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AAF Nuka Ride: A Porn Studio Mod


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Posted
24 minutes ago, Mistress Jade said:

Hi,

Ok small issue, I installed this mod played had fun (THANKS). I have since taken it out but cant seem to find a mod i thought was recommended by this mod, i dont recall the name of the mod but it had something to do with fixing cabin meshes so the porch rails on the cabins is repaired. I would very much like to remove this mod as well but cant seem to find it in my mod list. My real question is two fold, did this mod recommend it and if it did what is it called so i can remove it, i like the cabins the way they were.

 

You might be talking about I've got Wood TOO, assuming cabin is cabinets.  I haven't ever used, but take a look and see if this is it.

 

Posted
4 hours ago, JB. said:

@Mistress Jade I don't recall ever recommending such a mod. 🤔

 

My full list is on the main page.

Yeah, i wasnt able to find it on any list of mods you recommend but i only installed it when i installed Nuka Ride, so i was hoping someone might know of any such mod that touches the camp cabins. I was even hoping you might know what it is, since i got it around the time i got NR, so i thought it had something to do with NR. Sorry to ask such dumb question but i didnt know what else to do! lol 

Thanks  for responding. Also i enjoyed NR alot Thanks!

Posted (edited)
52 minutes ago, Mistress Jade said:

Yeah, i wasnt able to find it on any list of mods you recommend but i only installed it when i installed Nuka Ride, so i was hoping someone might know of any such mod that touches the camp cabins. I was even hoping you might know what it is, since i got it around the time i got NR, so i thought it had something to do with NR. Sorry to ask such dumb question but i didnt know what else to do! lol 

Thanks  for responding. Also i enjoyed NR alot Thanks!

Well, it's kind of tedious but it's the common advice given on this sub for problems like yours where we can't easily find a particular mod: try dividing your modlist into 3 sets. The first set would be the essential mods that you need to run modded FO4 like f4se, address library, other script extenders...things like that. Mods that prepare your system for modding but don't actually modify anything you can see in the game . And the rest of the mods you divide into Set A and B. Now deactivate all the mods is Set A and play the game. COC to somewhere you can see the camp cabins ( whatever they are) and see if that fixed the problem. If it did then Set A has the mod which is modifying the camp cabins, if not it's Set B. Either way, reactivate all the mods in Set A and split the set which has the problem mod into 2 - Set A1 and Set B1. Now, deactivate set A1 and try checking if set A1 has the problem mod or not. Rinse and repeat until you find the problem mod. Usually, if we were hunting for a bug, this might take a long time as you try to narrow down your sets as much as possible but in this case, you'll probably jog your memory within the first few iterations and you might be able to find the mod faster. Anyway, once you figure out what mod it was, remove it and reactivate all the mods you had deactivated. 

 

Or you could probably post some pictures of the issue and your modlist in a more general forum than this and maybe somebody there will recognize the mod in question.

Edited by ckworth
Posted
9 hours ago, mk1234s said:

 

I would like to say a few words about the game: It would be really cool to be able to put on the entire set of clothes at once. Or tags in the name, for example, (NR)(SET_OF_CLOTHES), for faster searching in the inventory. I noticed that as the story progresses, you have to spend more and more time searching for outfits

 

For the most part, they are: almost all are prefixed (NR), and many are listed by a set such as Gage, Hell Kitty, Prima Donna, Overboss, Party, William, Safari, etc. Some components aren't, such as things that can be used across multiple outfits (earrings, bracelets, jewelry off the tope of my head) or some of the early items (Black Thong and Choker spring to mind).

This might be due to my use of FallUI and FIS though, so that could be worth a look, or there's also a mod that allows you to save and load a complete outfit if you have the room on your modlist (I don't). Potentially becomes an issue with non-English localisation now I think of it.

 

Side note (because I'm full of them apparently lol), I must thank you JB for crediting IceStorm clothes and boots in the load screens! I may not like how the acquisition is set up but god damn do they have some excellent outfits, and it lets me almost copy Gage's Heels (I want to say it's the Heavy Metal Boots with a black metal swap that I haven't found?) without that belt getting in the way of other pieces 💖

Posted
1 hour ago, ckworth said:

Well, it's kind of tedious but it's the common advice given on this sub for problems like yours where we can't easily find a particular mod: try dividing your modlist into 3 sets. The first set would be the essential mods that you need to run modded FO4 like f4se, address library, other script extenders...things like that. Mods that prepare your system for modding but don't actually modify anything you can see in the game . And the rest of the mods you divide into Set A and B. Now deactivate all the mods is Set A and play the game. COC to somewhere you can see the camp cabins ( whatever they are) and see if that fixed the problem. If it did then Set A has the mod which is modifying the camp cabins, if not it's Set B. Either way, reactivate all the mods in Set A and split the set which has the problem mod into 2 - Set A1 and Set B1. Now, deactivate set A1 and try checking if set A1 has the problem mod or not. Rinse and repeat until you find the problem mod. Usually, if we were hunting for a bug, this might take a long time as you try to narrow down your sets as much as possible but in this case, you'll probably jog your memory within the first few iterations and you might be able to find the mod faster. Anyway, once you figure out what mod it was, remove it and reactivate all the mods you had deactivated. 

 

Or you could probably post some pictures of the issue and your modlist in a more general forum than this and maybe somebody there will recognize the mod in question.

No im not looking to solve a bug or anything like that i just want the cabins back to vanilla, but for the life of me i cant recall the name of the mod nor can i find it in my load order, i know its still there because of the changes it makes. I use vortex and this wouldnt be the 1st time its lost a mod so i was hoping someone might know the mod.

Thanks for responding but i still need that name! lol thanks!

Posted
10 hours ago, JB. said:

The one who decided for Music's voice is a user named Axary. He was in charge of making the first voices with XvaSynth and he decided to use Skyrim “FemaleYoungEager” voicetype, AKA Corri English. When I started using Elevenlabs, I trained Axary's robotic voice, so it doesn't sound exactly like her.


 

 

 

image.png.fa1f89b3afc3408facf3b36e283f0c0f.png

 

What are the odds 🤣

Anyway, I'm already done with CS and have my separate 'Forever Slave' and 'Trapper Pig' MO2 profiles on the side for any future content.
Currently going through NR and having a blast as always. The very much improved voices and whatnot certainly crank up the excitement value, ngl.
I tend to be very 'against' AI in some ways, but man is it making the modding community so much better in certain aspects 😬

 

Either way, amazing job as usual! 💅

Posted
6 minutes ago, Mistress Jade said:

No im not looking to solve a bug or anything like that i just want the cabins back to vanilla, but for the life of me i cant recall the name of the mod nor can i find it in my load order, i know its still there because of the changes it makes. I use vortex and this wouldnt be the 1st time its lost a mod so i was hoping someone might know the mod.

Thanks for responding but i still need that name! lol thanks!

 

I don't have a horse in this race but Vortex is known for leaving shit behind when disabling/removing mods.

There's a neat little tool in AAF's discord called 'DCU' that can help leave your game's Data folder pristine clean of any non-vanilla assets (including F4SE script files but if F4SE is installed through Vortex, it's fine), saving you having to re-download the whole ass fucking game should you ever want a 'clean slate' lol. Very helpful for troubleshooting Vortex, given the above statement.

 

Other than that, go to Nexus and check your download history and sort by date. Check your recently downloaded mods. You might have Renovated Furniture or some mod fucking with those assets.

image.png.159392247c8a783767918a98a073ec33.png

Something like these or.. idfk.

Posted
1 hour ago, Saya Scarlett said:

 

I don't have a horse in this race but Vortex is known for leaving shit behind when disabling/removing mods.

There's a neat little tool in AAF's discord called 'DCU' that can help leave your game's Data folder pristine clean of any non-vanilla assets (including F4SE script files but if F4SE is installed through Vortex, it's fine), saving you having to re-download the whole ass fucking game should you ever want a 'clean slate' lol. Very helpful for troubleshooting Vortex, given the above statement.

 

Other than that, go to Nexus and check your download history and sort by date. Check your recently downloaded mods. You might have Renovated Furniture or some mod fucking with those assets.

image.png.159392247c8a783767918a98a073ec33.png

Something like these or.. idfk.

Thanks, Its not a Nexus mod 90% sure got it off a thread on this site, I get most of my mods from here and nexus, which is all the more frustrating. Thanks for the reminder of DCU hadnt thought about that in a while. Sorry for all the fuss but thanks for responding. 

Posted (edited)
3 hours ago, Mistress Jade said:

Thanks, Its not a Nexus mod 90% sure got it off a thread on this site, I get most of my mods from here and nexus, which is all the more frustrating. Thanks for the reminder of DCU hadnt thought about that in a while. Sorry for all the fuss but thanks for responding. 

