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AAF Nuka Ride: A Porn Studio Mod


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Posted
1 hour ago, markpatong said:

 

Same problem here. I installed version 1.8.5 and played with the MCM options.

You must reinstall High Heel System and choose AAF compatibility.

Posted (edited)
1 hour ago, savantladylilith said:

In the mean time, it's safe to select "this is just a memory/dream" and the message box will go away, it won't send you back to V111 or anything.  This also occurs if you're doing some B&E during your first trip there during 'The Magnet in my Heart' and walk into their house for funsies.  I even went into the bathroom to test whether it would hurt the mod and it doesn't seem to

I have a script ready to disable that trigger.  It didn't appear to me until I remembered... I started my game with Start Me Up. That trigger disappears forever once it is activated.

 

That means... this will only appear to those who installed Start Me Up midsave.

Edited by JB.
Posted
4 hours ago, dav42 said:

 

Yeah interesting, what version of Satisfactory Facial Piercings are you using?  I have the latest 0.5.  Because head part 816 does definitely appear to be the left/right cheek bead (at least when I looked at it in Outfit Studio), but your script also removes it, so it's odd.  I am not aware of any console command to show head parts.

 

Edit: Confirming it is definitely headpart 816 from SFP, I modified _NR_TattooShopMainScript.psc, removed the headpart 816 from SetAllPiercings and the cheek beads are not applied.  So I am guessing your mesh is different/missing/something from 0.5.  But I really don't understand why RemoveAllPiercings doesn't remove it, unless it's an engine bug or it's a really obscure hard to see typo that I am not seeing.  Very weird, not really a big problem as the workaround is to use LooksMenu to strip it off via preset saving/loading.

 

Edit 2: I think this is an engine bug.  I applied the set via Music store, saved a preset in LooksMenu, and below is in headparts.  But the first time after I did RemoveAllPiercings and saved a LM preset nothing was in the preset JSON.  So I guess the engine is failing to update the rendering under some cases.  As a side note, there is a engine fix for ChangeHeadPart on Nexus, but it didn't fix this issue.

 

  Reveal hidden contents

      "Satisfactory Facial Piercings.esp|00D802",
      "Satisfactory Facial Piercings.esp|00D816",
      "Satisfactory Facial Piercings.esp|00D806",
      "Satisfactory Facial Piercings.esp|00D807",
      "Satisfactory Facial Piercings.esp|00D879",
      "Satisfactory Facial Piercings.esp|00D87C",
      "Satisfactory Facial Piercings.esp|00D87D",
      "Satisfactory Facial Piercings.esp|00D876",
      "Satisfactory Facial Piercings.esp|00D87E",
      "Satisfactory Facial Piercings.esp|00D809",
      "Satisfactory Facial Piercings.esp|00D80A",
      "Satisfactory Facial Piercings.esp|00D851",
      "Satisfactory Facial Piercings.esp|00D854",
      "Satisfactory Facial Piercings.esp|00D85D",
      "Satisfactory Facial Piercings.esp|00D80D",
      "Satisfactory Facial Piercings.esp|00D863",
      "Satisfactory Facial Piercings.esp|00D891"

 

Edit 3:  @JB. Hmm, well what did fix the removal for me is an extra parameter to ChangeHeadParts, I couldn't find any documentation or mention of it (so no idea what it really does, maybe you have connections that know), but it is abRemoveExtraParts:

PlayerREF.ChangeHeadPart(Game.GetFormFromFile(0x0000816, "Satisfactory Facial Piercings.esp") as Headpart, abRemovePart = true, abRemoveExtraParts = true)

 

OK, this makes sense now, 816 points to "extra parts" the left & right cheek bead.  And looking at disassembly of the game engine it looks like with this bool is true it calls RemoveHeadPart.  Ghidra doesn't have the full data structures, but I am guessing it is iterating through extra parts in the disassembled code that I looked at.

 

image.png.b6fadd2577681ce5a7201ea0adbf482b.png

 

List of HeadPart form id's that should have abRemoveExtraParts = true (I think it might be safe to always do this flag true):

802
812
816
822
825
830
833
836
83d

 

 

 

Holy crap. Thanks so much. I didn't even know there was such a thing as removing extra parts. I'll add that to all headparts just to be sure.

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

I have a script ready to disable that trigger.  It didn't appear to me until I remembered... I started my game with Start Me Up. That trigger disappears forever once it is activated.

