MSM_Alice Posted February 4, 2025 Posted February 4, 2025 (edited) MSMA: SexFight (like "Succubus Drain") and Bimbofication View File Hello Community! Here is some music, some happy, some cheesy, some explicit, some poetic and sad from the soundtrack to keep you company while you read the details below. Femme Fatale.mp3 Heart Of Stone_v2.mp3 Synthetic Siren v1.mp3 Bimbo Limbo - Explicit.mp3 The New Dawn_Poetic.mp3 Dive Into The Mirror v2.mp3 Dazzle and Drain.mp3 New Life v1.mp3 Ashes of Me.mp3 COMPATIBILITY NOTE: The mod works on pre-NG and post-NG Fallout 4 (tested with both) and AE too. Specifically: Fallout 4 runtime 1.10.163 (Pre-NG version, or OG version, however you want to call it). Tested it works. This is also what I am developing on, for max compatibility. Fallout 4 runtime 1.10.984 (NG version, before the AE update, 10th of November 2025). Tested, it works. Fallout 4 runtime 1.11.191 (AE- version - before May 27 2026 update). Tested, it works if all third-party required mods are selected correctly for this version. Fallout 4 runtime 1.11.221 (AE- latest version - May 27 2026 ). In theory works if all third-party required mods, including F4SE, are selected correctly for this version (those that need to be version specific) Not all of them are out yet, as far as I know, so using an older, rolled-back version (I reccomend OG) might be best . Third-party mod compatibility is better on older versions of Fallout4, so if you want to run this on more traditional Fallout4 runtimes like 110.163 (OG) and not on the latest AE, there are ways to roll back your Fallout 4 to earlier versions. Perhaps the best way to do that rollback is via the Steam link method. Seems the most straightforward, and there are plenty of guides for it. Installation ("Which files do I download? " ) Get the required main mod zip file (the "Stable Release" one or "Latest in development" one, based on your preference - don't need both). Make sure you load the ESP. Get the two big required resource zip files (where most media files are that don't need to be updated as often as the main mod). Make sure you load their ESLs. They are called MSMA_Required_In_game_Music_v1.zip and MSMA_Required_MusicSoundsModelsTextures_v1.zip Get the required third-party mods and their dependencies listed in the dependencies section further below; Install with your preferred mod manager, and you are good to go. Security/Safety Note: MSMA is a mod that does not have fancy DLL plugins or executables in it; it is (at least for now) all done with Papyrus scripting. ESP file, and Art/Asset files. External third-party mods that MSMA relies on do have their own DLL files/ F4SE plugins, naturally, but MSMA itself does not include that in its zip files. I currently do not upload MSMA mods to any other websites other than this LL page, and sometimes my on gdrive that I link on Discord messages or thread posts. If you ever come across an MSMA version downloaded from some other site (especially if it has any executable files in it, exe files or DLL files), be wary, it is likely an illegitimate copy. MSMA Sexual Journey is a relatively new mod (created in 2025) that wants to do a lot. Here is the MSMA Prelude, the first of four acts. The MSMA Prelude ("A Dawn of Bimbos"), holds most of the gameplay mechanics designed to interact with the sandbox procedurally and is quite usable on its own, separated from the story arc that will follow in the upcoming acts. The detailed list of what you are getting is below, but it revolves heavily around "SexFight", a sex-centric gameplay mechanic with some similarity to a "Succubus Drain" method to defeat enemies, a player bimbofication/corruption system with a certain degree of complexity and nuance, and separate orgasms and sexual preferences with varying degrees of intensity for Fallout NPCs. I trust these things have been missing in a sexualized Fallout 4 playthrough. I do need help with feedback on gameplay, balancing, and testing, which is why I am releasing them early. If I am online in my spare time, and working on the mod, I am likely here: https://discord.gg/9yDpmRjnPH MSMA_Required_Main_PRELUDE_[2026_12_Stable_Release] is the official stable point release of Prelude, in May 2026, or MSMA 1.0 if you will. Remember also to install the two required resource zip files. Work on the MSMA saga continues, but Prelude, as a release, is usable in an encapsulated form and can be used in synergy with many other story mods that would use combat, stealth, affinity or caps payment as conditions for their progression, to play their story quests, as all that can be done via MSMA, but now with an added bimbo twist. If you want to play-test the latest development version of MSMA instead, periodic in-development versions will be available in the download section called something like MSMA_Latest_Main_Act1_[In_Development_1_x]. If you want to play with the absolute latest, which might have new exciting features (but is usually less tested), it can usually be found on a recent thread post. I might not always update this recent post link, so feel free to browse the thread for more recent posts. To install the in-development version, just let your mod manager overwrite the prelude -stable version content with the content from the In-Development Act1 zip file. You'll still need the two required resources zip files from the download section here, even if you install the in-development version. The optional HUD add-on should be compatible with all, if you want it, but be wary that in some edge cases, when combined with other UI mods, the optional HUD has been reported to cause lower framerates during AAF scenes (might be tied to AMD cards). It sounds perhaps idealistic, but I think that "virtual smut mods for good" is valid, especially if interactive, it can offer a safe framework for self-discovery. Positive erotica is a thing. That being said, the particular form that relies on strong visual stimulation has to be consumed with care, or it can have detrimental effects: See why here, on YouTube. What are you getting today: 1. The SexFight mechanic - an interactive minigame that starts when an AAF scene involving the player starts. It is, I hope, a fun alternative to defeat enemies instead of classic combat, any enemies in general, but sex aggressors in particular, as one can now defeat them precisely during the AAF animation that your combat submit mod (currently AAF Violate) might play. Functionally, the results are similar to a "Succubus Drain" from some Skyrim mods, but it is a bit more skill-based, as it depends on the results of the minigame. It is a take on the classic "who overwhelms the other with more pleasure first, wins" trope. If the enemies were shagged hard enough, they will be paralyzed or dead at the end, and you shall emerge victorious. Here are some tips and tricks if you find sexfight too difficult at the start. Take a bit of time to be aware of the sexfight color codes, so you can understand what is happening as it is happening. avoid larger groups of enemies at the start and do a few one on ones first, preferably with smaller enemies, as until you've gotten a bit of experience under your belt, 1 v many, or large partners will be a difficult Sexfight to win (if not impossible) on the first try out of the box, as a tier 0 bimbo, or a freshly made character, without aid from Marina. level up a level or two in normal level (level difference from the attacker matters, and not just linearly tougher, a LOT tougher when a mob is higher level) Use items/chems that increase your AP pool (or Agility) maybe use Alcohol (being tipsy at the start of the SexFight scene means AP costs for sex challenges are by default halved), Increase your appearance score as much as you can by spending bimbo points ( at Marina, accessories, piercings, tattoos, manicure, pedicure.. etc ), Charisma counts too. Make sure to wear Bimbo-level appropriate gear at the start of the AAF scene. make sure you don't enter the scene already in a mind-broken state, or with high trauma, Make sure you have high willpower, high self-esteem, and low Sex addiction to spare (you can " burn" those stats to get extra emergency AP for tough fights). Higher-level bimbos will find SexFight easier and easier; that is true, but levelling up into bimboness doesn't come without a price. There is an AP cost per sex challenge slider in the MCM that you can use to dial overall difficulty both up and down. ...there are more, but I will let you uncover them on your own 2. A bimbofication/mind corruption functionality (more details in the mod itself, I don't want to spoil too many surprises). You have 7 levels of bimbo to progress through, though the goal is not necessarily to attain max level bimbo corruption right away, but rather to find a balance between using the "bimboness" and not allowing it to corrupt you fully. How fast you advance depends on how much you act like a bimbo and the depravity of the acts you subject yourself to. Bimbo cravings will get activated dynamically depending on what acts you do more of, and your bimbo level, and depending on the nature of those cravings and their intensity, more extreme options will open up in other places like Charm/Prostitution mode. To give you an idea: If you never engage in group sex, you will never get a group sex craving. But if you do that a lot and willingly go to an extreme in that direction, then prostitution mode will allow you to take on several customers at once, even up to 9, if you have totally let go of your morals and want to go crazy. There are four major "Bimbo Schools of Thought" that the player may choose to lean into (or it can be a mix of all): Airhead Bimbo, the path of hedonism, altruistically offering (and getting) as much pleasure as possible, with no real deep understanding of the surrounding world or overarching goals. Psycho Bimbo, very much in love only with herself, aims to use the bimboness to rule and use others, and break as many minds via sexfight as possible while making as many caps as possible. The wasteland is lucky she is not smarter, or else they'd have a dictator on their hands. Agent Bimbo, the one who strives to retain as much of her combat ability and pragmatism as possible, a Mata Hari bimbo super-spy secret agent, using the bimboness to navigate the wasteland, using her charms to get goods and intel. Virtue Bimbo (or Bimbo-In-Denial, depending on how you look at it): has an inner self-image of not being a bimbo that she tries to protect; she usually refrains from going all out on the casual sex aspect, will try to navigate that space with dry humps, kisses, and slow dances, and no sex, if at all possible. The "Virtue Bimbo Level Up" option in the Queen of Hearts chat menu (Implant menu->Context menu), that one can acess at start after coming out of the vault, when the player is still largely pre-war virtuous state and hasn;t been exposed to too much corruption, is meant to support this path, as without that it is quite difficult to win "non sexual" dry-hump sexfights at low bimbo levels, and also very slow to get to the needed bimbo level 2 or 3 where that "dry hump" sexfights start being winnable. All 4 of them have 7 "Specialist" benefits/skills each that can be unlocked as one progresses on each separate track. Specialist track progression is done right now in Prelude during the level-up conversations, and specialist points that are periodically gifted every 24 hours after you get to bimbo level 1. Later in Act 1, also during the story via certain dialogue choices. These bimbo specialist subclass points (SP) should not be confused with the generic bimbo points (BP). BP (bimbo points) is the currency used at Marina for goods and services. 3. Separate NPC orgasms, and a way to differentiate between orgasms of different quality/intensity (Underwhelming, Regular, Amazing, Mindblowing, and Galactic). Also, NPC preferences/fetishes on aspects about how certain NPCs prefer their sexual partners to look and the types of sexual interactions they enjoy most (they matter in SexFight). 4. A Fashion/Looks management interface via Marina's Field services (Clothing, Shoes, Piercings, Tattoos, Accessories, Body Mods), most of them also tie into quests, sexfight proficiency, and bimbo progression. And a secondary system for non-consensual tattoos on the start and/or end of aggressive sex scenes (configurable), essentially a full alternative to the TatsAfterRape mod, but with more checks against overlapping tattoos, more ties into bimbo gameplay, and a bit more options on when/how they get applied. 5. Fully voiced sex Narration and Colour commentary module for the sex scene, sex status, and bimbo activities, via the "Voice-in-my-head" Queen of Hearts character - no connection with the modern-day slang "Queen of Hearts" meaning; this is strictly an Alice in Wonderland reference. 6. An alternate way to manage Sex Attributes stats (Arousal, Willpower, Self-Esteem, Sex Addiction) via using very special dildos sourced from the amazing factory of fabled dildosmith Schlonginius Johnson. 7. Custom integration work with AAF Violate to allow your sexfight know-how and Bimbo skills to play a part in how you handle combat defeat, and to see if you can spin that loss into a combat win after all. The bad outcomes from AAF Violate are suppressed and don't happen anymore if you incapacitate all (or most) of your aggressors. The mod tries to correctly handle the defeat consequences as well as handling the longer sequences of several AAF scenes happening one after the other in AAF Violate, keeping tabs and deferring killing/punishing the aggressors at the end of it all, so as not to break the scenes themselves or the AAF Violate event logic. 8. Bimbo Spy Craft/ Bimbo infiltration mode. (minimum Bimbo level 1 or above, does not work at Bimbo level 0) On a successful sexfight, after a surrender where all aggressors have received mindblowing orgasms or better, you will notice, even if you have suppressed the paralisys or death effects of the intense orgasms, those orgasms still did something good for you: they put the aggressors into a mindset where for a while they won't see you as a threat, and won't re-aggro on you (or your follower). This is separate from the temporary post-AAF Violate peace bubble (that usually ends as soon as you open the Pipboy). You can use this "peace time" for stealth approaches, infiltrating bases, retrieving items, assassinations, and so on. From the aggressors who are dazed, you can even retrieve items from their inventories, including what they are currently wearing, without them resisting. Do that by pointing the crosshairs at them and pressing the sexfight button or by activating the "Bimbo Actions" you see on-screen. Regular interactions with them, however, (or attacks) will "break the spell". Even if not a skilled enough bimbo yet to produce those mind-bending orgasms, if you do surrender without a fight and without even waving around a visible weapon, and if you then put enough time (effort) into the AAF animation, even if by the end of it you can't get those mind bending orgasms to occur, you can still get that pacification benefit, of being seen as harmless entertainment instead of a dangerous enemy. However, this way you only get the pacification benefit, as, unless they are also dazed by intense orgasms, you don't get to peruse their inventories. 9. A "Saved From Death via Bimbo limbo" functionality. If the player is set as Essential (as it probably should be, in Violate or most combat submit mods) but not Ghost/Invulnerable (as probably should not be), then, when the player takes too much damage and enters bleedout (and, had it not be essential, would have died), the player will instead be saved by the extra planar entities via a re-education trip to Bimbo-Limbo. This module also holds the foundational work for a new mechanic (referred to as "SaveFlow" mechanic in the help text) where some choices made, or statuses attained are remembered across all save-games of the same bimbo character, to simulate your life being controlled by extraplanar entities that live outside the normal flow of time, like the TVA from Loki TV series; even if you go back in time (to an earlier save) some aspects and some choices, once made, are inescapable and will travel with that particular bimbo character no matter which save game (of that particular bimbo character) they load up. These more advanced checks and punishments are toggled off and never apply to the player in the prelude release; most of them do apply, and CAN be used as intended in the Act1 release, in a simplified form, true, but still fully functional. To use them, you need to use the Act1 mod version and toggle them on the MSMA MCM - SaveFlow page. By default, they are off on any new playthrough. 10. An optional quest, an alternate bimbo way of getting the items needed for building up Sanctuary (the quest where Sturges has you build all sorts of things), as a preface to more bimbo alt-solves for various situations in the vanilla questline, which will come later. The last stage of this quest, if solved the bimbo way, will grant the player a Bimbo Limbo Golden ticket as a reward for being a Bimbo with a heart of gold, who has done some bimboing for the greater good. That golden ticket can be used as a free "get out of jail" card and to exit bimbo limbo without being put through the re-education events (but it will be used up in the process, so you'll have to find more story missions where you can " bimbo for the greater good" if you want more golden tickets). These golden tickets cannot be found or purchased anywhere, only earned via certain key quests. 11. Two hundred eighty+ custom music tracks, created specifically for this mod, that auto-play on various conditions/events, or manually via hotkey. You can also download some of the older ones as MP3 here. The more recent ones are also available, but they are more scattered on later forum thread posts. 12. A charm and prostitution system (on the same Sexfight hotkey) that allows the bimbo player to engage in sex with (only male humans for now) non-hostile NPCs, either for Affinity/influence, caps, or store credit if a vendor. Prostitution is meant for bimbos of Bimbo Level 2+, if used at Level Bimbo 0 or 1, it will be a challenge (and, in fact, if used at bimbo level 0, it will prompt a mandatory level up to bimbo level 1, if one engages in sex for caps, that's reason enough for Level 1 Bimbo). Using one's charm for scoring affinity points with a certain NPC will not prompt a mandatory level-up to Bimbo Level 1, only prostitution (sex for caps) will do that. There is an MCM level bias slider for charm/prostitution customers that, if used, can make this easier. If you want to successfully use Charm/prostitution at lower Bimbo levels, (and lower character levels when almost all NPCs are higher level), you might want to bias their level down using that option. The results (Affinity gained or caps earned) vary a LOT based on how much effort the bimbo put into it, how well the sexfight went, and what was the best orgasm that the client(s) had. It can be 0 caps for abysmal results or a LOT of caps for Galactic orgasms. Doing this with vendors/merchants during their business hours (instead of regular NPCs) opens the option of doubling your cap gains if you accept at the end that they're going to give them to you as store credit instead of actual caps. You do need to use that store credit right away (they will open the barter menu). The theoretical max gain per this kind of session, in its more extreme and perverted form, is 4000 caps. For that to be available, though, one needs to be more experienced, have a higher level sex craving for group sex already activated, and move past the one-bimbo-one-customer paradigm to take on nine people. That can be all at once (only available if you already have a higher level gangbang craving), several threesomes (if you already have gangbang cravings activated), or in a sequence of 9 normal one-on-one scenes. The pay for that is 1000 caps for decent results; however, if galactic orgasms are provided all around, that will be doubled to 2000 caps. If done with a vendor, that 2000 can be doubled again at 4000 caps as store credit. This is meant to offset the harshness of the economy Most acts will be done in private (so far there's just one cell of a cellar), some can be done on demand, in public (if you don't care about your sex fame) or on a back alley of your choosing. Depending on what animations you have installed, multiple customer scenes (from 1 to 9) can be handled all at once (large gangbang for high-level bimbos), or more inexperienced bimbos can ask to approach things one by one instead, or at most as a sequence of threesomes. Some areas might have laws against public indecent exposure, so be mindful of "the law" in Diamond City. This system can only be initiated by using the SexFight hotkey while pointing the crosshairs at the "Customer". 13. A bit of commentary /social layer systems from NPCs 14. A system for tracking virginity. It is more granular than just a binary choice: tracks separatelly Vaginal, anal, oral, and group sex 'virginity', and one can select if one is simply a post-war virgin only (did the deed pre-war, just not since coming out of the vault), or a proper virgin in that matter. Also, a system to protect that status better so that you can set that there are certain acts that, by default, you'd rather avoid, or have them default to other acts instead. The moment of virginity loss is recorded and can be referenced later to refresh the memory about the context of what was lost and with whom. There will also be some quests where that virginity, if kept, opens up new dialogue options. 15. A way to quickly take care of most generated "settlement in need of help" missions that Preston chucks at you, via a very special mercenary called Viggo (best used on version 1.0723 or higher). 16. The start of the MSMA story rail (and more). In closing, also a warning: Classical shooting combat will be progressively harder as you progress on the bimbo path. Prices in the wasteland will be much higher across the board from the first day, and selling items to vendors will not be nearly as lucrative as it is in the vanilla game. There will be other ways to make caps (see point 12 above, but not only), and sourcing usual items (weapons/ammo) will have to be done a lot more from fallen opponents on the battlefield. If you combine this with other combat mods that drastically increase difficulty and throw over-levelled enemies at you, things might get quite difficult across the board. There will be appropriate sliders in the MSMA MCM to help with that, but as a general rule of thumb, the Sexfight difficulty defaults are tuned vis-à-vis the vanilla default difficulty. How to start the mod: Start a new game, and it will kick in as you exit Vault 111. You should start talking with the mysterious scientist in the silver hazmat suit, by the big containers. If upon vault exit you do not get the prompts asking if you are the appropriate age and that you are okay to start the mod, then the mod hasn't correctly auto-initialized (possibly because of alternate start mods), In this case, the appropriate MCM pages ( called [Debug]MSMA Boot-up Checks) will hold clues and tools for this solve in the form of an emergency button that forces the mod to start. If a new install, remember to set up your hotkeys in MCM, can't really use the mod without using the hotkeys (Implant menu hotkey and Sexfight hotkey being the most important). Gameplay Premises: The premise of the SexFight minigame design was that it should ideally be about the 3D world rather than watching and managing HUD bars, so it needed to be built in a way to encourage staying engaged with the 3D world, and not a HUD overlay. The premise of the bimbofication framework is to support the story/comedy that I want to build, but at the same time it can just very well complement any sexualized playthrough, and use any or all animation packs one would have. There are some debug functionalities to turn off most bimbo aspects and the main quest if you just want the sexfight and not much else, but it is mostly untested. These mechanics are all the bedrock on top of which the story/comedy quest is being built. (The Ballad Of Schlonginius Johnson). Timeline-wise we are in the Prelude "A Dawn of Bimbos". A lot of this relies for now on external art assets from other mods that I will list below, so the mod itself is not super-duper-extra large, (maybe the music pack is a bit large). Eventually, more custom art will be built and will replace more (or all) the assets referenced from other mods, but for now, it is a bit of art "patchwork" Technical Premises: Detailed Mod prerequisites/dependencies follow a bit below, but before that: Work on the MSMA saga is ongoing, but Prelude, as a release, is usable in an encapsulated form and can be used in synergy with many other story mods that would use combat, stealth, affinity or caps payment as conditions for their progression, to play their story quests, as all that can be done via MSMA but now with an added bimbo twist. If you want to play-test the latest development version of MSMA instead, periodic in-development versions will be here in the download section. If you want to play with the absolute latest, which has new exciting features (but is usually less tested), it can usually be found on a recent thread post. To install Act1, just let your mod manager overwrite prelude content with the content you get from the In-Development Act1 zip fille. You'll still need the music file zip from the download section here, even if you install the in-development version. The separate music pack file, while technically optional, is pretty required for the atmosphere, so please consider downloading and installing it. It works on both pre-NG and post-NG Fallout 4 (tested with both). Specifically Fallout 4 runtime 1.10.163 (Pre-NG version) Fallout 4 runtime 1.10.984 (NG version, before AE update that came on the 10th of November, 2025) Latest Fallout 4 version (AE, from Nov 2025): if the key third-party mod dependencies are updated (F4SE and everything else), works with AE too. should work both with the older AAF for pre-NG and the latest AAF, from the AAF Discord; a more recent version is recommended. The dildo friends are reported to have some issues with the really old AAF version, from Nexus. The mod is meant for a female player, and I have been building based on the Fusion Girl body replacer, but in theory, CBBE should work as well (untested with male players, not really supported). The zip has the correct folder structure and, in theory, should work if installed with a MO2 or any other mod manager. English is not my first language It is voiced, but it is an ongoing effort. Best to activate Subtitles The Confirm boxes mod is 100% needed to be installed and working if you want to see the most verbose form of Sex Reports fit on your screen. Hotkeys Being able to use the sexfight button and the bimbo implant menu is needed for being able to operate the bimbo implant correctly. If I were to order the MSMA hotkeys in order of importance for gameplay, these would be: 1 - SexFight Key (In AAF scene) doubling as general Bimbo Action outside of it 2. - Implant Menu Key 3. - SexFight Punish suppressor toggle Key (needed for infiltration or for making sure you avoid accidental sexfight kills) You really will need to find a place for the three above. The rest might be perhaps more optional, as there are alternative ways of doing them; for instance, the beauty ritual key can be replaced by separately activating the moisturising napkins, the hairbrush, the make-up kit, and the perfume bottle in the inventory, one by one. 4 - Safe SexFight Key (in AAF scene) Bimboskope (Outside of AAF) 5 - Bimbo Status Report Key 6 - Beauty Ritual Key 7 - Post Sex Scene details/report Key ...the rest, like "stop music" or similar, are not as important; you can get to them when you get to them. Mod dependencies. Critical must-haves - (mod probably won't work right at all without these) Fully Working AAF installation, with all its hard dependencies from the installation guide !!! (or NAF/Naf bridge), with at least Savage Cabbage's animation pack. Pre-NG version on LL or the newest Post-NG version from Dagoba's Discord should work. There is a detailed AAF installation guide, and I recommend you use the Fusion Girl body replacer. While MSMA has also been reported to work well with NAF/NAF bridge, I am developing exclusively with AAF, so the amount of help I can offer for NAF-specific issues is more limited, but there are folks who play with NAF, so as far as I can tell, it should work as an alternative. Just be aware of the history of these two mods (AAF and NAF) and the relation between their creators, and why they never mix. AAF Themes MCM Sex Attributes AAF Violate (if you plan to include female aggressors in gangbangs in the Violate settings, please get its ungendered staged GB patch too, from the AAF Violate Thread. patch especially important if you want to toy with the high headcount anims. Otherwise, you will get a lot of "AAF init error 4"). Savage Cabbage's Animations, optionally patched by UAP or not, (Indarello's patch is no longer a requirement Axary's robot fix for SC's pack is a good patch to consider, but not critically needed, Here.) Confirm Boxes (to see the more verbose form of the popups so they fit on screen) Commonwealth Moisturizer Non-Critical, but still Must-Haves (while I did my best to have the mod technically run without some of these in an emergency, it might be a gimped and, at times, even a buggy experience). Don't treat them as optional; only give up on them if something is really preventing you from getting them, before starting an MSMA playthrough (do not add them mid-way, as they won't work the same as they would if they were there at the start). Fusion Girl or CBBE, (I develop on Fusion Girl, but both should work) NSFW Sound pack from Gray User C.H.A.K. Animation Pack at Fallout 4 Nexus - Mods and community - for non sexual intimacy animations. Extended Dialogue Interface (for readability of the big explicative chunks of text, in theory, the latest versions might also work without.) Skimpy Armor Keyword Resource AAF_darthroman_creature_pack - Downloads - Advanced Animation Framework - LoversLab (req starting with 0.7790, if you don't have this and the BadDragon dildo mod, AAF might not like the new MSMA -provided XML definitions in its XML folder) HN66s and Xazomns French Nails for FO4 (CBBE or French Nails for FO4 - Fusion Girl Conversion) Satisfactory Piercings. Scripted Face Tints (SFT) Captive Tattoos. F4z Roh Doh (just in case some voices are missing) Absolutely Skimpy Attire (and, if needed, the bodyslide files for FG ASA Absolutely Skimpy Attire Fusion Girl Bodyslide) HN66's Easy Girl ( if required, don't forget the patch for FG and the HHS HN66s EasyGirl Outfits - Fusion Girl) K-Girl outfits (and, if needed, the bodyslides for FG: K-Girl outfits Fusiongirl bodyslide) Fallout 4 High Heels System Outfit Of Hookers (and, if needed, the conversion for CBBE Outfit Of Hookers-cbbe) Daily Life Of Hookers - Animation - LoversLab Bad Dragon Dildos - Sexual Content - LoversLab for the dildo meshes. (new hard requirement starting with 0.7790) The latest music Zip file (separate zip file, downloaded from this download section, otherwise you will only have ~40 music tracks instead of the proper 240+) GET DIRTY (take a bath) at Fallout 4 Nexus - Mods and community The dirty skin support from MSMA for regular dirt and dust on skin (separated from the "bio juice" system relying on Commonwealt mosturiser) is now fully compatible (and dynamically detects and integrates) with GET DIRTY (take a bath) at Fallout 4 Nexus - Mods and community, and its optional support for: CWSS 4.011 (steve40's Profile - Nexus Mods ) BYOP (Build Your Own Pool at Fallout 4 Nexus - Mods and community) Probably a good addition is also AAF Dirty Sex - Sex Effects - LoversLab If Get Dirty is not installed, Skin-dirt system defaults to MSMAs internal implementation (with no visible visuals, just game logic). Soft Prerequisites Allnarta's AAF Animations - Framework & Resources - LoversLab (if you want to be able to peg Viggo during his training, starting with version 1.0722 or higher) AAF Nuka Ride: A Porn Studio Mod and most of its prerequisites - they overlap already with many of the MSMA prerequisites - borrowing some clothing, accessories, and body piercings. By far the most notable soft req. Human Resources (and its prerequisites, and also remember its Voice fix.) Hot Pockets 0.0.4b or higher (still early in the development cycle, but can be fun as an experiment) Leito Animations BP70 Animations Rohzima Animations TortureDevices - Animation - LoversLab HN66's TRS (and, if needed, the bodyslides for FG: HN66s TRS Outfits - Fusion Girl) RealHandcuffs KFT Devices Vioxis Strap-Ons. Devious Devices Cum Overlays - Scripted Edition -This is last because I'm actually on the fence about recommending this anymore. Perhaps the Commonwealth Moisturiser is enough. Mostly because of learning of the UID bug in f4ee.dll from the looks menu. Super Optional Quality Of Life Additions: The optional MSMA HUD mod from @Operand, : a MSMA bimbo HUD showing various MSMA bimbo stats as HUD items, for which I am very grateful. While this HUD mod is not required to play MSMA - Prelude, it does make playing MSMA better by surfacing key Bimbo values on the HUD, so you don't have to dive into the menus to see their values. (separate zip file, in the download section) Because it is dependent on an older framework (HUD Framework), it does have a few quirks, so please read up. Has been reported in some cases to cause low framerates during AAF scenes when combined with other HUD mods like Fall UI. Version 0.9000 of the MSMA HUD mod is not backwards compatible with previous versions of the MSMA HUD, this one must be used on a game where it hasn't been used before at all, (basically, a new game is required). Version 0.9000 on the optional HUD mod is in theory, compatible with main mod MSMA Prelude RC6 (0.8601) and above, though I would recommend only using it with MSMA Prelude RC7 (0.9000) and above Sometimes it still requires "planets to align" for this to work on NG. In the words of its creator it is "a Frankenstein's monster stitched together with rough ropes, wonderglue, and duct tape" Requires HUD framework mod from Nexus: https://www.nexusmods.com/fallout4/mods/20309?tab=description only heavily tested it on pre-NG so far. On NG, there were some reports that sometimes it might require Alt-Tab in/out, for values to start updating, and that it works better if SA HUD is also installed. Your mileage may vary. If users have FallUI and/or DEF_HUD, they could have issues unless they follow the guide for HUD Framework On NG/AG some users reported issues about game crashing on HUD Framework; there are posts on the nexus in the official mod thread, with solutions on what to do - cannot attest to credibility there and if it works too To start HUD installation on a new game, one needs to progress until MSMA requests permission to run, initializes, FINISHES MSMA initialization, and then a save and load game should be done once. MSMA HUD will then take a while to initialize, and during that time, it could look funny (layers appearing on top of each other, appearing/disappearing widgets, etc). Players must wait till the HUD 100% init notification appears (and ideally not touch MCM before that happens). A bit of waiting will also be required after each game load until all values are correct. While the Hud is initializing, any pop-up has a risk of breaking the HUD flow, so until the HUD is fully initialized, the MSMA scripts also should refuse to open any pop-ups (implant menu or anything along those lines) until the HUD is loaded and ready. Here are some very optional edits to two of the Sex Attributes framework scripts, to use with MSMA. Usage: use any mod manager to deploy and overwrite the original two scripts called FPA_AttributesHelper and FPA_PerversionHelper, BUT ONLY if you are using an unedited version of Sexual Attributes v280, 6/26/2024 [AAF] Sex Attributes - Framework (6/26/2024) - Framework & Resources - LoversLab I have provided both the source scripts and compiled version in the zip file below, so everyone can see exactly what was changed. What do these edits do? They change the usual popups that appear on the screen when becoming a Sex Attributes Slut, and when getting mindbroken from a flow-breaking popup into an unintrusive notification. Note that the original pop-up still happens once: the very first time in a playthrough. After that, it is just a notification. Link: https://www.loverslab.com/topic/245511-msma-sexfight-like-succubus-drain-and-bimbofication/page/98/#findComment-7199246 If and only if you are using an AAF Violate 1.61 with unaltered Papyrus scripts: My script tweak for Violate 1.61 to allow for mixed race humanoid gangbang with any/all vanilla humanoid compatible races. All and any Synths, Humans, Ghouls(non-feral) can all be part of the same multi-actor animation in Violate now. Allows for things like Kellog and his two synths in the Fort Hagen command room ganging up on the player after defeating the player in regular combat (but the joke is on them as then the player sex-fights all three of them to death). It should only be used if you have the original, unpatched scripts of AAF Violate 1.61. Do not use it if you have mods like EAP that provide their own version of FPV_Ohit.pex script file. If you use changed/patched scripts of AAF violate, ( as in : you have installed AAF Violate patches that changed its papyrus scripts, like EAP, or by something else), it might be best to skip my script tweak as it might not be compatible, and there could be conflicts. Violate patches that do not touch the Violate papyrus scripts themselves, like the ungendered gangbang patch, that only edits XML animation definition - those are compatible and are okay to be used. There is also this patch https://www.loverslab.com/topic/105378-aaf-violate/page/269/#findComment-7130358 that does similar things but adds even more combinations (naturally do not use it together with my human-centric script tweak, but instead of it). Unclear if it is okay to use any of those with other mods/changes to the normal AAF Violate 1.61, like AAF Violate Patch - Custom Races & More Victims . Hair Tones Redux - A Hair Color Overhaul at Fallout 4 Nexus - Mods and community. Any self-respecting bimbo needs more hair colors. DavesMods - More and Faster Notifications at Fallout 4 Nexus - Mods and community (If notification channel gets overwhelmed, you can make notifications go faster, esp on OG, as with NG, with XDI seems to have a faster Notification rate by default) Outfit Switcher - Hotkey Loadouts at Fallout 4 Nexus - Mods and community, quickly switch between various Outfits, or reequip them. If not working on first activation right away, remember to do (in the game console): stopquest outfits startquest outfits player.setghost 0 (this last one if the mod's control items placed in your inventory get "consumed" upon use) All in all, it is best to be used with the FO4hotkeys mod, invoking its functionalities via hotkeys (rather than the control items it places in your inventory). No longer required for the purpose of enabling the high headcount animations from Savage Cabbage, now there are some internal redefinitions that do just that.Patch for animations (Squirt/Cum Effects, cum overlays, stages, fixes) - Sex Effects - LoversLab Indarello's animation patch if you want to patch Savage Cabbage's content so it has the exact high headcount animation names (for 6P+ animations) that MSMA is looking for in the validation page. Known issues and workarounds: Fallout London: I do not have Fallout London myself, so this is based on user reports: I understand there is a way to play it when the new game starts directly in London, and a way to play it when the game starts normally in Boston, then one goes to London later. I have been informed that the second scenario (Start in Boston, then go to London) works with MSMA quite okay, while the first scenario (start directly in London) does not work. Violate surrender is interrupted by something like an external attack, a car explosion nearby, or a physics event: That might, in certain edge cases, cause the need to go through another surrender/violate cycle that exits correctly, before things self-correct. You can reduce the chances of this problem happening if you turn on invulnerability for the player during Violate in the Violate MCM. Violate surrender state is stuck: If the Violate surrender state is stuck, pressing and holding the Violate surrender key for 3-5 seconds should reset it. Marina's clothing hologram is not visible on the very first use on a new playthrough: After the mod initializes at the vault exit, it is best to do a quicksave and a quickload to make sure everything is started, initialized, and updated. Text popups too large, vertically: - > Please install a working version of the Confirm Boxes UI mod and make sure there are no other mods that break the "Confirm Boxes"UI mod. Alt AAF Camera in AAF scenes: If you have turned it on and then you find that alt camera is troublesome to any degree, you can deactivate it again in the MCM and use the old-style free cam. MSMA QoH Settings-> Use Alt AAF camera in AAF scenes, set that to 0 (0 is the default on a new game). The Queen of Hearts Dialogue/Banter repetitions/quirks: most aspects of the Queen of Hearts' mind fragment, including the frequency with which she offers her opinion on things, how often she says the player's nickname, (or how often she uses connecting statements like " and", " and also", "furthermore") can be granularly tuned in its MCM page. Alternate start mods might mess up the MSMA start-up. To address that, in the MCM "[Debug] MSMA Boot-up Checks" page, there is now a force start button called "Emergency Button: ForceStart MSMA Mod". If alternate start mods have prevented MSMA from starting up, then press that button after you exit Vault 111, near the Vault 111 exit, wait 8 seconds, and it should start. The best option to use as an alternate start with MSMA is to choose the middle option, called - this is a memory I do not want to relive - so you start in the vault, and you go through the normal flow of events. In some context that I have not yet pinned down, the Marina NPC might go invisible (but she is still there). Usually, ringing her doorbell or a Quick save/Quick load should bring her back. Make sure you install what clothing/aesthetic mods you want for a certain run, (or any mods that are also a source of clothing, ASA, Easy Girl, K Girl, TRS, Nuka Ride, French Nails, Piercings etc), before initializing MSMA on that run, so there are there at the start, when the MSMA mod initializes, as that is when the MSMA will populate and validate its items arrays for that run. Installing clothing mods later, mid MSMA playthrough, will mean you'll have to use debug functions to reinitialize all item arrays (if you want the new items to be visible at all). Externally placed tattoos (by other mods) sometimes disappear. This is because of a known issue in f4ee.dll from looksmenu, related to Unique IDs for Overlays that are, well.. not unique, and all operations done by UID can have unexpected results. MSMA is no longer operating by UID when managing its overlays on the player, so those should always be fine, but other mods overlays might still do that. To sort these issues out, go to the MCM, debug page, and hit that "refresh tattoos" button. You also have an "auto refresh tattoos after AAF scenes" option that you can toggle on if you want; it is on by default. For NAF/NAF bridge users: For the high headcount Anims, one needs to adjust the MCM settings to use them, from the default value of "1", to "2", which means "use without attempting to prevalidate anim presence". Some mandatory Marina equipment, like body piercings, will get periodically re-equipped if accidentally removed, if you set them to do so. This might interfere with certain Devious Devices plugs/ equipment. In that case, in the MSMA MCM you can set the MSMA equipment refresher strictness, so they no longer get periodically re-equipped. Alternatively, you can also put the problematic DD device on an exclusion list in a mod like Rogg's DD manager, OR make sure you remove the conflicting body piercings at Marina. Starting a new game with MSMA already pre-activated in pre-war prelude is not advised, as sometimes (unclear why) the Vault tech salesman that comes to your door might be problematic (unless you know how to skip him with the console set stage https://fallout.fandom.com/wiki/War_Never_Changes#Quest_stages ). Ideally, activate MSMA in your mod manager only after you reach post war times, and wake from cryo-sleep, before exiting the Vault 111 for the first time. After it is activated and you set up your hotkeys, it is best to also do a save and a load to make sure everything is started, initialized, and updated. On OG only (not on NG), Marina's new skin cleaning napkins, which are Aid-type items, sometimes, when used individually (and not part of your beauty routine), after certain dialogues/cutscenes, stop working right. In that case, a quicksave/quickload is needed for them to work again. I don't know yet what the cause might be. On NG, they work fine; only on the pre-NG version does this strangeness happen. The old misc-item type napkins always work just fine, NG and OG, but those can't be favourited, so they were replaced with the new aid-type items. Worth mentioning that any other skin cleaning method (that removes the cum overlays from the Cum Overlays mod, and the cum meshes from Commonwealth Moisturizer mod) should work just as well for MSMA "free of bio juices" status, as that is checked independently every once in a while. Swimming in a body of water should work, too. Swimming will mess up your hairdo and makeup, though, so you'll have to redo the makeup and brush your hair after each swim if you want a top looks score, especially if using intense makeup and elaborate hairdos. The looks penalty for not doing so is steeper if having elaborate hairstyles and intense makeup, and much less for practical haircuts and basic makeup. If you trust the Game spends too much time on a fade-out black screen: In MSMA, in order to mask some transitions, the game will, on rare occasions, fade to black /fade from back using some older method. If precisely during those times there is a random pop-up message firing (rarely, but it can happen), then it might appear that the game has "crashed" or "hanged", when in fact it merely waits for the pop-up input before continuing (just that it is behind a black screen). If you find yourself in such a situation where you are on a black "loading" screen, and things seem not to progress, then, before assuming that things are hopeless, please try first to simply press "E" or "Enter" or Tab, so you will close any open pop-up. These kinds of situations should happen less and less as development on the mod continues. You also have two buttons in the MSMA MCM to remove these kinds of "stuck blackscreen overlays". This below should be addressed: Let me know if it still happens. The enemies come with the player they've just killed to bimbo limbo, often in a violate AAF scene, and mess up the bimbo limbo experience: this it is being worked on, there will be a patch. Also there will be a button to reset bimbo limbo. Until then, you'll need to load the save from before this happened. This below should be addressed: Let me know if it still happens. In some combination of infiltration+surrender+botched sexfight, where the aggressors see the sexfighting player as too dangerous to let live, and they inflict a fatal wound to the player that is supposed to kill them, (and that takes the player to Bimbo Limbo)., on that scenario there is a combination of factors, when the killed player teleportation to Bimbo Limbo from a surrendered state silently fails (could be because it was attempted during a ragdoll moment. Known 3rd-party Mod Compatibility Issues Autonomy enhanced - these kinds of mods might create havoc if they latch onto this mod's NPCs ( or the player). That goes for the normal NPC that you can see, like Marina, but also doubly so for normally invisible NPCs like the Queen of Hearts. It really breaks a lot of assumptions if those NPCs start having a mind of their own and wander around from their designated spots, and initiate sex. Use your best judgment there. Mods that change the vanilla terrain heightmap near the creek in the Sanctuary with the wooden bridge that leads to Vault 111 might interfere with Marina's location. Transfer Settlements was named as one of those mods. Let me know if this is crucial, and I can add an elevation setting for Marina and her truck. The new Alt camera used during AAF scenes in MSMA is meant to allow dialogue choices and subtitles to appear during AAF scenes for additional mid-scene gameplay. The default/old AAF Flycam does not support these things. Right now during development this might have as an undesired side effect that other NPCs passing by, or even NPC in the scene can start a different dialgoue, (most often from Sexual Harassment mod, SexEmUp mod, or even vanilla dialgoue), not related to the AAF scene, with the player, during the AAF Scene, and because of the AAF scene controls, these vanilla dialogues are sometimes not completed normally. If that occurs to you, at this time, it's better just to do a playthrough where you either turn off Sexual Harassment of SexEmUp, or turn off this Alt AAF Camera in AAF scenes, from its MCM setting, QoH page, and just use the default AAF fly cam. Asimilation mod: can do weird stuff, including having the Super Mutants in Bimbo Limbo assimilate you right then and there into the supermutant faction, making you unable to talk with the three bimbo Limbo stooges to get out of Bimbo Limbo. Alt AAF Camera in AAF scenes: If you find that the alt camera is troublesome to any degree, you can deactivate it in the MCM and use the old-style AAF free cam. Right now, the old AAF camera is the default on a new game. Player Comments and Head Tracking at Fallout 4 Nexus - Mods and community might create some non-critical compatibility issues because the player is often found in scenes (the look at / head tradking behaviour is created by putting the player in a scene as far as I can tell) , and some aspects of MSMA are set to not start if the player is in a scene. For instance, starting the prostitution silently fails if the player is already in a scene, and so does starting the beauty routine. Not critical, as if you keep pressing the button, it will eventually work, in between two head-turns, but... is not ideal. Also, if the Queen Of Hearts comment delivery mode is not set in the MSMA MCM on the Default value of 1 (but is set on 0 "old mode" instead). 