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Posted
55 minutes ago, H Bof said:

I would second having configurable "target numbers" for each stage, but as for the paralysis I believe that you can disable it through the implant menu (same with killing them instead).

 

You can even disable sex fight altogether in implant menu. I purposely play with paralysis turned off. I am set to kill only. If an NPC I dont want dead gets dragged into a scene, I use the stop sexfight hotkey...quickly.

Posted (edited)
On 3/8/2025 at 5:03 PM, VideNoir said:

how can i disable the bimbo part of the mod?

 

21 hours ago, VideNoir said:

yeah too intrusive also lol this could give insane spoilers to someone who havent finished the game yet.

 

By "disable the bimbo part of the mod" you mean you just want the sexfight as it is at level 0, but nothing else?
I didn't design them separately, they are intertwined because the mechanics are in service to the larger story.  There will be certain feats in the story that are only appropriate for a bimbo, later on.


But if there are more requests, (let's say if  9 more separate ppl ask for it), I will pause what I am currently working on and figure out how to unhook all subsystem dependencies, and carve out a sexfight-only mode/lever via an option in the MCM, with nothing else.
Just sexfight, maybe not as it is at level 0, as it is a bit more gimped, but rather as one would have it around level 2, and nothing else of the alternate story (no Marina, no Misty, no SJ, no Bimbo Perks, no price increases, no cravings no nothing else). 



On the Vanilla story spoiler, yes, I considered it acceptable 
If 10+ years after Fallout 4 launched, if anyone plays the game with all the MSMA prerequisites, the odds are overwhelming that they know the basic premise of the vanilla story, and what they seek is something new/different.
 

 

Edited by MSM_Alice
Posted (edited)
On 3/8/2025 at 9:21 PM, Orion80 said:

While I like the concept, this is a tad too intrusive for me in the current build.  I like the idea of a "corruption mod" that modifies game play without completely taking it over.  I am running this through a Common Wealth Slavers (CS) start and my main critism is I do not see enough preference controls to configure the progress to a slower pace. For example on my first sex fight I immediatley went to 100 level slut.  As the Bimbo levels increase, the daily quotas become unrealistic and would require non stop sex scenes to meet.  Having to cum or make others cum 40, 80 or 100 times a day, is that a typo?  Unless there is some scale that awards more points than 1 per encounter, that feels 10 times too high.  If that was configurable, or had a prgogress indicator you could pull up  (if you are awarded more than 1 per encounter), not  an issue.

 

Also with CS, there are some NPC's that I will need to interact with after the scene, so I do not want to paralize them.  Again this accelerates the progress if you intentionally lose.

 

If I am missing something that addresses these concerns please educate me, because I do like the concept.

 

Another minor point. The XP notification after a sex fight flashes too quickly and the number, when it's onscreen looks awfully high like over 4000 compared to my XP debt of a few hundred, unless I am not seeing a declime point (in which case shouldn't this be a whole number). This makes the whole XP debt function less clear. If this could be on screen longer and read something like "you gained 125 xp and lowers your xp debt to 375" It would be helpful.

Thank you for playing and for articulating the feedback, it is much appreciated. 
I am more than happy to clarify,  please let me know if you have follow-ups on the info below.  


There are a lot of options (and concepts) that perhaps you overlooked. There are more, but these below are the most important):

The summary is: If you do not use any of the options that the mod puts at your disposal to slow down your bimbo progression, and instead have 
all the "sacrifice my stats just to win this one sexfight"  type settings turned on, and and jump into overly difficult fights one after the other, means you will "burn" through your stats like a hot knife through butter,  and will end up being a high level bimbo in no time.


Concepts:
- Not all sex fights are designed to be winnable from the get go without any training, and losing them will have consequences.  Higher level enemies are best avoided at the start. 
The "punishment" for ignoring that is that you Sex Addiction score score can get to 100  (Sex Attributes Slut)  very fast if you insist on sex-fighting enemies that are beyond your current skill. I suspect that's likely what happened in your case. 
 - You will get a notification warning at the start when you engage with enemies beyond your skillset, the mod will tell you that SexFight is not advised (but it does not take away your option of still going forward with it if you want to take your chances).
- A core concept of this mod is that indeed any participants can have more than one orgasm per encounter.  How many times an NPC has an orgasm in a scene depends on your SexFight skill and how well you answer sexfight challenges, but it can be far larger than 1. Can be 10 or even more per encounter for a skilled SexFighter.  No typo on 20, 40, 80 per day, but also you can choose to not let yourself slide so far down a "mindless sex drone" path, so you don't have a craving to do that in the first place.


Settings
Your sexfight abilities greatly depend on your AP pool and AP regen rate. 
In the sexfight menu you have several settings that you can toggle on/off that allow you to tap into some bonus AP pockets, at a cost of deteriorating some of your other stats ( Sex addiction included). For instance, you can : 

1. Get some AP boost by increasing your Sex Attributes Sex Addiction stat (what you refer to as 100 level slut), in case your enemy is too far beyond your skillset (assuming that's what happened in your case).  Better turn that off if you don't want to risk having that go to 100 very fast ( probably you never considered turning this off, and jumped into a too-difficult sexfight, hence the quick raise of the  Sex Addition stat to 100). Maybe I should have this be default off instead of default On.


2. You can use some Self-esteem to do the same (up to a certain Bimbo level).  You can also turn this off, if you want to save up self-esteem.
3. You can use willpower to do the same (up to a certain bimbo level).  You can also turn this off,  if you want to save up willpower.
4. You can also allow some extra increase of your CVT scores to do that same (also can be turned off) 
5. You also have tools in your implant of lowering that Sex addiction score ( and other problematic stats) 

     - You can do that, after the sex scene is done ("Adjust Problematic Sex Attributes stats"  in your implant menu)

     - You can also do so during any easy sex fight, with partners whose AP cost is small, if you press the designated sex fight hotkey in-between their sex challenges.

5. If sexfight is on, you do need to try and answer challenges in earnest. If you ignore challenges,  and allow yourself to be abused, without even a token resistance effort, yes, the side effect is a quick descent into "Sex Addiction 100" stat.

If you want an Easymode in terms of AP costs, there is already a slider for scaling down the default AP cost of SexFight enemies in the MCM. 
A un-challenging low cost AP sexfight means you don't burn through your Sex Addition stat,  Self esteem or Willpower, means you likely ar in control of your orgasm count and Mind Break status, and there's likely no depravity at the end, hence your advancement on the bimbo path caused by those  will be very slow (or non existant) 


 

 

 


Interacting with NPCs post scene: 
You can configure your implant to apply paralysis or death,  or not apply those, at any time outside a sex scene. (which you could always do at the start of CS), you can also
-  Choose to stop the sexfight  itself mid-scene using the hotkey you set in MCM for this,
-  You can suppress any kind of punishment mid sexfight (but still have the sexfight itself happen) with the specified hotkey you configure in the MCM.
 Hotkeys for both already available.  You can choose to not punish your partners if you don't want to.
Additionally: Other mods also have programmatic ways to suppress that if they want to do that (this is detailed in the second post of this thread), but since those are done via simply setting certain global variables to certain values, you can also set those yourself via the console,  for roleplay purposes for special scenes.