 

That means... this will only appear to those who installed Start Me Up in the middle of the game.

So, something isn't doing what it's supposed to, if that's the case.  

 

I always start a new game up fresh, each time I'm using a new recommended soft requirement, starting with character creation in the bathroom as usual, then when the SMU feature kicks in, I select the options that say "Nuka Ride Alternate Start"  from the SMU patch, and fill in the rest (name, traits, etc) but still get this each time I go near the bathroom in the quests that take me to pre-war Sanctuary.  

 

I spawn right next to the vault and begin the mod as usual, with Duke already present as soon as I spawn

 

Edited to add: I'm in a new game now where I started with no saves and from the normal intro and such, with SMU and the patch, so if you need me to get to a point and use console commands to find stuff for you that's happening with the mod like you did with the quest variables for Slavers let me know 🖤 I'm almost to the audition requirements being filled, but if you need me to go back I have some hard saves throughout 

Edited by savantladylilith
Posted
6 minutes ago, mirabiliss said:

Keyshawn doesn't spawn in both Night Fever and Mrs. White's Debauchery. Key the dog does spawn and can be interacted with during Night Fever if I use setstage to skip to his moments.

 

I've tried reloading earlier saves, using prid on the refID, disabling and enabling, resurrecting, using both moveto player and player.moveto, and nothing works.

 

If I use prid xx05B047, disable/enable, then moveto player I can make a non-copy (ff) version exist but he doesn't interact with the quests, and only says his repeatable lines in Mrs. White Debauchery, but is silent in Night Fever.

 

I don't have any mods loaded that edit Diamond City, NukaRide is at the bottom of my load order, and I don't have any script heavy mods that would interfere with NR. I'm using the pre-NG version with all the correct mod versions. I set this modlist up before the NG version released and I haven't updated the game or changed the modlist other than the new soft requirements for NR.

 

I tried the Check Error tool in FO4 on Keyshawn, NR_Fever, and NR_White but it didn't find anything.

I've never had an issue like this before so I have no idea what the fix is. Updating to 6.9.0b didn't fix this.

Okay, that's weird. Just a note.

 

The Keyshawn we meet in Nuka Town during the apartment cleaning quest is a different actor. Originally, the "gardener" was going to be someone else, but I ended up using a Keyshawn clone.

 

The real Keyshawn, from "Fever Night" and "Mrs. White..." is, technically speaking, entering the scene for the first time.

 

So if you're going to resurrect him, move him, or enable him, you have to use this REF ID = xx05B047

Posted

I'm in the surgery center for the piercings.  The doctor orders us to the stretchers.  Screen goes black but nothing happens.  Fallout icon in lower right is pulsing but scene is not progressing.  Your black screen cheat doesn't appear to be helping here.  Any thoughts on how to progress?

Posted
Just now, packprof said:

I'm in the surgery center for the piercings.  The doctor orders us to the stretchers.  Screen goes black but nothing happens.  Fallout icon in lower right is pulsing but scene is not progressing.  Your black screen cheat doesn't appear to be helping here.  Any thoughts on how to progress?

There's no other option but to reload the save and try again. You can save before entering the room and the scene with the surgeon begins, just to be safe. Unfortunately, this isn't a quest where you should skip stages because there are technical things behind the scenes that need to be done.

Posted
5 hours ago, H Bof said:

Would anyone know if there's a way to make the sprint animation while wearing NR bimbo jewelry the default sprint animtaion? Or what mod it's from if that's the case?

 

Here you go.

 

Version 2.6 is the one you need. I don't know why the newer ones don't have that animation anymore.

Posted
13 minutes ago, JB. said:

Okay, that's weird. Just a note.

 

The Keyshawn we meet in Nuka Town during the apartment cleaning quest is a different actor. Originally, the "gardener" was going to be someone else, but I ended up using a Keyshawn clone.

 

The real Keyshawn, from "Fever Night" and "Mrs. White..." is, technically speaking, entering the scene for the first time.

 

So if you're going to resurrect him, move him, or enable him, you have to use this REF ID = xx05B047

I tried the Ref ID and it had the exact same problem. Even updating the quest using setstage after spawning him didn't make him respond at all.

 

I ended up having to just skip both quests sadly.

 

Another strange bug is that Adolf in Night Fever when he wears his new outfit during that quest has a his body sliders bug out and sets most of them to max. I'm using A-body for male NPCs. The chastity cages were also breaking George Coopers body morphs during his quest. Never had these bugs before either.