1 means a specialized actor is delivering the QoH lines, 0 means the player entity is delivering the line in a different voice. Re-using the player entity might make MSMA and " Player Comments and Head Tracking" step on each other's toes. Interrupted audio, lag, and so on. If you are using " Player Comments and Head Tracking" and are having trouble with QoH lines in MSMA, try making sure that the setting controlling the delivery entity is on 1 first, then perhaps test what happens if the "Player Comments" mod is disabled, and let me know. MSMA's XP debt system does not work right with Horizon v1.9.4 (April 2024), as that mod uses a different level-up XP formula than Vanilla Fallout4. The XP debt system caused by depraved sexual acts will be automatically turned off if the Horizon mod is detected. Accidentally killing important NPCs via Sexfight: For third-party mods that have story-critical AAF scenes, with story critical NPCs, for those you probably need to choose to spare the assaulting NPCs in a sex scene, if the third-party mod you are playing is not MSMA aware, and has no proper way of dealing with the possibility of them being dead, paralyzed, or frenzied at the end of the AAF scene. Unless these third party mods that start their story critical sex scenes have coded in a contingency in their scripting, (a way to either handle the case where the participating NPCs would be incapacitated via sex or some external attack, OR to use the MSMA integration global variables, that MSMA exposes to other mods if they want to remotely/externally disable the Player's SexFight "powers", and stop the player from being able to kill/punish certain NPC via sex in its key scenes), then it makes sense incapacitating that mod's actors/ NPC via sex is an unexpected outcome for that mod, and might break the flow of said mod. Fortunately, MSMA has a hotkey that allows you to suppress SexFight punishment for NPCs, even mid-way through a SexFight scene, if you want to. That hotkey is called "Emergency Nullify SexFight Punishments". Remember to set it in the MSMA MCM menu, hotkey page. Sex Fight Color codes: NPC outline Flashes blue (for about 2 seconds): [call to action] They issued a sex challenge, and you'd better answer it. The faster the better. Do so by pressing the SexFight hotkey that you have set up in the mod's MCM. Player outline flashes blue (very quickly): [status confirmation] You have successfully answered the above challenge on time using your standard AP pool. Good job! Player Outline Flashes purple: [status confirmation] You have successfully answered the above challenge on time using "overdrive" methods of emergency AP generation, because you didn't normally have enough AP. Good job, but be careful, abusing those "overdrives" can have side effects! Player outline flashes red: [status confirmation] You missed answering a challenge (did not see it, did not have enough AP, or some other reason). NPC outline flashes orange: [status confirmation: marked for paralysis or frenzy] That NPC got to a mind-blowing-tier orgasm (and paralysis or frenzy is on). They are as good as paralyzed (or frenzied) at the end of the scene. This signalling only happens once per NPC per scene. If this is a scene with more actors, you need to pay attention to keep track of who is 'cooked' and who is not. NPC outline flashes red: [status confirmation: marked for death] They got a Galactic Orgasm (and death by orgasm is on in the settings). This signalling only happens once per NPC per scene; you need to pay attention. They are as good as dead at the end. If this scene involves more actors, you can probably focus on others now. Player outline flashes green: [status confirmation] You pressed the action button outside of a valid NPC challenge, so you are now consuming some AP to reduce your pleasure and avoid getting overwhelmed. If your pleasure was indeed quite high when you did this, you are even lowering your SexAddiction a bit with each button press. Player outline flashes yellow: [status confirmation] You tried to reduce your pleasure but did not have enough AP to do so effectively; it barely produced a small effect on your arousal, still better than nothing. These color codes, and the associated UI sound effects, are disable-able in MCM (for the realism purists out there), but gameplay feedback will be a bit harder to figure out. Translation/Localisations: On the topic of translations/localization, I feel rather silly, ever since I learned this tool exists : ESP-ESM Translator at Skyrim Special Edition Nexus - Mods and Community That not only auto-translates ESPs and ESMs, but also the associated MCM script, Fomod script, and, hear this, decompiles and translates Papyrus scripts too! Wow. I feel my efforts to have a "more proper" loc. architecture for this mod with a string manager script to gather all those strings in all the scripts in a single place, eventually save and load them to/from a human-readable text file, etc (all for making translations easier), might have been a largely redundant/useless effort... in light of this fantastic translation tool existing. So, anyone has full permissions to use translation tools and create translated versions of this mod if they point to the original and do not misrepresent any level of authorship of this or any third-party mods that this mod uses. For now, I will stop efforts into furthering the bespoke localization architecture and will refocus my efforts on actual content creation (as I assume the technical architecture for localization is largely not needed in light of auto loc tools that can also decompile and translate scripts). June 9th Version 1.105 to 1.107 Upgrade mid-playthrough is fine. 1.107 Patch to remove the 10-second lag on loss of control via cravings, from the moment when your target says "Want to do it here or want to go somewhere more private" to when the menu with these choices actually opens up. Now there should be no lag anymore. 1.106 patch (also promoted to Stable version 12_2): Fixed Loss of control dialogues being too low priority to the point they were never firing. Fixed Viggo post-training still having a dialogue option that could be abused for "free missions" due to a faulty check of "previously owed free missions". Increased the default probability to find Viggo trinkets ( on a new game, for games already started, it can be adjusted in the MCM). Increased effects of melee attacks on the disarm chance. Changed Implant menu item names to make it clearer which menu section uses the four dildos. Corrected a non-critical flow bug with Viggo's training. Players who would get themselves qualified for the training via the most tame route (mileage for anal sex), were being put through the big first-time conversation and made to say yes to wanting to help with training every single time, instead of doing that just first time, then going through the shortened dialogue for "resume training", like normal. Corrected now. June 6th Version 1.1 Upgrade mid-playthrough is fine. Patch 1.104 - Fixed the pause menu music not being more varied (the menu-themed specific ones were supposed to be mandatory just at the start, not every single time). Also fixed the special one-time SJ song not playing after departing Marina's terrace after returning from Concord and getting Harmony. Changed the data dependency structure a bit, I am now separating assets that change less often from the ones that change more often in separate downloads The mod now depends on two resource archives (available on this page), each about ~250 MB ish in size. You need to download and install both of them in addition to the main mod file ( which is now much smaller), and ideally also activate the plugins they come with (they are ESL, so they don't count against your total plugin load limit). The two resource files are MSMA_Required_In_game_Music_v1.zip MSMA_Required_MusicSoundsModelsTextures_v1.zip The main mod will detect if they are installed or not and will remind you to install them. If you really do not want to activate the two ESL's, things can work without them, but you will have to tell the mod not to bug you about it. Added more music and more ways to play /stop music Aside from the hotkey to force stop all music that you can map in the MCM hotkeys page, there is also another new optional hotkey you can use that acts as a start/stop toggle. If an MSMA song is playing, it stops it. If no song is playing, it starts a new one. It will pick songs at random, but it will favour those that have not been played as much as the others. There is also another optional hotkey you can map that tells you the name of the song currently playing. The mod can now play a new song every time you open the pause menu (you can turn this functionality off, there is a setting in the MCM on the music page) The mod now can play a song every time you quick-save (you can turn this functionality off; there is a setting in the MCM on the music page) June 2nd 1.0743 - Upgrading mid-playthrough should be okay. This update mainly centred around buffing the Not-A-Bimbo specialist class, and adding more ways to "mostly non sexual interactions" playthroughs. First skill on that Not-A-Bimbo track, " Time for Action" now also unlocks the option to remember the teachings of the De-Bimbo School (provided it was visited at least once), allowing one for quick meaningful CVT reductions "in the field". Activating that skill, once unlocked, is done from the implant context menu, where it appears as a new entry. Its base strength is half of what the De-bimbo school does. Using has no cost and no cooldown, but it is less and less effective each time (its effectiveness is reduced by half each time it is used) Visiting the de-bimbofication school properly resets the strength of this skill back to max. If you lose your points on the not a bimbo track below 10 points, the skill will become unusable once again. The Not-A-Bimbo track specialist skill, "I just need to THINK", where you recover the Intelligence lost (4 th on that track), now also increases the max number of Bimbo Specialist points one can get from dialogues from a maximum of 60 to a maximum of 120, to illustrate the recovered learning capacity. This increased maximum is permanent, remains so, even if you later might lose specialist points on this specialist track. This should make rather accessible infiltrations supported by non sexual animation in human or non-feral ghoul enemy bases, as well as combining more Specialist class skills, acquired via points gained in conversations ( terrace conversations with Marina mostly). For instance, one can use the Agent Sucubus mesmerize to start infiltrations in human bases without a classical surrender at the start, ensuring that, if stealthy enough, things can be done end-to-end via non-sexual interactions. A reminder that is possible only for human bases/enemies. Tougher enemies like supermutants won't go for non sexual interactions in infiltrations. The Not-A-Bimbo track specialist skill, "That's not happening" (3rd on that track), means you get one free visit to the de-bimbo school each bimbo level. "Jizz In their pants" and "More Jizz In their pants" skills get boosted, as the AP cost for non sexual challenges is not merely halved as it was before, but divided by 3 (each time). Note that with these changes, the default 4x setting in MCM on "AP cost for non sexual interactions" might be set a tad low. If you want a moderate challenge, the new reccomended value on that setting is perhaps 8 or 10. May 31th, 2026 1.0736 -1.0741 mid-playthrough upgrade should, in theory, be fine 1.0741 patch: When Viggo's training was over, if he owed the player free missions from before, he would do free missions ad infinitum. Corrected now. In the stable release, too. 1.0740 update - added flags to Viggo and his hounds so they are less likely to take part in third-party mod disrupting activities, like Sexual Harassment Scenarios or Hot Pockets. Updated stable version release to 1.0740 too, since it was fairly well tested. Viggo will no longer naturally appear before "The First Step" quest (Tenpine Bluff settlement) is not at least running (or completed). Should sort out later flow errors. FPE integration should now work seamlessly with either EgoBallistic FPE and InvictusBlade FPE (the right FPE version still needs to be the same as the one that was there at the start, if FPE was installed or changed to a different version mid-playthrough a new game is reccomended for the two FPE integration features to work well). Toggles for the Auto Cure STD and auto End Pregnancy that the nanites provide are in the MCM. If using the Bound in Public mod, while the Bound in Public quest is running, the MSMA Loss of control due to cravings will be suppressed to prevent flow complications. If using NukaRide, during Night Fever and the Motorcycle quests, DiamondCity and the Mayor's office will temporarily not be a sex crime area, to prevent guards from stopping quest sex scenes and fining the player for public indecency. (There is an MCM setting if you actually want that to still be allowed to happen, in 3rd party mods, simple settings page) @JemappelleRedacted new help page in MSMA MCM about the Appearance Score/ Looks score, and what affects it. Fixed MCM setting for max number of training sessions needed for Viggo (wasn't working before) Added MCM settings if Viggo AAF animation start phases should use AI packages or walk animations to the spot. Various typo corrections in the UI Multiple corrections to Viggo events flow. May 25th, 2026 1.0725-Quick patch- support for auto-ending FPE pregnancies now works for the classic FPE version and the redux version. It should no longer cause problems for MSMA on startup if the FPE mod is missing. (In the unpatched version, the MSMA wouldn't start without FPE once this support was added.) 1.0722 (mid-playthrough upgrade should, in theory, be fine) Added a big chunk of Viggo's personal quest functionality. If the player insists on asking Viggo for alternate payment methods for his services, they will discover more than what they had bargained for, perhaps. (all fully voiced) Viggo now has a sexual training mode; each training session can act as an alternative payment to finding a " trinket" for settlement missions When the training is completed, payment can continue with spicy activities that are no longer " training sessions." Training amounts are mcm configurable. The generic craving for regular sex now has its own progression scaler in the MCM The generic craving timers for regular sex at have increased by 2x (shouldn't be as pressing as it was before) Touched up some of Marina's initial dialogue to be more believable / in character for her. Added an integration with FPE mod and its pregnancies and STDs. Now MSMA has some settings so that your nanites can automatically negate new pregnancies and cure STDs. Default on, but can be toggled off in the MSMa MCM, Third-party mod- simple settings page, FPE section. Added MCM option for the 4 dildos to be able to ignore restraints ( plugs and such ). Useful when some pesky plugs get stuck. Optimized some SFX file sizes (they were WAV, now XWM, which were taking more memory than needed) Added a few missing soundflines ( for Misty's broken pad interactions) Added a (barebones) "giver/top" mode for the player. (not just taker/bottom), for the sexfight roles. Right now it activates only in a very specific scenario with Viggo, at the end of his training, when the training needs to be tested. This works only if Allnarta's AAF Animations - Framework & Resources - LoversLab is installed. Will add it to soft reqs. added some more animation redefinitions ( if on NAF, might need to reimport MSMA =provided XMLs) smaller fixes/optimizations Didn't manage to test in the Viggo tie-in with Strong ( or some other friendly supermutant) in terms of a solution for testing/validating Viggo's training. , but it should work ( in theory). I did test the FEV hound-based solution and the strap-on based solution. UI change- Marina's quick access for her services is now accessed via a bespoke submenu entry in the context implant menu. (The entire context menu is no longer force-swapped when you are near Marina) Secret: The context implant menu, when invoked near Viggo's spot, can also summon Viggo for the purpose of training, if he is not off on a settlement mission, and no settlement missions are available. Viggo should remember the help he has received this way, and you should be able to use these as "Credit" for doing missions later. Known issues: strapon fails to equip on the player when pegging Viggo, for some reason; also when selecting oral animation for Viggo training, it might default to regular. May 14th, 2026 1.0702 - Upgrade mid-playthrough should be fine patch to ensure that the optional system for auto-changing positions mid-act (that is, by default off on a new game), always picks compatible positions to avoid AAF error 4. 1.0701 - Upgrade mid-playthrough should be fine Changed the process by which registrations for the event of certain menus opening and closing is reevaluated at any new load game (instead of just on mod init. This might prevent some instances where menu open /close events were not properly registered for, making it tricky to block some other events from happening while the menu was open. Marina's offer for the player to be resting in the truck, while she works on a solution, during the Viggo quest ( when Misty's control pad is involved) should now be usable even in the case of "too aroused to sleep" Correctly making sure Misty's control pad gets force-integrated into Marina's services when the story rail ends, even if the Viggo quest related to this was not started ( there was an error before, and this might not have happened in certain situations) Added some safeguards so that if the scene on Marina's terrace does get accidentally stopped, the player is not stuck on the terrace anymore. This situation is detected, and the player is moved back to the ground with full controls. If the player does not have an unusual trinket for Viggo in their inventory, the chance to find one on downed sexfight enemies is now tripled. Otherwise, if the player has one, the chance to find additional ones is the exact chance you have set in the MCM (default 1%). Changed some "new game" defaults, for instance, Bimbo silly anims by default now start on bimbo level 3 ( instead of 2), and they have a doubled time duration between silly bimbo actions. Added some safety checks around the presence of the ScriptedFaceTints mod. May 10th, 2026 1.0692 and Stable release #9 It should be upgradable mid-playthrough. One small but important change to yesterday's release (propagated both to the stable release and to the in-development one) SPECIAL strength stat now has a much larger effect on dealing with carrying around over-inflated body parts (chest, butt, belly). If someone goes through the trouble of boosting their STR, they should see more benefits from that. May 10th, 2026 1.0691 and Stable release #8 It should be upgradable mid-playthrough (but a new game is recommended). Also, an alternate version of the optional MSMA HUD mod that causes fewer Papyrus Log Traces (it is the same, just without the traces) can just be installed over the old one. Optional: Sex Position Auto change on player orgasms above a certain intensity, partner orgasm above a certain intensity, or any successfully answered challenge (not recommended, a bit overkill). Can be activated from the MCM, SexFight page, default off Long Nails have three equipping modes now (instead of the two modes before): Fully removable with norestrictions (as before- they get destroyed when removed, and bonuses are lost, have to re-visit Marina to get a new set), Strict Permanent (as before - indestructable and they get auto re-equipped, this can conflict with things like DD or KFT or Silver Shroud suit), and Loose permanent (new mode) means they can be visually removed, but you keep the gameplay bosnuses, and they will actually patiently wait to get auto re-equipped on the first AAFscene start/end, or the next savegame load. Optimizations to reduce papyrus load in certain situations. Post frenzy invisibility, if tuned on in the MCM, shouldn't trigger anymore on peaceful situations like boosting follower combat ability via sex, doing movies with wedge, prostitution, or similar. typo corrections and various other fixes papyrus load optimizations Changes to Viggo Viggo should handle kidnapping-type missions better (the sub-Objective to rescue the settler should be completed now, and the kidnapped settler should actually be moved back from the dungeon to the settlement automatically) Viggo should now, in theory, also be able to handle the repeat missions for already owned settlements now In the past, if you started a Viggo mission and then exited the game, the mission had a chance to get stuck (never complete) on the next game reload. Now, on a game load, any ongoing Viggo mission should get unstuck. Viggo will not take part in custom/special missions (non-procedural) like Troubled Waters for Greycarden, or Taking Independence (the Castle). He is meant to handle the auto-generated ones mostly. There is a bit more auto-setting the active quest, once Viggo gets activated, so people can find Viggo more easily. Changes the ElastoFlesh skill (as it was too overpowered). Now this skill means all sizes (oral, anal, or vaginal) adapt halfway (not instantly all the way) from their current size, whatever it was, toward the ideal size to match the current partner, at each new AAF animation start. This means with a partner, in 2 or 3 animations, the sizes are close enough to be largely adapted (it just does not happen over just one single animation anymore). Now, only the body parts that are actually involved in the animation ( based on animation tags - anal, oral, or vaginal) adapt, not all of them as they were before. These auto-adaptations at the start do not count when QOh evaluates if a spree had any stretching that large enough to be mentioned. Changes to QOH quipping on sex sprees based on stretching: Initial size auto adaptations from the elasto flesh skill, if any, at the start of a spree, are ignored in terms of "worth-to-mention stretching events". any additional stretching that does happen later in the spre, after that initial moment, do matter, but the thresholds that they are comapred against to see if they pass the "wrothwhile to mention" check, those can be set to be a lot larger than the thresholds that are used for a bimbo who does not have the elasto flesh skill (default multiplier is set to x5, can be set in the MCM from x1 itro x10)., This is done so that QOH's comments about sizes don't become too frequent/annoying once the elasto flesh skill is acquired, while still calling out outstanding events. May 3rd, 2026 Version 1.0682: Viggo the Merc is here. to take care of most of those pesky "settlements in need of help" missions. Could in theory, work on an upgrade, but a new game is reccomended. The Viggo Quest should fire up every time Preston sends you on a settlement mission (including the very first one to Tenpines Bluff). If you are level 10 or above, you can visit Viggo and have him take care of it in exchange for "an unusual trinket" that you find on defeated Sexfight opponents (chance settable in MCM to find these trinkets) First time (when Preston sends you to Tenpines Bluff) should be more special - notrinket should be required then, and no minimum level requirement. Viggo currently only handles the initial recruitment mission for a settlement, not subsequent attacks on an owned settlement. Viggo is currently is only activated by Preston, not if getting the mission in other ways, such as talking directly with the settlers. This will be expanded upon in later iterations also... Marina's services on a new game on Story mode now start with no chest/butt resize options, no rejuvenation options, and no change face options. These services are enabled after the first interaction with Viggo, which gives you something he recovered from Misty. That something is what enables Marina to add those three services to her service menu. They are also force-enabled if the story rail ends. April 28th, 2026 1.0679 And also, stable version #7 Promoted 1.0679 also to 2026 Stable version #7. Corrected a bug on 1.0678 where the Pheromone-based virginity protector had been accidentally turned off for all Wedge scenes, instead of just for two special cases. Virginity status lost now also has a text Notification (just in case you turn off QOH audio). Virginity status lost now also auto turns off the corresponding pheromone protection after status has been lost (not much use anymore after this point). Can be re-enabled after, for those who want it for other reasons. Corrected a few audio lines and typos. On the Wedge extreme case (selling virginity), if the player says yes right away without push back in the longer conversation, then at the end, Wedge also gives the player a large drink to support the "mad courage". Past versions April 27th, 2026 1.0673 - should be okay on an upgrade. You would be missing out on some news stuff that is only visible on a new playthrough, as it is part of the story at the start. 1.0675 - a few non-critical issue fixes for bugs discovered in a longer playing session. Added a teleport vertical offset in the MCM, to prevent clipping through thin ledges. Bimbo Specialist point awarding is now, by default, on a new game, more immersive: based on your choices in various conversations (not periodic UI popups, just gifting points) The one conversation that can be repeated and "milked" the most on this is the one where you tell Marina about your adventures, on the terrace. Other conversations that have effects on this are in quite a few places, including a few " stealth" ones, like the ones at the start, where you establish your sexual history. There is a scale/speed-up setting in the MCM to gain double or triple points, to speed things up. A LOT of new voice work. Migrated a lot of the old XVASynth Voices over to Falltalk. Aside from bimbo limbo and a few loose lines, most voices should be falltalk now. A new special ( and more extreme) scenario at Wedge, with a few variations if you manage to make it to his second scene while still being a virgin (real virgin or "post-war" virgin only, though there will be some small differences in rewards. Max rewards are for real virgin only). Added a check for the QOH entity, that if the player is in the vanilla gunner faction or raider faction (plays a mod where the player is part of that faction), then the invisible QoH entity that comes for longer chats, will also be placed in that faction to avoid a lot of guns shooting from NPCs If you make it to the first convo with Marina on the terrace as a virgin (when she gifts you joy), she will also turn on the pheromone-based virginity protector for you (for players that didn't get the hint/memo that they might want to do that). Changed a bit the story premise (Marina will level with you and be honest about why she is hanging around Sanctuary for so long) The pheromone-based sex act type protector should affect the picking of act types in earnest during infiltration and several other scenarios initiated by MSMA. For Violate, it just protects it logically ( gameplay logic), as it has no control over the animations picked by the Violate mod. There are some new animations defined in the XML in the MSMA-specific files. If you are on NAF, you will need to re-run your XML importers. It is for the extreme Wedge scenario. Changed a bit how the nipple size reset back to normal is handled. April 23rd, 2026 1.0651 Upgrades mid-playthrough should be fine. 1.0656->quick patch to address edge case for QOH custom cam, Corrected Typos on V Card reports, better differentiating between post-war only faux virginity and proper virginity. More stats. Notifications when the Pheromone-based act type protector kicks in, with exactly what it is doing. Edge case with multi-race aggressor animations. Corrected elasoflesh's bimbo size changes no longer being considered noteworthy when the spree summary is done. Sorted out some tag-based misidentifying issues, and attributed fluids and mileage to body parts that are in a virginal state in some edge cases. New: System to set up and track Virginal stats The system can accommodate a simple premise ( alt character that starts as a virgin) but also classic Nora and an alt playthrough (or more nuanced premises) as it can consider "virginity" only on acts done post-war (post-war can be optionally considered a virgin -equivalent "fresh start" even for characters who were not virgins pre-war). Or NOT, it can also be strict. It tracks "Virginity" in relation to 4 different types of acts. - Regular (Vaginal) virginity ( lost first time when penetrative vaginal sex is had -and then, in theory, except some totally outrageous scenarios, is set in stone for that playthrough) - Anal "virginity" ( lost first time when penetrative anal sex is had, and then, in theory, except for some totally outrageous scenarios, is set in stone for that playthrough) - Oral "virginity" ( lost first time when a cock is sucked-and then, in theory, except some totally outrageous scenarios, is set in stone for that playthrough) - Group sex "virginity" ( lost first time one enters a threesome or higher -and then, in theory, except some totally outrageous scenarios, is set in stone for that playthrough) It tracks both pre-war and post-war virginity. Even if not a virgin pre-war, in post-war, we will still track "post-war virginity". (But that is not "True" virginity, but is something. Menu to see this tracked data, added to the implant. IT gets activated after the first talk with Misty First talk with Misty is more elaborate, during which the player can establish more of their exual history, pre-war. First cutscene with Marina (when joy is gifted) is more elaborate, during it the new Pheromone-based Virtignity act protector is being enabled, and tutorialized a bit. Qoh calls it out via voice for when a virginity aspect is about to be lost BackupDildos ( was not obvious at first, but they were needed if people started caring about virginal status) The dildo friends have types Courage and Harmony are vaginal, Joy and Zen are Anal. This, coupled with the new virginal system, might make you not want to use some of your dildo friends ever, if you want to avoid losing that type of virginity. This is why in this new version of themod, each of the four dildos each now has a backup version of the other type. Enable the backups with Set MSMA_status_BackupDildosEnabled to 1 (or 0) if you want to enable/disable them. By default, they should be enabled. If the backups are enabled, and you select, for instance, to use Courage, and you are a vaginal virgin, then the menu will suggest you use the backup anal version of Courage instead of the vaginalone. Same if you have set vaginal act phenomone protection. to on Act Type Protection. After you visit Marina for the first time on her terrace, she activates the "pheromone-based protection" , so you can flag a certain type of activity (Vaginal, Anal, oral or group scenes) as an activity that you would prefer to be avoided. Default: just one out of four possible protections can be set at a given time. La bimbo level 2, you get 2. This protection can be set for the purpose of being an aid in virginity preservation, or just in general. If you set this on, some menu aspects will remind you that you are about to engage in an act that will go against your self-imposed limits. For instance, if you set VaginalProtection to ON, when you would use a vaginal dildo like Zen or Courage, the system will warn you, so you can cancel. If you have enabled the backup dildos, it will suggest you use the backup instead.\ This protection is not absolute; if you yourself select a bespoke way in a conversation that you want to engage in a protected sex act type, then things will still happen. It is meant to protect, as much as that is possible, from things you DO NOT select, like a combat surrender For acts that are not necessarily clearly defined, like charm, or Craving-based prostitution, or a Violate surrender, this protection will make avoiding that type of act , a lot more attainable. Enable or disable this (it is enabled by default) set MSMA_status_UsePheromoneDiverting to 1or 0 to turn off This protection won't work for acts in scenarios that are clearly targeted/defined, like if you offer vaginal sex in prostitution, it will still happen even if you have pheromone-based vaginal sex protection on. This protection will also only work on human and supermutant-sized partners, maybe a bit higher. If you go beyond that, the pheromones are not as effective (or at all). Same for gangbangs if you have gangbang sex protection on, it should protect you from enemy gangbangs in violate, but a prostitution session where you offer a gangbang yourself in a bespoke way for caps, or if you ask for it in a craving-induced gangbang, then the protection won't work, and the act will still happen. Wedge and the gang are for now, also influenced by Pheromone protection. ( But i'll maybe add some dialogue-based way to convince them to only use certain kinds of acts during the rebuilding of the sanctuary) . Until then, better learn how to scavenge the items the old-fashioned way to build up a sanctuary as a virgin) Bimbo Limbo denizens also won't care about your earthly pheromone-based protection. MCM debug menu now has a button to reset the player's virgin stats at any time. MCM debug menu now has a button to reset the player's virgin stats at any time. April 19th, 2026 1.0620 - mid-playthrough upgrades from recent versions should be good. Better, more performance-effective way of filtering unique NPCs from non-unique ones(based on a check based on voicetype, instead of name string). MCM option to toggle between the two methods (this one or the old one). more QOH voice polish and corrections. Added more voices for QOH to acknowledge spicy activities if they occur with non-humanoids or generally less-used partners She will make it clear that she thinks those kinds of activities are not the best use of your time, as the " experiment" should target humans or at least humanoids. First two times with each new comment always fire, after that it listens to the MCM setting around the percentage of her commenting at the start of a scene. But she no longer stays silent/generic at the start of the AAF animation, if the player interacts with That animation that has a mix with a fev hound and a super mutant Fev hounds Dogs Mirelurks Gorillas Radstags Bugs Molerats The rumos system (about the spicy things you are observed doing in the wild) now also generates actual social comments when you are in a settlement. Some scavers/residents might approach you with news of what they spied through their scope when out there. If you have been misbehaving in the open, most of it will not be flattering. If you have kept things mostly indoors, odds are there are a lot less rumors. All voiced. This goes on just until the rumors subside, or are forced to subside by you changing your face at Marina. April 17th, 2026 1.0590 and 1.0600 - mid-playthrough upgrades from recent versions should be good. 1.0600 Quick patch to address 2 audio lines from the sex spree system, cutting short/not being the right ones. Expanded the Prostitution/Charm/Companion boosting spicy flow to allow certain unique actors with unique voice lines and unique voice types. To test this, I added full voice dialogue for a companion that is rather far from the beaten path: Strong the super mutant, for which MaleEvenToned Voicetype just wouldn't be believable, the upgrade should be seamless. I also greenlit Nick Valentine as a potential target for these activities ( before he was being filtered out because of his synth nature), but he still used the standard MaleEvenToned generic voice. Only Strong has his unique voice and unique dialogue so far. If Strong is loitering about in a settlement, you can engage with him on prostitution/charm like you would anyone else (but Strong won't have group animations for larger payment options available; it's just him). When he is an active companion, you get a companion boost and charm options. Prostitution with an active companion does not really make sense, so it is not enabled. Only boosting or charm. Bimbo brain text thought notifications wouldn't occur under the effects of the cumconcentrate anymore Boosting a Companion actively following, and choosing "let's find a spot nearby" no longer has the actively following Companion, post sex act, attempt to return to where they were when you said " let's find a spot.", like normal non-follower-NPCs are supposed to do. Strong is longer affected by the schlong size randomness distributor (SSRD). What is the SSRD: Normally, there is a 10 percent chance for any member of any race to have a schlong that is one class above their normal race size. Similarly, a 10% chance for them to have a schlong side below their normal race size. This is set for that NPC once per playthrough and is staysthat way. So in some playthroughs, some players could get a Strong that is oversized, and in some playthroughs, one could get a Strong that is undersized. Now Strong is spared this randomness, and he always has a supermutant standard schlong. (It won't change on mod upgrades, though, if your playthrough was started on an older version, and you have already sexually interacted with Strong at least once, then his Schlong size has already been established for that playthrough.) Worked some more to define the concept of "Sex Sprees," so QOH can talk more about them and what the player is doing. A Sex Spree is a sequence of sex scenes, with not enough time between them, that has at least one of these qualifying conditions: A minimum number of participants ( this is expressed in normal human equivalent for your bimbo level, so a large enemy will count as more for a low-level bimbo ) A minimum number of love juices transacted A minimum amount of size-related effects (oral, anal, or vaginal) occurs at the end. (just one of them is sufficient, not all are required) Each of these conditions has a low threshold, which makes a spree valid, and a high value, which marks the spree as not only valid but "Intense." These values are all settable in the MCM - QOH page. After you went through a spree, and after you've gathered your wits, QOH might have thoughts on it. QOH Ultimate skill- Cannot be used at bimbo level 7 anymore (since its cost is CVT increases, and Level 7 is the level cap ). Qoh will tell you what to do. At level 7, most sex fights should be winnable without this skill anyway QOH Ultimate skill now has a cooldown ( settable in the MCM - has its own separate section in the QOH page now ) expressed in in-game days. If skill is reused during the cooldown, then its CVT cost will be maximal (you will get a CVT boost worth half of the current bimbo level . That means if you insist on using it twice, while on cooldown on cooldown => Bimbo level up) . QOH Ultimate skill Tutorial and usage should be suspended in Bimbo Limbo. other minor bugfixes, like making sure utility invisible NPC, like the Queen of Hearts invisible NPC that visits you for the level up conversations, have their AAF_BLOCKED Flag set again, even after they occasionally get reset. -should, in theory, prevent them from being targeted by mods that forcefully grab nearby NPCs for sex scenes like RSEII Shenanigans. Vey optional: To aid in figuring out what is the specific context when the " Spicy activities" flag (activities are Prostitution, Charm, Craving induced prostitution, or companion boosting) in some rare cases does not get reset when the activities end, I have added a debug functionality that you can turn on: a monitor for that flag, which monitors its value and shoots a pop-up on the screen when the value changes to help bring awareness to what happens to it and when. Not a frequent occurrence as far as I can tell, but still annoying when it happens. As far as I can tell, things can get wonky if you save mid AAF scene and then load that save. Something weird happens there. So, save-scumming your way through sexfights is not technically advised. This monitor can be started with DevHotKey1 and stopped with DevHotKey4 on this build. (Both these hotkeys are settable in the MCM, General page) Once you start it, you will see a pop-up at the start of these activities, and at the end of these activities, with the flag being set on 1 and then on 0, respectively. If you DO NOT see this pop-up at the end in some context (and the monitor is on) then you've caught the edge case, and please tell me about it. April 11th, 2026 1.0563 and Stable version 5-2026 A mid-playthrough upgrade from any recent version should be good to go. Updated the stable version download to the current version with the new mechanics, as it looks robust after testing. Fixed an edge case where too large a belly wouldn't produce the negative effects in a Power Armor with an unmodded Bimbo-torso. Fixed fisting animation stat management, before it was making the player erroneously tell Marina she had an encounter with a creature with a larger Schlong ( just because of the size of the arm in fisting animations) Changed tutorial texts for the Ultimate SexFight skill from third person to first person for consistency. Player Strength SPECIAL stat now has more of a positive effect on "too heavy body parts" management Made it so that for 48 hours after the most recent use of the ultimate skill, the player is barred from attending the De-Bimbofication school (since the influence of QoH takeover is still too intense on the player's mind). Some thematically appropriate music plays if you are accepted (or not) in the De-Bimbofication school, due to allowing mind influence from QoH Boosted Companion Bimbo buffs. Duration is now 15 IRL minutes. Attack is now much higher, and defence is higher than it was in the previous version. April 10th, 2026 1.0562 Mid-playthrough upgrade from any recent versions should be good to go. 1 . NEW: A first version of the system to boost male companion combat effectiveness via spicy interactions. When you have a male follower, use the sexfightkey on them as if trying to do regular prostitution. A new option should be at the bottom, about buffing them via spicy interactions. Buff strength depends both on the current bimbo level and how well the most recent buff applying sexfight went (how intense the orgasms provided). There are 9 possible intensity tiers for the buff. Attack, defence, and speed buffs can be added with separate type scenes; each can now have its own intensity tier. Sexfight in those scenes needs to be won for the buffs to apply. All buff effects can also be added in an alternative way, all 3 simultaneously, with a more extreme (fisting) scene. The fisting activity should now be correctly identified by the sex report, QOH, and other subsystems related to bio juices; no juices should now be considered to be coming out of the fist. The fisting scene will add the buffs even if the sexfight is not technically won, based on the duration one submits themselves to fisting (but they will be of better quality if the sexfight is actually won). Buffs last 10 IRL minutes from the moment they were added. Buff presence and its intensity tier ( individual attack, defence, or speed) can be seen in the Bimbo scope Unlike regular prostitution, this boosting of the companion can be repeated without a mandatory cooldown. Regular prostitution on the current active companion is now disabled from starting in earnest (didn't make sense anyway, since their money is basically your money, while they are a follower) 2 . NEW: Ultimate Sexfight "limit break" skill. When the sexfights are too tough, you can surrender your body and mind to the Queen of Hearts. She will answer all challenges with perfect precision. Activate this Power Move by quickly spamming the sexfight button a bunch of times ( default 5, settable in the mcm) Odds are you will 100% win any sexfight; however, there will be a CVT cost, and it will cause instant mindbreak. There are three levels of CVT cost that you can set in MCM. Small, mid, and high. This also has some tutorialisation popups (first time when used in a playthrough) Once the "mental takeover" is activated, if it is in the middle of a Violate surrender, it will last for all the scenes of the Violate surrender. In the middle of a multi-scene prostitution run, it will last for all scenes until the prostitution run is done. Otherwise, it will fizzle out at the end of the current sex scene. Implantmenu-> stats window also underlines when QOH has mentally taken over. So do the post sex reports. 