The Default XP graphics
Are you referring to the default one, displayed by the Fallout engine with the bar and everything?, If so, I am not sure I can control anything about it. 
It appears automatically when you can or lose XP.
Indeed, when you lose xp,  it cannot display negative values, so it displays some high values, positive ones. 
I am not sure I  can alter it in any way at my current level of modding know-how. 




The fact that a higher level bimbo ends up having some disadvantages is part of the story premise. 
Being a mindless sex drone, is not a status that is compatible with being in full control of one's mental faculties.
It is meaningless if there are no consequences.  

Edited by MSM_Alice
Posted (edited)
21 hours ago, H Bof said:

 

I would second having configurable "target numbers" for each stage, but as for the paralysis I believe that you can disable it through the implant menu (same with killing them instead).

I'm not principally opposed to configurable numbers for levels.

Do you mean specifically the MinStat and MaxStat Value of each Bimbo level, as well as the threshold that triggers the promotion from one level to the next?


What was supposed to do serve as a user-side progression speed adjuster that was the "BimboStep" variable that was supposed to accelerate/decelerate progression (already exposed in the MCM), but I think right now it is set on minimum value  (1)  and it is an Int, so you can only use it to accelerate things now, not slow down. 
So what you are asking is either turn it into a float so it can have subunitary values,  or adjust the Minstat Maxstat and Promotion tiers for each level. 
Correct?

Edited by MSM_Alice
Posted (edited)
14 hours ago, MSM_Alice said:

I'm not principally opposed to configurable numbers for levels.

Do you mean specifically the MinStat and MaxStat Value of each Bimbo level, as well as the threshold that triggers the promotion from one level to the next?

 

Sorry "target numbers" was misleading since I forgot the mod has actual target numbers for the CVTs. I meant target numbers that a bimbo should reach per stage in terms of various sex acts they need to satisfy every day. For my setup the current speed of the CVT targets felt fair but I'm not opposed to the CVTs being configurable if other people have issues with it.

Edited by H Bof
Posted (edited)

v0.7224  -seamless update from the previous version (in theory)

I am pushing this version out sooner than planned, to solve a bug that might have caused a bit of unnecessary script load starting with 0.7212.

Also 
- 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 for now, the main thing I was working on, the partial Bimbo Solve for the Sanctuary quest for building beds, water, food and defense - was not yet in a good state, currently working on it, I am learning a lot on setting up scenes]


 

Edited by MSM_Alice
Posted

I'm having an issue  ... is there a way to remove piercings or reset. because my game it says I bought medusa piercing but doesn't visually show it on my character. additionally on the level 7 bimbo requirements says I still need 1 more facial piercing... I have all the piercing required or says everything is unlocked.

Posted
4 hours ago, goomthegoon said:

does this mod work with a male player character?

  • 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).
Posted (edited)
1 hour ago, bobsandwich said:

I'm having an issue  ... is there a way to remove piercings or reset. because my game it says I bought medusa piercing but doesn't visually show it on my character. additionally on the level 7 bimbo requirements says I still need 1 more facial piercing... I have all the piercing required or says everything is unlocked.

Yep, go to Marina,  activate the piercings holo-browser, scroll to the medusa bead, remove it (check out  the help screen for the keys, or map  them to custom hotkeys if you want to)
exit, then go back and add it again, should be all set. 

I hope  I didn't miscount so that the requirements for level 7 are not one more than what piercings are available currently in total :)

Edited by MSM_Alice
Posted (edited)

Unfortunately, borked - also, likely not in a way that's easy to fix.

 

What happens for me is that the mod quests do not have scripts attached - even though I can properly see VMAD Adapter defined correctly on the QUST records. The game's sqv or any Papyrus debugging routines simply show there's no script instances attached to the quest - an example is MCM Manager.

 

The only reason for that to happen that I could think of is the fact I'm running pre-NG install (as per requirements of this mod, I am not even sure all of those 3rd party mods will play ball with NG).

 

Relevant (albeit not informative):

Spoiler
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_beauticianmenu to MSMA_BeauticianMenu (4900C779) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_bimboupdates to MSMA_BimboUpdates (49015042) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_inflationmng to MSMA_BimboInflationManager (4902073C) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_bimbotextstrings to MSMA_BimboIStringsManager (49020EE0) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_mcmmanager to MSMA_MCMManager (490234E2) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_savegame to MSMA_BimboSaveGameManager (4902AF0E) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_min01bimbo to MSMA_Bimbo_Min01 (49030A51) because their base types do not match

-- this at least verifies that the scripts themselves are there (as otherwise it would be a different error)

 

Hint 1:

Spoiler

You use hard-coded 3rd party types in your scripts like this:

 

aaf:aaf_api AAF_API
fpv_onhit FPV_Script

 

-- that makes it a hard dependency as if the user won't have those installed, you risk your entire script stopping or working incorrectly. This is quite damaging and if you want to soft-integrate properly, use CallFunction and ScriptObject approach. Alternatively, just make some of the dependencies the hard ones officially - like AAF, as there's no point in "soft-integrating" with it.

 

 

Hint 2:

Spoiler

To make modders life easier, please include sources. That helps with finding issues and improve the mod (and if the idea behind not doing so is to hide the sources for whatever reason - then alas, decomiling that takes 3 seconds, it's just not as pretty in the end).

 

 

EDIT:

Recompiling all scripts seems to solve the issue - which likely confirms the original guess of NG-related mismatches (but man - doing recompile without sources is tedious)

Edited by Operand
Posted (edited)
9 hours ago, Operand said:

Unfortunately, borked - also, likely not in a way that's easy to fix.

 

What happens for me is that the mod quests do not have scripts attached - even though I can properly see VMAD Adapter defined correctly on the QUST records. The game's sqv or any Papyrus debugging routines simply show there's no script instances attached to the quest - an example is MCM Manager.

 

The only reason for that to happen that I could think of is the fact I'm running pre-NG install (as per requirements of this mod, I am not even sure all of those 3rd party mods will play ball with NG).

