.  So I don't really know what's worse, at least with the 1st person behavior issue you could mostly avoid it by being in 3rd person view.  :)

 

 

In any case, I have been tracking NAF Bridge for a little while, I probably won't bother with it again for quite a while.  I know when NAF 2.0 is ported it will probably be a new set of issues that will take time to sort out. 

Posted
7 minutes ago, kamenlollo said:

@JB.hi, I'm trying to make screen shots for a story, could I have the code to teleport into the laboratories where you meet the two scientists?

 

COC NukaLab

 

95% of my interiors start with Nuka, if you want to check it out in XEdit.

Posted

Hey JB so I thought I'd try out the latest build 6.8.6 but I'm getting warnings about facegen BA.2's from Loot. I'm trying to rebuild everything with FO4 so I literally just started playing it again last night & haven't visited Nuka World yet so I don't know whether there'll be issues or not. I noticed there were no choices about paths when I spoke to Duke either (only sole survivor option). Which build should I use to see what you've been cooking? Cheers

Posted (edited)
On 2/11/2025 at 8:07 PM, dav42 said:

 

You probably installed it from this post, I don't use it, but I am assuming your on 163 (old version) of the game which doesn't have this creation club.  It would only be an issue for NG (next gen) aka 984 verison of the game and if you care about the issue.

 

If your using MO2 there should be a exclamation in a triangle in the top right, if you click on that and click on the "Missing masters" entry it should tell you what masters are missing, and I assume it is going to be ccBGSFO4046-TesCan.esl

 

 

 

Actually I think you're right, it's the Tesla Cannon? but I don't know what the issue might be (yeah, I haven't updated to NG or intend to really) & I'm trying the latest build (6.8.6)

Edited by Jubei69
spelling mistake
Posted
30 minutes ago, Jubei69 said:

Hey JB so I thought I'd try out the latest build 6.8.6 but I'm getting warnings about facegen BA.2's from Loot. I'm trying to rebuild everything with FO4 so I literally just started playing it again last night & haven't visited Nuka World yet so I don't know whether there'll be issues or not. I noticed there were no choices about paths when I spoke to Duke either (only sole survivor option). Which build should I use to see what you've been cooking? Cheers

The alternative route is only available as dialogue choice if:

  • You are outside of Vault 111. You leave that area and the option will not be available.
  • You must not have C. Slavers installed.

I don't have the game updated so I can't help you much about the face gen file. I don't use it, nor did i make it, but so far no one has complained.

Posted
13 minutes ago, JB. said:

The alternative route is only available as dialogue choice if:

  • You are outside of Vault 111. You leave that area and the option will not be available.
  • You must not have C. Slavers installed.

I don't have the game updated so I can't help you much about the face gen file. I don't use it, nor did i make it, but so far no one has complained.

Ah gotcha. I had climbed down to Sanctuary & he followed me. I was trying (& failing lol) to fix the dreaded brown face bug. I've had a nightmare just trying to get the game to let me make a new character. I finally succeeded, only to realise too late I hadn't installed looksmenu & now it won't let me make a new character again. Arrgh! Oh the joys of modding lmao

Posted (edited)
5 hours ago, dav42 said:

 

Try the Mason scenes in the beginning (audition), they fail for furniture in use (only the pole dance scene works).  I'm fairly sure it is a false flag error because that is the section of code that was changed in 0.906.

 

 

With 0.906 I had the other actors as invisible.  So I don't really know what's worse, at least with the 1st person behavior issue you could mostly avoid it by being in 3rd person view.  :)

 

 

In any case, I have been tracking NAF Bridge for a little while, I probably won't bother with it again for quite a while.  I know when NAF 2.0 is ported it will probably be a new set of issues that will take time to sort out. 


I love specific examples. ;D Sure, I'll check it out again when I can and let you know.
^ A quick update on this:
I've replayed the audition quest through console with SetStage 100 to go directly to Mason. The poledance worked fine. Then the riding scene played, no issues. I've waited for him to go back on his throne, talked again, "cleaning up the mess" also worked as intended.

Are you sure you've replaced the previous Bridge and didn't use the "Merge" option in MO2?
I ran the latest NAFicator on my XML's again as well.
I have a moderately-heavy modlist but nothing excessive, btw. I doubt it's an order issue. As for the NAFicated XML's - I keep them in the Overwrite folder, so they always go in.



I've been playing almost all of what NR has to offer in 3rd person, so that's probably why I haven't encountered the issues of NAF and 1st person perspective. I'll take your word on that, 'cause me going on a bughunting spree ain't gonna change much.