3. NEW: Some commonsense system interdependency conditions for Virtue Bimbo/ Not a Bimbo Each time a virtue bimbo deliberately engages in obvious bimbo behaviour like prostitution or boosting her Companion via spicy activities, 10 points will be taken from the not a bimbo track and moved over to the airhead or power bimbo track. Skills and perks granted by the virtue bimbo track will be taken back too. This is being notified each time, and can be avoided by paying a fine in Nymphomania CVT. How much payment: configurable in MCM ( low/med/high setting). Additionally: Loss of control cravings should not activate on the current Companion anymore by default. Thisis Settable in MCM ( if you want to re-enable companions, but it might be a bit annoying to "trip" over them at any step) Even if set to 1, Loss of control due to Gangbang cravings will not trigger on companions ever, as it is assumed they don't have a "gang" of friends with them at all times, so they cannot soothe that craving anyway. Notes - NAF users need to regenerate their anims list since the included DR_pack_Humans_positionData_MSMA.xml file has changed. I had to add more redefinitions there because I couldn't get the fisting anims to play on tags, so they needed some bespoke name redefinitions. - no additional cheerleading mechanic to further boost the companion buffs yet. - Some nasty scene flow issues fixed by hand, caused by Xedit saving different indexes to scene jump actions (lower by one) than what CK saves, on some scenes in some quests, not all. Simply: save esp with CK, load in Xedit, do some flag changes and some navmesh edits, save with Xedit, load back in CK => broken scenes jump indexes (that were never edited). I wanted to scream. April 8th, 2026 1.0558 -Upgrading mid-playthrough should be fine. NPC Social Comment frequency MCM slider has a wider range available to it, so one can space out the NPC comments even more Corrected the ultimate BimboAgent skill: firing a suppressed weapon is now a permitted action in infiltration that is exclusive to Bimbo Agent with 70 points on the Bimbo Agent track; everyone else has their infiltration ended as soon as they fire a weapon during infiltration, no matter if it is silenced/suppressed or not. Overly large /heavy body parts no longer cause effects in general when the player is sneaking. The overly large /heavy body parts management system is changed; the MSMA script load overall should be lighter. Story Quests for using Zen and Harmony Dildo friends now end correctly after using them. Giving Mindblowing or Galactic Orgasms to others now counts as more than one orgasm when soothing "make others orgasm" bimbo craving. Providing Mindblowing or Galactic Orgasms to others now has a small positive effect on soothing one's "get orgasms" bimbo craving too. Getting a Mindblowing or Galactic Orgasm, now soothes one's own "get orgasms" bimbo craving by more than just 1. April 7th, 2026 Updated both the Stable Version and Act1 in-development version, as I had accidentally forgotten two Papyrus TopicInfo fragments from a third-party mod in the script sources folder. No major effects (unless recompiling scripts), but it didn't sit right with me not to correct it. New Act1-In development version 1.0555 -Upgrading mid-playthrough should be fine. eplay changes to make larger partners/creatures produce more size-related effects, and in some cases, more fluids. Craving-induced Loss of control dialogue, when you are face to face with an NPC who could be a craving soother, now has some extra functionality to avoid soft locks Pressing the SafeSexfight button once brings the target NPC close (just in case he was stuck) pressing the Safesexfight Button once more, force-closes the dialogue scene and handles it all via a UI popup If the scene takes too long ( settable in the MCM what "too long" means), it is getting auto-closed and handled via a UI popup After the loss of control state is installed, after a set number of times where the player has resisted the loss of control, a shortened version of the scene will be used instead, where the first half is handled by a quick pop-up. (all MCM settable - you can also leave the full-length dialogue scene if you want to) April 5th 2026 New Act1-In development version 1.0552 -Upgrading mid-playthrough should be fine. 1.0551 to 1.0552 is a patch for HotPockets 0.0.4a-> 0.0.4b (need to upgrade that mod too if you were using it) Support/integration with Human Resources - Sexual Content - LoversLab from @HR_Sinop (not a hard dependency though, and remember the voice fix https://www.loverslab.com/topic/156546-human-resources/page/63/#findComment-4466312). Please note that the new Enslavement via MSMA mindbreak (as in: the enslavement one does via the bimbo actions available after a successful sexfight) is what is being handled here. Classical Human Resources enslavement (with the enslavement weapons) stays as it was; I do not interfere with that, and have no interest in interfering with that. Bimbo HR Eslavement via MindBreak now can be done on enemies who have been paralyzed or dazed via Sexfight ( via the same menu where you have Bimbo Loot/Bimbo Kill, now called Bimbo Actions). Most aspects are controllable via options in the MCM. Most of them are found on the page called 3rd party mod integration- Simple settings, in the Human Resources section. HR Slaves that are created via Mindbreak path are also set to follow a slave social etiquette out of the box, as in: they will not be Sexual Harassment harrasers ( if SH is installed and enabled) they will not be Hot Pocket Thieves ( if Hot Pockets is installed and enabled), they will stay silent and not use degrading MSMA social comments There is some tutorialisation via pop-up on the risk of breaking vanilla quests if enslaving key vanilla quest NPCs. This is shown the first time Mindbreak enslavement is attempted in a playthrough. Nearby NPCs who have their wits about them can stop you from enslaving a mindbroken NPC if they are too close (or if they are having low affinity for the player - customizable in the MCM). Going to a more secluded spot to do this ( or other nefarious bimbo actions to mindbroken individuals ) might be advisable. Alternatively, make sure the nearby NPCs have high affinity with the player, and they might just be willing to look the other way and let you do your dirty deeds. Enslavement based on Bimbo mind break can be set to be self-sufficient and generate their own HR Enslavement Kits, if lacking (as in: You don't need one, if you don't have one - this is also MCM settable) Slaves that are following the player naturally will not attempt to stop the player from making more slaves. If you have other unruly HR slaves (created the classical way with the eslavement rod and whatnot, and not a bimbo way) there is a button in the MCM to "Educate" them too, so from that moment on, they too should refrain from being SH sexual harassers, hot pocket thieves, OR comment inappropriate comments in the MSMA social comments system. Essential NPC are spared enslavement on this path. After a qualifying sexfight, for a while, Bimbo Actions can be activated on any sexfight targets (enemies or friendlies), assuming they were at least dazed or paralyzed. Bimboloot opens the inventory, and the player can pick any items. Bimbo kill - install kill (with some conditions, like one needs to have the Mr Sandman perk.) Enslave - available if one has Human Resources mod installed . First Iteration of Support for the Hot Pockets Mod Hot Pockets - WIP / Beta - LoversLab Needs the latest 0.0.4b version if you are upgrading HotPockets mid-playthrough from 0.04a to 0.04b (not starting a new game on Hot Pockets 0.04b), you do need to also to a toggle on/off from the HotPockets menu once, to get it going again (needs to say HP: System off / HP: system on/Starting quests), otherwise it might stay in a perpetual cooldown state. Setting to toggleon/on/off theintegration is found in the page called 3rd party mod integration- Simple settings, in the Hot Pockets section. Most MSMA key NPCs should never be thieves (Marina -(might need to ring her doorbell once), Equipment Hologram, Bimbo Limbo Crew, Wedges Crew, Preston, Sturges, QOH entity, etc) Social commenter role and Hot Pockets thief role should no longer overlap (if a commenter is assigned the thief role in Hot Pockets, they give up their social commenter role in MSMA, if they had it, to focus on the thieving role) I had some more functionality related to using the sex fight button to stop a thief before stealing stuff from you, but I had to comment them out until I understand more about how the HotPocket mod is supposed to work. There might still be some strange things related to event flow happening here and there - normal, it is a BETA/ early mod after all-, but I tried my best to make things be as functional as possible with 0.0.4b and above. The entire hot pocket system is dynamically toggled off by MSMA (and resumed after) in the following situations When Violate starts, When an AAF scene involving the player starts When a Bimbo infiltration starts In the remote prostitution shack (but not during normal prostitution, outside of the shack, or charm mode outside of the shack) The HotPocket system is toggled back on once these are done (sometime with a bit of delay). MSMA dev hotkeys number 1 and 3 also allow toggling off and on the HotPocket System, for further testing. MSMA dev hotkeys number 4 will also spawn a pop-up with all sorts of internal info for debugging the HotPocket Integration. MSMA dev hotkeys number 2 is a cheat that overwhelms all current AAF partners with tons of pleasure ( and is an instantly an instant-win sexfight megacheat) Also I have added "player must not be in a vertibird " condition for level up conversations or other conversations with QOH that lock the player's motion in place Most types of bimbo initiated surrenders silly bimbo animations too large body part size effects Loss of self- control due to craving March 31st 2026 1.0532 - mid-playthrough upgrade from 1.0462 or newer should be fine—otherwise, new game. Stable release upgraded to 2026_3 (synced with 1.0532) Patched the high headcount anim redefinitions in MSMA to be Genderless in terms of what AAF Violate checks. Should help with the case when you are toggling " Allow females in gangbangs", in Violate, and then, in a surrender scene, you were getting AAF init error 4, when in a high headcount animation situation, where the aggressors were not all males. March 29th 2026 1.0530 - mid-playthrough upgrade from 1.0462 or newer should be fine—otherwise new game. Added more checks so that if the Customer in prostitution is nonexistent, deeper corrective measures are taken. Implemented a fallback for when he is yanked away by some third-party scripts. Added a new debug option in the MCM to force reset Prostitution scenes even if it seems the player is in an AAF scene. Added support for VAFS ( VAFS Redux - Bullet Time and Manual Critical at Fallout 4 Nexus - Mods and community ) . Mainly ensure it shuts down before surrender and AAF scenes start, because if it didn't, then its slow time AP drain would mess up Sexfight. Added a voiced dialogue path to temporarily resist craving-induced loss of control, in the very conversations with the target of your attention during the loss of control. Can pay Bimbo Points, can pay Willpower, or can pay Nymphomania CVT to delay the onset of craving-induced loss of control. Can also just give in. Settings to set the min and max cost, and more about this system, are available on the cravings MCM page, including a master switch to enable or disable the system. Added Dialogue lines to more recurring stories /events (and their branches) at Marina. Surrendered to hostiles then lost the sex fight. Surrendered to hostiles then won the sexfight. 1.0531 Patch- Fixed a corner case of an NPC's original voice not being restored after the intro dialogue to Loss of control cravings, but when the player chooses to spend willpower BP or Nymphomania stat to resist Loss of Control from Cravings, and end things early. Now the voice reset should be done correctly. If you have any NPCs in your playthrough affected by this voice issue before the patch, just start a Charm or Prostitution dialogue on them (or a Loss of control dialogue). Complete it normally, and their voice will return to normal. Also updated the Prelude Stable Version to this, called it Stable version 2026_2. March 26th 2026 1.0524 - mid-playthrough upgrade from 1.0462 or newer should be fine—otherwise new game. Updated the StableRelease version from back in 2025 with the current, most up-to-date 1.0524 version, which has seen a fair bit of testing and should be, in theory, good to go. - If you are already on v 1.0524, you don't need to update. 1.0524 in dev is the same as the stable release 2026_1. Changed the naming convention a bit for clarity on what needs to be downloaded and what is optional. Moved the high-res loading screen illustrations to a separate optional package to keep the main mod package smaller. The default ones present in the mod are now 512 pixels high; the ones in the high-res are 1024 pixels high. Corrected the prostitution payment, erroneously not being paid (would only happen on a particular end-of-scene reply for the player). Added new convos related to events that the player narrates to Marina from "adventures", related to max shaft size encountered by the player so far (non-repetitive, only happens once when a larger size than the previous one has been met, up to a total of 4 times). Size Class 2, 3, 4, and 5. If meeting a larger one directly, the smaller ones are skipped. Changed how the mod checks for the Workshop menu being open, now it is based on menu open and menu closed events, and a global variable that track the status and is not on UI.IsMenuOpen("WorkshopMenu") function calls. IsMenuOpen apparently works most of the time, but not always(?). Anyway, the system is different now. Should be more reliable. Resets Marina's flag related to "unavailability" for generic social comments that the other NPCs use, every time she gets reset. Ideally, it should help with the issue flagged by some users, of her not having an audible voice for her lines sometimes, which should fix it if the cause was internal (a voicetype override). If the cause was/is external, just ring her doorbell to reset her. If that does not address it, try a quick save, quick load. Added a new quick version of the beauty ritual for the Bimbo agent, which can be done in combat or while sneaking, available starting with the second skill on the Bimbo Agent Track. Added an MCM toggle that prevents any cravings evolution (not just loss of control but any time-based craving evolution, even way before the loss of control stage) from occurring in Workshop Menu, Crafting Menu, or Looks Menu (these menus do not stop passage of in-game time - but felt unfair to have cravings evolve there). March 22nd, 2026 1.0512 - Upgrade mid-playthrough should be okay from 1.0462 or newer Prostitution starting dialogue scenes, and prost prostitution dialogue scenes (payment scene) are now more closely monitored, for edge case-exit conditions (distance too far from customer, dead customer, and such). If those situations are detected, then the prostitution session is elegantly closed down. Should prevent all sorts of headaches. Customer NPCs in prostitution should be more carefully guarded against accidental deletion on trips to/from the remote shack, even if they are not persistent references (should ensure they go to the shack and they return from the shack without getting deleted). Bimbo Infiltration now has MCM settings for starting: never (turned off), on hostiles + friendlies, (as long as the sexfight was successful) on hostiles-only (as long as the sexfight was successful). Default is on hostiles-only. Prostitution "follow me to a back alley " mode now should be more robust and should also allow an alternate scene initiation path, without a hard requirement to talk to the customer, when the destination is reached. Just press the sexfight key when you reach the desired spot, as it is considered that the player should have full decision power on what is a good enough spot. If the customer is a slowpoke and is too far away, they will be teleported to the player, and then the scene will start. The old way of starting the scene, talking with the customer (if he was able to keep up and is nearby), naturally, still works as well. Added MCM Settings for Loss of control caused by sex cravings to not be able to (or be able to - if so desired by the player) fire while the player is in workshop menu, looks menu, or a crafting station. Additional MCM setting to tune how fast a bimbo in an active craving scenario gathers those "ticks " in the "tick pool" to get to the Loss of Control state. Maybe in the past, on higher bimbo levels, that progression rate was a bit too much. Now it is more customizable. MSMA Social comments system should now include Nuka ride gangs members (Operators, Pack, and Disciples) Added a pop-up menu that opens the first time when a craving-induced loss of control occurs, which allows the player to make some decisions on how to react. Ignore and let things happen. Postpone the Loss of control effects by paying some Willpower or CVT. The amount of willpower per each delay is MCM tunable. If not enough willpower is available, payment will be extracted from the Nymphomania CVT. The first time this pop-up appears, it also allows you to decide to turn off the Loss of Control Mechanic altogether (can also be done via MCM) Other small fixes and typo corrections March 18th, 2026 1.0503 -mid-playthrough upgrade from 1.0462 or newer should be fine. Adjusted a bit the trip to the remote prostitution shack so that the customer doesn't stay frozen a while at the start (also should improve NAF compatibility) Moved the point in time when the player is asked whether they want the MSMA story rail or not, to occur at the end of the first terrace cutscene with Marina (when you get Joy). Should sort out all sorts of quirks, and should make both paths (story or no story) quite viable now. Various other small fixes and polish March 17th, 2026 1.0500 -mid-playthrough upgrades from 1.0462 or newer should be fine. 1.0501 patch-Updated the mod to always start in story mode. After the story mode is done, it will default to procedural mode anyway. If you don't have the patience to do the story and want to skip to procedural systems mode immediately after the age check prompt, then after the age check prompt ( not before) you can probably just do setstage MSMA_VisibleQuest 900 To skip the story rail. Synthetic cum concentrate on first use in a playthrough prompts the player to set the auto-reuse preference setting (same one that can be set in the MCM), via a pop-up. Changed how sleep is prevented when arousal is too high ( before, sleep was started for a micro moment and then was immediately interrupted, now it is prevented from starting in the first place, preventing short, almost 0-sized sleep sessions). Added more checks to prevent Craving-induced loss of control from starting a second time (as a dialogue OR as a surrender), even if the craving had been satiated Added more checks to prevent Craving-Induced loss of control from blocking dialogue that it shouldn't block. Added some fallback assumptions for group sex scenes with 4 actors and up, that do not have proper tags (vaginal, anal or oral), they are now assumed to matter for soothing those respective craving types, even if they don't have the bespoke tags, just based on common sense assumptions that group scenes would probably do that. [Contextual]Added a debug button in the music MCM page to force stop Mechanist Boss music. Mod now self-reports in the papyrus log the MSMA mod version that the playthrough was started on ( to debug issues caused by upgrades attempted on too old versions). Small typos fixes here and there (loading screen text, UI) Story rail flow progression should now cover more edge cases in the story rail for when returning from Concord to Sanctuary, if the player talks with Marina first, then Preston (normal) or talks with Preston first, then Marina (was buggy before) goes wild and builds up Sanctuary before even speaking to Marina and getting Harmony. (was buggy before) High arousal bimbo silly action now won't initiate for some time after an AAF sex scene (dildo friends or normal scene) just ended. Added more voices and support for more Player adventures that the player narrates to Marina during their terrace chats, around sexual encounters with supermutants. Made sure the placeholder narration options for invalid branches are no longer visible; only the valid ones should show now. Improved the compatibility a bit with Player Comments and social interactions mod ( before that mod would interfere with guards stopping immoral acts in Diamond City). Qoh shouldn't be able to butt in after a terrace chat until after the player is on the ground ( before it could do some of its line delivery under the black screen when getting off the terrace). Mar 14, 2026 1.0493 - Can update seamlessly over any playthrough started on 1.0462 or newer When using Frenzy, After a violate surrender, hostiles who remain spectators and do not participate in the AAF scene chain due to limiting Violate settings or because of not having animations, will become preferred targets for the frenzied enemies; this preferred target list can hold upto up to 10 spectator NPC, that were up to 1500 distance units away from the player. For instance, if you have AAF violate aggressor setting to be just some races or just a certain gender, those enemies, once frenzied, will turn on the remaining spectator-only enemies with a higher likelihood than turn on one another. After the spectators are gone, the frenzied enemies will turn on AAF participants who took part in the scene, but weren't frenzied (if any). When those are gone too, they should turn on one another. When only one frenzied enemy remains, if they still have frenzy time left, they will get paralysed instead. This should make it more strategic to take down a boss who is beyond the sexfight skill, by using frenzy, since if he is surrounded by weaker hechmen who are not beyond the sexfight skill like the boss himself, then all its affected henchmen, if frenzied, should concertedly turn on the "unaffected" boss, more or less, rather than prefer to kill each other first. This frenzy priority targeting/behavior related to spectators should, in theory, not happen in other scenarios other than Violate -driven Scenarios. Remember that if there are SuperMutant Suiciders in the mix, frenzy will still be automatically transformed to paralysis for that encounter, as we do not want everyone to go kaboom by a frenzied suicider. Added some checks to make sure a black screen is not stuck after certain Dialogue scenes, even if the player is spamming clicks to fast forward. For instance, through the Joy gifting dialogue scene at Marina, when she looks for Joy under a black screen should be more resilient to desperate click spamming. (but the sound of Marina looking for the dildo will still be offset if you speed through that scene, that is, if the player is spamming clicks to fast advance). Made sure shooting any weapon (non-melee, non-grenade) causes the current infiltration to end instantly. Altered the max level bimbo agent skill ( the one at 70 points on the bimbo Agent track) - so now with that skill, the Bimbo agent alone can actually shoot weapons during infiltration if they have a silencer without force-ending the infiltration. Changed the name of this "ultimate" Agent bimbo level skill and its description. It is now called "Say Hello To My Little Friend," a name that captures both the effects related to the weapon and the follower. QoH should no longer casually remind the player to comb their hair or fix their makeup while the player is swimming or in Power Armour. QoH should now stay fully silent during Marina's rooftop chats ( before she could try to get in a word at the start). Cravings that cause loss of control should no longer generate a "one last loss of control dialogue scene->prostitution dialogue->AAF event chain", if they have actually been satiated by an AAF scene that just ended. Before there was a delay in recording this condition, and in some edge cases, the same loss of control could trigger TWO AAF events before it was considered satiated. On Bimbo level 0, Qoh won't call out when having sex with your enemies long enough to cross that " pity" time threshold to make them not consider you a threat anymore, even though their minds aren't broken properly. That is because on bimbo level 0, infiltration is not yet available, so the benefits of enemies not considering you a threat on Bimbo Level 0 are more subtle/ not worth calling out. She will say it, starting with bimbo level 1. On bimbo level 0, on a successful sex fight with no "big" punishments active (typical set-up for infiltration), a notification will remind you that bimbo infiltration is not available/cannot start on bimbo level 0. The bodycount updates and the most extreme prostitution acts updates, unfortunately, even if fully implemented, had remained set on "disabled" on previous versions and were not told by the player to Marina, even if occurring, corrected now. Fixed the alt start Misty voice lines (that had erroneously been generated with QOH's voice, not with Misty's voice; they are similar but still different, a slip-up on my part) . Added some missing voice lines to the system where the player mentions her adventures to Marina. Mar 9, 2026 1.0479 - Upgrading mid-playthrough from 1.0462. Or 1.0478 is okay. Starting with bimbo level 1, when the BimboSmith perk is awarded, the player will also be able to buy a hypersexual armour mod from Marina, for their current bimbo level, so the player can themselves add the mod to the needed armour that they want turned into bimbo gear, without using the trunk transformation. Cost is the same as using the trunk. Bimbo in denial skill " That is not happening" (acquired at 30 points on the Bimbo In Denial/ Not a Bimbo track ), aside from halving depravity now, also allows chest and butt reduction to be permitted down to the minimum size of a bimbo level 0, no matter what your actual bimbo level is. Bimbo cost for reduction still gets charged, though, and bimbo level up still pumps those sizes up, so if you want to keep the sizes minimal, they need to be re-reduced to their diminutive form after each bimbo level up ( but really what is a Bimbo in Denial going to do with all her bimbo points. Size reduction is a noble goal, all things considered). QoH quips about too large sizes (chest, butt, or belly) interfering with running or sprinting now are only mentioned for one body part; the other body parts (if any qualify) will be mentioned with a significant delay, to allow for more breathing room. Setting repetition time for these lines to 0, means they are only mentioned once per playthrough, then never again. The adventures that the player shares with Marina now and then now have actual voices, both for the player and for Marina.. Corrected some aspects about "experienced a galactic orgasm for the first time" adventure/story (this only takes effect on a new game, though) Added a repeatable "engaged in extreme prostitution in a group scene with 9 Johns" adventure/story. (This only takes effect on a new game though) Feb 28 2026 1.0477 - Mid-playthrough upgrades from 1.0462 are fine; before that, a new game is recommended. First version with the two paths for upgrades, story rail, and procedural systems. - Procedural systems should upgrade seamlessly, - Story rail should upgrade if the save game it is used on was still in its "upgradable bracket", Changelog: Extended the story rail a bit, with scenes/conditions for unlocking the remaining two magic dildos Joy and Courage were already unlocked; now, upon return to Sanctuary from Concord, Harmony is also unlocked by Marina. Zen is unlocked after Sanctuary is rebuilt. If NukaRide9.5.d or newer is installed, the text pop-up explaining the optimal sequence of steps needed to play the NR Norita route with MSMA should no longer appear; instead, Duke himself (thanks to @JB.) will suggest that the player talks with Misty first. After the talk with Misty and Qoh is over, Qoh on her last line in that cutscene, should suggest to the player they return their attention to Duke. Added option in MCM for sexfight to randomize the challenge candence even more. Before it would arrive as a multiple of 3 seconds, now you can add a random factor. By default is still on a fixed cadence of multiples of 3 seconds. Added options in MCM to tune how much those distant Voyeurs/Peeping Toms observe you when doing activities in the wild, and the intensity of the rumours they start. Moved Craving options from "General settings" to their own Cravings Page in the MCM. The supportive effect of the bimbo gear on overly large/heavy body parts should havea bit of a lingering persistence until it wears off, to reduce the number of incidents where a brief unequip wouldhave QOH talking a lot about too heavy body parts. Qoh will not attempt to call out each individual Mindbroken enemy in scenes with 4 or moreparticipants anymore, if their minds are broken in a quick succession Corrected a bug with the music settings so that any craving music categories can be turned off ( before, the turn off wasn't really working). Player will exit PA in certain scenarios where staying in PA would have been problematic ( marina's equip hologram, or when using the implant context menu). Marina's social activity range has been expanded ( settings for most of these are in the Marina page in the MCM) Marina has an affinity system with the player, and her free services, "because she cares about the player", are now affinity-dependent. Check her affinity with the bimboscope. Marina can lose affinity(a certain amount per day) when not visited during a day (how much she loses each day is settable in MCM, and can even be 0. Default 10.) Marina will gain affinity whenever you visit her/come into her proximity. Marina will gain more affinity when you join her for a terrace talk, Marina will gain even more affinity points if, during your terrace talk, you share spicy details from your adventures. Right now, there's infrastructure to track and measure the intensity of about 60 different event types (a pretty massive effort). Still, in this build, I only built dialogue conditions for sharing details of the first five: bimbo level up, made some money via prostitution (more than 100 caps), turning into a slut(or reverting from being a slut), significant bodycount increases, and the first time when experiencing a galactic level orgasm. If those things happen, you can share them with Marina on your next visit. As I add dialogues for more events from the remaining 55, the sharing session with Marina will hopefully become more diverse. Marina will also comment on various player rumours and player physical aspects when being visited, even before going up for a terrace talk. Her greeting should be a bit less repetitive than before, in normal visiting conditions. Piercing cravings now have a toggle-off option MCM, you can set them to not be a real craving. Player now has a new stat/score for "external-observable depravity", which is displayed in the bimbo craving report. This is not used in many places right now, but it will be used for NPC socials/comments; the higher the "external observable depravity", the more crass the external comments will become, and the more likely will be that the NPC will come up with unsavoury propositions, or attempt unsavoury actions. The lower it is, the more NPCs will try to be civil, even the rude ones. Other small fixes. Feb 18 2026 1.0462 - unfortunately new playthrough is needed once more , to set up an upgrade system that handles story rail upgrades and procedural system upgrades separately, so that going forward there will be LESS need for playthrough restarts for people who just want to play with the procedural systems, while the story is being built. Expanded Charm and Prostitution system with New Option to ask the customer to follow the player to find a more out-of-sight spot for "Activities". Remote shack: option to go to a NPC suggested remote location, or a player-suggested remote location (for now, they both lead to the same cell, but they will split in the future. For instance, the player will be able to use their Diamond city home, or a rented room in hotel Rexford or Dugout Inn, instead of a dangerous abandoned basement. Spicy Activities done in public, if done in an area with guards, if observed by guards, might be interrupted by said guards, and the player might be scolded and fined. (Player can try to seduce the guards to get out of being fined) . For now, this is possible only in Diamond City and Goodneighbor. By default, Diamond City sex crime is turned on, Goodneighbor is turned off by default ( but can be turned on in MCM). Added MCM variables to tune the above. Added some quests illustration to a few MSMA-specific quests Added more voice lines Corrected voice-related dialogue bugs Tweaked the Marina scene/discussion on the taste of things, so that is takes into account the alt start choice, and there's no mention of the late husband. Feb 12 2026 1.0451 - "Hand-held" Story on rails start - a more experimental update, will leave the previous version up too, just in case. New playthrough is highly advised. (There could be unexplainable errors on upgrades, if you insist on upgrading. Upgrade *might* work, nothing is guaranteed though). Solved a bug in evaluating enemy sex fight defeat status when the autoexit anim on cooked NPC was turned off. Solved a bug in evaluating ridiculous size effects when the player is on foot, upon exiting a modded Armor that allowed for larger sizes. Added more voice files Added dialogue prompt names, so the MSMA mod can be played without XDI mod Added more dialogue options (on payment phase) when wrapping up prostitution activities (mostly for flavour) Bimbo specialist paths can now be selected in various places in the story mode Dialogues. Keep in mind that they don't really award the points just yet; the points are still gifted via level-ups and periodic pop-ups. Eventually, this is the method of putting points in specialist points ( selecting those paths in dialogue) will replace the periodic point gifting via popups, but we need to achieve a critical mass of dialogues first before removing the popup gifting. Added a prompt for starting themod with story mode on (as opposed to starting just in procedural / sandbox mechanics mode like it was before). The procedural /sandbox mechanics work just the same in story mode as they do in non-story mode. The story quests only work in story mode, though. This is selected at the start. When story mode reaches the end of the rail (in the Concord museum) , it will present a message and should graciously transition back to procedural/sandbox MSMA mode (as it was before) . Story Quest starts after mod activation. Dildo friends are not all unlocked in bulk at the start anymore. This part of the story includes objectives and dialogues/cutscenes around talking with Misty, Marina, unlocking Joy, unlocking Courage, and saving Preston and the Gang from Concord. 1.0451 - Patch for 1.0450 that solves Marina's first terrace chat bug, for all who were picking the Agent Bimbo branch on that first terrace chat with Marina, during the dialog multichoice, the cutscene would exit that segment without unlocking the Joy dildo and without hooking in the Museum cutscene for later. So the story "rail" would break and stall there. If you already experience that but but did not yet reach museum simply do " Setstage MSMA_VisibleQuest 400" in the game console after that scene ends to get your Joy and to hook in the later Preston cutscene. Feb 5th, 2026 1.0430 and 1.0433- Mid-playthrough upgrade is okay. Fixed the excessive weight side effects to trigger for a microsecond when entering or exiting a furniture that requires being naked, like the shower cabins in CWSS. Fixed some excessive autosurrendering caused by the new intense craving system, when autosurrender to enemies was also toggled on. Changed the default setting for the new overbearing, behaviour-changing cravings system, to just run the friendlies craving-induced prostitution scenario,and will leave the auto-surrendering to enemies to be a bespoke choice, one toggles on in MCM. Added alt start dialogue for a backstory where the player is not the Vanilla Nora. Some Qoh audio lines, UI strings, and some Marina dialogue should also dynamically reflect that choice. Let me know if I missed anything. 1.0433: Patch to fix black screen stall on some scenarios of craving-induced prostitution due to gangbang craving, and to sort out some edge case incorrect interactions with the synthetic cum concentrate and this new system of craving-induced loss of control. Feb 2nd, 2026 1.0410 and 1.0411- mid-playthrough upgrade is, in theory, okay. - Added an option for the script to use fast travel instead of .moveto() commands, when moving the player around (this has more chances to create a loading screen, fewer chances for oddities - it will cause more in-game time to pass though when travelling - not necessarily a bad thing) - Added a system (settable in MCM) that prevents any inbound greet dialogues from passerby npc in delicate moments (not the MSMA situation-approapriate comments or QOH lines, those remain, but the kind of vanilla lines that would seem out of place to say to someone in an AAF scene or would try to open a dialogue with a selector that, when selected, would cause a crash) . added MCM debug button to remove any voice override from any NPC under crosshairs (hopefully will never be needed) Added a MCM debug option to force remove the mid-aaf dialogue blocker (hopefully will never be needed) More debug options for some tattoo-related edge cases Additional checks to prevent crossed wires in infiltration: Player cannot seduce a new enemy if another one is already heading towards her and vice versa, if the player is already engaging with an enemy in conversation, the one with initiative that was heading towards her will give up their pursuit. Added 20 new MSMA- specific loading screens Solved some bugs with long nail removals when using shower cabins ( and a few other instances) More social system stuff: Added a first iteration of the system of loss of dialogue control when cravings are left unattended. When active, if effect-generating cravings go unattended for a while (thresholds for " a while" are MCM configurable in the general setting), then any dialogue with any viable human male will be overridden with a more promiscuous path. (will repeat again and again until the cravings are soothed - but there will be a breathing room MCM settable, each act so you can space those out). The Unattended intense cravings "announce" themselves on installation via a few quick line exchanges between the player and QOH( different depending on the craving and its intensity). Player tells QOH what they are feeling/craving, QOH lets them know at (more frequent at first, then less frequent later on) that these cravings cannot be calmed down with masturbation or dildos, that the implant will require proper partners for them. The system is not a toggle on/off 0 or 1, but 0,1,2,3,4,5 (modes of operation). mode1 - Having unattended cravings occasionally forces the player into prostitution scenes with nearby friendlies after a short dialogue. If the craving intensity is lower, the player will still be able to charge something for the services; if the intensity is high player will be brought to desperation by the cravings and will do it for free. The type of act depends on the triggering source craving. Does not affect enemies, sentient or not. mode 2- Also adds to the above, potential combat auto-surrender to sentient enemies if the cravings are really intense (overrides the surrender popup, if used). Does not affect animals/beasts mode 3- Also adds potential combat auto surrender to sentient enemies if the craving sare there (don't have to be max intense) (overrides surrender popup) Does not affect animals/beasts Mode 4- Also adds to the above potential autosurrender also to animals/creatures if the cravings are really intense (overrides surrender popup). Mode 5- Also adds to the above potential autosurrender to animals/creatures if the cravings are there- don't have to max intense (overrides surrendered popup) there's a 20-second grace period after the AAF scene where the weight debuffs don't apply (to allow re-equip time in silence) - The inplant stat window that lists active cravings now also warns if this kind of behaviour-overriding cravings are present too. - QOH will do some tutrialization on why ending animations with End is not ideal ( for the first three time the player does this in a aplythrough. 1.0411:patch to address the player voicelines in the new system sometimes being cut short. 1.0420 - patch to address a few bugs that had slipped by, and to make this new tick progression for the lose-control cravings system to take into account sleep time and wait time, as well as be accelerated by arousal if arousal is over ~ 2 thirds. Jan 29. 2026 1.0373 - mid-playthrough upgrade should be okay. Fixed bug with some NPCs mysteriously losing their voice after the player had sex near them. It was caused by a bug in the system of spectators commenting on player public sex scenes. Also unrelated: this version of the mod has fewer loose files, as textures, materials, meshes, and Fuz files are grouped in BA2 archives. The 1.0373 patch restores the custom audio of the Hi Honey!, Holotape, as apparently those need to stay loose files to work; if packed in a BA2, they stop working. Jan 28. 2026 1.0370 - Rewrote the NPC voice override system to use a different approach to override NPC voice types, to reduce the chance of oddities. I tried to make it as good as possible for mid-playthrough upgrades, but a new game might be best on this one. I tested it, and it should be okay. Until more testing is in and I get more feedback, I will leave both 1.0363 and 1.0370 up for download. Jan 27. 