 

Relevant (albeit not informative):

  Reveal hidden contents
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_beauticianmenu to MSMA_BeauticianMenu (4900C779) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_bimboupdates to MSMA_BimboUpdates (49015042) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_inflationmng to MSMA_BimboInflationManager (4902073C) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_bimbotextstrings to MSMA_BimboIStringsManager (49020EE0) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_mcmmanager to MSMA_MCMManager (490234E2) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_savegame to MSMA_BimboSaveGameManager (4902AF0E) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_min01bimbo to MSMA_Bimbo_Min01 (49030A51) because their base types do not match

-- this at least verifies that the scripts themselves are there (as otherwise it would be a different error)

 

Hint 1:

  Reveal hidden contents

You use hard-coded 3rd party types in your scripts like this:

 

aaf:aaf_api AAF_API
fpv_onhit FPV_Script

 

-- that makes it a hard dependency as if the user won't have those installed, you risk your entire script stopping or working incorrectly. This is quite damaging and if you want to soft-integrate properly, use CallFunction and ScriptObject approach. Alternatively, just make some of the dependencies the hard ones officially - like AAF, as there's no point in "soft-integrating" with it.

 

 

Hint 2:

  Reveal hidden contents

To make modders life easier, please include sources. That helps with finding issues and improve the mod (and if the idea behind not doing so is to hide the sources for whatever reason - then alas, decomiling that takes 3 seconds, it's just not as pretty in the end).

 

 

EDIT:

Recompiling all scripts seems to solve the issue - which likely confirms the original guess of NG-related mismatches (but man - doing recompile without sources is tedious)


Thank you so much for testing and letting me know. Definitely a head scratcher.
I develop on pre-NG so I don' t think it is just that. 

I suspect it is either: 
- the changing on the default namespace in the compiler (I did that change on the last update) as I wanted to migrate the fragments into its own subfolder, but they still compile on the main one, I suspect it is something with that_ 
- Something else, that I don't get yet. These days I also have started using xEdit to edit the esp and clean up any messy accidental copies/overrides  of forms from the main master and whatnot, but in 7224 as far as I can tell I hadn't yet saved anything from xEdit, but I had opened it- maybe it saves some things even if I don't hit "save" in a bespoke way? . In 7225 I have saved a version of the ESP from xEdit, but have also reloaded in in the CK and all seems good).  
Before 7224 I was using exclusively the CK, no xEdit.


I needed probably to recompile ALL scripts (not just the most recent ones), after making that default namespace change so the old ones perhaps were no longer working?
Still don' t understand why it worked in my tests.  no "unable to bind script" error in NG or pre NG, I tested on two different fallout installations, my dev one (Pre NG one) and a test NG one where I install the zip I put together via a mod manager. 


I will recompile all scripts without a "Default namespace" setting, like it was before.


All mods whose types I use hard-coded 3rd party types are indeed meant to be hard dependencies, not soft. 
But maybe I should also flag their ESP as dependencies so it is more obvious.
AAF, Sex Attributes, and AAF Violate I think are in this case (also data types from my own mod)

At any rate putting together a new zip file right now
 

Edited by MSM_Alice
Posted (edited)
9 hours ago, Operand said:

Unfortunately, borked - also, likely not in a way that's easy to fix.

 

What happens for me is that the mod quests do not have scripts attached - even though I can properly see VMAD Adapter defined correctly on the QUST records. The game's sqv or any Papyrus debugging routines simply show there's no script instances attached to the quest - an example is MCM Manager.

 

The only reason for that to happen that I could think of is the fact I'm running pre-NG install (as per requirements of this mod, I am not even sure all of those 3rd party mods will play ball with NG).

 

Relevant (albeit not informative):

  Reveal hidden contents
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_beauticianmenu to MSMA_BeauticianMenu (4900C779) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_bimboupdates to MSMA_BimboUpdates (49015042) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_inflationmng to MSMA_BimboInflationManager (4902073C) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_bimbotextstrings to MSMA_BimboIStringsManager (49020EE0) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_mcmmanager to MSMA_MCMManager (490234E2) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_savegame to MSMA_BimboSaveGameManager (4902AF0E) because their base types do not match
[03/14/2025 - 10:28:46PM] error: Unable to bind script msma:msma_min01bimbo to MSMA_Bimbo_Min01 (49030A51) because their base types do not match

-- this at least verifies that the scripts themselves are there (as otherwise it would be a different error)

 

Hint 1:

  Reveal hidden contents

You use hard-coded 3rd party types in your scripts like this:

 

aaf:aaf_api AAF_API
fpv_onhit FPV_Script

 

-- that makes it a hard dependency as if the user won't have those installed, you risk your entire script stopping or working incorrectly. This is quite damaging and if you want to soft-integrate properly, use CallFunction and ScriptObject approach. Alternatively, just make some of the dependencies the hard ones officially - like AAF, as there's no point in "soft-integrating" with it.

 

 

Hint 2:

  Reveal hidden contents

To make modders life easier, please include sources. That helps with finding issues and improve the mod (and if the idea behind not doing so is to hide the sources for whatever reason - then alas, decomiling that takes 3 seconds, it's just not as pretty in the end).

 

 

EDIT:

Recompiling all scripts seems to solve the issue - which likely confirms the original guess of NG-related mismatches (but man - doing recompile without sources is tedious)

I deleted the default namespace setting in the papyrus compiler and recompiled all scripts once more (and I have also included the script sources in this zip) .
Let me know if it works out of the box now.
Fairly sure the default namespace setting thing had *something* to do with the script becoming somehow unbound/unbindable. 

Tested on both Pre NG and NG and it seems to work.
Still wonder why it worked on both my installations, maybe it was something else too.
Maybe you were missing some of the mods that list as prerequisites? 

Can anyone test separately and confirm to me that 7225 works okay out of the box for them no weird "unable to bind script" error? 
 

MSMA_v0_7225.zip

Edited by MSM_Alice
Posted
17 hours ago, MSM_Alice said:
  • 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).

<:(

Posted
12 hours ago, MSM_Alice said:

I deleted the default namespace setting

That could've been it (I'll never know since I recompiled the sources).

 

Anyhow. After playing with it a bit, I think this is a solid thing that hasn't been properly done so far. Not a repeat of something known and it's not over-complicated, which is good.

 

Some bullet points:

 