Posted
17 minutes ago, savantladylilith said:

So, something isn't doing what it's supposed to, if that's the case.  

 

I always start a new game up fresh, each time I'm using a new recommended soft requirement, starting with character creation in the bathroom as usual, then when the SMU feature kicks in, I select the options that say "Nuka Ride Alternate Start"  from the SMU patch, and fill in the rest (name, traits, etc) but still get this each time I go near the bathroom in the quests that take me to pre-war Sanctuary.  

 

I spawn right next to the vault and begin the mod as usual, with Duke already present as soon as I spawn

 

Edited to add: I'm in a new game now where I started with no saves and from the normal intro and such, with SMU and the patch, so if you need me to get to a point and use console commands to find stuff for you that's happening with the mod like you did with the quest variables for Slavers let me know 🖤 I'm almost to the audition requirements being filled, but if you need me to go back I have some hard saves throughout 

Don't worry, I went to Nate's house to test my script and already found the trigger box. My mod will disable that trigger twice: when you start "Magnet in Your Heart." And just in case someone already won that, it will disable it again when you start "Not a Ride."

 

It's likely that I already activated that trigger during "Magnet", which is why it didn't appear in the next quest.

Posted (edited)
3 minutes ago, mirabiliss said:

I tried the Ref ID and it had the exact same problem. Even updating the quest using setstage after spawning him didn't make him respond at all.

 

I ended up having to just skip both quests sadly.

 

Another strange bug is that Adolf in Night Fever when he wears his new outfit during that quest has a his body sliders bug out and sets most of them to max. I'm using A-body for male NPCs. The chastity cages were also breaking George Coopers body morphs during his quest. Never had these bugs before either.

 

Damn. It's like Keyshawn doesn't exist.

 

About the males bodies. That's because I use Bodytalk for the cockcage and the actors' clothes.

 

Do you have any mods editing Diamond City? He's always (disabled) at the entrance, next to his dog.

 

image.png.daa9c9b118c315881fe67b3442e431c5.png

Edited by JB.
Posted
10 minutes ago, JB. said:

 

Damn. It's like Keyshawn doesn't exist.

 

About the males bodies. That's because I use Bodytalk for the cockcage and the actors' clothes.

 

Do you have any mods editing Diamond City? He's always (disabled) at the entrance, next to his dog.

 

image.png.daa9c9b118c315881fe67b3442e431c5.png

The only mods I have editing anything in Diamond City specifically other than textures are:

Diamond City Ambiance
Diamond City Billboards
LOST Audio Tweaks

Diamond City Faces Overhaul

Varied Diamond City Guards

DC Ambiance - LAT Patch

 

NukaRide is dead last on both panes in MO2 so any mods editing Diamond City should be overwriten by NR.

I've attached my modlist and load order from MO2 here. The modlist isn't in any specific order.
modlist.txtloadorder.txt

 

 

 

A-body is underrated on LoversLab.

Posted
2 minutes ago, mirabiliss said:

The only mods I have editing anything in Diamond City specifically other than textures are:

Diamond City Ambiance
Diamond City Billboards
LOST Audio Tweaks

Diamond City Faces Overhaul

Varied Diamond City Guards

DC Ambiance - LAT Patch

 

NukaRide is dead last on both panes in MO2 so any mods editing Diamond City should be overwriten by NR.

I've attached my modlist and load order from MO2 here. The modlist isn't in any specific order.
modlist.txtloadorder.txt

 

 

 

A-body is underrated on LoversLab.

If I had to guess it would be because you have a lot of plugins enabled and this mod by itself already edits a lot of vanilla entries. It's just that it's a behavior I haven't seen in other users with any version.

Posted
On 4/6/2025 at 4:55 PM, msmfoster said:

Hopefully a quick question. I remember seeing somewhere a post that stated story requirements, such as the Overboss still being alive to start Nuka Ride. Is it possible to start after you finished the main game? Especially an Institute ending where Father, the Brotherhood of Steel and Railroad are dead? Of note, I have not gone to Nuka World yet.

To answer my own question, the answer is yes. However, you are more likely to encounter issues related to completed settlements and mods that change the vanilla state.

 

Here are a few things that I learned when playing the Nora run:

 

• Keep a copy of the Nuka Ride Setstage Guide. It allows you to work around elements that don't trigger for example. Note: You can copy and paste into the console to save time.