2026 1.0363 - Mid-playthrough upgrade is, in theory, okay. (but you might see some loading screens that think you are doing some things for the very first time). First crop of conditional loadscreens that aim to tutorialize various aspects of the game. Added MCM Page with settings related to the Loadscreens Added conditional loadscreens to Advise the player to set and use the implant hotkey and Sexfight hotkey ( this is the only loadscreen that may appear before the mod is started at the exit from the vault). It should no longer appear after the implant hotkey and sexfight hotkey have been used at least once. Advise theplayer what to do when stretching is detected. Advise the player about alcohol Advise the player about the danger of supermutants (only until a few encounters with supermutants have been had) Advise the player about the danger of ignoring cravings ( only if active cravings are on) Advise the player to comb their hair if uncombed Advise the player to fix makeup if bad looking Advise the player to take a bath if dirty Advise the player not leave jizz on skin for too long Advise the player on how to make caps if low on caps ( only when low on caps, but will stop showing after engaging in prostitution 3+ times) Advise the player on the advantages of store credit when dealing with shopkeepers ( when low on caps and if the prostitution act count is below 20 ) Advise the player about the Nyphomania spiral Advise the player about the depraved Tattoos Advise the player about the Ability to kill via sexfight Advise the player about Dildofriends Advise the player about too heavy Belly Advise the player about too heavy Chest Advise the player about choosing a sex mantra( sexfight enemy "targeting" rule) Loadscreen have supporting illustrations (not core/needed, but for atmosphere). They are generated images, and then the most glaring errors were manually touched up. Some load screens (not all) have three different supporting illustrations. Which one you get depends on the settings you set in the Loading Screen MCM. On upgrade, there will be a prompt that asks for your preference. A minimum spiciness one, A medium spiciness one, and A max spiciness one (depraved one) Time based belly deflation now takes into account TimeScale and compensates for it having other values than the standard 20, to maintain deflation speed consistent with the real-life time goal. (before people who were using a lower, more realistic timescale on survival mode had to wait forever for deflation to happen, and had to alter deflation speeds via the console. shouldn't be needed anymore) Fixed an older bug related to some unlinked script properties related to the passage of time in two scripts (surprised it didn't generate more issues) ... there are quite a few changes, if things get dicey, the previous 1.0321 is still on the thread in the last few post pages. But hopefully no one has to dig for it... If you are testing the load screens, it might be worth boosting their probability ( over the vanilla ones) for a while, in the MCM settings for LoadingScreens. - boost the chance 80% the important ones ( from the default 50%) - maybe boost to 50% the less important ones( up from default 5%) The new social comment system might cause, in some edge cases, some unique NPCs to lose their audible voice if you enable the social comment system to use just any NPC, not just non-unique ones. Unclear if prostitution voice chance does it too, or the social comment system does it, or a combination of the two. Will investigate some more. If you want to test the fix, use this version from the thread. Jan 17, 2026 Changelog 1.0321 - mid-playthrough update is okay Improved social comment system behaviour can allow comments done "en passant" even from NPCs who are in other scenes (they won't walk towards you, they will comment from where they were. This is done based on a different distance setting than the "Walking" ones.) Allow choosing the commenting NPCs using the "farthest NPC in radius" rule or "nearest NPC in radius" rule; use whichever one you like best. exposed the setting for timeout (in seconds) added debug buttons to manually reset approaches if anything is stuck (but really, there should not be any stuck approaches, as they auto-reset on timeout) Added more fallbacks to what happens on edge cases, filtered correctly out non-humanoid races. Updated MCM options related to social behaviour Added MCM option for oversized chest blly and butt AP drain effect threshold Added 24 new music tracks and their play conditions (a lot of them related to the oversized chest, belly, and/or butt). Added MCM option for them to guard against repetition. Jan 12, 2026 Changelog 1.0291 - Upgrade mid-playthrough is, in theory, okay. The Motion penalties for big chest/butt/belly should correctly identify the moment the player is sitting on furniture, and not trigger in such occasions The Motion penalties for big chest/butt/belly should correctly identify the moment the player surrenders in AAF violate, and auto stop The Motion penalties for big chest/butt/belly should correctly identify the moment the player enters Bleedout, and should auto-stop. Ligher DD restraints, such as nipple clamps, plugs, should no longer change the context menu to " I'm restrained, need to do something about it" menu; only the more serious motion-limiting restraints should do that now Added the first iteration of MSMA social interaction comments Certain NPCs, especially in larger settlements, will comment on the player's appearance and projected occupation (some kinder comments, some less so) Using the four magic dildo friends in public would also elicit comments Having sex in public will also elicit comments Added MCM page menu to adjust some of the comment settings (commenter scan speed, comment refresh speed, max distance up to which an NPC might still comment, types of NPC that are allowed to comment) Note that using a spectator AAF mod that brings more NPCs nearby might allow more comments than usual. (depending on whether the spectators are in a scene, as the module tries to avoid pulling NPCs out of scenes) Jan 3rd, 2026 1.0272 - " Bodypart sizes matter" release. ( Can be upgraded during playthrough) Bodypart sizes (Belly, Chest, and Butt) now matter in more ways than appearance score. (no worries, all fully toggleable and adjustable in MCM) Running or sprinting around with too large a chest, butt, or huge belly will drain AP, and if AP is empty will drain HP Can be offset to a certain extent with appropriate supporting clothing, specifically hypersexual bimbo clothing from Marina (level-appropriate bimbo gear works better as support than lower-level bimbo gear, both work better than no bimbo gear) Reducing the specific body part sizes (if possible) at Marina in the case of chest and butt, or allowing to deflate in the case of belly. Walking instead of running, sprinting or jumping. Too large chest/but/belly will not fit comfortably into Power armor either. In fact, if they are too large, using a PA is akin to torture, draining HP. Can also be offset with appropriate supporting clothing, specifically hypersexual bimbo clothing from Marina (level-appropriate bimbo gear works better as support than lower-level bimbo gear, both work better than no bimbo gear) Reducing the specific body part sizes (if possible) at Marina in the case of chest and butt, or allowing to deflate in the case of belly. Crafting a certain Bimbo Servos Misc PA torso mod. The crafting perk (BimboSmith) is granted for now automatically on Bimbo level up to bimbo level 1. Funny Sounds, player moans, and QOH voice lines will accompany these events. Punchier full-screen VFX on Mindblowing and Galactic orgasms on the Player, to underline their importance Added an MCM option to optionally no longer test for the presence of certain named animations by name before calling them, and just calling them directly (useful, probably for people using NAF). If the needed anims are actually not there on your system, though, and you use this option where they are not validated beforehand, then missing them might lock down your playthrough, requiring loading an earlier save point. Now, hypersexual gear on the player's body is correctly remembered and produces an effect even when the player is in power armour ( before, as soon as a bimbo would enter a power armour, it was as if she had taken off her bimbo gear while she was in the power armour. No longer the case now, now it is correct) When bimbo silly anims on high arousal end due to arousal dropping below the activation threshold, the bimbo does not do one extra last silly anim anymore (didn't make a lot of sense for her to do so, since at that point the arousal was already low). Dec 30, 2025 MSMA_Act1_[In_Development]_1_0242 (update mid-playthrough is in theory okay) Now at Marina, the defacing tattoos can also be removed one by one, not only in bulk. Perhaps not the ideal UI for selecting individual tattoos for removal, but at least it is possible now. If you accidentally removed one tattoo that was actually wanted, there is also an "undo last removal". Added a new option in the debug page to make Marina's Tattoos auto-refresh periodically, 1 means once every 30-ish seconds, 5 means once every 150 seconds. 0 is "disabled." Silly or defacing face tattoos can now be visually hidden by makeup, provided the makeup is in good condition. If the make-up degrades, the face tattoo will be visible again (unless it is removed by Marina) In the music MCM page, the music catalog now also has an option that can be toggled on so the catalog displays the track titles as pop-ups. Corrected more text typos. Dec 28, 2025 Patched MSMA_Act1_[In_Development]_1_0231.zip to MSMA_Act1_[In_Development]_1_0232.zip, to solve a bug where all enemies at some point were going super shy of tattooing the player anymore, until the player actually lost a sexfight. Then things would be okay for a while, and they would become shy again after a special event like Bimbo Limbo, Wedge's amateur Porn studio, Codsworth Cravings, or Prostitution/Charm, where tattoos are typically suppressed. All of that is fixed now; their eagerness to tattoo the player should be back to their baseline on every new encounter. (update mid-playthrough is in theory okay) End of Year update - December 27 2025 Renamed MSMA_Prelude_RC7_0_9000.zip to MSMA_Prelude_[Stable_Release]_0_9000.zip. It is the exact same file, only the name is different, as it makes it easier to see which is the stable release and which is the in-development version. If you already have MSMA_Prelude_RC7_0_9000.zip, there is no need to change. Added MSMA_Act1_[In_Development]_1_0231.zip, for those who want it, the latest in-development version with improvements compared with Prelude [Stable Release]. Changelog for MSMA_Act1_[In_Development]_1_0231.zip, (update mid-playthrough is in theory okay) Added a new consumable Aid item to help with cravings, Synthetic concentrate of human bio juices Costs 10 bimbo points by default (cost customizable in the mcm) Will only appear for purchase from Marina after the player has had an active acute craving and has had the conversation with Marina about craving management via Codsworth. is heavy (can't carry too many of those around). Negates all bimbo cravings for 24 hours Restores intelligence suppressed by the bimbo implant for 24 hours During those 24 hours, no new bimbo points can be earned ( any earned in this timeframe will be lost) Humans defeated in a sexfight will produce a lot more bio juices when in contact with the player in these 24 hours, but those will be tainted, seen as inorganic, and will produce no XP when processed by the implant If the number of active acute cravings is above a certain value ( default 4, settable in mcm), the player will autoconsume this aid item if one is in the inventory The number of Active acute cravings ( cravings that produce effects when unfulfilled) is now outlined in the show core stats and bimbo report windows. Extra bimbo points are distributed with more care with respect to not being too close to an AAF scene end The rare AAF exit because of HAVOK objects (when all participants in the AAF scene fall to the ground in ragdoll) is now treated a lot better, which should create fewer oddities when it happens. Shadowed FPA globals now have different names in the MSMA scripts (shouldn't have been a problem, but just in case) Reinitializing Marina item arrays with the debug button should now also auto-recheck for most clothing mods reinstallation. Infiltration shouldn't accidentally start when doing Codsworth craving management, prostitution, bimbo limbo, or Wedge's movies anymore Corrected the Saveflow inflation condition check. If you can, please test SaveFlow, by turning it on 1 ( default is 0/ turned off) Added MCM settings for the unfulfilled Cravings punishment latency A bunch of other smaller fixes. Solved some text issues (using "My" instead of "I" or vice versa) that had appeared due to the automated translation from third person to first person and various other similar issues. First-person text should now be a lot closer to final consistency. Solved a corner case where if the silly animation behavior (due to high arousal) fired exactly at the moment of the level-up conversation start, the scene with the silly animation might have interrupted the scene with the level-up conversation, so the entire level-up conversation might have been skipped, and the specialist points for that level might not have been awarded on the conversational level up path. Solved a bug with Wedge still giving the player money even if the player changed their mind about being in the movies at the last moment (would happen only if they were successful in the previous stage of the quest, the previous success would have been thought to be the current success - corrected now). Solved a bug with not finding the UAP-named version of the very first specific anim in the wedge quest. Additionally, even if the specific named animations are not found, the fallback animation picker should still insist on finding an oral animation for that stage of the quest (before the failsafe was content with any type of sex animation) Solved some text issues (using "My" instead of "I" or vice versa) that had appeared due to the automated translation from third person to first person and various other similar issues. First-person text should now be a lot closer to final consistency. Solved a corner case where if the silly animation behavior (due to high arousal) fired exactly at the moment of the level-up conversation start, the scene with the silly animation might have interrupted the scene with the level-up conversation, so the entire level-up conversation might have been skipped, and the specialist points for that level might not have been awarded on the conversational level up path. Solved a bug with Wedge still giving the player money even if the player changed their mind about being in the movies at the last moment (would happen only if they were successful in the previous stage of the quest, the previous success would have been thought to be the current success - corrected now). Solved a bug with not finding the UAP-named version of the very first specific anim in the wedge quest. Additionally, even if the specific named animations are not found, the fallback animation picker should still insist on finding an oral animation for that stage of the quest (before the failsafe was content with any type of sex animation) Added MCM Entry for adjusting infiltration max distance ( default 10,000 units) Added MCM Entry for adjusting infiltration max in-game time expressed in in-game days ( default 0,.083) ~ 2 in-game hours Added MCM Entry for setting or not setting the undetectable flag on the QoH entity used for longer convos ( default off) Added ability for QOH to comment on more extreme sex sprees, once the player recovers composure ( bimbo points are also awarded). Added MCM entry to tune chance for QoH to comment os longer sex sprees. ( BP awards happen whether she audibly commends or not) changed a bit the player's extra pleasure mechanic so that if the player has been mindbroken or has lower mindhealth due to too many orgasms in a short amount of time, the player's pleasure cannot be considered to be lower than Amazing. MSMA Prelude RC7 Quick patch to add one missing sound/voice file to the main mod ( can of course be updated at any time, even mid-playthrough). Minor change. Added in the download section the latest version of the optional MSMA HUD addon mod that the awesome @Operand worked on,. The optional MSMA HUD addon mod cannot be updated at any time and will require activation on a game where the MSMA HUD was not activated before (most likely, that means a new game) now allows unregisteing/registering individual widgets as well as HUD uninstallation. Use the optional HUD mode, knowing that it was affectionately referred to by its own creator as "a Frankenstein's monster stitched together with rough ropes, wonderglue, and duct tape". MSMA Prelude RC6 0.8802:Quick patch to address a bug with Airhead bimbo AP regen chance trigger happening way too often, on any Sexfight button press, not just on successfully answered challenges, making the Airhead bimbo AP regen skills so overpowered they were broken. 0.8801: Quick patch to guard against a corner case caused by the user choosing to exit the game exactly in the middle of a mod version update process. The mod should correctly detect that situation and self-correct now, and not double-start a new update process on the next load game. The maximum number of points per challenge that can be consumed/burned from the sex addiction stat, when sex addiction is being used as an alternate AP fuel, is now limited to 15. This would make it harder to accidentally burn off all sex addiction on hopeless fights. Added settings for MSMA to communicate to Sex Attributes mod automatically, so that make-believe aggressive AAF animations (that are not assaults for real, but only pretend-aggression, acted for the camera), are also seen as such by SA and treated as non-aggressive animation, which do not generate trauma. Infiltration extension notifications shouldn't appear in scenarios when they are not needed anymore. Mindbreak status is now outlined in the Bimbo Report Addendum and in "Show Core Stats" MSMA Prelude RC4: Bugfixes based on playtesting, and compatibility with an upcoming MSMA HUD third-party mod. Should be good to upgrade mid-playthrough. less chances of problematic visits to Bimbo Limbo that would accidentally include aggressors from a violate session, breaking the limbo session (before it was about 1 in 20 chance that could happen). Bespoke button in the MSMa MCM debug page, to force reset any problematic bimbo-limbo session Better UI flow on the bimbo specialist point distribution ( can check the existing distribution before choosing where the points need to go) bimbo specialist point distribution pop-up should no longer interrupt the crafting window Dildo friends can be autowashed up to the very last dose of sex toy cleaning fluid in the inventory (before this version, the very last dose had to be used manually) MSMA Prelude RC2: Can be upgraded mid-playthrough. Second release candidate for MSMA Prelude 1.0 Patch to: Address a remote possibility of aroused Bimbo silly anims and level up conversations firing up at the exact same time, causing a soft lock. Reduce CVT progression speed due to unmet cravings, based on playtest feedback. Yes, downloading both the Mod zip file and the music zip file and deploying them both in the game, either manually or with your mod manager of choice, are needed for a proper experience. The music zip is the in-game music itself. MSMA Prelude RC1: Can be upgraded mid-playthrough. Release candidate for MSMA Prelude 1.0 corrected a separate incorrect identification of dirt-on-skin status that could cause QoH to tell the player to take a bath when it wasn't really needed, Nuanced a bit more the conditions where the player does not have a dialogue option to use their owned golden ticket to get out of bimbo limbo, and actually willingly moves on with the SM interaction there. Before, that determination was based on arousal and current bimbo level; now those conditions also include checks based on activated cravings and skills from bimbo specialist classes. Same for options to back out of Wedge films just before starting the camera. Now using NonEligible specific Actor Value property from FPSH to correctly block more random FPSH interaction where needed. Added an alert on the Bimbo infiltration timer when there are only 15 seconds left. IT is configurable, on/off, on with text notification only, or on with text notification + sound. Added some (comically questionable) sloshing sounds when bio juices within get processed, and XP gets awarded. This is configurable, sloshing sounds can also be off, on only on xp award, or on each deflation tick (in that case they're pretty much permanent sloshing while deflation is going) Added a new help page with bimbo infiltration details to the MCM. Corrected some bimbo agent skill effects related to longer infiltration time. Corrected infiltration length computation adjustments based on various factors (agent skills, skills, and the presence of companions). Adjusted volume for player name QoH audio files (volume on them was a bit low) Suppressing Sexual Harassment mod approaches from being active in Bimbo Limbo or the prostitution shack. Added a notification if a certain target that a bimbo tries to kill in Infiltration or sexfight has the "essential" flag set and thus cannot be killed. Various other smaller typo corrections and optimizations. 0.8301: Can be upgraded mid-playthrough. Should be fairly stable this one. I would say it might be the first Release Candidate for MSMA Prelude 1.0 Added MCM settings for all new types of QOH Topics Added a rare case where QOH also opines on body sizes/inflation. Added more conditions so that the pop-up with extra points for the bimbo specialist classes does not appear at an awkward time. sorted out a bug with the extra leniency granted for "Weak" bimbos who cannot produce strong orgasms, but are willing to put in the time. Lowered sexfight script load, Additional support for the Commonwealth Slavers Pet Walk quest to permit some limited access to the marina and the implant menu ( usually, when enslaved, those are disabled) XP generated when the implant processes bio juices inside has some XP differentiation ( more XP if the player is filled up more) Changed a bit the play condition on the QoH line post depraved sex acts, as it was a bit too intrusive Adjusted extra pleasure equations to make it less likely for enemies to auto-cook on their own without any challenge issued/answered for higher-level bimbos. Now at least one or two challenges should be needed. Added extra conditions to be less likely to pull a paralyzed NPC in activities with the player, like the prostitution shack. Changed some setting defaults for better gameplay 0.8201: Can be upgraded mid-playthrough. This one might be a bit more experimental. Added more points awarded, to be used for bimbo specialist skills (total is 130 now,: 70 during level up, 60 bonus). The bonus ones get awarded every 24 hours on bimbo levels 1 and 2 (30 each). Putting points in any of the tracks is no longer gated on any other condition, other than the number of points in that track needs to be below the maximum possible (70 per track). So dual-classing specialist tracks should be much easier. Sorted out quite a few event flow issues ( but there might be more) QoH will opine now on : - Successful Bimbo infiltration time extension. - Failed bimbo infiltration time extension - Won sexfight - Lost Sexfight - Sexfight that was barely a success - Cooked enemy - Executed by enemies / sent to bimbo limbo on a failed sexfight (not configurable for now in terms of chances) 0.8130 (can be upgraded mid-gameplay) Bugfix: Corrected the Bimbo Agent weapon drop reduction skill; the condition was accidentally reversed. (Everyone but the Agent had the Lowered Drop rate benefit. Corrected now.) Bugfix: safe sexfight key, when used outside of combat, and outside of its BimboSkope purpose, to end early the Bimbo Stealth/infiltration, no longer erroneously thinks that bimbo stealth was already on every time, even in cases when, in fact, it had been off. Corrected most typos in Bimbo Specialist skill descriptions. New mechanic: Bio juices taken in and carried around grant XP as they are processed, and deflation happens. A few conditions, though, to make this interesting Juices need to be mostly biological, not synthetic, from synths or robots (so no gaining XP based on the fluids that Codsworth can pump in). The mod tracks the concentration of natural VS synthetic mixture of what the bimbo carries within (reported in the Bimbo reports too), and the XP is only granted while the current bio purity of the mixture is above 50%. The XP granted value also scales with the purity (and not linearly!). At 50% Juices Purity, only 25% of normal XP is awarded. At 90% biological juice purity, 81% of normal XP is awarded. At 100% purity, 100% of XP is awarded. Below 50% biological purity, no XP is awarded. XP is granted in batches over time, and in MCM, one can set the minimum batch size so as not to be too annoying/overwhelm the HUD as deflation happens over longer periods of time. The total XP quantity received is the same no matter the per-batch size. Sneaky spy advantage: the bimbo can check what the current mixture inside her is (bio vs synthetic percent in her bimbo report), so she can always indirectly detect if someone who left her some new juices when she did the deed with is/was a synth by looking at how the concentration of synthetic/natural bio juices changed after before and after lovemaking with the suspect. Options in MCM to turn this off and scale the XP granted (ofc) 0.8123 (can be upgraded with no issue mid-gameplay) to tie up all loose ends: from 0.8122 QOH now knows not to say that sexual things are happening if the animation is non sexual Bimbo in denial (at lower level) and Agent bimbo (at higher levels) can choose to use non sex anim for infiltration too now. Additional MCM settings to control who has access to non-sex anim in infiltration. Bimbo Specialist skill window can be accessed directly from the Contex menu now ( no need to start a QOH convo just to get access to that) The Bimbo Specialist skill window also opens up post-level up. Other smaller elegant tweaks, like the Bimbo report correctly identifying if the Hypersexual bonus comes not from Bimbo clothing but from the specialist skills. Compatibility with the non-conversational level-up path was fully restored (but why use that anymore) Testing these no longer requires using DevHotkey number 2, as it was described below, now just accessing the on-screen report does the per check/update automatically. 0.8122 (Upgrade mid-playthrough should be fine) -added some 28 Bimbo specialist passive "Skills" to the game for the 4 Bimbo specialist classes. So that levelling on each of the four tracks to level 7 feels a bit more meaningful and a bit different, each choice one makes through the level up unlocks something new and makes things more interesting. Because each path needs to be selected on level up, they would normally only be testable on a new game, but there are hacky ways to test them using the Dev Buttons and console commands, so you can upgrade your existing playthrough and use them there. Airhead bimbo skills +10: Superlubed - less stretching happening across the board. +20: Infinitely Forgivable - get 100 Golden Tickets for avoiding re-education in Bimbo Limbo. Can continue use self esteem at any level for extra AP generation. +30: Airhead's Blessing - 30% chance for AP points from the AP bar to be instantly restored when the SexFight button is pressed in SexFight. +40: Willpower Loads - Double AP gains from enemy orgasms. Can still use Willpower as Extra AP generation at any level. +50: Improved Airhead Blessing - 50% chance for AP points consumed from the AP bar to be instantly restored when the SexFight button is pressed in SexFight. +60: Elasto Flesh - Can never be stretched. Morphs into the ideal matching size for each partner." +70: Transcended Challenge - 80% chance for any newly generated challenge to cost just 1 AP. Bimbo in Denial Skills +10: Time for Action - Get a level of the Action Girl Perk. +20: Jizz in their Pants - Answering non sexual sexfight challenges costs half the AP they would normally cost. +30: That's not Happening - Any Depravity is halved. +40: I just need to THINK- Recover 5 Intelligence from the points lowered by the implant. +50: Repressed Sexuality: - Has Hypersexual ability without wearing any hypersexual gear. +60: More Jizz in their Pants - Cost of answering non sexual sexfight challenges are halved again. Stacks with Jizz in their pants. +70: I REFUSE- Depravity is always 0. No XP loss can occur, no matter how depraved the act is. Power bimbo skills +10: Party Widow - Get a rank of Party Girl and Black Widow each. +20: The More the Merrier - Less extra increases in AP costs due to threesomes or higher. +30: YOU get Some Pleasure - 20% Chance for any answered challenges to propagate their pleasure effects to all enemy participants from the AAF scene. +40: Sex Marathon - Longer sex scene sequences with no pause, or large groups, no longer increase AP cost beyond what each enemy would cost in a one-on-one scene. +50: Never be Alone: AP cost is further halved when the sex scene is a threesome or more. +60: And YOU Get Some Pleasure - 50% Chance for any answered challenges to propagate their pleasure effects to all enemy participants in the AAF scene +70: YOU ALL Get Some Pleasure - 75% Chance for any answered challenges to propagate their pleasure effects to all enemy participants in the AAF scene. Agent Bimbo SKills +10: Grip Strength - When you are hit, you grip tighter. Less weapon drop when hit in combat. +20: I am Here for You - Double infiltration time than normal. +30: I Found Him Like That - Infiltration can start and be extended for you even if you activelly use paralisys on enemies as a punishment. +40: Missus Sandwoman - Bimbo kills via the Mr Sandman perk, no longer agitates enemies, and no longer breaks infiltration. Adds a rank of mr Sandman perk. +50: My Turn to Shoot - Recover some 50% of the negative aspect related to accuracy and weapon damage from the bimbo implant. +60: Succubus Mesmerise - Can start a Bimbo Stealth / Bimbo infiltration without going through a combat surrender, just by sneaking behind an unsuspecting enemy, and pressing the sexfight button, as long as they are unaware of it. +70 Bring a Friend - Having an active companion no longer halves the infiltration duration. If you want to play test the cheaty-hacky way, (as you can also test normally on a new game) the global variables that control each track are: MSMA_BimboFun for the Airhead bimbo track MSMA_BimboAgent for the Spy Agent Bimbo track MSMA_BimboPower for the Psycho Bimbo/Power Bimbo Track MSMA_BimboDenial for the Bimbo in denial track set <variable> to <value> in the game console to set-up It would be best if all track values summed up do not add to more than 70 total points, to simulate adding 10 points on each Bimbo level up, but not more for now. Else, some weirdness might occur. So if you do a Set MSMA_BimboPower to 70, set the other three to 0 Then press Dev Hotkey number two ( mapped in the dev key hotkey MCM page) to force enact the corresponding vanilla perk awards on that track (those do not happen automatically, and once awarded, can't be quickly undone sadly). There are other changes too (and a bunch of bugfixes) : - The stats window now shows when you are in bimbo infiltration or not. - Bimbo infiltration mode/bimbo stealth no longer normally starts in earnest if you are using punishments in sexfight on (needs to be daze or nothing). Enemies won't be chill when their brothers are paralysed or fall dead. Only the bimbo agent specialist can use paralysis or kill during infiltrations, but even that only later on. The implent context menu of chatting with the Queen will have an option where you can inspect what specialist skills you currently have. That specialist skill window should also open once, post a level up. 0.8110 (Upgrade mid-playthrough should be fine) - Level-ups can now ALL be made conversationally from 1 to all the way to 7, (with additional lines specific for Virtuous Level-ups, if that path is chosen via the QOH menu at the very start). - Each level, 10 points can be put towards a certain bimbo class. These options narrow at higher levels based on where the points were already spent on previous levels. Players doing upgrades of the mod mid-playthrough are assumed to have spent their past level-up points on the "Airhead Bimbo" class. - Level-ups can also be made old-style via popups (with a new menu for point distribution), if that level-up method is selected in the MCM. - a ridiculous player name can be picked up by Qoh for the player from a few of the degrading tattoos that might be placed on the player (but you can, of course, ask her to change it to something else after that ) - Starting at level 1, the contextual QOH menu has a short intro to bimbo infiltration. - There should be less of a chance of audio overlap from the 3 subsystems of QOH voices: - Individual voice lines - Dialogue Scenes (including the level-up dialogue) - Monologue Scenes ( tutorials ) - quite a few bugfixes Note: Bimbo classes don't yet have any special class skills activated; you can consider mostly flavor dialogue when leveling up in Prelude.. 0.8092. Mid-playthrough upgrade is okay Patch to address the initial conversation with Queen Of Hearts starting randomly after certain prostitution scenarios. Other dialogue-related weirdness that might have appeared recently should be corrected, too. 0.8091. Mid-playthrough upgrade is okay Patch to address a corner case when the Queen of Hearts mid-AAF voice lines pile up and come out in bursts at the end. 0.8090. Mid-playthrough upgrade is okay for a game started on 0.8080 (and merely okay-ish for games started on older versions). Various bugfixes and cleanup, weeding out older, obscure development feedback info popups. Added extra options in the debug MCM page to help management of the occasional rare "No NPC dialogue" bug caused by prostitution in the remote shack in certain corner cases, for some people. More info here. QoH no longer erroneously sees the skin as dirty, even after the player uses a CWSS shower cabin. 0.8080. Mid-playthrough upgrade should be technically okay(-ish), but the bigger changes have gotten to a point where a new game might be better on this one. New options/items in the QoH implant conversation, accessible via the context implant menu (no longer only name change). Qoh can now help with Bimbo level up in two ways. Virtuos bimbo level up up to bimbo level 3 (can level up to bimbo level 3 without needing to have sex, only available to bimbos who have not yet engaged in a lot of sex since coming out of the vault) - it does have a cost, but it might not be obvious at start. Depraved bimbo level up - Fast track to advanced supermutant re-education via a backdoor to bimbo limbo. Hopefully, solved the prostitution shack bug. More bugs squished, additional polish. 0.8050. Mid-playthrough upgrade should be okay(-ish), but a new game might be better on this one, as there are some changes on some deeper systems. Level up from Bimbo 0 to Bimbo 1 now is done conversationally, not with a pop-up. There is a menu setting that lets you decide how you want level-ups: old style with popups, or new style, as conversations with QOH. Right now, only level 1 is available on the conversational path. The rest will still be done with pop-ups, even if conversational is selected. Aside from her usual lines, QoH can now have two types of dialogue conversations with the player Ones where she requires your input at some point, these lock the player in place until the conversation is done. (Level up conversations, name-changing conversations are like this) Conversations where she is just providing information, where the player is not required to choose anything, those are free-flowing, and the player can continue moving as they unfold. One such free-flowing tutorial will appear the first time the player reaches Concord. Reverted to the Classic AAF fly camera as the default camera setting on game start, not the new cam. There are just too many third-party mods that force-greet the player and mess with that system, as the conversations they start sometimes pull the player out of the current AAF animations, creating all sorts of headaches. In an ideal world, they should elegantly check first and only force-greet if the player is out of an AAF animation or not otherwise engaged, but too few mods do that. To go around a strange bug that would occur in the MSMA prostitution shack, and would prevent the player to normally interact with other NPC ever after, scenarios that involve the MSMA prostitution shack are no longer usable from Diamond City worldspace. The implant context menu now allows, in most contexts, a conversation with QoH, allowing the player to change the name that QoH refers to the player by. If the player has NR installed and has chosen a Golden Globes actress' name, a special option should appear there to auto-choose that. The name system itself is not really used in a lot of places yet, just rolling out the system now. More under the hood stuff, more data is noted about the player's behavior, so QoH can use it later on during the level up conversations, to let the player know precisely why they are a bimbo. 0.8041 - Mid-gameplay upgrade should be okay Added the option to be unable to sleep unless arousal is brought below the threshold at which a bimbo would start to do silly actions. This can be turned on and off in the MCM (separately from the threshold setting itself). Even More QoH voice lines have been added and activated. The voice lines for enemy size reporting at the start and enemy toughness reporting at the start now have more variation, as they were a bit repetitive before. More tweaks and adjustments on QoH line deliveries. QoH reacts to the Hi Honey holotape at the end. The text notification and QoH voice line of the act length being above the minimum length to convince enemies that the player is no threat (and if more lenient treatment is applied or not because of being a willing sex partner) should no longer appear in scenarios where it makes no sense - codsworth craving - Prostitution or influence - Bimbo Limbo - Wedge filming set. Added support to granularly scale both the AP cost and pleasure of the custom Tentacle Race from Snapdragon's Animated Tentacles mod. Third-party mod settings in the MCM menu. Folks using that mod said the defaults for them as an unknown race (but that can engage in group sex) apparently made them too strong, and they would force level-ups into bimbohood all the time. Now they can be "gimped". The first convo with Misty is now done with the new VoiceGen path and a few other voice fixes. 0.8011 (Update mid-playthrough should be okay ). Corrected 4 QoH lines that were meant for some AAF anim type that were erroneously playing for other types of AAF anims Repeated rejuvenation surgical interventions for the same body part must now be done with a wait timer between interventions (for the same body part). Duration is settable in the MCM, the default is 72 in-game hours. The rejuvenation surgical interventions menu now has a way to check size statuses within that very sub-menu, before you actually select a rejuvenation intervention. Chest size adjustments and Butt size adjustments are not considered surgical interventions anymore, so they are not subject to the wait time. Let's say those are adjusted not via surgery, but using the power of the nanites. More tweaks and adjustments on QoH line deliveries. Added additional audio lines that QoH says specifically for AAF animations with giant partners like Deathclaws or similar, so the ridiculousness of the situation is properly underlined. On every load of a savegame, the current QOH voice line queue is now being reset, just for extra safety. 0.7991 and 0.7992 - quick patches to remove three debug notifications that were accidentally left in, and to guard against the dialogue scene post prostitution being accidentally interrupted (perhaps by QoH comments), losing the pay. 0.7992 could perhaps be considered a "stable point" checkpoint. 0.7990 (mid-playthrough upgrades from recent versions should be fine) a LARGE number of new audio lines for the Queen of Hearts, making her more present. She can now opine on : - Things that happen within sex acts (with more variation / less repetition) - Prostitution outcomes. - Hairdoo, makeup, and cleanliness status - achieving SA Slut status - The effects of certain depraved acts. - Acknowledges the silly tattoos being applied to the player ... others All the above are configurable in the MCM, QoH page The new AAF alt-camera came back as default on (just too important to see those QoH subtitles) 17 new music tracks ( these are included in the mod file, no need to update again the separate music zip file, if you have it already) Reorganized MCM option pages, so they feel more natural/logical. Various other fixes 0.7955 (upgrades from recent versions should be fine) On a new game: Added an initial pop-up that asks if all MSMA initialization settings should ALL be assumed to be the defaults (to avoid the quick succession of question pop-ups at the start), or if the series of pop-ups should be opened for the player. If going on the individual pop-ups/settings path, there is also now a new pop-up asking the player which AAF camera they want to use (old fly cam, or new camera) Reverted the default camera choice to be the default AAF fly camera (if no choice is made./ pop-up is avoided). If the new camera is not chosen in a bespoke way on a new game, then the mod will be using the original AAF fly cam, and not the new MSMA-specific camera, as it did up until now. Yes, that means QOH lines will be audio-only (no subtitles) during AAF scenes. The new camera can still be manually toggled on in the MCM, but perhaps it not being the default creates fewer headaches regarding random conversations mid-AAF scenes for now. Added a text notification letting the player know that MSMA has started initialization (after permission to run was granted) Added a text notification letting the player know when MSMA has finished initialization (after init start) In the MCM, external mod check page: added entries for the new required mods (Outfit of hookers, Darthroman's pack, CHAK, Bad Dragon Dildos) Added an option to auto-force reset Dialogue scenes involving the player whenever exiting an AAF animation where the player was present (to prevent lingering dialogue scenes blocking the player from opening new legitimate dialogue scenes). It is called " Reset Player Dialogue on AAF scene end" in SexFight settings MCM page, and is default off. Added a debug Button in the MCM debug menu to reset on-demand any current dialog blockage called "Reset Player Dialogue Scene" Added a debug Button in the MCM debug menu to reset any potential bimbofied anim blockage, caused by DD restraints blockage called "Button: Reset NukaRide BimboAnims State." Use this to recover from the anim state that some DD items might get you to, where the NR bimbo anims no longer play. It is not instantaneous, press it, and it should revert to the bimbofied anims on the next check. Added a condition that should make Codsworth not bug the player with craving management while he is an active follower (would still do it if activated via the sexfight key, but otherwise should no longer volunteer the dialogue on his own while he is a follower). 0.7950, 0.7942 & 0.7941 - Mid-playthrough Update from 0.7918 and up should be okay, but I always recommend a new playthrough If you want to play with the CHAK https://www.nexusmods.com/fallout4/mods/63246 content without starting a new game, make sure you have it installed and active BEFORE deploying this update/upgrade on your existing save. 0.7950: Quick patch to autodetect and auto-reset cases where the post Charm/Prostitution dialogue starts but for any number of reasons, never finishes (gets stuck, is interrupted by combat, conflicting AI packages running on the target NPC, or is just canceled by the player). Before, getting that unstuck needed to be done manually from the MSMA MCM debug menu, the Reset Prostitution/Charm Status button; now it should be auto-detected and auto-deployed. This version also force reloads the Charm Prostitution manager quest from the ESP. This is needed for users who do a mid-playthrough update instead of a new game. 0.7942: Quick patch to address a bug where a NPC charmed in Charm mode would later also grant the Charm-specific reward alongside the prostitution reward, if targeted later in a prostitution act. If Player dies while in Power Amor, should now correctly exit it before being whisked away to bimbo limbo. Corrected a bug around Bimbo infiltration/ bimbo stealth, which was able to be initiated at Bimbo level 0 in certain cases, generating some flow issues, as bimbo infiltration should only be possible at bimbo level 1 and up. It should be sorted out now. For some reason, in the very first AAF scene in a playthrough, the first time where the anchor eyebot for the new free move camera was generated, its speed was 100 times what it should have been normally (this aberration would occur just once, just the first time). Added more checks to address that one-time scenario. People who are upgrading from older versions might experience a really slow-moving flycam on the first AAF scene after the upgrade (just the first one, then it resets to normal). Added 11 new music tracks and new play conditions for them (most of them are about non sexual Charm/ Influence) Added a setting to have a minimum AP cost per challenge in regular Sexfight. (Default 1 AP) Bimboscope now also reveals the amount of Affinity one has with the target NPC. Added an MCM option to allow (or not) any NonSex tagged animations to be used in Sexfight in general, Added a separate option to specifically force-allow the specific NonSex animations from CHAK mod ( https://www.nexusmods.com/fallout4/mods/63246 ) to be used, regardless of whether all other NonSex tagged animations are allowed or not. Added support for kissing, hugging, and dancing AAF animations from CHAK mod, https://www.nexusmods.com/fallout4/mods/63246 , to be used as an alternative in Charm mode in Charm and Prostitution (as an alternative to engaging in sex for influence, now the player can kiss/hug or dance with the target NPC for influence instead). Added a setting to have a minimum per-challenge AP cost in these NonSexual anims (default 15 AP) Added an AP multiplier for challenges cost, for non-sexual AAF anim. Default is set on 2x. If too difficult, set it to 1, but it is normal for it to be much harder to defeat the enemies' minds when just kissing and hugging, though. If engaging in gaining influence via non-sexual anims, Bimbo corruption stats (CVTs) on success actually go a bit down, not up. If enough affinity is accumulated, any new scene in Charm mode that has a meaningful, intense outcome in SexFight, will make the target NPC gift something to the player (for now, they gift various quantities of Marina Moisturising napkins). Sex Reports should correctly identify non-sexual Charm scenes and non sexual AAF interactions MSMA should correctly identify these intimate but Non sexual interactions, and correctly refrain from applying juices on skin, inflation, stretching, messing up makeup, hairdo, or other effects that only make sense for penetrative sex). Some effects might still apply (some intimacy-related excitement still happens, albeit at a much lower level than in sexual interactions) Only the regular AP bar can be used for NonSex challenges in these situations (just like SafeSexFight). Methods of emergency AP generation (burning Self-esteem, Willpower, Bimbo Points, Sex Addiction, or CVT stats) cannot be used for NonSex interactions. Known issue: the sex moans are there, even though they might not make a lot of sense when slow dancing or hugging. The NPCs' voice lines also sound way too excited about those interactions. Corrected the time length on some QoH voice lines. Successfully edging in SexFight ( that is: using the sexfight button outside the context of a valid Sex Challenge (when the player's pleasure is high), will now also decrease the Nymphomania CVT, if done when sex addiction is 0 or close to 0. Before, successfully edging would only reduce Sex Addiction, but there would be no additional benefit if Sex Addiction was already 0. Now there is an additional benefit in the form of Nymphomania CVT reduction. Corrected a few more typos. Vanilla NPC Prostitution customers are now AI-disabled while in the secluded shack, so they don't start accidental dialogue scenes that have nothing to do with MSMA Prostitution. If they do start these dialogues, it is better to ignore them until after returning from the shack. 