  • Add an MCM option to mute all sounds. Muting those is the first thing I always do and I bet there are plenty of folks who don't want the arcade in their scenes (you already allow to mute the extra sounds, so you could extend it to all sounds)
  • Add MCM option to change brightness of the outline shaders (you'll likely need to have several of them as base ready for that). This is because it plays out differently with different ENBs
  • Keep it simple. What you have is several systems and it was possible to wrap my head around it at first go. Good job - but don't go the MCG route.
  • To improve Violate integration and reduce meme-iness of the encounters, you could make it so that instead of "paralyzing" or - worse - "killing" enemies with XXX, the PC has a chance to charm them and make them temporary allies, so that they would attack each other while PC runs away.
  • Great job on the "size" system. It sounds nifty as in "why nobody in LL though about it before". It's just a bit unclear how/why sizes are defined or changed, apart from "too big of a thing will stretch the PC" - i.e. "how big is too big, how does the change happen, etc" - not that it's impossible to look up the logic in the code, but it'd be nice to have it obvious in-game
  • Instead of "rosy language" / "rough language" I'd much prefer you to have "1st person" / "2nd person". Since the mod contains PC's "thoughts", the 2nd person really doesn't work well and the mod uses "you" as a reference to PC or the player (as in the real one playing the game) interchangeably = breaks the 4th wall and greatly diminishes RP.
  • Speaking of "rosy language" - since you have it already, you could think of extending the relevant strings output not by that toggle, but by PC's "bimbo level". As in - progressive level make her be more airhead, less intelligent and more suggestive.
  • "Bimbo levels" are not exactly clear in terms of "what sort of depravity PC is expected to do". Again - possible to look up in the code, but would be nice to have it explained a-la "level 1 = normal XX several times", "level 2 = maybe naughty things not only with a traditional hole", etc.
  • If there's a restriction on "bimbo level" when buying stuff in the shop, it's better to also show what level is needed. Better yet - just not show stuff where level isn't met. It would encourage checking new goodies after getting a new level and reduce confusion.
  • You might reconsider the shop preview (the hologram) - or improving it. 
    • It has positioning issues. 
    • It's also very hard to see small things (accessories, piercings) there. 
    • You might want to add lighting so that it's visible at night. Also
    • Instead of warning about missing plugins (like - for outfits), you could just skip stuff that's not installed and not show it
    • Introduce a (small) delay on scrolling. Otherwise the game can crash if the assets are too taxying
    • HH outfits often cause issues because the heels don't pick up. A workaround could be to equip/unequip some invisible dummy item.
  • Add MCM option to protect this mod's stuff during Violate scenes (or make its probability separate from the Violate one). Otherwise PC loses stuff too often which defeats the purpose of having those outfits, etc.
  • Push the "Marina" NPC a bit away from the hologram, otherwise it picks up the scene and starts it while PC is scrolling the shop. Could actually be the reason for some crashes, I didn't test it too much.
Posted (edited)
2 hours ago, Operand said:

That could've been it (I'll never know since I recompiled the sources).

 

Anyhow. After playing with it a bit, I think this is a solid thing that hasn't been properly done so far. Not a repeat of something known and it's not over-complicated, which is good.

 

Some bullet points:

 


Thank you!
Have you tried the new 7225? does it sort things out ?


Thank you so much for the compiled list. I love this kind of feedback as it is a forcing factor to re-evaluate some older choices, and puts them in a new light. 
I gave it quite bit of thought, Here are my itemized thoughts on each.

  • Add an MCM option to mute all sounds. Muting those is the first thing I always do and I bet there are plenty of folks who don't want the arcade in their scenes (you already allow to mute the extra sounds, so you could extend it to all sounds)

Sure. To understand this more clearly:  By "all sounds" you mean
- the synthetic VATS like sound, during SexFight, 
- the extra NPC moans on NPC orgasm
- The extra moans or on challenges issued/received
- Something else ?
 

Assuming it is likely you mean just the synthetic ones, but wanting to make sure

 

  • Add MCM option to change brightness of the outline shaders (you'll likely need to have several of them as base ready for that). This is because it plays out differently with different ENBs

Will do. Do you feel there is more need primarily for more intense ones, or less intense ones?  Or both?

 

  • Keep it simple. What you have is several systems and it was possible to wrap my head around it at first go. Good job - but don't go the MCG route.

Thank you. system wise I think that's is kind of it, I don't plan to add a lot more systems, but I do have a lot of tightening up of the current ones.
The only other system that I haven't really implemented is a "Save from death" system (optional turned off/on). There rest are there in various degrees of polish.
Aside from that, is mostly story quests and dialogue scenes from now on. And custom perks and benefits that doing those quest and stories will provide. 

 

  • To improve Violate integration and reduce meme-iness of the encounters, you could make it so that instead of "paralyzing" or - worse - "killing" enemies with XXX, the PC has a chance to charm them and make them temporary allies, so that they would attack each other while PC runs away.

It is a good future development, will definitelly put it on the list. Right now I don't know enough to readily mess with AI packages this way, just yet, but I will eventually learn. I think all I need to do is figure out how to set their aggressiveness as "berserk" so that they attack anyone who comes near, including the ones from their own faction no? That might be sufficient.

  • Great job on the "size" system. It sounds nifty as in "why nobody in LL though about it before". It's just a bit unclear how/why sizes are defined or changed, apart from "too big of a thing will stretch the PC" - i.e. "how big is too big, how does the change happen, etc" - not that it's impossible to look up the logic in the code, but it'd be nice to have it obvious in-game

Thank you.
There is a lot of context usually outlined in the post sex scene report. 
There are 5 size classes, and if you go for sizes way above your own class there is some stretching (and some pleasure penalty for the player), opponent size too much below your class, and there's pleasure penalty (for all participants). The sweet spot is when you size class and the enemy size class are similar, not too different. 

If you have verbose notifications on in the sexfight config, in the implant menu, you will also get notifications at the start of a AAF scene, and additional moment-by-moment context,  but I stepped away from that approach as it was producing too many notifications and that channel can get overwhelmed/clogged easily. 
That's why I built as an alternative the on-demand report system (both for Sex scene and for bimbo cravings), so I can offer a LOT (and maybe too much)  info on a hotkey press, without abusing/clogging the notifications channel.


There is also the "lubed up" stat that, if higher, allows for larger size class differences, without permanent stretching.
There will be some story quests /adventures that improve the lubed up passive stat, and also some consumables are planned, sex lubricants consumables that SJ will be manufacturing at his factory, that alter that stat for a while. For instance, if you know you are heading into a mission taking place in Super mutant territory and want to protect against accidental stretching, it might be a good idea to generously lube up beforehand.

All that being said this is not the first mod that does something in this direction, for sure there are others, a notable one being Milking Human Kindness with the SizeQueen Perk (for which I still hope to do some cross-compatibility integration at some point).
True that story is very centered around Supermutants, and I think it wasn't as granular on different intercourse types affecting different/separate values for the player sizes.
As far I could tell, there was a very real draught of mods trying to build something for NPC's orgasms and NPC's pleasure and have those be part of the gameplay too, all I could find was strictly player-centric.
 

 

  • Instead of "rosy language" / "rough language" I'd much prefer you to have "1st person" / "2nd person". Since the mod contains PC's "thoughts", the 2nd person really doesn't work well and the mod uses "you" as a reference to PC or the player (as in the real one playing the game) interchangeably = breaks the 4th wall and greatly diminishes RP.

The logic of that is that the reports and messages are generated by your brain implant who is addressing you in second person, while the thoughts and cravings , are your own ( 1st person). I tried to keep the consistency of that buy maybe I slipped up in a few places.

  • Speaking of "rosy language" - since you have it already, you could think of extending the relevant strings output not by that toggle, but by PC's "bimbo level". As in - progressive level make her be more airhead, less intelligent and more suggestive.