 

Bunker Hill is touchy to large scale changes either and is often a target by other mods. You may end up clipping through furniture to make it work. Since you own the settlement, you can also remove what's causing a conflict in Workshop mode.

 

Depravity was the cause of most of my issues. It overrides certain characters and locations. So you may need to do the following:

 

• Reactivate Mayor McDonough which is sometimes required for other mods. 2F09.disable, 2F09.enable, and 2F09.moveto player.

 

• Reach the real Hotel Rexford since the hotel has been upgraded: coc GoodneighborHotelRexford

 

• Bypass discussions with Geneva for a permit. She will not enter a normal conversation due to additional dialogue added by Depravity. Skip those stages and move on.

 

• Use God mode when visiting Gunners Plaza because the site is heavily irradiated. Every character that matters will not be affected, but dialogue may be cut out if a character dies temporarily. You'll also need to use the side entrance and catch up.

 

Far Harbour is by far the biggest problem even if every faction is still alive. I suspect the quest would have to be mostly bypassed if Far Harbour was surrendered to the fog.

 

Here are some problems:

 

• The Vertibird may be hostile against your settlement at Old Longfellow's Cabin. This will cause Kells to run off to engage and break the planned conversation.

 

• Write down the RefID of Music, Kells, and Corsican. When the Vertibird flies away to take on the settlement, use RefID.MoveTo to plop them near the rental. Then talk to Kells to start the quests.

 

Allen Lee is a point of irritation. He often falls out of character and tries to sell you something. If this happens during a more involved set, such as when you meet him, the NPC may forget what was being said and break the quest. Otherwise you simply need to tell him that you don't want to buy, and try again.

 

• Leaving Far Harbour is a problem as the Vertibird will not disengage. Use SetStage _NukaRide_FH 500 to the last stage of the quest and move on... This will break dialogue later on. After you are back in Nuka World do CompleteQuest _NukaRide_FH to clear that up.

 

The rest works well, far better than my previous Norita run using an older version of the mod!

 

Posted
2 hours ago, JB. said:

 

Here you go.

 

Version 2.6 is the one you need. I don't know why the newer ones don't have that animation anymore.

 

Thanks! I even tried the newest version with no luck I thought I was going crazy lol.

Posted

First of all, the upgrade from 6.8.3 to 6.9.0 worked without issue. I did encounter a few bugs related to Fever. 

 

The first is when you meet him with Adolf, after the initial exchange I was never able to engage in dialogue nor move.

 

The second time seemed to be a quick save hiccup. It effectively stopped me from being able to get back into the conversation to start the dance off.

 

I also noted some objectives bugs. The first of which was to meet Kells above the diner, but the objective marker is below ground.

 

The second was on the oil rig. Every objective was below the platform and slightly off the side.

Posted

God that whole pre-war dream sequence was a lot of fun.  Some spoiler comments about it.  Amazing work as usual!

 

Spoiler

I thought early on that Tony was so sweet, then I was like he is a bastard after he still charged me, and then the backyard scene revealed an even bigger bastard...  I loved the plaza, and of course the whole milita activity and everyone visiting the dream sequence.

 

Posted

6.9

Last anomaly for me:

I got the Save game and wait for completion message - and I was frozen in place on my apartment bed.

None of the usual tricks worked: disable/enable, enable player controls, etc. Still can't move.

What fixed it for me: Fortunately Isabella is within target range. Player.moveto restored my controls and all is well.

Unfortunately, Sophie is not in 7 bar, so those tasks not available.

Posted (edited)
1 hour ago, dav42 said:

God that whole pre-war dream sequence was a lot of fun.  Some spoiler comments about it.  Amazing work as usual!

 

  Hide contents

I thought early on that Tony was so sweet, then I was like he is a bastard after he still charged me, and then the backyard scene revealed an even bigger bastard...  I loved the plaza, and of course the whole milita activity and everyone visiting the dream sequence.

 

Thanks. Yeah, there were so many plans for the square but no time to make the assets. Like creating a Fallons store or the interior of the cafeteria. But I'll leave that for the future. Now I just need to finish a couple of quests and close it, before returning to Nora.


 

Spoiler

I wanted to put a vertibird descending and dropping two soldiers in power armor in the middle of the square. But it turns out that vertibirds/dragons don't work properly indoors and go through everything.

 

The square, even if it doesn't look like it, is an interior. I think Konata did it that way to save herself from having to make previs and lod from the water.