0.7923, 0.7921 & 0.7920 - Mid playthrough upgrade from 0.7918 should be okay 0.7923- Another small patch to address some edge cases where time extension on bimbo infiltration could allow enemies to re-aggro because of a minuscule time gap when the player was visible to them. Also limiting the more extreme choices in prostitution and Codsworth's craving management (group sex related), depending on whether gangbang cravings are "installed" or not. 0.7921: Small patch to address the annoying aggro that the invisible camera anchor eyebot gets in the Bimbo infiltration one-on-one seduction scenes. Fine-tuned Bimbo infiltration mode to enhance its functionality even further. Now, you can extend the pacification daze time again and again by willingly engaging one-on-one with one of the pacified enemies before the existing daze-induced pacification timer runs out. Use the sexfight button on pacified, undazed enemies, and you will see options. This is better than just letting the timer run out and relying on AAF Violate/re-surrender to start a new scene sequence, as those scenes are more intense/with more NPCs, some of which might be beyond your skill, and will likely be overall more difficult than a one-on-one with an enemy of your choice. Added 10 more music tracks (8 specific for infiltration, triggering in special context, two for prostitution) Post sex report, page 2 now specifies both the appearance factor that you went in with (appearance at the start), and the appearance factor post-act (appearance factor at the end). Corrected a bunch of typos. Made it so that starting the beauty routine also force-stops the bimbo silly anims caused by high arousal (before the two could block each other). There is an edge case where the silly anims start, but they never finish on their own, and they never reset until the arousal goes down below the threshold. Beauty routine activation is now a failsafe for stopping this strange state. Added a debug button in the MCM MSMA debug page to make it easy to force remove whatever is equipped in a hidden way in player slot 27 (I understand that this is where the vibrating plug effects are placed, usually). 0.7918 - brings a pretty big change I need to insist on a new playthrough, as highly recommended on this one The BIG change is that Sexfight difficulty (AP costs, and pleasure intensity ramp up) now also depends a fair bit on personal NPC preferences/fetishes. NPC now have personal preferences about sex, and these can affect Sexfight difficulty. How clean or dirty the player is ( some will want clean, others will want dirty), how combed or unkempt the hair is (some will want a neat look, others will prefer a " messed-up" look), and what restraints the player wears or not, and so on, now all matter. Butt size, chest size, sexual fame, whether they use makeup and proper hairdos, skimpy clothing, what kind of tatoos they wear (degrading or nice), how many piercings, even how inflated their belly is, all of them can matter, there are differences between individuals but also some unifying themes, some factions will want more of one thingng, other factions less of one thing. Raiders will generally prefer pierced bimbos with degrading tattoos, Gangsters less so, and (they would want no piercing and higher class tattoos), so on. There can be individuals who differ from the pack, too. NPCs, if not set-up already, are set-up with these kinds of preferences the first time they interact with the player in an AAF scene, and then they remember these settings (if they are the same NPC, they don't get re-randomized each single time). You could meet a certain super-fixated NPC in the story, that you can only beat in a sexfight if you have a certain chest size that he likes ( might be very large or might be very small), and engage only in a certain type of sex ual activity, while being a certain kind of dirty, any other endeavour is doomed to fail. Naturally, certain key actors in the story will have these settings manually set by the story ( not all will have their preferences randomly generated). Most auto-randomized NPCs won't have these kinds of super-hard preferences (where if one does not have a certain chest size and type of restraints, the interaction is doomed to fail) - that's mostly for story quests, but in general sexfight will be harder/easier the more the enemy's desires and fetishes are understood... and the more the player matches what the NPC desires. It brings more strategy and a need to prepare differently for, let's say, gunner territory than for raider territory, or gang territory, or super mutants, as each has its own "strength" and weaknesses to various aspects regarding the looks.. Safe sexfight key, out of AAF scene doubles as a " BimboScope" activator. the "BimboScope" is a way to investigate these new NPC sex preferences. To use the " BimboScope": place the crosshairs on an NPC, and press the "safe sexfight" hot key when out of combat. It will tell you a bunch of info, including if they are too tough for you to sexfight or not. Added a portable "teleporter to Marina" as an emergency option in the Brain Implant Menu. This is done at the cost of spending some CVT, so do not abuse it, it is meant for emergencies. Allows to temporarily teleport to Marina so you can do your shopping, then use it again to teleport back to where you were. Added more MCM controls to control cravings (slider in the MCM to control how fast they install) 0.7912 - quick patch to switch time measurement for Queen Of Hearts Voice Lines duration from GameTime-based to Realtime, so they don't get cut off too early on some occasions. 0.7910 (mid-game upgrade should be good, but new game is best). Improved Bimbo infiltration (probably it is now finalized for prelude), now no longer relying on the violate pacification system for the extended peace time. Bimbo daze-fueled pacification post sex is now its own system, separated from the Violate pacification (whose length right now has reverted to being unaltered by MSMA). Only works for Bimbos level 1 and above. Non bimbos can't do Bimbo Infiltration. Does not matter if you managed to activate a SexFight win agaist your enemies via the normal way (normal surrender, then having a perfect punish, - no enemies unaffected by least Mindblowing orgasms or better on a regular surrender), or if you activated it via the " pity way" / increased leniency mode, by bimbo-surrendering quickly with the sexfight button without waving the gun around, and at least putting in the minimum required time ( for those not yet capable of producing the needed intense orgasms in the enemies).... in both these cases the enemies will stop seeing you as a threat post AAF scene for a while; they regard you as entertainment, and you and your follwoers will be safe from their attacks for a period of time. Unlike in the Violate Peace bubble, here, you can even open the Pip-Boy, and the enemies won't re-aggro you. You can even change cells, if within the time bracket, not even the enemies in the next cell will aggro you. Once the time is up, they will re-aggro you, at which point you can choose to re-bimbo surrender and redo the deed, and thus extend the infiltration time. While you can interact with the dazed ones via the specialized sexfight button to go through their inventory and steal their goods, if you try regular interactions or regular attacks during this pacification, then, naturally, the magic breaks, and their trance stops. You can mess with terminals and containers, though, without them getting upset Default pacification duration is 60 seconds (setable in the MCM), but you can only do that after reaching Bimbo level 1 (does not kick in at bimbo level 0/not a bimbo). PAcification Duration does get longer the higher the bimbo level you are. Should work for followers too (including Dogmeat). initially I thought to impose that infliltration mission should be done solo, but then I reconsidered. Probably does not work for non-vanilla, multiple followers mods ( just the first follower will be protected). Tweaked WOH dialogue line queue behavior to avoid "clogged pipeline", now only certain messages categories/classes can queue up, the mundane ones are rejected from the queue if another message is already playing. Avoids most blockages and delays. Exiting an AAF scene should now also flush most of the current QoH message queue, if any. Cleaned up various things that would generate log traces. Did a pass on the QoH line timings to subtitles, so don't linger as much on the screen after the audio is done. Treated several more corner cases on the bimbo infiltration. 0.7885-0.7884 - quick patch to solve an issue with incorrectly identifying some enemies as races who are "unable to talk" in bimbo surrender, and to properly apply gag hood and blindfold limits to Beauty Ritual, as well as a corner case when on regular surrenders, the bad Violate consequences would still apply even when all enemies were cooked. I think we can stop calling 0.7885 experimental at this point; it should be good to go. 0.7883 - mid-gameplay upgrade is, in theory, okay. Some big changes to Violate sexfight flow could also be a bit experimental. The dirty skin support from MSMA for regular dirt and dust on skin (separated from the bio juice system) is now fully compatible (and dynamically detects and integrates) with GET DIRTY (take a bath) at Fallout 4 Nexus - Mods and community, and its optional support for CWSS 4.011 (steve40's Profile - Nexus Mods ) BYOP (Build Your Own Pool at Fallout 4 Nexus - Mods and community) Probably a good addition is also AAF Dirty Sex - Sex Effects - LoversLab If Get Dirty is installed, then The implant skin cleanliness report correctly reports the status derived from Get Dirty, and not the old internal variables. Marina's (rather expensive) moisturising napkins also reset Get Dirty's dirty status when used. There's actual visual support for the dirty aspect. If Get Dirty is not installed, it defaults to MSMAs internal implementation (with no visible visuals, just game logic). Changed a bit, Codsworth's craving management intro, it is no longer required to first let him approach you for the first time before you can use the sexfight hotkey as an activator. Perhaps not as immersive, but functional. Once Marina uploads the craving management software to him, he is good to go. IF given enough time, he will still do that, just that it is not hard-required anymore. Improved Bimbo infiltration infrastructure, changed Violate Sexfight punish flow not to need a pre-emptive "last round" determination anymore. That would sometimes misfire, especially in complicated scenarios with one or several followers. (The punishment will happen just a bit later now, because of the dynamic wait needed to wait and see if no new scene is starting, and if the scene that just ended was indeed the last scene from the AAF Violate chain of scenes). All determination on whether the sexfight is "won" in an interaction spawned by AAF Violate (if the " bad" consequences in Violate are softened or not based on SexFight performance) is computed and applied at a tighter clock, not just at the start and end of each scene. Whenever an unexpected end occurs, things are set correctly ahead of time. This was a LARGE undertaking. Let me know if you notice anything unusual. Refined Dazed state added in the previous update, which is when you give the AAF violate enemies a Mindblowing or Galactic orgasm, but the "regular" punishments (paralysis, frenzy death) are deliberately suppressed. This should probably be used when you want to infiltrate a compound or steal an item, but not necessarily kill everyone in your path. Dazed enemies look and act normal. They are entranced by the orgasms you just provided them with, so you can grab any items from their inventory for a short while. To loot enemies in a Dazed state, after the violate sex scenes are done, place the crosshairs on them, and press the sexfight button. This will not break the peace bubble. Daze lasts about as long as an equivalent paralysis. Dazed state is not an obvious state, and interacting with dazed enemies ( placing your crosshairs on them and pressing the sexfight key) is only really useful after the last sex scene in a violate chain ends. Bimbo killing enemies ( with bimbo kill ) while in the middle of the post-scene violate peace bubble will now force-end the peace bubble. Before, the enemies wouldn't react to such a heinous act; now they do. You can also opt to force-end the peace bubble by pressing the sexfight button with no target (then you can re-surrender if you want). There is a confirmation pop-up. It's a good idea to do that when changing cells anyway, as the violate peace bubble started in one cell, even if its timer hadn't ran out, won't pacify the enemies in a new cell. Changed the mode of toggling off and on the potential of SexFight bad effects to apply to NPCs via hotkey, now it is a simple on and off that suppresses the bad effects on one press, and stops the suppression on another press. These need to be set prior to the punishment moment. If the bad effects were applied, then once applied, they will run their normal course This apprach no longer treats death and paralysis separately, is more straightforward, and easier to understand. Updated UI messages and sex reports to reflect these changes. The bimbo-surrender, if done correctly (fast enough from a combat start, with no weapon in hand), either auto-triggered or manually started via the sexfight key, can help you with a more lenient scene end when facing really tough enemies, so you can avoid a bad end if you fail to generate in your aggressor's high enough orgasms. There's an MCM setting that decides what is a minimum acceptable scene length, and if you make sure you have bimbo surrender on, they perceive you as a relatively low threat or no threat, and you stay in the scene at least that long, the lenient outcome will happen (no restraints, no change for critical would, and whatnot). There's also a notification that tells you when that time threshold has been hit. Obviously, if you came in guns blazing and shot them a few times before surrendering, that leniency option is not on the table. In that case the surrender will be regular, not a bimbo-surrender. Added about 37 new varied Actor values that help with the new system and give sexfight and bimbo spycraft more depth. Those also include personal preferences for Actors, things like what an acceptable minimal scene length is, the type of sex, and things about their partner's aspect. In the future, they may be unique actors that have unique expectations of a scene, which must be met if you want them to be content at the end. Right now, they are all on the old defaults, but in the future, you might need to adjust more things to "sexfight-defeat" a tough NPC with particular fetishes. For instance, most of them prefer their partners to be clean, but you might meet a guard who has a filthy fetish. Sexfighting him will be much easier ( his AP cost will be lower) if you "critical hit" him on the fetish aspect. Right now a lot of these values are on default, but they will be more randomized in the future. 0.7874 - mid-gameplay upgrade is, in theory, okay. Some big changes could be a bit experimental. The first version of the Bimbo infiltration infrastructure is almost complete. SexFight button, during vanilla fight/combat, now doubles as a bimbo-surrender button for Violate, with some additional finer points.. If the player surrenders to Violate using the SexFight button, either on combat start, or soon after combat start, and never equips./raises their gun, then that is considered a more favourable type of surrender concerning enemy opinion, and they see you didn't really try to kill them (at least not via regular combat). On such a surrender, enemies will treat the player more favourably on a sexfight end, even if the sexfight was not won by the player. Specifically, There will be a (configurable) longer pacification duration after the AAF act. no stolen items, no chance of a fatal wound being inflicted on the end Essentially, as far as bad player consequences are concerned, the outcome of this surrender would be treated as a "Sexfight win" even in the case it was not in fact a sexfight win. If the player surrendered to Violate via the MSMA sexfight key, then even if after such a surrender, the obviously negative consequences for NPCs like kill or paralyze were turned off, still any enemy who might have had had a mindblowing or Galactic orgasm, are still in a vulnerable dazed state for a bit after the violation ends (for about as long as the paralysis or frenzy would have lasted had they been enabled). During this time, even though they are not incapacitated in the traditional sense of the word, they are dazed; in that state, in that time window, the player can still Bimbo-loot them (access their inventory) by targeting them with the crosshairs and pressing the sexfight key once again. Added options for several conditions of bimbo auto-surrender on combat start, for those who would want that to be done automatically. Can also set it to "Ask me" or " never" Added MCM settings related to this bimbo-surrendering. As long as Violate (better said the peace bubble post violate) is in effect, Sexual Harassment approaches (if SH is installed) are temporarily disabled. Added MCM setting for allowing or disallowing aggressive animations to be picked by Violate on doing this kind of willing surrender, done for infiltration. Updated strings for the random bimbo thoughts in the notification channel to be more in line with the paradigm of cravings starting independently of bimbo level now. Corrected more typos Updated names for the new alt camera settings in the MCM so it is all clearer. Orbit is now the secondary mode for the Alt AAF camera Added a setting for the initial camera height in Alt Camera mode. Added configurable speed for the Free camera movement mode on the Alt AAF camera. moved QoH dialogue line delivery mechanism to be based on a custom invisible entity rather than have the player entity deliver the lines. (They would get interrupted too frequently if delivered by the player entity). added some extra checks to avoid the Qoh Entity from appearing as a floating head (not even temporarily) QoH lines will now wait for the current dialogue scene to end (if any was in effect) before being delivered. New Bimbo cravings kickoff can no longer happen in bimbo limbo; they need to wait for the Bimbo Limbo Session to end before they can start. Added extra checks for Bound in Public mod, if installed, to cause fewer issues with Bimbo Limbo (a check is made if the Bound in Public quest is running) Allowed for the contextual implant menu to allow for some burning of CVT to gain willpower while Bound In Public Added the BoundInPublic condition to the restraint manager, so when BoundInPublic, a lot of other activities cannot be initialized. The "fatal wound" on violate end should not happen now if Bound in Public triggers (even if enabled in the MCM). Beauty routine hotkey can now also be invoked during the Violate pacification/ peace bubble duration too. Should allow for a refresh without invoking the Pip Boy (as opening the Pip Boy makes Violate break the peace bubble) Refreshed compatibility (in theory at least) with the really old AAF version from Nexus (I was using some newer struct members, exclusive to the new AAF, causing the scripts to no longer compile/ be okay for the really old AAF. Fixed now). added more voice lines for some parts of the dialogue ( Bimbo Limbo, when visiting for the purpose of restraint removal) that were unvoiced solved a bug in the equipment monitor (nails and piercings), now the player should have her long nails and body piercings, if any, in AAF scenes too, assuming you had equipped them in strict or semi-loose mode. Implant menu-> show core stats now also offers details about what class of makeup and hairdo the player is using at the time (if they got them from Marina). added all this extra info in the big cheat menu too, which had fallen behind. solved a bug with make-up status reporting Codsworth should now filter out more extreme craving soothing functions, keeping them inaccessible (until you have done the deed that the extreme soothing is for) 0.7862 - correcting some loose ends from yesterday's update, so we are closer to a "stable version" landmark (mid game upgrade should be good) Added more checks to avoid having the invisible eyebot be the (futile) target of enemies in AAF violate scenes, so they no longer punch the air. Added more checks to avoid having the alt QoH Dialogue line delivery Actor entity be the (futile) target of enemies in violate scenes or soon after. Added more checks to avoid having the alt QoH Dialogue line delivery Actor entity be accidentally visible. Added more checks to avoid any of these two entities being meaningfully taken into account by AAF or violate activities in any way. Ideally they would be also ignored by other mods that would start AAF scenes too. Cravings now can start at any level, immediately after the qualifying deed is done (no more grace period or "dormant craving"). 0.7860 - (mid game upgrade should be good, but don't forget to update the music pack). New camera is pretty much finalized: Orbit camera starts directly in the new "free movement mode" (which I do like a lot more, and looks/feels a lot more like the old free camera except it supports subtitles and dialogues for mid-scene gameplay and spiciness. Thank you @JemappelleRedacted for the tips on which settings to change) Vertical elevation still needs to be mapped on bespoke hotkeys. Can still toggle to the old orbit camera if someone prefers that. Generally in various MSMA specific dialogues, the NPCs should come closer to the player and be very "in their face", and talk less with their back turned to the player. Charm/prostitution: weapon of the target should be hidden now. Charm/prostitution: specific music Silly animations mode on bimbo high arousal won't start if one is in the middle of a QoH line delivery. They will wait for the QOH line to end. (if they did they could cut that line short) Silly animations mode on bimbo high arousal now can start corruption themed music (once per day). Expanded music catalog. Leaving Marina now also will play different music if higher bimbo level. the older pensive music when leaving Marina is just here at lower bimbo levels. New alt mode for QoH line delivery mid AAF scenes (if your mid sex-scene QoH lines got cut short, try this one). 0.7852 Fixed two craving activations that were keyed on the wrong input - Provided orgasms craving was erroneously keyed on the received orgasms threshold - Body count craving was erroneously keyed on the received orgasms threshold Gave up on forcing the name change for the Queen Of Hearts inner voice, because it would inadvertently change any temporary Player names that some other mods were using, forcing a revert to the original Player name. The Queen of Hearts inner voice subtitles, when she delivers her banter, now use the current Player name, but has a [Q] tag at the start. (This affects only the ad-hoc banter, as aside from that, in the normal dialogue scenes, there we can have the two different names risk free, as those are set up with two actual different actors, unlike the ad-hoc banter where the player entity delivers both sides of the dialogue) Most cravings starting are now announced by QOH (new voice lines) Some craving upgrades are also announced by QoH. (new voice lines) Status of some enemies being above SexFight Skill or not, is also announced by QoH. (new voice lines) Notable size differences (that affect sex fight) are also announced by QoH (new voice lines) The fist talk with QOH- put some extra guards against her accidentally being visible. Corrected the first Super mutant sex to not always be seen ass "the very first one", and to correctly move past the one-time line that should only be played the first time. Known issue: sometimes QOH lines get interrupted, will have to dig deeper on how to avoid that. Might have to have the QOH lines delivered by a different actor entity who is not in the sex scene after all. 0.7847 Added configurable return-to parameters for the 3rd person camera settings, in case you were using customized non default values, so you can return to that when exiting Orbit cam, instead of returning to the Fallout4 defaults. Also Added an option to ask Custom Camera Mod (if loaded) to reset them to what it thinks they should be, so you don't have to set them manually if you are using Custom Camera. (experimental , use with care - if problematic might be better just to punch in the return-to parameters manually.) Determining if orbit camera was entered from first person or third person, and correctly returning to that specific mode on Orbit camera end. Changed some aspects about Movable Camera sub mode of orbit camera, less problematic Up down (height change) now also works in movable camera mode. The mobile anchor (the invisible eyebot) that the movement hinged on is no longer targetable and killable by enemies. Still It does take a bit of getting used to. Put some more guards against bugs caused by the players insisting on manually forcing flycam mid orbit. flycam being on then doing things with the third person camera while fly cam is on, is/was the source of most control weirdness so. trying to avoid that accident at all costs. Decreased default frequency of QoH banter lines (effect only on a new game) . They are not that many, too frequent could be a bit annoying. Set default setting of frenzy mode to off on a new game. By default on a new game sexfight does just paralysis or death, frenzy is an acquired taste, has to be toggled on as an option outcome manually. 0.7845 This one might be a bit of an experimental update, so up to you if you want to use it or not. Big changes: Most Bimbo Cravings no longer get unlocked and intensified just based on bimbo level, but it is now based on actually first doing the deed that the craving is for. Your bimbo level still matters for cravings, but not as before, it serves to limit the max intensity the craving can get to, (no longer to activate the craving or to make it more intense - those are now done via engaging in that practice). A few cravings that have no true "practice" per se (desired chest size, desired butt size , and a few other minor ones) are still based on bimbo level. I kind of like it a lot. feels a lot more consistent logical to not get cravings about gangbangs if gangbangs were avoided like the plague. Or have that craving activate but stay very light if only stumbled on them a few times. Changed some aspects about orbit camera to make it less problematic the strange bugs with the tab stopping working and the mouse click moving on right click should, in theory, be solved - back to their pre MSMA baseline (Unless you are somehow forcing Flycam back on, mid-orbit, in which case the problems might be back). Free move mode within orbit is now actually still orbit but done differently (not true flycam), based on a mobile/movable target/anchor, instead of a static anchor. Can use it to get out of tight spaces like a flycam, but also works with dialogue and subtitles. It does take a bit of getting used to. Changed its hotkey name too to prevent confusion with the old flycam. Toggling the classic flycam on then doing things with the third person camera while fly cam was on, was the source of most control weirdness so... trying to avoid that at all costs. Corrected Codsworth craving management quest starting on a new game. Corrected Sturges seeing if Player used sexfight on the enemies in Concord during the rescue, so he can use that as an additional argument why the Player should see Wedge after, if Player is reluctant to do so. Note: Because this update is about how cravings appear for a new bimbo, perhaps a new game is best to test that progression. Note:2 If you do start a new game, Do not start it with MSMA in prewar as the Vault tech salesman swill still be problematic (unless you know how to skip him with the console setstage https://fallout.fandom.com/wiki/War_Never_Changes#Quest_stages ) Ideally Activate MSMA in your mod manager only in post war, just before exiting the vault 111 for the first time. 0.7841 Note: Codsworth does not do his craving management job properly: a temporary setback for 0.7841, if you are impatient here is a patched version until the next update: https://www.loverslab.com/topic/245511-msma-sexfight-gameplay-bimbofication/page/63/#findComment-7129280 New camera mode in all AAF scenes. It is needed for mid-aaf scene gameplay as the old fly cam had no subtitles and no dialogue selectors. Configurable (and toggleable) in the new QoH MCM page. It is not that different except, it orbits around the actors, (can be rotated with the mouse), and can be biased/framed (up down left right and zoom in/out ) via keys one needs to set in the MCM. This is done by altering the game's 3rd person camera settings. When AAF scene ends, 3rd person camera returns to normal 3rd person camera, except if using Custom Camera mod, then it should correctly return to your Custom Camera mod settings. The new orbit camera i can be a bit wonky and generates effects that require a save reload: It is being developed. Until it stabilizes you can turn it off in settings, Queen of Hearts (QoH) MCM page. Violate should no longer forget that restraints are supposed to be added only on end, and only if the sexfight was lost. Solved some flow issue with violate scenes following one after another too fast For now disabled frenzy if player has a follower. Frenzies NPCs can happen only when the player is solo, otherwise is just death of Paralysis as successful outcomes. Violate should now always remember that we always want the Hud on in violate scenes. (but still if missing maybe toggle it on) All 4 magic dildos are now distinct, thanks to AAF_darthroman_creature_pack - Downloads - Advanced Animation Framework - LoversLab 1.0.3.a update. Installing 1.0.3a is mandatory. If you are running NAF you need to regenerate your XMLs as there are some small XML changes to use the new anims. Added debug option to offer a clear readable reason via popup window on why the prostitution key does not do anything sometimes. Quite a few others smaller bugfixes and quality of life improvements, like custom and more varied orgasm sounds and Codsworth's craving management should now be also achievable via the same hotkey used for charm and prostitution. 0.7841 Changed init method to offset loading more than half the modules at the exit from the vault, rather than the start moment / pre-war prelude. Should help with occasional issues in pre-war prelude such as the vault rep not consistently initiating its dialogue, and needing console commands to get past that moment. Might create new bugs unfortunately. Tuned down the nymphomania spiral intensity at levels 2 and above. Solved some issues on Bimbo limbo that might have led to black screens that had to be remove via the debug menu. the QoH mind shard does not have THAT many new banter lines right now (only about 54) , but what's important is to get the system down correctly, then more content can be added. 0.7827 - A new playthrough while not technically enforced, very recommended. There were so many changes I don't know if the mid-playthrough upgrade will be 100% correct. Fixing some errant conversation lines that were playing on terminals, and some empty lines that might have prevented the Vault Tech rep from ringing the doorbell on a new game during the pre war intro.. 0.7824 a quick patch to make Prostitution not as difficult at lower levels, and solve a bug with immediate Sex Fame not going down when making hairdo and makeup looks changes at Marina. Wider range on the MCM setting with the level bias for Prostitution and Charm targets too. 0.7823 - Added first iteration of Face Changes at marina (game play wise has effect on reduction of sex fame. Visually the user can do what they want via RaceMenu. Added first iteration Of hairdo changes at Marina (game play-wise has effects on appearance stat and sexfight. Visually the user can do what they want via RaceMenu Added first iteration Of makeup changes at Marina (game play-wise has effects on appearance stat and sexfight. Visually the user can do what they want via RaceMenu Added Hairbrush item for maintaining hairdo (non consumable) Added makeup kit for maintaining make-up (non consumable) Added perfume bottle for managing perfumed status (non consumable) Added Skin dirty mechanic (same napkin can clean that cleans juices can also clean dirt . Swimming can also clean dirt. Unlike cleaning bio juice layers on skin, this dirt is NOT affected by external washing methods yet (CWSS or similar). Swimming or Marina's cosmetic napkins only aspects that do anything right now.. Added events that can mess up hair, makeup and perfume (swimming, lengthy combat, rough sex, sleeping etc ) Added reporting of these statuses in general stats of the implant menu Added a hotkey for doing the entire beauty routine in one go: skin care, hair, make-up, perfume, (as available given the situation the player is in, restraints and what cosmetics are available in the inventory) Added Sex Toy washing fluid (consumable) at Marina and the need to wash Zen Harmony, Joy and Courage after each use (it is automatic as long as you have wash fluid doses, if you run out, then the toys stay dirty and unusable until more fluid is acquired and the toy is washed for the first time via the hygiene option in the toys menu). Then it should be automatic again. Added infrastructure for the QueenOfHearts Mind Shard ( "split personality") . Right now there is just an initial conversation with her at the start of the game (but there is a TON of foundational work there behind the hood, the system itself is 99% done, I just need to build the content now) She should be able to take over most notifications , and to quip during various scene with spicy commentary, including having back and forths with the player. I am really excited to add all that banter. Works mid sex scenes too, and naturally she will have a lot to say. If you want to trigger a test line exchange, do SetStage MSMA_QOH_Manager 100 in the game console. hotkey aggregation: Sexfight key now doubles as prostitution/charm key when out of sexfight (separate prostitution key is now removed, as not really needed anymore). Sex fame: from Sex attributes Sex fame now has effects (and is affected by things) Being part of porn movies can raise sex fame over time due to them being in circulation (so far only the MSMA centric ones but I could add ones from external mods too) Having sex in the wilderness under the open sky has a (for now unconfigurable) chance of being observed by someone, and this will start rumors that will increase sex fame for a while, and will take a while to subside. Low or High Sex fame means: Raiders can be more merciful or more psychotic when considering whether to kill you on a failed sexfight (they have less consideration for known prostitutes). Affinity gains in the Charm part of charm and prostitution are very much affected by Sexual Fame (at most 20% of the total Affinity if high sexual fame, 120% if normal fame. . Difficulty of the Sexfight prostitution act itself is affected. Customers are more jaded when doing it with a known prostitute, but are more excited/more easily defeated /when doing this with someone who they think is new to the field. Also More voice lines, more typos corrected More brunch Marina conversations. One activates after the player has their first oral scene, the other after the player comes across the first gargantuan schlong. re-did prostitution scene portioning, should be all good now (even mid-way) Changed Sex Fame and Appearance score system to support a value caching system, so that the negative effects that occur mid sex scene (or mid scene sequence) that mess up Sex Fame and/or Appearance, do not affect the very same scene, the current scene that was the very cause of these changes. The effect of the updates Sex Fame, and the messed up appearance, should kick in after the current scene, that caused these changes, ends. This is to simulate the fact that current participants in the scene should base their actions strictly how the player was presenting at the start of the scene. 0.7815- & 0.7816- patch to fix Semi loose mode on body piercing being actually selectable now in MCM new reward brackets now properly propagated in all topics in the scene, so that the player does not thank the customer for a 0 caps reward. prostitution getting stuck and not starting again, after player asked for too much money and was refused. (if not wanting to start a new game, use DevHotkey 4 on v 0.7815 or 0.7816 to reset that status and have the scenes be available again). hiding some a debug popup on end, and adjusted the rewards brackets, so that 0 answered SexFight challenges can mean 0 caps (before it was very hard to get to 0, only animations that were cut shorts within 20 seconds could yield 0 caps). 0.7812 - $$$ The moneymaking update $$$. Upgrade mid-playthrough is technically possible if upgrading from 7730 or newer (but I would still ideally recommend a new game). Added a new system (on a new hotkey) that allows the bimbo player to engage in sex with (male humans for now) non-hostile NPCs either for Affinity/influence, or for caps (Prostitution). Prostitution is meant for bimbos of Bimbo Level 2+, if used at level Bimbo 0 or 1, it will be a challenge (and in fact if used at bimbo level 0, it will prompt a mandatory level up to bimbo level 1. If one engages in prostitution, that's reason enough for Level 1 bimbo). Using one's charm for scoring affinity points with a certain NPC will not prompt a mandatory level-up to Bimbo Level 1, only prostitution (sex for caps) will do that. Similarly, one's vanilla char level should probably be at least 8-ish or maybe 10 (or use that level bias in the MCM a bit) The results (Affinity gained or caps earned) vary a LOT vary based on how much effort the bimbo put into it, how well the sexfight went, and what was the best orgasm that the client(s) had. It can be 0 caps for abysmal results or a LOT of caps for Galactic orgasms. Doing this with vendors/merchants during their business hours (instead of regular NPCs) opens the option of doubling your cap gains if you accept at the end that they're going to give them to you as store credit instead of actual caps. You do need to use that store credit right away (they will open the barter menu). The theoretical max gain per this kind of session is 4000 caps. For that, one needs to be more experienced, and move past by one bimbo - one customer paradigm, and take on nine people at once. The pay for that is 1000 caps for decent results; however, if galactic orgasms are provided all around, that will be doubled to 2000 caps. If done with a vendor, that 2000 can be doubled again at 4000 caps as store credit. Most acts will be done in private ( so far there's just one cell of a cellar), some can be done on demand on the spot, in public (if you don' t care about your sex fame). Depending on what animations you have installed, multi customer scenes ( from 1 to 9) can be handled all at once ( large gangbang for high level bimbos), or more inexperienced bimbos can ask their employer if they can do one by one instead, or at most a sequence of threesomes. The extra customers in gangbang scenes, aside from the one you talked to that initiated everything, right now are clones of Vicks Wedge and Piete. Spawning customers dynamically from a leveled list was more varied but caused all sorts of animation bugs with the AAF scenes, I will have to dig deeper there to see what the problem is, but so far the clones will do. The party in the cellar should be resilient to Sexual harassment and random shenanigans bimbo points can also be gained (aside from Affinity and caps) with this system, if excellent outcomes This system can only be initiated via its bespoke hotkey, while pointing the crosshairs at the "Customer" Added customizations for Bimbo cravings (cravings around fluid quantity, dick mileage, provided orgasms, and received orgasms are now configurable in the MCM) Due to popular demand (and with permission from JB) Added replicas of the NR Overboss body piercings to Marina piercing list if you have NR installed. Added a configurator for the internal body piercing watchdog, to allow piercings to be equipped in three modes : Strict (like now) semi-loose ( they only get refreshed on AAF scene start) Loose (never get refreshed). Should be compatible with America Rising when infiltrating the Institute Intense Bimbo limbo visits can generate Bimbo Points. Adjusted some outfit prices. Hooker Outfits are more expensive as they provide a lot of armor too. Foundational work for new features related to Sexual fame fixed for some edge cases related to exit conditions from using the Four magic Dildos. (an odd state which made some toggle hotkeys dysfunctional, as the game though you were still in the dildo animation, forever) 0.7801 -Bugfixes. Added a secondary " compatibility" mode of departing to bimbo limbo on player death. The old fast mode might have had some side effects for AAF Violate. Departing to Bimbo limbo now is by default "Slow mode" , where it waits for Violate to do all its quick-exit operations before sending the player to limbo. It does mean a bit more of a wait under a black screen, while the player says their surrender line. but it should be more compatible. (Before it was fast but could caise for instance a corner case where the player kept the Violate "God Mode" on or other similar quirks). Update to conditions to allow Zen, Harmony, Courage and Joy scenes (less restrictive now). The Player.IsInScene() function getting stuck on True sometimes even if the player is not in any discernable dialogue scene. There are more MSMA Settings to help with that now : 1. People can decide to leave it as it was before and ignore the fact that this IsInScene check can sometimes return a false positive. 