 

Yes I have thought of it, and some of that does happen, above bimbo level 3 for instance the level up messages get suggestive no matter what that setting is on. 
I do want to have some quests where some enemies remotely access your brain implant and force-change that setting for you, :)

I do have yet to migrate all the strings in the specialized string managed script (only about 20% are now), which will be needed if a proper localization will ever be done.
I will have to do an update centered on migrating all strings in most scripts  in the String manager script, (and that script eventually should perhaps even load them from an XML eventually,  instead of having them defined in the script itself)
 

  • "Bimbo levels" are not exactly clear in terms of "what sort of depravity PC is expected to do". Again - possible to look up in the code, but would be nice to have it explained a-la "level 1 = normal XX several times", "level 2 = maybe naughty things not only with a traditional hole", etc.

The bimbo cravings reports should do exactly that. Unless you want a different kind of data in it?
 

 

  • If there's a restriction on "bimbo level" when buying stuff in the shop, it's better to also show what level is needed. Better yet - just not show stuff where level isn't met. It would encourage checking new goodies after getting a new level and reduce confusion.

The outfits do send out notification messages with the bimbo level, next to the outfit name (and the help screen should do that too).
The piercings and nails don't do it, indeed I should add it. 

 

  • You might reconsider the shop preview (the hologram) - or improving it. 
    • It has positioning issues.  (Would love a video to understand what those are, and how to get them to occur) 
    • It's also very hard to see small things (accessories, piercings) there.  (To offset some of that is why I made the model larger for most preview modes, except for piercings which is human size so you can get close and personal. Initially I wanted to scale it even larger and have a huge head-hologram ( with the body being hidden underground) , but I couldn't' t figure out how to disable ground collision from papyrus)  If you refer to certain piercing being hidden by hair, if you toggle clothes on off, twice, you will notice that the hologram also changes to temporary hairdo with hair that is pulled up in a ponytail, so you can see the ear piercings for instance).
    • You might want to add lighting so that it's visible at night. Also ()    0.7225 just got lights!  ( 07224 did not have them)
    • Instead of warning about missing plugins (like - for outfits), you could just skip stuff that's not installed and not show it That is how I had it initially then I thought that people won't know more would be available, so e left it as a tug on the sleeve to install the other clothing mods. 
    • Introduce a (small) delay on scrolling. Otherwise the game can crash if the assets are too taxying I had no idea that could happen. Do you have any suggestion on how much of a delay should be there ? 
    • HH outfits often cause issues because the heels don't pick up. A workaround could be to equip/unequip some invisible dummy item. (Would love a video to understand those, never happened to me, assumed it is not a possibility for them to "not pick up" ) 
  • Add MCM option to protect this mod's stuff during Violate scenes (or make its probability separate from the Violate one). Otherwise PC loses stuff too often which defeats the purpose of having those outfits, etc.

Will think about it.
Conceptually, losing a fight and then also losing the sexfight is still a loss, and  should have consequences
There is some aspect of that already in. You can
A. have thieving off in Violate, and use the MSM built-in post scene thieving instead , that only steals weapons, ammo caps and stimpacks,  (but not armor).

B. Even if the more encompassing Violate thieving is on, if you do incapacitate all (or most) of you aggressors, you can quickly recover them off their dead bodies). One shouldn't lose stuff THAT often, even in item theft is ticked on in Violate, assuming one wins the sex-fights.
 

 

  • Push the "Marina" NPC a bit away from the hologram, otherwise it picks up the scene and starts it while PC is scrolling the shop. Could actually be the reason for some crashes, I didn't test it too much.

Yes, that needs to be addressed. Alternately could also stop her force greeting the later lines (force greet maybe only make sense for the very first time you meet) 


Again thank you so much for the feedback, this is so needed, and so key to the polish process ❤️ .

 

Edited by MSM_Alice
Posted (edited)
2 hours ago, MSM_Alice said:

- the synthetic VATS like sound, during SexFight, 
- the extra NPC moans on NPC orgasm
- The extra moans or on challenges issued/received
- Something else ?

 

For now that's mostly the thing that makes it "meme-y", the VATS sounds and alike. If you're feeling like it, you could have a comprehensive "sounds" MCM page that allows to mute any selected sound. It's a bit of work, but hey - better than tinkering with scripts manually.

 

2 hours ago, MSM_Alice said:

Will do. Do you feel there is more need primarily for more intense ones, or less intense ones?  Or both?

 

Do something like "Unread books glow" in Skyrim, i.e.

  • Excessively bright option
  • Normal option
  • Very dim option

If you're feeling like it, add colorblind (but I can't say how many users would care, it's probably low prio)

 

2 hours ago, MSM_Alice said:

Right now I don't know enough to readily mess with AI packages this way, just yet, but I will eventually learn.

 

You don't really need to make it complicated. You just do stuff like this:

  • Check what's Violate's outcome. If it's "PC needs to run away" = proceed, else do nothing and exit
  • If you've reached this point, the outcome was "run away" = 
    • you check what' the delay on Violate's pacification, say it's X
    • you check which NPCs were "charmed" and add them to a player-friendly faction that's hostile to their current faction after Violate's pacification timer X runs out
  • You're done. PC retreats and when Violate's timer runs out, some fight ensues.

This way you don't need to mess with packages and you're guaranteed to not mess with Violate's scene. And of course, if PC "charmed" 2-3 enemies in a group of 5-6, there's a good chance next time she encounters them their forces will be halved. It's a good compromise between trivializing everything and not making it too cheesy. That's all IMO of course.

 

2 hours ago, MSM_Alice said:

The logic of that is that the reports and messages are generated by your brain implant

That's the crux of it, the "your" references. Sometimes the "your" refer to PC (player character), sometimes to player (playing person). It's immediately obvious that "aha, there's this mod and it's all a sandbox". What I did: changed everything to 1st person and recompiled it. It really improves RP experience - again, IMO. I've also changed the "you" when the mod inquires the player (i.e. playing person) to passive form so that there's still no requests to that playing person.

 

2 hours ago, MSM_Alice said:

The bimbo cravings reports should do exactly that. Unless you want a different kind of data in it?

 

Hm, not really? The report tells what "PC thinks she needs". Is that the progression then? I.e. "do what reports tells to do = progress"? If so = great approach, just maybe have a better emphasis that it's not "what PC wants", but also "what will progress the level"

 

2 hours ago, MSM_Alice said:

The outfits do send out notification messages with the bimbo level, next to the outfit name

 

I'll check that, but for now I'm about 99% certain it's the outfit name + BP cost, no level requirements.

 

2 hours ago, MSM_Alice said:

It has positioning issues.  (Would love a video to understand what those are, and how to get them to occur) 

Nothing much to add here, the hologram appears off the platform very often for me.