 

Edited by JB.
Posted
30 minutes ago, fred200 said:

6.9

Last anomaly for me:

I got the Save game and wait for completion message - and I was frozen in place on my apartment bed.

None of the usual tricks worked: disable/enable, enable player controls, etc. Still can't move.

What fixed it for me: Fortunately Isabella is within target range. Player.moveto restored my controls and all is well.

Unfortunately, Sophie is not in 7 bar, so those tasks not available.

Great, I'm glad this versions came out more polished. What happens is that the player is transported to the bed and is lying down. My solution was to press the action button while in first person and the girl gets out of bed.

 

In the next update all will return to their normal positions. But it is not necessary to work in seven bar, what my message tells you is that you can work in the stripclub if you want. Roxie should already be working when you come back.

 

Spoiler

Photo453.png.2a6a3c88e1e76de6e350e0af812c3c02.png

 

Posted (edited)

Just noticed something. After finishing Far Harbour the Trappers are now friendly. I had two walk into the Visitors Centre and sit down for a meal, hit one of their bases and everyone is green save for the Mireluk Queen.

Edited by msmfoster
Posted
24 minutes ago, JB. said:

Great, I'm glad this versions came out more polished. What happens is that the player is transported to the bed and is lying down. My solution was to press the action button while in first person and the girl gets out of bed.

 

In the next update all will return to their normal positions. But it is not necessary to work in seven bar, what my message tells you is that you can work in the stripclub if you want. Roxie should already be working when you come back.

 

  Reveal hidden contents

Photo453.png.2a6a3c88e1e76de6e350e0af812c3c02.png

 

could be the outdated version of the world patch with the new update?

 

For anyone stuck on this who wants to keep playing in the mean time, I highly recommend not playing in survival or saving before you go to sleep in your prewar bedroom so it autosaves as you enter.  This was the one and only true bug related to your mod that I actually found, by the way, when playing from a fresh game.  But luckily I had survival off and it's basically at the 'farewell til we meet again' stage 😋

 

Try to reload that specific save, go to sleep, and then if it does this still, reload the save as you enter the bedroom, but before the sleep autosave and go into 1st person.  I had this happen too the very first time where I was basically falling through the lower floor wall near the stairs when I got up, was totally lost to fix it with normal methods, reloaded the saves before entering and nothing but reloaded the one I had just after entering the room, went into 1st person (I play in 3rd exclusively due to epilepsy but will do 1st person for testing things) and it somehow fixed it.

 

I'm testing now to see if this happens again after Izzy's patch upgraded (I did have the 6.8 v of that still enabled...oops....so that may be part of it for those who continued without the new patch for that)

Posted (edited)
20 minutes ago, msmfoster said:

Just noticed something. After finishing Far Harbour the Trappers are now friendly. I had two walk into the Visitors Centre and sit down for a meal, hit one of their bases and everyone is green save for the Mireluk Queen.

A quick check of the script and I find that you're right. When the trappers that captured you die, my mod removes you from the faction "DLC03TrapperFactionCoast", but forgets about the faction "DLC03AtomM01EncounterFaction"

 

write:

 

Player removefromfaction 030567C6

 

You will probably have to change cells for that to take effect.

Edited by JB.
Posted
3 minutes ago, savantladylilith said:

could be the outdated version of the world patch with the new update?

 

For anyone stuck on this who wants to keep playing in the mean time, I highly recommend not playing in survival or saving before you go to sleep in your prewar bedroom so it autosaves as you enter.  This was the one and only true bug related to your mod that I actually found, by the way, when playing from a fresh game.  But luckily I had survival off and it's basically at the 'farewell til we meet again' stage 😋

 

Try to reload that specific save, go to sleep, and then if it does this still, reload the save as you enter the bedroom, but before the sleep autosave and go into 1st person.  I had this happen too the very first time where I was basically falling through the lower floor wall near the stairs when I got up, was totally lost to fix it with normal methods, reloaded the saves before entering and nothing but reloaded the one I had just after entering the room, went into 1st person (I play in 3rd exclusively due to epilepsy but will do 1st person for testing things) and it somehow fixed it.

 

I'm testing now to see if this happens again after Izzy's patch upgraded (I did have the 6.8 v of that still enabled...oops....so that may be part of it for those who continued without the new patch for that)

Thank you. I can change the spawn somewhere else, but Norita would appear standing up and it doesn't seem so appropriate after waking up all of a sudden.

 

I can have her appear standing in front of her bed and force her to do that forehead rubbing pose, that would look more natural.🤔

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