2. People can decide to leave it as it was before except for when the player wears DD devices, then this check is Ignored (I trust some DD devices spawn some scenes an that makes it return an erroneous result) 3. Pople can opt to not have IsInScene act as a blocker for any MSMA events or actions anymore. There is also an experimental option that tells MSMA to try and figure out if IsInScene got stuck, and to try to get it unstuck automatically (every 7 minutes or so). Changed the way Keyword variables for DD KFT and RH initialize to be more brute force and less conditional, and forced a re-init of said keywords on version upgrade to 07801, as I saw in user papyrus logs still mentions of uninitialized restraints keywords in MSMA scripts. Added settings (general settings, scroll down a lot) to allow or not MSMA to change Body Animation Archetypes on the player at all (you can choose yes or no). What are archetypes: Fallout4 supports what they call Animation archetypes (that can be activated differently on the face and body). These archetypes are what allow certain actors to have a different general "motion vibe" as they move around, to seem peppier, or more depressed depending on their state of mind, (with slouched shoulders and whatnot). I do make use of these archetypes, a little now, but I want to do more of it in the future. They are a very important storytelling device, not just on NPCs but on the player too. Some custom animation mods people are using are not prepared for this contingency, (for Animation Archetypes on the player to be changed often), as the vanilla story does not do that for the player lot, so that is why there are these settings. The people who use lots of custom animation in the normal animation tree, might want to stop MSMA for making any changes to the player Body Animation Archetype in particular, as that might reset their custom animations reverting to vanilla ones. The players who use third party custom Anim mods, might want to set this to "no". The players who use normal anims might want to set this to "yes" Normally when the story is more fleshed out that will need to be on yes if you want to see the overall psychological status of the player to be reflected in the body pose and animations style. But for now you can set it to off. It is for now off by default on a new game. There is a similar separate setting for face, but since for facethat is safer, the permission for MSMA to alter animation archetypes for the player face is default yes (1). But if you do not want that either you can set that to 0 too. 0.7794 -More improvements post playtesting. If any oddities, try starting a new game. Added effects of wearing restraints in sexfight with raider and gunners ( wearing restraints turns Raiders and gunners on, and they are easier to sexfight, the AP cost to answer their challenges is lower for a restrained player) Updates to Zen, Harmony, Courage and Joy scenes. Added visible a timer update on the Notification channel to have an idea when the rewards would come Scenes with any of the four "magic" dildos now matter for sex history/ cravings. when using them, moans can alert enemies. higher level bimbos are able to refrain from moaning so they produce a smaller effect, , lower level bimbos though alert everyone on a largish radius, so maybe don't use the dildos while sneaking past enemies. Range is MCM adjustable They can now cause stretching (more on fast-tracked scenes, much less so in the longer scene where one takes their time) When the player is attacked during a dildo scene, the event is detected and the scene naturally stops. Some of the hotkeys can be used to force-stop a dildo scene (details on the hotkey page). Better UI around the Rejuvenation process at Marina. Small typos and other QOL fixes 0.7793 -- mid playthrough upgrade should, in theory, be okay. from 7730. More improvements to Courage, Joy, Zen and Harmony, post playtesting . Added more restrained conditions for certain activities: Dildo friends shouldn't really be usable when plugged, chastity belted and or otherwise restrained beyond a certain point Marina shouldn't' t really be able to do rejuvenation treatment in similar situations Same about Marina surgical interventions on chest and butt size. eased up of the strictness on the timing for what constitutes "full duration", as even opening a menu for a quick glance during an AAF scene could mess the dildo scene timing monitoring up, and progress might be lost a bit too easily. Added specific sex scene reports for Joy Courage, Zen and Harmony, detailing what happened (with both normal and rude language tones for those who use the rude language tone setting. Yes Wedge does do restraint removal as well (actually Sturges does before sending you to Wedge) , and unlike the Extra Planar Tribunal who impose some CVS cost, or Marina who wants caps or bimbo points, Wedge does it for free, but since his presence is likely temporary in the story, I will allow it as a "cheat" for those who figure it out . Allowing the player to come bound/gagged before Wedge just created to many different (w)edge cases. 0.7791 -Fix for the main sexfight hot key to work again too, (not just the newly added safe one). MCM hotkeys specifically don't do their function calls if the function they call has parameters, even if those parameters have default values already defined and aren't hard required in normal papyrus calls. 0.7790 - mid playthrough upgrade should, in theory, be okay. from 7730. This is a pretty big update. Added a Safe SexFight Action hotkey (aside the regular one), that never burns any extra AP (only works with what you have in the AP bar) Added 32 new music tracks (remember to update your separate music pack zip file) Overhauled the entire way one adjusts problematic SA stats (no longer just a dry selection in the menu, now is done in a more lore appropriate way). The player is now gifted 4 special dildos called Courage, Zen, Harmony and Joy. Using these for various lengths of time and intensity can help manage Willpower, Self Esteem, Sex Addiction and Arousal. They are accessed exclusively via the brain implant menu you won't find them in your vanilla inventory. Normally these legendary items should be found via with their own story quests in Act 1, but for now Marina gifts all four of them to you at the start, for testing purposes (at least until Act1 is done). They can be used to get a lot of effect fast, if you pay a Bimbo stat cost, or a slower pace, to get all the beneficial effect without increasing your Bimbo stats if you take your time. The benefit will only occur if you let your chosen time duration to unfold fully. If you stop the animation mid-way there will be no benefit. New hard requirements/dependencies: AAF_darthroman_creature_pack - Downloads - Advanced Animation Framework - LoversLab for the new animations and Bad Dragon Dildos - Sexual Content - LoversLab for the dildo meshes and textures. Many thanks to Konata's original dildo meshes. Added a debug button that does a deep scrub of all existing overlays on the player, and leaves only MSMA overlays (good tattoos, bad tattoos, and nail polish) When you leave Marina's "brunches", you are a bit drunk and get some pensive moody music. 0.7780 - mid playthrough upgrade should be okay, if done from 0.7730 and up. Fixed a Restraints Manager bug related to not all KFT keywords getting initialized Addressed a bug that would allow for the same silly/defacing tattoo to be applied again and again in certain conditions, instead of a new one each time. DD Hoods no longer blocking random/silly animation behavior (they were before). 0.7770 - mid playthrough upgrade should, in theory, be okay, if done from 0.7730 and up. Fixed a pretty important bug in the MSMA Restraint Manager, relative to Devious Devices. DD keywords weren't being loaded correctly before, the restraint manager was working correctly with KFT and RH, but not with DD. Fixed now. Changed checks for Silly Anims that aroused higher level bimbos do , to only be blocked by "serious" restraints/devices (suits, cuffs etc.) and not by tamer devices that do not necessarily restrict motion (harnesses, piercings, plugs and such) Added an option at Marina's Field Service menu so she can help remove Devious Devices/Restraints (a cost must be paid in Bimbo Points or caps). Added a functionality for the implant's "Context Aware Action or Hint " menu option, to open Marina's Service menu when Player is near her spot/Holopad (useful if arriving there gagged and can' t talk with her, but also if not gagged, but simply in a rush). Added a functionality for the implant's "Context Aware Action or Hint " menu option, to help deal with being locked in Devious Devices/ Restraints in the wilderness: one can now fake their death to be taken to Bimbo Limbo (as the extra planar entities in Limbo always unlock the player restraints on arrival). Should only be available after Bimbo Limbo was visited properly (on death) at least once. However the cost of doing it this way for it might be too high. If possible to visit Marina for restraints removal instead of Bimbo Limbo, it is probably preferable. Improved animation management on player (there should be less issues with various idles or flavor anims and devious devices restrained anims stepping on each other's toes. Fine-tuned conditions for re-equipping MSMA centric piercings, should be now properly paused when competing DD items are equipped. 0. 7761- Real time update from 0.7760 should be no issue Trying to compensate for some edge case where probably an yet-unidentified external mod, that, for some people, resets nearby NPC size. Here it forces the size of the three extra planar entities in Bimbo Limbo (human actors as far as the Fallout Engine is concerned) to 100%. If they are at 100% scale, and not 550% scale, that means there's no direct line of sight from the platform where the player spawns in Bimbo Limbo to the "entities", so things get stuck. This patch should reset them to their mandated 550% scale just before the Bimbo Limbo dialogue starts. 0.7760 - a bit more experimental than 0.7746. Perhaps a new game is best for this one. Might be a bit more quirky/ need a bit more testing. First iteration of MSMA Restraints Manager subsystem, dealing with (KFT, RH and DD) Silly Idle animations for aroused bimbos cannot happen if the player is restrained (except for collar restraint, that one is permitted) Flavor Bimbo running animation are no longer forced if the player is restrained (except collar restraint, that one is permitted). Silly Giggles For aroused Bimbos cannot happen if player is gagged Bimbo Limbo Entities automatically take care of any player restraints on arrival to Bimbo Limbo (unlock/remove). Wedge takes care of player restraints at the start of sex animation during the Wedge Quest (unlock/remove) Marina's body piercings no longer get auto refreshed if the player is restrained (to avoid conflicts between the two systems) Player Automatic surrender has a lower chance to occur automatically (if allowing MSMA to handle Violate settings). Violate surrender, if desired, should perhaps be done in a bespoke manner, via the surrender button; if not surrendering manually, there's more of a risk of taking too much damage too quickly and visiting Bimbo Limbo. 0.7746 - safe to update mid-playthrough from 0.7730 or above. Added additional Silly tattoos chance modifiers, to have more individual per faction chance control (raider, Super mutant, gunner) Hud is now visible in bimbo-limbo during the "re-education" acts. Solved a bug with Infinite golden tickets (Bimbo Limbo Golden tickets weren't getting used up when used) Added a new possible scene in bimbo limbo, in the two supermutant category (there are now 2 possible different animations with two mutants, instead of just one). Bimbo Limbo scene progression is changed a bit First three visits: The bimbo is matched with one supermutant Bimbo Limbo Lover, regular supermutant schlong size. Visits 4 to 6 One Supermutant Bimbo Limbo Lover, but with a larger schlong size. Visits 7 to 9 Two supermutant Lovers, regular supermutant schlong size. Visit 10: Three supermutant Lovers, regular supermutant schlong size. Visits 11 and 12: Two supermutant lovers, but with larger schlong sizes. Visits 13+: Random two or three supermutant lovers, with even larger schlong sizes. Note: The size increase is not visually observable so as not to generate visual artifacts, but logical in the effects it has on bimbo stats. Modified Fade To Black-Fade From Blacks in limbo to be done with Image Space Modifiers and not with FadeOutGame script command. It should drastically reduce problems when a message pop-up fires under the fade to black, as now it should be visible/actionable and should no longer cause the appearance of a hang. Probably will extend this fade to black method everywhere else in the MSMA mod, not just bimbo limbo, a lot more practical. Marina's skin cleaning napkins now do their cleaning under a fade to black. Utility: Added Buttons in the debug menu to force remove fade to black screens, in case any get stuck (for both the new method and the old method). 0.7745 - Safe to update mid-playthrough from 0.7730 or above. resets any odd animation idles/flavors upon entering bimbo limbo. (should prevent the hands-up surrender stance/idle anim sticking around too long). removes KFT devices one might have on, at the start of Bimbo-Limbo. If Commonwealth Slavers is active / player is a CS slave, bimbo limbo "abductions" won't happen on bleed-out. Added MCM options for the silly animation system Bimbos do on high arousal, so you can decide if that system is allowed to change the third-person camera filming distance or not (to improve compatibility with Custom Camera). By default, that permission for MSMA is off, for maximum compatibility, even if that means the silly animations are not optimally framed by the third person camera anymore. If you want the custom framing from before you simply need to toggle the new setting called "Allow Camera Distance Setting Changes" to "1" instead of "0", from the " Silly Bimbo Action of High Arousal" setting section, in the General Settings page of the MSMA MCM. 0.7743 - Safe to update mid-playthrough from 0.7730 or 0.7740, 0.7741. Patched an error on 0.7730 limbo exit destinations to Nuka Ride bed, and Triggerwoman reborn had swapped Quest stages and weren't working. Fixed now. Removed a needless (and maybe a bit intrusive) pop-up window announcing when all Hypersexual clothing is off. (There's the bimbo cravings reports to check that, no annoying pop-up is needed) This should tie most loose ends created by the addition of Bimbo-Limbo, 0.7743 should in theory, be pretty close to a "Stable version" milestone. 0.7741 - Small patch for an error on 0.7730 to more graciously call fallbacks when certain animation names are not present in Bimbo Limbo, and avoid player getting stuck if they are missing. Safe to update mid-playthrough from 0.7730 or 0.7740. 0.7740 is an optional/minor update, it just adds support for the 7 new music tracks that can now be found in the updated music track pack, all are Bimbo-Limbo Themed. And changes the cell name from "Limbo" to "Bimbo Limbo". Safe to update mid-playthrough from 0.7730. 0.7730 -I would say on this one new game is a MUST. Upgrade is not technically "banned" but there might be too many little annoying bugs to do it on an older save. First iteration of the Extra Planar Tribunal interventions: Limbo / death save mechanic: The extra planar tribunal will save you from death (assuming one uses Violate Mod and sets Player as essential in it, - (but not "god mode / not set "ghost" on; just essential). If that is correctly set to on, on "death" (that specifically means on bleed-out, if the player would have died but was set to essential in Violate) then the player will be transported to Bimbo-Limbo where the extra planar tribunal will explain how things work out (with voices too! Those dialogues will probably need rewriting to make them better, but they work for now). The player will be healed and released back into the world, at a schlonging cost. Subsequent deaths/visits to Limbo will trigger increased levels of "punishment" (after about 3-4 visits). (In the future will have a separate essential system, but for now, simply use the one in AAF Violate.) . Ways to get to bimbo-limbo : If the player somehow dies (does not surrender on time, explosions, falling damage, vertibird falls on head) they will go to limbo also, Failed sexfight encounters (where all the enemies were NOT defeated) now can also have a (configurable - default 40%) chance of sentient/smart enemies (not animals) that were not mesmerized/paralyzed/frenzied, to realize what had happened, to consider a sexfighting player too dangerous to simply be allowed to live, and thus they'll be inflicting a deadly wound on the player that will send the player to limbo when the violate pacification bubble ends. None of that happens if you actually win the SexFight. Debug purposes: Get to Bimbo Limbo via button press with Debug Hotkey number 4, settable in the MCM. The release back into the world of the extra planar tribunal also has a bit of a soft integration with Triggerwoman Reborn mod and Nuka Ride. If they are installed, The Extra planar tribunal should be able to see that they are and can also send you to safe areas in those mods/ stories. Fenway Patrons or The Old Neighborhood club in Triggerwoman reborn (depending on the path chosen there), or the Dunmores' farm / the bed in the PornStar apartment for Nora/Norita, depending on where they are in the story in Nuka Ride. Thanks so much to @Heinzelman and @JB. for providing the needed insider info to make that possible. If the player does selfless "bimboing" for the greater good they will gain Bimbo-Limbo golden tickets, that can be used to avoid the Bimbo-Limbo sex punishment (right now, during building up Sanctuary as a bimbo: the defense phase, for building the turrets, and the generator and antenna phase are the only two events that each should grant a Bimbo-Limbo golden ticket). Added additional filter conditions for silly Anims to make their behavior more robust /less intrusive. They should no longer trigger in Looks menu and Workshop mode. Corrected some bugs with the invisible moaners (they no longer have collision, that could cause problems in crowded spaces) Same with the hologram at Marina (no longer has collision, like a proper hologram) Corrected a few bugs on the defacing tattoos system. Made all other scripts (other than the main sex fight one) only register for AAF events when they need them, and unregister for them after. More Papyrus log traces, for better development. Made the auto refresh/ auto complete missing tattoos option (occurring automatically on AAF end) by default on. A mini lore integration with Commonwealth Slavers: while enslaved in CS, the extra planar implant won't work right, and will display lore compatible messages (story wise these two can't REALLY work together). It will resume its function after you are free from slavery once again. Marina will also not be able to provide any services while the player is a Commonweath Slavers slave (would be too disruptive for both mods to do so). I can't stop saying Bimbo-Limbo, send help. PS: yes the Bimbo-Limbo uses super mutant furniture animations right now as punishment, as I thought those were underused in general and did not get enough visibility. 0.7722 - mid playthrough should be okay. Fixed a bug where the aggressors list sourced from Violate could sometimes not be filled out correctly in MSMA if the script load was high. Added option to Mister Sandman insta-kill sexfight-paralyzed opponents (if the player is bimbo level 2+ and has the Mister Sandman Perk) Added proper tags to the redefined high headcount animations. Marina's brunch alcohol effect is now applied post dialogue scene, not at the start. 0.7720 - mid playthrough update would be technically possible, but since adjusts difficulty and gameplay progression maybe a new game is best. Increased volume on Synths Challenge audio lines Changed nipple perkiness size reset so it only happens outside of AAF scenes, to avoid accidentally kicking the player off the AAF pose. Cleaned up a conversation topic with no conditions that might have caused problem with NPC convos like the VaultTech rep on a new game start prewar phase. Player now also gets some XP for Paralysis/Frenzy in sexfight (not just for sexfight kills) Player can now directly loot bimbo-paralyzed opponents, even if they are not dead, only paralyzed. If Frenzy is used, frenzied aggressors will prefer avoiding the player as a target. hostile Robot races now are also capable of stealing the player's weapons, caps and stim packs, if the MSMA internal theft system is used (before they wouldn't do that). Added support for all DLC races, MSMA has now more accurate has info on the sizes of all DLC races. Marina serves the player some actual Alcohol during your rooftop talks (but only if below intoxication level 2). And the big one 🙂 Changed flow on Paralysis/Frenzy to feel more natural / fair for the player as follows: If Frenzy is used, and within the enemy group there a strong (boss) frenzied NPC that easily kills all the other NPCs in the group, then that strong NPC will ALSO get paralyzed again after it kills everyone, assuming it still has remaining frenzy time. It felt unfair for the player to really try hard to sexfight and get all NPCs punished, only for a strong frenzied NPC to kill everyone else, then act as if it never was sex-fight defeated in the first place. Now if there's frenzy time remaining on it gets converted back into paralysis time. 0.7708 - mid playthrough update is technically possible, but since difficulty and gameplay progression are adjusted perhaps a new game is best. Bimbo mantra selector (SexFight challenger selection method) is now done lore-appropriately, from the SexFight sub-menu in the implant menu. Removed MCM entry. some edge cases for SexFight end are treated more graciously (like when violate aggressors start really far away, start walking towards the scene, then step on a mine and die before reaching the scene, that edge case before would have resulted in punish not being applied on end because MSMA would think that there are still some aggressors who didn't get their turn (the dead ones) and needs to wait for that . Now there is a catch-all at the end where when violate ends (the Violate pacification timer expires) if there are actors in the punish pool (the punish pool hadn't been emptied), whoever is in there gets punished nevertheless. turned several more inter-script calls from latent to non-latent to further reduce overall script lag (scripts not pausing to wait for each other anymore). Wedge's filming camera is rotated correctly (before it was pointing the wrong way. added more condition for aroused giggles so they don't just happen just any time tweaked a bit the tags to reduce the chance of Wedge Vicks and and Piete anims to have the player wear a strap-on (shouldn't' t really happen, as the player is in position 0 in the actor list) - unless this is perhaps a NAF bridge specific issue? Gameplay: Re adjusted SexFight difficulty a bit. Higher level bimbos, 3 or 4+ if using appropriate gear seemed to be able to get NPC's paralyzed/frenzied, even if failing all their challenges, which shouldn't happen as often. Adjusted a bit so this has less chance of happening (unless bimbo level 6 or 7) Tweak up lubed up state effects and how that protects or not against stretching. Reduced player orgasm max frequency a bit. Adjusted mechanics to pace out player orgasms a bit more. Player weapon damage nerf because of bimbo status is now half of what it was. Damage nerf is less intense as the bimbo player levels up. 0.7706- mid playthrough upgrade should be possible, but new game is best. re added the now correct MSMA-specific AAF XML re- definitions for the high headcount ganbang anims from SavageCabbage (so in theory they'd work also without Indarello's patch, if only Savage Cabbage and MSMA itself are installed and nothing else). Internal validator is now happy with either ones. Dependence on Indarello anim patch for using the optional 6p+ animations should be a thing of the past starting with this version. 0.7705- mid playthrough upgrade should be possible. New game is best if you want the new anims from Daily Life Of Hookers. For them to work in an upgrade, make sure DLOH is installed and active at the moment of the upgrade. First version of a system for Bimbo silly actions prompted by high arousal (should be quite configurable in MCM). Bimbos above a certain bimbo level, start being silly above certain arousal value. That means: their nipples get hard. they start giggling every now and then. they might do some suggestive animations every now and then (if safe to do so, and if idling around, and not otherwise engaged) - uses Daily Life Of Hookers - Animation - LoversLab . If that is not installed, uses a vanilla dance anim. their face expression changes. All synths now have their own bespoke sounds in sexfights/challenges. (just like humans and super mutants, but synth themed, not as much moans) 0.7703 - tiny patch for the tattoo refresher subroutine, so it also double checks the " bad" defacing tattoos not just the good ones from Marina and the nail polish overlays. 0.7704 - Patching an error on defacing tattoo application, and several bugs on the generic moaners spawn/despawn. Ghouls (non feral) are now using the human moans. Cleaner traces in the papyrus log.. 0.7705 - removed the internal redefinitions for the high headcount anims, as it seemed to create instability with latest AAF version and was causing inability to initialize AAF on load. Dependence on Indarello anim patch for using the optional 6p+ animations is, naturally, back because of this. added a freew MSMA-specific AAF XML re- definitions for the high headcount ganbang anims from SavageCabbage (so in theory they'd work also without Indarello's patch, if only Savage Cabbage and MSMA itself are installed and nothing else). 0.7692- In theory mid-playthrough upgrade from 7680 is possible, but I'd still recommend a new playthrough if you encounter any oddities with punish array de-syncs on sexfight. If you do, please send me the papyrus log. added more papyrus log traces around any potential desync in punish/death arrays, so it is easier to catch if it happens to anyone ever again. a 100% Async (non-latent) punish function call, for proper parallel execution. (reduces script lag across the board). Added option to allow walk-ins in the SexFight list, if new aggressors just wander by who were not there at the start and were added by Violate after the first scene, they will now also be added by the SexFight lists. (settable in Sexfight settings). Now it is default 0 (as before) but probably should be 1 to avoid arrays desync in those edge cases. Bimbo Level ups shouldn't be initiated in the middle of a dialogue scene anymore, they will politely wait until the dialogue is done. Added a "Challenge selector mode" for challengers, in multi-actor sex scenes. This is settable in SexFight page in the MCM (normally these would be Bimbo Mantra Skills unlocked in the story, not a mere MCM setting, but for now you can just select any of them in the MCM menu to playtest) 0 - Random (the default) 1 - Random, but exclude cooked aggressors 2 - Loop through all aggressors 3 - Loop, but exclude cooked aggressors 4 - Focus on next uncooked aggressor and only him until he is cooked, only then move to the next. Added MCM Option for abusive tattoos to also be placed, if you want them, on mid-scenes in Violate (not just start of first scene and end of last). Added MCM Option for abusive tattoos to be placed not based on a flat chance, but on a base value plus an additive chance per each aggressor (all aggressors in the Pool should count in Violate, not just those in the current scene) Added the 104 BBC raider set abusive tattoos from Captive Tatoos to the pool that the abusive tattoo system can use, and added an option in MCM that you can toggle to use this set instead of the regular raider set as Raider specific abusive tattoos. Completed the face make-up mess-up system, it triggers on orgasm or on sex scene with oral tag. (can also work as a standalone, but also is (in theory) fully compatible with Nuka Ride's own system if you use NR too. It checks every once in a while for particular face tint names to see if they are present, and it updates status correctly whether they were added by MSMA or another mod. Also updates clean status correctly, whether they were removed by MSMA napkins or in some other way (shower, NR napkins, console command). Remember Scripted Face Tints mod is needed for this to work. Scripted Face Tints (SFT) mod has been added to the prerequisite list. 0.7680 - here I would recommend a new playthrough because the difficulty ramping has been modified. touched up the voices a bit, corrected some typos, Marina articulates SJ's name better now. added a story explanation (in dialogue too) on why Wedge and team suddenly get tougher/ more difficult to sexfight, when things get to building the antenna. Added an additional effect of Marina normal tattoos, aside improving the looks score:. Marina's tattoos (if applied) have a " protection from gangbang " effect on violate encounters (larger effect at smaller bimbo levels, smaller effect at higher bimbo levels) which can be particularly important at the start where the player is really weak and can' t really sexfight correctly through gangbangs. T Enemy placed ridiculous tattoos have the opposite effect, they increase the chance of gangbang scenes. The effect is progressive (as the ridiculous tattoos cover the "nice" tattoo more and more). They still have the handicap mitigation effect to, so they are a mixed blessing. Hypersexual gear is more important now (sexfight will a bit be more difficult without it) changed what happens in gangbangs with the actors who are not " in focus" that is, actors who are NOT the actor who is issuing the current sexfight challenge. Before, enemies who were not involved in an active challenge, would evolve their arousal and pleasure normally. Now, if an actor gets " ignored" for more then 10-15 seconds, its pleasure starts dropping at first slowly, then at an accelerated level. For one on one scenes, or even threesome this shouldn't be that much of a huge deal, because they're not going that long and being ignored , but when dealing with more partners, things get tougher, as getting everyone to high level pleasure will be a bit more difficult. This opens the door also to various bimbo skills that control who is sending the challenge from he group that the bimbo is interacting with., allowing for a strategy in how this is approached. Right now the only mode of enemy issuing challenges was "random picked enemy" . There will be more modes, enabled by learnable " bimbo mantras" : - cycle enemies (instead of random, ensuring none of them are ignored for an extended period of time) - focus on one until cooked , then never again - focus on easiest - focus on toughest. Added more topics to player's " brunch" conversations with Marina, where she goes over the new tattoo gameplay implications Craving music shouldn't' t start if the player is in the middle of in a dialogue scene. 07670- a brand new game might be needed (if you are experiencing any instability). Few patches for yesterday's big update, some issues had snuck through Separate MCM chance settings for ridiculous tattoos on start of AAF animation and tattoos on end of AAF animations. No more accidental applying of tattoos on start of each animation of a Violate chain sequence (only on start of the very first Anim, and on end of the very last Anim) Setting for the mod to only apply the ridiculous tattoos when an aggressive event is detected (aggressive animation OR AAF Violate initiated animation), or just any AAF animation with the player. Separate new hotkey for death consequence (in sexfight) to be toggled on and off without having to go in the implant menu. a bit more more granular notifications on ridiculous tattoo application. note that additional ridiculous tattoos/body overlays applied by other mods (TatsAfterRape) are not seen/managed by MSMA at all, and have no MSMA gameplay effects. 0.7650 - Ok big update today. I spent almost the entire weekend working on the mod . In theory mid-playthrough upgrade is possible, but because the big overhaul in the overlay management system, maybe a new game is best if you want things to be super clean.. Changed Overlay and Tattoo management system from for a UID-centric approach, to a overlay name centric approach. This is to go around bug in f4ee.dll from looksmenu, related to Unique IDs for Overlays that are well.. not unique, and all operation done by UID can have unexpected results. This affects any mods that work with Overlays via their UIDs. From the old recommended mods Scripted Cum Overlays and TatoosAfterRape use the UID method to remove overlays. There should be a lot less quirks about tattoos, and a lot less need to refresh them periodically. Built an entire alternative to the functionality/idea of the great TattoosAfterRape mod within MSMA from the ground up, because I just needed more gameplay functionality. You have the settings for it in the MCM. It can apply tattoos both at the end an aggressive AAF anim, or also at the start (chance configurable). The application at the end does not happen if Sexfight was on and was won (obviously), and only happens once for Violate scenes (not for each anim in the scene). Raiders Mutants and Gunners use separate Overlay pools if possible, with tattoos themed for them. The content itself is still the one from Captive Tattoos 3.3, (and uses quite a lot of it, more variations). There's a system that tries to limit repeats and overlaps, by looking for placement tags, and favours adding always new overlays that are tagged differently. It also has a limit to prevent the player from becoming too much of scribble board. Some overlaps would still happen eventually but overall it is more coherent. Face Tattoos and front neck ones via face tints are also part of it and automatically applied (not just limited to body) The ridiculous unflattering tattoos added by enemies also DO have gameplay effects (just a little now, to be expanded din the future now that I manage the system directly, I can do a lot of things with it). They can be managed separately from the nice tattoos from Marina, without stepping on each other's toes (totally independent) Having some of them on gives you some sexfight advantages , in general, (but more for the faction that added them - stomaching them on does allow you to offset SexFight level handicaps due to Mind break, Dirty Skin, and so on). How much effect per tattoo layer -- it is adjustable in the MCM. Sex scene reports will tell you exactly how much they are helping. if they look too bad, you can pay marina BP to remove them for you. Big optimizations on SexFight start up and shutdown, Script load should be lower, and things should be faster. Added an option to have running Mascara on orgasm on the face working (if Nuka Ride is not installed). If Nuka Ride is installed and does the same, there are options related to this in the MSMA MCM, a setting so that you can avoid applying runny mascara twice if you are also running Nuka Ride). In general things should be pretty compatible, since the same FaceTints are used. Added bimbo points as fuel for Emergency AP generation. You can even set how many BP to auto keep, if auto spending BP for AP, so you don't burn them all. Has its own tutorial and everything , just like the others. Level 7 Bimbo's can no longer burn CVT stats to lower their Sex Attributes stats. Corrected some bugs in deflation speed when inflated (estimates in the Bimbo cravings report on how long it will take to completely deflate were incorrect while resting or sleeping). A smattering of other small bugfixes, like Codsworth should stay put more often when starting his dialogue lines about craving management, and not run away stopping the diaogue. Added a "Context Aware hint or functionality" entry in the in-game brain implant menu. Its goal is to provide hints on what to do, or Quality of Life, context-aware functionality for instance: If accessed at the very start, after exiting the vault, it will hint the player to go talk with the Mysterious scientist at the start, then with Marina after that. When the player levels up to bimbo level 2 it will remind the player that they can now turn on Sexfight killing. If player is close to a bimbo level up in the first few bimbo levels it may suggest it is time for a trip to the De-Bimbo School If player has active cravings and has activated Codsworth as a cravings manager via Marina, and is in Sanctuary, then it will have a menu there so you can teleport yourself to Codsworth or teleport him to you (so there's no more hunting him around in Sanctuary). If you are in Sanctuary, and visiting Wedge for filming the occasional spicy flick is available; you will have a menu there to quickly find Sturges, so he can radio in Wedge (no more hunting for Sturges in Sanctuary). Becoming A Sex Attributes Slut now gives a larger bonus to Bimbo Progression. Tutorial reminder: Once per playthrough, the first time you become a SA Slut, you will get a pop-up reminder that becoming a Sex Attributes slut is not trivial; each time you do so, it also boosts your target Bimbo stats. Tutorial reminder: Once per playthrough, fist time you revert from being a SA Slut, you will get a pop-up reminder that becoming a Sex Attributes slut also boosts your Bimbo stats and you should probably not use the implant to de-sluttify yourself, if you're going to just become a slut again immediately after (if you don't commit to an earnest effort of not being a SA Slut). If you do go back and forth too much / too frequently, between being a SA slut and not being a SA slut and again and again, then all those moments of becoming a SA Slut, will actually accelerate your path into Bimbo-hood. 0.7635 - Mid playthrough upgrade should be fine (assuming you started on 0.7600) adjusted some gameplay progression equations, dealing with how much fatigue/effects a certain actor can inflict on the player based off the actor declared schlong size and player's bimbo level. Adjusted sex reports to more clearly report on this. Corrected some issues on Violate bad effect MSMA suppression "grace condition", before, if there were more than 4 assailants it was permitted on end for just one assailant to not be sex-fight punished, and the fight would still be considered won by the player. Now it is based of a percent of total aggressors. 20% of the total aggressor count can now be not punished, but the sex-fight is still considered won by the player. The logic behind that is is if 80% of their friends suffer inexplicable bad effects, the remaining 20% assailants are just to shocked/troubled by what's happening around them, to think about put restraints on the player, or to be stealing the player's weapons stims and caps. Added option to allow AAF violate use the human 6p, 7p, 8p, 9p and 10p group Anims (ofc if present) . It only really kicks in from level 2 bimbo and up. 10p Anims are within reach only for bimbo levels 6 and 7. Be aware that starting these scene with so many actors takes a bit longer. Also added a quick patch for this option so that when/if it is turned back off, it also updates AAF Violate to use again a maximum on 5 human actors (so you don' t have to re- set the global variable via console). Leve 0 or 1 bimbo, max theoretical human group anim in violate stays 5P (but chance for that to happen is low) Level 2 Bimbo - max theoretical human group anim in Violate is now 6P (but chance for that to happen is low-ish) , Level 3 Bimbo - max theoretical human group anim in Violate is now 7P Level 4 Bimbo - max theoretical human group anim in Violate is now 8P (chance for that to happen is rather notable) Level 5 Bimbo - max theoretical human group anim in Violate is now 9P (chance for that to happen is high) Level 6,7 Bimbo - max theoretical human group anim in Violate is now 10P (chance for that to happen is superhigh) What I am using for animation presence testing are the SavageCabbage anim names, with the name in the format "SC-7P-Human-Floor01-02Gangbang" and similar. I think that format is used by the Indarello anim patch (but don't quote me on it). However even if you have these animations 6p-10P just with other names, you can still use them, just set the MSMA MCM setting to trust they are present, and ignore named-based validation (use anim set to "2" instead to "1" means "ForceOn"). Keep in mind for the system to work without glitches with AAF Violate you need a functional set of at least one 6P, one 7P, one 8P, one 9P and one 10P human AAF Anims, not just one 10P animation and nothing for the other cases. The next part in darker text has some story spoilers (but if I add spoiler tags here apparently messes up the whole the description formatting) Changed trigger condition for Piete's betrayal (now it just has a 50% chance to happen, every time you visit Wedge specifically for caps, but only if you do so more than once per 24 in game hours). First visit each day is risk free, If you visit just once per day , Piete never betrays, if high headcount human gangbang anims are installed, Piete's scenario will use a 10P anim (9 bots). If not, it will use a 5P anim (4 bots), but the bots will affect the player harder, as it they will have larger schlongs, than the 9 bots in the first case. the Piete high headcount scenario should work even if you have just one 10p animation installed (and nothing of the 6P-9P headcount ones), and it also looks for and accepts as valid Savage's Cabbage animation also if it is named in the FMMMMMMMMM format, a(s it is in some animation patches that typically only have that one 10P anim). 0.7626, More voices in! - Mid playthrough upgrade should be fine (assuming you started on 0.7600) First Full voiced MSMA! Mod start no longer has "story popup windows", now it is all explained naturally, in dialogue. Probably the initial dialogue with Misty, and the " Hi Honey!" holotape are the most voice dialogue assets in the mod right now. All others are in too but various quirks typos that need to be addressed. Bimbos Level 7 can't manage their Sex Attributes stats anymore by increasing there CVTs (after all their CVT's are already maxed out) When you visit Marina, you have a new dialogue option, where and spend some time chatting and drinking and generally bonding as friends as time goes by (right now only three topics but the infrastructure is there to scale them up). 0.7620, First voices in! Mid play playthrough upgrade should be fine (assuming you started on 0.7600) First ever voices for: The initial dialogue with Misty. Some dialogue with Marina (just the greeting lines and the more frequent lines when accessing her menu) The " Hi Honey!" Holotape from Nate (this one is actually pretty polished). Implant menu button, if pressed during sex before it would just show the equivalent of "Can't be messing with these settings during sex" window. Now it offers data about Sexfight being on or off, and paralysis killing settings being on or off, so the player can take an informed decision if their current partners are in any danger, and if the player needs to turn anything on or off mid-way. 0.7600, mid playthrough update should be possible, but if you encounter any oddities, best use a new game. Added support for kziitd's excellent Outfits of Hookers clothing mod, if you have it installed, Marina will offer them as Bimbo clothing (for levels 3 and up), 20 new outfits, links for the base mod (using FG) and to the CBBE conversion are now listed in the prerequisites. Various small tweaks and optimizations a minor touch-up to the ESP records clean-up 0.7590 - Seems I had to patch it yet once again. New game is mandatory Hopefully with 0.7590 the saga of finding the elusive error of the redundant records generated by the CK is done. I think I figured it out (at least partially). It was a combination of location records, and Navesh modifications, that were done automatically by the CK, to cells I had no interest in ever editing. 0.7584 Seems I had to patch it once more I had left some records alone when doing the deep clean, as advised by other modders who thought those can't break anything, but it seemed those being present still were breaking things as Piper once again wasn't running her dialogue with Danny Sullivan to Enter Diamond City again. Applied the more extreme form of the cleanup, and then deleted too much (0.7583- now deprecated) . Walked it back a bit ( 0.7584) So annoyed with this CK quirk. Will have to rethink how I add NPCs to vanilla locations, definitely not as easy as just placing them there. 0.7582 - Starting a new game is likely a must. Deep clean of potentially redundant records for the vanilla game generated by the CK (because of reasons only known to the CK). Unfortunately, this means that a new game is best. Corrected a few more aspects/bugs that were generating log traces. Fixed a few uninitialized sounds. Added music to the menu option for de-bimbofication school. Fine tuned Sex Fight Auto Exit behavior when all NPC's are cooked. 0.7570 Added more log traces to help with debugging. Various tweaks and fixes. Corrected a bug that might have made 0.7550- 0.7560 more problematic on mid-playthrough updates (new games were okay). Nothing critical but the papyrus logs were "fat" due some uninitialized keywords. 0.7560 Balanced music pools. Adjusted Marina's dialogue so she better explains the optimal way to interact with Codsworth for craving management. Added 31 new music tracks (remember to download and replace your music zip file, with the latest one with 151 tracks) 0.7553- should be okay to update mid-playthrough. Fixed the treatment for an edge case for problematic AAF start, which, in certain circumstances and combined with certain other mods, was creating its own edge case. could have been causing all AAF animations to be auto-cancelled shortly after starting. It should be addressed now. Put a bunch more log traces that can be activated to detect various edge cases around SexFfight activation/deactivation. Auto exit Sexfight when all NPCs are cooked option works just a bit differently. 0 is still off. At 1, it still autoexits when all NPCs have had a para/frenzy tier orgasm, and 2 still exits when all have had a death tier orgasm. However, now, if it is set on two if the player is a bimbo of level 0 or 1 (a bimbo which does not have access to kill by orgasm yet), then the autocooker, even if set on 2, will auto exit on the lower tier orgasms, (just as if it were set on 1). Then, after you level up to level 2+, it works on death tier orgasm only. Various other small fixes and optimisations 0.7551: Mid playthrough update is fine Solved a bug in the music track anti-repeat checks, that were causing only half the available music tracks to ever get dynamically played. 0.7550: mid-playthrough upgrade should be okay, but a new game is ideal. Further development of the "hallucinated bimbo music" system added extra 26 music tracks (total tracks now 120- remember to download the updated music pack and replace the old one) music distributed better across various tracks pools (at lower bimbo level 0 and 1 now music with tamer lyrics will be played, lyrics will get more extreme as leveling up) there are additional checks to minimize repeating tracks Bespoke track pools that now play for all types of bimbo cravings contextual music now can play when becoming a Sex Attributes slut (or recovering from it) Adjusted default craving music chance value to be a bit higher. Settings/changes/timers to adjust all that in the MCM Menu, Music Sub-page. (individual cooldown scalers per type of craving and so on) Codsworth craving management dialogue should also be initiated by Codsworth more reliably, when you hang around him with an active craving. 