 

2 hours ago, MSM_Alice said:

(To offset some of that is why I made the model larger for most preview modes, except for piercings which is human size so you can get close and personal. Initially I wanted to scale it even larger and have a huge head-hologram ( with the body being hidden underground) , but I couldn't' t figure out how to disable ground collision from papyrus)  If you refer to certain piercing being hidden by hair, if you toggle clothes on off, twice, you will notice that the hologram also changes to temporary hairdo with hair that is pulled up in a ponytail, so you can see the ear piercings for instance).

 

It's mostly a combination of hair + dark time of day + the fact my PC has tanned skin making gold ones hard to see. It's probably a non-issue, though it defeats the purpose of a preview.

 

2 hours ago, MSM_Alice said:

0.7225 just got lights!  ( 07224 did not have them)

I'm still using the one from yesterday. Will probably try to upgrade.

 

2 hours ago, MSM_Alice said:

That is how I had it initially then I thought that people won't know more would be available, so e left it as a tug on the sleeve to install the other clothing mods. 

Then maybe an MCM option. But honestly, current warning says "missing plugins for <outfit name>", so I have no idea what's that plugin + the name of the outfit tells me nothing. I suppose a devoted heart could go google it, but I think it would be a very rare case. So having those popups is mostly just annoying + again, breaks the 4th wall.

 

2 hours ago, MSM_Alice said:

Introduce a (small) delay on scrolling. Otherwise the game can crash if the assets are too taxying I had no idea that could happen. Do you have any suggestion on how much of a delay should be there ? 

It's hard to say. Probably the best would be to let user configure it in MCM with a default being 1 second. On weaker PCs rapid swaps of outfits is bound to cause issues.

 

2 hours ago, MSM_Alice said:

HH outfits often cause issues because the heels don't pick up. A workaround could be to equip/unequip some invisible dummy item. (Would love a video to understand those, never happened to me, assumed it is not a possibility for them to "not pick up" ) 

Again, not much to say. When the outfit is equipped, sometimes HH doesn't fire and the Z-axis hover doesn't kick in. It's pretty much an artifact of Bethesda's equipment system. You can check it yourself even on PC, if you do stuff like 14.equipitem <FormID> with <FormID> being a HH item that PC currently doesn't have. Maybe it's changed in NG, but in pre-NG it almost always just equips the thing but doesn't fire the HH hover (so it gets stuck in the ground). Equipping anything else after that refreshes the HH trigger and it works fine, so the workaround for you would be to equip anything after issuing the outfit to that hologram.

 

2 hours ago, MSM_Alice said:

Conceptually, losing a fight and then also losing the sexfight is still a loss, and  should have consequences

Yeah, though it defeats the point of going out there "explore". At least "in-lore" as per Marina explain it. If PC loses all her stuff she got with BP, then Violate becomes a chore so it's better to skip it and stick to settlements doing it the "safe way". I don't have a preference here, it's just a FYI at this point.

________________

 

Couple of other things:

 

  • Maybe using EasyGirl old outfits with boots isn't a great idea. That's because those were made during times when HH wasn't a thing so it was implemented the "old fashioned way", i.e. heels going into calves space of the PC forcing legs to be grotesquely deformed visually. The tops / skirts / other things are great from that mod though. It's just that for boots it's better to mix-n-match it with real HH items.
  • Consider custom names for outfits. Something referring to this mod's "bimbo" theme would be nice and lore-friendly.
  • The mod fails with some plugins identification (for instance, it failed to find FusionGirl and even AAF for me). At least, according to MCM. I checked that you do Game.IsPluginInstalled, but probably something with the names is wrong. It's only "visuals" though - I got a warning but the mod works pretty much fine (since you rely on AAF API, if it truly didn't work, nothing would've been fired at all)
  • Instead of tattoo sets, consider also making it possible to add tattoos one by one. It will probably also allow for counting the number of them and do scoring based on it or something. Plus, flexibility of course.
Edited by Operand
Posted (edited)
1 hour ago, Operand said:

 

For now that's mostly the thing that makes it "meme-y", the VATS sounds and alike. If you're feeling like it, you could have a comprehensive "sounds" MCM page that allows to mute any selected sound. It's a bit of work, but hey - better than tinkering with scripts manually.

 

 

Do something like "Unread books glow" in Skyrim, i.e.

  • Excessively bright option
  • Normal option
  • Very dim option

If you're feeling like it, add colorblind (but I can't say how many users would care, it's probably low prio)

 

 

You don't really need to make it complicated. You just do stuff like this:

  • Check what's Violate's outcome. If it's "PC needs to run away" = proceed, else do nothing and exit
  • If you've reached this point, the outcome was "run away" = 
    • you check what' the delay on Violate's pacification, say it's X
    • you check which NPCs were "charmed" and add them to a player-friendly faction that's hostile to their current faction after Violate's pacification timer X runs out
  • You're done. PC retreats and when Violate's timer runs out, some fight ensues.

This way you don't need to mess with packages and you're guaranteed to not mess with Violate's scene. And of course, if PC "charmed" 2-3 enemies in a group of 5-6, there's a good chance next time she encounters them their forces will be halved. It's a good compromise between trivializing everything and not making it too cheesy. That's all IMO of course.

 

That's the crux of it, the "your" references. Sometimes the "your" refer to PC (player character), sometimes to player (playing person). It's immediately obvious that "aha, there's this mod and it's all a sandbox". What I did: changed everything to 1st person and recompiled it. It really improves RP experience - again, IMO. I've also changed the "you" when the mod inquires the player (i.e. playing person) to passive form so that there's still no requests to that playing person.

 

 

Hm, not really? The report tells what "PC thinks she needs". Is that the progression then? I.e. "do what reports tells to do = progress"? If so = great approach, just maybe have a better emphasis that it's not "what PC wants", but also "what will progress the level"

 

 

I'll check that, but for now I'm about 99% certain it's the outfit name + BP cost, no level requirements.

 

Nothing much to add here, the hologram appears off the platform very often for me.

 

 

It's mostly a combination of hair + dark time of day + the fact my PC has tanned skin making gold ones hard to see. It's probably a non-issue, though it defeats the purpose of a preview.

 

I'm still using the one from yesterday. Will probably try to upgrade.

 

Then maybe an MCM option. But honestly, current warning says "missing plugins for <outfit name>", so I have no idea what's that plugin + the name of the outfit tells me nothing. I suppose a devoted heart could go google it, but I think it would be a very rare case. So having those popups is mostly just annoying + again, breaks the 4th wall.

 

It's hard to say. Probably the best would be to let user configure it in MCM with a default being 1 second. On weaker PCs rapid swaps of outfits is bound to cause issues.

 

Again, not much to say. When the outfit is equipped, sometimes HH doesn't fire and the Z-axis hover doesn't kick in. It's pretty much an artifact of Bethesda's equipment system. You can check it yourself even on PC, if you do stuff like 14.equipitem <FormID> with <FormID> being a HH item that PC currently doesn't have. Maybe it's changed in NG, but in pre-NG it almost always just equips the thing but doesn't fire the HH hover (so it gets stuck in the ground). Equipping anything else after that refreshes the HH trigger and it works fine, so the workaround for you would be to equip anything after issuing the outfit to that hologram.