 

If the cabin/rails is not part of a precombine then you can probably click on it in console and get it's reference id & base id.  If you have Better Console and the form id comes from a plugin (i.e. not a mesh replacer) then that should tell you a plugin.  If not (which it sounds like it will be the case, and there is a high chance it is part of a precombine that the mod is providing) then open xEdit and track back to the base form id, in there it should point to a model (mesh) that you can then look for in your mods or mod manager (assuming it's not packed in a BA2 archive) for a mod that is installing the file.  I don't know if there is an easy way to search all BA2's, MO2 has some experimental feature that seems related to search archives but it didn't seem to work (which it may just not support BA2's & compression format yet, no idea).

 

But the easiest/best advice for a novice is to disable mods and test using COC to move to a spot.  You don't even have to load a save game, you can COC right from the main menu.

 

Edited by dav42
Posted
8 hours ago, Mistress Jade said:

Thanks, Its not a Nexus mod 90% sure got it off a thread on this site, I get most of my mods from here and nexus, which is all the more frustrating. Thanks for the reminder of DCU hadnt thought about that in a while. Sorry for all the fuss but thanks for responding. 

Install Better Console and then click on the changed asset, the cabin in this case, and it will tell you what mod last changed it.

Also after clicking on something, if you hit the control button it will show a LOT of extra info. Really useful for finding missing NPC's, factions etc.

 

Oh, and ignore the mm snobs, use what works for you. 👍

Posted
5 hours ago, dav42 said:

 

If the cabin/rails is not part of a precombine then you can probably click on it in console and get it's reference id & base id.  If you have Better Console and the form id comes from a plugin (i.e. not a mesh replacer) then that should tell you a plugin.  If not (which it sounds like it will be the case, and there is a high chance it is part of a precombine that the mod is providing) then open xEdit and track back to the base form id, in there it should point to a model (mesh) that you can then look for in your mods or mod manager (assuming it's not packed in a BA2 archive) for a mod that is installing the file.  I don't know if there is an easy way to search all BA2's, MO2 has some experimental feature that seems related to search archives but it didn't seem to work (which it may just not support BA2's & compression format yet, no idea).

 

But the easiest/best advice for a novice is to disable mods and test using COC to move to a spot.  You don't even have to load a save game, you can COC right from the main menu.

 

Thanks for responding!

Posted
49 minutes ago, izzyknows said:

Install Better Console and then click on the changed asset, the cabin in this case, and it will tell you what mod last changed it.

Also after clicking on something, if you hit the control button it will show a LOT of extra info. Really useful for finding missing NPC's, factions etc.

 

Oh, and ignore the mm snobs, use what works for you. 👍

I use better console so half way there lol, I hve always used nm then vortex because i understand it better than i do MO2 for whatever reason.

Thanks for responding.

Posted (edited)

Thank you for your help. I have now a wonderful preset for the npcs. However, my player characther is now a bit on the absurd side of breast size. Any way I can tune that size to be less then five for a Norita that has had breast surgery? Any cheat I can do?

 

Ooh.. and while we are at it. Love the Brent stuff, and want more of it.. and honestly.. I kinda want to get caught by gradma. If that could be the final straw that brings out a revengful but dominant punisher in her.. That perhaps even opens up for laying down all the cards about our exploits with Sophie and Brent, and could go in either "stop it" or "sharing is caring" option.. That would be amazing. A final accept of our attitude that makes that farm into a more "active" place with even more "farm chores" to do, if you catch my drift. Just an idea! You are the creator! I know I am gonna love whatever you do in the future with this mod. 

Edited by Modtester 111
Posted

@JB. @dav42 @izzyknows @osculim 

Can any of you tell me how to stop Keyshawn from scaling to the player, I went through my installed mods and unchecked actor scaling but he still scales to the player.

Doing the scene with Mrs. White and when player gets on the chair to kiss him she is holding and kissing air.

Thanks             :cool:

Posted
10 minutes ago, Caveman 74 said:

@JB. @dav42 @izzyknows @osculim 

Can any of you tell me how to stop Keyshawn from scaling to the player, I went through my installed mods and unchecked actor scaling but he still scales to the player.

Doing the scene with Mrs. White and when player gets on the chair to kiss him she is holding and kissing air.

Thanks             :cool:

Never had him scale down. That's interesting. 🧐 🍿

Posted (edited)
18 minutes ago, Caveman 74 said:

@JB. @dav42 @izzyknows @osculim 

Can any of you tell me how to stop Keyshawn from scaling to the player, I went through my installed mods and unchecked actor scaling but he still scales to the player.

Doing the scene with Mrs. White and when player gets on the chair to kiss him she is holding and kissing air.