0.7540: mid-playthrough upgrade should be okay Added craving music trigger condition for wanting more piercings Added craving music trigger condition for wanting a larger chest. (Bimbo level 2 and up) on the "MSMA Debug Settings" MCM page, you now have a Debug setting called "Popup Messages with AAF Scene interrupts" and you can toggle if you want MSMA to notify you via a popup every time it believes it has a valid reason to ask AAF to stop an AAF scene. (if that is of, those are just logged as Traces in the Papyrus log, is Papyrus logging is enabled, no popups) 0.7537: pretty important fix, esp for OG, new game might be needed. cleaned up some odd actor location records in the mod's esp, that were overwriting the vanilla ones, (without me asking the CK to do that for me). on some playthroughs that might have prevented some Vanilla actors to do their scenes or even spawn (like not all raiders were spawning when saving Preston, or Piper not doing her scene at the gate of Diamond City leaving you locked out). That being said this cleanup was done with xEdit was pretty brutal and unceremonious, so, while the Vanilla actors should be pretty much pristine again, if now any MSMA-specific actors now behave oddly (esp. on leaving/returning to a cell), please let me know, as I might need to re-place them and re-do the reflinks to their quests. 0.7533 /0.7535: more tested/brushed up than 0.7530. mid playthrough upgrade is possible, corrected the play conditions for music for bimbo level 5 and 6 level-ups, that would loop non stop (0.7530 had this issue) adjusted music priorities fine tune some CVT progression from level 0 1 and 2 0.7535: micro patch: small fix to a bug in the Bimbo Level reporting that would occur after using the De-Bimbo School option. 0.7530: In theory upgrade is possible, but would strongly recommend a new game. Music infrastructure has been overhauled. Might be a bit experimental. a lot of new music (now 94 Tracks in total) starting with v 0.7530, music files are a separate download from the main mod. please also download and install the MSMA_Music_Pack.zip with your mod manager of choice (or else you won't have any music). added more craving conditions to trigger contextual music (more are planned). added a few separate options to also start music at the start of any qualifying AAF scene involving the Player. Added some additional music on bimbo level up. now each bimbo level has its own set of mini pools of possible tracks, each for various event types (can be adjusted and changed) 0.7525 - Mid playthrough updates should be good. Added a bunch of optional helpful checks for problematic mod initializations, that we'll hopefully never need. Toggle them on only if needed in the Debug settings page, "Mod Initialization- Extra Debug notification". If set to "3" means they are all turned off (default value), "1" means they happen as notification only, "2" means they also happen as a popup message box, so you can't miss them. Made sure that Marina can only appear if the progression is normal/valid (that means player has talked with the Mysterious scientist first). Before this, using the doorbell button or the Debug option in the MCM to reset Marina could make her erroneously appear ahead of the moment in the start up story when she was supposed to appear, and generate confusion as by "Why doesn't Marina Talk to me". Corrected now. Removed an older debug activator object, which no longer served any functional purpose (the large dark hotel bell on the side of one container) Misty and Marina now start as disabled, (even if none of this mod scripts are present). The only way to make them appear should be the progression through the story, after responding "yes" to the initial age check prompts. (and then first talk with the Mysterious Scientist, and only after that with Marina. Shouldn't be possible to do it in reverse order anymore.) 0.7520 - Mid playthrough updates should be good. Added a new cooldown setting for craving-based music triggers. Now a category of bimbo cravings cannot make a bimbo hallucinate a melody for that category of cravings more frequently than once per X in-game hours, (even if the chance is set super high). It is in the music page, called "Craving Music Mandatory Cooldown". Added a flavor text notification whenever an active bimbo craving makes the bimbo "hallucinate" and hear craving-related music, so that it is clear where the music is coming from. Solved a sneaky bug for the Sturges Wedges Sanctuary Quest related to animation tags and animation names. Later stages of that quest should now be a lot more compatible with more combos of AAF animations and AAF animation patches. Added a debug setting (on the "MSMA Debug Settings" page) for Story Driven AAF scenes to be forced to use first compatible animation found for requested actors. The default behavior for MSMA is to try and seek the story-specific animation requested by name first, then, if that is not found, default to the first compatible installed one. This new setting, if toggled on, tells MSMA not even try to find the bespoke named animation, and asks it to default to the first compatible one from the first try. 0.7510 -New game is best. Added an option to auto play Bimbo craving themed music tracks (specific per active cravings - 11 music tracks and variations) with customizable frequency, and optionally starting only with a certain bimbo level. Configurable in the Music section of the MSMA MCM. Added a configurable hotkey, that can stop any currently playing MSMA music track (set it in the main hotkey page). Added an option to auto use Bimbo-like animations (only if Nuka Ride is installed) for the player, starting with the desired Bimbo level and up. 0.7500 Adjusted XP awards for Aggressor killed in Sexfight Changed Marina's outfit browsing (only the Clothes section for now) to directly skip over Outfits that are invalid due to missing plugins/masters, without any pop-up message (just like it does for Hidden outfits). Removed the redundant reinitialization of the Marina item arrays that occurred once per playthrough, on the first save game load after a new game start (for real this time). Added more debug traces on the Sturges-Wedge Sanctuary quest (if the debug option for that quest is turned on). If using the Codsworth craving management functionality, Codsworth's affinity always goes up even if he didn't get any orgasms himself in a scene with the player (he is immune to passionless sex related disappointments, while being used as a craving management tool). Adjusted Sturges and Player dialogue in later stages of the Sturges-Wedge Sanctuary quest, added dialogue branches to correctly identify if earlier stages of the quest had been completed on the vanilla route (without resorting to meeting Wedge and getting spicy on camera). The MCM setting to auto end a sexfight scene if all aggressors are cooked, now starts on "1" on a new game (1 means auto end if all aggressors are at least paralyzed or frenzied) 0.7491 - Corrected a few typos that had slipped by and removed a redundant item array re-init that would occur once, on first load after starting a new game. Otherwise, the version is identical to 0.7490 0.7490 New game is best. If applying to an old save game, be aware that this update reinitializes all item arrays, so all outfits will have to be repurchased/re-unlocked from Marina. Modified Marina's item preview browser, should now always start from the last item browsed (in each category), not from the start each time. Added a "hidden" status, which can be true or false, to any MSMA Marina outfits (so they can be unlocked /gifted later in the story, and won't appear in the hologram browser list until then) Set all TRS based outfits to hidden for now, repurposed some of the other outfits for higher level bimbo. (until solving the TRS-based outfit hypersexual missing bug) Added a skip option for Marina's initial lengthy dialogues (will be there only during dev). increased the per-overlay delay on tattoo overlay application to make sure they apply with different UIDs Solved the bug of shoes not appearing on the hologram at the start. Corrected some small errors that caused papyrus traces on some index being out of array bounds. changed SexFight moaning sound manager architecture to not assume by default that all partners in an AAF scene are the same race, and instead be able to correctly detect and handle multi-race partners AAF scenes. changed some flavor strings in Intrusive thoughts and bimbo lust thoughts, as well as their distribution on bimbo levels adjusted an exception from bimbo thoughts frequency MCM setting, that was in effect when there were a lot of messages queued (now there is less of an exception, and it more closely obeys the frequency settings in the MCM, even if the message buffer is large; before if the message queue was too large, message frequency was being dynamically increased, but at higher bimbo levels it could get a bit too annoying). 0.7475 - should be good for upgrades mid-playthrough. I think it has largely stabilized now. Solved a corner case where the invisible moaning NPCs added for the purpose of AAF extra sounds during AAF scenes would somehow get detected and would be attacked by the real onlookers. Added AAF_Blocked flag to the invisible moaners so they are not accidentally grabbed by other mods and forced into AAF scenes. spaced out (with small wait times) the process of adding overlays for nails and tattoos to the player, as adding them in succession could cause them to end up having the same UIDs, and that would create rippling issues when trying to remove just one overlay by UID later on. it is best to go to the MSMA Debug Settings page in MCM and do a " Refresh Marina Tattoos" once, just so to make sure they have unique IDs. 0.7470 - should be good for upgrades mid-playthrough. Corrected missing Craving manager script (that I had forgotten to pack in compiled form in 0.7460 and 0.7465) Brought back sounds for scenes, and they are now done in a separate sound manager script, in a way that does not kick them out of animation sync. This is done by spawning some (invisible/mostly disabled) copies of the NPCs in the AAF scene, that are just there nearby to moan/play their sounds or mid-scene dialogue lines as needed but should not do anything else. This sync issue was never an issue for humans and super mutants; those worked fine as always. The other races were with animation sync issues, though. Aside from this one, the previous version without any animation synchronicity issues is/was 0.7370, (but 0.7470 might be pretty good too). While putting together the package for 0.7470, much to my horror, I realized that 0.7460 and 0.7465 also never worked quite right across the board, as I saw that the new Codsworth craving manager script was missing in its compiled form from the zip file (I had forgotten to pack it in). Removing both those versions from available downloads to avoid further confusion. 0.7465 - removed from download as I had forgotten to pack the new compiled CravingsManager still experimental - (Bit of a rollback patch to 0.7460) Unfortunately making the mobs/critters utter their default " hit" topics or "death" moans as sex sound has as a side effect of, on occasion, pulling them out of their AAF animations sometimes. Reverted to them being soundless until I find a better solution to playing those sounds. Maybe I simply need to spawn some invisible doppleganger mobs to moan invisibly in their place nearby. we'll see. Added more of a role of the orientation stat from SexAttributes (Submissive/Dominant) in extra AP generation equation. Punishing enemies in sexfight also scores some dominant points. Cleaned up some log traces 0.7460 - removed from download as I had forgotten to pack the new compiled CravingsManager script. This is a bit of a more experimental update than usual, and even though in theory a mid-playthrough update is okay, I strongly recommend a new game on this one, as there are some architectural changes for the Bimbo Cravings Manager. Added a detector for the Horizon mod on MSMA start (and auto-adjusting settings for compatibility if Horizon is detected, including disabling depravity XP loss system) . Also added a separate debug switch for the XP loss system if anyone wants to manually turn it off separately from using horizon or not. Added a very VERY special Debug setting to optionally suppress most Bimbo stats effects (including prices at vendors), to freeze bimbo level ups, and halt bimbo cravings. This setting is meant for people who dont; want the story/lore part, and just want the SexFight from this mod but little else. Find this setting in the MSMA Debug Settings Page. With this new setting turned off, and also the separate settings for Weapon drop turned off, morphs turned off you can get pretty close to a "just sexfight" scenario. Goes without saying I don't recommend using it this way, but again, pretty experimental. Migrated the Codsworth craving management system to its own quest with its own scenes/dialogues and papyrus scripts separated from the main SexFight one. Let me know if any weirdness snuck in. Needed for better scalability in the future. This is the reason why a new game is best. Cleaned up old script fragments (hopefully all unused ones) Let me know if any errors around missing script fragments and whatnot. 0.7440 - should be safe for a mid-playthrough update, especially if you started on 0.7400 or newer Added a system to make some scenes exempt from the "auto exit when all NPCs are cooked" setting. Scenes like Wedge's porn filming quest scenes, or Codsworth craving handling, obviously shouldn't auto exit even when all the NPCs are "cooked". Added a similar exemption system for MSMA to not consider aggressive animation necessarily as aggressive for real (for story scenes that are merely "acted out") Added debug and papyrus log trace function for anyone to be able to see how MSMA affects follower affinity. Works only on the active follower, after a sex scene involving the player and the active follower. Added separate MCM settings for scaling Affinity Gains and Affinity Losses for followers, ( before it was same setting for both). Now each can be amplified or turned off independently. As a reminder affinity gains are awarded to followers when having sex with the follower and making sure they have quality orgasms, affinity decreases happen when there a scene with no orgasm for the follower, or underwhelming orgasms. Still affinity drops stop if affinity reaches 0, so it can't take you into hate rage. They're not angry, just disappointed Removed an older less used feature that was getting in the way: There was a old setting that would enable sparing NPCs from sexfight consequences, if the chosen AAF animation they had just been part of didn't have an aggressive tag. This is not opportune to have in anymore because of three reasons : A . in the interim many more buttons and settings had been added to allow the player to stop bad Sexfight consequences happening to NPCs (even mid Sexfight) B. The tag-based aggressive identification for scenes didn't always make sense. C. sexfight with non-aggressive animations but that needs to have consequences for NPCs (even friendlies) is needed for the story. Added a debug option to-force re-initialize all Marina item arrays, for those who want to add new clothing ESP later on, way after the MSMA mod was started. Added a MCM debug option to suppress all actor color flashing in Sexfight (custom request). Added another MCM debug option to add back color flashing in sexfight, if they were removed with the option above (because there'd be no fun gameplay without any color indicators about what's going on) A smattering of other small fixes. Changed scent of Sanitary Napkins from Lemon to Lime Note: - Some Marina Bimbo suits (the ones built off the TRS clothing mod) can't be dynamically equipped with the correct Hypersexual tags (I suspect the item themselves don' t have cloth modding slots). Unfortunately, that means that right now there is no correct Bimbo equipment for Bimbo Level 4, as there is just one now (the orange one) and that TRS-based. Until i sort it out, if you are a bimbo level 4 you'll have to use marina trunk and the custom gear option in Marina Services to build yourself a Bimbo level 4 item, based off any Armor Item that has a free clothing mod slot. 0.7420 - should be safe for a mid-playthrough update, especially if you started on 0.7400 or newer Fixed a small bug with caps cost check for De-Bimbo School (player had to have the school fee cost plus 1 cap extra, else it wouldn't' t have worked. Now it is correct, and you can have exact change, and it should work. Sorted out issue with lust craving notification messages on occasion appearing empty (and not 100% accurate in one third of the cases) Modified default value (on a new game) for the intrusive thought frequency. They are now by default lower. Removed a random " Level 2 Rewards" text notification that would appear whenever Bimbo level 2 clothing would apply their periodic rewards to a Level 2 Bimbo (a slip-up from some debugging done yesterday). Corrected several small inaccuracies about bimbo level and bimbo level progression status report in the Bimbo Status and Sexual Cravings report. Implemented the wordier (and purposefully a tad more mysterious) version of the Bimbo level report in the Bimbo Status and Sexual Cravings report. The old more precise, accounting-like percent-based version can still be toggled on from the MCM (for debug purposes) in general settings, UI section, the setting called " Report Precise Bimbo Level Progression" By default it is off (more atmospheric/mysterious). Outlining exactly in percents, (correct to the last digit) where the player is in terms of bimbo level at any time was never a supposed to be a normal state, we're not building an Excel sheet here . There are hints, and one should take actions based on those hints. 0.7410 Fixed some typos in the support for StartMeUp For those who are in need of using the force-start button, yet overlook that there are about ~8 seconds of wait time needed after the forcestart button is pressed and MCM is closed ... (normally those 8 seconds were needed to be synced up with the elevator platform reaching the top and the player finishing the hands before their eyes to shield themselves from the sun flavor anim in the vanilla start), here is an interim 0.7410 version of the mod that only has that 8 second wait on normal/vanilla start (and does not have it via the direct-forced-start-via-button route). Totally optional update 0.7400 Added Detection of the StartMeUp.esp plugin and outlined troubleshooting/fallbacks steps for StartMeUp / Alternate Start issues. Now if the MSMA mod des not start/initialize correctly, then Misty and Marina will be nowhere to be found, to avoid question related to "I know the mod did not really start, but why does not Misty talk to me?" Appropriate bimbo level clothing now also heals you a bit, and prevents CVT increases due to skimpy looks aspect. There is more of a limit on how much a bad Sex-Fight /Violate Surrender scene can mess up your CVT stats (still fine-tuning that). Many scenes in succession still add up though. Marina's PTSD hypnotic cure can be used at higher value of Sex Addiction (and does not generate that much sex addiction on its own anymore). Bimbo Level ups now also, restore some Willpower restore some Self Esteem lower sex Addiction a tad restore SA Mental Health cure SA Trauma cure SA PTSD/perversions. Pay XP debt in full. 0.7390, Since outfits have been reorganized, they are reset and need to be repurchased from Marina. New game is not mandatory, but highly recommended if you see any weirdness. Added sounds in SexFight (and on NPC orgasm) for most remaining Actors from the vanilla game (not just humans and Supermutants). Added more option for body piercings: now there are body piercings independent of Nuka Ride assets, so MSMA can be fully used without NR should you wish so, without the body piercing craving being a factor anymore. changed a bit the management of the Body piercing system. Added 15 more outfits at Marina's store, and some new accessories Reorganized the Outfits per bimbo tier, new distribution makes a bit more sense, I think. added checks and additional bonuses for Bimbo clothing, based on its Bimbo tier Level and how it matches (or does not) with your own bimbo level. The extra bonuses work only if wearing bimbo clothing appropriate for one's bimbo current level. The manufactured bimbo items via Marina's trunk have a Bimbo tier equal to your current bimbo level (that you had on the moment of the item creation). The new effects/bonuses are highlighted in the bimbo report addendum. 0.7370 Female NPC/aggressors no longer make male sounds during sexfights (long overdue, probably will polish some more, laying the groundwork for maybe eventually supporting " himbos" too in the future) Added more sound settings in the MCM about who moans on successful or on failed sexfight challenges. You can now have the option of No moaning related to challenges NPC moaning only player moaning only Both the player and NPC Separate setting for win challenge and or lose challenge 0.7360 First update after about 6 weeks of pause, so there might be some quirks New game is not a hard requirement but is recommended. Changed Hypersexual flag system for the equipment, instead of keywords being added directly to an item instance at run-time, now a clothing mod with the keyword already pre-added is added instead. This allows me to reliably use the WornHasKeyword function to check if that kind of equipment is currently worn, rather than having to rely on inspecting each singular item via OnItemEquipped and OnItemRemoved events, which was more expensive and also has some corner cases where these events don't trigger at all. This means old hypersexual items issued by Marina before this version that use the old system won' t work as "hypersexualized" items anymore, new copies need to be re-purchased from Marina. Added a new entry in Marina's service menu, she can now "hypersexualize" one item of armor that you'd put in her blue trunk (if you are at least a level 1 bimbo and have at least 4 bimbo points to spend). This should enable any external clothing from any other mod to be used as hypersexual gear, recognized by MSMA, (as long as it is a main piece of armor, or shoes). Changed implementation for permanent long (advanced) nails, to a more hands-off approach. The previous stricter implementation of permanent long nails with its instant re-equipping could create issues with DD items, KFT items. Now long nails can be equipped either as fully removable (anything can remove them) or a looser "permanent". The new "permanent" aspect just means that on rarer occasions the mod would check if they are equipped, and if they are missing, they would get re equipped. Attempts to re-equip the long nails are done only if the player is not in power armor, and only at the start or end of an AAF scene, after fast travel and on game load. This prevents this system being in a state of conflict with restraint mods like DD or KFT. fixed some string bugs in the helper screens for Marina's hologram equipment mode (some strings from the tattoo helper screen were appearing in other helper screens too, for no good reason). 0.7350 . Should be safe to update mid-game, especially if you started a new game on 7.310 or later Compatibility with latest Nuka Ride 6.9x (no longer recommended to run MSMA in parallel with NR 6.8 or older) Added a Doorbell button for Marina (to ring in case she is missing a more elegant solution than going in the MCM) 0.7340 . Should be safe to update mid-game, especially if you started a new game on 7.310 or later In the device menu, under Show Base stats, now skin status and appearance factors are also being reported (with different language depending on the selected language tone). Updated MSMA skin cleaning napkins to also clean up tears/ running mascara applied by Nuka Ride via Scripted face tints (if scripted face tints and NR are installed) Corrected a bug where cleaning up bio juices layers via other methods than the MSMA skin cleaning napkin would cause the cleaning action to not be correctly recorded by MSMA, who would erroneously still think the player's skin is "dirty") . Right now, using any third-party skin cleaning methods, like the fluid cleaning kit from Nuka Ride, should also be correctly "seen" by the MSMA mod. Re-surfaced the old button to toggle the notification tone (more polite vs dirty talk) in the MCM general settings (realized this functionality had gotten buried in the Verbosity settings that were only present in the big "cheat" implant menu, so now it is more accessible. progressed a bit with the string migration Corrected a bug caused by the great string migration in relation to the De-bimbo school placeholder menu, it did its job, but had text messages pointing to the wrong string array and it was all very confusing. 0.7335 Functionality Added option to auto-end the player AAF Scene if SexFight is used, as soon as all NPCs are cooked. It has three intensity settings: 0 - Auto end off, 1 - Auto end when everyone had a para/frenzy tier orgasm, or 2 - Auto end when everyone had a death-qualifying orgasm. Added option to control how text notifications on the above Auto End event are handled (always on or only in Debug mode) Added a max time limit for Sexfight Scenes Added a dialogue option to stop Sturges to suggest you to work with Wedge for easy caps, forever. Compatibility edge case: Added an optional method to handle the (FreeFlyCamF4SE_v12.1) side-effect of suspending all mcm-set hotkeys, while in fly camera. Naturally, if MCM hotkeys stop working, sexfight challenges cannot be completed, so you now have an option where you can force the sexfight challenge button to be hard-mapped on Numpad +. This bypasses the MCM hotkey system altogether, and so it should work even while in fly camera mode in FreeFlyCamF4SE_v12.1 0.7332 - further fine touches to make 0.73x one of the most stable releases of this mod so far Two minor corrections in the post sex report to reference Codsworth scenes correctly. Corrected a bug where the artificially amplified number of orgasms, given and received via Codsworth, for the purpose of craving management, wouldn't register correctly. They register now. Please report if you see any post-Codsworth craving management oddities 0.7330 - fine touches Corrected a string error in the Marina Surgical intervention help screen (was erroneously appending part of the help text for tattoos - an artifact from the great string migration) corrected the Marina tattoo module, accidentally deleting (visually only) the basic nail polish on fingers and toes (as far as game logic it was still there). Please report if you see any post-Codsworth craving management oddities (remember, you do need to actually have at least one valid active craving that Codsworth can help with for Codsworth to say anything). 0.7320 (a lot less experimental than the previous version, quite a few loose ends tied up but Please report if you see any post-Codstworth craving management oddities.) Removed a lot of the extra papyrus logging from the previous version as the issues seem to be resolved. Made adjustments so that the Player's performance in the Sturges-Wedge Sanctuary quest scenes is correctly evaluated on end, whether the scene was force ended, ended naturally. Before this version, sometimes, depending on total script load, Wedge's initial reaction could have been for the player's performance from a past AAF scene, not for the scene that had occurred just then. Fixed more issues around the Sturges-Wedge Sanctuary quest dialogue scenes, solved some corner cases (especially when certain parts were repeated, in some corner cases the player might have been left in a Wedge scene with no lines). if the player if they choose to do-over certain takes in the Sturges-Wedge Sanctuary quest, on repeat, Wedge will give them some alcohol to help (if the MCM helpful Alcohol for Sexfight option is on in the MCM) the "Codsworth craving management mode" flag now get reset post-Codsworth scene, and it should no longer "bleed out" and repeat some of its effects into all normal scenes after that. 0.7310 (a bit more experimental this one so maybe a new game is best) A first version of Codsworth and his many arms helping the player with their cravings (when they develop) with less nasty side effects than if handled in the wild. There's a lot to say but will let you uncover it. When visiting Marina while you are affected by cravings, she should suggest retrofitting Codsworth to help with that. From that moment on when you talk with Codsworth he will volunteer to help with various aspects Naturally you need to have some valid Mr Handy animations packs in installed for AAF. This functionality is MCM toggleable, in case you find him too annoying. Right now he is fully unlocked from the moment you get the first craving( and does not yet require you to be a higher level bimbo for more.. extreme requests) More varied music overall (20 music tracks total now). (also some Codsworth specific music) Corrected a smattering of smaller bugs and typos New option for MSMA SexFight to allow for AAF animations (positions in AAF lingo) who do not have the correct Sextags to pass the check of whether they are sex animations or not, to also be allowed as valid for SexFight 0.7303 Added conditions to handle having followers (one or more) that can also be valid targets for violate. Before, SexFight outcomes wouldn't be applied at all if the player had any followers that were valid targets for Violate who would " use up" any of the aggressors in the scene (except if sex until exhaustion was turned on in the AAF Violate settings) Note that if you have aggressors that engage with the followers, and no longer have sex with the player at all in a AAF Violate sequence, then those particular aggressors will naturally evade the player's sexfight punishment (you can' t get a perfect punish anymore, as your followers are not initiated in the arts of SexFighting) . You can only hope that the aggressors you managed to frenzy will be able to kill the aggressors who only interacted with your followers. Follower AAF scenes are force ended when the last valid Player AAF scene ends , so both of you (or all of you) can get away and avoid the frenzied pandemonium at the end when the SexFight effects kick in. Also, bonus: Added conditions to handle player as aggressor in AAF Violate (Sexfight should now work in that scenario too); before it was only meant for player as a victim and there were oddities in player as aggressors. For instance now if the player is in aggressor role in AAF Violate , MSMA Item thievery also will no longer occur , the player will no longer lose their items (even if toggled on in the MCM), as thievery is meant to only apply to victims, not aggressors. SexFight punishment/Effects, when player is in the AAF Violate aggressor role will apply immediately after an AAF scene ends. Frenzy outcome is not possible when the player is in the aggressor role, only paralysis or death. Note: The text sex reports don't correctly report on player's aggressor stats in the post scene report yet (the mod wasn't built around the idea of an aggressive bimbo, this is a big departure from that) Note2: Followers enabled as targets in Violate might still be quirky. If you find some oddities, please enable papyrus logging and send me the papyrus scripts. And last but not least: Moved a LOT of strings in the string manager script (just two scripts remain to be migrated - but they are two of the most verbose ones) Fixed some minor bugs with some under-sized arrays on the equipment watchdog. 0.7290 ( upgrade should be automatic from any version started on 7250 or later) - Changed some slot ranges for Marina hologram equip/unequip actions to better align with best practices for equip/unequip (and also avoid the dreaded PA without frame bug) - Improved permanent equipment watchdog (long nails and body piercings now get periodically checked and, if somehow they were unequipped, they get reequipped (on AAF scenes start/end and on player teleport) - fixed frenzy-based player invisibility not being applied if invulnerability was toggled on in Violate. Also frenzy is back to being on by default on a new game. - Marina acquired tattoos get refreshed (removed and re-added) on each AAF scene start. (this can be stopped or adjusted in the MCM) - Tweaked some dialogue on Sturges - Wedge quest for extra safety (blind fixes for some reported edge cases that I never had repro for) 0.7283 - Frenzy outcome option post SexFight is by default off on a new game, needs to be manually enabled in the MCM. 0.7282 (no new game should be needed from previous 5 versions) - Changed how frenzy effect is applied on NPCs on SexFight end (before it was a force fed potion, now is a self cast spell) - Testing for the presence of the frenzied spell and removing it from participants on AAF scene start (having pre-frenzied enemies re-enter an AAF scene in frenzied state could create odd corner cases) - Limited cases where Invisibility is applied on player on SexFight end (now should only occur when valid frenzied enemies are around) - Added MCM option for applying invisibility or not to the player when enemies are frenzied (by default now no invisibility is applied) 0.7280 (no new game should be needed from previous 4 versions) - 3 New music tracks - Sorted quite a few edge cases on the Sturges-Wedge quest (on AAF 1.1.1) - corrected more typos - Added MCM Setting for Sex Attributes wear healing (it can now be disabled) - Added MCM option to make Alcohol be detrimental to Sexfight (instead of helpful) - Changed Marina Tattoo application and management, to avoid accidentally erasing tattoos added by other mods (like Tats after Rape) -please test - Removing all tattoos at Marina (delete key) now costs 1 bimbo point, adding a new Marina tattoo no longer deletes non-Marina Tattoos (only other Marina tattoos). - Added a MCM debug settings page - Added MCM option to refresh Marina tattoos on the player either manually or automatically after each aggressive AAF scene - Added MCM option to do additional actor stripping before all Wedge Scenes (or leave it managed by AAF). - Wedges Quest Debug notifications can be toggled on (default off). If you encounter any issues toggle them on and let me know what they say. 0.7270 (no new game needed from previous 3 versions) Solving a quirk with additive nail color overlays. 0.7260 (no new game needed if upgrading from 0.7250 or newer, safe to update mid-game) Has significant additional checks when an AAF scene ends, it tries to more elegantly shut down sexfight (and NPC orgasm and arousal updates too for safety) submodules in a more comprehensive way, a few seconds before what could be problematic would occur. There's shouldn't be significant errant out-of-scene SexFight challenge prompts happening anymore, even on scenes force-ended with End key in the AAF Ui or otherwise. Marina's Napkins (the ones that Marina will issues from now) are now a new AID-type item (not a MiscObject), so should be quick slot mappable. Worth noting, though that any other method (shower, bathing) for getting rid of Commonwealth Moisturizer layers or Bio juice Overlays should work too, you are not 100% dependent on Marina's napkins. SexAttributes intoxication (getting drunk) now makes SexFight easier (up to twice as easy when you are max intoxicated), and less taxing (but slowly increases your CVT's outside of SexFight). 0.7251 -Quickfix for a corner case crash on Wedge's scenes under a series of conditions (the sexfight challenge is issued and the AAF animation ends -because of its timer running out- before the challenge resolves. Safe to update mid-game. 0.7250 - Solves more bugs, a new game is probably needed! - found a bug in the seamless updater, apparently upgrade operations wouldn't be done unless the version number was different on the third digit past the decimal point. As far as papyrus is concerned 0.7246 is not a value that is smaller than 0.7247 ( !!!) when checked with an if statement. Best to start a new version on this one. - realized that I was too enthusiastic on the hologram equipping/unequipping methods, as I was messing with all item slots from slot 1 to 61, when in fact it should be only slots 30 to 61. Corrected now, but a new game is needed. Solves the "PA without frame" bug. - Removed some redundant options in the MCM - Added a button to reset Marina to her prelude spot if anything causes her to go away. - Added an option to auto-play music on a highly successful sexfight outcome (parameters configurable on the music page) - Moved Sexfight AP cost scaler option on the SexFight MCM page from the General Settings Page - Added option to Enable/Disable MSMAs internal item theft system (post Aggression consequence) - before it was always on. - More text edits/ typos correcting - Solved a bug with Hand and Feet Appearance score - it would go infinitely up when equipping new Manicure/Pedicure items. - Increased importance of Chest size in the overall Appearance score. - corrected hotkey mapping in Nails Holo-Preview mode (Delete and PageDn were reversed) - prevented intrusive thoughts from appearing in Notifications during AAF scenes or in Marina's hologram mode. - corrected an error with some of the higher-level bimbo cravings that will always appear in the report as if they were just done, even though they were not done. This went on until they happened for the first time for real, then they were correct. Now they are correct from the start (but a new game is needed). 0.7243 - Solves critical bug in 0.7240 where SexFight consequences wouldn't be applied at all at the end of Violate scenes. - further polished frenzied mechanics conditions and edge cases, tweaked menu content and dialogue lines to reference frenzied state and paralysis state (and not just paralysis state) - changed default settings to start without Auto-spend Self Esteem, Auto spend Willpower, Auto Increase Sex Addition and Auto increase Bimbo Stat on AP already set to ON. They are now all OFF by default when a new game is started. The player is prompted if they want to turn them on one by one the first time the need arises (a mini tutorialization on them is done on the spot). This should drive more awareness of their special status. - When the player answers sex challenge tapping into one of these extraordinary methods of AP generation, and not just with their normal AP pool alone, the player will flash purple instead of blue to underline that the situation is special. - Typos correcting and minor bug fixing. The frenzy update (0.7240) might still have some quirks with violate scenes (works just fine on non-violate ones though). An update is in order. Edit: update deployed, use 7243 not 7240. 0.7240 - might be a bit quirky as a new Sex Fight outcome for the enemies, (frenzied) has been introduced, aside the usual Paralysis and Death, - Frenzied enemy state has been added as a potential outcome from SexFight, that replaces paralysis in most cases. It is by default enabled (can be turned off in the MCM SexFight page, in which case things will work as they did before). Frenzied enemies fight with each other and an even kill each other. Frenzy lasts for a while, but it is not permanent. How long it lasts on each individual depends on how intense their SexFight orgasms were. - Frenzy is an alternative outcome to paralysis (but not to death). Right now if there are valid enemies that could fight with each other at the end of a SexFight, that would have gotten paralyzed, enemies no longer get paralyzed, they get frenzied instead . You as the player after an AAF scene, should quickly distance yourself from any frenzied enemies and let them deal with each other. - Paralysis should still occur as before at end of a sexfight if - a super mutant suicider is involved in the aggressor group - if there are not enough valid enemies left alive to fight with each other (just one valid enemy) - Corrected a bug where body piercings would erroneously be in the player's possession after being browsed on the hologram but not purchased. - Corrected a bug where Sturges's sanctuary chores quest would wait for the bonus Wedge stages to be done before it could complete - Solved an edge case where a non bimbo player character could not refuse working with Wedge (But a Bimbo level 1 could refuse) . Now all non bimbos, Bimbo level 0 , Bimbo level 1 or 2 should have an option to refuse entering a scene with Wedge, after their dialogue with him. Bimbo's level 3 and above can't refuse Wedge. - more fine tuning on Sanctuary's bimbo solves v0.7233 Finalized the bimbo optional solutions for Sanctuary Chores Quest (and a bit above) All Sturges' Sanctuary chores (beds, water, food, defense, energy) now have optional Bimbo solves. Talk with him again after he asks you to build beds or water pumps and he will offer you a quicker way to get ahold of the needed materials Dialogues are sensitive to bimbo level and past context, for instance, if you sex-fought raiders when you saved Preston, Sturges, and the gang, he will have a bit of a different dialogue when you confront him on his pervy-ness Also, there are some small differences in dialogue depending on your bimbo level when you take on these challenges. Rewards are better (or worse) depending on how well you do in pleasing Wedge (you can use Sexfight, you can' t kill Wedge, not even by accident). Trying them at bimbo level 0 is probably quite difficult (but not impossible), taking them on at bimbo level 3 is probably too easy. You can alter the AP cost scaler slider in the MCM menu if you want to "cheat" your way around sex-fight-based gameplay challenges. In theory, you should be bimbo level 1 or max 2 After you are done you can tap Sturges to visit Wedge and friends every 12 in-game hours for some extra cash if you want to, or just flat out tell Sturges that Sanctuary is built up and you have no interest in stripping on camera for resources or caps anymore. If Sanctuary is already built up on your save, naturally you need a new game to see the new content, but otherwise should be a seamless update. v0.7230 -seamless update from the previous version A bit larger as now includes some music files Detected and treated edge case when sex fight challenges were continuing after the AAF animations had ended (It could happen on animations force-ended with End too quickly). Due to popular demand, extended the Sexfight Synthethic sounds mute setting from the old 0. 