 

Edited by burgirinhaler
Posted (edited)
32 minutes ago, burgirinhaler said:

Are you sure you've replaced the previous Bridge and didn't use the "Merge" option in MO2?
I ran the latest NAFicator on my XML's again as well.
I have a moderately-heavy modlist but excessive, btw.

 

Yeah I don't use merge.  You can see the log earlier it is showing 0.906, and disabling 0.906 and enabling 0.904 it works fine.

 

Spoiler

image.png.c1e08d838fce436aa00a9c1d210ba916.png

 

Edited by dav42
Posted
10 minutes ago, dav42 said:

 

Yeah I don't use merge.  You can see the log earlier it is showing 0.906, and disabling 0.906 and enabling 0.904 it works fine.


Well, that's about it for reproducing cases. :") All I can say is the furniture worked for me in both .906 and .904 but it's worth to mention, I always re-generate the XML's with new versions of Panda's tools or animations.

Posted (edited)
19 minutes ago, burgirinhaler said:

Well, that's about it for reproducing cases. :") All I can say is the furniture worked for me in both .906 and .904 but it's worth to mention, I always re-generate the XML's with new versions of Panda's tools or animations.

 

Yeah I did that.  This specific error is exactly the line of code he changed in 0.906 in the Papyrus script, so maybe you did a merge or you have something overwriting the AAF_API.pex?  I didn't try pulling the 0.904 script to 0.906, suspect that would fix it (but that may also be the equivalent of just running 0.904).  (EDIT: I did test pulling AAF_API.pex from 0.904 and overwriting the script from 0.906, and that fixes the issue, so for me that confirms it's a bug and it's related to this logic change -- perhaps this condition was never checked in 0.904 -- but it's clear AAF also doesn't check this condition).

 

Oddly running 0.904 the log line still says 0.906, so not sure what that is about, I'll have to dig through his code to see what that is about.

 

image.png.390c33be314736c5ea33857661b6f480.png

 

EDIT: The version comes from AAF_MainQuestScript so what's happening is that is probably a running script instance for the AAF Main Quest which is why switching back to running 0.904 reports 0.906.  AAF_API script, I presume, is loaded because it's not a script instance (0.904 would actually report as 0.902 in the debug log if I started a new game).  Side note, same scene running 0.904:

 

Spoiler

image.png.47dea91455a8ea004d2b2280f3d455eb.png

 

Edited by dav42
Posted
12 minutes ago, dav42 said:

 

... so maybe you did a merge or you have something overwriting the AAF_API.pex?

 


I'm pretty sure I've replaced the Bridge for safety. I'd rather place 2 separate folders (mod versions) to let MO2 overwrite files on loading, rather than merging these versions. But I digress.
Nothing is overwriting the script either. Maybe I'm wrong about the version somehow, so here's the script in case you wanna check it out. I'll be really surprised if doesn't come from .906.

AAF_MainQuestScript.zip

Posted
1 minute ago, burgirinhaler said:

I'm pretty sure I've replaced the Bridge for safety. I'd rather place 2 separate folders (mod versions) to let MO2 overwrite files on loading, rather than merging these versions. But I digress.

 

Yeah I install separate mods for each version as well.  It's the only way if your playing with multiple profiles and mods, as some mods like NAF/NAF Bridge don't work with certain versions of other mods (i.e. LooksMenu 1.6.18 crashes the game).  I also have separate "profile mods" (all the crap written to overwrite, MCM settings, etc), save games, etc for each profile.  I have separate mesh mods for every bodyslide preset I use & outfit.

 

image.png.9754d506e2e5ce985be94ce1054004a5.png

 

2 minutes ago, burgirinhaler said:

Nothing is overwriting the script either. Maybe I'm wrong about the version somehow, so here's the script in case you wanna check it out. I'll be really surprised if doesn't come from .906.

 

Yeah I mentioned this in my edited post.  I'm no expert on how script instances and save games work, but I am assuming if you have a script associated with a quest when you start that quest they serialize a copy of the script in the save game (which is why I log 0.906 even when running 0.904), but they don't serialize everything.  In any case the issue is with a fresh new game, freshly generated XMLs, etc with 0.906.  I am just a bit perplexed why you don't have the issue and clearly the issue I am facing is something that was changed in 0.906, so it would seem to make sense most people would have the issue.

 

But anyways, I assume it would be sorted out eventually -- but it's not on the top of my list to have NAF working.  I seem some advantages, but until it has feature parity or mods cover the gaps in other ways it's not going to be something I use with my mod loadout.

 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...