 

Yeah, though it defeats the point of going out there "explore". At least "in-lore" as per Marina explain it. If PC loses all her stuff she got with BP, then Violate becomes a chore so it's better to skip it and stick to settlements doing it the "safe way". I don't have a preference here, it's just a FYI at this point.

________________

 

Couple of other things:

 

  • Maybe using EasyGirl old outfits with boots isn't a great idea. That's because those were made during times when HH wasn't a thing so it was implemented the "old fashioned way", i.e. heels going into calves space of the PC forcing legs to be grotesquely deformed visually. The tops / skirts / other things are great from that mod though. It's just that for boots it's better to mix-n-match it with real HH items.
  • Consider custom names for outfits. Something referring to this mod's "bimbo" theme would be nice and lore-friendly.
  • The mod fails with some plugins identification (for instance, it failed to find FusionGirl and even AAF for me). At least, according to MCM. I checked that you do Game.IsPluginInstalled, but probably something with the names is wrong. It's only "visuals" though - I got a warning but the mod works pretty much fine (since you rely on AAF API, if it truly didn't work, nothing would've been fired at all)
  • Instead of tattoo sets, consider also making it possible to add tattoos one by one. It will probably also allow for counting the number of them and do scoring based on it or something. Plus, flexibility of course.

  

 

For now that's mostly the thing that makes it "meme-y", the VATS sounds and alike. If you're feeling like it, you could have a comprehensive "sounds" MCM page that allows to mute any selected sound. It's a bit of work, but hey - better than tinkering with scripts manually.


Okay, shouldn't be to tricky to add a bit more granularity to Sex Fight sounds.

 

 

That's the crux of it, the "your" references. Sometimes the "your" refer to PC (player character), sometimes to player (playing person). It's immediately obvious that "aha, there's this mod and it's all a sandbox". What I did: changed everything to 1st person and recompiled it. It really improves RP experience - again, IMO. I've also changed the "you" when the mod inquires the player (i.e. playing person) to passive form so that there's still no requests to that playing person.


If you can give me some examples it would be great, English is not my first language and I don't fully understand what this means.

The overlap in " You's"   is intentional as both the "the player you",  and also the " character you"  they both have the same implant menu that they can access.
When the mod says  "your implant menu" ,  it really should apply to both the in-game character and the irl player just the same.
Blurring the line between the two and occasionally blurring or breaking the 4th wall is something intentional, not accidental.

 

 

Hm, not really? The report tells what "PC thinks she needs". Is that the progression then? I.e. "do what reports tells to do = progress"? If so = great approach, just maybe have a better emphasis that it's not "what PC wants", but also "what will progress the level"


Ok now I understand when you mean by progression, it is bimbo levels.
The cravings are indeed not progression for bimbo level per se. CVT values are progression. 
Some of it is listed at the start of the Bimbo cravings report, (what bimbo level you are and how far along you are towards the next level).
The system itself is more nuanced with target values and instantaneous values:

 

The goal is not necessarily a linear progression to become a max level bimbo. Attaining higher level bimbo from some points of view is progression, something to desire, from other points of view is corruption and something to avoid.  It is a bit of an ambivalent thing if one wants it or not. What pushes you further down that path is specifically left more mysterious.

 


 

I'll check that, but for now I'm about 99% certain it's the outfit name + BP cost, no level requirements.

It should be 
Bimbo [X]: [Outfit Name]
Cost [Y] Bimbo Points

X is bimbo level 
 

Nothing much to add here, the hologram appears off the platform very often for me.

Hmm will have to find repro steps on why that happens, this is the first mention of it being consistently off platform so far.  I wonder if it is some enlarged collision pushing it or something else.
The actor is placed at the exact coordinate of the platform center with a small vertical offset. 
 

 

 

Again, not much to say. When the outfit is equipped, sometimes HH doesn't fire and the Z-axis hover doesn't kick in. It's pretty much an artifact of Bethesda's equipment system. You can check it yourself even on PC, if you do stuff like 14.equipitem <FormID> with <FormID> being a HH item that PC currently doesn't have. Maybe it's changed in NG, but in pre-NG it almost always just equips the thing but doesn't fire the HH hover (so it gets stuck in the ground). Equipping anything else after that refreshes the HH trigger and it works fine, so the workaround for you would be to equip anything after issuing the outfit to that hologram.


Hmmm....I do need to get this to trigger in order to fix it, and so far, it never triggered over here.  Heels always equip correctly from the first try, both on NG and pre NG..
There's probably an additional triggering factor that I am missing. Maybe the fact that I have the HH patch for Fusion girl that makes those boots proper HH items ?

 

________________

 

Couple of other things:

 

  • Maybe using EasyGirl old outfits with boots isn't a great idea. That's because those were made during times when HH wasn't a thing so it was implemented the "old fashioned way", i.e. heels going into calves space of the PC forcing legs to be grotesquely deformed visually. The tops / skirts / other things are great from that mod though. It's just that for boots it's better to mix-n-match it with real HH items.

Actually now that you say this  this might explain some of the issues above.
Did you install the HH patch for Fusiongirl to turn the appropriate fusion girl booths into proper HH items?

Maybe actually this is linked to the other issues that you have with them not applying correctly.
I did install the HH patch for FusionGirl boots so maybe that's why I am not getting those errors.

Actually, WAIT are you on CBBE or Fusion Girl ?
I only test with Fusion Girl, maybe the CBBE is the difference that makes this behave differently.


The mod fails with some plugins identification (for instance, it failed to find FusionGirl and even AAF for me). At least, according to MCM. I checked that you do Game.IsPluginInstalled, but probably something with the names is wrong. It's only "visuals" though - I got a warning but the mod works pretty much fine (since you rely on AAF API, if it truly didn't work, nothing would've been fired at all)

 

 

Hmmm.... This one  might be specific to the sequence of events/scenario where a game is started with unbound scripts, and then the scripts are recompiled.
I am not re-evaluating those on each individual game load, to keep script load to a minimum.
They are evaluated only when the quest initializes the first time.  Some bool variable probably were never set , as the quests were already initialized when you re-compiled manually, and the scripts started working AFTER the quest had initialized.
 

  • Instead of tattoo sets, consider also making it possible to add tattoos one by one. It will probably also allow for counting the number of them and do scoring based on it or something. Plus, flexibility of course.

Indeed. 

Edited by MSM_Alice
Posted
40 minutes ago, Laethas456 said:

That’s pretty good! How did you obtain these?

Can't really take much credit.
Suno v4 did most of the work, with small interventions on my side. 

Posted
43 minutes ago, MSM_Alice said:

Can't really take much credit.
Suno v4 did most of the work, with small interventions on my side. 