1 range , now it can go up to 2, to mute even more of the synthetic sounds in sexfight, (leaving mostly only the moans). MCM page with some music controls. Higher level bimbos can't use solo AAF animations to bring their arousal back down to perfect 0 anymore. Unless they have a real partner in that anim, their arousal hops back BimboLevel*12, (unless what they had was higher anyway) Script clean-up and other smaller QoL fixes. Added some partial bimbo solves for the Sanctuary chores that Sturges makes you do after you save him from the raiders. Talk with him again after he asks you to build beds or to build water pumps and he will offer you a quicker way to get ahold of the needed materials. His friend Wedge runs a caravan nearby and has need of some specific skills. v0.7225 -seamless update from the previous version I am pushing this version out sooner than planned, to solve a bug that might have been caused by changing the default script namespace settings in the Papyrus compiler (as a way to have all fragments nested within the mod folder, but apparently this opened a Pandora's box). Reverted all that and recompiled all the scripts once more with the default settings for 0.7225. Translation: 0.7224 might be borked, use 0.7225 instead. Also This one Includes script sources, for more hardcore troubleshooting done by other modders. v0.7224 - might be borked due a script compiler default settings change- use 0.7225 instead. no more empty strings on Bimbo Thoughts and Cravings (at least in theory) Marina's clothing preview now also has its own lights (better experience when using it at night) Changed third party mod interface (see first post in the thread) variables now work as "affect next AAF scene only" various other small fixes. [commented out the partial Bimbo Solve for the Sanctuary quest for building beds, water, food and defense - was not in a good state] v0.7214 -seamless update from the previous version Added a MCM page dedicated to remapping the Marina Hologram controls, and two buttons to switch from this new manual hotkey mode, to the default hardcoded key mapping mode. Also forgot to put this in the Changelog for 07212, but sexfight with friendlies (even if punishment is off, or better said especially if punishment is off) now has an effect on their Affinity - If they have an underwhelming orgasm you lose some affinity (-15 per orgasm, but won' t drop below 0). - If they have no orgasm during the act you will lose affinity -35, but not below 0, so don't start what you can't finish) - If they have regular orgasms, or better you will gain affinity (but not if the Affinity is already above 1000) - Regular Orgasm + 5 Affinity - Amazing Orgasm +15 Affinity - Mindblowing Orgasm + 35 Affinity - Galactic Orgasm +70 Affinity That means that any follower is a mere ~15 Galactic orgasms away from idolizing you, if use your bimbo powers to wrap them around your little finger. v0.7213 -seamless update from the previous version Corrected some of the bimbo clothing not giving you the hypersexualized clothing bonus. Added the Hypersexualized clothing status to the bimbo report addendum. Lowered the Bimbo level requirement to some Accessories from Bimbo Level 1 to Bimbo level 0 (takes effect on a new game). v0.7212 - a new game is a hard requirement Architectural overhaul of the Outfit, Piercings, Manicure, Tattoo and Accessories managers. It was a massive undertaking, and maybe not very obvious from the outside aside from the fact that one can now use the fancy hologram pre-visualizer for everything now, but it was needed for scalability and ease of asset management, and things like being able for each individual item to have its own properties with greater granularity. Before there were a lot of bespoke functions for each item, now it is all done via data arrays, and generalized functions. Visually selecting the items in a more interactive way is a much better experience than the "lottery" of picking them out of a text menu. Supports even hidden items that will later by unlocked via the story. Changed Marina's service menu to use the new system. Total outfits now available is 16. Decided that Marina should not provide the two Nuka Ride Kalistore Outfits anymore from NR (it was offering the Primadonna, and HellKitty outfits before), but it didn't feel right, even as a temporary solution, as they have their role in the NR story. However they will still work in MSMA if you get them in NR. Fixed a bug where skimpiness score could go infinitely high when not using SAKR (it would double each time one would quip bimbo specific clothing, but it would never come down after). Fixed a bug where the morphs wouldn't immediately update on a bimbo level up. Other smaller fixes (hopefully Marina does not go in a NPC hunting frenzy in the woods anymore, even if mods with denser enemy distributions are used). Mod no longer prompts the player to test the "SaveFlow" system on start, (thank you, I got plenty of testing in now it is turned off until I will actually build the actual features using it) The HeadPart system used for facial piercings really made me chase my tail a long time, there are some things that work there differently in NG vs pre NG Fallout. You have a setting in the MSM General settings section, if you want Piercing Preview Hologram to work in fast mode, or slow mode. Slow mode is the default, compatible with any version of Fallout , fast mode only works for pre-NG fallout. The mod will attempt to do a version autodetect on first initialize and set that setting accordingly, but if you change it after it will remain as you set it. If you feel face piercing previews are not updating correctly on fast mode, switch to slow mode. Now to tend to the user feedback backlog. Marinas new preview-and-purchase equipment system should be pretty self-explanatory in-game, but just in case: Once you enter Holo previz mode and the hologram pops us (for any category: Outfits, Nails, Accessories, Tattoos, Piercings or Body Morphs), the keys are generally the same: End or Mouse right click- Exit current holo pre-vizualisation mode Arrow keys (left right but in some cases also up/down) - scroll through the item list PageUp- Purchase/Unlock/Apply to player the currently previsualized item Delete - Usually a reset of some sort Insert- Usually a help screen with specific details on the current set of controls, and data about what's being previsualized PageDown- Usually a toggle for undressing/redressing the hologram You can also remap them in MCM. You can freely move around the hologram and inspect it from any direction, but if you go too far away the previz mode will auto-close. v0.7011 (v0.7010 zip had a problem with the MCM script path, as I am sleepy when releasing at 3:00 AM. Corrected now both 0.7010 and 0.7011) -Added a new, more visual and interactive clothing shopping experience at Marina. Probably piercings, manicure, bodymods and everything will move over to the new experience. To test it, pick " New Clothes Shopping Experience" in the Marina Clothing menu. A hologram of the player will appear on the round holo-pad near the truck, and you can preview the Bimbo outfits in real time with the arrow keys before committing to unlocking/purchasing one (with Page Up). -11 new bimbo outfits (from EasyGirl and Absolutely Skimpy Attire) for the new shopping experience Added some flavor static items near Marina (the big rig that SJ and she use to travel safely through the danger-infested wasteland) -A small bugfix in the version upgrade task list from 0.6x to 0.7+ (still, a new game is preferred) -Several other small QoL Improvements -Correct MCM script path, and added missing TopicInfos script fragments. v0.7001 -Added bespoke settings for frequency of bimbo intrusive thoughts, and bimbo cravings -Added a difficulty slider for Sexfight Challenge AP cost (you can scale up or down all AP costs in SexFight) -Adjusted game play variables. -Corrected weapon drop happening when the weapon wasn't raised. -Added a MCM debug switch to turn off the weapon drop system. -Added XP rewards for Sexfight-killed enemies (xp amount varies on an array of factors) - before they would give 0 xp if killed via sexfight. -Various other small QoL fixes -Foundational work on a mechanic that allows the game to figure out things that have happened to a certain character that are not necessarily saved only to a save game file of said character but also in a MCM settings file, that can be accessed from any other savegame of that character. This for now is available for testing and can always be turned off in its MCM page. You will need a new game started on 0.7001 to test it, and you will be asked at the very start if you want to test it or not. Specifically, what does the new "Save Flow" thing do right now. Once you start the mod and once you progress past Marina's dialogues, and you established yourself as a bimbo, if you have the new feature turned on, the mod starts doing the following 1. Establishes a consistent identity of a certain bimbo character across all its savegames. 2. Monitors if you load a previous save go too much back in time more than two hours (provides a popup saying that it detected this upon game load) 3. Monitors if you load a past save to get out of a difficult sex scene with multiple "enemies" 4. Monitors if you load a past save to get out of Depravity/XP debt 5. Monitors if you load a past save to go back to a lower bimbo level from the higher bimbo level you had in the present. 6. Monitors if you load a save to get rid of your current (higher) bio juices loadout and you go to a lower loadout All these situations are not seen with a good eye by the extra planar entities, as it seems you are trying to eschew your bimbo duties, and they will eventually intervene to educate you on the error of your ways. If you load a past save because you somehow died in your current save, there should be no problems, the transgressions will be forgiven (though when the mod is done the extra planar entities will usually save you from death at a cost, not totally unlike Sanguine in Sanguine's Debauchery in Skyrim). Upon detecting these situations right now it the game just offers a popup message on game load, detailing the detected situation, and while it says that some disciplinary action is needed, it does not do anything/does not apply any disciplinary action yet. You can always turn these popups off in MCM if you are done testing. This also opens some interesting gameplay possibilities, where there could be a quest where you need to do some jumping between strategically made save games to solve it. For instance you do something in a save, jump in a pit with some deathclaws and are forever stuck there, that leaves you in a dire situation with no way out, BUT then because of the new mechanic load an older save (i.e. you travel back in time), and you can now keep some key aspect/info you acquired in the "no way out" save , and with it then go on a different "time branch", and prevent the bad situation from happening from the start. I don't know if this is exactly how I am going to use this, but I like the fact that I can use it to make it so that the extra planar entities in the story can "see" to some degree the player using save games to "roll back time", and can react on it, as that blurs a bit the border between the game and the real life. v0.6111 -Fourth Public Release - Corrected a bug with some of the advanced nails that did not correctly register as equipped and could cause errors later on unequip. - Put a fallback solution for an edge case on old AAF (pre NG), where the player doppelganger did not want to equip the long nails in AAF animations. - Further changed long nails management method, to allow for removal of long nails in certain situations even if Marina is not present (to unblock other types of equipment), but now without the player being annoyingly prompted about wanting to keep the long nails on each single AAF animation start (mod now assumes long nails should always be kept in AAF animations). Prompting will still occur in all other voluntary unequip situations such as unequipping long nails via the PipBoy inventory, as long as the long nails were put on in "destructible/removable" mode to begin with. - Added option to use the MSMA with 0 visual morphing, all visual morph scalers in the MCM can now go down to perfect 0, and also the mod has a prompt on first initialization, to start with the MSMA particular morphs set to 0 from the get-go, so you never ever have to see any MSMA morphing. - Addressing a few typos - Washed sextoys v0.6110 - Third public Release - Corrected a bug in the appearance score update, when removing Advanced Nails from one's hands, the legs appearance score would erroneously go down as well. - Changed Advanced Nails management method, to allow for removal of long nails in certain situations without Marina present (to unblock equipping other types of equipment). Now, when Advanced nails are being added, Marina will ask you if you want to add them in an indestructible fashion (just as before) or if you want them to be destructible, specifically you will be asked if you want to take them off the moment someone or something tries to remove them ( if you do accept to take them off they will be destroyed in the process, and you will need to visit Marina again for a new set). - Changed detection method of consensual AAF scenes, from independently evaluating animation tags, to 100% matching Sex Attributes settings and detection method. v0.6101 - Second public Release - Fixed the issue with Sexual Harassment mod being able to move Marina around - Added option to scale body morphs down to 1% of what they were before (essentially turning them off) - Added Option to mute the VATS synthetic sound on SexFight Successful Challenge Answer (only a moan is heard if so). - Solved all sex acts being mis-identified as aggressive in post scene Sex report. - Adjusted Several gameplay variables related to longer sequences of scenes with multiple partners - Added method for external mods to suppress player SexFight powers and check Player bimbo level (details for modders on the forum, second post) - Changed Sexfight emergency brake hotkey to cancel the entire SexFight on the current scene, instead of just suppressing the NPC punishment at the end. - Rephrased most start-up text windows to be smaller, so they can be readable even if Confirmation Boxes mod is not installed (still need that for sex scene reports though). - Added option to have a trimmed down sex implant menu without all the Cheat and Dev options, closer to what the finished mod will have. - Added a debug MCM page with a lot more checks to monitor MSMA boot-up (can only be used starting with this version though). - Added more checks for the initial NPC Mysterious Scientist, to guard against it losing its dialogues. - Also added a manual Button in MCM to skip that step if still problematic. - Many typos corrected (probably many remaining still) - Added a version check and auto upgrade system, in theory the mod should auto upgrade from a save with 0.6001 on it, and everything except the bootup monitor MCM page should work. The bootup monitor page in the MCM can only work correctly if you start a new game directly on 0.6101 or later. - Added a fast Bimbo level up path, that menu option at Marina called " [Dev-Cheat] Give Bimbo Point + Increase bimbo stats", from the "Implant Sex Stats and Bimbo Points" menu section is there for precisely that. Use it once or twice, then exit the menu and wait a bit for the promotion to happen. Warning: once you do level up, there is no way to go back and revert that, you are committing to the higher bimbo level situation for that playthrough. - Many other smaller QoL fixes. - Polished certain face piercings that were a bit oxidated v0.6001 - Initial Release That's about it! This is the very first mod I am publishing, if am making any noob mistakes on how I present it, please let me know and I'll happily correct that. I was/am heavily inspired by many other story mods, too many to mention, but if I were to pick just a few ones that I found particularly fascinating, Nuka Ride, Commonwealth Slavers, Milking Human Kindness, Meet Companion Ivy, in Fallout4, (and even Bimbos Of Skyrim, and Sanguine's Debauchery in Skyrim), and many many others. On my short modding journey I was already helped by great people on this forum like JB, and also EgoBallistic, Dagobaking, and Kziitdt on the AAF Discord to name a few, and also learned a lot by looking at script sources that other modders have been kind enough to share, like I learned so much for Vaultbait's awesome work on MHK, naturally also the classics like Sex Attributes by twistedtrebla which is so essential. Anyway, as I progress, I will complete the list of all other great modders who have helped directly or indirectly MSMA come to life, so that I DO NOT leave anyone out. Let me know if you can get it running and what you think. Here is the structure of the larger story, in case you want to know That's about it! I was/am heavily inspired by many other story mods, too many to mention, but if I were to pick just a few ones that I found particularly fascinating, Nuka Ride, Commonwealth Slavers, Milking Human Kindness, Meet Companion Ivy, in Fallout4, (and even Bimbos Of Skyrim from @jib_buttkiss, and Sanguine's Debauchery in Skyrim), and many, many others. On my short modding journey I was already helped by great people on this forum like @JB. and also @EgoBallistic, @dagobaking, @kziitd and many others on the AAF Discord to name a few, and also learned a lot by looking at script sources that other modders have been kind enough to share, like I learned so much for @vaultbait's awesome work on MHK, naturally also the classics like Sex Attributes by @twistedtrebla which is so essential. Also, big thanks to @Operand for the optional HUD module. And to every mod creator on the prerequisites list, who keeps the F4 modding section alive in general. Anyway, as I progress, I will complete the list of all other great modders who have helped directly or indirectly MSMA come to life, so that I DO NOT leave anyone out. Becuase I put so much stuff in, I probably could get a lot less done without feedback from folks who help me test the mod, @Mimirue17, @judge007, @JemappelleRedacted, @Onedrift, @msmfoster, @krighaur and everyone else who tests and provides papyrus logs Let me know if you can get it running and what you think. Here is the structure of the larger story, in case you want to know Prelude: A Dawn of Bimbos [what you have here, largely done] Where you learn that while you were out in your cryopod a lot more has happened, you’ve been saddled with a brain implant device, of extra-planar origin that changes your whole take on the world in general (and love and sex in particular). [The purpose is to polish and fine-tune the new gameplay mechanics, that will carry the story forward not much of a story yet] Tome1: Ballad of Schlonginius Johnson [working on it now, unreleased] Where you join Schlonginius Johnson’s team of misfits, as he tries to rebuild his glorious dildo-making facility and grow an entire town around it, where you (why not) might even settle down once more, meet someone new, and have a new family. And be happy with your family (or get bored of the mundanity of it all and cheat on your husband with the well-hung milkman). Tome 2: The Rise of the Cockubots [to be built] Where the new town you've worked so hard to create is threatened by a mysterious faction of seemingly indestructible synths, the Cockubots. Your only chance to stop them and control them? Somehow involves the Machinists’ manufacturing facilities (now called the Masochist and heavy into BDSM) and subverting the cockubots to your control. Tome 3: The day of “O” [to be built] When the world is attacked by Zetans, and their plan is to build a towering mind-controlling device, that aims to make everyone climax uncontrollably until they submit to alien rule. The only hope for anyone is for the world to band together against this new threat, under the dildo maker’s.. umm.. banner, let's call it a banner. Really, the only ones who have a shot are your faction and your newly acquired cockubot army. Epilogue. “Fancy a smoke?” - Mystery [to be built] Submitter MSM_Alice Submitted 02/04/25 Category Sexual Content Requirements Edited October 2, 2025 by MSM_Alice added names for more great modders that have helped me 18
MSM_Alice Posted February 4, 2025 Author Posted February 4, 2025 (edited) For Modders: Starting with MSMA v0.6101: If you want to remotely disable the player's MSMA SexFight powers over NPCs in certain scenarios, there is a way of doing that, via two global variables. - MSMA_SFOverride_DenyKill, with formID 279BE - MSMA_SFOverride_DenySentence, with formID 279BF MSMA_SFOverride_DenyKill If set on 0.0 (default state) things work as normal. If set on 1.0 it denies any SexFight killing at the end of a scene (even if the SexFight Kill conditions would otherwise be met). The player will see in their Alien Implant menu and the SexFight config menu, a mention of the nanites in their bloodstream being tampered with/disabled. MSMA_SFOverride_DenySentence Similar to the above, but even more powerful, any kind of NPC sentencing on sex end via SexFight is nixed (paralysis, frenzy, or kill). SexFight is totally powerless to do anything to the NPCs while DenySentence is 1.0. To guard against mods setting these variables and forgetting to remove them once not needed anymore, both get auto reset after the next AAF scene involving the player. To get Player Bimbo Level you can use the MSMABimboFaction (FormID F99) and check player rank in that faction, varying from Rank0 - Not in faction- not a bimbo Rank 1 - Bimbo Level 1 ... Rank 7 - Bimbo Level 7 (max) Edited March 22, 2025 by MSM_Alice
jah6065 Posted February 4, 2025 Posted February 4, 2025 I have been waiting for a bimbofication mod for so long, I would have loved to start one but have know idea what to do. I am super excited to see what this mod can do for me! 1
UsernameTaken666 Posted February 4, 2025 Posted February 4, 2025 Any new content is always greatly appreciated! Thank you! 1
kazeha9 Posted February 4, 2025 Posted February 4, 2025 30+ min of test . work fine . you need to made that mari and other NPC go back to their point (in future) bocuse SH aproach move them . i think cheat section must be moved to mcm or enabled in mcm . not big fan on cheat start at the beggining . windowed popup text was to big some of it was unreadble.not big deal but .to many accesories for 1st day ( NPCgive you ) . simple choker( or BJ/BC and couple other item would be very nice to start ) .thats all for now . need to lvl-up more to see what next . mod look very very nice .) 1
MSM_Alice Posted February 4, 2025 Author Posted February 4, 2025 (edited) 3 hours ago, kazeha9 said: 30+ min of test . work fine . you need to made that mari and other NPC go back to their point (in future) bocuse SH aproach move them . i think cheat section must be moved to mcm or enabled in mcm . not big fan on cheat start at the beggining . windowed popup text was to big some of it was unreadble.not big deal but .to many accesories for 1st day ( NPCgive you ) . simple choker( or BJ/BC and couple other item would be very nice to start ) .thats all for now . need to lvl-up more to see what next . mod look very very nice .) @jah6065 @UsernameTaken666 @4nln415Thank you! @kazeha9 Thank you so much for the feedback! ❤️ Added XDI and Confirm Boxes mods as prerequisite mods, which should help with text readability. I am using them while developing, just forget to add them to the list. I will also see how I can protect the NPCs from SH, it makes no logical sense for the story for Marina to engage in SH behavior Understood about moving all cheats/Dev things in a debug menu in MCM, and leaving the Device menu in the game only with the legit in-game options. What do you mean by cheat start at the beginning? Do you mean the fact that a lot of early info is unceremoniously given in text boxes? Indeed it is not great, they are placeholders. I plan to build a video file there, to replace those text boxes at some point. For anyone else visiting this, here are some very optional questions: - Did you like it, and if yes what is the one thing you liked most? -What is the one thing you hated most/ liked least? - What bimbo level did you achieve? - Did you manage to paralyze opponents with mind-blowing orgasms in SexFight? (or kill them with Galactic ones if you got to Bimbo level 2+)? - Did you notice everything is crazy expensive as vendors ask for a lot of caps and give you very little money for goods? - Did you notice the fact that once you are a bimbo, if you have no bobby pins once per day (near midnight) you can magically produce one or two bobby pins from your hair? - Have you noticed that sex seems to heal you now, and if you apply yourself to responding consistently to SexFight challenges you can recover mind health, and delay the onset of Sex Attributes mind break (you can even go back to a normal state from incoherent/hazy states). If things get out of control and a mind break does occur (mind health does get to 0), then indeed that's it for the current scene, the only way to heal is the old/normal way, after the scene, but if your mind health is not yet 0, you can get it back up to 4 (full health) just with consistent successful sex fighting, dynamically. - Have you read any post-sex scene details/reports? - Have you gotten to some deep bimbo cravings (and have you read the bimbo craving reports) - Does it all seem intelligible? - have you noticed that the mod reacts if you try to cheese your way out of a losing fight, if you want to exit with the End key quickly in the AAF UI, the mod "sees" that. I put a bunch more stuff in but I do not want to reveal it all, I hope people discover it on their own, as they play. There's a myriad of things I could be building next, what do you think my focus should be: A few examples: - Clean up and comment scripts and release script sources - Finalize migration of all strings everywhere in the dedicated string manager script in neatly organized string arrays, to facilitate spellcheck corrections localization - Organize clothing better (not just a few outfits borrowed from Nuka Ride) - Organize Accessories Better - Fine-tune mechanics - Profiling and performance - General Debug - Integration with more third-party mods. ( For instance, I am thinking that maybe I should add an option for the device to auto-suspend itself while you travel to NukaWorld, so that its sex-fighting ways can't be used to interfere with the Nuka Ride story or to check if you have the Commonwealth Slavers collar and again, have sex fight be unavailable in those states so that it is consistent with the lore of those mods. ) - Start developing the main story in earnest - add sound effects also for non-human and non-super-mutant races on NPC orgasms - Add voices? - create a Discord for this mod, maybe create some visual materials like a graphical logo for it too? - Add some ridiculous Bimbo-solves alternate paths for vanilla story quests/problems. - focus on music background? -... something else? Maybe implement the Debimbofication School quests (it is supposed to be an actual location with a teacher, you, and your bimbo class colleagues in a class while a stern teacher explains to you how to stop being a bimbo. Here's a script excerpt for that ( I am having so much more fun writing these than Papyrus scripts ): Pauline, the teacher points her pointer at the table with a crude drawing of a questionable wasteland situation: "... And what do we do in this situation when we see a group of raiders approaching us?" Opal: *Raises her hand* Teacher: " Yes Opal?" Opal: "Umm... Sucky sucky five dollah?" Teacher(rolling her eyes): No Opal, no, that's the opposite, the o.p.p.o.s.i.t.e. Yes, Ginger? Ginger: *unsure*: Is it.. blow-y .... blow-y? Teacher (losing her marbles): Blo.. It is NOT blow-y blowy, it is not sucky sucky, no sucking and no blowing! We run away, we take our heels off, and we run away before they get close FFS. Opal: "Take them off? Even if the heels are like ... a nice brand and really pretty? " Teacher: " Yes, especially if the heels are really pretty." Daisy: *Looking at Opal's heels*: "Can I have them, if she takes them off? They cute and go really well with my purse" Teacher: " Listen that's not the po... ugh... " Teacher *defeated tone*: I guess we need to fire up the Hypnotron for you again, there's no way to teach you the normal way, you're just too far gone this time ... naturally there's going to be a terrible mishap with the Hypnotron at some point. The teacher herself has a pretty spicy past, and depending on what the player does or does not do, that past will catch up with the teacher someday too. Edited February 4, 2025 by MSM_Alice 5
Vaelorian Posted February 4, 2025 Posted February 4, 2025 4 hours ago, MSM_Alice said: Daisy: *Looking at Opal's heels*: "Can I have them, if she takes them off? They cute and go really well with my purse" They are cute. Not they cute. Probably best as "they're cute".
MSM_Alice Posted February 4, 2025 Author Posted February 4, 2025 (edited) 50 minutes ago, Vaelorian said: They are cute. Not they cute. Probably best as "they're cute". Thank you. T'was my feeble attempt at trying to make her sound more "street" with improper English . Like someone says "You trippin' ", instead of the correct You're tripping". It is called a zero copula construction, more common in AAVE. Maybe "They be cute" is better for the purpose. Or maybe I should just go proper and worry about slang later on. In fact maybe in the Fallout Universe timeline, AAVE Or Carribean creole took a different path. Edited February 4, 2025 by MSM_Alice 3
MysticDaedra Posted February 4, 2025 Posted February 4, 2025 (edited) 4 hours ago, MSM_Alice said: Thank you. T'was my feeble attempt at trying to make her sound more "street" with improper English . Like someone says "You trippin' ", instead of the correct You're tripping". It is called a zero copula construction, more common in AAVE. Maybe "They be cute" is better for the purpose. Or maybe I should just go proper and worry about slang later on. In fact maybe in the Fallout Universe timeline, AAVE Or Carribean creole took a different path. "street" is, to the best of my understanding, the result of the spread of ebonics (likely through rap culture) to other ethnicities, especially hispanic. Real ebonics (AAVE) drops a lot more consonants and even some vowels, and is actually very difficult for non-speakers to understand. What a lot of people think of as AAVE today is not ebonics. Unless you actually have audio files to go along with text dialogue, I personally would avoid too much dialect stuff, especially if it isn't super obvious, as the adult modding community has an English spelling and grammar issue, really dire actually lol. I'd wager that most people would immediately assume that the mod wasn't written by an English speaker and that it was just bad grammar writing, rather than a dialect. Something like "they cute" reads like a grammar issue more than anything else. "They be cute" sounds pirate lol. Just my $0.02. BTW, YES IT'S HERE!!! Been waiting for a bimbo mod for FO4 for literally years, you are the GOAT and I can't wait to see what you do with your mod! I'm a huge sucker for the visual stuff, character body transformation/corruption, etc., and (IDK if possible or in scope) randomness, rather than pure linearity. Not playing FO4 atm, but I've followed, and I'm sure this will end up in a modlist in the near future Edited February 4, 2025 by MysticDaedra 1
Vaelorian Posted February 4, 2025 Posted February 4, 2025 (edited) 4 hours ago, MSM_Alice said: T'was my feeble attempt at trying to make her sound more "street" with improper English If you're trying to make her sound like a bimbo, you want to replace "masculine" phonetic sounds with "feminine" ones, or add suffixes like the women who add x's to their texts. You can also use abbreviations like "ily" (=I Love You), purposeful misspellings like "bnuuy" (=bunny) or shortening words like "eepy" (=sleepy) and adding superlatives like "super" where they very distinctly do not belong for emphasis and to show enthusiasm, etc. Also, that age-old bimbo tradition of throwing the word "like" every sodding where. I'm sure I needn't remind you - fifteen years ago wasn't that long ago - but junior-high-school and high-school girls even in the real world stick that word as a stalling tactic or gap filler instead of any "umms" and "errs" to the point boys used to count the number of "like"s in any given girls' presentation, sometimes reaching upwards of forty or fifty "like"s in a 3-4 minute presentation. Omitting the word "are" there isn't feminine, but masculine, and achieves the exact opposite of your intention. If anything, I'd write it something like this: *Looking at Opal's heels*: "Can I, like, have them if she takes 'em off? They're, like, super cute and they'll be sooo pretty with my purse" Again, feminine phonetics, feminine expressions. Bimbos, not gangsters. Unless of course you want to write gangsters, in which case ignore me completely. Oh, and just as a full disclosure, I ain't tried the mod yet (notice the Southern drawl!). I might at some point, but I'm holding off until I can figure out if this is for me or not-- your mod page isn't giving me the information I'm looking for. Edited February 4, 2025 by Vaelorian 3
Madscout Posted February 4, 2025 Posted February 4, 2025 (edited) I'm diggin' the concept. Ima watch here for further developments.(downloaded) The grammar makes sense now after explanation. Edited February 4, 2025 by Madscout 1
JB. Posted February 4, 2025 Posted February 4, 2025 (edited) I'm thrilled when I read that people are inspired by what I did. 😭 Especially because the community grows and gains with more mods. Yesterday I started it for a little while before going to sleep, but I couldn't read the whole messagebox. So today I was going to look for a mod that could deal with that. I see that “confirm boxes” is already recommended so I hope tonight I can test it some more. Spoiler If I remember correctly, I used to put the keyword “AAF_Blocked” (from AAF.esm) to my NPCs so that SH would not interfere. But, of course, that keyword also makes them unusable in AAF scenes so use it carefully.Although nowadays I directly recommend to disable approaches or play it without that mod. I loved that the mod offers to adjust globals from other mods and even suggests keyboards for shortcuts. It saves you a lot of time. Edited February 4, 2025 by JB. 2
JB. Posted February 4, 2025 Posted February 4, 2025 8 minutes ago, Vaelorian said: If you're trying to make her sound like a bimbo, you want to replace "masculine" phonetic sounds with "feminine" ones, or add suffixes like the women who add x's to their texts. You can also use abbreviations like "ily" (=I Love You), purposeful misspellings like "bnuuy" (=bunny) or shortening words like "eepy" (=sleepy) and adding superlatives like "super" where they very distinctly do not belong for emphasis and to show enthusiasm, etc. Also, that age-old bimbo tradition of throwing the word "like" every sodding where. I'm sure I needn't remind you - fifteen years ago wasn't that long ago - but junior-high-school and high-school girls even in the real world stick that word as a stalling tactic or gap filler instead of any "umms" and "errs" to the point boys used to count the number of "like"s in any given girls' presentation, sometimes reaching upwards of forty or fifty "like"s in a 3-4 minute presentation. Omitting the word "are" there isn't feminine, but masculine, and achieves the exact opposite of your intention. If anything, I'd write it something like this: *Looking at Opal's heels*: "Can I, like, have them if she takes 'em off? They're, like, super cute and they'll be sooo pretty with my purse" Again, feminine phonetics, feminine expressions. Bimbos, not gangsters. Unless of course you want to write gangsters, in which case ignore me completely. Damnnnn. Check out this piece of gold mine. Lovely subtleties of the English language. 😍👌
MSM_Alice Posted February 4, 2025 Author Posted February 4, 2025 (edited) 15 hours ago, MysticDaedra said: "street" is, to the best of my understanding, the result of the spread of ebonics (likely through rap culture) to other ethnicities, especially hispanic. Real ebonics (AAVE) drops a lot more consonants and even some vowels, and is actually very difficult for non-speakers to understand. What a lot of people think of as AAVE today is not ebonics. Unless you actually have audio files to go along with text dialogue, I personally would avoid too much dialect stuff, especially if it isn't super obvious, as the adult modding community has an English spelling and grammar issue, really dire actually lol. I'd wager that most people would immediately assume that the mod wasn't written by an English speaker and that it was just bad grammar writing, rather than a dialect. Something like "they cute" reads like a grammar issue more than anything else. "They be cute" sounds pirate lol. Just my $0.02. BTW, YES IT'S HERE!!! Been waiting for a bimbo mod for FO4 for literally years, you are the GOAT and I can't wait to see what you do with your mod! I'm a huge sucker for the visual stuff, character body transformation/corruption, etc., and (IDK if possible or in scope) randomness, rather than pure linearity. Not playing FO4 atm, but I've followed, and I'm sure this will end up in a modlist in the near future Thank you for the vote of confidence. It will take a while to build this up as I am still doing it as a hobby project in parallel with my day job, but yes I fully intend to go deep and freaky with it (as well as comedic, as you need to put some comedy in this to make it bearable). I will have to learn Blender too and build custom rig models and animations and no animation pack has even closely the kind of kinky content that I want to put in, related to body mods, transformations, fantasy, freaky dreams, and whatnot. I recently ordered two new books and I want to distill some of them into this mod. One of them is Tell Me What You Want: The Science of Sexual Desire and How it Can Help You Improve Your Sex Life: Lehmiller, Justin ( " Based on his monumental two-year study of sexual fantasies involving more than 4,000 people from all walks of life, Tell Me What You Want offers an unprecedented look into our fantasy worlds and what they reveal about us. " ) The other is The Psychology of Human Sexuality, same author We think that what we see on LL is hardcore, but what is in those books will make some hardcore content creators here blush. I mean of course it will be a smut mod, but I want to see if, in spite of (or even because of) delving so deep and directly into our dirtiest most secret fantasies, it transcends the smut condition and it can be a self-discovery experience. Or at the very least, it will be a strong contender to the most pretentious smut mod ever built Edited February 5, 2025 by MSM_Alice 2
MSM_Alice Posted February 4, 2025 Author Posted February 4, 2025 (edited) 26 minutes ago, Vaelorian said: If you're trying to make her sound like a bimbo, you want to replace "masculine" phonetic sounds with "feminine" ones, or add suffixes like the women who add x's to their texts. You can also use abbreviations like "ily" (=I Love You), purposeful misspellings like "bnuuy" (=bunny) or shortening words like "eepy" (=sleepy) and adding superlatives like "super" where they very distinctly do not belong for emphasis and to show enthusiasm, etc. Also, that age-old bimbo tradition of throwing the word "like" every sodding where. I'm sure I needn't remind you - fifteen years ago wasn't that long ago - but junior-high-school and high-school girls even in the real world stick that word as a stalling tactic or gap filler instead of any "umms" and "errs" to the point boys used to count the number of "like"s in any given girls' presentation, sometimes reaching upwards of forty or fifty "like"s in a 3-4 minute presentation. Omitting the word "are" there isn't feminine, but masculine, and achieves the exact opposite of your intention. If anything, I'd write it something like this: *Looking at Opal's heels*: "Can I, like, have them if she takes 'em off? They're, like, super cute and they'll be sooo pretty with my purse" Again, feminine phonetics, feminine expressions. Bimbos, not gangsters. Unless of course you want to write gangsters, in which case ignore me completely. Oh, and just as a full disclosure, I ain't tried the mod yet (notice the Southern drawl!). I might at some point, but I'm holding off until I can figure out if this is for me or not-- your mod page isn't giving me the information I'm looking for. Thank you, great insights, integrating it for sure . Yes, the four classmates should be their own flavor of " bimbo", not carbon copy x4 of the exact same typology, but the explorations in that direction are still pretty early. I will end up rewriting this at least 3 times until it makes it in the Creation kit, and maybe three times again after. Edited February 4, 2025 by MSM_Alice 1
MSM_Alice Posted February 4, 2025 Author Posted February 4, 2025 (edited) 27 minutes ago, Madscout said: I'm diggin' the concept. Ima watch here for further developments.(downloaded) The grammar makes sense now after explanation. Yes, but if not voiced/modulated, the people are right, it may be too problematic to put in writing. As long as not voice, maybe I should just try and write properly. Edited February 4, 2025 by MSM_Alice 1
MSM_Alice Posted February 4, 2025 Author Posted February 4, 2025 (edited) 1 hour ago, JB. said: I'm thrilled when I read that people are inspired by what I did. 😭 Especially because the community grows and gains with more mods. Yesterday I started it for a little while before going to sleep, but I couldn't read the whole messagebox. So today I was going to look for a mod that could deal with that. I see that “confirm boxes” is already recommended so I hope tonight I can test it some more. Reveal hidden contents If I remember correctly, I used to put the keyword “AAF_Blocked” (from AAF.esm) to my NPCs so that SH would not interfere. But, of course, that keyword also makes them unusable in AAF scenes so use it carefully.Although nowadays I directly recommend to disable approaches or play it without that mod. I loved that the mod offers to adjust globals from other mods and even suggests keyboards for shortcuts. It saves you a lot of time. Thank you. I will try that. Marina is not really supposed to take part in AAF scenes in the prelude, and if she ends up doing it, I can always prepare an alt model for those occasions, or remove/add the keyword dynamically .. perhaps. I could also carve this into two separate popups each. I was blind to the issue since I started with confirm boxes from day 1 (and this is placeholder content anyway). Maybe I should uninstall confirm boxes on my work PC and size everything down to work that way. Edited February 4, 2025 by MSM_Alice 1
Saint_Olaf Posted February 4, 2025 Posted February 4, 2025 I love the idea of this mod and some of its features, but I also really dislike some of them. How configurable is the mod? Some I would love to use other bits not so much. Sounds like its going to be a great one either way! 2
MSM_Alice Posted February 4, 2025 Author Posted February 4, 2025 (edited) 5 minutes ago, Saint_Olaf said: I love the idea of this mod and some of its features, but I also really dislike some of them. How configurable is the mod? Some I would love to use other bits not so much. Sounds like its going to be a great one either way! Well, it is going to end up being as configurable as I make it. Architecturally things are more flexible now at the start. If feasible and not costing me an arm and a leg story-wise to put in some toggles, I see no reason not to put in some toggles :). What would you like to be toggle-able? Edited February 4, 2025 by MSM_Alice 1
Saint_Olaf Posted February 4, 2025 Posted February 4, 2025 25 minutes ago, MSM_Alice said: Well, it is going to end up being as configurable as I make it. Architecturally things are more flexible now at the start. If feasible and not costing me an arm and a leg story-wise to put in some toggles, I see no reason not to put in some toggles :). What would you like to be toggle-able? IDK yet but I am going to download and install to try it out later tonight. Overall sounds great but some of the things don't "sound" like what I am looking for I have to hold my opinion till I try it One of the things I am not too keen for from the description of the overpowering fights. I am sure some people will love it. I kind of go for a more stealthy resistance kind of play so many mods just play bimbo, why my play style is more of an avoidance style. Stealthier. I use all the mods though. Just disable stuff I dont like or want where possible.
kazeha9 Posted February 5, 2025 Posted February 5, 2025 (edited) soo . slider (hip bone for FG via morph value above 1 ) look not good after 4 lvl of bimbo. notification pop-up (MCM setting for sec. to pop_up) . some trouble with removing fancy nails(need to do it a couple of time via shop) . would be great more smoooth work with CS MHK . couse MHK and SM sex brack system ) Edited February 5, 2025 by kazeha9 1
JB. Posted February 5, 2025 Posted February 5, 2025 Wow a very interesting, imaginative and above all entertaining concept. I definitely wouldn't mind losing some battles and kicking Violate with this power. Spoiler A couple of opinions. I think message boxes should be short and concise. I remember once I also made a long message box and the third or fourth time I read it I regretted leaving it that way because you start skipping lines or you don't want to read it anymore. It cuts with the dynamics and the natural storytelling form that the game has. I don't mind reading long dialogues. I enjoyed reading Marina's dialogues. You know, she talks, she gesticulates, everything is told naturally. It's a more interactive dynamic than a messagebox. Maybe it's just my impression because I really wanted to test more things but I was stopped by messageboxes xD You could transform them into scenes. The scenes are written with the player as the only actor. And when you kick them with “MyScene.ForceStart()”, Nora can say things regarding the changes she is feeling at every stage, to the point where the last ones are already hard for her to form words as you have written in the messagebox. The power could be used only against certain enemy factions or you can leave it up to the player to decide whether or not to use the powers. That would definitely solve a lot of incompatibilities. Well, I wish you the best of luck in your project and I hope you keep working on it! 😄 2
MSM_Alice Posted February 5, 2025 Author Posted February 5, 2025 (edited) 7 hours ago, kazeha9 said: soo . slider (hip bone for FG via morph value above 1 ) look not good after 4 lvl of bimbo. notification pop-up (MCM setting for sec. to pop_up) . some trouble with removing fancy nails(need to do it a couple of time via shop) . would be great more smoooth work with CS MHK . couse MHK and SM sex brack system ) Thank you so much, this is so needed. ❤️ I am using FG in day-to-day too but did not notice anything that problematic. but is true I wasn't using a lot of varied clothing. I can certainly alter the values so that the current Level 4 max morph is the Level 7 max morph. and re-scale the in-between values. Did you get any screenies so I know what to watch for and calibrate things? I think the maximum it can ever get to, Bimbo level 7+ and other extra depravity events that boost the max, is 2.4. Maybe I should have it top out at 1.2 or 1.3. Or maybe I had a script bug and the values added during random "Depravity events" scaled past my safeguards. Did you have a lot of run-ins with Supermutants? Smashing again and again against the max value for inflation does subtly alter the max morph values for several morph inputs each time it happens, but even that max is not open-ended (maybe I have a bug and it does not have a ceiling anymore) There needs to be *Some* ridiculousness at the top end of the "evolution" arc, but maybe I can have that value pour into more morph inputs rather than stay focused on just a few morph inputs with higher values The really long nails, yes, having really long nails does make equipping gloves kinda impossible if they share a slot, not sure how what is the best approach. Will think some more about it. On the flip side, it kinda makes sense, like in real life. I really don' want them be randomly unequipped by mods that unequip items, destroyed by mods that break armor, unequipped in AAF scenes, or stolen by various thieves off your fingers. Maybe I flag them as quest items and manually re-equip them on animation start, instead of forcing them to be un-equipable ( right now I run a small function via the OnEquip event and have codes that keep them on there unless you remove them at Marina - maybe that's not the best approach though .) What is CS MHK? In my mind, CS is Commonwealth Slavers, but I don't know any quest there that has MHK as an acronym. Edited February 5, 2025 by MSM_Alice
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