Thanks             :cool:

 

The one mod is SavageCabbage Animations Rescaling by lee3310, not sure if it is applicable in this scene but lee modified it to support a NoScale keyword which I think JB covered the animations.  The other scenario is in your AAF folder look for INI files, the highest priority should be from JB's mod (you have to open each file and look at priority line).  If something has a higher priority and it's setting scale_actors_for_animations = true then that might be your issue, or it's some other mod that is doing rescaling like lee's mod. 

 

image.png.958a285783c2abaa54ad58cb8af00f18.png

 

Oh and if your using NAF, you have to bind a key in the Native Animation Framework MCM, press it and under settings that is a setting for actor rescaling.

Edited by dav42
Posted
35 minutes ago, izzyknows said:

Never had him scale down. That's interesting. 🧐 🍿

See pics

31 minutes ago, dav42 said:

 

The one mod is SavageCabbage Animations Rescaling by lee3310, not sure if it is applicable in this scene but lee modified it to support a NoScale keyword which I think JB covered the animations.  The other scenario is in your AAF folder look for INI files, the highest priority should be from JB's mod (you have to open each file and look at priority line).  If something has a higher priority and it's setting scale_actors_for_animations = true then that might be your issue, or it's some other mod that is doing rescaling like lee's mod. 

 

image.png.958a285783c2abaa54ad58cb8af00f18.png

 

Oh and if your using NAF, you have to bind a key in the Native Animation Framework MCM, press it and under settings that is a setting for actor rescaling.

AAF, NG downgraded because Vortex lost data on my game, NR in last load configuration,  will look at your instructions, Thanks

See pics

 

NSFW Pics

Spoiler

image.thumb.png.b956f0e8ebbdf2d0fafb44224c1e410f.png

 

image.thumb.png.afca25f65e752c4f0926ba35292a6e73.png

 

image.thumb.png.e1ec8feb50cecd69f70f5ddc64def6cd.png

 

 

Posted (edited)

@Caveman 74 Keyshawn should look big with or without SC Animation Rescaling. It must be another ini file inside your AAF folder that is setting the actor rescale to true. 

Edited by JB.
Posted (edited)
4 hours ago, Modtester 111 said:

Any way I can tune that size to be less then five for a Norita that has had breast surgery?

Look at the MCM, I don't remember the name anymore, lol, but it was something like Cosmetic Surgery.

Edited by JB.
Posted
On 7/15/2025 at 7:26 PM, dav42 said:

 

Yeah animations not playing are the biggest pain to solve.  Like on my non-NR run the "Admin" console in AAF will tell me it's missing a specific type of animation (i.e. MF, MMF, MMFF, etc) because part of the matching is the list of actors you feed it when you start a scene, then it goes off and checks the gender of each actor and looks for a matching animation, the other thing it matches is markers/furniture, I learned about the "Admin" console way too late when I was troubleshooting animation errors in NR but I hope it would give a clue.  But other stuff like start up failures the % indicator is useless, it appears to be just a counter that is maybe 8 or 12 different points where it could fail.

 

I assume you saw JB indicating it could be related to AAF not stopping the animations, which would make sense and I am hoping you would see maybe an actor busy in the admin console.

 

 

Yeah really the only difference to run NAF Bridge is:

 

1. You have to be on 1.10.163.0 (old gen)

2. You follow the basics of TFM, except you do not install Advanced Animation Framework (you do install AAF Themes).

3. You have to install SUP F4SE (a lot of people miss this), you have to use LooksMenu 1.6.20 (or you will get crashes), you have to install Native Animation Framework, then NAF Bridge (overwrites NAF), and finally NAFicator (to convert XMLs, there is some clean-ups and positional adjustments and Evi1Panda said it converts all idle form notations to direct reference to the HKX animation files).

 

It generally works fine for almost everything, I think the latest thing I noticed is it doesn't appear to support gender overrides so you will see some funkiness with Peach (since I believe JB is doing a gender override to male on Peach).

 

 

You need a space between "player.playidle" and "_NR_DancingMove29".  I haven't gotten there yet with NAF Bridge, but so far I have had no animation issues on Norita route and I just finished Poker Night.  The only animation issue I noticed was with Peach because NAF Bridge seems unaware of gender overrides.

 

@dav42 okay thanks. I'll try with space. Thanks for your time and advices

Posted

@JB. Hi JB. Your NR clothes are amazing. Is it possible to get this collection in a separate mod CBBE/FG? It would be interesting to use it in the classic game. Thanks

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