Well good work regardless. I am not playing FO4 currently, but look forward to trying out your mod eventually.

Posted (edited)
2 hours ago, Operand said:

 

For now that's mostly the thing that makes it "meme-y", the VATS sounds and alike. If you're feeling like it, you could have a comprehensive "sounds" MCM page that allows to mute any selected sound. It's a bit of work, but hey - better than tinkering with scripts manually.

 

 

Do something like "Unread books glow" in Skyrim, i.e.

  • Excessively bright option
  • Normal option
  • Very dim option

If you're feeling like it, add colorblind (but I can't say how many users would care, it's probably low prio)

 

 

You don't really need to make it complicated. You just do stuff like this:

  • Check what's Violate's outcome. If it's "PC needs to run away" = proceed, else do nothing and exit
  • If you've reached this point, the outcome was "run away" = 
    • you check what' the delay on Violate's pacification, say it's X
    • you check which NPCs were "charmed" and add them to a player-friendly faction that's hostile to their current faction after Violate's pacification timer X runs out
  • You're done. PC retreats and when Violate's timer runs out, some fight ensues.

This way you don't need to mess with packages and you're guaranteed to not mess with Violate's scene. And of course, if PC "charmed" 2-3 enemies in a group of 5-6, there's a good chance next time she encounters them their forces will be halved. It's a good compromise between trivializing everything and not making it too cheesy. That's all IMO of course.

 

That's the crux of it, the "your" references. Sometimes the "your" refer to PC (player character), sometimes to player (playing person). It's immediately obvious that "aha, there's this mod and it's all a sandbox". What I did: changed everything to 1st person and recompiled it. It really improves RP experience - again, IMO. I've also changed the "you" when the mod inquires the player (i.e. playing person) to passive form so that there's still no requests to that playing person.

 

 

Hm, not really? The report tells what "PC thinks she needs". Is that the progression then? I.e. "do what reports tells to do = progress"? If so = great approach, just maybe have a better emphasis that it's not "what PC wants", but also "what will progress the level"

 

 

I'll check that, but for now I'm about 99% certain it's the outfit name + BP cost, no level requirements.

 

Nothing much to add here, the hologram appears off the platform very often for me.

 

 

It's mostly a combination of hair + dark time of day + the fact my PC has tanned skin making gold ones hard to see. It's probably a non-issue, though it defeats the purpose of a preview.

 

I'm still using the one from yesterday. Will probably try to upgrade.

 

Then maybe an MCM option. But honestly, current warning says "missing plugins for <outfit name>", so I have no idea what's that plugin + the name of the outfit tells me nothing. I suppose a devoted heart could go google it, but I think it would be a very rare case. So having those popups is mostly just annoying + again, breaks the 4th wall.

 

It's hard to say. Probably the best would be to let user configure it in MCM with a default being 1 second. On weaker PCs rapid swaps of outfits is bound to cause issues.

 

Again, not much to say. When the outfit is equipped, sometimes HH doesn't fire and the Z-axis hover doesn't kick in. It's pretty much an artifact of Bethesda's equipment system. You can check it yourself even on PC, if you do stuff like 14.equipitem <FormID> with <FormID> being a HH item that PC currently doesn't have. Maybe it's changed in NG, but in pre-NG it almost always just equips the thing but doesn't fire the HH hover (so it gets stuck in the ground). Equipping anything else after that refreshes the HH trigger and it works fine, so the workaround for you would be to equip anything after issuing the outfit to that hologram.

 

Yeah, though it defeats the point of going out there "explore". At least "in-lore" as per Marina explain it. If PC loses all her stuff she got with BP, then Violate becomes a chore so it's better to skip it and stick to settlements doing it the "safe way". I don't have a preference here, it's just a FYI at this point.

________________

 

Couple of other things:

 

  • Maybe using EasyGirl old outfits with boots isn't a great idea. That's because those were made during times when HH wasn't a thing so it was implemented the "old fashioned way", i.e. heels going into calves space of the PC forcing legs to be grotesquely deformed visually. The tops / skirts / other things are great from that mod though. It's just that for boots it's better to mix-n-match it with real HH items.
  • Consider custom names for outfits. Something referring to this mod's "bimbo" theme would be nice and lore-friendly.
  • The mod fails with some plugins identification (for instance, it failed to find FusionGirl and even AAF for me). At least, according to MCM. I checked that you do Game.IsPluginInstalled, but probably something with the names is wrong. It's only "visuals" though - I got a warning but the mod works pretty much fine (since you rely on AAF API, if it truly didn't work, nothing would've been fired at all)
  • Instead of tattoo sets, consider also making it possible to add tattoos one by one. It will probably also allow for counting the number of them and do scoring based on it or something. Plus, flexibility of course.



Specifically, for this
" Then maybe an MCM option. But honestly, current warning says "missing plugins for <outfit name>", so I have no idea what's that plugin + the name of the outfit tells me nothing."

To assist, I just updated the main mod description with more Info on the clothing third party mods. 
Moved ASA and EasyGirl into prerequisites (from soft reqs).
Right now I am using EasyGirl and ASA, will probably add more stuff from TRS too

These three and some from Nuka Ride are all I am using for clothing right now.

If you have all 4 installed when you start MSMA, you should see no missing outfits.

But yes, probably I should add them to their own section in the validator MCM page.

 

Edited by MSM_Alice
Posted
15 minutes ago, Laethas456 said:

Well good work regardless. I am not playing FO4 currently, but look forward to trying out your mod eventually.

Thank you!

Posted (edited)
15 hours ago, MSM_Alice said:

The goal is not necessarily a linear progression to become a max level bimbo.

 

Yeah, that was clear. Some of the messages out there were alluding to stuff my MC wouldn't do, so I was wondering at which level she'd stop (probably around 3?); it's just that the explanation of "do depravity X to progress level" would anchor that in-lore. It's not critical.

15 hours ago, MSM_Alice said:

It should be 
Bimbo [X]: [Outfit Name]
Cost [Y] Bimbo Points

X is bimbo level 

 

In my current build it's only name + BP. I'll try a new one later.

 

15 hours ago, MSM_Alice said:

Maybe the fact that I have the HH patch for Fusion girl that makes those boots proper HH items ?

Curious to see what patch you mean. But for me this is an issue regardless of the mod - so long as it uses HH. Which version of HH do you run btw?

 

15 hours ago, MSM_Alice said:

Actually, WAIT are you on CBBE or Fusion Girl ?

FG of course.

 

__________

 

A random thought to add: since level 7 is "galactic", it'd be cool to remove numeric levels altogether and replace that with the cosmic names progressing to the "galaxy". Stuff like Moon [1] > Planet [2] > Sun [3] > Star [4] > Cluster [5] > Constellation [6] > Galaxy[7] ; it'd be more thematic imo.

Edited by Operand

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